Browse Source

Moved ocornut-imgui from ProDBG source to examples-common.

Branimir Karadžić 11 years ago
parent
commit
9e34736c49

+ 47 - 0
3rdparty/ocornut-imgui/imconfig.h

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+//-----------------------------------------------------------------------------
+// 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 your own ImVector<> type if you don't want to use the provided implementation defined in imgui.h
+//#include <vector>
+//#define ImVector  std::vector
+//#define ImVector  MyVector
+
+//---- Define assertion handler. Defaults to calling assert().
+//#define IM_ASSERT(_EXPR)  MyAssert(_EXPR)
+
+//---- Don't implement default clipboard handlers for Windows (so as not to link with OpenClipboard() and others Win32 functions)
+//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
+
+//---- Include imgui_user.inl at the end of imgui.cpp so you can include code that extends ImGui using its private data/functions.
+//#define IMGUI_INCLUDE_IMGUI_USER_INL
+
+//---- Include imgui_user.h at the end of imgui.h
+//#define IMGUI_INCLUDE_IMGUI_USER_H
+
+//---- Define 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); }
+*/
+
+//---- Freely implement extra functions within the ImGui:: namespace.
+//---- Declare helpers or widgets implemented in imgui_user.inl or elsewhere, so end-user doesn't need to include multiple files.
+//---- e.g. you can create variants of the ImGui::Value() helper for your low-level math types.
+/*
+namespace ImGui
+{
+    void    Value(const char* prefix, const MyVec2& v, const char* float_format = NULL);
+    void    Value(const char* prefix, const MyVec4& v, const char* float_format = NULL);
+}
+*/
+

+ 8034 - 0
3rdparty/ocornut-imgui/imgui.cpp

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+// ImGui library v1.21 wip
+// See ImGui::ShowTestWindow() for sample code.
+// Read 'Programmer guide' below for notes on how to setup ImGui in your codebase.
+// Get latest version at https://github.com/ocornut/imgui
+// Developed by Omar Cornut and contributors.
+
+/*
+
+ Index
+ - MISSION STATEMENT
+ - END-USER GUIDE
+ - PROGRAMMER GUIDE
+ - API BREAKING CHANGES
+ - TROUBLESHOOTING & FREQUENTLY ASKED QUESTIONS
+ - ISSUES & TODO-LIST
+ - CODE
+ - SAMPLE CODE
+ - FONT DATA
+
+
+ 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, 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 use statically sized buffers for string manipulations - won't crash, but some long text may be clipped
+
+
+ END-USER GUIDE
+ ==============
+
+ - double-click title bar to collapse window
+ - click upper right corner to close a window, available when 'bool* p_opened' 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 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
+ ================
+
+ - your code creates the UI, if your code doesn't run the UI is gone! == dynamic UI, no construction step, less data retention on your side, no state duplication, less sync, less errors.
+ - see ImGui::ShowTestWindow() for user-side sample code
+ - see examples/ folder for standalone sample applications.
+ - customization: use the style editor to tweak the look of the interface (e.g. if you want a more compact UI or a different color scheme), and report values in your code.
+
+ - getting started:
+   - initialisation: call ImGui::GetIO() and fill the 'Settings' data.
+   - every frame:
+      1/ in your mainloop or right after you got your keyboard/mouse info, call ImGui::GetIO() and fill the 'Input' data, then call ImGui::NewFrame().
+      2/ use any ImGui function you want between NewFrame() and Render()
+      3/ ImGui::Render() to render all the accumulated command-lists. it will call your RenderDrawListFn handler that you set in the IO structure.
+   - all rendering information are stored into command-lists until ImGui::Render() is called.
+   - effectively it means you can create widgets at any time in your code, regardless of "update" vs "render" considerations.
+   - 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
+        // TODO: Fill all settings fields of the io structure
+        ImGuiIO& io = ImGui::GetIO();
+        io.DisplaySize.x = 1920.0f;
+        io.DisplaySize.y = 1280.0f;
+        io.DeltaTime = 1.0f/60.0f;
+        io.IniFilename = "imgui.ini";
+
+        // Application main loop
+        while (true)
+        {
+            // 1/ get low-level input
+            // e.g. on Win32, GetKeyboardState(), or poll your events, etc.
+
+            // 2/ TODO: Fill all 'Input' fields of io structure and call NewFrame
+            ImGuiIO& io = ImGui::GetIO();
+            io.MousePos = ...
+            io.KeysDown[i] = ...
