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imgui-based SystemUI

Rokas Kupstys hace 8 años
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commit
ee41ed680d
Se han modificado 67 ficheros con 23688 adiciones y 16672 borrados
  1. 1 1
      Source/Atomic/CMakeLists.txt
  2. 0 218
      Source/Atomic/UI/SystemUI/BorderImage.cpp
  3. 0 121
      Source/Atomic/UI/SystemUI/BorderImage.h
  4. 0 195
      Source/Atomic/UI/SystemUI/Button.cpp
  5. 0 114
      Source/Atomic/UI/SystemUI/Button.h
  6. 0 117
      Source/Atomic/UI/SystemUI/CheckBox.cpp
  7. 0 77
      Source/Atomic/UI/SystemUI/CheckBox.h
  8. 138 326
      Source/Atomic/UI/SystemUI/Console.cpp
  9. 20 94
      Source/Atomic/UI/SystemUI/Console.h
  10. 0 312
      Source/Atomic/UI/SystemUI/Cursor.cpp
  11. 0 151
      Source/Atomic/UI/SystemUI/Cursor.h
  12. 155 233
      Source/Atomic/UI/SystemUI/DebugHud.cpp
  13. 16 40
      Source/Atomic/UI/SystemUI/DebugHud.h
  14. 0 346
      Source/Atomic/UI/SystemUI/DropDownList.cpp
  15. 0 127
      Source/Atomic/UI/SystemUI/DropDownList.h
  16. 0 236
      Source/Atomic/UI/SystemUI/Font.cpp
  17. 0 114
      Source/Atomic/UI/SystemUI/Font.h
  18. 0 130
      Source/Atomic/UI/SystemUI/FontFace.cpp
  19. 0 124
      Source/Atomic/UI/SystemUI/FontFace.h
  20. 0 391
      Source/Atomic/UI/SystemUI/FontFaceBitmap.cpp
  21. 0 68
      Source/Atomic/UI/SystemUI/FontFaceBitmap.h
  22. 0 459
      Source/Atomic/UI/SystemUI/FontFaceFreeType.cpp
  23. 0 78
      Source/Atomic/UI/SystemUI/FontFaceFreeType.h
  24. 0 669
      Source/Atomic/UI/SystemUI/LineEdit.cpp
  25. 0 172
      Source/Atomic/UI/SystemUI/LineEdit.h
  26. 0 1144
      Source/Atomic/UI/SystemUI/ListView.cpp
  27. 0 195
      Source/Atomic/UI/SystemUI/ListView.h
  28. 0 444
      Source/Atomic/UI/SystemUI/Menu.cpp
  29. 0 117
      Source/Atomic/UI/SystemUI/Menu.h
  30. 46 86
      Source/Atomic/UI/SystemUI/MessageBox.cpp
  31. 15 24
      Source/Atomic/UI/SystemUI/MessageBox.h
  32. 0 329
      Source/Atomic/UI/SystemUI/ScrollBar.cpp
  33. 0 137
      Source/Atomic/UI/SystemUI/ScrollBar.h
  34. 0 709
      Source/Atomic/UI/SystemUI/ScrollView.cpp
  35. 0 199
      Source/Atomic/UI/SystemUI/ScrollView.h
  36. 0 287
      Source/Atomic/UI/SystemUI/Slider.cpp
  37. 0 126
      Source/Atomic/UI/SystemUI/Slider.h
  38. 0 287
      Source/Atomic/UI/SystemUI/Sprite.cpp
  39. 0 130
      Source/Atomic/UI/SystemUI/Sprite.h
  40. 383 1812
      Source/Atomic/UI/SystemUI/SystemUI.cpp
  41. 90 347
      Source/Atomic/UI/SystemUI/SystemUI.h
  42. 0 334
      Source/Atomic/UI/SystemUI/SystemUIBatch.cpp
  43. 0 99
      Source/Atomic/UI/SystemUI/SystemUIBatch.h
  44. 2 345
      Source/Atomic/UI/SystemUI/SystemUIEvents.h
  45. 0 770
      Source/Atomic/UI/SystemUI/Text.cpp
  46. 0 268
      Source/Atomic/UI/SystemUI/Text.h
  47. 0 113
      Source/Atomic/UI/SystemUI/ToolTip.cpp
  48. 0 71
      Source/Atomic/UI/SystemUI/ToolTip.h
  49. 0 2034
      Source/Atomic/UI/SystemUI/UIElement.cpp
  50. 0 721
      Source/Atomic/UI/SystemUI/UIElement.h
  51. 0 427
      Source/Atomic/UI/SystemUI/Window.cpp
  52. 0 173
      Source/Atomic/UI/SystemUI/Window.h
  53. 14 25
      Source/Atomic/UI/UI.cpp
  54. 2 6
      Source/Atomic/UI/UI.h
  55. 2 0
      Source/ThirdParty/CMakeLists.txt
  56. 18 0
      Source/ThirdParty/imgui/.travis.yml
  57. 29 0
      Source/ThirdParty/imgui/CMakeLists.txt
  58. 21 0
      Source/ThirdParty/imgui/LICENSE
  59. 237 0
      Source/ThirdParty/imgui/README.md
  60. 57 0
      Source/ThirdParty/imgui/imconfig.h
  61. 9865 0
      Source/ThirdParty/imgui/imgui.cpp
  62. 1402 0
      Source/ThirdParty/imgui/imgui.h
  63. 2641 0
      Source/ThirdParty/imgui/imgui_demo.cpp
  64. 2418 0
      Source/ThirdParty/imgui/imgui_draw.cpp
  65. 776 0
      Source/ThirdParty/imgui/imgui_internal.h
  66. 1322 0
      Source/ThirdParty/imgui/stb_textedit.h
  67. 4018 0
      Source/ThirdParty/imgui/stb_truetype.h

+ 1 - 1
Source/Atomic/CMakeLists.txt

@@ -106,7 +106,7 @@ endif ()
 
 include_directories (${CMAKE_CURRENT_SOURCE_DIR})
 target_include_directories(Atomic PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/../)
-target_link_libraries (Atomic Box2D Duktape TurboBadger FreeType JO LZ4 PugiXml STB SDL ASIO rapidjson WebSocketPP)
+target_link_libraries (Atomic Box2D Duktape TurboBadger FreeType JO LZ4 PugiXml STB SDL ASIO rapidjson WebSocketPP imgui)
 target_compile_definitions (Atomic PUBLIC -DATOMIC_CXX11=1)
 if (ATOMIC_64BIT)
     target_compile_definitions (Atomic PUBLIC -DATOMIC_64BIT=1)

+ 0 - 218
Source/Atomic/UI/SystemUI/BorderImage.cpp

@@ -1,218 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#include "../../Core/Context.h"
-#include "../../Graphics/Texture2D.h"
-#include "../../Resource/ResourceCache.h"
-#include "BorderImage.h"
-
-#include "../../DebugNew.h"
-
-namespace Atomic
-{
-
-extern const char* blendModeNames[];
-
-
-namespace SystemUI
-{
-
-extern const char* UI_CATEGORY;
-
-BorderImage::BorderImage(Context* context) :
-    UIElement(context),
-    imageRect_(IntRect::ZERO),
-    border_(IntRect::ZERO),
-    imageBorder_(IntRect::ZERO),
-    hoverOffset_(IntVector2::ZERO),
-    blendMode_(BLEND_REPLACE),
-    tiled_(false)
-{
-}
-
-BorderImage::~BorderImage()
-{
-}
-
-void BorderImage::RegisterObject(Context* context)
-{
-    context->RegisterFactory<BorderImage>(UI_CATEGORY);
-
-    ATOMIC_COPY_BASE_ATTRIBUTES(UIElement);
-    ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("Texture", GetTextureAttr, SetTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()),
-        AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Image Rect", GetImageRect, SetImageRect, IntRect, IntRect::ZERO, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Border", GetBorder, SetBorder, IntRect, IntRect::ZERO, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Image Border", GetImageBorder, SetImageBorder, IntRect, IntRect::ZERO, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Hover Image Offset", GetHoverOffset, SetHoverOffset, IntVector2, IntVector2::ZERO, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Tiled", IsTiled, SetTiled, bool, false, AM_FILE);
-    ATOMIC_ENUM_ACCESSOR_ATTRIBUTE("Blend Mode", GetBlendMode, SetBlendMode, BlendMode, blendModeNames, 0, AM_FILE);
-}
-
-void BorderImage::GetBatches(PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor)
-{
-    GetBatches(batches, vertexData, currentScissor, hovering_ || selected_ || HasFocus() ? hoverOffset_ : IntVector2::ZERO);
-}
-
-void BorderImage::SetTexture(Texture* texture)
-{
-    texture_ = texture;
-    if (imageRect_ == IntRect::ZERO)
-        SetFullImageRect();
-}
-
-void BorderImage::SetImageRect(const IntRect& rect)
-{
-    if (rect != IntRect::ZERO)
-        imageRect_ = rect;
-}
-
-void BorderImage::SetFullImageRect()
-{
-    if (texture_)
-        SetImageRect(IntRect(0, 0, texture_->GetWidth(), texture_->GetHeight()));
-}
-
-void BorderImage::SetBorder(const IntRect& rect)
-{
-    border_.left_ = Max(rect.left_, 0);
-    border_.top_ = Max(rect.top_, 0);
-    border_.right_ = Max(rect.right_, 0);
-    border_.bottom_ = Max(rect.bottom_, 0);
-}
-
-void BorderImage::SetImageBorder(const IntRect& rect)
-{
-    imageBorder_.left_ = Max(rect.left_, 0);
-    imageBorder_.top_ = Max(rect.top_, 0);
-    imageBorder_.right_ = Max(rect.right_, 0);
-    imageBorder_.bottom_ = Max(rect.bottom_, 0);
-}
-
-void BorderImage::SetHoverOffset(const IntVector2& offset)
-{
-    hoverOffset_ = offset;
-}
-
-void BorderImage::SetHoverOffset(int x, int y)
-{
-    hoverOffset_ = IntVector2(x, y);
-}
-
-void BorderImage::SetBlendMode(BlendMode mode)
-{
-    blendMode_ = mode;
-}
-
-void BorderImage::SetTiled(bool enable)
-{
-    tiled_ = enable;
-}
-
-void BorderImage::GetBatches(PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor,
-    const IntVector2& offset)
-{
-    bool allOpaque = true;
-    if (GetDerivedOpacity() < 1.0f || color_[C_TOPLEFT].a_ < 1.0f || color_[C_TOPRIGHT].a_ < 1.0f ||
-        color_[C_BOTTOMLEFT].a_ < 1.0f || color_[C_BOTTOMRIGHT].a_ < 1.0f)
-        allOpaque = false;
-
-    SystemUIBatch
-        batch(this, blendMode_ == BLEND_REPLACE && !allOpaque ? BLEND_ALPHA : blendMode_, currentScissor, texture_, &vertexData);
-
-    // Calculate size of the inner rect, and texture dimensions of the inner rect
-    const IntRect& uvBorder = (imageBorder_ == IntRect::ZERO) ? border_ : imageBorder_;
-    int x = GetIndentWidth();
-    IntVector2 size = GetSize();
-    size.x_ -= x;
-    IntVector2 innerSize(
-        Max(size.x_ - border_.left_ - border_.right_, 0),
-        Max(size.y_ - border_.top_ - border_.bottom_, 0));
-    IntVector2 innerUvSize(
-        Max(imageRect_.right_ - imageRect_.left_ - uvBorder.left_ - uvBorder.right_, 0),
-        Max(imageRect_.bottom_ - imageRect_.top_ - uvBorder.top_ - uvBorder.bottom_, 0));
-
-    IntVector2 uvTopLeft(imageRect_.left_, imageRect_.top_);
-    uvTopLeft += offset;
-
-    // Top
-    if (border_.top_)
-    {
-        if (border_.left_)
-            batch.AddQuad(x, 0, border_.left_, border_.top_, uvTopLeft.x_, uvTopLeft.y_, uvBorder.left_, uvBorder.top_);
-        if (innerSize.x_)
-            batch.AddQuad(x + border_.left_, 0, innerSize.x_, border_.top_, uvTopLeft.x_ + uvBorder.left_, uvTopLeft.y_,
-                innerUvSize.x_, uvBorder.top_, tiled_);
-        if (border_.right_)
-            batch.AddQuad(x + border_.left_ + innerSize.x_, 0, border_.right_, border_.top_,
-                uvTopLeft.x_ + uvBorder.left_ + innerUvSize.x_, uvTopLeft.y_, uvBorder.right_, uvBorder.top_);
-    }
-    // Middle
-    if (innerSize.y_)
-    {
-        if (border_.left_)
-            batch.AddQuad(x, border_.top_, border_.left_, innerSize.y_, uvTopLeft.x_, uvTopLeft.y_ + uvBorder.top_,
-                uvBorder.left_, innerUvSize.y_, tiled_);
-        if (innerSize.x_)
-            batch.AddQuad(x + border_.left_, border_.top_, innerSize.x_, innerSize.y_, uvTopLeft.x_ + uvBorder.left_,
-                uvTopLeft.y_ + uvBorder.top_, innerUvSize.x_, innerUvSize.y_, tiled_);
-        if (border_.right_)
-            batch.AddQuad(x + border_.left_ + innerSize.x_, border_.top_, border_.right_, innerSize.y_,
-                uvTopLeft.x_ + uvBorder.left_ + innerUvSize.x_, uvTopLeft.y_ + uvBorder.top_, uvBorder.right_, innerUvSize.y_,
-                tiled_);
-    }
-    // Bottom
-    if (border_.bottom_)
-    {
-        if (border_.left_)
-            batch.AddQuad(x, border_.top_ + innerSize.y_, border_.left_, border_.bottom_, uvTopLeft.x_,
-                uvTopLeft.y_ + uvBorder.top_ + innerUvSize.y_, uvBorder.left_, uvBorder.bottom_);
-        if (innerSize.x_)
-            batch.AddQuad(x + border_.left_, border_.top_ + innerSize.y_, innerSize.x_, border_.bottom_,
-                uvTopLeft.x_ + uvBorder.left_, uvTopLeft.y_ + uvBorder.top_ + innerUvSize.y_, innerUvSize.x_, uvBorder.bottom_,
-                tiled_);
-        if (border_.right_)
-            batch.AddQuad(x + border_.left_ + innerSize.x_, border_.top_ + innerSize.y_, border_.right_, border_.bottom_,
-                uvTopLeft.x_ + uvBorder.left_ + innerUvSize.x_, uvTopLeft.y_ + uvBorder.top_ + innerUvSize.y_, uvBorder.right_,
-                uvBorder.bottom_);
-    }
-
-    SystemUIBatch::AddOrMerge(batch, batches);
-
-    // Reset hovering for next frame
-    hovering_ = false;
-}
-
-void BorderImage::SetTextureAttr(const ResourceRef& value)
-{
-    ResourceCache* cache = GetSubsystem<ResourceCache>();
-    SetTexture(cache->GetResource<Texture2D>(value.name_));
-}
-
-ResourceRef BorderImage::GetTextureAttr() const
-{
-    return GetResourceRef(texture_, Texture2D::GetTypeStatic());
-}
-
-}
-
-}

+ 0 - 121
Source/Atomic/UI/SystemUI/BorderImage.h

@@ -1,121 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#pragma once
-
-#include "../../Graphics/GraphicsDefs.h"
-#include "UIElement.h"
-
-namespace Atomic
-{
-
-class Texture;
-class Texture2D;
-
-namespace SystemUI
-{
-
-/// %Image %UI element with optional border.
-class ATOMIC_API BorderImage : public UIElement
-{
-    ATOMIC_OBJECT(BorderImage, UIElement);
-
-public:
-    /// Construct.
-    BorderImage(Context* context);
-    /// Destruct.
-    virtual ~BorderImage();
-    /// Register object factory.
-    static void RegisterObject(Context* context);
-
-    /// Return UI rendering batches.
-    virtual void GetBatches(PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor);
-
-    /// Set texture.
-    void SetTexture(Texture* texture);
-    /// Set part of texture to use as the image.
-    void SetImageRect(const IntRect& rect);
-    /// Use whole texture as the image.
-    void SetFullImageRect();
-    /// Set border dimensions on the screen.
-    void SetBorder(const IntRect& rect);
-    /// Set border dimensions on the image. If zero (default) uses the screen dimensions, resulting in pixel-perfect borders.
-    void SetImageBorder(const IntRect& rect);
-    /// Set offset to image rectangle used on hover.
-    void SetHoverOffset(const IntVector2& offset);
-    /// Set offset to image rectangle used on hover.
-    void SetHoverOffset(int x, int y);
-    /// Set blend mode.
-    void SetBlendMode(BlendMode mode);
-    /// Set tiled mode.
-    void SetTiled(bool enable);
-
-    /// Return texture.
-    Texture* GetTexture() const { return texture_; }
-
-    /// Return image rectangle.
-    const IntRect& GetImageRect() const { return imageRect_; }
-
-    /// Return border screen dimensions.
-    const IntRect& GetBorder() const { return border_; }
-
-    /// Return border image dimensions. Zero rect uses border screen dimensions.
-    const IntRect& GetImageBorder() const { return imageBorder_; }
-
-    /// Return offset to image rectangle used on hover.
-    const IntVector2& GetHoverOffset() const { return hoverOffset_; }
-
-    /// Return blend mode.
-    BlendMode GetBlendMode() const { return blendMode_; }
-
-    /// Return whether is tiled.
-    bool IsTiled() const { return tiled_; }
-
-    /// Set texture attribute.
-    void SetTextureAttr(const ResourceRef& value);
-    /// Return texture attribute.
-    ResourceRef GetTextureAttr() const;
-
-protected:
-    /// Return UI rendering batches with offset to image rectangle.
-    void GetBatches
-        (PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor, const IntVector2& offset);
-
-    /// Texture.
-    SharedPtr<Texture> texture_;
-    /// Image rectangle.
-    IntRect imageRect_;
-    /// Border dimensions on screen.
-    IntRect border_;
-    /// Border dimensions on the image.
-    IntRect imageBorder_;
-    /// Offset to image rectangle on hover.
-    IntVector2 hoverOffset_;
-    /// Blend mode flag.
-    BlendMode blendMode_;
-    /// Tiled flag.
-    bool tiled_;
-};
-
-}
-
-}

+ 0 - 195
Source/Atomic/UI/SystemUI/Button.cpp

@@ -1,195 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#include "../../Core/Context.h"
-#include "../../Input/InputEvents.h"
-#include "Button.h"
-#include "SystemUI.h"
-#include "SystemUIEvents.h"
-
-#include "../../DebugNew.h"
-
-namespace Atomic
-{
-
-
-namespace SystemUI
-{
-
-extern const char* UI_CATEGORY;
-
-Button::Button(Context* context) :
-    BorderImage(context),
-    pressedOffset_(IntVector2::ZERO),
-    pressedChildOffset_(IntVector2::ZERO),
-    repeatDelay_(1.0f),
-    repeatRate_(0.0f),
-    repeatTimer_(0.0f),
-    pressed_(false)
-{
-    SetEnabled(true);
-    focusMode_ = FM_FOCUSABLE;
-}
-
-Button::~Button()
-{
-}
-
-void Button::RegisterObject(Context* context)
-{
-    context->RegisterFactory<Button>(UI_CATEGORY);
-
-    ATOMIC_COPY_BASE_ATTRIBUTES(BorderImage);
-    ATOMIC_UPDATE_ATTRIBUTE_DEFAULT_VALUE("Is Enabled", true);
-    ATOMIC_UPDATE_ATTRIBUTE_DEFAULT_VALUE("Focus Mode", FM_FOCUSABLE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Pressed Image Offset", GetPressedOffset, SetPressedOffset, IntVector2, IntVector2::ZERO, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Pressed Child Offset", GetPressedChildOffset, SetPressedChildOffset, IntVector2, IntVector2::ZERO, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Repeat Delay", GetRepeatDelay, SetRepeatDelay, float, 1.0f, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Repeat Rate", GetRepeatRate, SetRepeatRate, float, 0.0f, AM_FILE);
-}
-
-void Button::Update(float timeStep)
-{
-    if (!hovering_ && pressed_)
-        SetPressed(false);
-
-    // Send repeat events if pressed
-    if (pressed_ && repeatRate_ > 0.0f)
-    {
-        repeatTimer_ -= timeStep;
-        if (repeatTimer_ <= 0.0f)
-        {
-            repeatTimer_ += 1.0f / repeatRate_;
-
-            using namespace Pressed;
-
-            VariantMap& eventData = GetEventDataMap();
-            eventData[P_ELEMENT] = this;
-            SendEvent(E_PRESSED, eventData);
-        }
-    }
-}
-
-void Button::GetBatches(PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor)
-{
-    IntVector2 offset(IntVector2::ZERO);
-    if (hovering_ || HasFocus())
-        offset += hoverOffset_;
-    if (pressed_ || selected_)
-        offset += pressedOffset_;
-
-    BorderImage::GetBatches(batches, vertexData, currentScissor, offset);
-}
-
-void Button::OnClickBegin(const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers,
-    Cursor* cursor)
-{
-    if (button == MOUSEB_LEFT)
-    {
-        SetPressed(true);
-        repeatTimer_ = repeatDelay_;
-        hovering_ = true;
-
-        using namespace Pressed;
-
-        VariantMap& eventData = GetEventDataMap();
-        eventData[P_ELEMENT] = this;
-        SendEvent(E_PRESSED, eventData);
-    }
-}
-
-void Button::OnClickEnd(const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers,
-    Cursor* cursor, UIElement* beginElement)
-{
-    if (pressed_ && button == MOUSEB_LEFT)
-    {
-        SetPressed(false);
-
-        using namespace Released;
-
-        VariantMap& eventData = GetEventDataMap();
-        eventData[P_ELEMENT] = this;
-        SendEvent(E_RELEASED, eventData);
-    }
-}
-
-void Button::OnDragMove(const IntVector2& position, const IntVector2& screenPosition, const IntVector2& deltaPos, int buttons,
-    int qualifiers, Cursor* cursor)
-{
-    SetPressed(true);
-}
-
-void Button::OnKey(int key, int buttons, int qualifiers)
-{
-    if (HasFocus() && (key == KEY_RETURN || key == KEY_RETURN2 || key == KEY_KP_ENTER || key == KEY_SPACE))
-    {
-        // Simulate LMB click
-        OnClickBegin(IntVector2(), IntVector2(), MOUSEB_LEFT, 0, 0, 0);
-        OnClickEnd(IntVector2(), IntVector2(), MOUSEB_LEFT, 0, 0, 0, 0);
-    }
-}
-
-void Button::SetPressedOffset(const IntVector2& offset)
-{
-    pressedOffset_ = offset;
-}
-
-void Button::SetPressedOffset(int x, int y)
-{
-    pressedOffset_ = IntVector2(x, y);
-}
-
-void Button::SetPressedChildOffset(const IntVector2& offset)
-{
-    pressedChildOffset_ = offset;
-}
-
-void Button::SetPressedChildOffset(int x, int y)
-{
-    pressedChildOffset_ = IntVector2(x, y);
-}
-
-void Button::SetRepeat(float delay, float rate)
-{
-    SetRepeatDelay(delay);
-    SetRepeatRate(rate);
-}
-
-void Button::SetRepeatDelay(float delay)
-{
-    repeatDelay_ = Max(delay, 0.0f);
-}
-
-void Button::SetRepeatRate(float rate)
-{
-    repeatRate_ = Max(rate, 0.0f);
-}
-
-void Button::SetPressed(bool enable)
-{
-    pressed_ = enable;
-    SetChildOffset(pressed_ ? pressedChildOffset_ : IntVector2::ZERO);
-}
-
-}
-
-}

+ 0 - 114
Source/Atomic/UI/SystemUI/Button.h

@@ -1,114 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#pragma once
-
-#include "BorderImage.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-/// Push button %UI element.
-class ATOMIC_API Button : public BorderImage
-{
-    ATOMIC_OBJECT(Button, BorderImage);
-
-public:
-    /// Construct.
-    Button(Context* context);
-    /// Destruct.
-    virtual ~Button();
-    /// Register object factory.
-    static void RegisterObject(Context* context);
-
-    /// Perform UI element update.
-    virtual void Update(float timeStep);
-    /// Return UI rendering batches.
-    virtual void GetBatches(PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor);
-    /// React to mouse click begin.
-    virtual void OnClickBegin
-        (const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers, Cursor* cursor);
-    /// React to mouse click end.
-    virtual void OnClickEnd
-        (const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers, Cursor* cursor,
-            UIElement* beginElement);
-    /// React to mouse drag motion.
-    virtual void OnDragMove
-        (const IntVector2& position, const IntVector2& screenPosition, const IntVector2& deltaPos, int buttons, int qualifiers,
-            Cursor* cursor);
-    /// React to a key press.
-    virtual void OnKey(int key, int buttons, int qualifiers);
-
-    /// Set offset to image rectangle used when pressed.
-    void SetPressedOffset(const IntVector2& offset);
-    /// Set offset to image rectangle used when pressed.
-    void SetPressedOffset(int x, int y);
-    /// Set offset of child elements when pressed.
-    void SetPressedChildOffset(const IntVector2& offset);
-    /// Set offset of child elements when pressed.
-    void SetPressedChildOffset(int x, int y);
-    /// Set repeat properties. Rate 0 (default) disables repeat.
-    void SetRepeat(float delay, float rate);
-    /// Set repeat delay.
-    void SetRepeatDelay(float delay);
-    /// Set repeat rate.
-    void SetRepeatRate(float rate);
-
-    /// Return pressed image offset.
-    const IntVector2& GetPressedOffset() const { return pressedOffset_; }
-
-    /// Return offset of child elements when pressed.
-    const IntVector2& GetPressedChildOffset() const { return pressedChildOffset_; }
-
-    /// Return repeat delay.
-    float GetRepeatDelay() const { return repeatDelay_; }
-
-    /// Return repeat rate.
-    float GetRepeatRate() const { return repeatRate_; }
-
-    /// Return whether is currently pressed.
-    bool IsPressed() const { return pressed_; }
-
-protected:
-    /// Set new pressed state.
-    void SetPressed(bool enable);
-
-    /// Pressed image offset.
-    IntVector2 pressedOffset_;
-    /// Pressed label offset.
-    IntVector2 pressedChildOffset_;
-    /// Repeat delay.
-    float repeatDelay_;
-    /// Repeat rate.
-    float repeatRate_;
-    /// Repeat timer.
-    float repeatTimer_;
-    /// Current pressed state.
-    bool pressed_;
-};
-
-}
-
-}

+ 0 - 117
Source/Atomic/UI/SystemUI/CheckBox.cpp

@@ -1,117 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-
-#include "../../Core/Context.h"
-#include "../../Input/InputEvents.h"
-#include "CheckBox.h"
-#include "SystemUIEvents.h"
-
-#include "../../DebugNew.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-extern const char* UI_CATEGORY;
-
-CheckBox::CheckBox(Context* context) :
-    BorderImage(context),
-    checkedOffset_(IntVector2::ZERO),
-    checked_(false)
-{
-    SetEnabled(true);
-    focusMode_ = FM_FOCUSABLE_DEFOCUSABLE;
-}
-
-CheckBox::~CheckBox()
-{
-}
-
-void CheckBox::RegisterObject(Context* context)
-{
-    context->RegisterFactory<CheckBox>(UI_CATEGORY);
-
-    ATOMIC_COPY_BASE_ATTRIBUTES(BorderImage);
-    ATOMIC_UPDATE_ATTRIBUTE_DEFAULT_VALUE("Is Enabled", true);
-    ATOMIC_UPDATE_ATTRIBUTE_DEFAULT_VALUE("Focus Mode", FM_FOCUSABLE_DEFOCUSABLE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Is Checked", IsChecked, SetChecked, bool, false, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Checked Image Offset", GetCheckedOffset, SetCheckedOffset, IntVector2, IntVector2::ZERO, AM_FILE);
-}
-
-void CheckBox::GetBatches(PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor)
-{
-    IntVector2 offset(IntVector2::ZERO);
-    if (hovering_ || selected_ || HasFocus())
-        offset += hoverOffset_;
-    if (checked_)
-        offset += checkedOffset_;
-
-    BorderImage::GetBatches(batches, vertexData, currentScissor, offset);
-}
-
-void CheckBox::OnClickBegin(const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers,
-    Cursor* cursor)
-{
-    if (button == MOUSEB_LEFT && editable_)
-        SetChecked(!checked_);
-}
-
-void CheckBox::OnKey(int key, int buttons, int qualifiers)
-{
-    if (HasFocus() && key == KEY_SPACE)
-    {
-        // Simulate LMB click
-        OnClickBegin(IntVector2(), IntVector2(), MOUSEB_LEFT, 0, 0, 0);
-    }
-}
-
-void CheckBox::SetChecked(bool enable)
-{
-    if (enable != checked_)
-    {
-        checked_ = enable;
-
-        using namespace Toggled;
-
-        VariantMap& eventData = GetEventDataMap();
-        eventData[P_ELEMENT] = this;
-        eventData[P_STATE] = checked_;
-        SendEvent(E_TOGGLED, eventData);
-    }
-}
-
-void CheckBox::SetCheckedOffset(const IntVector2& offset)
-{
-    checkedOffset_ = offset;
-}
-
-void CheckBox::SetCheckedOffset(int x, int y)
-{
-    checkedOffset_ = IntVector2(x, y);
-}
-
-}
-
-}

+ 0 - 77
Source/Atomic/UI/SystemUI/CheckBox.h

@@ -1,77 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#pragma once
-
-#include "BorderImage.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-
-/// %UI element that can be toggled between unchecked and checked state.
-class ATOMIC_API CheckBox : public BorderImage
-{
-    ATOMIC_OBJECT(CheckBox, BorderImage);
-
-public:
-    /// Construct.
-    CheckBox(Context* context);
-    /// Destruct.
-    virtual ~CheckBox();
-    /// Register object factory.
-    static void RegisterObject(Context* context);
-
-    /// Return UI rendering batches.
-    virtual void GetBatches(PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor);
-    /// React to mouse click begin.
-    virtual void OnClickBegin
-        (const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers, Cursor* cursor);
-    /// React to a key press.
-    virtual void OnKey(int key, int buttons, int qualifiers);
-
-    /// Set checked state.
-    void SetChecked(bool enable);
-    /// Set checked image offset.
-    void SetCheckedOffset(const IntVector2& rect);
-    /// Set checked image offset.
-    void SetCheckedOffset(int x, int y);
-
-    /// Return whether is checked.
-    bool IsChecked() const { return checked_; }
-
-    /// Return checked image offset.
-    const IntVector2& GetCheckedOffset() const { return checkedOffset_; }
-
-protected:
-    /// Checked image offset.
-    IntVector2 checkedOffset_;
-    /// Current checked state.
-    bool checked_;
-};
-
-}
-
-}

+ 138 - 326
Source/Atomic/UI/SystemUI/Console.cpp

@@ -1,4 +1,5 @@
 //
+// Copyright (c) 2017 the Atomic project.
 // Copyright (c) 2008-2015 the Urho3D project.
 //
 // Permission is hereby granted, free of charge, to any person obtaining a copy
@@ -29,12 +30,6 @@
 #include "../../IO/IOEvents.h"
 #include "../../IO/Log.h"
 #include "../../Resource/ResourceCache.h"
-#include "DropDownList.h"
-#include "Font.h"
-#include "LineEdit.h"
-#include "ListView.h"
-#include "ScrollBar.h"
-#include "Text.h"
 #include "SystemUI.h"
 #include "SystemUIEvents.h"
 #include "Console.h"
@@ -44,116 +39,41 @@
 namespace Atomic
 {
 
-namespace SystemUI
-{
-
-static const int DEFAULT_CONSOLE_ROWS = 16;
-static const int DEFAULT_HISTORY_SIZE = 16;
+static const int DEFAULT_HISTORY_SIZE = 512;
 
 Console::Console(Context* context) :
     Object(context),
     autoVisibleOnError_(false),
     historyRows_(DEFAULT_HISTORY_SIZE),
-    historyPosition_(0),
-    printing_(false)
+    isOpen_(false),
+    windowSize_(M_MAX_INT, 200)     // Width gets clamped by HandleScreenMode()
 {
-    SystemUI* ui = GetSubsystem<SystemUI>();
-    UIElement* uiRoot = ui->GetRoot();
-
-    // By default prevent the automatic showing of the screen keyboard
-    focusOnShow_ = !ui->GetUseScreenKeyboard();
-
-    background_ = uiRoot->CreateChild<BorderImage>();
-    background_->SetBringToBack(false);
-    background_->SetClipChildren(true);
-    background_->SetEnabled(true);
-    background_->SetVisible(false); // Hide by default
-    background_->SetPriority(200); // Show on top of the debug HUD
-    background_->SetBringToBack(false);
-    background_->SetLayout(LM_VERTICAL);
-
-    rowContainer_ = background_->CreateChild<ListView>();
-    rowContainer_->SetHighlightMode(HM_ALWAYS);
-    rowContainer_->SetMultiselect(true);
-
-    commandLine_ = background_->CreateChild<UIElement>();
-    commandLine_->SetLayoutMode(LM_HORIZONTAL);
-    commandLine_->SetLayoutSpacing(1);
-    interpreters_ = commandLine_->CreateChild<DropDownList>();
-    lineEdit_ = commandLine_->CreateChild<LineEdit>();
-    lineEdit_->SetFocusMode(FM_FOCUSABLE);  // Do not allow defocus with ESC
-
-    closeButton_ = uiRoot->CreateChild<Button>();
-    closeButton_->SetVisible(false);
-    closeButton_->SetPriority(background_->GetPriority() + 1);  // Show on top of console's background
-    closeButton_->SetBringToBack(false);
-
-    SetNumRows(DEFAULT_CONSOLE_ROWS);
-
-    SubscribeToEvent(interpreters_, E_ITEMSELECTED, ATOMIC_HANDLER(Console, HandleInterpreterSelected));
-    SubscribeToEvent(lineEdit_, E_TEXTFINISHED, ATOMIC_HANDLER(Console, HandleTextFinished));
-    SubscribeToEvent(lineEdit_, E_UNHANDLEDKEY, ATOMIC_HANDLER(Console, HandleLineEditKey));
-    SubscribeToEvent(closeButton_, E_RELEASED, ATOMIC_HANDLER(Console, HandleCloseButtonPressed));
+    inputBuffer_[0] = 0;
+
+    SetNumHistoryRows(DEFAULT_HISTORY_SIZE);
+    VariantMap dummy;
+    HandleScreenMode(0, dummy);
+    PopulateInterpreter();
+
     SubscribeToEvent(E_SCREENMODE, ATOMIC_HANDLER(Console, HandleScreenMode));
     SubscribeToEvent(E_LOGMESSAGE, ATOMIC_HANDLER(Console, HandleLogMessage));
-    SubscribeToEvent(E_POSTUPDATE, ATOMIC_HANDLER(Console, HandlePostUpdate));
 }
 
 Console::~Console()
 {
-    background_->Remove();
-    closeButton_->Remove();
-}
-
-void Console::SetDefaultStyle(XMLFile* style)
-{
-    if (!style)
-        return;
-
-    background_->SetDefaultStyle(style);
-    background_->SetStyle("ConsoleBackground");
-    rowContainer_->SetStyleAuto();
-    for (unsigned i = 0; i < rowContainer_->GetNumItems(); ++i)
-        rowContainer_->GetItem(i)->SetStyle("ConsoleText");
-    interpreters_->SetStyleAuto();
-    for (unsigned i = 0; i < interpreters_->GetNumItems(); ++i)
-        interpreters_->GetItem(i)->SetStyle("ConsoleText");
-    lineEdit_->SetStyle("ConsoleLineEdit");
-
-    closeButton_->SetDefaultStyle(style);
-    closeButton_->SetStyle("CloseButton");
-
-    UpdateElements();
+    UnsubscribeFromAllEvents();
 }
 
 void Console::SetVisible(bool enable)
 {
-    Input* input = GetSubsystem<Input>();
-    background_->SetVisible(enable);
-    closeButton_->SetVisible(enable);
-    if (enable)
+    isOpen_ = enable;
+    if (isOpen_)
     {
-        // Check if we have receivers for E_CONSOLECOMMAND every time here in case the handler is being added later dynamically
-        bool hasInterpreter = PopulateInterpreter();
-        commandLine_->SetVisible(hasInterpreter);
-        if (hasInterpreter && focusOnShow_)
-            GetSubsystem<SystemUI>()->SetFocusElement(lineEdit_);
-
-        // Ensure the background has no empty space when shown without the lineedit
-        background_->SetHeight(background_->GetMinHeight());
-
-        // Show OS mouse
-        input->SetMouseVisible(true, true);
+        focusInput_ = true;
+        SubscribeToEvent(E_SYSTEMUIFRAME, ATOMIC_HANDLER(Console, RenderUi));
     }
     else
-    {
-        rowContainer_->SetFocus(false);
-        interpreters_->SetFocus(false);
-        lineEdit_->SetFocus(false);
-
-        // Restore OS mouse visibility
-        input->ResetMouseVisible();
-    }
+        UnsubscribeFromEvent(E_SYSTEMUIFRAME);
 }
 
 void Console::Toggle()
@@ -161,290 +81,182 @@ void Console::Toggle()
     SetVisible(!IsVisible());
 }
 
-void Console::SetNumBufferedRows(unsigned rows)
-{
-    if (rows < displayedRows_)
-        return;
-
-    rowContainer_->DisableLayoutUpdate();
-
-    int delta = rowContainer_->GetNumItems() - rows;
-    if (delta > 0)
-    {
-        // We have more, remove oldest rows first
-        for (int i = 0; i < delta; ++i)
-            rowContainer_->RemoveItem((unsigned)0);
-    }
-    else
-    {
-        // We have less, add more rows at the top
-        for (int i = 0; i > delta; --i)
-        {
-            Text* text = new Text(context_);
-            // If style is already set, apply here to ensure proper height of the console when
-            // amount of rows is changed
-            if (background_->GetDefaultStyle())
-                text->SetStyle("ConsoleText");
-            rowContainer_->InsertItem(0, text);
-        }
-    }
-
-    rowContainer_->EnsureItemVisibility(rowContainer_->GetItem(rowContainer_->GetNumItems() - 1));
-    rowContainer_->EnableLayoutUpdate();
-    rowContainer_->UpdateLayout();
-
-    UpdateElements();
-}
-
-void Console::SetNumRows(unsigned rows)
-{
-    if (!rows)
-        return;
-
-    displayedRows_ = rows;
-    if (GetNumBufferedRows() < rows)
-        SetNumBufferedRows(rows);
-
-    UpdateElements();
-}
-
 void Console::SetNumHistoryRows(unsigned rows)
 {
     historyRows_ = rows;
     if (history_.Size() > rows)
         history_.Resize(rows);
-    if (historyPosition_ > rows)
-        historyPosition_ = rows;
-}
-
-void Console::SetFocusOnShow(bool enable)
-{
-    focusOnShow_ = enable;
-}
-
-void Console::UpdateElements()
-{
-    int width = GetSubsystem<Graphics>()->GetWidth();
-    const IntRect& border = background_->GetLayoutBorder();
-    const IntRect& panelBorder = rowContainer_->GetScrollPanel()->GetClipBorder();
-    rowContainer_->SetFixedWidth(width - border.left_ - border.right_);
-    rowContainer_->SetFixedHeight(
-        displayedRows_ * rowContainer_->GetItem((unsigned)0)->GetHeight() + panelBorder.top_ + panelBorder.bottom_ +
-        (rowContainer_->GetHorizontalScrollBar()->IsVisible() ? rowContainer_->GetHorizontalScrollBar()->GetHeight() : 0));
-    background_->SetFixedWidth(width);
-    background_->SetHeight(background_->GetMinHeight());
-}
-
-XMLFile* Console::GetDefaultStyle() const
-{
-    return background_->GetDefaultStyle(false);
 }
 
 bool Console::IsVisible() const
 {
-    return background_ && background_->IsVisible();
-}
-
-unsigned Console::GetNumBufferedRows() const
-{
-    return rowContainer_->GetNumItems();
-}
-
-void Console::CopySelectedRows() const
-{
-    rowContainer_->CopySelectedItemsToClipboard();
-}
-
-const String& Console::GetHistoryRow(unsigned index) const
-{
-    return index < history_.Size() ? history_[index] : String::EMPTY;
+    return isOpen_;
 }
 
 bool Console::PopulateInterpreter()
 {
-    interpreters_->RemoveAllItems();
-
     EventReceiverGroup* group = context_->GetEventReceivers(E_CONSOLECOMMAND);
     if (!group || group->receivers_.Empty())
         return false;
 
-    Vector<String> names;
+    String currentInterpreterName;
+    if (currentInterpreter_ < interpreters_.Size())
+        currentInterpreterName = interpreters_[currentInterpreter_];
+
+    interpreters_.Clear();
+    interpretersPointers_.Clear();
     for (unsigned i = 0; i < group->receivers_.Size(); ++i)
     {
         Object* receiver = group->receivers_[i];
         if (receiver)
-            names.Push(receiver->GetTypeName());
-    }
-    Sort(names.Begin(), names.End());
-
-    unsigned selection = M_MAX_UNSIGNED;
-    for (unsigned i = 0; i < names.Size(); ++i)
-    {
-        const String& name = names[i];
-        if (name == commandInterpreter_)
-            selection = i;
-        Text* text = new Text(context_);
-        text->SetStyle("ConsoleText");
-        text->SetText(name);
-        interpreters_->AddItem(text);
+        {
+            interpreters_.Push(receiver->GetTypeName());
+            interpretersPointers_.Push(interpreters_.Back().CString());
+        }
     }
+    Sort(interpreters_.Begin(), interpreters_.End());
 
-    const IntRect& border = interpreters_->GetPopup()->GetLayoutBorder();
-    interpreters_->SetMaxWidth(interpreters_->GetListView()->GetContentElement()->GetWidth() + border.left_ + border.right_);
-    bool enabled = interpreters_->GetNumItems() > 1;
-    interpreters_->SetEnabled(enabled);
-    interpreters_->SetFocusMode(enabled ? FM_FOCUSABLE_DEFOCUSABLE : FM_NOTFOCUSABLE);
-
-    if (selection == M_MAX_UNSIGNED)
-    {
-        selection = 0;
-        commandInterpreter_ = names[selection];
-    }
-    interpreters_->SetSelection(selection);
+    currentInterpreter_ = interpreters_.IndexOf(currentInterpreterName);
+    if (currentInterpreter_ == interpreters_.Size())
+        currentInterpreter_ = 0;
 
     return true;
 }
 
-void Console::HandleInterpreterSelected(StringHash eventType, VariantMap& eventData)
-{
-    commandInterpreter_ = static_cast<Text*>(interpreters_->GetSelectedItem())->GetText();
-    lineEdit_->SetFocus(true);
-}
-
-void Console::HandleTextFinished(StringHash eventType, VariantMap& eventData)
+void Console::HandleLogMessage(StringHash eventType, VariantMap& eventData)
 {
-    using namespace TextFinished;
+    using namespace LogMessage;
 
-    String line = lineEdit_->GetText();
-    if (!line.Empty())
+    int level = eventData[P_LEVEL].GetInt();
+    String levelText;
+    switch (level)
     {
-        // Send the command as an event for script subsystem
-        using namespace ConsoleCommand;
-
-        VariantMap& newEventData = GetEventDataMap();
-        newEventData[P_COMMAND] = line;
-        newEventData[P_ID] = static_cast<Text*>(interpreters_->GetSelectedItem())->GetText();
-        SendEvent(E_CONSOLECOMMAND, newEventData);
-
-        // Store to history, then clear the lineedit
-        history_.Push(line);
-        if (history_.Size() > historyRows_)
-            history_.Erase(history_.Begin());
-        historyPosition_ = history_.Size();
-
-        currentRow_.Clear();
-        lineEdit_->SetText(currentRow_);
+    case LOG_DEBUG:
+        levelText = "[Debug] ";
+        break;
+    case LOG_INFO:
+        levelText = "[Info] ";
+        break;
+    case LOG_WARNING:
+        levelText = "[Warning] ";
+        break;
+    case LOG_ERROR:
+        levelText = "[Error] ";
+        break;
+    case LOG_NONE:
+    case LOG_RAW:
+    default:
+        break;
     }
-}
 
-void Console::HandleLineEditKey(StringHash eventType, VariantMap& eventData)
-{
-    if (!historyRows_)
-        return;
+    // The message may be multi-line, so split to rows in that case
+    Vector<String> rows = eventData[P_MESSAGE].GetString().Split('\n');
 
-    using namespace UnhandledKey;
+    for (unsigned i = 0; i < rows.Size(); ++i)
+        history_.Push(levelText + rows[i]);
+    scrollToEnd_ = true;
 
-    bool changed = false;
+    if (autoVisibleOnError_ && level == LOG_ERROR && !IsVisible())
+        SetVisible(true);
+}
 
-    switch (eventData[P_KEY].GetInt())
+void Console::RenderUi(StringHash eventType, VariantMap& eventData)
+{
+    Graphics* graphics = GetSubsystem<Graphics>();
+    ImGui::SetNextWindowPos(ImVec2(0, 0));
+    bool wasOpen = isOpen_;
+    ImVec2 size(graphics->GetWidth(), windowSize_.y_);
+    ImGui::SetNextWindowSize(size);
+    if (ImGui::Begin("Debug Console", &isOpen_, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|
+                     ImGuiWindowFlags_NoSavedSettings))
     {
-    case KEY_UP:
-        if (historyPosition_ > 0)
+        auto region = ImGui::GetContentRegionAvail();
+        ImGui::BeginChild("scrolling", ImVec2(region.x, region.y - 30), false, ImGuiWindowFlags_HorizontalScrollbar);
+
+        for (const auto& row : history_)
+            ImGui::TextUnformatted(row.CString());
+
+        if (scrollToEnd_)
         {
-            if (historyPosition_ == history_.Size())
-                currentRow_ = lineEdit_->GetText();
-            --historyPosition_;
-            changed = true;
+            ImGui::SetScrollHere();
+            scrollToEnd_ = false;
         }
-        break;
 
-    case KEY_DOWN:
-        if (historyPosition_ < history_.Size())
+        ImGui::EndChild();
+
+        ImGui::PushItemWidth(100);
+        if (ImGui::Combo("", &currentInterpreter_, &interpretersPointers_.Front(), interpretersPointers_.Size()))
         {
-            ++historyPosition_;
-            changed = true;
-        }
-        break;
 
-    default: break;
+        }
+        ImGui::PopItemWidth();
+        ImGui::SameLine();
+        ImGui::PushItemWidth(region.x - 110);
+        if (focusInput_)
+        {
+            ImGui::SetKeyboardFocusHere();
+            focusInput_ = false;
+        }
+        if (ImGui::InputText("", inputBuffer_, sizeof(inputBuffer_), ImGuiInputTextFlags_EnterReturnsTrue))
+        {
+            focusInput_ = true;
+            String line(inputBuffer_);
+            if (line.Length())
+            {
+                // Store to history, then clear the lineedit
+                history_.Push(line);
+                if (history_.Size() > historyRows_)
+                    history_.Erase(history_.Begin());
+                scrollToEnd_ = true;
+                inputBuffer_[0] = 0;
+
+                // Send the command as an event for script subsystem
+                using namespace ConsoleCommand;
+
+                VariantMap& newEventData = GetEventDataMap();
+                newEventData[P_COMMAND] = line;
+                newEventData[P_ID] = interpreters_[currentInterpreter_];
+                SendEvent(E_CONSOLECOMMAND, newEventData);
+            }
+        }
+        ImGui::PopItemWidth();
+    }
+    else if (wasOpen)
+    {
+        SetVisible(false);
+        ImGui::SetWindowFocus(0);
+        SendEvent(E_CONSOLECLOSED);
     }
 
-    if (changed)
+    windowSize_.y_ = ImGui::GetWindowHeight();
+
+    if (ImGui::IsWindowFocused() && ImGui::IsKeyPressed(SCANCODE_ESCAPE))
     {
-        if (historyPosition_ < history_.Size())
-            lineEdit_->SetText(history_[historyPosition_]);
-        else
-            lineEdit_->SetText(currentRow_);
+        SetVisible(false);
+        ImGui::SetWindowFocus(0);
     }
-}
 
-void Console::HandleCloseButtonPressed(StringHash eventType, VariantMap& eventData)
-{
-    SetVisible(false);
-    SendEvent(E_CONSOLECLOSED);
+    ImGui::End();
 }
 
-void Console::HandleScreenMode(StringHash eventType, VariantMap& eventData)
+void Console::Clear()
 {
-    UpdateElements();
+    history_.Clear();
 }
 
-void Console::HandleLogMessage(StringHash eventType, VariantMap& eventData)
+void Console::SetCommandInterpreter(const String& interpreter)
 {
-    // If printing a log message causes more messages to be logged (error accessing font), disregard them
-    if (printing_)
-        return;
-
-    using namespace LogMessage;
-
-    int level = eventData[P_LEVEL].GetInt();
-    // The message may be multi-line, so split to rows in that case
-    Vector<String> rows = eventData[P_MESSAGE].GetString().Split('\n');
-
-    for (unsigned i = 0; i < rows.Size(); ++i)
-        pendingRows_.Push(MakePair(level, rows[i]));
-
-    if (autoVisibleOnError_ && level == LOG_ERROR && !IsVisible())
-        SetVisible(true);
+    auto index = interpreters_.IndexOf(interpreter);
+    if (index == interpreters_.Size())
+        index = 0;
+    currentInterpreter_ = index;
 }
 
-void Console::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
+void Console::HandleScreenMode(StringHash eventType, VariantMap& eventData)
 {
-    // Ensure UI-elements are not detached
-    if (!background_->GetParent())
-    {
-        SystemUI* ui = GetSubsystem<SystemUI>();
-        UIElement* uiRoot = ui->GetRoot();
-        uiRoot->AddChild(background_);
-        uiRoot->AddChild(closeButton_);
-    }
-
-    if (!rowContainer_->GetNumItems() || pendingRows_.Empty())
-        return;
-
-    printing_ = true;
-    rowContainer_->DisableLayoutUpdate();
-
-    Text* text = 0;
-    for (unsigned i = 0; i < pendingRows_.Size(); ++i)
-    {
-        rowContainer_->RemoveItem((unsigned)0);
-        text = new Text(context_);
-        text->SetText(pendingRows_[i].second_);
-        // Make error message highlight
-        text->SetStyle(pendingRows_[i].first_ == LOG_ERROR ? "ConsoleHighlightedText" : "ConsoleText");
-        rowContainer_->AddItem(text);
-    }
-
-    pendingRows_.Clear();
-
-    rowContainer_->EnsureItemVisibility(text);
-    rowContainer_->EnableLayoutUpdate();
-    rowContainer_->UpdateLayout();
-    UpdateElements();   // May need to readjust the height due to scrollbar visibility changes
-    printing_ = false;
-}
-
+    Graphics* graphics = GetSubsystem<Graphics>();
+    windowSize_.x_ = Clamp(windowSize_.x_, 0, graphics->GetWidth());
+    windowSize_.y_ = Clamp(windowSize_.y_, 0, graphics->GetHeight());
 }
 
 }

+ 20 - 94
Source/Atomic/UI/SystemUI/Console.h

@@ -1,4 +1,5 @@
 //
+// Copyright (c) 2017 the Atomic project.
 // Copyright (c) 2008-2015 the Urho3D project.
 //
 // Permission is hereby granted, free of charge, to any person obtaining a copy
@@ -27,21 +28,6 @@
 namespace Atomic
 {
 
-class Engine;
-class XMLFile;
-
-namespace SystemUI
-{
-
-class Button;
-class BorderImage;
-class DropDownList;
-class Font;
-class LineEdit;
-class ListView;
-class Text;
-class UIElement;
-
 /// %Console window with log history and command line prompt.
 class ATOMIC_API Console : public Object
 {
@@ -53,8 +39,6 @@ public:
     /// Destruct.
     ~Console();
 
-    /// Set UI elements' style from an XML file.
-    void SetDefaultStyle(XMLFile* style);
     /// Show or hide.
     void SetVisible(bool enable);
     /// Toggle visibility.
@@ -64,30 +48,10 @@ public:
     void SetAutoVisibleOnError(bool enable) { autoVisibleOnError_ = enable; }
 
     /// Set the command interpreter.
-    void SetCommandInterpreter(const String& interpreter) { commandInterpreter_ = interpreter; }
+    void SetCommandInterpreter(const String& interpreter);
 
-    /// Set number of buffered rows.
-    void SetNumBufferedRows(unsigned rows);
-    /// Set number of displayed rows.
-    void SetNumRows(unsigned rows);
     /// Set command history maximum size, 0 disables history.
     void SetNumHistoryRows(unsigned rows);
-    /// Set whether to automatically focus the line edit when showing. Default true on desktops and false on mobile devices, as on mobiles it would pop up the screen keyboard.
-    void SetFocusOnShow(bool enable);
-    /// Update elements to layout properly. Call this after manually adjusting the sub-elements.
-    void UpdateElements();
-
-    /// Return the UI style file.
-    XMLFile* GetDefaultStyle() const;
-
-    /// Return the background element.
-    BorderImage* GetBackground() const { return background_; }
-
-    /// Return the line edit element.
-    LineEdit* GetLineEdit() const { return lineEdit_; }
-
-    /// Return the close butoon element.
-    Button* GetCloseButton() const { return closeButton_; }
 
     /// Return whether is visible.
     bool IsVisible() const;
@@ -96,81 +60,43 @@ public:
     bool IsAutoVisibleOnError() const { return autoVisibleOnError_; }
 
     /// Return the last used command interpreter.
-    const String& GetCommandInterpreter() const { return commandInterpreter_; }
-
-    /// Return number of buffered rows.
-    unsigned GetNumBufferedRows() const;
-
-    /// Return number of displayed rows.
-    unsigned GetNumRows() const { return displayedRows_; }
-
-    /// Copy selected rows to system clipboard.
-    void CopySelectedRows() const;
+    const String& GetCommandInterpreter() const { return interpreters_[currentInterpreter_]; }
 
     /// Return history maximum size.
     unsigned GetNumHistoryRows() const { return historyRows_; }
 
-    /// Return current history position.
-    unsigned GetHistoryPosition() const { return historyPosition_; }
-
-    /// Return history row at index.
-    const String& GetHistoryRow(unsigned index) const;
-
-    /// Return whether automatically focuses the line edit when showing.
-    bool GetFocusOnShow() const { return focusOnShow_; }
+    /// Remove all rows.
+    void Clear();
 
 private:
     /// Populate the command line interpreters that could handle the console command.
     bool PopulateInterpreter();
-    /// Handle interpreter being selected on the drop down list.
-    void HandleInterpreterSelected(StringHash eventType, VariantMap& eventData);
-    /// Handle enter pressed on the line edit.
-    void HandleTextFinished(StringHash eventType, VariantMap& eventData);
-    /// Handle unhandled key on the line edit for scrolling the history.
-    void HandleLineEditKey(StringHash eventType, VariantMap& eventData);
-    /// Handle close button being pressed.
-    void HandleCloseButtonPressed(StringHash eventType, VariantMap& eventData);
-    /// Handle rendering window resize.
+    ///
     void HandleScreenMode(StringHash eventType, VariantMap& eventData);
     /// Handle a log message.
     void HandleLogMessage(StringHash eventType, VariantMap& eventData);
-    /// Handle the application post-update.
-    void HandlePostUpdate(StringHash eventType, VariantMap& eventData);
+    /// Render system ui.
+    void RenderUi(StringHash eventType, VariantMap& eventData);
 
     /// Auto visible on error flag.
     bool autoVisibleOnError_;
-    /// Background.
-    SharedPtr<BorderImage> background_;
-    /// Container for text rows.
-    ListView* rowContainer_;
-    /// Container for the command line.
-    UIElement* commandLine_;
-    /// Interpreter drop down list.
-    DropDownList* interpreters_;
-    /// Line edit.
-    LineEdit* lineEdit_;
-    /// Close button.
-    SharedPtr<Button> closeButton_;
+    /// List of command interpreters.
+    Vector<String> interpreters_;
+    /// Pointers to c strings in interpreters_ list for efficient UI rendering.
+    PODVector<const char*> interpretersPointers_;
     /// Last used command interpreter.
-    String commandInterpreter_;
+    int currentInterpreter_;
     /// Command history.
     Vector<String> history_;
-    /// Pending log message rows.
-    Vector<Pair<int, String> > pendingRows_;
-    /// Current row being edited.
-    String currentRow_;
-    /// Maximum displayed rows.
-    unsigned displayedRows_;
     /// Command history maximum rows.
     unsigned historyRows_;
-    /// Command history current position.
-    unsigned historyPosition_;
-    /// Flag when printing messages to prevent endless loop.
-    bool printing_;
-    /// Flag for automatically focusing the line edit on showing the console.
-    bool focusOnShow_;
+    /// Is console window open.
+    bool isOpen_;
+    /// Input box buffer.
+    char inputBuffer_[0x1000];
+    IntVector2 windowSize_;
+    bool scrollToEnd_ = false;
+    bool focusInput_ = false;
 };
 
 }
-
-}

+ 0 - 312
Source/Atomic/UI/SystemUI/Cursor.cpp

@@ -1,312 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#include "../../Core/Context.h"
-#include "../../Graphics/Texture2D.h"
-#include "../../Input/Input.h"
-#include "../../IO/Log.h"
-#include "../../Resource/ResourceCache.h"
-#include "SystemUI.h"
-
-#include "../../DebugNew.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-static const char* shapeNames[] =
-{
-    "Normal",
-    "IBeam",
-    "Cross",
-    "ResizeVertical",
-    "ResizeDiagonalTopRight",
-    "ResizeHorizontal",
-    "ResizeDiagonalTopLeft",
-    "ResizeAll",
-    "AcceptDrop",
-    "RejectDrop",
-    "Busy",
-    "BusyArrow"
-};
-
-/// OS cursor shape lookup table matching cursor shape enumeration
-#if !defined(ANDROID) && !defined(IOS)
-static const int osCursorLookup[CS_MAX_SHAPES] =
-{
-    SDL_SYSTEM_CURSOR_ARROW,    // CS_NORMAL
-    SDL_SYSTEM_CURSOR_IBEAM,     // CS_IBEAM
-    SDL_SYSTEM_CURSOR_CROSSHAIR, // CS_CROSS
-    SDL_SYSTEM_CURSOR_SIZENS,   // CS_RESIZEVERTICAL
-    SDL_SYSTEM_CURSOR_SIZENESW, // CS_RESIZEDIAGONAL_TOPRIGHT
-    SDL_SYSTEM_CURSOR_SIZEWE,   // CS_RESIZEHORIZONTAL
-    SDL_SYSTEM_CURSOR_SIZENWSE, // CS_RESIZEDIAGONAL_TOPLEFT
-    SDL_SYSTEM_CURSOR_SIZEALL,   // CS_RESIZE_ALL
-    SDL_SYSTEM_CURSOR_HAND,     // CS_ACCEPTDROP
-    SDL_SYSTEM_CURSOR_NO,       // CS_REJECTDROP
-    SDL_SYSTEM_CURSOR_WAIT,   // CS_BUSY
-    SDL_SYSTEM_CURSOR_WAITARROW // CS_BUSY_ARROW
-};
-#endif
-
-extern const char* UI_CATEGORY;
-
-Cursor::Cursor(Context* context) :
-    BorderImage(context),
-    shape_(shapeNames[CS_NORMAL]),
-    useSystemShapes_(false),
-    osShapeDirty_(false)
-{
-    // Define the defaults for system cursor usage.
-    for (unsigned i = 0; i < CS_MAX_SHAPES; i++)
-        shapeInfos_[shapeNames[i]] = CursorShapeInfo(i);
-
-    // Subscribe to OS mouse cursor visibility changes to be able to reapply the cursor shape
-    SubscribeToEvent(E_MOUSEVISIBLECHANGED, ATOMIC_HANDLER(Cursor, HandleMouseVisibleChanged));
-}
-
-Cursor::~Cursor()
-{
-    for (HashMap<String, CursorShapeInfo>::Iterator i = shapeInfos_.Begin(); i != shapeInfos_.End(); ++i)
-    {
-        if (i->second_.osCursor_)
-        {
-            SDL_FreeCursor(i->second_.osCursor_);
-            i->second_.osCursor_ = 0;
-        }
-    }
-}
-
-void Cursor::RegisterObject(Context* context)
-{
-    context->RegisterFactory<Cursor>(UI_CATEGORY);
-
-    ATOMIC_COPY_BASE_ATTRIBUTES(BorderImage);
-    ATOMIC_UPDATE_ATTRIBUTE_DEFAULT_VALUE("Priority", M_MAX_INT);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Use System Shapes", GetUseSystemShapes, SetUseSystemShapes, bool, false, AM_FILE);
-    ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("Shapes", GetShapesAttr, SetShapesAttr, VariantVector, Variant::emptyVariantVector, AM_FILE);
-}
-
-void Cursor::GetBatches(PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor)
-{
-    unsigned initialSize = vertexData.Size();
-    const IntVector2& offset = shapeInfos_[shape_].hotSpot_;
-    Vector2 floatOffset(-(float)offset.x_, -(float)offset.y_);
-
-    BorderImage::GetBatches(batches, vertexData, currentScissor);
-    for (unsigned i = initialSize; i < vertexData.Size(); i += 6)
-    {
-        vertexData[i] += floatOffset.x_;
-        vertexData[i + 1] += floatOffset.y_;
-    }
-}
-
-void Cursor::DefineShape(CursorShape shape, Image* image, const IntRect& imageRect, const IntVector2& hotSpot)
-{
-    if (shape < CS_NORMAL || shape >= CS_MAX_SHAPES)
-    {
-        ATOMIC_LOGERROR("Shape index out of bounds, can not define cursor shape");
-        return;
-    }
-
-    DefineShape(shapeNames[shape], image, imageRect, hotSpot);
-}
-
-void Cursor::DefineShape(const String& shape, Image* image, const IntRect& imageRect, const IntVector2& hotSpot)
-{
-    if (!image)
-        return;
-
-    ResourceCache* cache = GetSubsystem<ResourceCache>();
-
-    if (!shapeInfos_.Contains(shape))
-        shapeInfos_[shape] = CursorShapeInfo();
-
-    CursorShapeInfo& info = shapeInfos_[shape];
-
-    // Prefer to get the texture with same name from cache to prevent creating several copies of the texture
-    info.texture_ = cache->GetResource<Texture2D>(image->GetName(), false);
-    if (!info.texture_)
-    {
-        Texture2D* texture = new Texture2D(context_);
-        texture->SetData(SharedPtr<Image>(image));
-        info.texture_ = texture;
-    }
-
-    info.image_ = image;
-    info.imageRect_ = imageRect;
-    info.hotSpot_ = hotSpot;
-
-    // Remove existing SDL cursor
-    if (info.osCursor_)
-    {
-        SDL_FreeCursor(info.osCursor_);
-        info.osCursor_ = 0;
-    }
-
-    // Reset current shape if it was edited
-    if (shape_ == shape)
-    {
-        shape_ = String::EMPTY;
-        SetShape(shape);
-    }
-}
-
-
-void Cursor::SetShape(const String& shape)
-{
-    if (shape == String::EMPTY || shape.Empty() || shape_ == shape || !shapeInfos_.Contains(shape))
-        return;
-
-    shape_ = shape;
-
-    CursorShapeInfo& info = shapeInfos_[shape_];
-    texture_ = info.texture_;
-    imageRect_ = info.imageRect_;
-    SetSize(info.imageRect_.Size());
-
-    // To avoid flicker, the UI subsystem will apply the OS shape once per frame. Exception: if we are using the
-    // busy shape, set it immediately as we may block before that
-    osShapeDirty_ = true;
-    if (shape_ == shapeNames[CS_BUSY])
-        ApplyOSCursorShape();
-}
-
-void Cursor::SetShape(CursorShape shape)
-{
-    if (shape < CS_NORMAL || shape >= CS_MAX_SHAPES || shape_ == shapeNames[shape])
-        return;
-
-    SetShape(shapeNames[shape]);
-}
-
-void Cursor::SetUseSystemShapes(bool enable)
-{
-    if (enable != useSystemShapes_)
-    {
-        useSystemShapes_ = enable;
-        // Reapply current shape
-        osShapeDirty_ = true;
-    }
-}
-
-void Cursor::SetShapesAttr(const VariantVector& value)
-{
-    if (!value.Size())
-        return;
-
-    for (VariantVector::ConstIterator i = value.Begin(); i != value.End(); ++i)
-    {
-        VariantVector shapeVector = i->GetVariantVector();
-        if (shapeVector.Size() >= 4)
-        {
-            String shape = shapeVector[0].GetString();
-            ResourceRef ref = shapeVector[1].GetResourceRef();
-            IntRect imageRect = shapeVector[2].GetIntRect();
-            IntVector2 hotSpot = shapeVector[3].GetIntVector2();
-
-            DefineShape(shape, GetSubsystem<ResourceCache>()->GetResource<Image>(ref.name_), imageRect, hotSpot);
-        }
-    }
-}
-
-VariantVector Cursor::GetShapesAttr() const
-{
-    VariantVector ret;
-
-    for (HashMap<String, CursorShapeInfo>::ConstIterator i = shapeInfos_.Begin(); i != shapeInfos_.End(); ++i)
-    {
-        if (i->second_.imageRect_ != IntRect::ZERO)
-        {
-            // Could use a map but this simplifies the UI xml.
-            VariantVector shape;
-            shape.Push(i->first_);
-            shape.Push(GetResourceRef(i->second_.texture_, Texture2D::GetTypeStatic()));
-            shape.Push(i->second_.imageRect_);
-            shape.Push(i->second_.hotSpot_);
-            ret.Push(shape);
-        }
-    }
-
-    return ret;
-}
-
-void Cursor::ApplyOSCursorShape()
-{
-    // Mobile platforms do not support applying OS cursor shapes: comment out to avoid log error messages
-#if !defined(ANDROID) && !defined(IOS)
-    if (!osShapeDirty_ || !GetSubsystem<Input>()->IsMouseVisible() || GetSubsystem<SystemUI>()->GetCursor() != this)
-        return;
-
-    CursorShapeInfo& info = shapeInfos_[shape_];
-
-    // Remove existing SDL cursor if is not a system shape while we should be using those, or vice versa
-    if (info.osCursor_ && info.systemDefined_ != useSystemShapes_)
-    {
-        SDL_FreeCursor(info.osCursor_);
-        info.osCursor_ = 0;
-    }
-
-    // Create SDL cursor now if necessary
-    if (!info.osCursor_)
-    {
-        // Create a system default shape
-        if (useSystemShapes_ && info.systemCursor_ >= 0 && info.systemCursor_ < CS_MAX_SHAPES)
-        {
-            info.osCursor_ = SDL_CreateSystemCursor((SDL_SystemCursor)osCursorLookup[info.systemCursor_]);
-            info.systemDefined_ = true;
-            if (!info.osCursor_)
-                ATOMIC_LOGERROR("Could not create system cursor");
-        }
-        // Create from image
-        else if (info.image_)
-        {
-            SDL_Surface* surface = info.image_->GetSDLSurface(info.imageRect_);
-
-            if (surface)
-            {
-                info.osCursor_ = SDL_CreateColorCursor(surface, info.hotSpot_.x_, info.hotSpot_.y_);
-                info.systemDefined_ = false;
-                if (!info.osCursor_)
-                    ATOMIC_LOGERROR("Could not create cursor from image " + info.image_->GetName());
-                SDL_FreeSurface(surface);
-            }
-        }
-    }
-
-    if (info.osCursor_)
-        SDL_SetCursor(info.osCursor_);
-
-    osShapeDirty_ = false;
-#endif
-}
-
-void Cursor::HandleMouseVisibleChanged(StringHash eventType, VariantMap& eventData)
-{
-    ApplyOSCursorShape();
-}
-
-}
-
-}

+ 0 - 151
Source/Atomic/UI/SystemUI/Cursor.h

@@ -1,151 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#pragma once
-
-#include "../../Graphics/Texture.h"
-#include "../../Resource/Image.h"
-#include "BorderImage.h"
-
-#include <SDL/include/SDL_mouse.h>
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-
-/// %Cursor shapes recognized by the UI subsystem.
-enum CursorShape
-{
-    CS_NORMAL = 0,
-    CS_IBEAM,
-    CS_CROSS,
-    CS_RESIZEVERTICAL,
-    CS_RESIZEDIAGONAL_TOPRIGHT,
-    CS_RESIZEHORIZONTAL,
-    CS_RESIZEDIAGONAL_TOPLEFT,
-    CS_RESIZE_ALL,
-    CS_ACCEPTDROP,
-    CS_REJECTDROP,
-    CS_BUSY,
-    CS_BUSY_ARROW,
-    CS_MAX_SHAPES
-};
-
-/// %Cursor image and hotspot information.
-struct ATOMIC_API CursorShapeInfo
-{
-    /// Construct with defaults.
-    CursorShapeInfo() :
-        imageRect_(IntRect::ZERO),
-        hotSpot_(IntVector2::ZERO),
-        osCursor_(0),
-        systemDefined_(false),
-        systemCursor_(-1)
-    {
-    }
-
-    /// Construct with system cursor.
-    CursorShapeInfo(int systemCursor) :
-        imageRect_(IntRect::ZERO),
-        hotSpot_(IntVector2::ZERO),
-        osCursor_(0),
-        systemDefined_(false),
-        systemCursor_(systemCursor)
-    {
-    }
-
-    /// Image.
-    SharedPtr<Image> image_;
-    /// Texture.
-    SharedPtr<Texture> texture_;
-    /// Image rectangle.
-    IntRect imageRect_;
-    /// Hotspot coordinates.
-    IntVector2 hotSpot_;
-    /// OS cursor.
-    SDL_Cursor* osCursor_;
-    /// Whether the OS cursor is system defined.
-    bool systemDefined_;
-    /// System cursor index.
-    int systemCursor_;
-};
-
-/// Mouse cursor %UI element.
-class ATOMIC_API Cursor : public BorderImage
-{
-    ATOMIC_OBJECT(Cursor, BorderImage);
-
-public:
-    /// Construct.
-    Cursor(Context* context);
-    /// Destruct.
-    virtual ~Cursor();
-    /// Register object factory.
-    static void RegisterObject(Context* context);
-
-    /// Return UI rendering batches.
-    virtual void GetBatches(PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor);
-
-    /// Define a shape.
-    void DefineShape(const String& shape, Image* image, const IntRect& imageRect, const IntVector2& hotSpot);
-    /// Define a shape.
-    void DefineShape(CursorShape shape, Image* image, const IntRect& imageRect, const IntVector2& hotSpot);
-    /// Set current shape.
-    void SetShape(const String& shape);
-    /// Set current shape.
-    void SetShape(CursorShape shape);
-    /// Set whether to use system default shapes. Is only possible when the OS mouse cursor has been set visible from the Input subsystem.
-    void SetUseSystemShapes(bool enable);
-
-    /// Get current shape.
-    const String& GetShape() const { return shape_; }
-
-    /// Return whether is using system default shapes.
-    bool GetUseSystemShapes() const { return useSystemShapes_; }
-
-    /// Set shapes attribute.
-    void SetShapesAttr(const VariantVector& value);
-    /// Return shapes attribute.
-    VariantVector GetShapesAttr() const;
-    /// Apply pending OS cursor shape. Called by UI. No-op when the OS mouse pointer is not used.
-    void ApplyOSCursorShape();
-
-protected:
-    /// Handle operating system mouse cursor visibility change event.
-    void HandleMouseVisibleChanged(StringHash eventType, VariantMap& eventData);
-
-    /// Current shape definition.
-    String shape_;
-    /// Shape definitions.
-    HashMap<String, CursorShapeInfo> shapeInfos_;
-    /// Use system default shapes flag.
-    bool useSystemShapes_;
-    /// OS cursor shape needs update flag.
-    bool osShapeDirty_;
-};
-
-}
-
-}

+ 155 - 233
Source/Atomic/UI/SystemUI/DebugHud.cpp

@@ -1,4 +1,5 @@
 //
+// Copyright (c) 2017 the Atomic project.
 // Copyright (c) 2008-2015 the Urho3D project.
 //
 // Permission is hereby granted, free of charge, to any person obtaining a copy
@@ -20,28 +21,22 @@
 // THE SOFTWARE.
 //
 
+#include <UI/UI.h>
 #include "../../Core/CoreEvents.h"
 #include "../../Core/Profiler.h"
 #include "../../Engine/Engine.h"
 #include "../../Graphics/Graphics.h"
 #include "../../Graphics/Renderer.h"
 #include "../../IO/Log.h"
-#include "Font.h"
-#include "Text.h"
-#include "SystemUI.h"
-#include "UIElement.h"
-#include "DebugHud.h"
+#include "../../UI/SystemUI/SystemUI.h"
+#include "../../UI/SystemUI/DebugHud.h"
 
 #include "../../DebugNew.h"
 
-#include "../../Metrics/Metrics.h"
 
 namespace Atomic
 {
 
-namespace SystemUI
-{
-
 static const char* qualityTexts[] =
 {
     "Low",
@@ -70,251 +65,72 @@ DebugHud::DebugHud(Context* context) :
     fpsFramesSinceUpdate_(0),
     fps_(0)
 {
-    SystemUI* ui = GetSubsystem<SystemUI>();
-    UIElement* uiRoot = ui->GetRoot();
-
-    layout_ = new UIElement(context_);
-    uiRoot->AddChild(layout_);
-
-    layout_->SetSize(uiRoot->GetSize());
-
-    statsText_ = new Text(context_);
-    statsText_->SetAlignment(HA_LEFT, VA_TOP);
-    statsText_->SetPriority(100);
-    statsText_->SetVisible(false);
-    layout_->AddChild(statsText_);
-
-    modeText_ = new Text(context_);
-    modeText_->SetAlignment(HA_LEFT, VA_BOTTOM);
-    modeText_->SetPriority(100);
-    modeText_->SetVisible(false);
-    layout_->AddChild(modeText_);
-
-    profilerText_ = new Text(context_);
-    profilerText_->SetAlignment(HA_RIGHT, VA_TOP);
-    profilerText_->SetPriority(100);
-    profilerText_->SetVisible(false);
-    layout_->AddChild(profilerText_);
-
-    SubscribeToEvent(E_POSTUPDATE, ATOMIC_HANDLER(DebugHud, HandlePostUpdate));
-
-    statsText_->SetTextEffect(TE_SHADOW);
-    modeText_->SetTextEffect(TE_SHADOW);
-    profilerText_->SetTextEffect(TE_SHADOW);
+    ResetExtents();
+    RecalculateWindowPositions();
+    SubscribeToEvent(E_SYSTEMUIFRAME, ATOMIC_HANDLER(DebugHud, RenderUi));
 }
 
 DebugHud::~DebugHud()
 {
-    statsText_->Remove();
-    modeText_->Remove();
-    profilerText_->Remove();
+    UnsubscribeFromAllEvents();
 }
 
+// TODO: get rid of `useRootExtents` and replace calls to SetExtents(true, ...) with ResetExtents().
 void DebugHud::SetExtents(bool useRootExtents, const IntVector2& position, const IntVector2& size)
 {
     if (useRootExtents)
-    {
-        SystemUI* ui = GetSubsystem<SystemUI>();
-        UIElement* uiRoot = ui->GetRoot();
-
-        layout_->SetPosition(IntVector2::ZERO);
-        layout_->SetSize(uiRoot->GetSize());
-    }
+        ResetExtents();
     else
     {
-        layout_->SetPosition(position);
-        layout_->SetSize(size);
+        auto bottomRight = position + size;
+        extents_ = IntRect(position.x_, position.y_, bottomRight.x_, bottomRight.y_);
     }
+    RecalculateWindowPositions();
 }
 
-void DebugHud::Update(float timeStep)
+void DebugHud::ResetExtents()
 {
-    Graphics* graphics = GetSubsystem<Graphics>();
-    Renderer* renderer = GetSubsystem<Renderer>();
-    if (!renderer || !graphics)
-        return;
-
-    // Ensure UI-elements are not detached
-    if (!layout_->GetParent())
-    {
-        SystemUI* ui = GetSubsystem<SystemUI>();
-        UIElement* uiRoot = ui->GetRoot();
-        uiRoot->AddChild(layout_);
-    }
+//    auto uiRoot = GetSubsystem<UI>()->GetRootWidget();
+//    auto topLeft = uiRoot->GetPosition();
+//    auto bottomRight = uiRoot->GetPosition() + uiRoot->GetSize();
+//    extents_ = IntRect(topLeft.x_, topLeft.y_, bottomRight.x_, bottomRight.y_);
+    auto graphics = GetSubsystem<Graphics>();
+    extents_ = IntRect(0, 0, graphics->GetWidth(), graphics->GetHeight());
+}
 
-    if (statsText_->IsVisible())
+void DebugHud::RecalculateWindowPositions()
+{
+    auto withinExtents = [&](IntVector2 pos) -> IntVector2
     {
-        fpsTimeSinceUpdate_ += timeStep;
-        ++fpsFramesSinceUpdate_;
-        if (fpsTimeSinceUpdate_ > FPS_UPDATE_INTERVAL)
-        {
-            fps_ = (int)(fpsFramesSinceUpdate_ / fpsTimeSinceUpdate_);
-            fpsFramesSinceUpdate_ = 0;
-            fpsTimeSinceUpdate_ = 0;
-        }
-
-        unsigned primitives, batches;
-        if (!useRendererStats_)
-        {
-            primitives = graphics->GetNumPrimitives();
-            batches = graphics->GetNumBatches();
-        }
+        if (pos.x_ < 0)
+            pos.x_ += extents_.right_;
+        else if (pos.x_ > 0)
+            pos.x_ += extents_.left_;
         else
-        {
-            primitives = renderer->GetNumPrimitives();
-            batches = renderer->GetNumBatches();
-        }
-
-        String stats;
+            pos.x_ = extents_.left_;
 
-        unsigned singlePassPrimitives = graphics->GetSinglePassPrimitives();
-        unsigned editorPrimitives = graphics->GetNumPrimitives() - renderer->GetNumPrimitives();
-
-        if (singlePassPrimitives)
-            stats.AppendWithFormat("FPS %d\nTriangles (All passes) %u\nTriangles (Single pass) %u\nTriangles (Editor) %u\n", 
-                fps_, 
-                primitives, 
-                singlePassPrimitives, 
-                editorPrimitives);
+        if (pos.y_ < 0)
+            pos.y_ += extents_.bottom_;
+        else if (pos.y_ > 0)
+            pos.y_ += extents_.top_;
         else
-            stats.AppendWithFormat("FPS %d\nTriangles %u\n", fps_, primitives);
-                    
-        stats.AppendWithFormat("Batches %u\nViews %u\nLights %u\nShadowmaps %u\nOccluders %u",
-            batches,
-            renderer->GetNumViews(),
-            renderer->GetNumLights(true),
-            renderer->GetNumShadowMaps(true),
-            renderer->GetNumOccluders(true));
-
-        if (!appStats_.Empty())
-        {
-            stats.Append("\n");
-            for (HashMap<String, String>::ConstIterator i = appStats_.Begin(); i != appStats_.End(); ++i)
-                stats.AppendWithFormat("\n%s %s", i->first_.CString(), i->second_.CString());
-        }
-
-        statsText_->SetText(stats);
-    }
-
-    if (modeText_->IsVisible())
-    {
-        String mode;
-        mode.AppendWithFormat("Tex:%s Mat:%s Spec:%s Shadows:%s Size:%i Quality:%s Occlusion:%s Instancing:%s API:%s",
-            qualityTexts[renderer->GetTextureQuality()],
-            qualityTexts[renderer->GetMaterialQuality()],
-            renderer->GetSpecularLighting() ? "On" : "Off",
-            renderer->GetDrawShadows() ? "On" : "Off",
-            renderer->GetShadowMapSize(),
-            shadowQualityTexts[renderer->GetShadowQuality()],
-            renderer->GetMaxOccluderTriangles() > 0 ? "On" : "Off",
-            renderer->GetDynamicInstancing() ? "On" : "Off",
-            graphics->GetApiName().CString());
-
-        modeText_->SetText(mode);
-    }
-
-    Profiler* profiler = GetSubsystem<Profiler>();
-    
-    if (profiler)
-    {
-        if (profilerTimer_.GetMSec(false) >= profilerInterval_)
-        {
-            profilerTimer_.Reset();
-
-            if (profilerText_->IsVisible())
-            {
-                String profilerOutput;
-
-                if (profilerMode_ == DEBUG_HUD_PROFILE_PERFORMANCE)
-                {
-                    profilerOutput = profiler->PrintData(false, false, profilerMaxDepth_);
-                }
-                else
-                {
-                    Metrics* metrics = GetSubsystem<Metrics>();
-
-                    int size = profilerText_->GetFontSize();
-
-                    if (metrics)
-                    {                        
-
-                        if (metrics->GetEnabled())
-                        {
-                            if (size != 8)
-                                profilerText_->SetFont(profilerText_->GetFont(), 8);
+            pos.y_ = extents_.top_;
 
-                            SharedPtr<MetricsSnapshot> snapshot(new MetricsSnapshot());
-                            metrics->Capture(snapshot);
-                            profilerOutput = snapshot->PrintData(2);
-                        }
-                        else
-                        {
-                            if (size != 32)
-                                profilerText_->SetFont(profilerText_->GetFont(), 32);
-
-                            profilerOutput = "Metrics system not enabled";
-                        }
-
-                    }
-                    else
-                    {
-                        if (size != 32)
-                            profilerText_->SetFont(profilerText_->GetFont(), 32);
+        return pos;
+    };
 
-                        profilerOutput = "Metrics subsystem not found";
-                    }
-
-                }
-
-                profilerText_->SetText(profilerOutput);
-            }
-
-            profiler->BeginInterval();
-        }
-    }
+    posMode_ = withinExtents({0, -30});
+    posStats_ = withinExtents({0, 0});
+    posProfiler_ = withinExtents({-530, 0});
 }
 
 void DebugHud::SetProfilerMode(DebugHudProfileMode mode)
 { 
-    profilerMode_ = mode; 
-
-    if (profilerMode_ == DEBUG_HUD_PROFILE_PERFORMANCE)
-    {
-        if (profilerText_.NotNull())
-        {
-            profilerText_->SetText("");
-            profilerText_->SetFont(profilerText_->GetFont(), 11);
-        }
-    }
-    else
-    {
-        if (profilerText_.NotNull())
-        {
-            profilerText_->SetText("");            
-        }
-    }
-
-}
-
-void DebugHud::SetDefaultStyle(XMLFile* style)
-{
-    if (!style)
-        return;
-
-    statsText_->SetDefaultStyle(style);
-    statsText_->SetStyle("DebugHudText");
-    modeText_->SetDefaultStyle(style);
-    modeText_->SetStyle("DebugHudText");
-    profilerText_->SetDefaultStyle(style);
-    profilerText_->SetStyle("DebugHudText");
+    profilerMode_ = mode;
 }
 
 void DebugHud::SetMode(unsigned mode)
 {
-    statsText_->SetVisible((mode & DEBUGHUD_SHOW_STATS) != 0);
-    modeText_->SetVisible((mode & DEBUGHUD_SHOW_MODE) != 0);
-    profilerText_->SetVisible((mode & DEBUGHUD_SHOW_PROFILER) != 0);
-
     mode_ = mode;
 }
 
@@ -366,11 +182,6 @@ void DebugHud::ToggleAll()
     Toggle(DEBUGHUD_SHOW_ALL);
 }
 
-XMLFile* DebugHud::GetDefaultStyle() const
-{
-    return statsText_->GetDefaultStyle(false);
-}
-
 float DebugHud::GetProfilerInterval() const
 {
     return (float)profilerInterval_ / 1000.0f;
@@ -399,13 +210,124 @@ void DebugHud::ClearAppStats()
     appStats_.Clear();
 }
 
-void DebugHud::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
+void DebugHud::RenderUi(StringHash eventType, VariantMap& eventData)
 {
-    using namespace PostUpdate;
+    Renderer* renderer = GetSubsystem<Renderer>();
+    Graphics* graphics = GetSubsystem<Graphics>();
+    const auto backgroundTextWindowFlags = ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoTitleBar|
+            ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoInputs;
 
-    Update(eventData[P_TIMESTEP].GetFloat());
-}
+    if (mode_ & DEBUGHUD_SHOW_MODE)
+    {
+        ImGui::SetNextWindowPos(ImVec2(posMode_.x_, posMode_.y_));
+        if (ImGui::Begin("DebugHud mode", 0, ImVec2(1024, 30), 0, backgroundTextWindowFlags))
+        {
+            ImGui::Text("Tex:%s Mat:%s Spec:%s Shadows:%s Size:%i Quality:%s Occlusion:%s Instancing:%s API:%s",
+                        qualityTexts[renderer->GetTextureQuality()],
+                        qualityTexts[renderer->GetMaterialQuality()],
+                        renderer->GetSpecularLighting() ? "On" : "Off",
+                        renderer->GetDrawShadows() ? "On" : "Off",
+                        renderer->GetShadowMapSize(),
+                        shadowQualityTexts[renderer->GetShadowQuality()],
+                        renderer->GetMaxOccluderTriangles() > 0 ? "On" : "Off",
+                        renderer->GetDynamicInstancing() ? "On" : "Off",
+                        graphics->GetApiName().CString());
+        }
+        ImGui::End();
+    }
+
+    if (mode_ & DEBUGHUD_SHOW_STATS)
+    {
+        fpsTimeSinceUpdate_ += GetSubsystem<Time>()->GetTimeStep();
+        ++fpsFramesSinceUpdate_;
+        if (fpsTimeSinceUpdate_ > FPS_UPDATE_INTERVAL)
+        {
+            fps_ = (int)(fpsFramesSinceUpdate_ / fpsTimeSinceUpdate_);
+            fpsFramesSinceUpdate_ = 0;
+            fpsTimeSinceUpdate_ = 0;
+        }
+
+        unsigned primitives, batches;
+        if (!useRendererStats_)
+        {
+            primitives = graphics->GetNumPrimitives();
+            batches = graphics->GetNumBatches();
+        }
+        else
+        {
+            primitives = renderer->GetNumPrimitives();
+            batches = renderer->GetNumBatches();
+        }
+
+        String stats;
+
+        unsigned singlePassPrimitives = graphics->GetSinglePassPrimitives();
+        unsigned editorPrimitives = graphics->GetNumPrimitives() - renderer->GetNumPrimitives();
+
+        ImGui::SetNextWindowPos(ImVec2(posStats_.x_, posStats_.y_));
+        if (ImGui::Begin("DebugHud Stats", 0, ImVec2(0, 0), 0,
+                         backgroundTextWindowFlags))
+        {
+            ImGui::Text("FPS %d", fps_);
+            if (singlePassPrimitives)
+            {
+                ImGui::Text("Triangles (All passes) %u", primitives);
+                ImGui::Text("Triangles (Single pass) %u", singlePassPrimitives);
+                ImGui::Text("Triangles (Editor) %u", editorPrimitives);
+            }
+            else
+                ImGui::Text("Triangles %u", primitives);
+            ImGui::Text("Batches %u", batches);
+            ImGui::Text("Views %u", renderer->GetNumViews());
+            ImGui::Text("Lights %u", renderer->GetNumLights(true));
+            ImGui::Text("Shadowmaps %u", renderer->GetNumShadowMaps(true));
+            ImGui::Text("Occluders %u", renderer->GetNumOccluders(true));
+
+            for (HashMap<String, String>::ConstIterator i = appStats_.Begin(); i != appStats_.End(); ++i)
+                ImGui::Text("%s %s", i->first_.CString(), i->second_.CString());
+        }
+        ImGui::End();
+    }
 
+    if (mode_ & DEBUGHUD_SHOW_PROFILER)
+    {
+        ImGui::SetNextWindowPos(ImVec2(posProfiler_.x_, posProfiler_.y_));
+        if (ImGui::Begin("DebugHud Metrics", 0, ImVec2(530, 1080), 0, backgroundTextWindowFlags))
+        {
+            if (profilerMode_ == DEBUG_HUD_PROFILE_PERFORMANCE)
+            {
+                if (profilerTimer_.GetMSec(false) >= profilerInterval_)
+                {
+                    profilerTimer_.Reset();
+                    Profiler* profiler = GetSubsystem<Profiler>();
+                    if (profiler)
+                    {
+                        profilerOutput_ = profiler->PrintData(false, false, profilerMaxDepth_);
+                        profiler->BeginInterval();
+                    }
+                }
+                ImGui::Text(profilerOutput_.CString());
+            }
+            else
+            {
+                Metrics* metrics = GetSubsystem<Metrics>();
+                if (metrics)
+                {
+                    if (metrics->GetEnabled())
+                    {
+                        metricsSnapshot_.Clear();
+                        metrics->Capture(&metricsSnapshot_);
+                        ImGui::Text(metricsSnapshot_.PrintData(2).CString());
+                    }
+                    else
+                        ImGui::Text("Metrics system not enabled");
+                }
+                else
+                    ImGui::Text("Metrics subsystem not found");
+            }
+        }
+        ImGui::End();
+    }
 }
 
 }

+ 16 - 40
Source/Atomic/UI/SystemUI/DebugHud.h

@@ -1,4 +1,5 @@
 //
+// Copyright (c) 2017 the Atomic project.
 // Copyright (c) 2008-2015 the Urho3D project.
 //
 // Permission is hereby granted, free of charge, to any person obtaining a copy
@@ -24,22 +25,13 @@
 
 #include "../../Core/Object.h"
 #include "../../Core/Timer.h"
+#include "../../Metrics/Metrics.h"
 
 #include "../UIEnums.h"
 
 namespace Atomic
 {
 
-class Engine;
-class XMLFile;
-
-namespace SystemUI
-{
-
-class Font;
-class Text;
-class UIElement;
-
 static const unsigned DEBUGHUD_SHOW_NONE = 0x0;
 static const unsigned DEBUGHUD_SHOW_STATS = 0x1;
 static const unsigned DEBUGHUD_SHOW_MODE = 0x2;
@@ -57,10 +49,6 @@ public:
     /// Destruct.
     ~DebugHud();
 
-    /// Updates the hud. Called by HandlePostUpdate().
-    void Update(float timeStep);
-    /// Set UI elements' style from an XML file.
-    void SetDefaultStyle(XMLFile* style);
     /// Set elements to show.
     void SetMode(unsigned mode);
     /// Cycle through elements
@@ -78,18 +66,6 @@ public:
     /// Toggle all elements.
     void ToggleAll();
 
-    /// Return the UI style file.
-    XMLFile* GetDefaultStyle() const;
-
-    /// Return rendering stats text.
-    Text* GetStatsText() const { return statsText_; }
-
-    /// Return rendering mode text.
-    Text* GetModeText() const { return modeText_; }
-
-    /// Return profiler text.
-    Text* GetProfilerText() const { return profilerText_; }
-
     /// Return currently shown elements.
     unsigned GetMode() const { return mode_; }
 
@@ -115,20 +91,13 @@ public:
     void ClearAppStats();
 
     void SetExtents(bool useRootExtents = true, const IntVector2& position = IntVector2::ZERO, const IntVector2& size = IntVector2::ZERO);
+    void ResetExtents();
 
 private:
-    /// Handle logic post-update event. The HUD texts are updated here.
-    void HandlePostUpdate(StringHash eventType, VariantMap& eventData);
-
-    /// Rendering stats text.
-    SharedPtr<UIElement> layout_;
-
-    /// Rendering stats text.
-    SharedPtr<Text> statsText_;
-    /// Rendering mode text.
-    SharedPtr<Text> modeText_;
-    /// Profiling information text.
-    SharedPtr<Text> profilerText_;
+    /// Render system ui.
+    void RenderUi(StringHash eventType, VariantMap& eventData);
+    void RecalculateWindowPositions();
+
     /// Hashmap containing application specific stats.
     HashMap<String, String> appStats_;
     /// Profiler timer.
@@ -149,8 +118,15 @@ private:
     float fpsFramesSinceUpdate_;
     /// Calculated fps
     unsigned fps_;
+    /// Cached profiler output.
+    String profilerOutput_;
+    /// Metrics data snapshot.
+    MetricsSnapshot metricsSnapshot_;
+    /// DebugHud extents that data will be rendered in.
+    IntRect extents_;
+    IntVector2 posMode_;
+    IntVector2 posStats_;
+    IntVector2 posProfiler_;
 };
 
 }
-
-}

+ 0 - 346
Source/Atomic/UI/SystemUI/DropDownList.cpp

@@ -1,346 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#include "../../Core/Context.h"
-#include "../../Input/InputEvents.h"
-#include "../../IO/Log.h"
-#include "DropDownList.h"
-#include "ListView.h"
-#include "Text.h"
-#include "SystemUI.h"
-#include "SystemUIEvents.h"
-#include "Window.h"
-
-#include "../../DebugNew.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-extern const char* UI_CATEGORY;
-
-DropDownList::DropDownList(Context* context) :
-    Menu(context),
-    resizePopup_(false),
-    selectionAttr_(0)
-{
-    focusMode_ = FM_FOCUSABLE_DEFOCUSABLE;
-
-    Window* window = new Window(context_);
-    window->SetInternal(true);
-    SetPopup(window);
-
-    listView_ = new ListView(context_);
-    listView_->SetInternal(true);
-    listView_->SetScrollBarsVisible(false, false);
-    popup_->SetLayout(LM_VERTICAL);
-    popup_->AddChild(listView_);
-    placeholder_ = CreateChild<UIElement>("DDL_Placeholder");
-    placeholder_->SetInternal(true);
-    Text* text = placeholder_->CreateChild<Text>("DDL_Placeholder_Text");
-    text->SetInternal(true);
-    text->SetVisible(false);
-
-    SubscribeToEvent(listView_, E_ITEMCLICKED, ATOMIC_HANDLER(DropDownList, HandleItemClicked));
-    SubscribeToEvent(listView_, E_UNHANDLEDKEY, ATOMIC_HANDLER(DropDownList, HandleListViewKey));
-}
-
-DropDownList::~DropDownList()
-{
-}
-
-void DropDownList::RegisterObject(Context* context)
-{
-    context->RegisterFactory<DropDownList>(UI_CATEGORY);
-
-    ATOMIC_COPY_BASE_ATTRIBUTES(Menu);
-    ATOMIC_UPDATE_ATTRIBUTE_DEFAULT_VALUE("Focus Mode", FM_FOCUSABLE_DEFOCUSABLE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Selection", GetSelection, SetSelectionAttr, unsigned, 0, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Resize Popup", GetResizePopup, SetResizePopup, bool, false, AM_FILE);
-}
-
-void DropDownList::ApplyAttributes()
-{
-    // Reapply selection after possible items have been loaded
-    SetSelection(selectionAttr_);
-}
-
-void DropDownList::GetBatches(PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor)
-{
-    Menu::GetBatches(batches, vertexData, currentScissor);
-
-    if (!placeholder_->IsVisible())
-        return;
-
-    UIElement* selectedItem = GetSelectedItem();
-    if (selectedItem)
-    {
-        // Can not easily copy the selected item. However, it can be re-rendered on the placeholder's position
-        const IntVector2& targetPos = placeholder_->GetScreenPosition();
-        const IntVector2& originalPos = selectedItem->GetScreenPosition();
-        IntVector2 offset = targetPos - originalPos;
-
-        // GetBatches() usually resets the hover flag. Therefore get its value and then reset it for the real rendering
-        // Render the selected item without its selection color, so temporarily reset the item's selected attribute
-        bool hover = selectedItem->IsHovering();
-        selectedItem->SetSelected(false);
-        selectedItem->SetHovering(false);
-        selectedItem->GetBatchesWithOffset(offset, batches, vertexData, currentScissor);
-        selectedItem->SetSelected(true);
-        selectedItem->SetHovering(hover);
-    }
-}
-
-void DropDownList::OnShowPopup()
-{
-    // Resize the popup to match the size of the list content, and optionally match the button width
-    UIElement* content = listView_->GetContentElement();
-    content->UpdateLayout();
-    const IntVector2& contentSize = content->GetSize();
-    const IntRect& border = popup_->GetLayoutBorder();
-    popup_->SetSize(resizePopup_ ? GetWidth() : contentSize.x_ + border.left_ + border.right_,
-        contentSize.y_ + border.top_ + border.bottom_);
-
-    // Check if popup fits below the button. If not, show above instead
-    bool showAbove = false;
-    UIElement* root = GetRoot();
-    if (root)
-    {
-        const IntVector2& screenPos = GetScreenPosition();
-        if (screenPos.y_ + GetHeight() + popup_->GetHeight() > root->GetHeight() && screenPos.y_ - popup_->GetHeight() >= 0)
-            showAbove = true;
-    }
-    SetPopupOffset(0, showAbove ? -popup_->GetHeight() : GetHeight());
-
-    // Focus the ListView to allow making the selection with keys
-    GetSubsystem<SystemUI>()->SetFocusElement(listView_);
-}
-
-void DropDownList::OnHidePopup()
-{
-    // When the popup is hidden, propagate the selection
-    using namespace ItemSelected;
-
-    VariantMap& eventData = GetEventDataMap();
-    eventData[P_ELEMENT] = this;
-    eventData[P_SELECTION] = GetSelection();
-    SendEvent(E_ITEMSELECTED, eventData);
-}
-
-void DropDownList::OnSetEditable()
-{
-    listView_->SetEditable(editable_);
-}
-
-void DropDownList::AddItem(UIElement* item)
-{
-    InsertItem(M_MAX_UNSIGNED, item);
-}
-
-void DropDownList::InsertItem(unsigned index, UIElement* item)
-{
-    listView_->InsertItem(index, item);
-
-    // If there was no selection, set to the first
-    if (listView_->GetSelection() == M_MAX_UNSIGNED)
-        listView_->SetSelection(0);
-}
-
-void DropDownList::RemoveItem(UIElement* item)
-{
-    listView_->RemoveItem(item);
-}
-
-void DropDownList::RemoveItem(unsigned index)
-{
-    listView_->RemoveItem(index);
-}
-
-void DropDownList::RemoveAllItems()
-{
-    listView_->RemoveAllItems();
-}
-
-void DropDownList::SetSelection(unsigned index)
-{
-    listView_->SetSelection(index);
-
-    // Display the place holder text when there is no selection, however, the place holder text is only visible when the place holder itself is set to visible
-    placeholder_->GetChild(0)->SetVisible(index == M_MAX_UNSIGNED);
-}
-
-void DropDownList::SetPlaceholderText(const String& text)
-{
-    static_cast<Text*>(placeholder_->GetChild(0))->SetText(text);
-}
-
-void DropDownList::SetResizePopup(bool enable)
-{
-    resizePopup_ = enable;
-}
-
-unsigned DropDownList::GetNumItems() const
-{
-    return listView_->GetNumItems();
-}
-
-UIElement* DropDownList::GetItem(unsigned index) const
-{
-    return listView_->GetItem(index);
-}
-
-PODVector<UIElement*> DropDownList::GetItems() const
-{
-    return listView_->GetItems();
-}
-
-unsigned DropDownList::GetSelection() const
-{
-    return listView_->GetSelection();
-}
-
-UIElement* DropDownList::GetSelectedItem() const
-{
-    return listView_->GetSelectedItem();
-}
-
-const String& DropDownList::GetPlaceholderText() const
-{
-    return static_cast<Text*>(placeholder_->GetChild(0))->GetText();
-}
-
-void DropDownList::SetSelectionAttr(unsigned index)
-{
-    selectionAttr_ = index;
-
-    // We may not have the list items yet. Apply the index again in ApplyAttributes().
-    SetSelection(index);
-}
-
-bool DropDownList::FilterImplicitAttributes(XMLElement& dest) const
-{
-    if (!Menu::FilterImplicitAttributes(dest))
-        return false;
-
-    if (!RemoveChildXML(dest, "Popup Offset"))
-        return false;
-
-    XMLElement childElem = dest.GetChild("element");
-    if (!childElem)
-        return false;
-    if (!RemoveChildXML(childElem, "Name", "DDL_Placeholder"))
-        return false;
-    if (!RemoveChildXML(childElem, "Size"))
-        return false;
-
-    childElem = childElem.GetChild("element");
-    if (!childElem)
-        return false;
-    if (!RemoveChildXML(childElem, "Name", "DDL_Placeholder_Text"))
-        return false;
-    if (!RemoveChildXML(childElem, "Is Visible"))
-        return false;
-
-    return true;
-}
-
-bool DropDownList::FilterPopupImplicitAttributes(XMLElement& dest) const
-{
-    if (!Menu::FilterPopupImplicitAttributes(dest))
-        return false;
-
-    // Window popup
-    if (dest.GetAttribute("style").Empty() && !dest.SetAttribute("style", "none"))
-        return false;
-    if (!RemoveChildXML(dest, "Layout Mode", "Vertical"))
-        return false;
-    if (!RemoveChildXML(dest, "Size"))
-        return false;
-
-    // ListView
-    XMLElement childElem = dest.GetChild("element");
-    if (!childElem)
-        return false;
-    if (!listView_->FilterAttributes(childElem))
-        return false;
-    if (childElem.GetAttribute("style").Empty() && !childElem.SetAttribute("style", "none"))
-        return false;
-    if (!RemoveChildXML(childElem, "Focus Mode", "NotFocusable"))
-        return false;
-    if (!RemoveChildXML(childElem, "Auto Show/Hide Scrollbars", "false"))
-        return false;
-
-    // Horizontal scroll bar
-    childElem = childElem.GetChild("element");
-    if (childElem && !childElem.GetParent().RemoveChild(childElem))
-        return false;
-
-    // Vertical scroll bar
-    childElem = childElem.GetNext("element");
-    if (childElem && !childElem.GetParent().RemoveChild(childElem))
-        return false;
-
-    // Scroll panel
-    childElem = childElem.GetNext("element");
-    if (!childElem)
-        return false;
-    if (childElem.GetAttribute("style").Empty() && !childElem.SetAttribute("style", "none"))
-        return false;
-
-    // Item container
-    childElem = childElem.GetChild("element");
-    if (!childElem)
-        return false;
-    if (childElem.GetAttribute("style").Empty() && !childElem.SetAttribute("style", "none"))
-        return false;
-
-    return true;
-}
-
-void DropDownList::HandleItemClicked(StringHash eventType, VariantMap& eventData)
-{
-    // Resize the selection placeholder to match the selected item
-    UIElement* selectedItem = GetSelectedItem();
-    if (selectedItem)
-        placeholder_->SetSize(selectedItem->GetSize());
-
-    // Close and defocus the popup. This will actually send the selection forward
-    if (listView_->HasFocus())
-        GetSubsystem<SystemUI>()->SetFocusElement(focusMode_ < FM_FOCUSABLE ? 0 : this);
-    ShowPopup(false);
-}
-
-void DropDownList::HandleListViewKey(StringHash eventType, VariantMap& eventData)
-{
-    using namespace UnhandledKey;
-
-    // If enter pressed in the list view, close and propagate selection
-    int key = eventData[P_KEY].GetInt();
-    if (key == KEY_RETURN || key == KEY_RETURN2 || key == KEY_KP_ENTER)
-        HandleItemClicked(eventType, eventData);
-}
-
-}
-
-}

+ 0 - 127
Source/Atomic/UI/SystemUI/DropDownList.h

@@ -1,127 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#pragma once
-
-#include "Menu.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-class ListView;
-
-/// %Menu %UI element that displays a popup list view.
-class ATOMIC_API DropDownList : public Menu
-{
-    ATOMIC_OBJECT(DropDownList, Menu)
-
-public:
-    /// Construct.
-    DropDownList(Context* context);
-    /// Destruct.
-    ~DropDownList();
-    /// Register object factory.
-    static void RegisterObject(Context* context);
-
-    /// Apply attribute changes that can not be applied immediately.
-    virtual void ApplyAttributes();
-    /// Return UI rendering batches.
-    virtual void GetBatches(PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor);
-    /// React to the popup being shown.
-    virtual void OnShowPopup();
-    /// React to the popup being hidden.
-    virtual void OnHidePopup();
-    /// React to editable status change.
-    virtual void OnSetEditable();
-
-    /// Add item to the end of the list.
-    void AddItem(UIElement* item);
-    /// Insert item to a specific position.
-    void InsertItem(unsigned index, UIElement* item);
-    /// Remove specific item.
-    void RemoveItem(UIElement* item);
-    /// Remove item at index.
-    void RemoveItem(unsigned index);
-    /// Remove all items.
-    void RemoveAllItems();
-    /// Set selection.
-    void SetSelection(unsigned index);
-    /// Set place holder text. This is the text shown when there is no selection in drop down list.
-    void SetPlaceholderText(const String& text);
-    /// Set whether popup should be automatically resized to match the dropdown button width.
-    void SetResizePopup(bool enable);
-
-    /// Return number of items.
-    unsigned GetNumItems() const;
-    /// Return item at index.
-    UIElement* GetItem(unsigned index) const;
-    /// Return all items.
-    PODVector<UIElement*> GetItems() const;
-    /// Return selection index, or M_MAX_UNSIGNED if none selected.
-    unsigned GetSelection() const;
-    /// Return selected item, or null if none selected.
-    UIElement* GetSelectedItem() const;
-
-    /// Return listview element.
-    ListView* GetListView() const { return listView_; }
-
-    /// Return selected item placeholder element.
-    UIElement* GetPlaceholder() const { return placeholder_; }
-
-    /// Return place holder text.
-    const String& GetPlaceholderText() const;
-
-    /// Return whether popup should be automatically resized.
-    bool GetResizePopup() const { return resizePopup_; }
-
-    /// Set selection attribute.
-    void SetSelectionAttr(unsigned index);
-
-protected:
-    /// Filter implicit attributes in serialization process.
-    virtual bool FilterImplicitAttributes(XMLElement& dest) const;
-    /// Filter implicit attributes in serialization process.
-    virtual bool FilterPopupImplicitAttributes(XMLElement& dest) const;
-
-    /// Listview element.
-    SharedPtr<ListView> listView_;
-    /// Selected item placeholder element.
-    SharedPtr<UIElement> placeholder_;
-    /// Resize popup flag.
-    bool resizePopup_;
-
-private:
-    /// Handle listview item click event.
-    void HandleItemClicked(StringHash eventType, VariantMap& eventData);
-    /// Handle a key press from the listview
-    void HandleListViewKey(StringHash eventType, VariantMap& eventData);
-
-    /// Selected item index attribute.
-    unsigned selectionAttr_;
-};
-
-}
-
-}

+ 0 - 236
Source/Atomic/UI/SystemUI/Font.cpp

@@ -1,236 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#include "../../Core/Context.h"
-#include "../../Core/Profiler.h"
-#include "../../Graphics/Graphics.h"
-#include "../../IO/Deserializer.h"
-#include "../../IO/FileSystem.h"
-#include "Font.h"
-#include "FontFaceBitmap.h"
-#include "FontFaceFreeType.h"
-#include "../../Resource/ResourceCache.h"
-#include "../../Resource/XMLElement.h"
-#include "../../Resource/XMLFile.h"
-
-#include "../../DebugNew.h"
-
-namespace Atomic
-{
-
-
-namespace SystemUI
-{
-
-static const int MIN_POINT_SIZE = 1;
-static const int MAX_POINT_SIZE = 96;
-
-Font::Font(Context* context) :
-    Resource(context),
-    fontDataSize_(0),
-    absoluteOffset_(IntVector2::ZERO),
-    scaledOffset_(Vector2::ZERO),
-    fontType_(FONT_NONE),
-    sdfFont_(false)
-{
-}
-
-Font::~Font()
-{
-    // To ensure FreeType deallocates properly, first clear all faces, then release the raw font data
-    ReleaseFaces();
-    fontData_.Reset();
-}
-
-void Font::RegisterObject(Context* context)
-{
-    context->RegisterFactory<Font>();
-}
-
-bool Font::BeginLoad(Deserializer& source)
-{
-    // In headless mode, do not actually load, just return success
-    Graphics* graphics = GetSubsystem<Graphics>();
-    if (!graphics)
-        return true;
-
-    fontType_ = FONT_NONE;
-    faces_.Clear();
-
-    fontDataSize_ = source.GetSize();
-    if (fontDataSize_)
-    {
-        fontData_ = new unsigned char[fontDataSize_];
-        if (source.Read(&fontData_[0], fontDataSize_) != fontDataSize_)
-            return false;
-    }
-    else
-    {
-        fontData_.Reset();
-        return false;
-    }
-
-    String ext = GetExtension(GetName());
-    if (ext == ".ttf" || ext == ".otf" || ext == ".woff")
-    {
-        fontType_ = FONT_FREETYPE;
-        LoadParameters();
-    }
-    else if (ext == ".xml" || ext == ".fnt" || ext == ".sdf")
-        fontType_ = FONT_BITMAP;
-
-    sdfFont_ = ext == ".sdf";
-
-    SetMemoryUse(fontDataSize_);
-    return true;
-}
-
-bool Font::SaveXML(Serializer& dest, int pointSize, bool usedGlyphs, const String& indentation)
-{
-    FontFace* fontFace = GetFace(pointSize);
-    if (!fontFace)
-        return false;
-
-    ATOMIC_PROFILE(FontSaveXML);
-
-    SharedPtr<FontFaceBitmap> packedFontFace(new FontFaceBitmap(this));
-    if (!packedFontFace->Load(fontFace, usedGlyphs))
-        return false;
-
-    return packedFontFace->Save(dest, pointSize, indentation);
-}
-
-void Font::SetAbsoluteGlyphOffset(const IntVector2& offset)
-{
-    absoluteOffset_ = offset;
-}
-
-void Font::SetScaledGlyphOffset(const Vector2& offset)
-{
-    scaledOffset_ = offset;
-}
-
-FontFace* Font::GetFace(int pointSize)
-{
-    // In headless mode, always return null
-    Graphics* graphics = GetSubsystem<Graphics>();
-    if (!graphics)
-        return 0;
-
-    // For bitmap font type, always return the same font face provided by the font's bitmap file regardless of the actual requested point size
-    if (fontType_ == FONT_BITMAP)
-        pointSize = 0;
-    else
-        pointSize = Clamp(pointSize, MIN_POINT_SIZE, MAX_POINT_SIZE);
-
-    HashMap<int, SharedPtr<FontFace> >::Iterator i = faces_.Find(pointSize);
-    if (i != faces_.End())
-    {
-        if (!i->second_->IsDataLost())
-            return i->second_;
-        else
-        {
-            // Erase and reload face if texture data lost (OpenGL mode only)
-            faces_.Erase(i);
-        }
-    }
-
-    ATOMIC_PROFILE(GetFontFace);
-
-    switch (fontType_)
-    {
-    case FONT_FREETYPE:
-        return GetFaceFreeType(pointSize);
-
-    case FONT_BITMAP:
-        return GetFaceBitmap(pointSize);
-
-    default:
-        return 0;
-    }
-}
-
-IntVector2 Font::GetTotalGlyphOffset(int pointSize) const
-{
-    Vector2 multipliedOffset = (float)pointSize * scaledOffset_;
-    return absoluteOffset_ + IntVector2((int)multipliedOffset.x_, (int)multipliedOffset.y_);
-}
-
-void Font::ReleaseFaces()
-{
-    faces_.Clear();
-}
-
-void Font::LoadParameters()
-{
-    ResourceCache* cache = GetSubsystem<ResourceCache>();
-    String xmlName = ReplaceExtension(GetName(), ".xml");
-    SharedPtr<XMLFile> xml = cache->GetTempResource<XMLFile>(xmlName, false);
-    if (!xml)
-        return;
-
-    XMLElement rootElem = xml->GetRoot();
-
-    XMLElement absoluteElem = rootElem.GetChild("absoluteoffset");
-    if (!absoluteElem)
-        absoluteElem = rootElem.GetChild("absolute");
-
-    if (absoluteElem)
-    {
-        absoluteOffset_.x_ = absoluteElem.GetInt("x");
-        absoluteOffset_.y_ = absoluteElem.GetInt("y");
-    }
-
-    XMLElement scaledElem = rootElem.GetChild("scaledoffset");
-    if (!scaledElem)
-        scaledElem = rootElem.GetChild("scaled");
-
-    if (scaledElem)
-    {
-        scaledOffset_.x_ = scaledElem.GetFloat("x");
-        scaledOffset_.y_ = scaledElem.GetFloat("y");
-    }
-}
-
-FontFace* Font::GetFaceFreeType(int pointSize)
-{
-    SharedPtr<FontFace> newFace(new FontFaceFreeType(this));
-    if (!newFace->Load(&fontData_[0], fontDataSize_, pointSize))
-        return 0;
-
-    faces_[pointSize] = newFace;
-    return newFace;
-}
-
-FontFace* Font::GetFaceBitmap(int pointSize)
-{
-    SharedPtr<FontFace> newFace(new FontFaceBitmap(this));
-    if (!newFace->Load(&fontData_[0], fontDataSize_, pointSize))
-        return 0;
-
-    faces_[pointSize] = newFace;
-    return newFace;
-}
-
-}
-
-}

+ 0 - 114
Source/Atomic/UI/SystemUI/Font.h

@@ -1,114 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#pragma once
-
-#include "../../Container/ArrayPtr.h"
-#include "../../Resource/Resource.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-class FontFace;
-
-static const int FONT_TEXTURE_MIN_SIZE = 128;
-static const int FONT_DPI = 96;
-
-/// %Font file type.
-enum FONT_TYPE
-{
-    FONT_NONE = 0,
-    FONT_FREETYPE,
-    FONT_BITMAP,
-    MAX_FONT_TYPES
-};
-
-/// %Font resource.
-class ATOMIC_API Font : public Resource
-{
-    ATOMIC_OBJECT(Font, Resource);
-
-public:
-    /// Construct.
-    Font(Context* context);
-    /// Destruct.
-    virtual ~Font();
-    /// Register object factory.
-    static void RegisterObject(Context* context);
-
-    /// Load resource from stream. May be called from a worker thread. Return true if successful.
-    virtual bool BeginLoad(Deserializer& source);
-    /// Save resource as a new bitmap font type in XML format. Return true if successful.
-    bool SaveXML(Serializer& dest, int pointSize, bool usedGlyphs = false, const String& indentation = "\t");
-    /// Set absolute (in pixels) position adjustment for glyphs.
-    void SetAbsoluteGlyphOffset(const IntVector2& offset);
-    /// Set point size scaled position adjustment for glyphs.
-    void SetScaledGlyphOffset(const Vector2& offset);
-
-    /// Return font face. Pack and render to a texture if not rendered yet. Return null on error.
-    FontFace* GetFace(int pointSize);
-
-    /// Is signed distance field font.
-    bool IsSDFFont() const { return sdfFont_; }
-
-    /// Return absolute position adjustment for glyphs.
-    const IntVector2& GetAbsoluteGlyphOffset() const { return absoluteOffset_; }
-
-    /// Return point size scaled position adjustment for glyphs.
-    const Vector2& GetScaledGlyphOffset() const { return scaledOffset_; }
-
-    /// Return the total effective offset for a point size.
-    IntVector2 GetTotalGlyphOffset(int pointSize) const;
-
-    /// Release font faces and recreate them next time when requested. Called when font textures lost or global font properties change.
-    void ReleaseFaces();
-
-private:
-    /// Load font glyph offset parameters from an optional XML file. Called internally when loading TrueType fonts.
-    void LoadParameters();
-    /// Return font face using FreeType. Called internally. Return null on error.
-    FontFace* GetFaceFreeType(int pointSize);
-    /// Return bitmap font face. Called internally. Return null on error.
-    FontFace* GetFaceBitmap(int pointSize);
-
-    /// Created faces.
-    HashMap<int, SharedPtr<FontFace> > faces_;
-    /// Font data.
-    SharedArrayPtr<unsigned char> fontData_;
-    /// Size of font data.
-    unsigned fontDataSize_;
-    /// Absolute position adjustment for glyphs.
-    IntVector2 absoluteOffset_;
-    /// Point size scaled position adjustment for glyphs.
-    Vector2 scaledOffset_;
-    /// Font type.
-    FONT_TYPE fontType_;
-    /// Signed distance field font flag.
-    bool sdfFont_;
-};
-
-}
-
-}

+ 0 - 130
Source/Atomic/UI/SystemUI/FontFace.cpp

@@ -1,130 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#include "../../Core/Context.h"
-#include "../../IO/Log.h"
-#include "../../Graphics/Texture2D.h"
-#include "../../Resource/Image.h"
-#include "Font.h"
-#include "FontFace.h"
-
-#include "../../DebugNew.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-
-FontGlyph::FontGlyph() :
-    page_(M_MAX_UNSIGNED),
-    used_(false)
-{
-}
-
-FontFace::FontFace(Font* font) :
-    font_(font)
-{
-}
-
-FontFace::~FontFace()
-{
-    if (font_)
-    {
-        // When a face is unloaded, deduct the used texture data size from the parent font
-        unsigned totalTextureSize = 0;
-        for (unsigned i = 0; i < textures_.Size(); ++i)
-            totalTextureSize += textures_[i]->GetWidth() * textures_[i]->GetHeight();
-        font_->SetMemoryUse(font_->GetMemoryUse() - totalTextureSize);
-    }
-}
-
-const FontGlyph* FontFace::GetGlyph(unsigned c)
-{
-    HashMap<unsigned, FontGlyph>::Iterator i = glyphMapping_.Find(c);
-    if (i != glyphMapping_.End())
-    {
-        FontGlyph& glyph = i->second_;
-        glyph.used_ = true;
-        return &glyph;
-    }
-    else
-        return 0;
-}
-
-short FontFace::GetKerning(unsigned c, unsigned d) const
-{
-    if (kerningMapping_.Empty())
-        return 0;
-
-    if (c == '\n' || d == '\n')
-        return 0;
-
-    if (c > 0xffff || d > 0xffff)
-        return 0;
-
-    unsigned value = (c << 16) + d;
-
-    HashMap<unsigned, short>::ConstIterator i = kerningMapping_.Find(value);
-    if (i != kerningMapping_.End())
-        return i->second_;
-
-    return 0;
-}
-
-bool FontFace::IsDataLost() const
-{
-    for (unsigned i = 0; i < textures_.Size(); ++i)
-    {
-        if (textures_[i]->IsDataLost())
-            return true;
-    }
-    return false;
-}
-
-
-SharedPtr<Texture2D> FontFace::CreateFaceTexture()
-{
-    SharedPtr<Texture2D> texture(new Texture2D(font_->GetContext()));
-    texture->SetMipsToSkip(QUALITY_LOW, 0); // No quality reduction
-    texture->SetNumLevels(1); // No mipmaps
-    texture->SetAddressMode(COORD_U, ADDRESS_BORDER);
-    texture->SetAddressMode(COORD_V, ADDRESS_BORDER),
-        texture->SetBorderColor(Color(0.0f, 0.0f, 0.0f, 0.0f));
-    return texture;
-}
-
-SharedPtr<Texture2D> FontFace::LoadFaceTexture(SharedPtr<Image> image)
-{
-    SharedPtr<Texture2D> texture = CreateFaceTexture();
-    if (!texture->SetData(image, true))
-    {
-        ATOMIC_LOGERROR("Could not load texture from image resource");
-        return SharedPtr<Texture2D>();
-    }
-    return texture;
-}
-
-}
-
-}

+ 0 - 124
Source/Atomic/UI/SystemUI/FontFace.h

@@ -1,124 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#pragma once
-
-#include "../../Container/ArrayPtr.h"
-#include "../../Container/List.h"
-#include "../../Math/AreaAllocator.h"
-
-namespace Atomic
-{
-
-class Image;
-class Texture2D;
-
-namespace SystemUI
-{
-
-class Font;
-
-/// %Font glyph description.
-struct FontGlyph
-{
-    /// Construct.
-    FontGlyph();
-
-    /// X position in texture.
-    short x_;
-    /// Y position in texture.
-    short y_;
-    /// Width.
-    short width_;
-    /// Height.
-    short height_;
-    /// Glyph X offset from origin.
-    short offsetX_;
-    /// Glyph Y offset from origin.
-    short offsetY_;
-    /// Horizontal advance.
-    short advanceX_;
-    /// Texture page. M_MAX_UNSIGNED if not yet resident on any texture.
-    unsigned page_;
-    /// Used flag.
-    bool used_;
-};
-
-/// %Font face description.
-class ATOMIC_API FontFace : public RefCounted
-{
-    friend class Font;
-
-    ATOMIC_REFCOUNTED(FontFace)
-
-public:
-    /// Construct.
-    FontFace(Font* font);
-    /// Destruct.
-    ~FontFace();
-
-    /// Load font face.
-    virtual bool Load(const unsigned char* fontData, unsigned fontDataSize, int pointSize) = 0;
-    /// Return pointer to the glyph structure corresponding to a character. Return null if glyph not found.
-    virtual const FontGlyph* GetGlyph(unsigned c);
-
-    /// Return if font face uses mutable glyphs.
-    virtual bool HasMutableGlyphs() const { return false; }
-
-    /// Return the kerning for a character and the next character.
-    short GetKerning(unsigned c, unsigned d) const;
-    /// Return true when one of the texture has a data loss.
-    bool IsDataLost() const;
-
-    /// Return point size.
-    int GetPointSize() const { return pointSize_; }
-
-    /// Return row height.
-    int GetRowHeight() const { return rowHeight_; }
-
-    /// Return textures.
-    const Vector<SharedPtr<Texture2D> >& GetTextures() const { return textures_; }
-
-protected:
-    friend class FontFaceBitmap;
-    /// Create a texture for font rendering.
-    SharedPtr<Texture2D> CreateFaceTexture();
-    /// Load font face texture from image resource.
-    SharedPtr<Texture2D> LoadFaceTexture(SharedPtr<Image> image);
-
-    /// Parent font.
-    Font* font_;
-    /// Glyph mapping.
-    HashMap<unsigned, FontGlyph> glyphMapping_;
-    /// Kerning mapping.
-    HashMap<unsigned, short> kerningMapping_;
-    /// Glyph texture pages.
-    Vector<SharedPtr<Texture2D> > textures_;
-    /// Point size.
-    int pointSize_;
-    /// Row height.
-    int rowHeight_;
-};
-
-}
-
-}

+ 0 - 391
Source/Atomic/UI/SystemUI/FontFaceBitmap.cpp

@@ -1,391 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#include "../../Core/Context.h"
-#include "../../Graphics/Graphics.h"
-#include "../../Graphics/Texture2D.h"
-#include "../../IO/File.h"
-#include "../../IO/FileSystem.h"
-#include "../../IO/Log.h"
-#include "../../IO/MemoryBuffer.h"
-#include "../../Resource/ResourceCache.h"
-#include "Font.h"
-#include "FontFaceBitmap.h"
-#include "SystemUI.h"
-
-#include "../../DebugNew.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-
-FontFaceBitmap::FontFaceBitmap(Font* font) :
-    FontFace(font)
-{
-}
-
-FontFaceBitmap::~FontFaceBitmap()
-{
-}
-
-bool FontFaceBitmap::Load(const unsigned char* fontData, unsigned fontDataSize, int pointSize)
-{
-    Context* context = font_->GetContext();
-
-    SharedPtr<XMLFile> xmlReader(new XMLFile(context));
-    MemoryBuffer memoryBuffer(fontData, fontDataSize);
-    if (!xmlReader->Load(memoryBuffer))
-    {
-        ATOMIC_LOGERROR("Could not load XML file");
-        return false;
-    }
-
-    XMLElement root = xmlReader->GetRoot("font");
-    if (root.IsNull())
-    {
-        ATOMIC_LOGERROR("Could not find Font element");
-        return false;
-    }
-
-    XMLElement pagesElem = root.GetChild("pages");
-    if (pagesElem.IsNull())
-    {
-        ATOMIC_LOGERROR("Could not find Pages element");
-        return false;
-    }
-
-    XMLElement infoElem = root.GetChild("info");
-    if (!infoElem.IsNull())
-        pointSize_ = infoElem.GetInt("size");
-
-    XMLElement commonElem = root.GetChild("common");
-    rowHeight_ = commonElem.GetInt("lineHeight");
-    unsigned pages = commonElem.GetUInt("pages");
-    textures_.Reserve(pages);
-
-    ResourceCache* resourceCache = font_->GetSubsystem<ResourceCache>();
-    String fontPath = GetPath(font_->GetName());
-    unsigned totalTextureSize = 0;
-
-    XMLElement pageElem = pagesElem.GetChild("page");
-    for (unsigned i = 0; i < pages; ++i)
-    {
-        if (pageElem.IsNull())
-        {
-            ATOMIC_LOGERROR("Could not find Page element for page: " + String(i));
-            return 0;
-        }
-
-        // Assume the font image is in the same directory as the font description file
-        String textureFile = fontPath + pageElem.GetAttribute("file");
-
-        // Load texture manually to allow controlling the alpha channel mode
-        SharedPtr<File> fontFile = resourceCache->GetFile(textureFile);
-        SharedPtr<Image> fontImage(new Image(context));
-        if (!fontFile || !fontImage->Load(*fontFile))
-        {
-            ATOMIC_LOGERROR("Failed to load font image file");
-            return 0;
-        }
-        SharedPtr<Texture2D> texture = LoadFaceTexture(fontImage);
-        if (!texture)
-            return 0;
-
-        textures_.Push(texture);
-
-        // Add texture to resource cache
-        texture->SetName(fontFile->GetName());
-        resourceCache->AddManualResource(texture);
-
-        totalTextureSize += fontImage->GetWidth() * fontImage->GetHeight() * fontImage->GetComponents();
-
-        pageElem = pageElem.GetNext("page");
-    }
-
-    XMLElement charsElem = root.GetChild("chars");
-    int count = charsElem.GetInt("count");
-
-    XMLElement charElem = charsElem.GetChild("char");
-    while (!charElem.IsNull())
-    {
-        int id = charElem.GetInt("id");
-
-        FontGlyph glyph;
-        glyph.x_ = (short)charElem.GetInt("x");
-        glyph.y_ = (short)charElem.GetInt("y");
-        glyph.width_ = (short)charElem.GetInt("width");
-        glyph.height_ = (short)charElem.GetInt("height");
-        glyph.offsetX_ = (short)charElem.GetInt("xoffset");
-        glyph.offsetY_ = (short)charElem.GetInt("yoffset");
-        glyph.advanceX_ = (short)charElem.GetInt("xadvance");
-        glyph.page_ = charElem.GetUInt("page");
-
-        glyphMapping_[id] = glyph;
-
-        charElem = charElem.GetNext("char");
-    }
-
-    XMLElement kerningsElem = root.GetChild("kernings");
-    if (kerningsElem.NotNull())
-    {
-        XMLElement kerningElem = kerningsElem.GetChild("kerning");
-        while (!kerningElem.IsNull())
-        {
-            int first = kerningElem.GetInt("first");
-            int second = kerningElem.GetInt("second");
-            unsigned value = (unsigned)((first << 16) + second);
-            kerningMapping_[value] = (short)kerningElem.GetInt("amount");
-
-            kerningElem = kerningElem.GetNext("kerning");
-        }
-    }
-
-    ATOMIC_LOGDEBUGF("Bitmap font face %s has %d glyphs", GetFileName(font_->GetName()).CString(), count);
-
-    font_->SetMemoryUse(font_->GetMemoryUse() + totalTextureSize);
-    return true;
-}
-
-bool FontFaceBitmap::Load(FontFace* fontFace, bool usedGlyphs)
-{
-    if (this == fontFace)
-        return true;
-
-    if (!usedGlyphs)
-    {
-        glyphMapping_ = fontFace->glyphMapping_;
-        kerningMapping_ = fontFace->kerningMapping_;
-        textures_ = fontFace->textures_;
-        pointSize_ = fontFace->pointSize_;
-        rowHeight_ = fontFace->rowHeight_;
-
-        return true;
-    }
-
-    pointSize_ = fontFace->pointSize_;
-    rowHeight_ = fontFace->rowHeight_;
-
-    unsigned numPages = 1;
-    int maxTextureSize = font_->GetSubsystem<SystemUI>()->GetMaxFontTextureSize();
-    AreaAllocator allocator(FONT_TEXTURE_MIN_SIZE, FONT_TEXTURE_MIN_SIZE, maxTextureSize, maxTextureSize);
-
-    for (HashMap<unsigned, FontGlyph>::ConstIterator i = fontFace->glyphMapping_.Begin(); i != fontFace->glyphMapping_.End(); ++i)
-    {
-        FontGlyph fontGlyph = i->second_;
-        if (!fontGlyph.used_)
-            continue;
-
-        int x, y;
-        if (!allocator.Allocate(fontGlyph.width_ + 1, fontGlyph.height_ + 1, x, y))
-        {
-            ++numPages;
-
-            allocator = AreaAllocator(FONT_TEXTURE_MIN_SIZE, FONT_TEXTURE_MIN_SIZE, maxTextureSize, maxTextureSize);
-            if (!allocator.Allocate(fontGlyph.width_ + 1, fontGlyph.height_ + 1, x, y))
-                return false;
-        }
-
-        fontGlyph.x_ = (short)x;
-        fontGlyph.y_ = (short)y;
-        fontGlyph.page_ = numPages - 1;
-
-        glyphMapping_[i->first_] = fontGlyph;
-    }
-
-    // Assume that format is the same for all textures and that bitmap font type may have more than one component
-    unsigned components = ConvertFormatToNumComponents(fontFace->textures_[0]->GetFormat());
-
-    // Save the existing textures as image resources
-    Vector<SharedPtr<Image> > oldImages;
-    for (unsigned i = 0; i < fontFace->textures_.Size(); ++i)
-        oldImages.Push(SaveFaceTexture(fontFace->textures_[i]));
-
-    Vector<SharedPtr<Image> > newImages(numPages);
-    for (unsigned i = 0; i < numPages; ++i)
-    {
-        SharedPtr<Image> image(new Image(font_->GetContext()));
-
-        int width = maxTextureSize;
-        int height = maxTextureSize;
-        if (i == numPages - 1)
-        {
-            width = allocator.GetWidth();
-            height = allocator.GetHeight();
-        }
-
-        image->SetSize(width, height, components);
-        memset(image->GetData(), 0, width * height * components);
-
-        newImages.Push(image);
-    }
-
-    for (HashMap<unsigned, FontGlyph>::Iterator i = glyphMapping_.Begin(); i != glyphMapping_.End(); ++i)
-    {
-        FontGlyph& newGlyph = i->second_;
-        const FontGlyph& oldGlyph = fontFace->glyphMapping_[i->first_];
-        Blit(newImages[newGlyph.page_], newGlyph.x_, newGlyph.y_, newGlyph.width_, newGlyph.height_, oldImages[oldGlyph.page_],
-            oldGlyph.x_, oldGlyph.y_, components);
-    }
-
-    textures_.Resize(newImages.Size());
-    for (unsigned i = 0; i < newImages.Size(); ++i)
-        textures_[i] = LoadFaceTexture(newImages[i]);
-
-    for (HashMap<unsigned, short>::ConstIterator i = fontFace->kerningMapping_.Begin(); i != fontFace->kerningMapping_.End(); ++i)
-    {
-        unsigned first = (i->first_) >> 16;
-        unsigned second = (i->first_) & 0xffff;
-        if (glyphMapping_.Find(first) != glyphMapping_.End() && glyphMapping_.Find(second) != glyphMapping_.End())
-            kerningMapping_[i->first_] = i->second_;
-    }
-
-    return true;
-}
-
-bool FontFaceBitmap::Save(Serializer& dest, int pointSize, const String& indentation)
-{
-    Context* context = font_->GetContext();
-
-    SharedPtr<XMLFile> xml(new XMLFile(context));
-    XMLElement rootElem = xml->CreateRoot("font");
-
-    // Information
-    XMLElement childElem = rootElem.CreateChild("info");
-    String fileName = GetFileName(font_->GetName());
-    childElem.SetAttribute("face", fileName);
-    childElem.SetAttribute("size", String(pointSize));
-
-    // Common
-    childElem = rootElem.CreateChild("common");
-    childElem.SetInt("lineHeight", rowHeight_);
-    unsigned pages = textures_.Size();
-    childElem.SetUInt("pages", pages);
-
-    // Construct the path to store the texture
-    String pathName;
-    File* file = dynamic_cast<File*>(&dest);
-    if (file)
-        // If serialize to file, use the file's path
-        pathName = GetPath(file->GetName());
-    else
-        // Otherwise, use the font resource's path
-        pathName = "Data/" + GetPath(font_->GetName());
-
-    // Pages
-    childElem = rootElem.CreateChild("pages");
-    for (unsigned i = 0; i < pages; ++i)
-    {
-        XMLElement pageElem = childElem.CreateChild("page");
-        pageElem.SetInt("id", i);
-        String texFileName = fileName + "_" + String(i) + ".png";
-        pageElem.SetAttribute("file", texFileName);
-
-        // Save the font face texture to image file
-        SaveFaceTexture(textures_[i], pathName + texFileName);
-    }
-
-    // Chars and kernings
-    XMLElement charsElem = rootElem.CreateChild("chars");
-    unsigned numGlyphs = glyphMapping_.Size();
-    charsElem.SetInt("count", numGlyphs);
-
-    for (HashMap<unsigned, FontGlyph>::ConstIterator i = glyphMapping_.Begin(); i != glyphMapping_.End(); ++i)
-    {
-        // Char
-        XMLElement charElem = charsElem.CreateChild("char");
-        charElem.SetInt("id", i->first_);
-
-        const FontGlyph& glyph = i->second_;
-        charElem.SetInt("x", glyph.x_);
-        charElem.SetInt("y", glyph.y_);
-        charElem.SetInt("width", glyph.width_);
-        charElem.SetInt("height", glyph.height_);
-        charElem.SetInt("xoffset", glyph.offsetX_);
-        charElem.SetInt("yoffset", glyph.offsetY_);
-        charElem.SetInt("xadvance", glyph.advanceX_);
-        charElem.SetUInt("page", glyph.page_);
-    }
-
-    if (!kerningMapping_.Empty())
-    {
-        XMLElement kerningsElem = rootElem.CreateChild("kernings");
-        for (HashMap<unsigned, short>::ConstIterator i = kerningMapping_.Begin(); i != kerningMapping_.End(); ++i)
-        {
-            XMLElement kerningElem = kerningsElem.CreateChild("kerning");
-            kerningElem.SetInt("first", i->first_ >> 16);
-            kerningElem.SetInt("second", i->first_ & 0xffff);
-            kerningElem.SetInt("amount", i->second_);
-        }
-    }
-
-    return xml->Save(dest, indentation);
-}
-
-unsigned FontFaceBitmap::ConvertFormatToNumComponents(unsigned format)
-{
-    if (format == Graphics::GetRGBAFormat())
-        return 4;
-    else if (format == Graphics::GetRGBFormat())
-        return 3;
-    else if (format == Graphics::GetLuminanceAlphaFormat())
-        return 2;
-    else
-        return 1;
-}
-
-SharedPtr<Image> FontFaceBitmap::SaveFaceTexture(Texture2D* texture)
-{
-    Image* image = new Image(font_->GetContext());
-    image->SetSize(texture->GetWidth(), texture->GetHeight(), ConvertFormatToNumComponents(texture->GetFormat()));
-    if (!texture->GetData(0, image->GetData()))
-    {
-        delete image;
-        ATOMIC_LOGERROR("Could not save texture to image resource");
-        return SharedPtr<Image>();
-    }
-    return SharedPtr<Image>(image);
-}
-
-bool FontFaceBitmap::SaveFaceTexture(Texture2D* texture, const String& fileName)
-{
-    SharedPtr<Image> image = SaveFaceTexture(texture);
-    return image ? image->SavePNG(fileName) : false;
-}
-
-void FontFaceBitmap::Blit(Image* dest, int x, int y, int width, int height, Image* source, int sourceX, int sourceY, int components)
-{
-    unsigned char* destData = dest->GetData() + (y * dest->GetWidth() + x) * components;
-    unsigned char* sourceData = source->GetData() + (sourceY * source->GetWidth() + sourceX) * components;
-    for (int i = 0; i < height; ++i)
-    {
-        memcpy(destData, sourceData, (size_t)(width * components));
-        destData += dest->GetWidth() * components;
-        sourceData += source->GetWidth() * components;
-    }
-}
-
-}
-
-}

+ 0 - 68
Source/Atomic/UI/SystemUI/FontFaceBitmap.h

@@ -1,68 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#pragma once
-
-#include "FontFace.h"
-
-namespace Atomic
-{
-
-class Image;
-class Serializer;
-
-namespace SystemUI
-{
-
-
-/// Bitmap font face description.
-class ATOMIC_API FontFaceBitmap : public FontFace
-{
-    ATOMIC_REFCOUNTED(FontFaceBitmap)
-
-public:
-    /// Construct.
-    FontFaceBitmap(Font* font);
-    /// Destruct.
-    ~FontFaceBitmap();
-
-    /// Load font face.
-    virtual bool Load(const unsigned char* fontData, unsigned fontDataSize, int pointSize);
-    /// Load from existed font face, pack used glyphs into smallest texture size and smallest number of texture.
-    bool Load(FontFace* fontFace, bool usedGlyphs);
-    /// Save as a new bitmap font type in XML format. Return true if successful.
-    bool Save(Serializer& dest, int pointSize, const String& indentation = "\t");
-
-private:
-    /// Convert graphics format to number of components.
-    unsigned ConvertFormatToNumComponents(unsigned format);
-    /// Save font face texture as image resource.
-    SharedPtr<Image> SaveFaceTexture(Texture2D* texture);
-    /// Save font face texture as image file.
-    bool SaveFaceTexture(Texture2D* texture, const String& fileName);
-    /// Blit.
-    void Blit(Image* dest, int x, int y, int width, int height, Image* source, int sourceX, int sourceY, int components);
-};
-
-}
-
-}

+ 0 - 459
Source/Atomic/UI/SystemUI/FontFaceFreeType.cpp

@@ -1,459 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#include "../../Core/Context.h"
-#include "../../Graphics/Graphics.h"
-#include "../../Graphics/Texture2D.h"
-#include "../../IO/FileSystem.h"
-#include "../../IO/Log.h"
-#include "../../IO/MemoryBuffer.h"
-#include "Font.h"
-#include "FontFaceFreeType.h"
-#include "SystemUI.h"
-
-#include <ft2build.h>
-#include FT_FREETYPE_H
-#include FT_TRUETYPE_TABLES_H
-
-#include "../../DebugNew.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-
-/// FreeType library subsystem.
-class FreeTypeLibrary : public Object
-{
-    ATOMIC_OBJECT(FreeTypeLibrary, Object);
-
-public:
-    /// Construct.
-    FreeTypeLibrary(Context* context) :
-        Object(context)
-    {
-        FT_Error error = FT_Init_FreeType(&library_);
-        if (error)
-            ATOMIC_LOGERROR("Could not initialize FreeType library");
-    }
-
-    /// Destruct.
-    virtual ~FreeTypeLibrary()
-    {
-        FT_Done_FreeType(library_);
-    }
-
-    FT_Library GetLibrary() const { return library_; }
-
-private:
-    /// FreeType library.
-    FT_Library library_;
-};
-
-FontFaceFreeType::FontFaceFreeType(Font* font) :
-    FontFace(font),
-    face_(0),
-    loadMode_(FT_LOAD_DEFAULT)
-{
-}
-
-FontFaceFreeType::~FontFaceFreeType()
-{
-    if (face_)
-    {
-        FT_Done_Face((FT_Face)face_);
-        face_ = 0;
-    }
-}
-
-bool FontFaceFreeType::Load(const unsigned char* fontData, unsigned fontDataSize, int pointSize)
-{
-    Context* context = font_->GetContext();
-
-    // Create & initialize FreeType library if it does not exist yet
-    FreeTypeLibrary* freeType = font_->GetSubsystem<FreeTypeLibrary>();
-    if (!freeType)
-        context->RegisterSubsystem(freeType = new FreeTypeLibrary(context));
-
-    // Ensure the FreeType library is kept alive as long as TTF font resources exist
-    freeType_ = freeType;
-
-    SystemUI* ui = font_->GetSubsystem<SystemUI>();
-    int maxTextureSize = ui->GetMaxFontTextureSize();
-
-    FT_Face face;
-    FT_Error error;
-    FT_Library library = freeType->GetLibrary();
-
-    if (pointSize <= 0)
-    {
-        ATOMIC_LOGERROR("Zero or negative point size");
-        return false;
-    }
-
-    if (!fontDataSize)
-    {
-        ATOMIC_LOGERROR("Could not create font face from zero size data");
-        return false;
-    }
-
-    error = FT_New_Memory_Face(library, fontData, fontDataSize, 0, &face);
-    if (error)
-    {
-        ATOMIC_LOGERROR("Could not create font face");
-        return false;
-    }
-    error = FT_Set_Char_Size(face, 0, pointSize * 64, FONT_DPI, FONT_DPI);
-    if (error)
-    {
-        FT_Done_Face(face);
-        ATOMIC_LOGERROR("Could not set font point size " + String(pointSize));
-        return false;
-    }
-
-    face_ = face;
-
-    unsigned numGlyphs = (unsigned)face->num_glyphs;
-    ATOMIC_LOGDEBUGF("Font face %s (%dpt) has %d glyphs", GetFileName(font_->GetName()).CString(), pointSize, numGlyphs);
-
-    PODVector<unsigned> charCodes(numGlyphs);
-    for (unsigned i = 0; i < numGlyphs; ++i)
-        charCodes[i] = 0;
-
-    FT_UInt glyphIndex;
-    FT_ULong charCode = FT_Get_First_Char(face, &glyphIndex);
-    while (glyphIndex != 0)
-    {
-        if (glyphIndex < numGlyphs)
-            charCodes[glyphIndex] = (unsigned)charCode;
-
-        charCode = FT_Get_Next_Char(face, charCode, &glyphIndex);
-    }
-
-    // Load each of the glyphs to see the sizes & store other information
-    loadMode_ = (int)(ui->GetForceAutoHint() ? FT_LOAD_FORCE_AUTOHINT : FT_LOAD_DEFAULT);
-    ascender_ = (int)(face->size->metrics.ascender >> 6);
-    int descender = (int)(face->size->metrics.descender >> 6);
-
-    // Check if the font's OS/2 info gives different (larger) values for ascender & descender
-    TT_OS2* os2Info = (TT_OS2*)FT_Get_Sfnt_Table(face, ft_sfnt_os2);
-    if (os2Info)
-    {
-        ascender_ = Max(ascender_, os2Info->usWinAscent * face->size->metrics.y_ppem / face->units_per_EM);
-        ascender_ = Max(ascender_, os2Info->sTypoAscender * face->size->metrics.y_ppem / face->units_per_EM);
-        descender = Max(descender, os2Info->usWinDescent * face->size->metrics.y_ppem / face->units_per_EM);
-        descender = Max(descender, os2Info->sTypoDescender * face->size->metrics.y_ppem / face->units_per_EM);
-    }
-
-    // Store point size and row height. Use the maximum of ascender + descender, or the face's stored default row height
-    pointSize_ = pointSize;
-    rowHeight_ = (int)Max(ascender_ + descender, face->size->metrics.height >> 6);
-
-    int textureWidth = maxTextureSize;
-    int textureHeight = maxTextureSize;
-    bool loadAllGlyphs = CanLoadAllGlyphs(charCodes, textureWidth, textureHeight);
-
-    SharedPtr<Image> image(new Image(font_->GetContext()));
-    image->SetSize(textureWidth, textureHeight, 1);
-    unsigned char* imageData = image->GetData();
-    memset(imageData, 0, (size_t)(image->GetWidth() * image->GetHeight()));
-    allocator_.Reset(FONT_TEXTURE_MIN_SIZE, FONT_TEXTURE_MIN_SIZE, textureWidth, textureHeight);
-
-    for (unsigned i = 0; i < numGlyphs; ++i)
-    {
-        unsigned charCode = charCodes[i];
-        if (charCode == 0)
-            continue;
-
-        if (!loadAllGlyphs && (charCode > 0xff))
-            break;
-
-        if (!LoadCharGlyph(charCode, image))
-            return false;
-    }
-
-    SharedPtr<Texture2D> texture = LoadFaceTexture(image);
-    if (!texture)
-        return false;
-
-    textures_.Push(texture);
-    font_->SetMemoryUse(font_->GetMemoryUse() + textureWidth * textureHeight);
-
-    // Store kerning if face has kerning information
-    if (FT_HAS_KERNING(face))
-    {
-        // Read kerning manually to be more efficient and avoid out of memory crash when use large font file, for example there
-        // are 29354 glyphs in msyh.ttf
-        FT_ULong tagKern = FT_MAKE_TAG('k', 'e', 'r', 'n');
-        FT_ULong kerningTableSize = 0;
-        FT_Error error = FT_Load_Sfnt_Table(face, tagKern, 0, NULL, &kerningTableSize);
-        if (error)
-        {
-            ATOMIC_LOGERROR("Could not get kerning table length");
-            return false;
-        }
-
-        SharedArrayPtr<unsigned char> kerningTable(new unsigned char[kerningTableSize]);
-        error = FT_Load_Sfnt_Table(face, tagKern, 0, kerningTable, &kerningTableSize);
-        if (error)
-        {
-            ATOMIC_LOGERROR("Could not load kerning table");
-            return false;
-        }
-
-        // Convert big endian to little endian
-        for (unsigned i = 0; i < kerningTableSize; i += 2)
-            Swap(kerningTable[i], kerningTable[i + 1]);
-        MemoryBuffer deserializer(kerningTable, (unsigned)kerningTableSize);
-
-        unsigned short version = deserializer.ReadUShort();
-        if (version == 0)
-        {
-            unsigned numKerningTables = deserializer.ReadUShort();
-            for (unsigned i = 0; i < numKerningTables; ++i)
-            {
-                unsigned short version = deserializer.ReadUShort();
-                unsigned short length = deserializer.ReadUShort();
-                unsigned short coverage = deserializer.ReadUShort();
-
-                if (version == 0 && coverage == 1)
-                {
-                    unsigned numKerningPairs = deserializer.ReadUShort();
-                    // Skip searchRange, entrySelector and rangeShift
-                    deserializer.Seek((unsigned)(deserializer.GetPosition() + 3 * sizeof(unsigned short)));
-
-                    for (unsigned j = 0; j < numKerningPairs; ++j)
-                    {
-                        unsigned leftIndex = deserializer.ReadUShort();
-                        unsigned rightIndex = deserializer.ReadUShort();
-                        short amount = deserializer.ReadShort() >> 6;
-
-                        unsigned leftCharCode = leftIndex < numGlyphs ? charCodes[leftIndex] : 0;
-                        unsigned rightCharCode = rightIndex < numGlyphs ? charCodes[rightIndex] : 0;
-                        if (leftCharCode != 0 && rightCharCode != 0)
-                        {
-                            unsigned value = (leftCharCode << 16) + rightCharCode;
-                            kerningMapping_[value] = amount;
-                        }
-                    }
-                }
-                else
-                {
-                    // Kerning table contains information we do not support; skip and move to the next (length includes header)
-                    deserializer.Seek((unsigned)(deserializer.GetPosition() + length - 3 * sizeof(unsigned short)));
-                }
-            }
-        }
-        else
-            ATOMIC_LOGWARNING("Can not read kerning information: not version 0");
-    }
-
-    if (loadAllGlyphs)
-    {
-        FT_Done_Face(face);
-        face_ = 0;
-        hasMutableGlyph_ = false;
-    }
-    else
-        hasMutableGlyph_ = true;
-
-    return true;
-}
-
-const FontGlyph* FontFaceFreeType::GetGlyph(unsigned c)
-{
-    HashMap<unsigned, FontGlyph>::Iterator i = glyphMapping_.Find(c);
-    if (i != glyphMapping_.End())
-    {
-        FontGlyph& glyph = i->second_;
-        glyph.used_ = true;
-        return &glyph;
-    }
-
-    if (LoadCharGlyph(c))
-    {
-        HashMap<unsigned, FontGlyph>::Iterator i = glyphMapping_.Find(c);
-        if (i != glyphMapping_.End())
-        {
-            FontGlyph& glyph = i->second_;
-            glyph.used_ = true;
-            return &glyph;
-        }
-    }
-
-    return 0;
-}
-
-bool FontFaceFreeType::CanLoadAllGlyphs(const PODVector<unsigned>& charCodes, int& textureWidth, int& textureHeight) const
-{
-    FT_Face face = (FT_Face)face_;
-    FT_GlyphSlot slot = face->glyph;
-    AreaAllocator allocator(FONT_TEXTURE_MIN_SIZE, FONT_TEXTURE_MIN_SIZE, textureWidth, textureHeight);
-
-    unsigned numGlyphs = charCodes.Size();
-    for (unsigned i = 0; i < numGlyphs; ++i)
-    {
-        unsigned charCode = charCodes[i];
-        if (charCode == 0)
-            continue;
-
-        FT_Error error = FT_Load_Char(face, charCode, loadMode_);
-        if (!error)
-        {
-            int width = (int)Max(slot->metrics.width >> 6, slot->bitmap.width);
-            int height = (int)Max(slot->metrics.height >> 6, slot->bitmap.rows);
-            int x, y;
-            if (!allocator.Allocate(width + 1, height + 1, x, y))
-                return false;
-        }
-    }
-
-    textureWidth = allocator.GetWidth();
-    textureHeight = allocator.GetHeight();
-    return true;
-}
-
-bool FontFaceFreeType::SetupNextTexture(int textureWidth, int textureHeight)
-{
-    SharedPtr<Image> image(new Image(font_->GetContext()));
-    image->SetSize(textureWidth, textureHeight, 1);
-    unsigned char* imageData = image->GetData();
-    memset(imageData, 0, (size_t)(image->GetWidth() * image->GetHeight()));
-
-    SharedPtr<Texture2D> texture = LoadFaceTexture(image);
-    if (!texture)
-        return false;
-
-    textures_.Push(texture);
-    allocator_.Reset(FONT_TEXTURE_MIN_SIZE, FONT_TEXTURE_MIN_SIZE, textureWidth, textureHeight);
-
-    font_->SetMemoryUse(font_->GetMemoryUse() + textureWidth * textureHeight);
-
-    return true;
-}
-
-bool FontFaceFreeType::LoadCharGlyph(unsigned charCode, Image* image)
-{
-    if (!face_)
-        return false;
-
-    FT_Face face = (FT_Face)face_;
-    FT_GlyphSlot slot = face->glyph;
-
-    FontGlyph fontGlyph;
-    FT_Error error = FT_Load_Char(face, charCode, loadMode_);
-    if (!error)
-    {
-        // Note: position within texture will be filled later
-        fontGlyph.width_ = (short)Max(slot->metrics.width >> 6, slot->bitmap.width);
-        fontGlyph.height_ = (short)Max(slot->metrics.height >> 6, slot->bitmap.rows);
-        fontGlyph.offsetX_ = (short)(slot->metrics.horiBearingX >> 6);
-        fontGlyph.offsetY_ = (short)(ascender_ - (slot->metrics.horiBearingY >> 6));
-        fontGlyph.advanceX_ = (short)(slot->metrics.horiAdvance >> 6);
-
-        if (fontGlyph.width_ > 0 && fontGlyph.height_ > 0)
-        {
-            int x, y;
-            if (!allocator_.Allocate(fontGlyph.width_ + 1, fontGlyph.height_ + 1, x, y))
-            {
-                if (!SetupNextTexture(allocator_.GetWidth(), allocator_.GetHeight()))
-                    return false;
-
-                if (!allocator_.Allocate(fontGlyph.width_ + 1, fontGlyph.height_ + 1, x, y))
-                    return false;
-            }
-
-            fontGlyph.x_ = (short)x;
-            fontGlyph.y_ = (short)y;
-
-            unsigned char* dest = 0;
-            unsigned pitch = 0;
-            if (image)
-            {
-                fontGlyph.page_ = 0;
-                dest = image->GetData() + fontGlyph.y_ * image->GetWidth() + fontGlyph.x_;
-                pitch = (unsigned)image->GetWidth();
-            }
-            else
-            {
-                fontGlyph.page_ = textures_.Size() - 1;
-                dest = new unsigned char[fontGlyph.width_ * fontGlyph.height_];
-                pitch = (unsigned)fontGlyph.width_;
-            }
-
-            FT_Render_Glyph(slot, FT_RENDER_MODE_NORMAL);
-            if (slot->bitmap.pixel_mode == FT_PIXEL_MODE_MONO)
-            {
-                for (int y = 0; y < slot->bitmap.rows; ++y)
-                {
-                    unsigned char* src = slot->bitmap.buffer + slot->bitmap.pitch * y;
-                    unsigned char* rowDest = dest + y * pitch;
-
-                    for (int x = 0; x < slot->bitmap.width; ++x)
-                        rowDest[x] = (unsigned char)((src[x >> 3] & (0x80 >> (x & 7))) ? 255 : 0);
-                }
-            }
-            else
-            {
-                for (int y = 0; y < slot->bitmap.rows; ++y)
-                {
-                    unsigned char* src = slot->bitmap.buffer + slot->bitmap.pitch * y;
-                    unsigned char* rowDest = dest + y * pitch;
-
-                    for (int x = 0; x < slot->bitmap.width; ++x)
-                        rowDest[x] = src[x];
-                }
-            }
-
-            if (!image)
-            {
-                textures_.Back()->SetData(0, fontGlyph.x_, fontGlyph.y_, fontGlyph.width_, fontGlyph.height_, dest);
-                delete[] dest;
-            }
-        }
-        else
-        {
-            fontGlyph.x_ = 0;
-            fontGlyph.y_ = 0;
-            fontGlyph.page_ = 0;
-        }
-    }
-    else
-    {
-        fontGlyph.width_ = 0;
-        fontGlyph.height_ = 0;
-        fontGlyph.offsetX_ = 0;
-        fontGlyph.offsetY_ = 0;
-        fontGlyph.advanceX_ = 0;
-        fontGlyph.page_ = 0;
-    }
-
-    glyphMapping_[charCode] = fontGlyph;
-
-    return true;
-}
-
-}
-
-}

+ 0 - 78
Source/Atomic/UI/SystemUI/FontFaceFreeType.h

@@ -1,78 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#pragma once
-
-#include "FontFace.h"
-
-namespace Atomic
-{
-
-class Texture2D;
-
-namespace SystemUI
-{
-
-class FreeTypeLibrary;
-
-/// Free type font face description.
-class ATOMIC_API FontFaceFreeType : public FontFace
-{
-public:
-    /// Construct.
-    FontFaceFreeType(Font* font);
-    /// Destruct.
-    ~FontFaceFreeType();
-
-    /// Load font face.
-    virtual bool Load(const unsigned char* fontData, unsigned fontDataSize, int pointSize);
-    /// Return pointer to the glyph structure corresponding to a character. Return null if glyph not found.
-    virtual const FontGlyph* GetGlyph(unsigned c);
-
-    /// Return if font face uses mutable glyphs.
-    virtual bool HasMutableGlyphs() const { return hasMutableGlyph_; }
-
-private:
-    /// Check can load all glyph in one texture, return true and texture size if can load.
-    bool CanLoadAllGlyphs(const PODVector<unsigned>& charCodes, int& textureWidth, int& textureHeight) const;
-    /// Setup next texture.
-    bool SetupNextTexture(int textureWidth, int textureHeight);
-    /// Load char glyph.
-    bool LoadCharGlyph(unsigned charCode, Image* image = 0);
-
-    /// FreeType library.
-    SharedPtr<FreeTypeLibrary> freeType_;
-    /// FreeType face. Non-null after creation only in dynamic mode.
-    void* face_;
-    /// Load mode.
-    int loadMode_;
-    /// Ascender.
-    int ascender_;
-    /// Has mutable glyph.
-    bool hasMutableGlyph_;
-    /// Glyph area allocator.
-    AreaAllocator allocator_;
-};
-
-}
-
-}

+ 0 - 669
Source/Atomic/UI/SystemUI/LineEdit.cpp

@@ -1,669 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#include "../../Core/Context.h"
-#include "../../Input/Input.h"
-#include "LineEdit.h"
-#include "Text.h"
-#include "SystemUI.h"
-#include "SystemUIEvents.h"
-
-#include "../../DebugNew.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-
-StringHash VAR_DRAGDROPCONTENT("DragDropContent");
-
-extern const char* UI_CATEGORY;
-
-LineEdit::LineEdit(Context* context) :
-    BorderImage(context),
-    lastFont_(0),
-    lastFontSize_(0),
-    cursorPosition_(0),
-    dragBeginCursor_(M_MAX_UNSIGNED),
-    cursorBlinkRate_(1.0f),
-    cursorBlinkTimer_(0.0f),
-    maxLength_(0),
-    echoCharacter_(0),
-    cursorMovable_(true),
-    textSelectable_(true),
-    textCopyable_(true)
-{
-    clipChildren_ = true;
-    SetEnabled(true);
-    focusMode_ = FM_FOCUSABLE_DEFOCUSABLE;
-
-    text_ = CreateChild<Text>("LE_Text");
-    text_->SetInternal(true);
-    cursor_ = CreateChild<BorderImage>("LE_Cursor");
-    cursor_->SetInternal(true);
-    cursor_->SetPriority(1); // Show over text
-
-    SubscribeToEvent(this, E_FOCUSED, ATOMIC_HANDLER(LineEdit, HandleFocused));
-    SubscribeToEvent(this, E_DEFOCUSED, ATOMIC_HANDLER(LineEdit, HandleDefocused));
-    SubscribeToEvent(this, E_LAYOUTUPDATED, ATOMIC_HANDLER(LineEdit, HandleLayoutUpdated));
-}
-
-LineEdit::~LineEdit()
-{
-}
-
-void LineEdit::RegisterObject(Context* context)
-{
-    context->RegisterFactory<LineEdit>(UI_CATEGORY);
-
-    ATOMIC_COPY_BASE_ATTRIBUTES(BorderImage);
-    ATOMIC_UPDATE_ATTRIBUTE_DEFAULT_VALUE("Clip Children", true);
-    ATOMIC_UPDATE_ATTRIBUTE_DEFAULT_VALUE("Is Enabled", true);
-    ATOMIC_UPDATE_ATTRIBUTE_DEFAULT_VALUE("Focus Mode", FM_FOCUSABLE_DEFOCUSABLE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Max Length", GetMaxLength, SetMaxLength, unsigned, 0, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Is Cursor Movable", IsCursorMovable, SetCursorMovable, bool, true, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Is Text Selectable", IsTextSelectable, SetTextSelectable, bool, true, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Is Text Copyable", IsTextCopyable, SetTextCopyable, bool, true, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Cursor Blink Rate", GetCursorBlinkRate, SetCursorBlinkRate, float, 1.0f, AM_FILE);
-    ATOMIC_ATTRIBUTE("Echo Character", int, echoCharacter_, 0, AM_FILE);
-}
-
-void LineEdit::ApplyAttributes()
-{
-    BorderImage::ApplyAttributes();
-
-    // Set the text's position to match clipping and indent width, so that text left edge is not left partially hidden
-    text_->SetPosition(GetIndentWidth() + clipBorder_.left_, clipBorder_.top_);
-
-    // Sync the text line
-    line_ = text_->GetText();
-}
-
-void LineEdit::Update(float timeStep)
-{
-    if (cursorBlinkRate_ > 0.0f)
-        cursorBlinkTimer_ = fmodf(cursorBlinkTimer_ + cursorBlinkRate_ * timeStep, 1.0f);
-
-    // Update cursor position if font has changed
-    if (text_->GetFont() != lastFont_ || text_->GetFontSize() != lastFontSize_)
-    {
-        lastFont_ = text_->GetFont();
-        lastFontSize_ = text_->GetFontSize();
-        UpdateCursor();
-    }
-
-    bool cursorVisible = HasFocus() ? cursorBlinkTimer_ < 0.5f : false;
-    cursor_->SetVisible(cursorVisible);
-}
-
-void LineEdit::OnClickBegin(const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers,
-    Cursor* cursor)
-{
-    if (button == MOUSEB_LEFT && cursorMovable_)
-    {
-        unsigned pos = GetCharIndex(position);
-        if (pos != M_MAX_UNSIGNED)
-        {
-            SetCursorPosition(pos);
-            text_->ClearSelection();
-        }
-    }
-}
-
-void LineEdit::OnDoubleClick(const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers,
-    Cursor* cursor)
-{
-    if (button == MOUSEB_LEFT)
-        text_->SetSelection(0);
-}
-
-void LineEdit::OnDragBegin(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers,
-    Cursor* cursor)
-{
-    UIElement::OnDragBegin(position, screenPosition, buttons, qualifiers, cursor);
-
-    dragBeginCursor_ = GetCharIndex(position);
-}
-
-void LineEdit::OnDragMove(const IntVector2& position, const IntVector2& screenPosition, const IntVector2& deltaPos, int buttons,
-    int qualifiers, Cursor* cursor)
-{
-    if (cursorMovable_ && textSelectable_)
-    {
-        unsigned start = dragBeginCursor_;
-        unsigned current = GetCharIndex(position);
-        if (start != M_MAX_UNSIGNED && current != M_MAX_UNSIGNED)
-        {
-            if (start < current)
-                text_->SetSelection(start, current - start);
-            else
-                text_->SetSelection(current, start - current);
-            SetCursorPosition(current);
-        }
-    }
-}
-
-bool LineEdit::OnDragDropTest(UIElement* source)
-{
-    if (source && editable_)
-    {
-        if (source->GetVars().Contains(VAR_DRAGDROPCONTENT))
-            return true;
-        StringHash sourceType = source->GetType();
-        return sourceType == LineEdit::GetTypeStatic() || sourceType == Text::GetTypeStatic();
-    }
-
-    return false;
-}
-
-bool LineEdit::OnDragDropFinish(UIElement* source)
-{
-    if (source && editable_)
-    {
-        // If the UI element in question has a drag-and-drop content string defined, use it instead of element text
-        if (source->GetVars().Contains(VAR_DRAGDROPCONTENT))
-        {
-            SetText(source->GetVar(VAR_DRAGDROPCONTENT).GetString());
-            return true;
-        }
-
-        StringHash sourceType = source->GetType();
-        if (sourceType == LineEdit::GetTypeStatic())
-        {
-            LineEdit* sourceLineEdit = static_cast<LineEdit*>(source);
-            SetText(sourceLineEdit->GetText());
-            return true;
-        }
-        else if (sourceType == Text::GetTypeStatic())
-        {
-            Text* sourceText = static_cast<Text*>(source);
-            SetText(sourceText->GetText());
-            return true;
-        }
-    }
-
-    return false;
-}
-
-void LineEdit::OnKey(int key, int buttons, int qualifiers)
-{
-    bool changed = false;
-    bool cursorMoved = false;
-
-    switch (key)
-    {
-    case 'X':
-    case 'C':
-        if (textCopyable_ && qualifiers & QUAL_CTRL)
-        {
-            unsigned start = text_->GetSelectionStart();
-            unsigned length = text_->GetSelectionLength();
-
-            if (text_->GetSelectionLength())
-                GetSubsystem<SystemUI>()->SetClipboardText(line_.SubstringUTF8(start, length));
-
-            if (key == 'X' && editable_)
-            {
-                if (start + length < line_.LengthUTF8())
-                    line_ = line_.SubstringUTF8(0, start) + line_.SubstringUTF8(start + length);
-                else
-                    line_ = line_.SubstringUTF8(0, start);
-                text_->ClearSelection();
-                cursorPosition_ = start;
-                changed = true;
-            }
-        }
-        break;
-
-    case 'V':
-        if (editable_ && textCopyable_ && qualifiers & QUAL_CTRL)
-        {
-            const String& clipBoard = GetSubsystem<SystemUI>()->GetClipboardText();
-            if (!clipBoard.Empty())
-            {
-                // Remove selected text first
-                if (text_->GetSelectionLength() > 0)
-                {
-                    unsigned start = text_->GetSelectionStart();
-                    unsigned length = text_->GetSelectionLength();
-                    if (start + length < line_.LengthUTF8())
-                        line_ = line_.SubstringUTF8(0, start) + line_.SubstringUTF8(start + length);
-                    else
-                        line_ = line_.SubstringUTF8(0, start);
-                    text_->ClearSelection();
-                    cursorPosition_ = start;
-                }
-                if (cursorPosition_ < line_.LengthUTF8())
-                    line_ = line_.SubstringUTF8(0, cursorPosition_) + clipBoard + line_.SubstringUTF8(cursorPosition_);
-                else
-                    line_ += clipBoard;
-                cursorPosition_ += clipBoard.LengthUTF8();
-                changed = true;
-            }
-        }
-        break;
-
-    case KEY_HOME:
-        qualifiers |= QUAL_CTRL;
-        // Fallthru
-
-    case KEY_LEFT:
-        if (cursorMovable_ && cursorPosition_ > 0)
-        {
-            if (textSelectable_ && qualifiers & QUAL_SHIFT && !text_->GetSelectionLength())
-                dragBeginCursor_ = cursorPosition_;
-
-            if (qualifiers & QUAL_CTRL)
-                cursorPosition_ = 0;
-            else if (text_->GetSelectionLength() && !(qualifiers & QUAL_SHIFT))
-                cursorPosition_ = text_->GetSelectionStart();
-            else
-                --cursorPosition_;
-            cursorMoved = true;
-
-            if (textSelectable_ && qualifiers & QUAL_SHIFT)
-            {
-                unsigned start = dragBeginCursor_;
-                unsigned current = cursorPosition_;
-                if (start < current)
-                    text_->SetSelection(start, current - start);
-                else
-                    text_->SetSelection(current, start - current);
-            }
-        }
-        if (!(qualifiers & QUAL_SHIFT))
-            text_->ClearSelection();
-        break;
-
-    case KEY_END:
-        qualifiers |= QUAL_CTRL;
-        // Fallthru
-
-    case KEY_RIGHT:
-        if (cursorMovable_ && cursorPosition_ < line_.LengthUTF8())
-        {
-            if (textSelectable_ && qualifiers & QUAL_SHIFT && !text_->GetSelectionLength())
-                dragBeginCursor_ = cursorPosition_;
-
-            if (qualifiers & QUAL_CTRL)
-                cursorPosition_ = line_.LengthUTF8();
-            else if (text_->GetSelectionLength() && !(qualifiers & QUAL_SHIFT))
-                cursorPosition_ = text_->GetSelectionStart() + text_->GetSelectionLength();
-            else
-                ++cursorPosition_;
-            cursorMoved = true;
-
-            if (textSelectable_ && qualifiers & QUAL_SHIFT)
-            {
-                unsigned start = dragBeginCursor_;
-                unsigned current = cursorPosition_;
-                if (start < current)
-                    text_->SetSelection(start, current - start);
-                else
-                    text_->SetSelection(current, start - current);
-            }
-        }
-        if (!(qualifiers & QUAL_SHIFT))
-            text_->ClearSelection();
-        break;
-
-    case KEY_DELETE:
-        if (editable_)
-        {
-            if (!text_->GetSelectionLength())
-            {
-                if (cursorPosition_ < line_.LengthUTF8())
-                {
-                    line_ = line_.SubstringUTF8(0, cursorPosition_) + line_.SubstringUTF8(cursorPosition_ + 1);
-                    changed = true;
-                }
-            }
-            else
-            {
-                // If a selection exists, erase it
-                unsigned start = text_->GetSelectionStart();
-                unsigned length = text_->GetSelectionLength();
-                if (start + length < line_.LengthUTF8())
-                    line_ = line_.SubstringUTF8(0, start) + line_.SubstringUTF8(start + length);
-                else
-                    line_ = line_.SubstringUTF8(0, start);
-                text_->ClearSelection();
-                cursorPosition_ = start;
-                changed = true;
-            }
-        }
-        break;
-
-    case KEY_UP:
-    case KEY_DOWN:
-    case KEY_PAGEUP:
-    case KEY_PAGEDOWN:
-        {
-            using namespace UnhandledKey;
-
-            VariantMap& eventData = GetEventDataMap();
-            eventData[P_ELEMENT] = this;
-            eventData[P_KEY] = key;
-            eventData[P_BUTTONS] = buttons;
-            eventData[P_QUALIFIERS] = qualifiers;
-            SendEvent(E_UNHANDLEDKEY, eventData);
-        }
-        return;
-
-    case KEY_BACKSPACE:
-        if (editable_)
-        {
-            if (!text_->GetSelectionLength())
-            {
-                if (line_.LengthUTF8() && cursorPosition_)
-                {
-                    if (cursorPosition_ < line_.LengthUTF8())
-                        line_ = line_.SubstringUTF8(0, cursorPosition_ - 1) + line_.SubstringUTF8(cursorPosition_);
-                    else
-                        line_ = line_.SubstringUTF8(0, cursorPosition_ - 1);
-                    --cursorPosition_;
-                    changed = true;
-                }
-            }
-            else
-            {
-                // If a selection exists, erase it
-                unsigned start = text_->GetSelectionStart();
-                unsigned length = text_->GetSelectionLength();
-                if (start + length < line_.LengthUTF8())
-                    line_ = line_.SubstringUTF8(0, start) + line_.SubstringUTF8(start + length);
-                else
-                    line_ = line_.SubstringUTF8(0, start);
-                text_->ClearSelection();
-                cursorPosition_ = start;
-                changed = true;
-            }
-        }
-        break;
-
-    case KEY_RETURN:
-    case KEY_RETURN2:
-    case KEY_KP_ENTER:
-        {
-            // If using the on-screen keyboard, defocus this element to hide it now
-            if (GetSubsystem<SystemUI>()->GetUseScreenKeyboard() && HasFocus())
-                SetFocus(false);
-
-            using namespace TextFinished;
-
-            VariantMap& eventData = GetEventDataMap();
-            eventData[P_ELEMENT] = this;
-            eventData[P_TEXT] = line_;
-            SendEvent(E_TEXTFINISHED, eventData);
-            return;
-        }
-
-    default: break;
-    }
-
-    if (changed)
-    {
-        UpdateText();
-        UpdateCursor();
-    }
-    else if (cursorMoved)
-        UpdateCursor();
-}
-
-void LineEdit::OnTextInput(const String& text, int buttons, int qualifiers)
-{
-    if (!editable_)
-        return;
-
-    bool changed = false;
-
-    // If only CTRL is held down, do not edit
-    if ((qualifiers & (QUAL_CTRL | QUAL_ALT)) == QUAL_CTRL)
-        return;
-
-    // Send char as an event to allow changing it
-    using namespace CharEntry;
-
-    VariantMap& eventData = GetEventDataMap();
-    eventData[P_ELEMENT] = this;
-    eventData[P_TEXT] = text;
-    eventData[P_BUTTONS] = buttons;
-    eventData[P_QUALIFIERS] = qualifiers;
-    SendEvent(E_TEXTENTRY, eventData);
-
-    const String newText = eventData[P_TEXT].GetString().SubstringUTF8(0);
-    if (!newText.Empty() && (!maxLength_ || line_.LengthUTF8() + newText.LengthUTF8() <= maxLength_))
-    {
-        if (!text_->GetSelectionLength())
-        {
-            if (cursorPosition_ == line_.LengthUTF8())
-                line_ += newText;
-            else
-                line_ = line_.SubstringUTF8(0, cursorPosition_) + newText + line_.SubstringUTF8(cursorPosition_);
-            cursorPosition_ += newText.LengthUTF8();
-        }
-        else
-        {
-            // If a selection exists, erase it first
-            unsigned start = text_->GetSelectionStart();
-            unsigned length = text_->GetSelectionLength();
-            if (start + length < line_.LengthUTF8())
-                line_ = line_.SubstringUTF8(0, start) + newText + line_.SubstringUTF8(start + length);
-            else
-                line_ = line_.SubstringUTF8(0, start) + newText;
-            cursorPosition_ = start + newText.LengthUTF8();
-        }
-        changed = true;
-    }
-
-    if (changed)
-    {
-        text_->ClearSelection();
-        UpdateText();
-        UpdateCursor();
-    }
-}
-
-void LineEdit::SetText(const String& text)
-{
-    if (text != line_)
-    {
-        line_ = text;
-        cursorPosition_ = line_.LengthUTF8();
-        UpdateText();
-        UpdateCursor();
-    }
-}
-
-void LineEdit::SetCursorPosition(unsigned position)
-{
-    if (position > line_.LengthUTF8() || !cursorMovable_)
-        position = line_.LengthUTF8();
-
-    if (position != cursorPosition_)
-    {
-        cursorPosition_ = position;
-        UpdateCursor();
-    }
-}
-
-void LineEdit::SetCursorBlinkRate(float rate)
-{
-    cursorBlinkRate_ = Max(rate, 0.0f);
-
-    if (cursorBlinkRate_ == 0.0f)
-        cursorBlinkTimer_ = 0.0f;   // Cursor does not blink, i.e. always visible
-}
-
-void LineEdit::SetMaxLength(unsigned length)
-{
-    maxLength_ = length;
-}
-
-void LineEdit::SetEchoCharacter(unsigned c)
-{
-    echoCharacter_ = c;
-    UpdateText();
-}
-
-void LineEdit::SetCursorMovable(bool enable)
-{
-    cursorMovable_ = enable;
-}
-
-void LineEdit::SetTextSelectable(bool enable)
-{
-    textSelectable_ = enable;
-}
-
-void LineEdit::SetTextCopyable(bool enable)
-{
-    textCopyable_ = enable;
-}
-
-bool LineEdit::FilterImplicitAttributes(XMLElement& dest) const
-{
-    if (!BorderImage::FilterImplicitAttributes(dest))
-        return false;
-
-    XMLElement childElem = dest.GetChild("element");
-    if (!childElem)
-        return false;
-    if (!RemoveChildXML(childElem, "Name", "LE_Text"))
-        return false;
-    if (!RemoveChildXML(childElem, "Position"))
-        return false;
-
-    childElem = childElem.GetNext("element");
-    if (!childElem)
-        return false;
-    if (!RemoveChildXML(childElem, "Name", "LE_Cursor"))
-        return false;
-    if (!RemoveChildXML(childElem, "Priority", "1"))
-        return false;
-    if (!RemoveChildXML(childElem, "Position"))
-        return false;
-    if (!RemoveChildXML(childElem, "Is Visible"))
-        return false;
-
-    return true;
-}
-
-void LineEdit::UpdateText()
-{
-    unsigned utf8Length = line_.LengthUTF8();
-
-    if (!echoCharacter_)
-        text_->SetText(line_);
-    else
-    {
-        String echoText;
-        for (unsigned i = 0; i < utf8Length; ++i)
-            echoText.AppendUTF8(echoCharacter_);
-        text_->SetText(echoText);
-    }
-    if (cursorPosition_ > utf8Length)
-    {
-        cursorPosition_ = utf8Length;
-        UpdateCursor();
-    }
-
-    using namespace TextChanged;
-
-    VariantMap& eventData = GetEventDataMap();
-    eventData[P_ELEMENT] = this;
-    eventData[P_TEXT] = line_;
-    SendEvent(E_TEXTCHANGED, eventData);
-}
-
-void LineEdit::UpdateCursor()
-{
-    int x = text_->GetCharPosition(cursorPosition_).x_;
-
-    text_->SetPosition(GetIndentWidth() + clipBorder_.left_, clipBorder_.top_);
-    cursor_->SetPosition(text_->GetPosition() + IntVector2(x, 0));
-    cursor_->SetSize(cursor_->GetWidth(), text_->GetRowHeight());
-
-    // Scroll if necessary
-    int sx = -GetChildOffset().x_;
-    int left = clipBorder_.left_;
-    int right = GetWidth() - clipBorder_.left_ - clipBorder_.right_ - cursor_->GetWidth();
-    if (x - sx > right)
-        sx = x - right;
-    if (x - sx < left)
-        sx = x - left;
-    if (sx < 0)
-        sx = 0;
-    SetChildOffset(IntVector2(-sx, 0));
-
-    // Restart blinking
-    cursorBlinkTimer_ = 0.0f;
-}
-
-unsigned LineEdit::GetCharIndex(const IntVector2& position)
-{
-    IntVector2 screenPosition = ElementToScreen(position);
-    IntVector2 textPosition = text_->ScreenToElement(screenPosition);
-
-    if (textPosition.x_ < 0)
-        return 0;
-
-    for (int i = text_->GetNumChars(); i >= 0; --i)
-    {
-        if (textPosition.x_ >= text_->GetCharPosition((unsigned)i).x_)
-            return (unsigned)i;
-    }
-
-    return M_MAX_UNSIGNED;
-}
-
-void LineEdit::HandleFocused(StringHash eventType, VariantMap& eventData)
-{
-    if (eventData[Focused::P_BYKEY].GetBool())
-    {
-        cursorPosition_ = line_.LengthUTF8();
-        text_->SetSelection(0);
-    }
-    UpdateCursor();
-
-    if (GetSubsystem<SystemUI>()->GetUseScreenKeyboard())
-        GetSubsystem<Input>()->SetScreenKeyboardVisible(true);
-}
-
-void LineEdit::HandleDefocused(StringHash eventType, VariantMap& eventData)
-{
-    text_->ClearSelection();
-
-    if (GetSubsystem<SystemUI>()->GetUseScreenKeyboard())
-        GetSubsystem<Input>()->SetScreenKeyboardVisible(false);
-}
-
-void LineEdit::HandleLayoutUpdated(StringHash eventType, VariantMap& eventData)
-{
-    UpdateCursor();
-}
-
-}
-
-}

+ 0 - 172
Source/Atomic/UI/SystemUI/LineEdit.h

@@ -1,172 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#pragma once
-
-#include "BorderImage.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-class Font;
-class Text;
-
-/// Single-line text editor %UI element.
-class ATOMIC_API LineEdit : public BorderImage
-{
-    ATOMIC_OBJECT(LineEdit, BorderImage);
-
-public:
-    /// Construct.
-    LineEdit(Context* context);
-    /// Destruct.
-    virtual ~LineEdit();
-    /// Register object factory.
-    static void RegisterObject(Context* context);
-
-    /// Apply attribute changes that can not be applied immediately.
-    virtual void ApplyAttributes();
-    /// Perform UI element update.
-    virtual void Update(float timeStep);
-    /// React to mouse click begin.
-    virtual void OnClickBegin
-        (const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers, Cursor* cursor);
-    /// React to mouse doubleclick.
-    virtual void OnDoubleClick
-        (const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers, Cursor* cursor);
-    /// React to mouse drag begin.
-    virtual void
-        OnDragBegin(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers, Cursor* cursor);
-    /// React to mouse drag motion.
-    virtual void OnDragMove
-        (const IntVector2& position, const IntVector2& screenPosition, const IntVector2& deltaPos, int buttons, int qualifiers,
-            Cursor* cursor);
-    /// React to drag and drop test. Return true to signal that the drop is acceptable.
-    virtual bool OnDragDropTest(UIElement* source);
-    /// React to drag and drop finish. Return true to signal that the drop was accepted.
-    virtual bool OnDragDropFinish(UIElement* source);
-    /// React to a key press.
-    virtual void OnKey(int key, int buttons, int qualifiers);
-    /// React to text input event.
-    virtual void OnTextInput(const String& text, int buttons, int qualifiers);
-
-    /// Set text.
-    void SetText(const String& text);
-    /// Set cursor position.
-    void SetCursorPosition(unsigned position);
-    /// Set cursor blink rate. 0 disables blinking.
-    void SetCursorBlinkRate(float rate);
-    /// Set maximum text length. 0 for unlimited.
-    void SetMaxLength(unsigned length);
-    /// Set echo character for password entry and such. 0 (default) shows the actual text.
-    void SetEchoCharacter(unsigned c);
-    /// Set whether can move cursor with arrows or mouse, default true.
-    void SetCursorMovable(bool enable);
-    /// Set whether selections are allowed, default true.
-    void SetTextSelectable(bool enable);
-    /// Set whether copy-paste operations are allowed, default true.
-    void SetTextCopyable(bool enable);
-
-    /// Return text.
-    const String& GetText() const { return line_; }
-
-    /// Return cursor position.
-    unsigned GetCursorPosition() const { return cursorPosition_; }
-
-    /// Return cursor blink rate.
-    float GetCursorBlinkRate() const { return cursorBlinkRate_; }
-
-    /// Return maximum text length.
-    unsigned GetMaxLength() const { return maxLength_; }
-
-    /// Return echo character.
-    unsigned GetEchoCharacter() const { return echoCharacter_; }
-
-    /// Return whether can move cursor with arrows or mouse.
-    bool IsCursorMovable() const { return cursorMovable_; }
-
-    /// Return whether selections are allowed.
-    bool IsTextSelectable() const { return textSelectable_; }
-
-    /// Return whether copy-paste operations are allowed.
-    bool IsTextCopyable() const { return textCopyable_; }
-
-    /// Return text element.
-    Text* GetTextElement() const { return text_; }
-
-    /// Return cursor element.
-    BorderImage* GetCursor() const { return cursor_; }
-
-protected:
-    /// Filter implicit attributes in serialization process.
-    virtual bool FilterImplicitAttributes(XMLElement& dest) const;
-    /// Update displayed text.
-    void UpdateText();
-    /// Update cursor position and restart cursor blinking.
-    void UpdateCursor();
-    /// Return char index corresponding to position within element, or M_MAX_UNSIGNED if not found.
-    unsigned GetCharIndex(const IntVector2& position);
-
-    /// Text element.
-    SharedPtr<Text> text_;
-    /// Cursor element.
-    SharedPtr<BorderImage> cursor_;
-    /// Text line.
-    String line_;
-    /// Last used text font.
-    Font* lastFont_;
-    /// Last used text size.
-    int lastFontSize_;
-    /// Text edit cursor position.
-    unsigned cursorPosition_;
-    /// Drag begin cursor position.
-    unsigned dragBeginCursor_;
-    /// Cursor blink rate.
-    float cursorBlinkRate_;
-    /// Cursor blink timer.
-    float cursorBlinkTimer_;
-    /// Maximum text length.
-    unsigned maxLength_;
-    /// Echo character.
-    unsigned echoCharacter_;
-    /// Cursor movable flag.
-    bool cursorMovable_;
-    /// Text selectable flag.
-    bool textSelectable_;
-    /// Copy-paste enable flag.
-    bool textCopyable_;
-
-private:
-    /// Handle being focused.
-    void HandleFocused(StringHash eventType, VariantMap& eventData);
-    /// Handle being defocused.
-    void HandleDefocused(StringHash eventType, VariantMap& eventData);
-    /// Handle the element layout having been updated.
-    void HandleLayoutUpdated(StringHash eventType, VariantMap& eventData);
-};
-
-}
-
-}

+ 0 - 1144
Source/Atomic/UI/SystemUI/ListView.cpp

@@ -1,1144 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#include "../../Core/Context.h"
-#include "../../Input/InputEvents.h"
-#include "../../IO/Log.h"
-#include "CheckBox.h"
-#include "ListView.h"
-#include "Text.h"
-#include "SystemUI.h"
-#include "SystemUIEvents.h"
-
-#include "../../DebugNew.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-
-static const char* highlightModes[] =
-{
-    "Never",
-    "Focus",
-    "Always",
-    0
-};
-
-static const StringHash expandedHash("Expanded");
-
-extern const char* UI_CATEGORY;
-
-bool GetItemExpanded(UIElement* item)
-{
-    return item ? item->GetVar(expandedHash).GetBool() : false;
-}
-
-void SetItemExpanded(UIElement* item, bool enable)
-{
-    item->SetVar(expandedHash, enable);
-}
-
-static const StringHash hierarchyParentHash("HierarchyParent");
-
-bool GetItemHierarchyParent(UIElement* item)
-{
-    return item ? item->GetVar(hierarchyParentHash).GetBool() : false;
-}
-
-void SetItemHierarchyParent(UIElement* item, bool enable)
-{
-    item->SetVar(hierarchyParentHash, enable);
-}
-
-/// Hierarchy container (used by ListView internally when in hierarchy mode).
-class HierarchyContainer : public UIElement
-{
-    ATOMIC_OBJECT(HierarchyContainer, UIElement);
-
-public:
-    /// Construct.
-    HierarchyContainer(Context* context, ListView* listView, UIElement* overlayContainer) :
-        UIElement(context),
-        listView_(listView),
-        overlayContainer_(overlayContainer)
-    {
-        SubscribeToEvent(this, E_LAYOUTUPDATED, ATOMIC_HANDLER(HierarchyContainer, HandleLayoutUpdated));
-        SubscribeToEvent(overlayContainer->GetParent(), E_VIEWCHANGED, ATOMIC_HANDLER(HierarchyContainer, HandleViewChanged));
-        SubscribeToEvent(E_UIMOUSECLICK, ATOMIC_HANDLER(HierarchyContainer, HandleUIMouseClick));
-    }
-
-    /// Register object factory.
-    static void RegisterObject(Context* context);
-
-    /// Handle layout updated by adjusting the position of the overlays.
-    void HandleLayoutUpdated(StringHash eventType, VariantMap& eventData)
-    {
-        // Adjust the container size for child clipping effect
-        overlayContainer_->SetSize(GetParent()->GetSize());
-
-        for (unsigned i = 0; i < children_.Size(); ++i)
-        {
-            const IntVector2& position = children_[i]->GetPosition();
-            CheckBox* overlay = static_cast<CheckBox*>(overlayContainer_->GetChild(i));
-            bool visible = children_[i]->IsVisible() && GetItemHierarchyParent(children_[i]);
-            overlay->SetVisible(visible);
-            if (visible)
-            {
-                overlay->SetPosition(position.x_, position.y_);
-                overlay->SetChecked(GetItemExpanded(children_[i]));
-            }
-        }
-    }
-
-    /// Handle view changed by scrolling the overlays in tandem.
-    void HandleViewChanged(StringHash eventType, VariantMap& eventData)
-    {
-        using namespace ViewChanged;
-
-        int x = eventData[P_X].GetInt();
-        int y = eventData[P_Y].GetInt();
-
-        IntRect panelBorder = GetParent()->GetClipBorder();
-        overlayContainer_->SetChildOffset(IntVector2(-x + panelBorder.left_, -y + panelBorder.top_));
-    }
-
-    /// Handle mouse click on overlays by toggling the expansion state of the corresponding item
-    void HandleUIMouseClick(StringHash eventType, VariantMap& eventData)
-    {
-        using namespace UIMouseClick;
-
-        UIElement* overlay = static_cast<UIElement*>(eventData[UIMouseClick::P_ELEMENT].GetPtr());
-        if (overlay)
-        {
-            const Vector<SharedPtr<UIElement> >& children = overlayContainer_->GetChildren();
-            Vector<SharedPtr<UIElement> >::ConstIterator i = children.Find(SharedPtr<UIElement>(overlay));
-            if (i != children.End())
-                listView_->ToggleExpand((unsigned)(i - children.Begin()));
-        }
-    }
-
-    /// Insert a child element into a specific position in the child list.
-    void InsertChild(unsigned index, UIElement* element)
-    {
-        // Insert the overlay at the same index position to the overlay container
-        CheckBox* overlay = static_cast<CheckBox*>(overlayContainer_->CreateChild(CheckBox::GetTypeStatic(), String::EMPTY, index));
-        overlay->SetStyle("HierarchyListViewOverlay");
-        int baseIndent = listView_->GetBaseIndent();
-        int indent = element->GetIndent() - baseIndent - 1;
-        overlay->SetIndent(indent);
-        overlay->SetFixedWidth((indent + 1) * element->GetIndentSpacing());
-
-        // Then insert the element as child as per normal
-        UIElement::InsertChild(index, element);
-    }
-
-private:
-    // Parent list view.
-    ListView* listView_;
-    // Container for overlay checkboxes.
-    UIElement* overlayContainer_;
-};
-
-void HierarchyContainer::RegisterObject(Context* context)
-{
-    ATOMIC_COPY_BASE_ATTRIBUTES(UIElement);
-}
-
-ListView::ListView(Context* context) :
-    ScrollView(context),
-    highlightMode_(HM_FOCUS),
-    multiselect_(false),
-    hierarchyMode_(true),    // Init to true here so that the setter below takes effect
-    baseIndent_(0),
-    clearSelectionOnDefocus_(false),
-    selectOnClickEnd_(false)
-{
-    resizeContentWidth_ = true;
-
-    // By default list view is set to non-hierarchy mode
-    SetHierarchyMode(false);
-
-    SubscribeToEvent(E_UIMOUSEDOUBLECLICK, ATOMIC_HANDLER(ListView, HandleUIMouseDoubleClick));
-    SubscribeToEvent(E_FOCUSCHANGED, ATOMIC_HANDLER(ListView, HandleItemFocusChanged));
-    SubscribeToEvent(this, E_DEFOCUSED, ATOMIC_HANDLER(ListView, HandleFocusChanged));
-    SubscribeToEvent(this, E_FOCUSED, ATOMIC_HANDLER(ListView, HandleFocusChanged));
-
-    UpdateUIClickSubscription();
-}
-
-ListView::~ListView()
-{
-}
-
-void ListView::RegisterObject(Context* context)
-{
-    context->RegisterFactory<ListView>(UI_CATEGORY);
-
-    HierarchyContainer::RegisterObject(context);
-
-    ATOMIC_COPY_BASE_ATTRIBUTES(ScrollView);
-    ATOMIC_ENUM_ACCESSOR_ATTRIBUTE("Highlight Mode", GetHighlightMode, SetHighlightMode, HighlightMode, highlightModes, HM_FOCUS, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Multiselect", GetMultiselect, SetMultiselect, bool, false, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Hierarchy Mode", GetHierarchyMode, SetHierarchyMode, bool, false, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Base Indent", GetBaseIndent, SetBaseIndent, int, 0, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Clear Sel. On Defocus", GetClearSelectionOnDefocus, SetClearSelectionOnDefocus, bool, false, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Select On Click End", GetSelectOnClickEnd, SetSelectOnClickEnd, bool, false, AM_FILE);
-}
-
-void ListView::OnKey(int key, int buttons, int qualifiers)
-{
-    // If no selection, can not move with keys
-    unsigned numItems = GetNumItems();
-    unsigned selection = GetSelection();
-
-    // If either shift or ctrl held down, add to selection if multiselect enabled
-    bool additive = multiselect_ && qualifiers & (QUAL_SHIFT | QUAL_CTRL);
-    int delta = M_MAX_INT;
-    int pageDirection = 1;
-
-    if (numItems)
-    {
-        if (selection != M_MAX_UNSIGNED && qualifiers & QUAL_CTRL && key == KEY_C)
-        {
-            CopySelectedItemsToClipboard();
-            return;
-        }
-
-        switch (key)
-        {
-        case KEY_LEFT:
-        case KEY_RIGHT:
-            if (selection != M_MAX_UNSIGNED && hierarchyMode_)
-            {
-                Expand(selection, key == KEY_RIGHT);
-                return;
-            }
-            break;
-
-        case KEY_RETURN:
-        case KEY_RETURN2:
-        case KEY_KP_ENTER:
-            if (selection != M_MAX_UNSIGNED && hierarchyMode_)
-            {
-                ToggleExpand(selection);
-                return;
-            }
-            break;
-
-        case KEY_UP:
-            delta = -1;
-            break;
-
-        case KEY_DOWN:
-            delta = 1;
-            break;
-
-        case KEY_PAGEUP:
-            pageDirection = -1;
-            // Fallthru
-
-        case KEY_PAGEDOWN:
-            {
-                // Convert page step to pixels and see how many items have to be skipped to reach that many pixels
-                if (selection == M_MAX_UNSIGNED)
-                    selection = 0;      // Assume as if first item is selected
-                int stepPixels = ((int)(pageStep_ * scrollPanel_->GetHeight())) - contentElement_->GetChild(selection)->GetHeight();
-                unsigned newSelection = selection;
-                unsigned okSelection = selection;
-                unsigned invisible = 0;
-                while (newSelection < numItems)
-                {
-                    UIElement* item = GetItem(newSelection);
-                    int height = 0;
-                    if (item->IsVisible())
-                    {
-                        height = item->GetHeight();
-                        okSelection = newSelection;
-                    }
-                    else
-                        ++invisible;
-                    if (stepPixels < height)
-                        break;
-                    stepPixels -= height;
-                    newSelection += pageDirection;
-                }
-                delta = okSelection - selection - pageDirection * invisible;
-            }
-            break;
-
-        case KEY_HOME:
-            delta = -(int)GetNumItems();
-            break;
-
-        case KEY_END:
-            delta = GetNumItems();
-            break;
-
-        default: break;
-        }
-    }
-
-    if (delta != M_MAX_INT)
-    {
-        ChangeSelection(delta, additive);
-        return;
-    }
-
-    using namespace UnhandledKey;
-
-    VariantMap& eventData = GetEventDataMap();
-    eventData[P_ELEMENT] = this;
-    eventData[P_KEY] = key;
-    eventData[P_BUTTONS] = buttons;
-    eventData[P_QUALIFIERS] = qualifiers;
-    SendEvent(E_UNHANDLEDKEY, eventData);
-}
-
-void ListView::OnResize()
-{
-    ScrollView::OnResize();
-
-    // When in hierarchy mode also need to resize the overlay container
-    if (hierarchyMode_)
-        overlayContainer_->SetSize(scrollPanel_->GetSize());
-}
-
-void ListView::AddItem(UIElement* item)
-{
-    InsertItem(M_MAX_UNSIGNED, item);
-}
-
-void ListView::InsertItem(unsigned index, UIElement* item, UIElement* parentItem)
-{
-    if (!item || item->GetParent() == contentElement_)
-        return;
-
-    // Enable input so that clicking the item can be detected
-    item->SetEnabled(true);
-    item->SetSelected(false);
-
-    unsigned numItems = contentElement_->GetNumChildren();
-    if (hierarchyMode_)
-    {
-        int baseIndent = baseIndent_;
-        if (parentItem)
-        {
-            baseIndent = parentItem->GetIndent();
-            SetItemHierarchyParent(parentItem, true);
-
-            // Adjust the index to ensure it is within the children index limit of the parent item
-            unsigned indexLimit = FindItem(parentItem);
-            if (index <= indexLimit)
-                index = indexLimit + 1;
-            else
-            {
-                while (++indexLimit < numItems)
-                {
-                    if (contentElement_->GetChild(indexLimit)->GetIndent() <= baseIndent)
-                        break;
-                }
-                if (index > indexLimit)
-                    index = indexLimit;
-            }
-        }
-        item->SetIndent(baseIndent + 1);
-        SetItemExpanded(item, item->IsVisible());
-
-        // Use the 'overrided' version to insert the child item
-        static_cast<HierarchyContainer*>(contentElement_.Get())->InsertChild(index, item);
-    }
-    else
-    {
-        if (index > numItems)
-            index = numItems;
-
-        contentElement_->InsertChild(index, item);
-    }
-
-    // If necessary, shift the following selections
-    if (!selections_.Empty())
-    {
-        for (unsigned i = 0; i < selections_.Size(); ++i)
-        {
-            if (selections_[i] >= index)
-                ++selections_[i];
-        }
-
-        UpdateSelectionEffect();
-    }
-}
-
-void ListView::RemoveItem(UIElement* item, unsigned index)
-{
-    if (!item)
-        return;
-
-    unsigned numItems = GetNumItems();
-    for (unsigned i = index; i < numItems; ++i)
-    {
-        if (GetItem(i) == item)
-        {
-            item->SetSelected(false);
-            selections_.Remove(i);
-
-            unsigned removed = 1;
-            if (hierarchyMode_)
-            {
-                // Remove any child items in hierarchy mode
-                if (GetItemHierarchyParent(item))
-                {
-                    int baseIndent = item->GetIndent();
-                    for (unsigned j = i + 1; ; ++j)
-                    {
-                        UIElement* childItem = GetItem(i + 1);
-                        if (!childItem)
-                            break;
-                        if (childItem->GetIndent() > baseIndent)
-                        {
-                            childItem->SetSelected(false);
-                            selections_.Erase(j);
-                            contentElement_->RemoveChildAtIndex(i + 1);
-                            overlayContainer_->RemoveChildAtIndex(i + 1);
-                            ++removed;
-                        }
-                        else
-                            break;
-                    }
-                }
-
-                // Check if the parent of removed item still has other children
-                if (i > 0)
-                {
-                    int baseIndent = item->GetIndent();
-                    UIElement* prevKin = GetItem(i - 1);        // Could be parent or sibling
-                    if (prevKin->GetIndent() < baseIndent)
-                    {
-                        UIElement* nextKin = GetItem(i + 1);    // Could be sibling or parent-sibling or 0 if index out of bound
-                        if (!nextKin || nextKin->GetIndent() < baseIndent)
-                        {
-                            // If we reach here then the parent has no other children
-                            SetItemHierarchyParent(prevKin, false);
-                        }
-                    }
-                }
-
-                // Remove the overlay at the same index
-                overlayContainer_->RemoveChildAtIndex(i);
-            }
-
-            // If necessary, shift the following selections
-            if (!selections_.Empty())
-            {
-                for (unsigned j = 0; j < selections_.Size(); ++j)
-                {
-                    if (selections_[j] > i)
-                        selections_[j] -= removed;
-                }
-
-                UpdateSelectionEffect();
-            }
-
-            contentElement_->RemoveChildAtIndex(i);
-            break;
-        }
-    }
-}
-
-void ListView::RemoveItem(unsigned index)
-{
-    RemoveItem(GetItem(index), index);
-}
-
-void ListView::RemoveAllItems()
-{
-    contentElement_->DisableLayoutUpdate();
-
-    ClearSelection();
-    contentElement_->RemoveAllChildren();
-    if (hierarchyMode_)
-        overlayContainer_->RemoveAllChildren();
-
-    contentElement_->EnableLayoutUpdate();
-    contentElement_->UpdateLayout();
-}
-
-void ListView::SetSelection(unsigned index)
-{
-    PODVector<unsigned> indices;
-    indices.Push(index);
-    SetSelections(indices);
-    EnsureItemVisibility(index);
-}
-
-void ListView::SetSelections(const PODVector<unsigned>& indices)
-{
-    // Make a weak pointer to self to check for destruction as a response to events
-    WeakPtr<ListView> self(this);
-
-    unsigned numItems = GetNumItems();
-
-    // Remove first items that should no longer be selected
-    for (PODVector<unsigned>::Iterator i = selections_.Begin(); i != selections_.End();)
-    {
-        unsigned index = *i;
-        if (!indices.Contains(index))
-        {
-            i = selections_.Erase(i);
-
-            using namespace ItemSelected;
-
-            VariantMap& eventData = GetEventDataMap();
-            eventData[P_ELEMENT] = this;
-            eventData[P_SELECTION] = index;
-            SendEvent(E_ITEMDESELECTED, eventData);
-
-            if (self.Expired())
-                return;
-        }
-        else
-            ++i;
-    }
-
-    bool added = false;
-
-    // Then add missing items
-    for (PODVector<unsigned>::ConstIterator i = indices.Begin(); i != indices.End(); ++i)
-    {
-        unsigned index = *i;
-        if (index < numItems)
-        {
-            // In singleselect mode, resend the event even for the same selection
-            bool duplicate = selections_.Contains(index);
-            if (!duplicate || !multiselect_)
-            {
-                if (!duplicate)
-                {
-                    selections_.Push(index);
-                    added = true;
-                }
-
-                using namespace ItemSelected;
-
-                VariantMap& eventData = GetEventDataMap();
-                eventData[P_ELEMENT] = this;
-                eventData[P_SELECTION] = *i;
-                SendEvent(E_ITEMSELECTED, eventData);
-
-                if (self.Expired())
-                    return;
-            }
-        }
-        // If no multiselect enabled, allow setting only one item
-        if (!multiselect_)
-            break;
-    }
-
-    // Re-sort selections if necessary
-    if (added)
-        Sort(selections_.Begin(), selections_.End());
-
-    UpdateSelectionEffect();
-    SendEvent(E_SELECTIONCHANGED);
-}
-
-void ListView::AddSelection(unsigned index)
-{
-    // Make a weak pointer to self to check for destruction as a response to events
-    WeakPtr<ListView> self(this);
-
-    if (!multiselect_)
-        SetSelection(index);
-    else
-    {
-        if (index >= GetNumItems())
-            return;
-
-        if (!selections_.Contains(index))
-        {
-            selections_.Push(index);
-
-            using namespace ItemSelected;
-
-            VariantMap& eventData = GetEventDataMap();
-            eventData[P_ELEMENT] = this;
-            eventData[P_SELECTION] = index;
-            SendEvent(E_ITEMSELECTED, eventData);
-
-            if (self.Expired())
-                return;
-
-            Sort(selections_.Begin(), selections_.End());
-        }
-
-        EnsureItemVisibility(index);
-        UpdateSelectionEffect();
-        SendEvent(E_SELECTIONCHANGED);
-    }
-}
-
-void ListView::RemoveSelection(unsigned index)
-{
-    if (index >= GetNumItems())
-        return;
-
-    if (selections_.Remove(index))
-    {
-        using namespace ItemSelected;
-
-        VariantMap& eventData = GetEventDataMap();
-        eventData[P_ELEMENT] = this;
-        eventData[P_SELECTION] = index;
-        SendEvent(E_ITEMDESELECTED, eventData);
-    }
-
-    EnsureItemVisibility(index);
-    UpdateSelectionEffect();
-    SendEvent(E_SELECTIONCHANGED);
-}
-
-void ListView::ToggleSelection(unsigned index)
-{
-    unsigned numItems = GetNumItems();
-    if (index >= numItems)
-        return;
-
-    if (selections_.Contains(index))
-        RemoveSelection(index);
-    else
-        AddSelection(index);
-}
-
-void ListView::ChangeSelection(int delta, bool additive)
-{
-    unsigned numItems = GetNumItems();
-    if (selections_.Empty())
-    {
-        // Select first item if there is no selection yet
-        if (numItems > 0)
-            SetSelection(0);
-        if (abs(delta) == 1)
-            return;
-    }
-    if (!multiselect_)
-        additive = false;
-
-    // If going downwards, use the last selection as a base. Otherwise use first
-    unsigned selection = delta > 0 ? selections_.Back() : selections_.Front();
-    int direction = delta > 0 ? 1 : -1;
-    unsigned newSelection = selection;
-    unsigned okSelection = selection;
-    PODVector<unsigned> indices = selections_;
-
-    while (delta != 0)
-    {
-        newSelection += direction;
-        if (newSelection >= numItems)
-            break;
-
-        UIElement* item = GetItem(newSelection);
-        if (item->IsVisible())
-        {
-            indices.Push(okSelection = newSelection);
-            delta -= direction;
-        }
-    }
-
-    if (!additive)
-        SetSelection(okSelection);
-    else
-        SetSelections(indices);
-}
-
-void ListView::ClearSelection()
-{
-    SetSelections(PODVector<unsigned>());
-}
-
-void ListView::SetHighlightMode(HighlightMode mode)
-{
-    highlightMode_ = mode;
-    UpdateSelectionEffect();
-}
-
-void ListView::SetMultiselect(bool enable)
-{
-    multiselect_ = enable;
-}
-
-void ListView::SetHierarchyMode(bool enable)
-{
-    if (enable == hierarchyMode_)
-        return;
-
-    hierarchyMode_ = enable;
-    UIElement* container;
-    if (enable)
-    {
-        overlayContainer_ = new UIElement(context_);
-        overlayContainer_->SetName("LV_OverlayContainer");
-        overlayContainer_->SetInternal(true);
-        AddChild(overlayContainer_);
-        overlayContainer_->SetSortChildren(false);
-        overlayContainer_->SetClipChildren(true);
-
-        container = new HierarchyContainer(context_, this, overlayContainer_);
-    }
-    else
-    {
-        if (overlayContainer_)
-        {
-            RemoveChild(overlayContainer_);
-            overlayContainer_.Reset();
-        }
-
-        container = new UIElement(context_);
-    }
-
-    container->SetName("LV_ItemContainer");
-    container->SetInternal(true);
-    SetContentElement(container);
-    container->SetEnabled(true);
-    container->SetSortChildren(false);
-}
-
-void ListView::SetBaseIndent(int baseIndent)
-{
-    baseIndent_ = baseIndent;
-    UpdateLayout();
-}
-
-void ListView::SetClearSelectionOnDefocus(bool enable)
-{
-    if (enable != clearSelectionOnDefocus_)
-    {
-        clearSelectionOnDefocus_ = enable;
-        if (clearSelectionOnDefocus_ && !HasFocus())
-            ClearSelection();
-    }
-}
-
-void ListView::SetSelectOnClickEnd(bool enable)
-{
-    if (enable != selectOnClickEnd_)
-    {
-        selectOnClickEnd_ = enable;
-        UpdateUIClickSubscription();
-    }
-}
-
-void ListView::Expand(unsigned index, bool enable, bool recursive)
-{
-    if (!hierarchyMode_)
-        return;
-
-    unsigned numItems = GetNumItems();
-    if (index >= numItems)
-        return;
-
-    UIElement* item = GetItem(index++);
-    SetItemExpanded(item, enable);
-    int baseIndent = item->GetIndent();
-
-    PODVector<bool> expanded((unsigned)(baseIndent + 1));
-    expanded[baseIndent] = enable;
-
-    contentElement_->DisableLayoutUpdate();
-
-    while (index < numItems)
-    {
-        item = GetItem(index++);
-        int indent = item->GetIndent();
-        if (indent <= baseIndent)
-            break;
-
-        // Propagate the state to children when it is recursive
-        if (recursive)
-            SetItemExpanded(item, enable);
-
-        // Use the parent expanded flag to influence the visibility of its children
-        bool visible = enable && expanded[indent - 1];
-        item->SetVisible(visible);
-
-        if (indent >= (int)expanded.Size())
-            expanded.Resize((unsigned)(indent + 1));
-        expanded[indent] = visible && GetItemExpanded(item);
-    }
-
-    contentElement_->EnableLayoutUpdate();
-    contentElement_->UpdateLayout();
-}
-
-void ListView::ToggleExpand(unsigned index, bool recursive)
-{
-    if (!hierarchyMode_)
-        return;
-
-    unsigned numItems = GetNumItems();
-    if (index >= numItems)
-        return;
-
-    UIElement* item = GetItem(index);
-    Expand(index, !GetItemExpanded(item), recursive);
-}
-
-unsigned ListView::GetNumItems() const
-{
-    return contentElement_->GetNumChildren();
-}
-
-UIElement* ListView::GetItem(unsigned index) const
-{
-    return contentElement_->GetChild(index);
-}
-
-PODVector<UIElement*> ListView::GetItems() const
-{
-    PODVector<UIElement*> items;
-    contentElement_->GetChildren(items);
-    return items;
-}
-
-unsigned ListView::FindItem(UIElement* item) const
-{
-    if (!item)
-        return M_MAX_UNSIGNED;
-
-    // Early-out by checking if the item belongs to the listview hierarchy at all
-    if (item->GetParent() != contentElement_)
-        return M_MAX_UNSIGNED;
-
-    const Vector<SharedPtr<UIElement> >& children = contentElement_->GetChildren();
-
-    // Binary search for list item based on screen coordinate Y
-    if (contentElement_->GetLayoutMode() == LM_VERTICAL && item->GetHeight())
-    {
-        int itemY = item->GetScreenPosition().y_;
-        int left = 0;
-        int right = children.Size() - 1;
-        while (right >= left)
-        {
-            int mid = (left + right) / 2;
-            if (children[mid] == item)
-                return (unsigned)mid;
-            if (itemY < children[mid]->GetScreenPosition().y_)
-                right = mid - 1;
-            else
-                left = mid + 1;
-        }
-    }
-
-    // Fallback to linear search in case the coordinates/sizes were not yet initialized
-    for (unsigned i = 0; i < children.Size(); ++i)
-    {
-        if (children[i] == item)
-            return i;
-    }
-
-    return M_MAX_UNSIGNED;
-}
-
-unsigned ListView::GetSelection() const
-{
-    if (selections_.Empty())
-        return M_MAX_UNSIGNED;
-    else
-        return GetSelections().Front();
-}
-
-UIElement* ListView::GetSelectedItem() const
-{
-    return contentElement_->GetChild(GetSelection());
-}
-
-PODVector<UIElement*> ListView::GetSelectedItems() const
-{
-    PODVector<UIElement*> ret;
-
-    for (PODVector<unsigned>::ConstIterator i = selections_.Begin(); i != selections_.End(); ++i)
-    {
-        UIElement* item = GetItem(*i);
-        if (item)
-            ret.Push(item);
-    }
-
-    return ret;
-}
-
-void ListView::CopySelectedItemsToClipboard() const
-{
-    String selectedText;
-
-    for (PODVector<unsigned>::ConstIterator i = selections_.Begin(); i != selections_.End(); ++i)
-    {
-        // Only handle Text UI element
-        Text* text = dynamic_cast<Text*>(GetItem(*i));
-        if (text)
-            selectedText.Append(text->GetText()).Append("\n");
-    }
-
-    GetSubsystem<SystemUI>()->SetClipboardText(selectedText);
-}
-
-bool ListView::IsSelected(unsigned index) const
-{
-    return selections_.Contains(index);
-}
-
-bool ListView::IsExpanded(unsigned index) const
-{
-    return GetItemExpanded(contentElement_->GetChild(index));
-}
-
-bool ListView::FilterImplicitAttributes(XMLElement& dest) const
-{
-    if (!ScrollView::FilterImplicitAttributes(dest))
-        return false;
-
-    XMLElement childElem = dest.GetChild("element");    // Horizontal scroll bar
-    if (!childElem)
-        return false;
-    childElem = childElem.GetNext("element");           // Vertical scroll bar
-    if (!childElem)
-        return false;
-    childElem = childElem.GetNext("element");           // Scroll panel
-    if (!childElem)
-        return false;
-
-    XMLElement containerElem = childElem.GetChild("element");   // Item container
-    if (!containerElem)
-        return false;
-    if (!RemoveChildXML(containerElem, "Name", "LV_ItemContainer"))
-        return false;
-    if (!RemoveChildXML(containerElem, "Is Enabled", "true"))
-        return false;
-    if (!RemoveChildXML(containerElem, "Layout Mode", "Vertical"))
-        return false;
-    if (!RemoveChildXML(containerElem, "Size"))
-        return false;
-
-    if (hierarchyMode_)
-    {
-        containerElem = childElem.GetNext("element");           // Overlay container
-        if (!containerElem)
-            return false;
-        if (!RemoveChildXML(containerElem, "Name", "LV_OverlayContainer"))
-            return false;
-        if (!RemoveChildXML(containerElem, "Clip Children", "true"))
-            return false;
-        if (!RemoveChildXML(containerElem, "Size"))
-            return false;
-    }
-
-    return true;
-}
-
-void ListView::UpdateSelectionEffect()
-{
-    unsigned numItems = GetNumItems();
-    bool highlighted = highlightMode_ == HM_ALWAYS || HasFocus();
-
-    for (unsigned i = 0; i < numItems; ++i)
-    {
-        UIElement* item = GetItem(i);
-        if (highlightMode_ != HM_NEVER && selections_.Contains(i))
-            item->SetSelected(highlighted);
-        else
-            item->SetSelected(false);
-    }
-}
-
-void ListView::EnsureItemVisibility(unsigned index)
-{
-    EnsureItemVisibility(GetItem(index));
-}
-
-void ListView::EnsureItemVisibility(UIElement* item)
-{
-    if (!item || !item->IsVisible())
-        return;
-
-    IntVector2 newView = GetViewPosition();
-    IntVector2 currentOffset = item->GetPosition() - newView;
-    const IntRect& clipBorder = scrollPanel_->GetClipBorder();
-    IntVector2 windowSize(scrollPanel_->GetWidth() - clipBorder.left_ - clipBorder.right_,
-        scrollPanel_->GetHeight() - clipBorder.top_ - clipBorder.bottom_);
-
-    if (currentOffset.y_ < 0)
-        newView.y_ += currentOffset.y_;
-    if (currentOffset.y_ + item->GetHeight() > windowSize.y_)
-        newView.y_ += currentOffset.y_ + item->GetHeight() - windowSize.y_;
-
-    SetViewPosition(newView);
-}
-
-void ListView::HandleUIMouseClick(StringHash eventType, VariantMap& eventData)
-{
-    // Disregard the click end if a drag is going on
-    if (selectOnClickEnd_ && GetSubsystem<SystemUI>()->IsDragging())
-        return;
-
-    int button = eventData[UIMouseClick::P_BUTTON].GetInt();
-    int buttons = eventData[UIMouseClick::P_BUTTONS].GetInt();
-    int qualifiers = eventData[UIMouseClick::P_QUALIFIERS].GetInt();
-
-    UIElement* element = static_cast<UIElement*>(eventData[UIMouseClick::P_ELEMENT].GetPtr());
-
-    // Check if the clicked element belongs to the list
-    unsigned i = FindItem(element);
-    if (i >= GetNumItems())
-        return;
-
-    // If not editable, repeat the previous selection. This will send an event and allow eg. a dropdownlist to close
-    if (!editable_)
-    {
-        SetSelections(selections_);
-        return;
-    }
-
-    if (button == MOUSEB_LEFT)
-    {
-        // Single selection
-        if (!multiselect_ || !qualifiers)
-            SetSelection(i);
-
-        // Check multiselect with shift & ctrl
-        if (multiselect_)
-        {
-            if (qualifiers & QUAL_SHIFT)
-            {
-                if (selections_.Empty())
-                    SetSelection(i);
-                else
-                {
-                    unsigned first = selections_.Front();
-                    unsigned last = selections_.Back();
-                    PODVector<unsigned> newSelections = selections_;
-                    if (i == first || i == last)
-                    {
-                        for (unsigned j = first; j <= last; ++j)
-                            newSelections.Push(j);
-                    }
-                    else if (i < first)
-                    {
-                        for (unsigned j = i; j <= first; ++j)
-                            newSelections.Push(j);
-                    }
-                    else if (i < last)
-                    {
-                        if ((abs((int)i - (int)first)) <= (abs((int)i - (int)last)))
-                        {
-                            for (unsigned j = first; j <= i; ++j)
-                                newSelections.Push(j);
-                        }
-                        else
-                        {
-                            for (unsigned j = i; j <= last; ++j)
-                                newSelections.Push(j);
-                        }
-                    }
-                    else if (i > last)
-                    {
-                        for (unsigned j = last; j <= i; ++j)
-                            newSelections.Push(j);
-                    }
-                    SetSelections(newSelections);
-                }
-            }
-            else if (qualifiers & QUAL_CTRL)
-                ToggleSelection(i);
-        }
-    }
-
-    // Propagate the click as an event. Also include right-clicks
-    VariantMap& clickEventData = GetEventDataMap();
-    clickEventData[ItemClicked::P_ELEMENT] = this;
-    clickEventData[ItemClicked::P_ITEM] = element;
-    clickEventData[ItemClicked::P_SELECTION] = i;
-    clickEventData[ItemClicked::P_BUTTON] = button;
-    clickEventData[ItemClicked::P_BUTTONS] = buttons;
-    clickEventData[ItemClicked::P_QUALIFIERS] = qualifiers;
-    SendEvent(E_ITEMCLICKED, clickEventData);
-}
-
-void ListView::HandleUIMouseDoubleClick(StringHash eventType, VariantMap& eventData)
-{
-    int button = eventData[UIMouseClick::P_BUTTON].GetInt();
-    int buttons = eventData[UIMouseClick::P_BUTTONS].GetInt();
-    int qualifiers = eventData[UIMouseClick::P_QUALIFIERS].GetInt();
-
-    UIElement* element = static_cast<UIElement*>(eventData[UIMouseClick::P_ELEMENT].GetPtr());
-    // Check if the clicked element belongs to the list
-    unsigned i = FindItem(element);
-    if (i >= GetNumItems())
-        return;
-
-    VariantMap& clickEventData = GetEventDataMap();
-    clickEventData[ItemDoubleClicked::P_ELEMENT] = this;
-    clickEventData[ItemDoubleClicked::P_ITEM] = element;
-    clickEventData[ItemDoubleClicked::P_SELECTION] = i;
-    clickEventData[ItemDoubleClicked::P_BUTTON] = button;
-    clickEventData[ItemDoubleClicked::P_BUTTONS] = buttons;
-    clickEventData[ItemDoubleClicked::P_QUALIFIERS] = qualifiers;
-    SendEvent(E_ITEMDOUBLECLICKED, clickEventData);
-}
-
-
-void ListView::HandleItemFocusChanged(StringHash eventType, VariantMap& eventData)
-{
-    using namespace FocusChanged;
-
-    UIElement* element = static_cast<UIElement*>(eventData[P_ELEMENT].GetPtr());
-    while (element)
-    {
-        // If the focused element or its parent is in the list, scroll the list to make the item visible
-        UIElement* parent = element->GetParent();
-        if (parent == contentElement_)
-        {
-            EnsureItemVisibility(element);
-            return;
-        }
-        element = parent;
-    }
-}
-
-void ListView::HandleFocusChanged(StringHash eventType, VariantMap& eventData)
-{
-    scrollPanel_->SetSelected(eventType == E_FOCUSED);
-    if (clearSelectionOnDefocus_ && eventType == E_DEFOCUSED)
-        ClearSelection();
-    else if (highlightMode_ == HM_FOCUS)
-        UpdateSelectionEffect();
-}
-
-void ListView::UpdateUIClickSubscription()
-{
-    UnsubscribeFromEvent(E_UIMOUSECLICK);
-    UnsubscribeFromEvent(E_UIMOUSECLICKEND);
-    SubscribeToEvent(selectOnClickEnd_ ? E_UIMOUSECLICKEND : E_UIMOUSECLICK, ATOMIC_HANDLER(ListView, HandleUIMouseClick));
-}
-
-}
-
-}

+ 0 - 195
Source/Atomic/UI/SystemUI/ListView.h

@@ -1,195 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#pragma once
-
-#include "ScrollView.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-
-/// %ListView selection highlight mode.
-enum HighlightMode
-{
-    /// Never highlight selections.
-    HM_NEVER,
-    /// Highlight when focused.
-    HM_FOCUS,
-    /// Highlight always.
-    HM_ALWAYS
-};
-
-/// Scrollable list %UI element.
-class ATOMIC_API ListView : public ScrollView
-{
-    ATOMIC_OBJECT(ListView, ScrollView);
-
-public:
-    /// Construct.
-    ListView(Context* context);
-    /// Destruct.
-    virtual ~ListView();
-    /// Register object factory.
-    static void RegisterObject(Context* context);
-
-    /// React to a key press.
-    virtual void OnKey(int key, int buttons, int qualifiers);
-    /// React to resize.
-    virtual void OnResize();
-
-    /// Add item to the end of the list.
-    void AddItem(UIElement* item);
-    /// \brief Insert item at a specific index. In hierarchy mode, the optional parameter will be used to determine the child's indent level in respect to its parent.
-    /// If index is greater than the total items then the new item is inserted at the end of the list.
-    /// In hierarchy mode, if index is greater than the index of last children of the specified parent item then the new item is inserted next to the last children.
-    /// And if the index is lesser than the index of the parent item itself then the new item is inserted before the first child item.
-    void InsertItem(unsigned index, UIElement* item, UIElement* parentItem = 0);
-    /// Remove specific item, starting search at the specified index if provided. In hierarchy mode will also remove any children.
-    void RemoveItem(UIElement* item, unsigned index = 0);
-    /// Remove item at index. In hierarchy mode will also remove any children.
-    void RemoveItem(unsigned index);
-    /// Remove all items.
-    void RemoveAllItems();
-    /// Set selection.
-    void SetSelection(unsigned index);
-    /// Set multiple selected items. If multiselect disabled, sets only the first.
-    void SetSelections(const PODVector<unsigned>& indices);
-    /// Add item to the selection, multiselect mode only.
-    void AddSelection(unsigned index);
-    /// Remove item from the selection.
-    void RemoveSelection(unsigned index);
-    /// Toggle selection of an item.
-    void ToggleSelection(unsigned index);
-    /// Move selection by a delta and clamp at list ends. If additive (multiselect only), will add to the existing selection.
-    void ChangeSelection(int delta, bool additive = false);
-    /// Clear selection.
-    void ClearSelection();
-    /// Set selected items' highlight mode.
-    void SetHighlightMode(HighlightMode mode);
-    /// Enable multiselect.
-    void SetMultiselect(bool enable);
-    /// \brief Enable hierarchy mode. Allows items to have parent-child relationship at different indent level and the ability to expand/collapse child items.
-    /// All items in the list will be lost during mode change.
-    void SetHierarchyMode(bool enable);
-    /// Set base indent, i.e. the indent level of the ultimate parent item.
-    void SetBaseIndent(int baseIndent);
-    /// Enable clearing of selection on defocus.
-    void SetClearSelectionOnDefocus(bool enable);
-    /// Enable reacting to click end instead of click start for item selection. Default false.
-    void SetSelectOnClickEnd(bool enable);
-
-    /// Expand item at index. Only has effect in hierarchy mode.
-    void Expand(unsigned index, bool enable, bool recursive = false);
-    /// Toggle item's expanded flag at index. Only has effect in hierarchy mode.
-    void ToggleExpand(unsigned index, bool recursive = false);
-
-    /// Return number of items.
-    unsigned GetNumItems() const;
-    /// Return item at index.
-    UIElement* GetItem(unsigned index) const;
-    /// Return all items.
-    PODVector<UIElement*> GetItems() const;
-    /// Return index of item, or M_MAX_UNSIGNED If not found.
-    unsigned FindItem(UIElement* item) const;
-    /// Return first selected index, or M_MAX_UNSIGNED if none selected.
-    unsigned GetSelection() const;
-
-    /// Return all selected indices.
-    const PODVector<unsigned>& GetSelections() const { return selections_; }
-
-    /// Copy selected items to system clipboard. Currently only applicable to Text items.
-    void CopySelectedItemsToClipboard() const;
-    /// Return first selected item, or null if none selected.
-    UIElement* GetSelectedItem() const;
-    /// Return all selected items.
-    PODVector<UIElement*> GetSelectedItems() const;
-    /// Return whether an item at index is seleccted.
-    bool IsSelected(unsigned index) const;
-    /// Return whether an item at index has its children expanded (in hierachy mode only).
-    bool IsExpanded(unsigned index) const;
-
-    /// Return highlight mode.
-    HighlightMode GetHighlightMode() const { return highlightMode_; }
-
-    /// Return whether multiselect enabled.
-    bool GetMultiselect() const { return multiselect_; }
-
-    /// Return whether selection is cleared on defocus.
-    bool GetClearSelectionOnDefocus() const { return clearSelectionOnDefocus_; }
-
-    /// Return whether reacts to click end instead of click start for item selection.
-    bool GetSelectOnClickEnd() const { return selectOnClickEnd_; }
-
-    /// Return whether hierarchy mode enabled.
-    bool GetHierarchyMode() const { return hierarchyMode_; }
-
-    /// Return base indent.
-    int GetBaseIndent() const { return baseIndent_; }
-
-    /// Ensure full visibility of the item.
-    void EnsureItemVisibility(unsigned index);
-    /// Ensure full visibility of the item.
-    void EnsureItemVisibility(UIElement* item);
-
-protected:
-    /// Filter implicit attributes in serialization process.
-    virtual bool FilterImplicitAttributes(XMLElement& dest) const;
-    /// Update selection effect when selection or focus changes.
-    void UpdateSelectionEffect();
-
-    /// Current selection.
-    PODVector<unsigned> selections_;
-    /// Highlight mode.
-    HighlightMode highlightMode_;
-    /// Multiselect flag.
-    bool multiselect_;
-    /// Hierarchy mode flag.
-    bool hierarchyMode_;
-    /// Base indent, used in hierarchy mode only.
-    int baseIndent_;
-    /// Overlay container, used in hierarchy mode only.
-    SharedPtr<UIElement> overlayContainer_;
-    /// Clear selection on defocus flag.
-    bool clearSelectionOnDefocus_;
-    /// React to click end instead of click start flag.
-    bool selectOnClickEnd_;
-
-private:
-    /// Handle global UI mouseclick to check for selection change.
-    void HandleUIMouseClick(StringHash eventType, VariantMap& eventData);
-    /// Handle global UI mouse doubleclick.
-    void HandleUIMouseDoubleClick(StringHash eventType, VariantMap& eventData);
-    /// Handle global focus change to check whether an invisible item was focused.
-    void HandleItemFocusChanged(StringHash eventType, VariantMap& eventData);
-    /// Handle focus changed.
-    void HandleFocusChanged(StringHash eventType, VariantMap& eventData);
-    /// Update subscription to UI click events
-    void UpdateUIClickSubscription();
-};
-
-}
-
-}

+ 0 - 444
Source/Atomic/UI/SystemUI/Menu.cpp

@@ -1,444 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#include "../../Core/Context.h"
-#include "../../Input/InputEvents.h"
-#include "../../IO/Log.h"
-#include "Menu.h"
-#include "SystemUI.h"
-#include "SystemUIEvents.h"
-#include "Window.h"
-
-#include "../../DebugNew.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-const StringHash VAR_SHOW_POPUP("ShowPopup");
-extern StringHash VAR_ORIGIN;
-
-extern const char* UI_CATEGORY;
-
-Menu::Menu(Context* context) :
-    Button(context),
-    popupOffset_(IntVector2::ZERO),
-    showPopup_(false),
-    acceleratorKey_(0),
-    acceleratorQualifiers_(0),
-    autoPopup_(true)
-{
-    focusMode_ = FM_NOTFOCUSABLE;
-
-    SubscribeToEvent(this, E_PRESSED, ATOMIC_HANDLER(Menu, HandlePressedReleased));
-    SubscribeToEvent(this, E_RELEASED, ATOMIC_HANDLER(Menu, HandlePressedReleased));
-    SubscribeToEvent(E_UIMOUSECLICK, ATOMIC_HANDLER(Menu, HandleFocusChanged));
-    SubscribeToEvent(E_FOCUSCHANGED, ATOMIC_HANDLER(Menu, HandleFocusChanged));
-}
-
-Menu::~Menu()
-{
-    if (popup_ && showPopup_)
-        ShowPopup(false);
-}
-
-void Menu::RegisterObject(Context* context)
-{
-    context->RegisterFactory<Menu>(UI_CATEGORY);
-
-    ATOMIC_COPY_BASE_ATTRIBUTES(Button);
-    ATOMIC_UPDATE_ATTRIBUTE_DEFAULT_VALUE("Focus Mode", FM_NOTFOCUSABLE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Popup Offset", GetPopupOffset, SetPopupOffset, IntVector2, IntVector2::ZERO, AM_FILE);
-}
-
-void Menu::Update(float timeStep)
-{
-    Button::Update(timeStep);
-
-    if (popup_ && showPopup_)
-    {
-        const Vector<SharedPtr<UIElement> >& children = popup_->GetChildren();
-        for (unsigned i = 0; i < children.Size(); ++i)
-        {
-            Menu* menu = dynamic_cast<Menu*>(children[i].Get());
-            if (menu && !menu->autoPopup_ && !menu->IsHovering())
-                menu->autoPopup_ = true;
-        }
-    }
-}
-
-void Menu::OnHover(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers, Cursor* cursor)
-{
-    Button::OnHover(position, screenPosition, buttons, qualifiers, cursor);
-
-    Menu* sibling = static_cast<Menu*>(parent_->GetChild(VAR_SHOW_POPUP, true));
-    if (popup_ && !showPopup_)
-    {
-        // Check if popup is shown by one of the siblings
-        if (sibling)
-        {
-            // "Move" the popup from sibling menu to this menu
-            sibling->ShowPopup(false);
-            ShowPopup(true);
-            return;
-        }
-
-        if (autoPopup_)
-        {
-            // Show popup when parent menu has its popup shown
-            Menu* parentMenu = static_cast<Menu*>(parent_->GetVar(VAR_ORIGIN).GetPtr());
-            if (parentMenu && parentMenu->showPopup_)
-                ShowPopup(true);
-        }
-    }
-    else
-    {
-        // Hide child menu popup when its parent is no longer being hovered
-        if (sibling && sibling != this)
-            sibling->ShowPopup(false);
-    }
-}
-
-void Menu::OnShowPopup()
-{
-}
-
-bool Menu::LoadXML(const XMLElement& source, XMLFile* styleFile, bool setInstanceDefault)
-{
-    // Get style override if defined
-    String styleName = source.GetAttribute("style");
-
-    // Apply the style first, if the style file is available
-    if (styleFile)
-    {
-        // If not defined, use type name
-        if (styleName.Empty())
-            styleName = GetTypeName();
-
-        SetStyle(styleName, styleFile);
-    }
-    // The 'style' attribute value in the style file cannot be equals to original's applied style to prevent infinite loop
-    else if (!styleName.Empty() && styleName != appliedStyle_)
-    {
-        // Attempt to use the default style file
-        styleFile = GetDefaultStyle();
-
-        if (styleFile)
-        {
-            // Remember the original applied style
-            String appliedStyle(appliedStyle_);
-            SetStyle(styleName, styleFile);
-            appliedStyle_ = appliedStyle;
-        }
-    }
-
-    // Then load rest of the attributes from the source
-    if (!Serializable::LoadXML(source, setInstanceDefault))
-        return false;
-
-    unsigned nextInternalChild = 0;
-
-    // Load child elements. Internal elements are not to be created as they already exist
-    XMLElement childElem = source.GetChild("element");
-    while (childElem)
-    {
-        bool internalElem = childElem.GetBool("internal");
-        bool popupElem = childElem.GetBool("popup");
-        String typeName = childElem.GetAttribute("type");
-        if (typeName.Empty())
-            typeName = "UIElement";
-        unsigned index = childElem.HasAttribute("index") ? childElem.GetUInt("index") : M_MAX_UNSIGNED;
-        UIElement* child = 0;
-
-        if (!internalElem)
-        {
-            if (!popupElem)
-                child = CreateChild(typeName, String::EMPTY, index);
-            else
-            {
-                // Do not add the popup element as a child even temporarily, as that can break layouts
-                SharedPtr<UIElement> popup = DynamicCast<UIElement>(context_->CreateObject(typeName));
-                if (!popup)
-                    ATOMIC_LOGERROR("Could not create popup element type " + typeName);
-                else
-                {
-                    child = popup;
-                    SetPopup(popup);
-                }
-            }
-        }
-        else
-        {
-            // An internal popup element should already exist
-            if (popupElem)
-                child = popup_;
-            else
-            {
-                for (unsigned i = nextInternalChild; i < children_.Size(); ++i)
-                {
-                    if (children_[i]->IsInternal() && children_[i]->GetTypeName() == typeName)
-                    {
-                        child = children_[i];
-                        nextInternalChild = i + 1;
-                        break;
-                    }
-                }
-
-                if (!child)
-                    ATOMIC_LOGWARNING("Could not find matching internal child element of type " + typeName + " in " + GetTypeName());
-            }
-        }
-
-        if (child)
-        {
-            if (!styleFile)
-                styleFile = GetDefaultStyle();
-
-            // As popup is not a child element in itself, the parental chain to acquire the default style file is broken for popup's child elements
-            // To recover from this, popup needs to have the default style set in its own instance so the popup's child elements can find it later
-            if (popupElem)
-                child->SetDefaultStyle(styleFile);
-
-            if (!child->LoadXML(childElem, styleFile, setInstanceDefault))
-                return false;
-        }
-
-        childElem = childElem.GetNext("element");
-    }
-
-    ApplyAttributes();
-
-    return true;
-}
-
-bool Menu::SaveXML(XMLElement& dest) const
-{
-    if (!Button::SaveXML(dest))
-        return false;
-
-    // Save the popup element as a "virtual" child element
-    if (popup_)
-    {
-        XMLElement childElem = dest.CreateChild("element");
-        childElem.SetBool("popup", true);
-        if (!popup_->SaveXML(childElem))
-            return false;
-
-        // Filter popup implicit attributes
-        if (!FilterPopupImplicitAttributes(childElem))
-        {
-            ATOMIC_LOGERROR("Could not remove popup implicit attributes");
-            return false;
-        }
-    }
-
-    return true;
-}
-
-void Menu::SetPopup(UIElement* popup)
-{
-    if (popup == this)
-        return;
-
-    // Currently only allow popup 'window'
-    if (popup->GetType() != Window::GetTypeStatic())
-    {
-        ATOMIC_LOGERROR("Could not set popup element of type " + popup->GetTypeName() + ", only support popup window for now");
-        return;
-    }
-
-    if (popup_ && !popup)
-        ShowPopup(false);
-
-    popup_ = popup;
-
-    // Detach from current parent (if any) to only show when it is time
-    if (popup_)
-        popup_->Remove();
-}
-
-void Menu::SetPopupOffset(const IntVector2& offset)
-{
-    popupOffset_ = offset;
-}
-
-void Menu::SetPopupOffset(int x, int y)
-{
-    popupOffset_ = IntVector2(x, y);
-}
-
-void Menu::ShowPopup(bool enable)
-{
-    if (!popup_)
-        return;
-
-    if (enable)
-    {
-        OnShowPopup();
-
-        popup_->SetVar(VAR_ORIGIN, this);
-        static_cast<Window*>(popup_.Get())->SetModal(true);
-
-        popup_->SetPosition(GetScreenPosition() + popupOffset_);
-        popup_->SetVisible(true);
-        // BringToFront() is unreliable in this case as it takes into account only input-enabled elements.
-        // Rather just force priority to max
-        popup_->SetPriority(M_MAX_INT);
-    }
-    else
-    {
-        OnHidePopup();
-
-        // If the popup has child menus, hide their popups as well
-        PODVector<UIElement*> children;
-        popup_->GetChildren(children, true);
-        for (PODVector<UIElement*>::ConstIterator i = children.Begin(); i != children.End(); ++i)
-        {
-            Menu* menu = dynamic_cast<Menu*>(*i);
-            if (menu)
-                menu->ShowPopup(false);
-        }
-
-        static_cast<Window*>(popup_.Get())->SetModal(false);
-        const_cast<VariantMap&>(popup_->GetVars()).Erase(VAR_ORIGIN);
-
-        popup_->SetVisible(false);
-        popup_->Remove();
-    }
-    SetVar(VAR_SHOW_POPUP, enable);
-
-    showPopup_ = enable;
-    selected_ = enable;
-}
-
-void Menu::SetAccelerator(int key, int qualifiers)
-{
-    acceleratorKey_ = key;
-    acceleratorQualifiers_ = qualifiers;
-
-    if (key)
-        SubscribeToEvent(E_KEYDOWN, ATOMIC_HANDLER(Menu, HandleKeyDown));
-    else
-        UnsubscribeFromEvent(E_KEYDOWN);
-}
-
-bool Menu::FilterPopupImplicitAttributes(XMLElement& dest) const
-{
-    if (!RemoveChildXML(dest, "Position"))
-        return false;
-    if (!RemoveChildXML(dest, "Is Visible"))
-        return false;
-
-    return true;
-}
-
-void Menu::HandlePressedReleased(StringHash eventType, VariantMap& eventData)
-{
-    // If this menu shows a sublevel popup, react to button press. Else react to release
-    if (eventType == E_PRESSED)
-    {
-        if (!popup_)
-            return;
-    }
-    if (eventType == E_RELEASED)
-    {
-        if (popup_)
-            return;
-    }
-
-    // Manual handling of the popup, so switch off the auto popup flag
-    autoPopup_ = false;
-    // Toggle popup visibility if exists
-    ShowPopup(!showPopup_);
-
-    // Send event on each click if no popup, or whenever the popup is opened
-    if (!popup_ || showPopup_)
-    {
-        using namespace MenuSelected;
-
-        VariantMap& newEventData = GetEventDataMap();
-        newEventData[P_ELEMENT] = this;
-        SendEvent(E_MENUSELECTED, newEventData);
-    }
-}
-
-void Menu::HandleFocusChanged(StringHash eventType, VariantMap& eventData)
-{
-    if (!showPopup_)
-        return;
-
-    using namespace FocusChanged;
-
-    UIElement* element = static_cast<UIElement*>(eventData[P_ELEMENT].GetPtr());
-    UIElement* root = GetRoot();
-
-    // If another element was focused due to the menu button being clicked, do not hide the popup
-    if (eventType == E_FOCUSCHANGED && static_cast<UIElement*>(eventData[P_CLICKEDELEMENT].GetPtr()))
-        return;
-
-    // If clicked emptiness or defocused, hide the popup
-    if (!element)
-    {
-        ShowPopup(false);
-        return;
-    }
-
-    // Otherwise see if the clicked element has either the menu item or the popup in its parent chain.
-    // In that case, do not hide
-    while (element)
-    {
-        if (element == this || element == popup_)
-            return;
-        if (element->GetParent() == root)
-            element = static_cast<UIElement*>(element->GetVar(VAR_ORIGIN).GetPtr());
-        else
-            element = element->GetParent();
-    }
-
-    ShowPopup(false);
-}
-
-void Menu::HandleKeyDown(StringHash eventType, VariantMap& eventData)
-{
-    if (!enabled_)
-        return;
-
-    using namespace KeyDown;
-
-    // Activate if accelerator key pressed
-    if (eventData[P_KEY].GetInt() == acceleratorKey_ &&
-        (acceleratorQualifiers_ == QUAL_ANY || eventData[P_QUALIFIERS].GetInt() == acceleratorQualifiers_) &&
-        eventData[P_REPEAT].GetBool() == false)
-    {
-        // Ignore if UI has modal element
-        if (GetSubsystem<SystemUI>()->HasModalElement())
-            return;
-
-        HandlePressedReleased(eventType, eventData);
-    }
-}
-
-}
-
-}

+ 0 - 117
Source/Atomic/UI/SystemUI/Menu.h

@@ -1,117 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#pragma once
-
-#include "Button.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-
-/// %Menu %UI element that optionally shows a popup.
-class ATOMIC_API Menu : public Button
-{
-    ATOMIC_OBJECT(Menu, Button);
-
-    using UIElement::LoadXML;
-
-public:
-    /// Construct.
-    Menu(Context* context);
-    /// Destruct.
-    virtual ~Menu();
-    /// Register object factory.
-    static void RegisterObject(Context* context);
-
-    /// Load from XML data with style. Return true if successful.
-    virtual bool LoadXML(const XMLElement& source, XMLFile* styleFile, bool setInstanceDefault = false);
-    /// Save as XML data. Return true if successful.
-    virtual bool SaveXML(XMLElement& dest) const;
-
-    /// Perform UI element update.
-    virtual void Update(float timeStep);
-    /// React to mouse hover.
-    virtual void OnHover(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers, Cursor* cursor);
-    /// React to the popup being shown.
-    virtual void OnShowPopup();
-
-    /// React to the popup being hidden.
-    virtual void OnHidePopup() { }
-
-    /// Set popup element to show on selection.
-    void SetPopup(UIElement* element);
-    /// Set popup element offset.
-    void SetPopupOffset(const IntVector2& offset);
-    /// Set popup element offset.
-    void SetPopupOffset(int x, int y);
-    /// Force the popup to show or hide.
-    void ShowPopup(bool enable);
-    /// Set accelerator key (set zero key code to disable.)
-    void SetAccelerator(int key, int qualifiers);
-
-    /// Return popup element.
-    UIElement* GetPopup() const { return popup_; }
-
-    /// Return popup element offset.
-    const IntVector2& GetPopupOffset() const { return popupOffset_; }
-
-    /// Return whether popup is open.
-    bool GetShowPopup() const { return showPopup_; }
-
-    /// Return accelerator key code, 0 if disabled.
-    int GetAcceleratorKey() const { return acceleratorKey_; }
-
-    /// Return accelerator qualifiers.
-    int GetAcceleratorQualifiers() const { return acceleratorQualifiers_; }
-
-protected:
-    /// Filter implicit attributes in serialization process.
-    virtual bool FilterPopupImplicitAttributes(XMLElement& dest) const;
-    /// Popup element.
-    SharedPtr<UIElement> popup_;
-    /// Popup element offset.
-    IntVector2 popupOffset_;
-    /// Show popup flag.
-    bool showPopup_;
-    /// Accelerator key code.
-    int acceleratorKey_;
-    /// Accelerator qualifiers.
-    int acceleratorQualifiers_;
-
-private:
-    /// Handle press and release for selection and toggling popup visibility.
-    void HandlePressedReleased(StringHash eventType, VariantMap& eventData);
-    /// Handle global focus change to check for hiding the popup.
-    void HandleFocusChanged(StringHash eventType, VariantMap& eventData);
-    /// Handle keypress for checking accelerator.
-    void HandleKeyDown(StringHash eventType, VariantMap& eventData);
-    /// Auto popup flag.
-    bool autoPopup_;
-};
-
-}
-
-}

+ 46 - 86
Source/Atomic/UI/SystemUI/MessageBox.cpp

@@ -1,4 +1,5 @@
 //
+// Copyright (c) 2017 the Atomic project.
 // Copyright (c) 2008-2015 the Urho3D project.
 //
 // Permission is hereby granted, free of charge, to any person obtaining a copy
@@ -23,88 +24,29 @@
 #include "../../Core/Context.h"
 #include "../../Graphics/Graphics.h"
 #include "../../IO/Log.h"
-#include "../../Resource/ResourceCache.h"
-#include "../../Resource/XMLFile.h"
-#include "Button.h"
-#include "MessageBox.h"
-#include "Text.h"
-#include "SystemUI.h"
-#include "SystemUIEvents.h"
-#include "Window.h"
+#include "../../UI/SystemUI/SystemUIEvents.h"
+#include "../../UI/SystemUI/SystemUI.h"
+#include "../../UI/SystemUI/MessageBox.h"
 
 namespace Atomic
 {
 
-namespace SystemUI
-{
-
-
-MessageBox::MessageBox(Context* context, const String& messageString, const String& titleString, XMLFile* layoutFile,
-    XMLFile* styleFile) :
+MessageBox::MessageBox(Context* context, const String& messageString, const String& titleString) :
     Object(context),
     titleText_(0),
-    messageText_(0),
-    okButton_(0)
+    messageText_(messageString),
+    isOpen_(true)
 {
-    // If layout file is not given, use the default message box layout
-    if (!layoutFile)
-    {
-        ResourceCache* cache = GetSubsystem<ResourceCache>();
-        layoutFile = cache->GetResource<XMLFile>("UI/MessageBox.xml");
-        if (!layoutFile)    // Error is already logged
-            return;         // Note: windowless MessageBox should not be used!
-    }
-
-    SystemUI* ui = GetSubsystem<SystemUI>();
-    window_ = ui->LoadLayout(layoutFile, styleFile);
-    if (!window_)   // Error is already logged
-        return;
-    ui->GetRoot()->AddChild(window_);
-
-    // Set the title and message strings if they are given
-    titleText_ = dynamic_cast<Text*>(window_->GetChild("TitleText", true));
-    if (titleText_ && !titleString.Empty())
-        titleText_->SetText(titleString);
-    messageText_ = dynamic_cast<Text*>(window_->GetChild("MessageText", true));
-    if (messageText_ && !messageString.Empty())
-        messageText_->SetText(messageString);
-
-    // Center window after the message is set
-    Window* window = dynamic_cast<Window*>(window_.Get());
-    if (window)
-    {
-        Graphics* graphics = GetSubsystem<Graphics>();  // May be null if headless
-        if (graphics)
-        {
-            const IntVector2& size = window->GetSize();
-            window->SetPosition((graphics->GetWidth() - size.x_) / 2, (graphics->GetHeight() - size.y_) / 2);
-        }
-        else
-            ATOMIC_LOGWARNING("Instantiating a modal window in headless mode!");
-
-        window->SetModal(true);
-        SubscribeToEvent(window, E_MODALCHANGED, ATOMIC_HANDLER(MessageBox, HandleMessageAcknowledged));
-    }
-
-    // Bind the buttons (if any in the loaded UI layout) to event handlers
-    okButton_ = dynamic_cast<Button*>(window_->GetChild("OkButton", true));
-    if (okButton_)
-    {
-        ui->SetFocusElement(okButton_);
-        SubscribeToEvent(okButton_, E_RELEASED, ATOMIC_HANDLER(MessageBox, HandleMessageAcknowledged));
-    }
-    Button* cancelButton = dynamic_cast<Button*>(window_->GetChild("CancelButton", true));
-    if (cancelButton)
-        SubscribeToEvent(cancelButton, E_RELEASED, ATOMIC_HANDLER(MessageBox, HandleMessageAcknowledged));
-    Button* closeButton = dynamic_cast<Button*>(window_->GetChild("CloseButton", true));
-    if (closeButton)
-        SubscribeToEvent(closeButton, E_RELEASED, ATOMIC_HANDLER(MessageBox, HandleMessageAcknowledged));
+    SetTitle(titleString);
+    Graphics* graphics = GetSubsystem<Graphics>();
+    windowSize_ = ImVec2(300, 150);
+    windowPosition_ = ImVec2(graphics->GetWidth() / 2 - windowSize_.x / 2, graphics->GetHeight() / 2 - windowSize_.y / 2);
+    SubscribeToEvent(E_SYSTEMUIFRAME, ATOMIC_HANDLER(MessageBox, RenderFrame));
 }
 
 MessageBox::~MessageBox()
 {
-    if (window_)
-        window_->Remove();
+    UnsubscribeFromAllEvents();
 }
 
 void MessageBox::RegisterObject(Context* context)
@@ -114,39 +56,57 @@ void MessageBox::RegisterObject(Context* context)
 
 void MessageBox::SetTitle(const String& text)
 {
-    if (titleText_)
-        titleText_->SetText(text);
+    titleText_ = ToString("%s##%p", text.CString(), this);
 }
 
 void MessageBox::SetMessage(const String& text)
 {
-    if (messageText_)
-        messageText_->SetText(text);
+    messageText_ = text;
 }
 
 const String& MessageBox::GetTitle() const
 {
-    return titleText_ ? titleText_->GetText() : String::EMPTY;
+    return titleText_;
 }
 
 const String& MessageBox::GetMessage() const
 {
-    return messageText_ ? messageText_->GetText() : String::EMPTY;
+    return messageText_;
 }
 
-void MessageBox::HandleMessageAcknowledged(StringHash eventType, VariantMap& eventData)
+void MessageBox::RenderFrame(StringHash eventType, VariantMap& eventData)
 {
     using namespace MessageACK;
+    ImGui::SetNextWindowPos(windowPosition_, ImGuiSetCond_FirstUseEver);
+    if (ImGui::Begin(titleText_.CString(), &isOpen_, windowSize_, -1, ImGuiWindowFlags_NoCollapse|
+                     ImGuiWindowFlags_NoSavedSettings))
+    {
+        ImGui::Text(messageText_.CString());
+        auto region = ImGui::GetContentRegionAvail();
+        ImGui::SetCursorPos(ImVec2(region.x - 100 + 20, region.y + 20));
 
-    VariantMap& newEventData = GetEventDataMap();
-    newEventData[P_OK] = eventData[Released::P_ELEMENT] == okButton_;
-    SendEvent(E_MESSAGEACK, newEventData);
-
-    // ATOMIC BEGIN
-    // this->ReleaseRef();
-    // ATOMIC END
-}
+        bool closeWindow = false;
+        bool status = false;
+        if (ImGui::Button("Ok"))
+        {
+            closeWindow = true;
+            status = true;
+        }
+        ImGui::SameLine();
+        if (ImGui::Button("Cancel") || !isOpen_)
+        {
+            closeWindow = true;
+            status = false;
+        }
 
+        if (closeWindow)
+        {
+            SendEvent(E_MESSAGEACK, P_OK, status);
+            UnsubscribeFromAllEvents();
+            isOpen_ = false;
+        }
+    }
+    ImGui::End();
 }
 
 }

+ 15 - 24
Source/Atomic/UI/SystemUI/MessageBox.h

@@ -1,4 +1,5 @@
 //
+// Copyright (c) 2017 the Atomic project.
 // Copyright (c) 2008-2015 the Urho3D project.
 //
 // Permission is hereby granted, free of charge, to any person obtaining a copy
@@ -23,19 +24,11 @@
 #pragma once
 
 #include "../../Core/Object.h"
+#include "../../UI/SystemUI/SystemUI.h"
 
 namespace Atomic
 {
 
-class XMLFile;
-
-namespace SystemUI
-{
-
-class Button;
-class Text;
-class UIElement;
-
 /// Message box dialog.
 class ATOMIC_API MessageBox : public Object
 {
@@ -43,8 +36,7 @@ class ATOMIC_API MessageBox : public Object
 
 public:
     /// Construct. If layout file is not given, use the default message box layout. If style file is not given, use the default style file from root UI element.
-    MessageBox(Context* context, const String& messageString = String::EMPTY, const String& titleString = String::EMPTY,
-        XMLFile* layoutFile = 0, XMLFile* styleFile = 0);
+    MessageBox(Context* context, const String& messageString = String::EMPTY, const String& titleString = String::EMPTY);
     /// Destruct.
     virtual ~MessageBox();
     /// Register object factory.
@@ -59,24 +51,23 @@ public:
     const String& GetTitle() const;
     /// Return message text. Return empty string if there is no message text element.
     const String& GetMessage() const;
-
-    /// Return dialog window.
-    UIElement* GetWindow() const { return window_; }
+    /// Returns true if message box is open.
+    bool IsOpen() const { return isOpen_; }
 
 private:
-    /// Handle events that dismiss the message box.
-    void HandleMessageAcknowledged(StringHash eventType, VariantMap& eventData);
+    /// Render message box ui.
+    void RenderFrame(StringHash eventType, VariantMap& eventData);
 
-    /// UI element containing the whole UI layout. Typically it is a Window element type.
-    SharedPtr<UIElement> window_;
     /// Title text element.
-    Text* titleText_;
+    String titleText_;
     /// Message text element.
-    Text* messageText_;
-    /// OK button element.
-    Button* okButton_;
+    String messageText_;
+    /// Is message box window open.
+    bool isOpen_;
+    /// Initial message box window position.
+    ImVec2 windowPosition_;
+    /// Initial message box window size.
+    ImVec2 windowSize_;
 };
 
 }
-
-}

+ 0 - 329
Source/Atomic/UI/SystemUI/ScrollBar.cpp

@@ -1,329 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#include "../../Core/Context.h"
-#include "../../Input/InputEvents.h"
-#include "Button.h"
-#include "ScrollBar.h"
-#include "Slider.h"
-#include "SystemUIEvents.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-
-static const float DEFAULT_SCROLL_STEP = 0.1f;
-static const float DEFAULT_REPEAT_DELAY = 0.4f;
-static const float DEFAULT_REPEAT_RATE = 20.0f;
-
-extern const char* orientations[];
-extern const char* UI_CATEGORY;
-
-ScrollBar::ScrollBar(Context* context) :
-    UIElement(context),
-    scrollStep_(DEFAULT_SCROLL_STEP),
-    stepFactor_(1.0f),
-    leftRect_(IntRect::ZERO),
-    rightRect_(IntRect::ZERO),
-    upRect_(IntRect::ZERO),
-    downRect_(IntRect::ZERO)
-{
-    SetEnabled(true);
-
-    backButton_ = CreateChild<Button>("SB_Back");
-    backButton_->SetInternal(true);
-    backButton_->SetRepeat(DEFAULT_REPEAT_DELAY, DEFAULT_REPEAT_RATE);
-    backButton_->SetFocusMode(FM_NOTFOCUSABLE);
-    slider_ = CreateChild<Slider>("SB_Slider");
-    slider_->SetInternal(true);
-    slider_->SetRepeatRate(DEFAULT_REPEAT_RATE);
-    forwardButton_ = CreateChild<Button>("SB_Forward");
-    forwardButton_->SetInternal(true);
-    forwardButton_->SetRepeat(DEFAULT_REPEAT_DELAY, DEFAULT_REPEAT_RATE);
-    forwardButton_->SetFocusMode(FM_NOTFOCUSABLE);
-
-    SubscribeToEvent(backButton_, E_PRESSED, ATOMIC_HANDLER(ScrollBar, HandleBackButtonPressed));
-    SubscribeToEvent(forwardButton_, E_PRESSED, ATOMIC_HANDLER(ScrollBar, HandleForwardButtonPressed));
-    SubscribeToEvent(slider_, E_SLIDERCHANGED, ATOMIC_HANDLER(ScrollBar, HandleSliderChanged));
-    SubscribeToEvent(slider_, E_SLIDERPAGED, ATOMIC_HANDLER(ScrollBar, HandleSliderPaged));
-
-    // Set default orientation
-    SetOrientation(O_HORIZONTAL);
-}
-
-ScrollBar::~ScrollBar()
-{
-}
-
-void ScrollBar::RegisterObject(Context* context)
-{
-    context->RegisterFactory<ScrollBar>(UI_CATEGORY);
-
-    ATOMIC_COPY_BASE_ATTRIBUTES(UIElement);
-    ATOMIC_UPDATE_ATTRIBUTE_DEFAULT_VALUE("Is Enabled", true);
-    ATOMIC_ENUM_ACCESSOR_ATTRIBUTE("Orientation", GetOrientation, SetOrientation, Orientation, orientations, O_HORIZONTAL, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Range", GetRange, SetRange, float, 1.0f, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Value", GetValue, SetValue, float, 0.0f, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Scroll Step", GetScrollStep, SetScrollStep, float, DEFAULT_SCROLL_STEP, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Step Factor", GetStepFactor, SetStepFactor, float, 1.0f, AM_FILE);
-    ATOMIC_ATTRIBUTE("Left Image Rect", IntRect, leftRect_, IntRect::ZERO, AM_FILE);
-    ATOMIC_ATTRIBUTE("Right Image Rect", IntRect, rightRect_, IntRect::ZERO, AM_FILE);
-    ATOMIC_ATTRIBUTE("Up Image Rect", IntRect, upRect_, IntRect::ZERO, AM_FILE);
-    ATOMIC_ATTRIBUTE("Down Image Rect", IntRect, downRect_, IntRect::ZERO, AM_FILE);
-}
-
-void ScrollBar::ApplyAttributes()
-{
-    UIElement::ApplyAttributes();
-
-    // Reapply orientation to the button images
-    if (slider_->GetOrientation() == O_HORIZONTAL)
-    {
-        backButton_->SetImageRect(leftRect_);
-        forwardButton_->SetImageRect(rightRect_);
-    }
-    else
-    {
-        backButton_->SetImageRect(upRect_);
-        forwardButton_->SetImageRect(downRect_);
-    }
-}
-
-void ScrollBar::OnResize()
-{
-    if (slider_->GetOrientation() == O_HORIZONTAL)
-    {
-        int height = GetHeight();
-        int sliderWidth = Max(GetWidth() - 2 * height, 0);
-
-        backButton_->SetSize(height, height);
-        slider_->SetSize(sliderWidth, height);
-        forwardButton_->SetSize(height, height);
-
-        backButton_->SetPosition(0, 0);
-        slider_->SetPosition(height, 0);
-        forwardButton_->SetPosition(height + sliderWidth, 0);
-    }
-    else
-    {
-        int width = GetWidth();
-        int sliderHeight = Max(GetHeight() - 2 * width, 0);
-
-        backButton_->SetSize(width, width);
-        slider_->SetSize(width, sliderHeight);
-        forwardButton_->SetSize(width, width);
-
-        backButton_->SetPosition(0, 0);
-        slider_->SetPosition(0, width);
-        forwardButton_->SetPosition(0, sliderHeight + width);
-    }
-}
-
-void ScrollBar::OnSetEditable()
-{
-    slider_->SetEditable(editable_);
-}
-
-void ScrollBar::SetOrientation(Orientation orientation)
-{
-    slider_->SetOrientation(orientation);
-
-    if (orientation == O_HORIZONTAL)
-    {
-        backButton_->SetImageRect(leftRect_);
-        forwardButton_->SetImageRect(rightRect_);
-    }
-    else
-    {
-        backButton_->SetImageRect(upRect_);
-        forwardButton_->SetImageRect(downRect_);
-    }
-
-    OnResize();
-}
-
-void ScrollBar::SetRange(float range)
-{
-    slider_->SetRange(range);
-}
-
-void ScrollBar::SetValue(float value)
-{
-    slider_->SetValue(value);
-}
-
-void ScrollBar::ChangeValue(float delta)
-{
-    slider_->ChangeValue(delta);
-}
-
-void ScrollBar::SetScrollStep(float step)
-{
-    scrollStep_ = Max(step, 0.0f);
-}
-
-void ScrollBar::SetStepFactor(float factor)
-{
-    stepFactor_ = Max(factor, M_EPSILON);
-}
-
-void ScrollBar::StepBack()
-{
-    slider_->SetValue(slider_->GetValue() - GetEffectiveScrollStep());
-}
-
-void ScrollBar::StepForward()
-{
-    slider_->SetValue(slider_->GetValue() + GetEffectiveScrollStep());
-}
-
-Orientation ScrollBar::GetOrientation() const
-{
-    return slider_->GetOrientation();
-}
-
-float ScrollBar::GetRange() const
-{
-    return slider_->GetRange();
-}
-
-float ScrollBar::GetValue() const
-{
-    return slider_->GetValue();
-}
-
-float ScrollBar::GetEffectiveScrollStep() const
-{
-    return scrollStep_ * stepFactor_;
-}
-
-bool ScrollBar::FilterImplicitAttributes(XMLElement& dest) const
-{
-    if (!UIElement::FilterImplicitAttributes(dest))
-        return false;
-
-    if (!RemoveChildXML(dest, "Layout Mode"))
-        return false;
-
-    XMLElement childElem = dest.GetChild("element");
-    if (!FilterButtonImplicitAttributes(childElem, "SB_Back"))
-        return false;
-
-    childElem = childElem.GetNext("element");
-    if (!childElem)
-        return false;
-    if (!RemoveChildXML(childElem, "Name", "SB_Slider"))
-        return false;
-    if (!RemoveChildXML(childElem, "Repeat Rate", String(DEFAULT_REPEAT_RATE)))
-        return false;
-    if (!RemoveChildXML(childElem, "Orientation"))
-        return false;
-    if (!RemoveChildXML(childElem, "Range"))
-        return false;
-    if (!RemoveChildXML(childElem, "Value"))
-        return false;
-
-    childElem = childElem.GetNext("element");
-    return FilterButtonImplicitAttributes(childElem, "SB_Forward");
-
-}
-
-bool ScrollBar::FilterButtonImplicitAttributes(XMLElement& dest, const String& name) const
-{
-    if (!dest)
-        return false;
-    if (!RemoveChildXML(dest, "Name", name))
-        return false;
-    if (!RemoveChildXML(dest, "Repeat Delay", String(DEFAULT_REPEAT_DELAY)))
-        return false;
-    if (!RemoveChildXML(dest, "Repeat Rate", String(DEFAULT_REPEAT_RATE)))
-        return false;
-    if (!RemoveChildXML(dest, "Image Rect"))
-        return false;
-    if (!RemoveChildXML(dest, "Min Size"))
-        return false;
-    if (!RemoveChildXML(dest, "Max Size"))
-        return false;
-    if (!RemoveChildXML(dest, "Focus Mode", "NotFocusable"))
-        return false;
-
-    return true;
-}
-
-void ScrollBar::HandleBackButtonPressed(StringHash eventType, VariantMap& eventData)
-{
-    if (editable_)
-        StepBack();
-}
-
-void ScrollBar::HandleForwardButtonPressed(StringHash eventType, VariantMap& eventData)
-{
-    if (editable_)
-        StepForward();
-}
-
-void ScrollBar::HandleSliderChanged(StringHash eventType, VariantMap& eventData)
-{
-    // Send the event forward
-    VariantMap& newEventData = GetEventDataMap();
-    newEventData[ScrollBarChanged::P_ELEMENT] = this;
-    newEventData[ScrollBarChanged::P_VALUE] = slider_->GetValue();
-    SendEvent(E_SCROLLBARCHANGED, newEventData);
-}
-
-void ScrollBar::HandleSliderPaged(StringHash eventType, VariantMap& eventData)
-{
-    using namespace SliderPaged;
-
-    // Synthesize hover event to the forward/back buttons
-    if (eventData[P_OFFSET].GetInt() < 0)
-        backButton_->OnHover(IntVector2::ZERO, backButton_->ElementToScreen(IntVector2::ZERO), 0, 0, 0);
-    else
-        forwardButton_->OnHover(IntVector2::ZERO, forwardButton_->ElementToScreen(IntVector2::ZERO), 0, 0, 0);
-
-    // Synthesize click / release events to the buttons
-    if (eventData[P_PRESSED].GetBool())
-    {
-        if (eventData[P_OFFSET].GetInt() < 0)
-            backButton_->OnClickBegin(IntVector2::ZERO, backButton_->ElementToScreen(IntVector2::ZERO),
-                MOUSEB_LEFT, MOUSEB_LEFT, 0, 0);
-        else
-            forwardButton_->OnClickBegin(IntVector2::ZERO, forwardButton_->ElementToScreen(IntVector2::ZERO),
-                MOUSEB_LEFT, MOUSEB_LEFT, 0, 0);
-    }
-    else
-    {
-        if (eventData[P_OFFSET].GetInt() < 0)
-            backButton_->OnClickEnd(IntVector2::ZERO, backButton_->ElementToScreen(IntVector2::ZERO),
-                MOUSEB_LEFT, 0, 0, 0, backButton_);
-        else
-            forwardButton_->OnClickEnd(IntVector2::ZERO, forwardButton_->ElementToScreen(IntVector2::ZERO),
-                MOUSEB_LEFT, 0, 0, 0, forwardButton_);
-    }
-}
-
-}
-
-}

+ 0 - 137
Source/Atomic/UI/SystemUI/ScrollBar.h

@@ -1,137 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#pragma once
-
-#include "UIElement.h"
-
-namespace Atomic
-{
-
-
-namespace SystemUI
-{
-
-class Button;
-class Slider;
-
-/// Scroll bar %UI element with forward and back buttons.
-class ATOMIC_API ScrollBar : public UIElement
-{
-    ATOMIC_OBJECT(ScrollBar, UIElement);
-
-public:
-    /// Construct.
-    ScrollBar(Context* context);
-    /// Destruct.
-    virtual ~ScrollBar();
-    /// Register object factory.
-    static void RegisterObject(Context* context);
-
-    /// Apply attribute changes that can not be applied immediately.
-    virtual void ApplyAttributes();
-    /// React to resize.
-    virtual void OnResize();
-    /// React to editable status change.
-    virtual void OnSetEditable();
-
-    /// Set orientation type.
-    void SetOrientation(Orientation orientation);
-    /// Set slider range maximum value (minimum value is always 0.)
-    void SetRange(float range);
-    /// Set slider current value.
-    void SetValue(float value);
-    /// Change slider current value by a delta.
-    void ChangeValue(float delta);
-    /// Set button scroll step.
-    void SetScrollStep(float step);
-    /// Set button step factor, can be used to adjust the step for constant pixel size.
-    void SetStepFactor(float factor);
-    /// Scroll back one step.
-    void StepBack();
-    /// Scroll forward one step.
-    void StepForward();
-
-    /// Return scrollbar orientation.
-    Orientation GetOrientation() const;
-    /// Return slider range.
-    float GetRange() const;
-    /// Return slider current value.
-    float GetValue() const;
-
-    /// Return button scroll step.
-    float GetScrollStep() const { return scrollStep_; }
-
-    /// Return button step factor.
-    float GetStepFactor() const { return stepFactor_; }
-
-    /// Return scroll step multiplied by factor.
-    float GetEffectiveScrollStep() const;
-
-    /// Return back button element.
-    Button* GetBackButton() const { return backButton_; }
-
-    /// Return forward button element.
-    Button* GetForwardButton() const { return forwardButton_; }
-
-    /// Return slider element.
-    Slider* GetSlider() const { return slider_; }
-
-protected:
-    /// Filter implicit attributes in serialization process.
-    virtual bool FilterImplicitAttributes(XMLElement& dest) const;
-    /// Filter implicit attributes in serialization process for internal button.
-    bool FilterButtonImplicitAttributes(XMLElement& dest, const String& name) const;
-
-    /// Back button.
-    SharedPtr<Button> backButton_;
-    /// Forward button.
-    SharedPtr<Button> forwardButton_;
-    /// Slider.
-    SharedPtr<Slider> slider_;
-    /// Scroll step.
-    float scrollStep_;
-    /// Step factor.
-    float stepFactor_;
-    /// Left button image rect.
-    IntRect leftRect_;
-    /// Right button image rect.
-    IntRect rightRect_;
-    /// Up button image rect.
-    IntRect upRect_;
-    /// Down button image rect.
-    IntRect downRect_;
-
-private:
-    /// Handle back button pressed.
-    void HandleBackButtonPressed(StringHash eventType, VariantMap& eventData);
-    /// Handle forward button pressed.
-    void HandleForwardButtonPressed(StringHash eventType, VariantMap& eventData);
-    /// Handle slider movement.
-    void HandleSliderChanged(StringHash eventType, VariantMap& eventData);
-    /// Handle slider touch and click on "paging" area.
-    void HandleSliderPaged(StringHash eventType, VariantMap& eventData);
-};
-
-}
-
-}

+ 0 - 709
Source/Atomic/UI/SystemUI/ScrollView.cpp

@@ -1,709 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#include "../../Core/Context.h"
-#include "../../Input/InputEvents.h"
-#include "BorderImage.h"
-#include "ScrollBar.h"
-#include "ScrollView.h"
-#include "Slider.h"
-#include "SystemUI.h"
-#include "SystemUIEvents.h"
-
-#include "../../DebugNew.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-static const float STEP_FACTOR = 300.0f;
-
-extern const char* UI_CATEGORY;
-
-ScrollView::ScrollView(Context* context) :
-    UIElement(context),
-    viewPosition_(IntVector2::ZERO),
-    viewSize_(IntVector2::ZERO),
-    viewPositionAttr_(IntVector2::ZERO),
-    touchScrollSpeed_(Vector2::ZERO),
-    touchScrollSpeedMax_(Vector2::ZERO),
-    pageStep_(1.0f),
-    scrollBarsAutoVisible_(true),
-    ignoreEvents_(false),
-    resizeContentWidth_(false),
-    scrollDeceleration_(30.0f),
-    scrollSnapEpsilon_(M_EPSILON),
-    scrollTouchDown_(false),
-    barScrolling_(false),
-    autoDisableChildren_(false),
-    scrollChildrenDisable_(false),
-    touchDistanceSum_(0.0f),
-    autoDisableThreshold_(25.0f)
-{
-    clipChildren_ = true;
-    SetEnabled(true);
-    focusMode_ = FM_FOCUSABLE_DEFOCUSABLE;
-
-    horizontalScrollBar_ = CreateChild<ScrollBar>("SV_HorizontalScrollBar");
-    horizontalScrollBar_->SetInternal(true);
-    horizontalScrollBar_->SetAlignment(HA_LEFT, VA_BOTTOM);
-    horizontalScrollBar_->SetOrientation(O_HORIZONTAL);
-    verticalScrollBar_ = CreateChild<ScrollBar>("SV_VerticalScrollBar");
-    verticalScrollBar_->SetInternal(true);
-    verticalScrollBar_->SetAlignment(HA_RIGHT, VA_TOP);
-    verticalScrollBar_->SetOrientation(O_VERTICAL);
-    scrollPanel_ = CreateChild<BorderImage>("SV_ScrollPanel");
-    scrollPanel_->SetInternal(true);
-    scrollPanel_->SetEnabled(true);
-    scrollPanel_->SetClipChildren(true);
-
-    SubscribeToEvent(horizontalScrollBar_, E_SCROLLBARCHANGED, ATOMIC_HANDLER(ScrollView, HandleScrollBarChanged));
-    SubscribeToEvent(horizontalScrollBar_, E_VISIBLECHANGED, ATOMIC_HANDLER(ScrollView, HandleScrollBarVisibleChanged));
-    SubscribeToEvent(verticalScrollBar_, E_SCROLLBARCHANGED, ATOMIC_HANDLER(ScrollView, HandleScrollBarChanged));
-    SubscribeToEvent(verticalScrollBar_, E_VISIBLECHANGED, ATOMIC_HANDLER(ScrollView, HandleScrollBarVisibleChanged));
-    SubscribeToEvent(E_TOUCHMOVE, ATOMIC_HANDLER(ScrollView, HandleTouchMove));
-    SubscribeToEvent(E_TOUCHBEGIN, ATOMIC_HANDLER(ScrollView, HandleTouchMove));
-    SubscribeToEvent(E_TOUCHEND, ATOMIC_HANDLER(ScrollView, HandleTouchMove));
-
-}
-
-ScrollView::~ScrollView()
-{
-}
-
-void ScrollView::RegisterObject(Context* context)
-{
-    context->RegisterFactory<ScrollView>(UI_CATEGORY);
-
-    ATOMIC_COPY_BASE_ATTRIBUTES(UIElement);
-    ATOMIC_UPDATE_ATTRIBUTE_DEFAULT_VALUE("Clip Children", true);
-    ATOMIC_UPDATE_ATTRIBUTE_DEFAULT_VALUE("Is Enabled", true);
-    ATOMIC_UPDATE_ATTRIBUTE_DEFAULT_VALUE("Focus Mode", FM_FOCUSABLE_DEFOCUSABLE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("View Position", GetViewPosition, SetViewPositionAttr, IntVector2, IntVector2::ZERO, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Scroll Step", GetScrollStep, SetScrollStep, float, 0.1f, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Page Step", GetPageStep, SetPageStep, float, 1.0f, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Auto Show/Hide Scrollbars", GetScrollBarsAutoVisible, SetScrollBarsAutoVisible, bool, true, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Scroll Deceleration", GetScrollDeceleration, SetScrollDeceleration, float, 30.0f, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Scroll Snap Epsilon", GetScrollSnapEpsilon, SetScrollSnapEpsilon, float, 1.0f, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Auto Disable Children", GetAutoDisableChildren, SetAutoDisableChildren, bool, false, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Auto Disable Threshold", GetAutoDisableThreshold, SetAutoDisableThreshold, float, 25.0f, AM_FILE);
-}
-
-void ScrollView::Update(float timeStep)
-{
-    // Update touch scrolling here if necessary
-    if (touchScrollSpeed_ == Vector2::ZERO && touchScrollSpeedMax_ == Vector2::ZERO && !barScrolling_)
-        return;
-
-    // Check if we should not scroll:
-    // - ScrollView is not visible, is not enabled, or doesn't have focus
-    // - The element being dragged is not a child of the ScrollView, or is one of our scrollbars
-    if (!IsVisible() || !IsEnabled() || !HasFocus())
-    {
-        touchScrollSpeed_ = Vector2::ZERO;
-        touchScrollSpeedMax_ = Vector2::ZERO;
-        return;
-    }
-
-    if (GetSubsystem<SystemUI>()->IsDragging())
-    {
-        Vector<UIElement*> dragElements = GetSubsystem<SystemUI>()->GetDragElements();
-
-        for (unsigned i = 0; i < dragElements.Size(); i++)
-        {
-            UIElement* dragElement = dragElements[i];
-            int dragButtons = dragElement->GetDragButtonCombo();
-
-            if (dragButtons != MOUSEB_LEFT)
-                continue;
-
-            UIElement* dragParent = dragElement->GetParent();
-            bool dragElementIsChild = false;
-
-            while (dragParent)
-            {
-                if (dragParent == this)
-                {
-                    dragElementIsChild = true;
-                    break;
-                }
-                dragParent = dragParent->GetParent();
-            }
-
-            if (!dragElementIsChild || dragElement == horizontalScrollBar_->GetSlider() ||
-                dragElement == verticalScrollBar_->GetSlider())
-            {
-                touchScrollSpeed_ = Vector2::ZERO;
-                touchScrollSpeedMax_ = Vector2::ZERO;
-                return;
-            }
-        }
-    }
-
-    // Update view position
-    IntVector2 newPosition = viewPosition_;
-    newPosition.x_ += (int)touchScrollSpeed_.x_;
-    newPosition.y_ += (int)touchScrollSpeed_.y_;
-    SetViewPosition(newPosition);
-
-    // Smooth deceleration
-    ScrollSmooth(timeStep);
-}
-
-void ScrollView::ApplyAttributes()
-{
-    UIElement::ApplyAttributes();
-
-    // Set the scrollbar orientations again and perform size update now that the style is known
-    horizontalScrollBar_->SetOrientation(O_HORIZONTAL);
-    verticalScrollBar_->SetOrientation(O_VERTICAL);
-
-    // If the scroll panel has a child, it should be the content element, which has some special handling
-    if (scrollPanel_->GetNumChildren())
-        SetContentElement(scrollPanel_->GetChild(0));
-
-    OnResize();
-
-    // Reapply view position with proper content element and size
-    SetViewPosition(viewPositionAttr_);
-}
-
-void ScrollView::OnWheel(int delta, int buttons, int qualifiers)
-{
-    if (delta > 0)
-        verticalScrollBar_->StepBack();
-    if (delta < 0)
-        verticalScrollBar_->StepForward();
-}
-
-void ScrollView::OnKey(int key, int buttons, int qualifiers)
-{
-    switch (key)
-    {
-    case KEY_LEFT:
-        if (horizontalScrollBar_->IsVisible())
-        {
-            if (qualifiers & QUAL_CTRL)
-                horizontalScrollBar_->SetValue(0.0f);
-            else
-                horizontalScrollBar_->StepBack();
-        }
-        break;
-
-    case KEY_RIGHT:
-        if (horizontalScrollBar_->IsVisible())
-        {
-            if (qualifiers & QUAL_CTRL)
-                horizontalScrollBar_->SetValue(horizontalScrollBar_->GetRange());
-            else
-                horizontalScrollBar_->StepForward();
-        }
-        break;
-
-    case KEY_HOME:
-        qualifiers |= QUAL_CTRL;
-        // Fallthru
-
-    case KEY_UP:
-        if (verticalScrollBar_->IsVisible())
-        {
-            if (qualifiers & QUAL_CTRL)
-                verticalScrollBar_->SetValue(0.0f);
-            else
-                verticalScrollBar_->StepBack();
-        }
-        break;
-
-    case KEY_END:
-        qualifiers |= QUAL_CTRL;
-        // Fallthru
-
-    case KEY_DOWN:
-        if (verticalScrollBar_->IsVisible())
-        {
-            if (qualifiers & QUAL_CTRL)
-                verticalScrollBar_->SetValue(verticalScrollBar_->GetRange());
-            else
-                verticalScrollBar_->StepForward();
-        }
-        break;
-
-    case KEY_PAGEUP:
-        if (verticalScrollBar_->IsVisible())
-            verticalScrollBar_->ChangeValue(-pageStep_);
-        break;
-
-    case KEY_PAGEDOWN:
-        if (verticalScrollBar_->IsVisible())
-            verticalScrollBar_->ChangeValue(pageStep_);
-        break;
-
-    default: break;
-    }
-}
-
-void ScrollView::OnResize()
-{
-    UpdatePanelSize();
-    UpdateViewSize();
-
-    // If scrollbar auto visibility is enabled, check whether scrollbars should be visible.
-    // This may force another update of the panel size
-    if (scrollBarsAutoVisible_)
-    {
-        ignoreEvents_ = true;
-        horizontalScrollBar_->SetVisible(horizontalScrollBar_->GetRange() > M_EPSILON);
-        verticalScrollBar_->SetVisible(verticalScrollBar_->GetRange() > M_EPSILON);
-        ignoreEvents_ = false;
-
-        UpdatePanelSize();
-    }
-}
-
-void ScrollView::SetContentElement(UIElement* element)
-{
-    if (element == contentElement_)
-        return;
-
-    if (contentElement_)
-    {
-        scrollPanel_->RemoveChild(contentElement_);
-        UnsubscribeFromEvent(contentElement_, E_RESIZED);
-    }
-    contentElement_ = element;
-    if (contentElement_)
-    {
-        scrollPanel_->AddChild(contentElement_);
-        SubscribeToEvent(contentElement_, E_RESIZED, ATOMIC_HANDLER(ScrollView, HandleElementResized));
-    }
-
-    OnResize();
-}
-
-void ScrollView::SetViewPosition(const IntVector2& position)
-{
-    UpdateView(position);
-    UpdateScrollBars();
-}
-
-void ScrollView::SetViewPosition(int x, int y)
-{
-    SetViewPosition(IntVector2(x, y));
-}
-
-void ScrollView::SetScrollBarsVisible(bool horizontal, bool vertical)
-{
-    scrollBarsAutoVisible_ = false;
-    horizontalScrollBar_->SetVisible(horizontal);
-    verticalScrollBar_->SetVisible(vertical);
-}
-
-void ScrollView::SetScrollBarsAutoVisible(bool enable)
-{
-    if (enable != scrollBarsAutoVisible_)
-    {
-        scrollBarsAutoVisible_ = enable;
-        // Check whether scrollbars should be visible now
-        if (enable)
-            OnResize();
-        else
-        {
-            horizontalScrollBar_->SetVisible(true);
-            verticalScrollBar_->SetVisible(true);
-        }
-    }
-}
-
-void ScrollView::SetScrollStep(float step)
-{
-    horizontalScrollBar_->SetScrollStep(step);
-    verticalScrollBar_->SetScrollStep(step);
-}
-
-void ScrollView::SetPageStep(float step)
-{
-    pageStep_ = Max(step, 0.0f);
-}
-
-float ScrollView::GetScrollStep() const
-{
-    return horizontalScrollBar_->GetScrollStep();
-}
-
-void ScrollView::SetViewPositionAttr(const IntVector2& value)
-{
-    viewPositionAttr_ = value;
-    SetViewPosition(value);
-}
-
-bool ScrollView::FilterImplicitAttributes(XMLElement& dest) const
-{
-    if (!UIElement::FilterImplicitAttributes(dest))
-        return false;
-
-    XMLElement childElem = dest.GetChild("element");
-    if (!FilterScrollBarImplicitAttributes(childElem, "SV_HorizontalScrollBar"))
-        return false;
-    if (!RemoveChildXML(childElem, "Vert Alignment", "Bottom"))
-        return false;
-
-    childElem = childElem.GetNext("element");
-    if (!FilterScrollBarImplicitAttributes(childElem, "SV_VerticalScrollBar"))
-        return false;
-    if (!RemoveChildXML(childElem, "Horiz Alignment", "Right"))
-        return false;
-
-    childElem = childElem.GetNext("element");
-    if (!childElem)
-        return false;
-    if (!RemoveChildXML(childElem, "Name", "SV_ScrollPanel"))
-        return false;
-    if (!RemoveChildXML(childElem, "Is Enabled", "true"))
-        return false;
-    if (!RemoveChildXML(childElem, "Clip Children", "true"))
-        return false;
-    if (!RemoveChildXML(childElem, "Size"))
-        return false;
-
-    return true;
-}
-
-bool ScrollView::FilterScrollBarImplicitAttributes(XMLElement& dest, const String& name) const
-{
-    if (!dest)
-        return false;
-    if (!RemoveChildXML(dest, "Name", name))
-        return false;
-    if (!RemoveChildXML(dest, "Orientation"))
-        return false;
-    if (!RemoveChildXML(dest, "Range"))
-        return false;
-    if (!RemoveChildXML(dest, "Step Factor"))
-        return false;
-    if (scrollBarsAutoVisible_)
-    {
-        if (!RemoveChildXML(dest, "Is Visible"))
-            return false;
-    }
-
-    return true;
-}
-
-void ScrollView::UpdatePanelSize()
-{
-    // Ignore events in case content element resizes itself along with the panel
-    // (content element resize triggers our OnResize(), so it could lead to infinite recursion)
-    ignoreEvents_ = true;
-
-    IntVector2 panelSize = GetSize();
-    if (verticalScrollBar_->IsVisible())
-        panelSize.x_ -= verticalScrollBar_->GetWidth();
-    if (horizontalScrollBar_->IsVisible())
-        panelSize.y_ -= horizontalScrollBar_->GetHeight();
-
-    scrollPanel_->SetSize(panelSize);
-    horizontalScrollBar_->SetWidth(scrollPanel_->GetWidth());
-    verticalScrollBar_->SetHeight(scrollPanel_->GetHeight());
-
-    if (resizeContentWidth_ && contentElement_)
-    {
-        IntRect panelBorder = scrollPanel_->GetClipBorder();
-        contentElement_->SetWidth(scrollPanel_->GetWidth() - panelBorder.left_ - panelBorder.right_);
-        UpdateViewSize();
-    }
-
-    ignoreEvents_ = false;
-}
-
-void ScrollView::UpdateViewSize()
-{
-    IntVector2 size(IntVector2::ZERO);
-    if (contentElement_)
-        size = contentElement_->GetSize();
-    IntRect panelBorder = scrollPanel_->GetClipBorder();
-
-    viewSize_.x_ = Max(size.x_, scrollPanel_->GetWidth() - panelBorder.left_ - panelBorder.right_);
-    viewSize_.y_ = Max(size.y_, scrollPanel_->GetHeight() - panelBorder.top_ - panelBorder.bottom_);
-
-    UpdateView(viewPosition_);
-    UpdateScrollBars();
-}
-
-void ScrollView::UpdateScrollBars()
-{
-    ignoreEvents_ = true;
-
-    IntVector2 size = scrollPanel_->GetSize();
-    IntRect panelBorder = scrollPanel_->GetClipBorder();
-    size.x_ -= panelBorder.left_ + panelBorder.right_;
-    size.y_ -= panelBorder.top_ + panelBorder.bottom_;
-
-    if (size.x_ > 0 && viewSize_.x_ > 0)
-    {
-        float range = (float)viewSize_.x_ / (float)size.x_ - 1.0f;
-        horizontalScrollBar_->SetRange(range);
-        horizontalScrollBar_->SetValue((float)viewPosition_.x_ / (float)size.x_);
-        horizontalScrollBar_->SetStepFactor(STEP_FACTOR / (float)size.x_);
-    }
-    if (size.y_ > 0 && viewSize_.y_ > 0)
-    {
-        float range = (float)viewSize_.y_ / (float)size.y_ - 1.0f;
-        verticalScrollBar_->SetRange(range);
-        verticalScrollBar_->SetValue((float)viewPosition_.y_ / (float)size.y_);
-        verticalScrollBar_->SetStepFactor(STEP_FACTOR / (float)size.y_);
-    }
-
-    ignoreEvents_ = false;
-}
-
-void ScrollView::UpdateView(const IntVector2& position)
-{
-    IntVector2 oldPosition = viewPosition_;
-    IntRect panelBorder = scrollPanel_->GetClipBorder();
-    IntVector2 panelSize(scrollPanel_->GetWidth() - panelBorder.left_ - panelBorder.right_,
-        scrollPanel_->GetHeight() - panelBorder.top_ - panelBorder.bottom_);
-
-    viewPosition_.x_ = Clamp(position.x_, 0, viewSize_.x_ - panelSize.x_);
-    viewPosition_.y_ = Clamp(position.y_, 0, viewSize_.y_ - panelSize.y_);
-    scrollPanel_->SetChildOffset(IntVector2(-viewPosition_.x_ + panelBorder.left_, -viewPosition_.y_ + panelBorder.top_));
-
-    if (viewPosition_ != oldPosition)
-    {
-        using namespace ViewChanged;
-
-        VariantMap& eventData = GetEventDataMap();
-        eventData[P_ELEMENT] = this;
-        eventData[P_X] = viewPosition_.x_;
-        eventData[P_Y] = viewPosition_.y_;
-        SendEvent(E_VIEWCHANGED, eventData);
-    }
-}
-
-void ScrollView::HandleScrollBarChanged(StringHash eventType, VariantMap& eventData)
-{
-    if (!ignoreEvents_)
-    {
-        IntVector2 size = scrollPanel_->GetSize();
-        IntRect panelBorder = scrollPanel_->GetClipBorder();
-        size.x_ -= panelBorder.left_ + panelBorder.right_;
-        size.y_ -= panelBorder.top_ + panelBorder.bottom_;
-
-        UpdateView(IntVector2(
-            (int)(horizontalScrollBar_->GetValue() * (float)size.x_),
-            (int)(verticalScrollBar_->GetValue() * (float)size.y_)
-        ));
-    }
-}
-
-void ScrollView::HandleScrollBarVisibleChanged(StringHash eventType, VariantMap& eventData)
-{
-    // Need to recalculate panel size when scrollbar visibility changes
-    if (!ignoreEvents_)
-        OnResize();
-}
-
-void ScrollView::HandleElementResized(StringHash eventType, VariantMap& eventData)
-{
-    if (!ignoreEvents_)
-        OnResize();
-}
-
-void ScrollView::HandleTouchMove(StringHash eventType, VariantMap& eventData)
-{
-    using namespace TouchMove;
-
-    if (eventType == E_TOUCHMOVE && !barScrolling_)
-    {
-        scrollTouchDown_ = true;
-        // Take new scrolling speed if it's faster than the current accumulated value
-        float dX = (float)-eventData[P_DX].GetInt();
-        float dY = (float)-eventData[P_DY].GetInt();
-
-        if (Abs(dX) > Abs(touchScrollSpeed_.x_))
-            touchScrollSpeed_.x_ = dX;
-        if (Abs(dY) > Abs(touchScrollSpeed_.y_))
-            touchScrollSpeed_.y_ = dY;
-
-        // Auto disable children
-        touchDistanceSum_ += dX * dX + dY * dY;
-        if (autoDisableChildren_ && touchDistanceSum_ >= autoDisableThreshold_)
-        {
-            if (visible_ && !scrollChildrenDisable_)
-            {
-                scrollChildrenDisable_ = true;
-                scrollPanel_->SetDeepEnabled(false);
-            }
-        }
-
-        touchScrollSpeedMax_.x_ = dX;
-        touchScrollSpeedMax_.y_ = dY;
-    }
-    else if (eventType == E_TOUCHBEGIN)
-    {
-        int X = eventData[P_X].GetInt();
-        int Y = eventData[P_Y].GetInt();
-        IntVector2 pos = IntVector2(X, Y);
-
-        // Prevent conflict between touch scroll and scrollbar scroll
-        if (horizontalScrollBar_->IsVisible() && horizontalScrollBar_->IsInsideCombined(pos, true))
-            barScrolling_ = true;
-
-        if (verticalScrollBar_->IsVisible() && verticalScrollBar_->IsInsideCombined(pos, true))
-            barScrolling_ = true;
-
-        // Stop the smooth scrolling
-        touchScrollSpeed_ = Vector2::ZERO;
-        touchScrollSpeedMax_ = Vector2::ZERO;
-    }
-    else if (eventType == E_TOUCHEND)
-    {
-        // 'Flick' action
-        // Release any auto disabled children
-        if (scrollChildrenDisable_)
-        {
-            touchDistanceSum_ = 0.0f;
-            scrollChildrenDisable_ = false;
-            scrollPanel_->ResetDeepEnabled();
-        }
-
-        barScrolling_ = false;
-        scrollTouchDown_ = false;
-        if (Abs(touchScrollSpeedMax_.x_) > scrollSnapEpsilon_)
-            touchScrollSpeed_.x_ = touchScrollSpeedMax_.x_;
-        else
-            touchScrollSpeed_.x_ = 0;
-
-        if (Abs(touchScrollSpeedMax_.y_) > scrollSnapEpsilon_)
-            touchScrollSpeed_.y_ = touchScrollSpeedMax_.y_;
-        else
-            touchScrollSpeed_.y_ = 0;
-        touchScrollSpeedMax_ = Vector2::ZERO;
-    }
-}
-
-void ScrollView::ScrollSmooth(float timeStep)
-{
-    // Decay the momentum
-    if (touchScrollSpeedMax_.x_ >= scrollSnapEpsilon_)
-    {
-        touchScrollSpeedMax_.x_ -= scrollDeceleration_ * timeStep;
-        touchScrollSpeedMax_.x_ = touchScrollSpeedMax_.x_ > 0 ? touchScrollSpeedMax_.x_ : 0;
-    }
-    else if (touchScrollSpeedMax_.x_ <= -scrollSnapEpsilon_)
-    {
-        touchScrollSpeedMax_.x_ += scrollDeceleration_ * timeStep;
-        touchScrollSpeedMax_.x_ = touchScrollSpeedMax_.x_ < 0 ? touchScrollSpeedMax_.x_ : 0;
-    }
-    else
-        touchScrollSpeedMax_.x_ = 0;
-
-    if (touchScrollSpeedMax_.y_ >= scrollSnapEpsilon_)
-    {
-        touchScrollSpeedMax_.y_ -= scrollDeceleration_ * timeStep;
-        touchScrollSpeedMax_.y_ = touchScrollSpeedMax_.y_ > 0 ? touchScrollSpeedMax_.y_ : 0;
-    }
-    else if (touchScrollSpeedMax_.y_ <= -scrollSnapEpsilon_)
-    {
-        touchScrollSpeedMax_.y_ += scrollDeceleration_ * timeStep;
-        touchScrollSpeedMax_.y_ = touchScrollSpeedMax_.y_ < 0 ? touchScrollSpeedMax_.y_ : 0;
-    }
-    else
-        touchScrollSpeedMax_.y_ = 0;
-
-    // Control vs flick
-    if (scrollTouchDown_)
-    {
-        // Finger is held down: control = instant stop
-        touchScrollSpeed_ = Vector2::ZERO;
-    }
-    else
-    {
-        // Finger is released: flick = smooth deceleration
-        if (touchScrollSpeed_.x_ >= scrollSnapEpsilon_)
-        {
-            touchScrollSpeed_.x_ -= scrollDeceleration_ * timeStep;
-            if (touchScrollSpeed_.x_ < 0)
-            {
-                touchScrollSpeed_.x_ = 0;
-            }
-
-            if (horizontalScrollBar_->GetValue() >= horizontalScrollBar_->GetRange() - M_EPSILON)
-            {
-                // Stop movement when we reach end of scroll
-                touchScrollSpeed_.x_ = 0;
-            }
-        }
-        else if (touchScrollSpeed_.x_ < -scrollSnapEpsilon_)
-        {
-            touchScrollSpeed_.x_ += scrollDeceleration_ * timeStep;
-            if (touchScrollSpeed_.x_ > 0)
-            {
-                touchScrollSpeed_.x_ = 0;
-            }
-
-            if (horizontalScrollBar_->GetValue() <= M_EPSILON)
-            {
-                // Stop movement when we reach end of scroll
-                touchScrollSpeed_.x_ = 0;
-            }
-        }
-        else
-            touchScrollSpeed_.x_ = 0;
-
-        if (touchScrollSpeed_.y_ >= scrollSnapEpsilon_)
-        {
-            touchScrollSpeed_.y_ -= scrollDeceleration_ * timeStep;
-            if (touchScrollSpeed_.y_ < 0)
-            {
-                touchScrollSpeed_.y_ = 0;
-            }
-
-            if (verticalScrollBar_->GetValue() >= verticalScrollBar_->GetRange() - M_EPSILON)
-            {
-                // Stop movement when we reach end of scroll
-                touchScrollSpeed_.y_ = 0;
-            }
-        }
-        else if (touchScrollSpeed_.y_ < -scrollSnapEpsilon_)
-        {
-            touchScrollSpeed_.y_ += scrollDeceleration_ * timeStep;
-            if (touchScrollSpeed_.y_ > 0)
-            {
-                touchScrollSpeed_.y_ = 0;
-            }
-
-            if (verticalScrollBar_->GetValue() <= M_EPSILON)
-            {
-                // Stop movement when we reach end of scroll
-                touchScrollSpeed_.y_ = 0;
-            }
-        }
-        else
-            touchScrollSpeed_.y_ = 0;
-    }
-}
-
-}
-
-}

+ 0 - 199
Source/Atomic/UI/SystemUI/ScrollView.h

@@ -1,199 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#pragma once
-
-#include "UIElement.h"
-
-namespace Atomic
-{
-
-
-namespace SystemUI
-{
-
-class BorderImage;
-class ScrollBar;
-
-/// Scrollable %UI element for showing a (possibly large) child element.
-class ATOMIC_API ScrollView : public UIElement
-{
-    ATOMIC_OBJECT(ScrollView, UIElement);
-
-public:
-    /// Construct.
-    ScrollView(Context* context);
-    /// Destruct.
-    virtual ~ScrollView();
-    /// Register object factory.
-    static void RegisterObject(Context* context);
-
-    /// Perform UI element update.
-    virtual void Update(float timeStep);
-    /// Apply attribute changes that can not be applied immediately.
-    virtual void ApplyAttributes();
-    /// React to mouse wheel.
-    virtual void OnWheel(int delta, int buttons, int qualifiers);
-    /// React to a key press.
-    virtual void OnKey(int key, int buttons, int qualifiers);
-    /// React to resize.
-    virtual void OnResize();
-
-    /// Set content element.
-    void SetContentElement(UIElement* element);
-    /// Set view offset from the top-left corner.
-    void SetViewPosition(const IntVector2& position);
-    /// Set view offset from the top-left corner.
-    void SetViewPosition(int x, int y);
-    /// Set scrollbars' visibility manually. Disables scrollbar autoshow/hide.
-    void SetScrollBarsVisible(bool horizontal, bool vertical);
-    /// Set whether to automatically show/hide scrollbars. Default true.
-    void SetScrollBarsAutoVisible(bool enable);
-    /// Set arrow key scroll step. Also sets it on the scrollbars.
-    void SetScrollStep(float step);
-    /// Set arrow key page step.
-    void SetPageStep(float step);
-
-    /// Set scroll deceleration.
-    void SetScrollDeceleration(float deceleration) { scrollDeceleration_ = deceleration; }
-
-    /// Set scroll snap epsilon
-    void SetScrollSnapEpsilon(float snap) { scrollSnapEpsilon_ = snap; }
-
-    /// Set whether child elements should be disabled while touch scrolling.
-    void SetAutoDisableChildren(bool disable) { autoDisableChildren_ = disable; };
-
-    /// Set how much touch movement is needed to trigger child element disabling.
-    void SetAutoDisableThreshold(float amount) { autoDisableThreshold_ = amount; };
-
-    /// Return view offset from the top-left corner.
-    const IntVector2& GetViewPosition() const { return viewPosition_; }
-
-    /// Return content element.
-    UIElement* GetContentElement() const { return contentElement_; }
-
-    /// Return horizontal scroll bar.
-    ScrollBar* GetHorizontalScrollBar() const { return horizontalScrollBar_; }
-
-    /// Return vertical scroll bar.
-    ScrollBar* GetVerticalScrollBar() const { return verticalScrollBar_; }
-
-    /// Return scroll panel.
-    BorderImage* GetScrollPanel() const { return scrollPanel_; }
-
-    /// Return whether scrollbars are automatically shown/hidden.
-    bool GetScrollBarsAutoVisible() const { return scrollBarsAutoVisible_; }
-
-    /// Return arrow key scroll step.
-    float GetScrollStep() const;
-
-    /// Return arrow key page step.
-    float GetPageStep() const { return pageStep_; }
-
-    /// Return scroll deceleration.
-    float GetScrollDeceleration() const { return scrollDeceleration_; }
-
-    /// Return scroll snap epsilon
-    float GetScrollSnapEpsilon() const { return scrollSnapEpsilon_; }
-
-    /// Return whether child element will be disabled while touch scrolling.
-    bool GetAutoDisableChildren() const { return autoDisableChildren_; }
-
-    /// Return how much touch movement is needed to trigger child element disabling.
-    float GetAutoDisableThreshold() const { return autoDisableThreshold_; }
-
-    /// Set view position attribute.
-    void SetViewPositionAttr(const IntVector2& value);
-
-protected:
-    /// Filter implicit attributes in serialization process.
-    virtual bool FilterImplicitAttributes(XMLElement& dest) const;
-    /// Filter implicit attributes in serialization process for internal scroll bar.
-    bool FilterScrollBarImplicitAttributes(XMLElement& dest, const String& name) const;
-    /// Resize panel based on scrollbar visibility.
-    void UpdatePanelSize();
-    /// Recalculate view size, validate view position and update scrollbars.
-    void UpdateViewSize();
-    /// Update the scrollbars' ranges and positions.
-    void UpdateScrollBars();
-    /// Limit and update the view with a new position.
-    void UpdateView(const IntVector2& position);
-
-    /// Content element.
-    SharedPtr<UIElement> contentElement_;
-    /// Horizontal scroll bar.
-    SharedPtr<ScrollBar> horizontalScrollBar_;
-    /// Vertical scroll bar.
-    SharedPtr<ScrollBar> verticalScrollBar_;
-    /// Scroll panel element.
-    SharedPtr<BorderImage> scrollPanel_;
-    /// Current view offset from the top-left corner.
-    IntVector2 viewPosition_;
-    /// Total view size.
-    IntVector2 viewSize_;
-    /// View offset attribute.
-    IntVector2 viewPositionAttr_;
-    /// Accumulated touch scroll speed.
-    Vector2 touchScrollSpeed_;
-    /// Max touch scroll speed.
-    Vector2 touchScrollSpeedMax_;
-    /// Arrow key page step.
-    float pageStep_;
-    /// Automatically show/hide scrollbars flag.
-    bool scrollBarsAutoVisible_;
-    /// Ignore scrollbar events flag. Used to prevent possible endless loop when resizing.
-    bool ignoreEvents_;
-    /// Resize content widget width to match panel. Internal flag, used by the ListView class.
-    bool resizeContentWidth_;
-    /// Scroll deceleration
-    float scrollDeceleration_;
-    /// Scroll snap epsilon
-    float scrollSnapEpsilon_;
-    /// Used to trigger scroll smoothing when false;
-    bool scrollTouchDown_;
-    /// Used to prevent touch scroll - scroll bar conflict
-    bool barScrolling_;
-    /// Used to determine if child elements should be disabled while touch scrolling, to prevent their trigger.
-    bool autoDisableChildren_;
-    /// Used to determine if children have been disabled.
-    bool scrollChildrenDisable_;
-    /// Distance moved with touch scrolling
-    float touchDistanceSum_;
-    /// Threshold to trigger auto disable children
-    float autoDisableThreshold_;
-
-private:
-    /// Handle scrollbar value changed.
-    void HandleScrollBarChanged(StringHash eventType, VariantMap& eventData);
-    /// Handle scrollbar visibility changed.
-    void HandleScrollBarVisibleChanged(StringHash eventType, VariantMap& eventData);
-    /// Handle content element resized.
-    void HandleElementResized(StringHash eventType, VariantMap& eventData);
-    /// Handle touch move event for scrolling.
-    void HandleTouchMove(StringHash eventType, VariantMap& eventData);
-    /// Handle the scroll smoothing.
-    void ScrollSmooth(float timeStep);
-};
-
-}
-
-}

+ 0 - 287
Source/Atomic/UI/SystemUI/Slider.cpp

@@ -1,287 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#include "../../Core/Context.h"
-#include "../../Input/InputEvents.h"
-#include "../../IO/Log.h"
-#include "Slider.h"
-#include "SystemUIEvents.h"
-
-#include "../../DebugNew.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-const char* orientations[] =
-{
-    "Horizontal",
-    "Vertical",
-    0
-};
-
-extern const char* UI_CATEGORY;
-
-Slider::Slider(Context* context) :
-    BorderImage(context),
-    orientation_(O_HORIZONTAL),
-    range_(1.0f),
-    value_(0.0f),
-    dragSlider_(false),
-    repeatRate_(0.0f)
-{
-    SetEnabled(true);
-    knob_ = CreateChild<BorderImage>("S_Knob");
-    knob_->SetInternal(true);
-
-    UpdateSlider();
-}
-
-Slider::~Slider()
-{
-}
-
-void Slider::RegisterObject(Context* context)
-{
-    context->RegisterFactory<Slider>(UI_CATEGORY);
-
-    ATOMIC_COPY_BASE_ATTRIBUTES(BorderImage);
-    ATOMIC_UPDATE_ATTRIBUTE_DEFAULT_VALUE("Is Enabled", true);
-    ATOMIC_ENUM_ACCESSOR_ATTRIBUTE("Orientation", GetOrientation, SetOrientation, Orientation, orientations, O_HORIZONTAL, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Range", GetRange, SetRange, float, 1.0f, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Value", GetValue, SetValue, float, 0.0f, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Repeat Rate", GetRepeatRate, SetRepeatRate, float, 0.0f, AM_FILE);
-}
-
-void Slider::Update(float timeStep)
-{
-    if (dragSlider_)
-        hovering_ = true;
-
-    // Propagate hover effect to the slider knob
-    knob_->SetHovering(hovering_);
-    knob_->SetSelected(hovering_);
-}
-
-void Slider::OnHover(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers, Cursor* cursor)
-{
-    BorderImage::OnHover(position, screenPosition, buttons, qualifiers, cursor);
-
-    // Show hover effect if inside the slider knob
-    hovering_ = knob_->IsInside(screenPosition, true);
-
-    // If not hovering on the knob, send it as page event
-    if (!hovering_)
-        Page(position, (bool)(buttons & MOUSEB_LEFT));
-}
-
-void Slider::OnClickBegin(const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers,
-    Cursor* cursor)
-{
-    selected_ = true;
-    hovering_ = knob_->IsInside(screenPosition, true);
-    if (!hovering_ && button == MOUSEB_LEFT)
-        Page(position, true);
-}
-
-void Slider::OnClickEnd(const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers,
-    Cursor* cursor, UIElement* beginElement)
-{
-    hovering_ = knob_->IsInside(screenPosition, true);
-    if (!hovering_ && button == MOUSEB_LEFT)
-        Page(position, false);
-}
-
-void Slider::OnDragBegin(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers, Cursor* cursor)
-{
-    UIElement::OnDragBegin(position, screenPosition, buttons, qualifiers, cursor);
-
-    if (buttons == MOUSEB_LEFT)
-    {
-        dragBeginCursor_ = position;
-        dragBeginPosition_ = knob_->GetPosition();
-        dragSlider_ = knob_->IsInside(screenPosition, true);
-    }
-}
-
-void Slider::OnDragMove(const IntVector2& position, const IntVector2& screenPosition, const IntVector2& deltaPos, int buttons,
-    int qualifiers, Cursor* cursor)
-{
-    if (!editable_ || !dragSlider_ || GetSize() == knob_->GetSize())
-        return;
-
-    float newValue;
-    IntVector2 delta = position - dragBeginCursor_;
-
-    if (orientation_ == O_HORIZONTAL)
-    {
-        int newX = Clamp(dragBeginPosition_.x_ + delta.x_, 0, GetWidth() - knob_->GetWidth());
-        knob_->SetPosition(newX, 0);
-        newValue = (float)newX * range_ / (float)(GetWidth() - knob_->GetWidth());
-    }
-    else
-    {
-        int newY = Clamp(dragBeginPosition_.y_ + delta.y_, 0, GetHeight() - knob_->GetHeight());
-        knob_->SetPosition(0, newY);
-        newValue = (float)newY * range_ / (float)(GetHeight() - knob_->GetHeight());
-    }
-
-    SetValue(newValue);
-}
-
-void Slider::OnDragEnd(const IntVector2& position, const IntVector2& screenPosition, int dragButtons, int buttons, Cursor* cursor)
-{
-    UIElement::OnDragEnd(position, screenPosition, dragButtons, buttons, cursor);
-
-    if (dragButtons == MOUSEB_LEFT)
-    {
-        dragSlider_ = false;
-        selected_ = false;
-    }
-}
-
-void Slider::OnResize()
-{
-    UpdateSlider();
-}
-
-void Slider::SetOrientation(Orientation type)
-{
-    orientation_ = type;
-    UpdateSlider();
-}
-
-void Slider::SetRange(float range)
-{
-    range = Max(range, 0.0f);
-    if (range != range_)
-    {
-        range_ = range;
-        UpdateSlider();
-    }
-}
-
-void Slider::SetValue(float value)
-{
-    value = Clamp(value, 0.0f, range_);
-    if (value != value_)
-    {
-        value_ = value;
-        UpdateSlider();
-
-        using namespace SliderChanged;
-
-        VariantMap& eventData = GetEventDataMap();
-        eventData[P_ELEMENT] = this;
-        eventData[P_VALUE] = value_;
-        SendEvent(E_SLIDERCHANGED, eventData);
-    }
-}
-
-void Slider::ChangeValue(float delta)
-{
-    SetValue(value_ + delta);
-}
-
-void Slider::SetRepeatRate(float rate)
-{
-    repeatRate_ = Max(rate, 0.0f);
-}
-
-bool Slider::FilterImplicitAttributes(XMLElement& dest) const
-{
-    if (!BorderImage::FilterImplicitAttributes(dest))
-        return false;
-
-    XMLElement childElem = dest.GetChild("element");
-    if (!childElem)
-        return false;
-    if (!RemoveChildXML(childElem, "Name", "S_Knob"))
-        return false;
-    if (!RemoveChildXML(childElem, "Position"))
-        return false;
-    if (!RemoveChildXML(childElem, "Size"))
-        return false;
-
-    return true;
-}
-
-void Slider::UpdateSlider()
-{
-    const IntRect& border = knob_->GetBorder();
-
-    if (range_ > 0.0f)
-    {
-        if (orientation_ == O_HORIZONTAL)
-        {
-            int sliderLength = (int)Max((float)GetWidth() / (range_ + 1.0f), (float)(border.left_ + border.right_));
-            float sliderPos = (float)(GetWidth() - sliderLength) * value_ / range_;
-            knob_->SetSize(sliderLength, GetHeight());
-            knob_->SetPosition(Clamp((int)(sliderPos + 0.5f), 0, GetWidth() - knob_->GetWidth()), 0);
-        }
-        else
-        {
-            int sliderLength = (int)Max((float)GetHeight() / (range_ + 1.0f), (float)(border.top_ + border.bottom_));
-            float sliderPos = (float)(GetHeight() - sliderLength) * value_ / range_;
-            knob_->SetSize(GetWidth(), sliderLength);
-            knob_->SetPosition(0, Clamp((int)(sliderPos + 0.5f), 0, GetHeight() - knob_->GetHeight()));
-        }
-    }
-    else
-    {
-        knob_->SetSize(GetSize());
-        knob_->SetPosition(0, 0);
-    }
-}
-
-void Slider::Page(const IntVector2& position, bool pressed)
-{
-    if (!editable_)
-        return;
-
-    IntVector2 offsetXY = position - knob_->GetPosition() - knob_->GetSize() / 2;
-    int offset = orientation_ == O_HORIZONTAL ? offsetXY.x_ : offsetXY.y_;
-    float length = (float)(orientation_ == O_HORIZONTAL ? GetWidth() : GetHeight());
-
-    using namespace SliderPaged;
-
-    VariantMap& eventData = GetEventDataMap();
-    eventData[P_ELEMENT] = this;
-    eventData[P_OFFSET] = offset;
-
-    // Start transmitting repeated pages after the initial press
-    if (selected_ && pressed && repeatRate_ > 0.0f &&
-        repeatTimer_.GetMSec(false) >= Lerp<float>(1000.0f / repeatRate_, 0, Abs(offset) / length))
-        repeatTimer_.Reset();
-    else
-        pressed = false;
-
-    eventData[P_PRESSED] = pressed;
-
-    SendEvent(E_SLIDERPAGED, eventData);
-}
-
-}
-
-}

+ 0 - 126
Source/Atomic/UI/SystemUI/Slider.h

@@ -1,126 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#pragma once
-
-#include "BorderImage.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-/// %Slider bar %UI element.
-class ATOMIC_API Slider : public BorderImage
-{
-    ATOMIC_OBJECT(Slider, BorderImage);
-
-public:
-    /// Construct.
-    Slider(Context* context);
-    /// Destruct.
-    virtual ~Slider();
-    /// Register object factory.
-    static void RegisterObject(Context* context);
-
-    /// Perform UI element update.
-    virtual void Update(float timeStep);
-    /// React to mouse hover.
-    virtual void OnHover(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers, Cursor* cursor);
-    /// React to mouse click begin.
-    virtual void OnClickBegin
-        (const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers, Cursor* cursor);
-    /// React to mouse click end.
-    virtual void OnClickEnd
-        (const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers, Cursor* cursor,
-            UIElement* beginElement);
-    /// React to mouse drag begin.
-    virtual void
-        OnDragBegin(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers, Cursor* cursor);
-    /// React to mouse drag motion.
-    virtual void OnDragMove
-        (const IntVector2& position, const IntVector2& screenPosition, const IntVector2& deltaPos, int buttons, int qualifiers,
-            Cursor* cursor);
-    /// React to mouse drag end.
-    virtual void
-        OnDragEnd(const IntVector2& position, const IntVector2& screenPosition, int dragButtons, int buttons, Cursor* cursor);
-    /// React to resize.
-    virtual void OnResize();
-
-    /// Set orientation type.
-    void SetOrientation(Orientation orientation);
-    /// Set slider range maximum value (minimum value is always 0.)
-    void SetRange(float range);
-    /// Set slider current value.
-    void SetValue(float value);
-    /// Change value by a delta.
-    void ChangeValue(float delta);
-    /// Set paging minimum repeat rate (number of events per second).
-    void SetRepeatRate(float rate);
-
-    /// Return orientation type.
-    Orientation GetOrientation() const { return orientation_; }
-
-    /// Return slider range.
-    float GetRange() const { return range_; }
-
-    /// Return slider current value.
-    float GetValue() const { return value_; }
-
-    /// Return knob element.
-    BorderImage* GetKnob() const { return knob_; }
-
-    /// Return paging minimum repeat rate (number of events per second).
-    float GetRepeatRate() const { return repeatRate_; }
-
-protected:
-    /// Filter implicit attributes in serialization process.
-    virtual bool FilterImplicitAttributes(XMLElement& dest) const;
-    /// Update slider knob position & size.
-    void UpdateSlider();
-    /// Send slider page event.
-    void Page(const IntVector2& position, bool pressed);
-
-    /// Slider knob.
-    SharedPtr<BorderImage> knob_;
-    /// Orientation.
-    Orientation orientation_;
-    /// Slider range.
-    float range_;
-    /// Slider current value.
-    float value_;
-    /// Internal flag of whether the slider is being dragged.
-    bool dragSlider_;
-    /// Original mouse cursor position at drag begin.
-    IntVector2 dragBeginCursor_;
-    /// Original slider position at drag begin.
-    IntVector2 dragBeginPosition_;
-    /// Paging repeat rate.
-    float repeatRate_;
-    /// Paging minimum repeat timer.
-    Timer repeatTimer_;
-};
-
-}
-
-}

+ 0 - 287
Source/Atomic/UI/SystemUI/Sprite.cpp

@@ -1,287 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#include "../../Core/Context.h"
-#include "../../Graphics/Texture2D.h"
-#include "../../Resource/ResourceCache.h"
-#include "Sprite.h"
-
-#include "../../DebugNew.h"
-
-namespace Atomic
-{
-
-extern const char* blendModeNames[];
-
-namespace SystemUI
-{
-
-extern const char* horizontalAlignments[];
-extern const char* verticalAlignments[];
-extern const char* UI_CATEGORY;
-
-Sprite::Sprite(Context* context) :
-    UIElement(context),
-    floatPosition_(Vector2::ZERO),
-    hotSpot_(IntVector2::ZERO),
-    scale_(Vector2::ONE),
-    rotation_(0.0f),
-    imageRect_(IntRect::ZERO),
-    blendMode_(BLEND_REPLACE)
-{
-}
-
-Sprite::~Sprite()
-{
-}
-
-void Sprite::RegisterObject(Context* context)
-{
-    context->RegisterFactory<Sprite>(UI_CATEGORY);
-
-    ATOMIC_ACCESSOR_ATTRIBUTE("Name", GetName, SetName, String, String::EMPTY, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Position", GetPosition, SetPosition, Vector2, Vector2::ZERO, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Size", GetSize, SetSize, IntVector2, IntVector2::ZERO, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Hotspot", GetHotSpot, SetHotSpot, IntVector2, IntVector2::ZERO, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Scale", GetScale, SetScale, Vector2, Vector2::ONE, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Rotation", GetRotation, SetRotation, float, 0.0f, AM_FILE);
-    ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("Texture", GetTextureAttr, SetTextureAttr, ResourceRef, ResourceRef(Texture2D::GetTypeStatic()),
-        AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Image Rect", GetImageRect, SetImageRect, IntRect, IntRect::ZERO, AM_FILE);
-    ATOMIC_ENUM_ACCESSOR_ATTRIBUTE("Blend Mode", GetBlendMode, SetBlendMode, BlendMode, blendModeNames, 0, AM_FILE);
-    ATOMIC_ENUM_ACCESSOR_ATTRIBUTE("Horiz Alignment", GetHorizontalAlignment, SetHorizontalAlignment, HorizontalAlignment,
-        horizontalAlignments, HA_LEFT, AM_FILE);
-    ATOMIC_ENUM_ACCESSOR_ATTRIBUTE("Vert Alignment", GetVerticalAlignment, SetVerticalAlignment, VerticalAlignment, verticalAlignments,
-        VA_TOP, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Priority", GetPriority, SetPriority, int, 0, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Opacity", GetOpacity, SetOpacity, float, 1.0f, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Color", GetColorAttr, SetColor, Color, Color::WHITE, AM_FILE);
-    ATOMIC_ATTRIBUTE("Top Left Color", Color, color_[0], Color::WHITE, AM_FILE);
-    ATOMIC_ATTRIBUTE("Top Right Color", Color, color_[1], Color::WHITE, AM_FILE);
-    ATOMIC_ATTRIBUTE("Bottom Left Color", Color, color_[2], Color::WHITE, AM_FILE);
-    ATOMIC_ATTRIBUTE("Bottom Right Color", Color, color_[3], Color::WHITE, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Is Visible", IsVisible, SetVisible, bool, true, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Use Derived Opacity", GetUseDerivedOpacity, SetUseDerivedOpacity, bool, true, AM_FILE);
-    ATOMIC_ATTRIBUTE("Variables", VariantMap, vars_, Variant::emptyVariantMap, AM_FILE);
-}
-
-bool Sprite::IsWithinScissor(const IntRect& currentScissor)
-{
-    /// \todo Implement properly, for now just checks visibility flag
-    return visible_;
-}
-
-const IntVector2& Sprite::GetScreenPosition() const
-{
-    // This updates screen position for a sprite
-    GetTransform();
-    return screenPosition_;
-}
-
-void Sprite::GetBatches(PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor)
-{
-    bool allOpaque = true;
-    if (GetDerivedOpacity() < 1.0f || color_[C_TOPLEFT].a_ < 1.0f || color_[C_TOPRIGHT].a_ < 1.0f ||
-        color_[C_BOTTOMLEFT].a_ < 1.0f || color_[C_BOTTOMRIGHT].a_ < 1.0f)
-        allOpaque = false;
-
-    const IntVector2& size = GetSize();
-    SystemUIBatch
-        batch(this, blendMode_ == BLEND_REPLACE && !allOpaque ? BLEND_ALPHA : blendMode_, currentScissor, texture_, &vertexData);
-
-    batch.AddQuad(GetTransform(), 0, 0, size.x_, size.y_, imageRect_.left_, imageRect_.top_, imageRect_.right_ - imageRect_.left_,
-        imageRect_.bottom_ - imageRect_.top_);
-
-    SystemUIBatch::AddOrMerge(batch, batches);
-
-    // Reset hovering for next frame
-    hovering_ = false;
-}
-
-void Sprite::OnPositionSet()
-{
-    // If the integer position was set (layout update?), copy to the float position
-    floatPosition_ = Vector2((float)position_.x_, (float)position_.y_);
-}
-
-void Sprite::SetPosition(const Vector2& position)
-{
-    if (position != floatPosition_)
-    {
-        floatPosition_ = position;
-        // Copy to the integer position
-        position_ = IntVector2((int)position.x_, (int)position.y_);
-        MarkDirty();
-    }
-}
-
-void Sprite::SetPosition(float x, float y)
-{
-    SetPosition(Vector2(x, y));
-}
-
-void Sprite::SetHotSpot(const IntVector2& hotSpot)
-{
-    if (hotSpot != hotSpot_)
-    {
-        hotSpot_ = hotSpot;
-        MarkDirty();
-    }
-}
-
-void Sprite::SetHotSpot(int x, int y)
-{
-    SetHotSpot(IntVector2(x, y));
-}
-
-void Sprite::SetScale(const Vector2& scale)
-{
-    if (scale != scale_)
-    {
-        scale_ = scale;
-        MarkDirty();
-    }
-}
-
-void Sprite::SetScale(float x, float y)
-{
-    SetScale(Vector2(x, y));
-}
-
-void Sprite::SetScale(float scale)
-{
-    SetScale(Vector2(scale, scale));
-}
-
-void Sprite::SetRotation(float angle)
-{
-    if (angle != rotation_)
-    {
-        rotation_ = angle;
-        MarkDirty();
-    }
-}
-
-void Sprite::SetTexture(Texture* texture)
-{
-    texture_ = texture;
-    if (imageRect_ == IntRect::ZERO)
-        SetFullImageRect();
-}
-
-void Sprite::SetImageRect(const IntRect& rect)
-{
-    if (rect != IntRect::ZERO)
-        imageRect_ = rect;
-}
-
-void Sprite::SetFullImageRect()
-{
-    if (texture_)
-        SetImageRect(IntRect(0, 0, texture_->GetWidth(), texture_->GetHeight()));
-}
-
-void Sprite::SetBlendMode(BlendMode mode)
-{
-    blendMode_ = mode;
-}
-
-const Matrix3x4& Sprite::GetTransform() const
-{
-    if (positionDirty_)
-    {
-        Vector2 pos = floatPosition_;
-
-        Matrix3x4 parentTransform;
-
-        if (parent_)
-        {
-            Sprite* parentSprite = dynamic_cast<Sprite*>(parent_);
-            if (parentSprite)
-                parentTransform = parentSprite->GetTransform();
-            else
-            {
-                const IntVector2& parentScreenPos = parent_->GetScreenPosition() + parent_->GetChildOffset();
-                parentTransform = Matrix3x4::IDENTITY;
-                parentTransform.SetTranslation(Vector3((float)parentScreenPos.x_, (float)parentScreenPos.y_, 0.0f));
-            }
-
-            switch (GetHorizontalAlignment())
-            {
-            case HA_LEFT:
-                break;
-
-            case HA_CENTER:
-                pos.x_ += (float)(parent_->GetSize().x_ / 2);
-                break;
-
-            case HA_RIGHT:
-                pos.x_ += (float)parent_->GetSize().x_;
-                break;
-            }
-            switch (GetVerticalAlignment())
-            {
-            case VA_TOP:
-                break;
-
-            case VA_CENTER:
-                pos.y_ += (float)(parent_->GetSize().y_ / 2);
-                break;
-
-            case VA_BOTTOM:
-                pos.y_ += (float)(parent_->GetSize().y_);
-                break;
-            }
-        }
-        else
-            parentTransform = Matrix3x4::IDENTITY;
-
-        Matrix3x4 hotspotAdjust(Matrix3x4::IDENTITY);
-        hotspotAdjust.SetTranslation(Vector3((float)-hotSpot_.x_, (float)-hotSpot_.y_, 0.0f));
-
-        Matrix3x4 mainTransform(Vector3(pos, 0.0f), Quaternion(rotation_, Vector3::FORWARD), Vector3(scale_, 1.0f));
-
-        transform_ = parentTransform * mainTransform * hotspotAdjust;
-        positionDirty_ = false;
-
-        // Calculate an approximate screen position for GetElementAt(), or pixel-perfect child elements
-        Vector3 topLeftCorner = transform_ * Vector3::ZERO;
-        screenPosition_ = IntVector2((int)topLeftCorner.x_, (int)topLeftCorner.y_);
-    }
-
-    return transform_;
-}
-
-void Sprite::SetTextureAttr(const ResourceRef& value)
-{
-    ResourceCache* cache = GetSubsystem<ResourceCache>();
-    SetTexture(cache->GetResource<Texture2D>(value.name_));
-}
-
-ResourceRef Sprite::GetTextureAttr() const
-{
-    return GetResourceRef(texture_, Texture2D::GetTypeStatic());
-}
-
-}
-
-}

+ 0 - 130
Source/Atomic/UI/SystemUI/Sprite.h

@@ -1,130 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#pragma once
-
-#include "../../Math/Matrix3x4.h"
-#include "UIElement.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-/// %UI element which allows sub-pixel positioning and size, as well as rotation. Only other Sprites should be added as child elements.
-class ATOMIC_API Sprite : public UIElement
-{
-    ATOMIC_OBJECT(Sprite, UIElement);
-
-public:
-    /// Construct.
-    Sprite(Context* context);
-    /// Destruct.
-    virtual ~Sprite();
-    /// Register object factory.
-    static void RegisterObject(Context* context);
-
-    /// Return whether is visible and inside a scissor rectangle and should be rendered.
-    virtual bool IsWithinScissor(const IntRect& currentScissor);
-    /// Update and return screen position.
-    virtual const IntVector2& GetScreenPosition() const;
-    /// Return UI rendering batches.
-    virtual void GetBatches(PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor);
-    /// React to position change.
-    virtual void OnPositionSet();
-
-    /// Set floating point position.
-    void SetPosition(const Vector2& position);
-    /// Set floating point position.
-    void SetPosition(float x, float y);
-    /// Set hotspot for positioning and rotation.
-    void SetHotSpot(const IntVector2& hotSpot);
-    /// Set hotspot for positioning and rotation.
-    void SetHotSpot(int x, int y);
-    /// Set scale. Scale also affects child sprites.
-    void SetScale(const Vector2& scale);
-    /// Set scale. Scale also affects child sprites.
-    void SetScale(float x, float y);
-    /// Set uniform scale. Scale also affects child sprites.
-    void SetScale(float scale);
-    /// Set rotation angle.
-    void SetRotation(float angle);
-    /// Set texture.
-    void SetTexture(Texture* texture);
-    /// Set part of texture to use as the image.
-    void SetImageRect(const IntRect& rect);
-    /// Use whole texture as the image.
-    void SetFullImageRect();
-    /// Set blend mode.
-    void SetBlendMode(BlendMode mode);
-
-    /// Return floating point position.
-    const Vector2& GetPosition() const { return floatPosition_; }
-
-    /// Return hotspot.
-    const IntVector2& GetHotSpot() const { return hotSpot_; }
-
-    /// Return scale.
-    const Vector2& GetScale() const { return scale_; }
-
-    /// Return rotation angle.
-    float GetRotation() const { return rotation_; }
-
-    /// Return texture.
-    Texture* GetTexture() const { return texture_; }
-
-    /// Return image rectangle.
-    const IntRect& GetImageRect() const { return imageRect_; }
-
-    /// Return blend mode.
-    BlendMode GetBlendMode() const { return blendMode_; }
-
-    /// Set texture attribute.
-    void SetTextureAttr(const ResourceRef& value);
-    /// Return texture attribute.
-    ResourceRef GetTextureAttr() const;
-    /// Update and return rendering transform, also used to transform child sprites.
-    const Matrix3x4& GetTransform() const;
-
-protected:
-    /// Floating point position.
-    Vector2 floatPosition_;
-    /// Hotspot for positioning and rotation.
-    IntVector2 hotSpot_;
-    /// Scale.
-    Vector2 scale_;
-    /// Rotation angle.
-    float rotation_;
-    /// Texture.
-    SharedPtr<Texture> texture_;
-    /// Image rectangle.
-    IntRect imageRect_;
-    /// Blend mode flag.
-    BlendMode blendMode_;
-    /// Transform matrix.
-    mutable Matrix3x4 transform_;
-};
-
-}
-
-}