+            ImGui::NewFrame();
+
+            // 3/ most of your application code here - you can use any of ImGui::* functions between NewFrame() and Render() calls
+            GameUpdate();
+            GameRender();
+
+            // 4/ render & swap video buffers
+            ImGui::Render();
+            // swap video buffer, etc.
+        }
+
+   - after calling ImGui::NewFrame() you can read back 'ImGui::GetIO().WantCaptureMouse' and 'ImGui::GetIO().WantCaptureKeyboard' to tell
+     if ImGui wants to use your inputs. so typically can hide the mouse inputs from the rest of your application if ImGui is using it.
+
+
+ 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.
+
+ - 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.
+ - 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
+
+
+ TROUBLESHOOTING & FREQUENTLY ASKED QUESTIONS
+ ============================================
+
+ If text or lines are blurry when integrating ImGui in your engine:
+   - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+   - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
+
+ If you are confused about the meaning or use of ID in ImGui:
+   - some widgets requires state to be carried over multiple frames (most typically ImGui often wants remember what is the "active" widget).
+     to do so they need an unique ID. unique ID are typically derived from a string label, an indice or a pointer.
+     when you call Button("OK") the button shows "OK" and also use "OK" as an ID.
+   - ID are uniquely scoped within Windows so no conflict can happen if you have two buttons called "OK" in two different Windows.
+     within a same Window, use PushID() / PopID() to easily create scopes and avoid ID conflicts.
+     so if you have a loop creating "multiple" items, you can use PushID() / PopID() with the index of each item, or their pointer, etc.
+     some functions like TreeNode() implicitly creates a scope for you by calling PushID()
+   - when dealing with trees, ID are important because you want to preserve the opened/closed state of tree nodes.
+     depending on your use cases you may want to use strings, indices or pointers as ID. experiment and see what makes more sense!
+      e.g. When displaying a single object, 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 per object
+   - when passing a label you can optionally specify extra unique ID information within the same string using "##". This helps solving the simpler collision cases.
+      e.g. "Label" display "Label" and uses "Label" as ID
+      e.g. "Label##Foobar" display "Label" and uses "Label##Foobar" as ID
+      e.g. "##Foobar" display an empty label and uses "##Foobar" as ID
+   - read articles about the imgui principles (see web links) to understand the requirement and use of ID.
+
+ If you want to use a different font than the default:
+   - read extra_fonts/README.txt for instructions. Examples fonts are also provided.
+   - if you can only see text but no solid shapes or lines, make sure io.Font->TexUvForWhite is set to the texture coordinates of a pure white pixel in your texture!
+
+ If you want to input Japanese/Chinese/Korean in the text input widget:
+    - make sure you are using a font that can display the glyphs you want (see above paragraph about fonts)
+    - to have the Microsoft IME cursor appears at the right location in the screen, setup a handler for the io.ImeSetInputScreenPosFn function:
+
+        #include <Windows.h>
+        #include <Imm.h>
+        static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
+        {
+          // Notify OS Input Method Editor of text input position
+          HWND hwnd = glfwGetWin32Window(window);
+          if (HIMC himc = ImmGetContext(hwnd))
+          {
+            COMPOSITIONFORM cf;
+            cf.ptCurrentPos.x = x;
+            cf.ptCurrentPos.y = y;
+            cf.dwStyle = CFS_FORCE_POSITION;
+            ImmSetCompositionWindow(himc, &cf);
+          }
+        }
+
+        // Set pointer to handler in ImGuiIO structure
+        io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
+
+ - tip: the construct 'IMGUI_ONCE_UPON_A_FRAME { ... }' will evaluate to a 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 call Render() multiple times (e.g for VR renders), up to you to communicate the extra state to your RenderDrawListFn function.
+ - tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug"
+ - tip: read the ShowTestWindow() code for more example of how to use ImGui!
+
+
+ ISSUES & TODO-LIST
+ ==================
+
+ - misc: merge or clarify ImVec4 / ImGuiAabb, they are essentially duplicate containers
+ - window: add horizontal scroll
+ - window: fix resize grip rendering scaling along with Rounding style setting
+ - window: autofit feedback loop when user relies on any dynamic layout (window width multiplier, column). maybe just clearly drop manual autofit?
+ - window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list.
+ - window: allow resizing of child windows (possibly given min/max for each axis?)
+ - window: resizing from any sides? + mouse cursor directives for app.