+ 383 - 1812
Source/Atomic/UI/SystemUI/SystemUI.cpp

@@ -1,1812 +1,383 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#include "../../Core/Context.h"
-#include "../../Core/CoreEvents.h"
-#include "../../Core/Profiler.h"
-#include "../../Container/Sort.h"
-#include "../../Graphics/Graphics.h"
-#include "../../Graphics/GraphicsEvents.h"
-#include "../../Graphics/Shader.h"
-#include "../../Graphics/ShaderVariation.h"
-#include "../../Graphics/Texture2D.h"
-#include "../../Graphics/VertexBuffer.h"
-#include "../../Input/Input.h"
-#include "../../Input/InputEvents.h"
-#include "../../IO/Log.h"
-#include "../../Math/Matrix3x4.h"
-#include "../../Resource/ResourceCache.h"
-#include "CheckBox.h"
-#include "Cursor.h"
-#include "DropDownList.h"
-#include "Font.h"
-#include "LineEdit.h"
-#include "ListView.h"
-#include "MessageBox.h"
-#include "ScrollBar.h"
-#include "Slider.h"
-#include "Sprite.h"
-#include "Text.h"
-#include "ToolTip.h"
-#include "SystemUI.h"
-#include "SystemUIEvents.h"
-#include "Window.h"
-
-#include "Console.h"
-#include "DebugHud.h"
-
-#include <SDL/include/SDL.h>
-
-#include "../../DebugNew.h"
-
-#define TOUCHID_MASK(id) (1 << id)
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-StringHash VAR_ORIGIN("Origin");
-const StringHash VAR_ORIGINAL_PARENT("OriginalParent");
-const StringHash VAR_ORIGINAL_CHILD_INDEX("OriginalChildIndex");
-const StringHash VAR_PARENT_CHANGED("ParentChanged");
-
-const float DEFAULT_DOUBLECLICK_INTERVAL = 0.5f;
-const float DEFAULT_DRAGBEGIN_INTERVAL = 0.5f;
-const float DEFAULT_TOOLTIP_DELAY = 0.5f;
-const int DEFAULT_DRAGBEGIN_DISTANCE = 5;
-const int DEFAULT_FONT_TEXTURE_MAX_SIZE = 2048;
-
-const char* UI_CATEGORY = "UI";
-
-SystemUI::SystemUI(Context* context) :
-    Object(context),
-    rootElement_(new UIElement(context)),
-    rootModalElement_(new UIElement(context)),
-    doubleClickInterval_(DEFAULT_DOUBLECLICK_INTERVAL),
-    dragBeginInterval_(DEFAULT_DRAGBEGIN_INTERVAL),
-    defaultToolTipDelay_(DEFAULT_TOOLTIP_DELAY),
-    dragBeginDistance_(DEFAULT_DRAGBEGIN_DISTANCE),
-    mouseButtons_(0),
-    lastMouseButtons_(0),
-    qualifiers_(0),
-    maxFontTextureSize_(DEFAULT_FONT_TEXTURE_MAX_SIZE),
-    initialized_(false),
-    usingTouchInput_(false),
-#ifdef WIN32
-    nonFocusedMouseWheel_(false),    // Default MS Windows behaviour
-#else
-    nonFocusedMouseWheel_(true),     // Default Mac OS X and Linux behaviour
-#endif
-    useSystemClipboard_(false),
-#if defined(ANDROID) || defined(IOS)
-    useScreenKeyboard_(true),
-#else
-    useScreenKeyboard_(false),
-#endif
-    useMutableGlyphs_(false),
-    forceAutoHint_(false),
-    uiRendered_(false),
-    nonModalBatchSize_(0),
-    dragElementsCount_(0),
-    dragConfirmedCount_(0)
-{
-    rootElement_->SetTraversalMode(TM_DEPTH_FIRST);
-    rootModalElement_->SetTraversalMode(TM_DEPTH_FIRST);
-
-    // Register UI library object factories
-    RegisterSystemUILibrary(context_);
-
-    SubscribeToEvent(E_SCREENMODE, ATOMIC_HANDLER(SystemUI, HandleScreenMode));
-    SubscribeToEvent(E_MOUSEBUTTONDOWN, ATOMIC_HANDLER(SystemUI, HandleMouseButtonDown));
-    SubscribeToEvent(E_MOUSEBUTTONUP, ATOMIC_HANDLER(SystemUI, HandleMouseButtonUp));
-    SubscribeToEvent(E_MOUSEMOVE, ATOMIC_HANDLER(SystemUI, HandleMouseMove));
-    SubscribeToEvent(E_MOUSEWHEEL, ATOMIC_HANDLER(SystemUI, HandleMouseWheel));
-    SubscribeToEvent(E_TOUCHBEGIN, ATOMIC_HANDLER(SystemUI, HandleTouchBegin));
-    SubscribeToEvent(E_TOUCHEND, ATOMIC_HANDLER(SystemUI, HandleTouchEnd));
-    SubscribeToEvent(E_TOUCHMOVE, ATOMIC_HANDLER(SystemUI, HandleTouchMove));
-    SubscribeToEvent(E_KEYDOWN, ATOMIC_HANDLER(SystemUI, HandleKeyDown));
-    SubscribeToEvent(E_TEXTINPUT, ATOMIC_HANDLER(SystemUI, HandleTextInput));
-    SubscribeToEvent(E_DROPFILE, ATOMIC_HANDLER(SystemUI, HandleDropFile));
-
-    // Try to initialize right now, but skip if screen mode is not yet set
-    Initialize();
-}
-
-SystemUI::~SystemUI()
-{
-}
-
-void SystemUI::SetCursor(Cursor* cursor)
-{
-    // Remove old cursor (if any) and set new
-    if (cursor_)
-    {
-        rootElement_->RemoveChild(cursor_);
-        cursor_.Reset();
-    }
-    if (cursor)
-    {
-        rootElement_->AddChild(cursor);
-        cursor_ = cursor;
-
-        IntVector2 pos = cursor_->GetPosition();
-        const IntVector2& rootSize = rootElement_->GetSize();
-        pos.x_ = Clamp(pos.x_, 0, rootSize.x_ - 1);
-        pos.y_ = Clamp(pos.y_, 0, rootSize.y_ - 1);
-        cursor_->SetPosition(pos);
-    }
-}
-
-void SystemUI::SetFocusElement(UIElement* element, bool byKey)
-{
-    using namespace FocusChanged;
-
-    UIElement* originalElement = element;
-
-    if (element)
-    {
-        // Return if already has focus
-        if (focusElement_ == element)
-            return;
-
-        // Only allow child elements of the modal element to receive focus
-        if (HasModalElement())
-        {
-            UIElement* topLevel = element->GetParent();
-            while (topLevel && topLevel->GetParent() != rootElement_)
-                topLevel = topLevel->GetParent();
-            if (topLevel)   // If parented to non-modal root then ignore
-                return;
-        }
-
-        // Search for an element in the hierarchy that can alter focus. If none found, exit
-        element = GetFocusableElement(element);
-        if (!element)
-            return;
-    }
-
-    // Remove focus from the old element
-    if (focusElement_)
-    {
-        UIElement* oldFocusElement = focusElement_;
-        focusElement_.Reset();
-
-        VariantMap& focusEventData = GetEventDataMap();
-        focusEventData[Defocused::P_ELEMENT] = oldFocusElement;
-        oldFocusElement->SendEvent(E_DEFOCUSED, focusEventData);
-    }
-
-    // Then set focus to the new
-    if (element && element->GetFocusMode() >= FM_FOCUSABLE)
-    {
-        focusElement_ = element;
-
-        VariantMap& focusEventData = GetEventDataMap();
-        focusEventData[Focused::P_ELEMENT] = element;
-        focusEventData[Focused::P_BYKEY] = byKey;
-        element->SendEvent(E_FOCUSED, focusEventData);
-    }
-
-    VariantMap& eventData = GetEventDataMap();
-    eventData[P_CLICKEDELEMENT] = originalElement;
-    eventData[P_ELEMENT] = element;
-    SendEvent(E_FOCUSCHANGED, eventData);
-}
-
-bool SystemUI::SetModalElement(UIElement* modalElement, bool enable)
-{
-    if (!modalElement)
-        return false;
-
-    // Currently only allow modal window
-    if (modalElement->GetType() != Window::GetTypeStatic())
-        return false;
-
-    assert(rootModalElement_);
-    UIElement* currParent = modalElement->GetParent();
-    if (enable)
-    {
-        // Make sure it is not already the child of the root modal element
-        if (currParent == rootModalElement_)
-            return false;
-
-        // Adopt modal root as parent
-        modalElement->SetVar(VAR_ORIGINAL_PARENT, currParent);
-        modalElement->SetVar(VAR_ORIGINAL_CHILD_INDEX, currParent ? currParent->FindChild(modalElement) : M_MAX_UNSIGNED);
-        modalElement->SetParent(rootModalElement_);
-
-        // If it is a popup element, bring along its top-level parent
-        UIElement* originElement = static_cast<UIElement*>(modalElement->GetVar(VAR_ORIGIN).GetPtr());
-        if (originElement)
-        {
-            UIElement* element = originElement;
-            while (element && element->GetParent() != rootElement_)
-                element = element->GetParent();
-            if (element)
-            {
-                originElement->SetVar(VAR_PARENT_CHANGED, element);
-                UIElement* oriParent = element->GetParent();
-                element->SetVar(VAR_ORIGINAL_PARENT, oriParent);
-                element->SetVar(VAR_ORIGINAL_CHILD_INDEX, oriParent ? oriParent->FindChild(element) : M_MAX_UNSIGNED);
-                element->SetParent(rootModalElement_);
-            }
-        }
-
-        return true;
-    }
-    else
-    {
-        // Only the modal element can disable itself
-        if (currParent != rootModalElement_)
-            return false;
-
-        // Revert back to original parent
-        modalElement->SetParent(static_cast<UIElement*>(modalElement->GetVar(VAR_ORIGINAL_PARENT).GetPtr()),
-            modalElement->GetVar(VAR_ORIGINAL_CHILD_INDEX).GetUInt());
-        VariantMap& vars = const_cast<VariantMap&>(modalElement->GetVars());
-        vars.Erase(VAR_ORIGINAL_PARENT);
-        vars.Erase(VAR_ORIGINAL_CHILD_INDEX);
-
-        // If it is a popup element, revert back its top-level parent
-        UIElement* originElement = static_cast<UIElement*>(modalElement->GetVar(VAR_ORIGIN).GetPtr());
-        if (originElement)
-        {
-            UIElement* element = static_cast<UIElement*>(originElement->GetVar(VAR_PARENT_CHANGED).GetPtr());
-            if (element)
-            {
-                const_cast<VariantMap&>(originElement->GetVars()).Erase(VAR_PARENT_CHANGED);
-                element->SetParent(static_cast<UIElement*>(element->GetVar(VAR_ORIGINAL_PARENT).GetPtr()),
-                    element->GetVar(VAR_ORIGINAL_CHILD_INDEX).GetUInt());
-                vars = const_cast<VariantMap&>(element->GetVars());
-                vars.Erase(VAR_ORIGINAL_PARENT);
-                vars.Erase(VAR_ORIGINAL_CHILD_INDEX);
-            }
-        }
-
-        return true;
-    }
-}
-
-void SystemUI::Clear()
-{
-    rootElement_->RemoveAllChildren();
-    rootModalElement_->RemoveAllChildren();
-    if (cursor_)
-        rootElement_->AddChild(cursor_);
-}
-
-void SystemUI::Update(float timeStep)
-{
-    assert(rootElement_ && rootModalElement_);
-
-    ATOMIC_PROFILE(UpdateUI);
-
-    // Expire hovers
-    for (HashMap<WeakPtr<UIElement>, bool>::Iterator i = hoveredElements_.Begin(); i != hoveredElements_.End(); ++i)
-        i->second_ = false;
-
-    Input* input = GetSubsystem<Input>();
-    bool mouseGrabbed = input->IsMouseGrabbed();
-
-    IntVector2 cursorPos;
-    bool cursorVisible;
-    GetCursorPositionAndVisible(cursorPos, cursorVisible);
-
-    // Drag begin based on time
-    if (dragElementsCount_ > 0 && !mouseGrabbed)
-    {
-        for (HashMap<WeakPtr<UIElement>, SystemUI::DragData*>::Iterator i = dragElements_.Begin(); i != dragElements_.End();)
-        {
-            WeakPtr<UIElement> dragElement = i->first_;
-            SystemUI::DragData* dragData = i->second_;
-
-            if (!dragElement)
-            {
-                i = DragElementErase(i);
-                continue;
-            }
-
-            if (!dragData->dragBeginPending)
-            {
-                ++i;
-                continue;
-            }
-
-            if (dragData->dragBeginTimer.GetMSec(false) >= (unsigned)(dragBeginInterval_ * 1000))
-            {
-                dragData->dragBeginPending = false;
-                IntVector2 beginSendPos = dragData->dragBeginSumPos / dragData->numDragButtons;
-                dragConfirmedCount_++;
-                if (!usingTouchInput_)
-                    dragElement->OnDragBegin(dragElement->ScreenToElement(beginSendPos), beginSendPos, dragData->dragButtons,
-                        qualifiers_, cursor_);
-                else
-                    dragElement->OnDragBegin(dragElement->ScreenToElement(beginSendPos), beginSendPos, dragData->dragButtons, 0, 0);
-
-                SendDragOrHoverEvent(E_DRAGBEGIN, dragElement, beginSendPos, IntVector2::ZERO, dragData);
-            }
-
-            ++i;
-        }
-    }
-
-    // Mouse hover
-    if (!mouseGrabbed && !input->GetTouchEmulation())
-    {
-        if (!usingTouchInput_ && cursorVisible)
-            ProcessHover(cursorPos, mouseButtons_, qualifiers_, cursor_);
-    }
-
-    // Touch hover
-    unsigned numTouches = input->GetNumTouches();
-    for (unsigned i = 0; i < numTouches; ++i)
-    {
-        TouchState* touch = input->GetTouch(i);
-        ProcessHover(touch->position_, TOUCHID_MASK(touch->touchID_), 0, 0);
-    }
-
-    // End hovers that expired without refreshing
-    for (HashMap<WeakPtr<UIElement>, bool>::Iterator i = hoveredElements_.Begin(); i != hoveredElements_.End();)
-    {
-        if (i->first_.Expired() || !i->second_)
-        {
-            UIElement* element = i->first_;
-            if (element)
-            {
-                using namespace HoverEnd;
-
-                VariantMap& eventData = GetEventDataMap();
-                eventData[P_ELEMENT] = element;
-                element->SendEvent(E_HOVEREND, eventData);
-            }
-            i = hoveredElements_.Erase(i);
-        }
-        else
-            ++i;
-    }
-
-    Update(timeStep, rootElement_);
-    Update(timeStep, rootModalElement_);
-}
-
-void SystemUI::RenderUpdate()
-{
-    assert(rootElement_ && rootModalElement_ && graphics_);
-
-    ATOMIC_PROFILE(GetUIBatches);
-
-    uiRendered_ = false;
-
-    // If the OS cursor is visible, do not render the UI's own cursor
-    bool osCursorVisible = GetSubsystem<Input>()->IsMouseVisible();
-
-    // Get rendering batches from the non-modal UI elements
-    batches_.Clear();
-    vertexData_.Clear();
-    const IntVector2& rootSize = rootElement_->GetSize();
-    IntRect currentScissor = IntRect(0, 0, rootSize.x_, rootSize.y_);
-    if (rootElement_->IsVisible())
-        GetBatches(rootElement_, currentScissor);
-
-    // Save the batch size of the non-modal batches for later use
-    nonModalBatchSize_ = batches_.Size();
-
-    // Get rendering batches from the modal UI elements
-    GetBatches(rootModalElement_, currentScissor);
-
-    // Get batches from the cursor (and its possible children) last to draw it on top of everything
-    if (cursor_ && cursor_->IsVisible() && !osCursorVisible)
-    {
-        currentScissor = IntRect(0, 0, rootSize.x_, rootSize.y_);
-        cursor_->GetBatches(batches_, vertexData_, currentScissor);
-        GetBatches(cursor_, currentScissor);
-    }
-}
-
-void SystemUI::Render(bool resetRenderTargets)
-{
-    // Perform the default render only if not rendered yet
-    if (resetRenderTargets && uiRendered_)
-        return;
-
-    ATOMIC_PROFILE(RenderUI);
-
-    // If the OS cursor is visible, apply its shape now if changed
-    bool osCursorVisible = GetSubsystem<Input>()->IsMouseVisible();
-    if (cursor_ && osCursorVisible)
-        cursor_->ApplyOSCursorShape();
-
-    SetVertexData(vertexBuffer_, vertexData_);
-    SetVertexData(debugVertexBuffer_, debugVertexData_);
-
-    // Render non-modal batches
-    Render(resetRenderTargets, vertexBuffer_, batches_, 0, nonModalBatchSize_);
-    // Render debug draw
-    Render(resetRenderTargets, debugVertexBuffer_, debugDrawBatches_, 0, debugDrawBatches_.Size());
-    // Render modal batches
-    Render(resetRenderTargets, vertexBuffer_, batches_, nonModalBatchSize_, batches_.Size());
-
-    // Clear the debug draw batches and data
-    debugDrawBatches_.Clear();
-    debugVertexData_.Clear();
-
-    uiRendered_ = true;
-}
-
-void SystemUI::DebugDraw(UIElement* element)
-{
-    if (element)
-    {
-        const IntVector2& rootSize = rootElement_->GetSize();
-        element->GetDebugDrawBatches(debugDrawBatches_, debugVertexData_, IntRect(0, 0, rootSize.x_, rootSize.y_));
-    }
-}
-
-SharedPtr<UIElement> SystemUI::LoadLayout(Deserializer& source, XMLFile* styleFile)
-{
-    SharedPtr<XMLFile> xml(new XMLFile(context_));
-    if (!xml->Load(source))
-        return SharedPtr<UIElement>();
-    else
-        return LoadLayout(xml, styleFile);
-}
-
-SharedPtr<UIElement> SystemUI::LoadLayout(XMLFile* file, XMLFile* styleFile)
-{
-    ATOMIC_PROFILE(LoadUILayout);
-
-    SharedPtr<UIElement> root;
-
-    if (!file)
-    {
-        ATOMIC_LOGERROR("Null UI layout XML file");
-        return root;
-    }
-
-    ATOMIC_LOGDEBUG("Loading UI layout " + file->GetName());
-
-    XMLElement rootElem = file->GetRoot("element");
-    if (!rootElem)
-    {
-        ATOMIC_LOGERROR("No root UI element in " + file->GetName());
-        return root;
-    }
-
-    String typeName = rootElem.GetAttribute("type");
-    if (typeName.Empty())
-        typeName = "UIElement";
-
-    root = DynamicCast<UIElement>(context_->CreateObject(typeName));
-    if (!root)
-    {
-        ATOMIC_LOGERROR("Could not create unknown UI element " + typeName);
-        return root;
-    }
-
-    // Use default style file of the root element if it has one
-    if (!styleFile)
-        styleFile = rootElement_->GetDefaultStyle(false);
-    // Set it as default for later use by children elements
-    if (styleFile)
-        root->SetDefaultStyle(styleFile);
-
-    root->LoadXML(rootElem, styleFile);
-    return root;
-}
-
-bool SystemUI::SaveLayout(Serializer& dest, UIElement* element)
-{
-    ATOMIC_PROFILE(SaveUILayout);
-
-    return element && element->SaveXML(dest);
-}
-
-void SystemUI::SetClipboardText(const String& text)
-{
-    clipBoard_ = text;
-    if (useSystemClipboard_)
-        SDL_SetClipboardText(text.CString());
-}
-
-void SystemUI::SetDoubleClickInterval(float interval)
-{
-    doubleClickInterval_ = Max(interval, 0.0f);
-}
-
-void SystemUI::SetDragBeginInterval(float interval)
-{
-    dragBeginInterval_ = Max(interval, 0.0f);
-}
-
-void SystemUI::SetDragBeginDistance(int pixels)
-{
-    dragBeginDistance_ = Max(pixels, 0);
-}
-
-void SystemUI::SetDefaultToolTipDelay(float delay)
-{
-    defaultToolTipDelay_ = Max(delay, 0.0f);
-}
-
-void SystemUI::SetMaxFontTextureSize(int size)
-{
-    if (IsPowerOfTwo((unsigned)size) && size >= FONT_TEXTURE_MIN_SIZE)
-    {
-        if (size != maxFontTextureSize_)
-        {
-            maxFontTextureSize_ = size;
-            ReleaseFontFaces();
-        }
-    }
-}
-
-void SystemUI::SetNonFocusedMouseWheel(bool nonFocusedMouseWheel)
-{
-    nonFocusedMouseWheel_ = nonFocusedMouseWheel;
-}
-
-void SystemUI::SetUseSystemClipboard(bool enable)
-{
-    useSystemClipboard_ = enable;
-}
-
-void SystemUI::SetUseScreenKeyboard(bool enable)
-{
-    useScreenKeyboard_ = enable;
-}
-
-void SystemUI::SetUseMutableGlyphs(bool enable)
-{
-    if (enable != useMutableGlyphs_)
-    {
-        useMutableGlyphs_ = enable;
-        ReleaseFontFaces();
-    }
-}
-
-void SystemUI::SetForceAutoHint(bool enable)
-{
-    if (enable != forceAutoHint_)
-    {
-        forceAutoHint_ = enable;
-        ReleaseFontFaces();
-    }
-}
-
-IntVector2 SystemUI::GetCursorPosition() const
-{
-    return cursor_ ? cursor_->GetPosition() : GetSubsystem<Input>()->GetMousePosition();
-}
-
-UIElement* SystemUI::GetElementAt(const IntVector2& position, bool enabledOnly)
-{
-    UIElement* result = 0;
-    GetElementAt(result, HasModalElement() ? rootModalElement_ : rootElement_, position, enabledOnly);
-    return result;
-}
-
-UIElement* SystemUI::GetElementAt(int x, int y, bool enabledOnly)
-{
-    return GetElementAt(IntVector2(x, y), enabledOnly);
-}
-
-UIElement* SystemUI::GetFrontElement() const
-{
-    const Vector<SharedPtr<UIElement> >& rootChildren = rootElement_->GetChildren();
-    int maxPriority = M_MIN_INT;
-    UIElement* front = 0;
-
-    for (unsigned i = 0; i < rootChildren.Size(); ++i)
-    {
-        // Do not take into account input-disabled elements, hidden elements or those that are always in the front
-        if (!rootChildren[i]->IsEnabled() || !rootChildren[i]->IsVisible() || !rootChildren[i]->GetBringToBack())
-            continue;
-
-        int priority = rootChildren[i]->GetPriority();
-        if (priority > maxPriority)
-        {
-            maxPriority = priority;
-            front = rootChildren[i];
-        }
-    }
-
-    return front;
-}
-
-const Vector<UIElement*> SystemUI::GetDragElements()
-{
-    // Do not return the element until drag begin event has actually been posted
-    if (!dragElementsConfirmed_.Empty())
-        return dragElementsConfirmed_;
-
-    for (HashMap<WeakPtr<UIElement>, SystemUI::DragData*>::Iterator i = dragElements_.Begin(); i != dragElements_.End();)
-    {
-        WeakPtr<UIElement> dragElement = i->first_;
-        SystemUI::DragData* dragData = i->second_;
-
-        if (!dragElement)
-        {
-            i = DragElementErase(i);
-            continue;
-        }
-
-        if (!dragData->dragBeginPending)
-            dragElementsConfirmed_.Push(dragElement);
-
-        ++i;
-    }
-
-    return dragElementsConfirmed_;
-}
-
-UIElement* SystemUI::GetDragElement(unsigned index)
-{
-    GetDragElements();
-    if (index >= dragElementsConfirmed_.Size())
-        return (UIElement*)0;
-
-    return dragElementsConfirmed_[index];
-}
-
-const String& SystemUI::GetClipboardText() const
-{
-    if (useSystemClipboard_)
-    {
-        char* text = SDL_GetClipboardText();
-        clipBoard_ = String(text);
-        if (text)
-            SDL_free(text);
-    }
-
-    return clipBoard_;
-}
-
-bool SystemUI::HasModalElement() const
-{
-    return rootModalElement_->GetNumChildren() > 0;
-}
-
-void SystemUI::Initialize()
-{
-    Graphics* graphics = GetSubsystem<Graphics>();
-
-    if (!graphics || !graphics->IsInitialized())
-        return;
-
-    ATOMIC_PROFILE(InitUI);
-
-    graphics_ = graphics;
-    SystemUIBatch::posAdjust = Vector3(Graphics::GetPixelUVOffset(), 0.0f);
-
-    rootElement_->SetSize(graphics->GetWidth(), graphics->GetHeight());
-    rootModalElement_->SetSize(rootElement_->GetSize());
-
-    vertexBuffer_ = new VertexBuffer(context_);
-    debugVertexBuffer_ = new VertexBuffer(context_);
-
-    initialized_ = true;
-
-    SubscribeToEvent(E_BEGINFRAME, ATOMIC_HANDLER(SystemUI, HandleBeginFrame));
-    SubscribeToEvent(E_POSTUPDATE, ATOMIC_HANDLER(SystemUI, HandlePostUpdate));
-    SubscribeToEvent(E_RENDERUPDATE, ATOMIC_HANDLER(SystemUI, HandleRenderUpdate));
-
-    ATOMIC_LOGINFO("Initialized system user interface");
-}
-
-void SystemUI::Update(float timeStep, UIElement* element)
-{
-    // Keep a weak pointer to the element in case it destroys itself on update
-    WeakPtr<UIElement> elementWeak(element);
-
-    element->Update(timeStep);
-    if (elementWeak.Expired())
-        return;
-
-    const Vector<SharedPtr<UIElement> >& children = element->GetChildren();
-    // Update of an element may modify its child vector. Use just index-based iteration to be safe
-    for (unsigned i = 0; i < children.Size(); ++i)
-        Update(timeStep, children[i]);
-}
-
-void SystemUI::SetVertexData(VertexBuffer* dest, const PODVector<float>& vertexData)
-{
-    if (vertexData.Empty())
-        return;
-
-    // Update quad geometry into the vertex buffer
-    // Resize the vertex buffer first if too small or much too large
-    unsigned numVertices = vertexData.Size() / UI_VERTEX_SIZE;
-    if (dest->GetVertexCount() < numVertices || dest->GetVertexCount() > numVertices * 2)
-        dest->SetSize(numVertices, MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1, true);
-
-    dest->SetData(&vertexData[0]);
-}
-
-void SystemUI::Render(bool resetRenderTargets, VertexBuffer* buffer, const PODVector<SystemUIBatch>& batches, unsigned batchStart,
-    unsigned batchEnd)
-{
-    // Engine does not render when window is closed or device is lost
-    assert(graphics_ && graphics_->IsInitialized() && !graphics_->IsDeviceLost());
-
-    if (batches.Empty())
-        return;
-
-    Vector2 invScreenSize(1.0f / (float)graphics_->GetWidth(), 1.0f / (float)graphics_->GetHeight());
-    Vector2 scale(2.0f * invScreenSize.x_, -2.0f * invScreenSize.y_);
-    Vector2 offset(-1.0f, 1.0f);
-
-    Matrix4 projection(Matrix4::IDENTITY);
-    projection.m00_ = scale.x_;
-    projection.m03_ = offset.x_;
-    projection.m11_ = scale.y_;
-    projection.m13_ = offset.y_;
-    projection.m22_ = 1.0f;
-    projection.m23_ = 0.0f;
-    projection.m33_ = 1.0f;
-
-    graphics_->ClearParameterSources();
-    graphics_->SetColorWrite(true);
-    graphics_->SetCullMode(CULL_CCW);
-    graphics_->SetDepthTest(CMP_ALWAYS);
-    graphics_->SetDepthWrite(false);
-    graphics_->SetFillMode(FILL_SOLID);
-    graphics_->SetStencilTest(false);
-    if (resetRenderTargets)
-        graphics_->ResetRenderTargets();
-    graphics_->SetVertexBuffer(buffer);
-
-    ShaderVariation* noTextureVS = graphics_->GetShader(VS, "Basic", "VERTEXCOLOR");
-    ShaderVariation* diffTextureVS = graphics_->GetShader(VS, "Basic", "DIFFMAP VERTEXCOLOR");
-    ShaderVariation* noTexturePS = graphics_->GetShader(PS, "Basic", "VERTEXCOLOR");
-    ShaderVariation* diffTexturePS = graphics_->GetShader(PS, "Basic", "DIFFMAP VERTEXCOLOR");
-    ShaderVariation* diffMaskTexturePS = graphics_->GetShader(PS, "Basic", "DIFFMAP ALPHAMASK VERTEXCOLOR");
-    ShaderVariation* alphaTexturePS = graphics_->GetShader(PS, "Basic", "ALPHAMAP VERTEXCOLOR");
-
-    unsigned alphaFormat = Graphics::GetAlphaFormat();
-
-    for (unsigned i = batchStart; i < batchEnd; ++i)
-    {
-        const SystemUIBatch& batch = batches[i];
-        if (batch.vertexStart_ == batch.vertexEnd_)
-            continue;
-
-        ShaderVariation* ps;
-        ShaderVariation* vs;
-
-        if (!batch.texture_)
-        {
-            ps = noTexturePS;
-            vs = noTextureVS;
-        }
-        else
-        {
-            // If texture contains only an alpha channel, use alpha shader (for fonts)
-            vs = diffTextureVS;
-
-            if (batch.texture_->GetFormat() == alphaFormat)
-                ps = alphaTexturePS;
-            else if (batch.blendMode_ != BLEND_ALPHA && batch.blendMode_ != BLEND_ADDALPHA && batch.blendMode_ != BLEND_PREMULALPHA)
-                ps = diffMaskTexturePS;
-            else
-                ps = diffTexturePS;
-        }
-
-        graphics_->SetShaders(vs, ps);
-        if (graphics_->NeedParameterUpdate(SP_OBJECT, this))
-            graphics_->SetShaderParameter(VSP_MODEL, Matrix3x4::IDENTITY);
-        if (graphics_->NeedParameterUpdate(SP_CAMERA, this))
-            graphics_->SetShaderParameter(VSP_VIEWPROJ, projection);
-        if (graphics_->NeedParameterUpdate(SP_MATERIAL, this))
-            graphics_->SetShaderParameter(PSP_MATDIFFCOLOR, Color(1.0f, 1.0f, 1.0f, 1.0f));
-
-        graphics_->SetBlendMode(batch.blendMode_);
-        graphics_->SetScissorTest(true, batch.scissor_);
-        graphics_->SetTexture(0, batch.texture_);
-        graphics_->Draw(TRIANGLE_LIST, batch.vertexStart_ / UI_VERTEX_SIZE,
-            (batch.vertexEnd_ - batch.vertexStart_) / UI_VERTEX_SIZE);
-    }
-}
-
-void SystemUI::GetBatches(UIElement* element, IntRect currentScissor)
-{
-    // Set clipping scissor for child elements. No need to draw if zero size
-    element->AdjustScissor(currentScissor);
-    if (currentScissor.left_ == currentScissor.right_ || currentScissor.top_ == currentScissor.bottom_)
-        return;
-
-    element->SortChildren();
-    const Vector<SharedPtr<UIElement> >& children = element->GetChildren();
-    if (children.Empty())
-        return;
-
-    // For non-root elements draw all children of same priority before recursing into their children: assumption is that they have
-    // same renderstate
-    Vector<SharedPtr<UIElement> >::ConstIterator i = children.Begin();
-    if (element->GetTraversalMode() == TM_BREADTH_FIRST)
-    {
-        Vector<SharedPtr<UIElement> >::ConstIterator j = i;
-        while (i != children.End())
-        {
-            int currentPriority = (*i)->GetPriority();
-            while (j != children.End() && (*j)->GetPriority() == currentPriority)
-            {
-                if ((*j)->IsWithinScissor(currentScissor) && (*j) != cursor_)
-                    (*j)->GetBatches(batches_, vertexData_, currentScissor);
-                ++j;
-            }
-            // Now recurse into the children
-            while (i != j)
-            {
-                if ((*i)->IsVisible() && (*i) != cursor_)
-                    GetBatches(*i, currentScissor);
-                ++i;
-            }
-        }
-    }
-    // On the root level draw each element and its children immediately after to avoid artifacts
-    else
-    {
-        while (i != children.End())
-        {
-            if ((*i) != cursor_)
-            {
-                if ((*i)->IsWithinScissor(currentScissor))
-                    (*i)->GetBatches(batches_, vertexData_, currentScissor);
-                if ((*i)->IsVisible())
-                    GetBatches(*i, currentScissor);
-            }
-            ++i;
-        }
-    }
-}
-
-void SystemUI::GetElementAt(UIElement*& result, UIElement* current, const IntVector2& position, bool enabledOnly)
-{
-    if (!current)
-        return;
-
-    current->SortChildren();
-    const Vector<SharedPtr<UIElement> >& children = current->GetChildren();
-    LayoutMode parentLayoutMode = current->GetLayoutMode();
-
-    for (unsigned i = 0; i < children.Size(); ++i)
-    {
-        UIElement* element = children[i];
-        bool hasChildren = element->GetNumChildren() > 0;
-
-        if (element != cursor_.Get() && element->IsVisible())
-        {
-            if (element->IsInside(position, true))
-            {
-                // Store the current result, then recurse into its children. Because children
-                // are sorted from lowest to highest priority, the topmost match should remain
-                if (element->IsEnabled() || !enabledOnly)
-                    result = element;
-
-                if (hasChildren)
-                    GetElementAt(result, element, position, enabledOnly);
-                // Layout optimization: if the element has no children, can break out after the first match
-                else if (parentLayoutMode != LM_FREE)
-                    break;
-            }
-            else
-            {
-                if (hasChildren)
-                {
-                    if (element->IsInsideCombined(position, true))
-                        GetElementAt(result, element, position, enabledOnly);
-                }
-                // Layout optimization: if position is much beyond the visible screen, check how many elements we can skip,
-                // or if we already passed all visible elements
-                else if (parentLayoutMode != LM_FREE)
-                {
-                    if (!i)
-                    {
-                        int screenPos = (parentLayoutMode == LM_HORIZONTAL) ? element->GetScreenPosition().x_ :
-                            element->GetScreenPosition().y_;
-                        int layoutMaxSize = current->GetLayoutMaxSize();
-
-                        if (screenPos < 0 && layoutMaxSize > 0)
-                        {
-                            unsigned toSkip = (unsigned)(-screenPos / layoutMaxSize);
-                            if (toSkip > 0)
-                                i += (toSkip - 1);
-                        }
-                    }
-                    else if (parentLayoutMode == LM_HORIZONTAL)
-                    {
-                        if (element->GetScreenPosition().x_ >= rootElement_->GetSize().x_)
-                            break;
-                    }
-                    else if (parentLayoutMode == LM_VERTICAL)
-                    {
-                        if (element->GetScreenPosition().y_ >= rootElement_->GetSize().y_)
-                            break;
-                    }
-                }
-            }
-        }
-    }
-}
-
-UIElement* SystemUI::GetFocusableElement(UIElement* element)
-{
-    while (element)
-    {
-        if (element->GetFocusMode() != FM_NOTFOCUSABLE)
-            break;
-        element = element->GetParent();
-    }
-    return element;
-}
-
-void SystemUI::GetCursorPositionAndVisible(IntVector2& pos, bool& visible)
-{
-    // Prefer software cursor then OS-specific cursor
-    if (cursor_ && cursor_->IsVisible())
-    {
-        pos = cursor_->GetPosition();
-        visible = true;
-    }
-    else if (GetSubsystem<Input>()->GetMouseMode() == MM_RELATIVE)
-        visible = true;
-    else
-    {
-        Input* input = GetSubsystem<Input>();
-        pos = input->GetMousePosition();
-        visible = input->IsMouseVisible();
-
-        if (!visible && cursor_)
-            pos = cursor_->GetPosition();
-    }
-}
-
-void SystemUI::SetCursorShape(CursorShape shape)
-{
-    if (cursor_)
-        cursor_->SetShape(shape);
-}
-
-void SystemUI::ReleaseFontFaces()
-{
-    ATOMIC_LOGDEBUG("Reloading font faces");
-
-    PODVector<Font*> fonts;
-    GetSubsystem<ResourceCache>()->GetResources<Font>(fonts);
-
-    for (unsigned i = 0; i < fonts.Size(); ++i)
-        fonts[i]->ReleaseFaces();
-}
-
-void SystemUI::ProcessHover(const IntVector2& cursorPos, int buttons, int qualifiers, Cursor* cursor)
-{
-    WeakPtr<UIElement> element(GetElementAt(cursorPos));
-
-    for (HashMap<WeakPtr<UIElement>, SystemUI::DragData*>::Iterator i = dragElements_.Begin(); i != dragElements_.End();)
-    {
-        WeakPtr<UIElement> dragElement = i->first_;
-        SystemUI::DragData* dragData = i->second_;
-
-        if (!dragElement)
-        {
-            i = DragElementErase(i);
-            continue;
-        }
-
-        bool dragSource = dragElement && (dragElement->GetDragDropMode() & DD_SOURCE) != 0;
-        bool dragTarget = element && (element->GetDragDropMode() & DD_TARGET) != 0;
-        bool dragDropTest = dragSource && dragTarget && element != dragElement;
-        // If drag start event has not been posted yet, do not do drag handling here
-        if (dragData->dragBeginPending)
-            dragSource = dragTarget = dragDropTest = false;
-
-        // Hover effect
-        // If a drag is going on, transmit hover only to the element being dragged, unless it's a drop target
-        if (element && element->IsEnabled())
-        {
-            if (dragElement == element || dragDropTest)
-            {
-                element->OnHover(element->ScreenToElement(cursorPos), cursorPos, buttons, qualifiers, cursor);
-
-                // Begin hover event
-                if (!hoveredElements_.Contains(element))
-                {
-                    SendDragOrHoverEvent(E_HOVERBEGIN, element, cursorPos, IntVector2::ZERO, 0);
-                    // Exit if element is destroyed by the event handling
-                    if (!element)
-                        return;
-                }
-                hoveredElements_[element] = true;
-            }
-        }
-
-        // Drag and drop test
-        if (dragDropTest)
-        {
-            bool accept = element->OnDragDropTest(dragElement);
-            if (accept)
-            {
-                using namespace DragDropTest;
-
-                VariantMap& eventData = GetEventDataMap();
-                eventData[P_SOURCE] = dragElement.Get();
-                eventData[P_TARGET] = element.Get();
-                eventData[P_ACCEPT] = accept;
-                SendEvent(E_DRAGDROPTEST, eventData);
-                accept = eventData[P_ACCEPT].GetBool();
-            }
-
-            if (cursor)
-                cursor->SetShape(accept ? CS_ACCEPTDROP : CS_REJECTDROP);
-        }
-        else if (dragSource && cursor)
-            cursor->SetShape(dragElement == element ? CS_ACCEPTDROP : CS_REJECTDROP);
-
-        ++i;
-    }
-
-    // Hover effect
-    // If no drag is going on, transmit hover event.
-    if (element && element->IsEnabled())
-    {
-        if (dragElementsCount_ == 0)
-        {
-            element->OnHover(element->ScreenToElement(cursorPos), cursorPos, buttons, qualifiers, cursor);
-
-            // Begin hover event
-            if (!hoveredElements_.Contains(element))
-            {
-                SendDragOrHoverEvent(E_HOVERBEGIN, element, cursorPos, IntVector2::ZERO, 0);
-                // Exit if element is destroyed by the event handling
-                if (!element)
-                    return;
-            }
-            hoveredElements_[element] = true;
-        }
-    }
-}
-
-void SystemUI::ProcessClickBegin(const IntVector2& cursorPos, int button, int buttons, int qualifiers, Cursor* cursor, bool cursorVisible)
-{
-    if (cursorVisible)
-    {
-        WeakPtr<UIElement> element(GetElementAt(cursorPos));
-
-        bool newButton;
-        if (usingTouchInput_)
-            newButton = (button & buttons) == 0;
-        else
-            newButton = true;
-        buttons |= button;
-
-        if (element)
-            SetFocusElement(element);
-
-        // Focus change events may destroy the element, check again.
-        if (element)
-        {
-            // Handle focusing & bringing to front
-            element->BringToFront();
-
-            // Handle click
-            element->OnClickBegin(element->ScreenToElement(cursorPos), cursorPos, button, buttons, qualifiers, cursor);
-            SendClickEvent(E_UIMOUSECLICK, NULL, element, cursorPos, button, buttons, qualifiers);
-
-            // Fire double click event if element matches and is in time
-            if (doubleClickElement_ && element == doubleClickElement_ &&
-                clickTimer_.GetMSec(true) < (unsigned)(doubleClickInterval_ * 1000) && lastMouseButtons_ == buttons)
-            {
-                element->OnDoubleClick(element->ScreenToElement(cursorPos), cursorPos, button, buttons, qualifiers, cursor);
-                doubleClickElement_.Reset();
-                SendClickEvent(E_UIMOUSEDOUBLECLICK, NULL, element, cursorPos, button, buttons, qualifiers);
-            }
-            else
-            {
-                doubleClickElement_ = element;
-                clickTimer_.Reset();
-            }
-
-            // Handle start of drag. Click handling may have caused destruction of the element, so check the pointer again
-            bool dragElementsContain = dragElements_.Contains(element);
-            if (element && !dragElementsContain)
-            {
-                DragData* dragData = new DragData();
-                dragElements_[element] = dragData;
-                dragData->dragBeginPending = true;
-                dragData->sumPos = cursorPos;
-                dragData->dragBeginSumPos = cursorPos;
-                dragData->dragBeginTimer.Reset();
-                dragData->dragButtons = button;
-                dragData->numDragButtons = CountSetBits((unsigned)dragData->dragButtons);
-                dragElementsCount_++;
-
-                dragElementsContain = dragElements_.Contains(element);
-            }
-            else if (element && dragElementsContain && newButton)
-            {
-                DragData* dragData = dragElements_[element];
-                dragData->sumPos += cursorPos;
-                dragData->dragBeginSumPos += cursorPos;
-                dragData->dragButtons |= button;
-                dragData->numDragButtons = CountSetBits((unsigned)dragData->dragButtons);
-            }
-        }
-        else
-        {
-            // If clicked over no element, or a disabled element, lose focus (but not if there is a modal element)
-            if (!HasModalElement())
-                SetFocusElement(0);
-            SendClickEvent(E_UIMOUSECLICK, NULL, element, cursorPos, button, buttons, qualifiers);
-        }
-
-        lastMouseButtons_ = buttons;
-    }
-}
-
-void SystemUI::ProcessClickEnd(const IntVector2& cursorPos, int button, int buttons, int qualifiers, Cursor* cursor, bool cursorVisible)
-{
-    if (cursorVisible)
-    {
-        WeakPtr<UIElement> element(GetElementAt(cursorPos));
-
-        // Handle end of drag
-        for (HashMap<WeakPtr<UIElement>, SystemUI::DragData*>::Iterator i = dragElements_.Begin(); i != dragElements_.End();)
-        {
-            WeakPtr<UIElement> dragElement = i->first_;
-            SystemUI::DragData* dragData = i->second_;
-
-            if (!dragElement)
-            {
-                i = DragElementErase(i);
-                continue;
-            }
-
-            if (dragData->dragButtons & button)
-            {
-                // Handle end of click
-                if (element)
-                    element->OnClickEnd(element->ScreenToElement(cursorPos), cursorPos, button, buttons, qualifiers, cursor,
-                        dragElement);
-
-                SendClickEvent(E_UIMOUSECLICKEND, dragElement, element, cursorPos, button, buttons, qualifiers);
-
-                if (dragElement && dragElement->IsEnabled() && dragElement->IsVisible() && !dragData->dragBeginPending)
-                {
-                    dragElement->OnDragEnd(dragElement->ScreenToElement(cursorPos), cursorPos, dragData->dragButtons, buttons,
-                        cursor);
-                    SendDragOrHoverEvent(E_DRAGEND, dragElement, cursorPos, IntVector2::ZERO, dragData);
-
-                    bool dragSource = dragElement && (dragElement->GetDragDropMode() & DD_SOURCE) != 0;
-                    if (dragSource)
-                    {
-                        bool dragTarget = element && (element->GetDragDropMode() & DD_TARGET) != 0;
-                        bool dragDropFinish = dragSource && dragTarget && element != dragElement;
-
-                        if (dragDropFinish)
-                        {
-                            bool accept = element->OnDragDropFinish(dragElement);
-
-                            // OnDragDropFinish() may have caused destruction of the elements, so check the pointers again
-                            if (accept && dragElement && element)
-                            {
-                                using namespace DragDropFinish;
-
-                                VariantMap& eventData = GetEventDataMap();
-                                eventData[P_SOURCE] = dragElement.Get();
-                                eventData[P_TARGET] = element.Get();
-                                eventData[P_ACCEPT] = accept;
-                                SendEvent(E_DRAGDROPFINISH, eventData);
-                            }
-                        }
-                    }
-                }
-
-                i = DragElementErase(i);
-            }
-            else
-                ++i;
-        }
-    }
-}
-
-void SystemUI::ProcessMove(const IntVector2& cursorPos, const IntVector2& cursorDeltaPos, int buttons, int qualifiers, Cursor* cursor,
-    bool cursorVisible)
-{
-    if (cursorVisible && dragElementsCount_ > 0 && buttons)
-    {
-        Input* input = GetSubsystem<Input>();
-        bool mouseGrabbed = input->IsMouseGrabbed();
-        for (HashMap<WeakPtr<UIElement>, SystemUI::DragData*>::Iterator i = dragElements_.Begin(); i != dragElements_.End();)
-        {
-            WeakPtr<UIElement> dragElement = i->first_;
-            SystemUI::DragData* dragData = i->second_;
-
-            if (!dragElement)
-            {
-                i = DragElementErase(i);
-                continue;
-            }
-
-            if (!(dragData->dragButtons & buttons))
-            {
-                ++i;
-                continue;
-            }
-
-            // Calculate the position that we should send for this drag event.
-            IntVector2 sendPos;
-            if (usingTouchInput_)
-            {
-                dragData->sumPos += cursorDeltaPos;
-                sendPos.x_ = dragData->sumPos.x_ / dragData->numDragButtons;
-                sendPos.y_ = dragData->sumPos.y_ / dragData->numDragButtons;
-            }
-            else
-            {
-                dragData->sumPos = cursorPos;
-                sendPos = cursorPos;
-            }
-
-            if (dragElement->IsEnabled() && dragElement->IsVisible())
-            {
-                // Signal drag begin if distance threshold was exceeded
-
-                if (dragData->dragBeginPending && !mouseGrabbed)
-                {
-                    IntVector2 beginSendPos;
-                    beginSendPos.x_ = dragData->dragBeginSumPos.x_ / dragData->numDragButtons;
-                    beginSendPos.y_ = dragData->dragBeginSumPos.y_ / dragData->numDragButtons;
-
-                    IntVector2 offset = cursorPos - beginSendPos;
-                    if (Abs(offset.x_) >= dragBeginDistance_ || Abs(offset.y_) >= dragBeginDistance_)
-                    {
-                        dragData->dragBeginPending = false;
-                        dragConfirmedCount_++;
-                        dragElement->OnDragBegin(dragElement->ScreenToElement(beginSendPos), beginSendPos, buttons, qualifiers,
-                            cursor);
-                        SendDragOrHoverEvent(E_DRAGBEGIN, dragElement, beginSendPos, IntVector2::ZERO, dragData);
-                    }
-                }
-
-                if (!dragData->dragBeginPending)
-                {
-                    dragElement->OnDragMove(dragElement->ScreenToElement(sendPos), sendPos, cursorDeltaPos, buttons, qualifiers,
-                        cursor);
-                    SendDragOrHoverEvent(E_DRAGMOVE, dragElement, sendPos, cursorDeltaPos, dragData);
-                }
-            }
-            else
-            {
-                dragElement->OnDragEnd(dragElement->ScreenToElement(sendPos), sendPos, dragData->dragButtons, buttons, cursor);
-                SendDragOrHoverEvent(E_DRAGEND, dragElement, sendPos, IntVector2::ZERO, dragData);
-                dragElement.Reset();
-            }
-
-            ++i;
-        }
-    }
-}
-
-void SystemUI::SendDragOrHoverEvent(StringHash eventType, UIElement* element, const IntVector2& screenPos, const IntVector2& deltaPos,
-    SystemUI::DragData* dragData)
-{
-    if (!element)
-        return;
-
-    IntVector2 relativePos = element->ScreenToElement(screenPos);
-
-    using namespace DragMove;
-
-    VariantMap& eventData = GetEventDataMap();
-    eventData[P_ELEMENT] = element;
-    eventData[P_X] = screenPos.x_;
-    eventData[P_Y] = screenPos.y_;
-    eventData[P_ELEMENTX] = relativePos.x_;
-    eventData[P_ELEMENTY] = relativePos.y_;
-
-    if (eventType == E_DRAGMOVE)
-    {
-        eventData[P_DX] = deltaPos.x_;
-        eventData[P_DY] = deltaPos.y_;
-    }
-
-    if (dragData)
-    {
-        eventData[P_BUTTONS] = dragData->dragButtons;
-        eventData[P_NUMBUTTONS] = dragData->numDragButtons;
-    }
-
-    element->SendEvent(eventType, eventData);
-}
-
-void SystemUI::SendClickEvent(StringHash eventType, UIElement* beginElement, UIElement* endElement, const IntVector2& pos, int button,
-    int buttons, int qualifiers)
-{
-    VariantMap& eventData = GetEventDataMap();
-    eventData[UIMouseClick::P_ELEMENT] = endElement;
-    eventData[UIMouseClick::P_X] = pos.x_;
-    eventData[UIMouseClick::P_Y] = pos.y_;
-    eventData[UIMouseClick::P_BUTTON] = button;
-    eventData[UIMouseClick::P_BUTTONS] = buttons;
-    eventData[UIMouseClick::P_QUALIFIERS] = qualifiers;
-
-    // For click end events, send also the element the click began on
-    if (eventType == E_UIMOUSECLICKEND)
-        eventData[UIMouseClickEnd::P_BEGINELEMENT] = beginElement;
-
-    SendEvent(eventType, eventData);
-}
-
-void SystemUI::HandleScreenMode(StringHash eventType, VariantMap& eventData)
-{
-    using namespace ScreenMode;
-
-    if (!initialized_)
-        Initialize();
-    else
-    {
-        rootElement_->SetSize(eventData[P_WIDTH].GetInt(), eventData[P_HEIGHT].GetInt());
-        rootModalElement_->SetSize(rootElement_->GetSize());
-    }
-}
-
-void SystemUI::HandleMouseButtonDown(StringHash eventType, VariantMap& eventData)
-{
-    using namespace MouseButtonDown;
-
-    mouseButtons_ = eventData[P_BUTTONS].GetInt();
-    qualifiers_ = eventData[P_QUALIFIERS].GetInt();
-    usingTouchInput_ = false;
-
-    IntVector2 cursorPos;
-    bool cursorVisible;
-    GetCursorPositionAndVisible(cursorPos, cursorVisible);
-
-    // Handle drag cancelling
-    ProcessDragCancel();
-
-    Input* input = GetSubsystem<Input>();
-
-    if (!input->IsMouseGrabbed())
-        ProcessClickBegin(cursorPos, eventData[P_BUTTON].GetInt(), mouseButtons_, qualifiers_, cursor_, cursorVisible);
-}
-
-void SystemUI::HandleMouseButtonUp(StringHash eventType, VariantMap& eventData)
-{
-    using namespace MouseButtonUp;
-
-    mouseButtons_ = eventData[P_BUTTONS].GetInt();
-    qualifiers_ = eventData[P_QUALIFIERS].GetInt();
-
-    IntVector2 cursorPos;
-    bool cursorVisible;
-    GetCursorPositionAndVisible(cursorPos, cursorVisible);
-
-    ProcessClickEnd(cursorPos, eventData[P_BUTTON].GetInt(), mouseButtons_, qualifiers_, cursor_, cursorVisible);
-}
-
-void SystemUI::HandleMouseMove(StringHash eventType, VariantMap& eventData)
-{
-    using namespace MouseMove;
-
-    mouseButtons_ = eventData[P_BUTTONS].GetInt();
-    qualifiers_ = eventData[P_QUALIFIERS].GetInt();
-    usingTouchInput_ = false;
-
-    Input* input = GetSubsystem<Input>();
-    const IntVector2& rootSize = rootElement_->GetSize();
-
-    IntVector2 DeltaP = IntVector2(eventData[P_DX].GetInt(), eventData[P_DY].GetInt());
-
-    if (cursor_)
-    {
-        if (!input->IsMouseVisible())
-        {
-            // Relative mouse motion: move cursor only when visible
-            if (cursor_->IsVisible())
-            {
-                IntVector2 pos = cursor_->GetPosition();
-                pos.x_ += eventData[P_DX].GetInt();
-                pos.y_ += eventData[P_DY].GetInt();
-                pos.x_ = Clamp(pos.x_, 0, rootSize.x_ - 1);
-                pos.y_ = Clamp(pos.y_, 0, rootSize.y_ - 1);
-                cursor_->SetPosition(pos);
-            }
-        }
-        else
-        {
-            // Absolute mouse motion: move always
-            cursor_->SetPosition(IntVector2(eventData[P_X].GetInt(), eventData[P_Y].GetInt()));
-        }
-    }
-
-    IntVector2 cursorPos;
-    bool cursorVisible;
-    GetCursorPositionAndVisible(cursorPos, cursorVisible);
-
-    ProcessMove(cursorPos, DeltaP, mouseButtons_, qualifiers_, cursor_, cursorVisible);
-}
-
-void SystemUI::HandleMouseWheel(StringHash eventType, VariantMap& eventData)
-{
-    Input* input = GetSubsystem<Input>();
-    if (input->IsMouseGrabbed())
-        return;
-
-    using namespace MouseWheel;
-
-    mouseButtons_ = eventData[P_BUTTONS].GetInt();
-    qualifiers_ = eventData[P_QUALIFIERS].GetInt();
-    int delta = eventData[P_WHEEL].GetInt();
-    usingTouchInput_ = false;
-
-    IntVector2 cursorPos;
-    bool cursorVisible;
-    GetCursorPositionAndVisible(cursorPos, cursorVisible);
-
-    UIElement* element;
-    if (!nonFocusedMouseWheel_ && (element = focusElement_))
-        element->OnWheel(delta, mouseButtons_, qualifiers_);
-    else
-    {
-        // If no element has actual focus or in non-focused mode, get the element at cursor
-        if (cursorVisible)
-        {
-            element = GetElementAt(cursorPos);
-            if (nonFocusedMouseWheel_)
-            {
-                // Going up the hierarchy chain to find element that could handle mouse wheel
-                while (element)
-                {
-                    if (element->GetType() == ListView::GetTypeStatic() ||
-                        element->GetType() == ScrollView::GetTypeStatic())
-                        break;
-                    element = element->GetParent();
-                }
-            }
-            else
-                // If the element itself is not focusable, search for a focusable parent,
-                // although the focusable element may not actually handle mouse wheel
-                element = GetFocusableElement(element);
-
-            if (element && (nonFocusedMouseWheel_ || element->GetFocusMode() >= FM_FOCUSABLE))
-                element->OnWheel(delta, mouseButtons_, qualifiers_);
-        }
-    }
-}
-
-void SystemUI::HandleTouchBegin(StringHash eventType, VariantMap& eventData)
-{
-    Input* input = GetSubsystem<Input>();
-    if (input->IsMouseGrabbed())
-        return;
-
-    using namespace TouchBegin;
-
-    IntVector2 pos(eventData[P_X].GetInt(), eventData[P_Y].GetInt());
-    usingTouchInput_ = true;
-
-    int touchId = TOUCHID_MASK(eventData[P_TOUCHID].GetInt());
-    WeakPtr<UIElement> element(GetElementAt(pos));
-
-    if (element)
-    {
-        ProcessClickBegin(pos, touchId, touchDragElements_[element], 0, 0, true);
-        touchDragElements_[element] |= touchId;
-    }
-    else
-        ProcessClickBegin(pos, touchId, touchId, 0, 0, true);
-}
-
-void SystemUI::HandleTouchEnd(StringHash eventType, VariantMap& eventData)
-{
-    using namespace TouchEnd;
-
-    IntVector2 pos(eventData[P_X].GetInt(), eventData[P_Y].GetInt());
-
-    // Get the touch index
-    int touchId = TOUCHID_MASK(eventData[P_TOUCHID].GetInt());
-
-    // Transmit hover end to the position where the finger was lifted
-    WeakPtr<UIElement> element(GetElementAt(pos));
-
-    // Clear any drag events that were using the touch id
-    for (HashMap<WeakPtr<UIElement>, int>::Iterator i = touchDragElements_.Begin(); i != touchDragElements_.End();)
-    {
-        int touches = i->second_;
-        if (touches & touchId)
-            i = touchDragElements_.Erase(i);
-        else
-            ++i;
-    }
-
-    if (element && element->IsEnabled())
-        element->OnHover(element->ScreenToElement(pos), pos, 0, 0, 0);
-
-    ProcessClickEnd(pos, touchId, 0, 0, 0, true);
-}
-
-void SystemUI::HandleTouchMove(StringHash eventType, VariantMap& eventData)
-{
-    using namespace TouchMove;
-
-    IntVector2 pos(eventData[P_X].GetInt(), eventData[P_Y].GetInt());
-    IntVector2 deltaPos(eventData[P_DX].GetInt(), eventData[P_DY].GetInt());
-    usingTouchInput_ = true;
-
-    int touchId = TOUCHID_MASK(eventData[P_TOUCHID].GetInt());
-
-    ProcessMove(pos, deltaPos, touchId, 0, 0, true);
-}
-
-void SystemUI::HandleKeyDown(StringHash eventType, VariantMap& eventData)
-{
-    using namespace KeyDown;
-
-    mouseButtons_ = eventData[P_BUTTONS].GetInt();
-    qualifiers_ = eventData[P_QUALIFIERS].GetInt();
-    int key = eventData[P_KEY].GetInt();
-
-    // Cancel UI dragging
-    if (key == KEY_ESCAPE && dragElementsCount_ > 0)
-    {
-        ProcessDragCancel();
-
-        return;
-    }
-
-    // Dismiss modal element if any when ESC key is pressed
-    if (key == KEY_ESCAPE && HasModalElement())
-    {
-        UIElement* element = rootModalElement_->GetChild(rootModalElement_->GetNumChildren() - 1);
-        if (element->GetVars().Contains(VAR_ORIGIN))
-            // If it is a popup, dismiss by defocusing it
-            SetFocusElement(0);
-        else
-        {
-            // If it is a modal window, by resetting its modal flag
-            Window* window = dynamic_cast<Window*>(element);
-            if (window && window->GetModalAutoDismiss())
-                window->SetModal(false);
-        }
-
-        return;
-    }
-
-    UIElement* element = focusElement_;
-    if (element)
-    {
-        // Switch focus between focusable elements in the same top level window
-        if (key == KEY_TAB)
-        {
-            UIElement* topLevel = element->GetParent();
-            while (topLevel && topLevel->GetParent() != rootElement_ && topLevel->GetParent() != rootModalElement_)
-                topLevel = topLevel->GetParent();
-            if (topLevel)
-            {
-                topLevel->GetChildren(tempElements_, true);
-                for (PODVector<UIElement*>::Iterator i = tempElements_.Begin(); i != tempElements_.End();)
-                {
-                    if ((*i)->GetFocusMode() < FM_FOCUSABLE)
-                        i = tempElements_.Erase(i);
-                    else
-                        ++i;
-                }
-                for (unsigned i = 0; i < tempElements_.Size(); ++i)
-                {
-                    if (tempElements_[i] == element)
-                    {
-                        int dir = (qualifiers_ & QUAL_SHIFT) ? -1 : 1;
-                        unsigned nextIndex = (tempElements_.Size() + i + dir) % tempElements_.Size();
-                        UIElement* next = tempElements_[nextIndex];
-                        SetFocusElement(next, true);
-                        return;
-                    }
-                }
-            }
-        }
-        // Defocus the element
-        else if (key == KEY_ESCAPE && element->GetFocusMode() == FM_FOCUSABLE_DEFOCUSABLE)
-            element->SetFocus(false);
-        // If none of the special keys, pass the key to the focused element
-        else
-            element->OnKey(key, mouseButtons_, qualifiers_);
-    }
-}
-
-void SystemUI::HandleTextInput(StringHash eventType, VariantMap& eventData)
-{
-    using namespace TextInput;
-
-    UIElement* element = focusElement_;
-    if (element)
-        element->OnTextInput(eventData[P_TEXT].GetString(), 0, 0);
-}
-
-void SystemUI::HandleBeginFrame(StringHash eventType, VariantMap& eventData)
-{
-    // If have a cursor, and a drag is not going on, reset the cursor shape. Application logic that wants to apply
-    // custom shapes can do it after this, but needs to do it each frame
-    if (cursor_ && dragElementsCount_ == 0)
-        cursor_->SetShape(CS_NORMAL);
-}
-
-void SystemUI::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
-{
-    using namespace PostUpdate;
-
-    Update(eventData[P_TIMESTEP].GetFloat());
-}
-
-void SystemUI::HandleRenderUpdate(StringHash eventType, VariantMap& eventData)
-{
-    RenderUpdate();
-}
-
-void SystemUI::HandleDropFile(StringHash eventType, VariantMap& eventData)
-{
-    Input* input = GetSubsystem<Input>();
-
-    // Sending the UI variant of the event only makes sense if the OS cursor is visible (not locked to window center)
-    if (input->IsMouseVisible())
-    {
-        IntVector2 screenPos = input->GetMousePosition();
-        UIElement* element = GetElementAt(screenPos);
-
-        using namespace UIDropFile;
-
-        VariantMap uiEventData;
-        uiEventData[P_FILENAME] = eventData[P_FILENAME];
-        uiEventData[P_X] = screenPos.x_;
-        uiEventData[P_Y] = screenPos.y_;
-        uiEventData[P_ELEMENT] = element;
-
-        if (element)
-        {
-            IntVector2 relativePos = element->ScreenToElement(screenPos);
-            uiEventData[P_ELEMENTX] = relativePos.x_;
-            uiEventData[P_ELEMENTY] = relativePos.y_;
-        }
-
-        SendEvent(E_UIDROPFILE, uiEventData);
-    }
-}
-
-HashMap<WeakPtr<UIElement>, SystemUI::DragData*>::Iterator SystemUI::DragElementErase(HashMap<WeakPtr<UIElement>, SystemUI::DragData*>::Iterator i)
-{
-    // If running the engine frame in response to an event (re-entering UI frame logic) the dragElements_ may already be empty
-    if (dragElements_.Empty())
-        return dragElements_.End();
-
-    dragElementsConfirmed_.Clear();
-
-    DragData* dragData = i->second_;
-
-    if (!dragData->dragBeginPending)
-        --dragConfirmedCount_;
-    i = dragElements_.Erase(i);
-    --dragElementsCount_;
-
-    delete dragData;
-    return i;
-}
-
-void SystemUI::ProcessDragCancel()
-{
-    // How to tell difference between drag cancel and new selection on multi-touch?
-    if (usingTouchInput_)
-        return;
-
-    IntVector2 cursorPos;
-    bool cursorVisible;
-    GetCursorPositionAndVisible(cursorPos, cursorVisible);
-
-    for (HashMap<WeakPtr<UIElement>, SystemUI::DragData*>::Iterator i = dragElements_.Begin(); i != dragElements_.End();)
-    {
-        WeakPtr<UIElement> dragElement = i->first_;
-        SystemUI::DragData* dragData = i->second_;
-
-        if (dragElement && dragElement->IsEnabled() && dragElement->IsVisible() && !dragData->dragBeginPending)
-        {
-            dragElement->OnDragCancel(dragElement->ScreenToElement(cursorPos), cursorPos, dragData->dragButtons, mouseButtons_,
-                cursor_);
-            SendDragOrHoverEvent(E_DRAGCANCEL, dragElement, cursorPos, IntVector2::ZERO, dragData);
-            i = DragElementErase(i);
-        }
-        else
-            ++i;
-    }
-}
-
-IntVector2 SystemUI::SumTouchPositions(SystemUI::DragData* dragData, const IntVector2& oldSendPos)
-{
-    IntVector2 sendPos = oldSendPos;
-    if (usingTouchInput_)
-    {
-        int buttons = dragData->dragButtons;
-        dragData->sumPos = IntVector2::ZERO;
-        Input* input = GetSubsystem<Input>();
-        for (int i = 0; (1 << i) <= buttons; i++)
-        {
-            if ((1 << i) & buttons)
-            {
-                TouchState* ts = input->GetTouch((unsigned)i);
-                if (!ts)
-                    break;
-                IntVector2 pos = ts->position_;
-                dragData->sumPos.x_ += pos.x_;
-                dragData->sumPos.y_ += pos.y_;
-            }
-        }
-        sendPos.x_ = dragData->sumPos.x_ / dragData->numDragButtons;
-        sendPos.y_ = dragData->sumPos.y_ / dragData->numDragButtons;
-    }
-    return sendPos;
-}
-
-void SystemUI::CreateConsoleAndDebugHud()
-{
-    // Get default style
-    ResourceCache* cache = GetSubsystem<ResourceCache>();
-    XMLFile* xmlFile = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
-
-    Console* console = new Console(context_);
-    console->SetDefaultStyle(xmlFile);
-    console->GetBackground()->SetOpacity(0.8f);
-
-    DebugHud* debugHud = new DebugHud(context_);
-    debugHud->SetDefaultStyle(xmlFile);
-
-    // Create console & debug hud
-    context_->RegisterSubsystem(console);
-    context_->RegisterSubsystem(debugHud);
-
-}
-
-void RegisterSystemUILibrary(Context* context)
-{
-    Font::RegisterObject(context);
-
-    UIElement::RegisterObject(context);
-    BorderImage::RegisterObject(context);
-    Sprite::RegisterObject(context);
-    Button::RegisterObject(context);
-    CheckBox::RegisterObject(context);
-    Cursor::RegisterObject(context);
-    Text::RegisterObject(context);
-    Window::RegisterObject(context);
-    LineEdit::RegisterObject(context);
-    Slider::RegisterObject(context);
-    ScrollBar::RegisterObject(context);
-    ScrollView::RegisterObject(context);
-    ListView::RegisterObject(context);
-    Menu::RegisterObject(context);
-    DropDownList::RegisterObject(context);
-    MessageBox::RegisterObject(context);
-    ToolTip::RegisterObject(context);
-}
-
-}
-
-}
+//
+// Copyright (c) 2017 the Atomic project.
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+//
+#include "../../Input/InputEvents.h"
+#include "../../Input/Input.h"
+#include "../../Core/CoreEvents.h"
+#include "../../Core/Context.h"
+#include "../../Core/Profiler.h"
+#include "../../Engine/EngineEvents.h"
+#include "../../Graphics/GraphicsEvents.h"
+#include "../../Graphics/Graphics.h"
+#include "../../Resource/ResourceCache.h"
+#include "../../UI/SystemUI/SystemUI.h"
+#include "../../UI/SystemUI/Console.h"
+#include "../../UI/SystemUI/DebugHud.h"
+#include <SDL.h>
+#include <imgui_internal.h>
+
+
+using namespace std::placeholders;
+namespace Atomic
+{
+
+SystemUI::SystemUI(Atomic::Context* context)
+        : Object(context)
+          , vertexBuffer_(context)
+          , indexBuffer_(context)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.KeyMap[ImGuiKey_Tab] = SCANCODE_TAB;
+    io.KeyMap[ImGuiKey_LeftArrow] = SCANCODE_LEFT;
+    io.KeyMap[ImGuiKey_RightArrow] = SCANCODE_RIGHT;
+    io.KeyMap[ImGuiKey_UpArrow] = SCANCODE_UP;
+    io.KeyMap[ImGuiKey_DownArrow] = SCANCODE_DOWN;
+    io.KeyMap[ImGuiKey_Home] = SCANCODE_HOME;
+    io.KeyMap[ImGuiKey_End] = SCANCODE_END;
+    io.KeyMap[ImGuiKey_Delete] = SCANCODE_DELETE;
+    io.KeyMap[ImGuiKey_Backspace] = SCANCODE_BACKSPACE;
+    io.KeyMap[ImGuiKey_Enter] = SCANCODE_RETURN;
+    io.KeyMap[ImGuiKey_Escape] = SCANCODE_ESCAPE;
+    io.KeyMap[ImGuiKey_A] = SCANCODE_A;
+    io.KeyMap[ImGuiKey_C] = SCANCODE_C;
+    io.KeyMap[ImGuiKey_V] = SCANCODE_V;
+    io.KeyMap[ImGuiKey_X] = SCANCODE_X;
+    io.KeyMap[ImGuiKey_Y] = SCANCODE_Y;
+    io.KeyMap[ImGuiKey_Z] = SCANCODE_Z;
+
+    io.RenderDrawListsFn = [](ImDrawData* data)
+    {
+        static_cast<SystemUI*>(ImGui::GetIO().UserData)->OnRenderDrawLists(data);
+    };
+    io.SetClipboardTextFn = [](void* user_data, const char* text)
+    { SDL_SetClipboardText(text); };
+    io.GetClipboardTextFn = [](void* user_data) -> const char*
+    { return SDL_GetClipboardText(); };
+
+    io.UserData = this;
+
+    io.Fonts->AddFontDefault();
+    ReallocateFontTexture();
+    UpdateProjectionMatrix();
+
+    // Subscribe to events
+    SubscribeToEvent(E_POSTUPDATE, std::bind(&SystemUI::OnPostUpdate, this, _2));
+    SubscribeToEvent(E_ENDRENDERING, [&](StringHash, VariantMap&)
+    {
+        ATOMIC_PROFILE(SystemUiRender);
+        ImGui::Render();
+    });
+    SubscribeToEvent(E_SDLRAWINPUT, std::bind(&SystemUI::OnRawEvent, this, _2));
+    SubscribeToEvent(E_SCREENMODE, std::bind(&SystemUI::UpdateProjectionMatrix, this));
+}
+
+SystemUI::~SystemUI()
+{
+    ImGui::Shutdown();
+}
+
+void SystemUI::UpdateProjectionMatrix()
+{
+    // Update screen size
+    auto graphics = GetSubsystem<Graphics>();
+    ImGui::GetIO().DisplaySize = ImVec2((float)graphics->GetWidth(), (float)graphics->GetHeight());
+
+    // Update projection matrix
+    IntVector2 viewSize = graphics->GetViewport().Size();
+    Vector2 invScreenSize(1.0f / viewSize.x_, 1.0f / viewSize.y_);
+    Vector2 scale(2.0f * invScreenSize.x_, -2.0f * invScreenSize.y_);
+    Vector2 offset(-1.0f, 1.0f);
+
+    projection_ = Matrix4(Matrix4::IDENTITY);
+    projection_.m00_ = scale.x_ * uiScale_;
+    projection_.m03_ = offset.x_;
+    projection_.m11_ = scale.y_ * uiScale_;
+    projection_.m13_ = offset.y_;
+    projection_.m22_ = 1.0f;
+    projection_.m23_ = 0.0f;
+    projection_.m33_ = 1.0f;
+}
+
+void SystemUI::OnRawEvent(VariantMap& args)
+{
+    auto evt = static_cast<SDL_Event*>(args[SDLRawInput::P_SDLEVENT].Get<void*>());
+    auto& io = ImGui::GetIO();
+    switch (evt->type)
+    {
+    case SDL_KEYUP:
+    case SDL_KEYDOWN:
+    {
+        auto code = evt->key.keysym.scancode;
+        auto down = evt->type == SDL_KEYDOWN;
+        if (code < 512)
+            io.KeysDown[code] = down;
+        if (evt->key.keysym.sym == SDLK_LCTRL || evt->key.keysym.sym == SDLK_RCTRL)
+            io.KeyCtrl = down;
+        else if (evt->key.keysym.sym == SDLK_LSHIFT || evt->key.keysym.sym == SDLK_RSHIFT)
+            io.KeyShift = down;
+        else if (evt->key.keysym.sym == SDLK_LALT || evt->key.keysym.sym == SDLK_RALT)
+            io.KeyAlt = down;
+        else if (evt->key.keysym.sym == SDLK_LGUI || evt->key.keysym.sym == SDLK_RGUI)
+            io.KeySuper = down;
+        break;
+    }
+    case SDL_MOUSEWHEEL:
+        io.MouseWheel = evt->wheel.y;
+        break;
+    case SDL_MOUSEBUTTONUP:
+    case SDL_MOUSEBUTTONDOWN:
+        io.MouseDown[evt->button.button - 1] = evt->type == SDL_MOUSEBUTTONDOWN;
+    case SDL_MOUSEMOTION:
+        io.MousePos.x = evt->motion.x / uiScale_;
+        io.MousePos.y = evt->motion.y / uiScale_;
+        break;
+    case SDL_FINGERUP:
+        io.MouseDown[0] = false;
+        io.MousePos.x = -1;
+        io.MousePos.y = -1;
+    case SDL_FINGERDOWN:
+        io.MouseDown[0] = true;
+    case SDL_FINGERMOTION:
+        io.MousePos.x = evt->tfinger.x / uiScale_;
+        io.MousePos.y = evt->tfinger.y / uiScale_;
+        break;
+    case SDL_TEXTINPUT:
+        ImGui::GetIO().AddInputCharactersUTF8(evt->text.text);
+        break;
+    default:
+        break;
+    }
+
+    switch (evt->type)
+    {
+    case SDL_KEYUP:
+    case SDL_KEYDOWN:
+    case SDL_TEXTINPUT:
+        args[SDLRawInput::P_CONSUMED] = ImGui::GetCurrentContext()->FocusedWindow != 0;
+        break;
+    case SDL_MOUSEWHEEL:
+    case SDL_MOUSEBUTTONUP:
+    case SDL_MOUSEBUTTONDOWN:
+    case SDL_MOUSEMOTION:
+    case SDL_FINGERUP:
+    case SDL_FINGERDOWN:
+    case SDL_FINGERMOTION:
+        args[SDLRawInput::P_CONSUMED] = ImGui::IsMouseHoveringAnyWindow();
+        break;
+    default:
+        break;
+    }
+}
+
+void SystemUI::OnPostUpdate(VariantMap& args)
+{
+    auto& io = ImGui::GetIO();
+    float timeStep = args[PostUpdate::P_TIMESTEP].GetFloat();
+    io.DeltaTime = timeStep > 0.0f ? timeStep : 1.0f / 60.0f;
+    ImGui::NewFrame();
+    ATOMIC_PROFILE(SystemUiFrame);
+    SendEvent(E_SYSTEMUIFRAME);
+}
+
+void SystemUI::OnRenderDrawLists(ImDrawData* data)
+{
+    auto _graphics = GetSubsystem<Graphics>();
+    // Engine does not render when window is closed or device is lost
+    assert(_graphics && _graphics->IsInitialized() && !_graphics->IsDeviceLost());
+
+    ImGuiIO& io = ImGui::GetIO();
+    int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
+    int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
+    if (fb_width == 0 || fb_height == 0)
+        return;
+    data->ScaleClipRects(io.DisplayFramebufferScale);
+
+    for (int n = 0; n < data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = data->CmdLists[n];
+        unsigned int idx_buffer_offset = 0;
+
+        // Resize vertex and index buffers on the fly. Once buffer becomes too small for data that is to be rendered
+        // we reallocate buffer to be twice as big as we need now. This is done in order to minimize memory reallocation
+        // in rendering loop.
+        if (cmd_list->VtxBuffer.Size > vertexBuffer_.GetVertexCount())
+        {
+            PODVector<VertexElement> elems = {VertexElement(TYPE_VECTOR2, SEM_POSITION),
+                                              VertexElement(TYPE_VECTOR2, SEM_TEXCOORD),
+                                              VertexElement(TYPE_UBYTE4_NORM, SEM_COLOR)
+            };
+            vertexBuffer_.SetSize((unsigned int)(cmd_list->VtxBuffer.Size * 2), elems, true);
+        }
+        if (cmd_list->IdxBuffer.Size > indexBuffer_.GetIndexCount())
+            indexBuffer_.SetSize((unsigned int)(cmd_list->IdxBuffer.Size * 2), false, true);
+
+#if (defined(_WIN32) && !defined(ATOMIC_D3D11) && !defined(ATOMIC_OPENGL)) || defined(ATOMIC_D3D9)
+        for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
+        {
+            ImDrawVert& v = cmd_list->VtxBuffer.Data[i];
+            v.pos.x += 0.5f;
+            v.pos.y += 0.5f;
+        }
+#endif
+
+        vertexBuffer_.SetDataRange(cmd_list->VtxBuffer.Data, 0, (unsigned int)cmd_list->VtxBuffer.Size, true);
+        indexBuffer_.SetDataRange(cmd_list->IdxBuffer.Data, 0, (unsigned int)cmd_list->IdxBuffer.Size, true);
+
+        _graphics->ClearParameterSources();
+        _graphics->SetColorWrite(true);
+        _graphics->SetCullMode(CULL_NONE);
+        _graphics->SetDepthTest(CMP_ALWAYS);
+        _graphics->SetDepthWrite(false);
+        _graphics->SetFillMode(FILL_SOLID);
+        _graphics->SetStencilTest(false);
+        _graphics->SetVertexBuffer(&vertexBuffer_);
+        _graphics->SetIndexBuffer(&indexBuffer_);
+
+        for (const ImDrawCmd* cmd = cmd_list->CmdBuffer.begin(); cmd != cmd_list->CmdBuffer.end(); cmd++)
+        {
+            if (cmd->UserCallback)
+                cmd->UserCallback(cmd_list, cmd);
+            else
+            {
+                ShaderVariation* ps;
+                ShaderVariation* vs;
+
+                Texture2D* texture = static_cast<Texture2D*>(cmd->TextureId);
+                if (!texture)
+                {
+                    ps = _graphics->GetShader(PS, "Basic", "VERTEXCOLOR");
+                    vs = _graphics->GetShader(VS, "Basic", "VERTEXCOLOR");
+                }
+                else
+                {
+                    // If texture contains only an alpha channel, use alpha shader (for fonts)
+                    vs = _graphics->GetShader(VS, "Basic", "DIFFMAP VERTEXCOLOR");
+                    if (texture->GetFormat() == Graphics::GetAlphaFormat())
+                        ps = _graphics->GetShader(PS, "Basic", "ALPHAMAP VERTEXCOLOR");
+                    else
+                        ps = _graphics->GetShader(PS, "Basic", "DIFFMAP VERTEXCOLOR");
+                }
+
+                _graphics->SetShaders(vs, ps);
+                if (_graphics->NeedParameterUpdate(SP_OBJECT, this))
+                    _graphics->SetShaderParameter(VSP_MODEL, Matrix3x4::IDENTITY);
+                if (_graphics->NeedParameterUpdate(SP_CAMERA, this))
+                    _graphics->SetShaderParameter(VSP_VIEWPROJ, projection_);
+                if (_graphics->NeedParameterUpdate(SP_MATERIAL, this))
+                    _graphics->SetShaderParameter(PSP_MATDIFFCOLOR, Color(1.0f, 1.0f, 1.0f, 1.0f));
+
+                float elapsedTime = GetSubsystem<Time>()->GetElapsedTime();
+                _graphics->SetShaderParameter(VSP_ELAPSEDTIME, elapsedTime);
+                _graphics->SetShaderParameter(PSP_ELAPSEDTIME, elapsedTime);
+
+                IntRect scissor = IntRect(int(cmd->ClipRect.x * uiScale_), int(cmd->ClipRect.y * uiScale_),
+                                          int(cmd->ClipRect.z * uiScale_), int(cmd->ClipRect.w * uiScale_));
+
+                _graphics->SetBlendMode(BLEND_ALPHA);
+                _graphics->SetScissorTest(true, scissor);
+                _graphics->SetTexture(0, texture);
+                _graphics->Draw(TRIANGLE_LIST, idx_buffer_offset, cmd->ElemCount, 0, 0,
+                                vertexBuffer_.GetVertexCount());
+                idx_buffer_offset += cmd->ElemCount;
+            }
+        }
+    }
+    _graphics->SetScissorTest(false);
+}
+
+ImFont* SystemUI::AddFont(const String& font_path, float size, const unsigned short* ranges, bool merge)
+{
+    auto io = ImGui::GetIO();
+
+    if (size == 0)
+    {
+        if (io.Fonts->Fonts.size() == 0)
+            return 0;
+        size = io.Fonts->Fonts.back()->FontSize;
+    }
+
+    if (auto font_file = GetSubsystem<ResourceCache>()->GetFile(font_path))
+    {
+        PODVector<uint8_t> data;
+        data.Resize(font_file->GetSize());
+        auto bytes_len = font_file->Read(&data.Front(), data.Size());
+        ImFontConfig cfg;
+        cfg.MergeMode = merge;
+        cfg.FontDataOwnedByAtlas = false;
+        if (auto new_font = ImGui::GetIO().Fonts->AddFontFromMemoryTTF(&data.Front(), bytes_len, size, &cfg, ranges))
+        {
+            ReallocateFontTexture();
+            return new_font;
+        }
+    }
+    return 0;
+}
+
+ImFont* SystemUI::AddFont(const Atomic::String& font_path, float size,
+                          const std::initializer_list<unsigned short>& ranges, bool merge)
+{
+    return AddFont(font_path, size, ranges.size() ? &*ranges.begin() : 0, merge);
+}
+
+void SystemUI::ReallocateFontTexture()
+{
+    auto io = ImGui::GetIO();
+    // Create font texture.
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width,
+                                 &height);   // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
+
+    if (!fontTexture_ || width != fontTexture_->GetWidth() || height != fontTexture_->GetHeight())
+    {
+        fontTexture_ = new Texture2D(context_);
+        fontTexture_->SetNumLevels(1);
+        fontTexture_->SetSize(width, height, Graphics::GetRGBAFormat());
+        fontTexture_->SetData(0, 0, 0, width, height, pixels);
+        fontTexture_->SetFilterMode(FILTER_BILINEAR);
+
+        // Store our identifier
+        io.Fonts->TexID = (void*)fontTexture_.Get();
+        io.Fonts->ClearTexData();
+    }
+}
+
+void SystemUI::SetScale(float scale)
+{
+    if (uiScale_ == scale)
+        return;
+    uiScale_ = scale;
+    UpdateProjectionMatrix();
+}
+
+void SystemUI::CreateConsoleAndDebugHud()
+{
+    Console* console = new Console(context_);
+    DebugHud* debugHud = new DebugHud(context_);
+
+    // Create console & debug hud
+    context_->RegisterSubsystem(console);
+    context_->RegisterSubsystem(debugHud);
+
+}
+
+}
+

+ 90 - 347
Source/Atomic/UI/SystemUI/SystemUI.h

@@ -1,347 +1,90 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#pragma once
-
-#include "../../Core/Object.h"
-#include "Cursor.h"
-#include "SystemUIBatch.h"
-
-namespace Atomic
-{
-
-class Graphics;
-class ResourceCache;
-class Timer;
-class VertexBuffer;
-class XMLElement;
-class XMLFile;
-
-namespace SystemUI
-{
-
-class Cursor;
-class SystemUIBatch;
-class UIElement;
-
-/// %UI subsystem. Manages the graphical user interface.
-class ATOMIC_API SystemUI : public Object
-{
-    ATOMIC_OBJECT(SystemUI, Object);
-
-public:
-    /// Construct.
-    SystemUI(Context* context);
-    /// Destruct.
-    virtual ~SystemUI();
-
-    /// Set cursor UI element.
-    void SetCursor(Cursor* cursor);
-    /// Set focused UI element.
-    void SetFocusElement(UIElement* element, bool byKey = false);
-    /// Set modal element. Until all the modal elements are dismissed, all the inputs and events are only sent to them. Return true when successful.
-    /// Only the modal element can clear its modal status or when it is being destructed.
-    bool SetModalElement(UIElement* modalElement, bool enable);
-    /// Clear the UI (excluding the cursor.)
-    void Clear();
-    /// Update the UI logic. Called by HandlePostUpdate().
-    void Update(float timeStep);
-    /// Update the UI for rendering. Called by HandleRenderUpdate().
-    void RenderUpdate();
-    /// Render the UI. If resetRenderTargets is true, is assumed to be the default UI render to backbuffer called by Engine, and will be performed only once. Additional UI renders to a different rendertarget may be triggered from the renderpath.
-    void Render(bool resetRenderTargets = true);
-    /// Debug draw a UI element.
-    void DebugDraw(UIElement* element);
-    /// Load a UI layout from an XML file. Optionally specify another XML file for element style. Return the root element.
-    SharedPtr<UIElement> LoadLayout(Deserializer& source, XMLFile* styleFile = 0);
-    /// Load a UI layout from an XML file. Optionally specify another XML file for element style. Return the root element.
-    SharedPtr<UIElement> LoadLayout(XMLFile* file, XMLFile* styleFile = 0);
-    /// Save a UI layout to an XML file. Return true if successful.
-    bool SaveLayout(Serializer& dest, UIElement* element);
-    /// Set clipboard text.
-    void SetClipboardText(const String& text);
-    /// Set UI element double click interval in seconds.
-    void SetDoubleClickInterval(float interval);
-    /// Set UI drag event start interval in seconds.
-    void SetDragBeginInterval(float interval);
-    /// Set UI drag event start distance threshold in pixels.
-    void SetDragBeginDistance(int pixels);
-    /// Set tooltip default display delay in seconds.
-    void SetDefaultToolTipDelay(float delay);
-    /// Set maximum font face texture size. Must be a power of two. Default is 2048.
-    void SetMaxFontTextureSize(int size);
-    /// Set whether mouse wheel can control also a non-focused element.
-    void SetNonFocusedMouseWheel(bool nonFocusedMouseWheel);
-    /// Set whether to use system clipboard. Default false.
-    void SetUseSystemClipboard(bool enable);
-    /// Set whether to show the on-screen keyboard (if supported) when a %LineEdit is focused. Default true on mobile devices.
-    void SetUseScreenKeyboard(bool enable);
-    /// Set whether to use mutable (eraseable) glyphs to ensure a font face never expands to more than one texture. Default false.
-    void SetUseMutableGlyphs(bool enable);
-    /// Set whether to force font autohinting instead of using FreeType's TTF bytecode interpreter.
-    void SetForceAutoHint(bool enable);
-
-    /// Return root UI element.
-    UIElement* GetRoot() const { return rootElement_; }
-
-    /// Return root modal element.
-    UIElement* GetRootModalElement() const { return rootModalElement_; }
-
-    /// Return cursor.
-    Cursor* GetCursor() const { return cursor_; }
-
-    /// Return cursor position.
-    IntVector2 GetCursorPosition() const;
-    /// Return UI element at screen coordinates. By default returns only input-enabled elements.
-    UIElement* GetElementAt(const IntVector2& position, bool enabledOnly = true);
-    /// Return UI element at screen coordinates. By default returns only input-enabled elements.
-    UIElement* GetElementAt(int x, int y, bool enabledOnly = true);
-
-    /// Return focused element.
-    UIElement* GetFocusElement() const { return focusElement_; }
-
-    /// Return topmost enabled root-level non-modal element.
-    UIElement* GetFrontElement() const;
-    /// Return currently dragged elements.
-    const Vector<UIElement*> GetDragElements();
-
-    /// Return the number of currently dragged elements.
-    unsigned GetNumDragElements() const { return (unsigned)dragConfirmedCount_; }
-
-    /// Return the drag element at index.
-    UIElement* GetDragElement(unsigned index);
-    /// Return clipboard text.
-    const String& GetClipboardText() const;
-
-    /// Return UI element double click interval in seconds.
-    float GetDoubleClickInterval() const { return doubleClickInterval_; }
-
-    /// Return UI drag start event interval in seconds.
-    float GetDragBeginInterval() const { return dragBeginInterval_; }
-
-    /// Return UI drag start event distance threshold in pixels.
-    int GetDragBeginDistance() const { return dragBeginDistance_; }
-
-    /// Return tooltip default display delay in seconds.
-    float GetDefaultToolTipDelay() const { return defaultToolTipDelay_; }
-
-    /// Return font texture maximum size.
-    int GetMaxFontTextureSize() const { return maxFontTextureSize_; }
-
-    /// Return whether mouse wheel can control also a non-focused element.
-    bool IsNonFocusedMouseWheel() const { return nonFocusedMouseWheel_; }
-
-    /// Return whether is using the system clipboard.
-    bool GetUseSystemClipboard() const { return useSystemClipboard_; }
-
-    /// Return whether focusing a %LineEdit will show the on-screen keyboard.
-    bool GetUseScreenKeyboard() const { return useScreenKeyboard_; }
-
-    /// Return whether is using mutable (eraseable) glyphs for fonts.
-    bool GetUseMutableGlyphs() const { return useMutableGlyphs_; }
-
-    /// Return whether is using forced autohinting.
-    bool GetForceAutoHint() const { return forceAutoHint_; }
-
-    /// Return true when UI has modal element(s).
-    bool HasModalElement() const;
-
-    /// Return whether a drag is in progress.
-    bool IsDragging() const { return dragConfirmedCount_ > 0; }
-
-    /// Data structure used to represent the drag data associated to a UIElement.
-    struct DragData
-    {
-        /// Which button combo initiated the drag.
-        int dragButtons;
-        /// How many buttons initiated the drag.
-        int numDragButtons;
-        /// Sum of all touch locations
-        IntVector2 sumPos;
-        /// Flag for a drag start event pending.
-        bool dragBeginPending;
-        /// Timer used to trigger drag begin event.
-        Timer dragBeginTimer;
-        /// Drag start position.
-        IntVector2 dragBeginSumPos;
-    };
-
-    void CreateConsoleAndDebugHud();
-
-private:
-    /// Initialize when screen mode initially set.
-    void Initialize();
-    /// Update UI element logic recursively.
-    void Update(float timeStep, UIElement* element);
-    /// Upload UI geometry into a vertex buffer.
-    void SetVertexData(VertexBuffer* dest, const PODVector<float>& vertexData);
-    /// Render UI batches. Geometry must have been uploaded first.
-    void Render
-        (bool resetRenderTargets, VertexBuffer* buffer, const PODVector<SystemUIBatch>& batches, unsigned batchStart, unsigned batchEnd);
-    /// Generate batches from an UI element recursively. Skip the cursor element.
-    void GetBatches(UIElement* element, IntRect currentScissor);
-    /// Return UI element at screen position recursively.
-    void GetElementAt(UIElement*& result, UIElement* current, const IntVector2& position, bool enabledOnly);
-    /// Return the first element in hierarchy that can alter focus.
-    UIElement* GetFocusableElement(UIElement* element);
-    /// Return cursor position and visibility either from the cursor element, or the Input subsystem.
-    void GetCursorPositionAndVisible(IntVector2& pos, bool& visible);
-    /// Set active cursor's shape.
-    void SetCursorShape(CursorShape shape);
-    /// Force release of font faces when global font properties change.
-    void ReleaseFontFaces();
-    /// Handle button or touch hover
-    void ProcessHover(const IntVector2& cursorPos, int buttons, int qualifiers, Cursor* cursor);
-    /// Handle button or touch begin.
-    void
-        ProcessClickBegin(const IntVector2& cursorPos, int button, int buttons, int qualifiers, Cursor* cursor, bool cursorVisible);
-    /// Handle button or touch end.
-    void ProcessClickEnd(const IntVector2& cursorPos, int button, int buttons, int qualifiers, Cursor* cursor, bool cursorVisible);
-    /// Handle mouse or touch move.
-    void ProcessMove(const IntVector2& cursorPos, const IntVector2& cursorDeltaPos, int buttons, int qualifiers, Cursor* cursor,
-        bool cursorVisible);
-    /// Send a UI element drag or hover begin event.
-    void SendDragOrHoverEvent
-        (StringHash eventType, UIElement* element, const IntVector2& screenPos, const IntVector2& deltaPos, SystemUI::DragData* dragData);
-    /// Send a UI click or double click event.
-    void SendClickEvent
-        (StringHash eventType, UIElement* beginElement, UIElement* endElement, const IntVector2& pos, int button, int buttons,
-            int qualifiers);
-    /// Handle screen mode event.
-    void HandleScreenMode(StringHash eventType, VariantMap& eventData);
-    /// Handle mouse button down event.
-    void HandleMouseButtonDown(StringHash eventType, VariantMap& eventData);
-    /// Handle mouse button up event.
-    void HandleMouseButtonUp(StringHash eventType, VariantMap& eventData);
-    /// Handle mouse move event.
-    void HandleMouseMove(StringHash eventType, VariantMap& eventData);
-    /// Handle mouse wheel event.
-    void HandleMouseWheel(StringHash eventType, VariantMap& eventData);
-    /// Handle touch begin event.
-    void HandleTouchBegin(StringHash eventType, VariantMap& eventData);
-    /// Handle touch end event.
-    void HandleTouchEnd(StringHash eventType, VariantMap& eventData);
-    /// Handle touch move event.
-    void HandleTouchMove(StringHash eventType, VariantMap& eventData);
-    /// Handle keypress event.
-    void HandleKeyDown(StringHash eventType, VariantMap& eventData);
-    /// Handle text input event.
-    void HandleTextInput(StringHash eventType, VariantMap& eventData);
-    /// Handle frame begin event.
-    void HandleBeginFrame(StringHash eventType, VariantMap& eventData);
-    /// Handle logic post-update event.
-    void HandlePostUpdate(StringHash eventType, VariantMap& eventData);
-    /// Handle render update event.
-    void HandleRenderUpdate(StringHash eventType, VariantMap& eventData);
-    /// Handle a file being drag-dropped into the application window.
-    void HandleDropFile(StringHash eventType, VariantMap& eventData);
-    /// Remove drag data and return next iterator.
-    HashMap<WeakPtr<UIElement>, DragData*>::Iterator DragElementErase(HashMap<WeakPtr<UIElement>, DragData*>::Iterator dragElement);
-    /// Handle clean up on a drag cancel.
-    void ProcessDragCancel();
-    /// Sum touch positions and return the begin position ready to send.
-    IntVector2 SumTouchPositions(SystemUI::DragData* dragData, const IntVector2& oldSendPos);
-
-    /// Graphics subsystem.
-    WeakPtr<Graphics> graphics_;
-    /// UI root element.
-    SharedPtr<UIElement> rootElement_;
-    /// UI root modal element.
-    SharedPtr<UIElement> rootModalElement_;
-    /// Cursor.
-    SharedPtr<Cursor> cursor_;
-    /// Currently focused element.
-    WeakPtr<UIElement> focusElement_;
-    /// UI rendering batches.
-    PODVector<SystemUIBatch> batches_;
-    /// UI rendering vertex data.
-    PODVector<float> vertexData_;
-    /// UI rendering batches for debug draw.
-    PODVector<SystemUIBatch> debugDrawBatches_;
-    /// UI rendering vertex data for debug draw.
-    PODVector<float> debugVertexData_;
-    /// UI vertex buffer.
-    SharedPtr<VertexBuffer> vertexBuffer_;
-    /// UI debug geometry vertex buffer.
-    SharedPtr<VertexBuffer> debugVertexBuffer_;
-    /// UI element query vector.
-    PODVector<UIElement*> tempElements_;
-    /// Clipboard text.
-    mutable String clipBoard_;
-    /// Seconds between clicks to register a double click.
-    float doubleClickInterval_;
-    /// Seconds from mouse button down to begin a drag if there has been no movement exceeding pixel threshold.
-    float dragBeginInterval_;
-    /// Tooltip default display delay in seconds.
-    float defaultToolTipDelay_;
-    /// Drag begin event distance threshold in pixels.
-    int dragBeginDistance_;
-    /// Mouse buttons held down.
-    int mouseButtons_;
-    /// Last mouse button pressed.
-    int lastMouseButtons_;
-    /// Qualifier keys held down.
-    int qualifiers_;
-    /// Font texture maximum size.
-    int maxFontTextureSize_;
-    /// Initialized flag.
-    bool initialized_;
-    /// Touch used flag.
-    bool usingTouchInput_;
-    /// Flag to switch mouse wheel event to be sent to non-focused element at cursor.
-    bool nonFocusedMouseWheel_;
-    /// Flag for using operating system clipboard instead of internal.
-    bool useSystemClipboard_;
-    /// Flag for showing the on-screen keyboard on focusing a %LineEdit.
-    bool useScreenKeyboard_;
-    /// Flag for using mutable (erasable) font glyphs.
-    bool useMutableGlyphs_;
-    /// Flag for forcing FreeType auto hinting.
-    bool forceAutoHint_;
-    /// Flag for UI already being rendered this frame.
-    bool uiRendered_;
-    /// Non-modal batch size (used internally for rendering).
-    unsigned nonModalBatchSize_;
-    /// Timer used to trigger double click.
-    Timer clickTimer_;
-    /// UI element last clicked for tracking double clicks.
-    WeakPtr<UIElement> doubleClickElement_;
-    /// Currently hovered elements.
-    HashMap<WeakPtr<UIElement>, bool> hoveredElements_;
-    /// Currently dragged elements.
-    HashMap<WeakPtr<UIElement>, DragData*> dragElements_;
-    /// Number of elements in dragElements_.
-    int dragElementsCount_;
-    /// Number of elements in dragElements_ with dragPending = false.
-    int dragConfirmedCount_;
-    /// UI elements that are being touched with touch input.
-    HashMap<WeakPtr<UIElement>, int> touchDragElements_;
-    /// Confirmed drag elements cache.
-    Vector<UIElement*> dragElementsConfirmed_;
-};
-
-/// Register UI library objects.
-void ATOMIC_API RegisterSystemUILibrary(Context* context);
-
-}
-
-}
+//
+// Copyright (c) 2017 the Atomic project.
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+//
+#pragma once
+
+
+#include "../../Core/Object.h"
+#include "../../Math/StringHash.h"
+#include "../../Container/HashMap.h"
+#include "../../Graphics/VertexBuffer.h"
+#include "../../Graphics/IndexBuffer.h"
+#include "../../Math/Matrix4.h"
+#include "../../Graphics/Texture2D.h"
+#include "../../UI/SystemUI/SystemUIEvents.h"
+
+#include <imgui.h>
+
+namespace Atomic
+{
+
+class SystemUI : public Atomic::Object
+{
+    ATOMIC_OBJECT(SystemUI, Atomic::Object);
+public:
+    SystemUI(Atomic::Context* context);
+    ~SystemUI();
+
+    //! Get ui scale.
+    //! \return scale of ui.
+    float GetScale() const
+    { return uiScale_; };
+    //! Set ui scale.
+    //! \param scale of ui.
+    void SetScale(float scale);
+    //! Add font to imgui subsystem.
+    /*!
+      \param font_path a string pointing to TTF font resource.
+      \param size a font size. If 0 then size of last font is used.
+      \param ranges optional ranges of font that should be used. Parameter is array of {start1, stop1, ..., startN, stopN, 0}.
+      \param merge set to true if new font should be merged to last active font.
+      \return ImFont instance that may be used for setting current font when drawing GUI.
+    */
+    ImFont*
+    AddFont(const Atomic::String& font_path, float size = 0, const unsigned short* ranges = 0, bool merge = false);
+    //! Add font to imgui subsystem.
+    /*!
+      \param font_path a string pointing to TTF font resource.
+      \param size a font size. If 0 then size of last font is used.
+      \param ranges optional ranges of font that should be used. Parameter is std::initializer_list of {start1, stop1, ..., startN, stopN, 0}.
+      \param merge set to true if new font should be merged to last active font.
+      \return ImFont instance that may be used for setting current font when drawing GUI.
+    */
+    ImFont* AddFont(const Atomic::String& font_path, float size = 0,
+                    const std::initializer_list<unsigned short>& ranges = {}, bool merge = false);
+
+    void CreateConsoleAndDebugHud();
+
+protected:
+    float uiScale_ = 1.f;
+    Atomic::Matrix4 projection_;
+    Atomic::VertexBuffer vertexBuffer_;
+    Atomic::IndexBuffer indexBuffer_;
+    Atomic::SharedPtr<Texture2D> fontTexture_;
+
+    void ReallocateFontTexture();
+    void UpdateProjectionMatrix();
+    void OnPostUpdate(Atomic::VariantMap& args);
+    void OnRenderDrawLists(ImDrawData* data);
+    void OnRawEvent(VariantMap& args);
+};
+
+}

+ 0 - 334
Source/Atomic/UI/SystemUI/SystemUIBatch.cpp

@@ -1,334 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#include "../../Graphics/Graphics.h"
-#include "../../Graphics/Texture.h"
-#include "UIElement.h"
-
-#include "../../DebugNew.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-Vector3 SystemUIBatch::posAdjust(0.0f, 0.0f, 0.0f);
-
-SystemUIBatch::SystemUIBatch() :
-    element_(0),
-    blendMode_(BLEND_REPLACE),
-    texture_(0),
-    invTextureSize_(Vector2::ONE),
-    vertexData_(0),
-    vertexStart_(0),
-    vertexEnd_(0)
-{
-    SetDefaultColor();
-}
-
-SystemUIBatch::SystemUIBatch(UIElement* element, BlendMode blendMode, const IntRect& scissor, Texture* texture, PODVector<float>* vertexData) :
-    element_(element),
-    blendMode_(blendMode),
-    scissor_(scissor),
-    texture_(texture),
-    invTextureSize_(texture ? Vector2(1.0f / (float)texture->GetWidth(), 1.0f / (float)texture->GetHeight()) : Vector2::ONE),
-    vertexData_(vertexData),
-    vertexStart_(vertexData->Size()),
-    vertexEnd_(vertexData->Size())
-{
-    SetDefaultColor();
-}
-
-void SystemUIBatch::SetColor(const Color& color, bool overrideAlpha)
-{
-    if (!element_)
-        overrideAlpha = true;
-
-    useGradient_ = false;
-    color_ =
-        overrideAlpha ? color.ToUInt() : Color(color.r_, color.g_, color.b_, color.a_ * element_->GetDerivedOpacity()).ToUInt();
-}
-
-void SystemUIBatch::SetDefaultColor()
-{
-    if (element_)
-    {
-        color_ = element_->GetDerivedColor().ToUInt();
-        useGradient_ = element_->HasColorGradient();
-    }
-    else
-    {
-        color_ = 0xffffffff;
-        useGradient_ = false;
-    }
-}
-
-void SystemUIBatch::AddQuad(int x, int y, int width, int height, int texOffsetX, int texOffsetY, int texWidth, int texHeight)
-{
-    unsigned topLeftColor, topRightColor, bottomLeftColor, bottomRightColor;
-
-    if (!useGradient_)
-    {
-        // If alpha is 0, nothing will be rendered, so do not add the quad
-        if (!(color_ & 0xff000000))
-            return;
-
-        topLeftColor = color_;
-        topRightColor = color_;
-        bottomLeftColor = color_;
-        bottomRightColor = color_;
-    }
-    else
-    {
-        topLeftColor = GetInterpolatedColor(x, y);
-        topRightColor = GetInterpolatedColor(x + width, y);
-        bottomLeftColor = GetInterpolatedColor(x, y + height);
-        bottomRightColor = GetInterpolatedColor(x + width, y + height);
-    }
-
-    const IntVector2& screenPos = element_->GetScreenPosition();
-
-    float left = (float)(x + screenPos.x_) - posAdjust.x_;
-    float right = left + (float)width;
-    float top = (float)(y + screenPos.y_) - posAdjust.x_;
-    float bottom = top + (float)height;
-
-    float leftUV = texOffsetX * invTextureSize_.x_;
-    float topUV = texOffsetY * invTextureSize_.y_;
-    float rightUV = (texOffsetX + (texWidth ? texWidth : width)) * invTextureSize_.x_;
-    float bottomUV = (texOffsetY + (texHeight ? texHeight : height)) * invTextureSize_.y_;
-
-    unsigned begin = vertexData_->Size();
-    vertexData_->Resize(begin + 6 * UI_VERTEX_SIZE);
-    float* dest = &(vertexData_->At(begin));
-    vertexEnd_ = vertexData_->Size();
-
-    dest[0] = left;
-    dest[1] = top;
-    dest[2] = 0.0f;
-    ((unsigned&)dest[3]) = topLeftColor;
-    dest[4] = leftUV;
-    dest[5] = topUV;
-
-    dest[6] = right;
-    dest[7] = top;
-    dest[8] = 0.0f;
-    ((unsigned&)dest[9]) = topRightColor;
-    dest[10] = rightUV;
-    dest[11] = topUV;
-
-    dest[12] = left;
-    dest[13] = bottom;
-    dest[14] = 0.0f;
-    ((unsigned&)dest[15]) = bottomLeftColor;
-    dest[16] = leftUV;
-    dest[17] = bottomUV;
-
-    dest[18] = right;
-    dest[19] = top;
-    dest[20] = 0.0f;
-    ((unsigned&)dest[21]) = topRightColor;
-    dest[22] = rightUV;
-    dest[23] = topUV;
-
-    dest[24] = right;
-    dest[25] = bottom;
-    dest[26] = 0.0f;
-    ((unsigned&)dest[27]) = bottomRightColor;
-    dest[28] = rightUV;
-    dest[29] = bottomUV;
-
-    dest[30] = left;
-    dest[31] = bottom;
-    dest[32] = 0.0f;
-    ((unsigned&)dest[33]) = bottomLeftColor;
-    dest[34] = leftUV;
-    dest[35] = bottomUV;
-}
-
-void SystemUIBatch::AddQuad(const Matrix3x4& transform, int x, int y, int width, int height, int texOffsetX, int texOffsetY,
-    int texWidth, int texHeight)
-{
-    unsigned topLeftColor, topRightColor, bottomLeftColor, bottomRightColor;
-
-    if (!useGradient_)
-    {
-        // If alpha is 0, nothing will be rendered, so do not add the quad
-        if (!(color_ & 0xff000000))
-            return;
-
-        topLeftColor = color_;
-        topRightColor = color_;
-        bottomLeftColor = color_;
-        bottomRightColor = color_;
-    }
-    else
-    {
-        topLeftColor = GetInterpolatedColor(x, y);
-        topRightColor = GetInterpolatedColor(x + width, y);
-        bottomLeftColor = GetInterpolatedColor(x, y + height);
-        bottomRightColor = GetInterpolatedColor(x + width, y + height);
-    }
-
-    Vector3 v1 = (transform * Vector3((float)x, (float)y, 0.0f)) - posAdjust;
-    Vector3 v2 = (transform * Vector3((float)x + (float)width, (float)y, 0.0f)) - posAdjust;
-    Vector3 v3 = (transform * Vector3((float)x, (float)y + (float)height, 0.0f)) - posAdjust;
-    Vector3 v4 = (transform * Vector3((float)x + (float)width, (float)y + (float)height, 0.0f)) - posAdjust;
-
-    float leftUV = ((float)texOffsetX) * invTextureSize_.x_;
-    float topUV = ((float)texOffsetY) * invTextureSize_.y_;
-    float rightUV = ((float)(texOffsetX + (texWidth ? texWidth : width))) * invTextureSize_.x_;
-    float bottomUV = ((float)(texOffsetY + (texHeight ? texHeight : height))) * invTextureSize_.y_;
-
-    unsigned begin = vertexData_->Size();
-    vertexData_->Resize(begin + 6 * UI_VERTEX_SIZE);
-    float* dest = &(vertexData_->At(begin));
-    vertexEnd_ = vertexData_->Size();
-
-    dest[0] = v1.x_;
-    dest[1] = v1.y_;
-    dest[2] = 0.0f;
-    ((unsigned&)dest[3]) = topLeftColor;
-    dest[4] = leftUV;
-    dest[5] = topUV;
-
-    dest[6] = v2.x_;
-    dest[7] = v2.y_;
-    dest[8] = 0.0f;
-    ((unsigned&)dest[9]) = topRightColor;
-    dest[10] = rightUV;
-    dest[11] = topUV;
-
-    dest[12] = v3.x_;
-    dest[13] = v3.y_;
-    dest[14] = 0.0f;
-    ((unsigned&)dest[15]) = bottomLeftColor;
-    dest[16] = leftUV;
-    dest[17] = bottomUV;
-
-    dest[18] = v2.x_;
-    dest[19] = v2.y_;
-    dest[20] = 0.0f;
-    ((unsigned&)dest[21]) = topRightColor;
-    dest[22] = rightUV;
-    dest[23] = topUV;
-
-    dest[24] = v4.x_;
-    dest[25] = v4.y_;
-    dest[26] = 0.0f;
-    ((unsigned&)dest[27]) = bottomRightColor;
-    dest[28] = rightUV;
-    dest[29] = bottomUV;
-
-    dest[30] = v3.x_;
-    dest[31] = v3.y_;
-    dest[32] = 0.0f;
-    ((unsigned&)dest[33]) = bottomLeftColor;
-    dest[34] = leftUV;
-    dest[35] = bottomUV;
-}
-
-void SystemUIBatch::AddQuad(int x, int y, int width, int height, int texOffsetX, int texOffsetY, int texWidth, int texHeight, bool tiled)
-{
-    if (!(element_->HasColorGradient() || element_->GetDerivedColor().ToUInt() & 0xff000000))
-        return; // No gradient and alpha is 0, so do not add the quad
-
-    if (!tiled)
-    {
-        AddQuad(x, y, width, height, texOffsetX, texOffsetY, texWidth, texHeight);
-        return;
-    }
-
-    int tileX = 0;
-    int tileY = 0;
-    int tileW = 0;
-    int tileH = 0;
-
-    while (tileY < height)
-    {
-        tileX = 0;
-        tileH = Min(height - tileY, texHeight);
-
-        while (tileX < width)
-        {
-            tileW = Min(width - tileX, texWidth);
-
-            AddQuad(x + tileX, y + tileY, tileW, tileH, texOffsetX, texOffsetY, tileW, tileH);
-
-            tileX += tileW;
-        }
-
-        tileY += tileH;
-    }
-}
-
-bool SystemUIBatch::Merge(const SystemUIBatch& batch)
-{
-    if (batch.blendMode_ != blendMode_ ||
-        batch.scissor_ != scissor_ ||
-        batch.texture_ != texture_ ||
-        batch.vertexData_ != vertexData_ ||
-        batch.vertexStart_ != vertexEnd_)
-        return false;
-
-    vertexEnd_ = batch.vertexEnd_;
-    return true;
-}
-
-unsigned SystemUIBatch::GetInterpolatedColor(int x, int y)
-{
-    const IntVector2& size = element_->GetSize();
-
-    if (size.x_ && size.y_)
-    {
-        float cLerpX = Clamp((float)x / (float)size.x_, 0.0f, 1.0f);
-        float cLerpY = Clamp((float)y / (float)size.y_, 0.0f, 1.0f);
-
-        Color topColor = element_->GetColor(C_TOPLEFT).Lerp(element_->GetColor(C_TOPRIGHT), cLerpX);
-        Color bottomColor = element_->GetColor(C_BOTTOMLEFT).Lerp(element_->GetColor(C_BOTTOMRIGHT), cLerpX);
-        Color color = topColor.Lerp(bottomColor, cLerpY);
-        color.a_ *= element_->GetDerivedOpacity();
-        return color.ToUInt();
-    }
-    else
-    {
-        Color color = element_->GetColor(C_TOPLEFT);
-        color.a_ *= element_->GetDerivedOpacity();
-        return color.ToUInt();
-    }
-}
-
-void SystemUIBatch::AddOrMerge(const SystemUIBatch& batch, PODVector<SystemUIBatch>& batches)
-{
-    if (batch.vertexEnd_ == batch.vertexStart_)
-        return;
-
-    if (!batches.Empty() && batches.Back().Merge(batch))
-        return;
-
-    batches.Push(batch);
-}
-
-}
-
-}

+ 0 - 99
Source/Atomic/UI/SystemUI/SystemUIBatch.h

@@ -1,99 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#pragma once
-
-#include "../../Math/Color.h"
-#include "../../Math/Rect.h"
-#include "../../Graphics/GraphicsDefs.h"
-
-namespace Atomic
-{
-
-class PixelShader;
-class Graphics;
-class Matrix3x4;
-class Texture;
-
-namespace SystemUI
-{
-
-class UIElement;
-
-static const unsigned UI_VERTEX_SIZE = 6;
-
-/// %UI rendering draw call.
-class ATOMIC_API SystemUIBatch
-{
-public:
-    /// Construct with defaults.
-    SystemUIBatch();
-    /// Construct.
-    SystemUIBatch(UIElement* element, BlendMode blendMode, const IntRect& scissor, Texture* texture, PODVector<float>* vertexData);
-
-    /// Set new color for the batch. Overrides gradient.
-    void SetColor(const Color& color, bool overrideAlpha = false);
-    /// Restore UI element's default color.
-    void SetDefaultColor();
-    /// Add a quad.
-    void AddQuad(int x, int y, int width, int height, int texOffsetX, int texOffsetY, int texWidth = 0, int texHeight = 0);
-    /// Add a quad using a transform matrix.
-    void AddQuad(const Matrix3x4& transform, int x, int y, int width, int height, int texOffsetX, int texOffsetY, int texWidth = 0,
-        int texHeight = 0);
-    /// Add a quad with tiled texture.
-    void AddQuad(int x, int y, int width, int height, int texOffsetX, int texOffsetY, int texWidth, int texHeight, bool tiled);
-    /// Merge with another batch.
-    bool Merge(const SystemUIBatch& batch);
-    /// Return an interpolated color for the UI element.
-    unsigned GetInterpolatedColor(int x, int y);
-
-    /// Add or merge a batch.
-    static void AddOrMerge(const SystemUIBatch& batch, PODVector<SystemUIBatch>& batches);
-
-    /// Element this batch represents.
-    UIElement* element_;
-    /// Blending mode.
-    BlendMode blendMode_;
-    /// Scissor rectangle.
-    IntRect scissor_;
-    /// Texture.
-    Texture* texture_;
-    /// Inverse texture size.
-    Vector2 invTextureSize_;
-    /// Current color. By default calculated from the element.
-    unsigned color_;
-    /// Vertex data.
-    PODVector<float>* vertexData_;
-    /// Vertex data start index.
-    unsigned vertexStart_;
-    /// Vertex data end index.
-    unsigned vertexEnd_;
-    /// Gradient flag.
-    bool useGradient_;
-
-    /// Position adjustment vector for pixel-perfect rendering. Initialized by UI.
-    static Vector3 posAdjust;
-};
-
-}
-
-}

+ 2 - 345
Source/Atomic/UI/SystemUI/SystemUIEvents.h

@@ -27,363 +27,20 @@
 namespace Atomic
 {
 
-namespace SystemUI
-{
-
-/// Mouse click in the UI.
-ATOMIC_EVENT(E_UIMOUSECLICK, UIMouseClick)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_X, X);                          // int
-    ATOMIC_PARAM(P_Y, Y);                          // int
-    ATOMIC_PARAM(P_BUTTON, Button);                // int
-    ATOMIC_PARAM(P_BUTTONS, Buttons);              // int
-    ATOMIC_PARAM(P_QUALIFIERS, Qualifiers);        // int
-}
-
-/// Mouse click end in the UI.
-ATOMIC_EVENT(E_UIMOUSECLICKEND, UIMouseClickEnd)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_BEGINELEMENT, BeginElement);    // UIElement pointer
-    ATOMIC_PARAM(P_X, X);                          // int
-    ATOMIC_PARAM(P_Y, Y);                          // int
-    ATOMIC_PARAM(P_BUTTON, Button);                // int
-    ATOMIC_PARAM(P_BUTTONS, Buttons);              // int
-    ATOMIC_PARAM(P_QUALIFIERS, Qualifiers);        // int
-}
-
-/// Mouse double click in the UI.
-ATOMIC_EVENT(E_UIMOUSEDOUBLECLICK, UIMouseDoubleClick)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_X, X);                          // int
-    ATOMIC_PARAM(P_Y, Y);                          // int
-    ATOMIC_PARAM(P_BUTTON, Button);                // int
-    ATOMIC_PARAM(P_BUTTONS, Buttons);              // int
-    ATOMIC_PARAM(P_QUALIFIERS, Qualifiers);        // int
-}
-
-/// Drag and drop test.
-ATOMIC_EVENT(E_DRAGDROPTEST, DragDropTest)
-{
-    ATOMIC_PARAM(P_SOURCE, Source);                // UIElement pointer
-    ATOMIC_PARAM(P_TARGET, Target);                // UIElement pointer
-    ATOMIC_PARAM(P_ACCEPT, Accept);                // bool
-};
-
-/// Drag and drop finish.
-ATOMIC_EVENT(E_DRAGDROPFINISH, DragDropFinish)
-{
-    ATOMIC_PARAM(P_SOURCE, Source);                // UIElement pointer
-    ATOMIC_PARAM(P_TARGET, Target);                // UIElement pointer
-    ATOMIC_PARAM(P_ACCEPT, Accept);                // bool
-};
-
-/// Focus element changed.
-ATOMIC_EVENT(E_FOCUSCHANGED, FocusChanged)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_CLICKEDELEMENT, ClickedElement); // UIElement pointer
-}
-
-/// UI element name changed.
-ATOMIC_EVENT(E_NAMECHANGED, NameChanged)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-}
-
-/// UI element resized.
-ATOMIC_EVENT(E_RESIZED, Resized)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_WIDTH, Width);                  // int
-    ATOMIC_PARAM(P_HEIGHT, Height);                // int
-}
-
-/// UI element positioned.
-ATOMIC_EVENT(E_POSITIONED, Positioned)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_X, X);                          // int
-    ATOMIC_PARAM(P_Y, Y);                          // int
-}
-
-/// UI element visibility changed.
-ATOMIC_EVENT(E_VISIBLECHANGED, VisibleChanged)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_VISIBLE, Visible);              // bool
-}
-
-/// UI element focused.
-ATOMIC_EVENT(E_FOCUSED, Focused)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_BYKEY, ByKey);                  // bool
-}
-
-/// UI element defocused.
-ATOMIC_EVENT(E_DEFOCUSED, Defocused)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-}
-
-/// UI element layout updated.
-ATOMIC_EVENT(E_LAYOUTUPDATED, LayoutUpdated)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-}
-
-/// UI button pressed.
-ATOMIC_EVENT(E_PRESSED, Pressed)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-}
-
-/// UI button was pressed, then released.
-ATOMIC_EVENT(E_RELEASED, Released)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-}
-
-/// UI checkbox toggled.
-ATOMIC_EVENT(E_TOGGLED, Toggled)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_STATE, State);                  // bool
-}
-
-/// UI slider value changed
-ATOMIC_EVENT(E_SLIDERCHANGED, SliderChanged)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_VALUE, Value);                  // float
-}
-
-/// UI slider being paged.
-ATOMIC_EVENT(E_SLIDERPAGED, SliderPaged)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_OFFSET, Offset);                // int
-    ATOMIC_PARAM(P_PRESSED, Pressed);              // bool
-}
-
-/// UI scrollbar value changed.
-ATOMIC_EVENT(E_SCROLLBARCHANGED, ScrollBarChanged)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_VALUE, Value);                  // float
-}
-
-/// UI scrollview position changed.
-ATOMIC_EVENT(E_VIEWCHANGED, ViewChanged)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_X, X);                          // int
-    ATOMIC_PARAM(P_Y, Y);                          // int
-}
-
-/// UI modal changed (currently only Window has modal flag).
-ATOMIC_EVENT(E_MODALCHANGED, ModalChanged)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_MODAL, Modal);                  // bool
-}
-
-/// Text entry into a LineEdit. The char can be modified in the event data.
-ATOMIC_EVENT(E_TEXTENTRY, CharEntry)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_TEXT, Text);                    // String
-    ATOMIC_PARAM(P_BUTTONS, Buttons);              // int
-    ATOMIC_PARAM(P_QUALIFIERS, Qualifiers);        // int
-}
-
-/// Editable text changed
-ATOMIC_EVENT(E_TEXTCHANGED, TextChanged)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_TEXT, Text);                    // String
-}
-
-/// Text editing finished (enter pressed on a LineEdit)
-ATOMIC_EVENT(E_TEXTFINISHED, TextFinished)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_TEXT, Text);                    // String
-    ATOMIC_PARAM(P_VALUE, Value);                 // Float
-}
-
-/// Menu selected.
-ATOMIC_EVENT(E_MENUSELECTED, MenuSelected)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-}
-
-/// Listview or DropDownList item selected.
-ATOMIC_EVENT(E_ITEMSELECTED, ItemSelected)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_SELECTION, Selection);          // int
-}
-
-/// Listview item deselected.
-ATOMIC_EVENT(E_ITEMDESELECTED, ItemDeselected)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_SELECTION, Selection);          // int
-}
-
-/// Listview selection change finished.
-ATOMIC_EVENT(E_SELECTIONCHANGED, SelectionChanged)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-}
-
-/// Listview item clicked. If this is a left-click, also ItemSelected event will be sent. If this is a right-click, only this event is sent.
-ATOMIC_EVENT(E_ITEMCLICKED, ItemClicked)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_ITEM, Item);                    // UIElement pointer
-    ATOMIC_PARAM(P_SELECTION, Selection);          // int
-    ATOMIC_PARAM(P_BUTTON, Button);                // int
-    ATOMIC_PARAM(P_BUTTONS, Buttons);              // int
-    ATOMIC_PARAM(P_QUALIFIERS, Qualifiers);        // int
-}
-
-/// Listview item double clicked.
-ATOMIC_EVENT(E_ITEMDOUBLECLICKED, ItemDoubleClicked)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_ITEM, Item);                    // UIElement pointer
-    ATOMIC_PARAM(P_SELECTION, Selection);          // int
-    ATOMIC_PARAM(P_BUTTON, Button);                // int
-    ATOMIC_PARAM(P_BUTTONS, Buttons);              // int
-    ATOMIC_PARAM(P_QUALIFIERS, Qualifiers);        // int
-}
-
-/// LineEdit or ListView unhandled key pressed.
-ATOMIC_EVENT(E_UNHANDLEDKEY, UnhandledKey)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_KEY, Key);                      // int
-    ATOMIC_PARAM(P_BUTTONS, Buttons);              // int
-    ATOMIC_PARAM(P_QUALIFIERS, Qualifiers);        // int
-}
-
-/// Fileselector choice.
-ATOMIC_EVENT(E_FILESELECTED, FileSelected)
-{
-    ATOMIC_PARAM(P_FILENAME, FileName);            // String
-    ATOMIC_PARAM(P_FILTER, Filter);                // String
-    ATOMIC_PARAM(P_OK, Ok);                        // bool
-}
-
 /// MessageBox acknowlegement.
 ATOMIC_EVENT(E_MESSAGEACK, MessageACK)
 {
     ATOMIC_PARAM(P_OK, Ok);                        // bool
 }
 
-/// A child element has been added to an element. Sent by the UI root element, or element-event-sender if set.
-ATOMIC_EVENT(E_ELEMENTADDED, ElementAdded)
-{
-    ATOMIC_PARAM(P_ROOT, Root);                    // UIElement pointer
-    ATOMIC_PARAM(P_PARENT, Parent);                // UIElement pointer
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-}
-
-/// A child element is about to be removed from an element. Sent by the UI root element, or element-event-sender if set.
-ATOMIC_EVENT(E_ELEMENTREMOVED, ElementRemoved)
-{
-    ATOMIC_PARAM(P_ROOT, Root);                    // UIElement pointer
-    ATOMIC_PARAM(P_PARENT, Parent);                // UIElement pointer
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-}
-
-/// Hovering on an UI element has started
-ATOMIC_EVENT(E_HOVERBEGIN, HoverBegin)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_X, X);                          // int
-    ATOMIC_PARAM(P_Y, Y);                          // int
-    ATOMIC_PARAM(P_ELEMENTX, ElementX);            // int
-    ATOMIC_PARAM(P_ELEMENTY, ElementY);            // int
-}
-
-/// Hovering on an UI element has ended
-ATOMIC_EVENT(E_HOVEREND, HoverEnd)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-}
-
-/// Drag behavior of a UI Element has started
-ATOMIC_EVENT(E_DRAGBEGIN, DragBegin)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_X, X);                          // int
-    ATOMIC_PARAM(P_Y, Y);                          // int
-    ATOMIC_PARAM(P_ELEMENTX, ElementX);            // int
-    ATOMIC_PARAM(P_ELEMENTY, ElementY);            // int
-    ATOMIC_PARAM(P_BUTTONS, Buttons);              // int
-    ATOMIC_PARAM(P_NUMBUTTONS, NumButtons);        // int
-}
-
-/// Drag behavior of a UI Element when the input device has moved
-ATOMIC_EVENT(E_DRAGMOVE, DragMove)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_X, X);                          // int
-    ATOMIC_PARAM(P_Y, Y);                          // int
-    ATOMIC_PARAM(P_DX, DX);                        // int
-    ATOMIC_PARAM(P_DY, DY);                        // int
-    ATOMIC_PARAM(P_ELEMENTX, ElementX);            // int
-    ATOMIC_PARAM(P_ELEMENTY, ElementY);            // int
-    ATOMIC_PARAM(P_BUTTONS, Buttons);              // int
-    ATOMIC_PARAM(P_NUMBUTTONS, NumButtons);        // int
-}
-
-/// Drag behavior of a UI Element has finished
-ATOMIC_EVENT(E_DRAGEND, DragEnd)
-{
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_X, X);                          // int
-    ATOMIC_PARAM(P_Y, Y);                          // int
-    ATOMIC_PARAM(P_ELEMENTX, ElementX);            // int
-    ATOMIC_PARAM(P_ELEMENTY, ElementY);            // int
-    ATOMIC_PARAM(P_BUTTONS, Buttons);              // int
-    ATOMIC_PARAM(P_NUMBUTTONS, NumButtons);        // int
-}
-
-/// Drag of a UI Element was canceled by pressing ESC
-ATOMIC_EVENT(E_DRAGCANCEL, DragCancel)
+ATOMIC_EVENT(E_CONSOLECLOSED, ConsoleClosed)
 {
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_X, X);                          // int
-    ATOMIC_PARAM(P_Y, Y);                          // int
-    ATOMIC_PARAM(P_ELEMENTX, ElementX);            // int
-    ATOMIC_PARAM(P_ELEMENTY, ElementY);            // int
-    ATOMIC_PARAM(P_BUTTONS, Buttons);              // int
-    ATOMIC_PARAM(P_NUMBUTTONS, NumButtons);        // int
-}
 
-/// A file was drag-dropped into the application window. Includes also coordinates and UI element if applicable
-ATOMIC_EVENT(E_UIDROPFILE, UIDropFile)
-{
-    ATOMIC_PARAM(P_FILENAME, FileName);            // String
-    ATOMIC_PARAM(P_ELEMENT, Element);              // UIElement pointer
-    ATOMIC_PARAM(P_X, X);                          // int
-    ATOMIC_PARAM(P_Y, Y);                          // int
-    ATOMIC_PARAM(P_ELEMENTX, ElementX);            // int (only if element is non-null)
-    ATOMIC_PARAM(P_ELEMENTY, ElementY);            // int (only if element is non-null)
 }
 
-ATOMIC_EVENT(E_CONSOLECLOSED, ConsoleClosed)
+ATOMIC_EVENT(E_SYSTEMUIFRAME, SystemUiFrame)
 {
 
 }
 
 }
-
-}

+ 0 - 770
Source/Atomic/UI/SystemUI/Text.cpp

@@ -1,770 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#include "../../Core/Context.h"
-#include "../../Core/Profiler.h"
-#include "../../Graphics/Texture2D.h"
-#include "../../IO/Log.h"
-#include "../../Resource/ResourceCache.h"
-#include "Font.h"
-#include "FontFace.h"
-#include "Text.h"
-//#include "../../Resource/Localization.h"
-#include "../../Resource/ResourceEvents.h"
-
-#include "../../DebugNew.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-const char* textEffects[] =
-{
-    "None",
-    "Shadow",
-    "Stroke",
-    0
-};
-
-static const float MIN_ROW_SPACING = 0.5f;
-
-extern const char* horizontalAlignments[];
-extern const char* UI_CATEGORY;
-
-Text::Text(Context* context) :
-    UIElement(context),
-    usedInText3D_(false),
-    fontSize_(DEFAULT_FONT_SIZE),
-    textAlignment_(HA_LEFT),
-    rowSpacing_(1.0f),
-    wordWrap_(false),
-    autoLocalizable_(false),
-    charLocationsDirty_(true),
-    selectionStart_(0),
-    selectionLength_(0),
-    selectionColor_(Color::TRANSPARENT),
-    hoverColor_(Color::TRANSPARENT),
-    textEffect_(TE_NONE),
-    effectColor_(Color::BLACK),
-    effectDepthBias_(0.0f),
-    rowHeight_(0)
-{
-    // By default Text does not derive opacity from parent elements
-    useDerivedOpacity_ = false;
-}
-
-Text::~Text()
-{
-}
-
-void Text::RegisterObject(Context* context)
-{
-    context->RegisterFactory<Text>(UI_CATEGORY);
-
-    ATOMIC_COPY_BASE_ATTRIBUTES(UIElement);
-    ATOMIC_UPDATE_ATTRIBUTE_DEFAULT_VALUE("Use Derived Opacity", false);
-    ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("Font", GetFontAttr, SetFontAttr, ResourceRef, ResourceRef(Font::GetTypeStatic()), AM_FILE);
-    ATOMIC_ATTRIBUTE("Font Size", int, fontSize_, DEFAULT_FONT_SIZE, AM_FILE);
-    ATOMIC_ATTRIBUTE("Text", String, text_, String::EMPTY, AM_FILE);
-    ATOMIC_ENUM_ATTRIBUTE("Text Alignment", textAlignment_, horizontalAlignments, HA_LEFT, AM_FILE);
-    ATOMIC_ATTRIBUTE("Row Spacing", float, rowSpacing_, 1.0f, AM_FILE);
-    ATOMIC_ATTRIBUTE("Word Wrap", bool, wordWrap_, false, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Auto Localizable", GetAutoLocalizable, SetAutoLocalizable, bool, false, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Selection Color", GetSelectionColor, SetSelectionColor, Color, Color::TRANSPARENT, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Hover Color", GetHoverColor, SetHoverColor, Color, Color::TRANSPARENT, AM_FILE);
-    ATOMIC_ENUM_ATTRIBUTE("Text Effect", textEffect_, textEffects, TE_NONE, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Effect Color", GetEffectColor, SetEffectColor, Color, Color::BLACK, AM_FILE);
-
-    // Change the default value for UseDerivedOpacity
-    context->GetAttribute<Text>("Use Derived Opacity")->defaultValue_ = false;
-}
-
-void Text::ApplyAttributes()
-{
-    UIElement::ApplyAttributes();
-
-    DecodeToUnicode();
-
-    fontSize_ = Max(fontSize_, 1);
-    ValidateSelection();
-    UpdateText();
-}
-
-void Text::GetBatches(PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor)
-{
-    FontFace* face = font_ ? font_->GetFace(fontSize_) : (FontFace*)0;
-    if (!face)
-    {
-        hovering_ = false;
-        return;
-    }
-
-    // If face has changed or char locations are not valid anymore, update before rendering
-    if (charLocationsDirty_ || !fontFace_ || face != fontFace_)
-        UpdateCharLocations();
-    // If face uses mutable glyphs mechanism, reacquire glyphs before rendering to make sure they are in the texture
-    else if (face->HasMutableGlyphs())
-    {
-        for (unsigned i = 0; i < printText_.Size(); ++i)
-            face->GetGlyph(printText_[i]);
-    }
-
-    // Hovering and/or whole selection batch
-    if ((hovering_ && hoverColor_.a_ > 0.0) || (selected_ && selectionColor_.a_ > 0.0f))
-    {
-        bool both = hovering_ && selected_ && hoverColor_.a_ > 0.0 && selectionColor_.a_ > 0.0f;
-        SystemUIBatch batch(this, BLEND_ALPHA, currentScissor, 0, &vertexData);
-        batch.SetColor(both ? selectionColor_.Lerp(hoverColor_, 0.5f) :
-            (selected_ && selectionColor_.a_ > 0.0f ? selectionColor_ : hoverColor_));
-        batch.AddQuad(0, 0, GetWidth(), GetHeight(), 0, 0);
-        SystemUIBatch::AddOrMerge(batch, batches);
-    }
-
-    // Partial selection batch
-    if (!selected_ && selectionLength_ && charLocations_.Size() >= selectionStart_ + selectionLength_ && selectionColor_.a_ > 0.0f)
-    {
-        SystemUIBatch batch(this, BLEND_ALPHA, currentScissor, 0, &vertexData);
-        batch.SetColor(selectionColor_);
-
-        IntVector2 currentStart = charLocations_[selectionStart_].position_;
-        IntVector2 currentEnd = currentStart;
-        for (unsigned i = selectionStart_; i < selectionStart_ + selectionLength_; ++i)
-        {
-            // Check if row changes, and start a new quad in that case
-            if (charLocations_[i].size_ != IntVector2::ZERO)
-            {
-                if (charLocations_[i].position_.y_ != currentStart.y_)
-                {
-                    batch.AddQuad(currentStart.x_, currentStart.y_, currentEnd.x_ - currentStart.x_,
-                        currentEnd.y_ - currentStart.y_, 0, 0);
-                    currentStart = charLocations_[i].position_;
-                    currentEnd = currentStart + charLocations_[i].size_;
-                }
-                else
-                {
-                    currentEnd.x_ += charLocations_[i].size_.x_;
-                    currentEnd.y_ = Max(currentStart.y_ + charLocations_[i].size_.y_, currentEnd.y_);
-                }
-            }
-        }
-        if (currentEnd != currentStart)
-        {
-            batch.AddQuad(currentStart.x_, currentStart.y_, currentEnd.x_ - currentStart.x_, currentEnd.y_ - currentStart.y_, 0, 0);
-        }
-
-        SystemUIBatch::AddOrMerge(batch, batches);
-    }
-
-    // Text batch
-    TextEffect textEffect = font_->IsSDFFont() ? TE_NONE : textEffect_;
-    const Vector<SharedPtr<Texture2D> >& textures = face->GetTextures();
-    for (unsigned n = 0; n < textures.Size() && n < pageGlyphLocations_.Size(); ++n)
-    {
-        // One batch per texture/page
-        SystemUIBatch pageBatch(this, BLEND_ALPHA, currentScissor, textures[n], &vertexData);
-
-        const PODVector<GlyphLocation>& pageGlyphLocation = pageGlyphLocations_[n];
-
-        switch (textEffect)
-        {
-        case TE_NONE:
-            ConstructBatch(pageBatch, pageGlyphLocation, 0, 0);
-            break;
-
-        case TE_SHADOW:
-            ConstructBatch(pageBatch, pageGlyphLocation, 2, 2, &effectColor_, effectDepthBias_);
-            ConstructBatch(pageBatch, pageGlyphLocation, 0, 0);
-            break;
-
-        case TE_STROKE:
-            ConstructBatch(pageBatch, pageGlyphLocation, -1, -1, &effectColor_, effectDepthBias_);
-            ConstructBatch(pageBatch, pageGlyphLocation, 0, -1, &effectColor_, effectDepthBias_);
-            ConstructBatch(pageBatch, pageGlyphLocation, 1, -1, &effectColor_, effectDepthBias_);
-            ConstructBatch(pageBatch, pageGlyphLocation, -1, 0, &effectColor_, effectDepthBias_);
-            ConstructBatch(pageBatch, pageGlyphLocation, 1, 0, &effectColor_, effectDepthBias_);
-            ConstructBatch(pageBatch, pageGlyphLocation, -1, 1, &effectColor_, effectDepthBias_);
-            ConstructBatch(pageBatch, pageGlyphLocation, 0, 1, &effectColor_, effectDepthBias_);
-            ConstructBatch(pageBatch, pageGlyphLocation, 1, 1, &effectColor_, effectDepthBias_);
-            ConstructBatch(pageBatch, pageGlyphLocation, 0, 0);
-            break;
-        }
-
-        SystemUIBatch::AddOrMerge(pageBatch, batches);
-    }
-
-    // Reset hovering for next frame
-    hovering_ = false;
-}
-
-void Text::OnResize()
-{
-    if (wordWrap_)
-        UpdateText(true);
-    else
-        charLocationsDirty_ = true;
-}
-
-void Text::OnIndentSet()
-{
-    charLocationsDirty_ = true;
-}
-
-bool Text::SetFont(const String& fontName, int size)
-{
-    ResourceCache* cache = GetSubsystem<ResourceCache>();
-    return SetFont(cache->GetResource<Font>(fontName), size);
-}
-
-bool Text::SetFont(Font* font, int size)
-{
-    if (!font)
-    {
-        ATOMIC_LOGERROR("Null font for Text");
-        return false;
-    }
-
-    if (font != font_ || size != fontSize_)
-    {
-        font_ = font;
-        fontSize_ = Max(size, 1);
-        UpdateText();
-    }
-
-    return true;
-}
-
-void Text::DecodeToUnicode()
-{
-    unicodeText_.Clear();
-    for (unsigned i = 0; i < text_.Length();)
-        unicodeText_.Push(text_.NextUTF8Char(i));
-}
-
-void Text::SetText(const String& text)
-{
-    /*
-    if (autoLocalizable_)
-    {
-        stringId_ = text;
-        Localization* l10n = GetSubsystem<Localization>();
-        text_ = l10n->Get(stringId_);
-    }
-    else
-    {*/
-        text_ = text;
-    /*
-    }
-    */
-
-    DecodeToUnicode();
-    ValidateSelection();
-    UpdateText();
-}
-
-void Text::SetTextAlignment(HorizontalAlignment align)
-{
-    if (align != textAlignment_)
-    {
-        textAlignment_ = align;
-        charLocationsDirty_ = true;
-    }
-}
-
-void Text::SetRowSpacing(float spacing)
-{
-    if (spacing != rowSpacing_)
-    {
-        rowSpacing_ = Max(spacing, MIN_ROW_SPACING);
-        UpdateText();
-    }
-}
-
-void Text::SetWordwrap(bool enable)
-{
-    if (enable != wordWrap_)
-    {
-        wordWrap_ = enable;
-        UpdateText();
-    }
-}
-
-void Text::SetAutoLocalizable(bool enable)
-{
-    /*
-    if (enable != autoLocalizable_)
-    {
-        autoLocalizable_ = enable;
-        if (enable)
-        {
-            stringId_ = text_;
-            Localization* l10n = GetSubsystem<Localization>();
-            text_ = l10n->Get(stringId_);
-            SubscribeToEvent(E_CHANGELANGUAGE, HANDLER(Text, HandleChangeLanguage));
-        }
-        else
-        {
-            text_ = stringId_;
-            stringId_ = "";
-            UnsubscribeFromEvent(E_CHANGELANGUAGE);
-        }
-        DecodeToUnicode();
-        ValidateSelection();
-        UpdateText();
-    }
-    */
-}
-
-void Text::HandleChangeLanguage(StringHash eventType, VariantMap& eventData)
-{
-    /*
-    Localization* l10n = GetSubsystem<Localization>();
-    text_ = l10n->Get(stringId_);
-    DecodeToUnicode();
-    ValidateSelection();
-    UpdateText();
-    */
-}
-
-void Text::SetSelection(unsigned start, unsigned length)
-{
-    selectionStart_ = start;
-    selectionLength_ = length;
-    ValidateSelection();
-}
-
-void Text::ClearSelection()
-{
-    selectionStart_ = 0;
-    selectionLength_ = 0;
-}
-
-void Text::SetSelectionColor(const Color& color)
-{
-    selectionColor_ = color;
-}
-
-void Text::SetHoverColor(const Color& color)
-{
-    hoverColor_ = color;
-}
-
-void Text::SetTextEffect(TextEffect textEffect)
-{
-    textEffect_ = textEffect;
-}
-
-void Text::SetEffectColor(const Color& effectColor)
-{
-    effectColor_ = effectColor;
-}
-
-void Text::SetUsedInText3D(bool usedInText3D)
-{
-    usedInText3D_ = usedInText3D;
-}
-
-void Text::SetEffectDepthBias(float bias)
-{
-    effectDepthBias_ = bias;
-}
-
-int Text::GetRowWidth(unsigned index) const
-{
-    return index < rowWidths_.Size() ? rowWidths_[index] : 0;
-}
-
-IntVector2 Text::GetCharPosition(unsigned index)
-{
-    if (charLocationsDirty_)
-        UpdateCharLocations();
-    if (charLocations_.Empty())
-        return IntVector2::ZERO;
-    // For convenience, return the position of the text ending if index exceeded
-    if (index > charLocations_.Size() - 1)
-        index = charLocations_.Size() - 1;
-    return charLocations_[index].position_;
-}
-
-IntVector2 Text::GetCharSize(unsigned index)
-{
-    if (charLocationsDirty_)
-        UpdateCharLocations();
-    if (charLocations_.Size() < 2)
-        return IntVector2::ZERO;
-    // For convenience, return the size of the last char if index exceeded (last size entry is zero)
-    if (index > charLocations_.Size() - 2)
-        index = charLocations_.Size() - 2;
-    return charLocations_[index].size_;
-}
-
-void Text::SetFontAttr(const ResourceRef& value)
-{
-    ResourceCache* cache = GetSubsystem<ResourceCache>();
-    font_ = cache->GetResource<Font>(value.name_);
-}
-
-ResourceRef Text::GetFontAttr() const
-{
-    return GetResourceRef(font_, Font::GetTypeStatic());
-}
-
-bool Text::FilterImplicitAttributes(XMLElement& dest) const
-{
-    if (!UIElement::FilterImplicitAttributes(dest))
-        return false;
-
-    if (!IsFixedWidth())
-    {
-        if (!RemoveChildXML(dest, "Size"))
-            return false;
-        if (!RemoveChildXML(dest, "Min Size"))
-            return false;
-        if (!RemoveChildXML(dest, "Max Size"))
-            return false;
-    }
-
-    return true;
-}
-
-void Text::UpdateText(bool onResize)
-{
-    rowWidths_.Clear();
-    printText_.Clear();
-
-    if (font_)
-    {
-        FontFace* face = font_->GetFace(fontSize_);
-        if (!face)
-            return;
-
-        rowHeight_ = face->GetRowHeight();
-
-        int width = 0;
-        int height = 0;
-        int rowWidth = 0;
-        int rowHeight = (int)(rowSpacing_ * rowHeight_);
-
-        // First see if the text must be split up
-        if (!wordWrap_)
-        {
-            printText_ = unicodeText_;
-            printToText_.Resize(printText_.Size());
-            for (unsigned i = 0; i < printText_.Size(); ++i)
-                printToText_[i] = i;
-        }
-        else
-        {
-            int maxWidth = GetWidth();
-            unsigned nextBreak = 0;
-            unsigned lineStart = 0;
-            printToText_.Clear();
-
-            for (unsigned i = 0; i < unicodeText_.Size(); ++i)
-            {
-                unsigned j;
-                unsigned c = unicodeText_[i];
-
-                if (c != '\n')
-                {
-                    bool ok = true;
-
-                    if (nextBreak <= i)
-                    {
-                        int futureRowWidth = rowWidth;
-                        for (j = i; j < unicodeText_.Size(); ++j)
-                        {
-                            unsigned d = unicodeText_[j];
-                            if (d == ' ' || d == '\n')
-                            {
-                                nextBreak = j;
-                                break;
-                            }
-                            const FontGlyph* glyph = face->GetGlyph(d);
-                            if (glyph)
-                            {
-                                futureRowWidth += glyph->advanceX_;
-                                if (j < unicodeText_.Size() - 1)
-                                    futureRowWidth += face->GetKerning(d, unicodeText_[j + 1]);
-                            }
-                            if (d == '-' && futureRowWidth <= maxWidth)
-                            {
-                                nextBreak = j + 1;
-                                break;
-                            }
-                            if (futureRowWidth > maxWidth)
-                            {
-                                ok = false;
-                                break;
-                            }
-                        }
-                    }
-
-                    if (!ok)
-                    {
-                        // If did not find any breaks on the line, copy until j, or at least 1 char, to prevent infinite loop
-                        if (nextBreak == lineStart)
-                        {
-                            while (i < j)
-                            {
-                                printText_.Push(unicodeText_[i]);
-                                printToText_.Push(i);
-                                ++i;
-                            }
-                        }
-                        // Eliminate spaces that have been copied before the forced break
-                        while (printText_.Size() && printText_.Back() == ' ')
-                        {
-                            printText_.Pop();
-                            printToText_.Pop();
-                        }
-                        printText_.Push('\n');
-                        printToText_.Push((unsigned)Min((int)i, (int)unicodeText_.Size() - 1));
-                        rowWidth = 0;
-                        nextBreak = lineStart = i;
-                    }
-
-                    if (i < unicodeText_.Size())
-                    {
-                        // When copying a space, position is allowed to be over row width
-                        c = unicodeText_[i];
-                        const FontGlyph* glyph = face->GetGlyph(c);
-                        if (glyph)
-                        {
-                            rowWidth += glyph->advanceX_;
-                            if (i < unicodeText_.Size() - 1)
-                                rowWidth += face->GetKerning(c, unicodeText_[i + 1]);
-                        }
-                        if (rowWidth <= maxWidth)
-                        {
-                            printText_.Push(c);
-                            printToText_.Push(i);
-                        }
-                    }
-                }
-                else
-                {
-                    printText_.Push('\n');
-                    printToText_.Push((unsigned)Min((int)i, (int)unicodeText_.Size() - 1));
-                    rowWidth = 0;
-                    nextBreak = lineStart = i;
-                }
-            }
-        }
-
-        rowWidth = 0;
-
-        for (unsigned i = 0; i < printText_.Size(); ++i)
-        {
-            unsigned c = printText_[i];
-
-            if (c != '\n')
-            {
-                const FontGlyph* glyph = face->GetGlyph(c);
-                if (glyph)
-                {
-                    rowWidth += glyph->advanceX_;
-                    if (i < printText_.Size() - 1)
-                        rowWidth += face->GetKerning(c, printText_[i + 1]);
-                }
-            }
-            else
-            {
-                width = Max(width, rowWidth);
-                height += rowHeight;
-                rowWidths_.Push(rowWidth);
-                rowWidth = 0;
-            }
-        }
-
-        if (rowWidth)
-        {
-            width = Max(width, rowWidth);
-            height += rowHeight;
-            rowWidths_.Push(rowWidth);
-        }
-
-        // Set at least one row height even if text is empty
-        if (!height)
-            height = rowHeight;
-
-        // Set minimum and current size according to the text size, but respect fixed width if set
-        if (!IsFixedWidth())
-        {
-            SetMinWidth(wordWrap_ ? 0 : width);
-            SetWidth(width);
-        }
-        SetFixedHeight(height);
-
-        charLocationsDirty_ = true;
-    }
-    else
-    {
-        // No font, nothing to render
-        pageGlyphLocations_.Clear();
-    }
-
-    // If wordwrap is on, parent may need layout update to correct for overshoot in size. However, do not do this when the
-    // update is a response to resize, as that could cause infinite recursion
-    if (wordWrap_ && !onResize)
-    {
-        UIElement* parent = GetParent();
-        if (parent && parent->GetLayoutMode() != LM_FREE)
-            parent->UpdateLayout();
-    }
-}
-
-void Text::UpdateCharLocations()
-{
-    // Remember the font face to see if it's still valid when it's time to render
-    FontFace* face = font_ ? font_->GetFace(fontSize_) : (FontFace*)0;
-    if (!face)
-        return;
-    fontFace_ = face;
-
-    int rowHeight = (int)(rowSpacing_ * rowHeight_);
-
-    // Store position & size of each character, and locations per texture page
-    unsigned numChars = unicodeText_.Size();
-    charLocations_.Resize(numChars + 1);
-    pageGlyphLocations_.Resize(face->GetTextures().Size());
-    for (unsigned i = 0; i < pageGlyphLocations_.Size(); ++i)
-        pageGlyphLocations_[i].Clear();
-
-    IntVector2 offset = font_->GetTotalGlyphOffset(fontSize_);
-
-    unsigned rowIndex = 0;
-    unsigned lastFilled = 0;
-    int x = GetRowStartPosition(rowIndex) + offset.x_;
-    int y = offset.y_;
-
-    for (unsigned i = 0; i < printText_.Size(); ++i)
-    {
-        CharLocation loc;
-        loc.position_ = IntVector2(x, y);
-
-        unsigned c = printText_[i];
-        if (c != '\n')
-        {
-            const FontGlyph* glyph = face->GetGlyph(c);
-            loc.size_ = IntVector2(glyph ? glyph->advanceX_ : 0, rowHeight_);
-            if (glyph)
-            {
-                // Store glyph's location for rendering. Verify that glyph page is valid
-                if (glyph->page_ < pageGlyphLocations_.Size())
-                    pageGlyphLocations_[glyph->page_].Push(GlyphLocation(x, y, glyph));
-                x += glyph->advanceX_;
-                if (i < printText_.Size() - 1)
-                    x += face->GetKerning(c, printText_[i + 1]);
-            }
-        }
-        else
-        {
-            loc.size_ = IntVector2::ZERO;
-            x = GetRowStartPosition(++rowIndex);
-            y += rowHeight;
-        }
-
-        // Fill gaps in case characters were skipped from printing
-        for (unsigned j = lastFilled; j <= printToText_[i]; ++j)
-            charLocations_[j] = loc;
-        lastFilled = printToText_[i] + 1;
-    }
-    // Store the ending position
-    charLocations_[numChars].position_ = IntVector2(x, y);
-    charLocations_[numChars].size_ = IntVector2::ZERO;
-
-    charLocationsDirty_ = false;
-}
-
-void Text::ValidateSelection()
-{
-    unsigned textLength = unicodeText_.Size();
-
-    if (textLength)
-    {
-        if (selectionStart_ >= textLength)
-            selectionStart_ = textLength - 1;
-        if (selectionStart_ + selectionLength_ > textLength)
-            selectionLength_ = textLength - selectionStart_;
-    }
-    else
-    {
-        selectionStart_ = 0;
-        selectionLength_ = 0;
-    }
-}
-
-int Text::GetRowStartPosition(unsigned rowIndex) const
-{
-    int rowWidth = 0;
-
-    if (rowIndex < rowWidths_.Size())
-        rowWidth = rowWidths_[rowIndex];
-
-    int ret = GetIndentWidth();
-
-    switch (textAlignment_)
-    {
-    case HA_LEFT:
-        break;
-    case HA_CENTER:
-        ret += (GetSize().x_ - rowWidth) / 2;
-        break;
-    case HA_RIGHT:
-        ret += GetSize().x_ - rowWidth;
-        break;
-    }
-
-    return ret;
-}
-
-void Text::ConstructBatch(SystemUIBatch& pageBatch, const PODVector<GlyphLocation>& pageGlyphLocation, int dx, int dy, Color* color,
-    float depthBias)
-{
-    unsigned startDataSize = pageBatch.vertexData_->Size();
-
-    if (!color)
-        pageBatch.SetDefaultColor();
-    else
-        pageBatch.SetColor(*color);
-
-    for (unsigned i = 0; i < pageGlyphLocation.Size(); ++i)
-    {
-        const GlyphLocation& glyphLocation = pageGlyphLocation[i];
-        const FontGlyph& glyph = *glyphLocation.glyph_;
-        pageBatch.AddQuad(dx + glyphLocation.x_ + glyph.offsetX_, dy + glyphLocation.y_ + glyph.offsetY_, glyph.width_,
-            glyph.height_, glyph.x_, glyph.y_);
-    }
-
-    if (depthBias != 0.0f)
-    {
-        unsigned dataSize = pageBatch.vertexData_->Size();
-        for (unsigned i = startDataSize; i < dataSize; i += UI_VERTEX_SIZE)
-            pageBatch.vertexData_->At(i + 2) += depthBias;
-    }
-}
-
-}
-
-}

+ 0 - 268
Source/Atomic/UI/SystemUI/Text.h

@@ -1,268 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#pragma once
-
-#include "UIElement.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-static const int DEFAULT_FONT_SIZE = 12;
-
-class Font;
-class FontFace;
-struct FontGlyph;
-
-/// Text effect.
-enum TextEffect
-{
-    TE_NONE = 0,
-    TE_SHADOW,
-    TE_STROKE
-};
-
-/// Cached character location and size within text. Used for queries related to text editing.
-struct CharLocation
-{
-    /// Position.
-    IntVector2 position_;
-    /// Size.
-    IntVector2 size_;
-};
-
-/// Glyph and its location within the text. Used when preparing text rendering.
-struct GlyphLocation
-{
-    // Construct.
-    GlyphLocation(int x, int y, const FontGlyph* glyph) :
-        x_(x),
-        y_(y),
-        glyph_(glyph)
-    {
-    }
-
-    /// X coordinate.
-    int x_;
-    /// Y coordinate.
-    int y_;
-    /// Glyph.
-    const FontGlyph* glyph_;
-};
-
-/// %Text %UI element.
-class ATOMIC_API Text : public UIElement
-{
-    ATOMIC_OBJECT(Text, UIElement);
-
-    friend class Text3D;
-
-public:
-    /// Construct.
-    Text(Context* context);
-    /// Destruct.
-    virtual ~Text();
-    /// Register object factory.
-    static void RegisterObject(Context* context);
-
-    /// Apply attribute changes that can not be applied immediately.
-    virtual void ApplyAttributes();
-    /// Return UI rendering batches.
-    virtual void GetBatches(PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor);
-    /// React to resize.
-    virtual void OnResize();
-    /// React to indent change.
-    virtual void OnIndentSet();
-
-    /// Set font and font size and use signed distance field.
-    bool SetFont(const String& fontName, int size = DEFAULT_FONT_SIZE);
-    /// Set font and font size and use signed distance field.
-    bool SetFont(Font* font, int size = DEFAULT_FONT_SIZE);
-    /// Set text. Text is assumed to be either ASCII or UTF8-encoded.
-    void SetText(const String& text);
-    /// Set row alignment.
-    void SetTextAlignment(HorizontalAlignment align);
-    /// Set row spacing, 1.0 for original font spacing.
-    void SetRowSpacing(float spacing);
-    /// Set wordwrap. In wordwrap mode the text element will respect its current width. Otherwise it resizes itself freely.
-    void SetWordwrap(bool enable);
-    /// The text will be automatically translated. The text value used as string identifier.
-    void SetAutoLocalizable(bool enable);
-    /// Set selection. When length is not provided, select until the text ends.
-    void SetSelection(unsigned start, unsigned length = M_MAX_UNSIGNED);
-    /// Clear selection.
-    void ClearSelection();
-    /// Set selection background color. Color with 0 alpha (default) disables.
-    void SetSelectionColor(const Color& color);
-    /// Set hover background color. Color with 0 alpha (default) disables.
-    void SetHoverColor(const Color& color);
-    /// Set text effect.
-    void SetTextEffect(TextEffect textEffect);
-    /// Set effect color.
-    void SetEffectColor(const Color& effectColor);
-
-    /// Return font.
-    Font* GetFont() const { return font_; }
-
-    /// Return font size.
-    int GetFontSize() const { return fontSize_; }
-
-    /// Return text.
-    const String& GetText() const { return text_; }
-
-    /// Return row alignment.
-    HorizontalAlignment GetTextAlignment() const { return textAlignment_; }
-
-    /// Return row spacing.
-    float GetRowSpacing() const { return rowSpacing_; }
-
-    /// Return wordwrap mode.
-    bool GetWordwrap() const { return wordWrap_; }
-
-    /// Return auto localizable mode.
-    bool GetAutoLocalizable() const { return autoLocalizable_; }
-
-    /// Return selection start.
-    unsigned GetSelectionStart() const { return selectionStart_; }
-
-    /// Return selection length.
-    unsigned GetSelectionLength() const { return selectionLength_; }
-
-    /// Return selection background color.
-    const Color& GetSelectionColor() const { return selectionColor_; }
-
-    /// Return hover background color.
-    const Color& GetHoverColor() const { return hoverColor_; }
-
-    /// Return text effect.
-    TextEffect GetTextEffect() const { return textEffect_; }
-
-    /// Return effect color.
-    const Color& GetEffectColor() const { return effectColor_; }
-
-    /// Return row height.
-    int GetRowHeight() const { return rowHeight_; }
-
-    /// Return number of rows.
-    unsigned GetNumRows() const { return rowWidths_.Size(); }
-
-    /// Return number of characters.
-    unsigned GetNumChars() const { return unicodeText_.Size(); }
-
-    /// Return width of row by index.
-    int GetRowWidth(unsigned index) const;
-    /// Return position of character by index relative to the text element origin.
-    IntVector2 GetCharPosition(unsigned index);
-    /// Return size of character by index.
-    IntVector2 GetCharSize(unsigned index);
-
-    /// Set used in Text3D.
-    void SetUsedInText3D(bool usedInText3D);
-    /// Set text effect Z bias. Zero by default, adjusted only in 3D mode.
-    void SetEffectDepthBias(float bias);
-
-    /// Return effect Z bias.
-    float GetEffectDepthBias() const { return effectDepthBias_; }
-
-    /// Set font attribute.
-    void SetFontAttr(const ResourceRef& value);
-    /// Return font attribute.
-    ResourceRef GetFontAttr() const;
-
-protected:
-    /// Filter implicit attributes in serialization process.
-    virtual bool FilterImplicitAttributes(XMLElement& dest) const;
-    /// Update text when text, font or spacing changed.
-    void UpdateText(bool onResize = false);
-    /// Update cached character locations after text update, or when text alignment or indent has changed.
-    void UpdateCharLocations();
-    /// Validate text selection to be within the text.
-    void ValidateSelection();
-    /// Return row start X position.
-    int GetRowStartPosition(unsigned rowIndex) const;
-    /// Contruct batch.
-    void ConstructBatch
-        (SystemUIBatch& pageBatch, const PODVector<GlyphLocation>& pageGlyphLocation, int dx = 0, int dy = 0, Color* color = 0,
-            float depthBias = 0.0f);
-
-    /// Used in Text3D.
-    bool usedInText3D_;
-    /// Font.
-    SharedPtr<Font> font_;
-    /// Current face.
-    WeakPtr<FontFace> fontFace_;
-    /// Font size.
-    int fontSize_;
-    /// UTF-8 encoded text.
-    String text_;
-    /// Row alignment.
-    HorizontalAlignment textAlignment_;
-    /// Row spacing.
-    float rowSpacing_;
-    /// Wordwrap mode.
-    bool wordWrap_;
-    /// Char positions dirty flag.
-    bool charLocationsDirty_;
-    /// Selection start.
-    unsigned selectionStart_;
-    /// Selection length.
-    unsigned selectionLength_;
-    /// Selection background color.
-    Color selectionColor_;
-    /// Hover background color.
-    Color hoverColor_;
-    /// Text effect.
-    TextEffect textEffect_;
-    /// Effect color.
-    Color effectColor_;
-    /// Text effect Z bias.
-    float effectDepthBias_;
-    /// Row height.
-    int rowHeight_;
-    /// Text as Unicode characters.
-    PODVector<unsigned> unicodeText_;
-    /// Text modified into printed form.
-    PODVector<unsigned> printText_;
-    /// Mapping of printed form back to original char indices.
-    PODVector<unsigned> printToText_;
-    /// Row widths.
-    PODVector<int> rowWidths_;
-    /// Glyph locations per each texture in the font.
-    Vector<PODVector<GlyphLocation> > pageGlyphLocations_;
-    /// Cached locations of each character in the text.
-    PODVector<CharLocation> charLocations_;
-    /// The text will be automatically translated.
-    bool autoLocalizable_;
-    /// Storage string id. Used when enabled autoLocalizable.
-    String stringId_;
-    /// Handle change Language.
-    void HandleChangeLanguage(StringHash eventType, VariantMap& eventData);
-    /// UTF8 to Unicode.
-    void DecodeToUnicode();
-};
-
-}
-
-}

+ 0 - 113
Source/Atomic/UI/SystemUI/ToolTip.cpp

@@ -1,113 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#include "../../Core/Context.h"
-#include "ToolTip.h"
-#include "SystemUI.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-extern const char* UI_CATEGORY;
-
-ToolTip::ToolTip(Context* context) :
-    UIElement(context),
-    delay_(0.0f),
-    parentHovered_(false)
-{
-    SetVisible(false);
-}
-
-ToolTip::~ToolTip()
-{
-}
-
-void ToolTip::RegisterObject(Context* context)
-{
-    context->RegisterFactory<ToolTip>(UI_CATEGORY);
-
-    ATOMIC_COPY_BASE_ATTRIBUTES(UIElement);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Delay", GetDelay, SetDelay, float, 0.0f, AM_FILE);
-}
-
-void ToolTip::Update(float timeStep)
-{
-    // Track the element we are parented to for hovering. When we display, we move ourself to the root element
-    // to ensure displaying on top
-    UIElement* root = GetRoot();
-    if (!root)
-        return;
-    if (parent_ != root)
-        target_ = parent_;
-
-    // If target is removed while we are displaying, we have no choice but to destroy ourself
-    if (target_.Expired())
-    {
-        Remove();
-        return;
-    }
-
-    if (target_->IsHovering())
-    {
-        float effectiveDelay = delay_ > 0.0f ? delay_ : GetSubsystem<SystemUI>()->GetDefaultToolTipDelay();
-
-        if (!parentHovered_)
-        {
-            parentHovered_ = true;
-            displayAt_.Reset();
-        }
-        else if (displayAt_.GetMSec(false) >= (unsigned)(effectiveDelay * 1000.0f) && parent_ == target_)
-        {
-            originalPosition_ = GetPosition();
-            IntVector2 screenPosition = GetScreenPosition();
-            SetParent(root);
-            SetPosition(screenPosition);
-            SetVisible(true);
-            // BringToFront() is unreliable in this case as it takes into account only input-enabled elements.
-            // Rather just force priority to max
-            SetPriority(M_MAX_INT);
-        }
-    }
-    else
-    {
-        if (IsVisible() && parent_ == root)
-        {
-            SetParent(target_);
-            SetPosition(originalPosition_);
-            SetVisible(false);
-        }
-        parentHovered_ = false;
-        displayAt_.Reset();
-    }
-}
-
-void ToolTip::SetDelay(float delay)
-{
-    delay_ = delay;
-}
-
-}
-
-}

+ 0 - 71
Source/Atomic/UI/SystemUI/ToolTip.h

@@ -1,71 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#pragma once
-
-#include "../../Graphics/GraphicsDefs.h"
-#include "UIElement.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-/// Tooltip %UI element.
-class ATOMIC_API ToolTip : public UIElement
-{
-    ATOMIC_OBJECT(ToolTip, UIElement)
-
-public:
-    /// Construct.
-    ToolTip(Context* context);
-    /// Destruct.
-    virtual ~ToolTip();
-    /// Register object factory.
-    static void RegisterObject(Context* context);
-
-    /// Perform UI element update.
-    virtual void Update(float timeStep);
-
-    /// Set the delay in seconds until the tooltip shows once hovering. Set zero to use the default from the UI subsystem.
-    void SetDelay(float delay);
-
-    /// Return the delay in seconds until the tooltip shows once hovering.
-    float GetDelay() const { return delay_; }
-
-private:
-    /// The element that is being tracked for hovering. Normally the parent element.
-    WeakPtr<UIElement> target_;
-    /// Delay from hover start to displaying the tooltip.
-    float delay_;
-    /// Point at which the parent was hovered.
-    bool parentHovered_;
-    /// Point at which the tooltip was set visible.
-    Timer displayAt_;
-    /// Original offset position to the parent.
-    IntVector2 originalPosition_;
-};
-
-}
-
-}

+ 0 - 2034
Source/Atomic/UI/SystemUI/UIElement.cpp

@@ -1,2034 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#include "../../Core/Context.h"
-#include "../../Core/CoreEvents.h"
-#include "../../Container/HashSet.h"
-#include "../../Container/Sort.h"
-#include "../../IO/Log.h"
-#include "../../Resource/ResourceCache.h"
-#include "../../Scene/ObjectAnimation.h"
-#include "Cursor.h"
-#include "SystemUI.h"
-#include "UIElement.h"
-#include "SystemUIEvents.h"
-
-#include "../../DebugNew.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-const char* horizontalAlignments[] =
-{
-    "Left",
-    "Center",
-    "Right",
-    0
-};
-
-const char* verticalAlignments[] =
-{
-    "Top",
-    "Center",
-    "Bottom",
-    0
-};
-
-static const char* focusModes[] =
-{
-    "NotFocusable",
-    "ResetFocus",
-    "Focusable",
-    "FocusableDefocusable",
-    0
-};
-
-static const char* dragDropModes[] =
-{
-    "Disabled",
-    "Source",
-    "Target",
-    "SourceAndTarget",
-    0
-};
-
-static const char* layoutModes[] =
-{
-    "Free",
-    "Horizontal",
-    "Vertical",
-    0
-};
-
-extern const char* UI_CATEGORY;
-
-static bool CompareUIElements(const UIElement* lhs, const UIElement* rhs)
-{
-    return lhs->GetPriority() < rhs->GetPriority();
-}
-
-XPathQuery UIElement::styleXPathQuery_("/elements/element[@type=$typeName]", "typeName:String");
-
-UIElement::UIElement(Context* context) :
-    Animatable(context),
-    parent_(0),
-    clipBorder_(IntRect::ZERO),
-    priority_(0),
-    bringToFront_(false),
-    bringToBack_(true),
-    clipChildren_(false),
-    sortChildren_(true),
-    useDerivedOpacity_(true),
-    editable_(true),
-    selected_(false),
-    visible_(true),
-    hovering_(false),
-    internal_(false),
-    focusMode_(FM_NOTFOCUSABLE),
-    dragDropMode_(DD_DISABLED),
-    layoutMode_(LM_FREE),
-    layoutSpacing_(0),
-    layoutBorder_(IntRect::ZERO),
-    layoutFlexScale_(Vector2::ONE),
-    resizeNestingLevel_(0),
-    layoutNestingLevel_(0),
-    layoutMinSize_(0),
-    layoutMaxSize_(0),
-    indent_(0),
-    indentSpacing_(16),
-    position_(IntVector2::ZERO),
-    positionDirty_(true),
-    dragButtonCombo_(0),
-    dragButtonCount_(0),
-    size_(IntVector2::ZERO),
-    minSize_(IntVector2::ZERO),
-    maxSize_(M_MAX_INT, M_MAX_INT),
-    childOffset_(IntVector2::ZERO),
-    horizontalAlignment_(HA_LEFT),
-    verticalAlignment_(VA_TOP),
-    opacity_(1.0f),
-    opacityDirty_(true),
-    derivedColorDirty_(true),
-    sortOrderDirty_(false),
-    colorGradient_(false),
-    traversalMode_(TM_BREADTH_FIRST),
-    elementEventSender_(false)
-{
-    SetEnabled(false);
-}
-
-UIElement::~UIElement()
-{
-    // If child elements have outside references, detach them
-    for (Vector<SharedPtr<UIElement> >::Iterator i = children_.Begin(); i < children_.End(); ++i)
-    {
-        if (i->Refs() > 1)
-            (*i)->Detach();
-    }
-}
-
-void UIElement::RegisterObject(Context* context)
-{
-    context->RegisterFactory<UIElement>(UI_CATEGORY);
-
-    ATOMIC_ACCESSOR_ATTRIBUTE("Name", GetName, SetName, String, String::EMPTY, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Position", GetPosition, SetPosition, IntVector2, IntVector2::ZERO, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Size", GetSize, SetSize, IntVector2, IntVector2::ZERO, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Min Size", GetMinSize, SetMinSize, IntVector2, IntVector2::ZERO, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Max Size", GetMaxSize, SetMaxSize, IntVector2, IntVector2(M_MAX_INT, M_MAX_INT), AM_FILE);
-    ATOMIC_ENUM_ACCESSOR_ATTRIBUTE("Horiz Alignment", GetHorizontalAlignment, SetHorizontalAlignment, HorizontalAlignment,
-        horizontalAlignments, HA_LEFT, AM_FILE);
-    ATOMIC_ENUM_ACCESSOR_ATTRIBUTE("Vert Alignment", GetVerticalAlignment, SetVerticalAlignment, VerticalAlignment, verticalAlignments,
-        VA_TOP, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Clip Border", GetClipBorder, SetClipBorder, IntRect, IntRect::ZERO, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Priority", GetPriority, SetPriority, int, 0, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Opacity", GetOpacity, SetOpacity, float, 1.0f, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Color", GetColorAttr, SetColor, Color, Color::WHITE, AM_FILE);
-    ATOMIC_ATTRIBUTE("Top Left Color", Color, color_[0], Color::WHITE, AM_FILE);
-    ATOMIC_ATTRIBUTE("Top Right Color", Color, color_[1], Color::WHITE, AM_FILE);
-    ATOMIC_ATTRIBUTE("Bottom Left Color", Color, color_[2], Color::WHITE, AM_FILE);
-    ATOMIC_ATTRIBUTE("Bottom Right Color", Color, color_[3], Color::WHITE, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, false, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Is Editable", IsEditable, SetEditable, bool, true, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Is Selected", IsSelected, SetSelected, bool, false, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Is Visible", IsVisible, SetVisible, bool, true, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Bring To Front", GetBringToFront, SetBringToFront, bool, false, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Bring To Back", GetBringToBack, SetBringToBack, bool, true, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Clip Children", GetClipChildren, SetClipChildren, bool, false, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Use Derived Opacity", GetUseDerivedOpacity, SetUseDerivedOpacity, bool, true, AM_FILE);
-    ATOMIC_ENUM_ACCESSOR_ATTRIBUTE("Focus Mode", GetFocusMode, SetFocusMode, FocusMode, focusModes, FM_NOTFOCUSABLE, AM_FILE);
-    ATOMIC_ENUM_ACCESSOR_ATTRIBUTE("Drag And Drop Mode", GetDragDropMode, SetDragDropMode, unsigned, dragDropModes, DD_DISABLED, AM_FILE);
-    ATOMIC_ENUM_ACCESSOR_ATTRIBUTE("Layout Mode", GetLayoutMode, SetLayoutMode, LayoutMode, layoutModes, LM_FREE, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Layout Spacing", GetLayoutSpacing, SetLayoutSpacing, int, 0, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Layout Border", GetLayoutBorder, SetLayoutBorder, IntRect, IntRect::ZERO, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Layout Flex Scale", GetLayoutFlexScale, SetLayoutFlexScale, Vector2, Vector2::ONE, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Indent", GetIndent, SetIndent, int, 0, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Indent Spacing", GetIndentSpacing, SetIndentSpacing, int, 16, AM_FILE);
-    ATOMIC_ATTRIBUTE("Variables", VariantMap, vars_, Variant::emptyVariantMap, AM_FILE);
-}
-
-void UIElement::ApplyAttributes()
-{
-    colorGradient_ = false;
-    derivedColorDirty_ = true;
-
-    for (unsigned i = 1; i < MAX_UIELEMENT_CORNERS; ++i)
-    {
-        if (color_[i] != color_[0])
-            colorGradient_ = true;
-    }
-}
-
-bool UIElement::LoadXML(const XMLElement& source, bool setInstanceDefault)
-{
-    return LoadXML(source, 0, setInstanceDefault);
-}
-
-bool UIElement::LoadXML(const XMLElement& source, XMLFile* styleFile, bool setInstanceDefault)
-{
-    // Get style override if defined
-    String styleName = source.GetAttribute("style");
-
-    // Apply the style first, if the style file is available
-    if (styleFile)
-    {
-        // If not defined, use type name
-        if (styleName.Empty())
-            styleName = GetTypeName();
-
-        SetStyle(styleName, styleFile);
-    }
-    // The 'style' attribute value in the style file cannot be equals to original's applied style to prevent infinite loop
-    else if (!styleName.Empty() && styleName != appliedStyle_)
-    {
-        // Attempt to use the default style file
-        styleFile = GetDefaultStyle();
-
-        if (styleFile)
-        {
-            // Remember the original applied style
-            String appliedStyle(appliedStyle_);
-            SetStyle(styleName, styleFile);
-            appliedStyle_ = appliedStyle;
-        }
-    }
-
-    // Prevent updates while loading attributes
-    DisableLayoutUpdate();
-
-    // Then load rest of the attributes from the source
-    if (!Animatable::LoadXML(source, setInstanceDefault))
-        return false;
-
-    unsigned nextInternalChild = 0;
-
-    // Load child elements. Internal elements are not to be created as they already exist
-    XMLElement childElem = source.GetChild("element");
-    while (childElem)
-    {
-        bool internalElem = childElem.GetBool("internal");
-        String typeName = childElem.GetAttribute("type");
-        if (typeName.Empty())
-            typeName = "UIElement";
-        unsigned index = childElem.HasAttribute("index") ? childElem.GetUInt("index") : M_MAX_UNSIGNED;
-        UIElement* child = 0;
-
-        if (!internalElem)
-            child = CreateChild(typeName, String::EMPTY, index);
-        else
-        {
-            for (unsigned i = nextInternalChild; i < children_.Size(); ++i)
-            {
-                if (children_[i]->IsInternal() && children_[i]->GetTypeName() == typeName)
-                {
-                    child = children_[i];
-                    nextInternalChild = i + 1;
-                    break;
-                }
-            }
-
-            if (!child)
-                ATOMIC_LOGWARNING("Could not find matching internal child element of type " + typeName + " in " + GetTypeName());
-        }
-
-        if (child)
-        {
-            if (!styleFile)
-                styleFile = GetDefaultStyle();
-            if (!child->LoadXML(childElem, styleFile, setInstanceDefault))
-                return false;
-        }
-
-        childElem = childElem.GetNext("element");
-    }
-
-    ApplyAttributes();
-
-    EnableLayoutUpdate();
-    UpdateLayout();
-
-    return true;
-}
-
-bool UIElement::LoadChildXML(const XMLElement& childElem, XMLFile* styleFile, bool setInstanceDefault)
-{
-    bool internalElem = childElem.GetBool("internal");
-    if (internalElem)
-    {
-        ATOMIC_LOGERROR("Loading internal child element is not supported");
-        return false;
-    }
-
-    String typeName = childElem.GetAttribute("type");
-    if (typeName.Empty())
-        typeName = "UIElement";
-    unsigned index = childElem.HasAttribute("index") ? childElem.GetUInt("index") : M_MAX_UNSIGNED;
-    UIElement* child = CreateChild(typeName, String::EMPTY, index);
-
-    if (child)
-    {
-        if (!styleFile)
-            styleFile = GetDefaultStyle();
-        if (!child->LoadXML(childElem, styleFile, setInstanceDefault))
-            return false;
-    }
-
-    return true;
-}
-
-bool UIElement::SaveXML(XMLElement& dest) const
-{
-    // Write type
-    if (GetTypeName() != "UIElement")
-    {
-        if (!dest.SetString("type", GetTypeName()))
-            return false;
-    }
-
-    // Write internal flag
-    if (internal_)
-    {
-        if (!dest.SetBool("internal", internal_))
-            return false;
-    }
-
-    // Write style
-    if (!appliedStyle_.Empty() && appliedStyle_ != "UIElement")
-    {
-        if (!dest.SetAttribute("style", appliedStyle_))
-            return false;
-    }
-    else if (internal_)
-    {
-        if (!dest.SetAttribute("style", "none"))
-            return false;
-    }
-
-    // Write attributes
-    if (!Animatable::SaveXML(dest))
-        return false;
-
-    // Write child elements
-    for (unsigned i = 0; i < children_.Size(); ++i)
-    {
-        UIElement* element = children_[i];
-        if (element->IsTemporary())
-            continue;
-
-        XMLElement childElem = dest.CreateChild("element");
-        if (!element->SaveXML(childElem))
-            return false;
-    }
-
-    // Filter UI-style and implicit attributes
-    return FilterAttributes(dest);
-}
-
-void UIElement::Update(float timeStep)
-{
-}
-
-void UIElement::GetBatches(PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor)
-{
-    // Reset hovering for next frame
-    hovering_ = false;
-}
-
-void UIElement::GetDebugDrawBatches(PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor)
-{
-    SystemUIBatch batch(this, BLEND_ALPHA, currentScissor, 0, &vertexData);
-
-    int horizontalThickness = 1;
-    int verticalThickness = 1;
-    if (parent_)
-    {
-        switch (parent_->layoutMode_)
-        {
-        case LM_HORIZONTAL:
-            verticalThickness += 2;
-            break;
-
-        case LM_VERTICAL:
-            horizontalThickness += 2;
-            break;
-
-        default:
-            break;
-        }
-    }
-
-    batch.SetColor(Color::BLUE, true);
-    // Left
-    batch.AddQuad(0, 0, horizontalThickness, size_.y_, 0, 0);
-    // Top
-    batch.AddQuad(0, 0, size_.x_, verticalThickness, 0, 0);
-    // Right
-    batch.AddQuad(size_.x_ - horizontalThickness, 0, horizontalThickness, size_.y_, 0, 0);
-    // Bottom
-    batch.AddQuad(0, size_.y_ - verticalThickness, size_.x_, verticalThickness, 0, 0);
-
-    SystemUIBatch::AddOrMerge(batch, batches);
-}
-
-bool UIElement::IsWithinScissor(const IntRect& currentScissor)
-{
-    if (!visible_)
-        return false;
-
-    const IntVector2& screenPos = GetScreenPosition();
-    return screenPos.x_ < currentScissor.right_ && screenPos.x_ + GetWidth() > currentScissor.left_ &&
-           screenPos.y_ < currentScissor.bottom_ && screenPos.y_ + GetHeight() > currentScissor.top_;
-}
-
-const IntVector2& UIElement::GetScreenPosition() const
-{
-    if (positionDirty_)
-    {
-        IntVector2 pos = position_;
-        const UIElement* parent = parent_;
-
-        if (parent)
-        {
-            const IntVector2& parentScreenPos = parent->GetScreenPosition();
-
-            switch (horizontalAlignment_)
-            {
-            case HA_LEFT:
-                pos.x_ += parentScreenPos.x_;
-                break;
-
-            case HA_CENTER:
-                pos.x_ += parentScreenPos.x_ + parent_->size_.x_ / 2 - size_.x_ / 2;
-                break;
-
-            case HA_RIGHT:
-                pos.x_ += parentScreenPos.x_ + parent_->size_.x_ - size_.x_;
-                break;
-            }
-            switch (verticalAlignment_)
-            {
-            case VA_TOP:
-                pos.y_ += parentScreenPos.y_;
-                break;
-
-            case VA_CENTER:
-                pos.y_ += parentScreenPos.y_ + parent_->size_.y_ / 2 - size_.y_ / 2;
-                break;
-
-            case VA_BOTTOM:
-                pos.y_ += parentScreenPos.y_ + parent_->size_.y_ - size_.y_;
-                break;
-            }
-
-            pos += parent_->childOffset_;
-        }
-
-        screenPosition_ = pos;
-        positionDirty_ = false;
-    }
-
-    return screenPosition_;
-}
-
-void UIElement::OnHover(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers, Cursor* cursor)
-{
-    hovering_ = true;
-}
-
-void UIElement::OnClickBegin(const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers,
-    Cursor* cursor)
-{
-}
-
-void UIElement::OnClickEnd(const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers,
-    Cursor* cursor, UIElement* beginElement)
-{
-}
-
-void UIElement::OnDoubleClick(const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers,
-    Cursor* cursor)
-{
-}
-
-void UIElement::OnDragBegin(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers,
-    Cursor* cursor)
-{
-    dragButtonCombo_ = buttons;
-    dragButtonCount_ = CountSetBits((unsigned)dragButtonCombo_);
-}
-
-void UIElement::OnDragMove(const IntVector2& position, const IntVector2& screenPosition, const IntVector2& deltaPos, int buttons,
-    int qualifiers, Cursor* cursor)
-{
-}
-
-void UIElement::OnDragEnd(const IntVector2& position, const IntVector2& screenPosition, int dragButtons, int buttons,
-    Cursor* cursor)
-{
-    dragButtonCombo_ = 0;
-    dragButtonCount_ = 0;
-}
-
-void UIElement::OnDragCancel(const IntVector2& position, const IntVector2& screenPosition, int dragButtons, int buttons,
-    Cursor* cursor)
-{
-    dragButtonCombo_ = 0;
-    dragButtonCount_ = 0;
-}
-
-bool UIElement::OnDragDropTest(UIElement* source)
-{
-    return true;
-}
-
-bool UIElement::OnDragDropFinish(UIElement* source)
-{
-    return true;
-}
-
-void UIElement::OnWheel(int delta, int buttons, int qualifiers)
-{
-}
-
-void UIElement::OnKey(int key, int buttons, int qualifiers)
-{
-}
-
-void UIElement::OnTextInput(const String& text, int buttons, int qualifiers)
-{
-}
-
-bool UIElement::LoadXML(Deserializer& source)
-{
-    SharedPtr<XMLFile> xml(new XMLFile(context_));
-    return xml->Load(source) && LoadXML(xml->GetRoot());
-}
-
-bool UIElement::SaveXML(Serializer& dest, const String& indentation) const
-{
-    SharedPtr<XMLFile> xml(new XMLFile(context_));
-    XMLElement rootElem = xml->CreateRoot("element");
-    return SaveXML(rootElem) && xml->Save(dest, indentation);
-}
-
-bool UIElement::FilterAttributes(XMLElement& dest) const
-{
-    // Filter UI styling attributes
-    XMLFile* styleFile = GetDefaultStyle();
-    if (styleFile)
-    {
-        String style = dest.GetAttribute("style");
-        if (!style.Empty() && style != "none")
-        {
-            if (styleXPathQuery_.SetVariable("typeName", style))
-            {
-                XMLElement styleElem = GetDefaultStyle()->GetRoot().SelectSinglePrepared(styleXPathQuery_);
-                if (styleElem && !FilterUIStyleAttributes(dest, styleElem))
-                    return false;
-            }
-        }
-    }
-
-    // Filter implicit attributes
-    if (!FilterImplicitAttributes(dest))
-    {
-        ATOMIC_LOGERROR("Could not remove implicit attributes");
-        return false;
-    }
-
-    return true;
-}
-
-void UIElement::SetName(const String& name)
-{
-    name_ = name;
-
-    using namespace NameChanged;
-
-    VariantMap& eventData = GetEventDataMap();
-    eventData[P_ELEMENT] = this;
-
-    SendEvent(E_NAMECHANGED, eventData);
-}
-
-void UIElement::SetPosition(const IntVector2& position)
-{
-    if (position != position_)
-    {
-        position_ = position;
-        OnPositionSet();
-        MarkDirty();
-
-        using namespace Positioned;
-
-        VariantMap& eventData = GetEventDataMap();
-        eventData[P_ELEMENT] = this;
-        eventData[P_X] = position_.x_;
-        eventData[P_Y] = position_.y_;
-        SendEvent(E_POSITIONED, eventData);
-    }
-}
-
-void UIElement::SetPosition(int x, int y)
-{
-    SetPosition(IntVector2(x, y));
-}
-
-void UIElement::SetSize(const IntVector2& size)
-{
-    ++resizeNestingLevel_;
-
-    IntVector2 validatedSize;
-    validatedSize.x_ = Clamp(size.x_, minSize_.x_, maxSize_.x_);
-    validatedSize.y_ = Clamp(size.y_, minSize_.y_, maxSize_.y_);
-
-    if (validatedSize != size_)
-    {
-        size_ = validatedSize;
-
-        if (resizeNestingLevel_ == 1)
-        {
-            // Check if parent element's layout needs to be updated first
-            if (parent_)
-                parent_->UpdateLayout();
-
-            MarkDirty();
-            OnResize();
-            UpdateLayout();
-
-            using namespace Resized;
-
-            VariantMap& eventData = GetEventDataMap();
-            eventData[P_ELEMENT] = this;
-            eventData[P_WIDTH] = size_.x_;
-            eventData[P_HEIGHT] = size_.y_;
-            SendEvent(E_RESIZED, eventData);
-        }
-    }
-
-    --resizeNestingLevel_;
-}
-
-void UIElement::SetSize(int width, int height)
-{
-    SetSize(IntVector2(width, height));
-}
-
-void UIElement::SetWidth(int width)
-{
-    SetSize(IntVector2(width, size_.y_));
-}
-
-void UIElement::SetHeight(int height)
-{
-    SetSize(IntVector2(size_.x_, height));
-}
-
-void UIElement::SetMinSize(const IntVector2& minSize)
-{
-    minSize_.x_ = Max(minSize.x_, 0);
-    minSize_.y_ = Max(minSize.y_, 0);
-    SetSize(size_);
-}
-
-void UIElement::SetMinSize(int width, int height)
-{
-    SetMinSize(IntVector2(width, height));
-}
-
-void UIElement::SetMinWidth(int width)
-{
-    SetMinSize(IntVector2(width, minSize_.y_));
-}
-
-void UIElement::SetMinHeight(int height)
-{
-    SetMinSize(IntVector2(minSize_.x_, height));
-}
-
-void UIElement::SetMaxSize(const IntVector2& maxSize)
-{
-    maxSize_.x_ = Max(maxSize.x_, 0);
-    maxSize_.y_ = Max(maxSize.y_, 0);
-    SetSize(size_);
-}
-
-void UIElement::SetMaxSize(int width, int height)
-{
-    SetMaxSize(IntVector2(width, height));
-}
-
-void UIElement::SetMaxWidth(int width)
-{
-    SetMaxSize(IntVector2(width, maxSize_.y_));
-}
-
-void UIElement::SetMaxHeight(int height)
-{
-    SetMaxSize(IntVector2(maxSize_.x_, height));
-}
-
-void UIElement::SetFixedSize(const IntVector2& size)
-{
-    minSize_ = maxSize_ = IntVector2(Max(size.x_, 0), Max(size.y_, 0));
-    SetSize(size);
-}
-
-void UIElement::SetFixedSize(int width, int height)
-{
-    SetFixedSize(IntVector2(width, height));
-}
-
-void UIElement::SetFixedWidth(int width)
-{
-    minSize_.x_ = maxSize_.x_ = Max(width, 0);
-    SetWidth(width);
-}
-
-void UIElement::SetFixedHeight(int height)
-{
-    minSize_.y_ = maxSize_.y_ = Max(height, 0);
-    SetHeight(height);
-}
-
-void UIElement::SetAlignment(HorizontalAlignment hAlign, VerticalAlignment vAlign)
-{
-    SetHorizontalAlignment(hAlign);
-    SetVerticalAlignment(vAlign);
-}
-
-void UIElement::SetHorizontalAlignment(HorizontalAlignment align)
-{
-    if (align != HA_LEFT && parent_ && parent_->GetLayoutMode() == LM_HORIZONTAL)
-    {
-        ATOMIC_LOGWARNING("Forcing left alignment because parent element has horizontal layout");
-        align = HA_LEFT;
-    }
-
-    if (horizontalAlignment_ != align)
-    {
-        horizontalAlignment_ = align;
-        MarkDirty();
-    }
-}
-
-void UIElement::SetVerticalAlignment(VerticalAlignment align)
-{
-    if (align != VA_TOP && parent_ && parent_->GetLayoutMode() == LM_VERTICAL)
-    {
-        ATOMIC_LOGWARNING("Forcing top alignment because parent element has vertical layout");
-        align = VA_TOP;
-    }
-
-    if (verticalAlignment_ != align)
-    {
-        verticalAlignment_ = align;
-        MarkDirty();
-    }
-}
-
-void UIElement::SetClipBorder(const IntRect& rect)
-{
-    clipBorder_.left_ = Max(rect.left_, 0);
-    clipBorder_.top_ = Max(rect.top_, 0);
-    clipBorder_.right_ = Max(rect.right_, 0);
-    clipBorder_.bottom_ = Max(rect.bottom_, 0);
-}
-
-void UIElement::SetColor(const Color& color)
-{
-    for (unsigned i = 0; i < MAX_UIELEMENT_CORNERS; ++i)
-        color_[i] = color;
-    colorGradient_ = false;
-    derivedColorDirty_ = true;
-}
-
-void UIElement::SetColor(Corner corner, const Color& color)
-{
-    color_[corner] = color;
-    colorGradient_ = false;
-    derivedColorDirty_ = true;
-
-    for (unsigned i = 0; i < MAX_UIELEMENT_CORNERS; ++i)
-    {
-        if (i != corner && color_[i] != color_[corner])
-            colorGradient_ = true;
-    }
-}
-
-void UIElement::SetPriority(int priority)
-{
-    priority_ = priority;
-    if (parent_)
-        parent_->sortOrderDirty_ = true;
-}
-
-void UIElement::SetOpacity(float opacity)
-{
-    opacity_ = Clamp(opacity, 0.0f, 1.0f);
-    MarkDirty();
-}
-
-void UIElement::SetBringToFront(bool enable)
-{
-    bringToFront_ = enable;
-}
-
-void UIElement::SetBringToBack(bool enable)
-{
-    bringToBack_ = enable;
-}
-
-void UIElement::SetClipChildren(bool enable)
-{
-    clipChildren_ = enable;
-}
-
-void UIElement::SetSortChildren(bool enable)
-{
-    if (!sortChildren_ && enable)
-        sortOrderDirty_ = true;
-
-    sortChildren_ = enable;
-}
-
-void UIElement::SetUseDerivedOpacity(bool enable)
-{
-    useDerivedOpacity_ = enable;
-}
-
-void UIElement::SetEnabled(bool enable)
-{
-    enabled_ = enable;
-    enabledPrev_ = enable;
-}
-
-void UIElement::SetDeepEnabled(bool enable)
-{
-    enabled_ = enable;
-
-    for (Vector<SharedPtr<UIElement> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
-        (*i)->SetDeepEnabled(enable);
-}
-
-void UIElement::ResetDeepEnabled()
-{
-    enabled_ = enabledPrev_;
-
-    for (Vector<SharedPtr<UIElement> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
-        (*i)->ResetDeepEnabled();
-}
-
-void UIElement::SetEnabledRecursive(bool enable)
-{
-    enabled_ = enable;
-    enabledPrev_ = enable;
-
-    for (Vector<SharedPtr<UIElement> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
-        (*i)->SetEnabledRecursive(enable);
-}
-
-void UIElement::SetEditable(bool enable)
-{
-    editable_ = enable;
-    OnSetEditable();
-}
-
-void UIElement::SetFocusMode(FocusMode mode)
-{
-    focusMode_ = mode;
-}
-
-void UIElement::SetFocus(bool enable)
-{
-    // Invisible elements should not receive focus
-    if (focusMode_ < FM_FOCUSABLE || !IsVisibleEffective())
-        enable = false;
-
-    SystemUI* ui = GetSubsystem<SystemUI>();
-    if (enable)
-    {
-        if (ui->GetFocusElement() != this)
-            ui->SetFocusElement(this);
-    }
-    else
-    {
-        if (ui->GetFocusElement() == this)
-            ui->SetFocusElement(0);
-    }
-}
-
-void UIElement::SetSelected(bool enable)
-{
-    selected_ = enable;
-}
-
-void UIElement::SetVisible(bool enable)
-{
-    if (enable != visible_)
-    {
-        visible_ = enable;
-
-        // Parent's layout may change as a result of visibility change
-        if (parent_)
-            parent_->UpdateLayout();
-
-        using namespace VisibleChanged;
-
-        VariantMap& eventData = GetEventDataMap();
-        eventData[P_ELEMENT] = this;
-        eventData[P_VISIBLE] = visible_;
-        SendEvent(E_VISIBLECHANGED, eventData);
-
-        // If the focus element becomes effectively hidden, clear focus
-        if (!enable)
-        {
-            UIElement* focusElement = GetSubsystem<SystemUI>()->GetFocusElement();
-            if (focusElement && !focusElement->IsVisibleEffective())
-                focusElement->SetFocus(false);
-        }
-    }
-}
-
-void UIElement::SetDragDropMode(unsigned mode)
-{
-    dragDropMode_ = mode;
-}
-
-bool UIElement::SetStyle(const String& styleName, XMLFile* file)
-{
-    // If empty style was requested, replace with type name
-    String actualStyleName = !styleName.Empty() ? styleName : GetTypeName();
-
-    appliedStyle_ = actualStyleName;
-    if (styleName == "none")
-        return true;
-
-    if (!file)
-    {
-        file = GetDefaultStyle();
-        if (!file)
-            return false;
-    }
-    else
-    {
-        // If a custom style file specified, remember it
-        defaultStyle_ = file;
-    }
-
-    styleXPathQuery_.SetVariable("typeName", actualStyleName);
-    XMLElement styleElem = file->GetRoot().SelectSinglePrepared(styleXPathQuery_);
-    return styleElem && SetStyle(styleElem);
-}
-
-bool UIElement::SetStyle(const XMLElement& element)
-{
-    appliedStyle_ = element.GetAttribute("type");
-
-    // Consider style attribute values as instance-level attribute default values
-    return LoadXML(element, true);
-}
-
-bool UIElement::SetStyleAuto(XMLFile* file)
-{
-    return SetStyle(String::EMPTY, file);
-}
-
-void UIElement::SetDefaultStyle(XMLFile* style)
-{
-    defaultStyle_ = style;
-}
-
-void UIElement::SetLayout(LayoutMode mode, int spacing, const IntRect& border)
-{
-    layoutMode_ = mode;
-    layoutSpacing_ = Max(spacing, 0);
-    layoutBorder_ = IntRect(Max(border.left_, 0), Max(border.top_, 0), Max(border.right_, 0), Max(border.bottom_, 0));
-    VerifyChildAlignment();
-    UpdateLayout();
-}
-
-void UIElement::SetLayoutMode(LayoutMode mode)
-{
-    layoutMode_ = mode;
-    VerifyChildAlignment();
-    UpdateLayout();
-}
-
-void UIElement::SetLayoutSpacing(int spacing)
-{
-    layoutSpacing_ = Max(spacing, 0);
-    UpdateLayout();
-}
-
-void UIElement::SetLayoutBorder(const IntRect& border)
-{
-    layoutBorder_ = IntRect(Max(border.left_, 0), Max(border.top_, 0), Max(border.right_, 0), Max(border.bottom_, 0));
-    UpdateLayout();
-}
-
-void UIElement::SetLayoutFlexScale(const Vector2& scale)
-{
-    layoutFlexScale_ = Vector2(Max(scale.x_, 0.0f), Max(scale.y_, 0.0f));
-}
-
-void UIElement::SetIndent(int indent)
-{
-    indent_ = indent;
-    if (parent_)
-        parent_->UpdateLayout();
-    UpdateLayout();
-    OnIndentSet();
-}
-
-void UIElement::SetIndentSpacing(int indentSpacing)
-{
-    indentSpacing_ = Max(indentSpacing, 0);
-    if (parent_)
-        parent_->UpdateLayout();
-    UpdateLayout();
-    OnIndentSet();
-}
-
-void UIElement::UpdateLayout()
-{
-    if (layoutMode_ == LM_FREE || layoutNestingLevel_)
-        return;
-
-    // Prevent further updates while this update happens
-    DisableLayoutUpdate();
-
-    PODVector<int> positions;
-    PODVector<int> sizes;
-    PODVector<int> minSizes;
-    PODVector<int> maxSizes;
-    PODVector<float> flexScales;
-
-    int baseIndentWidth = GetIndentWidth();
-
-    if (layoutMode_ == LM_HORIZONTAL)
-    {
-        int minChildHeight = 0;
-
-        for (unsigned i = 0; i < children_.Size(); ++i)
-        {
-            if (!children_[i]->IsVisible())
-                continue;
-            positions.Push(baseIndentWidth);
-            unsigned indent = (unsigned)children_[i]->GetIndentWidth();
-            sizes.Push(children_[i]->GetWidth() + indent);
-            minSizes.Push(children_[i]->GetMinWidth() + indent);
-            maxSizes.Push(children_[i]->GetMaxWidth() + indent);
-            flexScales.Push(children_[i]->GetLayoutFlexScale().x_);
-            minChildHeight = Max(minChildHeight, children_[i]->GetMinHeight());
-        }
-
-        CalculateLayout(positions, sizes, minSizes, maxSizes, flexScales, GetWidth(), layoutBorder_.left_, layoutBorder_.right_,
-            layoutSpacing_);
-
-        int width = CalculateLayoutParentSize(sizes, layoutBorder_.left_, layoutBorder_.right_, layoutSpacing_);
-        int height = Max(GetHeight(), minChildHeight + layoutBorder_.top_ + layoutBorder_.bottom_);
-        int minWidth =
-            Min(CalculateLayoutParentSize(minSizes, layoutBorder_.left_, layoutBorder_.right_, layoutSpacing_), maxSize_.x_);
-        int minHeight = Min(minChildHeight + layoutBorder_.top_ + layoutBorder_.bottom_, maxSize_.y_);
-        // Respect fixed size if already set
-        if (minSize_.x_ != maxSize_.x_)
-            minSize_.x_ = minWidth;
-        if (minSize_.y_ != maxSize_.y_)
-            minSize_.y_ = minHeight;
-        SetSize(width, height);
-        // Validate the size before resizing child elements, in case of min/max limits
-        width = size_.x_;
-        height = size_.y_;
-
-        unsigned j = 0;
-        for (unsigned i = 0; i < children_.Size(); ++i)
-        {
-            if (!children_[i]->IsVisible())
-                continue;
-            children_[i]->SetPosition(positions[j], GetLayoutChildPosition(children_[i]).y_);
-            children_[i]->SetSize(sizes[j], height - layoutBorder_.top_ - layoutBorder_.bottom_);
-            ++j;
-        }
-    }
-    else if (layoutMode_ == LM_VERTICAL)
-    {
-        int minChildWidth = 0;
-
-        for (unsigned i = 0; i < children_.Size(); ++i)
-        {
-            if (!children_[i]->IsVisible())
-                continue;
-            positions.Push(0);
-            sizes.Push(children_[i]->GetHeight());
-            minSizes.Push(children_[i]->GetMinHeight());
-            maxSizes.Push(children_[i]->GetMaxHeight());
-            flexScales.Push(children_[i]->GetLayoutFlexScale().y_);
-            minChildWidth = Max(minChildWidth, children_[i]->GetMinWidth() + children_[i]->GetIndentWidth());
-        }
-
-        CalculateLayout(positions, sizes, minSizes, maxSizes, flexScales, GetHeight(), layoutBorder_.top_, layoutBorder_.bottom_,
-            layoutSpacing_);
-
-        int height = CalculateLayoutParentSize(sizes, layoutBorder_.top_, layoutBorder_.bottom_, layoutSpacing_);
-        int width = Max(GetWidth(), minChildWidth + layoutBorder_.left_ + layoutBorder_.right_);
-        int minHeight =
-            Min(CalculateLayoutParentSize(minSizes, layoutBorder_.top_, layoutBorder_.bottom_, layoutSpacing_), maxSize_.y_);
-        int minWidth = Min(minChildWidth + layoutBorder_.left_ + layoutBorder_.right_, maxSize_.x_);
-        if (minSize_.x_ != maxSize_.x_)
-            minSize_.x_ = minWidth;
-        if (minSize_.y_ != maxSize_.y_)
-            minSize_.y_ = minHeight;
-        SetSize(width, height);
-        width = size_.x_;
-        height = size_.y_;
-
-        unsigned j = 0;
-        for (unsigned i = 0; i < children_.Size(); ++i)
-        {
-            if (!children_[i]->IsVisible())
-                continue;
-            children_[i]->SetPosition(GetLayoutChildPosition(children_[i]).x_ + baseIndentWidth, positions[j]);
-            children_[i]->SetSize(width - layoutBorder_.left_ - layoutBorder_.right_, sizes[j]);
-            ++j;
-        }
-    }
-
-    using namespace LayoutUpdated;
-
-    VariantMap& eventData = GetEventDataMap();
-    eventData[P_ELEMENT] = this;
-    SendEvent(E_LAYOUTUPDATED, eventData);
-
-    EnableLayoutUpdate();
-}
-
-void UIElement::DisableLayoutUpdate()
-{
-    ++layoutNestingLevel_;
-}
-
-void UIElement::EnableLayoutUpdate()
-{
-    --layoutNestingLevel_;
-}
-
-void UIElement::BringToFront()
-{
-    // Follow the parent chain to the top level window. If it has BringToFront mode, bring it to front now
-    UIElement* root = GetRoot();
-    // If element is detached from hierarchy, this must be a no-op
-    if (!root)
-        return;
-
-    UIElement* ptr = this;
-    while (ptr && ptr->GetParent() != root)
-        ptr = ptr->GetParent();
-    if (!ptr || !ptr->GetBringToFront())
-        return;
-
-    // Get the highest priority used by all other top level elements, assign that to the new front element
-    // and decrease others' priority where necessary. However, take into account only input-enabled
-    // elements and those which have the BringToBack flag set
-    HashSet<int> usedPriorities;
-
-    int maxPriority = M_MIN_INT;
-    const Vector<SharedPtr<UIElement> >& rootChildren = root->GetChildren();
-    for (Vector<SharedPtr<UIElement> >::ConstIterator i = rootChildren.Begin(); i != rootChildren.End(); ++i)
-    {
-        UIElement* other = *i;
-        if (other->IsEnabled() && other->bringToBack_ && other != ptr)
-        {
-            int priority = other->GetPriority();
-            // M_MAX_INT is used by popups and tooltips. Disregard these to avoid an "arms race" with the priorities
-            if (priority == M_MAX_INT)
-                continue;
-            usedPriorities.Insert(priority);
-            maxPriority = Max(priority, maxPriority);
-        }
-    }
-
-    if (maxPriority != M_MIN_INT && maxPriority >= ptr->GetPriority())
-    {
-        ptr->SetPriority(maxPriority);
-
-        int minPriority = maxPriority;
-        while (usedPriorities.Contains(minPriority))
-            --minPriority;
-
-        for (Vector<SharedPtr<UIElement> >::ConstIterator i = rootChildren.Begin(); i != rootChildren.End(); ++i)
-        {
-            UIElement* other = *i;
-            int priority = other->GetPriority();
-
-            if (other->IsEnabled() && other->bringToBack_ && other != ptr && priority >= minPriority && priority <= maxPriority)
-                other->SetPriority(priority - 1);
-        }
-    }
-}
-
-UIElement* UIElement::CreateChild(StringHash type, const String& name, unsigned index)
-{
-    // Check that creation succeeds and that the object in fact is a UI element
-    SharedPtr<UIElement> newElement = DynamicCast<UIElement>(context_->CreateObject(type));
-    if (!newElement)
-    {
-        ATOMIC_LOGERROR("Could not create unknown UI element type " + type.ToString());
-        return 0;
-    }
-
-    if (!name.Empty())
-        newElement->SetName(name);
-
-    InsertChild(index, newElement);
-    return newElement;
-}
-
-void UIElement::AddChild(UIElement* element)
-{
-    InsertChild(M_MAX_UNSIGNED, element);
-}
-
-void UIElement::InsertChild(unsigned index, UIElement* element)
-{
-    // Check for illegal or redundant parent assignment
-    if (!element || element == this || element->parent_ == this)
-        return;
-    // Check for possible cyclic parent assignment
-    UIElement* parent = parent_;
-    while (parent)
-    {
-        if (parent == element)
-            return;
-        parent = parent->parent_;
-    }
-
-    // Add first, then remove from old parent, to ensure the element does not get deleted
-    if (index >= children_.Size())
-        children_.Push(SharedPtr<UIElement>(element));
-    else
-        children_.Insert(children_.Begin() + index, SharedPtr<UIElement>(element));
-
-    XMLFile* previousStyleFile = element->GetDefaultStyle();
-
-    element->Remove();
-
-    if (sortChildren_)
-        sortOrderDirty_ = true;
-
-    element->parent_ = this;
-    element->MarkDirty();
-
-    // If child element did not already have a style file, but has specified a style name, apply it now
-    if (!previousStyleFile && !element->appliedStyle_.Empty() && GetDefaultStyle())
-        element->SetStyle(element->appliedStyle_);
-
-    VerifyChildAlignment();
-    UpdateLayout();
-
-    // Send change event
-    UIElement* root = GetRoot();
-    UIElement* sender = GetElementEventSender();
-    if (sender)
-    {
-        using namespace ElementAdded;
-
-        VariantMap& eventData = GetEventDataMap();
-        eventData[P_ROOT] = root;
-        eventData[P_PARENT] = this;
-        eventData[P_ELEMENT] = element;
-
-        sender->SendEvent(E_ELEMENTADDED, eventData);
-    }
-}
-
-void UIElement::RemoveChild(UIElement* element, unsigned index)
-{
-    for (unsigned i = index; i < children_.Size(); ++i)
-    {
-        if (children_[i] == element)
-        {
-            // Send change event if not already being destroyed
-            UIElement* sender = Refs() > 0 ? GetElementEventSender() : 0;
-            if (sender)
-            {
-                using namespace ElementRemoved;
-
-                VariantMap& eventData = GetEventDataMap();
-                eventData[P_ROOT] = GetRoot();
-                eventData[P_PARENT] = this;
-                eventData[P_ELEMENT] = element;
-
-                sender->SendEvent(E_ELEMENTREMOVED, eventData);
-            }
-
-            element->Detach();
-            children_.Erase(i);
-            UpdateLayout();
-            return;
-        }
-    }
-}
-
-void UIElement::RemoveChildAtIndex(unsigned index)
-{
-    if (index >= children_.Size())
-        return;
-
-    // Send change event if not already being destroyed
-    UIElement* sender = Refs() > 0 ? GetElementEventSender() : 0;
-    if (sender)
-    {
-        using namespace ElementRemoved;
-
-        VariantMap& eventData = GetEventDataMap();
-        eventData[P_ROOT] = GetRoot();
-        eventData[P_PARENT] = this;
-        eventData[P_ELEMENT] = children_[index];
-
-        sender->SendEvent(E_ELEMENTREMOVED, eventData);
-    }
-
-    children_[index]->Detach();
-    children_.Erase(index);
-    UpdateLayout();
-}
-
-void UIElement::RemoveAllChildren()
-{
-    UIElement* root = GetRoot();
-    UIElement* sender = Refs() > 0 ? GetElementEventSender() : 0;
-
-    for (Vector<SharedPtr<UIElement> >::Iterator i = children_.Begin(); i < children_.End();)
-    {
-        // Send change event if not already being destroyed
-        if (sender)
-        {
-            using namespace ElementRemoved;
-
-            VariantMap& eventData = GetEventDataMap();
-            eventData[P_ROOT] = root;
-            eventData[P_PARENT] = this;
-            eventData[P_ELEMENT] = (*i).Get();
-
-            sender->SendEvent(E_ELEMENTREMOVED, eventData);
-        }
-
-        (*i++)->Detach();
-    }
-    children_.Clear();
-    UpdateLayout();
-}
-
-void UIElement::Remove()
-{
-    if (parent_)
-        parent_->RemoveChild(this);
-}
-
-unsigned UIElement::FindChild(UIElement* element) const
-{
-    Vector<SharedPtr<UIElement> >::ConstIterator i = children_.Find(SharedPtr<UIElement>(element));
-    return i != children_.End() ? (unsigned)(i - children_.Begin()) : M_MAX_UNSIGNED;
-}
-
-void UIElement::SetParent(UIElement* parent, unsigned index)
-{
-    if (parent)
-        parent->InsertChild(index, this);
-}
-
-void UIElement::SetVar(StringHash key, const Variant& value)
-{
-    vars_[key] = value;
-}
-
-void UIElement::SetInternal(bool enable)
-{
-    internal_ = enable;
-}
-
-void UIElement::SetTraversalMode(TraversalMode traversalMode)
-{
-    traversalMode_ = traversalMode;
-}
-
-void UIElement::SetElementEventSender(bool flag)
-{
-    elementEventSender_ = flag;
-}
-
-float UIElement::GetDerivedOpacity() const
-{
-    if (!useDerivedOpacity_)
-        return opacity_;
-
-    if (opacityDirty_)
-    {
-        derivedOpacity_ = opacity_;
-        const UIElement* parent = parent_;
-
-        while (parent)
-        {
-            derivedOpacity_ *= parent->opacity_;
-            parent = parent->parent_;
-        }
-
-        opacityDirty_ = false;
-    }
-
-    return derivedOpacity_;
-}
-
-bool UIElement::HasFocus() const
-{
-    return GetSubsystem<SystemUI>()->GetFocusElement() == this;
-}
-
-bool UIElement::IsVisibleEffective() const
-{
-    bool visible = visible_;
-    const UIElement* element = parent_;
-    
-    // Traverse the parent chain
-    while (visible && element)
-    {
-        visible &= element->visible_;
-        element = element->parent_;
-    }
-    
-    return visible;
-}
-
-const String& UIElement::GetAppliedStyle() const
-{
-    return appliedStyle_ == GetTypeName() ? String::EMPTY : appliedStyle_;
-}
-
-XMLFile* UIElement::GetDefaultStyle(bool recursiveUp) const
-{
-    if (recursiveUp)
-    {
-        const UIElement* element = this;
-        while (element)
-        {
-            if (element->defaultStyle_)
-                return element->defaultStyle_;
-            element = element->parent_;
-        }
-        return 0;
-    }
-    else
-        return defaultStyle_;
-}
-
-void UIElement::GetChildren(PODVector<UIElement*>& dest, bool recursive) const
-{
-    dest.Clear();
-
-    if (!recursive)
-    {
-        dest.Reserve(children_.Size());
-        for (Vector<SharedPtr<UIElement> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
-            dest.Push(*i);
-    }
-    else
-        GetChildrenRecursive(dest);
-}
-
-unsigned UIElement::GetNumChildren(bool recursive) const
-{
-    if (!recursive)
-        return children_.Size();
-    else
-    {
-        unsigned allChildren = children_.Size();
-        for (Vector<SharedPtr<UIElement> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
-            allChildren += (*i)->GetNumChildren(true);
-
-        return allChildren;
-    }
-}
-
-UIElement* UIElement::GetChild(unsigned index) const
-{
-    return index < children_.Size() ? children_[index] : (UIElement*)0;
-}
-
-UIElement* UIElement::GetChild(const String& name, bool recursive) const
-{
-    for (Vector<SharedPtr<UIElement> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
-    {
-        if ((*i)->name_ == name)
-            return *i;
-
-        if (recursive)
-        {
-            UIElement* element = (*i)->GetChild(name, true);
-            if (element)
-                return element;
-        }
-    }
-
-    return 0;
-}
-
-UIElement* UIElement::GetChild(const StringHash& key, const Variant& value, bool recursive) const
-{
-    for (Vector<SharedPtr<UIElement> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
-    {
-        const Variant& varValue = (*i)->GetVar(key);
-        if (value != Variant::EMPTY ? varValue == value : varValue != Variant::EMPTY)
-            return *i;
-
-        if (recursive)
-        {
-            UIElement* element = (*i)->GetChild(key, value, true);
-            if (element)
-                return element;
-        }
-    }
-
-    return 0;
-}
-
-UIElement* UIElement::GetRoot() const
-{
-    UIElement* root = parent_;
-    if (!root)
-        return 0;
-    while (root->GetParent())
-        root = root->GetParent();
-    return root;
-}
-
-const Color& UIElement::GetDerivedColor() const
-{
-    if (derivedColorDirty_)
-    {
-        derivedColor_ = color_[C_TOPLEFT];
-        derivedColor_.a_ *= GetDerivedOpacity();
-        derivedColorDirty_ = false;
-    }
-
-    return derivedColor_;
-}
-
-const Variant& UIElement::GetVar(const StringHash& key) const
-{
-    VariantMap::ConstIterator i = vars_.Find(key);
-    return i != vars_.End() ? i->second_ : Variant::EMPTY;
-}
-
-IntVector2 UIElement::ScreenToElement(const IntVector2& screenPosition)
-{
-    return screenPosition - GetScreenPosition();
-}
-
-IntVector2 UIElement::ElementToScreen(const IntVector2& position)
-{
-    return position + GetScreenPosition();
-}
-
-bool UIElement::IsInside(IntVector2 position, bool isScreen)
-{
-    if (isScreen)
-        position = ScreenToElement(position);
-    return position.x_ >= 0 && position.y_ >= 0 && position.x_ < size_.x_ && position.y_ < size_.y_;
-}
-
-bool UIElement::IsInsideCombined(IntVector2 position, bool isScreen)
-{
-    // If child elements are clipped, no need to expand the rect
-    if (clipChildren_)
-        return IsInside(position, isScreen);
-
-    if (!isScreen)
-        position = ElementToScreen(position);
-
-    IntRect combined = GetCombinedScreenRect();
-    return position.x_ >= combined.left_ && position.y_ >= combined.top_ && position.x_ < combined.right_ &&
-           position.y_ < combined.bottom_;
-}
-
-IntRect UIElement::GetCombinedScreenRect()
-{
-    IntVector2 screenPosition(GetScreenPosition());
-    IntRect combined(screenPosition.x_, screenPosition.y_, screenPosition.x_ + size_.x_, screenPosition.y_ + size_.y_);
-
-    if (!clipChildren_)
-    {
-        for (Vector<SharedPtr<UIElement> >::Iterator i = children_.Begin(); i != children_.End(); ++i)
-        {
-            IntVector2 childPos = (*i)->GetScreenPosition();
-            const IntVector2& childSize = (*i)->GetSize();
-            if (childPos.x_ < combined.left_)
-                combined.left_ = childPos.x_;
-            if (childPos.y_ < combined.top_)
-                combined.top_ = childPos.y_;
-            if (childPos.x_ + childSize.x_ > combined.right_)
-                combined.right_ = childPos.x_ + childSize.x_;
-            if (childPos.y_ + childSize.y_ > combined.bottom_)
-                combined.bottom_ = childPos.y_ + childSize.y_;
-        }
-    }
-
-    return combined;
-}
-
-void UIElement::SortChildren()
-{
-    if (sortChildren_ && sortOrderDirty_)
-    {
-        // Only sort when there is no layout
-        if (layoutMode_ == LM_FREE)
-            Sort(children_.Begin(), children_.End(), CompareUIElements);
-        sortOrderDirty_ = false;
-    }
-}
-
-void UIElement::SetChildOffset(const IntVector2& offset)
-{
-    if (offset != childOffset_)
-    {
-        childOffset_ = offset;
-        for (Vector<SharedPtr<UIElement> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
-            (*i)->MarkDirty();
-    }
-}
-
-void UIElement::SetHovering(bool enable)
-{
-    hovering_ = enable;
-}
-
-void UIElement::AdjustScissor(IntRect& currentScissor)
-{
-    if (clipChildren_)
-    {
-        IntVector2 screenPos = GetScreenPosition();
-        currentScissor.left_ = Max(currentScissor.left_, screenPos.x_ + clipBorder_.left_);
-        currentScissor.top_ = Max(currentScissor.top_, screenPos.y_ + clipBorder_.top_);
-        currentScissor.right_ = Min(currentScissor.right_, screenPos.x_ + size_.x_ - clipBorder_.right_);
-        currentScissor.bottom_ = Min(currentScissor.bottom_, screenPos.y_ + size_.y_ - clipBorder_.bottom_);
-
-        if (currentScissor.right_ < currentScissor.left_)
-            currentScissor.right_ = currentScissor.left_;
-        if (currentScissor.bottom_ < currentScissor.top_)
-            currentScissor.bottom_ = currentScissor.top_;
-    }
-}
-
-void UIElement::GetBatchesWithOffset(IntVector2& offset, PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData,
-    IntRect currentScissor)
-{
-    Vector2 floatOffset((float)offset.x_, (float)offset.y_);
-    unsigned initialSize = vertexData.Size();
-
-    GetBatches(batches, vertexData, currentScissor);
-    for (unsigned i = initialSize; i < vertexData.Size(); i += 6)
-    {
-        vertexData[i] += floatOffset.x_;
-        vertexData[i + 1] += floatOffset.y_;
-    }
-
-    AdjustScissor(currentScissor);
-    for (Vector<SharedPtr<UIElement> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
-    {
-        if ((*i)->IsVisible())
-            (*i)->GetBatchesWithOffset(offset, batches, vertexData, currentScissor);
-    }
-}
-
-UIElement* UIElement::GetElementEventSender() const
-{
-    UIElement* element = const_cast<UIElement*>(this);
-    if (elementEventSender_)
-        return element;
-
-    while (element->parent_)
-    {
-        element = element->parent_;
-        if (element->elementEventSender_)
-            return element;
-    }
-
-    // If no predefined element event sender in the parental chain, return ultimate root element
-    return element;
-}
-
-void UIElement::OnAttributeAnimationAdded()
-{
-    if (attributeAnimationInfos_.Size() == 1)
-        SubscribeToEvent(E_POSTUPDATE, ATOMIC_HANDLER(UIElement, HandlePostUpdate));
-}
-
-void UIElement::OnAttributeAnimationRemoved()
-{
-    if (attributeAnimationInfos_.Empty())
-        UnsubscribeFromEvent(E_POSTUPDATE);
-}
-
-void UIElement::SetObjectAttributeAnimation(const String& name, ValueAnimation* attributeAnimation, WrapMode wrapMode, float speed)
-{
-    Vector<String> names = name.Split('/');
-    // Only attribute name
-    if (names.Size() == 1)
-        SetAttributeAnimation(name, attributeAnimation, wrapMode, speed);
-    else
-    {
-        // Name must in following format: "#0/#1/attribute"
-        UIElement* element = this;
-        for (unsigned i = 0; i < names.Size() - 1; ++i)
-        {
-            if (names[i].Front() != '#')
-            {
-                ATOMIC_LOGERROR("Invalid name " + name);
-                return;
-            }
-
-            unsigned index = (unsigned)ToInt(names[i].Substring(1, names[i].Length() - 1));
-            element = element->GetChild(index);
-            if (!element)
-            {
-                ATOMIC_LOGERROR("Could not find element by name " + name);
-                return;
-            }
-        }
-
-        element->SetAttributeAnimation(names.Back(), attributeAnimation, wrapMode, speed);
-    }
-}
-
-void UIElement::MarkDirty()
-{
-    positionDirty_ = true;
-    opacityDirty_ = true;
-    derivedColorDirty_ = true;
-
-    for (Vector<SharedPtr<UIElement> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
-        (*i)->MarkDirty();
-}
-
-bool UIElement::RemoveChildXML(XMLElement& parent, const String& name) const
-{
-    static XPathQuery matchXPathQuery("./attribute[@name=$attributeName]", "attributeName:String");
-
-    if (!matchXPathQuery.SetVariable("attributeName", name))
-        return false;
-
-    XMLElement removeElem = parent.SelectSinglePrepared(matchXPathQuery);
-    return !removeElem || parent.RemoveChild(removeElem);
-}
-
-bool UIElement::RemoveChildXML(XMLElement& parent, const String& name, const String& value) const
-{
-    static XPathQuery matchXPathQuery
-        ("./attribute[@name=$attributeName and @value=$attributeValue]", "attributeName:String, attributeValue:String");
-
-    if (!matchXPathQuery.SetVariable("attributeName", name))
-        return false;
-    if (!matchXPathQuery.SetVariable("attributeValue", value))
-        return false;
-
-    XMLElement removeElem = parent.SelectSinglePrepared(matchXPathQuery);
-    return !removeElem || parent.RemoveChild(removeElem);
-}
-
-bool UIElement::FilterUIStyleAttributes(XMLElement& dest, const XMLElement& styleElem) const
-{
-    // Remove style attribute only when its value is identical to the value stored in style file
-    String style = styleElem.GetAttribute("style");
-    if (!style.Empty())
-    {
-        if (style == dest.GetAttribute("style"))
-        {
-            if (!dest.RemoveAttribute("style"))
-            {
-                ATOMIC_LOGWARNING("Could not remove style attribute");
-                return false;
-            }
-        }
-    }
-
-    // Perform the same action recursively for internal child elements stored in style file
-    XMLElement childDest = dest.GetChild("element");
-    XMLElement childElem = styleElem.GetChild("element");
-    while (childDest && childElem)
-    {
-        if (!childElem.GetBool("internal"))
-        {
-            ATOMIC_LOGERROR("Invalid style file, style element can only contain internal child elements");
-            return false;
-        }
-        if (!FilterUIStyleAttributes(childDest, childElem))
-            return false;
-
-        childDest = childDest.GetNext("element");
-        childElem = childElem.GetNext("element");
-    }
-
-    // Remove style attribute when it is the same as its type, however, if it is an internal element then replace it to "none" instead
-    if (!dest.GetAttribute("style").Empty() && dest.GetAttribute("style") == dest.GetAttribute("type"))
-    {
-        if (internal_)
-        {
-            if (!dest.SetAttribute("style", "none"))
-                return false;
-        }
-        else
-        {
-            if (!dest.RemoveAttribute("style"))
-                return false;
-        }
-    }
-
-    return true;
-}
-
-bool UIElement::FilterImplicitAttributes(XMLElement& dest) const
-{
-    // Remove positioning and sizing attributes when they are under the influence of layout mode
-    if (layoutMode_ != LM_FREE && !IsFixedWidth() && !IsFixedHeight())
-    {
-        if (!RemoveChildXML(dest, "Min Size"))
-            return false;
-    }
-    if (parent_ && parent_->layoutMode_ != LM_FREE)
-    {
-        if (!RemoveChildXML(dest, "Position"))
-            return false;
-        if (!RemoveChildXML(dest, "Size"))
-            return false;
-    }
-
-    return true;
-}
-
-void UIElement::GetChildrenRecursive(PODVector<UIElement*>& dest) const
-{
-    for (Vector<SharedPtr<UIElement> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
-    {
-        UIElement* element = *i;
-        dest.Push(element);
-        if (!element->children_.Empty())
-            element->GetChildrenRecursive(dest);
-    }
-}
-
-int UIElement::CalculateLayoutParentSize(const PODVector<int>& sizes, int begin, int end, int spacing)
-{
-    int width = begin + end;
-    if (sizes.Empty())
-        return width;
-
-    for (unsigned i = 0; i < sizes.Size(); ++i)
-    {
-        // If calculating maximum size, and the default is specified, do not overflow it
-        if (sizes[i] == M_MAX_INT)
-            return M_MAX_INT;
-        width += sizes[i] + spacing;
-    }
-    // The last spacing is not needed
-    return width - spacing;
-}
-
-void UIElement::CalculateLayout(PODVector<int>& positions, PODVector<int>& sizes, const PODVector<int>& minSizes,
-    const PODVector<int>& maxSizes, const PODVector<float>& flexScales, int targetSize, int begin, int end, int spacing)
-{
-    unsigned numChildren = sizes.Size();
-    if (!numChildren)
-        return;
-    int targetTotalSize = targetSize - begin - end - (numChildren - 1) * spacing;
-    if (targetTotalSize < 0)
-        targetTotalSize = 0;
-    int targetChildSize = targetTotalSize / numChildren;
-    int remainder = targetTotalSize % numChildren;
-    float add = (float)remainder / numChildren;
-    float acc = 0.0f;
-
-    // Initial pass
-    for (unsigned i = 0; i < numChildren; ++i)
-    {
-        int targetSize = (int)(targetChildSize * flexScales[i]);
-        if (remainder)
-        {
-            acc += add;
-            if (acc >= 0.5f)
-            {
-                acc -= 1.0f;
-                ++targetSize;
-                --remainder;
-            }
-        }
-        sizes[i] = Clamp(targetSize, minSizes[i], maxSizes[i]);
-    }
-
-    // Error correction passes
-    for (;;)
-    {
-        int actualTotalSize = 0;
-        for (unsigned i = 0; i < numChildren; ++i)
-            actualTotalSize += sizes[i];
-        int error = targetTotalSize - actualTotalSize;
-        // Break if no error
-        if (!error)
-            break;
-
-        // Check which of the children can be resized to correct the error. If none, must break
-        PODVector<unsigned> resizable;
-        for (unsigned i = 0; i < numChildren; ++i)
-        {
-            if (error < 0 && sizes[i] > minSizes[i])
-                resizable.Push(i);
-            else if (error > 0 && sizes[i] < maxSizes[i])
-                resizable.Push(i);
-        }
-        if (resizable.Empty())
-            break;
-
-        int numResizable = resizable.Size();
-        int errorPerChild = error / numResizable;
-        remainder = (abs(error)) % numResizable;
-        add = (float)remainder / numResizable;
-        acc = 0.0f;
-
-        for (int i = 0; i < numResizable; ++i)
-        {
-            unsigned index = resizable[i];
-            int targetSize = sizes[index] + errorPerChild;
-            if (remainder)
-            {
-                acc += add;
-                if (acc >= 0.5f)
-                {
-                    acc -= 1.0f;
-                    targetSize = error < 0 ? targetSize - 1 : targetSize + 1;
-                    --remainder;
-                }
-            }
-
-            sizes[index] = Clamp(targetSize, minSizes[index], maxSizes[index]);
-        }
-    }
-
-    // Calculate final positions and store the minimum child element size
-    layoutMinSize_ = M_MAX_INT;
-    layoutMaxSize_ = 0;
-    int position = begin;
-    for (unsigned i = 0; i < numChildren; ++i)
-    {
-        positions[i] = position;
-        position += sizes[i] + spacing;
-        if (sizes[i] < layoutMinSize_)
-            layoutMinSize_ = sizes[i];
-        if (sizes[i] > layoutMaxSize_)
-            layoutMaxSize_ = sizes[i];
-    }
-}
-
-IntVector2 UIElement::GetLayoutChildPosition(UIElement* child)
-{
-    IntVector2 ret(IntVector2::ZERO);
-
-    HorizontalAlignment ha = child->GetHorizontalAlignment();
-    switch (ha)
-    {
-    case HA_LEFT:
-        ret.x_ = layoutBorder_.left_;
-        break;
-
-    case HA_RIGHT:
-        ret.x_ = -layoutBorder_.right_;
-        break;
-
-    default:
-        break;
-    }
-
-    VerticalAlignment va = child->GetVerticalAlignment();
-    switch (va)
-    {
-    case VA_TOP:
-        ret.y_ = layoutBorder_.top_;
-        break;
-
-    case VA_BOTTOM:
-        ret.y_ = -layoutBorder_.bottom_;
-        break;
-
-    default:
-        break;
-    }
-
-    return ret;
-}
-
-void UIElement::Detach()
-{
-    parent_ = 0;
-    MarkDirty();
-}
-
-void UIElement::VerifyChildAlignment()
-{
-    for (Vector<SharedPtr<UIElement> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
-    {
-        // Reapply child alignments. If they are illegal compared to layout, they will be set left/top as neded
-        (*i)->SetHorizontalAlignment((*i)->GetHorizontalAlignment());
-        (*i)->SetVerticalAlignment((*i)->GetVerticalAlignment());
-    }
-}
-
-void UIElement::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
-{
-    using namespace PostUpdate;
-
-    UpdateAttributeAnimations(eventData[P_TIMESTEP].GetFloat());
-}
-
-}
-
-}

+ 0 - 721
Source/Atomic/UI/SystemUI/UIElement.h

@@ -1,721 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#pragma once
-
-#include "../../Math/Vector2.h"
-#include "../../Resource/XMLFile.h"
-#include "../../Scene/Animatable.h"
-#include "SystemUIBatch.h"
-
-namespace Atomic
-{
-
-class ResourceCache;
-
-namespace SystemUI
-{
-
-/// %UI element horizontal alignment.
-enum HorizontalAlignment
-{
-    HA_LEFT = 0,
-    HA_CENTER,
-    HA_RIGHT
-};
-
-/// %UI element vertical alignment.
-enum VerticalAlignment
-{
-    VA_TOP = 0,
-    VA_CENTER,
-    VA_BOTTOM
-};
-
-/// %UI element corners.
-enum Corner
-{
-    C_TOPLEFT = 0,
-    C_TOPRIGHT,
-    C_BOTTOMLEFT,
-    C_BOTTOMRIGHT,
-    MAX_UIELEMENT_CORNERS
-};
-
-/// %UI element orientation.
-enum Orientation
-{
-    O_HORIZONTAL = 0,
-    O_VERTICAL
-};
-
-/// %UI element focus mode.
-enum FocusMode
-{
-    /// Is not focusable and does not affect existing focus.
-    FM_NOTFOCUSABLE = 0,
-    /// Resets focus when clicked.
-    FM_RESETFOCUS,
-    /// Is focusable.
-    FM_FOCUSABLE,
-    /// Is focusable and also defocusable by pressing ESC.
-    FM_FOCUSABLE_DEFOCUSABLE
-};
-
-/// Layout operation mode.
-enum LayoutMode
-{
-    /// No layout operations will be performed.
-    LM_FREE = 0,
-    /// Layout child elements horizontally and resize them to fit. Resize element if necessary.
-    LM_HORIZONTAL,
-    /// Layout child elements vertically and resize them to fit. Resize element if necessary.
-    LM_VERTICAL
-};
-
-/// Traversal mode for rendering.
-enum TraversalMode
-{
-    /// Traverse thru children having same priority first and recurse into their children before traversing children having higher priority.
-    TM_BREADTH_FIRST = 0,
-    /// Traverse thru each child and its children immediately after in sequence.
-    TM_DEPTH_FIRST
-};
-
-/// Drag and drop disabled.
-static const unsigned DD_DISABLED = 0x0;
-/// Drag and drop source flag.
-static const unsigned DD_SOURCE = 0x1;
-/// Drag and drop target flag.
-static const unsigned DD_TARGET = 0x2;
-/// Drag and drop source and target.
-static const unsigned DD_SOURCE_AND_TARGET = 0x3;
-
-class Cursor;
-
-/// Base class for %UI elements.
-class ATOMIC_API UIElement : public Animatable
-{
-    ATOMIC_OBJECT(UIElement, Animatable);
-
-public:
-    /// Construct.
-    UIElement(Context* context);
-    /// Destruct.
-    virtual ~UIElement();
-    /// Register object factory.
-    static void RegisterObject(Context* context);
-
-    /// Apply attribute changes that can not be applied immediately.
-    virtual void ApplyAttributes();
-    /// Load from XML data. Return true if successful.
-    virtual bool LoadXML(const XMLElement& source, bool setInstanceDefault = false);
-    /// Load from XML data with style. Return true if successful.
-    virtual bool LoadXML(const XMLElement& source, XMLFile* styleFile, bool setInstanceDefault = false);
-    /// Create a child by loading from XML data with style. Return true if successful.
-    virtual bool LoadChildXML(const XMLElement& childElem, XMLFile* styleFile = 0, bool setInstanceDefault = false);
-    /// Save as XML data. Return true if successful.
-    virtual bool SaveXML(XMLElement& dest) const;
-
-    /// Perform UI element update.
-    virtual void Update(float timeStep);
-    /// Return whether is visible and inside a scissor rectangle and should be rendered.
-    virtual bool IsWithinScissor(const IntRect& currentScissor);
-    /// Update and return screen position.
-    virtual const IntVector2& GetScreenPosition() const;
-    /// Return UI rendering batches.
-    virtual void GetBatches(PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor);
-    /// Return UI rendering batches for debug draw.
-    virtual void GetDebugDrawBatches(PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor);
-    /// React to mouse hover.
-    virtual void OnHover(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers, Cursor* cursor);
-    /// React to mouse click begin.
-    virtual void OnClickBegin
-        (const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers, Cursor* cursor);
-    /// React to mouse click end.
-    virtual void OnClickEnd
-        (const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers, Cursor* cursor,
-            UIElement* beginElement);
-    /// React to double mouse click.
-    virtual void OnDoubleClick
-        (const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers, Cursor* cursor);
-    /// React to mouse drag begin.
-    virtual void
-        OnDragBegin(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers, Cursor* cursor);
-    /// React to mouse drag motion.
-    virtual void OnDragMove
-        (const IntVector2& position, const IntVector2& screenPosition, const IntVector2& deltaPos, int buttons, int qualifiers,
-            Cursor* cursor);
-    /// React to mouse drag end.
-    virtual void
-        OnDragEnd(const IntVector2& position, const IntVector2& screenPosition, int dragButtons, int releaseButton, Cursor* cursor);
-    /// React to a mouse drag cancel event (ie, when an extra button is pressed)
-    virtual void OnDragCancel
-        (const IntVector2& position, const IntVector2& screenPosition, int dragButtons, int cancelButton, Cursor* cursor);
-    /// React to drag and drop test. Return true to signal that the drop is acceptable.
-    virtual bool OnDragDropTest(UIElement* source);
-    /// React to drag and drop finish. Return true to signal that the drop was accepted.
-    virtual bool OnDragDropFinish(UIElement* source);
-    /// React to mouse wheel.
-    virtual void OnWheel(int delta, int buttons, int qualifiers);
-    /// React to a key press.
-    virtual void OnKey(int key, int buttons, int qualifiers);
-    /// React to text input event.
-    virtual void OnTextInput(const String& text, int buttons, int qualifiers);
-
-    /// React to resize.
-    virtual void OnResize() { }
-
-    /// React to position change.
-    virtual void OnPositionSet() { }
-
-    /// React to editable status change.
-    virtual void OnSetEditable() { }
-
-    /// React to indent change.
-    virtual void OnIndentSet() { }
-
-    /// Load from an XML file. Return true if successful.
-    bool LoadXML(Deserializer& source);
-    /// Save to an XML file. Return true if successful.
-    bool SaveXML(Serializer& dest, const String& indentation = "\t") const;
-    /// Filter attributes in serialization process.
-    bool FilterAttributes(XMLElement& dest) const;
-
-    /// Set name.
-    void SetName(const String& name);
-    /// Set position.
-    void SetPosition(const IntVector2& position);
-    /// Set position.
-    void SetPosition(int x, int y);
-    /// Set size.
-    void SetSize(const IntVector2& size);
-    /// Set size.
-    void SetSize(int width, int height);
-    /// Set width only.
-    void SetWidth(int width);
-    /// Set height only.
-    void SetHeight(int height);
-    /// Set minimum size.
-    void SetMinSize(const IntVector2& minSize);
-    /// Set minimum size.
-    void SetMinSize(int width, int height);
-    /// Set minimum width.
-    void SetMinWidth(int width);
-    /// Set minimum height.
-    void SetMinHeight(int height);
-    /// Set maximum size.
-    void SetMaxSize(const IntVector2& maxSize);
-    /// Set maximum size.
-    void SetMaxSize(int width, int height);
-    /// Set maximum width.
-    void SetMaxWidth(int width);
-    /// Set maximum height.
-    void SetMaxHeight(int height);
-    /// Set fixed size.
-    void SetFixedSize(const IntVector2& size);
-    /// Set fixed size.
-    void SetFixedSize(int width, int height);
-    /// Set fixed width.
-    void SetFixedWidth(int width);
-    /// Set fixed height.
-    void SetFixedHeight(int height);
-    /// Set horizontal and vertical alignment.
-    void SetAlignment(HorizontalAlignment hAlign, VerticalAlignment vAlign);
-    /// Set horizontal alignment.
-    void SetHorizontalAlignment(HorizontalAlignment align);
-    /// Set vertical alignment.
-    void SetVerticalAlignment(VerticalAlignment align);
-    /// Set child element clipping border.
-    void SetClipBorder(const IntRect& rect);
-    /// Set color on all corners.
-    void SetColor(const Color& color);
-    /// Set color on one corner.
-    void SetColor(Corner corner, const Color& color);
-    /// Set priority.
-    void SetPriority(int priority);
-    /// Set opacity.
-    void SetOpacity(float opacity);
-    /// Set whether should be brought to front when focused.
-    void SetBringToFront(bool enable);
-    /// Set whether should be put to background when another element is focused.
-    void SetBringToBack(bool enable);
-    /// Set whether should clip child elements. Default false.
-    void SetClipChildren(bool enable);
-    /// Set whether should sort child elements according to priority. Default true.
-    void SetSortChildren(bool enable);
-    /// Set whether parent elements' opacity affects opacity. Default true.
-    void SetUseDerivedOpacity(bool enable);
-    /// Set whether reacts to input. Default false, but is enabled by subclasses if applicable.
-    void SetEnabled(bool enable);
-    /// Set enabled state on self and child elements. Elements' own enabled state is remembered (IsEnabledSelf) and can be restored.
-    void SetDeepEnabled(bool enable);
-    /// Reset enabled state to the element's remembered state prior to calling SetDeepEnabled.
-    void ResetDeepEnabled();
-    /// Set enabled state on self and child elements. Unlike SetDeepEnabled this does not remember the elements' own enabled state, but overwrites it.
-    void SetEnabledRecursive(bool enable);
-    /// Set whether value is editable through input. Not applicable to all elements. Default true.
-    void SetEditable(bool enable);
-    /// Set whether is focused. Only one element can be focused at a time.
-    void SetFocus(bool enable);
-    /// Set selected mode. Actual meaning is element dependent, for example constant hover or pressed effect.
-    void SetSelected(bool enable);
-    /// Set whether is visible. Visibility propagates to child elements.
-    void SetVisible(bool enable);
-    /// Set focus mode.
-    void SetFocusMode(FocusMode mode);
-    /// Set drag and drop flags.
-    void SetDragDropMode(unsigned mode);
-    /// Set style from an XML file. Find the style element by name. If the style file is not explicitly provided, use the default style from parental chain. Return true if the style is applied successfully.
-    bool SetStyle(const String& styleName, XMLFile* file = 0);
-    /// Set style from an XML element. Return true if the style is applied successfully.
-    bool SetStyle(const XMLElement& element);
-    /// Set style from an XML file. Find the style element automatically. If the style file is not explicitly provided, use the default style from parental chain. Return true if the style is applied successfully.
-    bool SetStyleAuto(XMLFile* file = 0);
-    /// Set default style file for later use by children elements.
-    void SetDefaultStyle(XMLFile* style);
-    /// Set layout.
-    void SetLayout(LayoutMode mode, int spacing = 0, const IntRect& border = IntRect::ZERO);
-    /// Set layout mode only.
-    void SetLayoutMode(LayoutMode mode);
-    /// Set layout spacing.
-    void SetLayoutSpacing(int spacing);
-    /// Set layout border.
-    void SetLayoutBorder(const IntRect& border);
-    /// Set layout flex scale.
-    void SetLayoutFlexScale(const Vector2& scale);
-    /// Set horizontal indentation.
-    void SetIndent(int indent);
-    /// Set indent spacing (number of pixels per indentation level).
-    void SetIndentSpacing(int indentSpacing);
-    /// Manually update layout. Should not be necessary in most cases, but is provided for completeness.
-    void UpdateLayout();
-    /// Disable automatic layout update. Should only be used if there are performance problems.
-    void DisableLayoutUpdate();
-    /// Enable automatic layout update.
-    void EnableLayoutUpdate();
-    /// Bring UI element to front.
-    void BringToFront();
-    /// Create and add a child element and return it.
-    UIElement* CreateChild(StringHash type, const String& name = String::EMPTY, unsigned index = M_MAX_UNSIGNED);
-    /// Add a child element.
-    void AddChild(UIElement* element);
-    /// Insert a child element into a specific position in the child list.
-    void InsertChild(unsigned index, UIElement* element);
-    /// Remove a child element. Starting search at specified index if provided.
-    void RemoveChild(UIElement* element, unsigned index = 0);
-    /// Remove a child element at index.
-    void RemoveChildAtIndex(unsigned index);
-    /// Remove all child elements.
-    void RemoveAllChildren();
-    /// Remove from the parent element. If no other shared pointer references exist, causes immediate deletion.
-    void Remove();
-    /// Find child index. Return M_MAX_UNSIGNED if not found.
-    unsigned FindChild(UIElement* element) const;
-    /// Set parent element. Same as parent->InsertChild(index, this).
-    void SetParent(UIElement* parent, unsigned index = M_MAX_UNSIGNED);
-    /// Set a user variable.
-    void SetVar(StringHash key, const Variant& value);
-    /// Mark as internally (programmatically) created. Used when an element composes itself out of child elements.
-    void SetInternal(bool enable);
-    /// Set traversal mode for rendering. The default traversal mode is TM_BREADTH_FIRST for non-root element. Root element should be set to TM_DEPTH_FIRST to avoid artifacts during rendering.
-    void SetTraversalMode(TraversalMode traversalMode);
-    /// Set element event sender flag. When child element is added or deleted, the event would be sent using UIElement found in the parental chain having this flag set. If not set, the event is sent using UI's root as per normal.
-    void SetElementEventSender(bool flag);
-
-    /// Template version of creating a child element.
-    template <class T> T* CreateChild(const String& name = String::EMPTY, unsigned index = M_MAX_UNSIGNED);
-
-    /// Return name.
-    const String& GetName() const { return name_; }
-
-    /// Return position.
-    const IntVector2& GetPosition() const { return position_; }
-
-    /// Return size.
-    const IntVector2& GetSize() const { return size_; }
-
-    /// Return width.
-    int GetWidth() const { return size_.x_; }
-
-    /// Return height.
-    int GetHeight() const { return size_.y_; }
-
-    /// Return minimum size.
-    const IntVector2& GetMinSize() const { return minSize_; }
-
-    /// Return minimum width.
-    int GetMinWidth() const { return minSize_.x_; }
-
-    /// Return minimum height.
-    int GetMinHeight() const { return minSize_.y_; }
-
-    /// Return maximum size.
-    const IntVector2& GetMaxSize() const { return maxSize_; }
-
-    /// Return minimum width.
-    int GetMaxWidth() const { return maxSize_.x_; }
-
-    /// Return minimum height.
-    int GetMaxHeight() const { return maxSize_.y_; }
-
-    /// Return true if size is fixed.
-    bool IsFixedSize() const { return minSize_ == maxSize_; }
-
-    /// Return true if width is fixed.
-    bool IsFixedWidth() const { return minSize_.x_ == maxSize_.x_; }
-
-    /// Return true if height is fixed.
-    bool IsFixedHeight() const { return minSize_.y_ == maxSize_.y_; }
-
-    /// Return child element offset.
-    const IntVector2& GetChildOffset() const { return childOffset_; }
-
-    /// Return horizontal alignment.
-    HorizontalAlignment GetHorizontalAlignment() const { return horizontalAlignment_; }
-
-    /// Return vertical alignment.
-    VerticalAlignment GetVerticalAlignment() const { return verticalAlignment_; }
-
-    /// Return child element clipping border.
-    const IntRect& GetClipBorder() const { return clipBorder_; }
-
-    /// Return corner color.
-    const Color& GetColor(Corner corner) const { return color_[corner]; }
-
-    /// Return priority.
-    int GetPriority() const { return priority_; }
-
-    /// Return opacity.
-    float GetOpacity() const { return opacity_; }
-
-    /// Return derived opacity (affected by parent elements.) If UseDerivedOpacity is false, returns same as element's own opacity.
-    float GetDerivedOpacity() const;
-
-    /// Return whether should be brought to front when focused.
-    bool GetBringToFront() const { return bringToFront_; }
-
-    /// Return whether should be put to background when another element is focused.
-    bool GetBringToBack() const { return bringToBack_; }
-
-    /// Return whether should clip child elements.
-    bool GetClipChildren() const { return clipChildren_; }
-
-    /// Return whether should sort child elements according to priority.
-    bool GetSortChildren() const { return sortChildren_; }
-
-    /// Return whether parent elements' opacity affects opacity.
-    bool GetUseDerivedOpacity() const { return useDerivedOpacity_; }
-
-    /// Return whether has focus.
-    bool HasFocus() const;
-
-    /// Return whether reacts to input.
-    bool IsEnabled() const { return enabled_; }
-
-    /// Returns the element's last own enabled state. May be different than the value returned by IsEnabled when SetDeepEnabled has been used.
-    bool IsEnabledSelf() const { return enabledPrev_; }
-
-    /// Return whether value is editable through input.
-    bool IsEditable() const { return editable_; }
-
-    /// Return whether is selected. Actual meaning is element dependent.
-    bool IsSelected() const { return selected_; }
-
-    /// Return whether element itself should be visible. Elements can be also hidden due to the parent being not visible, use IsVisibleEffective() to check.
-    bool IsVisible() const { return visible_; }
-    
-    /// Return whether element is effectively visible (parent element chain is visible.)
-    bool IsVisibleEffective() const;
-
-    /// Return whether the cursor is hovering on this element.
-    bool IsHovering() const { return hovering_; }
-
-    /// Return whether is internally created.
-    bool IsInternal() const { return internal_; }
-
-    /// Return whether has different color in at least one corner.
-    bool HasColorGradient() const { return colorGradient_; }
-
-    /// Return focus mode.
-    FocusMode GetFocusMode() const { return focusMode_; }
-
-    /// Return drag and drop flags.
-    unsigned GetDragDropMode() const { return dragDropMode_; }
-
-    /// Return applied style name. Return an empty string when the applied style is an 'auto' style (i.e. style derived from instance's type).
-    const String& GetAppliedStyle() const;
-    /// Return default style.
-    XMLFile* GetDefaultStyle(bool recursiveUp = true) const;
-
-    /// Return layout mode.
-    LayoutMode GetLayoutMode() const { return layoutMode_; }
-
-    /// Return layout spacing.
-    int GetLayoutSpacing() const { return layoutSpacing_; }
-
-    /// Return layout border.
-    const IntRect& GetLayoutBorder() const { return layoutBorder_; }
-
-    /// Return layout flex scale.
-    const Vector2& GetLayoutFlexScale() const { return layoutFlexScale_; }
-
-    /// Return number of child elements.
-    unsigned GetNumChildren(bool recursive = false) const;
-    /// Return child element by index.
-    UIElement* GetChild(unsigned index) const;
-    /// Return child element by name.
-    UIElement* GetChild(const String& name, bool recursive = false) const;
-    /// Return child element by variable. If only key is provided, return the first child having the matching variable key. If value is also provided then the actual variable value would also be checked against.
-    UIElement* GetChild(const StringHash& key, const Variant& value = Variant::EMPTY, bool recursive = false) const;
-
-    /// Return immediate child elements.
-    const Vector<SharedPtr<UIElement> >& GetChildren() const { return children_; }
-
-    /// Return child elements either recursively or non-recursively.
-    void GetChildren(PODVector<UIElement*>& dest, bool recursive = false) const;
-
-    /// Return parent element.
-    UIElement* GetParent() const { return parent_; }
-
-    /// Return root element.
-    UIElement* GetRoot() const;
-    /// Return derived color. Only valid when no gradient.
-    const Color& GetDerivedColor() const;
-    /// Return a user variable.
-    const Variant& GetVar(const StringHash& key) const;
-
-    /// Return all user variables.
-    const VariantMap& GetVars() const { return vars_; }
-
-    /// Return the drag button combo if this element is being dragged.
-    int GetDragButtonCombo() const { return dragButtonCombo_; }
-
-    /// Return the number of buttons dragging this element.
-    unsigned GetDragButtonCount() const { return dragButtonCount_; }
-
-    /// Convert screen coordinates to element coordinates.
-    IntVector2 ScreenToElement(const IntVector2& screenPosition);
-    /// Convert element coordinates to screen coordinates.
-    IntVector2 ElementToScreen(const IntVector2& position);
-    /// Return whether a point (either in element or screen coordinates) is inside the element.
-    bool IsInside(IntVector2 position, bool isScreen);
-    /// Return whether a point (either in element or screen coordinates) is inside the combined rect of the element and its children.
-    bool IsInsideCombined(IntVector2 position, bool isScreen);
-    /// Return combined screen coordinate rect of element and its children.
-    IntRect GetCombinedScreenRect();
-    /// Sort child elements if sorting enabled and order dirty. Called by UI.
-    void SortChildren();
-
-    /// Return minimum layout element size in the layout direction. Only valid after layout has been calculated. Used internally by UI for optimizations.
-    int GetLayoutMinSize() const { return layoutMinSize_; }
-
-    /// Return maximum layout element size in the layout direction. Only valid after layout has been calculated. Used internally by UI for optimizations.
-    int GetLayoutMaxSize() const { return layoutMaxSize_; }
-
-    /// Return horizontal indentation.
-    int GetIndent() const { return indent_; }
-
-    /// Return indent spacing (number of pixels per indentation level).
-    int GetIndentSpacing() const { return indentSpacing_; }
-
-    /// Return indent width in pixels.
-    int GetIndentWidth() const { return indent_ * indentSpacing_; }
-
-    /// Set child offset.
-    void SetChildOffset(const IntVector2& offset);
-    /// Set hovering state.
-    void SetHovering(bool enable);
-    /// Adjust scissor for rendering.
-    void AdjustScissor(IntRect& currentScissor);
-    /// Get UI rendering batches with a specified offset. Also recurse to child elements.
-    void
-        GetBatchesWithOffset(IntVector2& offset, PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, IntRect currentScissor);
-
-    /// Return color attribute. Uses just the top-left color.
-    const Color& GetColorAttr() const { return color_[0]; }
-
-    /// Return traversal mode for rendering.
-    TraversalMode GetTraversalMode() const { return traversalMode_; }
-
-    /// Return whether element should send child added / removed events by itself. If false, defers to parent element.
-    bool IsElementEventSender() const { return elementEventSender_; }
-
-    /// Get element which should send child added / removed events.
-    UIElement* GetElementEventSender() const;
-
-protected:
-    /// Handle attribute animation added.
-    virtual void OnAttributeAnimationAdded();
-    /// Handle attribute animation removed.
-    virtual void OnAttributeAnimationRemoved();
-    /// Set object attribute animation internal.
-    virtual void
-        SetObjectAttributeAnimation(const String& name, ValueAnimation* attributeAnimation, WrapMode wrapMode, float speed);
-    /// Mark screen position as needing an update.
-    void MarkDirty();
-    /// Remove child XML element by matching attribute name.
-    bool RemoveChildXML(XMLElement& parent, const String& name) const;
-    /// Remove child XML element by matching attribute name and value.
-    bool RemoveChildXML(XMLElement& parent, const String& name, const String& value) const;
-    /// Filter UI-style attributes in serialization process.
-    bool FilterUIStyleAttributes(XMLElement& dest, const XMLElement& styleElem) const;
-    /// Filter implicit attributes in serialization process.
-    virtual bool FilterImplicitAttributes(XMLElement& dest) const;
-
-    /// Name.
-    String name_;
-    /// Child elements.
-    Vector<SharedPtr<UIElement> > children_;
-    /// Parent element.
-    UIElement* parent_;
-    /// Child element clipping border.
-    IntRect clipBorder_;
-    /// Colors.
-    Color color_[MAX_UIELEMENT_CORNERS];
-    /// User variables.
-    VariantMap vars_;
-    /// Priority.
-    int priority_;
-    /// Bring to front when focused flag.
-    bool bringToFront_;
-    /// Bring to back when defocused flag.
-    bool bringToBack_;
-    /// Clip children flag.
-    bool clipChildren_;
-    /// Sort children according to priority flag.
-    bool sortChildren_;
-    /// Use derived opacity flag.
-    bool useDerivedOpacity_;
-    /// Input enabled flag.
-    bool enabled_;
-    /// Last SetEnabled flag before any SetDeepEnabled.
-    bool enabledPrev_;
-    /// Value editable flag.
-    bool editable_;
-    /// Selected flag.
-    bool selected_;
-    /// Visible flag.
-    bool visible_;
-    /// Hovering flag.
-    bool hovering_;
-    /// Internally created flag.
-    bool internal_;
-    /// Focus mode.
-    FocusMode focusMode_;
-    /// Drag and drop flags.
-    unsigned dragDropMode_;
-    /// Layout mode.
-    LayoutMode layoutMode_;
-    /// Layout spacing.
-    int layoutSpacing_;
-    /// Layout borders.
-    IntRect layoutBorder_;
-    /// Layout flex scale.
-    Vector2 layoutFlexScale_;
-    /// Resize nesting level to prevent multiple events and endless loop.
-    unsigned resizeNestingLevel_;
-    /// Layout update nesting level to prevent endless loop.
-    unsigned layoutNestingLevel_;
-    /// Layout element minimum size in layout direction.
-    int layoutMinSize_;
-    /// Layout element maximum size in layout direction.
-    int layoutMaxSize_;
-    /// Horizontal indentation.
-    int indent_;
-    /// Indent spacing (number of pixels per indentation level).
-    int indentSpacing_;
-    /// Position.
-    IntVector2 position_;
-    /// Screen position.
-    mutable IntVector2 screenPosition_;
-    /// Screen position dirty flag.
-    mutable bool positionDirty_;
-    /// Applied style.
-    String appliedStyle_;
-    /// Drag button combo.
-    int dragButtonCombo_;
-    /// Drag button count.
-    unsigned dragButtonCount_;
-
-private:
-    /// Return child elements recursively.
-    void GetChildrenRecursive(PODVector<UIElement*>& dest) const;
-    /// Calculate layout width for resizing the parent element.
-    int CalculateLayoutParentSize(const PODVector<int>& sizes, int begin, int end, int spacing);
-    /// Calculate child widths/positions in the layout.
-    void CalculateLayout
-        (PODVector<int>& positions, PODVector<int>& sizes, const PODVector<int>& minSizes, const PODVector<int>& maxSizes,
-            const PODVector<float>& flexScales, int targetWidth, int begin, int end, int spacing);
-    /// Get child element constant position in a layout.
-    IntVector2 GetLayoutChildPosition(UIElement* child);
-    /// Detach from parent.
-    void Detach();
-    /// Verify that child elements have proper alignment for layout mode.
-    void VerifyChildAlignment();
-    /// Handle logic post-update event.
-    void HandlePostUpdate(StringHash eventType, VariantMap& eventData);
-
-    /// Size.
-    IntVector2 size_;
-    /// Minimum size.
-    IntVector2 minSize_;
-    /// Maximum size.
-    IntVector2 maxSize_;
-    /// Child elements' offset. Used internally.
-    IntVector2 childOffset_;
-    /// Horizontal alignment.
-    HorizontalAlignment horizontalAlignment_;
-    /// Vertical alignment.
-    VerticalAlignment verticalAlignment_;
-    /// Opacity.
-    float opacity_;
-    /// Derived opacity.
-    mutable float derivedOpacity_;
-    /// Derived color. Only valid when no gradient.
-    mutable Color derivedColor_;
-    /// Derived opacity dirty flag.
-    mutable bool opacityDirty_;
-    /// Derived color dirty flag (only used when no gradient.)
-    mutable bool derivedColorDirty_;
-    /// Child priority sorting dirty flag.
-    bool sortOrderDirty_;
-    /// Has color gradient flag.
-    bool colorGradient_;
-    /// Default style file.
-    SharedPtr<XMLFile> defaultStyle_;
-    /// Traversal mode for rendering.
-    TraversalMode traversalMode_;
-    /// Flag whether node should send child added / removed events by itself.
-    bool elementEventSender_;
-    /// XPath query for selecting UI-style.
-    static XPathQuery styleXPathQuery_;
-};
-
-template <class T> T* UIElement::CreateChild(const String& name, unsigned index)
-{
-    return static_cast<T*>(CreateChild(T::GetTypeStatic(), name, index));
-}
-
-}
-
-}

+ 0 - 427
Source/Atomic/UI/SystemUI/Window.cpp

@@ -1,427 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#include "../../Core/Context.h"
-#include "../../Input/InputEvents.h"
-#include "Cursor.h"
-#include "SystemUI.h"
-#include "SystemUIEvents.h"
-#include "Window.h"
-
-#include "../../DebugNew.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-static const int DEFAULT_RESIZE_BORDER = 4;
-
-extern const char* UI_CATEGORY;
-
-Window::Window(Context* context) :
-    BorderImage(context),
-    movable_(false),
-    resizable_(false),
-    fixedWidthResizing_(false),
-    fixedHeightResizing_(false),
-    resizeBorder_(DEFAULT_RESIZE_BORDER, DEFAULT_RESIZE_BORDER, DEFAULT_RESIZE_BORDER, DEFAULT_RESIZE_BORDER),
-    dragMode_(DRAG_NONE),
-    modal_(false),
-    modalAutoDismiss_(true),
-    modalShadeColor_(Color::TRANSPARENT),
-    modalFrameColor_(Color::TRANSPARENT),
-    modalFrameSize_(IntVector2::ZERO)
-{
-    bringToFront_ = true;
-    clipChildren_ = true;
-    SetEnabled(true);
-}
-
-Window::~Window()
-{
-}
-
-void Window::RegisterObject(Context* context)
-{
-    context->RegisterFactory<Window>(UI_CATEGORY);
-
-    ATOMIC_COPY_BASE_ATTRIBUTES(BorderImage);
-    ATOMIC_UPDATE_ATTRIBUTE_DEFAULT_VALUE("Bring To Front", true);
-    ATOMIC_UPDATE_ATTRIBUTE_DEFAULT_VALUE("Clip Children", true);
-    ATOMIC_UPDATE_ATTRIBUTE_DEFAULT_VALUE("Is Enabled", true);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Resize Border", GetResizeBorder, SetResizeBorder, IntRect, IntRect(DEFAULT_RESIZE_BORDER, \
-        DEFAULT_RESIZE_BORDER, DEFAULT_RESIZE_BORDER, DEFAULT_RESIZE_BORDER), AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Is Movable", IsMovable, SetMovable, bool, false, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Is Resizable", IsResizable, SetResizable, bool, false, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Fixed Width Resizing", GetFixedWidthResizing, SetFixedWidthResizing, bool, false, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Fixed Height Resizing", GetFixedHeightResizing, SetFixedHeightResizing, bool, false, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Is Modal", IsModal, SetModal, bool, false, AM_FILE | AM_NOEDIT);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Modal Shade Color", GetModalShadeColor, SetModalShadeColor, Color, Color::TRANSPARENT, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Modal Frame Color", GetModalFrameColor, SetModalFrameColor, Color, Color::TRANSPARENT, AM_FILE);
-    ATOMIC_ACCESSOR_ATTRIBUTE("Modal Frame Size", GetModalFrameSize, SetModalFrameSize, IntVector2, IntVector2::ZERO, AM_FILE);
-    // Modal auto dismiss is purposefully not an attribute, as using it can make the editor lock up.
-    // Instead it should be set false in code when needed
-}
-
-void Window::GetBatches(PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor)
-{
-    if (modal_)
-    {
-        // Modal shade
-        if (modalShadeColor_ != Color::TRANSPARENT)
-        {
-            UIElement* rootElement = GetRoot();
-            const IntVector2& rootSize = rootElement->GetSize();
-            SystemUIBatch batch(rootElement, BLEND_ALPHA, IntRect(0, 0, rootSize.x_, rootSize.y_), 0, &vertexData);
-            batch.SetColor(modalShadeColor_);
-            batch.AddQuad(0, 0, rootSize.x_, rootSize.y_, 0, 0);
-            SystemUIBatch::AddOrMerge(batch, batches);
-        }
-
-        // Modal frame
-        if (modalFrameColor_ != Color::TRANSPARENT && modalFrameSize_ != IntVector2::ZERO)
-        {
-            SystemUIBatch batch(this, BLEND_ALPHA, currentScissor, 0, &vertexData);
-            int x = GetIndentWidth();
-            IntVector2 size = GetSize();
-            size.x_ -= x;
-            batch.SetColor(modalFrameColor_);
-            batch.AddQuad(x - modalFrameSize_.x_, -modalFrameSize_.y_, size.x_ + 2 * modalFrameSize_.x_,
-                size.y_ + 2 * modalFrameSize_.y_, 0, 0);
-            SystemUIBatch::AddOrMerge(batch, batches);
-        }
-    }
-
-    BorderImage::GetBatches(batches, vertexData, currentScissor);
-}
-
-void Window::OnHover(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers, Cursor* cursor)
-{
-    UIElement::OnHover(position, screenPosition, buttons, qualifiers, cursor);
-
-    if (dragMode_ == DRAG_NONE)
-    {
-        WindowDragMode mode = GetDragMode(position);
-        SetCursorShape(mode, cursor);
-    }
-    else
-        SetCursorShape(dragMode_, cursor);
-}
-
-void Window::OnDragBegin(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers, Cursor* cursor)
-{
-    UIElement::OnDragBegin(position, screenPosition, buttons, qualifiers, cursor);
-
-    if (buttons != MOUSEB_LEFT || !CheckAlignment())
-    {
-        dragMode_ = DRAG_NONE;
-        return;
-    }
-
-    dragBeginCursor_ = screenPosition;
-    dragBeginPosition_ = GetPosition();
-    dragBeginSize_ = GetSize();
-    dragMode_ = GetDragMode(position);
-    SetCursorShape(dragMode_, cursor);
-}
-
-void Window::OnDragMove(const IntVector2& position, const IntVector2& screenPosition, const IntVector2& deltaPos, int buttons,
-    int qualifiers, Cursor* cursor)
-{
-    if (dragMode_ == DRAG_NONE)
-        return;
-
-    IntVector2 delta = screenPosition - dragBeginCursor_;
-    IntVector2 dragSize;
-    IntVector2 resizeBorderSize(resizeBorder_.left_ + resizeBorder_.right_, resizeBorder_.top_ + resizeBorder_.bottom_);
-
-    const IntVector2& position_ = GetPosition();
-    const IntVector2& size_ = GetSize();
-    const IntVector2& minSize_ = GetMinSize();
-    const IntVector2& maxSize_ = GetMaxSize();
-
-    switch (dragMode_)
-    {
-    case DRAG_MOVE:
-        SetPosition(dragBeginPosition_ + delta);
-        break;
-
-    case DRAG_RESIZE_TOPLEFT:
-        SetPosition(Clamp(dragBeginPosition_.x_ + delta.x_, position_.x_ - (maxSize_.x_ - size_.x_),
-            position_.x_ + (size_.x_ - minSize_.x_)),
-            Clamp(dragBeginPosition_.y_ + delta.y_, position_.y_ - (maxSize_.y_ - size_.y_),
-                position_.y_ + (size_.y_ - minSize_.y_)));
-        dragSize = dragBeginSize_ - delta;
-        fixedWidthResizing_ ? SetFixedWidth(Max(dragSize.x_, resizeBorderSize.x_)) : SetWidth(dragSize.x_);
-        fixedHeightResizing_ ? SetFixedHeight(Max(dragSize.y_, resizeBorderSize.y_)) : SetHeight(dragSize.y_);
-        break;
-
-    case DRAG_RESIZE_TOP:
-        SetPosition(dragBeginPosition_.x_, Clamp(dragBeginPosition_.y_ + delta.y_, position_.y_ - (maxSize_.y_ - size_.y_),
-            position_.y_ + (size_.y_ - minSize_.y_)));
-        dragSize = IntVector2(dragBeginSize_.x_, dragBeginSize_.y_ - delta.y_);
-        fixedHeightResizing_ ? SetFixedHeight(Max(dragSize.y_, resizeBorderSize.y_)) : SetHeight(dragSize.y_);
-        break;
-
-    case DRAG_RESIZE_TOPRIGHT:
-        SetPosition(dragBeginPosition_.x_, Clamp(dragBeginPosition_.y_ + delta.y_, position_.y_ - (maxSize_.y_ - size_.y_),
-            position_.y_ + (size_.y_ - minSize_.y_)));
-        dragSize = IntVector2(dragBeginSize_.x_ + delta.x_, dragBeginSize_.y_ - delta.y_);
-        fixedWidthResizing_ ? SetFixedWidth(Max(dragSize.x_, resizeBorderSize.x_)) : SetWidth(dragSize.x_);
-        fixedHeightResizing_ ? SetFixedHeight(Max(dragSize.y_, resizeBorderSize.y_)) : SetHeight(dragSize.y_);
-        break;
-
-    case DRAG_RESIZE_RIGHT:
-        dragSize = IntVector2(dragBeginSize_.x_ + delta.x_, dragBeginSize_.y_);
-        fixedWidthResizing_ ? SetFixedWidth(Max(dragSize.x_, resizeBorderSize.x_)) : SetWidth(dragSize.x_);
-        break;
-
-    case DRAG_RESIZE_BOTTOMRIGHT:
-        dragSize = dragBeginSize_ + delta;
-        fixedWidthResizing_ ? SetFixedWidth(Max(dragSize.x_, resizeBorderSize.x_)) : SetWidth(dragSize.x_);
-        fixedHeightResizing_ ? SetFixedHeight(Max(dragSize.y_, resizeBorderSize.y_)) : SetHeight(dragSize.y_);
-        break;
-
-    case DRAG_RESIZE_BOTTOM:
-        dragSize = IntVector2(dragBeginSize_.x_, dragBeginSize_.y_ + delta.y_);
-        fixedHeightResizing_ ? SetFixedHeight(Max(dragSize.y_, resizeBorderSize.y_)) : SetHeight(dragSize.y_);
-        break;
-
-    case DRAG_RESIZE_BOTTOMLEFT:
-        SetPosition(Clamp(dragBeginPosition_.x_ + delta.x_, position_.x_ - (maxSize_.x_ - size_.x_),
-            position_.x_ + (size_.x_ - minSize_.x_)), dragBeginPosition_.y_);
-        dragSize = IntVector2(dragBeginSize_.x_ - delta.x_, dragBeginSize_.y_ + delta.y_);
-        fixedWidthResizing_ ? SetFixedWidth(Max(dragSize.x_, resizeBorderSize.x_)) : SetWidth(dragSize.x_);
-        fixedHeightResizing_ ? SetFixedHeight(Max(dragSize.y_, resizeBorderSize.y_)) : SetHeight(dragSize.y_);
-        break;
-
-    case DRAG_RESIZE_LEFT:
-        SetPosition(Clamp(dragBeginPosition_.x_ + delta.x_, position_.x_ - (maxSize_.x_ - size_.x_),
-            position_.x_ + (size_.x_ - minSize_.x_)), dragBeginPosition_.y_);
-        dragSize = IntVector2(dragBeginSize_.x_ - delta.x_, dragBeginSize_.y_);
-        fixedWidthResizing_ ? SetFixedWidth(Max(dragSize.x_, resizeBorderSize.x_)) : SetWidth(dragSize.x_);
-        break;
-
-    default:
-        break;
-    }
-
-    ValidatePosition();
-    SetCursorShape(dragMode_, cursor);
-}
-
-void Window::OnDragEnd(const IntVector2& position, const IntVector2& screenPosition, int dragButtons, int buttons, Cursor* cursor)
-{
-    UIElement::OnDragEnd(position, screenPosition, dragButtons, buttons, cursor);
-
-    dragMode_ = DRAG_NONE;
-}
-
-void Window::OnDragCancel(const IntVector2& position, const IntVector2& screenPosition, int dragButtons, int buttons,
-    Cursor* cursor)
-{
-    UIElement::OnDragCancel(position, screenPosition, dragButtons, buttons, cursor);
-
-    if (dragButtons == MOUSEB_LEFT)
-    {
-        dragMode_ = DRAG_NONE;
-        SetPosition(dragBeginPosition_);
-        SetSize(dragBeginSize_);
-    }
-}
-
-void Window::SetMovable(bool enable)
-{
-    movable_ = enable;
-}
-
-void Window::SetResizable(bool enable)
-{
-    resizable_ = enable;
-}
-
-void Window::SetFixedWidthResizing(bool enable)
-{
-    fixedWidthResizing_ = enable;
-}
-
-void Window::SetFixedHeightResizing(bool enable)
-{
-    fixedHeightResizing_ = enable;
-}
-
-void Window::SetResizeBorder(const IntRect& rect)
-{
-    resizeBorder_.left_ = Max(rect.left_, 0);
-    resizeBorder_.top_ = Max(rect.top_, 0);
-    resizeBorder_.right_ = Max(rect.right_, 0);
-    resizeBorder_.bottom_ = Max(rect.bottom_, 0);
-}
-
-void Window::SetModal(bool modal)
-{
-    if (GetSubsystem<SystemUI>()->SetModalElement(this, modal))
-    {
-        modal_ = modal;
-
-        using namespace ModalChanged;
-
-        VariantMap& eventData = GetEventDataMap();
-        eventData[P_ELEMENT] = this;
-        eventData[P_MODAL] = modal;
-        SendEvent(E_MODALCHANGED, eventData);
-    }
-}
-
-void Window::SetModalShadeColor(const Color& color)
-{
-    modalShadeColor_ = color;
-}
-
-void Window::SetModalFrameColor(const Color& color)
-{
-    modalFrameColor_ = color;
-}
-
-void Window::SetModalFrameSize(const IntVector2& size)
-{
-    modalFrameSize_ = size;
-}
-
-void Window::SetModalAutoDismiss(bool enable)
-{
-    modalAutoDismiss_ = enable;
-}
-
-WindowDragMode Window::GetDragMode(const IntVector2& position) const
-{
-    WindowDragMode mode = DRAG_NONE;
-
-    // Top row
-    if (position.y_ < resizeBorder_.top_)
-    {
-        if (movable_)
-            mode = DRAG_MOVE;
-        if (resizable_)
-        {
-            mode = DRAG_RESIZE_TOP;
-            if (position.x_ < resizeBorder_.left_)
-                mode = DRAG_RESIZE_TOPLEFT;
-            if (position.x_ >= GetWidth() - resizeBorder_.right_)
-                mode = DRAG_RESIZE_TOPRIGHT;
-        }
-    }
-    // Bottom row
-    else if (position.y_ >= GetHeight() - resizeBorder_.bottom_)
-    {
-        if (movable_)
-            mode = DRAG_MOVE;
-        if (resizable_)
-        {
-            mode = DRAG_RESIZE_BOTTOM;
-            if (position.x_ < resizeBorder_.left_)
-                mode = DRAG_RESIZE_BOTTOMLEFT;
-            if (position.x_ >= GetWidth() - resizeBorder_.right_)
-                mode = DRAG_RESIZE_BOTTOMRIGHT;
-        }
-    }
-    // Middle
-    else
-    {
-        if (movable_)
-            mode = DRAG_MOVE;
-        if (resizable_)
-        {
-            if (position.x_ < resizeBorder_.left_)
-                mode = DRAG_RESIZE_LEFT;
-            if (position.x_ >= GetWidth() - resizeBorder_.right_)
-                mode = DRAG_RESIZE_RIGHT;
-        }
-    }
-
-    return mode;
-}
-
-void Window::SetCursorShape(WindowDragMode mode, Cursor* cursor) const
-{
-    CursorShape shape = CS_NORMAL;
-
-    switch (mode)
-    {
-    case DRAG_RESIZE_TOP:
-    case DRAG_RESIZE_BOTTOM:
-        shape = CS_RESIZEVERTICAL;
-        break;
-
-    case DRAG_RESIZE_LEFT:
-    case DRAG_RESIZE_RIGHT:
-        shape = CS_RESIZEHORIZONTAL;
-        break;
-
-    case DRAG_RESIZE_TOPRIGHT:
-    case DRAG_RESIZE_BOTTOMLEFT:
-        shape = CS_RESIZEDIAGONAL_TOPRIGHT;
-        break;
-
-    case DRAG_RESIZE_TOPLEFT:
-    case DRAG_RESIZE_BOTTOMRIGHT:
-        shape = CS_RESIZEDIAGONAL_TOPLEFT;
-        break;
-
-    default:
-        break;
-    }
-
-    if (cursor)
-        cursor->SetShape(shape);
-}
-
-void Window::ValidatePosition()
-{
-    // Check that window does not go more than halfway outside its parent in either dimension
-    if (!parent_)
-        return;
-
-    const IntVector2& parentSize = parent_->GetSize();
-    IntVector2 position = GetPosition();
-    IntVector2 halfSize = GetSize() / 2;
-
-    position.x_ = Clamp(position.x_, -halfSize.x_, parentSize.x_ - halfSize.x_);
-    position.y_ = Clamp(position.y_, -halfSize.y_, parentSize.y_ - halfSize.y_);
-
-    SetPosition(position);
-}
-
-bool Window::CheckAlignment() const
-{
-    // Only top left-alignment is supported for move and resize
-    if (GetHorizontalAlignment() == HA_LEFT && GetVerticalAlignment() == VA_TOP)
-        return true;
-    else
-        return false;
-}
-
-}
-
-}

+ 0 - 173
Source/Atomic/UI/SystemUI/Window.h

@@ -1,173 +0,0 @@
-//
-// Copyright (c) 2008-2015 the Urho3D project.
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-// THE SOFTWARE.
-//
-
-#pragma once
-
-#include "BorderImage.h"
-
-namespace Atomic
-{
-
-namespace SystemUI
-{
-
-/// %Window movement and resizing modes.
-enum WindowDragMode
-{
-    DRAG_NONE,
-    DRAG_MOVE,
-    DRAG_RESIZE_TOPLEFT,
-    DRAG_RESIZE_TOP,
-    DRAG_RESIZE_TOPRIGHT,
-    DRAG_RESIZE_RIGHT,
-    DRAG_RESIZE_BOTTOMRIGHT,
-    DRAG_RESIZE_BOTTOM,
-    DRAG_RESIZE_BOTTOMLEFT,
-    DRAG_RESIZE_LEFT
-};
-
-/// %Window %UI element that can optionally by moved or resized.
-class ATOMIC_API Window : public BorderImage
-{
-    ATOMIC_OBJECT(Window, BorderImage);
-
-public:
-    /// Construct.
-    Window(Context* context);
-    /// Destruct.
-    virtual ~Window();
-    /// Register object factory.
-    static void RegisterObject(Context* context);
-
-    /// Return UI rendering batches.
-    virtual void GetBatches(PODVector<SystemUIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor);
-
-    /// React to mouse hover.
-    virtual void OnHover(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers, Cursor* cursor);
-    /// React to mouse drag begin.
-    virtual void
-        OnDragBegin(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers, Cursor* cursor);
-    /// React to mouse drag motion.
-    virtual void OnDragMove
-        (const IntVector2& position, const IntVector2& screenPosition, const IntVector2& deltaPos, int buttons, int qualifiers,
-            Cursor* cursor);
-    /// React to mouse drag end.
-    virtual void
-        OnDragEnd(const IntVector2& position, const IntVector2& screenPosition, int dragButtons, int buttons, Cursor* cursor);
-    /// React to mouse drag cancel.
-    virtual void
-        OnDragCancel(const IntVector2& position, const IntVector2& screenPosition, int dragButtons, int buttons, Cursor* cursor);
-
-    /// Set whether can be moved.
-    void SetMovable(bool enable);
-    /// Set whether can be resized.
-    void SetResizable(bool enable);
-    /// Set whether resizing width is fixed.
-    void SetFixedWidthResizing(bool enable);
-    /// Set whether resizing height is fixed.
-    void SetFixedHeightResizing(bool enable);
-    /// Set resize area width at edges.
-    void SetResizeBorder(const IntRect& rect);
-    /// Set modal flag. When the modal flag is set, the focused window needs to be dismissed first to allow other UI elements to gain focus.
-    void SetModal(bool modal);
-    /// Set modal shade color.
-    void SetModalShadeColor(const Color& color);
-    /// Set modal frame color.
-    void SetModalFrameColor(const Color& color);
-    /// Set modal frame size.
-    void SetModalFrameSize(const IntVector2& size);
-    /// Set whether model window can be dismissed with the escape key. Default true.
-    void SetModalAutoDismiss(bool enable);
-
-    /// Return whether is movable.
-    bool IsMovable() const { return movable_; }
-
-    /// Return whether is resizable.
-    bool IsResizable() const { return resizable_; }
-
-    /// Return whether is resizing width is fixed.
-    bool GetFixedWidthResizing() const { return fixedWidthResizing_; }
-
-    /// Return whether is resizing height is fixed.
-    bool GetFixedHeightResizing() const { return fixedHeightResizing_; }
-
-    /// Return resize area width at edges.
-    const IntRect& GetResizeBorder() const { return resizeBorder_; }
-
-    /// Return modal flag.
-    bool IsModal() const { return modal_; }
-
-    /// Get modal shade color.
-    const Color& GetModalShadeColor() const { return modalShadeColor_; }
-
-    /// Get modal frame color.
-    const Color& GetModalFrameColor() const { return modalFrameColor_; }
-
-    /// Get modal frame size.
-    const IntVector2& GetModalFrameSize() const { return modalFrameSize_; }
-
-    /// Return whether can be dismissed with escape key.
-    bool GetModalAutoDismiss() const { return modalAutoDismiss_; }
-
-protected:
-    /// Identify drag mode (move/resize.)
-    WindowDragMode GetDragMode(const IntVector2& position) const;
-    /// Set cursor shape based on drag mode.
-    void SetCursorShape(WindowDragMode mode, Cursor* cursor) const;
-    /// Validate window position.
-    void ValidatePosition();
-    /// Check whether alignment supports moving and resizing.
-    bool CheckAlignment() const;
-
-    /// Movable flag.
-    bool movable_;
-    /// Resizable flag.
-    bool resizable_;
-    /// Fixed width resize flag.
-    bool fixedWidthResizing_;
-    /// Fixed height resize flag.
-    bool fixedHeightResizing_;
-    /// Resize area width at edges.
-    IntRect resizeBorder_;
-    /// Current drag mode.
-    WindowDragMode dragMode_;
-    /// Mouse position at drag begin.
-    IntVector2 dragBeginCursor_;
-    /// Original position at drag begin.
-    IntVector2 dragBeginPosition_;
-    /// Original size at drag begin.
-    IntVector2 dragBeginSize_;
-    /// Modal flag.
-    bool modal_;
-    /// Modal auto dismiss (with escape key) flag. Default true.
-    bool modalAutoDismiss_;
-    /// Modal shade color, used when modal flag is set.
-    Color modalShadeColor_;
-    /// Modal frame color, used when modal flag is set.
-    Color modalFrameColor_;
-    /// Modal frame size, used when modal flag is set.
-    IntVector2 modalFrameSize_;
-};
-
-}
-
-}

+ 14 - 25
Source/Atomic/UI/UI.cpp

@@ -232,7 +232,7 @@ void UI::Initialize(const String& languageFile)
     SubscribeToEvent(E_TEXTINPUT, ATOMIC_HANDLER(UI, HandleTextInput));
     SubscribeToEvent(E_UPDATE, ATOMIC_HANDLER(UI, HandleUpdate));
     SubscribeToEvent(E_SCREENMODE, ATOMIC_HANDLER(UI, HandleScreenMode));
-    SubscribeToEvent(SystemUI::E_CONSOLECLOSED, ATOMIC_HANDLER(UI, HandleConsoleClosed));
+    SubscribeToEvent(E_CONSOLECLOSED, ATOMIC_HANDLER(UI, HandleConsoleClosed));
 
     SubscribeToEvent(E_TOUCHBEGIN, ATOMIC_HANDLER(UI, HandleTouchBegin));
     SubscribeToEvent(E_TOUCHEND, ATOMIC_HANDLER(UI, HandleTouchEnd));
@@ -247,7 +247,7 @@ void UI::Initialize(const String& languageFile)
 
     initialized_ = true;
 
-    SystemUI::SystemUI* systemUI = new SystemUI::SystemUI(context_);
+    SystemUI* systemUI = new SystemUI(context_);
     context_->RegisterSubsystem(systemUI);
     systemUI->CreateConsoleAndDebugHud();
 
@@ -417,10 +417,6 @@ void UI::Render(bool resetRenderTargets)
 {
     SetVertexData(vertexBuffer_, vertexData_);
     Render(vertexBuffer_, batches_, 0, batches_.Size());
-
-    SystemUI::SystemUI* systemUI = GetSubsystem<SystemUI::SystemUI>();
-    if (systemUI)
-        systemUI->Render();
 }
 
 void UI::HandleRenderUpdate(StringHash eventType, VariantMap& eventData)
@@ -912,20 +908,20 @@ void UI::OnWidgetFocusChanged(TBWidget *widget, bool focused)
 
 void UI::ShowDebugHud(bool value)
 {
-    SystemUI::DebugHud* hud = GetSubsystem<SystemUI::DebugHud>();
+    DebugHud* hud = GetSubsystem<DebugHud>();
 
     if (!hud)
         return;
 
     if (value)
-        hud->SetMode(SystemUI::DEBUGHUD_SHOW_ALL);
+        hud->SetMode(DEBUGHUD_SHOW_ALL);
     else
-        hud->SetMode(SystemUI::DEBUGHUD_SHOW_NONE);
+        hud->SetMode(DEBUGHUD_SHOW_NONE);
 }
 
 void UI::ToggleDebugHud()
 {
-    SystemUI::DebugHud* hud = GetSubsystem<SystemUI::DebugHud>();
+    DebugHud* hud = GetSubsystem<DebugHud>();
 
     if (!hud)
         return;
@@ -935,7 +931,7 @@ void UI::ToggleDebugHud()
 
 void UI::SetDebugHudExtents(bool useRootExtent, const IntVector2& position, const IntVector2& size)
 {
-    SystemUI::DebugHud* hud = GetSubsystem<SystemUI::DebugHud>();
+    DebugHud* hud = GetSubsystem<DebugHud>();
 
     if (!hud)
         return;
@@ -946,7 +942,7 @@ void UI::SetDebugHudExtents(bool useRootExtent, const IntVector2& position, cons
 
 void UI::CycleDebugHudMode()
 {
-    SystemUI::DebugHud* hud = GetSubsystem<SystemUI::DebugHud>();
+    DebugHud* hud = GetSubsystem<DebugHud>();
 
     if (!hud)
         return;
@@ -956,7 +952,7 @@ void UI::CycleDebugHudMode()
 
 void UI::SetDebugHudProfileMode(DebugHudProfileMode mode)
 {
-    SystemUI::DebugHud* hud = GetSubsystem<SystemUI::DebugHud>();
+    DebugHud* hud = GetSubsystem<DebugHud>();
 
     if (!hud)
         return;
@@ -966,7 +962,7 @@ void UI::SetDebugHudProfileMode(DebugHudProfileMode mode)
 
 void UI::SetDebugHudRefreshInterval(float seconds)
 {
-    SystemUI::DebugHud* hud = GetSubsystem<SystemUI::DebugHud>();
+    DebugHud* hud = GetSubsystem<DebugHud>();
 
     if (!hud)
         return;
@@ -976,7 +972,7 @@ void UI::SetDebugHudRefreshInterval(float seconds)
 
 void UI::ShowConsole(bool value)
 {
-    SystemUI::Console* console = GetSubsystem<SystemUI::Console>();
+    Console* console = GetSubsystem<Console>();
 
     if (!console)
         return;
@@ -987,7 +983,7 @@ void UI::ShowConsole(bool value)
 
 void UI::ToggleConsole()
 {
-    SystemUI::Console* console = GetSubsystem<SystemUI::Console>();
+    Console* console = GetSubsystem<Console>();
 
     if (!console)
         return;
@@ -1001,17 +997,10 @@ void UI::HandleConsoleClosed(StringHash eventType, VariantMap& eventData)
     consoleVisible_ = false;
 }
 
-SystemUI::MessageBox* UI::ShowSystemMessageBox(const String& title, const String& message)
+MessageBox* UI::ShowSystemMessageBox(const String& title, const String& message)
 {
-
-    ResourceCache* cache = GetSubsystem<ResourceCache>();
-    XMLFile* xmlFile = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
-
-    SystemUI::MessageBox* messageBox = new SystemUI::MessageBox(context_, message, title, 0, xmlFile);
-
+    MessageBox* messageBox = new MessageBox(context_, message, title);
     return messageBox;
-
-
 }
 
 UIWidget* UI::GetWidgetAt(int x, int y, bool include_children)

+ 2 - 6
Source/Atomic/UI/UI.h

@@ -35,11 +35,7 @@ class VertexBuffer;
 class UIRenderer;
 class UIWidget;
 class UIPopupWindow;
-
-namespace SystemUI
-{
-    class MessageBox;
-}
+class MessageBox;
 
 class ATOMIC_API UI : public Object, private tb::TBWidgetListener
 {
@@ -93,7 +89,7 @@ public:
 
     void GetTBIDString(unsigned id, String& value);
 
-    SystemUI::MessageBox *ShowSystemMessageBox(const String& title, const String& message);
+    MessageBox *ShowSystemMessageBox(const String& title, const String& message);
 
     // Debug HUD
 

+ 2 - 0
Source/ThirdParty/CMakeLists.txt

@@ -94,3 +94,5 @@ add_subdirectory(WebSocketPP)
 if (ATOMIC_IK)
     add_subdirectory(ik)
 endif ()
+
+add_subdirectory(imgui)

+ 18 - 0
Source/ThirdParty/imgui/.travis.yml

@@ -0,0 +1,18 @@
+language: cpp
+
+os:
+  - linux
+  - osx
+
+compiler:
+  - gcc
+  - clang
+
+before_install:
+  - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+  - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glfw3; fi
+
+script: 
+  - make -C examples/opengl2_example
+  - make -C examples/opengl3_example
+

+ 29 - 0
Source/ThirdParty/imgui/CMakeLists.txt

@@ -0,0 +1,29 @@
+#
+# Copyright (c) 2017 the Atomic project.
+#
+# Permission is hereby granted, free of charge, to any person obtaining a copy
+# of this software and associated documentation files (the "Software"), to deal
+# in the Software without restriction, including without limitation the rights
+# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+# copies of the Software, and to permit persons to whom the Software is
+# furnished to do so, subject to the following conditions:
+#
+# The above copyright notice and this permission notice shall be included in
+# all copies or substantial portions of the Software.
+#
+# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+# THE SOFTWARE.
+#
+
+# When syncing repository with upstream be sure to delete stb_rectpack.h. This will make imgui use main instance of
+# stb_rectpack already included in the engine.
+
+add_library (imgui STATIC imgui.cpp imgui_draw.cpp)
+target_link_libraries (imgui STB)
+target_compile_definitions(imgui PUBLIC -DIMGUI_DISABLE_OBSOLETE_FUNCTIONS=1)
+target_include_directories(imgui PUBLIC ${CMAKE_CURRENT_SOURCE_DIR})

+ 21 - 0
Source/ThirdParty/imgui/LICENSE

@@ -0,0 +1,21 @@
+The MIT License (MIT)
+
+Copyright (c) 2014-2015 Omar Cornut and ImGui contributors
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.

+ 237 - 0
Source/ThirdParty/imgui/README.md

@@ -0,0 +1,237 @@
+dear imgui,
+=====
+[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui)
+[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720)
+
+(This library is free and will stay free, but needs your support to sustain its development. There are lots of desirable new features and maintenance to do. If you work for a company using ImGui or have the means to do so, please consider financial support. I can invoice for private support, custom development etc. E-mail: omarcornut at gmail)
+
+Monthly donations via Patreon:
+<br>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui)
+
+One-off donations via PayPal:
+<br>[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
+
+dear imgui (AKA ImGui), is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
+
+ImGui is designed to enable fast iteration and empower programmers to create content creation tools and visualization/ debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
+
+ImGui is particularly suited to integration in realtime 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard. 
+
+ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
+
+  - imgui.cpp
+  - imgui.h
+  - imgui_demo.cpp
+  - imgui_draw.cpp
+  - imgui_internal.h
+  - imconfig.h (empty by default, user-editable)
+  - stb_rect_pack.h
+  - stb_textedit.h
+  - stb_truetype.h
+
+No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:
+
+![screenshot of sample code alongside its output with ImGui](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01.png)
+
+ImGui outputs vertex buffers and simple command-lists that you can render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate ImGui with your existing codebase. 
+
+_A common misunderstanding is to think that immediate mode gui == immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes, as the gui functions are called by the user. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
+
+ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.  
+
+Binaries/Demo
+-------------
+
+You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at the features of ImGui, you can download Windows binaries of the demo app here.
+- [imgui-demo-binaries-20161113.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20161113.zip) (Windows binaries, ImGui 1.49+ 2016/11/13, 5 executables, 588 KB)
+
+Bindings
+--------
+
+_NB: those third-party bindings may be more or less maintained, more or less close to the spirit of original API and therefore I cannot give much guarantee about them. People who create language bindings sometimes haven't used the C++ API themselves (for the good reason that they aren't C++ users). ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
+
+_Integrating Dear ImGui within your custom engine is a matter of wiring mouse/keyboard inputs and providing a render function that can bind a texture and render simple textured triangles. The examples/ folder is populated with applications doing just that. If you are an experienced programmer it should take you less than an hour to integrate Dear ImGui in your custom engine, but make sure to spend time reading the FAQ, the comments and other documentation!_
+
+Languages:
+- cimgui: thin c-api wrapper for ImGui https://github.com/Extrawurst/cimgui
+- ImGui.NET: An ImGui wrapper for .NET Core https://github.com/mellinoe/ImGui.NET
+- imgui-rs: Rust bindings for dear imgui https://github.com/Gekkio/imgui-rs
+- DerelictImgui: Dynamic bindings for the D programming language: https://github.com/Extrawurst/DerelictImgui
+- CyImGui: Python bindings for dear imgui using Cython: https://github.com/chromy/cyimgui
+- pyimgui: Another Python bindings for dear imgui: https://github.com/swistakm/pyimgui
+- LUA: https://github.com/patrickriordan/imgui_lua_bindings
+- imgui-pas: P  ascal bindings for imgui https://github.com/dpethes/imgui-pas
+
+Frameworks:
+- Main ImGui repository include examples for DirectX9, DirectX10, DirectX11, OpenGL2/3, Vulkan, Allegro 5, SDL+GL2/3, iOS and Marmalade: https://github.com/ocornut/imgui/tree/master/examples
+- Unmerged PR: DirectX12 example (with issues) https://github.com/ocornut/imgui/pull/301
+- Unmerged PR: SDL2 + OpenGLES + Emscripten example https://github.com/ocornut/imgui/pull/336
+- Unmerged PR: FreeGlut + OpenGL2 example https://github.com/ocornut/imgui/pull/801
+- Unmerged PR: Native Win32 and OSX example https://github.com/ocornut/imgui/pull/281
+- Unmerged PR: Android Example https://github.com/ocornut/imgui/pull/421
+- Cinder backend for dear imgui https://github.com/simongeilfus/Cinder-ImGui
+- FlexGUI: Flexium/SFML backend for dear imgui https://github.com/DXsmiley/FlexGUI
+- IrrIMGUI: Irrlicht backend for dear imgui https://github.com/ZahlGraf/IrrIMGUI
+- UnrealEngine_ImGui: Unreal Engine 4 backend for dear imgui https://github.com/sronsse/UnrealEngine_ImGui
+- LÖVE backend for dear imgui https://github.com/slages/love-imgui
+- Ogre backend for dear imgui https://bitbucket.org/LMCrashy/ogreimgui/src
+- ofxImGui: openFrameworks backend for dear imgui https://github.com/jvcleave/ofxImGui
+- SFML backend for dear imgui https://github.com/EliasD/imgui-sfml
+- SFML backend for dear imgui https://github.com/Mischa-Alff/imgui-backends
+- cocos2d-x with imgui https://github.com/c0i/imguix https://github.com/ocornut/imgui/issues/551
+- NanoRT: software raytraced version https://github.com/syoyo/imgui/tree/nanort/examples/raytrace_example
+
+For other bindings: see [this page](https://github.com/ocornut/imgui/wiki/Links/).
+Please contact me with the Issues tracker or Twitter to fix/update this list.
+
+Gallery
+-------
+
+See the [Screenshots Thread](https://github.com/ocornut/imgui/issues/123) for some user creations.
+
+![screenshot 1](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/examples_01.png)
+[![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
+![screenshot 2](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/examples_02.png)
+
+[![screenshot profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler-880.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler.png)
+
+![screenshot 3](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_01.png)
+![screenshot 4](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_03.png)
+![screenshot 5](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v140/test_window_05_menus.png)
+![screenshot 6](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/skinning_sample_02.png)
+![screenshot 7](https://cloud.githubusercontent.com/assets/8225057/7903336/96f0fb7c-07d0-11e5-95d6-41c6a1595e5a.png)
+
+ImGui can load TTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with:
+```
+ImGuiIO& io = ImGui::GetIO();
+io.Fonts->AddFontFromFileTTF("ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+
+// For Microsoft IME, pass your HWND to enable IME positioning:
+io.ImeWindowHandle = my_hwnd;
+```
+![Japanese screenshot](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01_jp.png)
+
+References
+----------
+
+The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works. 
+- [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html).
+- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
+- [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/).
+- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
+- [Nicolas Guillemot's CppCon'16 flashtalk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k).
+
+See the [Links page](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to different languages and frameworks.
+
+Frequently Asked Question (FAQ)
+-------------------------------
+
+<b>Where is the documentation?</b>
+
+- The documentation is at the top of imgui.cpp + effectively imgui.h. 
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. 
+- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder. 
+- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
+
+<b>Why the odd dual naming, "dear imgui" vs "ImGui"?</b>
+
+The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations.
+
+<b>How do I update to a newer version of ImGui?</b>
+<br><b>What is ImTextureID and how do I display an image?</b>
+<br><b>I integrated ImGui in my engine and the text or lines are blurry..</b>
+<br><b>I integrated ImGui in my engine and some elements are disappearing when I move windows around..</b>
+<br><b>How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs.</b>
+<br><b>How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application?</b>
+<br><b>How can I load a different font than the default?</b>
+<br><b>How can I easily use icons in my application?</b>
+<br><b>How can I load multiple fonts?</b>
+<br><b>How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?</b>
+<br><b>How can I use the drawing facilities without an ImGui window? (using ImDrawList API)</b>
+
+See the FAQ in imgui.cpp for answers.
+
+<b>How do you use ImGui on a platform that may not have a mouse or keyboard?</b>
+
+I recommend using [Synergy](http://synergy-project.org) ([sources](https://github.com/symless/synergy)). In particular, the _src/micro/uSynergy.c_ file contains a small client that you can use on any platform to connect to your host PC. You can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
+
+<b>Can you create elaborate/serious tools with ImGui?</b>
+
+Yes. I have written data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools).
+
+ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Many programmers have unfortunately been taught by their environment to make unnecessarily complicated things. ImGui is about making things that are simple, efficient and powerful.
+
+<b>Is ImGui fast?</b>
+
+Probably fast enough for most uses. Down to the foundation of its visual design, ImGui is engineered to be fairly performant both in term of CPU and GPU usage. Running elaborate code and creating elaborate UI will of course have a cost but ImGui aims to minimize it.
+
+Mileage may vary but the following screenshot can give you a rough idea of the cost of running and rendering UI code (In the case of a trivial demo application like this one, your driver/os setup are likely to be the bottleneck. Testing performance as part of a real application is recommended).
+
+![performance screenshot](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v138/performance_01.png)
+
+This is showing framerate for the full application loop on my 2011 iMac running Windows 7, OpenGL, AMD Radeon HD 6700M with an optimized executable. In contrast, librairies featuring higher-quality rendering and layouting techniques may have a higher resources footprint.
+
+If you intend to display large lists of items (say, 1000+) it can be beneficial for your code to perform clipping manually - one way is using helpers such as ImGuiListClipper - in order to avoid submitting them to ImGui in the first place. Even though ImGui will discard your clipped items it still needs to calculate their size and that overhead will add up if you have thousands of items. If you can handle clipping and height positionning yourself then browsing a list with millions of items isn't a problem.
+
+<b>Can you reskin the look of ImGui?</b>
+
+You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as ImGui is designed and optimised to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. 
+
+This is [LumixEngine](https://github.com/nem0/LumixEngine) with a minor skinning hack + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged).
+
+[![Skinning in LumixEngine](https://cloud.githubusercontent.com/assets/8225057/13198792/92808c5c-d812-11e5-9507-16b63918b05b.jpg)](https://cloud.githubusercontent.com/assets/8225057/13044612/59f07aec-d3cf-11e5-8ccb-39adf2e13e69.png)
+
+<b>Why using C++ (as opposed to C)?</b>
+
+ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
+
+There is an unofficial but reasonably maintained [c-api for ImGui](https://github.com/Extrawurst/cimgui) by Stephan Dilly. I would suggest using your target language functionality to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. It was really designed with C++ in mind and may not make the same amount of sense with another language. Also see [Links](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to other languages.
+
+Donate
+------
+
+<b>How can I help financing further development of Dear ImGui?</b>
+
+Monthly donations via Patreon:
+<br>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui)
+
+One-off donations via PayPal:
+<br>[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
+
+Your contributions are keeping the library alive. For end-users, I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui please consider making a contribution. One-off donations are also greatly appreciated. I can invoice for private support, custom development or whatever makes more sense in a given context. I am available for hire to work on or with ImGui. Please e-mail omarcornut at gmail for details. Thanks!
+
+Credits
+-------
+
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com). 
+
+I first discovered imgui principles at [Q-Games](http://www.q-games.com) where Atman had dropped his own simple imgui implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating on it. 
+
+Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
+
+Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
+
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+Ongoing ImGui development is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Double-chocolate sponsors:
+- Media Molecule
+- Mobigame
+- Insomniac Games (sponsored the gamepad/keyboard navigation branch)
+- Aras Pranckevičius
+
+Salty caramel supporters:
+- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko.
+
+Caramel supporters:
+- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, [Kit framework](http://svkonsult.se/kit), Josh Faust, Martin Donlon, Quinton, Felix.
+
+And other supporters; thanks!
+
+License
+-------
+
+Dear ImGui is licensed under the MIT License, see LICENSE for more information.

+ 57 - 0
Source/ThirdParty/imgui/imconfig.h

@@ -0,0 +1,57 @@
+//-----------------------------------------------------------------------------
+// USER IMPLEMENTATION
+// This file contains compile-time options for ImGui.
+// Other options (memory allocation overrides, callbacks, etc.) can be set at runtime via the ImGuiIO structure - ImGui::GetIO().
+//-----------------------------------------------------------------------------
+
+#pragma once
+
+//---- Define assertion handler. Defaults to calling assert().
+//#define IM_ASSERT(_EXPR)  MyAssert(_EXPR)
+
+//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.
+//#define IMGUI_API __declspec( dllexport )
+//#define IMGUI_API __declspec( dllimport )
+
+//---- Include imgui_user.h at the end of imgui.h
+//#define IMGUI_INCLUDE_IMGUI_USER_H
+
+//---- Don't implement default handlers for Windows (so as not to link with OpenClipboard() and others Win32 functions)
+//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
+//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
+
+//---- Don't implement help and test window functionality (ShowUserGuide()/ShowStyleEditor()/ShowTestWindow() methods will be empty)
+//#define IMGUI_DISABLE_TEST_WINDOWS
+
+//---- Don't define obsolete functions names
+//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+
+//---- Pack colors to BGRA instead of RGBA (remove need to post process vertex buffer in back ends)
+//#define IMGUI_USE_BGRA_PACKED_COLOR
+
+//---- Implement STB libraries in a namespace to avoid conflicts
+//#define IMGUI_STB_NAMESPACE     ImGuiStb
+
+//---- Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
+/*
+#define IM_VEC2_CLASS_EXTRA                                                 \
+        ImVec2(const MyVec2& f) { x = f.x; y = f.y; }                       \
+        operator MyVec2() const { return MyVec2(x,y); }
+
+#define IM_VEC4_CLASS_EXTRA                                                 \
+        ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; }     \
+        operator MyVec4() const { return MyVec4(x,y,z,w); }
+*/
+
+//---- Use 32-bit vertex indices (instead of default: 16-bit) to allow meshes with more than 64K vertices
+//#define ImDrawIdx unsigned int
+
+//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
+//---- e.g. create variants of the ImGui::Value() helper for your low-level math types, or your own widgets/helpers.
+/*
+namespace ImGui
+{
+    void    Value(const char* prefix, const MyMatrix44& v, const char* float_format = NULL);
+}
+*/
+