+ - widgets: switching from "widget-label" to "label-widget" would make it more convenient to integrate widgets in trees
+ - widgets: clip text? hover clipped text shows it in a tooltip or in-place overlay
+ - main: IsItemHovered() returns true even if mouse is active on another widget (e.g. dragging outside of sliders). Maybe not a sensible default? Add parameter or alternate function?
+ - 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?
+ - scrollbar: use relative mouse movement when first-clicking inside of scroll grab box.
+ - scrollbar: make the grab visible and a minimum size for long scroll regions
+!- input number: very large int not reliably supported because of int<>float conversions.
+ - 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: non-decimal input.
+ - layout: horizontal layout helper (github issue #97)
+ - layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
+ - columns: separator function or parameter that works within the column (currently Separator() bypass all columns)
+ - columns: declare column set (each column: fixed size, %, fill, distribute default size among fills)
+ - columns: columns header to act as button (~sort op) and allow resize/reorder
+ - columns: user specify columns size
+ - combo: turn child handling code into pop up helper
+ - list selection, concept of a selectable "block" (that can be multiple widgets)
+ - menubar, menus
+ - plot: make it easier for user to draw into the graph (e.g: draw basis, highlight certain points, 2d plots, multiple plots)
+ - plot: "smooth" automatic scale, 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)
+ - file selection widget -> build the tool in our codebase to improve model-dialog idioms (may or not lead to ImGui changes)
+ - slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
+ - slider: initial absolute click is imprecise. change to relative movement slider? hide mouse cursor, allow more precise input using less screen-space.
+ - text edit: clean up the mess caused by converting UTF-8 <> wchar
+ - text edit: centered text for slider or input text to it matches typical positioning.
+ - text edit: flag to disable live update of the user buffer.
+ - text edit: field resize behavior - field could stretch when being edited? hover tooltip shows more text?
+ - text edit: add multi-line text edit
+ - settings: write more decent code to allow saving/loading new fields
+ - settings: api for per-tool simple persistent data (bool,int,float) in .ini file
+ - style: checkbox: padding for "active" color should be a multiplier of the
+ - style: colorbox not always square?
+ - log: LogButtons() options for specifying depth and/orhiding depth slider
+ - log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
+ - log: be able to right-click and log a window or tree-node into tty/file/clipboard / generalized context menu?
+ - 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.
+ - input: rework IO to be able to pass actual events to fix temporal aliasing issues.
+ - input: support track pad style scrolling & slider edit.
+ - tooltip: move to fit within screen (e.g. when mouse cursor is right of the screen).
+ - clipboard: automatically transform \n into \n\r or equivalent for higher compatibility on windows
+ - portability: big-endian test/support (github issue #81)
+ - misc: rounded triangle fail to draw correctly on OpenGL3 example.
+ - 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?
+ - style editor: color child window height expressed in multiple of line height.
+ - optimization/render: use indexed rendering to reduce vertex data cost (for remote/networked imgui)
+ - optimization/render: move clip-rect to vertex data? would allow merging all commands
+ - 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
+ - optimization: specialize for height based clipping first (assume widgets never go up + height tests before width tests?)
+*/
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#include "imgui.h"
+#include <ctype.h>      // toupper
+#include <math.h>       // sqrtf
+#include <stdint.h>     // intptr_t
+#include <stdio.h>      // vsnprintf
+#include <new>          // new (ptr)
+
+#ifdef _MSC_VER
+#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 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.