+ 9865 - 0
Source/ThirdParty/imgui/imgui.cpp

@@ -0,0 +1,9865 @@
+// dear imgui, v1.50
+// (main code and documentation)
+
+// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
+// Newcomers, read 'Programmer guide' below for notes on how to setup ImGui in your codebase.
+// Get latest version at https://github.com/ocornut/imgui
+// Releases change-log at https://github.com/ocornut/imgui/releases
+// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/772
+// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
+// This library is free but I need your support to sustain development and maintenance.
+// If you work for a company, please consider financial support, e.g: https://www.patreon.com/imgui
+
+/*
+
+ Index
+ - MISSION STATEMENT
+ - END-USER GUIDE
+ - PROGRAMMER GUIDE (read me!)
+ - API BREAKING CHANGES (read me when you update!)
+ - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
+   - How can I help?
+   - How do I update to a newer version of ImGui?
+   - What is ImTextureID and how do I display an image?
+   - I integrated ImGui in my engine and the text or lines are blurry..
+   - I integrated ImGui in my engine and some elements are clipping or disappearing when I move windows around..
+   - How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs.
+   - How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application?
+   - How can I load a different font than the default?
+   - How can I easily use icons in my application?
+   - How can I load multiple fonts?
+   - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?
+   - How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
+ - ISSUES & TODO-LIST
+ - CODE
+
+
+ MISSION STATEMENT
+ =================
+
+ - easy to use to create code-driven and data-driven tools
+ - easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools
+ - easy to hack and improve
+ - minimize screen real-estate usage
+ - minimize setup and maintenance
+ - minimize state storage on user side
+ - portable, minimize dependencies, run on target (consoles, phones, etc.)
+ - efficient runtime (NB- we do allocate when "growing" content - creating a window / opening a tree node for the first time, etc. - but a typical frame won't allocate anything)
+ - read about immediate-mode gui principles @ http://mollyrocket.com/861, http://mollyrocket.com/forums/index.html
+
+ Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes:
+ - doesn't look fancy, doesn't animate
+ - limited layout features, intricate layouts are typically crafted in code
+ - occasionally uses statically sized buffers for string manipulations - won't crash, but some very long pieces of text may be clipped. functions like ImGui::TextUnformatted() don't have such restriction.
+
+
+ END-USER GUIDE
+ ==============
+
+ - double-click title bar to collapse window
+ - click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin()
+ - click and drag on lower right corner to resize window
+ - click and drag on any empty space to move window
+ - double-click/double-tap on lower right corner grip to auto-fit to content
+ - TAB/SHIFT+TAB to cycle through keyboard editable fields
+ - use mouse wheel to scroll
+ - use CTRL+mouse wheel to zoom window contents (if IO.FontAllowScaling is true)
+ - CTRL+Click on a slider or drag box to input value as text
+ - text editor:
+   - Hold SHIFT or use mouse to select text.
+   - CTRL+Left/Right to word jump
+   - CTRL+Shift+Left/Right to select words
+   - CTRL+A our Double-Click to select all
+   - CTRL+X,CTRL+C,CTRL+V to use OS clipboard
+   - CTRL+Z,CTRL+Y to undo/redo
+   - ESCAPE to revert text to its original value
+   - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!)
+
+
+ PROGRAMMER GUIDE
+ ================
+
+ - read the FAQ below this section!
+ - your code creates the UI, if your code doesn't run the UI is gone! == very dynamic UI, no construction/destructions steps, less data retention on your side, no state duplication, less sync, less bugs.
+ - call and read ImGui::ShowTestWindow() for demo code demonstrating most features.
+ - see examples/ folder for standalone sample applications. Prefer reading examples/opengl2_example/ first as it is the simplest.
+   you may be able to grab and copy a ready made imgui_impl_*** file from the examples/.
+ - customization: PushStyleColor()/PushStyleVar() or the style editor to tweak the look of the interface (e.g. if you want a more compact UI or a different color scheme).
+
+ - getting started:
+   - init: call ImGui::GetIO() to retrieve the ImGuiIO structure and fill the fields marked 'Settings'.
+   - init: call io.Fonts->GetTexDataAsRGBA32(...) and load the font texture pixels into graphics memory.
+   - every frame:
+      1/ in your mainloop or right after you got your keyboard/mouse info, call ImGui::GetIO() and fill the fields marked 'Input'
+      2/ call ImGui::NewFrame() as early as you can!
+      3/ use any ImGui function you want between NewFrame() and Render()
+      4/ call ImGui::Render() as late as you can to end the frame and finalize render data. it will call your RenderDrawListFn handler that you set in the IO structure.
+         (if you don't need to render, you still need to call Render() and ignore the callback, or call EndFrame() instead. if you call neither some aspects of windows focusing/moving will appear broken.)
+   - all rendering information are stored into command-lists until ImGui::Render() is called.
+   - ImGui never touches or know about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you provide.
+   - effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" phases of your own application.
+   - refer to the examples applications in the examples/ folder for instruction on how to setup your code.
+   - a typical application skeleton may be:
+
+        // Application init
+        ImGuiIO& io = ImGui::GetIO();
+        io.DisplaySize.x = 1920.0f;
+        io.DisplaySize.y = 1280.0f;
+        io.IniFilename = "imgui.ini";
+        io.RenderDrawListsFn = my_render_function;  // Setup a render function, or set to NULL and call GetDrawData() after Render() to access the render data.
+        // TODO: Fill others settings of the io structure
+
+        // Load texture atlas
+        // There is a default font so you don't need to care about choosing a font yet
+        unsigned char* pixels;
+        int width, height;
+        io.Fonts->GetTexDataAsRGBA32(pixels, &width, &height);
+        // TODO: At this points you've got a texture pointed to by 'pixels' and you need to upload that your your graphic system
+        // TODO: Store your texture pointer/identifier (whatever your engine uses) in 'io.Fonts->TexID'
+
+        // Application main loop
+        while (true)
+        {
+            // 1) get low-level inputs (e.g. on Win32, GetKeyboardState(), or poll your events, etc.)
+            // TODO: fill all fields of IO structure and call NewFrame
+            ImGuiIO& io = ImGui::GetIO();
+            io.DeltaTime = 1.0f/60.0f;
+            io.MousePos = mouse_pos;
+            io.MouseDown[0] = mouse_button_0;
+            io.MouseDown[1] = mouse_button_1;
+            io.KeysDown[i] = ...
+
+            // 2) call NewFrame(), after this point you can use ImGui::* functions anytime
+            ImGui::NewFrame();
+
+            // 3) most of your application code here
+            MyGameUpdate(); // may use any ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
+            MyGameRender(); // may use any ImGui functions
+
+            // 4) render & swap video buffers
+            ImGui::Render();
+            SwapBuffers();
+        }
+
+   - You can read back 'io.WantCaptureMouse', 'io.WantCaptureKeybord' etc. flags from the IO structure to tell how ImGui intends to use your
+     inputs and to know if you should share them or hide them from the rest of your application. Read the FAQ below for more information.
+
+
+ API BREAKING CHANGES
+ ====================
+
+ Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix.
+ Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
+ Also read releases logs https://github.com/ocornut/imgui/releases for more details.
+
+ - 2017/05/26 (1.50) - Removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
+ - 2017/05/01 (1.50) - Renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
+ - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild().
+ - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
+ - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
+ - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal.
+ - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. 
+                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you. 
+                       However if your TitleBg/TitleBgActive alpha was <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
+                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color.
+                           ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col)
+                           {
+                               float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a;
+                               return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a);
+                           }
+                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
+ - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
+ - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
+ - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
+ - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDraw::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
+ - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref github issue #337).
+ - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
+ - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
+ - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
+ - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
+ - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
+ - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
+ - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
+                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
+                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
+ - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
+ - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
+ - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
+ - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
+                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
+ - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
+                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
+                     - if you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
+                     - the signature of the io.RenderDrawListsFn handler has changed!
+                            ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+                       became:
+                            ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
+                              argument   'cmd_lists'        -> 'draw_data->CmdLists'
+                              argument   'cmd_lists_count'  -> 'draw_data->CmdListsCount'
+                              ImDrawList 'commands'         -> 'CmdBuffer'
+                              ImDrawList 'vtx_buffer'       -> 'VtxBuffer'
+                              ImDrawList  n/a               -> 'IdxBuffer' (new)
+                              ImDrawCmd  'vtx_count'        -> 'ElemCount'
+                              ImDrawCmd  'clip_rect'        -> 'ClipRect'
+                              ImDrawCmd  'user_callback'    -> 'UserCallback'
+                              ImDrawCmd  'texture_id'       -> 'TextureId'
+                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
+                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
+                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
+ - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
+ - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
+ - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
+ - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
+ - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely be used. Sorry!
+ - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
+ - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
+ - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
+ - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
+ - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
+ - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
+ - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
+ - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
+ - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
+ - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
+ - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
+ - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
+ - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
+ - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
+ - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
+ - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
+ - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
+ - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
+ - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
+ - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
+ - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
+              (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
+                       this sequence:
+                           const void* png_data;
+                           unsigned int png_size;
+                           ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+                           // <Copy to GPU>
+                       became:
+                           unsigned char* pixels;
+                           int width, height;
+                           io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+                           // <Copy to GPU>
+                           io.Fonts->TexID = (your_texture_identifier);
+                       you now have much more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs.
+                       it is now recommended that you sample the font texture with bilinear interpolation.
+              (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID.
+              (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
+              (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
+ - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
+ - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
+ - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
+ - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
+ - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
+ - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
+ - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
+ - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
+ - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
+ - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
+ - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
+
+
+ FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
+ ======================================
+
+ Q: How can I help?
+ A: - If you are experienced enough with ImGui and with C/C++, look at the todo list and see how you want/can help!
+    - Become a Patron/donate. Convince your company to become a Patron or provide serious funding for development time.
+
+ Q: How do I update to a newer version of ImGui?
+ A: Overwrite the following files:
+      imgui.cpp
+      imgui.h
+      imgui_demo.cpp
+      imgui_draw.cpp
+      imgui_internal.h
+      stb_rect_pack.h
+      stb_textedit.h
+      stb_truetype.h
+    Don't overwrite imconfig.h if you have made modification to your copy.
+    If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it. 
+    Check the "API BREAKING CHANGES" sections for a list of occasional API breaking changes. 
+    Please report any issue to the GitHub page!
+
+ Q: What is ImTextureID and how do I display an image?
+ A: ImTextureID is a void* used to pass renderer-agnostic texture references around until it hits your render function.
+    ImGui knows nothing about what those bits represent, it just passes them around. It is up to you to decide what you want the void* to carry!
+    It could be an identifier to your OpenGL texture (cast GLuint to void*), a pointer to your custom engine material (cast MyMaterial* to void*), etc.
+    At the end of the chain, your renderer takes this void* to cast it back into whatever it needs to select a current texture to render.
+    Refer to examples applications, where each renderer (in a imgui_impl_xxxx.cpp file) is treating ImTextureID as a different thing.
+    (c++ tip: OpenGL uses integers to identify textures. You can safely store an integer into a void*, just cast it to void*, don't take it's address!)
+    To display a custom image/texture within an ImGui window, you may use ImGui::Image(), ImGui::ImageButton(), ImDrawList::AddImage() functions.
+    ImGui will generate the geometry and draw calls using the ImTextureID that you passed and which your renderer can use.
+    It is your responsibility to get textures uploaded to your GPU.
+
+ Q: I integrated ImGui in my engine and the text or lines are blurry..
+ A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f).
+    Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension.
+
+ Q: I integrated ImGui in my engine and some elements are clipping or disappearing when I move windows around..
+ A: Most likely you are mishandling the clipping rectangles in your render function. Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height).
+
+ Q: Can I have multiple widgets with the same label? Can I have widget without a label? (Yes)
+ A: Yes. A primer on the use of labels/IDs in ImGui..
+
+   - Elements that are not clickable, such as Text() items don't need an ID.
+
+   - Interactive widgets require state to be carried over multiple frames (most typically ImGui often needs to remember what is the "active" widget).
+     to do so they need a unique ID. unique ID are typically derived from a string label, an integer index or a pointer.
+
+       Button("OK");        // Label = "OK",     ID = hash of "OK"
+       Button("Cancel");    // Label = "Cancel", ID = hash of "Cancel"
+
+   - ID are uniquely scoped within windows, tree nodes, etc. so no conflict can happen if you have two buttons called "OK" in two different windows
+     or in two different locations of a tree.
+
+   - If you have a same ID twice in the same location, you'll have a conflict:
+
+       Button("OK");
+       Button("OK");           // ID collision! Both buttons will be treated as the same.
+
+     Fear not! this is easy to solve and there are many ways to solve it!
+
+   - When passing a label you can optionally specify extra unique ID information within string itself. This helps solving the simpler collision cases.
+     use "##" to pass a complement to the ID that won't be visible to the end-user:
+
+       Button("Play");         // Label = "Play",   ID = hash of "Play"
+       Button("Play##foo1");   // Label = "Play",   ID = hash of "Play##foo1" (different from above)
+       Button("Play##foo2");   // Label = "Play",   ID = hash of "Play##foo2" (different from above)
+
+   - If you want to completely hide the label, but still need an ID:
+
+       Checkbox("##On", &b);   // Label = "",       ID = hash of "##On" (no label!)
+
+   - Occasionally/rarely you might want change a label while preserving a constant ID. This allows you to animate labels.
+     For example you may want to include varying information in a window title bar (and windows are uniquely identified by their ID.. obviously)
+     Use "###" to pass a label that isn't part of ID:
+
+       Button("Hello###ID";   // Label = "Hello",  ID = hash of "ID"
+       Button("World###ID";   // Label = "World",  ID = hash of "ID" (same as above)
+
+       sprintf(buf, "My game (%f FPS)###MyGame");
+       Begin(buf);            // Variable label,   ID = hash of "MyGame"
+
+   - Use PushID() / PopID() to create scopes and avoid ID conflicts within the same Window.
+     This is the most convenient way of distinguishing ID if you are iterating and creating many UI elements.
+     You can push a pointer, a string or an integer value. Remember that ID are formed from the concatenation of everything in the ID stack!
+
+       for (int i = 0; i < 100; i++)
+       {
+         PushID(i);
+         Button("Click");   // Label = "Click",  ID = hash of integer + "label" (unique)
+         PopID();
+       }
+
+       for (int i = 0; i < 100; i++)
+       {
+         MyObject* obj = Objects[i];
+         PushID(obj);
+         Button("Click");   // Label = "Click",  ID = hash of pointer + "label" (unique)
+         PopID();
+       }
+
+       for (int i = 0; i < 100; i++)
+       {
+         MyObject* obj = Objects[i];
+         PushID(obj->Name);
+         Button("Click");   // Label = "Click",  ID = hash of string + "label" (unique)
+         PopID();
+       }
+
+   - More example showing that you can stack multiple prefixes into the ID stack:
+
+       Button("Click");     // Label = "Click",  ID = hash of "Click"
+       PushID("node");
+       Button("Click");     // Label = "Click",  ID = hash of "node" + "Click"
+         PushID(my_ptr);
+           Button("Click"); // Label = "Click",  ID = hash of "node" + ptr + "Click"
+         PopID();
+       PopID();
+
+   - Tree nodes implicitly creates a scope for you by calling PushID().
+
+       Button("Click");     // Label = "Click",  ID = hash of "Click"
+       if (TreeNode("node"))
+       {
+         Button("Click");   // Label = "Click",  ID = hash of "node" + "Click"
+         TreePop();
+       }
+
+   - When working with trees, ID are used to preserve the open/close state of each tree node.
+     Depending on your use cases you may want to use strings, indices or pointers as ID.
+      e.g. when displaying a single object that may change over time (1-1 relationship), using a static string as ID will preserve your node open/closed state when the targeted object change.
+      e.g. when displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state differently. experiment and see what makes more sense!
+
+ Q: How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application?
+ A: You can read the 'io.WantCaptureXXX' flags in the ImGuiIO structure. Preferably read them after calling ImGui::NewFrame() to avoid those flags lagging by one frame, but either should be fine.
+    When 'io.WantCaptureMouse' or 'io.WantCaptureKeyboard' flags are set you may want to discard/hide the inputs from the rest of your application.
+    When 'io.WantInputsCharacters' is set to may want to notify your OS to popup an on-screen keyboard, if available.
+    ImGui is tracking dragging and widget activity that may occur outside the boundary of a window, so 'io.WantCaptureMouse' is a more accurate and complete than testing for ImGui::IsMouseHoveringAnyWindow().
+    (Advanced note: text input releases focus on Return 'KeyDown', so the following Return 'KeyUp' event that your application receive will typically have 'io.WantcaptureKeyboard=false'. 
+     Depending on your application logic it may or not be inconvenient. You might want to track which key-downs were for ImGui (e.g. with an array of bool) and filter out the corresponding key-ups.)
+
+ Q: How can I load a different font than the default? (default is an embedded version of ProggyClean.ttf, rendered at size 13)
+ A: Use the font atlas to load the TTF file you want:
+
+      ImGuiIO& io = ImGui::GetIO();
+      io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
+      io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
+
+ Q: How can I easily use icons in my application?
+ A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you main font. Then you can refer to icons within your strings.
+    Read 'How can I load multiple fonts?' and the file 'extra_fonts/README.txt' for instructions.
+
+ Q: How can I load multiple fonts?
+ A: Use the font atlas to pack them into a single texture:
+    (Read extra_fonts/README.txt and the code in ImFontAtlas for more details.)
+
+      ImGuiIO& io = ImGui::GetIO();
+      ImFont* font0 = io.Fonts->AddFontDefault();
+      ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
+      ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels);
+      io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
+      // the first loaded font gets used by default
+      // use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime
+
+      // Options
+      ImFontConfig config;
+      config.OversampleH = 3;
+      config.OversampleV = 1;
+      config.GlyphExtraSpacing.x = 1.0f;
+      io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, &config);
+
+      // Combine multiple fonts into one (e.g. for icon fonts)
+      ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };
+      ImFontConfig config;
+      config.MergeMode = true;
+      io.Fonts->AddFontDefault();
+      io.Fonts->LoadFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font
+      io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs
+
+ Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
+ A: When loading a font, pass custom Unicode ranges to specify the glyphs to load. 
+    All your strings needs to use UTF-8 encoding. Specifying literal in your source code using a local code page (such as CP-923 for Japanese or CP-1251 for Cyrillic) will not work.
+    In C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax. Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
+    You can also try to remap your local codepage characters to their Unicode codepoint using font->AddRemapChar(), but international users may have problems reading/editing your source code.
+
+      io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());  // Load Japanese characters
+      io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
+      io.ImeWindowHandle = MY_HWND;      // To input using Microsoft IME, give ImGui the hwnd of your application
+
+    As for text input, depends on you passing the right character code to io.AddInputCharacter(). The example applications do that.
+
+ Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
+ A: The easiest way is to create a dummy window. Call Begin() with NoTitleBar|NoResize|NoMove|NoScrollbar|NoSavedSettings|NoInputs flag, zero background alpha, 
+    then retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
+
+ - tip: the construct 'IMGUI_ONCE_UPON_A_FRAME { ... }' will run the block of code only once a frame. You can use it to quickly add custom UI in the middle of a deep nested inner loop in your code.
+ - tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug"
+ - tip: you can call Begin() multiple times with the same name during the same frame, it will keep appending to the same window. this is also useful to set yourself in the context of another window (to get/set other settings)
+ - tip: you can call Render() multiple times (e.g for VR renders).
+ - tip: call and read the ShowTestWindow() code in imgui_demo.cpp for more example of how to use ImGui!
+
+
+ ISSUES & TODO-LIST
+ ==================
+ Issue numbers (#) refer to github issues listed at https://github.com/ocornut/imgui/issues
+ The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point it usually moves to the github)
+
+ - doc: add a proper documentation+regression testing system (#435)
+ - window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
+ - window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis) (#690)
+ - window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify.
+ - window: allow resizing of child windows (possibly given min/max for each axis?)
+ - window: background options for child windows, border option (disable rounding)
+ - window: add a way to clear an existing window instead of appending (e.g. for tooltip override using a consistent api rather than the deferred tooltip)
+ - window: resizing from any sides? + mouse cursor directives for app.
+!- window: begin with *p_open == false should return false.
+ - window: get size/pos helpers given names (see discussion in #249)
+ - window: a collapsed window can be stuck behind the main menu bar?
+ - window: when window is small, prioritize resize button over close button.
+ - window: detect extra End() call that pop the "Debug" window out and assert at call site instead of later.
+ - window/tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
+ - window: increase minimum size of a window with menus or fix the menu rendering so that it doesn't look odd.
+ - draw-list: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command).
+!- scrolling: allow immediately effective change of scroll if we haven't appended items yet
+ - splitter/separator: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
+ - widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc.
+ - widgets: clean up widgets internal toward exposing everything.
+ - widgets: add disabled and read-only modes (#211)
+ - main: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them.
+!- main: make it so that a frame with no window registered won't refocus every window on subsequent frames (~bump LastFrameActive of all windows).
+ - main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
+ - main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
+ - input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
+ - input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
+ - input text: expose CursorPos in char filter event (#816)
+ - input text: flag to disable live update of the user buffer (also applies to float/int text input) 
+ - input text: resize behavior - field could stretch when being edited? hover tooltip shows more text?
+ - input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
+ - input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
+ - input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
+ - input text multi-line: way to dynamically grow the buffer without forcing the user to initially allocate for worse case (follow up on #200)
+ - input text multi-line: line numbers? status bar? (follow up on #200)
+ - input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725)
+ - input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
+ - input number: optional range min/max for Input*() functions
+ - input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
+ - input number: use mouse wheel to step up/down
+ - input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack.
+ - button: provide a button that looks framed.
+ - text: proper alignment options
+ - image/image button: misalignment on padded/bordered button?
+ - image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
+ - layout: horizontal layout helper (#97)
+ - layout: horizontal flow until no space left (#404)
+ - layout: more generic alignment state (left/right/centered) for single items?
+ - layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
+ - layout: BeginGroup() needs a border option.
+ - columns: declare column set (each column: fixed size, %, fill, distribute default size among fills) (#513, #125)
+ - columns: add a conditional parameter to SetColumnOffset() (#513, #125)
+ - columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125)
+ - columns: columns header to act as button (~sort op) and allow resize/reorder (#513, #125)
+ - columns: user specify columns size (#513, #125)
+ - columns: flag to add horizontal separator above/below?
+ - columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets)
+ - combo: sparse combo boxes (via function call?) / iterators
+ - combo: contents should extends to fit label if combo widget is small
+ - combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
+ - listbox: multiple selection
+ - listbox: user may want to initial scroll to focus on the one selected value?
+ - listbox: keyboard navigation.
+ - listbox: scrolling should track modified selection.
+!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
+ - popups: add variant using global identifier similar to Begin/End (#402)
+ - popups: border options. richer api like BeginChild() perhaps? (#197)
+ - tooltip: tooltip that doesn't fit in entire screen seems to lose their "last preferred button" and may teleport when moving mouse
+ - menus: local shortcuts, global shortcuts (#456, #126)
+ - menus: icons
+ - menus: menubars: some sort of priority / effect of main menu-bar on desktop size?
+ - menus: calling BeginMenu() twice with a same name doesn't seem to append nicely
+ - statusbar: add a per-window status bar helper similar to what menubar does.
+ - tabs (#261, #351)
+ - separator: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y)
+!- color: the color helpers/typing is a mess and needs sorting out.
+ - color: add a better color picker (#346)
+ - node/graph editor (#306)
+ - pie menus patterns (#434)
+ - drag'n drop, dragging helpers (carry dragging info, visualize drag source before clicking, drop target, etc.) (#143, #479)
+ - plot: PlotLines() should use the polygon-stroke facilities (currently issues with averaging normals)
+ - plot: make it easier for user to draw extra stuff into the graph (e.g: draw basis, highlight certain points, 2d plots, multiple plots)
+ - plot: "smooth" automatic scale over time, user give an input 0.0(full user scale) 1.0(full derived from value)
+ - plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID)
+ - slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
+ - slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar).
+ - slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate.
+ - slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
+ - slider & drag: int data passing through a float
+ - drag float: up/down axis
+ - drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
+ - tree node / optimization: avoid formatting when clipped.
+ - tree node: tree-node/header right-most side doesn't take account of horizontal scrolling.
+ - tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
+ - tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits?
+ - tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
+ - tree node: tweak color scheme to distinguish headers from selected tree node (#581)
+ - textwrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
+ - settings: write more decent code to allow saving/loading new fields
+ - settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file
+ - style: add window shadows.
+ - style/optimization: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding.
+ - style: color-box not always square?
+ - style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps to other settings? avoid implementing duplicate helpers such as SmallCheckbox(), etc.
+ - style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation).
+ - style: global scale setting.
+ - style: WindowPadding needs to be EVEN needs the 0.5 multiplier probably have a subtle effect on clip rectangle
+ - text: simple markup language for color change?
+ - font: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier.
+ - font: small opt: for monospace font (like the defalt one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance
+ - font: add support for kerning, probably optional. perhaps default to (32..128)^2 matrix ~ 36KB then hash fallback.
+ - font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize)
+ - font: fix AddRemapChar() to work before font has been built.
+ - log: LogButtons() options for specifying depth and/or hiding depth slider
+ - log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
+ - log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard)
+ - log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs.
+ - filters: set a current filter that tree node can automatically query to hide themselves
+ - filters: handle wildcards (with implicit leading/trailing *), regexps
+ - shortcuts: add a shortcut api, e.g. parse "&Save" and/or "Save (CTRL+S)", pass in to widgets or provide simple ways to use (button=activate, input=focus)
+!- keyboard: tooltip & combo boxes are messing up / not honoring keyboard tabbing
+ - keyboard: full keyboard navigation and focus. (#323)
+ - focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
+ - focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
+ - input: rework IO system to be able to pass actual ordered/timestamped events. (~#335, #71)
+ - input: allow to decide and pass explicit double-clicks (e.g. for windows by the CS_DBLCLKS style).
+ - input: support track pad style scrolling & slider edit.
+ - misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
+ - misc: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
+ - misc: provide HoveredTime and ActivatedTime to ease the creation of animations.
+ - style editor: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438)
+ - style editor: color child window height expressed in multiple of line height.
+ - remote: make a system like RemoteImGui first-class citizen/project (#75)
+ - drawlist: move Font, FontSize, FontTexUvWhitePixel inside ImDrawList and make it self-contained (apart from drawing settings?)
+ - drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack.
+ - examples: directx9: save/restore device state more thoroughly.
+ - examples: window minimize, maximize (#583)
+ - optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)
+ - optimization: use another hash function than crc32, e.g. FNV1a
+ - optimization/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)?
+ - optimization: turn some the various stack vectors into statically-sized arrays
+ - optimization: better clipping for multi-component widgets
+*/
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#include "imgui.h"
+#define IMGUI_DEFINE_MATH_OPERATORS
+#define IMGUI_DEFINE_PLACEMENT_NEW
+#include "imgui_internal.h"
+
+#include <ctype.h>      // toupper, isprint
+#include <stdlib.h>     // NULL, malloc, free, qsort, atoi
+#include <stdio.h>      // vsnprintf, sscanf, printf
+#include <limits.h>     // INT_MIN, INT_MAX
+#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
+#include <stddef.h>     // intptr_t
+#else
+#include <stdint.h>     // intptr_t
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4127) // condition expression is constant
+#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#endif
+
+// Clang warnings with -Weverything
+#ifdef __clang__
+#pragma clang diagnostic ignored "-Wold-style-cast"         // warning : use of old-style cast                              // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wfloat-equal"            // warning : comparing floating point with == or != is unsafe   // storing and comparing against same constants (typically 0.0f) is ok.
+#pragma clang diagnostic ignored "-Wformat-nonliteral"      // warning : format string is not a string literal              // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
+#pragma clang diagnostic ignored "-Wexit-time-destructors"  // warning : declaration requires an exit-time destructor       // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
+#pragma clang diagnostic ignored "-Wglobal-constructors"    // warning : declaration requires a global destructor           // similar to above, not sure what the exact difference it.
+#pragma clang diagnostic ignored "-Wsign-conversion"        // warning : implicit conversion changes signedness             //
+#pragma clang diagnostic ignored "-Wformat-pedantic"        // warning : format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. 
+#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int' //
+#elif defined(__GNUC__)
+#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
+#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
+#pragma GCC diagnostic ignored "-Wformat"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
+#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
+#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
+#pragma GCC diagnostic ignored "-Wcast-qual"                // warning: cast from type 'xxxx' to type 'xxxx' casts away qualifiers
+#endif
+
+//-------------------------------------------------------------------------
+// Forward Declarations
+//-------------------------------------------------------------------------
+
+static void             LogRenderedText(const ImVec2& ref_pos, const char* text, const char* text_end = NULL);
+
+static void             PushMultiItemsWidths(int components, float w_full = 0.0f);
+static float            GetDraggedColumnOffset(int column_index);
+
+static bool             IsKeyPressedMap(ImGuiKey key, bool repeat = true);
+
+static ImFont*          GetDefaultFont();
+static void             SetCurrentFont(ImFont* font);
+static void             SetCurrentWindow(ImGuiWindow* window);
+static void             SetWindowScrollY(ImGuiWindow* window, float new_scroll_y);
+static void             SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiSetCond cond);
+static void             SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiSetCond cond);
+static void             SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiSetCond cond);
+static ImGuiWindow*     FindHoveredWindow(ImVec2 pos, bool excluding_childs);
+static ImGuiWindow*     CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags);
+static inline bool      IsWindowContentHoverable(ImGuiWindow* window);
+static void             ClearSetNextWindowData();
+static void             CheckStacksSize(ImGuiWindow* window, bool write);
+static void             Scrollbar(ImGuiWindow* window, bool horizontal);
+
+static void             AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list);
+static void             AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiWindow* window);
+static void             AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows, ImGuiWindow* window);
+
+static ImGuiIniData*    FindWindowSettings(const char* name);
+static ImGuiIniData*    AddWindowSettings(const char* name);
+static void             LoadIniSettingsFromDisk(const char* ini_filename);
+static void             SaveIniSettingsToDisk(const char* ini_filename);
+static void             MarkIniSettingsDirty();
+
+static void             PushColumnClipRect(int column_index = -1);
+static ImRect           GetVisibleRect();
+
+static bool             BeginPopupEx(const char* str_id, ImGuiWindowFlags extra_flags);
+static void             CloseInactivePopups();
+static void             ClosePopupToLevel(int remaining);
+static void             ClosePopup(ImGuiID id);
+static bool             IsPopupOpen(ImGuiID id);
+static ImGuiWindow*     GetFrontMostModalRootWindow();
+static ImVec2           FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, int* last_dir, const ImRect& rect_to_avoid);
+
+static bool             InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data);
+static int              InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
+static ImVec2           InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);
+
+static inline void      DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, const char* display_format, char* buf, int buf_size);
+static inline void      DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, int decimal_precision, char* buf, int buf_size);
+static void             DataTypeApplyOp(ImGuiDataType data_type, int op, void* value1, const void* value2);
+static bool             DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format);
+
+//-----------------------------------------------------------------------------
+// Platform dependent default implementations
+//-----------------------------------------------------------------------------
+
+static const char*      GetClipboardTextFn_DefaultImpl(void* user_data);
+static void             SetClipboardTextFn_DefaultImpl(void* user_data, const char* text);
+static void             ImeSetInputScreenPosFn_DefaultImpl(int x, int y);
+
+//-----------------------------------------------------------------------------
+// Context
+//-----------------------------------------------------------------------------
+
+// Default font atlas storage .
+// New contexts always point by default to this font atlas. It can be changed by reassigning the GetIO().Fonts variable.
+static ImFontAtlas      GImDefaultFontAtlas;
+
+// Default context storage + current context pointer.
+// Implicitely used by all ImGui functions. Always assumed to be != NULL. Change to a different context by calling ImGui::SetCurrentContext()
+// ImGui is currently not thread-safe because of this variable. If you want thread-safety to allow N threads to access N different contexts, you might work around it by:
+// - Having multiple instances of the ImGui code compiled inside different namespace (easiest/safest, if you have a finite number of contexts)
+// - or: Changing this variable to be TLS. You may #define GImGui in imconfig.h for further custom hackery. Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
+#ifndef GImGui
+static ImGuiContext     GImDefaultContext;
+ImGuiContext*           GImGui = &GImDefaultContext;
+#endif
+
+//-----------------------------------------------------------------------------
+// User facing structures
+//-----------------------------------------------------------------------------
+
+ImGuiStyle::ImGuiStyle()
+{
+    Alpha                   = 1.0f;             // Global alpha applies to everything in ImGui
+    WindowPadding           = ImVec2(8,8);      // Padding within a window
+    WindowMinSize           = ImVec2(32,32);    // Minimum window size
+    WindowRounding          = 9.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows
+    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text
+    ChildWindowRounding     = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
+    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)
+    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
+    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines
+    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
+    TouchExtraPadding       = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
+    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
+    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns
+    ScrollbarSize           = 16.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
+    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar
+    GrabMinSize             = 10.0f;            // Minimum width/height of a grab box for slider/scrollbar
+    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
+    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
+    DisplayWindowPadding    = ImVec2(22,22);    // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
+    DisplaySafeAreaPadding  = ImVec2(4,4);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
+    AntiAliasedLines        = true;             // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU.
+    AntiAliasedShapes       = true;             // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
+    CurveTessellationTol    = 1.25f;            // Tessellation tolerance. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
+
+    Colors[ImGuiCol_Text]                   = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
+    Colors[ImGuiCol_TextDisabled]           = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
+    Colors[ImGuiCol_WindowBg]               = ImVec4(0.00f, 0.00f, 0.00f, 0.70f);
+    Colors[ImGuiCol_ChildWindowBg]          = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+    Colors[ImGuiCol_PopupBg]                = ImVec4(0.05f, 0.05f, 0.10f, 0.90f);
+    Colors[ImGuiCol_Border]                 = ImVec4(0.70f, 0.70f, 0.70f, 0.65f);
+    Colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+    Colors[ImGuiCol_FrameBg]                = ImVec4(0.80f, 0.80f, 0.80f, 0.30f);   // Background of checkbox, radio button, plot, slider, text input
+    Colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.90f, 0.80f, 0.80f, 0.40f);
+    Colors[ImGuiCol_FrameBgActive]          = ImVec4(0.90f, 0.65f, 0.65f, 0.45f);
+    Colors[ImGuiCol_TitleBg]                = ImVec4(0.27f, 0.27f, 0.54f, 0.83f);
+    Colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(0.40f, 0.40f, 0.80f, 0.20f);
+    Colors[ImGuiCol_TitleBgActive]          = ImVec4(0.32f, 0.32f, 0.63f, 0.87f);
+    Colors[ImGuiCol_MenuBarBg]              = ImVec4(0.40f, 0.40f, 0.55f, 0.80f);
+    Colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.20f, 0.25f, 0.30f, 0.60f);
+    Colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.40f, 0.40f, 0.80f, 0.30f);
+    Colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.40f, 0.40f, 0.80f, 0.40f);
+    Colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.80f, 0.50f, 0.50f, 0.40f);
+    Colors[ImGuiCol_ComboBg]                = ImVec4(0.20f, 0.20f, 0.20f, 0.99f);
+    Colors[ImGuiCol_CheckMark]              = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);
+    Colors[ImGuiCol_SliderGrab]             = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
+    Colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.80f, 0.50f, 0.50f, 1.00f);
+    Colors[ImGuiCol_Button]                 = ImVec4(0.67f, 0.40f, 0.40f, 0.60f);
+    Colors[ImGuiCol_ButtonHovered]          = ImVec4(0.67f, 0.40f, 0.40f, 1.00f);
+    Colors[ImGuiCol_ButtonActive]           = ImVec4(0.80f, 0.50f, 0.50f, 1.00f);
+    Colors[ImGuiCol_Header]                 = ImVec4(0.40f, 0.40f, 0.90f, 0.45f);
+    Colors[ImGuiCol_HeaderHovered]          = ImVec4(0.45f, 0.45f, 0.90f, 0.80f);
+    Colors[ImGuiCol_HeaderActive]           = ImVec4(0.53f, 0.53f, 0.87f, 0.80f);
+    Colors[ImGuiCol_Column]                 = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
+    Colors[ImGuiCol_ColumnHovered]          = ImVec4(0.70f, 0.60f, 0.60f, 1.00f);
+    Colors[ImGuiCol_ColumnActive]           = ImVec4(0.90f, 0.70f, 0.70f, 1.00f);
+    Colors[ImGuiCol_ResizeGrip]             = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
+    Colors[ImGuiCol_ResizeGripHovered]      = ImVec4(1.00f, 1.00f, 1.00f, 0.60f);
+    Colors[ImGuiCol_ResizeGripActive]       = ImVec4(1.00f, 1.00f, 1.00f, 0.90f);
+    Colors[ImGuiCol_CloseButton]            = ImVec4(0.50f, 0.50f, 0.90f, 0.50f);
+    Colors[ImGuiCol_CloseButtonHovered]     = ImVec4(0.70f, 0.70f, 0.90f, 0.60f);
+    Colors[ImGuiCol_CloseButtonActive]      = ImVec4(0.70f, 0.70f, 0.70f, 1.00f);
+    Colors[ImGuiCol_PlotLines]              = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
+    Colors[ImGuiCol_PlotLinesHovered]       = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
+    Colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
+    Colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
+    Colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
+    Colors[ImGuiCol_ModalWindowDarkening]   = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
+}
+
+ImGuiIO::ImGuiIO()
+{
+    // Most fields are initialized with zero
+    memset(this, 0, sizeof(*this));
+
+    DisplaySize = ImVec2(-1.0f, -1.0f);
+    DeltaTime = 1.0f/60.0f;
+    IniSavingRate = 5.0f;
+    IniFilename = "imgui.ini";
+    LogFilename = "imgui_log.txt";
+    Fonts = &GImDefaultFontAtlas;
+    FontGlobalScale = 1.0f;
+    FontDefault = NULL;
+    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
+    MousePos = ImVec2(-1,-1);
+    MousePosPrev = ImVec2(-1,-1);
+    MouseDoubleClickTime = 0.30f;
+    MouseDoubleClickMaxDist = 6.0f;
+    MouseDragThreshold = 6.0f;
+    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++)
+        MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
+    for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++)
+        KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f;
+    for (int i = 0; i < ImGuiKey_COUNT; i++)
+        KeyMap[i] = -1;
+    KeyRepeatDelay = 0.250f;
+    KeyRepeatRate = 0.050f;
+    UserData = NULL;
+
+    // User functions
+    RenderDrawListsFn = NULL;
+    MemAllocFn = malloc;
+    MemFreeFn = free;
+    GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;   // Platform dependent default implementations
+    SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
+    ClipboardUserData = NULL;
+    ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;
+
+    // Set OS X style defaults based on __APPLE__ compile time flag
+#ifdef __APPLE__
+    OSXBehaviors = true;
+#endif
+}
+
+// Pass in translated ASCII characters for text input.
+// - with glfw you can get those from the callback set in glfwSetCharCallback()
+// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
+void ImGuiIO::AddInputCharacter(ImWchar c)
+{
+    const int n = ImStrlenW(InputCharacters);
+    if (n + 1 < IM_ARRAYSIZE(InputCharacters))
+    {
+        InputCharacters[n] = c;
+        InputCharacters[n+1] = '\0';
+    }
+}
+
+void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
+{
+    // We can't pass more wchars than ImGuiIO::InputCharacters[] can hold so don't convert more
+    const int wchars_buf_len = sizeof(ImGuiIO::InputCharacters) / sizeof(ImWchar);
+    ImWchar wchars[wchars_buf_len];
+    ImTextStrFromUtf8(wchars, wchars_buf_len, utf8_chars, NULL);
+    for (int i = 0; i < wchars_buf_len && wchars[i] != 0; i++)
+        AddInputCharacter(wchars[i]);
+}
+
+//-----------------------------------------------------------------------------
+// HELPERS
+//-----------------------------------------------------------------------------
+
+#define IM_F32_TO_INT8_UNBOUND(_VAL)    ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f)))   // Unsaturated, for display purpose 
+#define IM_F32_TO_INT8_SAT(_VAL)        ((int)(ImSaturate(_VAL) * 255.0f + 0.5f))               // Saturated, always output 0..255
+
+// Play it nice with Windows users. Notepad in 2015 still doesn't display text data with Unix-style \n.
+#ifdef _WIN32
+#define IM_NEWLINE "\r\n"
+#else
+#define IM_NEWLINE "\n"
+#endif
+
+bool ImIsPointInTriangle(const ImVec2& p, const ImVec2& a, const ImVec2& b, const ImVec2& c)
+{
+    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
+    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
+    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
+    return ((b1 == b2) && (b2 == b3));
+}
+
+int ImStricmp(const char* str1, const char* str2)
+{
+    int d;
+    while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; }
+    return d;
+}
+
+int ImStrnicmp(const char* str1, const char* str2, int count)
+{
+    int d = 0;
+    while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
+    return d;
+}
+
+void ImStrncpy(char* dst, const char* src, int count)
+{
+    if (count < 1) return;
+    strncpy(dst, src, (size_t)count);
+    dst[count-1] = 0;
+}
+
+char* ImStrdup(const char *str)
+{
+    size_t len = strlen(str) + 1;
+    void* buff = ImGui::MemAlloc(len);
+    return (char*)memcpy(buff, (const void*)str, len);
+}
+
+int ImStrlenW(const ImWchar* str)
+{
+    int n = 0;
+    while (*str++) n++;
+    return n;
+}
+
+const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
+{
+    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
+        buf_mid_line--;
+    return buf_mid_line;
+}
+
+const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
+{
+    if (!needle_end)
+        needle_end = needle + strlen(needle);
+
+    const char un0 = (char)toupper(*needle);
+    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
+    {
+        if (toupper(*haystack) == un0)
+        {
+            const char* b = needle + 1;
+            for (const char* a = haystack + 1; b < needle_end; a++, b++)
+                if (toupper(*a) != toupper(*b))
+                    break;
+            if (b == needle_end)
+                return haystack;
+        }
+        haystack++;
+    }
+    return NULL;
+}
+
+
+// MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). 
+// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
+int ImFormatString(char* buf, int buf_size, const char* fmt, ...)
+{
+    IM_ASSERT(buf_size > 0);
+    va_list args;
+    va_start(args, fmt);
+    int w = vsnprintf(buf, buf_size, fmt, args);
+    va_end(args);
+    if (w == -1 || w >= buf_size)
+        w = buf_size - 1;
+    buf[w] = 0;
+    return w;
+}
+
+int ImFormatStringV(char* buf, int buf_size, const char* fmt, va_list args)
+{
+    IM_ASSERT(buf_size > 0);
+    int w = vsnprintf(buf, buf_size, fmt, args);
+    if (w == -1 || w >= buf_size)
+        w = buf_size - 1;
+    buf[w] = 0;
+    return w;
+}
+
+// Pass data_size==0 for zero-terminated strings
+// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
+ImU32 ImHash(const void* data, int data_size, ImU32 seed)
+{
+    static ImU32 crc32_lut[256] = { 0 };
+    if (!crc32_lut[1])
+    {
+        const ImU32 polynomial = 0xEDB88320;
+        for (ImU32 i = 0; i < 256; i++)
+        {
+            ImU32 crc = i;
+            for (ImU32 j = 0; j < 8; j++)
+                crc = (crc >> 1) ^ (ImU32(-int(crc & 1)) & polynomial);
+            crc32_lut[i] = crc;
+        }
+    }
+
+    seed = ~seed;
+    ImU32 crc = seed;
+    const unsigned char* current = (const unsigned char*)data;
+
+    if (data_size > 0)
+    {
+        // Known size
+        while (data_size--)
+            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *current++];
+    }
+    else
+    {
+        // Zero-terminated string
+        while (unsigned char c = *current++)
+        {
+            // We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
+            // Because this syntax is rarely used we are optimizing for the common case.
+            // - If we reach ### in the string we discard the hash so far and reset to the seed.
+            // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller.
+            if (c == '#' && current[0] == '#' && current[1] == '#')
+                crc = seed;
+            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
+        }
+    }
+    return ~crc;
+}
+
+//-----------------------------------------------------------------------------
+// ImText* helpers
+//-----------------------------------------------------------------------------
+
+// Convert UTF-8 to 32-bits character, process single character input.
+// Based on stb_from_utf8() from github.com/nothings/stb/
+// We handle UTF-8 decoding error by skipping forward.
+int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
+{
+    unsigned int c = (unsigned int)-1;
+    const unsigned char* str = (const unsigned char*)in_text;
+    if (!(*str & 0x80))
+    {
+        c = (unsigned int)(*str++);
+        *out_char = c;
+        return 1;
+    }
+    if ((*str & 0xe0) == 0xc0)
+    {
+        *out_char = 0xFFFD; // will be invalid but not end of string
+        if (in_text_end && in_text_end - (const char*)str < 2) return 1;
+        if (*str < 0xc2) return 2;
+        c = (unsigned int)((*str++ & 0x1f) << 6);
+        if ((*str & 0xc0) != 0x80) return 2;
+        c += (*str++ & 0x3f);
+        *out_char = c;
+        return 2;
+    }
+    if ((*str & 0xf0) == 0xe0)
+    {
+        *out_char = 0xFFFD; // will be invalid but not end of string
+        if (in_text_end && in_text_end - (const char*)str < 3) return 1;
+        if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3;
+        if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below
+        c = (unsigned int)((*str++ & 0x0f) << 12);
+        if ((*str & 0xc0) != 0x80) return 3;
+        c += (unsigned int)((*str++ & 0x3f) << 6);
+        if ((*str & 0xc0) != 0x80) return 3;
+        c += (*str++ & 0x3f);
+        *out_char = c;
+        return 3;
+    }
+    if ((*str & 0xf8) == 0xf0)
+    {
+        *out_char = 0xFFFD; // will be invalid but not end of string
+        if (in_text_end && in_text_end - (const char*)str < 4) return 1;
+        if (*str > 0xf4) return 4;
+        if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return 4;
+        if (*str == 0xf4 && str[1] > 0x8f) return 4; // str[1] < 0x80 is checked below
+        c = (unsigned int)((*str++ & 0x07) << 18);
+        if ((*str & 0xc0) != 0x80) return 4;
+        c += (unsigned int)((*str++ & 0x3f) << 12);
+        if ((*str & 0xc0) != 0x80) return 4;
+        c += (unsigned int)((*str++ & 0x3f) << 6);
+        if ((*str & 0xc0) != 0x80) return 4;
+        c += (*str++ & 0x3f);
+        // utf-8 encodings of values used in surrogate pairs are invalid
+        if ((c & 0xFFFFF800) == 0xD800) return 4;
+        *out_char = c;
+        return 4;
+    }
+    *out_char = 0;
+    return 0;
+}
+
+int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
+{
+    ImWchar* buf_out = buf;
+    ImWchar* buf_end = buf + buf_size;
+    while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text)
+    {
+        unsigned int c;
+        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
+        if (c == 0)
+            break;
+        if (c < 0x10000)    // FIXME: Losing characters that don't fit in 2 bytes
+            *buf_out++ = (ImWchar)c;
+    }
+    *buf_out = 0;
+    if (in_text_remaining)
+        *in_text_remaining = in_text;
+    return (int)(buf_out - buf);
+}
+
+int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
+{
+    int char_count = 0;
+    while ((!in_text_end || in_text < in_text_end) && *in_text)
+    {
+        unsigned int c;
+        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
+        if (c == 0)
+            break;
+        if (c < 0x10000)
+            char_count++;
+    }
+    return char_count;
+}
+
+// Based on stb_to_utf8() from github.com/nothings/stb/
+static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c)
+{
+    if (c < 0x80)
+    {
+        buf[0] = (char)c;
+        return 1;
+    }
+    if (c < 0x800)
+    {
+        if (buf_size < 2) return 0;
+        buf[0] = (char)(0xc0 + (c >> 6));
+        buf[1] = (char)(0x80 + (c & 0x3f));
+        return 2;
+    }
+    if (c >= 0xdc00 && c < 0xe000)
+    {
+        return 0;
+    }
+    if (c >= 0xd800 && c < 0xdc00)
+    {
+        if (buf_size < 4) return 0;
+        buf[0] = (char)(0xf0 + (c >> 18));
+        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
+        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
+        buf[3] = (char)(0x80 + ((c ) & 0x3f));
+        return 4;
+    }
+    //else if (c < 0x10000)
+    {
+        if (buf_size < 3) return 0;
+        buf[0] = (char)(0xe0 + (c >> 12));
+        buf[1] = (char)(0x80 + ((c>> 6) & 0x3f));
+        buf[2] = (char)(0x80 + ((c ) & 0x3f));
+        return 3;
+    }
+}
+
+static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
+{
+    if (c < 0x80) return 1;
+    if (c < 0x800) return 2;
+    if (c >= 0xdc00 && c < 0xe000) return 0;
+    if (c >= 0xd800 && c < 0xdc00) return 4;
+    return 3;
+}
+
+int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
+{
+    char* buf_out = buf;
+    const char* buf_end = buf + buf_size;
+    while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text)
+    {
+        unsigned int c = (unsigned int)(*in_text++);
+        if (c < 0x80)
+            *buf_out++ = (char)c;
+        else
+            buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end-buf_out-1), c);
+    }
+    *buf_out = 0;
+    return (int)(buf_out - buf);
+}
+
+int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
+{
+    int bytes_count = 0;
+    while ((!in_text_end || in_text < in_text_end) && *in_text)
+    {
+        unsigned int c = (unsigned int)(*in_text++);
+        if (c < 0x80)
+            bytes_count++;
+        else
+            bytes_count += ImTextCountUtf8BytesFromChar(c);
+    }
+    return bytes_count;
+}
+
+ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
+{
+    float s = 1.0f/255.0f;
+    return ImVec4(
+        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
+        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
+        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
+        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
+}
+
+ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
+{
+    ImU32 out;
+    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
+    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
+    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
+    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
+    return out;
+}
+
+ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)  
+{ 
+    ImVec4 c = GImGui->Style.Colors[idx]; 
+    c.w *= GImGui->Style.Alpha * alpha_mul; 
+    return ColorConvertFloat4ToU32(c); 
+}
+
+ImU32 ImGui::GetColorU32(const ImVec4& col)
+{ 
+    ImVec4 c = col; 
+    c.w *= GImGui->Style.Alpha; 
+    return ColorConvertFloat4ToU32(c); 
+}
+
+// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
+// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
+void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
+{
+    float K = 0.f;
+    if (g < b)
+    {
+        const float tmp = g; g = b; b = tmp;
+        K = -1.f;
+    }
+    if (r < g)
+    {
+        const float tmp = r; r = g; g = tmp;
+        K = -2.f / 6.f - K;
+    }
+
+    const float chroma = r - (g < b ? g : b);
+    out_h = fabsf(K + (g - b) / (6.f * chroma + 1e-20f));
+    out_s = chroma / (r + 1e-20f);
+    out_v = r;
+}
+
+// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
+// also http://en.wikipedia.org/wiki/HSL_and_HSV
+void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
+{
+    if (s == 0.0f)
+    {
+        // gray
+        out_r = out_g = out_b = v;
+        return;
+    }
+
+    h = fmodf(h, 1.0f) / (60.0f/360.0f);
+    int   i = (int)h;
+    float f = h - (float)i;
+    float p = v * (1.0f - s);
+    float q = v * (1.0f - s * f);
+    float t = v * (1.0f - s * (1.0f - f));
+
+    switch (i)
+    {
+    case 0: out_r = v; out_g = t; out_b = p; break;
+    case 1: out_r = q; out_g = v; out_b = p; break;
+    case 2: out_r = p; out_g = v; out_b = t; break;
+    case 3: out_r = p; out_g = q; out_b = v; break;
+    case 4: out_r = t; out_g = p; out_b = v; break;
+    case 5: default: out_r = v; out_g = p; out_b = q; break;
+    }
+}
+
+FILE* ImFileOpen(const char* filename, const char* mode)
+{
+#if defined(_WIN32) && !defined(__CYGWIN__)
+    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. Converting both strings from UTF-8 to wchar format (using a single allocation, because we can)
+    const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1;
+    const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1;
+    ImVector<ImWchar> buf;
+    buf.resize(filename_wsize + mode_wsize);
+    ImTextStrFromUtf8(&buf[0], filename_wsize, filename, NULL);
+    ImTextStrFromUtf8(&buf[filename_wsize], mode_wsize, mode, NULL);
+    return _wfopen((wchar_t*)&buf[0], (wchar_t*)&buf[filename_wsize]);
+#else
+    return fopen(filename, mode);
+#endif
+}
+
+// Load file content into memory
+// Memory allocated with ImGui::MemAlloc(), must be freed by user using ImGui::MemFree()
+void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, int* out_file_size, int padding_bytes)
+{
+    IM_ASSERT(filename && file_open_mode);
+    if (out_file_size)
+        *out_file_size = 0;
+
+    FILE* f;
+    if ((f = ImFileOpen(filename, file_open_mode)) == NULL)
+        return NULL;
+
+    long file_size_signed;
+    if (fseek(f, 0, SEEK_END) || (file_size_signed = ftell(f)) == -1 || fseek(f, 0, SEEK_SET))
+    {
+        fclose(f);
+        return NULL;
+    }
+
+    int file_size = (int)file_size_signed;
+    void* file_data = ImGui::MemAlloc(file_size + padding_bytes);
+    if (file_data == NULL)
+    {
+        fclose(f);
+        return NULL;
+    }
+    if (fread(file_data, 1, (size_t)file_size, f) != (size_t)file_size)
+    {
+        fclose(f);
+        ImGui::MemFree(file_data);
+        return NULL;
+    }
+    if (padding_bytes > 0)
+        memset((void *)(((char*)file_data) + file_size), 0, padding_bytes);
+
+    fclose(f);
+    if (out_file_size)
+        *out_file_size = file_size;
+
+    return file_data;
+}
+
+//-----------------------------------------------------------------------------
+// ImGuiStorage
+//-----------------------------------------------------------------------------
+
+// Helper: Key->value storage
+void ImGuiStorage::Clear()
+{
+    Data.clear();
+}
+
+// std::lower_bound but without the bullshit
+static ImVector<ImGuiStorage::Pair>::iterator LowerBound(ImVector<ImGuiStorage::Pair>& data, ImGuiID key)
+{
+    ImVector<ImGuiStorage::Pair>::iterator first = data.begin();
+    ImVector<ImGuiStorage::Pair>::iterator last = data.end();
+    int count = (int)(last - first);
+    while (count > 0)
+    {
+        int count2 = count / 2;
+        ImVector<ImGuiStorage::Pair>::iterator mid = first + count2;
+        if (mid->key < key)
+        {
+            first = ++mid;
+            count -= count2 + 1;
+        }
+        else
+        {
+            count = count2;
+        }
+    }
+    return first;
+}
+
+int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
+{
+    ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
+    if (it == Data.end() || it->key != key)
+        return default_val;
+    return it->val_i;
+}
+
+bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
+{
+    return GetInt(key, default_val ? 1 : 0) != 0;
+}
+
+float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
+{
+    ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
+    if (it == Data.end() || it->key != key)
+        return default_val;
+    return it->val_f;
+}
+
+void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
+{
+    ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
+    if (it == Data.end() || it->key != key)
+        return NULL;
+    return it->val_p;
+}
+
+// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
+int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
+{
+    ImVector<Pair>::iterator it = LowerBound(Data, key);
+    if (it == Data.end() || it->key != key)
+        it = Data.insert(it, Pair(key, default_val));
+    return &it->val_i;
+}
+
+bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
+{
+    return (bool*)GetIntRef(key, default_val ? 1 : 0);
+}
+
+float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
+{
+    ImVector<Pair>::iterator it = LowerBound(Data, key);
+    if (it == Data.end() || it->key != key)
+        it = Data.insert(it, Pair(key, default_val));
+    return &it->val_f;
+}
+
+void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
+{
+    ImVector<Pair>::iterator it = LowerBound(Data, key);
+    if (it == Data.end() || it->key != key)
+        it = Data.insert(it, Pair(key, default_val));
+    return &it->val_p;
+}
+
+// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
+void ImGuiStorage::SetInt(ImGuiID key, int val)
+{
+    ImVector<Pair>::iterator it = LowerBound(Data, key);
+    if (it == Data.end() || it->key != key)
+    {
+        Data.insert(it, Pair(key, val));
+        return;
+    }
+    it->val_i = val;
+}
+
+void ImGuiStorage::SetBool(ImGuiID key, bool val)
+{
+    SetInt(key, val ? 1 : 0);
+}
+
+void ImGuiStorage::SetFloat(ImGuiID key, float val)
+{
+    ImVector<Pair>::iterator it = LowerBound(Data, key);
+    if (it == Data.end() || it->key != key)
+    {
+        Data.insert(it, Pair(key, val));
+        return;
+    }
+    it->val_f = val;
+}
+
+void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
+{
+    ImVector<Pair>::iterator it = LowerBound(Data, key);
+    if (it == Data.end() || it->key != key)
+    {
+        Data.insert(it, Pair(key, val));
+        return;
+    }
+    it->val_p = val;
+}
+
+void ImGuiStorage::SetAllInt(int v)
+{
+    for (int i = 0; i < Data.Size; i++)
+        Data[i].val_i = v;
+}
+
+//-----------------------------------------------------------------------------
+// ImGuiTextFilter
+//-----------------------------------------------------------------------------
+
+// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
+ImGuiTextFilter::ImGuiTextFilter(const char* default_filter)
+{
+    if (default_filter)
+    {
+        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
+        Build();
+    }
+    else
+    {
+        InputBuf[0] = 0;
+        CountGrep = 0;
+    }
+}
+
+bool ImGuiTextFilter::Draw(const char* label, float width)
+{
+    if (width != 0.0f)
+        ImGui::PushItemWidth(width);
+    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
+    if (width != 0.0f)
+        ImGui::PopItemWidth();
+    if (value_changed)
+        Build();
+    return value_changed;
+}
+
+void ImGuiTextFilter::TextRange::split(char separator, ImVector<TextRange>& out)
+{
+    out.resize(0);
+    const char* wb = b;
+    const char* we = wb;
+    while (we < e)
+    {
+        if (*we == separator)
+        {
+            out.push_back(TextRange(wb, we));
+            wb = we + 1;
+        }
+        we++;
+    }
+    if (wb != we)
+        out.push_back(TextRange(wb, we));
+}
+
+void ImGuiTextFilter::Build()
+{
+    Filters.resize(0);
+    TextRange input_range(InputBuf, InputBuf+strlen(InputBuf));
+    input_range.split(',', Filters);
+
+    CountGrep = 0;
+    for (int i = 0; i != Filters.Size; i++)
+    {
+        Filters[i].trim_blanks();
+        if (Filters[i].empty())
+            continue;
+        if (Filters[i].front() != '-')
+            CountGrep += 1;
+    }
+}
+
+bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
+{
+    if (Filters.empty())
+        return true;
+
+    if (text == NULL)
+        text = "";
+
+    for (int i = 0; i != Filters.Size; i++)
+    {
+        const TextRange& f = Filters[i];
+        if (f.empty())
+            continue;
+        if (f.front() == '-')
+        {
+            // Subtract
+            if (ImStristr(text, text_end, f.begin()+1, f.end()) != NULL)
+                return false;
+        }
+        else
+        {
+            // Grep
+            if (ImStristr(text, text_end, f.begin(), f.end()) != NULL)
+                return true;
+        }
+    }
+
+    // Implicit * grep
+    if (CountGrep == 0)
+        return true;
+
+    return false;
+}
+
+//-----------------------------------------------------------------------------
+// ImGuiTextBuffer
+//-----------------------------------------------------------------------------
+
+// On some platform vsnprintf() takes va_list by reference and modifies it.
+// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
+#ifndef va_copy
+#define va_copy(dest, src) (dest = src)
+#endif
+
+// Helper: Text buffer for logging/accumulating text
+void ImGuiTextBuffer::appendv(const char* fmt, va_list args)
+{
+    va_list args_copy;
+    va_copy(args_copy, args);
+
+    int len = vsnprintf(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
+    if (len <= 0)
+        return;
+
+    const int write_off = Buf.Size;
+    const int needed_sz = write_off + len;
+    if (write_off + len >= Buf.Capacity)
+    {
+        int double_capacity = Buf.Capacity * 2;
+        Buf.reserve(needed_sz > double_capacity ? needed_sz : double_capacity);
+    }
+
+    Buf.resize(needed_sz);
+    ImFormatStringV(&Buf[write_off] - 1, len+1, fmt, args_copy);
+}
+
+void ImGuiTextBuffer::append(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    appendv(fmt, args);
+    va_end(args);
+}
+
+//-----------------------------------------------------------------------------
+// ImGuiSimpleColumns
+//-----------------------------------------------------------------------------
+
+ImGuiSimpleColumns::ImGuiSimpleColumns()
+{
+    Count = 0;
+    Spacing = Width = NextWidth = 0.0f;
+    memset(Pos, 0, sizeof(Pos));
+    memset(NextWidths, 0, sizeof(NextWidths));
+}
+
+void ImGuiSimpleColumns::Update(int count, float spacing, bool clear)
+{
+    IM_ASSERT(Count <= IM_ARRAYSIZE(Pos));
+    Count = count;
+    Width = NextWidth = 0.0f;
+    Spacing = spacing;
+    if (clear) memset(NextWidths, 0, sizeof(NextWidths));
+    for (int i = 0; i < Count; i++)
+    {
+        if (i > 0 && NextWidths[i] > 0.0f)
+            Width += Spacing;
+        Pos[i] = (float)(int)Width;
+        Width += NextWidths[i];
+        NextWidths[i] = 0.0f;
+    }
+}
+
+float ImGuiSimpleColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double
+{
+    NextWidth = 0.0f;
+    NextWidths[0] = ImMax(NextWidths[0], w0);
+    NextWidths[1] = ImMax(NextWidths[1], w1);
+    NextWidths[2] = ImMax(NextWidths[2], w2);
+    for (int i = 0; i < 3; i++)
+        NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f);
+    return ImMax(Width, NextWidth);
+}
+
+float ImGuiSimpleColumns::CalcExtraSpace(float avail_w)
+{
+    return ImMax(0.0f, avail_w - Width);
+}
+
+//-----------------------------------------------------------------------------
+// ImGuiListClipper
+//-----------------------------------------------------------------------------
+
+static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height)
+{
+    // Set cursor position and a few other things so that SetScrollHere() and Columns() can work when seeking cursor. 
+    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. Consider moving within SetCursorXXX functions?
+    ImGui::SetCursorPosY(pos_y);
+    ImGuiWindow* window = ImGui::GetCurrentWindow();
+    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;      // Setting those fields so that SetScrollHere() can properly function after the end of our clipper usage.
+    window->DC.PrevLineHeight = (line_height - GImGui->Style.ItemSpacing.y);    // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
+    if (window->DC.ColumnsCount > 1)
+        window->DC.ColumnsCellMinY = window->DC.CursorPos.y;                    // Setting this so that cell Y position are set properly
+}
+
+// Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1
+// Use case B: Begin() called from constructor with items_height>0
+// FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style.
+void ImGuiListClipper::Begin(int count, float items_height)
+{
+    StartPosY = ImGui::GetCursorPosY();
+    ItemsHeight = items_height;
+    ItemsCount = count;
+    StepNo = 0;
+    DisplayEnd = DisplayStart = -1;
+    if (ItemsHeight > 0.0f)
+    {
+        ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display
+        if (DisplayStart > 0)
+            SetCursorPosYAndSetupDummyPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); // advance cursor
+        StepNo = 2;
+    }
+}
+
+void ImGuiListClipper::End()
+{
+    if (ItemsCount < 0)
+        return;
+    // In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user.
+    if (ItemsCount < INT_MAX)
+        SetCursorPosYAndSetupDummyPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor
+    ItemsCount = -1;
+    StepNo = 3;
+}
+
+bool ImGuiListClipper::Step()
+{
+    if (ItemsCount == 0 || ImGui::GetCurrentWindowRead()->SkipItems)
+    {
+        ItemsCount = -1; 
+        return false; 
+    }
+    if (StepNo == 0) // Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height.
+    {
+        DisplayStart = 0;
+        DisplayEnd = 1;
+        StartPosY = ImGui::GetCursorPosY();
+        StepNo = 1;
+        return true;
+    }
+    if (StepNo == 1) // Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
+    {
+        if (ItemsCount == 1) { ItemsCount = -1; return false; }
+        float items_height = ImGui::GetCursorPosY() - StartPosY;
+        IM_ASSERT(items_height > 0.0f);   // If this triggers, it means Item 0 hasn't moved the cursor vertically
+        Begin(ItemsCount-1, items_height);
+        DisplayStart++;
+        DisplayEnd++;
+        StepNo = 3;
+        return true;
+    }
+    if (StepNo == 2) // Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user still call Step(). Does nothing and switch to Step 3.
+    {
+        IM_ASSERT(DisplayStart >= 0 && DisplayEnd >= 0);
+        StepNo = 3;
+        return true;
+    }
+    if (StepNo == 3) // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
+        End();
+    return false;
+}
+
+//-----------------------------------------------------------------------------
+// ImGuiWindow
+//-----------------------------------------------------------------------------
+
+ImGuiWindow::ImGuiWindow(const char* name)
+{
+    Name = ImStrdup(name);
+    ID = ImHash(name, 0);
+    IDStack.push_back(ID);
+    MoveId = GetID("#MOVE");
+
+    Flags = 0;
+    IndexWithinParent = 0;
+    PosFloat = Pos = ImVec2(0.0f, 0.0f);
+    Size = SizeFull = ImVec2(0.0f, 0.0f);
+    SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f);
+    WindowPadding = ImVec2(0.0f, 0.0f);
+    Scroll = ImVec2(0.0f, 0.0f);
+    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
+    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
+    ScrollbarX = ScrollbarY = false;
+    ScrollbarSizes = ImVec2(0.0f, 0.0f);
+    BorderSize = 0.0f;
+    Active = WasActive = false;
+    Accessed = false;
+    Collapsed = false;
+    SkipItems = false;
+    BeginCount = 0;
+    PopupId = 0;
+    AutoFitFramesX = AutoFitFramesY = -1;
+    AutoFitOnlyGrows = false;
+    AutoPosLastDirection = -1;
+    HiddenFrames = 0;
+    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiSetCond_Always | ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver | ImGuiSetCond_Appearing;
+    SetWindowPosCenterWanted = false;
+
+    LastFrameActive = -1;
+    ItemWidthDefault = 0.0f;
+    FontWindowScale = 1.0f;
+
+    DrawList = (ImDrawList*)ImGui::MemAlloc(sizeof(ImDrawList));
+    IM_PLACEMENT_NEW(DrawList) ImDrawList();
+    DrawList->_OwnerName = Name;
+    RootWindow = NULL;
+    RootNonPopupWindow = NULL;
+    ParentWindow = NULL;
+
+    FocusIdxAllCounter = FocusIdxTabCounter = -1;
+    FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = INT_MAX;
+    FocusIdxAllRequestNext = FocusIdxTabRequestNext = INT_MAX;
+}
+
+ImGuiWindow::~ImGuiWindow()
+{
+    DrawList->~ImDrawList();
+    ImGui::MemFree(DrawList);
+    DrawList = NULL;
+    ImGui::MemFree(Name);
+    Name = NULL;
+}
+
+ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
+{
+    ImGuiID seed = IDStack.back();
+    ImGuiID id = ImHash(str, str_end ? (int)(str_end - str) : 0, seed);
+    ImGui::KeepAliveID(id);
+    return id;
+}
+
+ImGuiID ImGuiWindow::GetID(const void* ptr)
+{
+    ImGuiID seed = IDStack.back();
+    ImGuiID id = ImHash(&ptr, sizeof(void*), seed);
+    ImGui::KeepAliveID(id);
+    return id;
+}
+
+ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end)
+{
+    ImGuiID seed = IDStack.back();
+    return ImHash(str, str_end ? (int)(str_end - str) : 0, seed);
+}
+
+//-----------------------------------------------------------------------------
+// Internal API exposed in imgui_internal.h
+//-----------------------------------------------------------------------------
+
+static void SetCurrentWindow(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    g.CurrentWindow = window;
+    if (window)
+        g.FontSize = window->CalcFontSize();
+}
+
+ImGuiWindow* ImGui::GetParentWindow()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.CurrentWindowStack.Size >= 2);
+    return g.CurrentWindowStack[(unsigned int)g.CurrentWindowStack.Size - 2];
+}
+
+void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    g.ActiveId = id;
+    g.ActiveIdAllowOverlap = false;
+    g.ActiveIdIsJustActivated = true;
+    if (id)
+        g.ActiveIdIsAlive = true;
+    g.ActiveIdWindow = window;
+}
+
+void ImGui::ClearActiveID()
+{
+    SetActiveID(0, NULL);
+}
+
+void ImGui::SetHoveredID(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    g.HoveredId = id;
+    g.HoveredIdAllowOverlap = false;
+}
+
+void ImGui::KeepAliveID(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.ActiveId == id)
+        g.ActiveIdIsAlive = true;
+}
+
+// Advance cursor given item size for layout.
+void ImGui::ItemSize(const ImVec2& size, float text_offset_y)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    // Always align ourselves on pixel boundaries
+    ImGuiContext& g = *GImGui;
+    const float line_height = ImMax(window->DC.CurrentLineHeight, size.y);
+    const float text_base_offset = ImMax(window->DC.CurrentLineTextBaseOffset, text_offset_y);
+    window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y);
+    window->DC.CursorPos = ImVec2((float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX), (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y));
+    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
+    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
+
+    //window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // Debug
+
+    window->DC.PrevLineHeight = line_height;
+    window->DC.PrevLineTextBaseOffset = text_base_offset;
+    window->DC.CurrentLineHeight = window->DC.CurrentLineTextBaseOffset = 0.0f;
+}
+
+void ImGui::ItemSize(const ImRect& bb, float text_offset_y)
+{
+    ItemSize(bb.GetSize(), text_offset_y);
+}
+
+// Declare item bounding box for clipping and interaction.
+// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
+// declares their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd().
+bool ImGui::ItemAdd(const ImRect& bb, const ImGuiID* id)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.LastItemId = id ? *id : 0;
+    window->DC.LastItemRect = bb;
+    window->DC.LastItemHoveredAndUsable = window->DC.LastItemHoveredRect = false;
+    if (IsClippedEx(bb, id, false))
+        return false;
+
+    // This is a sensible default, but widgets are free to override it after calling ItemAdd()
+    ImGuiContext& g = *GImGui;
+    if (IsMouseHoveringRect(bb.Min, bb.Max))
+    {
+        // Matching the behavior of IsHovered() but allow if ActiveId==window->MoveID (we clicked on the window background)
+        // So that clicking on items with no active id such as Text() still returns true with IsItemHovered()
+        window->DC.LastItemHoveredRect = true;
+        if (g.HoveredRootWindow == window->RootWindow)
+            if (g.ActiveId == 0 || (id && g.ActiveId == *id) || g.ActiveIdAllowOverlap || (g.ActiveId == window->MoveId))
+                if (IsWindowContentHoverable(window))
+                    window->DC.LastItemHoveredAndUsable = true;
+    }
+
+    return true;
+}
+
+bool ImGui::IsClippedEx(const ImRect& bb, const ImGuiID* id, bool clip_even_when_logged)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindowRead();
+
+    if (!bb.Overlaps(window->ClipRect))
+        if (!id || *id != GImGui->ActiveId)
+            if (clip_even_when_logged || !g.LogEnabled)
+                return true;
+    return false;
+}
+
+// NB: This is an internal helper. The user-facing IsItemHovered() is using data emitted from ItemAdd(), with a slightly different logic.
+bool ImGui::IsHovered(const ImRect& bb, ImGuiID id, bool flatten_childs)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.HoveredId == 0 || g.HoveredId == id || g.HoveredIdAllowOverlap)
+    {
+        ImGuiWindow* window = GetCurrentWindowRead();
+        if (g.HoveredWindow == window || (flatten_childs && g.HoveredRootWindow == window->RootWindow))
+            if ((g.ActiveId == 0 || g.ActiveId == id || g.ActiveIdAllowOverlap) && IsMouseHoveringRect(bb.Min, bb.Max))
+                if (IsWindowContentHoverable(g.HoveredRootWindow))
+                    return true;
+    }
+    return false;
+}
+
+bool ImGui::FocusableItemRegister(ImGuiWindow* window, bool is_active, bool tab_stop)
+{
+    ImGuiContext& g = *GImGui;
+
+    const bool allow_keyboard_focus = window->DC.AllowKeyboardFocus;
+    window->FocusIdxAllCounter++;
+    if (allow_keyboard_focus)
+        window->FocusIdxTabCounter++;
+
+    // Process keyboard input at this point: TAB, Shift-TAB switch focus
+    // We can always TAB out of a widget that doesn't allow tabbing in.
+    if (tab_stop && window->FocusIdxAllRequestNext == INT_MAX && window->FocusIdxTabRequestNext == INT_MAX && is_active && IsKeyPressedMap(ImGuiKey_Tab))
+    {
+        // Modulo on index will be applied at the end of frame once we've got the total counter of items.
+        window->FocusIdxTabRequestNext = window->FocusIdxTabCounter + (g.IO.KeyShift ? (allow_keyboard_focus ? -1 : 0) : +1);
+    }
+
+    if (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent)
+        return true;
+
+    if (allow_keyboard_focus)
+        if (window->FocusIdxTabCounter == window->FocusIdxTabRequestCurrent)
+            return true;
+
+    return false;
+}
+
+void ImGui::FocusableItemUnregister(ImGuiWindow* window)
+{
+    window->FocusIdxAllCounter--;
+    window->FocusIdxTabCounter--;
+}
+
+ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_x, float default_y)
+{
+    ImGuiContext& g = *GImGui;
+    ImVec2 content_max;
+    if (size.x < 0.0f || size.y < 0.0f)
+        content_max = g.CurrentWindow->Pos + GetContentRegionMax();
+    if (size.x <= 0.0f)
+        size.x = (size.x == 0.0f) ? default_x : ImMax(content_max.x - g.CurrentWindow->DC.CursorPos.x, 4.0f) + size.x;
+    if (size.y <= 0.0f)
+        size.y = (size.y == 0.0f) ? default_y : ImMax(content_max.y - g.CurrentWindow->DC.CursorPos.y, 4.0f) + size.y;
+    return size;
+}
+
+float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
+{
+    if (wrap_pos_x < 0.0f)
+        return 0.0f;
+
+    ImGuiWindow* window = GetCurrentWindowRead();
+    if (wrap_pos_x == 0.0f)
+        wrap_pos_x = GetContentRegionMax().x + window->Pos.x;
+    else if (wrap_pos_x > 0.0f)
+        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
+
+    return ImMax(wrap_pos_x - pos.x, 1.0f);
+}
+
+//-----------------------------------------------------------------------------
+
+void* ImGui::MemAlloc(size_t sz)
+{
+    GImGui->IO.MetricsAllocs++;
+    return GImGui->IO.MemAllocFn(sz);
+}
+
+void ImGui::MemFree(void* ptr)
+{
+    if (ptr) GImGui->IO.MetricsAllocs--;
+    return GImGui->IO.MemFreeFn(ptr);
+}
+
+const char* ImGui::GetClipboardText()
+{
+    return GImGui->IO.GetClipboardTextFn ? GImGui->IO.GetClipboardTextFn(GImGui->IO.ClipboardUserData) : "";
+}
+
+void ImGui::SetClipboardText(const char* text)
+{
+    if (GImGui->IO.SetClipboardTextFn)
+        GImGui->IO.SetClipboardTextFn(GImGui->IO.ClipboardUserData, text);
+}
+
+const char* ImGui::GetVersion()
+{
+    return IMGUI_VERSION;
+}
+
+// Internal state access - if you want to share ImGui state between modules (e.g. DLL) or allocate it yourself
+// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
+ImGuiContext* ImGui::GetCurrentContext()
+{
+    return GImGui;
+}
+
+void ImGui::SetCurrentContext(ImGuiContext* ctx)
+{
+#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
+    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
+#else
+    GImGui = ctx;
+#endif
+}
+
+ImGuiContext* ImGui::CreateContext(void* (*malloc_fn)(size_t), void (*free_fn)(void*))
+{
+    if (!malloc_fn) malloc_fn = malloc;
+    ImGuiContext* ctx = (ImGuiContext*)malloc_fn(sizeof(ImGuiContext));
+    IM_PLACEMENT_NEW(ctx) ImGuiContext();
+    ctx->IO.MemAllocFn = malloc_fn;
+    ctx->IO.MemFreeFn = free_fn ? free_fn : free;
+    return ctx;
+}
+
+void ImGui::DestroyContext(ImGuiContext* ctx)
+{
+    void (*free_fn)(void*) = ctx->IO.MemFreeFn;
+    ctx->~ImGuiContext();
+    free_fn(ctx);
+    if (GImGui == ctx)
+        SetCurrentContext(NULL);
+}
+
+ImGuiIO& ImGui::GetIO()
+{
+    return GImGui->IO;
+}
+
+ImGuiStyle& ImGui::GetStyle()
+{
+    return GImGui->Style;
+}
+
+// Same value as passed to your RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()
+ImDrawData* ImGui::GetDrawData()
+{
+    return GImGui->RenderDrawData.Valid ? &GImGui->RenderDrawData : NULL;
+}
+
+float ImGui::GetTime()
+{
+    return GImGui->Time;
+}
+
+int ImGui::GetFrameCount()
+{
+    return GImGui->FrameCount;
+}
+
+void ImGui::NewFrame()
+{
+    ImGuiContext& g = *GImGui;
+
+    // Check user data
+    IM_ASSERT(g.IO.DeltaTime >= 0.0f);               // Need a positive DeltaTime (zero is tolerated but will cause some timing issues)
+    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f);
+    IM_ASSERT(g.IO.Fonts->Fonts.Size > 0);           // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
+    IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded());     // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
+    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f);  // Invalid style setting
+
+    if (!g.Initialized)
+    {
+        // Initialize on first frame
+        g.LogClipboard = (ImGuiTextBuffer*)ImGui::MemAlloc(sizeof(ImGuiTextBuffer));
+        IM_PLACEMENT_NEW(g.LogClipboard) ImGuiTextBuffer();
+
+        IM_ASSERT(g.Settings.empty());
+        LoadIniSettingsFromDisk(g.IO.IniFilename);
+        g.Initialized = true;
+    }
+
+    SetCurrentFont(GetDefaultFont());
+    IM_ASSERT(g.Font->IsLoaded());
+
+    g.Time += g.IO.DeltaTime;
+    g.FrameCount += 1;
+    g.Tooltip[0] = '\0';
+    g.OverlayDrawList.Clear();
+    g.OverlayDrawList.PushTextureID(g.IO.Fonts->TexID);
+    g.OverlayDrawList.PushClipRectFullScreen();
+
+    // Mark rendering data as invalid to prevent user who may have a handle on it to use it
+    g.RenderDrawData.Valid = false;
+    g.RenderDrawData.CmdLists = NULL;
+    g.RenderDrawData.CmdListsCount = g.RenderDrawData.TotalVtxCount = g.RenderDrawData.TotalIdxCount = 0;
+
+    // Update inputs state
+    if (g.IO.MousePos.x < 0 && g.IO.MousePos.y < 0)
+        g.IO.MousePos = ImVec2(-9999.0f, -9999.0f);
+    if ((g.IO.MousePos.x < 0 && g.IO.MousePos.y < 0) || (g.IO.MousePosPrev.x < 0 && g.IO.MousePosPrev.y < 0))   // if mouse just appeared or disappeared (negative coordinate) we cancel out movement in MouseDelta
+        g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
+    else
+        g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev;
+    g.IO.MousePosPrev = g.IO.MousePos;
+    for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
+    {
+        g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f;
+        g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f;
+        g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i];
+        g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f;
+        g.IO.MouseDoubleClicked[i] = false;
+        if (g.IO.MouseClicked[i])
+        {
+            if (g.Time - g.IO.MouseClickedTime[i] < g.IO.MouseDoubleClickTime)
+            {
+                if (ImLengthSqr(g.IO.MousePos - g.IO.MouseClickedPos[i]) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist)
+                    g.IO.MouseDoubleClicked[i] = true;
+                g.IO.MouseClickedTime[i] = -FLT_MAX;    // so the third click isn't turned into a double-click
+            }
+            else
+            {
+                g.IO.MouseClickedTime[i] = g.Time;
+            }
+            g.IO.MouseClickedPos[i] = g.IO.MousePos;
+            g.IO.MouseDragMaxDistanceSqr[i] = 0.0f;
+        }
+        else if (g.IO.MouseDown[i])
+        {
+            g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(g.IO.MousePos - g.IO.MouseClickedPos[i]));
+        }
+    }
+    memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
+    for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
+        g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f;
+
+    // Calculate frame-rate for the user, as a purely luxurious feature
+    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
+    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
+    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
+    g.IO.Framerate = 1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame));
+
+    // Clear reference to active widget if the widget isn't alive anymore
+    g.HoveredIdPreviousFrame = g.HoveredId;
+    g.HoveredId = 0;
+    g.HoveredIdAllowOverlap = false;
+    if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
+        ClearActiveID();
+    g.ActiveIdPreviousFrame = g.ActiveId;
+    g.ActiveIdIsAlive = false;
+    g.ActiveIdIsJustActivated = false;
+
+    // Handle user moving window (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows.
+    if (g.MovedWindowMoveId && g.MovedWindowMoveId == g.ActiveId)
+    {
+        KeepAliveID(g.MovedWindowMoveId);
+        IM_ASSERT(g.MovedWindow && g.MovedWindow->RootWindow);
+        IM_ASSERT(g.MovedWindow->RootWindow->MoveId == g.MovedWindowMoveId);
+        if (g.IO.MouseDown[0])
+        {
+            if (!(g.MovedWindow->Flags & ImGuiWindowFlags_NoMove))
+            {
+                g.MovedWindow->PosFloat += g.IO.MouseDelta;
+                if (!(g.MovedWindow->Flags & ImGuiWindowFlags_NoSavedSettings) && (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f))
+                    MarkIniSettingsDirty();
+            }
+            FocusWindow(g.MovedWindow);
+        }
+        else
+        {
+            ClearActiveID();
+            g.MovedWindow = NULL;
+            g.MovedWindowMoveId = 0;
+        }
+    }
+    else
+    {
+        g.MovedWindow = NULL;
+        g.MovedWindowMoveId = 0;
+    }
+
+    // Delay saving settings so we don't spam disk too much
+    if (g.SettingsDirtyTimer > 0.0f)
+    {
+        g.SettingsDirtyTimer -= g.IO.DeltaTime;
+        if (g.SettingsDirtyTimer <= 0.0f)
+            SaveIniSettingsToDisk(g.IO.IniFilename);
+    }
+
+    // Find the window we are hovering. Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow
+    g.HoveredWindow = g.MovedWindow ? g.MovedWindow : FindHoveredWindow(g.IO.MousePos, false);
+    if (g.HoveredWindow && (g.HoveredWindow->Flags & ImGuiWindowFlags_ChildWindow))
+        g.HoveredRootWindow = g.HoveredWindow->RootWindow;
+    else
+        g.HoveredRootWindow = g.MovedWindow ? g.MovedWindow->RootWindow : FindHoveredWindow(g.IO.MousePos, true);
+
+    if (ImGuiWindow* modal_window = GetFrontMostModalRootWindow())
+    {
+        g.ModalWindowDarkeningRatio = ImMin(g.ModalWindowDarkeningRatio + g.IO.DeltaTime * 6.0f, 1.0f);
+        ImGuiWindow* window = g.HoveredRootWindow;
+        while (window && window != modal_window)
+            window = window->ParentWindow;
+        if (!window)
+            g.HoveredRootWindow = g.HoveredWindow = NULL;
+    }
+    else
+    {
+        g.ModalWindowDarkeningRatio = 0.0f;
+    }
+
+    // Are we using inputs? Tell user so they can capture/discard the inputs away from the rest of their application.
+    // When clicking outside of a window we assume the click is owned by the application and won't request capture. We need to track click ownership.
+    int mouse_earliest_button_down = -1;
+    bool mouse_any_down = false;
+    for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
+    {
+        if (g.IO.MouseClicked[i])
+            g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (!g.OpenPopupStack.empty());
+        mouse_any_down |= g.IO.MouseDown[i];
+        if (g.IO.MouseDown[i])
+            if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[mouse_earliest_button_down] > g.IO.MouseClickedTime[i])
+                mouse_earliest_button_down = i;
+    }
+    bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down];
+    if (g.CaptureMouseNextFrame != -1)
+        g.IO.WantCaptureMouse = (g.CaptureMouseNextFrame != 0);
+    else
+        g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (g.ActiveId != 0) || (!g.OpenPopupStack.empty());
+    g.IO.WantCaptureKeyboard = (g.CaptureKeyboardNextFrame != -1) ? (g.CaptureKeyboardNextFrame != 0) : (g.ActiveId != 0);
+    g.IO.WantTextInput = (g.ActiveId != 0 && g.InputTextState.Id == g.ActiveId);
+    g.MouseCursor = ImGuiMouseCursor_Arrow;
+    g.CaptureMouseNextFrame = g.CaptureKeyboardNextFrame = -1;
+    g.OsImePosRequest = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default
+
+    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
+    if (!mouse_avail_to_imgui)
+        g.HoveredWindow = g.HoveredRootWindow = NULL;
+
+    // Scale & Scrolling
+    if (g.HoveredWindow && g.IO.MouseWheel != 0.0f && !g.HoveredWindow->Collapsed)
+    {
+        ImGuiWindow* window = g.HoveredWindow;
+        if (g.IO.KeyCtrl)
+        {
+            if (g.IO.FontAllowUserScaling)
+            {
+                // Zoom / Scale window
+                float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
+                float scale = new_font_scale / window->FontWindowScale;
+                window->FontWindowScale = new_font_scale;
+
+                const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
+                window->Pos += offset;
+                window->PosFloat += offset;
+                window->Size *= scale;
+                window->SizeFull *= scale;
+            }
+        }
+        else if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse))
+        {
+            // Scroll
+            const int scroll_lines = (window->Flags & ImGuiWindowFlags_ComboBox) ? 3 : 5;
+            SetWindowScrollY(window, window->Scroll.y - g.IO.MouseWheel * window->CalcFontSize() * scroll_lines);
+        }
+    }
+
+    // Pressing TAB activate widget focus
+    // NB: Don't discard FocusedWindow if it isn't active, so that a window that go on/off programatically won't lose its keyboard focus.
+    if (g.ActiveId == 0 && g.FocusedWindow != NULL && g.FocusedWindow->Active && IsKeyPressedMap(ImGuiKey_Tab, false))
+        g.FocusedWindow->FocusIdxTabRequestNext = 0;
+
+    // Mark all windows as not visible
+    for (int i = 0; i != g.Windows.Size; i++)
+    {
+        ImGuiWindow* window = g.Windows[i];
+        window->WasActive = window->Active;
+        window->Active = false;
+        window->Accessed = false;
+    }
+
+    // Closing the focused window restore focus to the first active root window in descending z-order
+    if (g.FocusedWindow && !g.FocusedWindow->WasActive)
+        for (int i = g.Windows.Size-1; i >= 0; i--)
+            if (g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow))
+            {
+                FocusWindow(g.Windows[i]);
+                break;
+            }
+
+    // No window should be open at the beginning of the frame.
+    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
+    g.CurrentWindowStack.resize(0);
+    g.CurrentPopupStack.resize(0);
+    CloseInactivePopups();
+
+    // Create implicit window - we will only render it if the user has added something to it.
+    ImGui::SetNextWindowSize(ImVec2(400,400), ImGuiSetCond_FirstUseEver);
+    ImGui::Begin("Debug");
+}
+
+// NB: behavior of ImGui after Shutdown() is not tested/guaranteed at the moment. This function is merely here to free heap allocations.
+void ImGui::Shutdown()
+{
+    ImGuiContext& g = *GImGui;
+
+    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
+    if (g.IO.Fonts) // Testing for NULL to allow user to NULLify in case of running Shutdown() on multiple contexts. Bit hacky.
+        g.IO.Fonts->Clear();
+
+    // Cleanup of other data are conditional on actually having used ImGui.
+    if (!g.Initialized)
+        return;
+
+    SaveIniSettingsToDisk(g.IO.IniFilename);
+
+    for (int i = 0; i < g.Windows.Size; i++)
+    {
+        g.Windows[i]->~ImGuiWindow();
+        ImGui::MemFree(g.Windows[i]);
+    }
+    g.Windows.clear();
+    g.WindowsSortBuffer.clear();
+    g.CurrentWindow = NULL;
+    g.CurrentWindowStack.clear();
+    g.FocusedWindow = NULL;
+    g.HoveredWindow = NULL;
+    g.HoveredRootWindow = NULL;
+    g.ActiveIdWindow = NULL;
+    g.MovedWindow = NULL;
+    for (int i = 0; i < g.Settings.Size; i++)
+        ImGui::MemFree(g.Settings[i].Name);
+    g.Settings.clear();
+    g.ColorModifiers.clear();
+    g.StyleModifiers.clear();
+    g.FontStack.clear();
+    g.OpenPopupStack.clear();
+    g.CurrentPopupStack.clear();
+    g.SetNextWindowSizeConstraintCallback = NULL;
+    g.SetNextWindowSizeConstraintCallbackUserData = NULL;
+    for (int i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
+        g.RenderDrawLists[i].clear();
+    g.OverlayDrawList.ClearFreeMemory();
+    g.ColorEditModeStorage.Clear();
+    if (g.PrivateClipboard)
+    {
+        ImGui::MemFree(g.PrivateClipboard);
+        g.PrivateClipboard = NULL;
+    }
+    g.InputTextState.Text.clear();
+    g.InputTextState.InitialText.clear();
+    g.InputTextState.TempTextBuffer.clear();
+
+    if (g.LogFile && g.LogFile != stdout)
+    {
+        fclose(g.LogFile);
+        g.LogFile = NULL;
+    }
+    if (g.LogClipboard)
+    {
+        g.LogClipboard->~ImGuiTextBuffer();
+        ImGui::MemFree(g.LogClipboard);
+    }
+
+    g.Initialized = false;
+}
+
+static ImGuiIniData* FindWindowSettings(const char* name)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiID id = ImHash(name, 0);
+    for (int i = 0; i != g.Settings.Size; i++)
+    {
+        ImGuiIniData* ini = &g.Settings[i];
+        if (ini->Id == id)
+            return ini;
+    }
+    return NULL;
+}
+
+static ImGuiIniData* AddWindowSettings(const char* name)
+{
+    GImGui->Settings.resize(GImGui->Settings.Size + 1);
+    ImGuiIniData* ini = &GImGui->Settings.back();
+    ini->Name = ImStrdup(name);
+    ini->Id = ImHash(name, 0);
+    ini->Collapsed = false;
+    ini->Pos = ImVec2(FLT_MAX,FLT_MAX);
+    ini->Size = ImVec2(0,0);
+    return ini;
+}
+
+// Zero-tolerance, poor-man .ini parsing
+// FIXME: Write something less rubbish
+static void LoadIniSettingsFromDisk(const char* ini_filename)
+{
+    ImGuiContext& g = *GImGui;
+    if (!ini_filename)
+        return;
+
+    int file_size;
+    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_size, 1);
+    if (!file_data)
+        return;
+
+    ImGuiIniData* settings = NULL;
+    const char* buf_end = file_data + file_size;
+    for (const char* line_start = file_data; line_start < buf_end; )
+    {
+        const char* line_end = line_start;
+        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
+            line_end++;
+
+        if (line_start[0] == '[' && line_end > line_start && line_end[-1] == ']')
+        {
+            char name[64];
+            ImFormatString(name, IM_ARRAYSIZE(name), "%.*s", (int)(line_end-line_start-2), line_start+1);
+            settings = FindWindowSettings(name);
+            if (!settings)
+                settings = AddWindowSettings(name);
+        }
+        else if (settings)
+        {
+            float x, y;
+            int i;
+            if (sscanf(line_start, "Pos=%f,%f", &x, &y) == 2)
+                settings->Pos = ImVec2(x, y);
+            else if (sscanf(line_start, "Size=%f,%f", &x, &y) == 2)
+                settings->Size = ImMax(ImVec2(x, y), g.Style.WindowMinSize);
+            else if (sscanf(line_start, "Collapsed=%d", &i) == 1)
+                settings->Collapsed = (i != 0);
+        }
+
+        line_start = line_end+1;
+    }
+
+    ImGui::MemFree(file_data);
+}
+
+static void SaveIniSettingsToDisk(const char* ini_filename)
+{
+    ImGuiContext& g = *GImGui;
+    g.SettingsDirtyTimer = 0.0f;
+    if (!ini_filename)
+        return;
+
+    // Gather data from windows that were active during this session
+    for (int i = 0; i != g.Windows.Size; i++)
+    {
+        ImGuiWindow* window = g.Windows[i];
+        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
+            continue;
+        ImGuiIniData* settings = FindWindowSettings(window->Name);
+        settings->Pos = window->Pos;
+        settings->Size = window->SizeFull;
+        settings->Collapsed = window->Collapsed;
+    }
+
+    // Write .ini file
+    // If a window wasn't opened in this session we preserve its settings
+    FILE* f = ImFileOpen(ini_filename, "wt");
+    if (!f)
+        return;
+    for (int i = 0; i != g.Settings.Size; i++)
+    {
+        const ImGuiIniData* settings = &g.Settings[i];
+        if (settings->Pos.x == FLT_MAX)
+            continue;
+        const char* name = settings->Name;
+        if (const char* p = strstr(name, "###"))  // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
+            name = p;
+        fprintf(f, "[%s]\n", name);
+        fprintf(f, "Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y);
+        fprintf(f, "Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y);
+        fprintf(f, "Collapsed=%d\n", settings->Collapsed);
+        fprintf(f, "\n");
+    }
+
+    fclose(f);
+}
+
+static void MarkIniSettingsDirty()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.SettingsDirtyTimer <= 0.0f)
+        g.SettingsDirtyTimer = g.IO.IniSavingRate;
+}
+
+// FIXME: Add a more explicit sort order in the window structure.
+static int ChildWindowComparer(const void* lhs, const void* rhs)
+{
+    const ImGuiWindow* a = *(const ImGuiWindow**)lhs;
+    const ImGuiWindow* b = *(const ImGuiWindow**)rhs;
+    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
+        return d;
+    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
+        return d;
+    if (int d = (a->Flags & ImGuiWindowFlags_ComboBox) - (b->Flags & ImGuiWindowFlags_ComboBox))
+        return d;
+    return (a->IndexWithinParent - b->IndexWithinParent);
+}
+
+static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows, ImGuiWindow* window)
+{
+    out_sorted_windows.push_back(window);
+    if (window->Active)
+    {
+        int count = window->DC.ChildWindows.Size;
+        if (count > 1)
+            qsort(window->DC.ChildWindows.begin(), (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
+        for (int i = 0; i < count; i++)
+        {
+            ImGuiWindow* child = window->DC.ChildWindows[i];
+            if (child->Active)
+                AddWindowToSortedBuffer(out_sorted_windows, child);
+        }
+    }
+}
+
+static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list)
+{
+    if (draw_list->CmdBuffer.empty())
+        return;
+
+    // Remove trailing command if unused
+    ImDrawCmd& last_cmd = draw_list->CmdBuffer.back();
+    if (last_cmd.ElemCount == 0 && last_cmd.UserCallback == NULL)
+    {
+        draw_list->CmdBuffer.pop_back();
+        if (draw_list->CmdBuffer.empty())
+            return;
+    }
+
+    // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
+    IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
+    IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
+    IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
+
+    // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = 2 bytes = 64K vertices)
+    // If this assert triggers because you are drawing lots of stuff manually, A) workaround by calling BeginChild()/EndChild() to put your draw commands in multiple draw lists, B) #define ImDrawIdx to a 'unsigned int' in imconfig.h and render accordingly.
+    IM_ASSERT((int64_t)draw_list->_VtxCurrentIdx <= ((int64_t)1L << (sizeof(ImDrawIdx)*8)));  // Too many vertices in same ImDrawList. See comment above.
+    
+    out_render_list.push_back(draw_list);
+    GImGui->IO.MetricsRenderVertices += draw_list->VtxBuffer.Size;
+    GImGui->IO.MetricsRenderIndices += draw_list->IdxBuffer.Size;
+}
+
+static void AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiWindow* window)
+{
+    AddDrawListToRenderList(out_render_list, window->DrawList);
+    for (int i = 0; i < window->DC.ChildWindows.Size; i++)
+    {
+        ImGuiWindow* child = window->DC.ChildWindows[i];
+        if (!child->Active) // clipped children may have been marked not active
+            continue;
+        if ((child->Flags & ImGuiWindowFlags_Popup) && child->HiddenFrames > 0)
+            continue;
+        AddWindowToRenderList(out_render_list, child);
+    }
+}
+
+// When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result.
+void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
+    window->ClipRect = window->DrawList->_ClipRectStack.back();
+}
+
+void ImGui::PopClipRect()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DrawList->PopClipRect();
+    window->ClipRect = window->DrawList->_ClipRectStack.back();
+}
+
+// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
+void ImGui::EndFrame()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.Initialized);                       // Forgot to call ImGui::NewFrame()
+    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // ImGui::EndFrame() called multiple times, or forgot to call ImGui::NewFrame() again
+
+    // Render tooltip
+    if (g.Tooltip[0])
+    {
+        ImGui::BeginTooltip();
+        ImGui::TextUnformatted(g.Tooltip);
+        ImGui::EndTooltip();
+    }
+
+    // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
+    if (g.IO.ImeSetInputScreenPosFn && ImLengthSqr(g.OsImePosRequest - g.OsImePosSet) > 0.0001f)
+    {
+        g.IO.ImeSetInputScreenPosFn((int)g.OsImePosRequest.x, (int)g.OsImePosRequest.y);
+        g.OsImePosSet = g.OsImePosRequest;
+    }
+
+    // Hide implicit "Debug" window if it hasn't been used
+    IM_ASSERT(g.CurrentWindowStack.Size == 1);    // Mismatched Begin()/End() calls
+    if (g.CurrentWindow && !g.CurrentWindow->Accessed)
+        g.CurrentWindow->Active = false;
+    ImGui::End();
+
+    // Click to focus window and start moving (after we're done with all our widgets)
+    if (g.ActiveId == 0 && g.HoveredId == 0 && g.IO.MouseClicked[0])
+    {
+        if (!(g.FocusedWindow && !g.FocusedWindow->WasActive && g.FocusedWindow->Active)) // Unless we just made a popup appear
+        {
+            if (g.HoveredRootWindow != NULL)
+            {
+                FocusWindow(g.HoveredWindow);
+                if (!(g.HoveredWindow->Flags & ImGuiWindowFlags_NoMove))
+                {
+                    g.MovedWindow = g.HoveredWindow;
+                    g.MovedWindowMoveId = g.HoveredRootWindow->MoveId;
+                    SetActiveID(g.MovedWindowMoveId, g.HoveredRootWindow);
+                }
+            }
+            else if (g.FocusedWindow != NULL && GetFrontMostModalRootWindow() == NULL)
+            {
+                // Clicking on void disable focus
+                FocusWindow(NULL);
+            }
+        }
+    }
+
+    // Sort the window list so that all child windows are after their parent
+    // We cannot do that on FocusWindow() because childs may not exist yet
+    g.WindowsSortBuffer.resize(0);
+    g.WindowsSortBuffer.reserve(g.Windows.Size);
+    for (int i = 0; i != g.Windows.Size; i++)
+    {
+        ImGuiWindow* window = g.Windows[i];
+        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
+            continue;
+        AddWindowToSortedBuffer(g.WindowsSortBuffer, window);
+    }
+    IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size);  // we done something wrong
+    g.Windows.swap(g.WindowsSortBuffer);
+
+    // Clear Input data for next frame
+    g.IO.MouseWheel = 0.0f;
+    memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
+
+    g.FrameCountEnded = g.FrameCount;
+}
+
+void ImGui::Render()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.Initialized);   // Forgot to call ImGui::NewFrame()
+
+    if (g.FrameCountEnded != g.FrameCount)
+        ImGui::EndFrame();
+    g.FrameCountRendered = g.FrameCount;
+
+    // Skip render altogether if alpha is 0.0
+    // Note that vertex buffers have been created and are wasted, so it is best practice that you don't create windows in the first place, or consistently respond to Begin() returning false.
+    if (g.Style.Alpha > 0.0f)
+    {
+        // Gather windows to render
+        g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsActiveWindows = 0;
+        for (int i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
+            g.RenderDrawLists[i].resize(0);
+        for (int i = 0; i != g.Windows.Size; i++)
+        {
+            ImGuiWindow* window = g.Windows[i];
+            if (window->Active && window->HiddenFrames <= 0 && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0)
+            {
+                // FIXME: Generalize this with a proper layering system so e.g. user can draw in specific layers, below text, ..
+                g.IO.MetricsActiveWindows++;
+                if (window->Flags & ImGuiWindowFlags_Popup)
+                    AddWindowToRenderList(g.RenderDrawLists[1], window);
+                else if (window->Flags & ImGuiWindowFlags_Tooltip)
+                    AddWindowToRenderList(g.RenderDrawLists[2], window);
+                else
+                    AddWindowToRenderList(g.RenderDrawLists[0], window);
+            }
+        }
+
+        // Flatten layers
+        int n = g.RenderDrawLists[0].Size;
+        int flattened_size = n;
+        for (int i = 1; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
+            flattened_size += g.RenderDrawLists[i].Size;
+        g.RenderDrawLists[0].resize(flattened_size);
+        for (int i = 1; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
+        {
+            ImVector<ImDrawList*>& layer = g.RenderDrawLists[i];
+            if (layer.empty())
+                continue;
+            memcpy(&g.RenderDrawLists[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
+            n += layer.Size;
+        }
+
+        // Draw software mouse cursor if requested
+        if (g.IO.MouseDrawCursor)
+        {
+            const ImGuiMouseCursorData& cursor_data = g.MouseCursorData[g.MouseCursor];
+            const ImVec2 pos = g.IO.MousePos - cursor_data.HotOffset;
+            const ImVec2 size = cursor_data.Size;
+            const ImTextureID tex_id = g.IO.Fonts->TexID;
+            g.OverlayDrawList.PushTextureID(tex_id);
+            g.OverlayDrawList.AddImage(tex_id, pos+ImVec2(1,0), pos+ImVec2(1,0) + size, cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], IM_COL32(0,0,0,48));        // Shadow
+            g.OverlayDrawList.AddImage(tex_id, pos+ImVec2(2,0), pos+ImVec2(2,0) + size, cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], IM_COL32(0,0,0,48));        // Shadow
+            g.OverlayDrawList.AddImage(tex_id, pos,             pos + size,             cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], IM_COL32(0,0,0,255));       // Black border
+            g.OverlayDrawList.AddImage(tex_id, pos,             pos + size,             cursor_data.TexUvMin[0], cursor_data.TexUvMax[0], IM_COL32(255,255,255,255)); // White fill
+            g.OverlayDrawList.PopTextureID();
+        }
+        if (!g.OverlayDrawList.VtxBuffer.empty())
+            AddDrawListToRenderList(g.RenderDrawLists[0], &g.OverlayDrawList);
+
+        // Setup draw data
+        g.RenderDrawData.Valid = true;
+        g.RenderDrawData.CmdLists = (g.RenderDrawLists[0].Size > 0) ? &g.RenderDrawLists[0][0] : NULL;
+        g.RenderDrawData.CmdListsCount = g.RenderDrawLists[0].Size;
+        g.RenderDrawData.TotalVtxCount = g.IO.MetricsRenderVertices;
+        g.RenderDrawData.TotalIdxCount = g.IO.MetricsRenderIndices;
+
+        // Render. If user hasn't set a callback then they may retrieve the draw data via GetDrawData()
+        if (g.RenderDrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
+            g.IO.RenderDrawListsFn(&g.RenderDrawData);
+    }
+}
+
+const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
+{
+    const char* text_display_end = text;
+    if (!text_end)
+        text_end = (const char*)-1;
+
+    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
+        text_display_end++;
+    return text_display_end;
+}
+
+// Pass text data straight to log (without being displayed)
+void ImGui::LogText(const char* fmt, ...)
+{
+    ImGuiContext& g = *GImGui;
+    if (!g.LogEnabled)
+        return;
+
+    va_list args;
+    va_start(args, fmt);
+    if (g.LogFile)
+    {
+        vfprintf(g.LogFile, fmt, args);
+    }
+    else
+    {
+        g.LogClipboard->appendv(fmt, args);
+    }
+    va_end(args);
+}
+
+// Internal version that takes a position to decide on newline placement and pad items according to their depth.
+// We split text into individual lines to add current tree level padding
+static void LogRenderedText(const ImVec2& ref_pos, const char* text, const char* text_end)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = ImGui::GetCurrentWindowRead();
+
+    if (!text_end)
+        text_end = ImGui::FindRenderedTextEnd(text, text_end);
+
+    const bool log_new_line = ref_pos.y > window->DC.LogLinePosY+1;
+    window->DC.LogLinePosY = ref_pos.y;
+
+    const char* text_remaining = text;
+    if (g.LogStartDepth > window->DC.TreeDepth)  // Re-adjust padding if we have popped out of our starting depth
+        g.LogStartDepth = window->DC.TreeDepth;
+    const int tree_depth = (window->DC.TreeDepth - g.LogStartDepth);
+    for (;;)
+    {
+        // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry.
+        const char* line_end = text_remaining;
+        while (line_end < text_end)
+            if (*line_end == '\n')
+                break;
+            else
+                line_end++;
+        if (line_end >= text_end)
+            line_end = NULL;
+
+        const bool is_first_line = (text == text_remaining);
+        bool is_last_line = false;
+        if (line_end == NULL)
+        {
+            is_last_line = true;
+            line_end = text_end;
+        }
+        if (line_end != NULL && !(is_last_line && (line_end - text_remaining)==0))
+        {
+            const int char_count = (int)(line_end - text_remaining);
+            if (log_new_line || !is_first_line)
+                ImGui::LogText(IM_NEWLINE "%*s%.*s", tree_depth*4, "", char_count, text_remaining);
+            else
+                ImGui::LogText(" %.*s", char_count, text_remaining);
+        }
+
+        if (is_last_line)
+            break;
+        text_remaining = line_end + 1;
+    }
+}
+
+// Internal ImGui functions to render text
+// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
+void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    // Hide anything after a '##' string
+    const char* text_display_end;
+    if (hide_text_after_hash)
+    {
+        text_display_end = FindRenderedTextEnd(text, text_end);
+    }
+    else
+    {
+        if (!text_end)
+            text_end = text + strlen(text); // FIXME-OPT
+        text_display_end = text_end;
+    }
+
+    const int text_len = (int)(text_display_end - text);
+    if (text_len > 0)
+    {
+        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
+        if (g.LogEnabled)
+            LogRenderedText(pos, text, text_display_end);
+    }
+}
+
+void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    if (!text_end)
+        text_end = text + strlen(text); // FIXME-OPT
+
+    const int text_len = (int)(text_end - text);
+    if (text_len > 0)
+    {
+        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
+        if (g.LogEnabled)
+            LogRenderedText(pos, text, text_end);
+    }
+}
+
+// Default clip_rect uses (pos_min,pos_max)
+// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
+void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
+{
+    // Hide anything after a '##' string
+    const char* text_display_end = FindRenderedTextEnd(text, text_end);
+    const int text_len = (int)(text_display_end - text);
+    if (text_len == 0)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    // Perform CPU side clipping for single clipped element to avoid using scissor state
+    ImVec2 pos = pos_min;
+    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
+
+    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
+    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
+    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
+    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
+        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
+
+    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
+    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
+    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
+
+    // Render
+    if (need_clipping)
+    {
+        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
+        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
+    }
+    else
+    {
+        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
+    }
+    if (g.LogEnabled)
+        LogRenderedText(pos, text, text_display_end);
+}
+
+// Render a rectangle shaped with optional rounding and borders
+void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+
+    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
+    if (border && (window->Flags & ImGuiWindowFlags_ShowBorders))
+    {
+        window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding);
+        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding);
+    }
+}
+
+// Render a triangle to denote expanded/collapsed state
+void ImGui::RenderCollapseTriangle(ImVec2 p_min, bool is_open, float scale)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    const float h = g.FontSize * 1.00f;
+    const float r = h * 0.40f * scale;
+    ImVec2 center = p_min + ImVec2(h*0.50f, h*0.50f*scale);
+
+    ImVec2 a, b, c;
+    if (is_open)
+    {
+        center.y -= r*0.25f;
+        a = center + ImVec2(0,1)*r;
+        b = center + ImVec2(-0.866f,-0.5f)*r;
+        c = center + ImVec2(0.866f,-0.5f)*r;
+    }
+    else
+    {
+        a = center + ImVec2(1,0)*r;
+        b = center + ImVec2(-0.500f,0.866f)*r;
+        c = center + ImVec2(-0.500f,-0.866f)*r;
+    }
+
+    window->DrawList->AddTriangleFilled(a, b, c, GetColorU32(ImGuiCol_Text));
+}
+
+void ImGui::RenderBullet(ImVec2 pos)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DrawList->AddCircleFilled(pos, GImGui->FontSize*0.20f, GetColorU32(ImGuiCol_Text), 8);
+}
+
+void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    ImVec2 a, b, c;
+    float start_x = (float)(int)(g.FontSize * 0.307f + 0.5f);
+    float rem_third = (float)(int)((g.FontSize - start_x) / 3.0f);
+    a.x = pos.x + 0.5f + start_x;
+    b.x = a.x + rem_third;
+    c.x = a.x + rem_third * 3.0f;
+    b.y = pos.y - 1.0f + (float)(int)(g.Font->Ascent * (g.FontSize / g.Font->FontSize) + 0.5f) + (float)(int)(g.Font->DisplayOffset.y);
+    a.y = b.y - rem_third;
+    c.y = b.y - rem_third * 2.0f;
+
+    window->DrawList->PathLineTo(a);
+    window->DrawList->PathLineTo(b);
+    window->DrawList->PathLineTo(c);
+    window->DrawList->PathStroke(col, false);
+}
+
+// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
+// CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize)
+ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
+{
+    ImGuiContext& g = *GImGui;
+
+    const char* text_display_end;
+    if (hide_text_after_double_hash)
+        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
+    else
+        text_display_end = text_end;
+
+    ImFont* font = g.Font;
+    const float font_size = g.FontSize;
+    if (text == text_display_end)
+        return ImVec2(0.0f, font_size);
+    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
+
+    // Cancel out character spacing for the last character of a line (it is baked into glyph->XAdvance field)
+    const float font_scale = font_size / font->FontSize;
+    const float character_spacing_x = 1.0f * font_scale;
+    if (text_size.x > 0.0f)
+        text_size.x -= character_spacing_x;
+    text_size.x = (float)(int)(text_size.x + 0.95f);
+
+    return text_size;
+}
+
+// Helper to calculate coarse clipping of large list of evenly sized items.
+// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern.
+// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX
+void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindowRead();
+    if (g.LogEnabled)
+    {
+        // If logging is active, do not perform any clipping
+        *out_items_display_start = 0;
+        *out_items_display_end = items_count;
+        return;
+    }
+    if (window->SkipItems)
+    {
+        *out_items_display_start = *out_items_display_end = 0;
+        return;
+    }
+
+    const ImVec2 pos = window->DC.CursorPos;
+    int start = (int)((window->ClipRect.Min.y - pos.y) / items_height);
+    int end = (int)((window->ClipRect.Max.y - pos.y) / items_height);
+    start = ImClamp(start, 0, items_count);
+    end = ImClamp(end + 1, start, items_count);
+    *out_items_display_start = start;
+    *out_items_display_end = end;
+}
+
+// Find window given position, search front-to-back
+// FIXME: Note that we have a lag here because WindowRectClipped is updated in Begin() so windows moved by user via SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is called, aka before the next Begin(). Moving window thankfully isn't affected.
+static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs)
+{
+    ImGuiContext& g = *GImGui;
+    for (int i = g.Windows.Size-1; i >= 0; i--)
+    {
+        ImGuiWindow* window = g.Windows[i];
+        if (!window->Active)
+            continue;
+        if (window->Flags & ImGuiWindowFlags_NoInputs)
+            continue;
+        if (excluding_childs && (window->Flags & ImGuiWindowFlags_ChildWindow) != 0)
+            continue;
+
+        // Using the clipped AABB so a child window will typically be clipped by its parent.
+        ImRect bb(window->WindowRectClipped.Min - g.Style.TouchExtraPadding, window->WindowRectClipped.Max + g.Style.TouchExtraPadding);
+        if (bb.Contains(pos))
+            return window;
+    }
+    return NULL;
+}
+
+// Test if mouse cursor is hovering given rectangle
+// NB- Rectangle is clipped by our current clip setting
+// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
+bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindowRead();
+
+    // Clip
+    ImRect rect_clipped(r_min, r_max);
+    if (clip)
+        rect_clipped.Clip(window->ClipRect);
+
+    // Expand for touch input
+    const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
+    return rect_for_touch.Contains(g.IO.MousePos);
+}
+
+bool ImGui::IsMouseHoveringWindow()
+{
+    ImGuiContext& g = *GImGui;
+    return g.HoveredWindow == g.CurrentWindow;
+}
+
+bool ImGui::IsMouseHoveringAnyWindow()
+{
+    ImGuiContext& g = *GImGui;
+    return g.HoveredWindow != NULL;
+}
+
+bool ImGui::IsPosHoveringAnyWindow(const ImVec2& pos)
+{
+    return FindHoveredWindow(pos, false) != NULL;
+}
+
+static bool IsKeyPressedMap(ImGuiKey key, bool repeat)
+{
+    const int key_index = GImGui->IO.KeyMap[key];
+    return ImGui::IsKeyPressed(key_index, repeat);
+}
+
+int ImGui::GetKeyIndex(ImGuiKey imgui_key)
+{
+    IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT);
+    return GImGui->IO.KeyMap[imgui_key];
+}
+
+// Note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your backend/engine stored them into KeyDown[]!
+bool ImGui::IsKeyDown(int user_key_index)
+{
+    if (user_key_index < 0) return false;
+    IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown));
+    return GImGui->IO.KeysDown[user_key_index];
+}
+
+bool ImGui::IsKeyPressed(int user_key_index, bool repeat)
+{
+    ImGuiContext& g = *GImGui;
+    if (user_key_index < 0) return false;
+    IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
+    const float t = g.IO.KeysDownDuration[user_key_index];
+    if (t == 0.0f)
+        return true;
+
+    if (repeat && t > g.IO.KeyRepeatDelay)
+    {
+        float delay = g.IO.KeyRepeatDelay, rate = g.IO.KeyRepeatRate;
+        if ((fmodf(t - delay, rate) > rate*0.5f) != (fmodf(t - delay - g.IO.DeltaTime, rate) > rate*0.5f))
+            return true;
+    }
+    return false;
+}
+
+bool ImGui::IsKeyReleased(int user_key_index)
+{
+    ImGuiContext& g = *GImGui;
+    if (user_key_index < 0) return false;
+    IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
+    if (g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index])
+        return true;
+    return false;
+}
+
+bool ImGui::IsMouseDown(int button)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    return g.IO.MouseDown[button];
+}
+
+bool ImGui::IsMouseClicked(int button, bool repeat)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    const float t = g.IO.MouseDownDuration[button];
+    if (t == 0.0f)
+        return true;
+
+    if (repeat && t > g.IO.KeyRepeatDelay)
+    {
+        float delay = g.IO.KeyRepeatDelay, rate = g.IO.KeyRepeatRate;
+        if ((fmodf(t - delay, rate) > rate*0.5f) != (fmodf(t - delay - g.IO.DeltaTime, rate) > rate*0.5f))
+            return true;
+    }
+
+    return false;
+}
+
+bool ImGui::IsMouseReleased(int button)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    return g.IO.MouseReleased[button];
+}
+
+bool ImGui::IsMouseDoubleClicked(int button)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    return g.IO.MouseDoubleClicked[button];
+}
+
+bool ImGui::IsMouseDragging(int button, float lock_threshold)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    if (!g.IO.MouseDown[button])
+        return false;
+    if (lock_threshold < 0.0f)
+        lock_threshold = g.IO.MouseDragThreshold;
+    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
+}
+
+ImVec2 ImGui::GetMousePos()
+{
+    return GImGui->IO.MousePos;
+}
+
+// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
+ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.CurrentPopupStack.Size > 0)
+        return g.OpenPopupStack[g.CurrentPopupStack.Size-1].MousePosOnOpen;
+    return g.IO.MousePos;
+}
+
+ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    if (lock_threshold < 0.0f)
+        lock_threshold = g.IO.MouseDragThreshold;
+    if (g.IO.MouseDown[button])
+        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
+            return g.IO.MousePos - g.IO.MouseClickedPos[button];     // Assume we can only get active with left-mouse button (at the moment).
+    return ImVec2(0.0f, 0.0f);
+}
+
+void ImGui::ResetMouseDragDelta(int button)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
+    g.IO.MouseClickedPos[button] = g.IO.MousePos;
+}
+
+ImGuiMouseCursor ImGui::GetMouseCursor()
+{
+    return GImGui->MouseCursor;
+}
+
+void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
+{
+    GImGui->MouseCursor = cursor_type;
+}
+
+void ImGui::CaptureKeyboardFromApp(bool capture)
+{
+    GImGui->CaptureKeyboardNextFrame = capture ? 1 : 0;
+}
+
+void ImGui::CaptureMouseFromApp(bool capture)
+{
+    GImGui->CaptureMouseNextFrame = capture ? 1 : 0;
+}
+
+bool ImGui::IsItemHovered()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.LastItemHoveredAndUsable;
+}
+
+bool ImGui::IsItemHoveredRect()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.LastItemHoveredRect;
+}
+
+bool ImGui::IsItemActive()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.ActiveId)
+    {
+        ImGuiWindow* window = GetCurrentWindowRead();
+        return g.ActiveId == window->DC.LastItemId;
+    }
+    return false;
+}
+
+bool ImGui::IsItemClicked(int mouse_button)
+{
+    return IsMouseClicked(mouse_button) && IsItemHovered();
+}
+
+bool ImGui::IsAnyItemHovered()
+{
+    return GImGui->HoveredId != 0 || GImGui->HoveredIdPreviousFrame != 0;
+}
+
+bool ImGui::IsAnyItemActive()
+{
+    return GImGui->ActiveId != 0;
+}
+
+bool ImGui::IsItemVisible()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    ImRect r(window->ClipRect);
+    return r.Overlaps(window->DC.LastItemRect);
+}
+
+// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
+void ImGui::SetItemAllowOverlap()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.HoveredId == g.CurrentWindow->DC.LastItemId)
+        g.HoveredIdAllowOverlap = true;
+    if (g.ActiveId == g.CurrentWindow->DC.LastItemId)
+        g.ActiveIdAllowOverlap = true;
+}
+
+ImVec2 ImGui::GetItemRectMin()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.LastItemRect.Min;
+}
+
+ImVec2 ImGui::GetItemRectMax()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.LastItemRect.Max;
+}
+
+ImVec2 ImGui::GetItemRectSize()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.LastItemRect.GetSize();
+}
+
+ImVec2 ImGui::CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge, float outward)
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    ImRect rect = window->DC.LastItemRect;
+    rect.Expand(outward);
+    return rect.GetClosestPoint(pos, on_edge);
+}
+
+// Tooltip is stored and turned into a BeginTooltip()/EndTooltip() sequence at the end of the frame. Each call override previous value.
+void ImGui::SetTooltipV(const char* fmt, va_list args)
+{
+    ImGuiContext& g = *GImGui;
+    ImFormatStringV(g.Tooltip, IM_ARRAYSIZE(g.Tooltip), fmt, args);
+}
+
+void ImGui::SetTooltip(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    SetTooltipV(fmt, args);
+    va_end(args);
+}
+
+static ImRect GetVisibleRect()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.IO.DisplayVisibleMin.x != g.IO.DisplayVisibleMax.x && g.IO.DisplayVisibleMin.y != g.IO.DisplayVisibleMax.y)
+        return ImRect(g.IO.DisplayVisibleMin, g.IO.DisplayVisibleMax);
+    return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
+}
+
+void ImGui::BeginTooltip()
+{
+    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize;
+    ImGui::Begin("##Tooltip", NULL, flags);
+}
+
+void ImGui::EndTooltip()
+{
+    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
+    ImGui::End();
+}
+
+static bool IsPopupOpen(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    return g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].PopupId == id;
+}
+
+// Mark popup as open (toggle toward open state).
+// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
+// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
+// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
+void ImGui::OpenPopupEx(const char* str_id, bool reopen_existing)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiID id = window->GetID(str_id);
+    int current_stack_size = g.CurrentPopupStack.Size;
+    ImGuiPopupRef popup_ref = ImGuiPopupRef(id, window, window->GetID("##menus"), g.IO.MousePos); // Tagged as new ref because constructor sets Window to NULL (we are passing the ParentWindow info here)
+    if (g.OpenPopupStack.Size < current_stack_size + 1)
+        g.OpenPopupStack.push_back(popup_ref);
+    else if (reopen_existing || g.OpenPopupStack[current_stack_size].PopupId != id)
+    {
+        g.OpenPopupStack.resize(current_stack_size+1);
+        g.OpenPopupStack[current_stack_size] = popup_ref;
+    }
+}
+
+void ImGui::OpenPopup(const char* str_id)
+{
+    ImGui::OpenPopupEx(str_id, false);
+}
+
+static void CloseInactivePopups()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.OpenPopupStack.empty())
+        return;
+
+    // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
+    // Don't close our own child popup windows
+    int n = 0;
+    if (g.FocusedWindow)
+    {
+        for (n = 0; n < g.OpenPopupStack.Size; n++)
+        {
+            ImGuiPopupRef& popup = g.OpenPopupStack[n];
+            if (!popup.Window)
+                continue;
+            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
+            if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
+                continue;
+
+            bool has_focus = false;
+            for (int m = n; m < g.OpenPopupStack.Size && !has_focus; m++)
+                has_focus = (g.OpenPopupStack[m].Window && g.OpenPopupStack[m].Window->RootWindow == g.FocusedWindow->RootWindow);
+            if (!has_focus)
+                break;
+        }
+    }
+    if (n < g.OpenPopupStack.Size)   // This test is not required but it allows to set a useful breakpoint on the line below
+        g.OpenPopupStack.resize(n);
+}
+
+static ImGuiWindow* GetFrontMostModalRootWindow()
+{
+    ImGuiContext& g = *GImGui;
+    for (int n = g.OpenPopupStack.Size-1; n >= 0; n--)
+        if (ImGuiWindow* front_most_popup = g.OpenPopupStack.Data[n].Window)
+            if (front_most_popup->Flags & ImGuiWindowFlags_Modal)
+                return front_most_popup;
+    return NULL;
+}
+
+static void ClosePopupToLevel(int remaining)
+{
+    ImGuiContext& g = *GImGui;
+    if (remaining > 0)
+        ImGui::FocusWindow(g.OpenPopupStack[remaining-1].Window);
+    else
+        ImGui::FocusWindow(g.OpenPopupStack[0].ParentWindow);
+    g.OpenPopupStack.resize(remaining);
+}
+
+static void ClosePopup(ImGuiID id)
+{
+    if (!IsPopupOpen(id))
+        return;
+    ImGuiContext& g = *GImGui;
+    ClosePopupToLevel(g.OpenPopupStack.Size - 1);
+}
+
+// Close the popup we have begin-ed into.
+void ImGui::CloseCurrentPopup()
+{
+    ImGuiContext& g = *GImGui;
+    int popup_idx = g.CurrentPopupStack.Size - 1;
+    if (popup_idx < 0 || popup_idx > g.OpenPopupStack.Size || g.CurrentPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
+        return;
+    while (popup_idx > 0 && g.OpenPopupStack[popup_idx].Window && (g.OpenPopupStack[popup_idx].Window->Flags & ImGuiWindowFlags_ChildMenu))
+        popup_idx--;
+    ClosePopupToLevel(popup_idx);
+}
+
+static inline void ClearSetNextWindowData()
+{
+    ImGuiContext& g = *GImGui;
+    g.SetNextWindowPosCond = g.SetNextWindowSizeCond = g.SetNextWindowContentSizeCond = g.SetNextWindowCollapsedCond = 0;
+    g.SetNextWindowSizeConstraint = g.SetNextWindowFocus = false;
+}
+
+static bool BeginPopupEx(const char* str_id, ImGuiWindowFlags extra_flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    const ImGuiID id = window->GetID(str_id);
+    if (!IsPopupOpen(id))
+    {
+        ClearSetNextWindowData(); // We behave like Begin() and need to consume those values
+        return false;
+    }
+
+    ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
+    ImGuiWindowFlags flags = extra_flags|ImGuiWindowFlags_Popup|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize;
+
+    char name[20];
+    if (flags & ImGuiWindowFlags_ChildMenu)
+        ImFormatString(name, IM_ARRAYSIZE(name), "##menu_%d", g.CurrentPopupStack.Size);    // Recycle windows based on depth
+    else
+        ImFormatString(name, IM_ARRAYSIZE(name), "##popup_%08x", id); // Not recycling, so we can close/open during the same frame
+
+    bool is_open = ImGui::Begin(name, NULL, flags);
+    if (!(window->Flags & ImGuiWindowFlags_ShowBorders))
+        g.CurrentWindow->Flags &= ~ImGuiWindowFlags_ShowBorders;
+    if (!is_open) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
+        ImGui::EndPopup();
+
+    return is_open;
+}
+
+bool ImGui::BeginPopup(const char* str_id)
+{
+    if (GImGui->OpenPopupStack.Size <= GImGui->CurrentPopupStack.Size)	// Early out for performance
+    {
+        ClearSetNextWindowData(); // We behave like Begin() and need to consume those values
+        return false;
+    }
+    return BeginPopupEx(str_id, ImGuiWindowFlags_ShowBorders);
+}
+
+bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags extra_flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    const ImGuiID id = window->GetID(name);
+    if (!IsPopupOpen(id))
+    {
+        ClearSetNextWindowData(); // We behave like Begin() and need to consume those values
+        return false;
+    }
+
+    ImGuiWindowFlags flags = extra_flags|ImGuiWindowFlags_Popup|ImGuiWindowFlags_Modal|ImGuiWindowFlags_NoCollapse|ImGuiWindowFlags_NoSavedSettings;
+    bool is_open = ImGui::Begin(name, p_open, flags);
+    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
+    {
+        ImGui::EndPopup();
+        if (is_open)
+            ClosePopup(id);
+        return false;
+    }
+
+    return is_open;
+}
+
+void ImGui::EndPopup()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
+    IM_ASSERT(GImGui->CurrentPopupStack.Size > 0);
+    ImGui::End();
+    if (!(window->Flags & ImGuiWindowFlags_Modal))
+        ImGui::PopStyleVar();
+}
+
+// This is a helper to handle the most simple case of associating one named popup to one given widget.
+// 1. If you have many possible popups (for different "instances" of a same widget, or for wholly different widgets), you may be better off handling
+//    this yourself so you can store data relative to the widget that opened the popup instead of choosing different popup identifiers.
+// 2. If you want right-clicking on the same item to reopen the popup at new location, use the same code replacing IsItemHovered() with IsItemHoveredRect()
+//    and passing true to the OpenPopupEx().
+//    Because: hovering an item in a window below the popup won't normally trigger is hovering behavior/coloring. The pattern of ignoring the fact that
+//    the item isn't interactable (because it is blocked by the active popup) may useful in some situation when e.g. large canvas as one item, content of menu
+//    driven by click position.
+bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button)
+{
+    if (IsItemHovered() && IsMouseClicked(mouse_button))
+        OpenPopupEx(str_id, false);
+    return BeginPopup(str_id);
+}
+
+bool ImGui::BeginPopupContextWindow(bool also_over_items, const char* str_id, int mouse_button)
+{
+    if (!str_id) str_id = "window_context_menu";
+    if (IsMouseHoveringWindow() && IsMouseClicked(mouse_button))
+        if (also_over_items || !IsAnyItemHovered())
+            OpenPopupEx(str_id, true);
+    return BeginPopup(str_id);
+}
+
+bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button)
+{
+    if (!str_id) str_id = "void_context_menu";
+    if (!IsMouseHoveringAnyWindow() && IsMouseClicked(mouse_button))
+        OpenPopupEx(str_id, true);
+    return BeginPopup(str_id);
+}
+
+static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
+{
+    ImGuiWindow* window = ImGui::GetCurrentWindow();
+    ImGuiWindowFlags flags = ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_ChildWindow;
+
+    const ImVec2 content_avail = ImGui::GetContentRegionAvail();
+    ImVec2 size = ImFloor(size_arg);
+    if (size.x <= 0.0f)
+    {
+        if (size.x == 0.0f)
+            flags |= ImGuiWindowFlags_ChildWindowAutoFitX;
+        size.x = ImMax(content_avail.x, 4.0f) - fabsf(size.x); // Arbitrary minimum zero-ish child size of 4.0f (0.0f causing too much issues)
+    }
+    if (size.y <= 0.0f)
+    {
+        if (size.y == 0.0f)
+            flags |= ImGuiWindowFlags_ChildWindowAutoFitY;
+        size.y = ImMax(content_avail.y, 4.0f) - fabsf(size.y);
+    }
+    if (border)
+        flags |= ImGuiWindowFlags_ShowBorders;
+    flags |= extra_flags;
+
+    char title[256];
+    if (name)
+        ImFormatString(title, IM_ARRAYSIZE(title), "%s.%s.%08X", window->Name, name, id);
+    else
+        ImFormatString(title, IM_ARRAYSIZE(title), "%s.%08X", window->Name, id);
+
+    bool ret = ImGui::Begin(title, NULL, size, -1.0f, flags);
+
+    if (!(window->Flags & ImGuiWindowFlags_ShowBorders))
+        ImGui::GetCurrentWindow()->Flags &= ~ImGuiWindowFlags_ShowBorders;
+
+    return ret;
+}
+
+bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags);
+}
+
+bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
+{
+    return BeginChildEx(NULL, id, size_arg, border, extra_flags);
+}
+
+void ImGui::EndChild()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+
+    IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() callss
+    if ((window->Flags & ImGuiWindowFlags_ComboBox) || window->BeginCount > 1)
+    {
+        ImGui::End();
+    }
+    else
+    {
+        // When using auto-filling child window, we don't provide full width/height to ItemSize so that it doesn't feed back into automatic size-fitting.
+        ImVec2 sz = GetWindowSize();
+        if (window->Flags & ImGuiWindowFlags_ChildWindowAutoFitX) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f
+            sz.x = ImMax(4.0f, sz.x);
+        if (window->Flags & ImGuiWindowFlags_ChildWindowAutoFitY)
+            sz.y = ImMax(4.0f, sz.y);
+
+        ImGui::End();
+
+        window = GetCurrentWindow();
+        ImRect bb(window->DC.CursorPos, window->DC.CursorPos + sz);
+        ItemSize(sz);
+        ItemAdd(bb, NULL);
+    }
+}
+
+// Helper to create a child window / scrolling region that looks like a normal widget frame.
+bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags)
+{
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    ImGui::PushStyleColor(ImGuiCol_ChildWindowBg, style.Colors[ImGuiCol_FrameBg]);
+    ImGui::PushStyleVar(ImGuiStyleVar_ChildWindowRounding, style.FrameRounding);
+    ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
+    return ImGui::BeginChild(id, size, (g.CurrentWindow->Flags & ImGuiWindowFlags_ShowBorders) ? true : false, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags);
+}
+
+void ImGui::EndChildFrame()
+{
+    ImGui::EndChild();
+    ImGui::PopStyleVar(2);
+    ImGui::PopStyleColor();
+}
+
+// Save and compare stack sizes on Begin()/End() to detect usage errors
+static void CheckStacksSize(ImGuiWindow* window, bool write)
+{
+    // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
+    ImGuiContext& g = *GImGui;
+    int* p_backup = &window->DC.StackSizesBackup[0];
+    { int current = window->IDStack.Size;       if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!");   p_backup++; }    // Too few or too many PopID()/TreePop()
+    { int current = window->DC.GroupStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!");                p_backup++; }    // Too few or too many EndGroup()
+    { int current = g.CurrentPopupStack.Size;   if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++;}// Too few or too many EndMenu()/EndPopup()
+    { int current = g.ColorModifiers.Size;      if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "PushStyleColor/PopStyleColor Mismatch!");       p_backup++; }    // Too few or too many PopStyleColor()
+    { int current = g.StyleModifiers.Size;      if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "PushStyleVar/PopStyleVar Mismatch!");           p_backup++; }    // Too few or too many PopStyleVar()
+    { int current = g.FontStack.Size;           if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "PushFont/PopFont Mismatch!");                   p_backup++; }    // Too few or too many PopFont()
+    IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));
+}
+
+static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, int* last_dir, const ImRect& r_inner)
+{
+    const ImGuiStyle& style = GImGui->Style;
+
+    // Clamp into visible area while not overlapping the cursor. Safety padding is optional if our popup size won't fit without it.
+    ImVec2 safe_padding = style.DisplaySafeAreaPadding;
+    ImRect r_outer(GetVisibleRect());
+    r_outer.Reduce(ImVec2((size.x - r_outer.GetWidth() > safe_padding.x*2) ? safe_padding.x : 0.0f, (size.y - r_outer.GetHeight() > safe_padding.y*2) ? safe_padding.y : 0.0f));
+    ImVec2 base_pos_clamped = ImClamp(base_pos, r_outer.Min, r_outer.Max - size);
+
+    for (int n = (*last_dir != -1) ? -1 : 0; n < 4; n++)   // Last, Right, down, up, left. (Favor last used direction).
+    {
+        const int dir = (n == -1) ? *last_dir : n;
+        ImRect rect(dir == 0 ? r_inner.Max.x : r_outer.Min.x, dir == 1 ? r_inner.Max.y : r_outer.Min.y, dir == 3 ? r_inner.Min.x : r_outer.Max.x, dir == 2 ? r_inner.Min.y : r_outer.Max.y);
+        if (rect.GetWidth() < size.x || rect.GetHeight() < size.y)
+            continue;
+        *last_dir = dir;
+        return ImVec2(dir == 0 ? r_inner.Max.x : dir == 3 ? r_inner.Min.x - size.x : base_pos_clamped.x, dir == 1 ? r_inner.Max.y : dir == 2 ? r_inner.Min.y - size.y : base_pos_clamped.y);
+    }
+
+    // Fallback, try to keep within display
+    *last_dir = -1;
+    ImVec2 pos = base_pos;
+    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
+    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
+    return pos;
+}
+
+ImGuiWindow* ImGui::FindWindowByName(const char* name)
+{
+    // FIXME-OPT: Store sorted hashes -> pointers so we can do a bissection in a contiguous block
+    ImGuiContext& g = *GImGui;
+    ImGuiID id = ImHash(name, 0);
+    for (int i = 0; i < g.Windows.Size; i++)
+        if (g.Windows[i]->ID == id)
+            return g.Windows[i];
+    return NULL;
+}
+
+static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+
+    // Create window the first time
+    ImGuiWindow* window = (ImGuiWindow*)ImGui::MemAlloc(sizeof(ImGuiWindow));
+    IM_PLACEMENT_NEW(window) ImGuiWindow(name);
+    window->Flags = flags;
+
+    if (flags & ImGuiWindowFlags_NoSavedSettings)
+    {
+        // User can disable loading and saving of settings. Tooltip and child windows also don't store settings.
+        window->Size = window->SizeFull = size;
+    }
+    else
+    {
+        // Retrieve settings from .ini file
+        // Use SetWindowPos() or SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
+        window->PosFloat = ImVec2(60, 60);
+        window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
+
+        ImGuiIniData* settings = FindWindowSettings(name);
+        if (!settings)
+        {
+            settings = AddWindowSettings(name);
+        }
+        else
+        {
+            window->SetWindowPosAllowFlags &= ~ImGuiSetCond_FirstUseEver;
+            window->SetWindowSizeAllowFlags &= ~ImGuiSetCond_FirstUseEver;
+            window->SetWindowCollapsedAllowFlags &= ~ImGuiSetCond_FirstUseEver;
+        }
+
+        if (settings->Pos.x != FLT_MAX)
+        {
+            window->PosFloat = settings->Pos;
+            window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
+            window->Collapsed = settings->Collapsed;
+        }
+
+        if (ImLengthSqr(settings->Size) > 0.00001f && !(flags & ImGuiWindowFlags_NoResize))
+            size = settings->Size;
+        window->Size = window->SizeFull = size;
+    }
+
+    if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
+    {
+        window->AutoFitFramesX = window->AutoFitFramesY = 2;
+        window->AutoFitOnlyGrows = false;
+    }
+    else
+    {
+        if (window->Size.x <= 0.0f)
+            window->AutoFitFramesX = 2;
+        if (window->Size.y <= 0.0f)
+            window->AutoFitFramesY = 2;
+        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
+    }
+
+    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
+        g.Windows.insert(g.Windows.begin(), window); // Quite slow but rare and only once
+    else
+        g.Windows.push_back(window);
+    return window;
+}
+
+static void ApplySizeFullWithConstraint(ImGuiWindow* window, ImVec2 new_size)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.SetNextWindowSizeConstraint)
+    {
+        // Using -1,-1 on either X/Y axis to preserve the current size.
+        ImRect cr = g.SetNextWindowSizeConstraintRect;
+        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
+        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
+        if (g.SetNextWindowSizeConstraintCallback)
+        {
+            ImGuiSizeConstraintCallbackData data;
+            data.UserData = g.SetNextWindowSizeConstraintCallbackUserData;
+            data.Pos = window->Pos;
+            data.CurrentSize = window->SizeFull;
+            data.DesiredSize = new_size;
+            g.SetNextWindowSizeConstraintCallback(&data);
+            new_size = data.DesiredSize;
+        }
+    }
+    if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
+        new_size = ImMax(new_size, g.Style.WindowMinSize);
+    window->SizeFull = new_size;
+}
+
+// Push a new ImGui window to add widgets to.
+// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
+// - Begin/End can be called multiple times during the frame with the same window name to append content.
+// - 'size_on_first_use' for a regular window denote the initial size for first-time creation (no saved data) and isn't that useful. Use SetNextWindowSize() prior to calling Begin() for more flexible window manipulation.
+// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
+//   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
+// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
+// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
+// - Passing non-zero 'size' is roughly equivalent to calling SetNextWindowSize(size, ImGuiSetCond_FirstUseEver) prior to calling Begin().
+bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
+{
+    return ImGui::Begin(name, p_open, ImVec2(0.f, 0.f), -1.0f, flags);
+}
+
+bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha, ImGuiWindowFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    IM_ASSERT(name != NULL);                        // Window name required
+    IM_ASSERT(g.Initialized);                       // Forgot to call ImGui::NewFrame()
+    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
+
+    if (flags & ImGuiWindowFlags_NoInputs)
+        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
+
+    // Find or create
+    bool window_is_new = false;
+    ImGuiWindow* window = FindWindowByName(name);
+    if (!window)
+    {
+        window = CreateNewWindow(name, size_on_first_use, flags);
+        window_is_new = true;
+    }
+
+    const int current_frame = ImGui::GetFrameCount();
+    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
+    if (first_begin_of_the_frame)
+        window->Flags = (ImGuiWindowFlags)flags;
+    else
+        flags = window->Flags;
+
+    // Add to stack
+    ImGuiWindow* parent_window = !g.CurrentWindowStack.empty() ? g.CurrentWindowStack.back() : NULL;
+    g.CurrentWindowStack.push_back(window);
+    SetCurrentWindow(window);
+    CheckStacksSize(window, true);
+    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
+
+    bool window_was_active = (window->LastFrameActive == current_frame - 1);   // Not using !WasActive because the implicit "Debug" window would always toggle off->on
+    if (flags & ImGuiWindowFlags_Popup)
+    {
+        ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size];
+        window_was_active &= (window->PopupId == popup_ref.PopupId);
+        window_was_active &= (window == popup_ref.Window);
+        popup_ref.Window = window;
+        g.CurrentPopupStack.push_back(popup_ref);
+        window->PopupId = popup_ref.PopupId;
+    }
+
+    const bool window_appearing_after_being_hidden = (window->HiddenFrames == 1);
+
+    // Process SetNextWindow***() calls
+    bool window_pos_set_by_api = false, window_size_set_by_api = false;
+    if (g.SetNextWindowPosCond)
+    {
+        const ImVec2 backup_cursor_pos = window->DC.CursorPos;                  // FIXME: not sure of the exact reason of this saving/restore anymore :( need to look into that.
+        if (!window_was_active || window_appearing_after_being_hidden) window->SetWindowPosAllowFlags |= ImGuiSetCond_Appearing;
+        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.SetNextWindowPosCond) != 0;
+        if (window_pos_set_by_api && ImLengthSqr(g.SetNextWindowPosVal - ImVec2(-FLT_MAX,-FLT_MAX)) < 0.001f)
+        {
+            window->SetWindowPosCenterWanted = true;                            // May be processed on the next frame if this is our first frame and we are measuring size
+            window->SetWindowPosAllowFlags &= ~(ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver | ImGuiSetCond_Appearing);
+        }
+        else
+        {
+            SetWindowPos(window, g.SetNextWindowPosVal, g.SetNextWindowPosCond);
+        }
+        window->DC.CursorPos = backup_cursor_pos;
+        g.SetNextWindowPosCond = 0;
+    }
+    if (g.SetNextWindowSizeCond)
+    {
+        if (!window_was_active || window_appearing_after_being_hidden) window->SetWindowSizeAllowFlags |= ImGuiSetCond_Appearing;
+        window_size_set_by_api = (window->SetWindowSizeAllowFlags & g.SetNextWindowSizeCond) != 0;
+        SetWindowSize(window, g.SetNextWindowSizeVal, g.SetNextWindowSizeCond);
+        g.SetNextWindowSizeCond = 0;
+    }
+    if (g.SetNextWindowContentSizeCond)
+    {
+        window->SizeContentsExplicit = g.SetNextWindowContentSizeVal;
+        g.SetNextWindowContentSizeCond = 0;
+    }
+    else if (first_begin_of_the_frame)
+    {
+        window->SizeContentsExplicit = ImVec2(0.0f, 0.0f);
+    }
+    if (g.SetNextWindowCollapsedCond)
+    {
+        if (!window_was_active || window_appearing_after_being_hidden) window->SetWindowCollapsedAllowFlags |= ImGuiSetCond_Appearing;
+        SetWindowCollapsed(window, g.SetNextWindowCollapsedVal, g.SetNextWindowCollapsedCond);
+        g.SetNextWindowCollapsedCond = 0;
+    }
+    if (g.SetNextWindowFocus)
+    {
+        ImGui::SetWindowFocus();
+        g.SetNextWindowFocus = false;
+    }
+
+    // Update known root window (if we are a child window, otherwise window == window->RootWindow)
+    int root_idx, root_non_popup_idx;
+    for (root_idx = g.CurrentWindowStack.Size - 1; root_idx > 0; root_idx--)
+        if (!(g.CurrentWindowStack[root_idx]->Flags & ImGuiWindowFlags_ChildWindow))
+            break;
+    for (root_non_popup_idx = root_idx; root_non_popup_idx > 0; root_non_popup_idx--)
+        if (!(g.CurrentWindowStack[root_non_popup_idx]->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
+            break;
+    window->ParentWindow = parent_window;
+    window->RootWindow = g.CurrentWindowStack[root_idx];
+    window->RootNonPopupWindow = g.CurrentWindowStack[root_non_popup_idx];      // This is merely for displaying the TitleBgActive color.
+
+    // When reusing window again multiple times a frame, just append content (don't need to setup again)
+    if (first_begin_of_the_frame)
+    {
+        window->Active = true;
+        window->IndexWithinParent = 0;
+        window->BeginCount = 0;
+        window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX);
+        window->LastFrameActive = current_frame;
+        window->IDStack.resize(1);
+
+        // Clear draw list, setup texture, outer clipping rectangle
+        window->DrawList->Clear();
+        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
+        ImRect fullscreen_rect(GetVisibleRect());
+        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_ComboBox|ImGuiWindowFlags_Popup)))
+            PushClipRect(parent_window->ClipRect.Min, parent_window->ClipRect.Max, true);
+        else
+            PushClipRect(fullscreen_rect.Min, fullscreen_rect.Max, true);
+
+        if (!window_was_active)
+        {
+            // Popup first latch mouse position, will position itself when it appears next frame
+            window->AutoPosLastDirection = -1;
+            if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api)
+                window->PosFloat = g.IO.MousePos;
+        }
+
+        // Collapse window by double-clicking on title bar
+        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
+        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse))
+        {
+            ImRect title_bar_rect = window->TitleBarRect();
+            if (g.HoveredWindow == window && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0])
+            {
+                window->Collapsed = !window->Collapsed;
+                if (!(flags & ImGuiWindowFlags_NoSavedSettings))
+                    MarkIniSettingsDirty();
+                FocusWindow(window);
+            }
+        }
+        else
+        {
+            window->Collapsed = false;
+        }
+
+        // SIZE
+
+        // Save contents size from last frame for auto-fitting (unless explicitly specified)
+        window->SizeContents.x = (float)(int)((window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : ((window_is_new ? 0.0f : window->DC.CursorMaxPos.x - window->Pos.x) + window->Scroll.x));
+        window->SizeContents.y = (float)(int)((window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : ((window_is_new ? 0.0f : window->DC.CursorMaxPos.y - window->Pos.y) + window->Scroll.y));
+
+        // Hide popup/tooltip window when first appearing while we measure size (because we recycle them)
+        if (window->HiddenFrames > 0)
+            window->HiddenFrames--;
+        if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0 && !window_was_active)
+        {
+            window->HiddenFrames = 1;
+            if (flags & ImGuiWindowFlags_AlwaysAutoResize)
+            {
+                if (!window_size_set_by_api)
+                    window->Size = window->SizeFull = ImVec2(0.f, 0.f);
+                window->SizeContents = ImVec2(0.f, 0.f);
+            }
+        }
+
+        // Lock window padding so that altering the ShowBorders flag for children doesn't have side-effects.
+        window->WindowPadding = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_ShowBorders | ImGuiWindowFlags_ComboBox | ImGuiWindowFlags_Popup))) ? ImVec2(0,0) : style.WindowPadding;
+
+        // Calculate auto-fit size
+        ImVec2 size_auto_fit;
+        if ((flags & ImGuiWindowFlags_Tooltip) != 0)
+        {
+            // Tooltip always resize. We keep the spacing symmetric on both axises for aesthetic purpose.
+            size_auto_fit = window->SizeContents + window->WindowPadding - ImVec2(0.0f, style.ItemSpacing.y);
+        }
+        else
+        {
+            size_auto_fit = ImClamp(window->SizeContents + window->WindowPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - g.Style.DisplaySafeAreaPadding));
+
+            // Handling case of auto fit window not fitting in screen on one axis, we are growing auto fit size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than DisplaySize-WindowPadding.
+            if (size_auto_fit.x < window->SizeContents.x && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar))
+                size_auto_fit.y += style.ScrollbarSize;
+            if (size_auto_fit.y < window->SizeContents.y && !(flags & ImGuiWindowFlags_NoScrollbar))
+                size_auto_fit.x += style.ScrollbarSize;
+            size_auto_fit.y = ImMax(size_auto_fit.y - style.ItemSpacing.y, 0.0f);
+        }
+
+        // Handle automatic resize
+        if (window->Collapsed)
+        {
+            // We still process initial auto-fit on collapsed windows to get a window width,
+            // But otherwise we don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
+            if (window->AutoFitFramesX > 0)
+                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
+            if (window->AutoFitFramesY > 0)
+                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
+        }
+        else
+        {
+            if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window_size_set_by_api)
+            {
+                window->SizeFull = size_auto_fit;
+            }
+            else if ((window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) && !window_size_set_by_api)
+            {
+                // Auto-fit only grows during the first few frames
+                if (window->AutoFitFramesX > 0)
+                    window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
+                if (window->AutoFitFramesY > 0)
+                    window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
+                if (!(flags & ImGuiWindowFlags_NoSavedSettings))
+                    MarkIniSettingsDirty();
+            }
+        }
+
+        // Apply minimum/maximum window size constraints and final size
+        ApplySizeFullWithConstraint(window, window->SizeFull);
+        window->Size = window->Collapsed ? window->TitleBarRect().GetSize() : window->SizeFull;
+        
+        // POSITION
+
+        // Position child window
+        if (flags & ImGuiWindowFlags_ChildWindow)
+        {
+            window->IndexWithinParent = parent_window->DC.ChildWindows.Size;
+            parent_window->DC.ChildWindows.push_back(window);
+        }
+        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup))
+        {
+            window->Pos = window->PosFloat = parent_window->DC.CursorPos;
+            window->Size = window->SizeFull = size_on_first_use; // NB: argument name 'size_on_first_use' misleading here, it's really just 'size' as provided by user passed via BeginChild()->Begin().
+        }
+
+        bool window_pos_center = false;
+        window_pos_center |= (window->SetWindowPosCenterWanted && window->HiddenFrames == 0);
+        window_pos_center |= ((flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api && window_appearing_after_being_hidden);
+        if (window_pos_center)
+        {
+            // Center (any sort of window)
+            SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, fullscreen_rect.GetCenter() - window->SizeFull * 0.5f), 0);
+        }
+        else if (flags & ImGuiWindowFlags_ChildMenu)
+        {
+            // Child menus typically request _any_ position within the parent menu item, and then our FindBestPopupWindowPos() function will move the new menu outside the parent bounds.
+            // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
+            IM_ASSERT(window_pos_set_by_api);
+            float horizontal_overlap = style.ItemSpacing.x; // We want some overlap to convey the relative depth of each popup (currently the amount of overlap it is hard-coded to style.ItemSpacing.x, may need to introduce another style value).
+            ImRect rect_to_avoid;
+            if (parent_window->DC.MenuBarAppending)
+                rect_to_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight());
+            else
+                rect_to_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
+            window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
+        }
+        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_appearing_after_being_hidden)
+        {
+            ImRect rect_to_avoid(window->PosFloat.x - 1, window->PosFloat.y - 1, window->PosFloat.x + 1, window->PosFloat.y + 1);
+            window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
+        }
+
+        // Position tooltip (always follows mouse)
+        if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api)
+        {
+            ImRect rect_to_avoid(g.IO.MousePos.x - 16, g.IO.MousePos.y - 8, g.IO.MousePos.x + 24, g.IO.MousePos.y + 24); // FIXME: Completely hard-coded. Perhaps center on cursor hit-point instead?
+            window->PosFloat = FindBestPopupWindowPos(g.IO.MousePos, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
+            if (window->AutoPosLastDirection == -1)
+                window->PosFloat = g.IO.MousePos + ImVec2(2,2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
+        }
+
+        // Clamp position so it stays visible
+        if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
+        {
+            if (!window_pos_set_by_api && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
+            {
+                ImVec2 padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
+                window->PosFloat = ImMax(window->PosFloat + window->Size, padding) - window->Size;
+                window->PosFloat = ImMin(window->PosFloat, g.IO.DisplaySize - padding);
+            }
+        }
+        window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
+
+        // Default item width. Make it proportional to window size if window manually resizes
+        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
+            window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f);
+        else
+            window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f);
+
+        // Prepare for focus requests
+        window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == INT_MAX || window->FocusIdxAllCounter == -1) ? INT_MAX : (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter+1)) % (window->FocusIdxAllCounter+1);
+        window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == INT_MAX || window->FocusIdxTabCounter == -1) ? INT_MAX : (window->FocusIdxTabRequestNext + (window->FocusIdxTabCounter+1)) % (window->FocusIdxTabCounter+1);
+        window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1;
+        window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = INT_MAX;
+
+        // Apply scrolling
+        if (window->ScrollTarget.x < FLT_MAX)
+        {
+            window->Scroll.x = window->ScrollTarget.x;
+            window->ScrollTarget.x = FLT_MAX;
+        }
+        if (window->ScrollTarget.y < FLT_MAX)
+        {
+            float center_ratio = window->ScrollTargetCenterRatio.y;
+            window->Scroll.y = window->ScrollTarget.y - ((1.0f - center_ratio) * (window->TitleBarHeight() + window->MenuBarHeight())) - (center_ratio * window->SizeFull.y);
+            window->ScrollTarget.y = FLT_MAX;
+        }
+        window->Scroll = ImMax(window->Scroll, ImVec2(0.0f, 0.0f));
+        if (!window->Collapsed && !window->SkipItems)
+            window->Scroll = ImMin(window->Scroll, ImMax(ImVec2(0.0f, 0.0f), window->SizeContents - window->SizeFull + window->ScrollbarSizes));
+
+        // Modal window darkens what is behind them
+        if ((flags & ImGuiWindowFlags_Modal) != 0 && window == GetFrontMostModalRootWindow())
+            window->DrawList->AddRectFilled(fullscreen_rect.Min, fullscreen_rect.Max, GetColorU32(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio));
+
+        // Draw window + handle manual resize
+        ImRect title_bar_rect = window->TitleBarRect();
+        const float window_rounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildWindowRounding : style.WindowRounding;
+        if (window->Collapsed)
+        {
+            // Draw title bar only
+            RenderFrame(title_bar_rect.GetTL(), title_bar_rect.GetBR(),  GetColorU32(ImGuiCol_TitleBgCollapsed), true, window_rounding);
+        }
+        else
+        {
+            ImU32 resize_col = 0;
+            const float resize_corner_size = ImMax(g.FontSize * 1.35f, window_rounding + 1.0f + g.FontSize * 0.2f);
+            if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && !(flags & ImGuiWindowFlags_NoResize))
+            {
+                // Manual resize
+                const ImVec2 br = window->Rect().GetBR();
+                const ImRect resize_rect(br - ImVec2(resize_corner_size * 0.75f, resize_corner_size * 0.75f), br);
+                const ImGuiID resize_id = window->GetID("#RESIZE");
+                bool hovered, held;
+                ButtonBehavior(resize_rect, resize_id, &hovered, &held, ImGuiButtonFlags_FlattenChilds);
+                resize_col = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
+
+                if (hovered || held)
+                    g.MouseCursor = ImGuiMouseCursor_ResizeNWSE;
+
+                if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0])
+                {
+                    // Manual auto-fit when double-clicking
+                    ApplySizeFullWithConstraint(window, size_auto_fit);
+                    if (!(flags & ImGuiWindowFlags_NoSavedSettings))
+                        MarkIniSettingsDirty();
+                    ClearActiveID();
+                }
+                else if (held)
+                {
+                    // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
+                    ApplySizeFullWithConstraint(window, (g.IO.MousePos - g.ActiveIdClickOffset + resize_rect.GetSize()) - window->Pos);
+                    if (!(flags & ImGuiWindowFlags_NoSavedSettings))
+                        MarkIniSettingsDirty();
+                }
+
+                window->Size = window->SizeFull;
+                title_bar_rect = window->TitleBarRect();
+            }
+
+            // Scrollbars
+            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > window->Size.y + style.ItemSpacing.y) && !(flags & ImGuiWindowFlags_NoScrollbar));
+            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > window->Size.x - (window->ScrollbarY ? style.ScrollbarSize : 0.0f) - window->WindowPadding.x) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
+            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
+            window->BorderSize = (flags & ImGuiWindowFlags_ShowBorders) ? 1.0f : 0.0f;
+
+            // Window background, Default Alpha
+            ImGuiCol bg_color_idx = ImGuiCol_WindowBg;
+            if ((flags & ImGuiWindowFlags_ComboBox) != 0)
+                bg_color_idx = ImGuiCol_ComboBg;
+            else if ((flags & ImGuiWindowFlags_Tooltip) != 0 || (flags & ImGuiWindowFlags_Popup) != 0)
+                bg_color_idx = ImGuiCol_PopupBg;
+            else if ((flags & ImGuiWindowFlags_ChildWindow) != 0)
+                bg_color_idx = ImGuiCol_ChildWindowBg;
+            ImVec4 bg_color = style.Colors[bg_color_idx];
+            if (bg_alpha >= 0.0f)
+                bg_color.w = bg_alpha;
+            bg_color.w *= style.Alpha;
+            if (bg_color.w > 0.0f)
+                window->DrawList->AddRectFilled(window->Pos+ImVec2(0,window->TitleBarHeight()), window->Pos+window->Size, ColorConvertFloat4ToU32(bg_color), window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImGuiCorner_All : ImGuiCorner_BottomLeft|ImGuiCorner_BottomRight);
+
+            // Title bar
+            if (!(flags & ImGuiWindowFlags_NoTitleBar))
+                window->DrawList->AddRectFilled(title_bar_rect.GetTL(), title_bar_rect.GetBR(), GetColorU32((g.FocusedWindow && window->RootNonPopupWindow == g.FocusedWindow->RootNonPopupWindow) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg), window_rounding, ImGuiCorner_TopLeft|ImGuiCorner_TopRight);
+
+            // Menu bar
+            if (flags & ImGuiWindowFlags_MenuBar)
+            {
+                ImRect menu_bar_rect = window->MenuBarRect();
+                if (flags & ImGuiWindowFlags_ShowBorders)
+                    window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border));
+                window->DrawList->AddRectFilled(menu_bar_rect.GetTL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImGuiCorner_TopLeft|ImGuiCorner_TopRight);
+            }
+
+            // Scrollbars
+            if (window->ScrollbarX)
+                Scrollbar(window, true);
+            if (window->ScrollbarY)
+                Scrollbar(window, false);
+
+            // Render resize grip
+            // (after the input handling so we don't have a frame of latency)
+            if (!(flags & ImGuiWindowFlags_NoResize))
+            {
+                const ImVec2 br = window->Rect().GetBR();
+                window->DrawList->PathLineTo(br + ImVec2(-resize_corner_size, -window->BorderSize));
+                window->DrawList->PathLineTo(br + ImVec2(-window->BorderSize, -resize_corner_size));
+                window->DrawList->PathArcToFast(ImVec2(br.x - window_rounding - window->BorderSize, br.y - window_rounding - window->BorderSize), window_rounding, 0, 3);
+                window->DrawList->PathFillConvex(resize_col);
+            }
+
+            // Borders
+            if (flags & ImGuiWindowFlags_ShowBorders)
+            {
+                window->DrawList->AddRect(window->Pos+ImVec2(1,1), window->Pos+window->Size+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), window_rounding);
+                window->DrawList->AddRect(window->Pos, window->Pos+window->Size, GetColorU32(ImGuiCol_Border), window_rounding);
+                if (!(flags & ImGuiWindowFlags_NoTitleBar))
+                    window->DrawList->AddLine(title_bar_rect.GetBL()+ImVec2(1,0), title_bar_rect.GetBR()-ImVec2(1,0), GetColorU32(ImGuiCol_Border));
+            }
+        }
+
+        // Update ContentsRegionMax. All the variable it depends on are set above in this function.
+        window->ContentsRegionRect.Min.x = -window->Scroll.x + window->WindowPadding.x;
+        window->ContentsRegionRect.Min.y = -window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight();
+        window->ContentsRegionRect.Max.x = -window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x)); 
+        window->ContentsRegionRect.Max.y = -window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y)); 
+
+        // Setup drawing context
+        window->DC.IndentX = 0.0f + window->WindowPadding.x - window->Scroll.x;
+        window->DC.GroupOffsetX = 0.0f;
+        window->DC.ColumnsOffsetX = 0.0f;
+        window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.IndentX + window->DC.ColumnsOffsetX, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y - window->Scroll.y);
+        window->DC.CursorPos = window->DC.CursorStartPos;
+        window->DC.CursorPosPrevLine = window->DC.CursorPos;
+        window->DC.CursorMaxPos = window->DC.CursorStartPos;
+        window->DC.CurrentLineHeight = window->DC.PrevLineHeight = 0.0f;
+        window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
+        window->DC.MenuBarAppending = false;
+        window->DC.MenuBarOffsetX = ImMax(window->WindowPadding.x, style.ItemSpacing.x);
+        window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
+        window->DC.ChildWindows.resize(0);
+        window->DC.LayoutType = ImGuiLayoutType_Vertical;
+        window->DC.ItemWidth = window->ItemWidthDefault;
+        window->DC.TextWrapPos = -1.0f; // disabled
+        window->DC.AllowKeyboardFocus = true;
+        window->DC.ButtonRepeat = false;
+        window->DC.ItemWidthStack.resize(0);
+        window->DC.AllowKeyboardFocusStack.resize(0);
+        window->DC.ButtonRepeatStack.resize(0);
+        window->DC.TextWrapPosStack.resize(0);
+        window->DC.ColumnsCurrent = 0;
+        window->DC.ColumnsCount = 1;
+        window->DC.ColumnsStartPosY = window->DC.CursorPos.y;
+        window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.ColumnsStartPosY;
+        window->DC.TreeDepth = 0;
+        window->DC.StateStorage = &window->StateStorage;
+        window->DC.GroupStack.resize(0);
+        window->DC.ColorEditMode = ImGuiColorEditMode_UserSelect;
+        window->MenuColumns.Update(3, style.ItemSpacing.x, !window_was_active);
+
+        if (window->AutoFitFramesX > 0)
+            window->AutoFitFramesX--;
+        if (window->AutoFitFramesY > 0)
+            window->AutoFitFramesY--;
+
+        // New windows appears in front (we need to do that AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
+        if (!window_was_active && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
+            if (!(flags & (ImGuiWindowFlags_ChildWindow|ImGuiWindowFlags_Tooltip)) || (flags & ImGuiWindowFlags_Popup))
+                FocusWindow(window);
+
+        // Title bar
+        if (!(flags & ImGuiWindowFlags_NoTitleBar))
+        {
+            if (p_open != NULL)
+            {
+                const float pad = 2.0f;
+                const float rad = (window->TitleBarHeight() - pad*2.0f) * 0.5f;
+                if (CloseButton(window->GetID("#CLOSE"), window->Rect().GetTR() + ImVec2(-pad - rad, pad + rad), rad))
+                    *p_open = false;
+            }
+
+            const ImVec2 text_size = CalcTextSize(name, NULL, true);
+            if (!(flags & ImGuiWindowFlags_NoCollapse))
+                RenderCollapseTriangle(window->Pos + style.FramePadding, !window->Collapsed, 1.0f);
+
+            ImVec2 text_min = window->Pos;
+            ImVec2 text_max = window->Pos + ImVec2(window->Size.x, style.FramePadding.y*2 + text_size.y);
+            ImRect clip_rect;
+            clip_rect.Max = ImVec2(window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x), text_max.y); // Match the size of CloseWindowButton()
+            float pad_left = (flags & ImGuiWindowFlags_NoCollapse) == 0 ? (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x) : style.FramePadding.x;
+            float pad_right = (p_open != NULL) ? (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x) : style.FramePadding.x;
+            if (style.WindowTitleAlign.x > 0.0f) pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x);
+            text_min.x += pad_left;
+            text_max.x -= pad_right;
+            clip_rect.Min = ImVec2(text_min.x, window->Pos.y);
+            RenderTextClipped(text_min, text_max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect);
+        }
+
+        // Save clipped aabb so we can access it in constant-time in FindHoveredWindow()
+        window->WindowRectClipped = window->Rect();
+        window->WindowRectClipped.Clip(window->ClipRect);
+
+        // Pressing CTRL+C while holding on a window copy its content to the clipboard
+        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
+        // Maybe we can support CTRL+C on every element?
+        /*
+        if (g.ActiveId == move_id)
+            if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C))
+                ImGui::LogToClipboard();
+        */
+    }
+
+    // Inner clipping rectangle
+    // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame
+    // Note that if our window is collapsed we will end up with a null clipping rectangle which is the correct behavior.
+    const ImRect title_bar_rect = window->TitleBarRect();
+    const float border_size = window->BorderSize;
+    ImRect clip_rect; // Force round to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
+    clip_rect.Min.x = ImFloor(0.5f + title_bar_rect.Min.x + ImMax(border_size, ImFloor(window->WindowPadding.x*0.5f)));
+    clip_rect.Min.y = ImFloor(0.5f + title_bar_rect.Max.y + window->MenuBarHeight() + border_size);
+    clip_rect.Max.x = ImFloor(0.5f + window->Pos.x + window->Size.x - window->ScrollbarSizes.x - ImMax(border_size, ImFloor(window->WindowPadding.x*0.5f)));
+    clip_rect.Max.y = ImFloor(0.5f + window->Pos.y + window->Size.y - window->ScrollbarSizes.y - border_size);
+    PushClipRect(clip_rect.Min, clip_rect.Max, true);
+
+    // Clear 'accessed' flag last thing
+    if (first_begin_of_the_frame)
+        window->Accessed = false;
+    window->BeginCount++;
+    g.SetNextWindowSizeConstraint = false;
+
+    // Child window can be out of sight and have "negative" clip windows.
+    // Mark them as collapsed so commands are skipped earlier (we can't manually collapse because they have no title bar).
+    if (flags & ImGuiWindowFlags_ChildWindow)
+    {
+        IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
+        window->Collapsed = parent_window && parent_window->Collapsed;
+
+        if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
+            window->Collapsed |= (window->WindowRectClipped.Min.x >= window->WindowRectClipped.Max.x || window->WindowRectClipped.Min.y >= window->WindowRectClipped.Max.y);
+
+        // We also hide the window from rendering because we've already added its border to the command list.
+        // (we could perform the check earlier in the function but it is simpler at this point)
+        if (window->Collapsed)
+            window->Active = false;
+    }
+    if (style.Alpha <= 0.0f)
+        window->Active = false;
+
+    // Return false if we don't intend to display anything to allow user to perform an early out optimization
+    window->SkipItems = (window->Collapsed || !window->Active) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0;
+    return !window->SkipItems;
+}
+
+void ImGui::End()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    if (window->DC.ColumnsCount != 1) // close columns set if any is open
+        Columns(1, "#CLOSECOLUMNS");
+    PopClipRect();   // inner window clip rectangle
+
+    // Stop logging
+    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
+        LogFinish();
+
+    // Pop
+    // NB: we don't clear 'window->RootWindow'. The pointer is allowed to live until the next call to Begin().
+    g.CurrentWindowStack.pop_back();
+    if (window->Flags & ImGuiWindowFlags_Popup)
+        g.CurrentPopupStack.pop_back();
+    CheckStacksSize(window, false);
+    SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back());
+}
+
+// Vertical scrollbar
+// The entire piece of code below is rather confusing because:
+// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
+// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
+// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
+static void Scrollbar(ImGuiWindow* window, bool horizontal)
+{
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(horizontal ? "#SCROLLX" : "#SCROLLY");
+
+    // Render background
+    bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);
+    float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f;
+    const ImRect window_rect = window->Rect();
+    const float border_size = window->BorderSize;
+    ImRect bb = horizontal
+        ? ImRect(window->Pos.x + border_size, window_rect.Max.y - style.ScrollbarSize, window_rect.Max.x - other_scrollbar_size_w - border_size, window_rect.Max.y - border_size)
+        : ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + border_size, window_rect.Max.x - border_size, window_rect.Max.y - other_scrollbar_size_w - border_size);
+    if (!horizontal)
+        bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f);
+    if (bb.GetWidth() <= 0.0f || bb.GetHeight() <= 0.0f)
+        return;
+
+    float window_rounding = (window->Flags & ImGuiWindowFlags_ChildWindow) ? style.ChildWindowRounding : style.WindowRounding;
+    int window_rounding_corners;
+    if (horizontal)
+        window_rounding_corners = ImGuiCorner_BottomLeft | (other_scrollbar ? 0 : ImGuiCorner_BottomRight);
+    else
+        window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImGuiCorner_TopRight : 0) | (other_scrollbar ? 0 : ImGuiCorner_BottomRight);
+    window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_ScrollbarBg), window_rounding, window_rounding_corners);
+    bb.Reduce(ImVec2(ImClamp((float)(int)((bb.Max.x - bb.Min.x - 2.0f) * 0.5f), 0.0f, 3.0f), ImClamp((float)(int)((bb.Max.y - bb.Min.y - 2.0f) * 0.5f), 0.0f, 3.0f)));
+
+    // V denote the main axis of the scrollbar
+    float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight();
+    float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y;
+    float win_size_avail_v = (horizontal ? window->Size.x : window->Size.y) - other_scrollbar_size_w;
+    float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y;
+
+    // The grabable box size generally represent the amount visible (vs the total scrollable amount)
+    // But we maintain a minimum size in pixel to allow for the user to still aim inside.
+    const float grab_h_pixels = ImMin(ImMax(scrollbar_size_v * ImSaturate(win_size_avail_v / ImMax(win_size_contents_v, win_size_avail_v)), style.GrabMinSize), scrollbar_size_v);
+    const float grab_h_norm = grab_h_pixels / scrollbar_size_v;
+
+    // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
+    bool held = false;
+    bool hovered = false;
+    const bool previously_held = (g.ActiveId == id);
+    ImGui::ButtonBehavior(bb, id, &hovered, &held);
+
+    float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v);
+    float scroll_ratio = ImSaturate(scroll_v / scroll_max);
+    float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
+    if (held && grab_h_norm < 1.0f)
+    {
+        float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y;
+        float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
+        float* click_delta_to_grab_center_v = horizontal ? &g.ScrollbarClickDeltaToGrabCenter.x : &g.ScrollbarClickDeltaToGrabCenter.y;
+
+        // Click position in scrollbar normalized space (0.0f->1.0f)
+        const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
+        ImGui::SetHoveredID(id);
+
+        bool seek_absolute = false;
+        if (!previously_held)
+        {
+            // On initial click calculate the distance between mouse and the center of the grab
+            if (clicked_v_norm >= grab_v_norm && clicked_v_norm <= grab_v_norm + grab_h_norm)
+            {
+                *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
+            }
+            else
+            {
+                seek_absolute = true;
+                *click_delta_to_grab_center_v = 0.0f;
+            }
+        }
+
+        // Apply scroll
+        // It is ok to modify Scroll here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position
+        const float scroll_v_norm = ImSaturate((clicked_v_norm - *click_delta_to_grab_center_v - grab_h_norm*0.5f) / (1.0f - grab_h_norm));
+        scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
+        if (horizontal)
+            window->Scroll.x = scroll_v;
+        else
+            window->Scroll.y = scroll_v;
+
+        // Update values for rendering
+        scroll_ratio = ImSaturate(scroll_v / scroll_max);
+        grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
+
+        // Update distance to grab now that we have seeked and saturated
+        if (seek_absolute)
+            *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
+    }
+
+    // Render
+    const ImU32 grab_col = ImGui::GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab);
+    if (horizontal)
+        window->DrawList->AddRectFilled(ImVec2(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y), ImVec2(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y), grab_col, style.ScrollbarRounding);
+    else
+        window->DrawList->AddRectFilled(ImVec2(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm)), ImVec2(bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels), grab_col, style.ScrollbarRounding);
+}
+
+// Moving window to front of display (which happens to be back of our sorted list)
+void ImGui::FocusWindow(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+
+    // Always mark the window we passed as focused. This is used for keyboard interactions such as tabbing.
+    g.FocusedWindow = window;
+
+    // Passing NULL allow to disable keyboard focus
+    if (!window)
+        return;
+
+    // And move its root window to the top of the pile
+    if (window->RootWindow)
+        window = window->RootWindow;
+
+    // Steal focus on active widgets
+    if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it..
+        if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window)
+            ClearActiveID();
+
+    // Bring to front
+    if ((window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) || g.Windows.back() == window)
+        return;
+    for (int i = 0; i < g.Windows.Size; i++)
+        if (g.Windows[i] == window)
+        {
+            g.Windows.erase(g.Windows.begin() + i);
+            break;
+        }
+    g.Windows.push_back(window);
+}
+
+void ImGui::PushItemWidth(float item_width)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
+    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth);
+}
+
+static void PushMultiItemsWidths(int components, float w_full)
+{
+    ImGuiWindow* window = ImGui::GetCurrentWindow();
+    const ImGuiStyle& style = GImGui->Style;
+    if (w_full <= 0.0f)
+        w_full = ImGui::CalcItemWidth();
+    const float w_item_one  = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
+    const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
+    window->DC.ItemWidthStack.push_back(w_item_last);
+    for (int i = 0; i < components-1; i++)
+        window->DC.ItemWidthStack.push_back(w_item_one);
+    window->DC.ItemWidth = window->DC.ItemWidthStack.back();
+}
+
+void ImGui::PopItemWidth()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.ItemWidthStack.pop_back();
+    window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back();
+}
+
+float ImGui::CalcItemWidth()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    float w = window->DC.ItemWidth;
+    if (w < 0.0f)
+    {
+        // Align to a right-side limit. We include 1 frame padding in the calculation because this is how the width is always used (we add 2 frame padding to it), but we could move that responsibility to the widget as well.
+        float width_to_right_edge = GetContentRegionAvail().x;
+        w = ImMax(1.0f, width_to_right_edge + w);
+    }
+    w = (float)(int)w;
+    return w;
+}
+
+static ImFont* GetDefaultFont()
+{
+    ImGuiContext& g = *GImGui;
+    return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0];
+}
+
+static void SetCurrentFont(ImFont* font)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
+    IM_ASSERT(font->Scale > 0.0f);
+    g.Font = font;
+    g.FontBaseSize = g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale;
+    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
+    g.FontTexUvWhitePixel = g.Font->ContainerAtlas->TexUvWhitePixel;
+}
+
+void ImGui::PushFont(ImFont* font)
+{
+    ImGuiContext& g = *GImGui;
+    if (!font)
+        font = GetDefaultFont();
+    SetCurrentFont(font);
+    g.FontStack.push_back(font);
+    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
+}
+
+void  ImGui::PopFont()
+{
+    ImGuiContext& g = *GImGui;
+    g.CurrentWindow->DrawList->PopTextureID();
+    g.FontStack.pop_back();
+    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
+}
+
+void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.AllowKeyboardFocus = allow_keyboard_focus;
+    window->DC.AllowKeyboardFocusStack.push_back(allow_keyboard_focus);
+}
+
+void ImGui::PopAllowKeyboardFocus()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.AllowKeyboardFocusStack.pop_back();
+    window->DC.AllowKeyboardFocus = window->DC.AllowKeyboardFocusStack.empty() ? true : window->DC.AllowKeyboardFocusStack.back();
+}
+
+void ImGui::PushButtonRepeat(bool repeat)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.ButtonRepeat = repeat;
+    window->DC.ButtonRepeatStack.push_back(repeat);
+}
+
+void ImGui::PopButtonRepeat()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.ButtonRepeatStack.pop_back();
+    window->DC.ButtonRepeat = window->DC.ButtonRepeatStack.empty() ? false : window->DC.ButtonRepeatStack.back();
+}
+
+void ImGui::PushTextWrapPos(float wrap_pos_x)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.TextWrapPos = wrap_pos_x;
+    window->DC.TextWrapPosStack.push_back(wrap_pos_x);
+}
+
+void ImGui::PopTextWrapPos()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.TextWrapPosStack.pop_back();
+    window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back();
+}
+
+void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiColMod backup;
+    backup.Col = idx;
+    backup.BackupValue = g.Style.Colors[idx];
+    g.ColorModifiers.push_back(backup);
+    g.Style.Colors[idx] = col;
+}
+
+void ImGui::PopStyleColor(int count)
+{
+    ImGuiContext& g = *GImGui;
+    while (count > 0)
+    {
+        ImGuiColMod& backup = g.ColorModifiers.back();
+        g.Style.Colors[backup.Col] = backup.BackupValue;
+        g.ColorModifiers.pop_back();
+        count--;
+    }
+}
+
+struct ImGuiStyleVarInfo
+{
+    ImGuiDataType   Type;
+    ImU32           Offset;
+    void*           GetVarPtr() const { return (void*)((unsigned char*)&GImGui->Style + Offset); }
+};
+
+static const ImGuiStyleVarInfo GStyleVarInfo[ImGuiStyleVar_Count_] =
+{
+    { ImGuiDataType_Float,  (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },
+    { ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },
+    { ImGuiDataType_Float,  (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },
+    { ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },
+    { ImGuiDataType_Float,  (ImU32)IM_OFFSETOF(ImGuiStyle, ChildWindowRounding) },
+    { ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },
+    { ImGuiDataType_Float,  (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },
+    { ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },
+    { ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },
+    { ImGuiDataType_Float,  (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },
+    { ImGuiDataType_Float,  (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },
+    { ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },
+};
+
+static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)
+{
+    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_Count_);
+    return &GStyleVarInfo[idx];
+}
+
+void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
+{
+    const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
+    if (var_info->Type == ImGuiDataType_Float)
+    {
+        float* pvar = (float*)var_info->GetVarPtr();
+        GImGui->StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar));
+        *pvar = val;
+        return;
+    }
+    IM_ASSERT(0); // Called function with wrong-type? Variable is not a float.
+}
+
+void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
+{
+    const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
+    if (var_info->Type == ImGuiDataType_Float2)
+    {
+        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr();
+        GImGui->StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar));
+        *pvar = val;
+        return;
+    }
+    IM_ASSERT(0); // Called function with wrong-type? Variable is not a ImVec2.
+}
+
+void ImGui::PopStyleVar(int count)
+{
+    ImGuiContext& g = *GImGui;
+    while (count > 0)
+    {
+        ImGuiStyleMod& backup = g.StyleModifiers.back();
+        const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx);
+        if (info->Type == ImGuiDataType_Float)          (*(float*)info->GetVarPtr()) = backup.BackupFloat[0];
+        else if (info->Type == ImGuiDataType_Float2)    (*(ImVec2*)info->GetVarPtr()) = ImVec2(backup.BackupFloat[0], backup.BackupFloat[1]);
+        else if (info->Type == ImGuiDataType_Int)       (*(int*)info->GetVarPtr()) = backup.BackupInt[0];
+        g.StyleModifiers.pop_back();
+        count--;
+    }
+}
+
+const char* ImGui::GetStyleColName(ImGuiCol idx)
+{
+    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
+    switch (idx)
+    {
+    case ImGuiCol_Text: return "Text";
+    case ImGuiCol_TextDisabled: return "TextDisabled";
+    case ImGuiCol_WindowBg: return "WindowBg";
+    case ImGuiCol_ChildWindowBg: return "ChildWindowBg";
+    case ImGuiCol_PopupBg: return "PopupBg";
+    case ImGuiCol_Border: return "Border";
+    case ImGuiCol_BorderShadow: return "BorderShadow";
+    case ImGuiCol_FrameBg: return "FrameBg";
+    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
+    case ImGuiCol_FrameBgActive: return "FrameBgActive";
+    case ImGuiCol_TitleBg: return "TitleBg";
+    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
+    case ImGuiCol_TitleBgActive: return "TitleBgActive";
+    case ImGuiCol_MenuBarBg: return "MenuBarBg";
+    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
+    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
+    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
+    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
+    case ImGuiCol_ComboBg: return "ComboBg";
+    case ImGuiCol_CheckMark: return "CheckMark";
+    case ImGuiCol_SliderGrab: return "SliderGrab";
+    case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
+    case ImGuiCol_Button: return "Button";
+    case ImGuiCol_ButtonHovered: return "ButtonHovered";
+    case ImGuiCol_ButtonActive: return "ButtonActive";
+    case ImGuiCol_Header: return "Header";
+    case ImGuiCol_HeaderHovered: return "HeaderHovered";
+    case ImGuiCol_HeaderActive: return "HeaderActive";
+    case ImGuiCol_Column: return "Column";
+    case ImGuiCol_ColumnHovered: return "ColumnHovered";
+    case ImGuiCol_ColumnActive: return "ColumnActive";
+    case ImGuiCol_ResizeGrip: return "ResizeGrip";
+    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
+    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
+    case ImGuiCol_CloseButton: return "CloseButton";
+    case ImGuiCol_CloseButtonHovered: return "CloseButtonHovered";
+    case ImGuiCol_CloseButtonActive: return "CloseButtonActive";
+    case ImGuiCol_PlotLines: return "PlotLines";
+    case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
+    case ImGuiCol_PlotHistogram: return "PlotHistogram";
+    case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
+    case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
+    case ImGuiCol_ModalWindowDarkening: return "ModalWindowDarkening";
+    }
+    IM_ASSERT(0);
+    return "Unknown";
+}
+
+bool ImGui::IsWindowHovered()
+{
+    ImGuiContext& g = *GImGui;
+    return g.HoveredWindow == g.CurrentWindow && IsWindowContentHoverable(g.HoveredRootWindow);
+}
+
+bool ImGui::IsWindowFocused()
+{
+    ImGuiContext& g = *GImGui;
+    return g.FocusedWindow == g.CurrentWindow;
+}
+
+bool ImGui::IsRootWindowFocused()
+{
+    ImGuiContext& g = *GImGui;
+    return g.FocusedWindow == g.CurrentWindow->RootWindow;
+}
+
+bool ImGui::IsRootWindowOrAnyChildFocused()
+{
+    ImGuiContext& g = *GImGui;
+    return g.FocusedWindow && g.FocusedWindow->RootWindow == g.CurrentWindow->RootWindow;
+}
+
+bool ImGui::IsRootWindowOrAnyChildHovered()
+{
+    ImGuiContext& g = *GImGui;
+    return g.HoveredRootWindow && (g.HoveredRootWindow == g.CurrentWindow->RootWindow) && IsWindowContentHoverable(g.HoveredRootWindow);
+}
+
+float ImGui::GetWindowWidth()
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->Size.x;
+}
+
+float ImGui::GetWindowHeight()
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->Size.y;
+}
+
+ImVec2 ImGui::GetWindowPos()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    return window->Pos;
+}
+
+static void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y)
+{
+    window->DC.CursorMaxPos.y += window->Scroll.y;
+    window->Scroll.y = new_scroll_y;
+    window->DC.CursorMaxPos.y -= window->Scroll.y;
+}
+
+static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiSetCond cond)
+{
+    // Test condition (NB: bit 0 is always true) and clear flags for next time
+    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
+        return;
+    window->SetWindowPosAllowFlags &= ~(ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver | ImGuiSetCond_Appearing);
+    window->SetWindowPosCenterWanted = false;
+
+    // Set
+    const ImVec2 old_pos = window->Pos;
+    window->PosFloat = pos;
+    window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
+    window->DC.CursorPos += (window->Pos - old_pos);    // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
+    window->DC.CursorMaxPos += (window->Pos - old_pos); // And more importantly we need to adjust this so size calculation doesn't get affected.
+}
+
+void ImGui::SetWindowPos(const ImVec2& pos, ImGuiSetCond cond)
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    SetWindowPos(window, pos, cond);
+}
+
+void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond)
+{
+    if (ImGuiWindow* window = FindWindowByName(name))
+        SetWindowPos(window, pos, cond);
+}
+
+ImVec2 ImGui::GetWindowSize()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->Size;
+}
+
+static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiSetCond cond)
+{
+    // Test condition (NB: bit 0 is always true) and clear flags for next time
+    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
+        return;
+    window->SetWindowSizeAllowFlags &= ~(ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver | ImGuiSetCond_Appearing);
+
+    // Set
+    if (size.x > 0.0f)
+    {
+        window->AutoFitFramesX = 0;
+        window->SizeFull.x = size.x;
+    }
+    else
+    {
+        window->AutoFitFramesX = 2;
+        window->AutoFitOnlyGrows = false;
+    }
+    if (size.y > 0.0f)
+    {
+        window->AutoFitFramesY = 0;
+        window->SizeFull.y = size.y;
+    }
+    else
+    {
+        window->AutoFitFramesY = 2;
+        window->AutoFitOnlyGrows = false;
+    }
+}
+
+void ImGui::SetWindowSize(const ImVec2& size, ImGuiSetCond cond)
+{
+    SetWindowSize(GImGui->CurrentWindow, size, cond);
+}
+
+void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond)
+{
+    ImGuiWindow* window = FindWindowByName(name);
+    if (window)
+        SetWindowSize(window, size, cond);
+}
+
+static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiSetCond cond)
+{
+    // Test condition (NB: bit 0 is always true) and clear flags for next time
+    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
+        return;
+    window->SetWindowCollapsedAllowFlags &= ~(ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver | ImGuiSetCond_Appearing);
+
+    // Set
+    window->Collapsed = collapsed;
+}
+
+void ImGui::SetWindowCollapsed(bool collapsed, ImGuiSetCond cond)
+{
+    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
+}
+
+bool ImGui::IsWindowCollapsed()
+{
+    return GImGui->CurrentWindow->Collapsed;
+}
+
+void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond)
+{
+    ImGuiWindow* window = FindWindowByName(name);
+    if (window)
+        SetWindowCollapsed(window, collapsed, cond);
+}
+
+void ImGui::SetWindowFocus()
+{
+    FocusWindow(GImGui->CurrentWindow);
+}
+
+void ImGui::SetWindowFocus(const char* name)
+{
+    if (name)
+    {
+        if (ImGuiWindow* window = FindWindowByName(name))
+            FocusWindow(window);
+    }
+    else
+    {
+        FocusWindow(NULL);
+    }
+}
+
+void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond)
+{
+    ImGuiContext& g = *GImGui;
+    g.SetNextWindowPosVal = pos;
+    g.SetNextWindowPosCond = cond ? cond : ImGuiSetCond_Always;
+}
+
+void ImGui::SetNextWindowPosCenter(ImGuiSetCond cond)
+{
+    ImGuiContext& g = *GImGui;
+    g.SetNextWindowPosVal = ImVec2(-FLT_MAX, -FLT_MAX);
+    g.SetNextWindowPosCond = cond ? cond : ImGuiSetCond_Always;
+}
+
+void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond)
+{
+    ImGuiContext& g = *GImGui;
+    g.SetNextWindowSizeVal = size;
+    g.SetNextWindowSizeCond = cond ? cond : ImGuiSetCond_Always;
+}
+
+void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeConstraintCallback custom_callback, void* custom_callback_user_data)
+{
+    ImGuiContext& g = *GImGui;
+    g.SetNextWindowSizeConstraint = true;
+    g.SetNextWindowSizeConstraintRect = ImRect(size_min, size_max);
+    g.SetNextWindowSizeConstraintCallback = custom_callback;
+    g.SetNextWindowSizeConstraintCallbackUserData = custom_callback_user_data;
+}
+
+void ImGui::SetNextWindowContentSize(const ImVec2& size)
+{
+    ImGuiContext& g = *GImGui;
+    g.SetNextWindowContentSizeVal = size;
+    g.SetNextWindowContentSizeCond = ImGuiSetCond_Always;
+}
+
+void ImGui::SetNextWindowContentWidth(float width)
+{
+    ImGuiContext& g = *GImGui;
+    g.SetNextWindowContentSizeVal = ImVec2(width, g.SetNextWindowContentSizeCond ? g.SetNextWindowContentSizeVal.y : 0.0f);
+    g.SetNextWindowContentSizeCond = ImGuiSetCond_Always;
+}
+
+void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond)
+{
+    ImGuiContext& g = *GImGui;
+    g.SetNextWindowCollapsedVal = collapsed;
+    g.SetNextWindowCollapsedCond = cond ? cond : ImGuiSetCond_Always;
+}
+
+void ImGui::SetNextWindowFocus()
+{
+    ImGuiContext& g = *GImGui;
+    g.SetNextWindowFocus = true;
+}
+
+// In window space (not screen space!)
+ImVec2 ImGui::GetContentRegionMax()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    ImVec2 mx = window->ContentsRegionRect.Max;
+    if (window->DC.ColumnsCount != 1)
+        mx.x = GetColumnOffset(window->DC.ColumnsCurrent + 1) - window->WindowPadding.x;
+    return mx;
+}
+
+ImVec2 ImGui::GetContentRegionAvail()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return GetContentRegionMax() - (window->DC.CursorPos - window->Pos);
+}
+
+float ImGui::GetContentRegionAvailWidth()
+{
+    return GetContentRegionAvail().x;
+}
+
+// In window space (not screen space!)
+ImVec2 ImGui::GetWindowContentRegionMin()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->ContentsRegionRect.Min;
+}
+
+ImVec2 ImGui::GetWindowContentRegionMax()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->ContentsRegionRect.Max;
+}
+
+float ImGui::GetWindowContentRegionWidth()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->ContentsRegionRect.Max.x - window->ContentsRegionRect.Min.x;
+}
+
+float ImGui::GetTextLineHeight()
+{
+    ImGuiContext& g = *GImGui;
+    return g.FontSize;
+}
+
+float ImGui::GetTextLineHeightWithSpacing()
+{
+    ImGuiContext& g = *GImGui;
+    return g.FontSize + g.Style.ItemSpacing.y;
+}
+
+float ImGui::GetItemsLineHeightWithSpacing()
+{
+    ImGuiContext& g = *GImGui;
+    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
+}
+
+ImDrawList* ImGui::GetWindowDrawList()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->DrawList;
+}
+
+ImFont* ImGui::GetFont()
+{
+    return GImGui->Font;
+}
+
+float ImGui::GetFontSize()
+{
+    return GImGui->FontSize;
+}
+
+ImVec2 ImGui::GetFontTexUvWhitePixel()
+{
+    return GImGui->FontTexUvWhitePixel;
+}
+
+void ImGui::SetWindowFontScale(float scale)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    window->FontWindowScale = scale;
+    g.FontSize = window->CalcFontSize();
+}
+
+// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
+// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
+ImVec2 ImGui::GetCursorPos()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CursorPos - window->Pos + window->Scroll;
+}
+
+float ImGui::GetCursorPosX()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
+}
+
+float ImGui::GetCursorPosY()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
+}
+
+void ImGui::SetCursorPos(const ImVec2& local_pos)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
+    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
+}
+
+void ImGui::SetCursorPosX(float x)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
+    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
+}
+
+void ImGui::SetCursorPosY(float y)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
+    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
+}
+
+ImVec2 ImGui::GetCursorStartPos()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CursorStartPos - window->Pos;
+}
+
+ImVec2 ImGui::GetCursorScreenPos()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CursorPos;
+}
+
+void ImGui::SetCursorScreenPos(const ImVec2& screen_pos)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.CursorPos = screen_pos;
+    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
+}
+
+float ImGui::GetScrollX()
+{
+    return GImGui->CurrentWindow->Scroll.x;
+}
+
+float ImGui::GetScrollY()
+{
+    return GImGui->CurrentWindow->Scroll.y;
+}
+
+float ImGui::GetScrollMaxX()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->SizeContents.x - window->SizeFull.x - window->ScrollbarSizes.x;
+}
+
+float ImGui::GetScrollMaxY()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->SizeContents.y - window->SizeFull.y - window->ScrollbarSizes.y;
+}
+
+void ImGui::SetScrollX(float scroll_x)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->ScrollTarget.x = scroll_x;
+    window->ScrollTargetCenterRatio.x = 0.0f;
+}
+
+void ImGui::SetScrollY(float scroll_y)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->ScrollTarget.y = scroll_y + window->TitleBarHeight() + window->MenuBarHeight(); // title bar height canceled out when using ScrollTargetRelY
+    window->ScrollTargetCenterRatio.y = 0.0f;
+}
+
+void ImGui::SetScrollFromPosY(float pos_y, float center_y_ratio)
+{
+    // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
+    ImGuiWindow* window = GetCurrentWindow();
+    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
+    window->ScrollTarget.y = (float)(int)(pos_y + window->Scroll.y);
+    if (center_y_ratio <= 0.0f && window->ScrollTarget.y <= window->WindowPadding.y)    // Minor hack to make "scroll to top" take account of WindowPadding, else it would scroll to (WindowPadding.y - ItemSpacing.y)
+        window->ScrollTarget.y = 0.0f;
+    window->ScrollTargetCenterRatio.y = center_y_ratio;
+}
+
+// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
+void ImGui::SetScrollHere(float center_y_ratio)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    float target_y = window->DC.CursorPosPrevLine.y + (window->DC.PrevLineHeight * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
+    SetScrollFromPosY(target_y - window->Pos.y, center_y_ratio);
+}
+
+void ImGui::SetKeyboardFocusHere(int offset)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->FocusIdxAllRequestNext = window->FocusIdxAllCounter + 1 + offset;
+    window->FocusIdxTabRequestNext = INT_MAX;
+}
+
+void ImGui::SetStateStorage(ImGuiStorage* tree)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.StateStorage = tree ? tree : &window->StateStorage;
+}
+
+ImGuiStorage* ImGui::GetStateStorage()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.StateStorage;
+}
+
+void ImGui::TextV(const char* fmt, va_list args)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
+    TextUnformatted(g.TempBuffer, text_end);
+}
+
+void ImGui::Text(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    TextV(fmt, args);
+    va_end(args);
+}
+
+void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args)
+{
+    PushStyleColor(ImGuiCol_Text, col);
+    TextV(fmt, args);
+    PopStyleColor();
+}
+
+void ImGui::TextColored(const ImVec4& col, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    TextColoredV(col, fmt, args);
+    va_end(args);
+}
+
+void ImGui::TextDisabledV(const char* fmt, va_list args)
+{
+    PushStyleColor(ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled]);
+    TextV(fmt, args);
+    PopStyleColor();
+}
+
+void ImGui::TextDisabled(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    TextDisabledV(fmt, args);
+    va_end(args);
+}
+
+void ImGui::TextWrappedV(const char* fmt, va_list args)
+{
+    bool need_wrap = (GImGui->CurrentWindow->DC.TextWrapPos < 0.0f);    // Keep existing wrap position is one ia already set
+    if (need_wrap) PushTextWrapPos(0.0f);
+    TextV(fmt, args);
+    if (need_wrap) PopTextWrapPos();
+}
+
+void ImGui::TextWrapped(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    TextWrappedV(fmt, args);
+    va_end(args);
+}
+
+void ImGui::TextUnformatted(const char* text, const char* text_end)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(text != NULL);
+    const char* text_begin = text;
+    if (text_end == NULL)
+        text_end = text + strlen(text); // FIXME-OPT
+
+    const float wrap_pos_x = window->DC.TextWrapPos;
+    const bool wrap_enabled = wrap_pos_x >= 0.0f;
+    if (text_end - text > 2000 && !wrap_enabled)
+    {
+        // Long text!
+        // Perform manual coarse clipping to optimize for long multi-line text
+        // From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled.
+        // We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line.
+        const char* line = text;
+        const float line_height = GetTextLineHeight();
+        const ImVec2 text_pos = window->DC.CursorPos + ImVec2(0.0f, window->DC.CurrentLineTextBaseOffset);
+        const ImRect clip_rect = window->ClipRect;
+        ImVec2 text_size(0,0);
+
+        if (text_pos.y <= clip_rect.Max.y)
+        {
+            ImVec2 pos = text_pos;
+
+            // Lines to skip (can't skip when logging text)
+            if (!g.LogEnabled)
+            {
+                int lines_skippable = (int)((clip_rect.Min.y - text_pos.y) / line_height);
+                if (lines_skippable > 0)
+                {
+                    int lines_skipped = 0;
+                    while (line < text_end && lines_skipped < lines_skippable)
+                    {
+                        const char* line_end = strchr(line, '\n');
+                        if (!line_end)
+                            line_end = text_end;
+                        line = line_end + 1;
+                        lines_skipped++;
+                    }
+                    pos.y += lines_skipped * line_height;
+                }
+            }
+
+            // Lines to render
+            if (line < text_end)
+            {
+                ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height));
+                while (line < text_end)
+                {
+                    const char* line_end = strchr(line, '\n');
+                    if (IsClippedEx(line_rect, NULL, false))
+                        break;
+
+                    const ImVec2 line_size = CalcTextSize(line, line_end, false);
+                    text_size.x = ImMax(text_size.x, line_size.x);
+                    RenderText(pos, line, line_end, false);
+                    if (!line_end)
+                        line_end = text_end;
+                    line = line_end + 1;
+                    line_rect.Min.y += line_height;
+                    line_rect.Max.y += line_height;
+                    pos.y += line_height;
+                }
+
+                // Count remaining lines
+                int lines_skipped = 0;
+                while (line < text_end)
+                {
+                    const char* line_end = strchr(line, '\n');
+                    if (!line_end)
+                        line_end = text_end;
+                    line = line_end + 1;
+                    lines_skipped++;
+                }
+                pos.y += lines_skipped * line_height;
+            }
+
+            text_size.y += (pos - text_pos).y;
+        }
+
+        ImRect bb(text_pos, text_pos + text_size);
+        ItemSize(bb);
+        ItemAdd(bb, NULL);
+    }
+    else
+    {
+        const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f;
+        const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);
+
+        // Account of baseline offset
+        ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrentLineTextBaseOffset);
+        ImRect bb(text_pos, text_pos + text_size);
+        ItemSize(text_size);
+        if (!ItemAdd(bb, NULL))
+            return;
+
+        // Render (we don't hide text after ## in this end-user function)
+        RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width);
+    }
+}
+
+void ImGui::AlignFirstTextHeightToWidgets()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    // Declare a dummy item size to that upcoming items that are smaller will center-align on the newly expanded line height.
+    ImGuiContext& g = *GImGui;
+    ItemSize(ImVec2(0, g.FontSize + g.Style.FramePadding.y*2), g.Style.FramePadding.y);
+    SameLine(0, 0);
+}
+
+// Add a label+text combo aligned to other label+value widgets
+void ImGui::LabelTextV(const char* label, const char* fmt, va_list args)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const float w = CalcItemWidth();
+
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2));
+    const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y*2) + label_size);
+    ItemSize(total_bb, style.FramePadding.y);
+    if (!ItemAdd(total_bb, NULL))
+        return;
+
+    // Render
+    const char* value_text_begin = &g.TempBuffer[0];
+    const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
+    RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f,0.5f));
+    if (label_size.x > 0.0f)
+        RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);
+}
+
+void ImGui::LabelText(const char* label, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    LabelTextV(label, fmt, args);
+    va_end(args);
+}
+
+static inline bool IsWindowContentHoverable(ImGuiWindow* window)
+{
+    // An active popup disable hovering on other windows (apart from its own children)
+    ImGuiContext& g = *GImGui;
+    if (ImGuiWindow* focused_window = g.FocusedWindow)
+        if (ImGuiWindow* focused_root_window = focused_window->RootWindow)
+            if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) != 0 && focused_root_window->WasActive && focused_root_window != window->RootWindow)
+                return false;
+
+    return true;
+}
+
+bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    if (flags & ImGuiButtonFlags_Disabled)
+    {
+        if (out_hovered) *out_hovered = false;
+        if (out_held) *out_held = false;
+        if (g.ActiveId == id) ClearActiveID();
+        return false;
+    }
+
+    if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick)) == 0)
+        flags |= ImGuiButtonFlags_PressedOnClickRelease;
+
+    bool pressed = false;
+    bool hovered = IsHovered(bb, id, (flags & ImGuiButtonFlags_FlattenChilds) != 0);
+    if (hovered)
+    {
+        SetHoveredID(id);
+        if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
+        {
+            //                        | CLICKING        | HOLDING with ImGuiButtonFlags_Repeat
+            // PressedOnClickRelease  |  <on release>*  |  <on repeat> <on repeat> .. (NOT on release)  <-- MOST COMMON! (*) only if both click/release were over bounds
+            // PressedOnClick         |  <on click>     |  <on click> <on repeat> <on repeat> ..
+            // PressedOnRelease       |  <on release>   |  <on repeat> <on repeat> .. (NOT on release)
+            // PressedOnDoubleClick   |  <on dclick>    |  <on dclick> <on repeat> <on repeat> ..
+            if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0])
+            {
+                SetActiveID(id, window); // Hold on ID
+                FocusWindow(window);
+                g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
+            }
+            if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0]))
+            {
+                pressed = true;
+                ClearActiveID();
+                FocusWindow(window);
+            }
+            if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0])
+            {
+                if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay))  // Repeat mode trumps <on release>
+                    pressed = true;
+                ClearActiveID();
+            }
+
+            // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). 
+            // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
+            if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true))
+                pressed = true;
+        }
+    }
+
+    bool held = false;
+    if (g.ActiveId == id)
+    {
+        if (g.IO.MouseDown[0])
+        {
+            held = true;
+        }
+        else
+        {
+            if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease))
+                if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay))  // Repeat mode trumps <on release>
+                    pressed = true;
+            ClearActiveID();
+        }
+    }
+
+    // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.
+    if (hovered && (flags & ImGuiButtonFlags_AllowOverlapMode) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))
+        hovered = pressed = held = false;
+
+    if (out_hovered) *out_hovered = hovered;
+    if (out_held) *out_held = held;
+
+    return pressed;
+}
+
+bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+    ImVec2 pos = window->DC.CursorPos;
+    if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag)
+        pos.y += window->DC.CurrentLineTextBaseOffset - style.FramePadding.y;
+    ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);
+
+    const ImRect bb(pos, pos + size);
+    ItemSize(bb, style.FramePadding.y);
+    if (!ItemAdd(bb, &id))
+        return false;
+
+    if (window->DC.ButtonRepeat) flags |= ImGuiButtonFlags_Repeat;
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
+
+    // Render
+    const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+    RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
+    RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb);
+
+    // Automatically close popups
+    //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
+    //    CloseCurrentPopup();
+
+    return pressed;
+}
+
+bool ImGui::Button(const char* label, const ImVec2& size_arg)
+{
+    return ButtonEx(label, size_arg, 0);
+}
+
+// Small buttons fits within text without additional vertical spacing.
+bool ImGui::SmallButton(const char* label)
+{
+    ImGuiContext& g = *GImGui;
+    float backup_padding_y = g.Style.FramePadding.y;
+    g.Style.FramePadding.y = 0.0f;
+    bool pressed = ButtonEx(label, ImVec2(0,0), ImGuiButtonFlags_AlignTextBaseLine);
+    g.Style.FramePadding.y = backup_padding_y;
+    return pressed;
+}
+
+// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.
+// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)
+bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    const ImGuiID id = window->GetID(str_id);
+    ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f);
+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
+    ItemSize(bb);
+    if (!ItemAdd(bb, &id))
+        return false;
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held);
+
+    return pressed;
+}
+
+// Upper-right button to close a window.
+bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+
+    const ImRect bb(pos - ImVec2(radius,radius), pos + ImVec2(radius,radius));
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held);
+
+    // Render
+    const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_CloseButtonActive : hovered ? ImGuiCol_CloseButtonHovered : ImGuiCol_CloseButton);
+    const ImVec2 center = bb.GetCenter();
+    window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), col, 12);
+
+    const float cross_extent = (radius * 0.7071f) - 1.0f;
+    if (hovered)
+    {
+        window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), GetColorU32(ImGuiCol_Text));
+        window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), GetColorU32(ImGuiCol_Text));
+    }
+
+    return pressed;
+}
+
+void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
+    if (border_col.w > 0.0f)
+        bb.Max += ImVec2(2,2);
+    ItemSize(bb);
+    if (!ItemAdd(bb, NULL))
+        return;
+
+    if (border_col.w > 0.0f)
+    {
+        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f);
+        window->DrawList->AddImage(user_texture_id, bb.Min+ImVec2(1,1), bb.Max-ImVec2(1,1), uv0, uv1, GetColorU32(tint_col));
+    }
+    else
+    {
+        window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col));
+    }
+}
+
+// frame_padding < 0: uses FramePadding from style (default)
+// frame_padding = 0: no framing
+// frame_padding > 0: set framing size
+// The color used are the button colors.
+bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+
+    // Default to using texture ID as ID. User can still push string/integer prefixes.
+    // We could hash the size/uv to create a unique ID but that would prevent the user from animating UV.
+    PushID((void *)user_texture_id);
+    const ImGuiID id = window->GetID("#image");
+    PopID();
+
+    const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : style.FramePadding;
+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding*2);
+    const ImRect image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size);
+    ItemSize(bb);
+    if (!ItemAdd(bb, &id))
+        return false;
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held);
+
+    // Render
+    const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+    RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, style.FrameRounding));
+    if (bg_col.w > 0.0f)
+        window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, GetColorU32(bg_col));
+    window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, GetColorU32(tint_col));
+
+    return pressed;
+}
+
+// Start logging ImGui output to TTY
+void ImGui::LogToTTY(int max_depth)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.LogEnabled)
+        return;
+    ImGuiWindow* window = GetCurrentWindowRead();
+
+    g.LogEnabled = true;
+    g.LogFile = stdout;
+    g.LogStartDepth = window->DC.TreeDepth;
+    if (max_depth >= 0)
+        g.LogAutoExpandMaxDepth = max_depth;
+}
+
+// Start logging ImGui output to given file
+void ImGui::LogToFile(int max_depth, const char* filename)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.LogEnabled)
+        return;
+    ImGuiWindow* window = GetCurrentWindowRead();
+
+    if (!filename)
+    {
+        filename = g.IO.LogFilename;
+        if (!filename)
+            return;
+    }
+
+    g.LogFile = ImFileOpen(filename, "ab");
+    if (!g.LogFile)
+    {
+        IM_ASSERT(g.LogFile != NULL); // Consider this an error
+        return;
+    }
+    g.LogEnabled = true;
+    g.LogStartDepth = window->DC.TreeDepth;
+    if (max_depth >= 0)
+        g.LogAutoExpandMaxDepth = max_depth;
+}
+
+// Start logging ImGui output to clipboard
+void ImGui::LogToClipboard(int max_depth)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.LogEnabled)
+        return;
+    ImGuiWindow* window = GetCurrentWindowRead();
+
+    g.LogEnabled = true;
+    g.LogFile = NULL;
+    g.LogStartDepth = window->DC.TreeDepth;
+    if (max_depth >= 0)
+        g.LogAutoExpandMaxDepth = max_depth;
+}
+
+void ImGui::LogFinish()
+{
+    ImGuiContext& g = *GImGui;
+    if (!g.LogEnabled)
+        return;
+
+    LogText(IM_NEWLINE);
+    g.LogEnabled = false;
+    if (g.LogFile != NULL)
+    {
+        if (g.LogFile == stdout)
+            fflush(g.LogFile);
+        else
+            fclose(g.LogFile);
+        g.LogFile = NULL;
+    }
+    if (g.LogClipboard->size() > 1)
+    {
+        SetClipboardText(g.LogClipboard->begin());
+        g.LogClipboard->clear();
+    }
+}
+
+// Helper to display logging buttons
+void ImGui::LogButtons()
+{
+    ImGuiContext& g = *GImGui;
+
+    PushID("LogButtons");
+    const bool log_to_tty = Button("Log To TTY"); SameLine();
+    const bool log_to_file = Button("Log To File"); SameLine();
+    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
+    PushItemWidth(80.0f);
+    PushAllowKeyboardFocus(false);
+    SliderInt("Depth", &g.LogAutoExpandMaxDepth, 0, 9, NULL);
+    PopAllowKeyboardFocus();
+    PopItemWidth();
+    PopID();
+
+    // Start logging at the end of the function so that the buttons don't appear in the log
+    if (log_to_tty)
+        LogToTTY(g.LogAutoExpandMaxDepth);
+    if (log_to_file)
+        LogToFile(g.LogAutoExpandMaxDepth, g.IO.LogFilename);
+    if (log_to_clipboard)
+        LogToClipboard(g.LogAutoExpandMaxDepth);
+}
+
+bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
+{
+    if (flags & ImGuiTreeNodeFlags_Leaf)
+        return true;
+
+    // We only write to the tree storage if the user clicks (or explicitely use SetNextTreeNode*** functions)
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiStorage* storage = window->DC.StateStorage;
+
+    bool is_open;
+    if (g.SetNextTreeNodeOpenCond != 0)
+    {
+        if (g.SetNextTreeNodeOpenCond & ImGuiSetCond_Always)
+        {
+            is_open = g.SetNextTreeNodeOpenVal;
+            storage->SetInt(id, is_open);
+        }
+        else
+        {
+            // We treat ImGuiSetCondition_Once and ImGuiSetCondition_FirstUseEver the same because tree node state are not saved persistently.
+            const int stored_value = storage->GetInt(id, -1);
+            if (stored_value == -1)
+            {
+                is_open = g.SetNextTreeNodeOpenVal;
+                storage->SetInt(id, is_open);
+            }
+            else
+            {
+                is_open = stored_value != 0;
+            }
+        }
+        g.SetNextTreeNodeOpenCond = 0;
+    }
+    else
+    {
+        is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0;
+    }
+
+    // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior).
+    // NB- If we are above max depth we still allow manually opened nodes to be logged.
+    if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && window->DC.TreeDepth < g.LogAutoExpandMaxDepth)
+        is_open = true;
+
+    return is_open;
+}
+
+bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0;
+    const ImVec2 padding = display_frame ? style.FramePadding : ImVec2(style.FramePadding.x, 0.0f);
+
+    if (!label_end)
+        label_end = FindRenderedTextEnd(label);
+    const ImVec2 label_size = CalcTextSize(label, label_end, false);
+
+    // We vertically grow up to current line height up the typical widget height.
+    const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset - padding.y); // Latch before ItemSize changes it
+    const float frame_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2);
+    ImRect bb = ImRect(window->DC.CursorPos, ImVec2(window->Pos.x + GetContentRegionMax().x, window->DC.CursorPos.y + frame_height));
+    if (display_frame)
+    {
+        // Framed header expand a little outside the default padding
+        bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1;
+        bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1;
+    }
+
+    const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2));   // Collapser arrow width + Spacing
+    const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f);   // Include collapser
+    ItemSize(ImVec2(text_width, frame_height), text_base_offset_y);
+
+    // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
+    // (Ideally we'd want to add a flag for the user to specify we want want the hit test to be done up to the right side of the content or not)
+    const ImRect interact_bb = display_frame ? bb : ImRect(bb.Min.x, bb.Min.y, bb.Min.x + text_width + style.ItemSpacing.x*2, bb.Max.y);
+    bool is_open = TreeNodeBehaviorIsOpen(id, flags);
+    if (!ItemAdd(interact_bb, &id))
+    {
+        if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
+            TreePushRawID(id);
+        return is_open;
+    }
+
+    // Flags that affects opening behavior:
+    // - 0(default) ..................... single-click anywhere to open
+    // - OpenOnDoubleClick .............. double-click anywhere to open
+    // - OpenOnArrow .................... single-click on arrow to open
+    // - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open
+    ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers | ((flags & ImGuiTreeNodeFlags_AllowOverlapMode) ? ImGuiButtonFlags_AllowOverlapMode : 0);
+    if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
+        button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0);
+    bool hovered, held, pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
+    if (pressed && !(flags & ImGuiTreeNodeFlags_Leaf))
+    {
+        bool toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick));
+        if (flags & ImGuiTreeNodeFlags_OpenOnArrow)
+            toggled |= IsMouseHoveringRect(interact_bb.Min, ImVec2(interact_bb.Min.x + text_offset_x, interact_bb.Max.y));
+        if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
+            toggled |= g.IO.MouseDoubleClicked[0];
+        if (toggled)
+        {
+            is_open = !is_open;
+            window->DC.StateStorage->SetInt(id, is_open);
+        }
+    }
+    if (flags & ImGuiTreeNodeFlags_AllowOverlapMode)
+        SetItemAllowOverlap();
+
+    // Render
+    const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
+    const ImVec2 text_pos = bb.Min + ImVec2(text_offset_x, padding.y + text_base_offset_y);
+    if (display_frame)
+    {
+        // Framed type
+        RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
+        RenderCollapseTriangle(bb.Min + padding + ImVec2(0.0f, text_base_offset_y), is_open, 1.0f);
+        if (g.LogEnabled)
+        {
+            // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here.
+            const char log_prefix[] = "\n##";
+            const char log_suffix[] = "##";
+            LogRenderedText(text_pos, log_prefix, log_prefix+3);
+            RenderTextClipped(text_pos, bb.Max, label, label_end, &label_size);
+            LogRenderedText(text_pos, log_suffix+1, log_suffix+3);
+        }
+        else
+        {
+            RenderTextClipped(text_pos, bb.Max, label, label_end, &label_size);
+        }
+    }
+    else
+    {
+        // Unframed typed for tree nodes
+        if (hovered || (flags & ImGuiTreeNodeFlags_Selected))
+            RenderFrame(bb.Min, bb.Max, col, false);
+
+        if (flags & ImGuiTreeNodeFlags_Bullet)
+            RenderBullet(bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y));
+        else if (!(flags & ImGuiTreeNodeFlags_Leaf))
+            RenderCollapseTriangle(bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open, 0.70f);
+        if (g.LogEnabled)
+            LogRenderedText(text_pos, ">");
+        RenderText(text_pos, label, label_end, false);
+    }
+
+    if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
+        TreePushRawID(id);
+    return is_open;
+}
+
+// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag).
+// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader | ImGuiTreeNodeFlags_NoTreePushOnOpen). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode().
+bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader | ImGuiTreeNodeFlags_NoTreePushOnOpen, label);
+}
+
+bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    if (p_open && !*p_open)
+        return false;
+
+    ImGuiID id = window->GetID(label);
+    bool is_open = TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader | ImGuiTreeNodeFlags_NoTreePushOnOpen | (p_open ? ImGuiTreeNodeFlags_AllowOverlapMode : 0), label);
+    if (p_open)
+    {
+        // Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.
+        ImGuiContext& g = *GImGui;
+        float button_sz = g.FontSize * 0.5f;
+        if (CloseButton(window->GetID((void*)(intptr_t)(id+1)), ImVec2(ImMin(window->DC.LastItemRect.Max.x, window->ClipRect.Max.x) - g.Style.FramePadding.x - button_sz, window->DC.LastItemRect.Min.y + g.Style.FramePadding.y + button_sz), button_sz))
+            *p_open = false;
+    }
+
+    return is_open;
+}
+
+bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    return TreeNodeBehavior(window->GetID(label), flags, label, NULL);
+}
+
+bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
+    return TreeNodeBehavior(window->GetID(str_id), flags, g.TempBuffer, label_end);
+}
+
+bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
+    return TreeNodeBehavior(window->GetID(ptr_id), flags, g.TempBuffer, label_end);
+}
+
+bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args)
+{
+    return TreeNodeExV(str_id, 0, fmt, args);
+}
+
+bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args)
+{
+    return TreeNodeExV(ptr_id, 0, fmt, args);
+}
+
+bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    bool is_open = TreeNodeExV(str_id, flags, fmt, args);
+    va_end(args);
+    return is_open;
+}
+
+bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    bool is_open = TreeNodeExV(ptr_id, flags, fmt, args);
+    va_end(args);
+    return is_open;
+}
+
+bool ImGui::TreeNode(const char* str_id, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    bool is_open = TreeNodeExV(str_id, 0, fmt, args);
+    va_end(args);
+    return is_open;
+}
+
+bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    bool is_open = TreeNodeExV(ptr_id, 0, fmt, args);
+    va_end(args);
+    return is_open;
+}
+
+bool ImGui::TreeNode(const char* label)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+    return TreeNodeBehavior(window->GetID(label), 0, label, NULL);
+}
+
+void ImGui::TreeAdvanceToLabelPos()
+{
+    ImGuiContext& g = *GImGui;
+    g.CurrentWindow->DC.CursorPos.x += GetTreeNodeToLabelSpacing();
+}
+
+// Horizontal distance preceding label when using TreeNode() or Bullet()
+float ImGui::GetTreeNodeToLabelSpacing()
+{
+    ImGuiContext& g = *GImGui;
+    return g.FontSize + (g.Style.FramePadding.x * 2.0f);
+}
+
+void ImGui::SetNextTreeNodeOpen(bool is_open, ImGuiSetCond cond)
+{
+    ImGuiContext& g = *GImGui;
+    g.SetNextTreeNodeOpenVal = is_open;
+    g.SetNextTreeNodeOpenCond = cond ? cond : ImGuiSetCond_Always;
+}
+
+void ImGui::PushID(const char* str_id)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->IDStack.push_back(window->GetID(str_id));
+}
+
+void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->IDStack.push_back(window->GetID(str_id_begin, str_id_end));
+}
+
+void ImGui::PushID(const void* ptr_id)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->IDStack.push_back(window->GetID(ptr_id));
+}
+
+void ImGui::PushID(int int_id)
+{
+    const void* ptr_id = (void*)(intptr_t)int_id;
+    ImGuiWindow* window = GetCurrentWindow();
+    window->IDStack.push_back(window->GetID(ptr_id));
+}
+
+void ImGui::PopID()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->IDStack.pop_back();
+}
+
+ImGuiID ImGui::GetID(const char* str_id)
+{
+    return GImGui->CurrentWindow->GetID(str_id);
+}
+
+ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
+{
+    return GImGui->CurrentWindow->GetID(str_id_begin, str_id_end);
+}
+
+ImGuiID ImGui::GetID(const void* ptr_id)
+{
+    return GImGui->CurrentWindow->GetID(ptr_id);
+}
+
+void ImGui::Bullet()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const float line_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y*2), g.FontSize);
+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height));
+    ItemSize(bb);
+    if (!ItemAdd(bb, NULL))
+    {
+        SameLine(0, style.FramePadding.x*2);
+        return;
+    }
+
+    // Render and stay on same line
+    RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f));
+    SameLine(0, style.FramePadding.x*2);
+}
+
+// Text with a little bullet aligned to the typical tree node.
+void ImGui::BulletTextV(const char* fmt, va_list args)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+
+    const char* text_begin = g.TempBuffer;
+    const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
+    const ImVec2 label_size = CalcTextSize(text_begin, text_end, false);
+    const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it
+    const float line_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y*2), g.FontSize);
+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x*2) : 0.0f), ImMax(line_height, label_size.y)));  // Empty text doesn't add padding
+    ItemSize(bb);
+    if (!ItemAdd(bb, NULL))
+        return;
+
+    // Render
+    RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f));
+    RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2, text_base_offset_y), text_begin, text_end, false);
+}
+
+void ImGui::BulletText(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    BulletTextV(fmt, args);
+    va_end(args);
+}
+
+static inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, const char* display_format, char* buf, int buf_size)
+{
+    if (data_type == ImGuiDataType_Int)
+        ImFormatString(buf, buf_size, display_format, *(int*)data_ptr);
+    else if (data_type == ImGuiDataType_Float)
+        ImFormatString(buf, buf_size, display_format, *(float*)data_ptr);
+}
+
+static inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, int decimal_precision, char* buf, int buf_size)
+{
+    if (data_type == ImGuiDataType_Int)
+    {
+        if (decimal_precision < 0)
+            ImFormatString(buf, buf_size, "%d", *(int*)data_ptr);
+        else
+            ImFormatString(buf, buf_size, "%.*d", decimal_precision, *(int*)data_ptr);
+    }
+    else if (data_type == ImGuiDataType_Float)
+    {
+        if (decimal_precision < 0)
+            ImFormatString(buf, buf_size, "%f", *(float*)data_ptr);     // Ideally we'd have a minimum decimal precision of 1 to visually denote that it is a float, while hiding non-significant digits?
+        else
+            ImFormatString(buf, buf_size, "%.*f", decimal_precision, *(float*)data_ptr);
+    }
+}
+
+static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* value1, const void* value2)// Store into value1
+{
+    if (data_type == ImGuiDataType_Int)
+    {
+        if (op == '+')
+            *(int*)value1 = *(int*)value1 + *(const int*)value2;
+        else if (op == '-')
+            *(int*)value1 = *(int*)value1 - *(const int*)value2;
+    }
+    else if (data_type == ImGuiDataType_Float)
+    {
+        if (op == '+')
+            *(float*)value1 = *(float*)value1 + *(const float*)value2;
+        else if (op == '-')
+            *(float*)value1 = *(float*)value1 - *(const float*)value2;
+    }
+}
+
+// User can input math operators (e.g. +100) to edit a numerical values.
+static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format)
+{
+    while (ImCharIsSpace(*buf))
+        buf++;
+
+    // We don't support '-' op because it would conflict with inputing negative value.
+    // Instead you can use +-100 to subtract from an existing value
+    char op = buf[0];
+    if (op == '+' || op == '*' || op == '/')
+    {
+        buf++;
+        while (ImCharIsSpace(*buf))
+            buf++;
+    }
+    else
+    {
+        op = 0;
+    }
+    if (!buf[0])
+        return false;
+
+    if (data_type == ImGuiDataType_Int)
+    {
+        if (!scalar_format)
+            scalar_format = "%d";
+        int* v = (int*)data_ptr;
+        const int old_v = *v;
+        int arg0 = *v;
+        if (op && sscanf(initial_value_buf, scalar_format, &arg0) < 1)
+            return false;
+
+        // Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision
+        float arg1 = 0.0f;
+        if (op == '+')      { if (sscanf(buf, "%f", &arg1) == 1) *v = (int)(arg0 + arg1); }                // Add (use "+-" to subtract)
+        else if (op == '*') { if (sscanf(buf, "%f", &arg1) == 1) *v = (int)(arg0 * arg1); }                // Multiply
+        else if (op == '/') { if (sscanf(buf, "%f", &arg1) == 1 && arg1 != 0.0f) *v = (int)(arg0 / arg1); }// Divide
+        else                { if (sscanf(buf, scalar_format, &arg0) == 1) *v = arg0; }                     // Assign constant
+        return (old_v != *v);
+    }
+    else if (data_type == ImGuiDataType_Float)
+    {
+        // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in
+        scalar_format = "%f";
+        float* v = (float*)data_ptr;
+        const float old_v = *v;
+        float arg0 = *v;
+        if (op && sscanf(initial_value_buf, scalar_format, &arg0) < 1)
+            return false;
+
+        float arg1 = 0.0f;
+        if (sscanf(buf, scalar_format, &arg1) < 1)
+            return false;
+        if (op == '+')      { *v = arg0 + arg1; }                    // Add (use "+-" to subtract)
+        else if (op == '*') { *v = arg0 * arg1; }                    // Multiply
+        else if (op == '/') { if (arg1 != 0.0f) *v = arg0 / arg1; }  // Divide
+        else                { *v = arg1; }                           // Assign constant
+        return (old_v != *v);
+    }
+
+    return false;
+}
+
+// Create text input in place of a slider (when CTRL+Clicking on slider)
+bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label, ImGuiDataType data_type, void* data_ptr, ImGuiID id, int decimal_precision)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    // Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen)
+    SetActiveID(g.ScalarAsInputTextId, window);
+    SetHoveredID(0);
+    FocusableItemUnregister(window);
+
+    char buf[32];
+    DataTypeFormatString(data_type, data_ptr, decimal_precision, buf, IM_ARRAYSIZE(buf));
+    bool text_value_changed = InputTextEx(label, buf, IM_ARRAYSIZE(buf), aabb.GetSize(), ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_AutoSelectAll);
+    if (g.ScalarAsInputTextId == 0)
+    {
+        // First frame
+        IM_ASSERT(g.ActiveId == id);    // InputText ID expected to match the Slider ID (else we'd need to store them both, which is also possible)
+        g.ScalarAsInputTextId = g.ActiveId;
+        SetHoveredID(id);
+    }
+    else if (g.ActiveId != g.ScalarAsInputTextId)
+    {
+        // Release
+        g.ScalarAsInputTextId = 0;
+    }
+    if (text_value_changed)
+        return DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, NULL);
+    return false;
+}
+
+// Parse display precision back from the display format string
+int ImGui::ParseFormatPrecision(const char* fmt, int default_precision)
+{
+    int precision = default_precision;
+    while ((fmt = strchr(fmt, '%')) != NULL)
+    {
+        fmt++;
+        if (fmt[0] == '%') { fmt++; continue; } // Ignore "%%"
+        while (*fmt >= '0' && *fmt <= '9')
+            fmt++;
+        if (*fmt == '.')
+        {
+            precision = atoi(fmt + 1);
+            if (precision < 0 || precision > 10)
+                precision = default_precision;
+        }
+        break;
+    }
+    return precision;
+}
+
+float ImGui::RoundScalar(float value, int decimal_precision)
+{
+    // Round past decimal precision
+    // So when our value is 1.99999 with a precision of 0.001 we'll end up rounding to 2.0
+    // FIXME: Investigate better rounding methods
+    static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f };
+    float min_step = (decimal_precision >= 0 && decimal_precision < 10) ? min_steps[decimal_precision] : powf(10.0f, (float)-decimal_precision);
+    bool negative = value < 0.0f;
+    value = fabsf(value);
+    float remainder = fmodf(value, min_step);
+    if (remainder <= min_step*0.5f)
+        value -= remainder;
+    else
+        value += (min_step - remainder);
+    return negative ? -value : value;
+}
+
+static inline float SliderBehaviorCalcRatioFromValue(float v, float v_min, float v_max, float power, float linear_zero_pos)
+{
+    if (v_min == v_max)
+        return 0.0f;
+
+    const bool is_non_linear = (power < 1.0f-0.00001f) || (power > 1.0f+0.00001f);
+    const float v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min);
+    if (is_non_linear)
+    {
+        if (v_clamped < 0.0f)
+        {
+            const float f = 1.0f - (v_clamped - v_min) / (ImMin(0.0f,v_max) - v_min);
+            return (1.0f - powf(f, 1.0f/power)) * linear_zero_pos;
+        }
+        else
+        {
+            const float f = (v_clamped - ImMax(0.0f,v_min)) / (v_max - ImMax(0.0f,v_min));
+            return linear_zero_pos + powf(f, 1.0f/power) * (1.0f - linear_zero_pos);
+        }
+    }
+
+    // Linear slider
+    return (v_clamped - v_min) / (v_max - v_min);
+}
+
+bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, ImGuiSliderFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    const ImGuiStyle& style = g.Style;
+
+    // Draw frame
+    RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
+
+    const bool is_non_linear = (power < 1.0f-0.00001f) || (power > 1.0f+0.00001f);
+    const bool is_horizontal = (flags & ImGuiSliderFlags_Vertical) == 0;
+
+    const float grab_padding = 2.0f;
+    const float slider_sz = is_horizontal ? (frame_bb.GetWidth() - grab_padding * 2.0f) : (frame_bb.GetHeight() - grab_padding * 2.0f);
+    float grab_sz;
+    if (decimal_precision > 0)
+        grab_sz = ImMin(style.GrabMinSize, slider_sz);
+    else
+        grab_sz = ImMin(ImMax(1.0f * (slider_sz / ((v_min < v_max ? v_max - v_min : v_min - v_max) + 1.0f)), style.GrabMinSize), slider_sz);  // Integer sliders, if possible have the grab size represent 1 unit
+    const float slider_usable_sz = slider_sz - grab_sz;
+    const float slider_usable_pos_min = (is_horizontal ? frame_bb.Min.x : frame_bb.Min.y) + grab_padding + grab_sz*0.5f;
+    const float slider_usable_pos_max = (is_horizontal ? frame_bb.Max.x : frame_bb.Max.y) - grab_padding - grab_sz*0.5f;
+
+    // For logarithmic sliders that cross over sign boundary we want the exponential increase to be symmetric around 0.0f
+    float linear_zero_pos = 0.0f;   // 0.0->1.0f
+    if (v_min * v_max < 0.0f)
+    {
+        // Different sign
+        const float linear_dist_min_to_0 = powf(fabsf(0.0f - v_min), 1.0f/power);
+        const float linear_dist_max_to_0 = powf(fabsf(v_max - 0.0f), 1.0f/power);
+        linear_zero_pos = linear_dist_min_to_0 / (linear_dist_min_to_0+linear_dist_max_to_0);
+    }
+    else
+    {
+        // Same sign
+        linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f;
+    }
+
+    // Process clicking on the slider
+    bool value_changed = false;
+    if (g.ActiveId == id)
+    {
+        if (g.IO.MouseDown[0])
+        {
+            const float mouse_abs_pos = is_horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
+            float clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f;
+            if (!is_horizontal)
+                clicked_t = 1.0f - clicked_t;
+
+            float new_value;
+            if (is_non_linear)
+            {
+                // Account for logarithmic scale on both sides of the zero
+                if (clicked_t < linear_zero_pos)
+                {
+                    // Negative: rescale to the negative range before powering
+                    float a = 1.0f - (clicked_t / linear_zero_pos);
+                    a = powf(a, power);
+                    new_value = ImLerp(ImMin(v_max,0.0f), v_min, a);
+                }
+                else
+                {
+                    // Positive: rescale to the positive range before powering
+                    float a;
+                    if (fabsf(linear_zero_pos - 1.0f) > 1.e-6f)
+                        a = (clicked_t - linear_zero_pos) / (1.0f - linear_zero_pos);
+                    else
+                        a = clicked_t;
+                    a = powf(a, power);
+                    new_value = ImLerp(ImMax(v_min,0.0f), v_max, a);
+                }
+            }
+            else
+            {
+                // Linear slider
+                new_value = ImLerp(v_min, v_max, clicked_t);
+            }
+
+            // Round past decimal precision
+            new_value = RoundScalar(new_value, decimal_precision);
+            if (*v != new_value)
+            {
+                *v = new_value;
+                value_changed = true;
+            }
+        }
+        else
+        {
+            ClearActiveID();
+        }
+    }
+
+    // Calculate slider grab positioning
+    float grab_t = SliderBehaviorCalcRatioFromValue(*v, v_min, v_max, power, linear_zero_pos);
+
+    // Draw
+    if (!is_horizontal)
+        grab_t = 1.0f - grab_t;
+    const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);
+    ImRect grab_bb;
+    if (is_horizontal)
+        grab_bb = ImRect(ImVec2(grab_pos - grab_sz*0.5f, frame_bb.Min.y + grab_padding), ImVec2(grab_pos + grab_sz*0.5f, frame_bb.Max.y - grab_padding));
+    else
+        grab_bb = ImRect(ImVec2(frame_bb.Min.x + grab_padding, grab_pos - grab_sz*0.5f), ImVec2(frame_bb.Max.x - grab_padding, grab_pos + grab_sz*0.5f));
+    window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);
+
+    return value_changed;
+}
+
+// Use power!=1.0 for logarithmic sliders.
+// Adjust display_format to decorate the value with a prefix or a suffix.
+//   "%.3f"         1.234
+//   "%5.2f secs"   01.23 secs
+//   "Gold: %.0f"   Gold: 1
+bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format, float power)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const float w = CalcItemWidth();
+
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
+    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+
+    // NB- we don't call ItemSize() yet because we may turn into a text edit box below
+    if (!ItemAdd(total_bb, &id))
+    {
+        ItemSize(total_bb, style.FramePadding.y);
+        return false;
+    }
+
+    const bool hovered = IsHovered(frame_bb, id);
+    if (hovered)
+        SetHoveredID(id);
+
+    if (!display_format)
+        display_format = "%.3f";
+    int decimal_precision = ParseFormatPrecision(display_format, 3);
+
+    // Tabbing or CTRL-clicking on Slider turns it into an input box
+    bool start_text_input = false;
+    const bool tab_focus_requested = FocusableItemRegister(window, g.ActiveId == id);
+    if (tab_focus_requested || (hovered && g.IO.MouseClicked[0]))
+    {
+        SetActiveID(id, window);
+        FocusWindow(window);
+
+        if (tab_focus_requested || g.IO.KeyCtrl)
+        {
+            start_text_input = true;
+            g.ScalarAsInputTextId = 0;
+        }
+    }
+    if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id))
+        return InputScalarAsWidgetReplacement(frame_bb, label, ImGuiDataType_Float, v, id, decimal_precision);
+
+    ItemSize(total_bb, style.FramePadding.y);
+
+    // Actual slider behavior + render grab
+    const bool value_changed = SliderBehavior(frame_bb, id, v, v_min, v_max, power, decimal_precision);
+
+    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
+    char value_buf[64];
+    const char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
+    RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f));
+
+    if (label_size.x > 0.0f)
+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+    return value_changed;
+}
+
+bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* display_format, float power)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
+    const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+
+    ItemSize(bb, style.FramePadding.y);
+    if (!ItemAdd(frame_bb, &id))
+        return false;
+
+    const bool hovered = IsHovered(frame_bb, id);
+    if (hovered)
+        SetHoveredID(id);
+
+    if (!display_format)
+        display_format = "%.3f";
+    int decimal_precision = ParseFormatPrecision(display_format, 3);
+
+    if (hovered && g.IO.MouseClicked[0])
+    {
+        SetActiveID(id, window);
+        FocusWindow(window);
+    }
+
+    // Actual slider behavior + render grab
+    bool value_changed = SliderBehavior(frame_bb, id, v, v_min, v_max, power, decimal_precision, ImGuiSliderFlags_Vertical);
+
+    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
+    // For the vertical slider we allow centered text to overlap the frame padding
+    char value_buf[64];
+    char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
+    RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.0f));
+    if (label_size.x > 0.0f)
+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+    return value_changed;
+}
+
+bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max)
+{
+    float v_deg = (*v_rad) * 360.0f / (2*IM_PI);
+    bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, "%.0f deg", 1.0f);
+    *v_rad = v_deg * (2*IM_PI) / 360.0f;
+    return value_changed;
+}
+
+bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* display_format)
+{
+    if (!display_format)
+        display_format = "%.0f";
+    float v_f = (float)*v;
+    bool value_changed = SliderFloat(label, &v_f, (float)v_min, (float)v_max, display_format, 1.0f);
+    *v = (int)v_f;
+    return value_changed;
+}
+
+bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format)
+{
+    if (!display_format)
+        display_format = "%.0f";
+    float v_f = (float)*v;
+    bool value_changed = VSliderFloat(label, size, &v_f, (float)v_min, (float)v_max, display_format, 1.0f);
+    *v = (int)v_f;
+    return value_changed;
+}
+
+// Add multiple sliders on 1 line for compact edition of multiple components
+bool ImGui::SliderFloatN(const char* label, float* v, int components, float v_min, float v_max, const char* display_format, float power)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    bool value_changed = false;
+    BeginGroup();
+    PushID(label);
+    PushMultiItemsWidths(components);
+    for (int i = 0; i < components; i++)
+    {
+        PushID(i);
+        value_changed |= SliderFloat("##v", &v[i], v_min, v_max, display_format, power);
+        SameLine(0, g.Style.ItemInnerSpacing.x);
+        PopID();
+        PopItemWidth();
+    }
+    PopID();
+
+    TextUnformatted(label, FindRenderedTextEnd(label));
+    EndGroup();
+
+    return value_changed;
+}
+
+bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format, float power)
+{
+    return SliderFloatN(label, v, 2, v_min, v_max, display_format, power);
+}
+
+bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format, float power)
+{
+    return SliderFloatN(label, v, 3, v_min, v_max, display_format, power);
+}
+
+bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format, float power)
+{
+    return SliderFloatN(label, v, 4, v_min, v_max, display_format, power);
+}
+
+bool ImGui::SliderIntN(const char* label, int* v, int components, int v_min, int v_max, const char* display_format)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    bool value_changed = false;
+    BeginGroup();
+    PushID(label);
+    PushMultiItemsWidths(components);
+    for (int i = 0; i < components; i++)
+    {
+        PushID(i);
+        value_changed |= SliderInt("##v", &v[i], v_min, v_max, display_format);
+        SameLine(0, g.Style.ItemInnerSpacing.x);
+        PopID();
+        PopItemWidth();
+    }
+    PopID();
+
+    TextUnformatted(label, FindRenderedTextEnd(label));
+    EndGroup();
+
+    return value_changed;
+}
+
+bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* display_format)
+{
+    return SliderIntN(label, v, 2, v_min, v_max, display_format);
+}
+
+bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* display_format)
+{
+    return SliderIntN(label, v, 3, v_min, v_max, display_format);
+}
+
+bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* display_format)
+{
+    return SliderIntN(label, v, 4, v_min, v_max, display_format);
+}
+
+bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_speed, float v_min, float v_max, int decimal_precision, float power)
+{
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+
+    // Draw frame
+    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
+    RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);
+
+    bool value_changed = false;
+
+    // Process clicking on the drag
+    if (g.ActiveId == id)
+    {
+        if (g.IO.MouseDown[0])
+        {
+            if (g.ActiveIdIsJustActivated)
+            {
+                // Lock current value on click
+                g.DragCurrentValue = *v;
+                g.DragLastMouseDelta = ImVec2(0.f, 0.f);
+            }
+
+            float v_cur = g.DragCurrentValue;
+            const ImVec2 mouse_drag_delta = GetMouseDragDelta(0, 1.0f);
+            if (fabsf(mouse_drag_delta.x - g.DragLastMouseDelta.x) > 0.0f)
+            {
+                float speed = v_speed;
+                if (speed == 0.0f && (v_max - v_min) != 0.0f && (v_max - v_min) < FLT_MAX)
+                    speed = (v_max - v_min) * g.DragSpeedDefaultRatio;
+                if (g.IO.KeyShift && g.DragSpeedScaleFast >= 0.0f)
+                    speed = speed * g.DragSpeedScaleFast;
+                if (g.IO.KeyAlt && g.DragSpeedScaleSlow >= 0.0f)
+                    speed = speed * g.DragSpeedScaleSlow;
+
+                float delta = (mouse_drag_delta.x - g.DragLastMouseDelta.x) * speed;
+                if (fabsf(power - 1.0f) > 0.001f)
+                {
+                    // Logarithmic curve on both side of 0.0
+                    float v0_abs = v_cur >= 0.0f ? v_cur : -v_cur;
+                    float v0_sign = v_cur >= 0.0f ? 1.0f : -1.0f;
+                    float v1 = powf(v0_abs, 1.0f / power) + (delta * v0_sign);
+                    float v1_abs = v1 >= 0.0f ? v1 : -v1;
+                    float v1_sign = v1 >= 0.0f ? 1.0f : -1.0f;          // Crossed sign line
+                    v_cur = powf(v1_abs, power) * v0_sign * v1_sign;    // Reapply sign
+                }
+                else
+                {
+                    v_cur += delta;
+                }
+                g.DragLastMouseDelta.x = mouse_drag_delta.x;
+
+                // Clamp
+                if (v_min < v_max)
+                    v_cur = ImClamp(v_cur, v_min, v_max);
+                g.DragCurrentValue = v_cur;
+            }
+
+            // Round to user desired precision, then apply
+            v_cur = RoundScalar(v_cur, decimal_precision);
+            if (*v != v_cur)
+            {
+                *v = v_cur;
+                value_changed = true;
+            }
+        }
+        else
+        {
+            ClearActiveID();
+        }
+    }
+
+    return value_changed;
+}
+
+bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* display_format, float power)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const float w = CalcItemWidth();
+
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
+    const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
+    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+
+    // NB- we don't call ItemSize() yet because we may turn into a text edit box below
+    if (!ItemAdd(total_bb, &id))
+    {
+        ItemSize(total_bb, style.FramePadding.y);
+        return false;
+    }
+
+    const bool hovered = IsHovered(frame_bb, id);
+    if (hovered)
+        SetHoveredID(id);
+
+    if (!display_format)
+        display_format = "%.3f";
+    int decimal_precision = ParseFormatPrecision(display_format, 3);
+
+    // Tabbing or CTRL-clicking on Drag turns it into an input box
+    bool start_text_input = false;
+    const bool tab_focus_requested = FocusableItemRegister(window, g.ActiveId == id);
+    if (tab_focus_requested || (hovered && (g.IO.MouseClicked[0] | g.IO.MouseDoubleClicked[0])))
+    {
+        SetActiveID(id, window);
+        FocusWindow(window);
+
+        if (tab_focus_requested || g.IO.KeyCtrl || g.IO.MouseDoubleClicked[0])
+        {
+            start_text_input = true;
+            g.ScalarAsInputTextId = 0;
+        }
+    }
+    if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id))
+        return InputScalarAsWidgetReplacement(frame_bb, label, ImGuiDataType_Float, v, id, decimal_precision);
+
+    // Actual drag behavior
+    ItemSize(total_bb, style.FramePadding.y);
+    const bool value_changed = DragBehavior(frame_bb, id, v, v_speed, v_min, v_max, decimal_precision, power);
+
+    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
+    char value_buf[64];
+    const char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
+    RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f));
+
+    if (label_size.x > 0.0f)
+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
+
+    return value_changed;
+}
+
+bool ImGui::DragFloatN(const char* label, float* v, int components, float v_speed, float v_min, float v_max, const char* display_format, float power)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    bool value_changed = false;
+    BeginGroup();
+    PushID(label);
+    PushMultiItemsWidths(components);
+    for (int i = 0; i < components; i++)
+    {
+        PushID(i);
+        value_changed |= DragFloat("##v", &v[i], v_speed, v_min, v_max, display_format, power);
+        SameLine(0, g.Style.ItemInnerSpacing.x);
+        PopID();
+        PopItemWidth();
+    }
+    PopID();
+
+    TextUnformatted(label, FindRenderedTextEnd(label));
+    EndGroup();
+
+    return value_changed;
+}
+
+bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* display_format, float power)
+{
+    return DragFloatN(label, v, 2, v_speed, v_min, v_max, display_format, power);
+}
+
+bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* display_format, float power)
+{
+    return DragFloatN(label, v, 3, v_speed, v_min, v_max, display_format, power);
+}
+
+bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* display_format, float power)
+{
+    return DragFloatN(label, v, 4, v_speed, v_min, v_max, display_format, power);
+}
+
+bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* display_format, const char* display_format_max, float power)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    PushID(label);
+    BeginGroup();
+    PushMultiItemsWidths(2);
+
+    bool value_changed = DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), display_format, power);
+    PopItemWidth();
+    SameLine(0, g.Style.ItemInnerSpacing.x);
+    value_changed |= DragFloat("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? FLT_MAX : v_max, display_format_max ? display_format_max : display_format, power);
+    PopItemWidth();
+    SameLine(0, g.Style.ItemInnerSpacing.x);
+
+    TextUnformatted(label, FindRenderedTextEnd(label));
+    EndGroup();
+    PopID();
+
+    return value_changed;
+}
+
+// NB: v_speed is float to allow adjusting the drag speed with more precision
+bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* display_format)
+{
+    if (!display_format)
+        display_format = "%.0f";
+    float v_f = (float)*v;
+    bool value_changed = DragFloat(label, &v_f, v_speed, (float)v_min, (float)v_max, display_format);
+    *v = (int)v_f;
+    return value_changed;
+}
+
+bool ImGui::DragIntN(const char* label, int* v, int components, float v_speed, int v_min, int v_max, const char* display_format)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    bool value_changed = false;
+    BeginGroup();
+    PushID(label);
+    PushMultiItemsWidths(components);
+    for (int i = 0; i < components; i++)
+    {
+        PushID(i);
+        value_changed |= DragInt("##v", &v[i], v_speed, v_min, v_max, display_format);
+        SameLine(0, g.Style.ItemInnerSpacing.x);
+        PopID();
+        PopItemWidth();
+    }
+    PopID();
+
+    TextUnformatted(label, FindRenderedTextEnd(label));
+    EndGroup();
+
+    return value_changed;
+}
+
+bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* display_format)
+{
+    return DragIntN(label, v, 2, v_speed, v_min, v_max, display_format);
+}
+
+bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* display_format)
+{
+    return DragIntN(label, v, 3, v_speed, v_min, v_max, display_format);
+}
+
+bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* display_format)
+{
+    return DragIntN(label, v, 4, v_speed, v_min, v_max, display_format);
+}
+
+bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* display_format, const char* display_format_max)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    PushID(label);
+    BeginGroup();
+    PushMultiItemsWidths(2);
+
+    bool value_changed = DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), display_format);
+    PopItemWidth();
+    SameLine(0, g.Style.ItemInnerSpacing.x);
+    value_changed |= DragInt("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? INT_MAX : v_max, display_format_max ? display_format_max : display_format);
+    PopItemWidth();
+    SameLine(0, g.Style.ItemInnerSpacing.x);
+
+    TextUnformatted(label, FindRenderedTextEnd(label));
+    EndGroup();
+    PopID();
+
+    return value_changed;
+}
+
+void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    if (graph_size.x == 0.0f)
+        graph_size.x = CalcItemWidth();
+    if (graph_size.y == 0.0f)
+        graph_size.y = label_size.y + (style.FramePadding.y * 2);
+
+    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(graph_size.x, graph_size.y));
+    const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
+    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0));
+    ItemSize(total_bb, style.FramePadding.y);
+    if (!ItemAdd(total_bb, NULL))
+        return;
+
+    // Determine scale from values if not specified
+    if (scale_min == FLT_MAX || scale_max == FLT_MAX)
+    {
+        float v_min = FLT_MAX;
+        float v_max = -FLT_MAX;
+        for (int i = 0; i < values_count; i++)
+        {
+            const float v = values_getter(data, i);
+            v_min = ImMin(v_min, v);
+            v_max = ImMax(v_max, v);
+        }
+        if (scale_min == FLT_MAX)
+            scale_min = v_min;
+        if (scale_max == FLT_MAX)
+            scale_max = v_max;
+    }
+
+    RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
+
+    if (values_count > 0)
+    {
+        int res_w = ImMin((int)graph_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
+        int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
+
+        // Tooltip on hover
+        int v_hovered = -1;
+        if (IsHovered(inner_bb, 0))
+        {
+            const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f);
+            const int v_idx = (int)(t * item_count);
+            IM_ASSERT(v_idx >= 0 && v_idx < values_count);
+
+            const float v0 = values_getter(data, (v_idx + values_offset) % values_count);
+            const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count);
+            if (plot_type == ImGuiPlotType_Lines)
+                SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx+1, v1);
+            else if (plot_type == ImGuiPlotType_Histogram)
+                SetTooltip("%d: %8.4g", v_idx, v0);
+            v_hovered = v_idx;
+        }
+
+        const float t_step = 1.0f / (float)res_w;
+
+        float v0 = values_getter(data, (0 + values_offset) % values_count);
+        float t0 = 0.0f;
+        ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) / (scale_max - scale_min)) );    // Point in the normalized space of our target rectangle
+
+        const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram);
+        const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered);
+
+        for (int n = 0; n < res_w; n++)
+        {
+            const float t1 = t0 + t_step;
+            const int v1_idx = (int)(t0 * item_count + 0.5f);
+            IM_ASSERT(v1_idx >= 0 && v1_idx < values_count);
+            const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count);
+            const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) / (scale_max - scale_min)) );
+
+            // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU.
+            ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0);
+            ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, 1.0f));
+            if (plot_type == ImGuiPlotType_Lines)
+            {
+                window->DrawList->AddLine(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base);
+            }
+            else if (plot_type == ImGuiPlotType_Histogram)
+            {
+                if (pos1.x >= pos0.x + 2.0f)
+                    pos1.x -= 1.0f;
+                window->DrawList->AddRectFilled(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base);
+            }
+
+            t0 = t1;
+            tp0 = tp1;
+        }
+    }
+
+    // Text overlay
+    if (overlay_text)
+        RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f,0.0f));
+
+    if (label_size.x > 0.0f)
+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
+}
+
+struct ImGuiPlotArrayGetterData
+{
+    const float* Values;
+    int Stride;
+
+    ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; }
+};
+
+static float Plot_ArrayGetter(void* data, int idx)
+{
+    ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data;
+    const float v = *(float*)(void*)((unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride);
+    return v;
+}
+
+void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
+{
+    ImGuiPlotArrayGetterData data(values, stride);
+    PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
+}
+
+void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
+{
+    PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
+}
+
+void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
+{
+    ImGuiPlotArrayGetterData data(values, stride);
+    PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
+}
+
+void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
+{
+    PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
+}
+
+// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size
+void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+
+    ImVec2 pos = window->DC.CursorPos;
+    ImRect bb(pos, pos + CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f));
+    ItemSize(bb, style.FramePadding.y);
+    if (!ItemAdd(bb, NULL))
+        return;
+
+    // Render
+    fraction = ImSaturate(fraction);
+    RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
+    bb.Reduce(ImVec2(window->BorderSize, window->BorderSize));
+    const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y);
+    RenderFrame(bb.Min, fill_br, GetColorU32(ImGuiCol_PlotHistogram), false, style.FrameRounding);
+
+    // Default displaying the fraction as percentage string, but user can override it
+    char overlay_buf[32];
+    if (!overlay)
+    {
+        ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction*100+0.01f);
+        overlay = overlay_buf;
+    }
+
+    ImVec2 overlay_size = CalcTextSize(overlay, NULL);
+    if (overlay_size.x > 0.0f)
+        RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f,0.5f), &bb);
+}
+
+bool ImGui::Checkbox(const char* label, bool* v)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+    const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2, label_size.y + style.FramePadding.y*2));
+    ItemSize(check_bb, style.FramePadding.y);
+
+    ImRect total_bb = check_bb;
+    if (label_size.x > 0)
+        SameLine(0, style.ItemInnerSpacing.x);
+    const ImRect text_bb(window->DC.CursorPos + ImVec2(0,style.FramePadding.y), window->DC.CursorPos + ImVec2(0,style.FramePadding.y) + label_size);
+    if (label_size.x > 0)
+    {
+        ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);
+        total_bb = ImRect(ImMin(check_bb.Min, text_bb.Min), ImMax(check_bb.Max, text_bb.Max));
+    }
+
+    if (!ItemAdd(total_bb, &id))
+        return false;
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
+    if (pressed)
+        *v = !(*v);
+
+    RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
+    if (*v)
+    {
+        const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
+        const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));
+        window->DrawList->AddRectFilled(check_bb.Min+ImVec2(pad,pad), check_bb.Max-ImVec2(pad,pad), GetColorU32(ImGuiCol_CheckMark), style.FrameRounding);
+    }
+
+    if (g.LogEnabled)
+        LogRenderedText(text_bb.GetTL(), *v ? "[x]" : "[ ]");
+    if (label_size.x > 0.0f)
+        RenderText(text_bb.GetTL(), label);
+
+    return pressed;
+}
+
+bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)
+{
+    bool v = ((*flags & flags_value) == flags_value);
+    bool pressed = Checkbox(label, &v);
+    if (pressed)
+    {
+        if (v)
+            *flags |= flags_value;
+        else
+            *flags &= ~flags_value;
+    }
+
+    return pressed;
+}
+
+bool ImGui::RadioButton(const char* label, bool active)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+    const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2-1, label_size.y + style.FramePadding.y*2-1));
+    ItemSize(check_bb, style.FramePadding.y);
+
+    ImRect total_bb = check_bb;
+    if (label_size.x > 0)
+        SameLine(0, style.ItemInnerSpacing.x);
+    const ImRect text_bb(window->DC.CursorPos + ImVec2(0, style.FramePadding.y), window->DC.CursorPos + ImVec2(0, style.FramePadding.y) + label_size);
+    if (label_size.x > 0)
+    {
+        ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);
+        total_bb.Add(text_bb);
+    }
+
+    if (!ItemAdd(total_bb, &id))
+        return false;
+
+    ImVec2 center = check_bb.GetCenter();
+    center.x = (float)(int)center.x + 0.5f;
+    center.y = (float)(int)center.y + 0.5f;
+    const float radius = check_bb.GetHeight() * 0.5f;
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
+
+    window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16);
+    if (active)
+    {
+        const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
+        const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));
+        window->DrawList->AddCircleFilled(center, radius-pad, GetColorU32(ImGuiCol_CheckMark), 16);
+    }
+
+    if (window->Flags & ImGuiWindowFlags_ShowBorders)
+    {
+        window->DrawList->AddCircle(center+ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16);
+        window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16);
+    }
+
+    if (g.LogEnabled)
+        LogRenderedText(text_bb.GetTL(), active ? "(x)" : "( )");
+    if (label_size.x > 0.0f)
+        RenderText(text_bb.GetTL(), label);
+
+    return pressed;
+}
+
+bool ImGui::RadioButton(const char* label, int* v, int v_button)
+{
+    const bool pressed = RadioButton(label, *v == v_button);
+    if (pressed)
+    {
+        *v = v_button;
+    }
+    return pressed;
+}
+
+static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end)
+{
+    int line_count = 0;
+    const char* s = text_begin;
+    while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding
+        if (c == '\n')
+            line_count++;
+    s--;
+    if (s[0] != '\n' && s[0] != '\r')
+        line_count++;
+    *out_text_end = s;
+    return line_count;
+}
+
+static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line)
+{
+    ImFont* font = GImGui->Font;
+    const float line_height = GImGui->FontSize;
+    const float scale = line_height / font->FontSize;
+
+    ImVec2 text_size = ImVec2(0,0);
+    float line_width = 0.0f;
+
+    const ImWchar* s = text_begin;
+    while (s < text_end)
+    {
+        unsigned int c = (unsigned int)(*s++);
+        if (c == '\n')
+        {
+            text_size.x = ImMax(text_size.x, line_width);
+            text_size.y += line_height;
+            line_width = 0.0f;
+            if (stop_on_new_line)
+                break;
+            continue;
+        }
+        if (c == '\r')
+            continue;
+
+        const float char_width = font->GetCharAdvance((unsigned short)c) * scale;
+        line_width += char_width;
+    }
+
+    if (text_size.x < line_width)
+        text_size.x = line_width;
+
+    if (out_offset)
+        *out_offset = ImVec2(line_width, text_size.y + line_height);  // offset allow for the possibility of sitting after a trailing \n
+
+    if (line_width > 0 || text_size.y == 0.0f)                        // whereas size.y will ignore the trailing \n
+        text_size.y += line_height;
+
+    if (remaining)
+        *remaining = s;
+
+    return text_size;
+}
+
+// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar)
+namespace ImGuiStb
+{
+
+static int     STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj)                             { return obj->CurLenW; }
+static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx)                      { return obj->Text[idx]; }
+static float   STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx)  { ImWchar c = obj->Text[line_start_idx+char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; return GImGui->Font->GetCharAdvance(c) * (GImGui->FontSize / GImGui->Font->FontSize); }
+static int     STB_TEXTEDIT_KEYTOTEXT(int key)                                                    { return key >= 0x10000 ? 0 : key; }
+static ImWchar STB_TEXTEDIT_NEWLINE = '\n';
+static void    STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx)
+{
+    const ImWchar* text = obj->Text.Data;
+    const ImWchar* text_remaining = NULL;
+    const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true);
+    r->x0 = 0.0f;
+    r->x1 = size.x;
+    r->baseline_y_delta = size.y;
+    r->ymin = 0.0f;
+    r->ymax = size.y;
+    r->num_chars = (int)(text_remaining - (text + line_start_idx));
+}
+
+static bool is_separator(unsigned int c)                                        { return ImCharIsSpace(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; }
+static int  is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, int idx)      { return idx > 0 ? (is_separator( obj->Text[idx-1] ) && !is_separator( obj->Text[idx] ) ) : 1; }
+static int  STB_TEXTEDIT_MOVEWORDLEFT_IMPL(STB_TEXTEDIT_STRING* obj, int idx)   { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; }
+#ifdef __APPLE__    // FIXME: Move setting to IO structure
+static int  is_word_boundary_from_left(STB_TEXTEDIT_STRING* obj, int idx)       { return idx > 0 ? (!is_separator( obj->Text[idx-1] ) && is_separator( obj->Text[idx] ) ) : 1; }
+static int  STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx)  { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; }
+#else
+static int  STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx)  { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; }
+#endif
+#define STB_TEXTEDIT_MOVEWORDLEFT   STB_TEXTEDIT_MOVEWORDLEFT_IMPL    // They need to be #define for stb_textedit.h
+#define STB_TEXTEDIT_MOVEWORDRIGHT  STB_TEXTEDIT_MOVEWORDRIGHT_IMPL
+
+static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n)
+{
+    ImWchar* dst = obj->Text.Data + pos;
+
+    // We maintain our buffer length in both UTF-8 and wchar formats
+    obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n);
+    obj->CurLenW -= n;
+
+    // Offset remaining text
+    const ImWchar* src = obj->Text.Data + pos + n;
+    while (ImWchar c = *src++)
+        *dst++ = c;
+    *dst = '\0';
+}
+
+static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len)
+{
+    const int text_len = obj->CurLenW;
+    IM_ASSERT(pos <= text_len);
+    if (new_text_len + text_len + 1 > obj->Text.Size)
+        return false;
+
+    const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len);
+    if (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufSizeA)
+        return false;
+
+    ImWchar* text = obj->Text.Data;
+    if (pos != text_len)
+        memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar));
+    memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar));
+
+    obj->CurLenW += new_text_len;
+    obj->CurLenA += new_text_len_utf8;
+    obj->Text[obj->CurLenW] = '\0';
+
+    return true;
+}
+
+// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols)
+#define STB_TEXTEDIT_K_LEFT         0x10000 // keyboard input to move cursor left
+#define STB_TEXTEDIT_K_RIGHT        0x10001 // keyboard input to move cursor right
+#define STB_TEXTEDIT_K_UP           0x10002 // keyboard input to move cursor up
+#define STB_TEXTEDIT_K_DOWN         0x10003 // keyboard input to move cursor down
+#define STB_TEXTEDIT_K_LINESTART    0x10004 // keyboard input to move cursor to start of line
+#define STB_TEXTEDIT_K_LINEEND      0x10005 // keyboard input to move cursor to end of line
+#define STB_TEXTEDIT_K_TEXTSTART    0x10006 // keyboard input to move cursor to start of text
+#define STB_TEXTEDIT_K_TEXTEND      0x10007 // keyboard input to move cursor to end of text
+#define STB_TEXTEDIT_K_DELETE       0x10008 // keyboard input to delete selection or character under cursor
+#define STB_TEXTEDIT_K_BACKSPACE    0x10009 // keyboard input to delete selection or character left of cursor
+#define STB_TEXTEDIT_K_UNDO         0x1000A // keyboard input to perform undo
+#define STB_TEXTEDIT_K_REDO         0x1000B // keyboard input to perform redo
+#define STB_TEXTEDIT_K_WORDLEFT     0x1000C // keyboard input to move cursor left one word
+#define STB_TEXTEDIT_K_WORDRIGHT    0x1000D // keyboard input to move cursor right one word
+#define STB_TEXTEDIT_K_SHIFT        0x20000
+
+#define STB_TEXTEDIT_IMPLEMENTATION
+#include "stb_textedit.h"
+
+}
+
+void ImGuiTextEditState::OnKeyPressed(int key)
+{
+    stb_textedit_key(this, &StbState, key);
+    CursorFollow = true;
+    CursorAnimReset();
+}
+
+// Public API to manipulate UTF-8 text
+// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar)
+// FIXME: The existence of this rarely exercised code path is a bit of a nuisance.
+void ImGuiTextEditCallbackData::DeleteChars(int pos, int bytes_count)
+{
+    IM_ASSERT(pos + bytes_count <= BufTextLen);
+    char* dst = Buf + pos;
+    const char* src = Buf + pos + bytes_count;
+    while (char c = *src++)
+        *dst++ = c;
+    *dst = '\0';
+
+    if (CursorPos + bytes_count >= pos)
+        CursorPos -= bytes_count;
+    else if (CursorPos >= pos)
+        CursorPos = pos;
+    SelectionStart = SelectionEnd = CursorPos;
+    BufDirty = true;
+    BufTextLen -= bytes_count;
+}
+
+void ImGuiTextEditCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end)
+{
+    const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text);
+    if (new_text_len + BufTextLen + 1 >= BufSize)
+        return;
+
+    if (BufTextLen != pos)
+        memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos));
+    memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char));
+    Buf[BufTextLen + new_text_len] = '\0';
+
+    if (CursorPos >= pos)
+        CursorPos += new_text_len;
+    SelectionStart = SelectionEnd = CursorPos;
+    BufDirty = true;
+    BufTextLen += new_text_len;
+}
+
+// Return false to discard a character.
+static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
+{
+    unsigned int c = *p_char;
+
+    if (c < 128 && c != ' ' && !isprint((int)(c & 0xFF)))
+    {
+        bool pass = false;
+        pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline));
+        pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput));
+        if (!pass)
+            return false;
+    }
+
+    if (c >= 0xE000 && c <= 0xF8FF) // Filter private Unicode range. I don't imagine anybody would want to input them. GLFW on OSX seems to send private characters for special keys like arrow keys.
+        return false;
+
+    if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank))
+    {
+        if (flags & ImGuiInputTextFlags_CharsDecimal)
+            if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/'))
+                return false;
+
+        if (flags & ImGuiInputTextFlags_CharsHexadecimal)
+            if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))
+                return false;
+
+        if (flags & ImGuiInputTextFlags_CharsUppercase)
+            if (c >= 'a' && c <= 'z')
+                *p_char = (c += (unsigned int)('A'-'a'));
+
+        if (flags & ImGuiInputTextFlags_CharsNoBlank)
+            if (ImCharIsSpace(c))
+                return false;
+    }
+
+    if (flags & ImGuiInputTextFlags_CallbackCharFilter)
+    {
+        ImGuiTextEditCallbackData callback_data;
+        memset(&callback_data, 0, sizeof(ImGuiTextEditCallbackData));
+        callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter;
+        callback_data.EventChar = (ImWchar)c;
+        callback_data.Flags = flags;
+        callback_data.UserData = user_data;
+        if (callback(&callback_data) != 0)
+            return false;
+        *p_char = callback_data.EventChar;
+        if (!callback_data.EventChar)
+            return false;
+    }
+
+    return true;
+}
+
+// Edit a string of text
+// NB: when active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while active has no effect.
+// FIXME: Rather messy function partly because we are doing UTF8 > u16 > UTF8 conversions on the go to more easily handle stb_textedit calls. Ideally we should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188
+bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys)
+    IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key)
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiIO& io = g.IO;
+    const ImGuiStyle& style = g.Style;
+
+    const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;
+    const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0;
+    const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;
+
+    if (is_multiline) // Open group before calling GetID() because groups tracks id created during their spawn
+        BeginGroup();
+    const ImGuiID id = window->GetID(label);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line
+    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
+    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f));
+
+    ImGuiWindow* draw_window = window;
+    if (is_multiline)
+    {
+        if (!BeginChildFrame(id, frame_bb.GetSize()))
+        {
+            EndChildFrame();
+            EndGroup();
+            return false;
+        }
+        draw_window = GetCurrentWindow();
+        size.x -= draw_window->ScrollbarSizes.x;
+    }
+    else
+    {
+        ItemSize(total_bb, style.FramePadding.y);
+        if (!ItemAdd(total_bb, &id))
+            return false;
+    }
+
+    // Password pushes a temporary font with only a fallback glyph
+    if (is_password)
+    {
+        const ImFont::Glyph* glyph = g.Font->FindGlyph('*');
+        ImFont* password_font = &g.InputTextPasswordFont;
+        password_font->FontSize = g.Font->FontSize;
+        password_font->Scale = g.Font->Scale;
+        password_font->DisplayOffset = g.Font->DisplayOffset;
+        password_font->Ascent = g.Font->Ascent;
+        password_font->Descent = g.Font->Descent;
+        password_font->ContainerAtlas = g.Font->ContainerAtlas;
+        password_font->FallbackGlyph = glyph;
+        password_font->FallbackXAdvance = glyph->XAdvance;
+        IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexXAdvance.empty() && password_font->IndexLookup.empty());
+        PushFont(password_font);
+    }
+
+    // NB: we are only allowed to access 'edit_state' if we are the active widget.
+    ImGuiTextEditState& edit_state = g.InputTextState;
+
+    const bool focus_requested = FocusableItemRegister(window, g.ActiveId == id, (flags & (ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_AllowTabInput)) == 0);    // Using completion callback disable keyboard tabbing
+    const bool focus_requested_by_code = focus_requested && (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent);
+    const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
+
+    const bool hovered = IsHovered(frame_bb, id);
+    if (hovered)
+    {
+        SetHoveredID(id);
+        g.MouseCursor = ImGuiMouseCursor_TextInput;
+    }
+    const bool user_clicked = hovered && io.MouseClicked[0];
+    const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.Id == id && g.ActiveIdPreviousFrame == draw_window->GetIDNoKeepAlive("#SCROLLY");
+
+    bool select_all = (g.ActiveId != id) && (flags & ImGuiInputTextFlags_AutoSelectAll) != 0;
+    if (focus_requested || user_clicked || user_scrolled)
+    {
+        if (g.ActiveId != id)
+        {
+            // Start edition
+            // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
+            // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)
+            const int prev_len_w = edit_state.CurLenW;
+            edit_state.Text.resize(buf_size+1);        // wchar count <= UTF-8 count. we use +1 to make sure that .Data isn't NULL so it doesn't crash.
+            edit_state.InitialText.resize(buf_size+1); // UTF-8. we use +1 to make sure that .Data isn't NULL so it doesn't crash.
+            ImStrncpy(edit_state.InitialText.Data, buf, edit_state.InitialText.Size);
+            const char* buf_end = NULL;
+            edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text.Data, edit_state.Text.Size, buf, NULL, &buf_end);
+            edit_state.CurLenA = (int)(buf_end - buf); // We can't get the result from ImFormatString() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
+            edit_state.CursorAnimReset();
+
+            // Preserve cursor position and undo/redo stack if we come back to same widget
+            // FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar).
+            const bool recycle_state = (edit_state.Id == id) && (prev_len_w == edit_state.CurLenW);
+            if (recycle_state)
+            {
+                // Recycle existing cursor/selection/undo stack but clamp position
+                // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
+                edit_state.CursorClamp();
+            }
+            else
+            {
+                edit_state.Id = id;
+                edit_state.ScrollX = 0.0f;
+                stb_textedit_initialize_state(&edit_state.StbState, !is_multiline);
+                if (!is_multiline && focus_requested_by_code)
+                    select_all = true;
+            }
+            if (flags & ImGuiInputTextFlags_AlwaysInsertMode)
+                edit_state.StbState.insert_mode = true;
+            if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl)))
+                select_all = true;
+        }
+        SetActiveID(id, window);
+        FocusWindow(window);
+    }
+    else if (io.MouseClicked[0])
+    {
+        // Release focus when we click outside
+        if (g.ActiveId == id)
+            ClearActiveID();
+    }
+
+    bool value_changed = false;
+    bool enter_pressed = false;
+
+    if (g.ActiveId == id)
+    {
+        if (!is_editable && !g.ActiveIdIsJustActivated)
+        {
+            // When read-only we always use the live data passed to the function
+            edit_state.Text.resize(buf_size+1);
+            const char* buf_end = NULL;
+            edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text.Data, edit_state.Text.Size, buf, NULL, &buf_end);
+            edit_state.CurLenA = (int)(buf_end - buf);
+            edit_state.CursorClamp();
+        }
+
+        edit_state.BufSizeA = buf_size;
+
+        // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
+        // Down the line we should have a cleaner library-wide concept of Selected vs Active.
+        g.ActiveIdAllowOverlap = !io.MouseDown[0];
+
+        // Edit in progress
+        const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_state.ScrollX;
+        const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize*0.5f));
+
+        const bool osx_double_click_selects_words = io.OSXBehaviors;      // OS X style: Double click selects by word instead of selecting whole text
+        if (select_all || (hovered && !osx_double_click_selects_words && io.MouseDoubleClicked[0]))
+        {
+            edit_state.SelectAll();
+            edit_state.SelectedAllMouseLock = true;
+        }
+        else if (hovered && osx_double_click_selects_words && io.MouseDoubleClicked[0])
+        {
+            // Select a word only, OS X style (by simulating keystrokes)
+            edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);
+            edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
+        }
+        else if (io.MouseClicked[0] && !edit_state.SelectedAllMouseLock)
+        {
+            stb_textedit_click(&edit_state, &edit_state.StbState, mouse_x, mouse_y);
+            edit_state.CursorAnimReset();
+        }
+        else if (io.MouseDown[0] && !edit_state.SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f))
+        {
+            stb_textedit_drag(&edit_state, &edit_state.StbState, mouse_x, mouse_y);
+            edit_state.CursorAnimReset();
+            edit_state.CursorFollow = true;
+        }
+        if (edit_state.SelectedAllMouseLock && !io.MouseDown[0])
+            edit_state.SelectedAllMouseLock = false;
+
+        if (io.InputCharacters[0])
+        {
+            // Process text input (before we check for Return because using some IME will effectively send a Return?)
+            // We ignore CTRL inputs, but need to allow CTRL+ALT as some keyboards (e.g. German) use AltGR - which is Alt+Ctrl - to input certain characters.
+            if (!(io.KeyCtrl && !io.KeyAlt) && is_editable)
+            {
+                for (int n = 0; n < IM_ARRAYSIZE(io.InputCharacters) && io.InputCharacters[n]; n++)
+                    if (unsigned int c = (unsigned int)io.InputCharacters[n])
+                    {
+                        // Insert character if they pass filtering
+                        if (!InputTextFilterCharacter(&c, flags, callback, user_data))
+                            continue;
+                        edit_state.OnKeyPressed((int)c);
+                    }
+            }
+
+            // Consume characters
+            memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
+        }
+
+        // Handle various key-presses
+        bool cancel_edit = false;
+        const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);
+        const bool is_shortcut_key_only = (io.OSXBehaviors ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl
+        const bool is_wordmove_key_down = io.OSXBehaviors ? io.KeyAlt : io.KeyCtrl;                     // OS X style: Text editing cursor movement using Alt instead of Ctrl
+        const bool is_startend_key_down = io.OSXBehaviors && io.KeySuper && !io.KeyCtrl && !io.KeyAlt;  // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
+
+        if (IsKeyPressedMap(ImGuiKey_LeftArrow))                        { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_RightArrow))                  { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline)     { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline)   { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_Home))                        { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_End))                         { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_Delete) && is_editable)       { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_Backspace) && is_editable)
+        {
+            if (!edit_state.HasSelection())
+            {
+                if (is_wordmove_key_down) edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT);
+                else if (io.OSXBehaviors && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) edit_state.OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT);
+            }
+            edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
+        }
+        else if (IsKeyPressedMap(ImGuiKey_Enter))
+        {
+            bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
+            if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
+            {
+                ClearActiveID();
+                enter_pressed = true;
+            }
+            else if (is_editable)
+            {
+                unsigned int c = '\n'; // Insert new line
+                if (InputTextFilterCharacter(&c, flags, callback, user_data))
+                    edit_state.OnKeyPressed((int)c);
+            }
+        }
+        else if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !io.KeyCtrl && !io.KeyShift && !io.KeyAlt && is_editable)
+        {
+            unsigned int c = '\t'; // Insert TAB
+            if (InputTextFilterCharacter(&c, flags, callback, user_data))
+                edit_state.OnKeyPressed((int)c);
+        }
+        else if (IsKeyPressedMap(ImGuiKey_Escape))                                     { ClearActiveID(); cancel_edit = true; }
+        else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Z) && is_editable)   { edit_state.OnKeyPressed(STB_TEXTEDIT_K_UNDO); edit_state.ClearSelection(); }
+        else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Y) && is_editable)   { edit_state.OnKeyPressed(STB_TEXTEDIT_K_REDO); edit_state.ClearSelection(); }
+        else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_A))                  { edit_state.SelectAll(); edit_state.CursorFollow = true; }
+        else if (is_shortcut_key_only && !is_password && ((IsKeyPressedMap(ImGuiKey_X) && is_editable) || IsKeyPressedMap(ImGuiKey_C)) && (!is_multiline || edit_state.HasSelection()))
+        {
+            // Cut, Copy
+            const bool cut = IsKeyPressedMap(ImGuiKey_X);
+            if (cut && !edit_state.HasSelection())
+                edit_state.SelectAll();
+
+            if (io.SetClipboardTextFn)
+            {
+                const int ib = edit_state.HasSelection() ? ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end) : 0;
+                const int ie = edit_state.HasSelection() ? ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end) : edit_state.CurLenW;
+                edit_state.TempTextBuffer.resize((ie-ib) * 4 + 1);
+                ImTextStrToUtf8(edit_state.TempTextBuffer.Data, edit_state.TempTextBuffer.Size, edit_state.Text.Data+ib, edit_state.Text.Data+ie);
+                SetClipboardText(edit_state.TempTextBuffer.Data);
+            }
+
+            if (cut)
+            {
+                edit_state.CursorFollow = true;
+                stb_textedit_cut(&edit_state, &edit_state.StbState);
+            }
+        }
+        else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_V) && is_editable)
+        {
+            // Paste
+            if (const char* clipboard = GetClipboardText())
+            {
+                // Filter pasted buffer
+                const int clipboard_len = (int)strlen(clipboard);
+                ImWchar* clipboard_filtered = (ImWchar*)ImGui::MemAlloc((clipboard_len+1) * sizeof(ImWchar));
+                int clipboard_filtered_len = 0;
+                for (const char* s = clipboard; *s; )
+                {
+                    unsigned int c;
+                    s += ImTextCharFromUtf8(&c, s, NULL);
+                    if (c == 0)
+                        break;
+                    if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, user_data))
+                        continue;
+                    clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;
+                }
+                clipboard_filtered[clipboard_filtered_len] = 0;
+                if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation
+                {
+                    stb_textedit_paste(&edit_state, &edit_state.StbState, clipboard_filtered, clipboard_filtered_len);
+                    edit_state.CursorFollow = true;
+                }
+                ImGui::MemFree(clipboard_filtered);
+            }
+        }
+
+        if (cancel_edit)
+        {
+            // Restore initial value
+            if (is_editable)
+            {
+                ImStrncpy(buf, edit_state.InitialText.Data, buf_size);
+                value_changed = true;
+            }
+        }
+        else
+        {
+            // Apply new value immediately - copy modified buffer back
+            // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer
+            // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect.
+            // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks.
+            if (is_editable)
+            {
+                edit_state.TempTextBuffer.resize(edit_state.Text.Size * 4);
+                ImTextStrToUtf8(edit_state.TempTextBuffer.Data, edit_state.TempTextBuffer.Size, edit_state.Text.Data, NULL);
+            }
+
+            // User callback
+            if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackAlways)) != 0)
+            {
+                IM_ASSERT(callback != NULL);
+
+                // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.
+                ImGuiInputTextFlags event_flag = 0;
+                ImGuiKey event_key = ImGuiKey_COUNT;
+                if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab))
+                {
+                    event_flag = ImGuiInputTextFlags_CallbackCompletion;
+                    event_key = ImGuiKey_Tab;
+                }
+                else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow))
+                {
+                    event_flag = ImGuiInputTextFlags_CallbackHistory;
+                    event_key = ImGuiKey_UpArrow;
+                }
+                else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow))
+                {
+                    event_flag = ImGuiInputTextFlags_CallbackHistory;
+                    event_key = ImGuiKey_DownArrow;
+                }
+                else if (flags & ImGuiInputTextFlags_CallbackAlways)
+                    event_flag = ImGuiInputTextFlags_CallbackAlways;
+
+                if (event_flag)
+                {
+                    ImGuiTextEditCallbackData callback_data;
+                    memset(&callback_data, 0, sizeof(ImGuiTextEditCallbackData));
+                    callback_data.EventFlag = event_flag;
+                    callback_data.Flags = flags;
+                    callback_data.UserData = user_data;
+                    callback_data.ReadOnly = !is_editable;
+
+                    callback_data.EventKey = event_key;
+                    callback_data.Buf = edit_state.TempTextBuffer.Data;
+                    callback_data.BufTextLen = edit_state.CurLenA;
+                    callback_data.BufSize = edit_state.BufSizeA;
+                    callback_data.BufDirty = false;
+
+                    // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188)
+                    ImWchar* text = edit_state.Text.Data;
+                    const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.cursor);
+                    const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_start);
+                    const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_end);
+
+                    // Call user code
+                    callback(&callback_data);
+
+                    // Read back what user may have modified
+                    IM_ASSERT(callback_data.Buf == edit_state.TempTextBuffer.Data);  // Invalid to modify those fields
+                    IM_ASSERT(callback_data.BufSize == edit_state.BufSizeA);
+                    IM_ASSERT(callback_data.Flags == flags);
+                    if (callback_data.CursorPos != utf8_cursor_pos)            edit_state.StbState.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos);
+                    if (callback_data.SelectionStart != utf8_selection_start)  edit_state.StbState.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart);
+                    if (callback_data.SelectionEnd != utf8_selection_end)      edit_state.StbState.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd);
+                    if (callback_data.BufDirty)
+                    {
+                        IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!
+                        edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text.Data, edit_state.Text.Size, callback_data.Buf, NULL);
+                        edit_state.CurLenA = callback_data.BufTextLen;  // Assume correct length and valid UTF-8 from user, saves us an extra strlen()
+                        edit_state.CursorAnimReset();
+                    }
+                }
+            }
+
+            // Copy back to user buffer
+            if (is_editable && strcmp(edit_state.TempTextBuffer.Data, buf) != 0)
+            {
+                ImStrncpy(buf, edit_state.TempTextBuffer.Data, buf_size);
+                value_changed = true;
+            }
+        }
+    }
+
+    // Render
+    // Select which buffer we are going to display. When ImGuiInputTextFlags_NoLiveEdit is set 'buf' might still be the old value. We set buf to NULL to prevent accidental usage from now on.
+    const char* buf_display = (g.ActiveId == id && is_editable) ? edit_state.TempTextBuffer.Data : buf; buf = NULL; 
+
+    if (!is_multiline)
+        RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
+
+    const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size
+    ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
+    ImVec2 text_size(0.f, 0.f);
+    const bool is_currently_scrolling = (edit_state.Id == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive("#SCROLLY"));
+    if (g.ActiveId == id || is_currently_scrolling)
+    {
+        edit_state.CursorAnim += io.DeltaTime;
+
+        // This is going to be messy. We need to:
+        // - Display the text (this alone can be more easily clipped)
+        // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)
+        // - Measure text height (for scrollbar)
+        // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)
+        // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8.
+        const ImWchar* text_begin = edit_state.Text.Data;
+        ImVec2 cursor_offset, select_start_offset;
+
+        {
+            // Count lines + find lines numbers straddling 'cursor' and 'select_start' position.
+            const ImWchar* searches_input_ptr[2];
+            searches_input_ptr[0] = text_begin + edit_state.StbState.cursor;
+            searches_input_ptr[1] = NULL;
+            int searches_remaining = 1;
+            int searches_result_line_number[2] = { -1, -999 };
+            if (edit_state.StbState.select_start != edit_state.StbState.select_end)
+            {
+                searches_input_ptr[1] = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end);
+                searches_result_line_number[1] = -1;
+                searches_remaining++;
+            }
+
+            // Iterate all lines to find our line numbers
+            // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter.
+            searches_remaining += is_multiline ? 1 : 0;
+            int line_count = 0;
+            for (const ImWchar* s = text_begin; *s != 0; s++)
+                if (*s == '\n')
+                {
+                    line_count++;
+                    if (searches_result_line_number[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_number[0] = line_count; if (--searches_remaining <= 0) break; }
+                    if (searches_result_line_number[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_number[1] = line_count; if (--searches_remaining <= 0) break; }
+                }
+            line_count++;
+            if (searches_result_line_number[0] == -1) searches_result_line_number[0] = line_count;
+            if (searches_result_line_number[1] == -1) searches_result_line_number[1] = line_count;
+
+            // Calculate 2d position by finding the beginning of the line and measuring distance
+            cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x;
+            cursor_offset.y = searches_result_line_number[0] * g.FontSize;
+            if (searches_result_line_number[1] >= 0)
+            {
+                select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x;
+                select_start_offset.y = searches_result_line_number[1] * g.FontSize;
+            }
+
+            // Calculate text height
+            if (is_multiline)
+                text_size = ImVec2(size.x, line_count * g.FontSize);
+        }
+
+        // Scroll
+        if (edit_state.CursorFollow)
+        {
+            // Horizontal scroll in chunks of quarter width
+            if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))
+            {
+                const float scroll_increment_x = size.x * 0.25f;
+                if (cursor_offset.x < edit_state.ScrollX)
+                    edit_state.ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x);
+                else if (cursor_offset.x - size.x >= edit_state.ScrollX)
+                    edit_state.ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x);
+            }
+            else
+            {
+                edit_state.ScrollX = 0.0f;
+            }
+
+            // Vertical scroll
+            if (is_multiline)
+            {
+                float scroll_y = draw_window->Scroll.y;
+                if (cursor_offset.y - g.FontSize < scroll_y)
+                    scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
+                else if (cursor_offset.y - size.y >= scroll_y)
+                    scroll_y = cursor_offset.y - size.y;
+                draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y);   // To avoid a frame of lag
+                draw_window->Scroll.y = scroll_y;
+                render_pos.y = draw_window->DC.CursorPos.y;
+            }
+        }
+        edit_state.CursorFollow = false;
+        const ImVec2 render_scroll = ImVec2(edit_state.ScrollX, 0.0f);
+
+        // Draw selection
+        if (edit_state.StbState.select_start != edit_state.StbState.select_end)
+        {
+            const ImWchar* text_selected_begin = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end);
+            const ImWchar* text_selected_end = text_begin + ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end);
+
+            float bg_offy_up = is_multiline ? 0.0f : -1.0f;    // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection.
+            float bg_offy_dn = is_multiline ? 0.0f : 2.0f;
+            ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg);
+            ImVec2 rect_pos = render_pos + select_start_offset - render_scroll;
+            for (const ImWchar* p = text_selected_begin; p < text_selected_end; )
+            {
+                if (rect_pos.y > clip_rect.w + g.FontSize)
+                    break;
+                if (rect_pos.y < clip_rect.y)
+                {
+                    while (p < text_selected_end)
+                        if (*p++ == '\n')
+                            break;
+                }
+                else
+                {
+                    ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true);
+                    if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((unsigned short)' ') * 0.50f); // So we can see selected empty lines
+                    ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn));
+                    rect.Clip(clip_rect);
+                    if (rect.Overlaps(clip_rect))
+                        draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color);
+                }
+                rect_pos.x = render_pos.x - render_scroll.x;
+                rect_pos.y += g.FontSize;
+            }
+        }
+
+        draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + edit_state.CurLenA, 0.0f, is_multiline ? NULL : &clip_rect);
+
+        // Draw blinking cursor
+        bool cursor_is_visible = (g.InputTextState.CursorAnim <= 0.0f) || fmodf(g.InputTextState.CursorAnim, 1.20f) <= 0.80f;
+        ImVec2 cursor_screen_pos = render_pos + cursor_offset - render_scroll;
+        ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y-g.FontSize+0.5f, cursor_screen_pos.x+1.0f, cursor_screen_pos.y-1.5f);
+        if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
+            draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text));
+
+        // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
+        if (is_editable)
+            g.OsImePosRequest = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize);
+    }
+    else
+    {
+        // Render text only
+        const char* buf_end = NULL;
+        if (is_multiline)
+            text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_end) * g.FontSize); // We don't need width
+        draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos, GetColorU32(ImGuiCol_Text), buf_display, buf_end, 0.0f, is_multiline ? NULL : &clip_rect);
+    }
+
+    if (is_multiline)
+    {
+        Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line
+        EndChildFrame();
+        EndGroup();
+    }
+
+    if (is_password)
+        PopFont();
+
+    // Log as text
+    if (g.LogEnabled && !is_password)
+        LogRenderedText(render_pos, buf_display, NULL);
+
+    if (label_size.x > 0)
+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+    if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
+        return enter_pressed;
+    else
+        return value_changed;
+}
+
+bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
+{
+    IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
+    return InputTextEx(label, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data);
+}
+
+bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
+{
+    return InputTextEx(label, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);
+}
+
+// NB: scalar_format here must be a simple "%xx" format string with no prefix/suffix (unlike the Drag/Slider functions "display_format" argument)
+bool ImGui::InputScalarEx(const char* label, ImGuiDataType data_type, void* data_ptr, void* step_ptr, void* step_fast_ptr, const char* scalar_format, ImGuiInputTextFlags extra_flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+    BeginGroup();
+    PushID(label);
+    const ImVec2 button_sz = ImVec2(g.FontSize, g.FontSize) + style.FramePadding*2.0f;
+    if (step_ptr)
+        PushItemWidth(ImMax(1.0f, CalcItemWidth() - (button_sz.x + style.ItemInnerSpacing.x)*2));
+
+    char buf[64];
+    DataTypeFormatString(data_type, data_ptr, scalar_format, buf, IM_ARRAYSIZE(buf));
+
+    bool value_changed = false;
+    if (!(extra_flags & ImGuiInputTextFlags_CharsHexadecimal))
+        extra_flags |= ImGuiInputTextFlags_CharsDecimal;
+    extra_flags |= ImGuiInputTextFlags_AutoSelectAll;
+    if (InputText("", buf, IM_ARRAYSIZE(buf), extra_flags)) // PushId(label) + "" gives us the expected ID from outside point of view
+        value_changed = DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, scalar_format);
+
+    // Step buttons
+    if (step_ptr)
+    {
+        PopItemWidth();
+        SameLine(0, style.ItemInnerSpacing.x);
+        if (ButtonEx("-", button_sz, ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups))
+        {
+            DataTypeApplyOp(data_type, '-', data_ptr, g.IO.KeyCtrl && step_fast_ptr ? step_fast_ptr : step_ptr);
+            value_changed = true;
+        }
+        SameLine(0, style.ItemInnerSpacing.x);
+        if (ButtonEx("+", button_sz, ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups))
+        {
+            DataTypeApplyOp(data_type, '+', data_ptr, g.IO.KeyCtrl && step_fast_ptr ? step_fast_ptr : step_ptr);
+            value_changed = true;
+        }
+    }
+    PopID();
+
+    if (label_size.x > 0)
+    {
+        SameLine(0, style.ItemInnerSpacing.x);
+        RenderText(ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + style.FramePadding.y), label);
+        ItemSize(label_size, style.FramePadding.y);
+    }
+    EndGroup();
+
+    return value_changed;
+}
+
+bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags)
+{
+    char display_format[16];
+    if (decimal_precision < 0)
+        strcpy(display_format, "%f");      // Ideally we'd have a minimum decimal precision of 1 to visually denote that this is a float, while hiding non-significant digits? %f doesn't have a minimum of 1
+    else
+        ImFormatString(display_format, IM_ARRAYSIZE(display_format), "%%.%df", decimal_precision);
+    return InputScalarEx(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), display_format, extra_flags);
+}
+
+bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags extra_flags)
+{
+    // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes.
+    const char* scalar_format = (extra_flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d";
+    return InputScalarEx(label, ImGuiDataType_Int, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), scalar_format, extra_flags);
+}
+
+bool ImGui::InputFloatN(const char* label, float* v, int components, int decimal_precision, ImGuiInputTextFlags extra_flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    bool value_changed = false;
+    BeginGroup();
+    PushID(label);
+    PushMultiItemsWidths(components);
+    for (int i = 0; i < components; i++)
+    {
+        PushID(i);
+        value_changed |= InputFloat("##v", &v[i], 0, 0, decimal_precision, extra_flags);
+        SameLine(0, g.Style.ItemInnerSpacing.x);
+        PopID();
+        PopItemWidth();
+    }
+    PopID();
+
+    window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.CurrentLineTextBaseOffset, g.Style.FramePadding.y);
+    TextUnformatted(label, FindRenderedTextEnd(label));
+    EndGroup();
+
+    return value_changed;
+}
+
+bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags extra_flags)
+{
+    return InputFloatN(label, v, 2, decimal_precision, extra_flags);
+}
+
+bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags extra_flags)
+{
+    return InputFloatN(label, v, 3, decimal_precision, extra_flags);
+}
+
+bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags extra_flags)
+{
+    return InputFloatN(label, v, 4, decimal_precision, extra_flags);
+}
+
+bool ImGui::InputIntN(const char* label, int* v, int components, ImGuiInputTextFlags extra_flags)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    bool value_changed = false;
+    BeginGroup();
+    PushID(label);
+    PushMultiItemsWidths(components);
+    for (int i = 0; i < components; i++)
+    {
+        PushID(i);
+        value_changed |= InputInt("##v", &v[i], 0, 0, extra_flags);
+        SameLine(0, g.Style.ItemInnerSpacing.x);
+        PopID();
+        PopItemWidth();
+    }
+    PopID();
+
+    window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.CurrentLineTextBaseOffset, g.Style.FramePadding.y);
+    TextUnformatted(label, FindRenderedTextEnd(label));
+    EndGroup();
+
+    return value_changed;
+}
+
+bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags)
+{
+    return InputIntN(label, v, 2, extra_flags);
+}
+
+bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags)
+{
+    return InputIntN(label, v, 3, extra_flags);
+}
+
+bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags)
+{
+    return InputIntN(label, v, 4, extra_flags);
+}
+
+static bool Items_ArrayGetter(void* data, int idx, const char** out_text)
+{
+    const char* const* items = (const char* const*)data;
+    if (out_text)
+        *out_text = items[idx];
+    return true;
+}
+
+static bool Items_SingleStringGetter(void* data, int idx, const char** out_text)
+{
+    // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited.
+    const char* items_separated_by_zeros = (const char*)data;
+    int items_count = 0;
+    const char* p = items_separated_by_zeros;
+    while (*p)
+    {
+        if (idx == items_count)
+            break;
+        p += strlen(p) + 1;
+        items_count++;
+    }
+    if (!*p)
+        return false;
+    if (out_text)
+        *out_text = p;
+    return true;
+}
+
+// Combo box helper allowing to pass an array of strings.
+bool ImGui::Combo(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items)
+{
+    const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items);
+    return value_changed;
+}
+
+// Combo box helper allowing to pass all items in a single string.
+bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items)
+{
+    int items_count = 0;
+    const char* p = items_separated_by_zeros;       // FIXME-OPT: Avoid computing this, or at least only when combo is open
+    while (*p)
+    {
+        p += strlen(p) + 1;
+        items_count++;
+    }
+    bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items);
+    return value_changed;
+}
+
+// Combo box function.
+bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const float w = CalcItemWidth();
+
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
+    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+    ItemSize(total_bb, style.FramePadding.y);
+    if (!ItemAdd(total_bb, &id))
+        return false;
+
+    const float arrow_size = (g.FontSize + style.FramePadding.x * 2.0f);
+    const bool hovered = IsHovered(frame_bb, id);
+    bool popup_open = IsPopupOpen(id);
+    bool popup_opened_now = false;
+
+    const ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f));
+    RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
+    RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32(popup_open || hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button), true, style.FrameRounding); // FIXME-ROUNDING
+    RenderCollapseTriangle(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y) + style.FramePadding, true);
+
+    if (*current_item >= 0 && *current_item < items_count)
+    {
+        const char* item_text;
+        if (items_getter(data, *current_item, &item_text))
+            RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, item_text, NULL, NULL, ImVec2(0.0f,0.0f));
+    }
+
+    if (label_size.x > 0)
+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+    if (hovered)
+    {
+        SetHoveredID(id);
+        if (g.IO.MouseClicked[0])
+        {
+            ClearActiveID();
+            if (IsPopupOpen(id))
+            {
+                ClosePopup(id);
+            }
+            else
+            {
+                FocusWindow(window);
+                OpenPopup(label);
+                popup_open = popup_opened_now = true;
+            }
+        }
+    }
+
+    bool value_changed = false;
+    if (IsPopupOpen(id))
+    {
+        // Size default to hold ~7 items
+        if (height_in_items < 0)
+            height_in_items = 7;
+
+        float popup_height = (label_size.y + style.ItemSpacing.y) * ImMin(items_count, height_in_items) + (style.FramePadding.y * 3);
+        float popup_y1 = frame_bb.Max.y;
+        float popup_y2 = ImClamp(popup_y1 + popup_height, popup_y1, g.IO.DisplaySize.y - style.DisplaySafeAreaPadding.y);
+        if ((popup_y2 - popup_y1) < ImMin(popup_height, frame_bb.Min.y - style.DisplaySafeAreaPadding.y))
+        {
+            // Position our combo ABOVE because there's more space to fit! (FIXME: Handle in Begin() or use a shared helper. We have similar code in Begin() for popup placement)
+            popup_y1 = ImClamp(frame_bb.Min.y - popup_height, style.DisplaySafeAreaPadding.y, frame_bb.Min.y);
+            popup_y2 = frame_bb.Min.y;
+        }
+        ImRect popup_rect(ImVec2(frame_bb.Min.x, popup_y1), ImVec2(frame_bb.Max.x, popup_y2));
+        SetNextWindowPos(popup_rect.Min);
+        SetNextWindowSize(popup_rect.GetSize());
+        PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
+
+        const ImGuiWindowFlags flags = ImGuiWindowFlags_ComboBox | ((window->Flags & ImGuiWindowFlags_ShowBorders) ? ImGuiWindowFlags_ShowBorders : 0);
+        if (BeginPopupEx(label, flags))
+        {
+            // Display items
+            Spacing();
+            for (int i = 0; i < items_count; i++)
+            {
+                PushID((void*)(intptr_t)i);
+                const bool item_selected = (i == *current_item);
+                const char* item_text;
+                if (!items_getter(data, i, &item_text))
+                    item_text = "*Unknown item*";
+                if (Selectable(item_text, item_selected))
+                {
+                    ClearActiveID();
+                    value_changed = true;
+                    *current_item = i;
+                }
+                if (item_selected && popup_opened_now)
+                    SetScrollHere();
+                PopID();
+            }
+            EndPopup();
+        }
+        PopStyleVar();
+    }
+    return value_changed;
+}
+
+// Tip: pass an empty label (e.g. "##dummy") then you can use the space to draw other text or image.
+// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID.
+bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+
+    if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsCount > 1)
+        PopClipRect();
+
+    ImGuiID id = window->GetID(label);
+    ImVec2 label_size = CalcTextSize(label, NULL, true);
+    ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);
+    ImVec2 pos = window->DC.CursorPos;
+    pos.y += window->DC.CurrentLineTextBaseOffset;
+    ImRect bb(pos, pos + size);
+    ItemSize(bb);
+
+    // Fill horizontal space.
+    ImVec2 window_padding = window->WindowPadding;
+    float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x : GetContentRegionMax().x;
+    float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - window->DC.CursorPos.x);
+    ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y);
+    ImRect bb_with_spacing(pos, pos + size_draw);
+    if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
+        bb_with_spacing.Max.x += window_padding.x;
+
+    // Selectables are tightly packed together, we extend the box to cover spacing between selectable.
+    float spacing_L = (float)(int)(style.ItemSpacing.x * 0.5f);
+    float spacing_U = (float)(int)(style.ItemSpacing.y * 0.5f);
+    float spacing_R = style.ItemSpacing.x - spacing_L;
+    float spacing_D = style.ItemSpacing.y - spacing_U;
+    bb_with_spacing.Min.x -= spacing_L;
+    bb_with_spacing.Min.y -= spacing_U;
+    bb_with_spacing.Max.x += spacing_R;
+    bb_with_spacing.Max.y += spacing_D;
+    if (!ItemAdd(bb_with_spacing, &id))
+    {
+        if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsCount > 1)
+            PushColumnClipRect();
+        return false;
+    }
+
+    ImGuiButtonFlags button_flags = 0;
+    if (flags & ImGuiSelectableFlags_Menu) button_flags |= ImGuiButtonFlags_PressedOnClick;
+    if (flags & ImGuiSelectableFlags_MenuItem) button_flags |= ImGuiButtonFlags_PressedOnClick|ImGuiButtonFlags_PressedOnRelease;
+    if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled;
+    if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb_with_spacing, id, &hovered, &held, button_flags);
+    if (flags & ImGuiSelectableFlags_Disabled)
+        selected = false;
+
+    // Render
+    if (hovered || selected)
+    {
+        const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
+        RenderFrame(bb_with_spacing.Min, bb_with_spacing.Max, col, false, 0.0f);
+    }
+
+    if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsCount > 1)
+    {
+        PushColumnClipRect();
+        bb_with_spacing.Max.x -= (GetContentRegionMax().x - max_x);
+    }
+
+    if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
+    RenderTextClipped(bb.Min, bb_with_spacing.Max, label, NULL, &label_size, ImVec2(0.0f,0.0f));
+    if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor();
+
+    // Automatically close popups
+    if (pressed && !(flags & ImGuiSelectableFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
+        CloseCurrentPopup();
+    return pressed;
+}
+
+bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)
+{
+    if (Selectable(label, *p_selected, flags, size_arg))
+    {
+        *p_selected = !*p_selected;
+        return true;
+    }
+    return false;
+}
+
+// Helper to calculate the size of a listbox and display a label on the right.
+// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an empty label "##empty"
+bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    const ImGuiStyle& style = GetStyle();
+    const ImGuiID id = GetID(label);
+    const ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+    // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
+    ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y);
+    ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));
+    ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
+    ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+    window->DC.LastItemRect = bb;
+
+    BeginGroup();
+    if (label_size.x > 0)
+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+    BeginChildFrame(id, frame_bb.GetSize());
+    return true;
+}
+
+bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items)
+{
+    // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
+    // However we don't add +0.40f if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size.
+    // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution.
+    if (height_in_items < 0)
+        height_in_items = ImMin(items_count, 7);
+    float height_in_items_f = height_in_items < items_count ? (height_in_items + 0.40f) : (height_in_items + 0.00f);
+
+    // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild().
+    ImVec2 size;
+    size.x = 0.0f;
+    size.y = GetTextLineHeightWithSpacing() * height_in_items_f + GetStyle().ItemSpacing.y;
+    return ListBoxHeader(label, size);
+}
+
+void ImGui::ListBoxFooter()
+{
+    ImGuiWindow* parent_window = GetParentWindow();
+    const ImRect bb = parent_window->DC.LastItemRect;
+    const ImGuiStyle& style = GetStyle();
+
+    EndChildFrame();
+
+    // Redeclare item size so that it includes the label (we have stored the full size in LastItemRect)
+    // We call SameLine() to restore DC.CurrentLine* data
+    SameLine();
+    parent_window->DC.CursorPos = bb.Min;
+    ItemSize(bb, style.FramePadding.y);
+    EndGroup();
+}
+
+bool ImGui::ListBox(const char* label, int* current_item, const char* const* items, int items_count, int height_items)
+{
+    const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items);
+    return value_changed;
+}
+
+bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items)
+{
+    if (!ListBoxHeader(label, items_count, height_in_items))
+        return false;
+
+    // Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper.
+    bool value_changed = false;
+    ImGuiListClipper clipper(items_count, GetTextLineHeightWithSpacing());
+    while (clipper.Step())
+        for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
+        {
+            const bool item_selected = (i == *current_item);
+            const char* item_text;
+            if (!items_getter(data, i, &item_text))
+                item_text = "*Unknown item*";
+
+            PushID(i);
+            if (Selectable(item_text, item_selected))
+            {
+                *current_item = i;
+                value_changed = true;
+            }
+            PopID();
+        }
+    ListBoxFooter();
+    return value_changed;
+}
+
+bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    ImVec2 pos = window->DC.CursorPos;
+    ImVec2 label_size = CalcTextSize(label, NULL, true);
+    ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f);
+    float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame
+    float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
+
+    bool pressed = Selectable(label, false, ImGuiSelectableFlags_MenuItem | ImGuiSelectableFlags_DrawFillAvailWidth | (enabled ? 0 : ImGuiSelectableFlags_Disabled), ImVec2(w, 0.0f));
+    if (shortcut_size.x > 0.0f)
+    {
+        PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
+        RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
+        PopStyleColor();
+    }
+
+    if (selected)
+        RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.20f, 0.0f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled));
+
+    return pressed;
+}
+
+bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled)
+{
+    if (MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled))
+    {
+        if (p_selected)
+            *p_selected = !*p_selected;
+        return true;
+    }
+    return false;
+}
+
+bool ImGui::BeginMainMenuBar()
+{
+    ImGuiContext& g = *GImGui;
+    SetNextWindowPos(ImVec2(0.0f, 0.0f));
+    SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.FontBaseSize + g.Style.FramePadding.y * 2.0f));
+    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
+    PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0));
+    if (!Begin("##MainMenuBar", NULL, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoScrollbar|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_MenuBar)
+        || !BeginMenuBar())
+    {
+        End();
+        PopStyleVar(2);
+        return false;
+    }
+    g.CurrentWindow->DC.MenuBarOffsetX += g.Style.DisplaySafeAreaPadding.x;
+    return true;
+}
+
+void ImGui::EndMainMenuBar()
+{
+    EndMenuBar();
+    End();
+    PopStyleVar(2);
+}
+
+bool ImGui::BeginMenuBar()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+    if (!(window->Flags & ImGuiWindowFlags_MenuBar))
+        return false;
+
+    IM_ASSERT(!window->DC.MenuBarAppending);
+    BeginGroup(); // Save position
+    PushID("##menubar");
+    ImRect rect = window->MenuBarRect();
+    PushClipRect(ImVec2(ImFloor(rect.Min.x+0.5f), ImFloor(rect.Min.y + window->BorderSize + 0.5f)), ImVec2(ImFloor(rect.Max.x+0.5f), ImFloor(rect.Max.y+0.5f)), false);
+    window->DC.CursorPos = ImVec2(rect.Min.x + window->DC.MenuBarOffsetX, rect.Min.y);// + g.Style.FramePadding.y);
+    window->DC.LayoutType = ImGuiLayoutType_Horizontal;
+    window->DC.MenuBarAppending = true;
+    AlignFirstTextHeightToWidgets();
+    return true;
+}
+
+void ImGui::EndMenuBar()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);
+    IM_ASSERT(window->DC.MenuBarAppending);
+    PopClipRect();
+    PopID();
+    window->DC.MenuBarOffsetX = window->DC.CursorPos.x - window->MenuBarRect().Min.x;
+    window->DC.GroupStack.back().AdvanceCursor = false;
+    EndGroup();
+    window->DC.LayoutType = ImGuiLayoutType_Vertical;
+    window->DC.MenuBarAppending = false;
+}
+
+bool ImGui::BeginMenu(const char* label, bool enabled)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+
+    ImVec2 label_size = CalcTextSize(label, NULL, true);
+    ImGuiWindow* backed_focused_window = g.FocusedWindow;
+
+    bool pressed;
+    bool menu_is_open = IsPopupOpen(id);
+    bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].ParentMenuSet == window->GetID("##menus"));
+    if (menuset_is_open)
+        g.FocusedWindow = window;
+
+    // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu (using FindBestPopupWindowPos).
+    ImVec2 popup_pos, pos = window->DC.CursorPos;
+    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
+    {
+        popup_pos = ImVec2(pos.x - window->WindowPadding.x, pos.y - style.FramePadding.y + window->MenuBarHeight());
+        window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
+        PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
+        float w = label_size.x;
+        pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
+        PopStyleVar();
+        SameLine();
+        window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
+    }
+    else
+    {
+        popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
+        float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame
+        float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
+        pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
+        if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
+        RenderCollapseTriangle(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.20f, 0.0f), false);
+        if (!enabled) PopStyleColor();
+    }
+
+    bool hovered = enabled && IsHovered(window->DC.LastItemRect, id);
+    if (menuset_is_open)
+        g.FocusedWindow = backed_focused_window;
+
+    bool want_open = false, want_close = false;
+    if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
+    {
+        // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.
+        bool moving_within_opened_triangle = false;
+        if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].ParentWindow == window)
+        {
+            if (ImGuiWindow* next_window = g.OpenPopupStack[g.CurrentPopupStack.Size].Window)
+            {
+                ImRect next_window_rect = next_window->Rect();
+                ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta;
+                ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();
+                ImVec2 tc = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();
+                float extra = ImClamp(fabsf(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack.
+                ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f;   // to avoid numerical issues
+                tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f);            // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
+                tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);
+                moving_within_opened_triangle = ImIsPointInTriangle(g.IO.MousePos, ta, tb, tc);
+                //window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); window->DrawList->PopClipRect(); // Debug
+            }
+        }
+
+        want_close = (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_within_opened_triangle);
+        want_open = (!menu_is_open && hovered && !moving_within_opened_triangle) || (!menu_is_open && hovered && pressed);
+    }
+    else if (menu_is_open && pressed && menuset_is_open) // menu-bar: click open menu to close
+    {
+        want_close = true;
+        want_open = menu_is_open = false;
+    }
+    else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // menu-bar: first click to open, then hover to open others
+        want_open = true;
+    if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'
+        want_close = true;
+    if (want_close && IsPopupOpen(id))
+        ClosePopupToLevel(GImGui->CurrentPopupStack.Size);
+
+    if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.CurrentPopupStack.Size)
+    {
+        // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame.
+        OpenPopup(label);
+        return false;
+    }
+
+    menu_is_open |= want_open;
+    if (want_open)
+        OpenPopup(label);
+
+    if (menu_is_open)
+    {
+        SetNextWindowPos(popup_pos, ImGuiSetCond_Always);
+        ImGuiWindowFlags flags = ImGuiWindowFlags_ShowBorders | ((window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) ? ImGuiWindowFlags_ChildMenu|ImGuiWindowFlags_ChildWindow : ImGuiWindowFlags_ChildMenu);
+        menu_is_open = BeginPopupEx(label, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
+    }
+
+    return menu_is_open;
+}
+
+void ImGui::EndMenu()
+{
+    EndPopup();
+}
+
+// A little colored square. Return true when clicked.
+// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.
+bool ImGui::ColorButton(const ImVec4& col, bool small_height, bool outline_border)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID("#colorbutton");
+    const float square_size = g.FontSize;
+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(square_size + style.FramePadding.y*2, square_size + (small_height ? 0 : style.FramePadding.y*2)));
+    ItemSize(bb, small_height ? 0.0f : style.FramePadding.y);
+    if (!ItemAdd(bb, &id))
+        return false;
+
+    bool hovered, held;
+    bool pressed = ButtonBehavior(bb, id, &hovered, &held);
+    RenderFrame(bb.Min, bb.Max, GetColorU32(col), outline_border, style.FrameRounding);
+
+    if (hovered)
+        SetTooltip("Color:\n(%.2f,%.2f,%.2f,%.2f)\n#%02X%02X%02X%02X", col.x, col.y, col.z, col.w, IM_F32_TO_INT8_SAT(col.x), IM_F32_TO_INT8_SAT(col.y), IM_F32_TO_INT8_SAT(col.z), IM_F32_TO_INT8_SAT(col.w));
+
+    return pressed;
+}
+
+bool ImGui::ColorEdit3(const char* label, float col[3])
+{
+    float col4[4];
+    col4[0] = col[0];
+    col4[1] = col[1];
+    col4[2] = col[2];
+    col4[3] = 1.0f;
+    const bool value_changed = ColorEdit4(label, col4, false);
+    col[0] = col4[0];
+    col[1] = col4[1];
+    col[2] = col4[2];
+    return value_changed;
+}
+
+// Edit colors components (each component in 0.0f..1.0f range
+// Use CTRL-Click to input value and TAB to go to next item.
+bool ImGui::ColorEdit4(const char* label, float col[4], bool alpha)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const float w_full = CalcItemWidth();
+    const float square_sz = (g.FontSize + style.FramePadding.y * 2.0f);
+
+    ImGuiColorEditMode edit_mode = window->DC.ColorEditMode;
+    if (edit_mode == ImGuiColorEditMode_UserSelect || edit_mode == ImGuiColorEditMode_UserSelectShowButton)
+        edit_mode = g.ColorEditModeStorage.GetInt(id, 0) % 3;
+
+    float f[4] = { col[0], col[1], col[2], col[3] };
+    if (edit_mode == ImGuiColorEditMode_HSV)
+        ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
+
+    int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) };
+
+    int components = alpha ? 4 : 3;
+    bool value_changed = false;
+
+    BeginGroup();
+    PushID(label);
+
+    const bool hsv = (edit_mode == 1);
+    switch (edit_mode)
+    {
+    case ImGuiColorEditMode_RGB:
+    case ImGuiColorEditMode_HSV:
+        {
+            // RGB/HSV 0..255 Sliders
+            const float w_items_all = w_full - (square_sz + style.ItemInnerSpacing.x);
+            const float w_item_one  = ImMax(1.0f, (float)(int)((w_items_all - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
+            const float w_item_last = ImMax(1.0f, (float)(int)(w_items_all - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
+
+            const bool hide_prefix = (w_item_one <= CalcTextSize("M:999").x);
+            const char* ids[4] = { "##X", "##Y", "##Z", "##W" };
+            const char* fmt_table[3][4] =
+            {
+                {   "%3.0f",   "%3.0f",   "%3.0f",   "%3.0f" },
+                { "R:%3.0f", "G:%3.0f", "B:%3.0f", "A:%3.0f" },
+                { "H:%3.0f", "S:%3.0f", "V:%3.0f", "A:%3.0f" }
+            };
+            const char** fmt = hide_prefix ? fmt_table[0] : hsv ? fmt_table[2] : fmt_table[1];
+
+            PushItemWidth(w_item_one);
+            for (int n = 0; n < components; n++)
+            {
+                if (n > 0)
+                    SameLine(0, style.ItemInnerSpacing.x);
+                if (n + 1 == components)
+                    PushItemWidth(w_item_last);
+                value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, 255, fmt[n]);
+            }
+            PopItemWidth();
+            PopItemWidth();
+        }
+        break;
+    case ImGuiColorEditMode_HEX:
+        {
+            // RGB Hexadecimal Input
+            const float w_slider_all = w_full - square_sz;
+            char buf[64];
+            if (alpha)
+                ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", i[0], i[1], i[2], i[3]);
+            else
+                ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", i[0], i[1], i[2]);
+            PushItemWidth(w_slider_all - style.ItemInnerSpacing.x);
+            if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase))
+            {
+                value_changed |= true;
+                char* p = buf;
+                while (*p == '#' || ImCharIsSpace(*p))
+                    p++;
+                i[0] = i[1] = i[2] = i[3] = 0;
+                if (alpha)
+                    sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned)
+                else
+                    sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);
+            }
+            PopItemWidth();
+        }
+        break;
+    }
+
+    SameLine(0, style.ItemInnerSpacing.x);
+
+    const ImVec4 col_display(col[0], col[1], col[2], 1.0f);
+    if (ColorButton(col_display))
+        g.ColorEditModeStorage.SetInt(id, (edit_mode + 1) % 3); // Don't set local copy of 'edit_mode' right away!
+
+    // Recreate our own tooltip over's ColorButton() one because we want to display correct alpha here
+    if (IsItemHovered())
+        SetTooltip("Color:\n(%.2f,%.2f,%.2f,%.2f)\n#%02X%02X%02X%02X", col[0], col[1], col[2], col[3], IM_F32_TO_INT8_SAT(col[0]), IM_F32_TO_INT8_SAT(col[1]), IM_F32_TO_INT8_SAT(col[2]), IM_F32_TO_INT8_SAT(col[3]));
+
+    if (window->DC.ColorEditMode == ImGuiColorEditMode_UserSelectShowButton)
+    {
+        SameLine(0, style.ItemInnerSpacing.x);
+        const char* button_titles[3] = { "RGB", "HSV", "HEX" };
+        if (ButtonEx(button_titles[edit_mode], ImVec2(0,0), ImGuiButtonFlags_DontClosePopups))
+            g.ColorEditModeStorage.SetInt(id, (edit_mode + 1) % 3); // Don't set local copy of 'edit_mode' right away!
+    }
+
+    const char* label_display_end = FindRenderedTextEnd(label);
+    if (label != label_display_end)
+    {
+        SameLine(0, (window->DC.ColorEditMode == ImGuiColorEditMode_UserSelectShowButton) ? -1.0f : style.ItemInnerSpacing.x);
+        TextUnformatted(label, label_display_end);
+    }
+
+    // Convert back
+    for (int n = 0; n < 4; n++)
+        f[n] = i[n] / 255.0f;
+    if (edit_mode == 1)
+        ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
+
+    if (value_changed)
+    {
+        col[0] = f[0];
+        col[1] = f[1];
+        col[2] = f[2];
+        if (alpha)
+            col[3] = f[3];
+    }
+
+    PopID();
+    EndGroup();
+
+    return value_changed;
+}
+
+void ImGui::ColorEditMode(ImGuiColorEditMode mode)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.ColorEditMode = mode;
+}
+
+// Horizontal separating line.
+void ImGui::Separator()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    if (window->DC.ColumnsCount > 1)
+        PopClipRect();
+
+    float x1 = window->Pos.x;
+    float x2 = window->Pos.x + window->Size.x;
+    if (!window->DC.GroupStack.empty())
+        x1 += window->DC.IndentX;
+
+    const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y+1.0f));
+    ItemSize(ImVec2(0.0f, 0.0f)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit, we don't provide height to not alter layout.
+    if (!ItemAdd(bb, NULL))
+    {
+        if (window->DC.ColumnsCount > 1)
+            PushColumnClipRect();
+        return;
+    }
+
+    window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x,bb.Min.y), GetColorU32(ImGuiCol_Border));
+
+    ImGuiContext& g = *GImGui;
+    if (g.LogEnabled)
+        LogText(IM_NEWLINE "--------------------------------");
+
+    if (window->DC.ColumnsCount > 1)
+    {
+        PushColumnClipRect();
+        window->DC.ColumnsCellMinY = window->DC.CursorPos.y;
+    }
+}
+
+void ImGui::Spacing()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+    ItemSize(ImVec2(0,0));
+}
+
+void ImGui::Dummy(const ImVec2& size)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
+    ItemSize(bb);
+    ItemAdd(bb, NULL);
+}
+
+bool ImGui::IsRectVisible(const ImVec2& size)
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
+}
+
+bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
+}
+
+// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
+void ImGui::BeginGroup()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+
+    window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1);
+    ImGuiGroupData& group_data = window->DC.GroupStack.back();
+    group_data.BackupCursorPos = window->DC.CursorPos;
+    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
+    group_data.BackupIndentX = window->DC.IndentX;
+    group_data.BackupGroupOffsetX = window->DC.GroupOffsetX;
+    group_data.BackupCurrentLineHeight = window->DC.CurrentLineHeight;
+    group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset;
+    group_data.BackupLogLinePosY = window->DC.LogLinePosY;
+    group_data.BackupActiveIdIsAlive = GImGui->ActiveIdIsAlive;
+    group_data.AdvanceCursor = true;
+
+    window->DC.GroupOffsetX = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffsetX;
+    window->DC.IndentX = window->DC.GroupOffsetX;
+    window->DC.CursorMaxPos = window->DC.CursorPos;
+    window->DC.CurrentLineHeight = 0.0f;
+    window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
+}
+
+void ImGui::EndGroup()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    IM_ASSERT(!window->DC.GroupStack.empty());	// Mismatched BeginGroup()/EndGroup() calls
+
+    ImGuiGroupData& group_data = window->DC.GroupStack.back();
+
+    ImRect group_bb(group_data.BackupCursorPos, window->DC.CursorMaxPos);
+    group_bb.Max.y -= g.Style.ItemSpacing.y;      // Cancel out last vertical spacing because we are adding one ourselves.
+    group_bb.Max = ImMax(group_bb.Min, group_bb.Max);
+
+    window->DC.CursorPos = group_data.BackupCursorPos;
+    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
+    window->DC.CurrentLineHeight = group_data.BackupCurrentLineHeight;
+    window->DC.CurrentLineTextBaseOffset = group_data.BackupCurrentLineTextBaseOffset;
+    window->DC.IndentX = group_data.BackupIndentX;
+    window->DC.GroupOffsetX = group_data.BackupGroupOffsetX;
+    window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
+
+    if (group_data.AdvanceCursor)
+    {
+        window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
+        ItemSize(group_bb.GetSize(), group_data.BackupCurrentLineTextBaseOffset);
+        ItemAdd(group_bb, NULL);
+    }
+
+    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive() will function on the entire group.
+    // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but if you search for LastItemId you'll notice it is only used in that context.
+    const bool active_id_within_group = (!group_data.BackupActiveIdIsAlive && g.ActiveIdIsAlive && g.ActiveId && g.ActiveIdWindow->RootWindow == window->RootWindow);
+    if (active_id_within_group)
+        window->DC.LastItemId = g.ActiveId;
+    if (active_id_within_group && g.HoveredId == g.ActiveId)
+        window->DC.LastItemHoveredAndUsable = window->DC.LastItemHoveredRect = true;
+
+    window->DC.GroupStack.pop_back();
+
+    //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // Debug
+}
+
+// Gets back to previous line and continue with horizontal layout
+//      pos_x == 0      : follow right after previous item
+//      pos_x != 0      : align to specified x position (relative to window/group left)
+//      spacing_w < 0   : use default spacing if pos_x == 0, no spacing if pos_x != 0
+//      spacing_w >= 0  : enforce spacing amount
+void ImGui::SameLine(float pos_x, float spacing_w)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    if (pos_x != 0.0f)
+    {
+        if (spacing_w < 0.0f) spacing_w = 0.0f;
+        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + pos_x + spacing_w + window->DC.GroupOffsetX + window->DC.ColumnsOffsetX;
+        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
+    }
+    else
+    {
+        if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x;
+        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
+        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
+    }
+    window->DC.CurrentLineHeight = window->DC.PrevLineHeight;
+    window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
+}
+
+void ImGui::NewLine()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+    if (window->DC.CurrentLineHeight > 0.0f)     // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height.
+        ItemSize(ImVec2(0,0));
+    else
+        ItemSize(ImVec2(0.0f, GImGui->FontSize));
+}
+
+void ImGui::NextColumn()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems || window->DC.ColumnsCount <= 1)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    PopItemWidth();
+    PopClipRect();
+
+    window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
+    if (++window->DC.ColumnsCurrent < window->DC.ColumnsCount)
+    {
+        // Columns 1+ cancel out IndentX
+        window->DC.ColumnsOffsetX = GetColumnOffset(window->DC.ColumnsCurrent) - window->DC.IndentX + g.Style.ItemSpacing.x;
+        window->DrawList->ChannelsSetCurrent(window->DC.ColumnsCurrent);
+    }
+    else
+    {
+        window->DC.ColumnsCurrent = 0;
+        window->DC.ColumnsOffsetX = 0.0f;
+        window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY;
+        window->DrawList->ChannelsSetCurrent(0);
+    }
+    window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);
+    window->DC.CursorPos.y = window->DC.ColumnsCellMinY;
+    window->DC.CurrentLineHeight = 0.0f;
+    window->DC.CurrentLineTextBaseOffset = 0.0f;
+
+    PushColumnClipRect();
+    PushItemWidth(GetColumnWidth() * 0.65f);  // FIXME: Move on columns setup
+}
+
+int ImGui::GetColumnIndex()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.ColumnsCurrent;
+}
+
+int ImGui::GetColumnsCount()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.ColumnsCount;
+}
+
+static float GetDraggedColumnOffset(int column_index)
+{
+    // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
+    // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = ImGui::GetCurrentWindowRead();
+    IM_ASSERT(column_index > 0); // We cannot drag column 0. If you get this assert you may have a conflict between the ID of your columns and another widgets.
+    IM_ASSERT(g.ActiveId == window->DC.ColumnsSetId + ImGuiID(column_index));
+
+    float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x - window->Pos.x;
+    x = ImClamp(x, ImGui::GetColumnOffset(column_index-1)+g.Style.ColumnsMinSpacing, ImGui::GetColumnOffset(column_index+1)-g.Style.ColumnsMinSpacing);
+
+    return (float)(int)x;
+}
+
+float ImGui::GetColumnOffset(int column_index)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindowRead();
+    if (column_index < 0)
+        column_index = window->DC.ColumnsCurrent;
+
+    if (g.ActiveId)
+    {
+        const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index);
+        if (g.ActiveId == column_id)
+            return GetDraggedColumnOffset(column_index);
+    }
+
+    IM_ASSERT(column_index < window->DC.ColumnsData.Size);
+    const float t = window->DC.ColumnsData[column_index].OffsetNorm;
+    const float x_offset = window->DC.ColumnsMinX + t * (window->DC.ColumnsMaxX - window->DC.ColumnsMinX);
+    return (float)(int)x_offset;
+}
+
+void ImGui::SetColumnOffset(int column_index, float offset)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (column_index < 0)
+        column_index = window->DC.ColumnsCurrent;
+
+    IM_ASSERT(column_index < window->DC.ColumnsData.Size);
+    const float t = (offset - window->DC.ColumnsMinX) / (window->DC.ColumnsMaxX - window->DC.ColumnsMinX);
+    window->DC.ColumnsData[column_index].OffsetNorm = t;
+
+    const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index);
+    window->DC.StateStorage->SetFloat(column_id, t);
+}
+
+float ImGui::GetColumnWidth(int column_index)
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    if (column_index < 0)
+        column_index = window->DC.ColumnsCurrent;
+
+    float w = GetColumnOffset(column_index+1) - GetColumnOffset(column_index);
+    return w;
+}
+
+static void PushColumnClipRect(int column_index)
+{
+    ImGuiWindow* window = ImGui::GetCurrentWindow();
+    if (column_index < 0)
+        column_index = window->DC.ColumnsCurrent;
+
+    float x1 = ImFloor(0.5f + window->Pos.x + ImGui::GetColumnOffset(column_index) - 1.0f);
+    float x2 = ImFloor(0.5f + window->Pos.x + ImGui::GetColumnOffset(column_index+1) - 1.0f);
+    ImGui::PushClipRect(ImVec2(x1,-FLT_MAX), ImVec2(x2,+FLT_MAX), true);
+}
+
+void ImGui::Columns(int columns_count, const char* id, bool border)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    IM_ASSERT(columns_count >= 1);
+
+    if (window->DC.ColumnsCount != 1)
+    {
+        if (window->DC.ColumnsCurrent != 0)
+            ItemSize(ImVec2(0,0));   // Advance to column 0
+        PopItemWidth();
+        PopClipRect();
+        window->DrawList->ChannelsMerge();
+
+        window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
+        window->DC.CursorPos.y = window->DC.ColumnsCellMaxY;
+    }
+
+    // Draw columns borders and handle resize at the time of "closing" a columns set
+    if (window->DC.ColumnsCount != columns_count && window->DC.ColumnsCount != 1 && window->DC.ColumnsShowBorders && !window->SkipItems)
+    {
+        const float y1 = window->DC.ColumnsStartPosY;
+        const float y2 = window->DC.CursorPos.y;
+        for (int i = 1; i < window->DC.ColumnsCount; i++)
+        {
+            float x = window->Pos.x + GetColumnOffset(i);
+            const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(i);
+            const ImRect column_rect(ImVec2(x-4,y1),ImVec2(x+4,y2));
+            if (IsClippedEx(column_rect, &column_id, false))
+                continue;
+
+            bool hovered, held;
+            ButtonBehavior(column_rect, column_id, &hovered, &held);
+            if (hovered || held)
+                g.MouseCursor = ImGuiMouseCursor_ResizeEW;
+
+            // Draw before resize so our items positioning are in sync with the line being drawn
+            const ImU32 col = GetColorU32(held ? ImGuiCol_ColumnActive : hovered ? ImGuiCol_ColumnHovered : ImGuiCol_Column);
+            const float xi = (float)(int)x;
+            window->DrawList->AddLine(ImVec2(xi, y1+1.0f), ImVec2(xi, y2), col);
+
+            if (held)
+            {
+                if (g.ActiveIdIsJustActivated)
+                    g.ActiveIdClickOffset.x -= 4;   // Store from center of column line (we used a 8 wide rect for columns clicking)
+                x = GetDraggedColumnOffset(i);
+                SetColumnOffset(i, x);
+            }
+        }
+    }
+
+    // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
+    // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
+    PushID(0x11223347 + (id ? 0 : columns_count));
+    window->DC.ColumnsSetId = window->GetID(id ? id : "columns");
+    PopID();
+
+    // Set state for first column
+    window->DC.ColumnsCurrent = 0;
+    window->DC.ColumnsCount = columns_count;
+    window->DC.ColumnsShowBorders = border;
+
+    const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : window->Size.x;
+    window->DC.ColumnsMinX = window->DC.IndentX; // Lock our horizontal range
+    window->DC.ColumnsMaxX = content_region_width - window->Scroll.x - ((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;
+    window->DC.ColumnsStartPosY = window->DC.CursorPos.y;
+    window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.CursorPos.y;
+    window->DC.ColumnsOffsetX = 0.0f;
+    window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);
+
+    if (window->DC.ColumnsCount != 1)
+    {
+        // Cache column offsets
+        window->DC.ColumnsData.resize(columns_count + 1);
+        for (int column_index = 0; column_index < columns_count + 1; column_index++)
+        {
+            const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index);
+            KeepAliveID(column_id);
+            const float default_t = column_index / (float)window->DC.ColumnsCount;
+            const float t = window->DC.StateStorage->GetFloat(column_id, default_t);      // Cheaply store our floating point value inside the integer (could store a union into the map?)
+            window->DC.ColumnsData[column_index].OffsetNorm = t;
+        }
+        window->DrawList->ChannelsSplit(window->DC.ColumnsCount);
+        PushColumnClipRect();
+        PushItemWidth(GetColumnWidth() * 0.65f);
+    }
+    else
+    {
+        window->DC.ColumnsData.resize(0);
+    }
+}
+
+void ImGui::Indent(float indent_w)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.IndentX += (indent_w > 0.0f) ? indent_w : g.Style.IndentSpacing;
+    window->DC.CursorPos.x = window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX;
+}
+
+void ImGui::Unindent(float indent_w)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.IndentX -= (indent_w > 0.0f) ? indent_w : g.Style.IndentSpacing;
+    window->DC.CursorPos.x = window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX;
+}
+
+void ImGui::TreePush(const char* str_id)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    Indent();
+    window->DC.TreeDepth++;
+    PushID(str_id ? str_id : "#TreePush");
+}
+
+void ImGui::TreePush(const void* ptr_id)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    Indent();
+    window->DC.TreeDepth++;
+    PushID(ptr_id ? ptr_id : (const void*)"#TreePush");
+}
+
+void ImGui::TreePushRawID(ImGuiID id)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    Indent();
+    window->DC.TreeDepth++;
+    window->IDStack.push_back(id);
+}
+
+void ImGui::TreePop()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    Unindent();
+    window->DC.TreeDepth--;
+    PopID();
+}
+
+void ImGui::Value(const char* prefix, bool b)
+{
+    Text("%s: %s", prefix, (b ? "true" : "false"));
+}
+
+void ImGui::Value(const char* prefix, int v)
+{
+    Text("%s: %d", prefix, v);
+}
+
+void ImGui::Value(const char* prefix, unsigned int v)
+{
+    Text("%s: %d", prefix, v);
+}
+
+void ImGui::Value(const char* prefix, float v, const char* float_format)
+{
+    if (float_format)
+    {
+        char fmt[64];
+        ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format);
+        Text(fmt, prefix, v);
+    }
+    else
+    {
+        Text("%s: %.3f", prefix, v);
+    }
+}
+
+// FIXME: May want to remove those helpers?
+void ImGui::ValueColor(const char* prefix, const ImVec4& v)
+{
+    Text("%s: (%.2f,%.2f,%.2f,%.2f)", prefix, v.x, v.y, v.z, v.w);
+    SameLine();
+    ColorButton(v, true);
+}
+
+void ImGui::ValueColor(const char* prefix, ImU32 v)
+{
+    Text("%s: %08X", prefix, v);
+    SameLine();
+    ColorButton(ColorConvertU32ToFloat4(v), true);
+}
+
+//-----------------------------------------------------------------------------
+// PLATFORM DEPENDENT HELPERS
+//-----------------------------------------------------------------------------
+
+#if defined(_WIN32) && !defined(_WINDOWS_) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS))
+#undef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN
+#include <windows.h>
+#endif
+
+// Win32 API clipboard implementation
+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS)
+
+#ifdef _MSC_VER
+#pragma comment(lib, "user32")
+#endif
+
+static const char* GetClipboardTextFn_DefaultImpl(void*)
+{
+    static ImVector<char> buf_local;
+    buf_local.clear();
+    if (!OpenClipboard(NULL))
+        return NULL;
+    HANDLE wbuf_handle = GetClipboardData(CF_UNICODETEXT);
+    if (wbuf_handle == NULL)
+        return NULL;
+    if (ImWchar* wbuf_global = (ImWchar*)GlobalLock(wbuf_handle))
+    {
+        int buf_len = ImTextCountUtf8BytesFromStr(wbuf_global, NULL) + 1;
+        buf_local.resize(buf_len);
+        ImTextStrToUtf8(buf_local.Data, buf_len, wbuf_global, NULL);
+    }
+    GlobalUnlock(wbuf_handle);
+    CloseClipboard();
+    return buf_local.Data;
+}
+
+static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
+{
+    if (!OpenClipboard(NULL))
+        return;
+    const int wbuf_length = ImTextCountCharsFromUtf8(text, NULL) + 1;
+    HGLOBAL wbuf_handle = GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(ImWchar));
+    if (wbuf_handle == NULL)
+        return;
+    ImWchar* wbuf_global = (ImWchar*)GlobalLock(wbuf_handle);
+    ImTextStrFromUtf8(wbuf_global, wbuf_length, text, NULL);
+    GlobalUnlock(wbuf_handle);
+    EmptyClipboard();
+    SetClipboardData(CF_UNICODETEXT, wbuf_handle);
+    CloseClipboard();
+}
+
+#else
+
+// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers
+static const char* GetClipboardTextFn_DefaultImpl(void*)
+{
+    return GImGui->PrivateClipboard;
+}
+
+// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers
+static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.PrivateClipboard)
+    {
+        ImGui::MemFree(g.PrivateClipboard);
+        g.PrivateClipboard = NULL;
+    }
+    const char* text_end = text + strlen(text);
+    g.PrivateClipboard = (char*)ImGui::MemAlloc((size_t)(text_end - text) + 1);
+    memcpy(g.PrivateClipboard, text, (size_t)(text_end - text));
+    g.PrivateClipboard[(int)(text_end - text)] = 0;
+}
+
+#endif
+
+// Win32 API IME support (for Asian languages, etc.)
+#if defined(_WIN32) && !defined(__GNUC__) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS)
+
+#include <imm.h>
+#ifdef _MSC_VER
+#pragma comment(lib, "imm32")
+#endif
+
+static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y)
+{
+    // Notify OS Input Method Editor of text input position
+    if (HWND hwnd = (HWND)GImGui->IO.ImeWindowHandle)
+        if (HIMC himc = ImmGetContext(hwnd))
+        {
+            COMPOSITIONFORM cf;
+            cf.ptCurrentPos.x = x;
+            cf.ptCurrentPos.y = y;
+            cf.dwStyle = CFS_FORCE_POSITION;
+            ImmSetCompositionWindow(himc, &cf);
+        }
+}
+
+#else
+
+static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {}
+
+#endif
+
+//-----------------------------------------------------------------------------
+// HELP
+//-----------------------------------------------------------------------------
+
+void ImGui::ShowMetricsWindow(bool* p_open)
+{
+    if (ImGui::Begin("ImGui Metrics", p_open))
+    {
+        ImGui::Text("ImGui %s", ImGui::GetVersion());
+        ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+        ImGui::Text("%d vertices, %d indices (%d triangles)", ImGui::GetIO().MetricsRenderVertices, ImGui::GetIO().MetricsRenderIndices, ImGui::GetIO().MetricsRenderIndices / 3);
+        ImGui::Text("%d allocations", ImGui::GetIO().MetricsAllocs);
+        static bool show_clip_rects = true;
+        ImGui::Checkbox("Show clipping rectangles when hovering a ImDrawCmd", &show_clip_rects);
+        ImGui::Separator();
+
+        struct Funcs
+        {
+            static void NodeDrawList(ImDrawList* draw_list, const char* label)
+            {
+                bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size);
+                if (draw_list == ImGui::GetWindowDrawList())
+                {
+                    ImGui::SameLine();
+                    ImGui::TextColored(ImColor(255,100,100), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
+                    if (node_open) ImGui::TreePop();
+                    return;
+                }
+                if (!node_open)
+                    return;
+
+                ImDrawList* overlay_draw_list = &GImGui->OverlayDrawList;   // Render additional visuals into the top-most draw list
+                overlay_draw_list->PushClipRectFullScreen();
+                int elem_offset = 0;
+                for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++)
+                {
+                    if (pcmd->UserCallback)
+                    {
+                        ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
+                        continue;
+                    }
+                    ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
+                    bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "Draw %-4d %s vtx, tex = %p, clip_rect = (%.0f,%.0f)..(%.0f,%.0f)", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
+                    if (show_clip_rects && ImGui::IsItemHovered())
+                    {
+                        ImRect clip_rect = pcmd->ClipRect;
+                        ImRect vtxs_rect;
+                        for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)
+                            vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos);
+                        clip_rect.Floor(); overlay_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255));
+                        vtxs_rect.Floor(); overlay_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,0,255,255));
+                    }
+                    if (!pcmd_node_open)
+                        continue;
+                    ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
+                    while (clipper.Step())
+                        for (int prim = clipper.DisplayStart, vtx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++)
+                        {
+                            char buf[300], *buf_p = buf;
+                            ImVec2 triangles_pos[3];
+                            for (int n = 0; n < 3; n++, vtx_i++)
+                            {
+                                ImDrawVert& v = draw_list->VtxBuffer[idx_buffer ? idx_buffer[vtx_i] : vtx_i];
+                                triangles_pos[n] = v.pos;
+                                buf_p += sprintf(buf_p, "%s %04d { pos = (%8.2f,%8.2f), uv = (%.6f,%.6f), col = %08X }\n", (n == 0) ? "vtx" : "   ", vtx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
+                            }
+                            ImGui::Selectable(buf, false);
+                            if (ImGui::IsItemHovered())
+                                overlay_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f, false);  // Add triangle without AA, more readable for large-thin triangle
+                        }
+                    ImGui::TreePop();
+                }
+                overlay_draw_list->PopClipRect();
+                ImGui::TreePop();
+            }
+
+            static void NodeWindows(ImVector<ImGuiWindow*>& windows, const char* label)
+            {
+                if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size))
+                    return;
+                for (int i = 0; i < windows.Size; i++)
+                    Funcs::NodeWindow(windows[i], "Window");
+                ImGui::TreePop();
+            }
+
+            static void NodeWindow(ImGuiWindow* window, const char* label)
+            {
+                if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window))
+                    return;
+                NodeDrawList(window->DrawList, "DrawList");
+                ImGui::BulletText("Pos: (%.1f,%.1f)", window->Pos.x, window->Pos.y);
+                ImGui::BulletText("Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)", window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y);
+                ImGui::BulletText("Scroll: (%.2f,%.2f)", window->Scroll.x, window->Scroll.y);
+                if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow");
+                if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows");
+                ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair));
+                ImGui::TreePop();
+            }
+        };
+
+        ImGuiContext& g = *GImGui;                // Access private state
+        Funcs::NodeWindows(g.Windows, "Windows");
+        if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.RenderDrawLists[0].Size))
+        {
+            for (int i = 0; i < g.RenderDrawLists[0].Size; i++)
+                Funcs::NodeDrawList(g.RenderDrawLists[0][i], "DrawList");
+            ImGui::TreePop();
+        }
+        if (ImGui::TreeNode("Popups", "Open Popups Stack (%d)", g.OpenPopupStack.Size))
+        {
+            for (int i = 0; i < g.OpenPopupStack.Size; i++)
+            {
+                ImGuiWindow* window = g.OpenPopupStack[i].Window;
+                ImGui::BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : "");
+            }
+            ImGui::TreePop();
+        }
+        if (ImGui::TreeNode("Basic state"))
+        {
+            ImGui::Text("FocusedWindow: '%s'", g.FocusedWindow ? g.FocusedWindow->Name : "NULL");
+            ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
+            ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
+            ImGui::Text("HoveredID: 0x%08X/0x%08X", g.HoveredId, g.HoveredIdPreviousFrame); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
+            ImGui::Text("ActiveID: 0x%08X/0x%08X", g.ActiveId, g.ActiveIdPreviousFrame);
+            ImGui::TreePop();
+        }
+    }
+    ImGui::End();
+}
+
+//-----------------------------------------------------------------------------
+
+// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
+// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.
+#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
+#include "imgui_user.inl"
+#endif
+
+//-----------------------------------------------------------------------------