+#endif
+
+//-------------------------------------------------------------------------
+// Forward Declarations
+//-------------------------------------------------------------------------
+
+static bool         ButtonBehaviour(const ImGuiAabb& bb, const ImGuiID& id, bool* out_hovered, bool* out_held, bool allow_key_modifiers, bool repeat = false);
+static void         LogText(const ImVec2& ref_pos, const char* text, const char* text_end = NULL);
+
+static void         RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true, float wrap_width = 0.0f);
+static void         RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
+static void         RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale = 1.0f, bool shadow = false);
+
+static void         ItemSize(ImVec2 size, ImVec2* adjust_start_offset = NULL);
+static void         ItemSize(const ImGuiAabb& aabb, ImVec2* adjust_start_offset = NULL);
+static void         PushColumnClipRect(int column_index = -1);
+static bool         IsClipped(const ImGuiAabb& aabb);
+static bool         ClipAdvance(const ImGuiAabb& aabb);
+
+static bool         IsMouseHoveringBox(const ImGuiAabb& box);
+static bool         IsKeyPressedMap(ImGuiKey key, bool repeat = true);
+
+static bool         CloseWindowButton(bool* p_opened = NULL);
+static void         FocusWindow(ImGuiWindow* window);
+static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs);
+
+// Helpers: String
+static int          ImStricmp(const char* str1, const char* str2);
+static int          ImStrnicmp(const char* str1, const char* str2, int count);
+static char*        ImStrdup(const char *str);
+static size_t       ImStrlenW(const ImWchar* str);
+static const char*  ImStristr(const char* haystack, const char* needle, const char* needle_end);
+static size_t       ImFormatString(char* buf, size_t buf_size, const char* fmt, ...);
+static size_t       ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args);
+
+// Helpers: Data
+static ImU32        ImCrc32(const void* data, size_t data_size, ImU32 seed);
+static bool         ImLoadFileToMemory(const char* filename, const char* file_open_mode, void** out_file_data, size_t* out_file_size, size_t padding_bytes = 0);
+
+// Helpers: Color Conversion
+static ImU32        ImConvertColorFloat4ToU32(const ImVec4& in);
+static void         ImConvertColorRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
+static void         ImConvertColorHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
+
+// Helpers: UTF-8 <> wchar
+static int          ImTextCharToUtf8(char* buf, size_t buf_size, unsigned int in_char);                                // return output UTF-8 bytes count
+static ptrdiff_t    ImTextStrToUtf8(char* buf, size_t buf_size, const ImWchar* in_text, const ImWchar* in_text_end);   // return output UTF-8 bytes count
+static int          ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end);          // return input UTF-8 bytes count
+static ptrdiff_t    ImTextStrFromUtf8(ImWchar* buf, size_t buf_size, const char* in_text, const char* in_text_end);    // return input UTF-8 bytes count
+static int          ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end);                            // return number of UTF-8 code-points (NOT bytes count)
+static int          ImTextCountUtf8BytesFromWchar(const ImWchar* in_text, const ImWchar* in_text_end);                 // return number of bytes to express string as UTF-8 code-points
+
+//-----------------------------------------------------------------------------
+// Platform dependent default implementations
+//-----------------------------------------------------------------------------
+
+static const char*  GetClipboardTextFn_DefaultImpl();
+static void         SetClipboardTextFn_DefaultImpl(const char* text);
+
+//-----------------------------------------------------------------------------
+// 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
+    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 bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much!
+    AutoFitPadding          = ImVec2(8,8);      // Extra space after auto-fit (double-clicking on resize grip)
+    WindowFillAlphaDefault  = 0.70f;            // Default alpha of window background, if not specified in ImGui::Begin()
+    TreeNodeSpacing         = 22.0f;            // Horizontal spacing when entering a tree node
+    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns
+    ScrollBarWidth          = 16.0f;            // Width of the vertical scroll bar
+
+    Colors[ImGuiCol_Text]                   = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
+    Colors[ImGuiCol_WindowBg]               = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
+    Colors[ImGuiCol_Border]                 = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
+    Colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.60f);
+    Colors[ImGuiCol_FrameBg]                = ImVec4(0.80f, 0.80f, 0.80f, 0.30f);   // Background of checkbox, radio button, plot, slider, text input
+    Colors[ImGuiCol_TitleBg]                = ImVec4(0.50f, 0.50f, 1.00f, 0.45f);
+    Colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(0.40f, 0.40f, 0.80f, 0.20f);
+    Colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.40f, 0.40f, 0.80f, 0.15f);
+    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_CheckHovered]           = ImVec4(0.60f, 0.40f, 0.40f, 0.45f);
+    Colors[ImGuiCol_CheckActive]            = ImVec4(0.65f, 0.50f, 0.50f, 0.55f);
+    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(0.60f, 0.60f, 0.80f, 1.00f);
+    Colors[ImGuiCol_Column]                 = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
+    Colors[ImGuiCol_ColumnHovered]          = ImVec4(0.60f, 0.40f, 0.40f, 1.00f);
+    Colors[ImGuiCol_ColumnActive]           = ImVec4(0.80f, 0.50f, 0.50f, 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_TooltipBg]              = ImVec4(0.05f, 0.05f, 0.10f, 0.90f);
+}
+
+ImGuiIO::ImGuiIO()
+{
+    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";
+    Font = NULL;
+    FontGlobalScale = 1.0f;
+    FontAllowUserScaling = false;
+    PixelCenterOffset = 0.0f;
+    MousePos = ImVec2(-1,-1);
+    MousePosPrev = ImVec2(-1,-1);
+    MouseDoubleClickTime = 0.30f;
+    MouseDoubleClickMaxDist = 6.0f;
+    UserData = NULL;
+
+    // User functions
+    RenderDrawListsFn = NULL;
+    MemAllocFn = malloc;
+    MemReallocFn = realloc;
+    MemFreeFn = free;
+    GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;   // Platform dependent default implementations
+    SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
+    ImeSetInputScreenPosFn = NULL;
+}
+
+// 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 VM_CHAR message
+void ImGuiIO::AddInputCharacter(ImWchar c)
+{
+    const size_t n = ImStrlenW(InputCharacters);
+    if (n + 1 < sizeof(InputCharacters) / sizeof(InputCharacters[0]))
+    {
+        InputCharacters[n] = c;
+        InputCharacters[n+1] = 0;
+    }
+}
+
+//-----------------------------------------------------------------------------
+// Helpers
+//-----------------------------------------------------------------------------
+
+#define IM_ARRAYSIZE(_ARR)          ((int)(sizeof(_ARR)/sizeof(*_ARR)))
+
+#undef PI
+const float PI = 3.14159265358979323846f;
+
+#ifdef INT_MAX
+#define IM_INT_MAX INT_MAX
+#else
+#define IM_INT_MAX 2147483647
+#endif
+
+// Play it nice with Windows users. Notepad in 2014 still doesn't display text data with Unix-style \n.
+#ifdef _MSC_VER
+#define STR_NEWLINE "\r\n"
+#else
+#define STR_NEWLINE "\n"
+#endif
+
+// Math bits
+// We are keeping those static in the .cpp file so as not to leak them outside, in the case the user has implicit cast operators between ImVec2 and its own types.
+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 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 float  ImClamp(float f, float mn, float mx)                       { return (f < mn) ? mn : (f > mx) ? mx : f; }
+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 int ImStricmp(const char* str1, const char* str2)
+{
+    int d;
+    while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; }
+    return d;
+}
+
+static 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;
+}
+
+static char* ImStrdup(const char *str)
+{
+    char *buff = (char*)ImGui::MemAlloc(strlen(str) + 1);
+    IM_ASSERT(buff);
+    strcpy(buff, str);
+    return buff;
+}
+
+static size_t ImStrlenW(const ImWchar* str)
+{
+    size_t n = 0;
+    while (*str++)
+        n++;
+    return n;
+}
+
+static const char* ImStristr(const char* haystack, const char* needle, const char* needle_end)
+{
+    if (!needle_end)
+        needle_end = needle + strlen(needle);
+
+    const char un0 = (char)toupper(*needle);
+    while (*haystack)
+    {
+        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;
+}
+
+// Pass data_size==0 for zero-terminated string
+static ImU32 ImCrc32(const void* data, size_t data_size, ImU32 seed = 0)
+{
+    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;
+        }
+    }
+    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++)
+            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
+    }
+    return ~crc;
+}
+
+static size_t ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    int w = vsnprintf(buf, buf_size, fmt, args);
+    va_end(args);
+    buf[buf_size-1] = 0;
+    return (w == -1) ? buf_size : (size_t)w;
+}
+
+static size_t ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
+{
+    int w = vsnprintf(buf, buf_size, fmt, args);
+    buf[buf_size-1] = 0;
+    return (w == -1) ? buf_size : (size_t)w;
+}
+
+static ImU32 ImConvertColorFloat4ToU32(const ImVec4& in)
+{
+    ImU32 out  = ((ImU32)(ImSaturate(in.x)*255.f));
+    out |= ((ImU32)(ImSaturate(in.y)*255.f) << 8);
+    out |= ((ImU32)(ImSaturate(in.z)*255.f) << 16);