+ 1402 - 0
Source/ThirdParty/imgui/imgui.h

@@ -0,0 +1,1402 @@
+// dear imgui, v1.50
+// (headers)
+
+// See imgui.cpp file for documentation.
+// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
+// Read 'Programmer guide' in imgui.cpp for notes on how to setup ImGui in your codebase.
+// Get latest version at https://github.com/ocornut/imgui
+
+#pragma once
+
+#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
+#include "imconfig.h"       // User-editable configuration file
+#endif
+#include <float.h>          // FLT_MAX
+#include <stdarg.h>         // va_list
+#include <stddef.h>         // ptrdiff_t, NULL
+#include <string.h>         // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
+
+#define IMGUI_VERSION       "1.50"
+
+// Define attributes of all API symbols declarations, e.g. for DLL under Windows.
+#ifndef IMGUI_API
+#define IMGUI_API
+#endif
+
+// Define assertion handler.
+#ifndef IM_ASSERT
+#include <assert.h>
+#define IM_ASSERT(_EXPR)    assert(_EXPR)
+#endif
+
+// Some compilers support applying printf-style warnings to user functions.
+#if defined(__clang__) || defined(__GNUC__)
+#define IM_PRINTFARGS(FMT) __attribute__((format(printf, FMT, (FMT+1))))
+#else
+#define IM_PRINTFARGS(FMT)
+#endif
+
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wold-style-cast"
+#endif
+
+// Forward declarations
+struct ImDrawChannel;               // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit()
+struct ImDrawCmd;                   // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call)
+struct ImDrawData;                  // All draw command lists required to render the frame
+struct ImDrawList;                  // A single draw command list (generally one per window)
+struct ImDrawVert;                  // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
+struct ImFont;                      // Runtime data for a single font within a parent ImFontAtlas
+struct ImFontAtlas;                 // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF font loader
+struct ImFontConfig;                // Configuration data when adding a font or merging fonts
+struct ImColor;                     // Helper functions to create a color that can be converted to either u32 or float4
+struct ImGuiIO;                     // Main configuration and I/O between your application and ImGui
+struct ImGuiOnceUponAFrame;         // Simple helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
+struct ImGuiStorage;                // Simple custom key value storage
+struct ImGuiStyle;                  // Runtime data for styling/colors
+struct ImGuiTextFilter;             // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
+struct ImGuiTextBuffer;             // Text buffer for logging/accumulating text
+struct ImGuiTextEditCallbackData;   // Shared state of ImGui::InputText() when using custom ImGuiTextEditCallback (rare/advanced use)
+struct ImGuiSizeConstraintCallbackData;// Structure used to constraint window size in custom ways when using custom ImGuiSizeConstraintCallback (rare/advanced use)
+struct ImGuiListClipper;            // Helper to manually clip large list of items
+struct ImGuiContext;                // ImGui context (opaque)
+
+// Typedefs and Enumerations (declared as int for compatibility and to not pollute the top of this file)
+typedef unsigned int ImU32;         // 32-bit unsigned integer (typically used to store packed colors)
+typedef unsigned int ImGuiID;       // unique ID used by widgets (typically hashed from a stack of string)
+typedef unsigned short ImWchar;     // character for keyboard input/display
+typedef void* ImTextureID;          // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
+typedef int ImGuiCol;               // a color identifier for styling       // enum ImGuiCol_
+typedef int ImGuiStyleVar;          // a variable identifier for styling    // enum ImGuiStyleVar_
+typedef int ImGuiKey;               // a key identifier (ImGui-side enum)   // enum ImGuiKey_
+typedef int ImGuiColorEditMode;     // color edit mode for ColorEdit*()     // enum ImGuiColorEditMode_
+typedef int ImGuiMouseCursor;       // a mouse cursor identifier            // enum ImGuiMouseCursor_
+typedef int ImGuiWindowFlags;       // window flags for Begin*()            // enum ImGuiWindowFlags_
+typedef int ImGuiSetCond;           // condition flags for Set*()           // enum ImGuiSetCond_
+typedef int ImGuiInputTextFlags;    // flags for InputText*()               // enum ImGuiInputTextFlags_
+typedef int ImGuiSelectableFlags;   // flags for Selectable()               // enum ImGuiSelectableFlags_
+typedef int ImGuiTreeNodeFlags;     // flags for TreeNode*(), Collapsing*() // enum ImGuiTreeNodeFlags_
+typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
+typedef void (*ImGuiSizeConstraintCallback)(ImGuiSizeConstraintCallbackData* data);
+
+// Others helpers at bottom of the file:
+// class ImVector<>                 // Lightweight std::vector like class.
+// IMGUI_ONCE_UPON_A_FRAME          // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times)
+
+struct ImVec2
+{
+    float x, y;
+    ImVec2() { x = y = 0.0f; }
+    ImVec2(float _x, float _y) { x = _x; y = _y; }
+#ifdef IM_VEC2_CLASS_EXTRA          // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2.
+    IM_VEC2_CLASS_EXTRA
+#endif
+};
+
+struct ImVec4
+{
+    float x, y, z, w;
+    ImVec4() { x = y = z = w = 0.0f; }
+    ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
+#ifdef IM_VEC4_CLASS_EXTRA          // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec4.
+    IM_VEC4_CLASS_EXTRA
+#endif
+};
+
+// ImGui end-user API
+// In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types)
+namespace ImGui
+{
+    // Main
+    IMGUI_API ImGuiIO&      GetIO();
+    IMGUI_API ImGuiStyle&   GetStyle();
+    IMGUI_API ImDrawData*   GetDrawData();                              // same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()
+    IMGUI_API void          NewFrame();                                 // start a new ImGui frame, you can submit any command from this point until NewFrame()/Render().
+    IMGUI_API void          Render();                                   // ends the ImGui frame, finalize rendering data, then call your io.RenderDrawListsFn() function if set.
+    IMGUI_API void          Shutdown();
+    IMGUI_API void          ShowUserGuide();                            // help block
+    IMGUI_API void          ShowStyleEditor(ImGuiStyle* ref = NULL);    // style editor block. you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
+    IMGUI_API void          ShowTestWindow(bool* p_open = NULL);        // test window demonstrating ImGui features
+    IMGUI_API void          ShowMetricsWindow(bool* p_open = NULL);     // metrics window for debugging ImGui (browse draw commands, individual vertices, window list, etc.)
+
+    // Window
+    IMGUI_API bool          Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);                                                   // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_open' creates a widget on the upper-right to close the window (which sets your bool to false).
+    IMGUI_API bool          Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // OBSOLETE. this is the older/longer API. the extra parameters aren't very relevant. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! might obsolete this API eventually.
+    IMGUI_API void          End();                                                                                                                      // finish appending to current window, pop it off the window stack.
+    IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0);    // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
+    IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0);            // "
+    IMGUI_API void          EndChild();
+    IMGUI_API ImVec2        GetContentRegionMax();                                              // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
+    IMGUI_API ImVec2        GetContentRegionAvail();                                            // == GetContentRegionMax() - GetCursorPos()
+    IMGUI_API float         GetContentRegionAvailWidth();                                       //
+    IMGUI_API ImVec2        GetWindowContentRegionMin();                                        // content boundaries min (roughly (0,0)-Scroll), in window coordinates
+    IMGUI_API ImVec2        GetWindowContentRegionMax();                                        // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
+    IMGUI_API float         GetWindowContentRegionWidth();                                      //
+    IMGUI_API ImDrawList*   GetWindowDrawList();                                                // get rendering command-list if you want to append your own draw primitives
+    IMGUI_API ImVec2        GetWindowPos();                                                     // get current window position in screen space (useful if you want to do your own drawing via the DrawList api)
+    IMGUI_API ImVec2        GetWindowSize();                                                    // get current window size
+    IMGUI_API float         GetWindowWidth();
+    IMGUI_API float         GetWindowHeight();
+    IMGUI_API bool          IsWindowCollapsed();
+    IMGUI_API void          SetWindowFontScale(float scale);                                    // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows
+
+    IMGUI_API void          SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0);         // set next window position. call before Begin()
+    IMGUI_API void          SetNextWindowPosCenter(ImGuiSetCond cond = 0);                      // set next window position to be centered on screen. call before Begin()
+    IMGUI_API void          SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0);       // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
+    IMGUI_API void          SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeConstraintCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
+    IMGUI_API void          SetNextWindowContentSize(const ImVec2& size);                       // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin()
+    IMGUI_API void          SetNextWindowContentWidth(float width);                             // set next window content width (enforce the range of horizontal scrollbar). call before Begin()
+    IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0);      // set next window collapsed state. call before Begin()
+    IMGUI_API void          SetNextWindowFocus();                                               // set next window to be focused / front-most. call before Begin()
+    IMGUI_API void          SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0);             // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
+    IMGUI_API void          SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0);           // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.    
+    IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0);          // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
+    IMGUI_API void          SetWindowFocus();                                                   // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
+    IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0);      // set named window position.
+    IMGUI_API void          SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0);    // set named window size. set axis to 0.0f to force an auto-fit on this axis.
+    IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0);   // set named window collapsed state
+    IMGUI_API void          SetWindowFocus(const char* name);                                              // set named window to be focused / front-most. use NULL to remove focus.
+
+    IMGUI_API float         GetScrollX();                                                       // get scrolling amount [0..GetScrollMaxX()]
+    IMGUI_API float         GetScrollY();                                                       // get scrolling amount [0..GetScrollMaxY()]
+    IMGUI_API float         GetScrollMaxX();                                                    // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
+    IMGUI_API float         GetScrollMaxY();                                                    // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
+    IMGUI_API void          SetScrollX(float scroll_x);                                         // set scrolling amount [0..GetScrollMaxX()]
+    IMGUI_API void          SetScrollY(float scroll_y);                                         // set scrolling amount [0..GetScrollMaxY()]
+    IMGUI_API void          SetScrollHere(float center_y_ratio = 0.5f);                         // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom.
+    IMGUI_API void          SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f);        // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
+    IMGUI_API void          SetKeyboardFocusHere(int offset = 0);                               // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use negative 'offset' to access previous widgets.
+    IMGUI_API void          SetStateStorage(ImGuiStorage* tree);                                // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
+    IMGUI_API ImGuiStorage* GetStateStorage();
+
+    // Parameters stacks (shared)
+    IMGUI_API void          PushFont(ImFont* font);                                             // use NULL as a shortcut to push default font
+    IMGUI_API void          PopFont();
+    IMGUI_API void          PushStyleColor(ImGuiCol idx, const ImVec4& col);
+    IMGUI_API void          PopStyleColor(int count = 1);
+    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, float val);
+    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
+    IMGUI_API void          PopStyleVar(int count = 1);
+    IMGUI_API ImFont*       GetFont();                                                          // get current font
+    IMGUI_API float         GetFontSize();                                                      // get current font size (= height in pixels) of current font with current scale applied
+    IMGUI_API ImVec2        GetFontTexUvWhitePixel();                                           // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
+    IMGUI_API ImU32         GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f);                  // retrieve given style color with style alpha applied and optional extra alpha multiplier
+    IMGUI_API ImU32         GetColorU32(const ImVec4& col);                                     // retrieve given color with style alpha applied
+
+    // Parameters stacks (current window)
+    IMGUI_API void          PushItemWidth(float item_width);                                    // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
+    IMGUI_API void          PopItemWidth();
+    IMGUI_API float         CalcItemWidth();                                                    // width of item given pushed settings and current cursor position
+    IMGUI_API void          PushTextWrapPos(float wrap_pos_x = 0.0f);                           // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
+    IMGUI_API void          PopTextWrapPos();
+    IMGUI_API void          PushAllowKeyboardFocus(bool v);                                     // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
+    IMGUI_API void          PopAllowKeyboardFocus();
+    IMGUI_API void          PushButtonRepeat(bool repeat);                                      // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (uses io.KeyRepeatDelay/io.KeyRepeatRate for now). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
+    IMGUI_API void          PopButtonRepeat();
+
+    // Cursor / Layout
+    IMGUI_API void          Separator();                                                        // horizontal line
+    IMGUI_API void          SameLine(float pos_x = 0.0f, float spacing_w = -1.0f);              // call between widgets or groups to layout them horizontally
+    IMGUI_API void          NewLine();                                                          // undo a SameLine()
+    IMGUI_API void          Spacing();                                                          // add vertical spacing
+    IMGUI_API void          Dummy(const ImVec2& size);                                          // add a dummy item of given size
+    IMGUI_API void          Indent(float indent_w = 0.0f);                                      // move content position toward the right, by style.IndentSpacing or indent_w if >0
+    IMGUI_API void          Unindent(float indent_w = 0.0f);                                    // move content position back to the left, by style.IndentSpacing or indent_w if >0
+    IMGUI_API void          BeginGroup();                                                       // lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
+    IMGUI_API void          EndGroup();
+    IMGUI_API ImVec2        GetCursorPos();                                                     // cursor position is relative to window position
+    IMGUI_API float         GetCursorPosX();                                                    // "
+    IMGUI_API float         GetCursorPosY();                                                    // "
+    IMGUI_API void          SetCursorPos(const ImVec2& local_pos);                              // "
+    IMGUI_API void          SetCursorPosX(float x);                                             // "
+    IMGUI_API void          SetCursorPosY(float y);                                             // "
+    IMGUI_API ImVec2        GetCursorStartPos();                                                // initial cursor position
+    IMGUI_API ImVec2        GetCursorScreenPos();                                               // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
+    IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                              // cursor position in absolute screen coordinates [0..io.DisplaySize]
+    IMGUI_API void          AlignFirstTextHeightToWidgets();                                    // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets
+    IMGUI_API float         GetTextLineHeight();                                                // height of font == GetWindowFontSize()
+    IMGUI_API float         GetTextLineHeightWithSpacing();                                     // distance (in pixels) between 2 consecutive lines of text == GetWindowFontSize() + GetStyle().ItemSpacing.y
+    IMGUI_API float         GetItemsLineHeightWithSpacing();                                    // distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y
+
+    // Columns
+    // You can also use SameLine(pos_x) for simplified columning. The columns API is still work-in-progress and rather lacking.
+    IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool border = true);  // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1).
+    IMGUI_API void          NextColumn();                                                       // next column
+    IMGUI_API int           GetColumnIndex();                                                   // get current column index
+    IMGUI_API float         GetColumnOffset(int column_index = -1);                             // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this
+    IMGUI_API void          SetColumnOffset(int column_index, float offset_x);                  // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
+    IMGUI_API float         GetColumnWidth(int column_index = -1);                              // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset())
+    IMGUI_API int           GetColumnsCount();                                                  // number of columns (what was passed to Columns())
+
+    // ID scopes
+    // If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
+    // You can also use the "##foobar" syntax within widget label to distinguish them from each others. Read "A primer on the use of labels/IDs" in the FAQ for more details.
+    IMGUI_API void          PushID(const char* str_id);                                         // push identifier into the ID stack. IDs are hash of the *entire* stack!
+    IMGUI_API void          PushID(const char* str_id_begin, const char* str_id_end);
+    IMGUI_API void          PushID(const void* ptr_id);
+    IMGUI_API void          PushID(int int_id);
+    IMGUI_API void          PopID();
+    IMGUI_API ImGuiID       GetID(const char* str_id);                                          // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed
+    IMGUI_API ImGuiID       GetID(const char* str_id_begin, const char* str_id_end);
+    IMGUI_API ImGuiID       GetID(const void* ptr_id);
+
+    // Widgets
+    IMGUI_API void          Text(const char* fmt, ...) IM_PRINTFARGS(1);
+    IMGUI_API void          TextV(const char* fmt, va_list args);
+    IMGUI_API void          TextColored(const ImVec4& col, const char* fmt, ...) IM_PRINTFARGS(2);  // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
+    IMGUI_API void          TextColoredV(const ImVec4& col, const char* fmt, va_list args);
+    IMGUI_API void          TextDisabled(const char* fmt, ...) IM_PRINTFARGS(1);                    // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
+    IMGUI_API void          TextDisabledV(const char* fmt, va_list args);
+    IMGUI_API void          TextWrapped(const char* fmt, ...) IM_PRINTFARGS(1);                     // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
+    IMGUI_API void          TextWrappedV(const char* fmt, va_list args);
+    IMGUI_API void          TextUnformatted(const char* text, const char* text_end = NULL);         // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text
+    IMGUI_API void          LabelText(const char* label, const char* fmt, ...) IM_PRINTFARGS(2);    // display text+label aligned the same way as value+label widgets
+    IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args);
+    IMGUI_API void          Bullet();                                                               // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
+    IMGUI_API void          BulletText(const char* fmt, ...) IM_PRINTFARGS(1);                      // shortcut for Bullet()+Text()
+    IMGUI_API void          BulletTextV(const char* fmt, va_list args);
+    IMGUI_API bool          Button(const char* label, const ImVec2& size = ImVec2(0,0));            // button
+    IMGUI_API bool          SmallButton(const char* label);                                         // button with FramePadding=(0,0)
+    IMGUI_API bool          InvisibleButton(const char* str_id, const ImVec2& size);
+    IMGUI_API void          Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
+    IMGUI_API bool          ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0),  const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1));    // <0 frame_padding uses default frame padding settings. 0 for no padding
+    IMGUI_API bool          Checkbox(const char* label, bool* v);
+    IMGUI_API bool          CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
+    IMGUI_API bool          RadioButton(const char* label, bool active);
+    IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);
+    IMGUI_API bool          Combo(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items = -1);
+    IMGUI_API bool          Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items = -1);      // separate items with \0, end item-list with \0\0
+    IMGUI_API bool          Combo(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
+    IMGUI_API bool          ColorButton(const ImVec4& col, bool small_height = false, bool outline_border = true);
+    IMGUI_API bool          ColorEdit3(const char* label, float col[3]);                            // Hint: 'float col[3]' function argument is same as 'float* col'. You can pass address of first element out of a contiguous set, e.g. &myvector.x
+    IMGUI_API bool          ColorEdit4(const char* label, float col[4], bool show_alpha = true);    // "
+    IMGUI_API void          ColorEditMode(ImGuiColorEditMode mode);                                 // FIXME-OBSOLETE: This is inconsistent with most of the API and will be obsoleted/replaced.
+    IMGUI_API void          PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), int stride = sizeof(float));
+    IMGUI_API void          PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
+    IMGUI_API void          PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), int stride = sizeof(float));
+    IMGUI_API void          PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
+    IMGUI_API void          ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
+
+    // Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds)
+    // For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, remember than a 'float v[3]' function argument is the same as 'float* v'. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
+    IMGUI_API bool          DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);     // If v_min >= v_max we have no bound
+    IMGUI_API bool          DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
+    IMGUI_API bool          DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
+    IMGUI_API bool          DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
+    IMGUI_API bool          DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", const char* display_format_max = NULL, float power = 1.0f);
+    IMGUI_API bool          DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");                                       // If v_min >= v_max we have no bound
+    IMGUI_API bool          DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
+    IMGUI_API bool          DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
+    IMGUI_API bool          DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
+    IMGUI_API bool          DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f", const char* display_format_max = NULL);
+
+    // Widgets: Input with Keyboard
+    IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
+    IMGUI_API bool          InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
+    IMGUI_API bool          InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
+    IMGUI_API bool          InputFloat2(const char* label, float v[2], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
+    IMGUI_API bool          InputFloat3(const char* label, float v[3], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
+    IMGUI_API bool          InputFloat4(const char* label, float v[4], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
+    IMGUI_API bool          InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0);
+    IMGUI_API bool          InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags = 0);
+    IMGUI_API bool          InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0);
+    IMGUI_API bool          InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0);
+
+    // Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds)
+    IMGUI_API bool          SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);     // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders
+    IMGUI_API bool          SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
+    IMGUI_API bool          SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
+    IMGUI_API bool          SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
+    IMGUI_API bool          SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f);
+    IMGUI_API bool          SliderInt(const char* label, int* v, int v_min, int v_max, const char* display_format = "%.0f");
+    IMGUI_API bool          SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* display_format = "%.0f");
+    IMGUI_API bool          SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* display_format = "%.0f");
+    IMGUI_API bool          SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* display_format = "%.0f");
+    IMGUI_API bool          VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
+    IMGUI_API bool          VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = "%.0f");
+
+    // Widgets: Trees
+    IMGUI_API bool          TreeNode(const char* label);                                            // if returning 'true' the node is open and the tree id is pushed into the id stack. user is responsible for calling TreePop().
+    IMGUI_API bool          TreeNode(const char* str_id, const char* fmt, ...) IM_PRINTFARGS(2);    // read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
+    IMGUI_API bool          TreeNode(const void* ptr_id, const char* fmt, ...) IM_PRINTFARGS(2);    // "
+    IMGUI_API bool          TreeNodeV(const char* str_id, const char* fmt, va_list args);           // "
+    IMGUI_API bool          TreeNodeV(const void* ptr_id, const char* fmt, va_list args);           // "
+    IMGUI_API bool          TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
+    IMGUI_API bool          TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_PRINTFARGS(3);
+    IMGUI_API bool          TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_PRINTFARGS(3);
+    IMGUI_API bool          TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args);
+    IMGUI_API bool          TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args);
+    IMGUI_API void          TreePush(const char* str_id = NULL);                                    // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call Push/Pop yourself for layout purpose
+    IMGUI_API void          TreePush(const void* ptr_id = NULL);                                    // "
+    IMGUI_API void          TreePop();                                                              // ~ Unindent()+PopId()
+    IMGUI_API void          TreeAdvanceToLabelPos();                                                // advance cursor x position by GetTreeNodeToLabelSpacing()
+    IMGUI_API float         GetTreeNodeToLabelSpacing();                                            // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
+    IMGUI_API void          SetNextTreeNodeOpen(bool is_open, ImGuiSetCond cond = 0);               // set next TreeNode/CollapsingHeader open state.
+    IMGUI_API bool          CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0);      // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
+    IMGUI_API bool          CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
+
+    // Widgets: Selectable / Lists
+    IMGUI_API bool          Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0));  // size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
+    IMGUI_API bool          Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0));
+    IMGUI_API bool          ListBox(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items = -1);
+    IMGUI_API bool          ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
+    IMGUI_API bool          ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. make sure to call ListBoxFooter() afterwards.
+    IMGUI_API bool          ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
+    IMGUI_API void          ListBoxFooter();                                                    // terminate the scrolling region
+
+    // Widgets: Value() Helpers. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
+    IMGUI_API void          Value(const char* prefix, bool b);
+    IMGUI_API void          Value(const char* prefix, int v);
+    IMGUI_API void          Value(const char* prefix, unsigned int v);
+    IMGUI_API void          Value(const char* prefix, float v, const char* float_format = NULL);
+    IMGUI_API void          ValueColor(const char* prefix, const ImVec4& v);
+    IMGUI_API void          ValueColor(const char* prefix, ImU32 v);
+
+    // Tooltips
+    IMGUI_API void          SetTooltip(const char* fmt, ...) IM_PRINTFARGS(1);                  // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins
+    IMGUI_API void          SetTooltipV(const char* fmt, va_list args);
+    IMGUI_API void          BeginTooltip();                                                     // use to create full-featured tooltip windows that aren't just text
+    IMGUI_API void          EndTooltip();
+
+    // Menus
+    IMGUI_API bool          BeginMainMenuBar();                                                 // create and append to a full screen menu-bar. only call EndMainMenuBar() if this returns true!
+    IMGUI_API void          EndMainMenuBar();
+    IMGUI_API bool          BeginMenuBar();                                                     // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set). only call EndMenuBar() if this returns true!
+    IMGUI_API void          EndMenuBar();
+    IMGUI_API bool          BeginMenu(const char* label, bool enabled = true);                  // create a sub-menu entry. only call EndMenu() if this returns true!
+    IMGUI_API void          EndMenu();
+    IMGUI_API bool          MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true);  // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
+    IMGUI_API bool          MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true);              // return true when activated + toggle (*p_selected) if p_selected != NULL
+
+    // Popups
+    IMGUI_API void          OpenPopup(const char* str_id);                                      // mark popup as open. popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
+    IMGUI_API bool          BeginPopup(const char* str_id);                                     // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returned true!
+    IMGUI_API bool          BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags extra_flags = 0);               // modal dialog (block interactions behind the modal window, can't close the modal window by clicking outside)
+    IMGUI_API bool          BeginPopupContextItem(const char* str_id, int mouse_button = 1);                                        // helper to open and begin popup when clicked on last item. read comments in .cpp!
+    IMGUI_API bool          BeginPopupContextWindow(bool also_over_items = true, const char* str_id = NULL, int mouse_button = 1);  // helper to open and begin popup when clicked on current window.
+    IMGUI_API bool          BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1);                                 // helper to open and begin popup when clicked in void (no window).
+    IMGUI_API void          EndPopup();
+    IMGUI_API void          CloseCurrentPopup();                                                // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
+
+    // Logging: all text output from interface is redirected to tty/file/clipboard. By default, tree nodes are automatically opened during logging.
+    IMGUI_API void          LogToTTY(int max_depth = -1);                                       // start logging to tty
+    IMGUI_API void          LogToFile(int max_depth = -1, const char* filename = NULL);         // start logging to file
+    IMGUI_API void          LogToClipboard(int max_depth = -1);                                 // start logging to OS clipboard
+    IMGUI_API void          LogFinish();                                                        // stop logging (close file, etc.)
+    IMGUI_API void          LogButtons();                                                       // helper to display buttons for logging to tty/file/clipboard
+    IMGUI_API void          LogText(const char* fmt, ...) IM_PRINTFARGS(1);                     // pass text data straight to log (without being displayed)
+
+    // Clipping
+    IMGUI_API void          PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
+    IMGUI_API void          PopClipRect();
+
+    // Utilities
+    IMGUI_API bool          IsItemHovered();                                                    // was the last item hovered by mouse?
+    IMGUI_API bool          IsItemHoveredRect();                                                // was the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this
+    IMGUI_API bool          IsItemActive();                                                     // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
+    IMGUI_API bool          IsItemClicked(int mouse_button = 0);                                // was the last item clicked? (e.g. button/node just clicked on)
+    IMGUI_API bool          IsItemVisible();                                                    // was the last item visible? (aka not out of sight due to clipping/scrolling.)
+    IMGUI_API bool          IsAnyItemHovered();
+    IMGUI_API bool          IsAnyItemActive();
+    IMGUI_API ImVec2        GetItemRectMin();                                                   // get bounding rect of last item in screen space
+    IMGUI_API ImVec2        GetItemRectMax();                                                   // "
+    IMGUI_API ImVec2        GetItemRectSize();                                                  // "
+    IMGUI_API void          SetItemAllowOverlap();                                              // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
+    IMGUI_API bool          IsWindowHovered();                                                  // is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others)
+    IMGUI_API bool          IsWindowFocused();                                                  // is current window focused
+    IMGUI_API bool          IsRootWindowFocused();                                              // is current root window focused (root = top-most parent of a child, otherwise self)
+    IMGUI_API bool          IsRootWindowOrAnyChildFocused();                                    // is current root window or any of its child (including current window) focused
+    IMGUI_API bool          IsRootWindowOrAnyChildHovered();                                    // is current root window or any of its child (including current window) hovered and hoverable (not blocked by a popup)
+    IMGUI_API bool          IsRectVisible(const ImVec2& size);                                  // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
+    IMGUI_API bool          IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max);      // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
+    IMGUI_API bool          IsPosHoveringAnyWindow(const ImVec2& pos);                          // is given position hovering any active imgui window
+    IMGUI_API float         GetTime();
+    IMGUI_API int           GetFrameCount();
+    IMGUI_API const char*   GetStyleColName(ImGuiCol idx);
+    IMGUI_API ImVec2        CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f);   // utility to find the closest point the last item bounding rectangle edge. useful to visually link items
+    IMGUI_API ImVec2        CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
+    IMGUI_API void          CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end);    // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
+
+    IMGUI_API bool          BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags = 0);	// helper to create a child window / scrolling region that looks like a normal widget frame
+    IMGUI_API void          EndChildFrame();
+
+    IMGUI_API ImVec4        ColorConvertU32ToFloat4(ImU32 in);
+    IMGUI_API ImU32         ColorConvertFloat4ToU32(const ImVec4& in);
+    IMGUI_API void          ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
+    IMGUI_API void          ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
+
+    // Inputs
+    IMGUI_API int           GetKeyIndex(ImGuiKey imgui_key);                                    // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
+    IMGUI_API bool          IsKeyDown(int user_key_index);                                      // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your backend/engine stored them into KeyDown[]!
+    IMGUI_API bool          IsKeyPressed(int user_key_index, bool repeat = true);               // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
+    IMGUI_API bool          IsKeyReleased(int user_key_index);                                  // was key released (went from Down to !Down)..
+    IMGUI_API bool          IsMouseDown(int button);                                            // is mouse button held
+    IMGUI_API bool          IsMouseClicked(int button, bool repeat = false);                    // did mouse button clicked (went from !Down to Down)
+    IMGUI_API bool          IsMouseDoubleClicked(int button);                                   // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
+    IMGUI_API bool          IsMouseReleased(int button);                                        // did mouse button released (went from Down to !Down)
+    IMGUI_API bool          IsMouseHoveringWindow();                                            // is mouse hovering current window ("window" in API names always refer to current window). disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup)
+    IMGUI_API bool          IsMouseHoveringAnyWindow();                                         // is mouse hovering any visible window
+    IMGUI_API bool          IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);  // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings. disregarding of consideration of focus/window ordering/blocked by a popup.
+    IMGUI_API bool          IsMouseDragging(int button = 0, float lock_threshold = -1.0f);      // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
+    IMGUI_API ImVec2        GetMousePos();                                                      // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
+    IMGUI_API ImVec2        GetMousePosOnOpeningCurrentPopup();                                 // retrieve backup of mouse positioning at the time of opening popup we have BeginPopup() into
+    IMGUI_API ImVec2        GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f);    // dragging amount since clicking. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
+    IMGUI_API void          ResetMouseDragDelta(int button = 0);                                //
+    IMGUI_API ImGuiMouseCursor GetMouseCursor();                                                // get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
+    IMGUI_API void          SetMouseCursor(ImGuiMouseCursor type);                              // set desired cursor type
+    IMGUI_API void          CaptureKeyboardFromApp(bool capture = true);                        // manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application handle). e.g. force capture keyboard when your widget is being hovered.
+    IMGUI_API void          CaptureMouseFromApp(bool capture = true);                           // manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application handle).
+
+    // Helpers functions to access functions pointers in ImGui::GetIO()
+    IMGUI_API void*         MemAlloc(size_t sz);
+    IMGUI_API void          MemFree(void* ptr);
+    IMGUI_API const char*   GetClipboardText();
+    IMGUI_API void          SetClipboardText(const char* text);
+
+    // Internal context access - if you want to use multiple context, share context between modules (e.g. DLL). There is a default context created and active by default.
+    // All contexts share a same ImFontAtlas by default. If you want different font atlas, you can new() them and overwrite the GetIO().Fonts variable of an ImGui context.
+    IMGUI_API const char*   GetVersion();
+    IMGUI_API ImGuiContext* CreateContext(void* (*malloc_fn)(size_t) = NULL, void (*free_fn)(void*) = NULL);
+    IMGUI_API void          DestroyContext(ImGuiContext* ctx);
+    IMGUI_API ImGuiContext* GetCurrentContext();
+    IMGUI_API void          SetCurrentContext(ImGuiContext* ctx);
+
+    // Obsolete (will be removed)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    static inline bool      CollapsingHeader(const char* label, const char* str_id, bool framed = true, bool default_open = false) { (void)str_id; (void)framed; ImGuiTreeNodeFlags default_open_flags = 1<<5; return CollapsingHeader(label, (default_open ? default_open_flags : 0)); } // OBSOLETE 1.49+
+    static inline ImFont*   GetWindowFont() { return GetFont(); }                              // OBSOLETE 1.48+
+    static inline float     GetWindowFontSize() { return GetFontSize(); }                      // OBSOLETE 1.48+
+    static inline void      SetScrollPosHere() { SetScrollHere(); }                            // OBSOLETE 1.42+
+    static inline bool      GetWindowCollapsed() { return ImGui::IsWindowCollapsed(); }        // OBSOLETE 1.39+
+    static inline bool      IsRectClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.39+
+#endif
+
+} // namespace ImGui
+
+// Flags for ImGui::Begin()
+enum ImGuiWindowFlags_
+{
+    // Default: 0
+    ImGuiWindowFlags_NoTitleBar             = 1 << 0,   // Disable title-bar
+    ImGuiWindowFlags_NoResize               = 1 << 1,   // Disable user resizing with the lower-right grip
+    ImGuiWindowFlags_NoMove                 = 1 << 2,   // Disable user moving the window
+    ImGuiWindowFlags_NoScrollbar            = 1 << 3,   // Disable scrollbars (window can still scroll with mouse or programatically)
+    ImGuiWindowFlags_NoScrollWithMouse      = 1 << 4,   // Disable user vertically scrolling with mouse wheel
+    ImGuiWindowFlags_NoCollapse             = 1 << 5,   // Disable user collapsing window by double-clicking on it
+    ImGuiWindowFlags_AlwaysAutoResize       = 1 << 6,   // Resize every window to its content every frame
+    ImGuiWindowFlags_ShowBorders            = 1 << 7,   // Show borders around windows and items
+    ImGuiWindowFlags_NoSavedSettings        = 1 << 8,   // Never load/save settings in .ini file
+    ImGuiWindowFlags_NoInputs               = 1 << 9,   // Disable catching mouse or keyboard inputs
+    ImGuiWindowFlags_MenuBar                = 1 << 10,  // Has a menu-bar
+    ImGuiWindowFlags_HorizontalScrollbar    = 1 << 11,  // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
+    ImGuiWindowFlags_NoFocusOnAppearing     = 1 << 12,  // Disable taking focus when transitioning from hidden to visible state
+    ImGuiWindowFlags_NoBringToFrontOnFocus  = 1 << 13,  // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
+    ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14,  // Always show vertical scrollbar (even if ContentSize.y < Size.y)
+    ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15,  // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
+    ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16,  // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
+    // [Internal]
+    ImGuiWindowFlags_ChildWindow            = 1 << 20,  // Don't use! For internal use by BeginChild()
+    ImGuiWindowFlags_ChildWindowAutoFitX    = 1 << 21,  // Don't use! For internal use by BeginChild()
+    ImGuiWindowFlags_ChildWindowAutoFitY    = 1 << 22,  // Don't use! For internal use by BeginChild()
+    ImGuiWindowFlags_ComboBox               = 1 << 23,  // Don't use! For internal use by ComboBox()
+    ImGuiWindowFlags_Tooltip                = 1 << 24,  // Don't use! For internal use by BeginTooltip()
+    ImGuiWindowFlags_Popup                  = 1 << 25,  // Don't use! For internal use by BeginPopup()
+    ImGuiWindowFlags_Modal                  = 1 << 26,  // Don't use! For internal use by BeginPopupModal()
+    ImGuiWindowFlags_ChildMenu              = 1 << 27   // Don't use! For internal use by BeginMenu()
+};
+
+// Flags for ImGui::InputText()
+enum ImGuiInputTextFlags_
+{
+    // Default: 0
+    ImGuiInputTextFlags_CharsDecimal        = 1 << 0,   // Allow 0123456789.+-*/
+    ImGuiInputTextFlags_CharsHexadecimal    = 1 << 1,   // Allow 0123456789ABCDEFabcdef
+    ImGuiInputTextFlags_CharsUppercase      = 1 << 2,   // Turn a..z into A..Z
+    ImGuiInputTextFlags_CharsNoBlank        = 1 << 3,   // Filter out spaces, tabs
+    ImGuiInputTextFlags_AutoSelectAll       = 1 << 4,   // Select entire text when first taking mouse focus
+    ImGuiInputTextFlags_EnterReturnsTrue    = 1 << 5,   // Return 'true' when Enter is pressed (as opposed to when the value was modified)
+    ImGuiInputTextFlags_CallbackCompletion  = 1 << 6,   // Call user function on pressing TAB (for completion handling)
+    ImGuiInputTextFlags_CallbackHistory     = 1 << 7,   // Call user function on pressing Up/Down arrows (for history handling)
+    ImGuiInputTextFlags_CallbackAlways      = 1 << 8,   // Call user function every time. User code may query cursor position, modify text buffer.
+    ImGuiInputTextFlags_CallbackCharFilter  = 1 << 9,   // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character.
+    ImGuiInputTextFlags_AllowTabInput       = 1 << 10,  // Pressing TAB input a '\t' character into the text field
+    ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11,  // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
+    ImGuiInputTextFlags_NoHorizontalScroll  = 1 << 12,  // Disable following the cursor horizontally
+    ImGuiInputTextFlags_AlwaysInsertMode    = 1 << 13,  // Insert mode
+    ImGuiInputTextFlags_ReadOnly            = 1 << 14,  // Read-only mode
+    ImGuiInputTextFlags_Password            = 1 << 15,  // Password mode, display all characters as '*'
+    // [Internal]
+    ImGuiInputTextFlags_Multiline           = 1 << 20   // For internal use by InputTextMultiline()
+};
+
+// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
+enum ImGuiTreeNodeFlags_
+{
+    ImGuiTreeNodeFlags_Selected             = 1 << 0,   // Draw as selected
+    ImGuiTreeNodeFlags_Framed               = 1 << 1,   // Full colored frame (e.g. for CollapsingHeader)
+    ImGuiTreeNodeFlags_AllowOverlapMode     = 1 << 2,   // Hit testing to allow subsequent widgets to overlap this one
+    ImGuiTreeNodeFlags_NoTreePushOnOpen     = 1 << 3,   // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
+    ImGuiTreeNodeFlags_NoAutoOpenOnLog      = 1 << 4,   // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
+    ImGuiTreeNodeFlags_DefaultOpen          = 1 << 5,   // Default node to be open
+    ImGuiTreeNodeFlags_OpenOnDoubleClick    = 1 << 6,   // Need double-click to open node
+    ImGuiTreeNodeFlags_OpenOnArrow          = 1 << 7,   // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
+    ImGuiTreeNodeFlags_Leaf                 = 1 << 8,   // No collapsing, no arrow (use as a convenience for leaf nodes). 
+    ImGuiTreeNodeFlags_Bullet               = 1 << 9,   // Display a bullet instead of arrow
+    //ImGuITreeNodeFlags_SpanAllAvailWidth  = 1 << 10,  // FIXME: TODO: Extend hit box horizontally even if not framed
+    //ImGuiTreeNodeFlags_NoScrollOnOpen     = 1 << 11,  // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
+    ImGuiTreeNodeFlags_CollapsingHeader     = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoAutoOpenOnLog
+};
+
+// Flags for ImGui::Selectable()
+enum ImGuiSelectableFlags_
+{
+    // Default: 0
+    ImGuiSelectableFlags_DontClosePopups    = 1 << 0,   // Clicking this don't close parent popup window
+    ImGuiSelectableFlags_SpanAllColumns     = 1 << 1,   // Selectable frame can span all columns (text will still fit in current column)
+    ImGuiSelectableFlags_AllowDoubleClick   = 1 << 2    // Generate press events on double clicks too
+};
+
+// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
+enum ImGuiKey_
+{
+    ImGuiKey_Tab,       // for tabbing through fields
+    ImGuiKey_LeftArrow, // for text edit
+    ImGuiKey_RightArrow,// for text edit
+    ImGuiKey_UpArrow,   // for text edit
+    ImGuiKey_DownArrow, // for text edit
+    ImGuiKey_PageUp,
+    ImGuiKey_PageDown,
+    ImGuiKey_Home,      // for text edit
+    ImGuiKey_End,       // for text edit
+    ImGuiKey_Delete,    // for text edit
+    ImGuiKey_Backspace, // for text edit
+    ImGuiKey_Enter,     // for text edit
+    ImGuiKey_Escape,    // for text edit
+    ImGuiKey_A,         // for text edit CTRL+A: select all
+    ImGuiKey_C,         // for text edit CTRL+C: copy
+    ImGuiKey_V,         // for text edit CTRL+V: paste
+    ImGuiKey_X,         // for text edit CTRL+X: cut
+    ImGuiKey_Y,         // for text edit CTRL+Y: redo
+    ImGuiKey_Z,         // for text edit CTRL+Z: undo
+    ImGuiKey_COUNT
+};
+
+// Enumeration for PushStyleColor() / PopStyleColor()
+enum ImGuiCol_
+{
+    ImGuiCol_Text,
+    ImGuiCol_TextDisabled,
+    ImGuiCol_WindowBg,              // Background of normal windows
+    ImGuiCol_ChildWindowBg,         // Background of child windows
+    ImGuiCol_PopupBg,               // Background of popups, menus, tooltips windows
+    ImGuiCol_Border,
+    ImGuiCol_BorderShadow,
+    ImGuiCol_FrameBg,               // Background of checkbox, radio button, plot, slider, text input
+    ImGuiCol_FrameBgHovered,
+    ImGuiCol_FrameBgActive,
+    ImGuiCol_TitleBg,
+    ImGuiCol_TitleBgCollapsed,
+    ImGuiCol_TitleBgActive,
+    ImGuiCol_MenuBarBg,
+    ImGuiCol_ScrollbarBg,
+    ImGuiCol_ScrollbarGrab,
+    ImGuiCol_ScrollbarGrabHovered,
+    ImGuiCol_ScrollbarGrabActive,
+    ImGuiCol_ComboBg,
+    ImGuiCol_CheckMark,
+    ImGuiCol_SliderGrab,
+    ImGuiCol_SliderGrabActive,
+    ImGuiCol_Button,
+    ImGuiCol_ButtonHovered,
+    ImGuiCol_ButtonActive,
+    ImGuiCol_Header,
+    ImGuiCol_HeaderHovered,
+    ImGuiCol_HeaderActive,
+    ImGuiCol_Column,
+    ImGuiCol_ColumnHovered,
+    ImGuiCol_ColumnActive,
+    ImGuiCol_ResizeGrip,
+    ImGuiCol_ResizeGripHovered,
+    ImGuiCol_ResizeGripActive,
+    ImGuiCol_CloseButton,
+    ImGuiCol_CloseButtonHovered,
+    ImGuiCol_CloseButtonActive,
+    ImGuiCol_PlotLines,
+    ImGuiCol_PlotLinesHovered,
+    ImGuiCol_PlotHistogram,
+    ImGuiCol_PlotHistogramHovered,
+    ImGuiCol_TextSelectedBg,
+    ImGuiCol_ModalWindowDarkening,  // darken entire screen when a modal window is active
+    ImGuiCol_COUNT
+};
+
+// Enumeration for PushStyleVar() / PopStyleVar()
+// NB: the enum only refers to fields of ImGuiStyle() which makes sense to be pushed/poped in UI code. Feel free to add others.
+enum ImGuiStyleVar_
+{
+    ImGuiStyleVar_Alpha,               // float
+    ImGuiStyleVar_WindowPadding,       // ImVec2
+    ImGuiStyleVar_WindowRounding,      // float
+    ImGuiStyleVar_WindowMinSize,       // ImVec2
+    ImGuiStyleVar_ChildWindowRounding, // float
+    ImGuiStyleVar_FramePadding,        // ImVec2
+    ImGuiStyleVar_FrameRounding,       // float
+    ImGuiStyleVar_ItemSpacing,         // ImVec2
+    ImGuiStyleVar_ItemInnerSpacing,    // ImVec2
+    ImGuiStyleVar_IndentSpacing,       // float
+    ImGuiStyleVar_GrabMinSize,         // float
+    ImGuiStyleVar_ButtonTextAlign,     // flags ImGuiAlign_*
+    ImGuiStyleVar_Count_
+};
+
+// Enumeration for ColorEditMode()
+// FIXME-OBSOLETE: Will be replaced by future color/picker api
+enum ImGuiColorEditMode_
+{
+    ImGuiColorEditMode_UserSelect = -2,
+    ImGuiColorEditMode_UserSelectShowButton = -1,
+    ImGuiColorEditMode_RGB = 0,
+    ImGuiColorEditMode_HSV = 1,
+    ImGuiColorEditMode_HEX = 2
+};
+
+// Enumeration for GetMouseCursor()
+enum ImGuiMouseCursor_
+{
+    ImGuiMouseCursor_None = -1,
+    ImGuiMouseCursor_Arrow = 0,
+    ImGuiMouseCursor_TextInput,         // When hovering over InputText, etc.
+    ImGuiMouseCursor_Move,              // Unused
+    ImGuiMouseCursor_ResizeNS,          // Unused
+    ImGuiMouseCursor_ResizeEW,          // When hovering over a column
+    ImGuiMouseCursor_ResizeNESW,        // Unused
+    ImGuiMouseCursor_ResizeNWSE,        // When hovering over the bottom-right corner of a window
+    ImGuiMouseCursor_Count_
+};
+
+// Condition flags for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
+// All those functions treat 0 as a shortcut to ImGuiSetCond_Always
+enum ImGuiSetCond_
+{
+    ImGuiSetCond_Always        = 1 << 0, // Set the variable
+    ImGuiSetCond_Once          = 1 << 1, // Set the variable once per runtime session (only the first call with succeed)
+    ImGuiSetCond_FirstUseEver  = 1 << 2, // Set the variable if the window has no saved data (if doesn't exist in the .ini file)
+    ImGuiSetCond_Appearing     = 1 << 3  // Set the variable if the window is appearing after being hidden/inactive (or the first time)
+};
+
+struct ImGuiStyle
+{
+    float       Alpha;                      // Global alpha applies to everything in ImGui
+    ImVec2      WindowPadding;              // Padding within a window
+    ImVec2      WindowMinSize;              // Minimum window size
+    float       WindowRounding;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows
+    ImVec2      WindowTitleAlign;           // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
+    float       ChildWindowRounding;        // Radius of child window corners rounding. Set to 0.0f to have rectangular windows
+    ImVec2      FramePadding;               // Padding within a framed rectangle (used by most widgets)
+    float       FrameRounding;              // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
+    ImVec2      ItemSpacing;                // Horizontal and vertical spacing between widgets/lines
+    ImVec2      ItemInnerSpacing;           // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
+    ImVec2      TouchExtraPadding;          // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
+    float       IndentSpacing;              // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
+    float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns
+    float       ScrollbarSize;              // Width of the vertical scrollbar, Height of the horizontal scrollbar
+    float       ScrollbarRounding;          // Radius of grab corners for scrollbar
+    float       GrabMinSize;                // Minimum width/height of a grab box for slider/scrollbar.
+    float       GrabRounding;               // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
+    ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
+    ImVec2      DisplayWindowPadding;       // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
+    ImVec2      DisplaySafeAreaPadding;     // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
+    bool        AntiAliasedLines;           // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
+    bool        AntiAliasedShapes;          // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
+    float       CurveTessellationTol;       // Tessellation tolerance. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
+    ImVec4      Colors[ImGuiCol_COUNT];
+
+    IMGUI_API ImGuiStyle();
+};
+
+// This is where your app communicate with ImGui. Access via ImGui::GetIO().
+// Read 'Programmer guide' section in .cpp file for general usage.
+struct ImGuiIO
+{
+    //------------------------------------------------------------------
+    // Settings (fill once)                 // Default value:
+    //------------------------------------------------------------------
+
+    ImVec2        DisplaySize;              // <unset>              // Display size, in pixels. For clamping windows positions.
+    float         DeltaTime;                // = 1.0f/60.0f         // Time elapsed since last frame, in seconds.
+    float         IniSavingRate;            // = 5.0f               // Maximum time between saving positions/sizes to .ini file, in seconds.
+    const char*   IniFilename;              // = "imgui.ini"        // Path to .ini file. NULL to disable .ini saving.
+    const char*   LogFilename;              // = "imgui_log.txt"    // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
+    float         MouseDoubleClickTime;     // = 0.30f              // Time for a double-click, in seconds.
+    float         MouseDoubleClickMaxDist;  // = 6.0f               // Distance threshold to stay in to validate a double-click, in pixels.
+    float         MouseDragThreshold;       // = 6.0f               // Distance threshold before considering we are dragging
+    int           KeyMap[ImGuiKey_COUNT];   // <unset>              // Map of indices into the KeysDown[512] entries array
+    float         KeyRepeatDelay;           // = 0.250f             // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
+    float         KeyRepeatRate;            // = 0.020f             // When holding a key/button, rate at which it repeats, in seconds.
+    void*         UserData;                 // = NULL               // Store your own data for retrieval by callbacks.
+
+    ImFontAtlas*  Fonts;                    // <auto>               // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
+    float         FontGlobalScale;          // = 1.0f               // Global scale all fonts
+    bool          FontAllowUserScaling;     // = false              // Allow user scaling text of individual window with CTRL+Wheel.
+    ImFont*       FontDefault;              // = NULL               // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
+    ImVec2        DisplayFramebufferScale;  // = (1.0f,1.0f)        // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
+    ImVec2        DisplayVisibleMin;        // <unset> (0.0f,0.0f)  // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
+    ImVec2        DisplayVisibleMax;        // <unset> (0.0f,0.0f)  // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
+
+    // Advanced/subtle behaviors
+    bool          OSXBehaviors;             // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl
+
+    //------------------------------------------------------------------
+    // User Functions
+    //------------------------------------------------------------------
+
+    // Rendering function, will be called in Render().
+    // Alternatively you can keep this to NULL and call GetDrawData() after Render() to get the same pointer.
+    // See example applications if you are unsure of how to implement this.
+    void        (*RenderDrawListsFn)(ImDrawData* data);
+
+    // Optional: access OS clipboard
+    // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
+    const char* (*GetClipboardTextFn)(void* user_data);
+    void        (*SetClipboardTextFn)(void* user_data, const char* text);
+    void*       ClipboardUserData;
+
+    // Optional: override memory allocations. MemFreeFn() may be called with a NULL pointer.
+    // (default to posix malloc/free)
+    void*       (*MemAllocFn)(size_t sz);
+    void        (*MemFreeFn)(void* ptr);
+
+    // Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows)
+    // (default to use native imm32 api on Windows)
+    void        (*ImeSetInputScreenPosFn)(int x, int y);
+    void*       ImeWindowHandle;            // (Windows) Set this to your HWND to get automatic IME cursor positioning.
+
+    //------------------------------------------------------------------
+    // Input - Fill before calling NewFrame()
+    //------------------------------------------------------------------
+
+    ImVec2      MousePos;                   // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+    bool        MouseDown[5];               // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
+    float       MouseWheel;                 // Mouse wheel: 1 unit scrolls about 5 lines text.
+    bool        MouseDrawCursor;            // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
+    bool        KeyCtrl;                    // Keyboard modifier pressed: Control
+    bool        KeyShift;                   // Keyboard modifier pressed: Shift
+    bool        KeyAlt;                     // Keyboard modifier pressed: Alt
+    bool        KeySuper;                   // Keyboard modifier pressed: Cmd/Super/Windows
+    bool        KeysDown[512];              // Keyboard keys that are pressed (in whatever storage order you naturally have access to keyboard data)
+    ImWchar     InputCharacters[16+1];      // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
+
+    // Functions
+    IMGUI_API void AddInputCharacter(ImWchar c);                        // Add new character into InputCharacters[]
+    IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars);      // Add new characters into InputCharacters[] from an UTF-8 string
+    inline void    ClearInputCharacters() { InputCharacters[0] = 0; }   // Clear the text input buffer manually
+
+    //------------------------------------------------------------------
+    // Output - Retrieve after calling NewFrame()
+    //------------------------------------------------------------------
+
+    bool        WantCaptureMouse;           // Mouse is hovering a window or widget is active (= ImGui will use your mouse input). Use to hide mouse from the rest of your application
+    bool        WantCaptureKeyboard;        // Widget is active (= ImGui will use your keyboard input). Use to hide keyboard from the rest of your application
+    bool        WantTextInput;              // Some text input widget is active, which will read input characters from the InputCharacters array. Use to activate on screen keyboard if your system needs one
+    float       Framerate;                  // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
+    int         MetricsAllocs;              // Number of active memory allocations
+    int         MetricsRenderVertices;      // Vertices output during last call to Render()
+    int         MetricsRenderIndices;       // Indices output during last call to Render() = number of triangles * 3
+    int         MetricsActiveWindows;       // Number of visible root windows (exclude child windows)
+    ImVec2      MouseDelta;                 // Mouse delta. Note that this is zero if either current or previous position are negative, so a disappearing/reappearing mouse won't have a huge delta for one frame.
+
+    //------------------------------------------------------------------
+    // [Private] ImGui will maintain those fields. Forward compatibility not guaranteed!
+    //------------------------------------------------------------------
+
+    ImVec2      MousePosPrev;               // Previous mouse position temporary storage (nb: not for public use, set to MousePos in NewFrame())
+    bool        MouseClicked[5];            // Mouse button went from !Down to Down
+    ImVec2      MouseClickedPos[5];         // Position at time of clicking
+    float       MouseClickedTime[5];        // Time of last click (used to figure out double-click)
+    bool        MouseDoubleClicked[5];      // Has mouse button been double-clicked?
+    bool        MouseReleased[5];           // Mouse button went from Down to !Down
+    bool        MouseDownOwned[5];          // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
+    float       MouseDownDuration[5];       // Duration the mouse button has been down (0.0f == just clicked)
+    float       MouseDownDurationPrev[5];   // Previous time the mouse button has been down
+    float       MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the click point
+    float       KeysDownDuration[512];      // Duration the keyboard key has been down (0.0f == just pressed)
+    float       KeysDownDurationPrev[512];  // Previous duration the key has been down
+
+    IMGUI_API   ImGuiIO();
+};
+
+//-----------------------------------------------------------------------------
+// Helpers
+//-----------------------------------------------------------------------------
+
+// Lightweight std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
+// Our implementation does NOT call c++ constructors because we don't use them in ImGui. Don't use this class as a straight std::vector replacement in your code!
+template<typename T>
+class ImVector
+{
+public:
+    int                         Size;
+    int                         Capacity;
+    T*                          Data;
+
+    typedef T                   value_type;
+    typedef value_type*         iterator;
+    typedef const value_type*   const_iterator;
+
+    ImVector()                  { Size = Capacity = 0; Data = NULL; }
+    ~ImVector()                 { if (Data) ImGui::MemFree(Data); }
+
+    inline bool                 empty() const                   { return Size == 0; }
+    inline int                  size() const                    { return Size; }
+    inline int                  capacity() const                { return Capacity; }
+
+    inline value_type&          operator[](int i)               { IM_ASSERT(i < Size); return Data[i]; }
+    inline const value_type&    operator[](int i) const         { IM_ASSERT(i < Size); return Data[i]; }
+
+    inline void                 clear()                         { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
+    inline iterator             begin()                         { return Data; }
+    inline const_iterator       begin() const                   { return Data; }
+    inline iterator             end()                           { return Data + Size; }
+    inline const_iterator       end() const                     { return Data + Size; }
+    inline value_type&          front()                         { IM_ASSERT(Size > 0); return Data[0]; }
+    inline const value_type&    front() const                   { IM_ASSERT(Size > 0); return Data[0]; }
+    inline value_type&          back()                          { IM_ASSERT(Size > 0); return Data[Size-1]; }
+    inline const value_type&    back() const                    { IM_ASSERT(Size > 0); return Data[Size-1]; }
+    inline void                 swap(ImVector<T>& rhs)          { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
+
+    inline int                  _grow_capacity(int new_size)    { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > new_size ? new_capacity : new_size; }
+
+    inline void                 resize(int new_size)            { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
+    inline void                 reserve(int new_capacity)
+    {
+        if (new_capacity <= Capacity) return;
+        T* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type));
+        if (Data)
+            memcpy(new_data, Data, (size_t)Size * sizeof(value_type));
+        ImGui::MemFree(Data);
+        Data = new_data;
+        Capacity = new_capacity;
+    }
+
+    inline void                 push_back(const value_type& v)  { if (Size == Capacity) reserve(_grow_capacity(Size+1)); Data[Size++] = v; }
+    inline void                 pop_back()                      { IM_ASSERT(Size > 0); Size--; }
+
+    inline iterator             erase(const_iterator it)        { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; }
+    inline iterator             insert(const_iterator it, const value_type& v)  { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; }
+};
+
+// Helper: execute a block of code at maximum once a frame
+// Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
+// Usage:
+//   IMGUI_ONCE_UPON_A_FRAME
+//   {
+//      // code block will be executed one per frame
+//   }
+// Attention! the macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
+#define IMGUI_ONCE_UPON_A_FRAME    static ImGuiOnceUponAFrame imgui_oaf##__LINE__; if (imgui_oaf##__LINE__)
+struct ImGuiOnceUponAFrame
+{
+    ImGuiOnceUponAFrame() { RefFrame = -1; }
+    mutable int RefFrame;
+    operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
+};
+
+// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
+struct ImGuiTextFilter
+{
+    struct TextRange
+    {
+        const char* b;
+        const char* e;
+
+        TextRange() { b = e = NULL; }
+        TextRange(const char* _b, const char* _e) { b = _b; e = _e; }
+        const char* begin() const { return b; }
+        const char* end() const { return e; }
+        bool empty() const { return b == e; }
+        char front() const { return *b; }
+        static bool is_blank(char c) { return c == ' ' || c == '\t'; }
+        void trim_blanks() { while (b < e && is_blank(*b)) b++; while (e > b && is_blank(*(e-1))) e--; }
+        IMGUI_API void split(char separator, ImVector<TextRange>& out);
+    };
+
+    char                InputBuf[256];
+    ImVector<TextRange> Filters;
+    int                 CountGrep;
+
+    ImGuiTextFilter(const char* default_filter = "");
+    ~ImGuiTextFilter() {}
+    void                Clear() { InputBuf[0] = 0; Build(); }
+    bool                Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f);    // Helper calling InputText+Build
+    bool                PassFilter(const char* text, const char* text_end = NULL) const;
+    bool                IsActive() const { return !Filters.empty(); }
+    IMGUI_API void      Build();
+};
+
+// Helper: Text buffer for logging/accumulating text
+struct ImGuiTextBuffer
+{
+    ImVector<char>      Buf;
+
+    ImGuiTextBuffer()   { Buf.push_back(0); }
+    inline char         operator[](int i) { return Buf.Data[i]; }
+    const char*         begin() const { return &Buf.front(); }
+    const char*         end() const { return &Buf.back(); }      // Buf is zero-terminated, so end() will point on the zero-terminator
+    int                 size() const { return Buf.Size - 1; }
+    bool                empty() { return Buf.Size <= 1; }
+    void                clear() { Buf.clear(); Buf.push_back(0); }
+    const char*         c_str() const { return Buf.Data; }
+    IMGUI_API void      append(const char* fmt, ...) IM_PRINTFARGS(2);
+    IMGUI_API void      appendv(const char* fmt, va_list args);
+};
+
+// Helper: Simple Key->value storage
+// Typically you don't have to worry about this since a storage is held within each Window.
+// We use it to e.g. store collapse state for a tree (Int 0/1), store color edit options.
+// You can use it as custom user storage for temporary values.
+// Declare your own storage if:
+// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
+// - You want to store custom debug data easily without adding or editing structures in your code.
+// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
+struct ImGuiStorage
+{
+    struct Pair
+    {
+        ImGuiID key;
+        union { int val_i; float val_f; void* val_p; };
+        Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
+        Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
+        Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
+    };
+    ImVector<Pair>      Data;
+
+    // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
+    // - Set***() functions find pair, insertion on demand if missing.
+    // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
+    IMGUI_API void      Clear();
+    IMGUI_API int       GetInt(ImGuiID key, int default_val = 0) const;
+    IMGUI_API void      SetInt(ImGuiID key, int val);
+    IMGUI_API bool      GetBool(ImGuiID key, bool default_val = false) const;
+    IMGUI_API void      SetBool(ImGuiID key, bool val);
+    IMGUI_API float     GetFloat(ImGuiID key, float default_val = 0.0f) const;
+    IMGUI_API void      SetFloat(ImGuiID key, float val);
+    IMGUI_API void*     GetVoidPtr(ImGuiID key) const; // default_val is NULL
+    IMGUI_API void      SetVoidPtr(ImGuiID key, void* val);
+
+    // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
+    // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
+    // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)
+    //      float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
+    IMGUI_API int*      GetIntRef(ImGuiID key, int default_val = 0);
+    IMGUI_API bool*     GetBoolRef(ImGuiID key, bool default_val = false);
+    IMGUI_API float*    GetFloatRef(ImGuiID key, float default_val = 0.0f);
+    IMGUI_API void**    GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
+
+    // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
+    IMGUI_API void      SetAllInt(int val);
+};
+
+// Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used and the corresponding callback is triggered.
+struct ImGuiTextEditCallbackData
+{
+    ImGuiInputTextFlags EventFlag;      // One of ImGuiInputTextFlags_Callback* // Read-only
+    ImGuiInputTextFlags Flags;          // What user passed to InputText()      // Read-only
+    void*               UserData;       // What user passed to InputText()      // Read-only
+    bool                ReadOnly;       // Read-only mode                       // Read-only
+
+    // CharFilter event:
+    ImWchar             EventChar;      // Character input                      // Read-write (replace character or set to zero)
+
+    // Completion,History,Always events:
+    // If you modify the buffer contents make sure you update 'BufTextLen' and set 'BufDirty' to true.
+    ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)            // Read-only
+    char*               Buf;            // Current text buffer                  // Read-write (pointed data only, can't replace the actual pointer)
+    int                 BufTextLen;     // Current text length in bytes         // Read-write
+    int                 BufSize;        // Maximum text length in bytes         // Read-only
+    bool                BufDirty;       // Set if you modify Buf/BufTextLen!!   // Write
+    int                 CursorPos;      //                                      // Read-write
+    int                 SelectionStart; //                                      // Read-write (== to SelectionEnd when no selection)
+    int                 SelectionEnd;   //                                      // Read-write
+
+    // NB: Helper functions for text manipulation. Calling those function loses selection.
+    IMGUI_API void    DeleteChars(int pos, int bytes_count);
+    IMGUI_API void    InsertChars(int pos, const char* text, const char* text_end = NULL);
+    bool    HasSelection() const { return SelectionStart != SelectionEnd; }
+};
+
+// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
+// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
+struct ImGuiSizeConstraintCallbackData
+{
+    void*   UserData;       // Read-only.   What user passed to SetNextWindowSizeConstraints()
+    ImVec2  Pos;            // Read-only.	Window position, for reference.
+    ImVec2  CurrentSize;    // Read-only.	Current window size.
+    ImVec2  DesiredSize;    // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.
+};
+
+// Helpers macros to generate 32-bits encoded colors
+#ifdef IMGUI_USE_BGRA_PACKED_COLOR
+#define IM_COL32_R_SHIFT    16
+#define IM_COL32_G_SHIFT    8
+#define IM_COL32_B_SHIFT    0
+#define IM_COL32_A_SHIFT    24
+#define IM_COL32_A_MASK     0xFF000000
+#else
+#define IM_COL32_R_SHIFT    0
+#define IM_COL32_G_SHIFT    8
+#define IM_COL32_B_SHIFT    16
+#define IM_COL32_A_SHIFT    24
+#define IM_COL32_A_MASK     0xFF000000
+#endif
+#define IM_COL32(R,G,B,A)    (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
+#define IM_COL32_WHITE       IM_COL32(255,255,255,255)  // Opaque white = 0xFFFFFFFF
+#define IM_COL32_BLACK       IM_COL32(0,0,0,255)        // Opaque black
+#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0)          // Transparent black = 0x00000000
+
+// ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
+// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
+// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class.
+// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats.
+struct ImColor
+{
+    ImVec4              Value;
+
+    ImColor()                                                       { Value.x = Value.y = Value.z = Value.w = 0.0f; }
+    ImColor(int r, int g, int b, int a = 255)                       { float sc = 1.0f/255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }
+    ImColor(ImU32 rgba)                                             { float sc = 1.0f/255.0f; Value.x = (float)((rgba>>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * sc; }
+    ImColor(float r, float g, float b, float a = 1.0f)              { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
+    ImColor(const ImVec4& col)                                      { Value = col; }
+    inline operator ImU32() const                                   { return ImGui::ColorConvertFloat4ToU32(Value); }
+    inline operator ImVec4() const                                  { return Value; }
+
+    inline void    SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; }
+
+    static ImColor HSV(float h, float s, float v, float a = 1.0f)   { float r,g,b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r,g,b,a); }
+};
+
+// Helper: Manually clip large list of items.
+// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.
+// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. 
+// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.
+// Usage:
+//     ImGuiListClipper clipper(1000);  // we have 1000 elements, evenly spaced.
+//     while (clipper.Step())
+//         for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
+//             ImGui::Text("line number %d", i);
+// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).
+// - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
+// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)
+// - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
+struct ImGuiListClipper
+{
+    float   StartPosY;
+    float   ItemsHeight;
+    int     ItemsCount, StepNo, DisplayStart, DisplayEnd;
+
+    // items_count:  Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
+    // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetItemsLineHeightWithSpacing().
+    // If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
+    ImGuiListClipper(int items_count = -1, float items_height = -1.0f)  { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
+    ~ImGuiListClipper()                                                 { IM_ASSERT(ItemsCount == -1); }      // Assert if user forgot to call End() or Step() until false.
+
+    IMGUI_API bool Step();                                              // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
+    IMGUI_API void Begin(int items_count, float items_height = -1.0f);  // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
+    IMGUI_API void End();                                               // Automatically called on the last call of Step() that returns false.
+};
+
+//-----------------------------------------------------------------------------
+// Draw List
+// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
+//-----------------------------------------------------------------------------
+
+// Draw callbacks for advanced uses.
+// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
+// Draw callback may be useful for example, A) Change your GPU render state, B) render a complex 3D scene inside a UI element (without an intermediate texture/render target), etc.
+// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) cmd.UserCallback(parent_list, cmd); else RenderTriangles()'
+typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
+
+// Typically, 1 command = 1 gpu draw call (unless command is a callback)
+struct ImDrawCmd
+{
+    unsigned int    ElemCount;              // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
+    ImVec4          ClipRect;               // Clipping rectangle (x1, y1, x2, y2)
+    ImTextureID     TextureId;              // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
+    ImDrawCallback  UserCallback;           // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
+    void*           UserCallbackData;       // The draw callback code can access this.
+
+    ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = -8192.0f; ClipRect.z = ClipRect.w = +8192.0f; TextureId = NULL; UserCallback = NULL; UserCallbackData = NULL; }
+};
+
+// Vertex index (override with '#define ImDrawIdx unsigned int' inside in imconfig.h)
+#ifndef ImDrawIdx
+typedef unsigned short ImDrawIdx;
+#endif
+
+// Vertex layout
+#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
+struct ImDrawVert
+{
+    ImVec2  pos;
+    ImVec2  uv;
+    ImU32   col;
+};
+#else
+// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
+// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
+// The type has to be described within the macro (you can either declare the struct or use a typedef)
+IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
+#endif
+
+// Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together.
+// You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered.
+struct ImDrawChannel
+{
+    ImVector<ImDrawCmd>     CmdBuffer;
+    ImVector<ImDrawIdx>     IdxBuffer;
+};
+
+// Draw command list
+// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
+// At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future.
+// If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
+// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
+// All positions are in screen coordinates (0,0=top-left, 1 pixel per unit). Primitives are always added to the list and not culled (culling is done at render time and at a higher-level by ImGui:: functions).
+struct ImDrawList
+{
+    // This is what you have to render
+    ImVector<ImDrawCmd>     CmdBuffer;          // Commands. Typically 1 command = 1 gpu draw call.
+    ImVector<ImDrawIdx>     IdxBuffer;          // Index buffer. Each command consume ImDrawCmd::ElemCount of those
+    ImVector<ImDrawVert>    VtxBuffer;          // Vertex buffer.
+
+    // [Internal, used while building lists]
+    const char*             _OwnerName;         // Pointer to owner window's name for debugging
+    unsigned int            _VtxCurrentIdx;     // [Internal] == VtxBuffer.Size
+    ImDrawVert*             _VtxWritePtr;       // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
+    ImDrawIdx*              _IdxWritePtr;       // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
+    ImVector<ImVec4>        _ClipRectStack;     // [Internal]
+    ImVector<ImTextureID>   _TextureIdStack;    // [Internal]
+    ImVector<ImVec2>        _Path;              // [Internal] current path building
+    int                     _ChannelsCurrent;   // [Internal] current channel number (0)
+    int                     _ChannelsCount;     // [Internal] number of active channels (1+)
+    ImVector<ImDrawChannel> _Channels;          // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
+
+    ImDrawList()  { _OwnerName = NULL; Clear(); }
+    ~ImDrawList() { ClearFreeMemory(); }
+    IMGUI_API void  PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false);  // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
+    IMGUI_API void  PushClipRectFullScreen();
+    IMGUI_API void  PopClipRect();
+    IMGUI_API void  PushTextureID(const ImTextureID& texture_id);
+    IMGUI_API void  PopTextureID();
+
+    // Primitives
+    IMGUI_API void  AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
+    IMGUI_API void  AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ~0, float thickness = 1.0f);   // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round
+    IMGUI_API void  AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ~0);                     // a: upper-left, b: lower-right
+    IMGUI_API void  AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
+    IMGUI_API void  AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
+    IMGUI_API void  AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
+    IMGUI_API void  AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
+    IMGUI_API void  AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
+    IMGUI_API void  AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
+    IMGUI_API void  AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
+    IMGUI_API void  AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
+    IMGUI_API void  AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
+    IMGUI_API void  AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
+    IMGUI_API void  AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
+    IMGUI_API void  AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased);
+    IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased);
+    IMGUI_API void  AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
+
+    // Stateful path API, add points then finish with PathFill() or PathStroke()
+    inline    void  PathClear()                                                 { _Path.resize(0); }
+    inline    void  PathLineTo(const ImVec2& pos)                               { _Path.push_back(pos); }
+    inline    void  PathLineToMergeDuplicate(const ImVec2& pos)                 { if (_Path.Size == 0 || memcmp(&_Path[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
+    inline    void  PathFillConvex(ImU32 col)                                   { AddConvexPolyFilled(_Path.Data, _Path.Size, col, true); PathClear(); }
+    inline    void  PathStroke(ImU32 col, bool closed, float thickness = 1.0f)  { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness, true); PathClear(); }
+    IMGUI_API void  PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
+    IMGUI_API void  PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12);                                // Use precomputed angles for a 12 steps circle
+    IMGUI_API void  PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
+    IMGUI_API void  PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ~0);   // rounding_corners_flags: 4-bits corresponding to which corner to round
+
+    // Channels
+    // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
+    // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
+    IMGUI_API void  ChannelsSplit(int channels_count);
+    IMGUI_API void  ChannelsMerge();
+    IMGUI_API void  ChannelsSetCurrent(int channel_index);
+
+    // Advanced
+    IMGUI_API void  AddCallback(ImDrawCallback callback, void* callback_data);  // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
+    IMGUI_API void  AddDrawCmd();                                               // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
+
+    // Internal helpers
+    // NB: all primitives needs to be reserved via PrimReserve() beforehand!
+    IMGUI_API void  Clear();
+    IMGUI_API void  ClearFreeMemory();
+    IMGUI_API void  PrimReserve(int idx_count, int vtx_count);
+    IMGUI_API void  PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);      // Axis aligned rectangle (composed of two triangles)
+    IMGUI_API void  PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
+    IMGUI_API void  PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
+    inline    void  PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
+    inline    void  PrimWriteIdx(ImDrawIdx idx)                                 { *_IdxWritePtr = idx; _IdxWritePtr++; }
+    inline    void  PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)     { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
+    IMGUI_API void  UpdateClipRect();
+    IMGUI_API void  UpdateTextureID();
+};
+
+// All draw data to render an ImGui frame
+struct ImDrawData
+{
+    bool            Valid;                  // Only valid after Render() is called and before the next NewFrame() is called.
+    ImDrawList**    CmdLists;
+    int             CmdListsCount;
+    int             TotalVtxCount;          // For convenience, sum of all cmd_lists vtx_buffer.Size
+    int             TotalIdxCount;          // For convenience, sum of all cmd_lists idx_buffer.Size
+
+    // Functions
+    ImDrawData() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; }
+    IMGUI_API void DeIndexAllBuffers();               // For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
+    IMGUI_API void ScaleClipRects(const ImVec2& sc);  // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
+};
+
+struct ImFontConfig
+{
+    void*           FontData;                   //          // TTF data
+    int             FontDataSize;               //          // TTF data size
+    bool            FontDataOwnedByAtlas;       // true     // TTF data ownership taken by the container ImFontAtlas (will delete memory itself). Set to true
+    int             FontNo;                     // 0        // Index of font within TTF file
+    float           SizePixels;                 //          // Size in pixels for rasterizer
+    int             OversampleH, OversampleV;   // 3, 1     // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
+    bool            PixelSnapH;                 // false    // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
+    ImVec2          GlyphExtraSpacing;          // 0, 0     // Extra spacing (in pixels) between glyphs
+    ImVec2          GlyphOffset;                // 0, 0     // Offset all glyphs from this font input
+    const ImWchar*  GlyphRanges;                //          // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
+    bool            MergeMode;                  // false    // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
+
+    // [Internal]
+    char            Name[32];                               // Name (strictly for debugging)
+    ImFont*         DstFont;
+
+    IMGUI_API ImFontConfig();
+};
+
+// Load and rasterize multiple TTF fonts into a same texture.
+// Sharing a texture for multiple fonts allows us to reduce the number of draw calls during rendering.
+// We also add custom graphic data into the texture that serves for ImGui.
+//  1. (Optional) Call AddFont*** functions. If you don't call any, the default font will be loaded for you.
+//  2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
+//  3. Upload the pixels data into a texture within your graphics system.
+//  4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
+//  5. Call ClearTexData() to free textures memory on the heap.
+// NB: If you use a 'glyph_ranges' array you need to make sure that your array persist up until the ImFont is cleared. We only copy the pointer, not the data.
+struct ImFontAtlas
+{
+    IMGUI_API ImFontAtlas();
+    IMGUI_API ~ImFontAtlas();
+    IMGUI_API ImFont*           AddFont(const ImFontConfig* font_cfg);
+    IMGUI_API ImFont*           AddFontDefault(const ImFontConfig* font_cfg = NULL);
+    IMGUI_API ImFont*           AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
+    IMGUI_API ImFont*           AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);                                        // Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build()
+    IMGUI_API ImFont*           AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);  // 'compressed_ttf_data' still owned by caller. Compress with binary_to_compressed_c.cpp
+    IMGUI_API ImFont*           AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);              // 'compressed_ttf_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 paramaeter
+    IMGUI_API void              ClearTexData();             // Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory.
+    IMGUI_API void              ClearInputData();           // Clear the input TTF data (inc sizes, glyph ranges)
+    IMGUI_API void              ClearFonts();               // Clear the ImGui-side font data (glyphs storage, UV coordinates)
+    IMGUI_API void              Clear();                    // Clear all
+
+    // Retrieve texture data
+    // User is in charge of copying the pixels into graphics memory, then call SetTextureUserID()
+    // After loading the texture into your graphic system, store your texture handle in 'TexID' (ignore if you aren't using multiple fonts nor images)
+    // RGBA32 format is provided for convenience and high compatibility, but note that all RGB pixels are white, so 75% of the memory is wasted.
+    // Pitch = Width * BytesPerPixels
+    IMGUI_API void              GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 1 byte per-pixel
+    IMGUI_API void              GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 4 bytes-per-pixel
+    void                        SetTexID(ImTextureID id)  { TexID = id; }
+
+    // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
+    // NB: Make sure that your string are UTF-8 and NOT in your local code page. See FAQ for details.
+    IMGUI_API const ImWchar*    GetGlyphRangesDefault();    // Basic Latin, Extended Latin
+    IMGUI_API const ImWchar*    GetGlyphRangesKorean();     // Default + Korean characters
+    IMGUI_API const ImWchar*    GetGlyphRangesJapanese();   // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
+    IMGUI_API const ImWchar*    GetGlyphRangesChinese();    // Japanese + full set of about 21000 CJK Unified Ideographs
+    IMGUI_API const ImWchar*    GetGlyphRangesCyrillic();   // Default + about 400 Cyrillic characters
+    IMGUI_API const ImWchar*    GetGlyphRangesThai();       // Default + Thai characters
+
+    // Members
+    // (Access texture data via GetTexData*() calls which will setup a default font for you.)
+    ImTextureID                 TexID;              // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
+    unsigned char*              TexPixelsAlpha8;    // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
+    unsigned int*               TexPixelsRGBA32;    // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
+    int                         TexWidth;           // Texture width calculated during Build().
+    int                         TexHeight;          // Texture height calculated during Build().
+    int                         TexDesiredWidth;    // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
+    ImVec2                      TexUvWhitePixel;    // Texture coordinates to a white pixel
+    ImVector<ImFont*>           Fonts;              // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
+
+    // Private
+    ImVector<ImFontConfig>      ConfigData;         // Internal data
+    IMGUI_API bool              Build();            // Build pixels data. This is automatically for you by the GetTexData*** functions.
+    IMGUI_API void              RenderCustomTexData(int pass, void* rects);
+};
+
+// Font runtime data and rendering
+// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
+struct ImFont
+{
+    struct Glyph
+    {
+        ImWchar                 Codepoint;
+        float                   XAdvance;
+        float                   X0, Y0, X1, Y1;
+        float                   U0, V0, U1, V1;     // Texture coordinates
+    };
+
+    // Members: Hot ~62/78 bytes
+    float                       FontSize;           // <user set>   // Height of characters, set during loading (don't change after loading)
+    float                       Scale;              // = 1.f        // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
+    ImVec2                      DisplayOffset;      // = (0.f,1.f)  // Offset font rendering by xx pixels
+    ImVector<Glyph>             Glyphs;             //              // All glyphs.
+    ImVector<float>             IndexXAdvance;      //              // Sparse. Glyphs->XAdvance in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
+    ImVector<unsigned short>    IndexLookup;        //              // Sparse. Index glyphs by Unicode code-point.
+    const Glyph*                FallbackGlyph;      // == FindGlyph(FontFallbackChar)
+    float                       FallbackXAdvance;   // == FallbackGlyph->XAdvance
+    ImWchar                     FallbackChar;       // = '?'        // Replacement glyph if one isn't found. Only set via SetFallbackChar()
+
+    // Members: Cold ~18/26 bytes
+    short                       ConfigDataCount;    // ~ 1          // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
+    ImFontConfig*               ConfigData;         //              // Pointer within ContainerAtlas->ConfigData
+    ImFontAtlas*                ContainerAtlas;     //              // What we has been loaded into
+    float                       Ascent, Descent;    //              // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
+    int                         MetricsTotalSurface;//              // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
+
+    // Methods
+    IMGUI_API ImFont();
+    IMGUI_API ~ImFont();
+    IMGUI_API void              Clear();
+    IMGUI_API void              BuildLookupTable();
+    IMGUI_API const Glyph*      FindGlyph(ImWchar c) const;
+    IMGUI_API void              SetFallbackChar(ImWchar c);
+    float                       GetCharAdvance(ImWchar c) const     { return ((int)c < IndexXAdvance.Size) ? IndexXAdvance[(int)c] : FallbackXAdvance; }
+    bool                        IsLoaded() const                    { return ContainerAtlas != NULL; }
+
+    // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
+    // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
+    IMGUI_API ImVec2            CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
+    IMGUI_API const char*       CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
+    IMGUI_API void              RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const;
+    IMGUI_API void              RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
+
+    // Private
+    IMGUI_API void              GrowIndex(int new_size);
+    IMGUI_API void              AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
+};
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
+
+// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
+#ifdef IMGUI_INCLUDE_IMGUI_USER_H
+#include "imgui_user.h"
+#endif

+ 2641 - 0
Source/ThirdParty/imgui/imgui_demo.cpp

@@ -0,0 +1,2641 @@
+// dear imgui, v1.50
+// (demo code)
+
+// Message to the person tempted to delete this file when integrating ImGui into their code base:
+// Do NOT remove this file from your project! It is useful reference code that you and other users will want to refer to.
+// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowTestWindow().
+// During development, you can call ImGui::ShowTestWindow() in your code to learn about various features of ImGui.
+// Removing this file from your project is hindering your access to documentation, likely leading you to poorer usage of the library.
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#include "imgui.h"
+#include <ctype.h>          // toupper, isprint
+#include <math.h>           // sqrtf, powf, cosf, sinf, floorf, ceilf
+#include <stdio.h>          // vsnprintf, sscanf, printf
+#include <stdlib.h>         // NULL, malloc, free, qsort, atoi
+#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
+#include <stddef.h>         // intptr_t
+#else
+#include <stdint.h>         // intptr_t
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#define snprintf _snprintf
+#endif
+#ifdef __clang__
+#pragma clang diagnostic ignored "-Wold-style-cast"             // warning : use of old-style cast                              // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wdeprecated-declarations"    // warning : 'xx' is deprecated: The POSIX name for this item.. // for strdup used in demo code (so user can copy & paste the code)
+#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"   // warning : cast to 'void *' from smaller integer type 'int'
+#pragma clang diagnostic ignored "-Wformat-security"            // warning : warning: format string is not a string literal
+#pragma clang diagnostic ignored "-Wexit-time-destructors"      // warning : declaration requires an exit-time destructor       // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
+#if __has_warning("-Wreserved-id-macro")
+#pragma clang diagnostic ignored "-Wreserved-id-macro"          // warning : macro name is a reserved identifier                //
+#endif
+#elif defined(__GNUC__)
+#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"          // warning: cast to pointer from integer of different size
+#pragma GCC diagnostic ignored "-Wformat-security"              // warning : format string is not a string literal (potentially insecure)
+#pragma GCC diagnostic ignored "-Wdouble-promotion"             // warning: implicit conversion from 'float' to 'double' when passing argument to function
+#pragma GCC diagnostic ignored "-Wconversion"                   // warning: conversion to 'xxxx' from 'xxxx' may alter its value
+#if (__GNUC__ >= 6)
+#pragma GCC diagnostic ignored "-Wmisleading-indentation"       // warning: this 'if' clause does not guard this statement      // GCC 6.0+ only. See #883 on github.
+#endif
+#endif
+
+// Play it nice with Windows users. Notepad in 2015 still doesn't display text data with Unix-style \n.
+#ifdef _WIN32
+#define IM_NEWLINE "\r\n"
+#else
+#define IM_NEWLINE "\n"
+#endif
+
+#define IM_ARRAYSIZE(_ARR)  ((int)(sizeof(_ARR)/sizeof(*_ARR)))
+#define IM_MAX(_A,_B)       (((_A) >= (_B)) ? (_A) : (_B))
+
+//-----------------------------------------------------------------------------
+// DEMO CODE
+//-----------------------------------------------------------------------------
+
+#ifndef IMGUI_DISABLE_TEST_WINDOWS
+
+static void ShowExampleAppConsole(bool* p_open);
+static void ShowExampleAppLog(bool* p_open);
+static void ShowExampleAppLayout(bool* p_open);
+static void ShowExampleAppPropertyEditor(bool* p_open);
+static void ShowExampleAppLongText(bool* p_open);
+static void ShowExampleAppAutoResize(bool* p_open);
+static void ShowExampleAppConstrainedResize(bool* p_open);
+static void ShowExampleAppFixedOverlay(bool* p_open);
+static void ShowExampleAppManipulatingWindowTitle(bool* p_open);
+static void ShowExampleAppCustomRendering(bool* p_open);
+static void ShowExampleAppMainMenuBar();
+static void ShowExampleMenuFile();
+
+static void ShowHelpMarker(const char* desc)
+{
+    ImGui::TextDisabled("(?)");
+    if (ImGui::IsItemHovered())
+    {
+        ImGui::BeginTooltip();
+        ImGui::PushTextWrapPos(450.0f);
+        ImGui::TextUnformatted(desc);
+        ImGui::PopTextWrapPos();
+        ImGui::EndTooltip();
+    }
+}
+
+void ImGui::ShowUserGuide()
+{
+    ImGui::BulletText("Double-click on title bar to collapse window.");
+    ImGui::BulletText("Click and drag on lower right corner to resize window.");
+    ImGui::BulletText("Click and drag on any empty space to move window.");
+    ImGui::BulletText("Mouse Wheel to scroll.");
+    if (ImGui::GetIO().FontAllowUserScaling)
+        ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents.");
+    ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
+    ImGui::BulletText("CTRL+Click on a slider or drag box to input text.");
+    ImGui::BulletText(
+        "While editing text:\n"
+        "- Hold SHIFT or use mouse to select text\n"
+        "- CTRL+Left/Right to word jump\n"
+        "- CTRL+A or double-click to select all\n"
+        "- CTRL+X,CTRL+C,CTRL+V clipboard\n"
+        "- CTRL+Z,CTRL+Y undo/redo\n"
+        "- ESCAPE to revert\n"
+        "- You can apply arithmetic operators +,*,/ on numerical values.\n"
+        "  Use +- to subtract.\n");
+}
+
+// Demonstrate most ImGui features (big function!)
+void ImGui::ShowTestWindow(bool* p_open)
+{
+    // Examples apps
+    static bool show_app_main_menu_bar = false;
+    static bool show_app_console = false;
+    static bool show_app_log = false;
+    static bool show_app_layout = false;
+    static bool show_app_property_editor = false;
+    static bool show_app_long_text = false;
+    static bool show_app_auto_resize = false;
+    static bool show_app_constrained_resize = false;
+    static bool show_app_fixed_overlay = false;
+    static bool show_app_manipulating_window_title = false;
+    static bool show_app_custom_rendering = false;
+    static bool show_app_style_editor = false;
+
+    static bool show_app_metrics = false;
+    static bool show_app_about = false;
+
+    if (show_app_main_menu_bar) ShowExampleAppMainMenuBar();
+    if (show_app_console) ShowExampleAppConsole(&show_app_console);
+    if (show_app_log) ShowExampleAppLog(&show_app_log);
+    if (show_app_layout) ShowExampleAppLayout(&show_app_layout);
+    if (show_app_property_editor) ShowExampleAppPropertyEditor(&show_app_property_editor);
+    if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text);
+    if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize);
+    if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize);
+    if (show_app_fixed_overlay) ShowExampleAppFixedOverlay(&show_app_fixed_overlay);
+    if (show_app_manipulating_window_title) ShowExampleAppManipulatingWindowTitle(&show_app_manipulating_window_title);
+    if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering);
+
+    if (show_app_metrics) ImGui::ShowMetricsWindow(&show_app_metrics);
+    if (show_app_style_editor) { ImGui::Begin("Style Editor", &show_app_style_editor); ImGui::ShowStyleEditor(); ImGui::End(); }
+    if (show_app_about)
+    {
+        ImGui::Begin("About ImGui", &show_app_about, ImGuiWindowFlags_AlwaysAutoResize);
+        ImGui::Text("dear imgui, %s", ImGui::GetVersion());
+        ImGui::Separator();
+        ImGui::Text("By Omar Cornut and all github contributors.");
+        ImGui::Text("ImGui is licensed under the MIT License, see LICENSE for more information.");
+        ImGui::End();
+    }
+
+    static bool no_titlebar = false;
+    static bool no_border = true;
+    static bool no_resize = false;
+    static bool no_move = false;
+    static bool no_scrollbar = false;
+    static bool no_collapse = false;
+    static bool no_menu = false;
+
+    // Demonstrate the various window flags. Typically you would just use the default.
+    ImGuiWindowFlags window_flags = 0;
+    if (no_titlebar)  window_flags |= ImGuiWindowFlags_NoTitleBar;
+    if (!no_border)   window_flags |= ImGuiWindowFlags_ShowBorders;
+    if (no_resize)    window_flags |= ImGuiWindowFlags_NoResize;
+    if (no_move)      window_flags |= ImGuiWindowFlags_NoMove;
+    if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar;
+    if (no_collapse)  window_flags |= ImGuiWindowFlags_NoCollapse;
+    if (!no_menu)     window_flags |= ImGuiWindowFlags_MenuBar;
+    ImGui::SetNextWindowSize(ImVec2(550,680), ImGuiSetCond_FirstUseEver);
+    if (!ImGui::Begin("ImGui Demo", p_open, window_flags))
+    {
+        // Early out if the window is collapsed, as an optimization.
+        ImGui::End();
+        return;
+    }
+
+    //ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f);    // 2/3 of the space for widget and 1/3 for labels
+    ImGui::PushItemWidth(-140);                                 // Right align, keep 140 pixels for labels
+
+    ImGui::Text("Dear ImGui says hello.");
+
+    // Menu
+    if (ImGui::BeginMenuBar())
+    {
+        if (ImGui::BeginMenu("Menu"))
+        {
+            ShowExampleMenuFile();
+            ImGui::EndMenu();
+        }
+        if (ImGui::BeginMenu("Examples"))
+        {
+            ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar);
+            ImGui::MenuItem("Console", NULL, &show_app_console);
+            ImGui::MenuItem("Log", NULL, &show_app_log);
+            ImGui::MenuItem("Simple layout", NULL, &show_app_layout);
+            ImGui::MenuItem("Property editor", NULL, &show_app_property_editor);
+            ImGui::MenuItem("Long text display", NULL, &show_app_long_text);
+            ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize);
+            ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize);
+            ImGui::MenuItem("Simple overlay", NULL, &show_app_fixed_overlay);
+            ImGui::MenuItem("Manipulating window title", NULL, &show_app_manipulating_window_title);
+            ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering);
+            ImGui::EndMenu();
+        }
+        if (ImGui::BeginMenu("Help"))
+        {
+            ImGui::MenuItem("Metrics", NULL, &show_app_metrics);
+            ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor);
+            ImGui::MenuItem("About ImGui", NULL, &show_app_about);
+            ImGui::EndMenu();
+        }
+        ImGui::EndMenuBar();
+    }
+
+    ImGui::Spacing();
+    if (ImGui::CollapsingHeader("Help"))
+    {
+        ImGui::TextWrapped("This window is being created by the ShowTestWindow() function. Please refer to the code for programming reference.\n\nUser Guide:");
+        ImGui::ShowUserGuide();
+    }
+
+    if (ImGui::CollapsingHeader("Window options"))
+    {
+        ImGui::Checkbox("No titlebar", &no_titlebar); ImGui::SameLine(150);
+        ImGui::Checkbox("No border", &no_border); ImGui::SameLine(300);
+        ImGui::Checkbox("No resize", &no_resize);
+        ImGui::Checkbox("No move", &no_move); ImGui::SameLine(150);
+        ImGui::Checkbox("No scrollbar", &no_scrollbar); ImGui::SameLine(300);
+        ImGui::Checkbox("No collapse", &no_collapse);
+        ImGui::Checkbox("No menu", &no_menu);
+
+        if (ImGui::TreeNode("Style"))
+        {
+            ImGui::ShowStyleEditor();
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Logging"))
+        {
+            ImGui::TextWrapped("The logging API redirects all text output so you can easily capture the content of a window or a block. Tree nodes can be automatically expanded. You can also call ImGui::LogText() to output directly to the log without a visual output.");
+            ImGui::LogButtons();
+            ImGui::TreePop();
+        }
+    }
+
+    if (ImGui::CollapsingHeader("Widgets"))
+    {
+        if (ImGui::TreeNode("Trees"))
+        {
+            if (ImGui::TreeNode("Basic trees"))
+            {
+                for (int i = 0; i < 5; i++)
+                    if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i))
+                    {
+                        ImGui::Text("blah blah");
+                        ImGui::SameLine(); 
+                        if (ImGui::SmallButton("print")) printf("Child %d pressed", i);
+                        ImGui::TreePop();
+                    }
+                ImGui::TreePop();
+            }
+
+            if (ImGui::TreeNode("Advanced, with Selectable nodes"))
+            {
+                ShowHelpMarker("This is a more standard looking tree with selectable nodes.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open.");
+                static bool align_label_with_current_x_position = false;
+                ImGui::Checkbox("Align label with current X position)", &align_label_with_current_x_position);
+                ImGui::Text("Hello!");
+                if (align_label_with_current_x_position)
+                    ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());
+
+                static int selection_mask = (1 << 2); // Dumb representation of what may be user-side selection state. You may carry selection state inside or outside your objects in whatever format you see fit.
+                int node_clicked = -1;                // Temporary storage of what node we have clicked to process selection at the end of the loop. May be a pointer to your own node type, etc.
+                ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, ImGui::GetFontSize()*3); // Increase spacing to differentiate leaves from expanded contents.
+                for (int i = 0; i < 6; i++)
+                {
+                    // Disable the default open on single-click behavior and pass in Selected flag according to our selection state.
+                    ImGuiTreeNodeFlags node_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ((selection_mask & (1 << i)) ? ImGuiTreeNodeFlags_Selected : 0);
+                    if (i < 3)
+                    {
+                        // Node
+                        bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i);
+                        if (ImGui::IsItemClicked()) 
+                            node_clicked = i;
+                        if (node_open)
+                        {
+                            ImGui::Text("Blah blah\nBlah Blah");
+                            ImGui::TreePop();
+                        }
+                    }
+                    else
+                    {
+                        // Leaf: The only reason we have a TreeNode at all is to allow selection of the leaf. Otherwise we can use BulletText() or TreeAdvanceToLabelPos()+Text().
+                        ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen, "Selectable Leaf %d", i);
+                        if (ImGui::IsItemClicked()) 
+                            node_clicked = i;
+                    }
+                }
+                if (node_clicked != -1)
+                {
+                    // Update selection state. Process outside of tree loop to avoid visual inconsistencies during the clicking-frame.
+                    if (ImGui::GetIO().KeyCtrl)
+                        selection_mask ^= (1 << node_clicked);          // CTRL+click to toggle
+                    else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, this commented bit preserve selection when clicking on item that is part of the selection
+                        selection_mask = (1 << node_clicked);           // Click to single-select
+                }
+                ImGui::PopStyleVar();
+                if (align_label_with_current_x_position)
+                    ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());
+                ImGui::TreePop();
+            }
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Collapsing Headers"))
+        {
+            static bool closable_group = true;
+            if (ImGui::CollapsingHeader("Header"))
+            {
+                ImGui::Checkbox("Enable extra group", &closable_group);
+                for (int i = 0; i < 5; i++)
+                    ImGui::Text("Some content %d", i);
+            }
+            if (ImGui::CollapsingHeader("Header with a close button", &closable_group))
+            {
+                for (int i = 0; i < 5; i++)
+                    ImGui::Text("More content %d", i);
+            }
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Bullets"))
+        {
+            ImGui::BulletText("Bullet point 1");
+            ImGui::BulletText("Bullet point 2\nOn multiple lines");
+            ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)");
+            ImGui::Bullet(); ImGui::SmallButton("Button");
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Colored Text"))
+        {
+            // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility.
+            ImGui::TextColored(ImVec4(1.0f,0.0f,1.0f,1.0f), "Pink");
+            ImGui::TextColored(ImVec4(1.0f,1.0f,0.0f,1.0f), "Yellow");
+            ImGui::TextDisabled("Disabled");
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Word Wrapping"))
+        {
+            // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility.
+            ImGui::TextWrapped("This text should automatically wrap on the edge of the window. The current implementation for text wrapping follows simple rules suitable for English and possibly other languages.");
+            ImGui::Spacing();
+
+            static float wrap_width = 200.0f;
+            ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f");
+
+            ImGui::Text("Test paragraph 1:");
+            ImVec2 pos = ImGui::GetCursorScreenPos();
+            ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255));
+            ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
+            ImGui::Text("The lazy dog is a good dog. This paragraph is made to fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width);
+            ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255));
+            ImGui::PopTextWrapPos();
+
+            ImGui::Text("Test paragraph 2:");
+            pos = ImGui::GetCursorScreenPos();
+            ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255));
+            ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
+            ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee   ffffffff. gggggggg!hhhhhhhh");
+            ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255));
+            ImGui::PopTextWrapPos();
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("UTF-8 Text"))
+        {
+            // UTF-8 test with Japanese characters
+            // (needs a suitable font, try Arial Unicode or M+ fonts http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html)
+            // Most compiler appears to support UTF-8 in source code (with Visual Studio you need to save your file as 'UTF-8 without signature')
+            // However for the sake for maximum portability here we are *not* including raw UTF-8 character in this source file, instead we encode the string with hexadecimal constants.
+            // In your own application be reasonable and use UTF-8 in source or retrieve the data from file system!
+            // Note that characters values are preserved even if the font cannot be displayed, so you can safely copy & paste garbled characters into another application.
+            ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->LoadFromFileTTF() manually to load extra character ranges.");
+            ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)");
+            ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");
+            static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e";
+            ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf));
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Images"))
+        {
+            ImGui::TextWrapped("Below we are displaying the font texture (which is the only texture we have access to in this demo). Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. Hover the texture for a zoomed view!");
+            ImVec2 tex_screen_pos = ImGui::GetCursorScreenPos();
+            float tex_w = (float)ImGui::GetIO().Fonts->TexWidth;
+            float tex_h = (float)ImGui::GetIO().Fonts->TexHeight;
+            ImTextureID tex_id = ImGui::GetIO().Fonts->TexID;
+            ImGui::Text("%.0fx%.0f", tex_w, tex_h);
+            ImGui::Image(tex_id, ImVec2(tex_w, tex_h), ImVec2(0,0), ImVec2(1,1), ImColor(255,255,255,255), ImColor(255,255,255,128));
+            if (ImGui::IsItemHovered())
+            {
+                ImGui::BeginTooltip();
+                float focus_sz = 32.0f;
+                float focus_x = ImGui::GetMousePos().x - tex_screen_pos.x - focus_sz * 0.5f; if (focus_x < 0.0f) focus_x = 0.0f; else if (focus_x > tex_w - focus_sz) focus_x = tex_w - focus_sz;
+                float focus_y = ImGui::GetMousePos().y - tex_screen_pos.y - focus_sz * 0.5f; if (focus_y < 0.0f) focus_y = 0.0f; else if (focus_y > tex_h - focus_sz) focus_y = tex_h - focus_sz;
+                ImGui::Text("Min: (%.2f, %.2f)", focus_x, focus_y);
+                ImGui::Text("Max: (%.2f, %.2f)", focus_x + focus_sz, focus_y + focus_sz);
+                ImVec2 uv0 = ImVec2((focus_x) / tex_w, (focus_y) / tex_h);
+                ImVec2 uv1 = ImVec2((focus_x + focus_sz) / tex_w, (focus_y + focus_sz) / tex_h);
+                ImGui::Image(tex_id, ImVec2(128,128), uv0, uv1, ImColor(255,255,255,255), ImColor(255,255,255,128));
+                ImGui::EndTooltip();
+            }
+            ImGui::TextWrapped("And now some textured buttons..");
+            static int pressed_count = 0;
+            for (int i = 0; i < 8; i++)
+            {
+                ImGui::PushID(i);
+                int frame_padding = -1 + i;     // -1 = uses default padding
+                if (ImGui::ImageButton(tex_id, ImVec2(32,32), ImVec2(0,0), ImVec2(32.0f/tex_w,32/tex_h), frame_padding, ImColor(0,0,0,255)))
+                    pressed_count += 1;
+                ImGui::PopID();
+                ImGui::SameLine();
+            }
+            ImGui::NewLine();
+            ImGui::Text("Pressed %d times.", pressed_count);
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Selectables"))
+        {
+            if (ImGui::TreeNode("Basic"))
+            {
+                static bool selected[4] = { false, true, false, false };
+                ImGui::Selectable("1. I am selectable", &selected[0]);
+                ImGui::Selectable("2. I am selectable", &selected[1]);
+                ImGui::Text("3. I am not selectable");
+                ImGui::Selectable("4. I am selectable", &selected[2]);
+                if (ImGui::Selectable("5. I am double clickable", selected[3], ImGuiSelectableFlags_AllowDoubleClick))
+                    if (ImGui::IsMouseDoubleClicked(0))
+                        selected[3] = !selected[3];
+                ImGui::TreePop();
+            }
+            if (ImGui::TreeNode("Rendering more text into the same block"))
+            {
+                static bool selected[3] = { false, false, false };
+                ImGui::Selectable("main.c", &selected[0]);    ImGui::SameLine(300); ImGui::Text(" 2,345 bytes");
+                ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(300); ImGui::Text("12,345 bytes");
+                ImGui::Selectable("Hello.h", &selected[2]);   ImGui::SameLine(300); ImGui::Text(" 2,345 bytes");
+                ImGui::TreePop();
+            }
+            if (ImGui::TreeNode("In columns"))
+            {
+                ImGui::Columns(3, NULL, false);
+                static bool selected[16] = { 0 };
+                for (int i = 0; i < 16; i++)
+                {
+                    char label[32]; sprintf(label, "Item %d", i);
+                    if (ImGui::Selectable(label, &selected[i])) {}
+                    ImGui::NextColumn();
+                }
+                ImGui::Columns(1);
+                ImGui::TreePop();
+            }
+            if (ImGui::TreeNode("Grid"))
+            {
+                static bool selected[16] = { true, false, false, false, false, true, false, false, false, false, true, false, false, false, false, true };
+                for (int i = 0; i < 16; i++)
+                {
+                    ImGui::PushID(i);
+                    if (ImGui::Selectable("Sailor", &selected[i], 0, ImVec2(50,50)))
+                    {
+                        int x = i % 4, y = i / 4;
+                        if (x > 0) selected[i - 1] ^= 1;
+                        if (x < 3) selected[i + 1] ^= 1;
+                        if (y > 0) selected[i - 4] ^= 1;
+                        if (y < 3) selected[i + 4] ^= 1;
+                    }
+                    if ((i % 4) < 3) ImGui::SameLine();
+                    ImGui::PopID();
+                }
+                ImGui::TreePop();
+            }
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Filtered Text Input"))
+        {
+            static char buf1[64] = ""; ImGui::InputText("default", buf1, 64);
+            static char buf2[64] = ""; ImGui::InputText("decimal", buf2, 64, ImGuiInputTextFlags_CharsDecimal);
+            static char buf3[64] = ""; ImGui::InputText("hexadecimal", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase);
+            static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase);
+            static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank);
+            struct TextFilters { static int FilterImGuiLetters(ImGuiTextEditCallbackData* data) { if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) return 0; return 1; } };
+            static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);
+
+            ImGui::Text("Password input");
+            static char bufpass[64] = "password123";
+            ImGui::InputText("password", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank);
+            ImGui::SameLine(); ShowHelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");
+            ImGui::InputText("password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank);
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Multi-line Text Input"))
+        {
+            static bool read_only = false;
+            static char text[1024*16] =
+                "/*\n"
+                " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n"
+                " the hexadecimal encoding of one offending instruction,\n"
+                " more formally, the invalid operand with locked CMPXCHG8B\n"
+                " instruction bug, is a design flaw in the majority of\n"
+                " Intel Pentium, Pentium MMX, and Pentium OverDrive\n"
+                " processors (all in the P5 microarchitecture).\n"
+                "*/\n\n"
+                "label:\n"
+                "\tlock cmpxchg8b eax\n";
+
+            ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0));
+            ImGui::Checkbox("Read-only", &read_only);
+            ImGui::PopStyleVar();
+            ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16), ImGuiInputTextFlags_AllowTabInput | (read_only ? ImGuiInputTextFlags_ReadOnly : 0));
+            ImGui::TreePop();
+        }
+
+        static bool a=false;
+        if (ImGui::Button("Button")) { printf("Clicked\n"); a ^= 1; }
+        if (a)
+        {
+            ImGui::SameLine();
+            ImGui::Text("Thanks for clicking me!");
+        }
+
+        static bool check = true;
+        ImGui::Checkbox("checkbox", &check);
+
+        static int e = 0;
+        ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine();
+        ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine();
+        ImGui::RadioButton("radio c", &e, 2);
+
+        // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style.
+        for (int i = 0; i < 7; i++)
+        {
+            if (i > 0) ImGui::SameLine();
+            ImGui::PushID(i);
+            ImGui::PushStyleColor(ImGuiCol_Button, ImColor::HSV(i/7.0f, 0.6f, 0.6f));
+            ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImColor::HSV(i/7.0f, 0.7f, 0.7f));
+            ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImColor::HSV(i/7.0f, 0.8f, 0.8f));
+            ImGui::Button("Click");
+            ImGui::PopStyleColor(3);
+            ImGui::PopID();
+        }
+
+        ImGui::Text("Hover over me");
+        if (ImGui::IsItemHovered())
+            ImGui::SetTooltip("I am a tooltip");
+
+        ImGui::SameLine();
+        ImGui::Text("- or me");
+        if (ImGui::IsItemHovered())
+        {
+            ImGui::BeginTooltip();
+            ImGui::Text("I am a fancy tooltip");
+            static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
+            ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr));
+            ImGui::EndTooltip();
+        }
+
+        // Testing IMGUI_ONCE_UPON_A_FRAME macro
+        //for (int i = 0; i < 5; i++)
+        //{
+        //  IMGUI_ONCE_UPON_A_FRAME
+        //  {
+        //      ImGui::Text("This will be displayed only once.");
+        //  }
+        //}
+
+        ImGui::Separator();
+
+        ImGui::LabelText("label", "Value");
+
+        static int item = 1;
+        ImGui::Combo("combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");   // Combo using values packed in a single constant string (for really quick combo)
+
+        const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK" };
+        static int item2 = -1;
+        ImGui::Combo("combo scroll", &item2, items, IM_ARRAYSIZE(items));   // Combo using proper array. You can also pass a callback to retrieve array value, no need to create/copy an array just for that.
+
+        {
+            static char str0[128] = "Hello, world!";
+            static int i0=123;
+            static float f0=0.001f;
+            ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0));
+            ImGui::SameLine(); ShowHelpMarker("Hold SHIFT or use mouse to select text.\n" "CTRL+Left/Right to word jump.\n" "CTRL+A or double-click to select all.\n" "CTRL+X,CTRL+C,CTRL+V clipboard.\n" "CTRL+Z,CTRL+Y undo/redo.\n" "ESCAPE to revert.\n");
+
+            ImGui::InputInt("input int", &i0);
+            ImGui::SameLine(); ShowHelpMarker("You can apply arithmetic operators +,*,/ on numerical values.\n  e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\nUse +- to subtract.\n");
+
+            ImGui::InputFloat("input float", &f0, 0.01f, 1.0f);
+
+            static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f };
+            ImGui::InputFloat3("input float3", vec4a);
+        }
+
+        {
+            static int i1=50, i2=42;
+            ImGui::DragInt("drag int", &i1, 1);
+            ImGui::SameLine(); ShowHelpMarker("Click and drag to edit value.\nHold SHIFT/ALT for faster/slower edit.\nDouble-click or CTRL+click to input value.");
+
+            ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%.0f%%");
+
+            static float f1=1.00f, f2=0.0067f;
+            ImGui::DragFloat("drag float", &f1, 0.005f);
+            ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns");
+        }
+
+        {
+            static int i1=0;
+            ImGui::SliderInt("slider int", &i1, -1, 3);
+            ImGui::SameLine(); ShowHelpMarker("CTRL+click to input value.");
+
+            static float f1=0.123f, f2=0.0f;
+            ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f");
+            ImGui::SliderFloat("slider log float", &f2, -10.0f, 10.0f, "%.4f", 3.0f);
+            static float angle = 0.0f;
+            ImGui::SliderAngle("slider angle", &angle);
+        }
+
+        static float col1[3] = { 1.0f,0.0f,0.2f };
+        static float col2[4] = { 0.4f,0.7f,0.0f,0.5f };
+        ImGui::ColorEdit3("color 1", col1);
+        ImGui::SameLine(); ShowHelpMarker("Click on the colored square to change edit mode.\nCTRL+click on individual component to input value.\n");
+
+        ImGui::ColorEdit4("color 2", col2);
+
+        const char* listbox_items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" };
+        static int listbox_item_current = 1;
+        ImGui::ListBox("listbox\n(single select)", &listbox_item_current, listbox_items, IM_ARRAYSIZE(listbox_items), 4);
+
+        //static int listbox_item_current2 = 2;
+        //ImGui::PushItemWidth(-1);
+        //ImGui::ListBox("##listbox2", &listbox_item_current2, listbox_items, IM_ARRAYSIZE(listbox_items), 4);
+        //ImGui::PopItemWidth();
+
+        if (ImGui::TreeNode("Range Widgets"))
+        {
+            ImGui::Unindent();
+
+            static float begin = 10, end = 90;
+            static int begin_i = 100, end_i = 1000;
+            ImGui::DragFloatRange2("range", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%");
+            ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %.0f units", "Max: %.0f units");
+
+            ImGui::Indent();
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Multi-component Widgets"))
+        {
+            ImGui::Unindent();
+
+            static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f };
+            static int vec4i[4] = { 1, 5, 100, 255 };
+
+            ImGui::InputFloat2("input float2", vec4f);
+            ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f);
+            ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f);
+            ImGui::DragInt2("drag int2", vec4i, 1, 0, 255);
+            ImGui::InputInt2("input int2", vec4i);
+            ImGui::SliderInt2("slider int2", vec4i, 0, 255);
+            ImGui::Spacing();
+
+            ImGui::InputFloat3("input float3", vec4f);
+            ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f);
+            ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f);
+            ImGui::DragInt3("drag int3", vec4i, 1, 0, 255);
+            ImGui::InputInt3("input int3", vec4i);
+            ImGui::SliderInt3("slider int3", vec4i, 0, 255);
+            ImGui::Spacing();
+
+            ImGui::InputFloat4("input float4", vec4f);
+            ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f);
+            ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f);
+            ImGui::InputInt4("input int4", vec4i);
+            ImGui::DragInt4("drag int4", vec4i, 1, 0, 255);
+            ImGui::SliderInt4("slider int4", vec4i, 0, 255);
+
+            ImGui::Indent();
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Vertical Sliders"))
+        {
+            ImGui::Unindent();
+            const float spacing = 4;
+            ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing));
+
+            static int int_value = 0;
+            ImGui::VSliderInt("##int", ImVec2(18,160), &int_value, 0, 5);
+            ImGui::SameLine();
+
+            static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f };
+            ImGui::PushID("set1");
+            for (int i = 0; i < 7; i++)
+            {
+                if (i > 0) ImGui::SameLine();
+                ImGui::PushID(i);
+                ImGui::PushStyleColor(ImGuiCol_FrameBg, ImColor::HSV(i/7.0f, 0.5f, 0.5f));
+                ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, ImColor::HSV(i/7.0f, 0.6f, 0.5f));
+                ImGui::PushStyleColor(ImGuiCol_FrameBgActive, ImColor::HSV(i/7.0f, 0.7f, 0.5f));
+                ImGui::PushStyleColor(ImGuiCol_SliderGrab, ImColor::HSV(i/7.0f, 0.9f, 0.9f));
+                ImGui::VSliderFloat("##v", ImVec2(18,160), &values[i], 0.0f, 1.0f, "");
+                if (ImGui::IsItemActive() || ImGui::IsItemHovered())
+                    ImGui::SetTooltip("%.3f", values[i]);
+                ImGui::PopStyleColor(4);
+                ImGui::PopID();
+            }
+            ImGui::PopID();
+
+            ImGui::SameLine();
+            ImGui::PushID("set2");
+            static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f };
+            const int rows = 3;
+            const ImVec2 small_slider_size(18, (160.0f-(rows-1)*spacing)/rows);
+            for (int nx = 0; nx < 4; nx++)
+            {
+                if (nx > 0) ImGui::SameLine();
+                ImGui::BeginGroup();
+                for (int ny = 0; ny < rows; ny++)
+                {
+                    ImGui::PushID(nx*rows+ny);
+                    ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, "");
+                    if (ImGui::IsItemActive() || ImGui::IsItemHovered())
+                        ImGui::SetTooltip("%.3f", values2[nx]);
+                    ImGui::PopID();
+                }
+                ImGui::EndGroup();
+            }
+            ImGui::PopID();
+
+            ImGui::SameLine();
+            ImGui::PushID("set3");
+            for (int i = 0; i < 4; i++)
+            {
+                if (i > 0) ImGui::SameLine();
+                ImGui::PushID(i);
+                ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40);
+                ImGui::VSliderFloat("##v", ImVec2(40,160), &values[i], 0.0f, 1.0f, "%.2f\nsec");
+                ImGui::PopStyleVar();
+                ImGui::PopID();
+            }
+            ImGui::PopID();
+            ImGui::PopStyleVar();
+
+            ImGui::Indent();
+            ImGui::TreePop();
+        }
+    }
+
+    if (ImGui::CollapsingHeader("Graphs widgets"))
+    {
+        static bool animate = true;
+        ImGui::Checkbox("Animate", &animate);
+
+        static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
+        ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr));
+
+        // Create a dummy array of contiguous float values to plot
+        // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float and the sizeof() of your structure in the Stride parameter.
+        static float values[90] = { 0 };
+        static int values_offset = 0;
+        if (animate)
+        {
+            static float refresh_time = ImGui::GetTime(); // Create dummy data at fixed 60 hz rate for the demo
+            for (; ImGui::GetTime() > refresh_time + 1.0f/60.0f; refresh_time += 1.0f/60.0f)
+            {
+                static float phase = 0.0f;
+                values[values_offset] = cosf(phase);
+                values_offset = (values_offset+1) % IM_ARRAYSIZE(values);
+                phase += 0.10f*values_offset;
+            }
+        }
+        ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, "avg 0.0", -1.0f, 1.0f, ImVec2(0,80));
+        ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0,80));
+
+        // Use functions to generate output
+        // FIXME: This is rather awkward because current plot API only pass in indices. We probably want an API passing floats and user provide sample rate/count.
+        struct Funcs
+        {
+            static float Sin(void*, int i) { return sinf(i * 0.1f); }
+            static float Saw(void*, int i) { return (i & 1) ? 1.0f : 0.0f; }
+        };
+        static int func_type = 0, display_count = 70;
+        ImGui::Separator();
+        ImGui::PushItemWidth(100); ImGui::Combo("func", &func_type, "Sin\0Saw\0"); ImGui::PopItemWidth();
+        ImGui::SameLine();
+        ImGui::SliderInt("Sample count", &display_count, 1, 400);
+        float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw;
+        ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0,80));
+        ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0,80));
+        ImGui::Separator();
+
+        // Animate a simple progress bar
+        static float progress = 0.0f, progress_dir = 1.0f;
+        if (animate)
+        {
+            progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime;
+            if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; }
+            if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; }
+        }
+
+        // Typically we would use ImVec2(-1.0f,0.0f) to use all available width, or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth.
+        ImGui::ProgressBar(progress, ImVec2(0.0f,0.0f));
+        ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
+        ImGui::Text("Progress Bar");
+
+        float progress_saturated = (progress < 0.0f) ? 0.0f : (progress > 1.0f) ? 1.0f : progress;
+        char buf[32];
+        sprintf(buf, "%d/%d", (int)(progress_saturated*1753), 1753);
+        ImGui::ProgressBar(progress, ImVec2(0.f,0.f), buf);
+    }
+
+    if (ImGui::CollapsingHeader("Layout"))
+    {
+        if (ImGui::TreeNode("Child regions"))
+        {
+            ImGui::Text("Without border");
+            static int line = 50;
+            bool goto_line = ImGui::Button("Goto");
+            ImGui::SameLine();
+            ImGui::PushItemWidth(100);
+            goto_line |= ImGui::InputInt("##Line", &line, 0, 0, ImGuiInputTextFlags_EnterReturnsTrue);
+            ImGui::PopItemWidth();
+            ImGui::BeginChild("Sub1", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f,300), false, ImGuiWindowFlags_HorizontalScrollbar);
+            for (int i = 0; i < 100; i++)
+            {
+                ImGui::Text("%04d: scrollable region", i);
+                if (goto_line && line == i)
+                    ImGui::SetScrollHere();
+            }
+            if (goto_line && line >= 100)
+                ImGui::SetScrollHere();
+            ImGui::EndChild();
+
+            ImGui::SameLine();
+
+            ImGui::PushStyleVar(ImGuiStyleVar_ChildWindowRounding, 5.0f);
+            ImGui::BeginChild("Sub2", ImVec2(0,300), true);
+            ImGui::Text("With border");
+            ImGui::Columns(2);
+            for (int i = 0; i < 100; i++)
+            {
+                if (i == 50)
+                    ImGui::NextColumn();
+                char buf[32];
+                sprintf(buf, "%08x", i*5731);
+                ImGui::Button(buf, ImVec2(-1.0f, 0.0f));
+            }
+            ImGui::EndChild();
+            ImGui::PopStyleVar();
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Widgets Width"))
+        {
+            static float f = 0.0f;
+            ImGui::Text("PushItemWidth(100)");
+            ImGui::SameLine(); ShowHelpMarker("Fixed width.");
+            ImGui::PushItemWidth(100);
+            ImGui::DragFloat("float##1", &f);
+            ImGui::PopItemWidth();
+
+            ImGui::Text("PushItemWidth(GetWindowWidth() * 0.5f)");
+            ImGui::SameLine(); ShowHelpMarker("Half of window width.");
+            ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
+            ImGui::DragFloat("float##2", &f);
+            ImGui::PopItemWidth();
+
+            ImGui::Text("PushItemWidth(GetContentRegionAvailWidth() * 0.5f)");
+            ImGui::SameLine(); ShowHelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)");
+            ImGui::PushItemWidth(ImGui::GetContentRegionAvailWidth() * 0.5f);
+            ImGui::DragFloat("float##3", &f);
+            ImGui::PopItemWidth();
+
+            ImGui::Text("PushItemWidth(-100)");
+            ImGui::SameLine(); ShowHelpMarker("Align to right edge minus 100");
+            ImGui::PushItemWidth(-100);
+            ImGui::DragFloat("float##4", &f);
+            ImGui::PopItemWidth();
+
+            ImGui::Text("PushItemWidth(-1)");
+            ImGui::SameLine(); ShowHelpMarker("Align to right edge");
+            ImGui::PushItemWidth(-1);
+            ImGui::DragFloat("float##5", &f);
+            ImGui::PopItemWidth();
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Basic Horizontal Layout"))
+        {
+            ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)");
+
+            // Text
+            ImGui::Text("Two items: Hello"); ImGui::SameLine();
+            ImGui::TextColored(ImVec4(1,1,0,1), "Sailor");
+
+            // Adjust spacing
+            ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20);
+            ImGui::TextColored(ImVec4(1,1,0,1), "Sailor");
+
+            // Button
+            ImGui::AlignFirstTextHeightToWidgets();
+            ImGui::Text("Normal buttons"); ImGui::SameLine();
+            ImGui::Button("Banana"); ImGui::SameLine();
+            ImGui::Button("Apple"); ImGui::SameLine();
+            ImGui::Button("Corniflower");
+
+            // Button
+            ImGui::Text("Small buttons"); ImGui::SameLine();
+            ImGui::SmallButton("Like this one"); ImGui::SameLine();
+            ImGui::Text("can fit within a text block.");
+
+            // Aligned to arbitrary position. Easy/cheap column.
+            ImGui::Text("Aligned");
+            ImGui::SameLine(150); ImGui::Text("x=150");
+            ImGui::SameLine(300); ImGui::Text("x=300");
+            ImGui::Text("Aligned");
+            ImGui::SameLine(150); ImGui::SmallButton("x=150");
+            ImGui::SameLine(300); ImGui::SmallButton("x=300");
+
+            // Checkbox
+            static bool c1=false,c2=false,c3=false,c4=false;
+            ImGui::Checkbox("My", &c1); ImGui::SameLine();
+            ImGui::Checkbox("Tailor", &c2); ImGui::SameLine();
+            ImGui::Checkbox("Is", &c3); ImGui::SameLine();
+            ImGui::Checkbox("Rich", &c4);
+
+            // Various
+            static float f0=1.0f, f1=2.0f, f2=3.0f;
+            ImGui::PushItemWidth(80);
+            const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" };
+            static int item = -1;
+            ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine();
+            ImGui::SliderFloat("X", &f0, 0.0f,5.0f); ImGui::SameLine();
+            ImGui::SliderFloat("Y", &f1, 0.0f,5.0f); ImGui::SameLine();
+            ImGui::SliderFloat("Z", &f2, 0.0f,5.0f);
+            ImGui::PopItemWidth();
+
+            ImGui::PushItemWidth(80);
+            ImGui::Text("Lists:");
+            static int selection[4] = { 0, 1, 2, 3 };
+            for (int i = 0; i < 4; i++)
+            {
+                if (i > 0) ImGui::SameLine();
+                ImGui::PushID(i);
+                ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items));
+                ImGui::PopID();
+                //if (ImGui::IsItemHovered()) ImGui::SetTooltip("ListBox %d hovered", i);
+            }
+            ImGui::PopItemWidth();
+
+            // Dummy
+            ImVec2 sz(30,30);
+            ImGui::Button("A", sz); ImGui::SameLine();
+            ImGui::Dummy(sz); ImGui::SameLine();
+            ImGui::Button("B", sz);
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Groups"))
+        {
+            ImGui::TextWrapped("(Using ImGui::BeginGroup()/EndGroup() to layout items. BeginGroup() basically locks the horizontal position. EndGroup() bundles the whole group so that you can use functions such as IsItemHovered() on it.)");
+            ImGui::BeginGroup();
+            {
+                ImGui::BeginGroup();
+                ImGui::Button("AAA");
+                ImGui::SameLine();
+                ImGui::Button("BBB");
+                ImGui::SameLine();
+                ImGui::BeginGroup();
+                ImGui::Button("CCC");
+                ImGui::Button("DDD");
+                ImGui::EndGroup();
+                if (ImGui::IsItemHovered())
+                    ImGui::SetTooltip("Group hovered");
+                ImGui::SameLine();
+                ImGui::Button("EEE");
+                ImGui::EndGroup();
+            }
+            // Capture the group size and create widgets using the same size
+            ImVec2 size = ImGui::GetItemRectSize();
+            const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f };
+            ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size);
+
+            ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x)*0.5f,size.y));
+            ImGui::SameLine();
+            ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x)*0.5f,size.y));
+            ImGui::EndGroup();
+            ImGui::SameLine();
+
+            ImGui::Button("LEVERAGE\nBUZZWORD", size);
+            ImGui::SameLine();
+
+            ImGui::ListBoxHeader("List", size);
+            ImGui::Selectable("Selected", true);
+            ImGui::Selectable("Not Selected", false);
+            ImGui::ListBoxFooter();
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Text Baseline Alignment"))
+        {
+            ImGui::TextWrapped("(This is testing the vertical alignment that occurs on text to keep it at the same baseline as widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets)");
+
+            ImGui::Text("One\nTwo\nThree"); ImGui::SameLine();
+            ImGui::Text("Hello\nWorld"); ImGui::SameLine();
+            ImGui::Text("Banana");
+
+            ImGui::Text("Banana"); ImGui::SameLine();
+            ImGui::Text("Hello\nWorld"); ImGui::SameLine();
+            ImGui::Text("One\nTwo\nThree");
+
+            ImGui::Button("HOP##1"); ImGui::SameLine();
+            ImGui::Text("Banana"); ImGui::SameLine();
+            ImGui::Text("Hello\nWorld"); ImGui::SameLine();
+            ImGui::Text("Banana");
+
+            ImGui::Button("HOP##2"); ImGui::SameLine();
+            ImGui::Text("Hello\nWorld"); ImGui::SameLine();
+            ImGui::Text("Banana");
+
+            ImGui::Button("TEST##1"); ImGui::SameLine();
+            ImGui::Text("TEST"); ImGui::SameLine();
+            ImGui::SmallButton("TEST##2");
+
+            ImGui::AlignFirstTextHeightToWidgets(); // If your line starts with text, call this to align it to upcoming widgets.
+            ImGui::Text("Text aligned to Widget"); ImGui::SameLine();
+            ImGui::Button("Widget##1"); ImGui::SameLine();
+            ImGui::Text("Widget"); ImGui::SameLine();
+            ImGui::SmallButton("Widget##2");
+
+            // Tree
+            const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
+            ImGui::Button("Button##1");
+            ImGui::SameLine(0.0f, spacing);
+            if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); }    // Dummy tree data
+
+            ImGui::AlignFirstTextHeightToWidgets();         // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit).
+            bool node_open = ImGui::TreeNode("Node##2");  // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add child content.
+            ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2");
+            if (node_open) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); }   // Dummy tree data
+
+            // Bullet
+            ImGui::Button("Button##3");
+            ImGui::SameLine(0.0f, spacing);
+            ImGui::BulletText("Bullet text");
+
+            ImGui::AlignFirstTextHeightToWidgets();
+            ImGui::BulletText("Node");
+            ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4");
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Scrolling"))
+        {
+            ImGui::TextWrapped("(Use SetScrollHere() or SetScrollFromPosY() to scroll to a given position.)");
+            static bool track = true;
+            static int track_line = 50, scroll_to_px = 200;
+            ImGui::Checkbox("Track", &track);
+            ImGui::PushItemWidth(100);
+            ImGui::SameLine(130); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 99, "Line %.0f");
+            bool scroll_to = ImGui::Button("Scroll To");
+            ImGui::SameLine(130); scroll_to |= ImGui::DragInt("##pos_y", &scroll_to_px, 1.00f, 0, 9999, "y = %.0f px");
+            ImGui::PopItemWidth();
+            if (scroll_to) track = false;
+
+            for (int i = 0; i < 5; i++)
+            {
+                if (i > 0) ImGui::SameLine();
+                ImGui::BeginGroup();
+                ImGui::Text("%s", i == 0 ? "Top" : i == 1 ? "25%" : i == 2 ? "Center" : i == 3 ? "75%" : "Bottom");
+                ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(ImGui::GetWindowWidth() * 0.17f, 200.0f), true);
+                if (scroll_to)
+                    ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_px, i * 0.25f);
+                for (int line = 0; line < 100; line++)
+                {
+                    if (track && line == track_line)
+                    {
+                        ImGui::TextColored(ImColor(255,255,0), "Line %d", line);
+                        ImGui::SetScrollHere(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom
+                    }
+                    else
+                    {
+                        ImGui::Text("Line %d", line);
+                    }
+                }
+                ImGui::EndChild();
+                ImGui::EndGroup();
+            }
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Horizontal Scrolling"))
+        {
+            ImGui::Bullet(); ImGui::TextWrapped("Horizontal scrolling for a window has to be enabled explicitly via the ImGuiWindowFlags_HorizontalScrollbar flag.");
+            ImGui::Bullet(); ImGui::TextWrapped("You may want to explicitly specify content width by calling SetNextWindowContentWidth() before Begin().");
+            static int lines = 7;
+            ImGui::SliderInt("Lines", &lines, 1, 15);
+            ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f);
+            ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f));
+            ImGui::BeginChild("scrolling", ImVec2(0, ImGui::GetItemsLineHeightWithSpacing()*7 + 30), true, ImGuiWindowFlags_HorizontalScrollbar);
+            for (int line = 0; line < lines; line++)
+            {
+                // Display random stuff (for the sake of this trivial demo we are using basic Button+SameLine. If you want to create your own time line for a real application you may be better off 
+                // manipulating the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets yourself. You may also want to use the lower-level ImDrawList API)
+                int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3);
+                for (int n = 0; n < num_buttons; n++)
+                {
+                    if (n > 0) ImGui::SameLine();
+                    ImGui::PushID(n + line * 1000);
+                    char num_buf[16];
+                    const char* label = (!(n%15)) ? "FizzBuzz" : (!(n%3)) ? "Fizz" : (!(n%5)) ? "Buzz" : (sprintf(num_buf, "%d", n), num_buf);
+                    float hue = n*0.05f;
+                    ImGui::PushStyleColor(ImGuiCol_Button, ImColor::HSV(hue, 0.6f, 0.6f));
+                    ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImColor::HSV(hue, 0.7f, 0.7f));
+                    ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImColor::HSV(hue, 0.8f, 0.8f));
+                    ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f));
+                    ImGui::PopStyleColor(3);
+                    ImGui::PopID();
+                }
+            }
+            ImGui::EndChild();
+            ImGui::PopStyleVar(2);
+            float scroll_x_delta = 0.0f;
+            ImGui::SmallButton("<<"); if (ImGui::IsItemActive()) scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f;
+            ImGui::SameLine(); ImGui::Text("Scroll from code"); ImGui::SameLine();
+            ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f;
+            if (scroll_x_delta != 0.0f)
+            {
+                ImGui::BeginChild("scrolling"); // Demonstrate a trick: you can use Begin to set yourself in the context of another window (here we are already out of your child window)
+                ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta);
+                ImGui::End();
+            }
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Clipping"))
+        {
+            static ImVec2 size(100, 100), offset(50, 20);
+            ImGui::TextWrapped("On a per-widget basis we are occasionally clipping text CPU-side if it won't fit in its frame. Otherwise we are doing coarser clipping + passing a scissor rectangle to the renderer. The system is designed to try minimizing both execution and CPU/GPU rendering cost.");
+            ImGui::DragFloat2("size", (float*)&size, 0.5f, 0.0f, 200.0f, "%.0f");
+            ImGui::TextWrapped("(Click and drag)");
+            ImVec2 pos = ImGui::GetCursorScreenPos();
+            ImVec4 clip_rect(pos.x, pos.y, pos.x+size.x, pos.y+size.y);
+            ImGui::InvisibleButton("##dummy", size);
+            if (ImGui::IsItemActive() && ImGui::IsMouseDragging()) { offset.x += ImGui::GetIO().MouseDelta.x; offset.y += ImGui::GetIO().MouseDelta.y; }
+            ImGui::GetWindowDrawList()->AddRectFilled(pos, ImVec2(pos.x+size.x,pos.y+size.y), ImColor(90,90,120,255));
+            ImGui::GetWindowDrawList()->AddText(ImGui::GetFont(), ImGui::GetFontSize()*2.0f, ImVec2(pos.x+offset.x,pos.y+offset.y), ImColor(255,255,255,255), "Line 1 hello\nLine 2 clip me!", NULL, 0.0f, &clip_rect);
+            ImGui::TreePop();
+        }
+    }
+
+    if (ImGui::CollapsingHeader("Popups & Modal windows"))
+    {
+        if (ImGui::TreeNode("Popups"))
+        {
+            ImGui::TextWrapped("When a popup is active, it inhibits interacting with windows that are behind the popup. Clicking outside the popup closes it.");
+
+            static int selected_fish = -1;
+            const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" };
+            static bool toggles[] = { true, false, false, false, false };
+
+            // Simple selection popup
+            // (If you want to show the current selection inside the Button itself, you may want to build a string using the "###" operator to preserve a constant ID with a variable label)
+            if (ImGui::Button("Select.."))
+                ImGui::OpenPopup("select");
+            ImGui::SameLine();
+            ImGui::Text(selected_fish == -1 ? "<None>" : names[selected_fish]);
+            if (ImGui::BeginPopup("select"))
+            {
+                ImGui::Text("Aquarium");
+                ImGui::Separator();
+                for (int i = 0; i < IM_ARRAYSIZE(names); i++)
+                    if (ImGui::Selectable(names[i]))
+                        selected_fish = i;
+                ImGui::EndPopup();
+            }
+
+            // Showing a menu with toggles
+            if (ImGui::Button("Toggle.."))
+                ImGui::OpenPopup("toggle");
+            if (ImGui::BeginPopup("toggle"))
+            {
+                for (int i = 0; i < IM_ARRAYSIZE(names); i++)
+                    ImGui::MenuItem(names[i], "", &toggles[i]);
+                if (ImGui::BeginMenu("Sub-menu"))
+                {
+                    ImGui::MenuItem("Click me");
+                    ImGui::EndMenu();
+                }
+
+                ImGui::Separator();
+                ImGui::Text("Tooltip here");
+                if (ImGui::IsItemHovered())
+                    ImGui::SetTooltip("I am a tooltip over a popup");
+
+                if (ImGui::Button("Stacked Popup"))
+                    ImGui::OpenPopup("another popup");
+                if (ImGui::BeginPopup("another popup"))
+                {
+                    for (int i = 0; i < IM_ARRAYSIZE(names); i++)
+                        ImGui::MenuItem(names[i], "", &toggles[i]);
+                    if (ImGui::BeginMenu("Sub-menu"))
+                    {
+                        ImGui::MenuItem("Click me");
+                        ImGui::EndMenu();
+                    }
+                    ImGui::EndPopup();
+                }
+                ImGui::EndPopup();
+            }
+
+            if (ImGui::Button("Popup Menu.."))
+                ImGui::OpenPopup("FilePopup");
+            if (ImGui::BeginPopup("FilePopup"))
+            {
+                ShowExampleMenuFile();
+                ImGui::EndPopup();
+            }
+
+            ImGui::Spacing();
+            ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!");
+            ImGui::Separator();
+            // NB: As a quirk in this very specific example, we want to differentiate the parent of this menu from the parent of the various popup menus above.
+            // To do so we are encloding the items in a PushID()/PopID() block to make them two different menusets. If we don't, opening any popup above and hovering our menu here
+            // would open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it, which is the desired behavior for regular menus.
+            ImGui::PushID("foo");
+            ImGui::MenuItem("Menu item", "CTRL+M");
+            if (ImGui::BeginMenu("Menu inside a regular window"))
+            {
+                ShowExampleMenuFile();
+                ImGui::EndMenu();
+            }
+            ImGui::PopID();
+            ImGui::Separator();
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Context menus"))
+        {
+            static float value = 0.5f;
+            ImGui::Text("Value = %.3f (<-- right-click here)", value);
+            if (ImGui::BeginPopupContextItem("item context menu"))
+            {
+                if (ImGui::Selectable("Set to zero")) value = 0.0f;
+                if (ImGui::Selectable("Set to PI")) value = 3.1415f;
+                ImGui::EndPopup();
+            }
+
+            static ImVec4 color = ImColor(0.8f, 0.5f, 1.0f, 1.0f);
+            ImGui::ColorButton(color);
+            if (ImGui::BeginPopupContextItem("color context menu"))
+            {
+                ImGui::Text("Edit color");
+                ImGui::ColorEdit3("##edit", (float*)&color);
+                if (ImGui::Button("Close"))
+                    ImGui::CloseCurrentPopup();
+                ImGui::EndPopup();
+            }
+            ImGui::SameLine(); ImGui::Text("(<-- right-click here)");
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Modals"))
+        {
+            ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside the window.");
+
+            if (ImGui::Button("Delete.."))
+                ImGui::OpenPopup("Delete?");
+            if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize))
+            {
+                ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n");
+                ImGui::Separator();
+
+                //static int dummy_i = 0;
+                //ImGui::Combo("Combo", &dummy_i, "Delete\0Delete harder\0");
+
+                static bool dont_ask_me_next_time = false;
+                ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0));
+                ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time);
+                ImGui::PopStyleVar();
+
+                if (ImGui::Button("OK", ImVec2(120,0))) { ImGui::CloseCurrentPopup(); }
+                ImGui::SameLine();
+                if (ImGui::Button("Cancel", ImVec2(120,0))) { ImGui::CloseCurrentPopup(); }
+                ImGui::EndPopup();
+            }
+
+            if (ImGui::Button("Stacked modals.."))
+                ImGui::OpenPopup("Stacked 1");
+            if (ImGui::BeginPopupModal("Stacked 1"))
+            {
+                ImGui::Text("Hello from Stacked The First");
+
+                if (ImGui::Button("Another one.."))
+                    ImGui::OpenPopup("Stacked 2");
+                if (ImGui::BeginPopupModal("Stacked 2"))
+                {
+                    ImGui::Text("Hello from Stacked The Second");
+                    if (ImGui::Button("Close"))
+                        ImGui::CloseCurrentPopup();
+                    ImGui::EndPopup();
+                }
+
+                if (ImGui::Button("Close"))
+                    ImGui::CloseCurrentPopup();
+                ImGui::EndPopup();
+            }
+
+            ImGui::TreePop();
+        }
+    }
+
+    if (ImGui::CollapsingHeader("Columns"))
+    {
+        // Basic columns
+        if (ImGui::TreeNode("Basic"))
+        {
+            ImGui::Text("Without border:");
+            ImGui::Columns(3, "mycolumns3", false);  // 3-ways, no border
+            ImGui::Separator();
+            for (int n = 0; n < 14; n++)
+            {
+                char label[32];
+                sprintf(label, "Item %d", n);
+                if (ImGui::Selectable(label)) {}
+                //if (ImGui::Button(label, ImVec2(-1,0))) {}
+                ImGui::NextColumn();
+            }
+            ImGui::Columns(1);
+            ImGui::Separator();
+
+            ImGui::Text("With border:");
+            ImGui::Columns(4, "mycolumns"); // 4-ways, with border
+            ImGui::Separator();
+            ImGui::Text("ID"); ImGui::NextColumn();
+            ImGui::Text("Name"); ImGui::NextColumn();
+            ImGui::Text("Path"); ImGui::NextColumn();
+            ImGui::Text("Flags"); ImGui::NextColumn();
+            ImGui::Separator();
+            const char* names[3] = { "One", "Two", "Three" };
+            const char* paths[3] = { "/path/one", "/path/two", "/path/three" };
+            static int selected = -1;
+            for (int i = 0; i < 3; i++)
+            {
+                char label[32];
+                sprintf(label, "%04d", i);
+                if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns))
+                    selected = i;
+                ImGui::NextColumn();
+                ImGui::Text(names[i]); ImGui::NextColumn();
+                ImGui::Text(paths[i]); ImGui::NextColumn();
+                ImGui::Text("...."); ImGui::NextColumn();
+            }
+            ImGui::Columns(1);
+            ImGui::Separator();
+            ImGui::TreePop();
+        }
+
+        // Scrolling columns
+        /*
+        if (ImGui::TreeNode("Scrolling"))
+        {
+            ImGui::BeginChild("##header", ImVec2(0, ImGui::GetTextLineHeightWithSpacing()+ImGui::GetStyle().ItemSpacing.y));
+            ImGui::Columns(3);
+            ImGui::Text("ID"); ImGui::NextColumn();
+            ImGui::Text("Name"); ImGui::NextColumn();
+            ImGui::Text("Path"); ImGui::NextColumn();
+            ImGui::Columns(1);
+            ImGui::Separator();
+            ImGui::EndChild();
+            ImGui::BeginChild("##scrollingregion", ImVec2(0, 60));
+            ImGui::Columns(3);
+            for (int i = 0; i < 10; i++)
+            {
+                ImGui::Text("%04d", i); ImGui::NextColumn();
+                ImGui::Text("Foobar"); ImGui::NextColumn();
+                ImGui::Text("/path/foobar/%04d/", i); ImGui::NextColumn();
+            }
+            ImGui::Columns(1);
+            ImGui::EndChild();
+            ImGui::TreePop();
+        }
+        */
+
+        // Create multiple items in a same cell before switching to next column
+        if (ImGui::TreeNode("Mixed items"))
+        {
+            ImGui::Columns(3, "mixed");
+            ImGui::Separator();
+
+            ImGui::Text("Hello");
+            ImGui::Button("Banana");
+            ImGui::NextColumn();
+
+            ImGui::Text("ImGui");
+            ImGui::Button("Apple");
+            static float foo = 1.0f;
+            ImGui::InputFloat("red", &foo, 0.05f, 0, 3);
+            ImGui::Text("An extra line here.");
+            ImGui::NextColumn();
+
+            ImGui::Text("Sailor");
+            ImGui::Button("Corniflower");
+            static float bar = 1.0f;
+            ImGui::InputFloat("blue", &bar, 0.05f, 0, 3);
+            ImGui::NextColumn();
+
+            if (ImGui::CollapsingHeader("Category A")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
+            if (ImGui::CollapsingHeader("Category B")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
+            if (ImGui::CollapsingHeader("Category C")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
+            ImGui::Columns(1);
+            ImGui::Separator();
+            ImGui::TreePop();
+        }
+
+        // Word wrapping
+        if (ImGui::TreeNode("Word-wrapping"))
+        {
+            ImGui::Columns(2, "word-wrapping");
+            ImGui::Separator();
+            ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");
+            ImGui::TextWrapped("Hello Left");
+            ImGui::NextColumn();
+            ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");
+            ImGui::TextWrapped("Hello Right");
+            ImGui::Columns(1);
+            ImGui::Separator();
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Borders"))
+        {
+            static bool h_borders = true;
+            static bool v_borders = true;
+            ImGui::Checkbox("horizontal", &h_borders);
+            ImGui::SameLine();
+            ImGui::Checkbox("vertical", &v_borders);
+            ImGui::Columns(4, NULL, v_borders);
+            if (h_borders) ImGui::Separator();
+            for (int i = 0; i < 8; i++)
+            {
+                ImGui::Text("%c%c%c", 'a'+i, 'a'+i, 'a'+i);
+                ImGui::NextColumn();
+            }
+            ImGui::Columns(1);
+            if (h_borders) ImGui::Separator();
+            ImGui::TreePop();
+        }
+
+        bool node_open = ImGui::TreeNode("Tree within single cell");
+        ImGui::SameLine(); ShowHelpMarker("NB: Tree node must be poped before ending the cell.\nThere's no storage of state per-cell.");
+        if (node_open)
+        {
+            ImGui::Columns(2, "tree items");
+            ImGui::Separator();
+            if (ImGui::TreeNode("Hello")) { ImGui::BulletText("Sailor"); ImGui::TreePop(); } ImGui::NextColumn();
+            if (ImGui::TreeNode("Bonjour")) { ImGui::BulletText("Marin"); ImGui::TreePop(); } ImGui::NextColumn();
+            ImGui::Columns(1);
+            ImGui::Separator();
+            ImGui::TreePop();
+        }
+    }
+
+    if (ImGui::CollapsingHeader("Filtering"))
+    {
+        static ImGuiTextFilter filter;
+        ImGui::Text("Filter usage:\n"
+                    "  \"\"         display all lines\n"
+                    "  \"xxx\"      display lines containing \"xxx\"\n"
+                    "  \"xxx,yyy\"  display lines containing \"xxx\" or \"yyy\"\n"
+                    "  \"-xxx\"     hide lines containing \"xxx\"");
+        filter.Draw();
+        const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" };
+        for (int i = 0; i < IM_ARRAYSIZE(lines); i++)
+            if (filter.PassFilter(lines[i]))
+                ImGui::BulletText("%s", lines[i]);
+    }
+
+    if (ImGui::CollapsingHeader("Keyboard, Mouse & Focus"))
+    {
+        if (ImGui::TreeNode("Tabbing"))
+        {
+            ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields.");
+            static char buf[32] = "dummy";
+            ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
+            ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
+            ImGui::InputText("3", buf, IM_ARRAYSIZE(buf));
+            ImGui::PushAllowKeyboardFocus(false);
+            ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf));
+            //ImGui::SameLine(); ShowHelperMarker("Use ImGui::PushAllowKeyboardFocus(bool)\nto disable tabbing through certain widgets.");
+            ImGui::PopAllowKeyboardFocus();
+            ImGui::InputText("5", buf, IM_ARRAYSIZE(buf));
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Focus from code"))
+        {
+            bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine();
+            bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine();
+            bool focus_3 = ImGui::Button("Focus on 3");
+            int has_focus = 0;
+            static char buf[128] = "click on a button to set focus";
+
+            if (focus_1) ImGui::SetKeyboardFocusHere();
+            ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
+            if (ImGui::IsItemActive()) has_focus = 1;
+
+            if (focus_2) ImGui::SetKeyboardFocusHere();
+            ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
+            if (ImGui::IsItemActive()) has_focus = 2;
+
+            ImGui::PushAllowKeyboardFocus(false);
+            if (focus_3) ImGui::SetKeyboardFocusHere();
+            ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf));
+            if (ImGui::IsItemActive()) has_focus = 3;
+            ImGui::PopAllowKeyboardFocus();
+            if (has_focus)
+                ImGui::Text("Item with focus: %d", has_focus);
+            else
+                ImGui::Text("Item with focus: <none>");
+            ImGui::TextWrapped("Cursor & selection are preserved when refocusing last used item in code.");
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Dragging"))
+        {
+            ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget.");
+            ImGui::Button("Drag Me");
+            if (ImGui::IsItemActive())
+            {
+                // Draw a line between the button and the mouse cursor
+                ImDrawList* draw_list = ImGui::GetWindowDrawList();
+                draw_list->PushClipRectFullScreen();
+                draw_list->AddLine(ImGui::CalcItemRectClosestPoint(ImGui::GetIO().MousePos, true, -2.0f), ImGui::GetIO().MousePos, ImColor(ImGui::GetStyle().Colors[ImGuiCol_Button]), 4.0f);
+                draw_list->PopClipRect();
+                ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f);
+                ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0);
+                ImVec2 mouse_delta = ImGui::GetIO().MouseDelta;
+                ImGui::SameLine(); ImGui::Text("Raw (%.1f, %.1f), WithLockThresold (%.1f, %.1f), MouseDelta (%.1f, %.1f)", value_raw.x, value_raw.y, value_with_lock_threshold.x, value_with_lock_threshold.y, mouse_delta.x, mouse_delta.y);
+            }
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Keyboard & Mouse State"))
+        {
+            ImGuiIO& io = ImGui::GetIO();
+
+            ImGui::Text("MousePos: (%g, %g)", io.MousePos.x, io.MousePos.y);
+            ImGui::Text("Mouse down:");     for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f)   { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
+            ImGui::Text("Mouse clicked:");  for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i))          { ImGui::SameLine(); ImGui::Text("b%d", i); }
+            ImGui::Text("Mouse dbl-clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
+            ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i))         { ImGui::SameLine(); ImGui::Text("b%d", i); }
+            ImGui::Text("MouseWheel: %.1f", io.MouseWheel);
+
+            ImGui::Text("Keys down:");      for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f)     { ImGui::SameLine(); ImGui::Text("%d (%.02f secs)", i, io.KeysDownDuration[i]); }
+            ImGui::Text("Keys pressed:");   for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i))             { ImGui::SameLine(); ImGui::Text("%d", i); }
+            ImGui::Text("Keys release:");   for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i))            { ImGui::SameLine(); ImGui::Text("%d", i); }
+            ImGui::Text("KeyMods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
+
+            ImGui::Text("WantCaptureMouse: %s", io.WantCaptureMouse ? "true" : "false");
+            ImGui::Text("WantCaptureKeyboard: %s", io.WantCaptureKeyboard ? "true" : "false");
+            ImGui::Text("WantTextInput: %s", io.WantTextInput ? "true" : "false");
+
+            ImGui::Button("Hovering me sets the\nkeyboard capture flag");
+            if (ImGui::IsItemHovered())
+                ImGui::CaptureKeyboardFromApp(true);
+            ImGui::SameLine();
+            ImGui::Button("Holding me clears the\nthe keyboard capture flag");
+            if (ImGui::IsItemActive())
+                ImGui::CaptureKeyboardFromApp(false);
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Mouse cursors"))
+        {
+            ImGui::TextWrapped("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. You can also set io.MouseDrawCursor to ask ImGui to render the cursor for you in software.");
+            ImGui::Checkbox("io.MouseDrawCursor", &ImGui::GetIO().MouseDrawCursor);
+            ImGui::Text("Hover to see mouse cursors:");
+            for (int i = 0; i < ImGuiMouseCursor_Count_; i++)
+            {
+                char label[32];
+                sprintf(label, "Mouse cursor %d", i);
+                ImGui::Bullet(); ImGui::Selectable(label, false);
+                if (ImGui::IsItemHovered())
+                    ImGui::SetMouseCursor(i);
+            }
+            ImGui::TreePop();
+        }
+    }
+
+    ImGui::End();
+}
+
+void ImGui::ShowStyleEditor(ImGuiStyle* ref)
+{
+    ImGuiStyle& style = ImGui::GetStyle();
+
+    // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it compares to the default style)
+    const ImGuiStyle default_style; // Default style
+    if (ImGui::Button("Revert Style"))
+        style = ref ? *ref : default_style;
+
+    if (ref)
+    {
+        ImGui::SameLine();
+        if (ImGui::Button("Save Style"))
+            *ref = style;
+    }
+
+    ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.55f);
+
+    if (ImGui::TreeNode("Rendering"))
+    {
+        ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines);
+        ImGui::Checkbox("Anti-aliased shapes", &style.AntiAliasedShapes);
+        ImGui::PushItemWidth(100);
+        ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, FLT_MAX, NULL, 2.0f);
+        if (style.CurveTessellationTol < 0.0f) style.CurveTessellationTol = 0.10f;
+        ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero.
+        ImGui::PopItemWidth();
+        ImGui::TreePop();
+    }
+
+    if (ImGui::TreeNode("Settings"))
+    {
+        ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
+        ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 16.0f, "%.0f");
+        ImGui::SliderFloat("ChildWindowRounding", &style.ChildWindowRounding, 0.0f, 16.0f, "%.0f");
+        ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f");
+        ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 16.0f, "%.0f");
+        ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f");
+        ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
+        ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");
+        ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f");
+        ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f");
+        ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 16.0f, "%.0f");
+        ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");
+        ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 16.0f, "%.0f");
+        ImGui::Text("Alignment");
+        ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");
+        ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); ShowHelpMarker("Alignment applies when a button is larger than its text content.");
+        ImGui::TreePop();
+    }
+
+    if (ImGui::TreeNode("Colors"))
+    {
+        static int output_dest = 0;
+        static bool output_only_modified = false;
+        if (ImGui::Button("Copy Colors"))
+        {
+            if (output_dest == 0)
+                ImGui::LogToClipboard();
+            else
+                ImGui::LogToTTY();
+            ImGui::LogText("ImGuiStyle& style = ImGui::GetStyle();" IM_NEWLINE);
+            for (int i = 0; i < ImGuiCol_COUNT; i++)
+            {
+                const ImVec4& col = style.Colors[i];
+                const char* name = ImGui::GetStyleColName(i);
+                if (!output_only_modified || memcmp(&col, (ref ? &ref->Colors[i] : &default_style.Colors[i]), sizeof(ImVec4)) != 0)
+                    ImGui::LogText("style.Colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, name, 22 - (int)strlen(name), "", col.x, col.y, col.z, col.w);
+            }
+            ImGui::LogFinish();
+        }
+        ImGui::SameLine(); ImGui::PushItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); ImGui::PopItemWidth();
+        ImGui::SameLine(); ImGui::Checkbox("Only Modified Fields", &output_only_modified);
+
+        static ImGuiColorEditMode edit_mode = ImGuiColorEditMode_RGB;
+        ImGui::RadioButton("RGB", &edit_mode, ImGuiColorEditMode_RGB);
+        ImGui::SameLine();
+        ImGui::RadioButton("HSV", &edit_mode, ImGuiColorEditMode_HSV);
+        ImGui::SameLine();
+        ImGui::RadioButton("HEX", &edit_mode, ImGuiColorEditMode_HEX);
+        //ImGui::Text("Tip: Click on colored square to change edit mode.");
+
+        static ImGuiTextFilter filter;
+        filter.Draw("Filter colors", 200);
+
+        ImGui::BeginChild("#colors", ImVec2(0, 300), true, ImGuiWindowFlags_AlwaysVerticalScrollbar);
+        ImGui::PushItemWidth(-160);
+        ImGui::ColorEditMode(edit_mode);
+        for (int i = 0; i < ImGuiCol_COUNT; i++)
+        {
+            const char* name = ImGui::GetStyleColName(i);
+            if (!filter.PassFilter(name))
+                continue;
+            ImGui::PushID(i);
+            ImGui::ColorEdit4(name, (float*)&style.Colors[i], true);
+            if (memcmp(&style.Colors[i], (ref ? &ref->Colors[i] : &default_style.Colors[i]), sizeof(ImVec4)) != 0)
+            {
+                ImGui::SameLine(); if (ImGui::Button("Revert")) style.Colors[i] = ref ? ref->Colors[i] : default_style.Colors[i];
+                if (ref) { ImGui::SameLine(); if (ImGui::Button("Save")) ref->Colors[i] = style.Colors[i]; }
+            }
+            ImGui::PopID();
+        }
+        ImGui::PopItemWidth();
+        ImGui::EndChild();
+
+        ImGui::TreePop();
+    }
+
+    if (ImGui::TreeNode("Fonts", "Fonts (%d)", ImGui::GetIO().Fonts->Fonts.Size))
+    {
+        ImGui::SameLine(); ShowHelpMarker("Tip: Load fonts with io.Fonts->AddFontFromFileTTF()\nbefore calling io.Fonts->GetTex* functions.");
+        ImFontAtlas* atlas = ImGui::GetIO().Fonts;
+        if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
+        {
+            ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0,0), ImVec2(1,1), ImColor(255,255,255,255), ImColor(255,255,255,128));
+            ImGui::TreePop();
+        }
+        ImGui::PushItemWidth(100);
+        for (int i = 0; i < atlas->Fonts.Size; i++)
+        {
+            ImFont* font = atlas->Fonts[i];
+            ImGui::BulletText("Font %d: \'%s\', %.2f px, %d glyphs", i, font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size);
+            ImGui::TreePush((void*)(intptr_t)i);
+            ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) ImGui::GetIO().FontDefault = font;
+            ImGui::PushFont(font);
+            ImGui::Text("The quick brown fox jumps over the lazy dog");
+            ImGui::PopFont();
+            if (ImGui::TreeNode("Details"))
+            {
+                ImGui::DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");   // Scale only this font
+                ImGui::SameLine(); ShowHelpMarker("Note than the default embedded font is NOT meant to be scaled.\n\nFont are currently rendered into bitmaps at a given size at the time of building the atlas. You may oversample them to get some flexibility with scaling. You can also render at multiple sizes and select which one to use at runtime.\n\n(Glimmer of hope: the atlas system should hopefully be rewritten in the future to make scaling more natural and automatic.)");
+                ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
+                ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar);
+                ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)sqrtf((float)font->MetricsTotalSurface), (int)sqrtf((float)font->MetricsTotalSurface));
+                for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
+                {
+                    ImFontConfig* cfg = &font->ConfigData[config_i];
+                    ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH);
+                }
+                if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
+                {
+                    // Display all glyphs of the fonts in separate pages of 256 characters
+                    const ImFont::Glyph* glyph_fallback = font->FallbackGlyph; // Forcefully/dodgily make FindGlyph() return NULL on fallback, which isn't the default behavior.
+                    font->FallbackGlyph = NULL;
+                    for (int base = 0; base < 0x10000; base += 256)
+                    {
+                        int count = 0;
+                        for (int n = 0; n < 256; n++)
+                            count += font->FindGlyph((ImWchar)(base + n)) ? 1 : 0;
+                        if (count > 0 && ImGui::TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base+255, count, count > 1 ? "glyphs" : "glyph"))
+                        {
+                            float cell_spacing = style.ItemSpacing.y;
+                            ImVec2 cell_size(font->FontSize * 1, font->FontSize * 1);
+                            ImVec2 base_pos = ImGui::GetCursorScreenPos();
+                            ImDrawList* draw_list = ImGui::GetWindowDrawList();
+                            for (int n = 0; n < 256; n++)
+                            {
+                                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size.x + cell_spacing), base_pos.y + (n / 16) * (cell_size.y + cell_spacing));
+                                ImVec2 cell_p2(cell_p1.x + cell_size.x, cell_p1.y + cell_size.y);
+                                const ImFont::Glyph* glyph = font->FindGlyph((ImWchar)(base+n));;
+                                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255,255,255,100) : IM_COL32(255,255,255,50));
+                                font->RenderChar(draw_list, cell_size.x, cell_p1, ImGui::GetColorU32(ImGuiCol_Text), (ImWchar)(base+n)); // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions available to generate a string.
+                                if (glyph && ImGui::IsMouseHoveringRect(cell_p1, cell_p2))
+                                {
+                                    ImGui::BeginTooltip();
+                                    ImGui::Text("Codepoint: U+%04X", base+n);
+                                    ImGui::Separator();
+                                    ImGui::Text("XAdvance+1: %.1f", glyph->XAdvance);
+                                    ImGui::Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
+                                    ImGui::Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
+                                    ImGui::EndTooltip();
+                                }
+                            }
+                            ImGui::Dummy(ImVec2((cell_size.x + cell_spacing) * 16, (cell_size.y + cell_spacing) * 16));
+                            ImGui::TreePop();
+                        }
+                    }
+                    font->FallbackGlyph = glyph_fallback;
+                    ImGui::TreePop();
+                }
+                ImGui::TreePop();
+            }
+            ImGui::TreePop();
+        }
+        static float window_scale = 1.0f;
+        ImGui::DragFloat("this window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.1f");              // scale only this window
+        ImGui::DragFloat("global scale", &ImGui::GetIO().FontGlobalScale, 0.005f, 0.3f, 2.0f, "%.1f"); // scale everything
+        ImGui::PopItemWidth();
+        ImGui::SetWindowFontScale(window_scale);
+        ImGui::TreePop();
+    }
+
+    ImGui::PopItemWidth();
+}
+
+// Demonstrate creating a fullscreen menu bar and populating it.
+static void ShowExampleAppMainMenuBar()
+{
+    if (ImGui::BeginMainMenuBar())
+    {
+        if (ImGui::BeginMenu("File"))
+        {
+            ShowExampleMenuFile();
+            ImGui::EndMenu();
+        }
+        if (ImGui::BeginMenu("Edit"))
+        {
+            if (ImGui::MenuItem("Undo", "CTRL+Z")) {}
+            if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {}  // Disabled item
+            ImGui::Separator();
+            if (ImGui::MenuItem("Cut", "CTRL+X")) {}
+            if (ImGui::MenuItem("Copy", "CTRL+C")) {}
+            if (ImGui::MenuItem("Paste", "CTRL+V")) {}
+            ImGui::EndMenu();
+        }
+        ImGui::EndMainMenuBar();
+    }
+}
+
+static void ShowExampleMenuFile()
+{
+    ImGui::MenuItem("(dummy menu)", NULL, false, false);
+    if (ImGui::MenuItem("New")) {}
+    if (ImGui::MenuItem("Open", "Ctrl+O")) {}
+    if (ImGui::BeginMenu("Open Recent"))
+    {
+        ImGui::MenuItem("fish_hat.c");
+        ImGui::MenuItem("fish_hat.inl");
+        ImGui::MenuItem("fish_hat.h");
+        if (ImGui::BeginMenu("More.."))
+        {
+            ImGui::MenuItem("Hello");
+            ImGui::MenuItem("Sailor");
+            if (ImGui::BeginMenu("Recurse.."))
+            {
+                ShowExampleMenuFile();
+                ImGui::EndMenu();
+            }
+            ImGui::EndMenu();
+        }
+        ImGui::EndMenu();
+    }
+    if (ImGui::MenuItem("Save", "Ctrl+S")) {}
+    if (ImGui::MenuItem("Save As..")) {}
+    ImGui::Separator();
+    if (ImGui::BeginMenu("Options"))
+    {
+        static bool enabled = true;
+        ImGui::MenuItem("Enabled", "", &enabled);
+        ImGui::BeginChild("child", ImVec2(0, 60), true);
+        for (int i = 0; i < 10; i++)
+            ImGui::Text("Scrolling Text %d", i);
+        ImGui::EndChild();
+        static float f = 0.5f;
+        static int n = 0;
+        ImGui::SliderFloat("Value", &f, 0.0f, 1.0f);
+        ImGui::InputFloat("Input", &f, 0.1f);
+        ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0");
+        ImGui::EndMenu();
+    }
+    if (ImGui::BeginMenu("Colors"))
+    {
+        for (int i = 0; i < ImGuiCol_COUNT; i++)
+            ImGui::MenuItem(ImGui::GetStyleColName((ImGuiCol)i));
+        ImGui::EndMenu();
+    }
+    if (ImGui::BeginMenu("Disabled", false)) // Disabled
+    {
+        IM_ASSERT(0);
+    }
+    if (ImGui::MenuItem("Checked", NULL, true)) {}
+    if (ImGui::MenuItem("Quit", "Alt+F4")) {}
+}
+
+// Demonstrate creating a window which gets auto-resized according to its content.
+static void ShowExampleAppAutoResize(bool* p_open)
+{
+    if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize))
+    {
+        ImGui::End();
+        return;
+    }
+
+    static int lines = 10;
+    ImGui::Text("Window will resize every-frame to the size of its content.\nNote that you probably don't want to query the window size to\noutput your content because that would create a feedback loop.");
+    ImGui::SliderInt("Number of lines", &lines, 1, 20);
+    for (int i = 0; i < lines; i++)
+        ImGui::Text("%*sThis is line %d", i*4, "", i); // Pad with space to extend size horizontally
+    ImGui::End();
+}
+
+// Demonstrate creating a window with custom resize constraints.
+static void ShowExampleAppConstrainedResize(bool* p_open)
+{
+    struct CustomConstraints // Helper functions to demonstrate programmatic constraints
+    {
+        static void Square(ImGuiSizeConstraintCallbackData* data) { data->DesiredSize = ImVec2(IM_MAX(data->DesiredSize.x, data->DesiredSize.y), IM_MAX(data->DesiredSize.x, data->DesiredSize.y)); }
+        static void Step(ImGuiSizeConstraintCallbackData* data)   { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); }
+    };
+
+    static int type = 0;
+    if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0),    ImVec2(-1, FLT_MAX));      // Vertical only
+    if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1),    ImVec2(FLT_MAX, -1));      // Horizontal only
+    if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100
+    if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(300, 0),   ImVec2(400, FLT_MAX));     // Width 300-400
+    if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0),     ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square);          // Always Square
+    if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0),     ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)100);// Fixed Step
+
+    if (ImGui::Begin("Example: Constrained Resize", p_open))
+    {
+        const char* desc[] = 
+        {
+            "Resize vertical only",
+            "Resize horizontal only",
+            "Width > 100, Height > 100",
+            "Width 300-400",
+            "Custom: Always Square",
+            "Custom: Fixed Steps (100)",
+        };
+        ImGui::Combo("Constraint", &type, desc, IM_ARRAYSIZE(desc)); 
+        if (ImGui::Button("200x200")) ImGui::SetWindowSize(ImVec2(200,200)); ImGui::SameLine();
+        if (ImGui::Button("500x500")) ImGui::SetWindowSize(ImVec2(500,500)); ImGui::SameLine();
+        if (ImGui::Button("800x200")) ImGui::SetWindowSize(ImVec2(800,200));
+        for (int i = 0; i < 10; i++) 
+            ImGui::Text("Hello, sailor! Making this line long enough for the example.");
+    }
+    ImGui::End();
+}
+
+// Demonstrate creating a simple static window with no decoration.
+static void ShowExampleAppFixedOverlay(bool* p_open)
+{
+    ImGui::SetNextWindowPos(ImVec2(10,10));
+    if (!ImGui::Begin("Example: Fixed Overlay", p_open, ImVec2(0,0), 0.3f, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoSavedSettings))
+    {
+        ImGui::End();
+        return;
+    }
+    ImGui::Text("Simple overlay\non the top-left side of the screen.");
+    ImGui::Separator();
+    ImGui::Text("Mouse Position: (%.1f,%.1f)", ImGui::GetIO().MousePos.x, ImGui::GetIO().MousePos.y);
+    ImGui::End();
+}
+
+// Demonstrate using "##" and "###" in identifiers to manipulate ID generation.
+// Read section "How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs." about ID.
+static void ShowExampleAppManipulatingWindowTitle(bool*)
+{
+    // By default, Windows are uniquely identified by their title.
+    // You can use the "##" and "###" markers to manipulate the display/ID.
+
+    // Using "##" to display same title but have unique identifier.
+    ImGui::SetNextWindowPos(ImVec2(100,100), ImGuiSetCond_FirstUseEver);
+    ImGui::Begin("Same title as another window##1");
+    ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique.");
+    ImGui::End();
+
+    ImGui::SetNextWindowPos(ImVec2(100,200), ImGuiSetCond_FirstUseEver);
+    ImGui::Begin("Same title as another window##2");
+    ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique.");
+    ImGui::End();
+
+    // Using "###" to display a changing title but keep a static identifier "AnimatedTitle"
+    char buf[128];
+    sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime()/0.25f)&3], rand());
+    ImGui::SetNextWindowPos(ImVec2(100,300), ImGuiSetCond_FirstUseEver);
+    ImGui::Begin(buf);
+    ImGui::Text("This window has a changing title.");
+    ImGui::End();
+}
+
+// Demonstrate using the low-level ImDrawList to draw custom shapes. 
+static void ShowExampleAppCustomRendering(bool* p_open)
+{
+    ImGui::SetNextWindowSize(ImVec2(350,560), ImGuiSetCond_FirstUseEver);
+    if (!ImGui::Begin("Example: Custom rendering", p_open))
+    {
+        ImGui::End();
+        return;
+    }
+
+    // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of overloaded operators, etc.
+    // Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your types and ImVec2/ImVec4.
+    // ImGui defines overloaded operators but they are internal to imgui.cpp and not exposed outside (to avoid messing with your types)
+    // In this example we are not using the maths operators!
+    ImDrawList* draw_list = ImGui::GetWindowDrawList();
+
+    // Primitives
+    ImGui::Text("Primitives");
+    static float sz = 36.0f;
+    static ImVec4 col = ImVec4(1.0f,1.0f,0.4f,1.0f);
+    ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f");
+    ImGui::ColorEdit3("Color", &col.x);
+    {
+        const ImVec2 p = ImGui::GetCursorScreenPos();
+        const ImU32 col32 = ImColor(col);
+        float x = p.x + 4.0f, y = p.y + 4.0f, spacing = 8.0f;
+        for (int n = 0; n < 2; n++)
+        {
+            float thickness = (n == 0) ? 1.0f : 4.0f;
+            draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 20, thickness); x += sz+spacing;
+            draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 0.0f, ~0, thickness); x += sz+spacing;
+            draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ~0, thickness); x += sz+spacing;
+            draw_list->AddTriangle(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32, thickness); x += sz+spacing;
+            draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y   ), col32, thickness); x += sz+spacing;
+            draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, thickness); x += sz+spacing;
+            draw_list->AddLine(ImVec2(x, y), ImVec2(x,    y+sz), col32, thickness); x += spacing;
+            draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x+sz*1.3f,y+sz*0.3f), ImVec2(x+sz-sz*1.3f,y+sz-sz*0.3f), ImVec2(x+sz, y+sz), col32, thickness);
+            x = p.x + 4;
+            y += sz+spacing;
+        }
+        draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 32); x += sz+spacing;
+        draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32); x += sz+spacing;
+        draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f); x += sz+spacing;
+        draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32); x += sz+spacing;
+        draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x+sz, y+sz), ImColor(0,0,0), ImColor(255,0,0), ImColor(255,255,0), ImColor(0,255,0));
+        ImGui::Dummy(ImVec2((sz+spacing)*8, (sz+spacing)*3));
+    }
+    ImGui::Separator();
+    {
+        static ImVector<ImVec2> points;
+        static bool adding_line = false;
+        ImGui::Text("Canvas example");
+        if (ImGui::Button("Clear")) points.clear();
+        if (points.Size >= 2) { ImGui::SameLine(); if (ImGui::Button("Undo")) { points.pop_back(); points.pop_back(); } }
+        ImGui::Text("Left-click and drag to add lines,\nRight-click to undo");
+
+        // Here we are using InvisibleButton() as a convenience to 1) advance the cursor and 2) allows us to use IsItemHovered()
+        // However you can draw directly and poll mouse/keyboard by yourself. You can manipulate the cursor using GetCursorPos() and SetCursorPos().
+        // If you only use the ImDrawList API, you can notify the owner window of its extends by using SetCursorPos(max).
+        ImVec2 canvas_pos = ImGui::GetCursorScreenPos();            // ImDrawList API uses screen coordinates!
+        ImVec2 canvas_size = ImGui::GetContentRegionAvail();        // Resize canvas to what's available
+        if (canvas_size.x < 50.0f) canvas_size.x = 50.0f;
+        if (canvas_size.y < 50.0f) canvas_size.y = 50.0f;
+        draw_list->AddRectFilledMultiColor(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), ImColor(50,50,50), ImColor(50,50,60), ImColor(60,60,70), ImColor(50,50,60));
+        draw_list->AddRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), ImColor(255,255,255));
+
+        bool adding_preview = false;
+        ImGui::InvisibleButton("canvas", canvas_size);
+        ImVec2 mouse_pos_in_canvas = ImVec2(ImGui::GetIO().MousePos.x - canvas_pos.x, ImGui::GetIO().MousePos.y - canvas_pos.y);
+        if (adding_line)
+        {
+            adding_preview = true;
+            points.push_back(mouse_pos_in_canvas);
+            if (!ImGui::GetIO().MouseDown[0])
+                adding_line = adding_preview = false;
+        }
+        if (ImGui::IsItemHovered())
+        {
+            if (!adding_line && ImGui::IsMouseClicked(0))
+            {
+                points.push_back(mouse_pos_in_canvas);
+                adding_line = true;
+            }
+            if (ImGui::IsMouseClicked(1) && !points.empty())
+            {
+                adding_line = adding_preview = false;
+                points.pop_back();
+                points.pop_back();
+            }
+        }
+        draw_list->PushClipRect(canvas_pos, ImVec2(canvas_pos.x+canvas_size.x, canvas_pos.y+canvas_size.y));      // clip lines within the canvas (if we resize it, etc.)
+        for (int i = 0; i < points.Size - 1; i += 2)
+            draw_list->AddLine(ImVec2(canvas_pos.x + points[i].x, canvas_pos.y + points[i].y), ImVec2(canvas_pos.x + points[i+1].x, canvas_pos.y + points[i+1].y), IM_COL32(255,255,0,255), 2.0f);
+        draw_list->PopClipRect();
+        if (adding_preview)
+            points.pop_back();
+    }
+    ImGui::End();
+}
+
+// Demonstrating creating a simple console window, with scrolling, filtering, completion and history.
+// For the console example, here we are using a more C++ like approach of declaring a class to hold the data and the functions.
+struct ExampleAppConsole
+{
+    char                  InputBuf[256];
+    ImVector<char*>       Items;
+    bool                  ScrollToBottom;
+    ImVector<char*>       History;
+    int                   HistoryPos;    // -1: new line, 0..History.Size-1 browsing history.
+    ImVector<const char*> Commands;
+
+    ExampleAppConsole()
+    {
+        ClearLog();
+        memset(InputBuf, 0, sizeof(InputBuf));
+        HistoryPos = -1;
+        Commands.push_back("HELP");
+        Commands.push_back("HISTORY");
+        Commands.push_back("CLEAR");
+        Commands.push_back("CLASSIFY");  // "classify" is here to provide an example of "C"+[tab] completing to "CL" and displaying matches.
+        AddLog("Welcome to ImGui!");
+    }
+    ~ExampleAppConsole()
+    {
+        ClearLog();
+        for (int i = 0; i < History.Size; i++)
+            free(History[i]);
+    }
+
+    // Portable helpers
+    static int   Stricmp(const char* str1, const char* str2)         { int d; while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; } return d; }
+    static int   Strnicmp(const char* str1, const char* str2, int n) { int d = 0; while (n > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; n--; } return d; }
+    static char* Strdup(const char *str)                             { size_t len = strlen(str) + 1; void* buff = malloc(len); return (char*)memcpy(buff, (const void*)str, len); }
+
+    void    ClearLog()
+    {
+        for (int i = 0; i < Items.Size; i++)
+            free(Items[i]);
+        Items.clear();
+        ScrollToBottom = true;
+    }
+
+    void    AddLog(const char* fmt, ...) IM_PRINTFARGS(2)
+    {
+        char buf[1024];
+        va_list args;
+        va_start(args, fmt);
+        vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args);
+        buf[IM_ARRAYSIZE(buf)-1] = 0;
+        va_end(args);
+        Items.push_back(Strdup(buf));
+        ScrollToBottom = true;
+    }
+
+    void    Draw(const char* title, bool* p_open)
+    {
+        ImGui::SetNextWindowSize(ImVec2(520,600), ImGuiSetCond_FirstUseEver);
+        if (!ImGui::Begin(title, p_open))
+        {
+            ImGui::End();
+            return;
+        }
+
+        ImGui::TextWrapped("This example implements a console with basic coloring, completion and history. A more elaborate implementation may want to store entries along with extra data such as timestamp, emitter, etc.");
+        ImGui::TextWrapped("Enter 'HELP' for help, press TAB to use text completion.");
+
+        // TODO: display items starting from the bottom
+
+        if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine();
+        if (ImGui::SmallButton("Add Dummy Error")) AddLog("[error] something went wrong"); ImGui::SameLine();
+        if (ImGui::SmallButton("Clear")) ClearLog(); ImGui::SameLine();
+        if (ImGui::SmallButton("Scroll to bottom")) ScrollToBottom = true;
+        //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); }
+
+        ImGui::Separator();
+
+        ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0));
+        static ImGuiTextFilter filter;
+        filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180);
+        ImGui::PopStyleVar();
+        ImGui::Separator();
+
+        ImGui::BeginChild("ScrollingRegion", ImVec2(0,-ImGui::GetItemsLineHeightWithSpacing()), false, ImGuiWindowFlags_HorizontalScrollbar);
+        if (ImGui::BeginPopupContextWindow())
+        {
+            if (ImGui::Selectable("Clear")) ClearLog();
+            ImGui::EndPopup();
+        }
+
+        // Display every line as a separate entry so we can change their color or add custom widgets. If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
+        // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping to only process visible items.
+        // You can seek and display only the lines that are visible using the ImGuiListClipper helper, if your elements are evenly spaced and you have cheap random access to the elements.
+        // To use the clipper we could replace the 'for (int i = 0; i < Items.Size; i++)' loop with:
+        //     ImGuiListClipper clipper(Items.Size);
+        //     while (clipper.Step())
+        //         for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
+        // However take note that you can not use this code as is if a filter is active because it breaks the 'cheap random-access' property. We would need random-access on the post-filtered list.
+        // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices that passed the filtering test, recomputing this array when user changes the filter,
+        // and appending newly elements as they are inserted. This is left as a task to the user until we can manage to improve this example code!
+        // If your items are of variable size you may want to implement code similar to what ImGuiListClipper does. Or split your data into fixed height items to allow random-seeking into your list.
+        ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4,1)); // Tighten spacing
+        for (int i = 0; i < Items.Size; i++)
+        {
+            const char* item = Items[i];
+            if (!filter.PassFilter(item))
+                continue;
+            ImVec4 col = ImVec4(1.0f,1.0f,1.0f,1.0f); // A better implementation may store a type per-item. For the sample let's just parse the text.
+            if (strstr(item, "[error]")) col = ImColor(1.0f,0.4f,0.4f,1.0f);
+            else if (strncmp(item, "# ", 2) == 0) col = ImColor(1.0f,0.78f,0.58f,1.0f);
+            ImGui::PushStyleColor(ImGuiCol_Text, col);
+            ImGui::TextUnformatted(item);
+            ImGui::PopStyleColor();
+        }
+        if (ScrollToBottom)
+            ImGui::SetScrollHere();
+        ScrollToBottom = false;
+        ImGui::PopStyleVar();
+        ImGui::EndChild();
+        ImGui::Separator();
+
+        // Command-line
+        if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), ImGuiInputTextFlags_EnterReturnsTrue|ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_CallbackHistory, &TextEditCallbackStub, (void*)this))
+        {
+            char* input_end = InputBuf+strlen(InputBuf);
+            while (input_end > InputBuf && input_end[-1] == ' ') input_end--; *input_end = 0;
+            if (InputBuf[0])
+                ExecCommand(InputBuf);
+            strcpy(InputBuf, "");
+        }
+
+        // Demonstrate keeping auto focus on the input box
+        if (ImGui::IsItemHovered() || (ImGui::IsRootWindowOrAnyChildFocused() && !ImGui::IsAnyItemActive() && !ImGui::IsMouseClicked(0)))
+            ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget
+
+        ImGui::End();
+    }
+
+    void    ExecCommand(const char* command_line)
+    {
+        AddLog("# %s\n", command_line);
+
+        // Insert into history. First find match and delete it so it can be pushed to the back. This isn't trying to be smart or optimal.
+        HistoryPos = -1;
+        for (int i = History.Size-1; i >= 0; i--)
+            if (Stricmp(History[i], command_line) == 0)
+            {
+                free(History[i]);
+                History.erase(History.begin() + i);
+                break;
+            }
+        History.push_back(Strdup(command_line));
+
+        // Process command
+        if (Stricmp(command_line, "CLEAR") == 0)
+        {
+            ClearLog();
+        }
+        else if (Stricmp(command_line, "HELP") == 0)
+        {
+            AddLog("Commands:");
+            for (int i = 0; i < Commands.Size; i++)
+                AddLog("- %s", Commands[i]);
+        }
+        else if (Stricmp(command_line, "HISTORY") == 0)
+        {
+            for (int i = History.Size >= 10 ? History.Size - 10 : 0; i < History.Size; i++)
+                AddLog("%3d: %s\n", i, History[i]);
+        }
+        else
+        {
+            AddLog("Unknown command: '%s'\n", command_line);
+        }
+    }
+
+    static int TextEditCallbackStub(ImGuiTextEditCallbackData* data) // In C++11 you are better off using lambdas for this sort of forwarding callbacks
+    {
+        ExampleAppConsole* console = (ExampleAppConsole*)data->UserData;
+        return console->TextEditCallback(data);
+    }
+
+    int     TextEditCallback(ImGuiTextEditCallbackData* data)
+    {
+        //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd);
+        switch (data->EventFlag)
+        {
+        case ImGuiInputTextFlags_CallbackCompletion:
+            {
+                // Example of TEXT COMPLETION
+
+                // Locate beginning of current word
+                const char* word_end = data->Buf + data->CursorPos;
+                const char* word_start = word_end;
+                while (word_start > data->Buf)
+                {
+                    const char c = word_start[-1];
+                    if (c == ' ' || c == '\t' || c == ',' || c == ';')
+                        break;
+                    word_start--;
+                }
+
+                // Build a list of candidates
+                ImVector<const char*> candidates;
+                for (int i = 0; i < Commands.Size; i++)
+                    if (Strnicmp(Commands[i], word_start, (int)(word_end-word_start)) == 0)
+                        candidates.push_back(Commands[i]);
+
+                if (candidates.Size == 0)
+                {
+                    // No match
+                    AddLog("No match for \"%.*s\"!\n", (int)(word_end-word_start), word_start);
+                }
+                else if (candidates.Size == 1)
+                {
+                    // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing
+                    data->DeleteChars((int)(word_start-data->Buf), (int)(word_end-word_start));
+                    data->InsertChars(data->CursorPos, candidates[0]);
+                    data->InsertChars(data->CursorPos, " ");
+                }
+                else
+                {
+                    // Multiple matches. Complete as much as we can, so inputing "C" will complete to "CL" and display "CLEAR" and "CLASSIFY"
+                    int match_len = (int)(word_end - word_start);
+                    for (;;)
+                    {
+                        int c = 0;
+                        bool all_candidates_matches = true;
+                        for (int i = 0; i < candidates.Size && all_candidates_matches; i++)
+                            if (i == 0)
+                                c = toupper(candidates[i][match_len]);
+                            else if (c == 0 || c != toupper(candidates[i][match_len]))
+                                all_candidates_matches = false;
+                        if (!all_candidates_matches)
+                            break;
+                        match_len++;
+                    }
+
+                    if (match_len > 0)
+                    {
+                        data->DeleteChars((int)(word_start - data->Buf), (int)(word_end-word_start));
+                        data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len);
+                    }
+
+                    // List matches
+                    AddLog("Possible matches:\n");
+                    for (int i = 0; i < candidates.Size; i++)
+                        AddLog("- %s\n", candidates[i]);
+                }
+
+                break;
+            }
+        case ImGuiInputTextFlags_CallbackHistory:
+            {
+                // Example of HISTORY
+                const int prev_history_pos = HistoryPos;
+                if (data->EventKey == ImGuiKey_UpArrow)
+                {
+                    if (HistoryPos == -1)
+                        HistoryPos = History.Size - 1;
+                    else if (HistoryPos > 0)
+                        HistoryPos--;
+                }
+                else if (data->EventKey == ImGuiKey_DownArrow)
+                {
+                    if (HistoryPos != -1)
+                        if (++HistoryPos >= History.Size)
+                            HistoryPos = -1;
+                }
+
+                // A better implementation would preserve the data on the current input line along with cursor position.
+                if (prev_history_pos != HistoryPos)
+                {
+                    data->CursorPos = data->SelectionStart = data->SelectionEnd = data->BufTextLen = (int)snprintf(data->Buf, (size_t)data->BufSize, "%s", (HistoryPos >= 0) ? History[HistoryPos] : "");
+                    data->BufDirty = true;
+                }
+            }
+        }
+        return 0;
+    }
+};
+
+static void ShowExampleAppConsole(bool* p_open)
+{
+    static ExampleAppConsole console;
+    console.Draw("Example: Console", p_open);
+}
+
+// Usage:
+//  static ExampleAppLog my_log;
+//  my_log.AddLog("Hello %d world\n", 123);
+//  my_log.Draw("title");
+struct ExampleAppLog
+{
+    ImGuiTextBuffer     Buf;
+    ImGuiTextFilter     Filter;
+    ImVector<int>       LineOffsets;        // Index to lines offset
+    bool                ScrollToBottom;
+
+    void    Clear()     { Buf.clear(); LineOffsets.clear(); }
+
+    void    AddLog(const char* fmt, ...) IM_PRINTFARGS(2)
+    {
+        int old_size = Buf.size();
+        va_list args;
+        va_start(args, fmt);
+        Buf.appendv(fmt, args);
+        va_end(args);
+        for (int new_size = Buf.size(); old_size < new_size; old_size++)
+            if (Buf[old_size] == '\n')
+                LineOffsets.push_back(old_size);
+        ScrollToBottom = true;
+    }
+
+    void    Draw(const char* title, bool* p_open = NULL)
+    {
+        ImGui::SetNextWindowSize(ImVec2(500,400), ImGuiSetCond_FirstUseEver);
+        ImGui::Begin(title, p_open);
+        if (ImGui::Button("Clear")) Clear();
+        ImGui::SameLine();
+        bool copy = ImGui::Button("Copy");
+        ImGui::SameLine();
+        Filter.Draw("Filter", -100.0f);
+        ImGui::Separator();
+        ImGui::BeginChild("scrolling", ImVec2(0,0), false, ImGuiWindowFlags_HorizontalScrollbar);
+        if (copy) ImGui::LogToClipboard();
+
+        if (Filter.IsActive())
+        {
+            const char* buf_begin = Buf.begin();
+            const char* line = buf_begin;
+            for (int line_no = 0; line != NULL; line_no++)
+            {
+                const char* line_end = (line_no < LineOffsets.Size) ? buf_begin + LineOffsets[line_no] : NULL;
+                if (Filter.PassFilter(line, line_end))
+                    ImGui::TextUnformatted(line, line_end);
+                line = line_end && line_end[1] ? line_end + 1 : NULL;
+            }
+        }
+        else
+        {
+            ImGui::TextUnformatted(Buf.begin());
+        }
+
+        if (ScrollToBottom)
+            ImGui::SetScrollHere(1.0f);
+        ScrollToBottom = false;
+        ImGui::EndChild();
+        ImGui::End();
+    }
+};
+
+// Demonstrate creating a simple log window with basic filtering.
+static void ShowExampleAppLog(bool* p_open)
+{
+    static ExampleAppLog log;
+
+    // Demo fill
+    static float last_time = -1.0f;
+    float time = ImGui::GetTime();
+    if (time - last_time >= 0.3f)
+    {
+        const char* random_words[] = { "system", "info", "warning", "error", "fatal", "notice", "log" };
+        log.AddLog("[%s] Hello, time is %.1f, rand() %d\n", random_words[rand() % IM_ARRAYSIZE(random_words)], time, (int)rand());
+        last_time = time;
+    }
+
+    log.Draw("Example: Log", p_open);
+}
+
+// Demonstrate create a window with multiple child windows.
+static void ShowExampleAppLayout(bool* p_open)
+{
+    ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiSetCond_FirstUseEver);
+    if (ImGui::Begin("Example: Layout", p_open, ImGuiWindowFlags_MenuBar))
+    {
+        if (ImGui::BeginMenuBar())
+        {
+            if (ImGui::BeginMenu("File"))
+            {
+                if (ImGui::MenuItem("Close")) *p_open = false;
+                ImGui::EndMenu();
+            }
+            ImGui::EndMenuBar();
+        }
+
+        // left
+        static int selected = 0;
+        ImGui::BeginChild("left pane", ImVec2(150, 0), true);
+        for (int i = 0; i < 100; i++)
+        {
+            char label[128];
+            sprintf(label, "MyObject %d", i);
+            if (ImGui::Selectable(label, selected == i))
+                selected = i;
+        }
+        ImGui::EndChild();
+        ImGui::SameLine();
+
+        // right
+        ImGui::BeginGroup();
+            ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetItemsLineHeightWithSpacing())); // Leave room for 1 line below us
+                ImGui::Text("MyObject: %d", selected);
+                ImGui::Separator();
+                ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. ");
+            ImGui::EndChild();
+            ImGui::BeginChild("buttons");
+                if (ImGui::Button("Revert")) {}
+                ImGui::SameLine();
+                if (ImGui::Button("Save")) {}
+            ImGui::EndChild();
+        ImGui::EndGroup();
+    }
+    ImGui::End();
+}
+
+// Demonstrate create a simple property editor.
+static void ShowExampleAppPropertyEditor(bool* p_open)
+{
+    ImGui::SetNextWindowSize(ImVec2(430,450), ImGuiSetCond_FirstUseEver);
+    if (!ImGui::Begin("Example: Property editor", p_open))
+    {
+        ImGui::End();
+        return;
+    }
+
+    ShowHelpMarker("This example shows how you may implement a property editor using two columns.\nAll objects/fields data are dummies here.\nRemember that in many simple cases, you can use ImGui::SameLine(xxx) to position\nyour cursor horizontally instead of using the Columns() API.");
+
+    ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2,2));
+    ImGui::Columns(2);
+    ImGui::Separator();
+
+    struct funcs
+    {
+        static void ShowDummyObject(const char* prefix, int uid)
+        {
+            ImGui::PushID(uid);                      // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID.
+            ImGui::AlignFirstTextHeightToWidgets();  // Text and Tree nodes are less high than regular widgets, here we add vertical spacing to make the tree lines equal high.
+            bool node_open = ImGui::TreeNode("Object", "%s_%u", prefix, uid);
+            ImGui::NextColumn();
+            ImGui::AlignFirstTextHeightToWidgets();
+            ImGui::Text("my sailor is rich");
+            ImGui::NextColumn();
+            if (node_open)
+            {
+                static float dummy_members[8] = { 0.0f,0.0f,1.0f,3.1416f,100.0f,999.0f };
+                for (int i = 0; i < 8; i++)
+                {
+                    ImGui::PushID(i); // Use field index as identifier.
+                    if (i < 2)
+                    {
+                        ShowDummyObject("Child", 424242);
+                    }
+                    else
+                    {
+                        ImGui::AlignFirstTextHeightToWidgets();
+                        // Here we use a Selectable (instead of Text) to highlight on hover
+                        //ImGui::Text("Field_%d", i);
+                        char label[32];
+                        sprintf(label, "Field_%d", i);
+                        ImGui::Bullet();
+                        ImGui::Selectable(label);
+                        ImGui::NextColumn();
+                        ImGui::PushItemWidth(-1);
+                        if (i >= 5)
+                            ImGui::InputFloat("##value", &dummy_members[i], 1.0f);
+                        else
+                            ImGui::DragFloat("##value", &dummy_members[i], 0.01f);
+                        ImGui::PopItemWidth();
+                        ImGui::NextColumn();
+                    }
+                    ImGui::PopID();
+                }
+                ImGui::TreePop();
+            }
+            ImGui::PopID();
+        }
+    };
+
+    // Iterate dummy objects with dummy members (all the same data)
+    for (int obj_i = 0; obj_i < 3; obj_i++)
+        funcs::ShowDummyObject("Object", obj_i);
+
+    ImGui::Columns(1);
+    ImGui::Separator();
+    ImGui::PopStyleVar();
+    ImGui::End();
+}
+
+// Demonstrate/test rendering huge amount of text, and the incidence of clipping.
+static void ShowExampleAppLongText(bool* p_open)
+{
+    ImGui::SetNextWindowSize(ImVec2(520,600), ImGuiSetCond_FirstUseEver);
+    if (!ImGui::Begin("Example: Long text display", p_open))
+    {
+        ImGui::End();
+        return;
+    }
+
+    static int test_type = 0;
+    static ImGuiTextBuffer log;
+    static int lines = 0;
+    ImGui::Text("Printing unusually long amount of text.");
+    ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped manually\0Multiple calls to Text(), not clipped\0");
+    ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size());
+    if (ImGui::Button("Clear")) { log.clear(); lines = 0; }
+    ImGui::SameLine();
+    if (ImGui::Button("Add 1000 lines"))
+    {
+        for (int i = 0; i < 1000; i++)
+            log.append("%i The quick brown fox jumps over the lazy dog\n", lines+i);
+        lines += 1000;
+    }
+    ImGui::BeginChild("Log");
+    switch (test_type)
+    {
+    case 0:
+        // Single call to TextUnformatted() with a big buffer
+        ImGui::TextUnformatted(log.begin(), log.end());
+        break;
+    case 1:
+        {
+            // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper.
+            ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0));
+            ImGuiListClipper clipper(lines);
+            while (clipper.Step())
+                for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
+                    ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);
+            ImGui::PopStyleVar();
+            break;
+        }
+    case 2:
+        // Multiple calls to Text(), not clipped (slow)
+        ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0));
+        for (int i = 0; i < lines; i++)
+            ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);
+        ImGui::PopStyleVar();
+        break;
+    }
+    ImGui::EndChild();
+    ImGui::End();
+}
+
+// End of Demo code
+#else
+
+void ImGui::ShowTestWindow(bool*) {}
+void ImGui::ShowUserGuide() {}
+void ImGui::ShowStyleEditor(ImGuiStyle*) {}
+
+#endif

+ 2418 - 0
Source/ThirdParty/imgui/imgui_draw.cpp

@@ -0,0 +1,2418 @@
+// dear imgui, v1.50
+// (drawing and font code)
+
+// Contains implementation for
+// - ImDrawList
+// - ImDrawData
+// - ImFontAtlas
+// - ImFont
+// - Default font data
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#include "imgui.h"
+#define IMGUI_DEFINE_MATH_OPERATORS
+#define IMGUI_DEFINE_PLACEMENT_NEW
+#include "imgui_internal.h"
+
+#include <stdio.h>      // vsnprintf, sscanf, printf
+#if !defined(alloca)
+#ifdef _WIN32
+#include <malloc.h>     // alloca
+#elif (defined(__FreeBSD__) || defined(FreeBSD_kernel) || defined(__DragonFly__)) && !defined(__GLIBC__)
+#include <stdlib.h>     // alloca. FreeBSD uses stdlib.h unless GLIBC
+#else
+#include <alloca.h>     // alloca
+#endif
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#define snprintf _snprintf
+#endif
+
+#ifdef __clang__
+#pragma clang diagnostic ignored "-Wold-style-cast"         // warning : use of old-style cast                              // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wfloat-equal"            // warning : comparing floating point with == or != is unsafe   // storing and comparing against same constants ok.
+#pragma clang diagnostic ignored "-Wglobal-constructors"    // warning : declaration requires a global destructor           // similar to above, not sure what the exact difference it.
+#pragma clang diagnostic ignored "-Wsign-conversion"        // warning : implicit conversion changes signedness             //
+#if __has_warning("-Wreserved-id-macro")
+#pragma clang diagnostic ignored "-Wreserved-id-macro"      // warning : macro name is a reserved identifier                //
+#endif
+#elif defined(__GNUC__)
+#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
+#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
+#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
+#pragma GCC diagnostic ignored "-Wcast-qual"                // warning: cast from type 'xxxx' to type 'xxxx' casts away qualifiers
+#endif
+
+//-------------------------------------------------------------------------
+// STB libraries implementation
+//-------------------------------------------------------------------------
+
+//#define IMGUI_STB_NAMESPACE     ImGuiStb
+//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
+//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
+
+#ifdef IMGUI_STB_NAMESPACE
+namespace IMGUI_STB_NAMESPACE
+{
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (push)
+#pragma warning (disable: 4456)                             // declaration of 'xx' hides previous local declaration
+#endif
+
+#ifdef __clang__
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wold-style-cast"         // warning : use of old-style cast                              // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wunused-function"
+#pragma clang diagnostic ignored "-Wmissing-prototypes"
+#endif
+
+#ifdef __GNUC__
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wtype-limits"              // warning: comparison is always true due to limited range of data type [-Wtype-limits]
+#endif
+
+#define STBRP_ASSERT(x)    IM_ASSERT(x)
+#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
+#define STBRP_STATIC
+#define STB_RECT_PACK_IMPLEMENTATION
+#endif
+#include "stb_rect_pack.h"
+
+#define STBTT_malloc(x,u)  ((void)(u), ImGui::MemAlloc(x))
+#define STBTT_free(x,u)    ((void)(u), ImGui::MemFree(x))
+#define STBTT_assert(x)    IM_ASSERT(x)
+#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
+#define STBTT_STATIC
+#define STB_TRUETYPE_IMPLEMENTATION
+#else
+#define STBTT_DEF extern
+#endif
+#include "stb_truetype.h"
+
+#ifdef __GNUC__
+#pragma GCC diagnostic pop
+#endif
+
+#ifdef __clang__
+#pragma clang diagnostic pop
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (pop)
+#endif
+
+#ifdef IMGUI_STB_NAMESPACE
+} // namespace ImGuiStb
+using namespace IMGUI_STB_NAMESPACE;
+#endif
+
+//-----------------------------------------------------------------------------
+// ImDrawList
+//-----------------------------------------------------------------------------
+
+static const ImVec4 GNullClipRect(-8192.0f, -8192.0f, +8192.0f, +8192.0f); // Large values that are easy to encode in a few bits+shift
+
+void ImDrawList::Clear()
+{
+    CmdBuffer.resize(0);
+    IdxBuffer.resize(0);
+    VtxBuffer.resize(0);
+    _VtxCurrentIdx = 0;
+    _VtxWritePtr = NULL;
+    _IdxWritePtr = NULL;
+    _ClipRectStack.resize(0);
+    _TextureIdStack.resize(0);
+    _Path.resize(0);
+    _ChannelsCurrent = 0;
+    _ChannelsCount = 1;
+    // NB: Do not clear channels so our allocations are re-used after the first frame.
+}
+
+void ImDrawList::ClearFreeMemory()
+{
+    CmdBuffer.clear();
+    IdxBuffer.clear();
+    VtxBuffer.clear();
+    _VtxCurrentIdx = 0;
+    _VtxWritePtr = NULL;
+    _IdxWritePtr = NULL;
+    _ClipRectStack.clear();
+    _TextureIdStack.clear();
+    _Path.clear();
+    _ChannelsCurrent = 0;
+    _ChannelsCount = 1;
+    for (int i = 0; i < _Channels.Size; i++)
+    {
+        if (i == 0) memset(&_Channels[0], 0, sizeof(_Channels[0]));  // channel 0 is a copy of CmdBuffer/IdxBuffer, don't destruct again
+        _Channels[i].CmdBuffer.clear();
+        _Channels[i].IdxBuffer.clear();
+    }
+    _Channels.clear();
+}
+
+// Use macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug mode
+#define GetCurrentClipRect()    (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1]  : GNullClipRect)
+#define GetCurrentTextureId()   (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : NULL)
+
+void ImDrawList::AddDrawCmd()
+{
+    ImDrawCmd draw_cmd;
+    draw_cmd.ClipRect = GetCurrentClipRect();
+    draw_cmd.TextureId = GetCurrentTextureId();
+
+    IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);
+    CmdBuffer.push_back(draw_cmd);
+}
+
+void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
+{
+    ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
+    if (!current_cmd || current_cmd->ElemCount != 0 || current_cmd->UserCallback != NULL)
+    {
+        AddDrawCmd();
+        current_cmd = &CmdBuffer.back();
+    }
+    current_cmd->UserCallback = callback;
+    current_cmd->UserCallbackData = callback_data;
+
+    AddDrawCmd(); // Force a new command after us (see comment below)
+}
+
+// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack.
+// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only.
+void ImDrawList::UpdateClipRect()
+{
+    // If current command is used with different settings we need to add a new command
+    const ImVec4 curr_clip_rect = GetCurrentClipRect();
+    ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size-1] : NULL;
+    if (!curr_cmd || (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) != 0) || curr_cmd->UserCallback != NULL)
+    {
+        AddDrawCmd();
+        return;
+    }
+
+    // Try to merge with previous command if it matches, else use current command
+    ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL;
+    if (curr_cmd->ElemCount == 0 && prev_cmd && memcmp(&prev_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) == 0 && prev_cmd->TextureId == GetCurrentTextureId() && prev_cmd->UserCallback == NULL)
+        CmdBuffer.pop_back();
+    else
+        curr_cmd->ClipRect = curr_clip_rect;
+}
+
+void ImDrawList::UpdateTextureID()
+{
+    // If current command is used with different settings we need to add a new command
+    const ImTextureID curr_texture_id = GetCurrentTextureId();
+    ImDrawCmd* curr_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
+    if (!curr_cmd || (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != curr_texture_id) || curr_cmd->UserCallback != NULL)
+    {
+        AddDrawCmd();
+        return;
+    }
+
+    // Try to merge with previous command if it matches, else use current command
+    ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL;
+    if (prev_cmd && prev_cmd->TextureId == curr_texture_id && memcmp(&prev_cmd->ClipRect, &GetCurrentClipRect(), sizeof(ImVec4)) == 0 && prev_cmd->UserCallback == NULL)
+        CmdBuffer.pop_back();
+    else
+        curr_cmd->TextureId = curr_texture_id;
+}
+
+#undef GetCurrentClipRect
+#undef GetCurrentTextureId
+
+// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
+void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect)
+{
+    ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);
+    if (intersect_with_current_clip_rect && _ClipRectStack.Size)
+    {
+        ImVec4 current = _ClipRectStack.Data[_ClipRectStack.Size-1];
+        if (cr.x < current.x) cr.x = current.x;
+        if (cr.y < current.y) cr.y = current.y;
+        if (cr.z > current.z) cr.z = current.z;
+        if (cr.w > current.w) cr.w = current.w;
+    }
+    cr.z = ImMax(cr.x, cr.z);
+    cr.w = ImMax(cr.y, cr.w);
+
+    _ClipRectStack.push_back(cr);
+    UpdateClipRect();
+}
+
+void ImDrawList::PushClipRectFullScreen()
+{
+    PushClipRect(ImVec2(GNullClipRect.x, GNullClipRect.y), ImVec2(GNullClipRect.z, GNullClipRect.w));
+    //PushClipRect(GetVisibleRect());   // FIXME-OPT: This would be more correct but we're not supposed to access ImGuiContext from here?
+}
+
+void ImDrawList::PopClipRect()
+{
+    IM_ASSERT(_ClipRectStack.Size > 0);
+    _ClipRectStack.pop_back();
+    UpdateClipRect();
+}
+
+void ImDrawList::PushTextureID(const ImTextureID& texture_id)
+{
+    _TextureIdStack.push_back(texture_id);
+    UpdateTextureID();
+}
+
+void ImDrawList::PopTextureID()
+{
+    IM_ASSERT(_TextureIdStack.Size > 0);
+    _TextureIdStack.pop_back();
+    UpdateTextureID();
+}
+
+void ImDrawList::ChannelsSplit(int channels_count)
+{
+    IM_ASSERT(_ChannelsCurrent == 0 && _ChannelsCount == 1);
+    int old_channels_count = _Channels.Size;
+    if (old_channels_count < channels_count)
+        _Channels.resize(channels_count);
+    _ChannelsCount = channels_count;
+
+    // _Channels[] (24 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer
+    // The content of _Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to.
+    // When we switch to the next channel, we'll copy _CmdBuffer/_IdxBuffer into _Channels[0] and then _Channels[1] into _CmdBuffer/_IdxBuffer
+    memset(&_Channels[0], 0, sizeof(ImDrawChannel));
+    for (int i = 1; i < channels_count; i++)
+    {
+        if (i >= old_channels_count)
+        {
+            IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel();
+        }
+        else
+        {
+            _Channels[i].CmdBuffer.resize(0);
+            _Channels[i].IdxBuffer.resize(0);
+        }
+        if (_Channels[i].CmdBuffer.Size == 0)
+        {
+            ImDrawCmd draw_cmd;
+            draw_cmd.ClipRect = _ClipRectStack.back();
+            draw_cmd.TextureId = _TextureIdStack.back();
+            _Channels[i].CmdBuffer.push_back(draw_cmd);
+        }
+    }
+}
+
+void ImDrawList::ChannelsMerge()
+{
+    // Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
+    if (_ChannelsCount <= 1)
+        return;
+
+    ChannelsSetCurrent(0);
+    if (CmdBuffer.Size && CmdBuffer.back().ElemCount == 0)
+        CmdBuffer.pop_back();
+
+    int new_cmd_buffer_count = 0, new_idx_buffer_count = 0;
+    for (int i = 1; i < _ChannelsCount; i++)
+    {
+        ImDrawChannel& ch = _Channels[i];
+        if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0)
+            ch.CmdBuffer.pop_back();
+        new_cmd_buffer_count += ch.CmdBuffer.Size;
+        new_idx_buffer_count += ch.IdxBuffer.Size;
+    }
+    CmdBuffer.resize(CmdBuffer.Size + new_cmd_buffer_count);
+    IdxBuffer.resize(IdxBuffer.Size + new_idx_buffer_count);
+
+    ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count;
+    _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count;
+    for (int i = 1; i < _ChannelsCount; i++)
+    {
+        ImDrawChannel& ch = _Channels[i];
+        if (int sz = ch.CmdBuffer.Size) { memcpy(cmd_write, ch.CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }
+        if (int sz = ch.IdxBuffer.Size) { memcpy(_IdxWritePtr, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); _IdxWritePtr += sz; }
+    }
+    AddDrawCmd();
+    _ChannelsCount = 1;
+}
+
+void ImDrawList::ChannelsSetCurrent(int idx)
+{
+    IM_ASSERT(idx < _ChannelsCount);
+    if (_ChannelsCurrent == idx) return;
+    memcpy(&_Channels.Data[_ChannelsCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer)); // copy 12 bytes, four times
+    memcpy(&_Channels.Data[_ChannelsCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer));
+    _ChannelsCurrent = idx;
+    memcpy(&CmdBuffer, &_Channels.Data[_ChannelsCurrent].CmdBuffer, sizeof(CmdBuffer));
+    memcpy(&IdxBuffer, &_Channels.Data[_ChannelsCurrent].IdxBuffer, sizeof(IdxBuffer));
+    _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size;
+}
+
+// NB: this can be called with negative count for removing primitives (as long as the result does not underflow)
+void ImDrawList::PrimReserve(int idx_count, int vtx_count)
+{
+    ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1];
+    draw_cmd.ElemCount += idx_count;
+
+    int vtx_buffer_size = VtxBuffer.Size;
+    VtxBuffer.resize(vtx_buffer_size + vtx_count);
+    _VtxWritePtr = VtxBuffer.Data + vtx_buffer_size;
+
+    int idx_buffer_size = IdxBuffer.Size;
+    IdxBuffer.resize(idx_buffer_size + idx_count);
+    _IdxWritePtr = IdxBuffer.Data + idx_buffer_size;
+}
+
+// Fully unrolled with inline call to keep our debug builds decently fast.
+void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
+{
+    ImVec2 b(c.x, a.y), d(a.x, c.y), uv(GImGui->FontTexUvWhitePixel);
+    ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
+    _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
+    _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
+    _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
+    _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
+    _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
+    _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;
+    _VtxWritePtr += 4;
+    _VtxCurrentIdx += 4;
+    _IdxWritePtr += 6;
+}
+
+void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col)
+{
+    ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y);
+    ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
+    _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
+    _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
+    _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
+    _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
+    _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
+    _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
+    _VtxWritePtr += 4;
+    _VtxCurrentIdx += 4;
+    _IdxWritePtr += 6;
+}
+
+void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)
+{
+    ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
+    _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
+    _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
+    _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
+    _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
+    _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
+    _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
+    _VtxWritePtr += 4;
+    _VtxCurrentIdx += 4;
+    _IdxWritePtr += 6;
+}
+
+// TODO: Thickness anti-aliased lines cap are missing their AA fringe.
+void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness, bool anti_aliased)
+{
+    if (points_count < 2)
+        return;
+
+    const ImVec2 uv = GImGui->FontTexUvWhitePixel;
+    anti_aliased &= GImGui->Style.AntiAliasedLines;
+    //if (ImGui::GetIO().KeyCtrl) anti_aliased = false; // Debug
+
+    int count = points_count;
+    if (!closed)
+        count = points_count-1;
+
+    const bool thick_line = thickness > 1.0f;
+    if (anti_aliased)
+    {
+        // Anti-aliased stroke
+        const float AA_SIZE = 1.0f;
+        const ImU32 col_trans = col & IM_COL32(255,255,255,0);
+
+        const int idx_count = thick_line ? count*18 : count*12;
+        const int vtx_count = thick_line ? points_count*4 : points_count*3;
+        PrimReserve(idx_count, vtx_count);
+
+        // Temporary buffer
+        ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2));
+        ImVec2* temp_points = temp_normals + points_count;
+
+        for (int i1 = 0; i1 < count; i1++)
+        {
+            const int i2 = (i1+1) == points_count ? 0 : i1+1;
+            ImVec2 diff = points[i2] - points[i1];
+            diff *= ImInvLength(diff, 1.0f);
+            temp_normals[i1].x = diff.y;
+            temp_normals[i1].y = -diff.x;
+        }
+        if (!closed)
+            temp_normals[points_count-1] = temp_normals[points_count-2];
+
+        if (!thick_line)
+        {
+            if (!closed)
+            {
+                temp_points[0] = points[0] + temp_normals[0] * AA_SIZE;
+                temp_points[1] = points[0] - temp_normals[0] * AA_SIZE;
+                temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * AA_SIZE;
+                temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * AA_SIZE;
+            }
+
+            // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
+            unsigned int idx1 = _VtxCurrentIdx;
+            for (int i1 = 0; i1 < count; i1++)
+            {
+                const int i2 = (i1+1) == points_count ? 0 : i1+1;
+                unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+3;
+
+                // Average normals
+                ImVec2 dm = (temp_normals[i1] + temp_normals[i2]) * 0.5f;
+                float dmr2 = dm.x*dm.x + dm.y*dm.y;
+                if (dmr2 > 0.000001f)
+                {
+                    float scale = 1.0f / dmr2;
+                    if (scale > 100.0f) scale = 100.0f;
+                    dm *= scale;
+                }
+                dm *= AA_SIZE;
+                temp_points[i2*2+0] = points[i2] + dm;
+                temp_points[i2*2+1] = points[i2] - dm;
+
+                // Add indexes
+                _IdxWritePtr[0] = (ImDrawIdx)(idx2+0); _IdxWritePtr[1] = (ImDrawIdx)(idx1+0); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2);
+                _IdxWritePtr[3] = (ImDrawIdx)(idx1+2); _IdxWritePtr[4] = (ImDrawIdx)(idx2+2); _IdxWritePtr[5] = (ImDrawIdx)(idx2+0);
+                _IdxWritePtr[6] = (ImDrawIdx)(idx2+1); _IdxWritePtr[7] = (ImDrawIdx)(idx1+1); _IdxWritePtr[8] = (ImDrawIdx)(idx1+0);
+                _IdxWritePtr[9] = (ImDrawIdx)(idx1+0); _IdxWritePtr[10]= (ImDrawIdx)(idx2+0); _IdxWritePtr[11]= (ImDrawIdx)(idx2+1);
+                _IdxWritePtr += 12;
+
+                idx1 = idx2;
+            }
+
+            // Add vertexes
+            for (int i = 0; i < points_count; i++)
+            {
+                _VtxWritePtr[0].pos = points[i];          _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
+                _VtxWritePtr[1].pos = temp_points[i*2+0]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans;
+                _VtxWritePtr[2].pos = temp_points[i*2+1]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col_trans;
+                _VtxWritePtr += 3;
+            }
+        }
+        else
+        {
+            const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f;
+            if (!closed)
+            {
+                temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE);
+                temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness);
+                temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness);
+                temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE);
+                temp_points[(points_count-1)*4+0] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE);
+                temp_points[(points_count-1)*4+1] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness);
+                temp_points[(points_count-1)*4+2] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness);
+                temp_points[(points_count-1)*4+3] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE);
+            }
+
+            // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
+            unsigned int idx1 = _VtxCurrentIdx;
+            for (int i1 = 0; i1 < count; i1++)
+            {
+                const int i2 = (i1+1) == points_count ? 0 : i1+1;
+                unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+4;
+
+                // Average normals
+                ImVec2 dm = (temp_normals[i1] + temp_normals[i2]) * 0.5f;
+                float dmr2 = dm.x*dm.x + dm.y*dm.y;
+                if (dmr2 > 0.000001f)
+                {
+                    float scale = 1.0f / dmr2;
+                    if (scale > 100.0f) scale = 100.0f;
+                    dm *= scale;
+                }
+                ImVec2 dm_out = dm * (half_inner_thickness + AA_SIZE);
+                ImVec2 dm_in = dm * half_inner_thickness;
+                temp_points[i2*4+0] = points[i2] + dm_out;
+                temp_points[i2*4+1] = points[i2] + dm_in;
+                temp_points[i2*4+2] = points[i2] - dm_in;
+                temp_points[i2*4+3] = points[i2] - dm_out;
+
+                // Add indexes
+                _IdxWritePtr[0]  = (ImDrawIdx)(idx2+1); _IdxWritePtr[1]  = (ImDrawIdx)(idx1+1); _IdxWritePtr[2]  = (ImDrawIdx)(idx1+2);
+                _IdxWritePtr[3]  = (ImDrawIdx)(idx1+2); _IdxWritePtr[4]  = (ImDrawIdx)(idx2+2); _IdxWritePtr[5]  = (ImDrawIdx)(idx2+1);
+                _IdxWritePtr[6]  = (ImDrawIdx)(idx2+1); _IdxWritePtr[7]  = (ImDrawIdx)(idx1+1); _IdxWritePtr[8]  = (ImDrawIdx)(idx1+0);
+                _IdxWritePtr[9]  = (ImDrawIdx)(idx1+0); _IdxWritePtr[10] = (ImDrawIdx)(idx2+0); _IdxWritePtr[11] = (ImDrawIdx)(idx2+1);
+                _IdxWritePtr[12] = (ImDrawIdx)(idx2+2); _IdxWritePtr[13] = (ImDrawIdx)(idx1+2); _IdxWritePtr[14] = (ImDrawIdx)(idx1+3);
+                _IdxWritePtr[15] = (ImDrawIdx)(idx1+3); _IdxWritePtr[16] = (ImDrawIdx)(idx2+3); _IdxWritePtr[17] = (ImDrawIdx)(idx2+2);
+                _IdxWritePtr += 18;
+
+                idx1 = idx2;
+            }
+
+            // Add vertexes
+            for (int i = 0; i < points_count; i++)
+            {
+                _VtxWritePtr[0].pos = temp_points[i*4+0]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col_trans;
+                _VtxWritePtr[1].pos = temp_points[i*4+1]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
+                _VtxWritePtr[2].pos = temp_points[i*4+2]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
+                _VtxWritePtr[3].pos = temp_points[i*4+3]; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col_trans;
+                _VtxWritePtr += 4;
+            }
+        }
+        _VtxCurrentIdx += (ImDrawIdx)vtx_count;
+    }
+    else
+    {
+        // Non Anti-aliased Stroke
+        const int idx_count = count*6;
+        const int vtx_count = count*4;      // FIXME-OPT: Not sharing edges
+        PrimReserve(idx_count, vtx_count);
+
+        for (int i1 = 0; i1 < count; i1++)
+        {
+            const int i2 = (i1+1) == points_count ? 0 : i1+1;
+            const ImVec2& p1 = points[i1];
+            const ImVec2& p2 = points[i2];
+            ImVec2 diff = p2 - p1;
+            diff *= ImInvLength(diff, 1.0f);
+
+            const float dx = diff.x * (thickness * 0.5f);
+            const float dy = diff.y * (thickness * 0.5f);
+            _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
+            _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
+            _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
+            _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;
+            _VtxWritePtr += 4;
+
+            _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2);
+            _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3);
+            _IdxWritePtr += 6;
+            _VtxCurrentIdx += 4;
+        }
+    }
+}
+
+void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col, bool anti_aliased)
+{
+    const ImVec2 uv = GImGui->FontTexUvWhitePixel;
+    anti_aliased &= GImGui->Style.AntiAliasedShapes;
+    //if (ImGui::GetIO().KeyCtrl) anti_aliased = false; // Debug
+
+    if (anti_aliased)
+    {
+        // Anti-aliased Fill
+        const float AA_SIZE = 1.0f;
+        const ImU32 col_trans = col & IM_COL32(255,255,255,0);
+        const int idx_count = (points_count-2)*3 + points_count*6;
+        const int vtx_count = (points_count*2);
+        PrimReserve(idx_count, vtx_count);
+
+        // Add indexes for fill
+        unsigned int vtx_inner_idx = _VtxCurrentIdx;
+        unsigned int vtx_outer_idx = _VtxCurrentIdx+1;
+        for (int i = 2; i < points_count; i++)
+        {
+            _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+((i-1)<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx+(i<<1));
+            _IdxWritePtr += 3;
+        }
+
+        // Compute normals
+        ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2));
+        for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++)
+        {
+            const ImVec2& p0 = points[i0];
+            const ImVec2& p1 = points[i1];
+            ImVec2 diff = p1 - p0;
+            diff *= ImInvLength(diff, 1.0f);
+            temp_normals[i0].x = diff.y;
+            temp_normals[i0].y = -diff.x;
+        }
+
+        for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++)
+        {
+            // Average normals
+            const ImVec2& n0 = temp_normals[i0];
+            const ImVec2& n1 = temp_normals[i1];
+            ImVec2 dm = (n0 + n1) * 0.5f;
+            float dmr2 = dm.x*dm.x + dm.y*dm.y;
+            if (dmr2 > 0.000001f)
+            {
+                float scale = 1.0f / dmr2;
+                if (scale > 100.0f) scale = 100.0f;
+                dm *= scale;
+            }
+            dm *= AA_SIZE * 0.5f;
+
+            // Add vertices
+            _VtxWritePtr[0].pos = (points[i1] - dm); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;        // Inner
+            _VtxWritePtr[1].pos = (points[i1] + dm); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans;  // Outer
+            _VtxWritePtr += 2;
+
+            // Add indexes for fringes
+            _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx+(i1<<1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+(i0<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx+(i0<<1));
+            _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx+(i0<<1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx+(i1<<1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx+(i1<<1));
+            _IdxWritePtr += 6;
+        }
+        _VtxCurrentIdx += (ImDrawIdx)vtx_count;
+    }
+    else
+    {
+        // Non Anti-aliased Fill
+        const int idx_count = (points_count-2)*3;
+        const int vtx_count = points_count;
+        PrimReserve(idx_count, vtx_count);
+        for (int i = 0; i < vtx_count; i++)
+        {
+            _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
+            _VtxWritePtr++;
+        }
+        for (int i = 2; i < points_count; i++)
+        {
+            _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+i-1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+i);
+            _IdxWritePtr += 3;
+        }
+        _VtxCurrentIdx += (ImDrawIdx)vtx_count;
+    }
+}
+
+void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int amin, int amax)
+{
+    static ImVec2 circle_vtx[12];
+    static bool circle_vtx_builds = false;
+    const int circle_vtx_count = IM_ARRAYSIZE(circle_vtx);
+    if (!circle_vtx_builds)
+    {
+        for (int i = 0; i < circle_vtx_count; i++)
+        {
+            const float a = ((float)i / (float)circle_vtx_count) * 2*IM_PI;
+            circle_vtx[i].x = cosf(a);
+            circle_vtx[i].y = sinf(a);
+        }
+        circle_vtx_builds = true;
+    }
+
+    if (amin > amax) return;
+    if (radius == 0.0f)
+    {
+        _Path.push_back(centre);
+    }
+    else
+    {
+        _Path.reserve(_Path.Size + (amax - amin + 1));
+        for (int a = amin; a <= amax; a++)
+        {
+            const ImVec2& c = circle_vtx[a % circle_vtx_count];
+            _Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius));
+        }
+    }
+}
+
+void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float amin, float amax, int num_segments)
+{
+    if (radius == 0.0f)
+        _Path.push_back(centre);
+    _Path.reserve(_Path.Size + (num_segments + 1));
+    for (int i = 0; i <= num_segments; i++)
+    {
+        const float a = amin + ((float)i / (float)num_segments) * (amax - amin);
+        _Path.push_back(ImVec2(centre.x + cosf(a) * radius, centre.y + sinf(a) * radius));
+    }
+}
+
+static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
+{
+    float dx = x4 - x1;
+    float dy = y4 - y1;
+    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
+    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
+    d2 = (d2 >= 0) ? d2 : -d2;
+    d3 = (d3 >= 0) ? d3 : -d3;
+    if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy))
+    {
+        path->push_back(ImVec2(x4, y4));
+    }
+    else if (level < 10)
+    {
+        float x12 = (x1+x2)*0.5f,       y12 = (y1+y2)*0.5f;
+        float x23 = (x2+x3)*0.5f,       y23 = (y2+y3)*0.5f;
+        float x34 = (x3+x4)*0.5f,       y34 = (y3+y4)*0.5f;
+        float x123 = (x12+x23)*0.5f,    y123 = (y12+y23)*0.5f;
+        float x234 = (x23+x34)*0.5f,    y234 = (y23+y34)*0.5f;
+        float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f;
+
+        PathBezierToCasteljau(path, x1,y1,        x12,y12,    x123,y123,  x1234,y1234, tess_tol, level+1);
+        PathBezierToCasteljau(path, x1234,y1234,  x234,y234,  x34,y34,    x4,y4,       tess_tol, level+1);
+    }
+}
+
+void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
+{
+    ImVec2 p1 = _Path.back();
+    if (num_segments == 0)
+    {
+        // Auto-tessellated
+        PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, GImGui->Style.CurveTessellationTol, 0);
+    }
+    else
+    {
+        float t_step = 1.0f / (float)num_segments;
+        for (int i_step = 1; i_step <= num_segments; i_step++)
+        {
+            float t = t_step * i_step;
+            float u = 1.0f - t;
+            float w1 = u*u*u;
+            float w2 = 3*u*u*t;
+            float w3 = 3*u*t*t;
+            float w4 = t*t*t;
+            _Path.push_back(ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y));
+        }
+    }
+}
+
+void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners)
+{
+    float r = rounding;
+    r = ImMin(r, fabsf(b.x-a.x) * ( ((rounding_corners&(1|2))==(1|2)) || ((rounding_corners&(4|8))==(4|8)) ? 0.5f : 1.0f ) - 1.0f);
+    r = ImMin(r, fabsf(b.y-a.y) * ( ((rounding_corners&(1|8))==(1|8)) || ((rounding_corners&(2|4))==(2|4)) ? 0.5f : 1.0f ) - 1.0f);
+
+    if (r <= 0.0f || rounding_corners == 0)
+    {
+        PathLineTo(a);
+        PathLineTo(ImVec2(b.x,a.y));
+        PathLineTo(b);
+        PathLineTo(ImVec2(a.x,b.y));
+    }
+    else
+    {
+        const float r0 = (rounding_corners & 1) ? r : 0.0f;
+        const float r1 = (rounding_corners & 2) ? r : 0.0f;
+        const float r2 = (rounding_corners & 4) ? r : 0.0f;
+        const float r3 = (rounding_corners & 8) ? r : 0.0f;
+        PathArcToFast(ImVec2(a.x+r0,a.y+r0), r0, 6, 9);
+        PathArcToFast(ImVec2(b.x-r1,a.y+r1), r1, 9, 12);
+        PathArcToFast(ImVec2(b.x-r2,b.y-r2), r2, 0, 3);
+        PathArcToFast(ImVec2(a.x+r3,b.y-r3), r3, 3, 6);
+    }
+}
+
+void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+    PathLineTo(a + ImVec2(0.5f,0.5f));
+    PathLineTo(b + ImVec2(0.5f,0.5f));
+    PathStroke(col, false, thickness);
+}
+
+// a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly.
+void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags, float thickness)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+    PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.5f,0.5f), rounding, rounding_corners_flags);
+    PathStroke(col, true, thickness);
+}
+
+void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+    if (rounding > 0.0f)
+    {
+        PathRect(a, b, rounding, rounding_corners_flags);
+        PathFillConvex(col);
+    }
+    else
+    {
+        PrimReserve(6, 4);
+        PrimRect(a, b, col);
+    }
+}
+
+void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)
+{
+    if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0)
+        return;
+
+    const ImVec2 uv = GImGui->FontTexUvWhitePixel;
+    PrimReserve(6, 4);
+    PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2));
+    PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3));
+    PrimWriteVtx(a, uv, col_upr_left);
+    PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right);
+    PrimWriteVtx(c, uv, col_bot_right);
+    PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left);
+}
+
+void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    PathLineTo(a);
+    PathLineTo(b);
+    PathLineTo(c);
+    PathLineTo(d);
+    PathStroke(col, true, thickness);
+}
+
+void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    PathLineTo(a);
+    PathLineTo(b);
+    PathLineTo(c);
+    PathLineTo(d);
+    PathFillConvex(col);
+}
+
+void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    PathLineTo(a);
+    PathLineTo(b);
+    PathLineTo(c);
+    PathStroke(col, true, thickness);
+}
+
+void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    PathLineTo(a);
+    PathLineTo(b);
+    PathLineTo(c);
+    PathFillConvex(col);
+}
+
+void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
+    PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments);
+    PathStroke(col, true, thickness);
+}
+
+void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
+    PathArcTo(centre, radius, 0.0f, a_max, num_segments);
+    PathFillConvex(col);
+}
+
+void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    PathLineTo(pos0);
+    PathBezierCurveTo(cp0, cp1, pos1, num_segments);
+    PathStroke(col, false, thickness);
+}
+
+void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    if (text_end == NULL)
+        text_end = text_begin + strlen(text_begin);
+    if (text_begin == text_end)
+        return;
+
+    // Note: This is one of the few instance of breaking the encapsulation of ImDrawList, as we pull this from ImGui state, but it is just SO useful.
+    // Might just move Font/FontSize to ImDrawList?
+    if (font == NULL)
+        font = GImGui->Font;
+    if (font_size == 0.0f)
+        font_size = GImGui->FontSize;
+
+    IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back());  // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
+
+    ImVec4 clip_rect = _ClipRectStack.back();
+    if (cpu_fine_clip_rect)
+    {
+        clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x);
+        clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y);
+        clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z);
+        clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w);
+    }
+    font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL);
+}
+
+void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)
+{
+    AddText(GImGui->Font, GImGui->FontSize, pos, col, text_begin, text_end);
+}
+
+void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    // FIXME-OPT: This is wasting draw calls.
+    const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
+    if (push_texture_id)
+        PushTextureID(user_texture_id);
+
+    PrimReserve(6, 4);
+    PrimRectUV(a, b, uv_a, uv_b, col);
+
+    if (push_texture_id)
+        PopTextureID();
+}
+
+void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)
+{
+    if ((col & IM_COL32_A_MASK) == 0)
+        return;
+
+    const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
+    if (push_texture_id)
+        PushTextureID(user_texture_id);
+
+    PrimReserve(6, 4);
+    PrimQuadUV(a, b, c, d, uv_a, uv_b, uv_c, uv_d, col);
+
+    if (push_texture_id)
+        PopTextureID();
+}
+
+//-----------------------------------------------------------------------------
+// ImDrawData
+//-----------------------------------------------------------------------------
+
+// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
+void ImDrawData::DeIndexAllBuffers()
+{
+    ImVector<ImDrawVert> new_vtx_buffer;
+    TotalVtxCount = TotalIdxCount = 0;
+    for (int i = 0; i < CmdListsCount; i++)
+    {
+        ImDrawList* cmd_list = CmdLists[i];
+        if (cmd_list->IdxBuffer.empty())
+            continue;
+        new_vtx_buffer.resize(cmd_list->IdxBuffer.Size);
+        for (int j = 0; j < cmd_list->IdxBuffer.Size; j++)
+            new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]];
+        cmd_list->VtxBuffer.swap(new_vtx_buffer);
+        cmd_list->IdxBuffer.resize(0);
+        TotalVtxCount += cmd_list->VtxBuffer.Size;
+    }
+}
+
+// Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
+void ImDrawData::ScaleClipRects(const ImVec2& scale)
+{
+    for (int i = 0; i < CmdListsCount; i++)
+    {
+        ImDrawList* cmd_list = CmdLists[i];
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i];
+            cmd->ClipRect = ImVec4(cmd->ClipRect.x * scale.x, cmd->ClipRect.y * scale.y, cmd->ClipRect.z * scale.x, cmd->ClipRect.w * scale.y);
+        }
+    }
+}
+
+//-----------------------------------------------------------------------------
+// ImFontAtlas
+//-----------------------------------------------------------------------------
+
+ImFontConfig::ImFontConfig()
+{
+    FontData = NULL;
+    FontDataSize = 0;
+    FontDataOwnedByAtlas = true;
+    FontNo = 0;
+    SizePixels = 0.0f;
+    OversampleH = 3;
+    OversampleV = 1;
+    PixelSnapH = false;
+    GlyphExtraSpacing = ImVec2(0.0f, 0.0f);
+    GlyphOffset = ImVec2(0.0f, 0.0f);
+    GlyphRanges = NULL;
+    MergeMode = false;
+    DstFont = NULL;
+    memset(Name, 0, sizeof(Name));
+}
+
+ImFontAtlas::ImFontAtlas()
+{
+    TexID = NULL;
+    TexPixelsAlpha8 = NULL;
+    TexPixelsRGBA32 = NULL;
+    TexWidth = TexHeight = TexDesiredWidth = 0;
+    TexUvWhitePixel = ImVec2(0, 0);
+}
+
+ImFontAtlas::~ImFontAtlas()
+{
+    Clear();
+}
+
+void    ImFontAtlas::ClearInputData()
+{
+    for (int i = 0; i < ConfigData.Size; i++)
+        if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas)
+        {
+            ImGui::MemFree(ConfigData[i].FontData);
+            ConfigData[i].FontData = NULL;
+        }
+
+    // When clearing this we lose access to the font name and other information used to build the font.
+    for (int i = 0; i < Fonts.Size; i++)
+        if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size)
+        {
+            Fonts[i]->ConfigData = NULL;
+            Fonts[i]->ConfigDataCount = 0;
+        }
+    ConfigData.clear();
+}
+
+void    ImFontAtlas::ClearTexData()
+{
+    if (TexPixelsAlpha8)
+        ImGui::MemFree(TexPixelsAlpha8);
+    if (TexPixelsRGBA32)
+        ImGui::MemFree(TexPixelsRGBA32);
+    TexPixelsAlpha8 = NULL;
+    TexPixelsRGBA32 = NULL;
+}
+
+void    ImFontAtlas::ClearFonts()
+{
+    for (int i = 0; i < Fonts.Size; i++)
+    {
+        Fonts[i]->~ImFont();
+        ImGui::MemFree(Fonts[i]);
+    }
+    Fonts.clear();
+}
+
+void    ImFontAtlas::Clear()
+{
+    ClearInputData();
+    ClearTexData();
+    ClearFonts();
+}
+
+void    ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
+{
+    // Build atlas on demand
+    if (TexPixelsAlpha8 == NULL)
+    {
+        if (ConfigData.empty())
+            AddFontDefault();
+        Build();
+    }
+
+    *out_pixels = TexPixelsAlpha8;
+    if (out_width) *out_width = TexWidth;
+    if (out_height) *out_height = TexHeight;
+    if (out_bytes_per_pixel) *out_bytes_per_pixel = 1;
+}
+
+void    ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
+{
+    // Convert to RGBA32 format on demand
+    // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp
+    if (!TexPixelsRGBA32)
+    {
+        unsigned char* pixels;
+        GetTexDataAsAlpha8(&pixels, NULL, NULL);
+        TexPixelsRGBA32 = (unsigned int*)ImGui::MemAlloc((size_t)(TexWidth * TexHeight * 4));
+        const unsigned char* src = pixels;
+        unsigned int* dst = TexPixelsRGBA32;
+        for (int n = TexWidth * TexHeight; n > 0; n--)
+            *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++));
+    }
+
+    *out_pixels = (unsigned char*)TexPixelsRGBA32;
+    if (out_width) *out_width = TexWidth;
+    if (out_height) *out_height = TexHeight;
+    if (out_bytes_per_pixel) *out_bytes_per_pixel = 4;
+}
+
+ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
+{
+    IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0);
+    IM_ASSERT(font_cfg->SizePixels > 0.0f);
+
+    // Create new font
+    if (!font_cfg->MergeMode)
+    {
+        ImFont* font = (ImFont*)ImGui::MemAlloc(sizeof(ImFont));
+        IM_PLACEMENT_NEW(font) ImFont();
+        Fonts.push_back(font);
+    }
+    else
+    {
+        IM_ASSERT(!Fonts.empty()); // When using MergeMode make sure that a font has already been added before. You can use ImGui::AddFontDefault() to add the default imgui font.
+    }
+
+    ConfigData.push_back(*font_cfg);
+    ImFontConfig& new_font_cfg = ConfigData.back();
+	if (!new_font_cfg.DstFont)
+	    new_font_cfg.DstFont = Fonts.back();
+    if (!new_font_cfg.FontDataOwnedByAtlas)
+    {
+        new_font_cfg.FontData = ImGui::MemAlloc(new_font_cfg.FontDataSize);
+        new_font_cfg.FontDataOwnedByAtlas = true;
+        memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize);
+    }
+
+    // Invalidate texture
+    ClearTexData();
+    return new_font_cfg.DstFont;
+}
+
+// Default font TTF is compressed with stb_compress then base85 encoded (see extra_fonts/binary_to_compressed_c.cpp for encoder)
+static unsigned int stb_decompress_length(unsigned char *input);
+static unsigned int stb_decompress(unsigned char *output, unsigned char *i, unsigned int length);
+static const char*  GetDefaultCompressedFontDataTTFBase85();
+static unsigned int Decode85Byte(char c)                                    { return c >= '\\' ? c-36 : c-35; }
+static void         Decode85(const unsigned char* src, unsigned char* dst)
+{
+    while (*src)
+    {
+        unsigned int tmp = Decode85Byte(src[0]) + 85*(Decode85Byte(src[1]) + 85*(Decode85Byte(src[2]) + 85*(Decode85Byte(src[3]) + 85*Decode85Byte(src[4]))));
+        dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF);   // We can't assume little-endianness.
+        src += 5;
+        dst += 4;
+    }
+}
+
+// Load embedded ProggyClean.ttf at size 13, disable oversampling
+ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
+{
+    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
+    if (!font_cfg_template)
+    {
+        font_cfg.OversampleH = font_cfg.OversampleV = 1;
+        font_cfg.PixelSnapH = true;
+    }
+    if (font_cfg.Name[0] == '\0') strcpy(font_cfg.Name, "ProggyClean.ttf, 13px");
+
+    const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
+    ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, 13.0f, &font_cfg, GetGlyphRangesDefault());
+    return font;
+}
+
+ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
+{
+    int data_size = 0;
+    void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0);
+    if (!data)
+    {
+        IM_ASSERT(0); // Could not load file.
+        return NULL;
+    }
+    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
+    if (font_cfg.Name[0] == '\0')
+    {
+        // Store a short copy of filename into into the font name for convenience
+        const char* p;
+        for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {}
+        snprintf(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels);
+    }
+    return AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg, glyph_ranges);
+}
+
+// NBM Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build().
+ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
+{
+    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
+    IM_ASSERT(font_cfg.FontData == NULL);
+    font_cfg.FontData = ttf_data;
+    font_cfg.FontDataSize = ttf_size;
+    font_cfg.SizePixels = size_pixels;
+    if (glyph_ranges)
+        font_cfg.GlyphRanges = glyph_ranges;
+    return AddFont(&font_cfg);
+}
+
+ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
+{
+    const unsigned int buf_decompressed_size = stb_decompress_length((unsigned char*)compressed_ttf_data);
+    unsigned char* buf_decompressed_data = (unsigned char *)ImGui::MemAlloc(buf_decompressed_size);
+    stb_decompress(buf_decompressed_data, (unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size);
+
+    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
+    IM_ASSERT(font_cfg.FontData == NULL);
+    font_cfg.FontDataOwnedByAtlas = true;
+    return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges);
+}
+
+ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges)
+{
+    int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4;
+    void* compressed_ttf = ImGui::MemAlloc((size_t)compressed_ttf_size);
+    Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf);
+    ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges);
+    ImGui::MemFree(compressed_ttf);
+    return font;
+}
+
+bool    ImFontAtlas::Build()
+{
+    IM_ASSERT(ConfigData.Size > 0);
+
+    TexID = NULL;
+    TexWidth = TexHeight = 0;
+    TexUvWhitePixel = ImVec2(0, 0);
+    ClearTexData();
+
+    struct ImFontTempBuildData
+    {
+        stbtt_fontinfo      FontInfo;
+        stbrp_rect*         Rects;
+        stbtt_pack_range*   Ranges;
+        int                 RangesCount;
+    };
+    ImFontTempBuildData* tmp_array = (ImFontTempBuildData*)ImGui::MemAlloc((size_t)ConfigData.Size * sizeof(ImFontTempBuildData));
+
+    // Initialize font information early (so we can error without any cleanup) + count glyphs
+    int total_glyph_count = 0;
+    int total_glyph_range_count = 0;
+    for (int input_i = 0; input_i < ConfigData.Size; input_i++)
+    {
+        ImFontConfig& cfg = ConfigData[input_i];
+        ImFontTempBuildData& tmp = tmp_array[input_i];
+
+        IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == this));
+        const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);
+        IM_ASSERT(font_offset >= 0);
+        if (!stbtt_InitFont(&tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))
+            return false;
+
+        // Count glyphs
+        if (!cfg.GlyphRanges)
+            cfg.GlyphRanges = GetGlyphRangesDefault();
+        for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2)
+        {
+            total_glyph_count += (in_range[1] - in_range[0]) + 1;
+            total_glyph_range_count++;
+        }
+    }
+
+    // Start packing. We need a known width for the skyline algorithm. Using a cheap heuristic here to decide of width. User can override TexDesiredWidth if they wish.
+    // After packing is done, width shouldn't matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
+    TexWidth = (TexDesiredWidth > 0) ? TexDesiredWidth : (total_glyph_count > 4000) ? 4096 : (total_glyph_count > 2000) ? 2048 : (total_glyph_count > 1000) ? 1024 : 512;
+    TexHeight = 0;
+    const int max_tex_height = 1024*32;
+    stbtt_pack_context spc;
+    stbtt_PackBegin(&spc, NULL, TexWidth, max_tex_height, 0, 1, NULL);
+
+    // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
+    ImVector<stbrp_rect> extra_rects;
+    RenderCustomTexData(0, &extra_rects);
+    stbtt_PackSetOversampling(&spc, 1, 1);
+    stbrp_pack_rects((stbrp_context*)spc.pack_info, &extra_rects[0], extra_rects.Size);
+    for (int i = 0; i < extra_rects.Size; i++)
+        if (extra_rects[i].was_packed)
+            TexHeight = ImMax(TexHeight, extra_rects[i].y + extra_rects[i].h);
+
+    // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)
+    int buf_packedchars_n = 0, buf_rects_n = 0, buf_ranges_n = 0;
+    stbtt_packedchar* buf_packedchars = (stbtt_packedchar*)ImGui::MemAlloc(total_glyph_count * sizeof(stbtt_packedchar));
+    stbrp_rect* buf_rects = (stbrp_rect*)ImGui::MemAlloc(total_glyph_count * sizeof(stbrp_rect));
+    stbtt_pack_range* buf_ranges = (stbtt_pack_range*)ImGui::MemAlloc(total_glyph_range_count * sizeof(stbtt_pack_range));
+    memset(buf_packedchars, 0, total_glyph_count * sizeof(stbtt_packedchar));
+    memset(buf_rects, 0, total_glyph_count * sizeof(stbrp_rect));              // Unnecessary but let's clear this for the sake of sanity.
+    memset(buf_ranges, 0, total_glyph_range_count * sizeof(stbtt_pack_range));
+
+    // First font pass: pack all glyphs (no rendering at this point, we are working with rectangles in an infinitely tall texture at this point)
+    for (int input_i = 0; input_i < ConfigData.Size; input_i++)
+    {
+        ImFontConfig& cfg = ConfigData[input_i];
+        ImFontTempBuildData& tmp = tmp_array[input_i];
+
+        // Setup ranges
+        int glyph_count = 0;
+        int glyph_ranges_count = 0;
+        for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2)
+        {
+            glyph_count += (in_range[1] - in_range[0]) + 1;
+            glyph_ranges_count++;
+        }
+        tmp.Ranges = buf_ranges + buf_ranges_n;
+        tmp.RangesCount = glyph_ranges_count;
+        buf_ranges_n += glyph_ranges_count;
+        for (int i = 0; i < glyph_ranges_count; i++)
+        {
+            const ImWchar* in_range = &cfg.GlyphRanges[i * 2];
+            stbtt_pack_range& range = tmp.Ranges[i];
+            range.font_size = cfg.SizePixels;
+            range.first_unicode_codepoint_in_range = in_range[0];
+            range.num_chars = (in_range[1] - in_range[0]) + 1;
+            range.chardata_for_range = buf_packedchars + buf_packedchars_n;
+            buf_packedchars_n += range.num_chars;
+        }
+
+        // Pack
+        tmp.Rects = buf_rects + buf_rects_n;
+        buf_rects_n += glyph_count;
+        stbtt_PackSetOversampling(&spc, cfg.OversampleH, cfg.OversampleV);
+        int n = stbtt_PackFontRangesGatherRects(&spc, &tmp.FontInfo, tmp.Ranges, tmp.RangesCount, tmp.Rects);
+        stbrp_pack_rects((stbrp_context*)spc.pack_info, tmp.Rects, n);
+
+        // Extend texture height
+        for (int i = 0; i < n; i++)
+            if (tmp.Rects[i].was_packed)
+                TexHeight = ImMax(TexHeight, tmp.Rects[i].y + tmp.Rects[i].h);
+    }
+    IM_ASSERT(buf_rects_n == total_glyph_count);
+    IM_ASSERT(buf_packedchars_n == total_glyph_count);
+    IM_ASSERT(buf_ranges_n == total_glyph_range_count);
+
+    // Create texture
+    TexHeight = ImUpperPowerOfTwo(TexHeight);
+    TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(TexWidth * TexHeight);
+    memset(TexPixelsAlpha8, 0, TexWidth * TexHeight);
+    spc.pixels = TexPixelsAlpha8;
+    spc.height = TexHeight;
+
+    // Second pass: render characters
+    for (int input_i = 0; input_i < ConfigData.Size; input_i++)
+    {
+        ImFontConfig& cfg = ConfigData[input_i];
+        ImFontTempBuildData& tmp = tmp_array[input_i];
+        stbtt_PackSetOversampling(&spc, cfg.OversampleH, cfg.OversampleV);
+        stbtt_PackFontRangesRenderIntoRects(&spc, &tmp.FontInfo, tmp.Ranges, tmp.RangesCount, tmp.Rects);
+        tmp.Rects = NULL;
+    }
+
+    // End packing
+    stbtt_PackEnd(&spc);
+    ImGui::MemFree(buf_rects);
+    buf_rects = NULL;
+
+    // Third pass: setup ImFont and glyphs for runtime
+    for (int input_i = 0; input_i < ConfigData.Size; input_i++)
+    {
+        ImFontConfig& cfg = ConfigData[input_i];
+        ImFontTempBuildData& tmp = tmp_array[input_i];
+        ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true)
+
+        float font_scale = stbtt_ScaleForPixelHeight(&tmp.FontInfo, cfg.SizePixels);
+        int unscaled_ascent, unscaled_descent, unscaled_line_gap;
+        stbtt_GetFontVMetrics(&tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
+
+        float ascent = unscaled_ascent * font_scale;
+        float descent = unscaled_descent * font_scale;
+        if (!cfg.MergeMode)
+        {
+            dst_font->ContainerAtlas = this;
+            dst_font->ConfigData = &cfg;
+            dst_font->ConfigDataCount = 0;
+            dst_font->FontSize = cfg.SizePixels;
+            dst_font->Ascent = ascent;
+            dst_font->Descent = descent;
+            dst_font->Glyphs.resize(0);
+            dst_font->MetricsTotalSurface = 0;
+        }
+        dst_font->ConfigDataCount++;
+        float off_x = cfg.GlyphOffset.x;
+        float off_y = cfg.GlyphOffset.y;
+
+        dst_font->FallbackGlyph = NULL; // Always clear fallback so FindGlyph can return NULL. It will be set again in BuildLookupTable()
+        for (int i = 0; i < tmp.RangesCount; i++)
+        {
+            stbtt_pack_range& range = tmp.Ranges[i];
+            for (int char_idx = 0; char_idx < range.num_chars; char_idx += 1)
+            {
+                const stbtt_packedchar& pc = range.chardata_for_range[char_idx];
+                if (!pc.x0 && !pc.x1 && !pc.y0 && !pc.y1)
+                    continue;
+
+                const int codepoint = range.first_unicode_codepoint_in_range + char_idx;
+                if (cfg.MergeMode && dst_font->FindGlyph((unsigned short)codepoint))
+                    continue;
+
+                stbtt_aligned_quad q;
+                float dummy_x = 0.0f, dummy_y = 0.0f;
+                stbtt_GetPackedQuad(range.chardata_for_range, TexWidth, TexHeight, char_idx, &dummy_x, &dummy_y, &q, 0);
+
+                dst_font->Glyphs.resize(dst_font->Glyphs.Size + 1);
+                ImFont::Glyph& glyph = dst_font->Glyphs.back();
+                glyph.Codepoint = (ImWchar)codepoint;
+                glyph.X0 = q.x0 + off_x; glyph.Y0 = q.y0 + off_y; glyph.X1 = q.x1 + off_x; glyph.Y1 = q.y1 + off_y;
+                glyph.U0 = q.s0; glyph.V0 = q.t0; glyph.U1 = q.s1; glyph.V1 = q.t1;
+                glyph.Y0 += (float)(int)(dst_font->Ascent + 0.5f);
+                glyph.Y1 += (float)(int)(dst_font->Ascent + 0.5f);
+                glyph.XAdvance = (pc.xadvance + cfg.GlyphExtraSpacing.x);  // Bake spacing into XAdvance
+                if (cfg.PixelSnapH)
+                    glyph.XAdvance = (float)(int)(glyph.XAdvance + 0.5f);
+                dst_font->MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * TexWidth + 1.99f) * (int)((glyph.V1 - glyph.V0) * TexHeight + 1.99f); // +1 to account for average padding, +0.99 to round
+            }
+        }
+        cfg.DstFont->BuildLookupTable();
+    }
+
+    // Cleanup temporaries
+    ImGui::MemFree(buf_packedchars);
+    ImGui::MemFree(buf_ranges);
+    ImGui::MemFree(tmp_array);
+
+    // Render into our custom data block
+    RenderCustomTexData(1, &extra_rects);
+
+    return true;
+}
+
+void ImFontAtlas::RenderCustomTexData(int pass, void* p_rects)
+{
+    // A work of art lies ahead! (. = white layer, X = black layer, others are blank)
+    // The white texels on the top left are the ones we'll use everywhere in ImGui to render filled shapes.
+    const int TEX_DATA_W = 90;
+    const int TEX_DATA_H = 27;
+    const char texture_data[TEX_DATA_W*TEX_DATA_H+1] =
+    {
+        "..-         -XXXXXXX-    X    -           X           -XXXXXXX          -          XXXXXXX"
+        "..-         -X.....X-   X.X   -          X.X          -X.....X          -          X.....X"
+        "---         -XXX.XXX-  X...X  -         X...X         -X....X           -           X....X"
+        "X           -  X.X  - X.....X -        X.....X        -X...X            -            X...X"
+        "XX          -  X.X  -X.......X-       X.......X       -X..X.X           -           X.X..X"
+        "X.X         -  X.X  -XXXX.XXXX-       XXXX.XXXX       -X.X X.X          -          X.X X.X"
+        "X..X        -  X.X  -   X.X   -          X.X          -XX   X.X         -         X.X   XX"
+        "X...X       -  X.X  -   X.X   -    XX    X.X    XX    -      X.X        -        X.X      "
+        "X....X      -  X.X  -   X.X   -   X.X    X.X    X.X   -       X.X       -       X.X       "
+        "X.....X     -  X.X  -   X.X   -  X..X    X.X    X..X  -        X.X      -      X.X        "
+        "X......X    -  X.X  -   X.X   - X...XXXXXX.XXXXXX...X -         X.X   XX-XX   X.X         "
+        "X.......X   -  X.X  -   X.X   -X.....................X-          X.X X.X-X.X X.X          "
+        "X........X  -  X.X  -   X.X   - X...XXXXXX.XXXXXX...X -           X.X..X-X..X.X           "
+        "X.........X -XXX.XXX-   X.X   -  X..X    X.X    X..X  -            X...X-X...X            "
+        "X..........X-X.....X-   X.X   -   X.X    X.X    X.X   -           X....X-X....X           "
+        "X......XXXXX-XXXXXXX-   X.X   -    XX    X.X    XX    -          X.....X-X.....X          "
+        "X...X..X    ---------   X.X   -          X.X          -          XXXXXXX-XXXXXXX          "
+        "X..X X..X   -       -XXXX.XXXX-       XXXX.XXXX       ------------------------------------"
+        "X.X  X..X   -       -X.......X-       X.......X       -    XX           XX    -           "
+        "XX    X..X  -       - X.....X -        X.....X        -   X.X           X.X   -           "
+        "      X..X          -  X...X  -         X...X         -  X..X           X..X  -           "
+        "       XX           -   X.X   -          X.X          - X...XXXXXXXXXXXXX...X -           "
+        "------------        -    X    -           X           -X.....................X-           "
+        "                    ----------------------------------- X...XXXXXXXXXXXXX...X -           "
+        "                                                      -  X..X           X..X  -           "
+        "                                                      -   X.X           X.X   -           "
+        "                                                      -    XX           XX    -           "
+    };
+
+    ImVector<stbrp_rect>& rects = *(ImVector<stbrp_rect>*)p_rects;
+    if (pass == 0)
+    {
+        // Request rectangles
+        stbrp_rect r;
+        memset(&r, 0, sizeof(r));
+        r.w = (TEX_DATA_W*2)+1;
+        r.h = TEX_DATA_H+1;
+        rects.push_back(r);
+    }
+    else if (pass == 1)
+    {
+        // Render/copy pixels
+        const stbrp_rect& r = rects[0];
+        for (int y = 0, n = 0; y < TEX_DATA_H; y++)
+            for (int x = 0; x < TEX_DATA_W; x++, n++)
+            {
+                const int offset0 = (int)(r.x + x) + (int)(r.y + y) * TexWidth;
+                const int offset1 = offset0 + 1 + TEX_DATA_W;
+                TexPixelsAlpha8[offset0] = texture_data[n] == '.' ? 0xFF : 0x00;
+                TexPixelsAlpha8[offset1] = texture_data[n] == 'X' ? 0xFF : 0x00;
+            }
+        const ImVec2 tex_uv_scale(1.0f / TexWidth, 1.0f / TexHeight);
+        TexUvWhitePixel = ImVec2((r.x + 0.5f) * tex_uv_scale.x, (r.y + 0.5f) * tex_uv_scale.y);
+
+        // Setup mouse cursors
+        const ImVec2 cursor_datas[ImGuiMouseCursor_Count_][3] =
+        {
+            // Pos ........ Size ......... Offset ......
+            { ImVec2(0,3),  ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
+            { ImVec2(13,0), ImVec2(7,16),  ImVec2( 4, 8) }, // ImGuiMouseCursor_TextInput
+            { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_Move
+            { ImVec2(21,0), ImVec2( 9,23), ImVec2( 5,11) }, // ImGuiMouseCursor_ResizeNS
+            { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 5) }, // ImGuiMouseCursor_ResizeEW
+            { ImVec2(73,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNESW
+            { ImVec2(55,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNWSE
+        };
+
+        for (int type = 0; type < ImGuiMouseCursor_Count_; type++)
+        {
+            ImGuiMouseCursorData& cursor_data = GImGui->MouseCursorData[type];
+            ImVec2 pos = cursor_datas[type][0] + ImVec2((float)r.x, (float)r.y);
+            const ImVec2 size = cursor_datas[type][1];
+            cursor_data.Type = type;
+            cursor_data.Size = size;
+            cursor_data.HotOffset = cursor_datas[type][2];
+            cursor_data.TexUvMin[0] = (pos) * tex_uv_scale;
+            cursor_data.TexUvMax[0] = (pos + size) * tex_uv_scale;
+            pos.x += TEX_DATA_W+1;
+            cursor_data.TexUvMin[1] = (pos) * tex_uv_scale;
+            cursor_data.TexUvMax[1] = (pos + size) * tex_uv_scale;
+        }
+    }
+}
+
+// Retrieve list of range (2 int per range, values are inclusive)
+const ImWchar*   ImFontAtlas::GetGlyphRangesDefault()
+{
+    static const ImWchar ranges[] =
+    {
+        0x0020, 0x00FF, // Basic Latin + Latin Supplement
+        0,
+    };
+    return &ranges[0];
+}
+
+const ImWchar*  ImFontAtlas::GetGlyphRangesKorean()
+{
+    static const ImWchar ranges[] =
+    {
+        0x0020, 0x00FF, // Basic Latin + Latin Supplement
+        0x3131, 0x3163, // Korean alphabets
+        0xAC00, 0xD79D, // Korean characters
+        0,
+    };
+    return &ranges[0];
+}
+
+const ImWchar*  ImFontAtlas::GetGlyphRangesChinese()
+{
+    static const ImWchar ranges[] =
+    {
+        0x0020, 0x00FF, // Basic Latin + Latin Supplement
+        0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
+        0x31F0, 0x31FF, // Katakana Phonetic Extensions
+        0xFF00, 0xFFEF, // Half-width characters
+        0x4e00, 0x9FAF, // CJK Ideograms
+        0,
+    };
+    return &ranges[0];
+}
+
+const ImWchar*  ImFontAtlas::GetGlyphRangesJapanese()
+{
+    // Store the 1946 ideograms code points as successive offsets from the initial unicode codepoint 0x4E00. Each offset has an implicit +1.
+    // This encoding helps us reduce the source code size.
+    static const short offsets_from_0x4E00[] =
+    {
+        -1,0,1,3,0,0,0,0,1,0,5,1,1,0,7,4,6,10,0,1,9,9,7,1,3,19,1,10,7,1,0,1,0,5,1,0,6,4,2,6,0,0,12,6,8,0,3,5,0,1,0,9,0,0,8,1,1,3,4,5,13,0,0,8,2,17,
+        4,3,1,1,9,6,0,0,0,2,1,3,2,22,1,9,11,1,13,1,3,12,0,5,9,2,0,6,12,5,3,12,4,1,2,16,1,1,4,6,5,3,0,6,13,15,5,12,8,14,0,0,6,15,3,6,0,18,8,1,6,14,1,
+        5,4,12,24,3,13,12,10,24,0,0,0,1,0,1,1,2,9,10,2,2,0,0,3,3,1,0,3,8,0,3,2,4,4,1,6,11,10,14,6,15,3,4,15,1,0,0,5,2,2,0,0,1,6,5,5,6,0,3,6,5,0,0,1,0,
+        11,2,2,8,4,7,0,10,0,1,2,17,19,3,0,2,5,0,6,2,4,4,6,1,1,11,2,0,3,1,2,1,2,10,7,6,3,16,0,8,24,0,0,3,1,1,3,0,1,6,0,0,0,2,0,1,5,15,0,1,0,0,2,11,19,
+        1,4,19,7,6,5,1,0,0,0,0,5,1,0,1,9,0,0,5,0,2,0,1,0,3,0,11,3,0,2,0,0,0,0,0,9,3,6,4,12,0,14,0,0,29,10,8,0,14,37,13,0,31,16,19,0,8,30,1,20,8,3,48,
+        21,1,0,12,0,10,44,34,42,54,11,18,82,0,2,1,2,12,1,0,6,2,17,2,12,7,0,7,17,4,2,6,24,23,8,23,39,2,16,23,1,0,5,1,2,15,14,5,6,2,11,0,8,6,2,2,2,14,
+        20,4,15,3,4,11,10,10,2,5,2,1,30,2,1,0,0,22,5,5,0,3,1,5,4,1,0,0,2,2,21,1,5,1,2,16,2,1,3,4,0,8,4,0,0,5,14,11,2,16,1,13,1,7,0,22,15,3,1,22,7,14,
+        22,19,11,24,18,46,10,20,64,45,3,2,0,4,5,0,1,4,25,1,0,0,2,10,0,0,0,1,0,1,2,0,0,9,1,2,0,0,0,2,5,2,1,1,5,5,8,1,1,1,5,1,4,9,1,3,0,1,0,1,1,2,0,0,
+        2,0,1,8,22,8,1,0,0,0,0,4,2,1,0,9,8,5,0,9,1,30,24,2,6,4,39,0,14,5,16,6,26,179,0,2,1,1,0,0,0,5,2,9,6,0,2,5,16,7,5,1,1,0,2,4,4,7,15,13,14,0,0,
+        3,0,1,0,0,0,2,1,6,4,5,1,4,9,0,3,1,8,0,0,10,5,0,43,0,2,6,8,4,0,2,0,0,9,6,0,9,3,1,6,20,14,6,1,4,0,7,2,3,0,2,0,5,0,3,1,0,3,9,7,0,3,4,0,4,9,1,6,0,
+        9,0,0,2,3,10,9,28,3,6,2,4,1,2,32,4,1,18,2,0,3,1,5,30,10,0,2,2,2,0,7,9,8,11,10,11,7,2,13,7,5,10,0,3,40,2,0,1,6,12,0,4,5,1,5,11,11,21,4,8,3,7,
+        8,8,33,5,23,0,0,19,8,8,2,3,0,6,1,1,1,5,1,27,4,2,5,0,3,5,6,3,1,0,3,1,12,5,3,3,2,0,7,7,2,1,0,4,0,1,1,2,0,10,10,6,2,5,9,7,5,15,15,21,6,11,5,20,
+        4,3,5,5,2,5,0,2,1,0,1,7,28,0,9,0,5,12,5,5,18,30,0,12,3,3,21,16,25,32,9,3,14,11,24,5,66,9,1,2,0,5,9,1,5,1,8,0,8,3,3,0,1,15,1,4,8,1,2,7,0,7,2,
+        8,3,7,5,3,7,10,2,1,0,0,2,25,0,6,4,0,10,0,4,2,4,1,12,5,38,4,0,4,1,10,5,9,4,0,14,4,2,5,18,20,21,1,3,0,5,0,7,0,3,7,1,3,1,1,8,1,0,0,0,3,2,5,2,11,
+        6,0,13,1,3,9,1,12,0,16,6,2,1,0,2,1,12,6,13,11,2,0,28,1,7,8,14,13,8,13,0,2,0,5,4,8,10,2,37,42,19,6,6,7,4,14,11,18,14,80,7,6,0,4,72,12,36,27,
+        7,7,0,14,17,19,164,27,0,5,10,7,3,13,6,14,0,2,2,5,3,0,6,13,0,0,10,29,0,4,0,3,13,0,3,1,6,51,1,5,28,2,0,8,0,20,2,4,0,25,2,10,13,10,0,16,4,0,1,0,
+        2,1,7,0,1,8,11,0,0,1,2,7,2,23,11,6,6,4,16,2,2,2,0,22,9,3,3,5,2,0,15,16,21,2,9,20,15,15,5,3,9,1,0,0,1,7,7,5,4,2,2,2,38,24,14,0,0,15,5,6,24,14,
+        5,5,11,0,21,12,0,3,8,4,11,1,8,0,11,27,7,2,4,9,21,59,0,1,39,3,60,62,3,0,12,11,0,3,30,11,0,13,88,4,15,5,28,13,1,4,48,17,17,4,28,32,46,0,16,0,
+        18,11,1,8,6,38,11,2,6,11,38,2,0,45,3,11,2,7,8,4,30,14,17,2,1,1,65,18,12,16,4,2,45,123,12,56,33,1,4,3,4,7,0,0,0,3,2,0,16,4,2,4,2,0,7,4,5,2,26,
+        2,25,6,11,6,1,16,2,6,17,77,15,3,35,0,1,0,5,1,0,38,16,6,3,12,3,3,3,0,9,3,1,3,5,2,9,0,18,0,25,1,3,32,1,72,46,6,2,7,1,3,14,17,0,28,1,40,13,0,20,
+        15,40,6,38,24,12,43,1,1,9,0,12,6,0,6,2,4,19,3,7,1,48,0,9,5,0,5,6,9,6,10,15,2,11,19,3,9,2,0,1,10,1,27,8,1,3,6,1,14,0,26,0,27,16,3,4,9,6,2,23,
+        9,10,5,25,2,1,6,1,1,48,15,9,15,14,3,4,26,60,29,13,37,21,1,6,4,0,2,11,22,23,16,16,2,2,1,3,0,5,1,6,4,0,0,4,0,0,8,3,0,2,5,0,7,1,7,3,13,2,4,10,
+        3,0,2,31,0,18,3,0,12,10,4,1,0,7,5,7,0,5,4,12,2,22,10,4,2,15,2,8,9,0,23,2,197,51,3,1,1,4,13,4,3,21,4,19,3,10,5,40,0,4,1,1,10,4,1,27,34,7,21,
+        2,17,2,9,6,4,2,3,0,4,2,7,8,2,5,1,15,21,3,4,4,2,2,17,22,1,5,22,4,26,7,0,32,1,11,42,15,4,1,2,5,0,19,3,1,8,6,0,10,1,9,2,13,30,8,2,24,17,19,1,4,
+        4,25,13,0,10,16,11,39,18,8,5,30,82,1,6,8,18,77,11,13,20,75,11,112,78,33,3,0,0,60,17,84,9,1,1,12,30,10,49,5,32,158,178,5,5,6,3,3,1,3,1,4,7,6,
+        19,31,21,0,2,9,5,6,27,4,9,8,1,76,18,12,1,4,0,3,3,6,3,12,2,8,30,16,2,25,1,5,5,4,3,0,6,10,2,3,1,0,5,1,19,3,0,8,1,5,2,6,0,0,0,19,1,2,0,5,1,2,5,
+        1,3,7,0,4,12,7,3,10,22,0,9,5,1,0,2,20,1,1,3,23,30,3,9,9,1,4,191,14,3,15,6,8,50,0,1,0,0,4,0,0,1,0,2,4,2,0,2,3,0,2,0,2,2,8,7,0,1,1,1,3,3,17,11,
+        91,1,9,3,2,13,4,24,15,41,3,13,3,1,20,4,125,29,30,1,0,4,12,2,21,4,5,5,19,11,0,13,11,86,2,18,0,7,1,8,8,2,2,22,1,2,6,5,2,0,1,2,8,0,2,0,5,2,1,0,
+        2,10,2,0,5,9,2,1,2,0,1,0,4,0,0,10,2,5,3,0,6,1,0,1,4,4,33,3,13,17,3,18,6,4,7,1,5,78,0,4,1,13,7,1,8,1,0,35,27,15,3,0,0,0,1,11,5,41,38,15,22,6,
+        14,14,2,1,11,6,20,63,5,8,27,7,11,2,2,40,58,23,50,54,56,293,8,8,1,5,1,14,0,1,12,37,89,8,8,8,2,10,6,0,0,0,4,5,2,1,0,1,1,2,7,0,3,3,0,4,6,0,3,2,
+        19,3,8,0,0,0,4,4,16,0,4,1,5,1,3,0,3,4,6,2,17,10,10,31,6,4,3,6,10,126,7,3,2,2,0,9,0,0,5,20,13,0,15,0,6,0,2,5,8,64,50,3,2,12,2,9,0,0,11,8,20,
+        109,2,18,23,0,0,9,61,3,0,28,41,77,27,19,17,81,5,2,14,5,83,57,252,14,154,263,14,20,8,13,6,57,39,38,
+    };
+    static ImWchar base_ranges[] =
+    {
+        0x0020, 0x00FF, // Basic Latin + Latin Supplement
+        0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
+        0x31F0, 0x31FF, // Katakana Phonetic Extensions
+        0xFF00, 0xFFEF, // Half-width characters
+    };
+    static bool full_ranges_unpacked = false;
+    static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(offsets_from_0x4E00)*2 + 1];
+    if (!full_ranges_unpacked)
+    {
+        // Unpack
+        int codepoint = 0x4e00;
+        memcpy(full_ranges, base_ranges, sizeof(base_ranges));
+        ImWchar* dst = full_ranges + IM_ARRAYSIZE(base_ranges);;
+        for (int n = 0; n < IM_ARRAYSIZE(offsets_from_0x4E00); n++, dst += 2)
+            dst[0] = dst[1] = (ImWchar)(codepoint += (offsets_from_0x4E00[n] + 1));
+        dst[0] = 0;
+        full_ranges_unpacked = true;
+    }
+    return &full_ranges[0];
+}
+
+const ImWchar*  ImFontAtlas::GetGlyphRangesCyrillic()
+{
+    static const ImWchar ranges[] =
+    {
+        0x0020, 0x00FF, // Basic Latin + Latin Supplement
+        0x0400, 0x052F, // Cyrillic + Cyrillic Supplement
+        0x2DE0, 0x2DFF, // Cyrillic Extended-A
+        0xA640, 0xA69F, // Cyrillic Extended-B
+        0,
+    };
+    return &ranges[0];
+}
+
+const ImWchar*  ImFontAtlas::GetGlyphRangesThai()
+{
+    static const ImWchar ranges[] =
+    {
+        0x0020, 0x00FF, // Basic Latin
+        0x0E00, 0x0E7F, // Thai
+        0,
+    };
+    return &ranges[0];
+}
+
+//-----------------------------------------------------------------------------
+// ImFont
+//-----------------------------------------------------------------------------
+
+ImFont::ImFont()
+{
+    Scale = 1.0f;
+    FallbackChar = (ImWchar)'?';
+    Clear();
+}
+
+ImFont::~ImFont()
+{
+    // Invalidate active font so that the user gets a clear crash instead of a dangling pointer.
+    // If you want to delete fonts you need to do it between Render() and NewFrame().
+    // FIXME-CLEANUP
+    /*
+    ImGuiContext& g = *GImGui;
+    if (g.Font == this)
+        g.Font = NULL;
+    */
+    Clear();
+}
+
+void    ImFont::Clear()
+{
+    FontSize = 0.0f;
+    DisplayOffset = ImVec2(0.0f, 1.0f);
+    Glyphs.clear();
+    IndexXAdvance.clear();
+    IndexLookup.clear();
+    FallbackGlyph = NULL;
+    FallbackXAdvance = 0.0f;
+    ConfigDataCount = 0;
+    ConfigData = NULL;
+    ContainerAtlas = NULL;
+    Ascent = Descent = 0.0f;
+    MetricsTotalSurface = 0;
+}
+
+void ImFont::BuildLookupTable()
+{
+    int max_codepoint = 0;
+    for (int i = 0; i != Glyphs.Size; i++)
+        max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);
+
+    IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved
+    IndexXAdvance.clear();
+    IndexLookup.clear();
+    GrowIndex(max_codepoint + 1);
+    for (int i = 0; i < Glyphs.Size; i++)
+    {
+        int codepoint = (int)Glyphs[i].Codepoint;
+        IndexXAdvance[codepoint] = Glyphs[i].XAdvance;
+        IndexLookup[codepoint] = (unsigned short)i;
+    }
+
+    // Create a glyph to handle TAB
+    // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?)
+    if (FindGlyph((unsigned short)' '))
+    {
+        if (Glyphs.back().Codepoint != '\t')   // So we can call this function multiple times
+            Glyphs.resize(Glyphs.Size + 1);
+        ImFont::Glyph& tab_glyph = Glyphs.back();
+        tab_glyph = *FindGlyph((unsigned short)' ');
+        tab_glyph.Codepoint = '\t';
+        tab_glyph.XAdvance *= 4;
+        IndexXAdvance[(int)tab_glyph.Codepoint] = (float)tab_glyph.XAdvance;
+        IndexLookup[(int)tab_glyph.Codepoint] = (unsigned short)(Glyphs.Size-1);
+    }
+
+    FallbackGlyph = NULL;
+    FallbackGlyph = FindGlyph(FallbackChar);
+    FallbackXAdvance = FallbackGlyph ? FallbackGlyph->XAdvance : 0.0f;
+    for (int i = 0; i < max_codepoint + 1; i++)
+        if (IndexXAdvance[i] < 0.0f)
+            IndexXAdvance[i] = FallbackXAdvance;
+}
+
+void ImFont::SetFallbackChar(ImWchar c)
+{
+    FallbackChar = c;
+    BuildLookupTable();
+}
+
+void ImFont::GrowIndex(int new_size)
+{
+    IM_ASSERT(IndexXAdvance.Size == IndexLookup.Size);
+    int old_size = IndexLookup.Size;
+    if (new_size <= old_size)
+        return;
+    IndexXAdvance.resize(new_size);
+    IndexLookup.resize(new_size);
+    for (int i = old_size; i < new_size; i++)
+    {
+        IndexXAdvance[i] = -1.0f;
+        IndexLookup[i] = (unsigned short)-1;
+    }
+}
+
+void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
+{
+    IM_ASSERT(IndexLookup.Size > 0);    // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function.
+    int index_size = IndexLookup.Size;
+
+    if (dst < index_size && IndexLookup.Data[dst] == (unsigned short)-1 && !overwrite_dst) // 'dst' already exists
+        return;
+    if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op
+        return;
+
+    GrowIndex(dst + 1);
+    IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (unsigned short)-1;
+    IndexXAdvance[dst] = (src < index_size) ? IndexXAdvance.Data[src] : 1.0f;
+}
+
+const ImFont::Glyph* ImFont::FindGlyph(unsigned short c) const
+{
+    if (c < IndexLookup.Size)
+    {
+        const unsigned short i = IndexLookup[c];
+        if (i != (unsigned short)-1)
+            return &Glyphs.Data[i];
+    }
+    return FallbackGlyph;
+}
+
+const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const
+{
+    // Simple word-wrapping for English, not full-featured. Please submit failing cases!
+    // FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.)
+
+    // For references, possible wrap point marked with ^
+    //  "aaa bbb, ccc,ddd. eee   fff. ggg!"
+    //      ^    ^    ^   ^   ^__    ^    ^
+
+    // List of hardcoded separators: .,;!?'"
+
+    // Skip extra blanks after a line returns (that includes not counting them in width computation)
+    // e.g. "Hello    world" --> "Hello" "World"
+
+    // Cut words that cannot possibly fit within one line.
+    // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish"
+
+    float line_width = 0.0f;
+    float word_width = 0.0f;
+    float blank_width = 0.0f;
+
+    const char* word_end = text;
+    const char* prev_word_end = NULL;
+    bool inside_word = true;
+
+    const char* s = text;
+    while (s < text_end)
+    {
+        unsigned int c = (unsigned int)*s;
+        const char* next_s;
+        if (c < 0x80)
+            next_s = s + 1;
+        else
+            next_s = s + ImTextCharFromUtf8(&c, s, text_end);
+        if (c == 0)
+            break;
+
+        if (c < 32)
+        {
+            if (c == '\n')
+            {
+                line_width = word_width = blank_width = 0.0f;
+                inside_word = true;
+                s = next_s;
+                continue;
+            }
+            if (c == '\r')
+            {
+                s = next_s;
+                continue;
+            }
+        }
+
+        const float char_width = ((int)c < IndexXAdvance.Size ? IndexXAdvance[(int)c] : FallbackXAdvance) * scale;
+        if (ImCharIsSpace(c))
+        {
+            if (inside_word)
+            {
+                line_width += blank_width;
+                blank_width = 0.0f;
+                word_end = s;
+            }
+            blank_width += char_width;
+            inside_word = false;
+        }
+        else
+        {
+            word_width += char_width;
+            if (inside_word)
+            {
+                word_end = next_s;
+            }
+            else
+            {
+                prev_word_end = word_end;
+                line_width += word_width + blank_width;
+                word_width = blank_width = 0.0f;
+            }
+
+            // Allow wrapping after punctuation.
+            inside_word = !(c == '.' || c == ',' || c == ';' || c == '!' || c == '?' || c == '\"');
+        }
+
+        // We ignore blank width at the end of the line (they can be skipped)
+        if (line_width + word_width >= wrap_width)
+        {
+            // Words that cannot possibly fit within an entire line will be cut anywhere.
+            if (word_width < wrap_width)
+                s = prev_word_end ? prev_word_end : word_end;
+            break;
+        }
+
+        s = next_s;
+    }
+
+    return s;
+}
+
+ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const
+{
+    if (!text_end)
+        text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this.
+
+    const float line_height = size;
+    const float scale = size / FontSize;
+
+    ImVec2 text_size = ImVec2(0,0);
+    float line_width = 0.0f;
+
+    const bool word_wrap_enabled = (wrap_width > 0.0f);
+    const char* word_wrap_eol = NULL;
+
+    const char* s = text_begin;
+    while (s < text_end)
+    {
+        if (word_wrap_enabled)
+        {
+            // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
+            if (!word_wrap_eol)
+            {
+                word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width);
+                if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
+                    word_wrap_eol++;    // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
+            }
+
+            if (s >= word_wrap_eol)
+            {
+                if (text_size.x < line_width)
+                    text_size.x = line_width;
+                text_size.y += line_height;
+                line_width = 0.0f;
+                word_wrap_eol = NULL;
+
+                // Wrapping skips upcoming blanks
+                while (s < text_end)
+                {
+                    const char c = *s;
+                    if (ImCharIsSpace(c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
+                }
+                continue;
+            }
+        }
+
+        // Decode and advance source
+        const char* prev_s = s;
+        unsigned int c = (unsigned int)*s;
+        if (c < 0x80)
+        {
+            s += 1;
+        }
+        else
+        {
+            s += ImTextCharFromUtf8(&c, s, text_end);
+            if (c == 0) // Malformed UTF-8?
+                break;
+        }
+
+        if (c < 32)
+        {
+            if (c == '\n')
+            {
+                text_size.x = ImMax(text_size.x, line_width);
+                text_size.y += line_height;
+                line_width = 0.0f;
+                continue;
+            }
+            if (c == '\r')
+                continue;
+        }
+
+        const float char_width = ((int)c < IndexXAdvance.Size ? IndexXAdvance[(int)c] : FallbackXAdvance) * scale;
+        if (line_width + char_width >= max_width)
+        {
+            s = prev_s;
+            break;
+        }
+
+        line_width += char_width;
+    }
+
+    if (text_size.x < line_width)
+        text_size.x = line_width;
+
+    if (line_width > 0 || text_size.y == 0.0f)
+        text_size.y += line_height;
+
+    if (remaining)
+        *remaining = s;
+
+    return text_size;
+}
+
+void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const
+{
+    if (c == ' ' || c == '\t' || c == '\n' || c == '\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded.
+        return;
+    if (const Glyph* glyph = FindGlyph(c))
+    {
+        float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
+        pos.x = (float)(int)pos.x + DisplayOffset.x;
+        pos.y = (float)(int)pos.y + DisplayOffset.y;
+        ImVec2 pos_tl(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale);
+        ImVec2 pos_br(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale);
+        draw_list->PrimReserve(6, 4);
+        draw_list->PrimRectUV(pos_tl, pos_br, ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
+    }
+}
+
+void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
+{
+    if (!text_end)
+        text_end = text_begin + strlen(text_begin); // ImGui functions generally already provides a valid text_end, so this is merely to handle direct calls.
+
+    // Align to be pixel perfect
+    pos.x = (float)(int)pos.x + DisplayOffset.x;
+    pos.y = (float)(int)pos.y + DisplayOffset.y;
+    float x = pos.x;
+    float y = pos.y;
+    if (y > clip_rect.w)
+        return;
+
+    const float scale = size / FontSize;
+    const float line_height = FontSize * scale;
+    const bool word_wrap_enabled = (wrap_width > 0.0f);
+    const char* word_wrap_eol = NULL;
+
+    // Skip non-visible lines
+    const char* s = text_begin;
+    if (!word_wrap_enabled && y + line_height < clip_rect.y)
+        while (s < text_end && *s != '\n')  // Fast-forward to next line
+            s++;
+
+    // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized)
+    const int vtx_count_max = (int)(text_end - s) * 4;
+    const int idx_count_max = (int)(text_end - s) * 6;
+    const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max;
+    draw_list->PrimReserve(idx_count_max, vtx_count_max);
+
+    ImDrawVert* vtx_write = draw_list->_VtxWritePtr;
+    ImDrawIdx* idx_write = draw_list->_IdxWritePtr;
+    unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx;
+
+    while (s < text_end)
+    {
+        if (word_wrap_enabled)
+        {
+            // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
+            if (!word_wrap_eol)
+            {
+                word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x));
+                if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
+                    word_wrap_eol++;    // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
+            }
+
+            if (s >= word_wrap_eol)
+            {
+                x = pos.x;
+                y += line_height;
+                word_wrap_eol = NULL;
+
+                // Wrapping skips upcoming blanks
+                while (s < text_end)
+                {
+                    const char c = *s;
+                    if (ImCharIsSpace(c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
+                }
+                continue;
+            }
+        }
+
+        // Decode and advance source
+        unsigned int c = (unsigned int)*s;
+        if (c < 0x80)
+        {
+            s += 1;
+        }
+        else
+        {
+            s += ImTextCharFromUtf8(&c, s, text_end);
+            if (c == 0) // Malformed UTF-8?
+                break;
+        }
+
+        if (c < 32)
+        {
+            if (c == '\n')
+            {
+                x = pos.x;
+                y += line_height;
+
+                if (y > clip_rect.w)
+                    break;
+                if (!word_wrap_enabled && y + line_height < clip_rect.y)
+                    while (s < text_end && *s != '\n')  // Fast-forward to next line
+                        s++;
+                continue;
+            }
+            if (c == '\r')
+                continue;
+        }
+
+        float char_width = 0.0f;
+        if (const Glyph* glyph = FindGlyph((unsigned short)c))
+        {
+            char_width = glyph->XAdvance * scale;
+
+            // Arbitrarily assume that both space and tabs are empty glyphs as an optimization
+            if (c != ' ' && c != '\t')
+            {
+                // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w
+                float x1 = x + glyph->X0 * scale;
+                float x2 = x + glyph->X1 * scale;
+                float y1 = y + glyph->Y0 * scale;
+                float y2 = y + glyph->Y1 * scale;
+                if (x1 <= clip_rect.z && x2 >= clip_rect.x)
+                {
+                    // Render a character
+                    float u1 = glyph->U0;
+                    float v1 = glyph->V0;
+                    float u2 = glyph->U1;
+                    float v2 = glyph->V1;
+
+                    // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.
+                    if (cpu_fine_clip)
+                    {
+                        if (x1 < clip_rect.x)
+                        {
+                            u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1);
+                            x1 = clip_rect.x;
+                        }
+                        if (y1 < clip_rect.y)
+                        {
+                            v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1);
+                            y1 = clip_rect.y;
+                        }
+                        if (x2 > clip_rect.z)
+                        {
+                            u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1);
+                            x2 = clip_rect.z;
+                        }
+                        if (y2 > clip_rect.w)
+                        {
+                            v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);
+                            y2 = clip_rect.w;
+                        }
+                        if (y1 >= y2)
+                        {
+                            x += char_width;
+                            continue;
+                        }
+                    }
+
+                    // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug build.
+                    // Inlined here:
+                    {
+                        idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
+                        idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);
+                        vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;
+                        vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;
+                        vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;
+                        vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;
+                        vtx_write += 4;
+                        vtx_current_idx += 4;
+                        idx_write += 6;
+                    }
+                }
+            }
+        }
+
+        x += char_width;
+    }
+
+    // Give back unused vertices
+    draw_list->VtxBuffer.resize((int)(vtx_write - draw_list->VtxBuffer.Data));
+    draw_list->IdxBuffer.resize((int)(idx_write - draw_list->IdxBuffer.Data));
+    draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);
+    draw_list->_VtxWritePtr = vtx_write;
+    draw_list->_IdxWritePtr = idx_write;
+    draw_list->_VtxCurrentIdx = (unsigned int)draw_list->VtxBuffer.Size;
+}
+
+//-----------------------------------------------------------------------------
+// DEFAULT FONT DATA
+//-----------------------------------------------------------------------------
+// Compressed with stb_compress() then converted to a C array.
+// Use the program in extra_fonts/binary_to_compressed_c.cpp to create the array from a TTF file.
+// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h
+//-----------------------------------------------------------------------------
+
+static unsigned int stb_decompress_length(unsigned char *input)
+{
+    return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11];
+}
+
+static unsigned char *stb__barrier, *stb__barrier2, *stb__barrier3, *stb__barrier4;
+static unsigned char *stb__dout;
+static void stb__match(unsigned char *data, unsigned int length)
+{
+    // INVERSE of memmove... write each byte before copying the next...
+    IM_ASSERT (stb__dout + length <= stb__barrier);
+    if (stb__dout + length > stb__barrier) { stb__dout += length; return; }
+    if (data < stb__barrier4) { stb__dout = stb__barrier+1; return; }
+    while (length--) *stb__dout++ = *data++;
+}
+
+static void stb__lit(unsigned char *data, unsigned int length)
+{
+    IM_ASSERT (stb__dout + length <= stb__barrier);
+    if (stb__dout + length > stb__barrier) { stb__dout += length; return; }
+    if (data < stb__barrier2) { stb__dout = stb__barrier+1; return; }
+    memcpy(stb__dout, data, length);
+    stb__dout += length;
+}
+
+#define stb__in2(x)   ((i[x] << 8) + i[(x)+1])
+#define stb__in3(x)   ((i[x] << 16) + stb__in2((x)+1))
+#define stb__in4(x)   ((i[x] << 24) + stb__in3((x)+1))
+
+static unsigned char *stb_decompress_token(unsigned char *i)
+{
+    if (*i >= 0x20) { // use fewer if's for cases that expand small
+        if (*i >= 0x80)       stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2;
+        else if (*i >= 0x40)  stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3;
+        else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1);
+    } else { // more ifs for cases that expand large, since overhead is amortized
+        if (*i >= 0x18)       stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4;
+        else if (*i >= 0x10)  stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5;
+        else if (*i >= 0x08)  stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1);
+        else if (*i == 0x07)  stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1);
+        else if (*i == 0x06)  stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5;
+        else if (*i == 0x04)  stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6;
+    }
+    return i;
+}
+
+static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen)
+{
+    const unsigned long ADLER_MOD = 65521;
+    unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;
+    unsigned long blocklen, i;
+
+    blocklen = buflen % 5552;
+    while (buflen) {
+        for (i=0; i + 7 < blocklen; i += 8) {
+            s1 += buffer[0], s2 += s1;
+            s1 += buffer[1], s2 += s1;
+            s1 += buffer[2], s2 += s1;
+            s1 += buffer[3], s2 += s1;
+            s1 += buffer[4], s2 += s1;
+            s1 += buffer[5], s2 += s1;
+            s1 += buffer[6], s2 += s1;
+            s1 += buffer[7], s2 += s1;
+
+            buffer += 8;
+        }
+
+        for (; i < blocklen; ++i)
+            s1 += *buffer++, s2 += s1;
+
+        s1 %= ADLER_MOD, s2 %= ADLER_MOD;
+        buflen -= blocklen;
+        blocklen = 5552;
+    }
+    return (unsigned int)(s2 << 16) + (unsigned int)s1;
+}
+
+static unsigned int stb_decompress(unsigned char *output, unsigned char *i, unsigned int length)
+{
+    unsigned int olen;
+    if (stb__in4(0) != 0x57bC0000) return 0;
+    if (stb__in4(4) != 0)          return 0; // error! stream is > 4GB
+    olen = stb_decompress_length(i);
+    stb__barrier2 = i;
+    stb__barrier3 = i+length;
+    stb__barrier = output + olen;
+    stb__barrier4 = output;
+    i += 16;
+
+    stb__dout = output;
+    for (;;) {
+        unsigned char *old_i = i;
+        i = stb_decompress_token(i);
+        if (i == old_i) {
+            if (*i == 0x05 && i[1] == 0xfa) {
+                IM_ASSERT(stb__dout == output + olen);
+                if (stb__dout != output + olen) return 0;
+                if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2))
+                    return 0;
+                return olen;
+            } else {
+                IM_ASSERT(0); /* NOTREACHED */
+                return 0;
+            }
+        }
+        IM_ASSERT(stb__dout <= output + olen);
+        if (stb__dout > output + olen)
+            return 0;
+    }
+}
+
+//-----------------------------------------------------------------------------
+// ProggyClean.ttf
+// Copyright (c) 2004, 2005 Tristan Grimmer
+// MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip)
+// Download and more information at http://upperbounds.net
+//-----------------------------------------------------------------------------
+// File: 'ProggyClean.ttf' (41208 bytes)
+// Exported using binary_to_compressed_c.cpp
+//-----------------------------------------------------------------------------
+static const char proggy_clean_ttf_compressed_data_base85[11980+1] =
+    "7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/"
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+    "hU%<-SRF`Tt:542R_VV$p@[p8DV[A,?1839FWdF<TddF<9Ah-6&9tWoDlh]&1SpGMq>Ti1O*H&#(AL8[_P%.M>v^-))qOT*F5Cq0`Ye%+$B6i:7@0IX<N+T+0MlMBPQ*Vj>SsD<U4JHY"
+    "8kD2)2fU/M#$e.)T4,_=8hLim[&);?UkK'-x?'(:siIfL<$pFM`i<?%W(mGDHM%>iWP,##P`%/L<eXi:@Z9C.7o=@(pXdAO/NLQ8lPl+HPOQa8wD8=^GlPa8TKI1CjhsCTSLJM'/Wl>-"
+    "S(qw%sf/@%#B6;/U7K]uZbi^Oc^2n<bhPmUkMw>%t<)'mEVE''n`WnJra$^TKvX5B>;_aSEK',(hwa0:i4G?.Bci.(X[?b*($,=-n<.Q%`(X=?+@Am*Js0&=3bh8K]mL<LoNs'6,'85`"
+    "0?t/'_U59@]ddF<#LdF<eWdF<OuN/45rY<-L@&#+fm>69=Lb,OcZV/);TTm8VI;?%OtJ<(b4mq7M6:u?KRdF<gR@2L=FNU-<b[(9c/ML3m;Z[$oF3g)GAWqpARc=<ROu7cL5l;-[A]%/"
+    "+fsd;l#SafT/f*W]0=O'$(Tb<[)*@e775R-:Yob%g*>l*:xP?Yb.5)%w_I?7uk5JC+FS(m#i'k.'a0i)9<7b'fs'59hq$*5Uhv##pi^8+hIEBF`nvo`;'l0.^S1<-wUK2/Coh58KKhLj"
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+    "?6*C()dOp7:WL,b&3Rg/.cmM9&r^>$(>.Z-I&J(Q0Hd5Q%7Co-b`-c<N(6r@ip+AurK<m86QIth*#v;-OBqi+L7wDE-Ir8K['m+DDSLwK&/.?-V%U_%3:qKNu$_b*B-kp7NaD'QdWQPK"
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+    ">gXm8YB`1d@K#n]76-a$U,mF<fX]idqd)<3,]J7JmW4`6]uks=4-72L(jEk+:bJ0M^q-8Dm_Z?0olP1C9Sa&H[d&c$ooQUj]Exd*3ZM@-WGW2%s',B-_M%>%Ul:#/'xoFM9QX-$.QN'>"
+    "[%$Z$uF6pA6Ki2O5:8w*vP1<-1`[G,)-m#>0`P&#eb#.3i)rtB61(o'$?X3B</R90;eZ]%Ncq;-Tl]#F>2Qft^ae_5tKL9MUe9b*sLEQ95C&`=G?@Mj=wh*'3E>=-<)Gt*Iw)'QG:`@I"
+    "wOf7&]1i'S01B+Ev/Nac#9S;=;YQpg_6U`*kVY39xK,[/6Aj7:'1Bm-_1EYfa1+o&o4hp7KN_Q(OlIo@S%;jVdn0'1<Vc52=u`3^o-n1'g4v58Hj&6_t7$##?M)c<$bgQ_'SY((-xkA#"
+    "Y(,p'H9rIVY-b,'%bCPF7.J<Up^,(dU1VY*5#WkTU>h19w,WQhLI)3S#f$2(eb,jr*b;3Vw]*7NH%$c4Vs,eD9>XW8?N]o+(*pgC%/72LV-u<Hp,3@e^9UB1J+ak9-TN/mhKPg+AJYd$"
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+    "1*c-(aY168o<`JsSbk-,1N;$>0:OUas(3:8Z972LSfF8eb=c-;>SPw7.6hn3m`9^Xkn(r.qS[0;T%&Qc=+STRxX'q1BNk3&*eu2;&8q$&x>Q#Q7^Tf+6<(d%ZVmj2bDi%.3L2n+4W'$P"
+    "iDDG)g,r%+?,$@?uou5tSe2aN_AQU*<h`e-GI7)?OK2A.d7_c)?wQ5AS@DL3r#7fSkgl6-++D:'A,uq7SvlB$pcpH'q3n0#_%dY#xCpr-l<F0NR@-##FEV6NTF6##$l84N1w?AO>'IAO"
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+    ";u.T%fAr%4tJ8&><1=GHZ_+m9/#H1F^R#SC#*N=BA9(D?v[UiFY>>^8p,KKF.W]L29uLkLlu/+4T<XoIB&hx=T1PcDaB&;HH+-AFr?(m9HZV)FKS8JCw;SD=6[^/DZUL`EUDf]GGlG&>"
+    "w$)F./^n3+rlo+DB;5sIYGNk+i1t-69Jg--0pao7Sm#K)pdHW&;LuDNH@H>#/X-TI(;P>#,Gc>#0Su>#4`1?#8lC?#<xU?#@.i?#D:%@#HF7@#LRI@#P_[@#Tkn@#Xw*A#]-=A#a9OA#"
+    "d<F&#*;G##.GY##2Sl##6`($#:l:$#>xL$#B.`$#F:r$#JF.%#NR@%#R_R%#Vke%#Zww%#_-4&#3^Rh%Sflr-k'MS.o?.5/sWel/wpEM0%3'/1)K^f1-d>G21&v(35>V`39V7A4=onx4"
+    "A1OY5EI0;6Ibgr6M$HS7Q<)58C5w,;WoA*#[%T*#`1g*#d=#+#hI5+#lUG+#pbY+#tnl+#x$),#&1;,#*=M,#.I`,#2Ur,#6b.-#;w[H#iQtA#m^0B#qjBB#uvTB##-hB#'9$C#+E6C#"
+    "/QHC#3^ZC#7jmC#;v)D#?,<D#C8ND#GDaD#KPsD#O]/E#g1A5#KA*1#gC17#MGd;#8(02#L-d3#rWM4#Hga1#,<w0#T.j<#O#'2#CYN1#qa^:#_4m3#o@/=#eG8=#t8J5#`+78#4uI-#"
+    "m3B2#SB[8#Q0@8#i[*9#iOn8#1Nm;#^sN9#qh<9#:=x-#P;K2#$%X9#bC+.#Rg;<#mN=.#MTF.#RZO.#2?)4#Y#(/#[)1/#b;L/#dAU/#0Sv;#lY$0#n`-0#sf60#(F24#wrH0#%/e0#"
+    "TmD<#%JSMFove:CTBEXI:<eh2g)B,3h2^G3i;#d3jD>)4kMYD4lVu`4m`:&5niUA5@(A5BA1]PBB:xlBCC=2CDLXMCEUtiCf&0g2'tN?PGT4CPGT4CPGT4CPGT4CPGT4CPGT4CPGT4CP"
+    "GT4CPGT4CPGT4CPGT4CPGT4CPGT4CP-qekC`.9kEg^+F$kwViFJTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5o,^<-28ZI'O?;xp"
+    "O?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xp;7q-#lLYI:xvD=#";
+
+static const char* GetDefaultCompressedFontDataTTFBase85()
+{
+    return proggy_clean_ttf_compressed_data_base85;
+}

+ 776 - 0
Source/ThirdParty/imgui/imgui_internal.h

@@ -0,0 +1,776 @@
+// dear imgui, v1.50
+// (internals)
+
+// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
+// Implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators)
+//   #define IMGUI_DEFINE_MATH_OPERATORS
+
+#pragma once
+
+#ifndef IMGUI_VERSION
+#error Must include imgui.h before imgui_internal.h
+#endif
+
+#include <stdio.h>      // FILE*
+#include <math.h>       // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
+
+#ifdef _MSC_VER
+#pragma warning (push)
+#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)
+#endif
+
+#ifdef __clang__
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wunused-function"        // for stb_textedit.h
+#pragma clang diagnostic ignored "-Wmissing-prototypes"     // for stb_textedit.h
+#pragma clang diagnostic ignored "-Wold-style-cast"
+#endif
+
+//-----------------------------------------------------------------------------
+// Forward Declarations
+//-----------------------------------------------------------------------------
+
+struct ImRect;
+struct ImGuiColMod;
+struct ImGuiStyleMod;
+struct ImGuiGroupData;
+struct ImGuiSimpleColumns;
+struct ImGuiDrawContext;
+struct ImGuiTextEditState;
+struct ImGuiIniData;
+struct ImGuiMouseCursorData;
+struct ImGuiPopupRef;
+struct ImGuiWindow;
+
+typedef int ImGuiLayoutType;      // enum ImGuiLayoutType_
+typedef int ImGuiButtonFlags;     // enum ImGuiButtonFlags_
+typedef int ImGuiTreeNodeFlags;   // enum ImGuiTreeNodeFlags_
+typedef int ImGuiSliderFlags;     // enum ImGuiSliderFlags_
+
+//-------------------------------------------------------------------------
+// STB libraries
+//-------------------------------------------------------------------------
+
+namespace ImGuiStb
+{
+
+#undef STB_TEXTEDIT_STRING
+#undef STB_TEXTEDIT_CHARTYPE
+#define STB_TEXTEDIT_STRING             ImGuiTextEditState
+#define STB_TEXTEDIT_CHARTYPE           ImWchar
+#define STB_TEXTEDIT_GETWIDTH_NEWLINE   -1.0f
+#include "stb_textedit.h"
+
+} // namespace ImGuiStb
+
+//-----------------------------------------------------------------------------
+// Context
+//-----------------------------------------------------------------------------
+
+#ifndef GImGui
+extern IMGUI_API ImGuiContext* GImGui;  // Current implicit ImGui context pointer
+#endif
+
+//-----------------------------------------------------------------------------
+// Helpers
+//-----------------------------------------------------------------------------
+
+#define IM_ARRAYSIZE(_ARR)      ((int)(sizeof(_ARR)/sizeof(*_ARR)))
+#define IM_PI                   3.14159265358979323846f
+#define IM_OFFSETOF(_TYPE,_ELM) ((size_t)&(((_TYPE*)0)->_ELM))
+
+// Helpers: UTF-8 <> wchar
+IMGUI_API int           ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end);      // return output UTF-8 bytes count
+IMGUI_API int           ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end);          // return input UTF-8 bytes count
+IMGUI_API int           ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL);   // return input UTF-8 bytes count
+IMGUI_API int           ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end);                            // return number of UTF-8 code-points (NOT bytes count)
+IMGUI_API int           ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end);                   // return number of bytes to express string as UTF-8 code-points
+
+// Helpers: Misc
+IMGUI_API ImU32         ImHash(const void* data, int data_size, ImU32 seed = 0);    // Pass data_size==0 for zero-terminated strings
+IMGUI_API void*         ImFileLoadToMemory(const char* filename, const char* file_open_mode, int* out_file_size = NULL, int padding_bytes = 0);
+IMGUI_API FILE*         ImFileOpen(const char* filename, const char* file_open_mode);         
+IMGUI_API bool          ImIsPointInTriangle(const ImVec2& p, const ImVec2& a, const ImVec2& b, const ImVec2& c);
+static inline bool      ImCharIsSpace(int c)            { return c == ' ' || c == '\t' || c == 0x3000; }
+static inline int       ImUpperPowerOfTwo(int v)        { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
+
+// Helpers: String
+IMGUI_API int           ImStricmp(const char* str1, const char* str2);
+IMGUI_API int           ImStrnicmp(const char* str1, const char* str2, int count);
+IMGUI_API char*         ImStrdup(const char* str);
+IMGUI_API int           ImStrlenW(const ImWchar* str);
+IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line
+IMGUI_API const char*   ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end);
+IMGUI_API int           ImFormatString(char* buf, int buf_size, const char* fmt, ...) IM_PRINTFARGS(3);
+IMGUI_API int           ImFormatStringV(char* buf, int buf_size, const char* fmt, va_list args);
+
+// Helpers: Math
+// We are keeping those not leaking to the user by default, in the case the user has implicit cast operators between ImVec2 and its own types (when IM_VEC2_CLASS_EXTRA is defined)
+#ifdef IMGUI_DEFINE_MATH_OPERATORS
+static inline ImVec2 operator*(const ImVec2& lhs, const float rhs)              { return ImVec2(lhs.x*rhs, lhs.y*rhs); }
+static inline ImVec2 operator/(const ImVec2& lhs, const float rhs)              { return ImVec2(lhs.x/rhs, lhs.y/rhs); }
+static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs)            { return ImVec2(lhs.x+rhs.x, lhs.y+rhs.y); }
+static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs)            { return ImVec2(lhs.x-rhs.x, lhs.y-rhs.y); }
+static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs)            { return ImVec2(lhs.x*rhs.x, lhs.y*rhs.y); }
+static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs)            { return ImVec2(lhs.x/rhs.x, lhs.y/rhs.y); }
+static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs)                { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
+static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs)                { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
+static inline ImVec2& operator*=(ImVec2& lhs, const float rhs)                  { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
+static inline ImVec2& operator/=(ImVec2& lhs, const float rhs)                  { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
+static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs)            { return ImVec4(lhs.x-rhs.x, lhs.y-rhs.y, lhs.z-rhs.z, lhs.w-rhs.w); }
+#endif
+
+static inline int    ImMin(int lhs, int rhs)                                    { return lhs < rhs ? lhs : rhs; }
+static inline int    ImMax(int lhs, int rhs)                                    { return lhs >= rhs ? lhs : rhs; }
+static inline float  ImMin(float lhs, float rhs)                                { return lhs < rhs ? lhs : rhs; }
+static inline float  ImMax(float lhs, float rhs)                                { return lhs >= rhs ? lhs : rhs; }
+static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(ImMin(lhs.x,rhs.x), ImMin(lhs.y,rhs.y)); }
+static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(ImMax(lhs.x,rhs.x), ImMax(lhs.y,rhs.y)); }
+static inline int    ImClamp(int v, int mn, int mx)                             { return (v < mn) ? mn : (v > mx) ? mx : v; }
+static inline float  ImClamp(float v, float mn, float mx)                       { return (v < mn) ? mn : (v > mx) ? mx : v; }
+static inline ImVec2 ImClamp(const ImVec2& f, const ImVec2& mn, ImVec2 mx)      { return ImVec2(ImClamp(f.x,mn.x,mx.x), ImClamp(f.y,mn.y,mx.y)); }
+static inline float  ImSaturate(float f)                                        { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
+static inline float  ImLerp(float a, float b, float t)                          { return a + (b - a) * t; }
+static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t)  { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }
+static inline float  ImLengthSqr(const ImVec2& lhs)                             { return lhs.x*lhs.x + lhs.y*lhs.y; }
+static inline float  ImLengthSqr(const ImVec4& lhs)                             { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; }
+static inline float  ImInvLength(const ImVec2& lhs, float fail_value)           { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / sqrtf(d); return fail_value; }
+static inline float  ImFloor(float f)                                           { return (float)(int)f; }
+static inline ImVec2 ImFloor(ImVec2 v)                                          { return ImVec2((float)(int)v.x, (float)(int)v.y); }
+
+// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
+// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
+#ifdef IMGUI_DEFINE_PLACEMENT_NEW
+struct ImPlacementNewDummy {};
+inline void* operator new(size_t, ImPlacementNewDummy, void* ptr) { return ptr; }
+inline void operator delete(void*, ImPlacementNewDummy, void*) {}
+#define IM_PLACEMENT_NEW(_PTR)  new(ImPlacementNewDummy(), _PTR)
+#endif
+
+//-----------------------------------------------------------------------------
+// Types
+//-----------------------------------------------------------------------------
+
+enum ImGuiButtonFlags_
+{
+    ImGuiButtonFlags_Repeat                 = 1 << 0,   // hold to repeat
+    ImGuiButtonFlags_PressedOnClickRelease  = 1 << 1,   // (default) return pressed on click+release on same item (default if no PressedOn** flag is set)
+    ImGuiButtonFlags_PressedOnClick         = 1 << 2,   // return pressed on click (default requires click+release)
+    ImGuiButtonFlags_PressedOnRelease       = 1 << 3,   // return pressed on release (default requires click+release)
+    ImGuiButtonFlags_PressedOnDoubleClick   = 1 << 4,   // return pressed on double-click (default requires click+release)
+    ImGuiButtonFlags_FlattenChilds          = 1 << 5,   // allow interaction even if a child window is overlapping
+    ImGuiButtonFlags_DontClosePopups        = 1 << 6,   // disable automatically closing parent popup on press
+    ImGuiButtonFlags_Disabled               = 1 << 7,   // disable interaction
+    ImGuiButtonFlags_AlignTextBaseLine      = 1 << 8,   // vertically align button to match text baseline - ButtonEx() only
+    ImGuiButtonFlags_NoKeyModifiers         = 1 << 9,   // disable interaction if a key modifier is held
+    ImGuiButtonFlags_AllowOverlapMode       = 1 << 10   // require previous frame HoveredId to either match id or be null before being usable
+};
+
+enum ImGuiSliderFlags_
+{
+    ImGuiSliderFlags_Vertical               = 1 << 0
+};
+
+enum ImGuiSelectableFlagsPrivate_
+{
+    // NB: need to be in sync with last value of ImGuiSelectableFlags_
+    ImGuiSelectableFlags_Menu               = 1 << 3,
+    ImGuiSelectableFlags_MenuItem           = 1 << 4,
+    ImGuiSelectableFlags_Disabled           = 1 << 5,
+    ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 6
+};
+
+// FIXME: this is in development, not exposed/functional as a generic feature yet.
+enum ImGuiLayoutType_
+{
+    ImGuiLayoutType_Vertical,
+    ImGuiLayoutType_Horizontal
+};
+
+enum ImGuiPlotType
+{
+    ImGuiPlotType_Lines,
+    ImGuiPlotType_Histogram
+};
+
+enum ImGuiDataType
+{
+    ImGuiDataType_Int,
+    ImGuiDataType_Float,
+    ImGuiDataType_Float2,
+};
+
+enum ImGuiCorner
+{
+    ImGuiCorner_TopLeft     = 1 << 0, // 1
+    ImGuiCorner_TopRight    = 1 << 1, // 2
+    ImGuiCorner_BottomRight = 1 << 2, // 4
+    ImGuiCorner_BottomLeft  = 1 << 3, // 8
+    ImGuiCorner_All         = 0x0F
+};
+
+// 2D axis aligned bounding-box
+// NB: we can't rely on ImVec2 math operators being available here
+struct IMGUI_API ImRect
+{
+    ImVec2      Min;    // Upper-left
+    ImVec2      Max;    // Lower-right
+
+    ImRect()                                        : Min(FLT_MAX,FLT_MAX), Max(-FLT_MAX,-FLT_MAX)  {}
+    ImRect(const ImVec2& min, const ImVec2& max)    : Min(min), Max(max)                            {}
+    ImRect(const ImVec4& v)                         : Min(v.x, v.y), Max(v.z, v.w)                  {}
+    ImRect(float x1, float y1, float x2, float y2)  : Min(x1, y1), Max(x2, y2)                      {}
+
+    ImVec2      GetCenter() const               { return ImVec2((Min.x+Max.x)*0.5f, (Min.y+Max.y)*0.5f); }
+    ImVec2      GetSize() const                 { return ImVec2(Max.x-Min.x, Max.y-Min.y); }
+    float       GetWidth() const                { return Max.x-Min.x; }
+    float       GetHeight() const               { return Max.y-Min.y; }
+    ImVec2      GetTL() const                   { return Min; }                   // Top-left
+    ImVec2      GetTR() const                   { return ImVec2(Max.x, Min.y); }  // Top-right
+    ImVec2      GetBL() const                   { return ImVec2(Min.x, Max.y); }  // Bottom-left
+    ImVec2      GetBR() const                   { return Max; }                   // Bottom-right
+    bool        Contains(const ImVec2& p) const { return p.x >= Min.x     && p.y >= Min.y     && p.x < Max.x     && p.y < Max.y; }
+    bool        Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x < Max.x && r.Max.y < Max.y; }
+    bool        Overlaps(const ImRect& r) const { return r.Min.y < Max.y  && r.Max.y > Min.y  && r.Min.x < Max.x && r.Max.x > Min.x; }
+    void        Add(const ImVec2& rhs)          { if (Min.x > rhs.x)     Min.x = rhs.x;     if (Min.y > rhs.y) Min.y = rhs.y;         if (Max.x < rhs.x) Max.x = rhs.x;         if (Max.y < rhs.y) Max.y = rhs.y; }
+    void        Add(const ImRect& rhs)          { if (Min.x > rhs.Min.x) Min.x = rhs.Min.x; if (Min.y > rhs.Min.y) Min.y = rhs.Min.y; if (Max.x < rhs.Max.x) Max.x = rhs.Max.x; if (Max.y < rhs.Max.y) Max.y = rhs.Max.y; }
+    void        Expand(const float amount)      { Min.x -= amount;   Min.y -= amount;   Max.x += amount;   Max.y += amount; }
+    void        Expand(const ImVec2& amount)    { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
+    void        Reduce(const ImVec2& amount)    { Min.x += amount.x; Min.y += amount.y; Max.x -= amount.x; Max.y -= amount.y; }
+    void        Clip(const ImRect& clip)        { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; }
+    void        Floor()                         { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
+    ImVec2      GetClosestPoint(ImVec2 p, bool on_edge) const
+    {
+        if (!on_edge && Contains(p))
+            return p;
+        if (p.x > Max.x) p.x = Max.x;
+        else if (p.x < Min.x) p.x = Min.x;
+        if (p.y > Max.y) p.y = Max.y;
+        else if (p.y < Min.y) p.y = Min.y;
+        return p;
+    }
+};
+
+// Stacked color modifier, backup of modified data so we can restore it
+struct ImGuiColMod
+{
+    ImGuiCol    Col;
+    ImVec4      BackupValue;
+};
+
+// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable.
+struct ImGuiStyleMod
+{
+    ImGuiStyleVar   VarIdx;
+    union           { int BackupInt[2]; float BackupFloat[2]; };
+    ImGuiStyleMod(ImGuiStyleVar idx, int v)     { VarIdx = idx; BackupInt[0] = v; }
+    ImGuiStyleMod(ImGuiStyleVar idx, float v)   { VarIdx = idx; BackupFloat[0] = v; }
+    ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v)  { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }
+};
+
+// Stacked data for BeginGroup()/EndGroup()
+struct ImGuiGroupData
+{
+    ImVec2      BackupCursorPos;
+    ImVec2      BackupCursorMaxPos;
+    float       BackupIndentX;
+    float       BackupGroupOffsetX;
+    float       BackupCurrentLineHeight;
+    float       BackupCurrentLineTextBaseOffset;
+    float       BackupLogLinePosY;
+    bool        BackupActiveIdIsAlive;
+    bool        AdvanceCursor;
+};
+
+// Per column data for Columns()
+struct ImGuiColumnData
+{
+    float       OffsetNorm;     // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
+    //float     IndentX;
+};
+
+// Simple column measurement currently used for MenuItem() only. This is very short-sighted/throw-away code and NOT a generic helper.
+struct IMGUI_API ImGuiSimpleColumns
+{
+    int         Count;
+    float       Spacing;
+    float       Width, NextWidth;
+    float       Pos[8], NextWidths[8];
+
+    ImGuiSimpleColumns();
+    void        Update(int count, float spacing, bool clear);
+    float       DeclColumns(float w0, float w1, float w2);
+    float       CalcExtraSpace(float avail_w);
+};
+
+// Internal state of the currently focused/edited text input box
+struct IMGUI_API ImGuiTextEditState
+{
+    ImGuiID             Id;                         // widget id owning the text state
+    ImVector<ImWchar>   Text;                       // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
+    ImVector<char>      InitialText;                // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
+    ImVector<char>      TempTextBuffer;
+    int                 CurLenA, CurLenW;           // we need to maintain our buffer length in both UTF-8 and wchar format.
+    int                 BufSizeA;                   // end-user buffer size
+    float               ScrollX;
+    ImGuiStb::STB_TexteditState   StbState;
+    float               CursorAnim;
+    bool                CursorFollow;
+    bool                SelectedAllMouseLock;
+
+    ImGuiTextEditState()                            { memset(this, 0, sizeof(*this)); }
+    void                CursorAnimReset()           { CursorAnim = -0.30f; }                                   // After a user-input the cursor stays on for a while without blinking
+    void                CursorClamp()               { StbState.cursor = ImMin(StbState.cursor, CurLenW); StbState.select_start = ImMin(StbState.select_start, CurLenW); StbState.select_end = ImMin(StbState.select_end, CurLenW); }
+    bool                HasSelection() const        { return StbState.select_start != StbState.select_end; }
+    void                ClearSelection()            { StbState.select_start = StbState.select_end = StbState.cursor; }
+    void                SelectAll()                 { StbState.select_start = 0; StbState.select_end = CurLenW; StbState.cursor = StbState.select_end; StbState.has_preferred_x = false; }
+    void                OnKeyPressed(int key);
+};
+
+// Data saved in imgui.ini file
+struct ImGuiIniData
+{
+    char*       Name;
+    ImGuiID     Id;
+    ImVec2      Pos;
+    ImVec2      Size;
+    bool        Collapsed;
+};
+
+// Mouse cursor data (used when io.MouseDrawCursor is set)
+struct ImGuiMouseCursorData
+{
+    ImGuiMouseCursor    Type;
+    ImVec2              HotOffset;
+    ImVec2              Size;
+    ImVec2              TexUvMin[2];
+    ImVec2              TexUvMax[2];
+};
+
+// Storage for current popup stack
+struct ImGuiPopupRef
+{
+    ImGuiID         PopupId;        // Set on OpenPopup()
+    ImGuiWindow*    Window;         // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
+    ImGuiWindow*    ParentWindow;   // Set on OpenPopup()
+    ImGuiID         ParentMenuSet;  // Set on OpenPopup()
+    ImVec2          MousePosOnOpen; // Copy of mouse position at the time of opening popup
+
+    ImGuiPopupRef(ImGuiID id, ImGuiWindow* parent_window, ImGuiID parent_menu_set, const ImVec2& mouse_pos) { PopupId = id; Window = NULL; ParentWindow = parent_window; ParentMenuSet = parent_menu_set; MousePosOnOpen = mouse_pos; }
+};
+
+// Main state for ImGui
+struct ImGuiContext
+{
+    bool                    Initialized;
+    ImGuiIO                 IO;
+    ImGuiStyle              Style;
+    ImFont*                 Font;                               // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
+    float                   FontSize;                           // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize()
+    float                   FontBaseSize;                       // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Size of characters.
+    ImVec2                  FontTexUvWhitePixel;                // (Shortcut) == Font->TexUvWhitePixel
+
+    float                   Time;
+    int                     FrameCount;
+    int                     FrameCountEnded;
+    int                     FrameCountRendered;
+    ImVector<ImGuiWindow*>  Windows;
+    ImVector<ImGuiWindow*>  WindowsSortBuffer;
+    ImGuiWindow*            CurrentWindow;                      // Being drawn into
+    ImVector<ImGuiWindow*>  CurrentWindowStack;
+    ImGuiWindow*            FocusedWindow;                      // Will catch keyboard inputs
+    ImGuiWindow*            HoveredWindow;                      // Will catch mouse inputs
+    ImGuiWindow*            HoveredRootWindow;                  // Will catch mouse inputs (for focus/move only)
+    ImGuiID                 HoveredId;                          // Hovered widget
+    bool                    HoveredIdAllowOverlap;
+    ImGuiID                 HoveredIdPreviousFrame;
+    ImGuiID                 ActiveId;                           // Active widget
+    ImGuiID                 ActiveIdPreviousFrame;
+    bool                    ActiveIdIsAlive;
+    bool                    ActiveIdIsJustActivated;            // Set at the time of activation for one frame
+    bool                    ActiveIdAllowOverlap;               // Set only by active widget
+    ImVec2                  ActiveIdClickOffset;                // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
+    ImGuiWindow*            ActiveIdWindow;
+    ImGuiWindow*            MovedWindow;                        // Track the child window we clicked on to move a window.
+    ImGuiID                 MovedWindowMoveId;                  // == MovedWindow->RootWindow->MoveId
+    ImVector<ImGuiIniData>  Settings;                           // .ini Settings
+    float                   SettingsDirtyTimer;                 // Save .ini Settings on disk when time reaches zero
+    ImVector<ImGuiColMod>   ColorModifiers;                     // Stack for PushStyleColor()/PopStyleColor()
+    ImVector<ImGuiStyleMod> StyleModifiers;                     // Stack for PushStyleVar()/PopStyleVar()
+    ImVector<ImFont*>       FontStack;                          // Stack for PushFont()/PopFont()
+    ImVector<ImGuiPopupRef> OpenPopupStack;                     // Which popups are open (persistent)
+    ImVector<ImGuiPopupRef> CurrentPopupStack;                  // Which level of BeginPopup() we are in (reset every frame)
+
+    // Storage for SetNexWindow** and SetNextTreeNode*** functions
+    ImVec2                  SetNextWindowPosVal;
+    ImVec2                  SetNextWindowSizeVal;
+    ImVec2                  SetNextWindowContentSizeVal;
+    bool                    SetNextWindowCollapsedVal;
+    ImGuiSetCond            SetNextWindowPosCond;
+    ImGuiSetCond            SetNextWindowSizeCond;
+    ImGuiSetCond            SetNextWindowContentSizeCond;
+    ImGuiSetCond            SetNextWindowCollapsedCond;
+    ImRect                  SetNextWindowSizeConstraintRect;           // Valid if 'SetNextWindowSizeConstraint' is true
+    ImGuiSizeConstraintCallback SetNextWindowSizeConstraintCallback;
+    void*                       SetNextWindowSizeConstraintCallbackUserData;
+    bool                    SetNextWindowSizeConstraint;
+    bool                    SetNextWindowFocus;
+    bool                    SetNextTreeNodeOpenVal;
+    ImGuiSetCond            SetNextTreeNodeOpenCond;
+
+    // Render
+    ImDrawData              RenderDrawData;                     // Main ImDrawData instance to pass render information to the user
+    ImVector<ImDrawList*>   RenderDrawLists[3];
+    float                   ModalWindowDarkeningRatio;
+    ImDrawList              OverlayDrawList;                    // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
+    ImGuiMouseCursor        MouseCursor;
+    ImGuiMouseCursorData    MouseCursorData[ImGuiMouseCursor_Count_];
+
+    // Widget state
+    ImGuiTextEditState      InputTextState;
+    ImFont                  InputTextPasswordFont;
+    ImGuiID                 ScalarAsInputTextId;                // Temporary text input when CTRL+clicking on a slider, etc.
+    ImGuiStorage            ColorEditModeStorage;               // Store user selection of color edit mode
+    float                   DragCurrentValue;                   // Currently dragged value, always float, not rounded by end-user precision settings
+    ImVec2                  DragLastMouseDelta;
+    float                   DragSpeedDefaultRatio;              // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
+    float                   DragSpeedScaleSlow;
+    float                   DragSpeedScaleFast;
+    ImVec2                  ScrollbarClickDeltaToGrabCenter;    // Distance between mouse and center of grab box, normalized in parent space. Use storage?
+    char                    Tooltip[1024];
+    char*                   PrivateClipboard;                   // If no custom clipboard handler is defined
+    ImVec2                  OsImePosRequest, OsImePosSet;       // Cursor position request & last passed to the OS Input Method Editor
+
+    // Logging
+    bool                    LogEnabled;
+    FILE*                   LogFile;                            // If != NULL log to stdout/ file
+    ImGuiTextBuffer*        LogClipboard;                       // Else log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
+    int                     LogStartDepth;
+    int                     LogAutoExpandMaxDepth;
+
+    // Misc
+    float                   FramerateSecPerFrame[120];          // calculate estimate of framerate for user
+    int                     FramerateSecPerFrameIdx;
+    float                   FramerateSecPerFrameAccum;
+    int                     CaptureMouseNextFrame;              // explicit capture via CaptureInputs() sets those flags
+    int                     CaptureKeyboardNextFrame;
+    char                    TempBuffer[1024*3+1];               // temporary text buffer
+
+    ImGuiContext()
+    {
+        Initialized = false;
+        Font = NULL;
+        FontSize = FontBaseSize = 0.0f;
+        FontTexUvWhitePixel = ImVec2(0.0f, 0.0f);
+
+        Time = 0.0f;
+        FrameCount = 0;
+        FrameCountEnded = FrameCountRendered = -1;
+        CurrentWindow = NULL;
+        FocusedWindow = NULL;
+        HoveredWindow = NULL;
+        HoveredRootWindow = NULL;
+        HoveredId = 0;
+        HoveredIdAllowOverlap = false;
+        HoveredIdPreviousFrame = 0;
+        ActiveId = 0;
+        ActiveIdPreviousFrame = 0;
+        ActiveIdIsAlive = false;
+        ActiveIdIsJustActivated = false;
+        ActiveIdAllowOverlap = false;
+        ActiveIdClickOffset = ImVec2(-1,-1);
+        ActiveIdWindow = NULL;
+        MovedWindow = NULL;
+        MovedWindowMoveId = 0;
+        SettingsDirtyTimer = 0.0f;
+
+        SetNextWindowPosVal = ImVec2(0.0f, 0.0f);
+        SetNextWindowSizeVal = ImVec2(0.0f, 0.0f);
+        SetNextWindowCollapsedVal = false;
+        SetNextWindowPosCond = 0;
+        SetNextWindowSizeCond = 0;
+        SetNextWindowContentSizeCond = 0;
+        SetNextWindowCollapsedCond = 0;
+        SetNextWindowSizeConstraintRect = ImRect();
+        SetNextWindowSizeConstraintCallback = NULL;
+        SetNextWindowSizeConstraintCallbackUserData = NULL;
+        SetNextWindowSizeConstraint = false;
+        SetNextWindowFocus = false;
+        SetNextTreeNodeOpenVal = false;
+        SetNextTreeNodeOpenCond = 0;
+
+        ScalarAsInputTextId = 0;
+        DragCurrentValue = 0.0f;
+        DragLastMouseDelta = ImVec2(0.0f, 0.0f);
+        DragSpeedDefaultRatio = 1.0f / 100.0f;
+        DragSpeedScaleSlow = 0.01f;
+        DragSpeedScaleFast = 10.0f;
+        ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
+        memset(Tooltip, 0, sizeof(Tooltip));
+        PrivateClipboard = NULL;
+        OsImePosRequest = OsImePosSet = ImVec2(-1.0f, -1.0f);
+
+        ModalWindowDarkeningRatio = 0.0f;
+        OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
+        MouseCursor = ImGuiMouseCursor_Arrow;
+        memset(MouseCursorData, 0, sizeof(MouseCursorData));
+
+        LogEnabled = false;
+        LogFile = NULL;
+        LogClipboard = NULL;
+        LogStartDepth = 0;
+        LogAutoExpandMaxDepth = 2;
+
+        memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
+        FramerateSecPerFrameIdx = 0;
+        FramerateSecPerFrameAccum = 0.0f;
+        CaptureMouseNextFrame = CaptureKeyboardNextFrame = -1;
+        memset(TempBuffer, 0, sizeof(TempBuffer));
+    }
+};
+
+// Transient per-window data, reset at the beginning of the frame
+// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiDrawContext is quite tenuous and could be reconsidered.
+struct IMGUI_API ImGuiDrawContext
+{
+    ImVec2                  CursorPos;
+    ImVec2                  CursorPosPrevLine;
+    ImVec2                  CursorStartPos;
+    ImVec2                  CursorMaxPos;           // Implicitly calculate the size of our contents, always extending. Saved into window->SizeContents at the end of the frame
+    float                   CurrentLineHeight;
+    float                   CurrentLineTextBaseOffset;
+    float                   PrevLineHeight;
+    float                   PrevLineTextBaseOffset;
+    float                   LogLinePosY;
+    int                     TreeDepth;
+    ImGuiID                 LastItemId;
+    ImRect                  LastItemRect;
+    bool                    LastItemHoveredAndUsable;  // Item rectangle is hovered, and its window is currently interactable with (not blocked by a popup preventing access to the window)
+    bool                    LastItemHoveredRect;       // Item rectangle is hovered, but its window may or not be currently interactable with (might be blocked by a popup preventing access to the window)
+    bool                    MenuBarAppending;
+    float                   MenuBarOffsetX;
+    ImVector<ImGuiWindow*>  ChildWindows;
+    ImGuiStorage*           StateStorage;
+    ImGuiLayoutType         LayoutType;
+
+    // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
+    float                   ItemWidth;              // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
+    float                   TextWrapPos;            // == TextWrapPosStack.back() [empty == -1.0f]
+    bool                    AllowKeyboardFocus;     // == AllowKeyboardFocusStack.back() [empty == true]
+    bool                    ButtonRepeat;           // == ButtonRepeatStack.back() [empty == false]
+    ImVector<float>         ItemWidthStack;
+    ImVector<float>         TextWrapPosStack;
+    ImVector<bool>          AllowKeyboardFocusStack;
+    ImVector<bool>          ButtonRepeatStack;
+    ImVector<ImGuiGroupData>GroupStack;
+    ImGuiColorEditMode      ColorEditMode;
+    int                     StackSizesBackup[6];    // Store size of various stacks for asserting
+
+    float                   IndentX;                // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
+    float                   GroupOffsetX;
+    float                   ColumnsOffsetX;         // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
+    int                     ColumnsCurrent;
+    int                     ColumnsCount;
+    float                   ColumnsMinX;
+    float                   ColumnsMaxX;
+    float                   ColumnsStartPosY;
+    float                   ColumnsCellMinY;
+    float                   ColumnsCellMaxY;
+    bool                    ColumnsShowBorders;
+    ImGuiID                 ColumnsSetId;
+    ImVector<ImGuiColumnData> ColumnsData;
+
+    ImGuiDrawContext()
+    {
+        CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
+        CurrentLineHeight = PrevLineHeight = 0.0f;
+        CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
+        LogLinePosY = -1.0f;
+        TreeDepth = 0;
+        LastItemId = 0;
+        LastItemRect = ImRect(0.0f,0.0f,0.0f,0.0f);
+        LastItemHoveredAndUsable = LastItemHoveredRect = false;
+        MenuBarAppending = false;
+        MenuBarOffsetX = 0.0f;
+        StateStorage = NULL;
+        LayoutType = ImGuiLayoutType_Vertical;
+        ItemWidth = 0.0f;
+        ButtonRepeat = false;
+        AllowKeyboardFocus = true;
+        TextWrapPos = -1.0f;
+        ColorEditMode = ImGuiColorEditMode_RGB;
+        memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
+
+        IndentX = 0.0f;
+        GroupOffsetX = 0.0f;
+        ColumnsOffsetX = 0.0f;
+        ColumnsCurrent = 0;
+        ColumnsCount = 1;
+        ColumnsMinX = ColumnsMaxX = 0.0f;
+        ColumnsStartPosY = 0.0f;
+        ColumnsCellMinY = ColumnsCellMaxY = 0.0f;
+        ColumnsShowBorders = true;
+        ColumnsSetId = 0;
+    }
+};
+
+// Windows data
+struct IMGUI_API ImGuiWindow
+{
+    char*                   Name;
+    ImGuiID                 ID;                                 // == ImHash(Name)
+    ImGuiWindowFlags        Flags;                              // See enum ImGuiWindowFlags_
+    int                     IndexWithinParent;                  // Order within immediate parent window, if we are a child window. Otherwise 0.
+    ImVec2                  PosFloat;
+    ImVec2                  Pos;                                // Position rounded-up to nearest pixel
+    ImVec2                  Size;                               // Current size (==SizeFull or collapsed title bar size)
+    ImVec2                  SizeFull;                           // Size when non collapsed
+    ImVec2                  SizeContents;                       // Size of contents (== extents reach of the drawing cursor) from previous frame
+    ImVec2                  SizeContentsExplicit;               // Size of contents explicitly set by the user via SetNextWindowContentSize()
+    ImRect                  ContentsRegionRect;                 // Maximum visible content position in window coordinates. ~~ (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis
+    ImVec2                  WindowPadding;                      // Window padding at the time of begin. We need to lock it, in particular manipulation of the ShowBorder would have an effect
+    ImGuiID                 MoveId;                             // == window->GetID("#MOVE")
+    ImVec2                  Scroll;
+    ImVec2                  ScrollTarget;                       // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
+    ImVec2                  ScrollTargetCenterRatio;            // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
+    bool                    ScrollbarX, ScrollbarY;
+    ImVec2                  ScrollbarSizes;
+    float                   BorderSize;
+    bool                    Active;                             // Set to true on Begin()
+    bool                    WasActive;
+    bool                    Accessed;                           // Set to true when any widget access the current window
+    bool                    Collapsed;                          // Set when collapsing window to become only title-bar
+    bool                    SkipItems;                          // == Visible && !Collapsed
+    int                     BeginCount;                         // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
+    ImGuiID                 PopupId;                            // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
+    int                     AutoFitFramesX, AutoFitFramesY;
+    bool                    AutoFitOnlyGrows;
+    int                     AutoPosLastDirection;
+    int                     HiddenFrames;
+    int                     SetWindowPosAllowFlags;             // bit ImGuiSetCond_*** specify if SetWindowPos() call will succeed with this particular flag.
+    int                     SetWindowSizeAllowFlags;            // bit ImGuiSetCond_*** specify if SetWindowSize() call will succeed with this particular flag.
+    int                     SetWindowCollapsedAllowFlags;       // bit ImGuiSetCond_*** specify if SetWindowCollapsed() call will succeed with this particular flag.
+    bool                    SetWindowPosCenterWanted;
+
+    ImGuiDrawContext        DC;                                 // Temporary per-window data, reset at the beginning of the frame
+    ImVector<ImGuiID>       IDStack;                            // ID stack. ID are hashes seeded with the value at the top of the stack
+    ImRect                  ClipRect;                           // = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
+    ImRect                  WindowRectClipped;                  // = WindowRect just after setup in Begin(). == window->Rect() for root window.
+    int                     LastFrameActive;
+    float                   ItemWidthDefault;
+    ImGuiSimpleColumns      MenuColumns;                        // Simplified columns storage for menu items
+    ImGuiStorage            StateStorage;
+    float                   FontWindowScale;                    // Scale multiplier per-window
+    ImDrawList*             DrawList;
+    ImGuiWindow*            RootWindow;                         // If we are a child window, this is pointing to the first non-child parent window. Else point to ourself.
+    ImGuiWindow*            RootNonPopupWindow;                 // If we are a child window, this is pointing to the first non-child non-popup parent window. Else point to ourself.
+    ImGuiWindow*            ParentWindow;                       // If we are a child window, this is pointing to our parent window. Else point to NULL.
+
+    // Navigation / Focus
+    int                     FocusIdxAllCounter;                 // Start at -1 and increase as assigned via FocusItemRegister()
+    int                     FocusIdxTabCounter;                 // (same, but only count widgets which you can Tab through)
+    int                     FocusIdxAllRequestCurrent;          // Item being requested for focus
+    int                     FocusIdxTabRequestCurrent;          // Tab-able item being requested for focus
+    int                     FocusIdxAllRequestNext;             // Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame)
+    int                     FocusIdxTabRequestNext;             // "
+
+public:
+    ImGuiWindow(const char* name);
+    ~ImGuiWindow();
+
+    ImGuiID     GetID(const char* str, const char* str_end = NULL);
+    ImGuiID     GetID(const void* ptr);
+    ImGuiID     GetIDNoKeepAlive(const char* str, const char* str_end = NULL);
+
+    ImRect      Rect() const                            { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); }
+    float       CalcFontSize() const                    { return GImGui->FontBaseSize * FontWindowScale; }
+    float       TitleBarHeight() const                  { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f; }
+    ImRect      TitleBarRect() const                    { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }
+    float       MenuBarHeight() const                   { return (Flags & ImGuiWindowFlags_MenuBar) ? CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; }
+    ImRect      MenuBarRect() const                     { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }
+};
+
+//-----------------------------------------------------------------------------
+// Internal API
+// No guarantee of forward compatibility here.
+//-----------------------------------------------------------------------------
+
+namespace ImGui
+{
+    // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window)
+    // If this ever crash because g.CurrentWindow is NULL it means that either
+    // - ImGui::NewFrame() has never been called, which is illegal.
+    // - You are calling ImGui functions after ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
+    inline    ImGuiWindow*  GetCurrentWindowRead()      { ImGuiContext& g = *GImGui; return g.CurrentWindow; }
+    inline    ImGuiWindow*  GetCurrentWindow()          { ImGuiContext& g = *GImGui; g.CurrentWindow->Accessed = true; return g.CurrentWindow; }
+    IMGUI_API ImGuiWindow*  GetParentWindow();
+    IMGUI_API ImGuiWindow*  FindWindowByName(const char* name);
+    IMGUI_API void          FocusWindow(ImGuiWindow* window);
+
+    IMGUI_API void          EndFrame();                 // Ends the ImGui frame. Automatically called by Render()! you most likely don't need to ever call that yourself directly. If you don't need to render you can call EndFrame() but you'll have wasted CPU already. If you don't need to render, don't create any windows instead!
+
+    IMGUI_API void          SetActiveID(ImGuiID id, ImGuiWindow* window);
+	IMGUI_API void          ClearActiveID();
+    IMGUI_API void          SetHoveredID(ImGuiID id);
+    IMGUI_API void          KeepAliveID(ImGuiID id);
+
+    IMGUI_API void          ItemSize(const ImVec2& size, float text_offset_y = 0.0f);
+    IMGUI_API void          ItemSize(const ImRect& bb, float text_offset_y = 0.0f);
+    IMGUI_API bool          ItemAdd(const ImRect& bb, const ImGuiID* id);
+    IMGUI_API bool          IsClippedEx(const ImRect& bb, const ImGuiID* id, bool clip_even_when_logged);
+    IMGUI_API bool          IsHovered(const ImRect& bb, ImGuiID id, bool flatten_childs = false);
+    IMGUI_API bool          FocusableItemRegister(ImGuiWindow* window, bool is_active, bool tab_stop = true);      // Return true if focus is requested
+    IMGUI_API void          FocusableItemUnregister(ImGuiWindow* window);
+    IMGUI_API ImVec2        CalcItemSize(ImVec2 size, float default_x, float default_y);
+    IMGUI_API float         CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
+
+    IMGUI_API void          OpenPopupEx(const char* str_id, bool reopen_existing);
+
+    // NB: All position are in absolute pixels coordinates (not window coordinates)
+    // FIXME: All those functions are a mess and needs to be refactored into something decent. AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION.
+    // We need: a sort of symbol library, preferably baked into font atlas when possible + decent text rendering helpers.
+    IMGUI_API void          RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
+    IMGUI_API void          RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
+    IMGUI_API void          RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL);
+    IMGUI_API void          RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
+    IMGUI_API void          RenderCollapseTriangle(ImVec2 pos, bool is_open, float scale = 1.0f);
+    IMGUI_API void          RenderBullet(ImVec2 pos);
+    IMGUI_API void          RenderCheckMark(ImVec2 pos, ImU32 col);
+    IMGUI_API const char*   FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
+
+    IMGUI_API bool          ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
+    IMGUI_API bool          ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);
+    IMGUI_API bool          CloseButton(ImGuiID id, const ImVec2& pos, float radius);
+
+    IMGUI_API bool          SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, ImGuiSliderFlags flags = 0);
+    IMGUI_API bool          SliderFloatN(const char* label, float* v, int components, float v_min, float v_max, const char* display_format, float power);
+    IMGUI_API bool          SliderIntN(const char* label, int* v, int components, int v_min, int v_max, const char* display_format);
+
+    IMGUI_API bool          DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_speed, float v_min, float v_max, int decimal_precision, float power);
+    IMGUI_API bool          DragFloatN(const char* label, float* v, int components, float v_speed, float v_min, float v_max, const char* display_format, float power);
+    IMGUI_API bool          DragIntN(const char* label, int* v, int components, float v_speed, int v_min, int v_max, const char* display_format);
+
+    IMGUI_API bool          InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
+    IMGUI_API bool          InputFloatN(const char* label, float* v, int components, int decimal_precision, ImGuiInputTextFlags extra_flags);
+    IMGUI_API bool          InputIntN(const char* label, int* v, int components, ImGuiInputTextFlags extra_flags);
+    IMGUI_API bool          InputScalarEx(const char* label, ImGuiDataType data_type, void* data_ptr, void* step_ptr, void* step_fast_ptr, const char* scalar_format, ImGuiInputTextFlags extra_flags);
+    IMGUI_API bool          InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label, ImGuiDataType data_type, void* data_ptr, ImGuiID id, int decimal_precision);
+
+    IMGUI_API bool          TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
+    IMGUI_API bool          TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0);                     // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging
+    IMGUI_API void          TreePushRawID(ImGuiID id);
+
+    IMGUI_API void          PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size);
+
+    IMGUI_API int           ParseFormatPrecision(const char* fmt, int default_value);
+    IMGUI_API float         RoundScalar(float value, int decimal_precision);
+
+} // namespace ImGui
+
+#ifdef __clang__
+#pragma clang diagnostic pop
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (pop)
+#endif