+    out |= ((ImU32)(ImSaturate(in.w)*255.f) << 24);
+    return out;
+}
+
+// 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
+static void ImConvertColorRGBtoHSV(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
+static void ImConvertColorHSVtoRGB(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;
+    }
+}
+
+// Load file content into memory
+// Memory allocated with ImGui::MemAlloc(), must be freed by user using ImGui::MemFree()
+static bool ImLoadFileToMemory(const char* filename, const char* file_open_mode, void** out_file_data, size_t* out_file_size, size_t padding_bytes)
+{
+    IM_ASSERT(filename && file_open_mode && out_file_data && out_file_size);
+    IM_ASSERT(padding_bytes >= 0);
+    *out_file_data = NULL;
+    *out_file_size = 0;
+
+    FILE* f;
+    if ((f = fopen(filename, file_open_mode)) == NULL)
+        return false;
+
+    long file_size_signed;
+    if (fseek(f, 0, SEEK_END) || (file_size_signed = ftell(f)) == -1 || fseek(f, 0, SEEK_SET))
+    {
+        fclose(f);
+        return false;
+    }
+
+    size_t file_size = (size_t)file_size_signed;
+    void* file_data = ImGui::MemAlloc(file_size + padding_bytes);
+    if (file_data == NULL)
+    {
+        fclose(f);
+        return false;
+    }
+    if (fread(file_data, 1, file_size, f) != file_size)
+    {
+        fclose(f);
+        ImGui::MemFree(file_data);
+        return false;
+    }
+    if (padding_bytes > 0)
+        memset((void *)(((char*)file_data) + file_size), 0, padding_bytes);
+
+    fclose(f);
+    *out_file_data = file_data;
+    *out_file_size = file_size;
+
+    return true;
+}
+
+//-----------------------------------------------------------------------------
+
+struct ImGuiColMod       // Color modifier, backup of modified data so we can restore it
+{
+    ImGuiCol    Col;
+    ImVec4      PreviousValue;
+};
+
+struct ImGuiStyleMod    // Style modifier, backup of modified data so we can restore it
+{
+    ImGuiStyleVar Var;
+    ImVec2      PreviousValue;
+};
+
+struct ImGuiAabb    // 2D axis aligned bounding-box
+{
+    ImVec2      Min;
+    ImVec2      Max;
+
+    ImGuiAabb()                                         { Min = ImVec2(FLT_MAX,FLT_MAX); Max = ImVec2(-FLT_MAX,-FLT_MAX); }
+    ImGuiAabb(const ImVec2& min, const ImVec2& max)     { Min = min; Max = max; }
+    ImGuiAabb(const ImVec4& v)                          { Min.x = v.x; Min.y = v.y; Max.x = v.z; Max.y = v.w; }
+    ImGuiAabb(float x1, float y1, float x2, float y2)   { Min.x = x1; Min.y = y1; Max.x = x2; Max.y = y2; }
+
+    ImVec2      GetCenter() const                       { return Min + (Max-Min)*0.5f; }
+    ImVec2      GetSize() const                         { return Max-Min; }
+    float       GetWidth() const                        { return (Max-Min).x; }
+    float       GetHeight() const                       { return (Max-Min).y; }
+    ImVec2      GetTL() const                           { return Min; }
+    ImVec2      GetTR() const                           { return ImVec2(Max.x,Min.y); }
+    ImVec2      GetBL() const                           { return ImVec2(Min.x,Max.y); }
+    ImVec2      GetBR() const                           { return Max; }
+    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 ImGuiAabb& 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 ImGuiAabb& 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)                  { Min.x = ImMin(Min.x, rhs.x); Min.y = ImMin(Min.y, rhs.y); Max.x = ImMax(Max.x, rhs.x); Max.y = ImMax(Max.x, rhs.x); }
+    void        Add(const ImGuiAabb& rhs)               { Min.x = ImMin(Min.x, rhs.Min.x); Min.y = ImMin(Min.y, rhs.Min.y); Max.x = ImMax(Max.x, rhs.Max.x); Max.y = ImMax(Max.y, rhs.Max.y); }
+    void        Expand(const ImVec2& sz)                { Min -= sz; Max += sz; }
+    void        Clip(const ImGuiAabb& clip)             { Min.x = ImMax(Min.x, clip.Min.x); Min.y = ImMax(Min.y, clip.Min.y); Max.x = ImMin(Max.x, clip.Max.x); Max.y = ImMin(Max.y, clip.Max.y); }
+};
+
+// Temporary per-window data, reset at the beginning of the frame
+struct ImGuiDrawContext
+{
+    ImVec2                  CursorPos;
+    ImVec2                  CursorPosPrevLine;
+    ImVec2                  CursorStartPos;
+    float                   CurrentLineHeight;
+    float                   PrevLineHeight;
+    float                   LogLineHeight;
+    int                     TreeDepth;
+    ImGuiAabb               LastItemAabb;
+    bool                    LastItemHovered;
+    bool                    LastItemFocused;
+    ImVector<ImGuiWindow*>  ChildWindows;
+    ImVector<bool>          AllowKeyboardFocus;
+    ImVector<float>         ItemWidth;
+    ImVector<float>         TextWrapPos;
+    ImGuiColorEditMode      ColorEditMode;
+    ImGuiStorage*           StateStorage;
+    int                     OpenNextNode;
+
+    float                   ColumnsStartX;       // Start position from left of window (increased by TreePush/TreePop, etc.)
+    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;
+    ImVec2                  ColumnsStartPos;
+    float                   ColumnsCellMinY;
+    float                   ColumnsCellMaxY;
+    bool                    ColumnsShowBorders;
+    ImGuiID                 ColumnsSetID;
+
+    ImGuiDrawContext()
+    {
+        CursorPos = CursorPosPrevLine = CursorStartPos = ImVec2(0.0f, 0.0f);
+        CurrentLineHeight = PrevLineHeight = 0.0f;
+        LogLineHeight = -1.0f;
+        TreeDepth = 0;
+        LastItemAabb = ImGuiAabb(0.0f,0.0f,0.0f,0.0f);
+        LastItemHovered = false;
+        LastItemFocused = true;
+        StateStorage = NULL;
+        OpenNextNode = -1;
+
+        ColumnsStartX = 0.0f;
+        ColumnsOffsetX = 0.0f;
+        ColumnsCurrent = 0;
+        ColumnsCount = 1;
+        ColumnsStartPos = ImVec2(0.0f, 0.0f);
+        ColumnsCellMinY = ColumnsCellMaxY = 0.0f;
+        ColumnsShowBorders = true;
+        ColumnsSetID = 0;
+    }
+};
+
+struct ImGuiTextEditState;
+#define STB_TEXTEDIT_STRING ImGuiTextEditState
+#define STB_TEXTEDIT_CHARTYPE ImWchar
+#include <stb/stb_textedit.h>
+
+// Internal state of the currently focused/edited text input box
+struct ImGuiTextEditState
+{
+    ImWchar             Text[1024];                     // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
+    char                InitialText[1024*3+1];          // backup of end-user buffer at the time of focus (in UTF-8, unconverted)
+    size_t              BufSize;                        // end-user buffer size, <= 1024 (or increase above)
+    float               Width;                          // widget width
+    float               ScrollX;
+    STB_TexteditState   StbState;
+    float               CursorAnim;
+    ImVec2              LastCursorPos;                  // Cursor position in screen space to be used by IME callback.
+    bool                SelectedAllMouseLock;
+    ImFont*             Font;
+    float               FontSize;
+
+    ImGuiTextEditState()                                { memset(this, 0, sizeof(*this)); }
+
+    void                CursorAnimReset()               { CursorAnim = -0.30f; }                                                // After a user-input the cursor stays on for a while without blinking
+    bool                CursorIsVisible() const         { return CursorAnim <= 0.0f || fmodf(CursorAnim, 1.20f) <= 0.80f; }     // Blinking
+    bool                HasSelection() const            { return StbState.select_start != StbState.select_end; }
+    void                SelectAll()                     { StbState.select_start = 0; StbState.select_end = (int)ImStrlenW(Text); StbState.cursor = StbState.select_end; StbState.has_preferred_x = false; }
+
+    void                OnKeyPressed(int key);
+    void                UpdateScrollOffset();
+    ImVec2              CalcDisplayOffsetFromCharIdx(int i) const;
+
+    // Static functions because they are used to render non-focused instances of a text input box
+    static const char*      GetTextPointerClippedA(ImFont* font, float font_size, const char* text, float width, ImVec2* out_text_size = NULL);
+    static const ImWchar*   GetTextPointerClippedW(ImFont* font, float font_size, const ImWchar* text, float width, ImVec2* out_text_size = NULL);
+    static void             RenderTextScrolledClipped(ImFont* font, float font_size, const char* text, ImVec2 pos_base, float width, float scroll_x);
+};
+
+struct ImGuiIniData
+{
+    char*   Name;
+    ImVec2  Pos;
+    ImVec2  Size;
+    bool    Collapsed;
+
+    ImGuiIniData() { memset(this, 0, sizeof(*this)); }
+    ~ImGuiIniData() { if (Name) { ImGui::MemFree(Name); Name = NULL; } }
+};
+
+struct ImGuiState
+{
+    bool                    Initialized;
+    ImGuiIO                 IO;
+    ImGuiStyle              Style;
+    float                   FontSize;                           // == IO.FontGlobalScale * IO.Font->Scale * IO.Font->Info->FontSize. Vertical distance between two lines of text, aka == CalcTextSize(" ").y
+    ImVec2                  FontTexUvForWhite;                  // == IO.Font->FontTexUvForWhite (cached copy)