+ 1322 - 0
Source/ThirdParty/imgui/stb_textedit.h

@@ -0,0 +1,1322 @@
+// [ImGui] this is a slightly modified version of stb_truetype.h 1.9. Those changes would need to be pushed into nothings/sb
+// [ImGui] - fixed linestart handler when over last character of multi-line buffer + simplified existing code (#588, #815)
+// [ImGui] - fixed a state corruption/crash bug in stb_text_redo and stb_textedit_discard_redo (#715)
+// [ImGui] - fixed a crash bug in stb_textedit_discard_redo (#681)
+// [ImGui] - fixed some minor warnings
+
+// stb_textedit.h - v1.9  - public domain - Sean Barrett
+// Development of this library was sponsored by RAD Game Tools
+//
+// This C header file implements the guts of a multi-line text-editing
+// widget; you implement display, word-wrapping, and low-level string
+// insertion/deletion, and stb_textedit will map user inputs into
+// insertions & deletions, plus updates to the cursor position,
+// selection state, and undo state.
+//
+// It is intended for use in games and other systems that need to build
+// their own custom widgets and which do not have heavy text-editing
+// requirements (this library is not recommended for use for editing large
+// texts, as its performance does not scale and it has limited undo).
+//
+// Non-trivial behaviors are modelled after Windows text controls.
+// 
+//
+// LICENSE
+//
+//   This software is dual-licensed to the public domain and under the following
+//   license: you are granted a perpetual, irrevocable license to copy, modify,
+//   publish, and distribute this file as you see fit.
+//
+//
+// DEPENDENCIES
+//
+// Uses the C runtime function 'memmove', which you can override
+// by defining STB_TEXTEDIT_memmove before the implementation.
+// Uses no other functions. Performs no runtime allocations.
+//
+//
+// VERSION HISTORY
+//
+//   1.9  (2016-08-27) customizable move-by-word
+//   1.8  (2016-04-02) better keyboard handling when mouse button is down
+//   1.7  (2015-09-13) change y range handling in case baseline is non-0
+//   1.6  (2015-04-15) allow STB_TEXTEDIT_memmove
+//   1.5  (2014-09-10) add support for secondary keys for OS X
+//   1.4  (2014-08-17) fix signed/unsigned warnings
+//   1.3  (2014-06-19) fix mouse clicking to round to nearest char boundary
+//   1.2  (2014-05-27) fix some RAD types that had crept into the new code
+//   1.1  (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE )
+//   1.0  (2012-07-26) improve documentation, initial public release
+//   0.3  (2012-02-24) bugfixes, single-line mode; insert mode
+//   0.2  (2011-11-28) fixes to undo/redo
+//   0.1  (2010-07-08) initial version
+//
+// ADDITIONAL CONTRIBUTORS
+//
+//   Ulf Winklemann: move-by-word in 1.1
+//   Fabian Giesen: secondary key inputs in 1.5
+//   Martins Mozeiko: STB_TEXTEDIT_memmove
+//
+//   Bugfixes:
+//      Scott Graham
+//      Daniel Keller
+//      Omar Cornut
+//
+// USAGE
+//
+// This file behaves differently depending on what symbols you define
+// before including it.
+//
+//
+// Header-file mode:
+//
+//   If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this,
+//   it will operate in "header file" mode. In this mode, it declares a
+//   single public symbol, STB_TexteditState, which encapsulates the current
+//   state of a text widget (except for the string, which you will store
+//   separately).
+//
+//   To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a
+//   primitive type that defines a single character (e.g. char, wchar_t, etc).
+//
+//   To save space or increase undo-ability, you can optionally define the
+//   following things that are used by the undo system:
+//
+//      STB_TEXTEDIT_POSITIONTYPE         small int type encoding a valid cursor position
+//      STB_TEXTEDIT_UNDOSTATECOUNT       the number of undo states to allow
+//      STB_TEXTEDIT_UNDOCHARCOUNT        the number of characters to store in the undo buffer
+//
+//   If you don't define these, they are set to permissive types and
+//   moderate sizes. The undo system does no memory allocations, so
+//   it grows STB_TexteditState by the worst-case storage which is (in bytes):
+//
+//        [4 + sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATE_COUNT
+//      +      sizeof(STB_TEXTEDIT_CHARTYPE)      * STB_TEXTEDIT_UNDOCHAR_COUNT
+//
+//
+// Implementation mode:
+//
+//   If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it
+//   will compile the implementation of the text edit widget, depending
+//   on a large number of symbols which must be defined before the include.
+//
+//   The implementation is defined only as static functions. You will then
+//   need to provide your own APIs in the same file which will access the
+//   static functions.
+//
+//   The basic concept is that you provide a "string" object which
+//   behaves like an array of characters. stb_textedit uses indices to
+//   refer to positions in the string, implicitly representing positions
+//   in the displayed textedit. This is true for both plain text and
+//   rich text; even with rich text stb_truetype interacts with your
+//   code as if there was an array of all the displayed characters.
+//
+// Symbols that must be the same in header-file and implementation mode:
+//
+//     STB_TEXTEDIT_CHARTYPE             the character type
+//     STB_TEXTEDIT_POSITIONTYPE         small type that a valid cursor position
+//     STB_TEXTEDIT_UNDOSTATECOUNT       the number of undo states to allow
+//     STB_TEXTEDIT_UNDOCHARCOUNT        the number of characters to store in the undo buffer
+//
+// Symbols you must define for implementation mode:
+//
+//    STB_TEXTEDIT_STRING               the type of object representing a string being edited,
+//                                      typically this is a wrapper object with other data you need
+//
+//    STB_TEXTEDIT_STRINGLEN(obj)       the length of the string (ideally O(1))
+//    STB_TEXTEDIT_LAYOUTROW(&r,obj,n)  returns the results of laying out a line of characters
+//                                        starting from character #n (see discussion below)
+//    STB_TEXTEDIT_GETWIDTH(obj,n,i)    returns the pixel delta from the xpos of the i'th character
+//                                        to the xpos of the i+1'th char for a line of characters
+//                                        starting at character #n (i.e. accounts for kerning
+//                                        with previous char)
+//    STB_TEXTEDIT_KEYTOTEXT(k)         maps a keyboard input to an insertable character
+//                                        (return type is int, -1 means not valid to insert)
+//    STB_TEXTEDIT_GETCHAR(obj,i)       returns the i'th character of obj, 0-based
+//    STB_TEXTEDIT_NEWLINE              the character returned by _GETCHAR() we recognize
+//                                        as manually wordwrapping for end-of-line positioning
+//
+//    STB_TEXTEDIT_DELETECHARS(obj,i,n)      delete n characters starting at i
+//    STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n)   insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*)
+//
+//    STB_TEXTEDIT_K_SHIFT       a power of two that is or'd in to a keyboard input to represent the shift key
+//
+//    STB_TEXTEDIT_K_LEFT        keyboard input to move cursor left
+//    STB_TEXTEDIT_K_RIGHT       keyboard input to move cursor right
+//    STB_TEXTEDIT_K_UP          keyboard input to move cursor up
+//    STB_TEXTEDIT_K_DOWN        keyboard input to move cursor down
+//    STB_TEXTEDIT_K_LINESTART   keyboard input to move cursor to start of line  // e.g. HOME
+//    STB_TEXTEDIT_K_LINEEND     keyboard input to move cursor to end of line    // e.g. END
+//    STB_TEXTEDIT_K_TEXTSTART   keyboard input to move cursor to start of text  // e.g. ctrl-HOME
+//    STB_TEXTEDIT_K_TEXTEND     keyboard input to move cursor to end of text    // e.g. ctrl-END
+//    STB_TEXTEDIT_K_DELETE      keyboard input to delete selection or character under cursor
+//    STB_TEXTEDIT_K_BACKSPACE   keyboard input to delete selection or character left of cursor
+//    STB_TEXTEDIT_K_UNDO        keyboard input to perform undo
+//    STB_TEXTEDIT_K_REDO        keyboard input to perform redo
+//
+// Optional:
+//    STB_TEXTEDIT_K_INSERT              keyboard input to toggle insert mode
+//    STB_TEXTEDIT_IS_SPACE(ch)          true if character is whitespace (e.g. 'isspace'),
+//                                          required for default WORDLEFT/WORDRIGHT handlers
+//    STB_TEXTEDIT_MOVEWORDLEFT(obj,i)   custom handler for WORDLEFT, returns index to move cursor to
+//    STB_TEXTEDIT_MOVEWORDRIGHT(obj,i)  custom handler for WORDRIGHT, returns index to move cursor to
+//    STB_TEXTEDIT_K_WORDLEFT            keyboard input to move cursor left one word // e.g. ctrl-LEFT
+//    STB_TEXTEDIT_K_WORDRIGHT           keyboard input to move cursor right one word // e.g. ctrl-RIGHT
+//    STB_TEXTEDIT_K_LINESTART2          secondary keyboard input to move cursor to start of line
+//    STB_TEXTEDIT_K_LINEEND2            secondary keyboard input to move cursor to end of line
+//    STB_TEXTEDIT_K_TEXTSTART2          secondary keyboard input to move cursor to start of text
+//    STB_TEXTEDIT_K_TEXTEND2            secondary keyboard input to move cursor to end of text
+//
+// Todo:
+//    STB_TEXTEDIT_K_PGUP        keyboard input to move cursor up a page
+//    STB_TEXTEDIT_K_PGDOWN      keyboard input to move cursor down a page
+//
+// Keyboard input must be encoded as a single integer value; e.g. a character code
+// and some bitflags that represent shift states. to simplify the interface, SHIFT must
+// be a bitflag, so we can test the shifted state of cursor movements to allow selection,
+// i.e. (STB_TEXTED_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow.
+//
+// You can encode other things, such as CONTROL or ALT, in additional bits, and
+// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example,
+// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN
+// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit,
+// and I pass both WM_KEYDOWN and WM_CHAR events to the "key" function in the
+// API below. The control keys will only match WM_KEYDOWN events because of the
+// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN
+// bit so it only decodes WM_CHAR events.
+//
+// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed
+// row of characters assuming they start on the i'th character--the width and
+// the height and the number of characters consumed. This allows this library
+// to traverse the entire layout incrementally. You need to compute word-wrapping
+// here.
+//
+// Each textfield keeps its own insert mode state, which is not how normal
+// applications work. To keep an app-wide insert mode, update/copy the
+// "insert_mode" field of STB_TexteditState before/after calling API functions.
+//
+// API
+//
+//    void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line)
+//
+//    void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
+//    void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
+//    int  stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+//    int  stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len)
+//    void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int key)
+//
+//    Each of these functions potentially updates the string and updates the
+//    state.
+//
+//      initialize_state:
+//          set the textedit state to a known good default state when initially
+//          constructing the textedit.
+//
+//      click:
+//          call this with the mouse x,y on a mouse down; it will update the cursor
+//          and reset the selection start/end to the cursor point. the x,y must
+//          be relative to the text widget, with (0,0) being the top left.
+//     
+//      drag:
+//          call this with the mouse x,y on a mouse drag/up; it will update the
+//          cursor and the selection end point
+//     
+//      cut:
+//          call this to delete the current selection; returns true if there was
+//          one. you should FIRST copy the current selection to the system paste buffer.
+//          (To copy, just copy the current selection out of the string yourself.)
+//     
+//      paste:
+//          call this to paste text at the current cursor point or over the current
+//          selection if there is one.
+//     
+//      key:
+//          call this for keyboard inputs sent to the textfield. you can use it
+//          for "key down" events or for "translated" key events. if you need to
+//          do both (as in Win32), or distinguish Unicode characters from control
+//          inputs, set a high bit to distinguish the two; then you can define the
+//          various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit
+//          set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is
+//          clear.
+//     
+//   When rendering, you can read the cursor position and selection state from
+//   the STB_TexteditState.
+//
+//
+// Notes:
+//
+// This is designed to be usable in IMGUI, so it allows for the possibility of
+// running in an IMGUI that has NOT cached the multi-line layout. For this
+// reason, it provides an interface that is compatible with computing the
+// layout incrementally--we try to make sure we make as few passes through
+// as possible. (For example, to locate the mouse pointer in the text, we
+// could define functions that return the X and Y positions of characters
+// and binary search Y and then X, but if we're doing dynamic layout this
+// will run the layout algorithm many times, so instead we manually search
+// forward in one pass. Similar logic applies to e.g. up-arrow and
+// down-arrow movement.)
+//
+// If it's run in a widget that *has* cached the layout, then this is less
+// efficient, but it's not horrible on modern computers. But you wouldn't
+// want to edit million-line files with it.
+
+
+////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////
+////
+////   Header-file mode
+////
+////
+
+#ifndef INCLUDE_STB_TEXTEDIT_H
+#define INCLUDE_STB_TEXTEDIT_H
+
+////////////////////////////////////////////////////////////////////////
+//
+//     STB_TexteditState
+//
+// Definition of STB_TexteditState which you should store
+// per-textfield; it includes cursor position, selection state,
+// and undo state.
+//
+
+#ifndef STB_TEXTEDIT_UNDOSTATECOUNT
+#define STB_TEXTEDIT_UNDOSTATECOUNT   99
+#endif
+#ifndef STB_TEXTEDIT_UNDOCHARCOUNT
+#define STB_TEXTEDIT_UNDOCHARCOUNT   999
+#endif
+#ifndef STB_TEXTEDIT_CHARTYPE
+#define STB_TEXTEDIT_CHARTYPE        int
+#endif
+#ifndef STB_TEXTEDIT_POSITIONTYPE
+#define STB_TEXTEDIT_POSITIONTYPE    int
+#endif
+
+typedef struct
+{
+   // private data
+   STB_TEXTEDIT_POSITIONTYPE  where;
+   short           insert_length;
+   short           delete_length;
+   short           char_storage;
+} StbUndoRecord;
+
+typedef struct
+{
+   // private data
+   StbUndoRecord          undo_rec [STB_TEXTEDIT_UNDOSTATECOUNT];
+   STB_TEXTEDIT_CHARTYPE  undo_char[STB_TEXTEDIT_UNDOCHARCOUNT];
+   short undo_point, redo_point;
+   short undo_char_point, redo_char_point;
+} StbUndoState;
+
+typedef struct
+{
+   /////////////////////
+   //
+   // public data
+   //
+
+   int cursor;
+   // position of the text cursor within the string
+
+   int select_start;          // selection start point
+   int select_end;
+   // selection start and end point in characters; if equal, no selection.
+   // note that start may be less than or greater than end (e.g. when
+   // dragging the mouse, start is where the initial click was, and you
+   // can drag in either direction)
+
+   unsigned char insert_mode;
+   // each textfield keeps its own insert mode state. to keep an app-wide
+   // insert mode, copy this value in/out of the app state
+
+   /////////////////////
+   //
+   // private data
+   //
+   unsigned char cursor_at_end_of_line; // not implemented yet
+   unsigned char initialized;
+   unsigned char has_preferred_x;
+   unsigned char single_line;
+   unsigned char padding1, padding2, padding3;
+   float preferred_x; // this determines where the cursor up/down tries to seek to along x
+   StbUndoState undostate;
+} STB_TexteditState;
+
+
+////////////////////////////////////////////////////////////////////////
+//
+//     StbTexteditRow
+//
+// Result of layout query, used by stb_textedit to determine where
+// the text in each row is.
+
+// result of layout query
+typedef struct
+{
+   float x0,x1;             // starting x location, end x location (allows for align=right, etc)
+   float baseline_y_delta;  // position of baseline relative to previous row's baseline
+   float ymin,ymax;         // height of row above and below baseline
+   int num_chars;
+} StbTexteditRow;
+#endif //INCLUDE_STB_TEXTEDIT_H
+
+
+////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////
+////
+////   Implementation mode
+////
+////
+
+
+// implementation isn't include-guarded, since it might have indirectly
+// included just the "header" portion
+#ifdef STB_TEXTEDIT_IMPLEMENTATION
+
+#ifndef STB_TEXTEDIT_memmove
+#include <string.h>
+#define STB_TEXTEDIT_memmove memmove
+#endif
+
+
+/////////////////////////////////////////////////////////////////////////////
+//
+//      Mouse input handling
+//
+
+// traverse the layout to locate the nearest character to a display position
+static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y)
+{
+   StbTexteditRow r;
+   int n = STB_TEXTEDIT_STRINGLEN(str);
+   float base_y = 0, prev_x;
+   int i=0, k;
+
+   r.x0 = r.x1 = 0;
+   r.ymin = r.ymax = 0;
+   r.num_chars = 0;
+
+   // search rows to find one that straddles 'y'
+   while (i < n) {
+      STB_TEXTEDIT_LAYOUTROW(&r, str, i);
+      if (r.num_chars <= 0)
+         return n;
+
+      if (i==0 && y < base_y + r.ymin)
+         return 0;
+
+      if (y < base_y + r.ymax)
+         break;
+
+      i += r.num_chars;
+      base_y += r.baseline_y_delta;
+   }
+
+   // below all text, return 'after' last character
+   if (i >= n)
+      return n;
+
+   // check if it's before the beginning of the line
+   if (x < r.x0)
+      return i;
+
+   // check if it's before the end of the line
+   if (x < r.x1) {
+      // search characters in row for one that straddles 'x'
+      prev_x = r.x0;
+      for (k=0; k < r.num_chars; ++k) {
+         float w = STB_TEXTEDIT_GETWIDTH(str, i, k);
+         if (x < prev_x+w) {
+            if (x < prev_x+w/2)
+               return k+i;
+            else
+               return k+i+1;
+         }
+         prev_x += w;
+      }
+      // shouldn't happen, but if it does, fall through to end-of-line case
+   }
+
+   // if the last character is a newline, return that. otherwise return 'after' the last character
+   if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE)
+      return i+r.num_chars-1;
+   else
+      return i+r.num_chars;
+}
+
+// API click: on mouse down, move the cursor to the clicked location, and reset the selection
+static void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
+{
+   state->cursor = stb_text_locate_coord(str, x, y);
+   state->select_start = state->cursor;
+   state->select_end = state->cursor;
+   state->has_preferred_x = 0;
+}
+
+// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location
+static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
+{
+   int p = stb_text_locate_coord(str, x, y);
+   if (state->select_start == state->select_end)
+      state->select_start = state->cursor;
+   state->cursor = state->select_end = p;
+}
+
+/////////////////////////////////////////////////////////////////////////////
+//
+//      Keyboard input handling
+//
+
+// forward declarations
+static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state);
+static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state);
+static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length);
+static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length);
+static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length);
+
+typedef struct
+{
+   float x,y;    // position of n'th character
+   float height; // height of line
+   int first_char, length; // first char of row, and length
+   int prev_first;  // first char of previous row
+} StbFindState;
+
+// find the x/y location of a character, and remember info about the previous row in
+// case we get a move-up event (for page up, we'll have to rescan)
+static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *str, int n, int single_line)
+{
+   StbTexteditRow r;
+   int prev_start = 0;
+   int z = STB_TEXTEDIT_STRINGLEN(str);
+   int i=0, first;
+
+   if (n == z) {
+      // if it's at the end, then find the last line -- simpler than trying to
+      // explicitly handle this case in the regular code
+      if (single_line) {
+         STB_TEXTEDIT_LAYOUTROW(&r, str, 0);
+         find->y = 0;
+         find->first_char = 0;
+         find->length = z;
+         find->height = r.ymax - r.ymin;
+         find->x = r.x1;
+      } else {
+         find->y = 0;
+         find->x = 0;
+         find->height = 1;
+         while (i < z) {
+            STB_TEXTEDIT_LAYOUTROW(&r, str, i);
+            prev_start = i;
+            i += r.num_chars;
+         }
+         find->first_char = i;
+         find->length = 0;
+         find->prev_first = prev_start;
+      }
+      return;
+   }
+
+   // search rows to find the one that straddles character n
+   find->y = 0;
+
+   for(;;) {
+      STB_TEXTEDIT_LAYOUTROW(&r, str, i);
+      if (n < i + r.num_chars)
+         break;
+      prev_start = i;
+      i += r.num_chars;
+      find->y += r.baseline_y_delta;
+   }
+
+   find->first_char = first = i;
+   find->length = r.num_chars;
+   find->height = r.ymax - r.ymin;
+   find->prev_first = prev_start;
+
+   // now scan to find xpos
+   find->x = r.x0;
+   i = 0;
+   for (i=0; first+i < n; ++i)
+      find->x += STB_TEXTEDIT_GETWIDTH(str, first, i);
+}
+
+#define STB_TEXT_HAS_SELECTION(s)   ((s)->select_start != (s)->select_end)
+
+// make the selection/cursor state valid if client altered the string
+static void stb_textedit_clamp(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+   int n = STB_TEXTEDIT_STRINGLEN(str);
+   if (STB_TEXT_HAS_SELECTION(state)) {
+      if (state->select_start > n) state->select_start = n;
+      if (state->select_end   > n) state->select_end = n;
+      // if clamping forced them to be equal, move the cursor to match
+      if (state->select_start == state->select_end)
+         state->cursor = state->select_start;
+   }
+   if (state->cursor > n) state->cursor = n;
+}
+
+// delete characters while updating undo
+static void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len)
+{
+   stb_text_makeundo_delete(str, state, where, len);
+   STB_TEXTEDIT_DELETECHARS(str, where, len);
+   state->has_preferred_x = 0;
+}
+
+// delete the section
+static void stb_textedit_delete_selection(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+   stb_textedit_clamp(str, state);
+   if (STB_TEXT_HAS_SELECTION(state)) {
+      if (state->select_start < state->select_end) {
+         stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start);
+         state->select_end = state->cursor = state->select_start;
+      } else {
+         stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end);
+         state->select_start = state->cursor = state->select_end;
+      }
+      state->has_preferred_x = 0;
+   }
+}
+
+// canoncialize the selection so start <= end
+static void stb_textedit_sortselection(STB_TexteditState *state)
+{
+   if (state->select_end < state->select_start) {
+      int temp = state->select_end;
+      state->select_end = state->select_start;
+      state->select_start = temp;
+   }
+}
+
+// move cursor to first character of selection
+static void stb_textedit_move_to_first(STB_TexteditState *state)
+{
+   if (STB_TEXT_HAS_SELECTION(state)) {
+      stb_textedit_sortselection(state);
+      state->cursor = state->select_start;
+      state->select_end = state->select_start;
+      state->has_preferred_x = 0;
+   }
+}
+
+// move cursor to last character of selection
+static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+   if (STB_TEXT_HAS_SELECTION(state)) {
+      stb_textedit_sortselection(state);
+      stb_textedit_clamp(str, state);
+      state->cursor = state->select_end;
+      state->select_start = state->select_end;
+      state->has_preferred_x = 0;
+   }
+}
+
+#ifdef STB_TEXTEDIT_IS_SPACE
+static int is_word_boundary( STB_TEXTEDIT_STRING *str, int idx )
+{
+   return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1;
+}
+
+#ifndef STB_TEXTEDIT_MOVEWORDLEFT
+static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c )
+{
+   --c; // always move at least one character
+   while( c >= 0 && !is_word_boundary( str, c ) )
+      --c;
+
+   if( c < 0 )
+      c = 0;
+
+   return c;
+}
+#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous
+#endif
+
+#ifndef STB_TEXTEDIT_MOVEWORDRIGHT
+static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *str, int c )
+{
+   const int len = STB_TEXTEDIT_STRINGLEN(str);
+   ++c; // always move at least one character
+   while( c < len && !is_word_boundary( str, c ) )
+      ++c;
+
+   if( c > len )
+      c = len;
+
+   return c;
+}
+#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next
+#endif
+
+#endif
+
+// update selection and cursor to match each other
+static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state)
+{
+   if (!STB_TEXT_HAS_SELECTION(state))
+      state->select_start = state->select_end = state->cursor;
+   else
+      state->cursor = state->select_end;
+}
+
+// API cut: delete selection
+static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+   if (STB_TEXT_HAS_SELECTION(state)) {
+      stb_textedit_delete_selection(str,state); // implicity clamps
+      state->has_preferred_x = 0;
+      return 1;
+   }
+   return 0;
+}
+
+// API paste: replace existing selection with passed-in text
+static int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *ctext, int len)
+{
+   STB_TEXTEDIT_CHARTYPE *text = (STB_TEXTEDIT_CHARTYPE *) ctext;
+   // if there's a selection, the paste should delete it
+   stb_textedit_clamp(str, state);
+   stb_textedit_delete_selection(str,state);
+   // try to insert the characters
+   if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) {
+      stb_text_makeundo_insert(state, state->cursor, len);
+      state->cursor += len;
+      state->has_preferred_x = 0;
+      return 1;
+   }
+   // remove the undo since we didn't actually insert the characters
+   if (state->undostate.undo_point)
+      --state->undostate.undo_point;
+   return 0;
+}
+
+// API key: process a keyboard input
+static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int key)
+{
+retry:
+   switch (key) {
+      default: {
+         int c = STB_TEXTEDIT_KEYTOTEXT(key);
+         if (c > 0) {
+            STB_TEXTEDIT_CHARTYPE ch = (STB_TEXTEDIT_CHARTYPE) c;
+
+            // can't add newline in single-line mode
+            if (c == '\n' && state->single_line)
+               break;
+
+            if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) {
+               stb_text_makeundo_replace(str, state, state->cursor, 1, 1);
+               STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1);
+               if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {
+                  ++state->cursor;
+                  state->has_preferred_x = 0;
+               }
+            } else {
+               stb_textedit_delete_selection(str,state); // implicity clamps
+               if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {
+                  stb_text_makeundo_insert(state, state->cursor, 1);
+                  ++state->cursor;
+                  state->has_preferred_x = 0;
+               }
+            }
+         }
+         break;
+      }
+
+#ifdef STB_TEXTEDIT_K_INSERT
+      case STB_TEXTEDIT_K_INSERT:
+         state->insert_mode = !state->insert_mode;
+         break;
+#endif
+         
+      case STB_TEXTEDIT_K_UNDO:
+         stb_text_undo(str, state);
+         state->has_preferred_x = 0;
+         break;
+
+      case STB_TEXTEDIT_K_REDO:
+         stb_text_redo(str, state);
+         state->has_preferred_x = 0;
+         break;
+
+      case STB_TEXTEDIT_K_LEFT:
+         // if currently there's a selection, move cursor to start of selection
+         if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_move_to_first(state);
+         else 
+            if (state->cursor > 0)
+               --state->cursor;
+         state->has_preferred_x = 0;
+         break;
+
+      case STB_TEXTEDIT_K_RIGHT:
+         // if currently there's a selection, move cursor to end of selection
+         if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_move_to_last(str, state);
+         else
+            ++state->cursor;
+         stb_textedit_clamp(str, state);
+         state->has_preferred_x = 0;
+         break;
+
+      case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT:
+         stb_textedit_clamp(str, state);
+         stb_textedit_prep_selection_at_cursor(state);
+         // move selection left
+         if (state->select_end > 0)
+            --state->select_end;
+         state->cursor = state->select_end;
+         state->has_preferred_x = 0;
+         break;
+
+#ifdef STB_TEXTEDIT_MOVEWORDLEFT
+      case STB_TEXTEDIT_K_WORDLEFT:
+         if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_move_to_first(state);
+         else {
+            state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor);
+            stb_textedit_clamp( str, state );
+         }
+         break;
+
+      case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT:
+         if( !STB_TEXT_HAS_SELECTION( state ) )
+            stb_textedit_prep_selection_at_cursor(state);
+
+         state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor);
+         state->select_end = state->cursor;
+
+         stb_textedit_clamp( str, state );
+         break;
+#endif
+
+#ifdef STB_TEXTEDIT_MOVEWORDRIGHT
+      case STB_TEXTEDIT_K_WORDRIGHT:
+         if (STB_TEXT_HAS_SELECTION(state)) 
+            stb_textedit_move_to_last(str, state);
+         else {
+            state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor);
+            stb_textedit_clamp( str, state );
+         }
+         break;
+
+      case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT:
+         if( !STB_TEXT_HAS_SELECTION( state ) )
+            stb_textedit_prep_selection_at_cursor(state);
+
+         state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor);
+         state->select_end = state->cursor;
+
+         stb_textedit_clamp( str, state );
+         break;
+#endif
+
+      case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT:
+         stb_textedit_prep_selection_at_cursor(state);
+         // move selection right
+         ++state->select_end;
+         stb_textedit_clamp(str, state);
+         state->cursor = state->select_end;
+         state->has_preferred_x = 0;
+         break;
+
+      case STB_TEXTEDIT_K_DOWN:
+      case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: {
+         StbFindState find;
+         StbTexteditRow row;
+         int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
+
+         if (state->single_line) {
+            // on windows, up&down in single-line behave like left&right
+            key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT);
+            goto retry;
+         }
+
+         if (sel)
+            stb_textedit_prep_selection_at_cursor(state);
+         else if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_move_to_last(str,state);
+
+         // compute current position of cursor point
+         stb_textedit_clamp(str, state);
+         stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
+
+         // now find character position down a row
+         if (find.length) {
+            float goal_x = state->has_preferred_x ? state->preferred_x : find.x;
+            float x;
+            int start = find.first_char + find.length;
+            state->cursor = start;
+            STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
+            x = row.x0;
+            for (i=0; i < row.num_chars; ++i) {
+               float dx = STB_TEXTEDIT_GETWIDTH(str, start, i);
+               #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE
+               if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE)
+                  break;
+               #endif
+               x += dx;
+               if (x > goal_x)
+                  break;
+               ++state->cursor;
+            }
+            stb_textedit_clamp(str, state);
+
+            state->has_preferred_x = 1;
+            state->preferred_x = goal_x;
+
+            if (sel)
+               state->select_end = state->cursor;
+         }
+         break;
+      }
+         
+      case STB_TEXTEDIT_K_UP:
+      case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: {
+         StbFindState find;
+         StbTexteditRow row;
+         int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
+
+         if (state->single_line) {
+            // on windows, up&down become left&right
+            key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT);
+            goto retry;
+         }
+
+         if (sel)
+            stb_textedit_prep_selection_at_cursor(state);
+         else if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_move_to_first(state);
+
+         // compute current position of cursor point
+         stb_textedit_clamp(str, state);
+         stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
+
+         // can only go up if there's a previous row
+         if (find.prev_first != find.first_char) {
+            // now find character position up a row
+            float goal_x = state->has_preferred_x ? state->preferred_x : find.x;
+            float x;
+            state->cursor = find.prev_first;
+            STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
+            x = row.x0;
+            for (i=0; i < row.num_chars; ++i) {
+               float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i);
+               #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE
+               if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE)
+                  break;
+               #endif
+               x += dx;
+               if (x > goal_x)
+                  break;
+               ++state->cursor;
+            }
+            stb_textedit_clamp(str, state);
+
+            state->has_preferred_x = 1;
+            state->preferred_x = goal_x;
+
+            if (sel)
+               state->select_end = state->cursor;
+         }
+         break;
+      }
+
+      case STB_TEXTEDIT_K_DELETE:
+      case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT:
+         if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_delete_selection(str, state);
+         else {
+            int n = STB_TEXTEDIT_STRINGLEN(str);
+            if (state->cursor < n)
+               stb_textedit_delete(str, state, state->cursor, 1);
+         }
+         state->has_preferred_x = 0;
+         break;
+
+      case STB_TEXTEDIT_K_BACKSPACE:
+      case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT:
+         if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_delete_selection(str, state);
+         else {
+            stb_textedit_clamp(str, state);
+            if (state->cursor > 0) {
+               stb_textedit_delete(str, state, state->cursor-1, 1);
+               --state->cursor;
+            }
+         }
+         state->has_preferred_x = 0;
+         break;
+         
+#ifdef STB_TEXTEDIT_K_TEXTSTART2
+      case STB_TEXTEDIT_K_TEXTSTART2:
+#endif
+      case STB_TEXTEDIT_K_TEXTSTART:
+         state->cursor = state->select_start = state->select_end = 0;
+         state->has_preferred_x = 0;
+         break;
+
+#ifdef STB_TEXTEDIT_K_TEXTEND2
+      case STB_TEXTEDIT_K_TEXTEND2:
+#endif
+      case STB_TEXTEDIT_K_TEXTEND:
+         state->cursor = STB_TEXTEDIT_STRINGLEN(str);
+         state->select_start = state->select_end = 0;
+         state->has_preferred_x = 0;
+         break;
+        
+#ifdef STB_TEXTEDIT_K_TEXTSTART2
+      case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT:
+#endif
+      case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT:
+         stb_textedit_prep_selection_at_cursor(state);
+         state->cursor = state->select_end = 0;
+         state->has_preferred_x = 0;
+         break;
+
+#ifdef STB_TEXTEDIT_K_TEXTEND2
+      case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT:
+#endif
+      case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT:
+         stb_textedit_prep_selection_at_cursor(state);
+         state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str);
+         state->has_preferred_x = 0;
+         break;
+
+
+#ifdef STB_TEXTEDIT_K_LINESTART2
+      case STB_TEXTEDIT_K_LINESTART2:
+#endif
+      case STB_TEXTEDIT_K_LINESTART:
+         stb_textedit_clamp(str, state);
+         stb_textedit_move_to_first(state);
+         if (state->single_line)
+            state->cursor = 0;
+         else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)
+            --state->cursor;
+         state->has_preferred_x = 0;
+         break;
+
+#ifdef STB_TEXTEDIT_K_LINEEND2
+      case STB_TEXTEDIT_K_LINEEND2:
+#endif
+      case STB_TEXTEDIT_K_LINEEND: {
+         int n = STB_TEXTEDIT_STRINGLEN(str);
+         stb_textedit_clamp(str, state);
+         stb_textedit_move_to_first(state);
+         if (state->single_line)
+             state->cursor = n;
+         else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)
+             ++state->cursor;
+         state->has_preferred_x = 0;
+         break;
+      }
+
+#ifdef STB_TEXTEDIT_K_LINESTART2
+      case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT:
+#endif
+      case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT:
+         stb_textedit_clamp(str, state);
+         stb_textedit_prep_selection_at_cursor(state);
+         if (state->single_line)
+            state->cursor = 0;
+         else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)
+            --state->cursor;
+         state->select_end = state->cursor;
+         state->has_preferred_x = 0;
+         break;
+
+#ifdef STB_TEXTEDIT_K_LINEEND2
+      case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT:
+#endif
+      case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: {
+         int n = STB_TEXTEDIT_STRINGLEN(str);
+         stb_textedit_clamp(str, state);
+         stb_textedit_prep_selection_at_cursor(state);
+         if (state->single_line)
+             state->cursor = n;
+         else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)
+            ++state->cursor;
+         state->select_end = state->cursor;
+         state->has_preferred_x = 0;
+         break;
+      }
+
+// @TODO:
+//    STB_TEXTEDIT_K_PGUP      - move cursor up a page
+//    STB_TEXTEDIT_K_PGDOWN    - move cursor down a page
+   }
+}
+
+/////////////////////////////////////////////////////////////////////////////
+//
+//      Undo processing
+//
+// @OPTIMIZE: the undo/redo buffer should be circular
+
+static void stb_textedit_flush_redo(StbUndoState *state)
+{
+   state->redo_point = STB_TEXTEDIT_UNDOSTATECOUNT;
+   state->redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT;
+}
+
+// discard the oldest entry in the undo list
+static void stb_textedit_discard_undo(StbUndoState *state)
+{
+   if (state->undo_point > 0) {
+      // if the 0th undo state has characters, clean those up
+      if (state->undo_rec[0].char_storage >= 0) {
+         int n = state->undo_rec[0].insert_length, i;
+         // delete n characters from all other records
+         state->undo_char_point = state->undo_char_point - (short) n;  // vsnet05
+         STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) ((size_t)state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE)));
+         for (i=0; i < state->undo_point; ++i)
+            if (state->undo_rec[i].char_storage >= 0)
+               state->undo_rec[i].char_storage = state->undo_rec[i].char_storage - (short) n; // vsnet05 // @OPTIMIZE: get rid of char_storage and infer it
+      }
+      --state->undo_point;
+      STB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) ((size_t)state->undo_point*sizeof(state->undo_rec[0])));
+   }
+}
+
+// discard the oldest entry in the redo list--it's bad if this
+// ever happens, but because undo & redo have to store the actual
+// characters in different cases, the redo character buffer can
+// fill up even though the undo buffer didn't
+static void stb_textedit_discard_redo(StbUndoState *state)
+{
+   int k = STB_TEXTEDIT_UNDOSTATECOUNT-1;
+
+   if (state->redo_point <= k) {
+      // if the k'th undo state has characters, clean those up
+      if (state->undo_rec[k].char_storage >= 0) {
+         int n = state->undo_rec[k].insert_length, i;
+         // delete n characters from all other records
+         state->redo_char_point = state->redo_char_point + (short) n; // vsnet05
+         STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((size_t)(STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE)));
+         for (i=state->redo_point; i < k; ++i)
+            if (state->undo_rec[i].char_storage >= 0)
+               state->undo_rec[i].char_storage = state->undo_rec[i].char_storage + (short) n; // vsnet05
+      }
+      STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point, state->undo_rec + state->redo_point-1, (size_t) ((size_t)(STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point)*sizeof(state->undo_rec[0])));
+      ++state->redo_point;
+   }
+}
+
+static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars)
+{
+   // any time we create a new undo record, we discard redo
+   stb_textedit_flush_redo(state);
+
+   // if we have no free records, we have to make room, by sliding the
+   // existing records down
+   if (state->undo_point == STB_TEXTEDIT_UNDOSTATECOUNT)
+      stb_textedit_discard_undo(state);
+
+   // if the characters to store won't possibly fit in the buffer, we can't undo
+   if (numchars > STB_TEXTEDIT_UNDOCHARCOUNT) {
+      state->undo_point = 0;
+      state->undo_char_point = 0;
+      return NULL;
+   }
+
+   // if we don't have enough free characters in the buffer, we have to make room
+   while (state->undo_char_point + numchars > STB_TEXTEDIT_UNDOCHARCOUNT)
+      stb_textedit_discard_undo(state);
+
+   return &state->undo_rec[state->undo_point++];
+}
+
+static STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len)
+{
+   StbUndoRecord *r = stb_text_create_undo_record(state, insert_len);
+   if (r == NULL)
+      return NULL;
+
+   r->where = pos;
+   r->insert_length = (short) insert_len;
+   r->delete_length = (short) delete_len;
+
+   if (insert_len == 0) {
+      r->char_storage = -1;
+      return NULL;
+   } else {
+      r->char_storage = state->undo_char_point;
+      state->undo_char_point = state->undo_char_point + (short) insert_len;
+      return &state->undo_char[r->char_storage];
+   }
+}
+
+static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+   StbUndoState *s = &state->undostate;
+   StbUndoRecord u, *r;
+   if (s->undo_point == 0)
+      return;
+
+   // we need to do two things: apply the undo record, and create a redo record
+   u = s->undo_rec[s->undo_point-1];
+   r = &s->undo_rec[s->redo_point-1];
+   r->char_storage = -1;
+
+   r->insert_length = u.delete_length;
+   r->delete_length = u.insert_length;
+   r->where = u.where;
+
+   if (u.delete_length) {
+      // if the undo record says to delete characters, then the redo record will
+      // need to re-insert the characters that get deleted, so we need to store
+      // them.
+
+      // there are three cases:
+      //    there's enough room to store the characters
+      //    characters stored for *redoing* don't leave room for redo
+      //    characters stored for *undoing* don't leave room for redo
+      // if the last is true, we have to bail
+
+      if (s->undo_char_point + u.delete_length >= STB_TEXTEDIT_UNDOCHARCOUNT) {
+         // the undo records take up too much character space; there's no space to store the redo characters
+         r->insert_length = 0;
+      } else {
+         int i;
+
+         // there's definitely room to store the characters eventually
+         while (s->undo_char_point + u.delete_length > s->redo_char_point) {
+            // there's currently not enough room, so discard a redo record
+            stb_textedit_discard_redo(s);
+            // should never happen:
+            if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT)
+               return;
+         }
+         r = &s->undo_rec[s->redo_point-1];
+
+         r->char_storage = s->redo_char_point - u.delete_length;
+         s->redo_char_point = s->redo_char_point - (short) u.delete_length;
+
+         // now save the characters
+         for (i=0; i < u.delete_length; ++i)
+            s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i);
+      }
+
+      // now we can carry out the deletion
+      STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length);
+   }
+
+   // check type of recorded action:
+   if (u.insert_length) {
+      // easy case: was a deletion, so we need to insert n characters
+      STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length);
+      s->undo_char_point -= u.insert_length;
+   }
+
+   state->cursor = u.where + u.insert_length;
+
+   s->undo_point--;
+   s->redo_point--;
+}
+
+static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+   StbUndoState *s = &state->undostate;
+   StbUndoRecord *u, r;
+   if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT)
+      return;
+
+   // we need to do two things: apply the redo record, and create an undo record
+   u = &s->undo_rec[s->undo_point];
+   r = s->undo_rec[s->redo_point];
+
+   // we KNOW there must be room for the undo record, because the redo record
+   // was derived from an undo record
+
+   u->delete_length = r.insert_length;
+   u->insert_length = r.delete_length;
+   u->where = r.where;
+   u->char_storage = -1;
+
+   if (r.delete_length) {
+      // the redo record requires us to delete characters, so the undo record
+      // needs to store the characters
+
+      if (s->undo_char_point + u->insert_length > s->redo_char_point) {
+         u->insert_length = 0;
+         u->delete_length = 0;
+      } else {
+         int i;
+         u->char_storage = s->undo_char_point;
+         s->undo_char_point = s->undo_char_point + u->insert_length;
+
+         // now save the characters
+         for (i=0; i < u->insert_length; ++i)
+            s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i);
+      }
+
+      STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length);
+   }
+
+   if (r.insert_length) {
+      // easy case: need to insert n characters
+      STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length);
+      s->redo_char_point += r.insert_length;
+   }
+
+   state->cursor = r.where + r.insert_length;
+
+   s->undo_point++;
+   s->redo_point++;
+}
+
+static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length)
+{
+   stb_text_createundo(&state->undostate, where, 0, length);
+}
+
+static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length)
+{
+   int i;
+   STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0);
+   if (p) {
+      for (i=0; i < length; ++i)
+         p[i] = STB_TEXTEDIT_GETCHAR(str, where+i);
+   }
+}
+
+static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length)
+{
+   int i;
+   STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length);
+   if (p) {
+      for (i=0; i < old_length; ++i)
+         p[i] = STB_TEXTEDIT_GETCHAR(str, where+i);
+   }
+}
+
+// reset the state to default
+static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line)
+{
+   state->undostate.undo_point = 0;
+   state->undostate.undo_char_point = 0;
+   state->undostate.redo_point = STB_TEXTEDIT_UNDOSTATECOUNT;
+   state->undostate.redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT;
+   state->select_end = state->select_start = 0;
+   state->cursor = 0;
+   state->has_preferred_x = 0;
+   state->preferred_x = 0;
+   state->cursor_at_end_of_line = 0;
+   state->initialized = 1;
+   state->single_line = (unsigned char) is_single_line;
+   state->insert_mode = 0;
+}
+
+// API initialize
+static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line)
+{
+   stb_textedit_clear_state(state, is_single_line);
+}
+#endif//STB_TEXTEDIT_IMPLEMENTATION

+ 4018 - 0
Source/ThirdParty/imgui/stb_truetype.h

@@ -0,0 +1,4018 @@
+// stb_truetype.h - v1.14 - public domain
+// authored from 2009-2016 by Sean Barrett / RAD Game Tools
+//
+//   This library processes TrueType files:
+//        parse files
+//        extract glyph metrics
+//        extract glyph shapes
+//        render glyphs to one-channel bitmaps with antialiasing (box filter)
+//
+//   Todo:
+//        non-MS cmaps
+//        crashproof on bad data
+//        hinting? (no longer patented)
+//        cleartype-style AA?
+//        optimize: use simple memory allocator for intermediates
+//        optimize: build edge-list directly from curves
+//        optimize: rasterize directly from curves?
+//
+// ADDITIONAL CONTRIBUTORS
+//
+//   Mikko Mononen: compound shape support, more cmap formats
+//   Tor Andersson: kerning, subpixel rendering
+//   Dougall Johnson: OpenType / Type 2 font handling
+//
+//   Misc other:
+//       Ryan Gordon
+//       Simon Glass
+//       github:IntellectualKitty
+//
+//   Bug/warning reports/fixes:
+//       "Zer" on mollyrocket (with fix)
+//       Cass Everitt
+//       stoiko (Haemimont Games)
+//       Brian Hook 
+//       Walter van Niftrik
+//       David Gow
+//       David Given
+//       Ivan-Assen Ivanov
+//       Anthony Pesch
+//       Johan Duparc
+//       Hou Qiming
+//       Fabian "ryg" Giesen
+//       Martins Mozeiko
+//       Cap Petschulat
+//       Omar Cornut
+//       github:aloucks
+//       Peter LaValle
+//       Sergey Popov
+//       Giumo X. Clanjor
+//       Higor Euripedes
+//       Thomas Fields
+//       Derek Vinyard
+//
+// VERSION HISTORY
+//
+//   1.13 (2017-01-02) support OpenType fonts, certain Apple fonts, num-fonts-in-TTC function
+//   1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual
+//   1.11 (2016-04-02) fix unused-variable warning
+//   1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef
+//   1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly
+//   1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges
+//   1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints;
+//                     variant PackFontRanges to pack and render in separate phases;
+//                     fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?);
+//                     fixed an assert() bug in the new rasterizer
+//                     replace assert() with STBTT_assert() in new rasterizer
+//
+//   Full history can be found at the end of this file.
+//
+// LICENSE
+//
+//   This software is dual-licensed to the public domain and under the following
+//   license: you are granted a perpetual, irrevocable license to copy, modify,
+//   publish, and distribute this file as you see fit.
+//
+// USAGE
+//
+//   Include this file in whatever places neeed to refer to it. In ONE C/C++
+//   file, write:
+//      #define STB_TRUETYPE_IMPLEMENTATION
+//   before the #include of this file. This expands out the actual
+//   implementation into that C/C++ file.
+//
+//   To make the implementation private to the file that generates the implementation,
+//      #define STBTT_STATIC
+//
+//   Simple 3D API (don't ship this, but it's fine for tools and quick start)
+//           stbtt_BakeFontBitmap()               -- bake a font to a bitmap for use as texture
+//           stbtt_GetBakedQuad()                 -- compute quad to draw for a given char
+//
+//   Improved 3D API (more shippable):
+//           #include "stb_rect_pack.h"           -- optional, but you really want it
+//           stbtt_PackBegin()
+//           stbtt_PackSetOversample()            -- for improved quality on small fonts
+//           stbtt_PackFontRanges()               -- pack and renders
+//           stbtt_PackEnd()
+//           stbtt_GetPackedQuad()
+//
+//   "Load" a font file from a memory buffer (you have to keep the buffer loaded)
+//           stbtt_InitFont()
+//           stbtt_GetFontOffsetForIndex()        -- indexing for TTC font collections
+//           stbtt_GetNumberOfFonts()             -- number of fonts for TTC font collections
+//
+//   Render a unicode codepoint to a bitmap
+//           stbtt_GetCodepointBitmap()           -- allocates and returns a bitmap
+//           stbtt_MakeCodepointBitmap()          -- renders into bitmap you provide
+//           stbtt_GetCodepointBitmapBox()        -- how big the bitmap must be
+//
+//   Character advance/positioning
+//           stbtt_GetCodepointHMetrics()
+//           stbtt_GetFontVMetrics()
+//           stbtt_GetCodepointKernAdvance()
+//
+//   Starting with version 1.06, the rasterizer was replaced with a new,
+//   faster and generally-more-precise rasterizer. The new rasterizer more
+//   accurately measures pixel coverage for anti-aliasing, except in the case
+//   where multiple shapes overlap, in which case it overestimates the AA pixel
+//   coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If
+//   this turns out to be a problem, you can re-enable the old rasterizer with
+//        #define STBTT_RASTERIZER_VERSION 1
+//   which will incur about a 15% speed hit.
+//
+// ADDITIONAL DOCUMENTATION
+//
+//   Immediately after this block comment are a series of sample programs.
+//
+//   After the sample programs is the "header file" section. This section
+//   includes documentation for each API function.
+//
+//   Some important concepts to understand to use this library:
+//
+//      Codepoint
+//         Characters are defined by unicode codepoints, e.g. 65 is
+//         uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is
+//         the hiragana for "ma".
+//
+//      Glyph
+//         A visual character shape (every codepoint is rendered as
+//         some glyph)
+//
+//      Glyph index
+//         A font-specific integer ID representing a glyph
+//
+//      Baseline
+//         Glyph shapes are defined relative to a baseline, which is the
+//         bottom of uppercase characters. Characters extend both above
+//         and below the baseline.
+//
+//      Current Point
+//         As you draw text to the screen, you keep track of a "current point"
+//         which is the origin of each character. The current point's vertical
+//         position is the baseline. Even "baked fonts" use this model.
+//
+//      Vertical Font Metrics
+//         The vertical qualities of the font, used to vertically position
+//         and space the characters. See docs for stbtt_GetFontVMetrics.
+//
+//      Font Size in Pixels or Points
+//         The preferred interface for specifying font sizes in stb_truetype
+//         is to specify how tall the font's vertical extent should be in pixels.
+//         If that sounds good enough, skip the next paragraph.
+//
+//         Most font APIs instead use "points", which are a common typographic
+//         measurement for describing font size, defined as 72 points per inch.
+//         stb_truetype provides a point API for compatibility. However, true
+//         "per inch" conventions don't make much sense on computer displays
+//         since they different monitors have different number of pixels per
+//         inch. For example, Windows traditionally uses a convention that
+//         there are 96 pixels per inch, thus making 'inch' measurements have
+//         nothing to do with inches, and thus effectively defining a point to
+//         be 1.333 pixels. Additionally, the TrueType font data provides
+//         an explicit scale factor to scale a given font's glyphs to points,
+//         but the author has observed that this scale factor is often wrong
+//         for non-commercial fonts, thus making fonts scaled in points
+//         according to the TrueType spec incoherently sized in practice.
+//
+// ADVANCED USAGE
+//
+//   Quality:
+//
+//    - Use the functions with Subpixel at the end to allow your characters
+//      to have subpixel positioning. Since the font is anti-aliased, not
+//      hinted, this is very import for quality. (This is not possible with
+//      baked fonts.)
+//
+//    - Kerning is now supported, and if you're supporting subpixel rendering
+//      then kerning is worth using to give your text a polished look.
+//
+//   Performance:
+//
+//    - Convert Unicode codepoints to glyph indexes and operate on the glyphs;
+//      if you don't do this, stb_truetype is forced to do the conversion on
+//      every call.
+//
+//    - There are a lot of memory allocations. We should modify it to take
+//      a temp buffer and allocate from the temp buffer (without freeing),
+//      should help performance a lot.
+//
+// NOTES
+//
+//   The system uses the raw data found in the .ttf file without changing it
+//   and without building auxiliary data structures. This is a bit inefficient
+//   on little-endian systems (the data is big-endian), but assuming you're
+//   caching the bitmaps or glyph shapes this shouldn't be a big deal.
+//
+//   It appears to be very hard to programmatically determine what font a
+//   given file is in a general way. I provide an API for this, but I don't
+//   recommend it.
+//
+//
+// SOURCE STATISTICS (based on v0.6c, 2050 LOC)
+//
+//   Documentation & header file        520 LOC  \___ 660 LOC documentation
+//   Sample code                        140 LOC  /
+//   Truetype parsing                   620 LOC  ---- 620 LOC TrueType
+//   Software rasterization             240 LOC  \                           .
+//   Curve tesselation                  120 LOC   \__ 550 LOC Bitmap creation
+//   Bitmap management                  100 LOC   /
+//   Baked bitmap interface              70 LOC  /
+//   Font name matching & access        150 LOC  ---- 150 
+//   C runtime library abstraction       60 LOC  ----  60
+//
+//
+// PERFORMANCE MEASUREMENTS FOR 1.06:
+//
+//                      32-bit     64-bit
+//   Previous release:  8.83 s     7.68 s
+//   Pool allocations:  7.72 s     6.34 s
+//   Inline sort     :  6.54 s     5.65 s
+//   New rasterizer  :  5.63 s     5.00 s
+
+//////////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////////
+////
+////  SAMPLE PROGRAMS
+////
+//
+//  Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless
+//
+#if 0
+#define STB_TRUETYPE_IMPLEMENTATION  // force following include to generate implementation
+#include "stb_truetype.h"
+
+unsigned char ttf_buffer[1<<20];
+unsigned char temp_bitmap[512*512];
+
+stbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs
+GLuint ftex;
+
+void my_stbtt_initfont(void)
+{
+   fread(ttf_buffer, 1, 1<<20, fopen("c:/windows/fonts/times.ttf", "rb"));
+   stbtt_BakeFontBitmap(ttf_buffer,0, 32.0, temp_bitmap,512,512, 32,96, cdata); // no guarantee this fits!
+   // can free ttf_buffer at this point
+   glGenTextures(1, &ftex);
+   glBindTexture(GL_TEXTURE_2D, ftex);
+   glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 512,512, 0, GL_ALPHA, GL_UNSIGNED_BYTE, temp_bitmap);
+   // can free temp_bitmap at this point
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+}
+
+void my_stbtt_print(float x, float y, char *text)
+{
+   // assume orthographic projection with units = screen pixels, origin at top left
+   glEnable(GL_TEXTURE_2D);
+   glBindTexture(GL_TEXTURE_2D, ftex);
+   glBegin(GL_QUADS);
+   while (*text) {
+      if (*text >= 32 && *text < 128) {
+         stbtt_aligned_quad q;
+         stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9
+         glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y0);
+         glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y0);
+         glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y1);
+         glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y1);
+      }
+      ++text;
+   }
+   glEnd();
+}
+#endif
+//
+//
+//////////////////////////////////////////////////////////////////////////////
+//
+// Complete program (this compiles): get a single bitmap, print as ASCII art
+//
+#if 0
+#include <stdio.h>
+#define STB_TRUETYPE_IMPLEMENTATION  // force following include to generate implementation
+#include "stb_truetype.h"
+
+char ttf_buffer[1<<25];
+
+int main(int argc, char **argv)
+{
+   stbtt_fontinfo font;
+   unsigned char *bitmap;
+   int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20);
+
+   fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb"));
+
+   stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0));
+   bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0);
+
+   for (j=0; j < h; ++j) {
+      for (i=0; i < w; ++i)
+         putchar(" .:ioVM@"[bitmap[j*w+i]>>5]);
+      putchar('\n');
+   }
+   return 0;
+}
+#endif 
+//
+// Output:
+//
+//     .ii.
+//    @@@@@@.
+//   V@Mio@@o
+//   :i.  V@V
+//     :oM@@M
+//   :@@@MM@M
+//   @@o  o@M
+//  :@@.  M@M
+//   @@@o@@@@
+//   :M@@V:@@.
+//  
+//////////////////////////////////////////////////////////////////////////////
+// 
+// Complete program: print "Hello World!" banner, with bugs
+//
+#if 0
+char buffer[24<<20];
+unsigned char screen[20][79];
+
+int main(int arg, char **argv)
+{
+   stbtt_fontinfo font;
+   int i,j,ascent,baseline,ch=0;
+   float scale, xpos=2; // leave a little padding in case the character extends left
+   char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness
+
+   fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb"));
+   stbtt_InitFont(&font, buffer, 0);
+
+   scale = stbtt_ScaleForPixelHeight(&font, 15);
+   stbtt_GetFontVMetrics(&font, &ascent,0,0);
+   baseline = (int) (ascent*scale);
+
+   while (text[ch]) {
+      int advance,lsb,x0,y0,x1,y1;
+      float x_shift = xpos - (float) floor(xpos);
+      stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb);
+      stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1);
+      stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]);
+      // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong
+      // because this API is really for baking character bitmaps into textures. if you want to render
+      // a sequence of characters, you really need to render each bitmap to a temp buffer, then
+      // "alpha blend" that into the working buffer
+      xpos += (advance * scale);
+      if (text[ch+1])
+         xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]);
+      ++ch;
+   }
+
+   for (j=0; j < 20; ++j) {
+      for (i=0; i < 78; ++i)
+         putchar(" .:ioVM@"[screen[j][i]>>5]);
+      putchar('\n');
+   }
+
+   return 0;
+}
+#endif
+
+
+//////////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////////
+////
+////   INTEGRATION WITH YOUR CODEBASE
+////
+////   The following sections allow you to supply alternate definitions
+////   of C library functions used by stb_truetype.
+
+#ifdef STB_TRUETYPE_IMPLEMENTATION
+   // #define your own (u)stbtt_int8/16/32 before including to override this
+   #ifndef stbtt_uint8
+   typedef unsigned char   stbtt_uint8;
+   typedef signed   char   stbtt_int8;
+   typedef unsigned short  stbtt_uint16;
+   typedef signed   short  stbtt_int16;
+   typedef unsigned int    stbtt_uint32;
+   typedef signed   int    stbtt_int32;
+   #endif
+
+   typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1];
+   typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1];
+
+   // #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h
+   #ifndef STBTT_ifloor
+   #include <math.h>
+   #define STBTT_ifloor(x)   ((int) floor(x))
+   #define STBTT_iceil(x)    ((int) ceil(x))
+   #endif
+
+   #ifndef STBTT_sqrt
+   #include <math.h>
+   #define STBTT_sqrt(x)      sqrt(x)
+   #endif
+
+   #ifndef STBTT_fabs
+   #include <math.h>
+   #define STBTT_fabs(x)      fabs(x)
+   #endif
+
+   // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h
+   #ifndef STBTT_malloc
+   #include <stdlib.h>
+   #define STBTT_malloc(x,u)  ((void)(u),malloc(x))
+   #define STBTT_free(x,u)    ((void)(u),free(x))
+   #endif
+
+   #ifndef STBTT_assert
+   #include <assert.h>
+   #define STBTT_assert(x)    assert(x)
+   #endif
+
+   #ifndef STBTT_strlen
+   #include <string.h>
+   #define STBTT_strlen(x)    strlen(x)
+   #endif
+
+   #ifndef STBTT_memcpy
+   #include <memory.h>
+   #define STBTT_memcpy       memcpy
+   #define STBTT_memset       memset
+   #endif
+#endif
+
+///////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////
+////
+////   INTERFACE
+////
+////
+
+#ifndef __STB_INCLUDE_STB_TRUETYPE_H__
+#define __STB_INCLUDE_STB_TRUETYPE_H__
+
+#ifdef STBTT_STATIC
+#define STBTT_DEF static
+#else
+#define STBTT_DEF extern
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// private structure
+typedef struct
+{
+   unsigned char *data;
+   int cursor;
+   int size;
+} stbtt__buf;
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// TEXTURE BAKING API
+//
+// If you use this API, you only have to call two functions ever.
+//
+
+typedef struct
+{
+   unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap
+   float xoff,yoff,xadvance;
+} stbtt_bakedchar;
+
+STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset,  // font location (use offset=0 for plain .ttf)
+                                float pixel_height,                     // height of font in pixels
+                                unsigned char *pixels, int pw, int ph,  // bitmap to be filled in
+                                int first_char, int num_chars,          // characters to bake
+                                stbtt_bakedchar *chardata);             // you allocate this, it's num_chars long
+// if return is positive, the first unused row of the bitmap
+// if return is negative, returns the negative of the number of characters that fit
+// if return is 0, no characters fit and no rows were used
+// This uses a very crappy packing.
+
+typedef struct
+{
+   float x0,y0,s0,t0; // top-left
+   float x1,y1,s1,t1; // bottom-right
+} stbtt_aligned_quad;
+
+STBTT_DEF void stbtt_GetBakedQuad(stbtt_bakedchar *chardata, int pw, int ph,  // same data as above
+                               int char_index,             // character to display
+                               float *xpos, float *ypos,   // pointers to current position in screen pixel space
+                               stbtt_aligned_quad *q,      // output: quad to draw
+                               int opengl_fillrule);       // true if opengl fill rule; false if DX9 or earlier
+// Call GetBakedQuad with char_index = 'character - first_char', and it
+// creates the quad you need to draw and advances the current position.
+//
+// The coordinate system used assumes y increases downwards.
+//
+// Characters will extend both above and below the current position;
+// see discussion of "BASELINE" above.
+//
+// It's inefficient; you might want to c&p it and optimize it.
+
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// NEW TEXTURE BAKING API
+//
+// This provides options for packing multiple fonts into one atlas, not
+// perfectly but better than nothing.
+
+typedef struct
+{
+   unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap
+   float xoff,yoff,xadvance;
+   float xoff2,yoff2;
+} stbtt_packedchar;
+
+typedef struct stbtt_pack_context stbtt_pack_context;
+typedef struct stbtt_fontinfo stbtt_fontinfo;
+#ifndef STB_RECT_PACK_VERSION
+typedef struct stbrp_rect stbrp_rect;
+#endif
+
+STBTT_DEF int  stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context);
+// Initializes a packing context stored in the passed-in stbtt_pack_context.
+// Future calls using this context will pack characters into the bitmap passed
+// in here: a 1-channel bitmap that is width * height. stride_in_bytes is
+// the distance from one row to the next (or 0 to mean they are packed tightly
+// together). "padding" is the amount of padding to leave between each
+// character (normally you want '1' for bitmaps you'll use as textures with
+// bilinear filtering).
+//
+// Returns 0 on failure, 1 on success.
+
+STBTT_DEF void stbtt_PackEnd  (stbtt_pack_context *spc);
+// Cleans up the packing context and frees all memory.
+
+#define STBTT_POINT_SIZE(x)   (-(x))
+
+STBTT_DEF int  stbtt_PackFontRange(stbtt_pack_context *spc, unsigned char *fontdata, int font_index, float font_size,
+                                int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range);
+// Creates character bitmaps from the font_index'th font found in fontdata (use
+// font_index=0 if you don't know what that is). It creates num_chars_in_range
+// bitmaps for characters with unicode values starting at first_unicode_char_in_range
+// and increasing. Data for how to render them is stored in chardata_for_range;
+// pass these to stbtt_GetPackedQuad to get back renderable quads.
+//
+// font_size is the full height of the character from ascender to descender,
+// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed
+// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE()
+// and pass that result as 'font_size':
+//       ...,                  20 , ... // font max minus min y is 20 pixels tall
+//       ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall
+
+typedef struct
+{
+   float font_size;
+   int first_unicode_codepoint_in_range;  // if non-zero, then the chars are continuous, and this is the first codepoint
+   int *array_of_unicode_codepoints;       // if non-zero, then this is an array of unicode codepoints
+   int num_chars;
+   stbtt_packedchar *chardata_for_range; // output
+   unsigned char h_oversample, v_oversample; // don't set these, they're used internally
+} stbtt_pack_range;
+
+STBTT_DEF int  stbtt_PackFontRanges(stbtt_pack_context *spc, unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges);
+// Creates character bitmaps from multiple ranges of characters stored in
+// ranges. This will usually create a better-packed bitmap than multiple
+// calls to stbtt_PackFontRange. Note that you can call this multiple
+// times within a single PackBegin/PackEnd.
+
+STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample);
+// Oversampling a font increases the quality by allowing higher-quality subpixel
+// positioning, and is especially valuable at smaller text sizes.
+//
+// This function sets the amount of oversampling for all following calls to
+// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given
+// pack context. The default (no oversampling) is achieved by h_oversample=1
+// and v_oversample=1. The total number of pixels required is
+// h_oversample*v_oversample larger than the default; for example, 2x2
+// oversampling requires 4x the storage of 1x1. For best results, render
+// oversampled textures with bilinear filtering. Look at the readme in
+// stb/tests/oversample for information about oversampled fonts
+//
+// To use with PackFontRangesGather etc., you must set it before calls
+// call to PackFontRangesGatherRects.
+
+STBTT_DEF void stbtt_GetPackedQuad(stbtt_packedchar *chardata, int pw, int ph,  // same data as above
+                               int char_index,             // character to display
+                               float *xpos, float *ypos,   // pointers to current position in screen pixel space
+                               stbtt_aligned_quad *q,      // output: quad to draw
+                               int align_to_integer);
+
+STBTT_DEF int  stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects);
+STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects);
+STBTT_DEF int  stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects);
+// Calling these functions in sequence is roughly equivalent to calling
+// stbtt_PackFontRanges(). If you more control over the packing of multiple
+// fonts, or if you want to pack custom data into a font texture, take a look
+// at the source to of stbtt_PackFontRanges() and create a custom version 
+// using these functions, e.g. call GatherRects multiple times,
+// building up a single array of rects, then call PackRects once,
+// then call RenderIntoRects repeatedly. This may result in a
+// better packing than calling PackFontRanges multiple times
+// (or it may not).
+
+// this is an opaque structure that you shouldn't mess with which holds
+// all the context needed from PackBegin to PackEnd.
+struct stbtt_pack_context {
+   void *user_allocator_context;
+   void *pack_info;
+   int   width;
+   int   height;
+   int   stride_in_bytes;
+   int   padding;
+   unsigned int   h_oversample, v_oversample;
+   unsigned char *pixels;
+   void  *nodes;
+};
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// FONT LOADING
+//
+//
+
+STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data);
+// This function will determine the number of fonts in a font file.  TrueType
+// collection (.ttc) files may contain multiple fonts, while TrueType font
+// (.ttf) files only contain one font. The number of fonts can be used for
+// indexing with the previous function where the index is between zero and one
+// less than the total fonts. If an error occurs, -1 is returned.
+
+STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index);
+// Each .ttf/.ttc file may have more than one font. Each font has a sequential
+// index number starting from 0. Call this function to get the font offset for
+// a given index; it returns -1 if the index is out of range. A regular .ttf
+// file will only define one font and it always be at offset 0, so it will
+// return '0' for index 0, and -1 for all other indices.
+
+// The following structure is defined publically so you can declare one on
+// the stack or as a global or etc, but you should treat it as opaque.
+struct stbtt_fontinfo
+{
+   void           * userdata;
+   unsigned char  * data;              // pointer to .ttf file
+   int              fontstart;         // offset of start of font
+
+   int numGlyphs;                     // number of glyphs, needed for range checking
+
+   int loca,head,glyf,hhea,hmtx,kern; // table locations as offset from start of .ttf
+   int index_map;                     // a cmap mapping for our chosen character encoding
+   int indexToLocFormat;              // format needed to map from glyph index to glyph
+
+   stbtt__buf cff;                    // cff font data
+   stbtt__buf charstrings;            // the charstring index
+   stbtt__buf gsubrs;                 // global charstring subroutines index
+   stbtt__buf subrs;                  // private charstring subroutines index
+   stbtt__buf fontdicts;              // array of font dicts
+   stbtt__buf fdselect;               // map from glyph to fontdict
+};
+
+STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset);
+// Given an offset into the file that defines a font, this function builds
+// the necessary cached info for the rest of the system. You must allocate
+// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't
+// need to do anything special to free it, because the contents are pure
+// value data with no additional data structures. Returns 0 on failure.
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// CHARACTER TO GLYPH-INDEX CONVERSIOn
+
+STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint);
+// If you're going to perform multiple operations on the same character
+// and you want a speed-up, call this function with the character you're
+// going to process, then use glyph-based functions instead of the
+// codepoint-based functions.
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// CHARACTER PROPERTIES
+//
+
+STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels);
+// computes a scale factor to produce a font whose "height" is 'pixels' tall.
+// Height is measured as the distance from the highest ascender to the lowest
+// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics
+// and computing:
+//       scale = pixels / (ascent - descent)
+// so if you prefer to measure height by the ascent only, use a similar calculation.
+
+STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels);
+// computes a scale factor to produce a font whose EM size is mapped to
+// 'pixels' tall. This is probably what traditional APIs compute, but
+// I'm not positive.
+
+STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap);
+// ascent is the coordinate above the baseline the font extends; descent
+// is the coordinate below the baseline the font extends (i.e. it is typically negative)
+// lineGap is the spacing between one row's descent and the next row's ascent...
+// so you should advance the vertical position by "*ascent - *descent + *lineGap"
+//   these are expressed in unscaled coordinates, so you must multiply by
+//   the scale factor for a given size
+
+STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1);
+// the bounding box around all possible characters
+
+STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing);
+// leftSideBearing is the offset from the current horizontal position to the left edge of the character
+// advanceWidth is the offset from the current horizontal position to the next horizontal position
+//   these are expressed in unscaled coordinates
+
+STBTT_DEF int  stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2);
+// an additional amount to add to the 'advance' value between ch1 and ch2
+
+STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1);
+// Gets the bounding box of the visible part of the glyph, in unscaled coordinates
+
+STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing);
+STBTT_DEF int  stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2);
+STBTT_DEF int  stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1);
+// as above, but takes one or more glyph indices for greater efficiency
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// GLYPH SHAPES (you probably don't need these, but they have to go before
+// the bitmaps for C declaration-order reasons)
+//
+
+#ifndef STBTT_vmove // you can predefine these to use different values (but why?)
+   enum {
+      STBTT_vmove=1,
+      STBTT_vline,
+      STBTT_vcurve,
+      STBTT_vcubic
+   };
+#endif
+
+#ifndef stbtt_vertex // you can predefine this to use different values
+                   // (we share this with other code at RAD)
+   #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file
+   typedef struct
+   {
+      stbtt_vertex_type x,y,cx,cy,cx1,cy1;
+      unsigned char type,padding;
+   } stbtt_vertex;
+#endif
+
+STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index);
+// returns non-zero if nothing is drawn for this glyph
+
+STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices);
+STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices);
+// returns # of vertices and fills *vertices with the pointer to them
+//   these are expressed in "unscaled" coordinates
+//
+// The shape is a series of countours. Each one starts with
+// a STBTT_moveto, then consists of a series of mixed
+// STBTT_lineto and STBTT_curveto segments. A lineto
+// draws a line from previous endpoint to its x,y; a curveto
+// draws a quadratic bezier from previous endpoint to
+// its x,y, using cx,cy as the bezier control point.
+
+STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices);
+// frees the data allocated above
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// BITMAP RENDERING
+//
+
+STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata);
+// frees the bitmap allocated below
+
+STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff);
+// allocates a large-enough single-channel 8bpp bitmap and renders the
+// specified character/glyph at the specified scale into it, with
+// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque).
+// *width & *height are filled out with the width & height of the bitmap,
+// which is stored left-to-right, top-to-bottom.
+//
+// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap
+
+STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff);
+// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel
+// shift for the character
+
+STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint);
+// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap
+// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap
+// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the
+// width and height and positioning info for it first.
+
+STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint);
+// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel
+// shift for the character
+
+STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1);
+// get the bbox of the bitmap centered around the glyph origin; so the
+// bitmap width is ix1-ix0, height is iy1-iy0, and location to place
+// the bitmap top left is (leftSideBearing*scale,iy0).
+// (Note that the bitmap uses y-increases-down, but the shape uses
+// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.)
+
+STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1);
+// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel
+// shift for the character
+
+// the following functions are equivalent to the above functions, but operate
+// on glyph indices instead of Unicode codepoints (for efficiency)
+STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff);
+STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff);
+STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph);
+STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph);
+STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1);
+STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1);
+
+
+// @TODO: don't expose this structure
+typedef struct
+{
+   int w,h,stride;
+   unsigned char *pixels;
+} stbtt__bitmap;
+
+// rasterize a shape with quadratic beziers into a bitmap
+STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result,        // 1-channel bitmap to draw into
+                               float flatness_in_pixels,     // allowable error of curve in pixels
+                               stbtt_vertex *vertices,       // array of vertices defining shape
+                               int num_verts,                // number of vertices in above array
+                               float scale_x, float scale_y, // scale applied to input vertices
+                               float shift_x, float shift_y, // translation applied to input vertices
+                               int x_off, int y_off,         // another translation applied to input
+                               int invert,                   // if non-zero, vertically flip shape
+                               void *userdata);              // context for to STBTT_MALLOC
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// Finding the right font...
+//
+// You should really just solve this offline, keep your own tables
+// of what font is what, and don't try to get it out of the .ttf file.
+// That's because getting it out of the .ttf file is really hard, because
+// the names in the file can appear in many possible encodings, in many
+// possible languages, and e.g. if you need a case-insensitive comparison,
+// the details of that depend on the encoding & language in a complex way
+// (actually underspecified in truetype, but also gigantic).
+//
+// But you can use the provided functions in two possible ways:
+//     stbtt_FindMatchingFont() will use *case-sensitive* comparisons on
+//             unicode-encoded names to try to find the font you want;
+//             you can run this before calling stbtt_InitFont()
+//
+//     stbtt_GetFontNameString() lets you get any of the various strings
+//             from the file yourself and do your own comparisons on them.
+//             You have to have called stbtt_InitFont() first.
+
+
+STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags);
+// returns the offset (not index) of the font that matches, or -1 if none
+//   if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold".
+//   if you use any other flag, use a font name like "Arial"; this checks
+//     the 'macStyle' header field; i don't know if fonts set this consistently
+#define STBTT_MACSTYLE_DONTCARE     0
+#define STBTT_MACSTYLE_BOLD         1
+#define STBTT_MACSTYLE_ITALIC       2
+#define STBTT_MACSTYLE_UNDERSCORE   4
+#define STBTT_MACSTYLE_NONE         8   // <= not same as 0, this makes us check the bitfield is 0
+
+STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2);
+// returns 1/0 whether the first string interpreted as utf8 is identical to
+// the second string interpreted as big-endian utf16... useful for strings from next func
+
+STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID);
+// returns the string (which may be big-endian double byte, e.g. for unicode)
+// and puts the length in bytes in *length.
+//
+// some of the values for the IDs are below; for more see the truetype spec:
+//     http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html
+//     http://www.microsoft.com/typography/otspec/name.htm
+
+enum { // platformID
+   STBTT_PLATFORM_ID_UNICODE   =0,
+   STBTT_PLATFORM_ID_MAC       =1,
+   STBTT_PLATFORM_ID_ISO       =2,
+   STBTT_PLATFORM_ID_MICROSOFT =3
+};
+
+enum { // encodingID for STBTT_PLATFORM_ID_UNICODE
+   STBTT_UNICODE_EID_UNICODE_1_0    =0,
+   STBTT_UNICODE_EID_UNICODE_1_1    =1,
+   STBTT_UNICODE_EID_ISO_10646      =2,
+   STBTT_UNICODE_EID_UNICODE_2_0_BMP=3,
+   STBTT_UNICODE_EID_UNICODE_2_0_FULL=4
+};
+
+enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT
+   STBTT_MS_EID_SYMBOL        =0,
+   STBTT_MS_EID_UNICODE_BMP   =1,
+   STBTT_MS_EID_SHIFTJIS      =2,
+   STBTT_MS_EID_UNICODE_FULL  =10
+};
+
+enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes
+   STBTT_MAC_EID_ROMAN        =0,   STBTT_MAC_EID_ARABIC       =4,
+   STBTT_MAC_EID_JAPANESE     =1,   STBTT_MAC_EID_HEBREW       =5,
+   STBTT_MAC_EID_CHINESE_TRAD =2,   STBTT_MAC_EID_GREEK        =6,
+   STBTT_MAC_EID_KOREAN       =3,   STBTT_MAC_EID_RUSSIAN      =7
+};
+
+enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID...
+       // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs
+   STBTT_MS_LANG_ENGLISH     =0x0409,   STBTT_MS_LANG_ITALIAN     =0x0410,
+   STBTT_MS_LANG_CHINESE     =0x0804,   STBTT_MS_LANG_JAPANESE    =0x0411,
+   STBTT_MS_LANG_DUTCH       =0x0413,   STBTT_MS_LANG_KOREAN      =0x0412,
+   STBTT_MS_LANG_FRENCH      =0x040c,   STBTT_MS_LANG_RUSSIAN     =0x0419,
+   STBTT_MS_LANG_GERMAN      =0x0407,   STBTT_MS_LANG_SPANISH     =0x0409,
+   STBTT_MS_LANG_HEBREW      =0x040d,   STBTT_MS_LANG_SWEDISH     =0x041D
+};
+
+enum { // languageID for STBTT_PLATFORM_ID_MAC
+   STBTT_MAC_LANG_ENGLISH      =0 ,   STBTT_MAC_LANG_JAPANESE     =11,
+   STBTT_MAC_LANG_ARABIC       =12,   STBTT_MAC_LANG_KOREAN       =23,
+   STBTT_MAC_LANG_DUTCH        =4 ,   STBTT_MAC_LANG_RUSSIAN      =32,
+   STBTT_MAC_LANG_FRENCH       =1 ,   STBTT_MAC_LANG_SPANISH      =6 ,
+   STBTT_MAC_LANG_GERMAN       =2 ,   STBTT_MAC_LANG_SWEDISH      =5 ,
+   STBTT_MAC_LANG_HEBREW       =10,   STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33,
+   STBTT_MAC_LANG_ITALIAN      =3 ,   STBTT_MAC_LANG_CHINESE_TRAD =19
+};
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // __STB_INCLUDE_STB_TRUETYPE_H__
+
+///////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////
+////
+////   IMPLEMENTATION
+////
+////
+
+#ifdef STB_TRUETYPE_IMPLEMENTATION
+
+#ifndef STBTT_MAX_OVERSAMPLE
+#define STBTT_MAX_OVERSAMPLE   8
+#endif
+
+#if STBTT_MAX_OVERSAMPLE > 255
+#error "STBTT_MAX_OVERSAMPLE cannot be > 255"
+#endif
+
+typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1];
+
+#ifndef STBTT_RASTERIZER_VERSION
+#define STBTT_RASTERIZER_VERSION 2
+#endif
+
+#ifdef _MSC_VER
+#define STBTT__NOTUSED(v)  (void)(v)
+#else
+#define STBTT__NOTUSED(v)  (void)sizeof(v)
+#endif
+
+//////////////////////////////////////////////////////////////////////////
+//
+// stbtt__buf helpers to parse data from file
+//
+
+static stbtt_uint8 stbtt__buf_get8(stbtt__buf *b)
+{
+   if (b->cursor >= b->size)
+      return 0;
+   return b->data[b->cursor++];
+}
+
+static stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b)
+{
+   if (b->cursor >= b->size)
+      return 0;
+   return b->data[b->cursor];
+}
+
+static void stbtt__buf_seek(stbtt__buf *b, int o)
+{
+   STBTT_assert(!(o > b->size || o < 0));
+   b->cursor = (o > b->size || o < 0) ? b->size : o;
+}
+
+static void stbtt__buf_skip(stbtt__buf *b, int o)
+{
+   stbtt__buf_seek(b, b->cursor + o);
+}
+
+static stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n)
+{
+   stbtt_uint32 v = 0;
+   int i;
+   STBTT_assert(n >= 1 && n <= 4);
+   for (i = 0; i < n; i++)
+      v = (v << 8) | stbtt__buf_get8(b);
+   return v;
+}
+
+static stbtt__buf stbtt__new_buf(const void *p, size_t size)
+{
+   stbtt__buf r;
+   STBTT_assert(size < 0x40000000);
+   r.data = (stbtt_uint8*) p;
+   r.size = (int) size;
+   r.cursor = 0;
+   return r;
+}
+
+#define stbtt__buf_get16(b)  stbtt__buf_get((b), 2)
+#define stbtt__buf_get32(b)  stbtt__buf_get((b), 4)
+
+static stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s)
+{
+   stbtt__buf r = stbtt__new_buf(NULL, 0);
+   if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r;
+   r.data = b->data + o;
+   r.size = s;
+   return r;
+}
+
+static stbtt__buf stbtt__cff_get_index(stbtt__buf *b)
+{
+   int count, start, offsize;
+   start = b->cursor;
+   count = stbtt__buf_get16(b);
+   if (count) {
+      offsize = stbtt__buf_get8(b);
+      STBTT_assert(offsize >= 1 && offsize <= 4);
+      stbtt__buf_skip(b, offsize * count);
+      stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1);
+   }
+   return stbtt__buf_range(b, start, b->cursor - start);
+}
+
+static stbtt_uint32 stbtt__cff_int(stbtt__buf *b)
+{
+   int b0 = stbtt__buf_get8(b);
+   if (b0 >= 32 && b0 <= 246)       return b0 - 139;
+   else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108;
+   else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108;
+   else if (b0 == 28)               return stbtt__buf_get16(b);
+   else if (b0 == 29)               return stbtt__buf_get32(b);
+   STBTT_assert(0);
+   return 0;
+}
+
+static void stbtt__cff_skip_operand(stbtt__buf *b) {
+   int v, b0 = stbtt__buf_peek8(b);
+   STBTT_assert(b0 >= 28);
+   if (b0 == 30) {
+      stbtt__buf_skip(b, 1);
+      while (b->cursor < b->size) {
+         v = stbtt__buf_get8(b);
+         if ((v & 0xF) == 0xF || (v >> 4) == 0xF)
+            break;
+      }
+   } else {
+      stbtt__cff_int(b);
+   }
+}
+
+static stbtt__buf stbtt__dict_get(stbtt__buf *b, int key)
+{
+   stbtt__buf_seek(b, 0);
+   while (b->cursor < b->size) {
+      int start = b->cursor, end, op;
+      while (stbtt__buf_peek8(b) >= 28)
+         stbtt__cff_skip_operand(b);
+      end = b->cursor;
+      op = stbtt__buf_get8(b);
+      if (op == 12)  op = stbtt__buf_get8(b) | 0x100;
+      if (op == key) return stbtt__buf_range(b, start, end-start);
+   }
+   return stbtt__buf_range(b, 0, 0);
+}
+
+static void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out)
+{
+   int i;
+   stbtt__buf operands = stbtt__dict_get(b, key);
+   for (i = 0; i < outcount && operands.cursor < operands.size; i++)
+      out[i] = stbtt__cff_int(&operands);
+}
+
+static int stbtt__cff_index_count(stbtt__buf *b)
+{
+   stbtt__buf_seek(b, 0);
+   return stbtt__buf_get16(b);
+}
+
+static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i)
+{
+   int count, offsize, start, end;
+   stbtt__buf_seek(&b, 0);
+   count = stbtt__buf_get16(&b);
+   offsize = stbtt__buf_get8(&b);
+   STBTT_assert(i >= 0 && i < count);
+   STBTT_assert(offsize >= 1 && offsize <= 4);
+   stbtt__buf_skip(&b, i*offsize);
+   start = stbtt__buf_get(&b, offsize);
+   end = stbtt__buf_get(&b, offsize);
+   return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start);
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+// accessors to parse data from file
+//
+
+// on platforms that don't allow misaligned reads, if we want to allow
+// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE
+
+#define ttBYTE(p)     (* (stbtt_uint8 *) (p))
+#define ttCHAR(p)     (* (stbtt_int8 *) (p))
+#define ttFixed(p)    ttLONG(p)
+
+static stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; }
+static stbtt_int16 ttSHORT(stbtt_uint8 *p)   { return p[0]*256 + p[1]; }
+static stbtt_uint32 ttULONG(stbtt_uint8 *p)  { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; }
+static stbtt_int32 ttLONG(stbtt_uint8 *p)    { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; }
+
+#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3))
+#define stbtt_tag(p,str)           stbtt_tag4(p,str[0],str[1],str[2],str[3])
+
+static int stbtt__isfont(stbtt_uint8 *font)
+{
+   // check the version number
+   if (stbtt_tag4(font, '1',0,0,0))  return 1; // TrueType 1
+   if (stbtt_tag(font, "typ1"))   return 1; // TrueType with type 1 font -- we don't support this!
+   if (stbtt_tag(font, "OTTO"))   return 1; // OpenType with CFF
+   if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0
+   if (stbtt_tag(font, "true"))   return 1; // Apple specification for TrueType fonts
+   return 0;
+}
+
+// @OPTIMIZE: binary search
+static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag)
+{
+   stbtt_int32 num_tables = ttUSHORT(data+fontstart+4);
+   stbtt_uint32 tabledir = fontstart + 12;
+   stbtt_int32 i;
+   for (i=0; i < num_tables; ++i) {
+      stbtt_uint32 loc = tabledir + 16*i;
+      if (stbtt_tag(data+loc+0, tag))
+         return ttULONG(data+loc+8);
+   }
+   return 0;
+}
+
+static int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index)
+{
+   // if it's just a font, there's only one valid index
+   if (stbtt__isfont(font_collection))
+      return index == 0 ? 0 : -1;
+
+   // check if it's a TTC
+   if (stbtt_tag(font_collection, "ttcf")) {
+      // version 1?
+      if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) {
+         stbtt_int32 n = ttLONG(font_collection+8);
+         if (index >= n)
+            return -1;
+         return ttULONG(font_collection+12+index*4);
+      }
+   }
+   return -1;
+}
+
+static int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection)
+{
+   // if it's just a font, there's only one valid font
+   if (stbtt__isfont(font_collection))
+      return 1;
+
+   // check if it's a TTC
+   if (stbtt_tag(font_collection, "ttcf")) {
+      // version 1?
+      if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) {
+         return ttLONG(font_collection+8);
+      }
+   }
+   return 0;
+}
+
+static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict)
+{
+   stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 };
+   stbtt__buf pdict;
+   stbtt__dict_get_ints(&fontdict, 18, 2, private_loc);
+   if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0);
+   pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]);
+   stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff);
+   if (!subrsoff) return stbtt__new_buf(NULL, 0);
+   stbtt__buf_seek(&cff, private_loc[1]+subrsoff);
+   return stbtt__cff_get_index(&cff);
+}
+
+static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart)
+{
+   stbtt_uint32 cmap, t;
+   stbtt_int32 i,numTables;
+
+   info->data = data;
+   info->fontstart = fontstart;
+   info->cff = stbtt__new_buf(NULL, 0);
+
+   cmap = stbtt__find_table(data, fontstart, "cmap");       // required
+   info->loca = stbtt__find_table(data, fontstart, "loca"); // required
+   info->head = stbtt__find_table(data, fontstart, "head"); // required
+   info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required
+   info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required
+   info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required
+   info->kern = stbtt__find_table(data, fontstart, "kern"); // not required
+
+   if (!cmap || !info->head || !info->hhea || !info->hmtx)
+      return 0;
+   if (info->glyf) {
+      // required for truetype
+      if (!info->loca) return 0;
+   } else {
+      // initialization for CFF / Type2 fonts (OTF)
+      stbtt__buf b, topdict, topdictidx;
+      stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0;
+      stbtt_uint32 cff;
+
+      cff = stbtt__find_table(data, fontstart, "CFF ");
+      if (!cff) return 0;
+
+      info->fontdicts = stbtt__new_buf(NULL, 0);
+      info->fdselect = stbtt__new_buf(NULL, 0);
+
+      // @TODO this should use size from table (not 512MB)
+      info->cff = stbtt__new_buf(data+cff, 512*1024*1024);
+      b = info->cff;
+
+      // read the header
+      stbtt__buf_skip(&b, 2);
+      stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize
+
+      // @TODO the name INDEX could list multiple fonts,
+      // but we just use the first one.
+      stbtt__cff_get_index(&b);  // name INDEX
+      topdictidx = stbtt__cff_get_index(&b);
+      topdict = stbtt__cff_index_get(topdictidx, 0);
+      stbtt__cff_get_index(&b);  // string INDEX
+      info->gsubrs = stbtt__cff_get_index(&b);
+
+      stbtt__dict_get_ints(&topdict, 17, 1, &charstrings);
+      stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype);
+      stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff);
+      stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff);
+      info->subrs = stbtt__get_subrs(b, topdict);
+
+      // we only support Type 2 charstrings
+      if (cstype != 2) return 0;
+      if (charstrings == 0) return 0;
+
+      if (fdarrayoff) {
+         // looks like a CID font
+         if (!fdselectoff) return 0;
+         stbtt__buf_seek(&b, fdarrayoff);
+         info->fontdicts = stbtt__cff_get_index(&b);
+         info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff);
+      }
+
+      stbtt__buf_seek(&b, charstrings);
+      info->charstrings = stbtt__cff_get_index(&b);
+   }
+
+   t = stbtt__find_table(data, fontstart, "maxp");
+   if (t)
+      info->numGlyphs = ttUSHORT(data+t+4);
+   else
+      info->numGlyphs = 0xffff;
+
+   // find a cmap encoding table we understand *now* to avoid searching
+   // later. (todo: could make this installable)
+   // the same regardless of glyph.
+   numTables = ttUSHORT(data + cmap + 2);
+   info->index_map = 0;
+   for (i=0; i < numTables; ++i) {
+      stbtt_uint32 encoding_record = cmap + 4 + 8 * i;
+      // find an encoding we understand:
+      switch(ttUSHORT(data+encoding_record)) {
+         case STBTT_PLATFORM_ID_MICROSOFT:
+            switch (ttUSHORT(data+encoding_record+2)) {
+               case STBTT_MS_EID_UNICODE_BMP:
+               case STBTT_MS_EID_UNICODE_FULL:
+                  // MS/Unicode
+                  info->index_map = cmap + ttULONG(data+encoding_record+4);
+                  break;
+            }
+            break;
+        case STBTT_PLATFORM_ID_UNICODE:
+            // Mac/iOS has these
+            // all the encodingIDs are unicode, so we don't bother to check it
+            info->index_map = cmap + ttULONG(data+encoding_record+4);
+            break;
+      }
+   }
+   if (info->index_map == 0)
+      return 0;
+
+   info->indexToLocFormat = ttUSHORT(data+info->head + 50);
+   return 1;
+}
+
+STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint)
+{
+   stbtt_uint8 *data = info->data;
+   stbtt_uint32 index_map = info->index_map;
+
+   stbtt_uint16 format = ttUSHORT(data + index_map + 0);
+   if (format == 0) { // apple byte encoding
+      stbtt_int32 bytes = ttUSHORT(data + index_map + 2);
+      if (unicode_codepoint < bytes-6)
+         return ttBYTE(data + index_map + 6 + unicode_codepoint);
+      return 0;
+   } else if (format == 6) {
+      stbtt_uint32 first = ttUSHORT(data + index_map + 6);
+      stbtt_uint32 count = ttUSHORT(data + index_map + 8);
+      if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count)
+         return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2);
+      return 0;
+   } else if (format == 2) {
+      STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean
+      return 0;
+   } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges
+      stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1;
+      stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1;
+      stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10);
+      stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1;
+
+      // do a binary search of the segments
+      stbtt_uint32 endCount = index_map + 14;
+      stbtt_uint32 search = endCount;
+
+      if (unicode_codepoint > 0xffff)
+         return 0;
+
+      // they lie from endCount .. endCount + segCount
+      // but searchRange is the nearest power of two, so...
+      if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2))
+         search += rangeShift*2;
+
+      // now decrement to bias correctly to find smallest
+      search -= 2;
+      while (entrySelector) {
+         stbtt_uint16 end;
+         searchRange >>= 1;
+         end = ttUSHORT(data + search + searchRange*2);
+         if (unicode_codepoint > end)
+            search += searchRange*2;
+         --entrySelector;
+      }
+      search += 2;
+
+      {
+         stbtt_uint16 offset, start;
+         stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1);
+
+         STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2*item));
+         start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item);
+         if (unicode_codepoint < start)
+            return 0;
+
+         offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item);
+         if (offset == 0)
+            return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item));
+
+         return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item);
+      }
+   } else if (format == 12 || format == 13) {
+      stbtt_uint32 ngroups = ttULONG(data+index_map+12);
+      stbtt_int32 low,high;
+      low = 0; high = (stbtt_int32)ngroups;
+      // Binary search the right group.
+      while (low < high) {
+         stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high
+         stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12);
+         stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4);
+         if ((stbtt_uint32) unicode_codepoint < start_char)
+            high = mid;
+         else if ((stbtt_uint32) unicode_codepoint > end_char)
+            low = mid+1;
+         else {
+            stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8);
+            if (format == 12)
+               return start_glyph + unicode_codepoint-start_char;
+            else // format == 13
+               return start_glyph;
+         }
+      }
+      return 0; // not found
+   }
+   // @TODO
+   STBTT_assert(0);
+   return 0;
+}
+
+STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices)
+{
+   return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices);
+}
+
+static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy)
+{
+   v->type = type;
+   v->x = (stbtt_int16) x;
+   v->y = (stbtt_int16) y;
+   v->cx = (stbtt_int16) cx;
+   v->cy = (stbtt_int16) cy;
+}
+
+static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index)
+{
+   int g1,g2;
+
+   STBTT_assert(!info->cff.size);
+
+   if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range
+   if (info->indexToLocFormat >= 2)    return -1; // unknown index->glyph map format
+
+   if (info->indexToLocFormat == 0) {
+      g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2;
+      g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2;
+   } else {
+      g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4);
+      g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4);
+   }
+
+   return g1==g2 ? -1 : g1; // if length is 0, return -1
+}
+
+static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1);
+
+STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1)
+{
+   if (info->cff.size) {
+      stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1);
+   } else {
+      int g = stbtt__GetGlyfOffset(info, glyph_index);
+      if (g < 0) return 0;
+
+      if (x0) *x0 = ttSHORT(info->data + g + 2);
+      if (y0) *y0 = ttSHORT(info->data + g + 4);
+      if (x1) *x1 = ttSHORT(info->data + g + 6);
+      if (y1) *y1 = ttSHORT(info->data + g + 8);
+   }
+   return 1;
+}
+
+STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1)
+{
+   return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1);
+}
+
+STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index)
+{
+   stbtt_int16 numberOfContours;
+   int g;
+   if (info->cff.size)
+      return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0;
+   g = stbtt__GetGlyfOffset(info, glyph_index);
+   if (g < 0) return 1;
+   numberOfContours = ttSHORT(info->data + g);
+   return numberOfContours == 0;
+}
+
+static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off,
+    stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy)
+{
+   if (start_off) {
+      if (was_off)
+         stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy);
+      stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy);
+   } else {
+      if (was_off)
+         stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy);
+      else
+         stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0);
+   }
+   return num_vertices;
+}
+
+static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)
+{
+   stbtt_int16 numberOfContours;
+   stbtt_uint8 *endPtsOfContours;
+   stbtt_uint8 *data = info->data;
+   stbtt_vertex *vertices=0;
+   int num_vertices=0;
+   int g = stbtt__GetGlyfOffset(info, glyph_index);
+
+   *pvertices = NULL;
+
+   if (g < 0) return 0;
+
+   numberOfContours = ttSHORT(data + g);
+
+   if (numberOfContours > 0) {
+      stbtt_uint8 flags=0,flagcount;
+      stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0;
+      stbtt_int32 x,y,cx,cy,sx,sy, scx,scy;
+      stbtt_uint8 *points;
+      endPtsOfContours = (data + g + 10);
+      ins = ttUSHORT(data + g + 10 + numberOfContours * 2);
+      points = data + g + 10 + numberOfContours * 2 + 2 + ins;
+
+      n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2);
+
+      m = n + 2*numberOfContours;  // a loose bound on how many vertices we might need
+      vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata);
+      if (vertices == 0)
+         return 0;
+
+      next_move = 0;
+      flagcount=0;
+
+      // in first pass, we load uninterpreted data into the allocated array
+      // above, shifted to the end of the array so we won't overwrite it when
+      // we create our final data starting from the front
+
+      off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated
+
+      // first load flags
+
+      for (i=0; i < n; ++i) {
+         if (flagcount == 0) {
+            flags = *points++;
+            if (flags & 8)
+               flagcount = *points++;
+         } else
+            --flagcount;
+         vertices[off+i].type = flags;
+      }
+
+      // now load x coordinates
+      x=0;
+      for (i=0; i < n; ++i) {
+         flags = vertices[off+i].type;
+         if (flags & 2) {
+            stbtt_int16 dx = *points++;
+            x += (flags & 16) ? dx : -dx; // ???
+         } else {
+            if (!(flags & 16)) {
+               x = x + (stbtt_int16) (points[0]*256 + points[1]);
+               points += 2;
+            }
+         }
+         vertices[off+i].x = (stbtt_int16) x;
+      }
+
+      // now load y coordinates
+      y=0;
+      for (i=0; i < n; ++i) {
+         flags = vertices[off+i].type;
+         if (flags & 4) {
+            stbtt_int16 dy = *points++;
+            y += (flags & 32) ? dy : -dy; // ???
+         } else {
+            if (!(flags & 32)) {
+               y = y + (stbtt_int16) (points[0]*256 + points[1]);
+               points += 2;
+            }
+         }
+         vertices[off+i].y = (stbtt_int16) y;
+      }
+
+      // now convert them to our format
+      num_vertices=0;
+      sx = sy = cx = cy = scx = scy = 0;
+      for (i=0; i < n; ++i) {
+         flags = vertices[off+i].type;
+         x     = (stbtt_int16) vertices[off+i].x;
+         y     = (stbtt_int16) vertices[off+i].y;
+
+         if (next_move == i) {
+            if (i != 0)
+               num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy);
+
+            // now start the new one               
+            start_off = !(flags & 1);
+            if (start_off) {
+               // if we start off with an off-curve point, then when we need to find a point on the curve
+               // where we can start, and we need to save some state for when we wraparound.
+               scx = x;
+               scy = y;
+               if (!(vertices[off+i+1].type & 1)) {
+                  // next point is also a curve point, so interpolate an on-point curve
+                  sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1;
+                  sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1;
+               } else {
+                  // otherwise just use the next point as our start point
+                  sx = (stbtt_int32) vertices[off+i+1].x;
+                  sy = (stbtt_int32) vertices[off+i+1].y;
+                  ++i; // we're using point i+1 as the starting point, so skip it
+               }
+            } else {
+               sx = x;
+               sy = y;
+            }
+            stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0);
+            was_off = 0;
+            next_move = 1 + ttUSHORT(endPtsOfContours+j*2);
+            ++j;
+         } else {
+            if (!(flags & 1)) { // if it's a curve
+               if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint
+                  stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy);
+               cx = x;
+               cy = y;
+               was_off = 1;
+            } else {
+               if (was_off)
+                  stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy);
+               else
+                  stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0);
+               was_off = 0;
+            }
+         }
+      }
+      num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy);
+   } else if (numberOfContours == -1) {
+      // Compound shapes.
+      int more = 1;
+      stbtt_uint8 *comp = data + g + 10;
+      num_vertices = 0;
+      vertices = 0;
+      while (more) {
+         stbtt_uint16 flags, gidx;
+         int comp_num_verts = 0, i;
+         stbtt_vertex *comp_verts = 0, *tmp = 0;
+         float mtx[6] = {1,0,0,1,0,0}, m, n;
+         
+         flags = ttSHORT(comp); comp+=2;
+         gidx = ttSHORT(comp); comp+=2;
+
+         if (flags & 2) { // XY values
+            if (flags & 1) { // shorts
+               mtx[4] = ttSHORT(comp); comp+=2;
+               mtx[5] = ttSHORT(comp); comp+=2;
+            } else {
+               mtx[4] = ttCHAR(comp); comp+=1;
+               mtx[5] = ttCHAR(comp); comp+=1;
+            }
+         }
+         else {
+            // @TODO handle matching point
+            STBTT_assert(0);
+         }
+         if (flags & (1<<3)) { // WE_HAVE_A_SCALE
+            mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;
+            mtx[1] = mtx[2] = 0;
+         } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE
+            mtx[0] = ttSHORT(comp)/16384.0f; comp+=2;
+            mtx[1] = mtx[2] = 0;
+            mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;
+         } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO
+            mtx[0] = ttSHORT(comp)/16384.0f; comp+=2;
+            mtx[1] = ttSHORT(comp)/16384.0f; comp+=2;
+            mtx[2] = ttSHORT(comp)/16384.0f; comp+=2;
+            mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;
+         }
+         
+         // Find transformation scales.
+         m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]);
+         n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]);
+
+         // Get indexed glyph.
+         comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts);
+         if (comp_num_verts > 0) {
+            // Transform vertices.
+            for (i = 0; i < comp_num_verts; ++i) {
+               stbtt_vertex* v = &comp_verts[i];
+               stbtt_vertex_type x,y;
+               x=v->x; y=v->y;
+               v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4]));
+               v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5]));
+               x=v->cx; y=v->cy;
+               v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4]));
+               v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5]));
+            }
+            // Append vertices.
+            tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata);
+            if (!tmp) {
+               if (vertices) STBTT_free(vertices, info->userdata);
+               if (comp_verts) STBTT_free(comp_verts, info->userdata);
+               return 0;
+            }
+            if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex));
+            STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex));
+            if (vertices) STBTT_free(vertices, info->userdata);
+            vertices = tmp;
+            STBTT_free(comp_verts, info->userdata);
+            num_vertices += comp_num_verts;
+         }
+         // More components ?
+         more = flags & (1<<5);
+      }
+   } else if (numberOfContours < 0) {
+      // @TODO other compound variations?
+      STBTT_assert(0);
+   } else {
+      // numberOfCounters == 0, do nothing
+   }
+
+   *pvertices = vertices;
+   return num_vertices;
+}
+
+typedef struct
+{
+   int bounds;
+   int started;
+   float first_x, first_y;
+   float x, y;
+   stbtt_int32 min_x, max_x, min_y, max_y;
+
+   stbtt_vertex *pvertices;
+   int num_vertices;
+} stbtt__csctx;
+
+#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0}
+
+static void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y)
+{
+   if (x > c->max_x || !c->started) c->max_x = x;
+   if (y > c->max_y || !c->started) c->max_y = y;
+   if (x < c->min_x || !c->started) c->min_x = x;
+   if (y < c->min_y || !c->started) c->min_y = y;
+   c->started = 1;
+}
+
+static void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1)
+{
+   if (c->bounds) {
+      stbtt__track_vertex(c, x, y);
+      if (type == STBTT_vcubic) {
+         stbtt__track_vertex(c, cx, cy);
+         stbtt__track_vertex(c, cx1, cy1);
+      }
+   } else {
+      stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy);
+      c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1;
+      c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1;
+   }
+   c->num_vertices++;
+}
+
+static void stbtt__csctx_close_shape(stbtt__csctx *ctx)
+{
+   if (ctx->first_x != ctx->x || ctx->first_y != ctx->y)
+      stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0);
+}
+
+static void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy)
+{
+   stbtt__csctx_close_shape(ctx);
+   ctx->first_x = ctx->x = ctx->x + dx;
+   ctx->first_y = ctx->y = ctx->y + dy;
+   stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0);
+}
+
+static void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy)
+{
+   ctx->x += dx;
+   ctx->y += dy;
+   stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0);
+}
+
+static void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3)
+{
+   float cx1 = ctx->x + dx1;
+   float cy1 = ctx->y + dy1;
+   float cx2 = cx1 + dx2;
+   float cy2 = cy1 + dy2;
+   ctx->x = cx2 + dx3;
+   ctx->y = cy2 + dy3;
+   stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2);
+}
+
+static stbtt__buf stbtt__get_subr(stbtt__buf idx, int n)
+{
+   int count = stbtt__cff_index_count(&idx);
+   int bias = 107;
+   if (count >= 33900)
+      bias = 32768;
+   else if (count >= 1240)
+      bias = 1131;
+   n += bias;
+   if (n < 0 || n >= count)
+      return stbtt__new_buf(NULL, 0);
+   return stbtt__cff_index_get(idx, n);
+}
+
+static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index)
+{
+   stbtt__buf fdselect = info->fdselect;
+   int nranges, start, end, v, fmt, fdselector = -1, i;
+
+   stbtt__buf_seek(&fdselect, 0);
+   fmt = stbtt__buf_get8(&fdselect);
+   if (fmt == 0) {
+      // untested
+      stbtt__buf_skip(&fdselect, glyph_index);
+      fdselector = stbtt__buf_get8(&fdselect);
+   } else if (fmt == 3) {
+      nranges = stbtt__buf_get16(&fdselect);
+      start = stbtt__buf_get16(&fdselect);
+      for (i = 0; i < nranges; i++) {
+         v = stbtt__buf_get8(&fdselect);
+         end = stbtt__buf_get16(&fdselect);
+         if (glyph_index >= start && glyph_index < end) {
+            fdselector = v;
+            break;
+         }
+         start = end;
+      }
+   }
+   if (fdselector == -1) stbtt__new_buf(NULL, 0);
+   return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector));
+}
+
+static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c)
+{
+   int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0;
+   int has_subrs = 0, clear_stack;
+   float s[48];
+   stbtt__buf subr_stack[10], subrs = info->subrs, b;
+   float f;
+
+#define STBTT__CSERR(s) (0)
+
+   // this currently ignores the initial width value, which isn't needed if we have hmtx
+   b = stbtt__cff_index_get(info->charstrings, glyph_index);
+   while (b.cursor < b.size) {
+      i = 0;
+      clear_stack = 1;
+      b0 = stbtt__buf_get8(&b);
+      switch (b0) {
+      // @TODO implement hinting
+      case 0x13: // hintmask
+      case 0x14: // cntrmask
+         if (in_header)
+            maskbits += (sp / 2); // implicit "vstem"
+         in_header = 0;
+         stbtt__buf_skip(&b, (maskbits + 7) / 8);
+         break;
+
+      case 0x01: // hstem
+      case 0x03: // vstem
+      case 0x12: // hstemhm
+      case 0x17: // vstemhm
+         maskbits += (sp / 2);
+         break;
+
+      case 0x15: // rmoveto
+         in_header = 0;
+         if (sp < 2) return STBTT__CSERR("rmoveto stack");
+         stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]);
+         break;
+      case 0x04: // vmoveto
+         in_header = 0;
+         if (sp < 1) return STBTT__CSERR("vmoveto stack");
+         stbtt__csctx_rmove_to(c, 0, s[sp-1]);
+         break;
+      case 0x16: // hmoveto
+         in_header = 0;
+         if (sp < 1) return STBTT__CSERR("hmoveto stack");
+         stbtt__csctx_rmove_to(c, s[sp-1], 0);
+         break;
+
+      case 0x05: // rlineto
+         if (sp < 2) return STBTT__CSERR("rlineto stack");
+         for (; i + 1 < sp; i += 2)
+            stbtt__csctx_rline_to(c, s[i], s[i+1]);
+         break;
+
+      // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical
+      // starting from a different place.
+
+      case 0x07: // vlineto
+         if (sp < 1) return STBTT__CSERR("vlineto stack");
+         goto vlineto;
+      case 0x06: // hlineto
+         if (sp < 1) return STBTT__CSERR("hlineto stack");
+         for (;;) {
+            if (i >= sp) break;
+            stbtt__csctx_rline_to(c, s[i], 0);
+            i++;
+      vlineto:
+            if (i >= sp) break;
+            stbtt__csctx_rline_to(c, 0, s[i]);
+            i++;
+         }
+         break;
+
+      case 0x1F: // hvcurveto
+         if (sp < 4) return STBTT__CSERR("hvcurveto stack");
+         goto hvcurveto;
+      case 0x1E: // vhcurveto
+         if (sp < 4) return STBTT__CSERR("vhcurveto stack");
+         for (;;) {
+            if (i + 3 >= sp) break;
+            stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f);
+            i += 4;
+      hvcurveto:
+            if (i + 3 >= sp) break;
+            stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]);
+            i += 4;
+         }
+         break;
+
+      case 0x08: // rrcurveto
+         if (sp < 6) return STBTT__CSERR("rcurveline stack");
+         for (; i + 5 < sp; i += 6)
+            stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);
+         break;
+
+      case 0x18: // rcurveline
+         if (sp < 8) return STBTT__CSERR("rcurveline stack");
+         for (; i + 5 < sp - 2; i += 6)
+            stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);
+         if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack");
+         stbtt__csctx_rline_to(c, s[i], s[i+1]);
+         break;
+
+      case 0x19: // rlinecurve
+         if (sp < 8) return STBTT__CSERR("rlinecurve stack");
+         for (; i + 1 < sp - 6; i += 2)
+            stbtt__csctx_rline_to(c, s[i], s[i+1]);
+         if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack");
+         stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);
+         break;
+
+      case 0x1A: // vvcurveto
+      case 0x1B: // hhcurveto
+         if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack");
+         f = 0.0;
+         if (sp & 1) { f = s[i]; i++; }
+         for (; i + 3 < sp; i += 4) {
+            if (b0 == 0x1B)
+               stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0);
+            else
+               stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]);
+            f = 0.0;
+         }
+         break;
+
+      case 0x0A: // callsubr
+         if (!has_subrs) {
+            if (info->fdselect.size)
+               subrs = stbtt__cid_get_glyph_subrs(info, glyph_index);
+            has_subrs = 1;
+         }
+         // fallthrough
+      case 0x1D: // callgsubr
+         if (sp < 1) return STBTT__CSERR("call(g|)subr stack");
+         v = (int) s[--sp];
+         if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit");
+         subr_stack[subr_stack_height++] = b;
+         b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v);
+         if (b.size == 0) return STBTT__CSERR("subr not found");
+         b.cursor = 0;
+         clear_stack = 0;
+         break;
+
+      case 0x0B: // return
+         if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr");
+         b = subr_stack[--subr_stack_height];
+         clear_stack = 0;
+         break;
+
+      case 0x0E: // endchar
+         stbtt__csctx_close_shape(c);
+         return 1;
+
+      case 0x0C: { // two-byte escape
+         float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6;
+         float dx, dy;
+         int b1 = stbtt__buf_get8(&b);
+         switch (b1) {
+         // @TODO These "flex" implementations ignore the flex-depth and resolution,
+         // and always draw beziers.
+         case 0x22: // hflex
+            if (sp < 7) return STBTT__CSERR("hflex stack");
+            dx1 = s[0];
+            dx2 = s[1];
+            dy2 = s[2];
+            dx3 = s[3];
+            dx4 = s[4];
+            dx5 = s[5];
+            dx6 = s[6];
+            stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0);
+            stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0);
+            break;
+
+         case 0x23: // flex
+            if (sp < 13) return STBTT__CSERR("flex stack");
+            dx1 = s[0];
+            dy1 = s[1];
+            dx2 = s[2];
+            dy2 = s[3];
+            dx3 = s[4];
+            dy3 = s[5];
+            dx4 = s[6];
+            dy4 = s[7];
+            dx5 = s[8];
+            dy5 = s[9];
+            dx6 = s[10];
+            dy6 = s[11];
+            //fd is s[12]
+            stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3);
+            stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6);
+            break;
+
+         case 0x24: // hflex1
+            if (sp < 9) return STBTT__CSERR("hflex1 stack");
+            dx1 = s[0];
+            dy1 = s[1];
+            dx2 = s[2];
+            dy2 = s[3];
+            dx3 = s[4];
+            dx4 = s[5];
+            dx5 = s[6];
+            dy5 = s[7];
+            dx6 = s[8];
+            stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0);
+            stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5));
+            break;
+
+         case 0x25: // flex1
+            if (sp < 11) return STBTT__CSERR("flex1 stack");
+            dx1 = s[0];
+            dy1 = s[1];
+            dx2 = s[2];
+            dy2 = s[3];
+            dx3 = s[4];
+            dy3 = s[5];
+            dx4 = s[6];
+            dy4 = s[7];
+            dx5 = s[8];
+            dy5 = s[9];
+            dx6 = dy6 = s[10];
+            dx = dx1+dx2+dx3+dx4+dx5;
+            dy = dy1+dy2+dy3+dy4+dy5;
+            if (STBTT_fabs(dx) > STBTT_fabs(dy))
+               dy6 = -dy;
+            else
+               dx6 = -dx;
+            stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3);
+            stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6);
+            break;
+
+         default:
+            return STBTT__CSERR("unimplemented");
+         }
+      } break;
+
+      default:
+         if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254))
+            return STBTT__CSERR("reserved operator");
+
+         // push immediate
+         if (b0 == 255) {
+            f = (float)stbtt__buf_get32(&b) / 0x10000;
+         } else {
+            stbtt__buf_skip(&b, -1);
+            f = (float)(stbtt_int16)stbtt__cff_int(&b);
+         }
+         if (sp >= 48) return STBTT__CSERR("push stack overflow");
+         s[sp++] = f;
+         clear_stack = 0;
+         break;
+      }
+      if (clear_stack) sp = 0;
+   }
+   return STBTT__CSERR("no endchar");
+
+#undef STBTT__CSERR
+}
+
+static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)
+{
+   // runs the charstring twice, once to count and once to output (to avoid realloc)
+   stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1);
+   stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0);
+   if (stbtt__run_charstring(info, glyph_index, &count_ctx)) {
+      *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata);
+      output_ctx.pvertices = *pvertices;
+      if (stbtt__run_charstring(info, glyph_index, &output_ctx)) {
+         STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices);
+         return output_ctx.num_vertices;
+      }
+   }
+   *pvertices = NULL;
+   return 0;
+}
+
+static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1)
+{
+   stbtt__csctx c = STBTT__CSCTX_INIT(1);
+   int r = stbtt__run_charstring(info, glyph_index, &c);
+   if (x0) {
+      *x0 = r ? c.min_x : 0;
+      *y0 = r ? c.min_y : 0;
+      *x1 = r ? c.max_x : 0;
+      *y1 = r ? c.max_y : 0;
+   }
+   return r ? c.num_vertices : 0;
+}
+
+STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)
+{
+   if (!info->cff.size)
+      return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices);
+   else
+      return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices);
+}
+
+STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing)
+{
+   stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34);
+   if (glyph_index < numOfLongHorMetrics) {
+      if (advanceWidth)     *advanceWidth    = ttSHORT(info->data + info->hmtx + 4*glyph_index);
+      if (leftSideBearing)  *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2);
+   } else {
+      if (advanceWidth)     *advanceWidth    = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1));
+      if (leftSideBearing)  *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics));
+   }
+}
+
+STBTT_DEF int  stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2)
+{
+   stbtt_uint8 *data = info->data + info->kern;
+   stbtt_uint32 needle, straw;
+   int l, r, m;
+
+   // we only look at the first table. it must be 'horizontal' and format 0.
+   if (!info->kern)
+      return 0;
+   if (ttUSHORT(data+2) < 1) // number of tables, need at least 1
+      return 0;
+   if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format
+      return 0;
+
+   l = 0;
+   r = ttUSHORT(data+10) - 1;
+   needle = glyph1 << 16 | glyph2;
+   while (l <= r) {
+      m = (l + r) >> 1;
+      straw = ttULONG(data+18+(m*6)); // note: unaligned read
+      if (needle < straw)
+         r = m - 1;
+      else if (needle > straw)
+         l = m + 1;
+      else
+         return ttSHORT(data+22+(m*6));
+   }
+   return 0;
+}
+
+STBTT_DEF int  stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2)
+{
+   if (!info->kern) // if no kerning table, don't waste time looking up both codepoint->glyphs
+      return 0;
+   return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2));
+}
+
+STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing)
+{
+   stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing);
+}
+
+STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap)
+{
+   if (ascent ) *ascent  = ttSHORT(info->data+info->hhea + 4);
+   if (descent) *descent = ttSHORT(info->data+info->hhea + 6);
+   if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8);
+}
+
+STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1)
+{
+   *x0 = ttSHORT(info->data + info->head + 36);
+   *y0 = ttSHORT(info->data + info->head + 38);
+   *x1 = ttSHORT(info->data + info->head + 40);
+   *y1 = ttSHORT(info->data + info->head + 42);
+}
+
+STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height)
+{
+   int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6);
+   return (float) height / fheight;
+}
+
+STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels)
+{
+   int unitsPerEm = ttUSHORT(info->data + info->head + 18);
+   return pixels / unitsPerEm;
+}
+
+STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v)
+{
+   STBTT_free(v, info->userdata);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// antialiasing software rasterizer
+//
+
+STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1)
+{
+   int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning
+   if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) {
+      // e.g. space character
+      if (ix0) *ix0 = 0;
+      if (iy0) *iy0 = 0;
+      if (ix1) *ix1 = 0;
+      if (iy1) *iy1 = 0;
+   } else {
+      // move to integral bboxes (treating pixels as little squares, what pixels get touched)?
+      if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x);
+      if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y);
+      if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x);
+      if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y);
+   }
+}
+
+STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1)
+{
+   stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1);
+}
+
+STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1)
+{
+   stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1);
+}
+
+STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1)
+{
+   stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+//  Rasterizer
+
+typedef struct stbtt__hheap_chunk
+{
+   struct stbtt__hheap_chunk *next;
+} stbtt__hheap_chunk;
+
+typedef struct stbtt__hheap
+{
+   struct stbtt__hheap_chunk *head;
+   void   *first_free;
+   int    num_remaining_in_head_chunk;
+} stbtt__hheap;
+
+static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata)
+{
+   if (hh->first_free) {
+      void *p = hh->first_free;
+      hh->first_free = * (void **) p;
+      return p;
+   } else {
+      if (hh->num_remaining_in_head_chunk == 0) {
+         int count = (size < 32 ? 2000 : size < 128 ? 800 : 100);
+         stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata);
+         if (c == NULL)
+            return NULL;
+         c->next = hh->head;
+         hh->head = c;
+         hh->num_remaining_in_head_chunk = count;
+      }
+      --hh->num_remaining_in_head_chunk;
+      return (char *) (hh->head) + size * hh->num_remaining_in_head_chunk;
+   }
+}
+
+static void stbtt__hheap_free(stbtt__hheap *hh, void *p)
+{
+   *(void **) p = hh->first_free;
+   hh->first_free = p;
+}
+
+static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata)
+{
+   stbtt__hheap_chunk *c = hh->head;
+   while (c) {
+      stbtt__hheap_chunk *n = c->next;
+      STBTT_free(c, userdata);
+      c = n;
+   }
+}
+
+typedef struct stbtt__edge {
+   float x0,y0, x1,y1;
+   int invert;
+} stbtt__edge;
+
+
+typedef struct stbtt__active_edge
+{
+   struct stbtt__active_edge *next;
+   #if STBTT_RASTERIZER_VERSION==1
+   int x,dx;
+   float ey;
+   int direction;
+   #elif STBTT_RASTERIZER_VERSION==2
+   float fx,fdx,fdy;
+   float direction;
+   float sy;
+   float ey;
+   #else
+   #error "Unrecognized value of STBTT_RASTERIZER_VERSION"
+   #endif
+} stbtt__active_edge;
+
+#if STBTT_RASTERIZER_VERSION == 1
+#define STBTT_FIXSHIFT   10
+#define STBTT_FIX        (1 << STBTT_FIXSHIFT)
+#define STBTT_FIXMASK    (STBTT_FIX-1)
+
+static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata)
+{
+   stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata);
+   float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0);
+   STBTT_assert(z != NULL);
+   if (!z) return z;
+   
+   // round dx down to avoid overshooting
+   if (dxdy < 0)
+      z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy);
+   else
+      z->dx = STBTT_ifloor(STBTT_FIX * dxdy);
+
+   z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount
+   z->x -= off_x * STBTT_FIX;
+
+   z->ey = e->y1;
+   z->next = 0;
+   z->direction = e->invert ? 1 : -1;
+   return z;
+}
+#elif STBTT_RASTERIZER_VERSION == 2
+static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata)
+{
+   stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata);
+   float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0);
+   STBTT_assert(z != NULL);
+   //STBTT_assert(e->y0 <= start_point);
+   if (!z) return z;
+   z->fdx = dxdy;
+   z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f;
+   z->fx = e->x0 + dxdy * (start_point - e->y0);
+   z->fx -= off_x;
+   z->direction = e->invert ? 1.0f : -1.0f;
+   z->sy = e->y0;
+   z->ey = e->y1;
+   z->next = 0;
+   return z;
+}
+#else
+#error "Unrecognized value of STBTT_RASTERIZER_VERSION"
+#endif
+
+#if STBTT_RASTERIZER_VERSION == 1
+// note: this routine clips fills that extend off the edges... ideally this
+// wouldn't happen, but it could happen if the truetype glyph bounding boxes
+// are wrong, or if the user supplies a too-small bitmap
+static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight)
+{
+   // non-zero winding fill
+   int x0=0, w=0;
+
+   while (e) {
+      if (w == 0) {
+         // if we're currently at zero, we need to record the edge start point
+         x0 = e->x; w += e->direction;
+      } else {
+         int x1 = e->x; w += e->direction;
+         // if we went to zero, we need to draw
+         if (w == 0) {
+            int i = x0 >> STBTT_FIXSHIFT;
+            int j = x1 >> STBTT_FIXSHIFT;
+
+            if (i < len && j >= 0) {
+               if (i == j) {
+                  // x0,x1 are the same pixel, so compute combined coverage
+                  scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT);
+               } else {
+                  if (i >= 0) // add antialiasing for x0
+                     scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT);
+                  else
+                     i = -1; // clip
+
+                  if (j < len) // add antialiasing for x1
+                     scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT);
+                  else
+                     j = len; // clip
+
+                  for (++i; i < j; ++i) // fill pixels between x0 and x1
+                     scanline[i] = scanline[i] + (stbtt_uint8) max_weight;
+               }
+            }
+         }
+      }
+      
+      e = e->next;
+   }
+}
+
+static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata)
+{
+   stbtt__hheap hh = { 0, 0, 0 };
+   stbtt__active_edge *active = NULL;
+   int y,j=0;
+   int max_weight = (255 / vsubsample);  // weight per vertical scanline
+   int s; // vertical subsample index
+   unsigned char scanline_data[512], *scanline;
+
+   if (result->w > 512)
+      scanline = (unsigned char *) STBTT_malloc(result->w, userdata);
+   else
+      scanline = scanline_data;
+
+   y = off_y * vsubsample;
+   e[n].y0 = (off_y + result->h) * (float) vsubsample + 1;
+
+   while (j < result->h) {
+      STBTT_memset(scanline, 0, result->w);
+      for (s=0; s < vsubsample; ++s) {
+         // find center of pixel for this scanline
+         float scan_y = y + 0.5f;
+         stbtt__active_edge **step = &active;
+
+         // update all active edges;
+         // remove all active edges that terminate before the center of this scanline
+         while (*step) {
+            stbtt__active_edge * z = *step;
+            if (z->ey <= scan_y) {
+               *step = z->next; // delete from list
+               STBTT_assert(z->direction);
+               z->direction = 0;
+               stbtt__hheap_free(&hh, z);
+            } else {
+               z->x += z->dx; // advance to position for current scanline
+               step = &((*step)->next); // advance through list
+            }
+         }
+
+         // resort the list if needed
+         for(;;) {
+            int changed=0;
+            step = &active;
+            while (*step && (*step)->next) {
+               if ((*step)->x > (*step)->next->x) {
+                  stbtt__active_edge *t = *step;
+                  stbtt__active_edge *q = t->next;
+
+                  t->next = q->next;
+                  q->next = t;
+                  *step = q;
+                  changed = 1;
+               }
+               step = &(*step)->next;
+            }
+            if (!changed) break;
+         }
+
+         // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline
+         while (e->y0 <= scan_y) {
+            if (e->y1 > scan_y) {
+               stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata);
+               if (z != NULL) {
+                  // find insertion point
+                  if (active == NULL)
+                     active = z;
+                  else if (z->x < active->x) {
+                     // insert at front
+                     z->next = active;
+                     active = z;
+                  } else {
+                     // find thing to insert AFTER
+                     stbtt__active_edge *p = active;
+                     while (p->next && p->next->x < z->x)
+                        p = p->next;
+                     // at this point, p->next->x is NOT < z->x
+                     z->next = p->next;
+                     p->next = z;
+                  }
+               }
+            }
+            ++e;
+         }
+
+         // now process all active edges in XOR fashion
+         if (active)
+            stbtt__fill_active_edges(scanline, result->w, active, max_weight);
+
+         ++y;
+      }
+      STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w);
+      ++j;
+   }
+
+   stbtt__hheap_cleanup(&hh, userdata);
+
+   if (scanline != scanline_data)
+      STBTT_free(scanline, userdata);
+}
+
+#elif STBTT_RASTERIZER_VERSION == 2
+
+// the edge passed in here does not cross the vertical line at x or the vertical line at x+1
+// (i.e. it has already been clipped to those)
+static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1)
+{
+   if (y0 == y1) return;
+   STBTT_assert(y0 < y1);
+   STBTT_assert(e->sy <= e->ey);
+   if (y0 > e->ey) return;
+   if (y1 < e->sy) return;
+   if (y0 < e->sy) {
+      x0 += (x1-x0) * (e->sy - y0) / (y1-y0);
+      y0 = e->sy;
+   }
+   if (y1 > e->ey) {
+      x1 += (x1-x0) * (e->ey - y1) / (y1-y0);
+      y1 = e->ey;
+   }
+
+   if (x0 == x)
+      STBTT_assert(x1 <= x+1);
+   else if (x0 == x+1)
+      STBTT_assert(x1 >= x);
+   else if (x0 <= x)
+      STBTT_assert(x1 <= x);
+   else if (x0 >= x+1)
+      STBTT_assert(x1 >= x+1);
+   else
+      STBTT_assert(x1 >= x && x1 <= x+1);
+
+   if (x0 <= x && x1 <= x)
+      scanline[x] += e->direction * (y1-y0);
+   else if (x0 >= x+1 && x1 >= x+1)
+      ;
+   else {
+      STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1);
+      scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position
+   }
+}
+
+static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top)
+{
+   float y_bottom = y_top+1;
+
+   while (e) {
+      // brute force every pixel
+
+      // compute intersection points with top & bottom
+      STBTT_assert(e->ey >= y_top);
+
+      if (e->fdx == 0) {
+         float x0 = e->fx;
+         if (x0 < len) {
+            if (x0 >= 0) {
+               stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom);
+               stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom);
+            } else {
+               stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom);
+            }
+         }
+      } else {
+         float x0 = e->fx;
+         float dx = e->fdx;
+         float xb = x0 + dx;
+         float x_top, x_bottom;
+         float sy0,sy1;
+         float dy = e->fdy;
+         STBTT_assert(e->sy <= y_bottom && e->ey >= y_top);
+
+         // compute endpoints of line segment clipped to this scanline (if the
+         // line segment starts on this scanline. x0 is the intersection of the
+         // line with y_top, but that may be off the line segment.
+         if (e->sy > y_top) {
+            x_top = x0 + dx * (e->sy - y_top);
+            sy0 = e->sy;
+         } else {
+            x_top = x0;
+            sy0 = y_top;
+         }
+         if (e->ey < y_bottom) {
+            x_bottom = x0 + dx * (e->ey - y_top);
+            sy1 = e->ey;
+         } else {
+            x_bottom = xb;
+            sy1 = y_bottom;
+         }
+
+         if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) {
+            // from here on, we don't have to range check x values
+
+            if ((int) x_top == (int) x_bottom) {
+               float height;
+               // simple case, only spans one pixel
+               int x = (int) x_top;
+               height = sy1 - sy0;
+               STBTT_assert(x >= 0 && x < len);
+               scanline[x] += e->direction * (1-((x_top - x) + (x_bottom-x))/2)  * height;
+               scanline_fill[x] += e->direction * height; // everything right of this pixel is filled
+            } else {
+               int x,x1,x2;
+               float y_crossing, step, sign, area;
+               // covers 2+ pixels
+               if (x_top > x_bottom) {
+                  // flip scanline vertically; signed area is the same
+                  float t;
+                  sy0 = y_bottom - (sy0 - y_top);
+                  sy1 = y_bottom - (sy1 - y_top);
+                  t = sy0, sy0 = sy1, sy1 = t;
+                  t = x_bottom, x_bottom = x_top, x_top = t;
+                  dx = -dx;
+                  dy = -dy;
+                  t = x0, x0 = xb, xb = t;
+               }
+
+               x1 = (int) x_top;
+               x2 = (int) x_bottom;
+               // compute intersection with y axis at x1+1
+               y_crossing = (x1+1 - x0) * dy + y_top;
+
+               sign = e->direction;
+               // area of the rectangle covered from y0..y_crossing
+               area = sign * (y_crossing-sy0);
+               // area of the triangle (x_top,y0), (x+1,y0), (x+1,y_crossing)
+               scanline[x1] += area * (1-((x_top - x1)+(x1+1-x1))/2);
+
+               step = sign * dy;
+               for (x = x1+1; x < x2; ++x) {
+                  scanline[x] += area + step/2;
+                  area += step;
+               }
+               y_crossing += dy * (x2 - (x1+1));
+
+               STBTT_assert(STBTT_fabs(area) <= 1.01f);
+
+               scanline[x2] += area + sign * (1-((x2-x2)+(x_bottom-x2))/2) * (sy1-y_crossing);
+
+               scanline_fill[x2] += sign * (sy1-sy0);
+            }
+         } else {
+            // if edge goes outside of box we're drawing, we require
+            // clipping logic. since this does not match the intended use
+            // of this library, we use a different, very slow brute
+            // force implementation
+            int x;
+            for (x=0; x < len; ++x) {
+               // cases:
+               //
+               // there can be up to two intersections with the pixel. any intersection
+               // with left or right edges can be handled by splitting into two (or three)
+               // regions. intersections with top & bottom do not necessitate case-wise logic.
+               //
+               // the old way of doing this found the intersections with the left & right edges,
+               // then used some simple logic to produce up to three segments in sorted order
+               // from top-to-bottom. however, this had a problem: if an x edge was epsilon
+               // across the x border, then the corresponding y position might not be distinct
+               // from the other y segment, and it might ignored as an empty segment. to avoid
+               // that, we need to explicitly produce segments based on x positions.
+
+               // rename variables to clear pairs
+               float y0 = y_top;
+               float x1 = (float) (x);
+               float x2 = (float) (x+1);
+               float x3 = xb;
+               float y3 = y_bottom;
+               float y1,y2;
+
+               // x = e->x + e->dx * (y-y_top)
+               // (y-y_top) = (x - e->x) / e->dx
+               // y = (x - e->x) / e->dx + y_top
+               y1 = (x - x0) / dx + y_top;
+               y2 = (x+1 - x0) / dx + y_top;
+
+               if (x0 < x1 && x3 > x2) {         // three segments descending down-right
+                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);
+                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2);
+                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);
+               } else if (x3 < x1 && x0 > x2) {  // three segments descending down-left
+                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);
+                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1);
+                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);
+               } else if (x0 < x1 && x3 > x1) {  // two segments across x, down-right
+                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);
+                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);
+               } else if (x3 < x1 && x0 > x1) {  // two segments across x, down-left
+                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);
+                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);
+               } else if (x0 < x2 && x3 > x2) {  // two segments across x+1, down-right
+                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);
+                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);
+               } else if (x3 < x2 && x0 > x2) {  // two segments across x+1, down-left
+                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);
+                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);
+               } else {  // one segment
+                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3);
+               }
+            }
+         }
+      }
+      e = e->next;
+   }
+}
+
+// directly AA rasterize edges w/o supersampling
+static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata)
+{
+   stbtt__hheap hh = { 0, 0, 0 };
+   stbtt__active_edge *active = NULL;
+   int y,j=0, i;
+   float scanline_data[129], *scanline, *scanline2;
+
+   STBTT__NOTUSED(vsubsample);
+
+   if (result->w > 64)
+      scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata);
+   else
+      scanline = scanline_data;
+
+   scanline2 = scanline + result->w;
+
+   y = off_y;
+   e[n].y0 = (float) (off_y + result->h) + 1;
+
+   while (j < result->h) {
+      // find center of pixel for this scanline
+      float scan_y_top    = y + 0.0f;
+      float scan_y_bottom = y + 1.0f;
+      stbtt__active_edge **step = &active;
+
+      STBTT_memset(scanline , 0, result->w*sizeof(scanline[0]));
+      STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0]));
+
+      // update all active edges;
+      // remove all active edges that terminate before the top of this scanline
+      while (*step) {
+         stbtt__active_edge * z = *step;
+         if (z->ey <= scan_y_top) {
+            *step = z->next; // delete from list
+            STBTT_assert(z->direction);
+            z->direction = 0;
+            stbtt__hheap_free(&hh, z);
+         } else {
+            step = &((*step)->next); // advance through list
+         }
+      }
+
+      // insert all edges that start before the bottom of this scanline
+      while (e->y0 <= scan_y_bottom) {
+         if (e->y0 != e->y1) {
+            stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata);
+            if (z != NULL) {
+               STBTT_assert(z->ey >= scan_y_top);
+               // insert at front
+               z->next = active;
+               active = z;
+            }
+         }
+         ++e;
+      }
+
+      // now process all active edges
+      if (active)
+         stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top);
+
+      {
+         float sum = 0;
+         for (i=0; i < result->w; ++i) {
+            float k;
+            int m;
+            sum += scanline2[i];
+            k = scanline[i] + sum;
+            k = (float) STBTT_fabs(k)*255 + 0.5f;
+            m = (int) k;
+            if (m > 255) m = 255;
+            result->pixels[j*result->stride + i] = (unsigned char) m;
+         }
+      }
+      // advance all the edges
+      step = &active;
+      while (*step) {
+         stbtt__active_edge *z = *step;
+         z->fx += z->fdx; // advance to position for current scanline
+         step = &((*step)->next); // advance through list
+      }
+
+      ++y;
+      ++j;
+   }
+
+   stbtt__hheap_cleanup(&hh, userdata);
+
+   if (scanline != scanline_data)
+      STBTT_free(scanline, userdata);
+}
+#else
+#error "Unrecognized value of STBTT_RASTERIZER_VERSION"
+#endif
+
+#define STBTT__COMPARE(a,b)  ((a)->y0 < (b)->y0)
+
+static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n)
+{
+   int i,j;
+   for (i=1; i < n; ++i) {
+      stbtt__edge t = p[i], *a = &t;
+      j = i;
+      while (j > 0) {
+         stbtt__edge *b = &p[j-1];
+         int c = STBTT__COMPARE(a,b);
+         if (!c) break;
+         p[j] = p[j-1];
+         --j;
+      }
+      if (i != j)
+         p[j] = t;
+   }
+}
+
+static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n)
+{
+   /* threshhold for transitioning to insertion sort */
+   while (n > 12) {
+      stbtt__edge t;
+      int c01,c12,c,m,i,j;
+
+      /* compute median of three */
+      m = n >> 1;
+      c01 = STBTT__COMPARE(&p[0],&p[m]);
+      c12 = STBTT__COMPARE(&p[m],&p[n-1]);
+      /* if 0 >= mid >= end, or 0 < mid < end, then use mid */
+      if (c01 != c12) {
+         /* otherwise, we'll need to swap something else to middle */
+         int z;
+         c = STBTT__COMPARE(&p[0],&p[n-1]);
+         /* 0>mid && mid<n:  0>n => n; 0<n => 0 */
+         /* 0<mid && mid>n:  0>n => 0; 0<n => n */
+         z = (c == c12) ? 0 : n-1;
+         t = p[z];
+         p[z] = p[m];
+         p[m] = t;
+      }
+      /* now p[m] is the median-of-three */
+      /* swap it to the beginning so it won't move around */
+      t = p[0];
+      p[0] = p[m];
+      p[m] = t;
+
+      /* partition loop */
+      i=1;
+      j=n-1;
+      for(;;) {
+         /* handling of equality is crucial here */
+         /* for sentinels & efficiency with duplicates */
+         for (;;++i) {
+            if (!STBTT__COMPARE(&p[i], &p[0])) break;
+         }
+         for (;;--j) {
+            if (!STBTT__COMPARE(&p[0], &p[j])) break;
+         }
+         /* make sure we haven't crossed */
+         if (i >= j) break;
+         t = p[i];
+         p[i] = p[j];
+         p[j] = t;
+
+         ++i;
+         --j;
+      }
+      /* recurse on smaller side, iterate on larger */
+      if (j < (n-i)) {
+         stbtt__sort_edges_quicksort(p,j);
+         p = p+i;
+         n = n-i;
+      } else {
+         stbtt__sort_edges_quicksort(p+i, n-i);
+         n = j;
+      }
+   }
+}
+
+static void stbtt__sort_edges(stbtt__edge *p, int n)
+{
+   stbtt__sort_edges_quicksort(p, n);
+   stbtt__sort_edges_ins_sort(p, n);
+}
+
+typedef struct
+{
+   float x,y;
+} stbtt__point;
+
+static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata)
+{
+   float y_scale_inv = invert ? -scale_y : scale_y;
+   stbtt__edge *e;
+   int n,i,j,k,m;
+#if STBTT_RASTERIZER_VERSION == 1
+   int vsubsample = result->h < 8 ? 15 : 5;
+#elif STBTT_RASTERIZER_VERSION == 2
+   int vsubsample = 1;
+#else
+   #error "Unrecognized value of STBTT_RASTERIZER_VERSION"
+#endif
+   // vsubsample should divide 255 evenly; otherwise we won't reach full opacity
+
+   // now we have to blow out the windings into explicit edge lists
+   n = 0;
+   for (i=0; i < windings; ++i)
+      n += wcount[i];
+
+   e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel
+   if (e == 0) return;
+   n = 0;
+
+   m=0;
+   for (i=0; i < windings; ++i) {
+      stbtt__point *p = pts + m;
+      m += wcount[i];
+      j = wcount[i]-1;
+      for (k=0; k < wcount[i]; j=k++) {
+         int a=k,b=j;
+         // skip the edge if horizontal
+         if (p[j].y == p[k].y)
+            continue;
+         // add edge from j to k to the list
+         e[n].invert = 0;
+         if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) {
+            e[n].invert = 1;
+            a=j,b=k;
+         }
+         e[n].x0 = p[a].x * scale_x + shift_x;
+         e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample;
+         e[n].x1 = p[b].x * scale_x + shift_x;
+         e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample;
+         ++n;
+      }
+   }
+
+   // now sort the edges by their highest point (should snap to integer, and then by x)
+   //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare);
+   stbtt__sort_edges(e, n);
+
+   // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule
+   stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata);
+
+   STBTT_free(e, userdata);
+}
+
+static void stbtt__add_point(stbtt__point *points, int n, float x, float y)
+{
+   if (!points) return; // during first pass, it's unallocated
+   points[n].x = x;
+   points[n].y = y;
+}
+
+// tesselate until threshhold p is happy... @TODO warped to compensate for non-linear stretching
+static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n)
+{
+   // midpoint
+   float mx = (x0 + 2*x1 + x2)/4;
+   float my = (y0 + 2*y1 + y2)/4;
+   // versus directly drawn line
+   float dx = (x0+x2)/2 - mx;
+   float dy = (y0+y2)/2 - my;
+   if (n > 16) // 65536 segments on one curve better be enough!
+      return 1;
+   if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA
+      stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1);
+      stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1);
+   } else {
+      stbtt__add_point(points, *num_points,x2,y2);
+      *num_points = *num_points+1;
+   }
+   return 1;
+}
+
+static void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n)
+{
+   // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough
+   float dx0 = x1-x0;
+   float dy0 = y1-y0;
+   float dx1 = x2-x1;
+   float dy1 = y2-y1;
+   float dx2 = x3-x2;
+   float dy2 = y3-y2;
+   float dx = x3-x0;
+   float dy = y3-y0;
+   float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2));
+   float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy);
+   float flatness_squared = longlen*longlen-shortlen*shortlen;
+
+   if (n > 16) // 65536 segments on one curve better be enough!
+      return;
+
+   if (flatness_squared > objspace_flatness_squared) {
+      float x01 = (x0+x1)/2;
+      float y01 = (y0+y1)/2;
+      float x12 = (x1+x2)/2;
+      float y12 = (y1+y2)/2;
+      float x23 = (x2+x3)/2;
+      float y23 = (y2+y3)/2;
+
+      float xa = (x01+x12)/2;
+      float ya = (y01+y12)/2;
+      float xb = (x12+x23)/2;
+      float yb = (y12+y23)/2;
+
+      float mx = (xa+xb)/2;
+      float my = (ya+yb)/2;
+
+      stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1);
+      stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1);
+   } else {
+      stbtt__add_point(points, *num_points,x3,y3);
+      *num_points = *num_points+1;
+   }
+}
+
+// returns number of contours
+static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata)
+{
+   stbtt__point *points=0;
+   int num_points=0;
+
+   float objspace_flatness_squared = objspace_flatness * objspace_flatness;
+   int i,n=0,start=0, pass;
+
+   // count how many "moves" there are to get the contour count
+   for (i=0; i < num_verts; ++i)
+      if (vertices[i].type == STBTT_vmove)
+         ++n;
+
+   *num_contours = n;
+   if (n == 0) return 0;
+
+   *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata);
+
+   if (*contour_lengths == 0) {
+      *num_contours = 0;
+      return 0;
+   }
+
+   // make two passes through the points so we don't need to realloc
+   for (pass=0; pass < 2; ++pass) {
+      float x=0,y=0;
+      if (pass == 1) {
+         points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata);
+         if (points == NULL) goto error;
+      }
+      num_points = 0;
+      n= -1;
+      for (i=0; i < num_verts; ++i) {
+         switch (vertices[i].type) {
+            case STBTT_vmove:
+               // start the next contour
+               if (n >= 0)
+                  (*contour_lengths)[n] = num_points - start;
+               ++n;
+               start = num_points;
+
+               x = vertices[i].x, y = vertices[i].y;
+               stbtt__add_point(points, num_points++, x,y);
+               break;
+            case STBTT_vline:
+               x = vertices[i].x, y = vertices[i].y;
+               stbtt__add_point(points, num_points++, x, y);
+               break;
+            case STBTT_vcurve:
+               stbtt__tesselate_curve(points, &num_points, x,y,
+                                        vertices[i].cx, vertices[i].cy,
+                                        vertices[i].x,  vertices[i].y,
+                                        objspace_flatness_squared, 0);
+               x = vertices[i].x, y = vertices[i].y;
+               break;
+            case STBTT_vcubic:
+               stbtt__tesselate_cubic(points, &num_points, x,y,
+                                        vertices[i].cx, vertices[i].cy,
+                                        vertices[i].cx1, vertices[i].cy1,
+                                        vertices[i].x,  vertices[i].y,
+                                        objspace_flatness_squared, 0);
+               x = vertices[i].x, y = vertices[i].y;
+               break;
+         }
+      }
+      (*contour_lengths)[n] = num_points - start;
+   }
+
+   return points;
+error:
+   STBTT_free(points, userdata);
+   STBTT_free(*contour_lengths, userdata);
+   *contour_lengths = 0;
+   *num_contours = 0;
+   return NULL;
+}
+
+STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata)
+{
+   float scale = scale_x > scale_y ? scale_y : scale_x;
+   int winding_count, *winding_lengths;
+   stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata);
+   if (windings) {
+      stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata);
+      STBTT_free(winding_lengths, userdata);
+      STBTT_free(windings, userdata);
+   }
+}
+
+STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata)
+{
+   STBTT_free(bitmap, userdata);
+}
+
+STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff)
+{
+   int ix0,iy0,ix1,iy1;
+   stbtt__bitmap gbm;
+   stbtt_vertex *vertices;   
+   int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices);
+
+   if (scale_x == 0) scale_x = scale_y;
+   if (scale_y == 0) {
+      if (scale_x == 0) {
+         STBTT_free(vertices, info->userdata);
+         return NULL;
+      }
+      scale_y = scale_x;
+   }
+
+   stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1);
+
+   // now we get the size
+   gbm.w = (ix1 - ix0);
+   gbm.h = (iy1 - iy0);
+   gbm.pixels = NULL; // in case we error
+
+   if (width ) *width  = gbm.w;
+   if (height) *height = gbm.h;
+   if (xoff  ) *xoff   = ix0;
+   if (yoff  ) *yoff   = iy0;
+   
+   if (gbm.w && gbm.h) {
+      gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata);
+      if (gbm.pixels) {
+         gbm.stride = gbm.w;
+
+         stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata);
+      }
+   }
+   STBTT_free(vertices, info->userdata);
+   return gbm.pixels;
+}   
+
+STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff)
+{
+   return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff);
+}
+
+STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph)
+{
+   int ix0,iy0;
+   stbtt_vertex *vertices;
+   int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices);
+   stbtt__bitmap gbm;   
+
+   stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0);
+   gbm.pixels = output;
+   gbm.w = out_w;
+   gbm.h = out_h;
+   gbm.stride = out_stride;
+
+   if (gbm.w && gbm.h)
+      stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata);
+
+   STBTT_free(vertices, info->userdata);
+}
+
+STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph)
+{
+   stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph);
+}
+
+STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff)
+{
+   return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff);
+}   
+
+STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint)
+{
+   stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint));
+}
+
+STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff)
+{
+   return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff);
+}   
+
+STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint)
+{
+   stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// bitmap baking
+//
+// This is SUPER-CRAPPY packing to keep source code small
+
+static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset,  // font location (use offset=0 for plain .ttf)
+                                float pixel_height,                     // height of font in pixels
+                                unsigned char *pixels, int pw, int ph,  // bitmap to be filled in
+                                int first_char, int num_chars,          // characters to bake
+                                stbtt_bakedchar *chardata)
+{
+   float scale;
+   int x,y,bottom_y, i;
+   stbtt_fontinfo f;
+   f.userdata = NULL;
+   if (!stbtt_InitFont(&f, data, offset))
+      return -1;
+   STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels
+   x=y=1;
+   bottom_y = 1;
+
+   scale = stbtt_ScaleForPixelHeight(&f, pixel_height);
+
+   for (i=0; i < num_chars; ++i) {
+      int advance, lsb, x0,y0,x1,y1,gw,gh;
+      int g = stbtt_FindGlyphIndex(&f, first_char + i);
+      stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb);
+      stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1);
+      gw = x1-x0;
+      gh = y1-y0;
+      if (x + gw + 1 >= pw)
+         y = bottom_y, x = 1; // advance to next row
+      if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row
+         return -i;
+      STBTT_assert(x+gw < pw);
+      STBTT_assert(y+gh < ph);
+      stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g);
+      chardata[i].x0 = (stbtt_int16) x;
+      chardata[i].y0 = (stbtt_int16) y;
+      chardata[i].x1 = (stbtt_int16) (x + gw);
+      chardata[i].y1 = (stbtt_int16) (y + gh);
+      chardata[i].xadvance = scale * advance;
+      chardata[i].xoff     = (float) x0;
+      chardata[i].yoff     = (float) y0;
+      x = x + gw + 1;
+      if (y+gh+1 > bottom_y)
+         bottom_y = y+gh+1;
+   }
+   return bottom_y;
+}
+
+STBTT_DEF void stbtt_GetBakedQuad(stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule)
+{
+   float d3d_bias = opengl_fillrule ? 0 : -0.5f;
+   float ipw = 1.0f / pw, iph = 1.0f / ph;
+   stbtt_bakedchar *b = chardata + char_index;
+   int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f);
+   int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f);
+
+   q->x0 = round_x + d3d_bias;
+   q->y0 = round_y + d3d_bias;
+   q->x1 = round_x + b->x1 - b->x0 + d3d_bias;
+   q->y1 = round_y + b->y1 - b->y0 + d3d_bias;
+
+   q->s0 = b->x0 * ipw;
+   q->t0 = b->y0 * iph;
+   q->s1 = b->x1 * ipw;
+   q->t1 = b->y1 * iph;
+
+   *xpos += b->xadvance;
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// rectangle packing replacement routines if you don't have stb_rect_pack.h
+//
+
+#ifndef STB_RECT_PACK_VERSION
+
+typedef int stbrp_coord;
+
+////////////////////////////////////////////////////////////////////////////////////
+//                                                                                //
+//                                                                                //
+// COMPILER WARNING ?!?!?                                                         //
+//                                                                                //
+//                                                                                //
+// if you get a compile warning due to these symbols being defined more than      //
+// once, move #include "stb_rect_pack.h" before #include "stb_truetype.h"         //
+//                                                                                //
+////////////////////////////////////////////////////////////////////////////////////
+
+typedef struct
+{
+   int width,height;
+   int x,y,bottom_y;
+} stbrp_context;
+
+typedef struct
+{
+   unsigned char x;
+} stbrp_node;
+
+struct stbrp_rect
+{
+   stbrp_coord x,y;
+   int id,w,h,was_packed;
+};
+
+static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes)
+{
+   con->width  = pw;
+   con->height = ph;
+   con->x = 0;
+   con->y = 0;
+   con->bottom_y = 0;
+   STBTT__NOTUSED(nodes);
+   STBTT__NOTUSED(num_nodes);   
+}
+
+static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects)
+{
+   int i;
+   for (i=0; i < num_rects; ++i) {
+      if (con->x + rects[i].w > con->width) {
+         con->x = 0;
+         con->y = con->bottom_y;
+      }
+      if (con->y + rects[i].h > con->height)
+         break;
+      rects[i].x = con->x;
+      rects[i].y = con->y;
+      rects[i].was_packed = 1;
+      con->x += rects[i].w;
+      if (con->y + rects[i].h > con->bottom_y)
+         con->bottom_y = con->y + rects[i].h;
+   }
+   for (   ; i < num_rects; ++i)
+      rects[i].was_packed = 0;
+}
+#endif
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// bitmap baking
+//
+// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If
+// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy.
+
+STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context)
+{
+   stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context)            ,alloc_context);
+   int            num_nodes = pw - padding;
+   stbrp_node    *nodes   = (stbrp_node    *) STBTT_malloc(sizeof(*nodes  ) * num_nodes,alloc_context);
+
+   if (context == NULL || nodes == NULL) {
+      if (context != NULL) STBTT_free(context, alloc_context);
+      if (nodes   != NULL) STBTT_free(nodes  , alloc_context);
+      return 0;
+   }
+
+   spc->user_allocator_context = alloc_context;
+   spc->width = pw;
+   spc->height = ph;
+   spc->pixels = pixels;
+   spc->pack_info = context;
+   spc->nodes = nodes;
+   spc->padding = padding;
+   spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw;
+   spc->h_oversample = 1;
+   spc->v_oversample = 1;
+
+   stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes);
+
+   if (pixels)
+      STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels
+
+   return 1;
+}
+
+STBTT_DEF void stbtt_PackEnd  (stbtt_pack_context *spc)
+{
+   STBTT_free(spc->nodes    , spc->user_allocator_context);
+   STBTT_free(spc->pack_info, spc->user_allocator_context);
+}
+
+STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample)
+{
+   STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE);
+   STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE);
+   if (h_oversample <= STBTT_MAX_OVERSAMPLE)
+      spc->h_oversample = h_oversample;
+   if (v_oversample <= STBTT_MAX_OVERSAMPLE)
+      spc->v_oversample = v_oversample;
+}
+
+#define STBTT__OVER_MASK  (STBTT_MAX_OVERSAMPLE-1)
+
+static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width)
+{
+   unsigned char buffer[STBTT_MAX_OVERSAMPLE];
+   int safe_w = w - kernel_width;
+   int j;
+   STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze
+   for (j=0; j < h; ++j) {
+      int i;
+      unsigned int total;
+      STBTT_memset(buffer, 0, kernel_width);
+
+      total = 0;
+
+      // make kernel_width a constant in common cases so compiler can optimize out the divide
+      switch (kernel_width) {
+         case 2:
+            for (i=0; i <= safe_w; ++i) {
+               total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+               pixels[i] = (unsigned char) (total / 2);
+            }
+            break;
+         case 3:
+            for (i=0; i <= safe_w; ++i) {
+               total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+               pixels[i] = (unsigned char) (total / 3);
+            }
+            break;
+         case 4:
+            for (i=0; i <= safe_w; ++i) {
+               total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+               pixels[i] = (unsigned char) (total / 4);
+            }
+            break;
+         case 5:
+            for (i=0; i <= safe_w; ++i) {
+               total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+               pixels[i] = (unsigned char) (total / 5);
+            }
+            break;
+         default:
+            for (i=0; i <= safe_w; ++i) {
+               total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+               pixels[i] = (unsigned char) (total / kernel_width);
+            }
+            break;
+      }
+
+      for (; i < w; ++i) {
+         STBTT_assert(pixels[i] == 0);
+         total -= buffer[i & STBTT__OVER_MASK];
+         pixels[i] = (unsigned char) (total / kernel_width);
+      }
+
+      pixels += stride_in_bytes;
+   }
+}
+
+static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width)
+{
+   unsigned char buffer[STBTT_MAX_OVERSAMPLE];
+   int safe_h = h - kernel_width;
+   int j;
+   STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze
+   for (j=0; j < w; ++j) {
+      int i;
+      unsigned int total;
+      STBTT_memset(buffer, 0, kernel_width);
+
+      total = 0;
+
+      // make kernel_width a constant in common cases so compiler can optimize out the divide
+      switch (kernel_width) {
+         case 2:
+            for (i=0; i <= safe_h; ++i) {
+               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+               pixels[i*stride_in_bytes] = (unsigned char) (total / 2);
+            }
+            break;
+         case 3:
+            for (i=0; i <= safe_h; ++i) {
+               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+               pixels[i*stride_in_bytes] = (unsigned char) (total / 3);
+            }
+            break;
+         case 4:
+            for (i=0; i <= safe_h; ++i) {
+               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+               pixels[i*stride_in_bytes] = (unsigned char) (total / 4);
+            }
+            break;
+         case 5:
+            for (i=0; i <= safe_h; ++i) {
+               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+               pixels[i*stride_in_bytes] = (unsigned char) (total / 5);
+            }
+            break;
+         default:
+            for (i=0; i <= safe_h; ++i) {
+               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+               pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width);
+            }
+            break;
+      }
+
+      for (; i < h; ++i) {
+         STBTT_assert(pixels[i*stride_in_bytes] == 0);
+         total -= buffer[i & STBTT__OVER_MASK];
+         pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width);
+      }
+
+      pixels += 1;
+   }
+}
+
+static float stbtt__oversample_shift(int oversample)
+{
+   if (!oversample)
+      return 0.0f;
+
+   // The prefilter is a box filter of width "oversample",
+   // which shifts phase by (oversample - 1)/2 pixels in
+   // oversampled space. We want to shift in the opposite
+   // direction to counter this.
+   return (float)-(oversample - 1) / (2.0f * (float)oversample);
+}
+
+// rects array must be big enough to accommodate all characters in the given ranges
+STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects)
+{
+   int i,j,k;
+
+   k=0;
+   for (i=0; i < num_ranges; ++i) {
+      float fh = ranges[i].font_size;
+      float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh);
+      ranges[i].h_oversample = (unsigned char) spc->h_oversample;
+      ranges[i].v_oversample = (unsigned char) spc->v_oversample;
+      for (j=0; j < ranges[i].num_chars; ++j) {
+         int x0,y0,x1,y1;
+         int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
+         int glyph = stbtt_FindGlyphIndex(info, codepoint);
+         stbtt_GetGlyphBitmapBoxSubpixel(info,glyph,
+                                         scale * spc->h_oversample,
+                                         scale * spc->v_oversample,
+                                         0,0,
+                                         &x0,&y0,&x1,&y1);
+         rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1);
+         rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1);
+         ++k;
+      }
+   }
+
+   return k;
+}
+
+// rects array must be big enough to accommodate all characters in the given ranges
+STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects)
+{
+   int i,j,k, return_value = 1;
+
+   // save current values
+   int old_h_over = spc->h_oversample;
+   int old_v_over = spc->v_oversample;
+
+   k = 0;
+   for (i=0; i < num_ranges; ++i) {
+      float fh = ranges[i].font_size;
+      float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh);
+      float recip_h,recip_v,sub_x,sub_y;
+      spc->h_oversample = ranges[i].h_oversample;
+      spc->v_oversample = ranges[i].v_oversample;
+      recip_h = 1.0f / spc->h_oversample;
+      recip_v = 1.0f / spc->v_oversample;
+      sub_x = stbtt__oversample_shift(spc->h_oversample);
+      sub_y = stbtt__oversample_shift(spc->v_oversample);
+      for (j=0; j < ranges[i].num_chars; ++j) {
+         stbrp_rect *r = &rects[k];
+         if (r->was_packed) {
+            stbtt_packedchar *bc = &ranges[i].chardata_for_range[j];
+            int advance, lsb, x0,y0,x1,y1;
+            int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
+            int glyph = stbtt_FindGlyphIndex(info, codepoint);
+            stbrp_coord pad = (stbrp_coord) spc->padding;
+
+            // pad on left and top
+            r->x += pad;
+            r->y += pad;
+            r->w -= pad;
+            r->h -= pad;
+            stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb);
+            stbtt_GetGlyphBitmapBox(info, glyph,
+                                    scale * spc->h_oversample,
+                                    scale * spc->v_oversample,
+                                    &x0,&y0,&x1,&y1);
+            stbtt_MakeGlyphBitmapSubpixel(info,
+                                          spc->pixels + r->x + r->y*spc->stride_in_bytes,
+                                          r->w - spc->h_oversample+1,
+                                          r->h - spc->v_oversample+1,
+                                          spc->stride_in_bytes,
+                                          scale * spc->h_oversample,
+                                          scale * spc->v_oversample,
+                                          0,0,
+                                          glyph);
+
+            if (spc->h_oversample > 1)
+               stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes,
+                                  r->w, r->h, spc->stride_in_bytes,
+                                  spc->h_oversample);
+
+            if (spc->v_oversample > 1)
+               stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes,
+                                  r->w, r->h, spc->stride_in_bytes,
+                                  spc->v_oversample);
+
+            bc->x0       = (stbtt_int16)  r->x;
+            bc->y0       = (stbtt_int16)  r->y;
+            bc->x1       = (stbtt_int16) (r->x + r->w);
+            bc->y1       = (stbtt_int16) (r->y + r->h);
+            bc->xadvance =                scale * advance;
+            bc->xoff     =       (float)  x0 * recip_h + sub_x;
+            bc->yoff     =       (float)  y0 * recip_v + sub_y;
+            bc->xoff2    =                (x0 + r->w) * recip_h + sub_x;
+            bc->yoff2    =                (y0 + r->h) * recip_v + sub_y;
+         } else {
+            return_value = 0; // if any fail, report failure
+         }
+
+         ++k;
+      }
+   }
+
+   // restore original values
+   spc->h_oversample = old_h_over;
+   spc->v_oversample = old_v_over;
+
+   return return_value;
+}
+
+STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects)
+{
+   stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects);
+}
+
+STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges)
+{
+   stbtt_fontinfo info;
+   int i,j,n, return_value = 1;
+   //stbrp_context *context = (stbrp_context *) spc->pack_info;
+   stbrp_rect    *rects;
+
+   // flag all characters as NOT packed
+   for (i=0; i < num_ranges; ++i)
+      for (j=0; j < ranges[i].num_chars; ++j)
+         ranges[i].chardata_for_range[j].x0 =
+         ranges[i].chardata_for_range[j].y0 =
+         ranges[i].chardata_for_range[j].x1 =
+         ranges[i].chardata_for_range[j].y1 = 0;
+
+   n = 0;
+   for (i=0; i < num_ranges; ++i)
+      n += ranges[i].num_chars;
+         
+   rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context);
+   if (rects == NULL)
+      return 0;
+
+   info.userdata = spc->user_allocator_context;
+   stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index));
+
+   n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects);
+
+   stbtt_PackFontRangesPackRects(spc, rects, n);
+  
+   return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects);
+
+   STBTT_free(rects, spc->user_allocator_context);
+   return return_value;
+}
+
+STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, unsigned char *fontdata, int font_index, float font_size,
+            int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range)
+{
+   stbtt_pack_range range;
+   range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range;
+   range.array_of_unicode_codepoints = NULL;
+   range.num_chars                   = num_chars_in_range;
+   range.chardata_for_range          = chardata_for_range;
+   range.font_size                   = font_size;
+   return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1);
+}
+
+STBTT_DEF void stbtt_GetPackedQuad(stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer)
+{
+   float ipw = 1.0f / pw, iph = 1.0f / ph;
+   stbtt_packedchar *b = chardata + char_index;
+
+   if (align_to_integer) {
+      float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f);
+      float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f);
+      q->x0 = x;
+      q->y0 = y;
+      q->x1 = x + b->xoff2 - b->xoff;
+      q->y1 = y + b->yoff2 - b->yoff;
+   } else {
+      q->x0 = *xpos + b->xoff;
+      q->y0 = *ypos + b->yoff;
+      q->x1 = *xpos + b->xoff2;
+      q->y1 = *ypos + b->yoff2;
+   }
+
+   q->s0 = b->x0 * ipw;
+   q->t0 = b->y0 * iph;
+   q->s1 = b->x1 * ipw;
+   q->t1 = b->y1 * iph;
+
+   *xpos += b->xadvance;
+}
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// font name matching -- recommended not to use this
+//
+
+// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string
+static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) 
+{
+   stbtt_int32 i=0;
+
+   // convert utf16 to utf8 and compare the results while converting
+   while (len2) {
+      stbtt_uint16 ch = s2[0]*256 + s2[1];
+      if (ch < 0x80) {
+         if (i >= len1) return -1;
+         if (s1[i++] != ch) return -1;
+      } else if (ch < 0x800) {
+         if (i+1 >= len1) return -1;
+         if (s1[i++] != 0xc0 + (ch >> 6)) return -1;
+         if (s1[i++] != 0x80 + (ch & 0x3f)) return -1;
+      } else if (ch >= 0xd800 && ch < 0xdc00) {
+         stbtt_uint32 c;
+         stbtt_uint16 ch2 = s2[2]*256 + s2[3];
+         if (i+3 >= len1) return -1;
+         c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000;
+         if (s1[i++] != 0xf0 + (c >> 18)) return -1;
+         if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1;
+         if (s1[i++] != 0x80 + ((c >>  6) & 0x3f)) return -1;
+         if (s1[i++] != 0x80 + ((c      ) & 0x3f)) return -1;
+         s2 += 2; // plus another 2 below
+         len2 -= 2;
+      } else if (ch >= 0xdc00 && ch < 0xe000) {
+         return -1;
+      } else {
+         if (i+2 >= len1) return -1;
+         if (s1[i++] != 0xe0 + (ch >> 12)) return -1;
+         if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1;
+         if (s1[i++] != 0x80 + ((ch     ) & 0x3f)) return -1;
+      }
+      s2 += 2;
+      len2 -= 2;
+   }
+   return i;
+}
+
+static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) 
+{
+   return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2);
+}
+
+// returns results in whatever encoding you request... but note that 2-byte encodings
+// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare
+STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID)
+{
+   stbtt_int32 i,count,stringOffset;
+   stbtt_uint8 *fc = font->data;
+   stbtt_uint32 offset = font->fontstart;
+   stbtt_uint32 nm = stbtt__find_table(fc, offset, "name");
+   if (!nm) return NULL;
+
+   count = ttUSHORT(fc+nm+2);
+   stringOffset = nm + ttUSHORT(fc+nm+4);
+   for (i=0; i < count; ++i) {
+      stbtt_uint32 loc = nm + 6 + 12 * i;
+      if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2)
+          && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) {
+         *length = ttUSHORT(fc+loc+8);
+         return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10));
+      }
+   }
+   return NULL;
+}
+
+static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id)
+{
+   stbtt_int32 i;
+   stbtt_int32 count = ttUSHORT(fc+nm+2);
+   stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4);
+
+   for (i=0; i < count; ++i) {
+      stbtt_uint32 loc = nm + 6 + 12 * i;
+      stbtt_int32 id = ttUSHORT(fc+loc+6);
+      if (id == target_id) {
+         // find the encoding
+         stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4);
+
+         // is this a Unicode encoding?
+         if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) {
+            stbtt_int32 slen = ttUSHORT(fc+loc+8);
+            stbtt_int32 off = ttUSHORT(fc+loc+10);
+
+            // check if there's a prefix match
+            stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen);
+            if (matchlen >= 0) {
+               // check for target_id+1 immediately following, with same encoding & language
+               if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) {
+                  slen = ttUSHORT(fc+loc+12+8);
+                  off = ttUSHORT(fc+loc+12+10);
+                  if (slen == 0) {
+                     if (matchlen == nlen)
+                        return 1;
+                  } else if (matchlen < nlen && name[matchlen] == ' ') {
+                     ++matchlen;
+                     if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen))
+                        return 1;
+                  }
+               } else {
+                  // if nothing immediately following
+                  if (matchlen == nlen)
+                     return 1;
+               }
+            }
+         }
+
+         // @TODO handle other encodings
+      }
+   }
+   return 0;
+}
+
+static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags)
+{
+   stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name);
+   stbtt_uint32 nm,hd;
+   if (!stbtt__isfont(fc+offset)) return 0;
+
+   // check italics/bold/underline flags in macStyle...
+   if (flags) {
+      hd = stbtt__find_table(fc, offset, "head");
+      if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0;
+   }
+
+   nm = stbtt__find_table(fc, offset, "name");
+   if (!nm) return 0;
+
+   if (flags) {
+      // if we checked the macStyle flags, then just check the family and ignore the subfamily
+      if (stbtt__matchpair(fc, nm, name, nlen, 16, -1))  return 1;
+      if (stbtt__matchpair(fc, nm, name, nlen,  1, -1))  return 1;
+      if (stbtt__matchpair(fc, nm, name, nlen,  3, -1))  return 1;
+   } else {
+      if (stbtt__matchpair(fc, nm, name, nlen, 16, 17))  return 1;
+      if (stbtt__matchpair(fc, nm, name, nlen,  1,  2))  return 1;
+      if (stbtt__matchpair(fc, nm, name, nlen,  3, -1))  return 1;
+   }
+
+   return 0;
+}
+
+static int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags)
+{
+   stbtt_int32 i;
+   for (i=0;;++i) {
+      stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i);
+      if (off < 0) return off;
+      if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags))
+         return off;
+   }
+}
+
+#if defined(__GNUC__) || defined(__clang__)
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wcast-qual"
+#endif
+
+STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset,
+                                float pixel_height, unsigned char *pixels, int pw, int ph,
+                                int first_char, int num_chars, stbtt_bakedchar *chardata)
+{
+   return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata);
+}
+
+STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index)
+{
+   return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index);   
+}
+
+STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data)
+{
+   return stbtt_GetNumberOfFonts_internal((unsigned char *) data);
+}
+
+STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset)
+{
+   return stbtt_InitFont_internal(info, (unsigned char *) data, offset);
+}
+
+STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags)
+{
+   return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags);
+}
+
+STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2)
+{
+   return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2);
+}
+
+#if defined(__GNUC__) || defined(__clang__)
+#pragma GCC diagnostic pop
+#endif
+
+#endif // STB_TRUETYPE_IMPLEMENTATION
+
+
+// FULL VERSION HISTORY
+//
+//   1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual
+//   1.11 (2016-04-02) fix unused-variable warning
+//   1.10 (2016-04-02) allow user-defined fabs() replacement
+//                     fix memory leak if fontsize=0.0
+//                     fix warning from duplicate typedef
+//   1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges
+//   1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges
+//   1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints;
+//                     allow PackFontRanges to pack and render in separate phases;
+//                     fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?);
+//                     fixed an assert() bug in the new rasterizer
+//                     replace assert() with STBTT_assert() in new rasterizer
+//   1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine)
+//                     also more precise AA rasterizer, except if shapes overlap
+//                     remove need for STBTT_sort
+//   1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC
+//   1.04 (2015-04-15) typo in example
+//   1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes
+//   1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++
+//   1.01 (2014-12-08) fix subpixel position when oversampling to exactly match
+//                        non-oversampled; STBTT_POINT_SIZE for packed case only
+//   1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling
+//   0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg)
+//   0.9  (2014-08-07) support certain mac/iOS fonts without an MS platformID
+//   0.8b (2014-07-07) fix a warning
+//   0.8  (2014-05-25) fix a few more warnings
+//   0.7  (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back
+//   0.6c (2012-07-24) improve documentation
+//   0.6b (2012-07-20) fix a few more warnings
+//   0.6  (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels,
+//                        stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty
+//   0.5  (2011-12-09) bugfixes:
+//                        subpixel glyph renderer computed wrong bounding box
+//                        first vertex of shape can be off-curve (FreeSans)
+//   0.4b (2011-12-03) fixed an error in the font baking example
+//   0.4  (2011-12-01) kerning, subpixel rendering (tor)
+//                    bugfixes for:
+//                        codepoint-to-glyph conversion using table fmt=12
+//                        codepoint-to-glyph conversion using table fmt=4
+//                        stbtt_GetBakedQuad with non-square texture (Zer)
+//                    updated Hello World! sample to use kerning and subpixel
+//                    fixed some warnings
+//   0.3  (2009-06-24) cmap fmt=12, compound shapes (MM)
+//                    userdata, malloc-from-userdata, non-zero fill (stb)
+//   0.2  (2009-03-11) Fix unsigned/signed char warnings
+//   0.1  (2009-03-09) First public release
+//