+
+    float                   Time;
+    int                     FrameCount;
+    int                     FrameCountRendered;
+    ImVector<ImGuiWindow*>  Windows;
+    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;
+    ImGuiID                 ActiveId;
+    ImGuiID                 ActiveIdPreviousFrame;
+    bool                    ActiveIdIsAlive;
+    float                   SettingsDirtyTimer;
+    ImVector<ImGuiIniData*> Settings;
+    ImVector<ImGuiColMod>   ColorModifiers;
+    ImVector<ImGuiStyleMod> StyleModifiers;
+    ImVec2                  SetNextWindowPosVal;
+    ImGuiSetCondition       SetNextWindowPosCond;
+    ImVec2                  SetNextWindowSizeVal;
+    ImGuiSetCondition       SetNextWindowSizeCond;
+    bool                    SetNextWindowCollapsedVal;
+    ImGuiSetCondition       SetNextWindowCollapsedCond;
+
+    // Render
+    ImVector<ImDrawList*>   RenderDrawLists;
+
+    // Widget state
+    ImGuiTextEditState      InputTextState;
+    ImGuiID                 SliderAsInputTextId;
+    ImGuiStorage            ColorEditModeStorage;               // for user selection
+    ImGuiID                 ActiveComboID;
+    char                    Tooltip[1024];
+    char*                   PrivateClipboard;                   // if no custom clipboard handler is defined
+
+    // Logging
+    bool                    LogEnabled;
+    FILE*                   LogFile;
+    ImGuiTextBuffer*        LogClipboard;                       // pointer so our GImGui static constructor doesn't call heap allocators.
+    int                     LogStartDepth;
+    int                     LogAutoExpandMaxDepth;
+
+    ImGuiState()
+    {
+        Initialized = false;
+        Time = 0.0f;
+        FrameCount = 0;
+        FrameCountRendered = -1;
+        CurrentWindow = NULL;
+        FocusedWindow = NULL;
+        HoveredWindow = NULL;
+        HoveredRootWindow = NULL;
+        ActiveIdIsAlive = false;
+        SettingsDirtyTimer = 0.0f;
+        SetNextWindowPosVal = ImVec2(0.0f, 0.0f);
+        SetNextWindowPosCond = 0;
+        SetNextWindowSizeVal = ImVec2(0.0f, 0.0f);
+        SetNextWindowSizeCond = 0;
+        SetNextWindowCollapsedVal = false;
+        SetNextWindowCollapsedCond = 0;
+        SliderAsInputTextId = 0;
+        ActiveComboID = 0;
+        memset(Tooltip, 0, sizeof(Tooltip));
+        PrivateClipboard = NULL;
+        LogEnabled = false;
+        LogFile = NULL;
+        LogStartDepth = 0;
+        LogAutoExpandMaxDepth = 2;
+        LogClipboard = NULL;
+    }
+};
+
+static ImGuiState   GImGui;
+
+struct ImGuiWindow
+{
+    char*                   Name;
+    ImGuiID                 ID;
+    ImGuiWindowFlags        Flags;
+    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                  SizeContentsFit;                    // Size of contents (extents reach by the drawing cursor) - may not fit within Size.
+    float                   ScrollY;
+    float                   NextScrollY;
+    bool                    ScrollbarY;
+    bool                    Visible;                            // Set to true on Begin()
+    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                     AutoFitFrames;
+    bool                    AutoFitOnlyGrows;
+    int                     SetWindowPosAllowFlags;             // bit ImGuiSetCondition_*** specify if SetWindowPos() call is allowed with this particular flag.
+    int                     SetWindowSizeAllowFlags;            // bit ImGuiSetCondition_*** specify if SetWindowSize() call is allowed with this particular flag.
+    int                     SetWindowCollapsedAllowFlags;       // bit ImGuiSetCondition_*** specify if SetWindowCollapsed() call is allowed with this particular flag.
+
+    ImGuiDrawContext        DC;
+    ImVector<ImGuiID>       IDStack;
+    ImVector<ImVec4>        ClipRectStack;
+    int                     LastFrameDrawn;
+    float                   ItemWidthDefault;
+    ImGuiStorage            StateStorage;
+    float                   FontWindowScale;                    // Scale multiplier per-window
+    ImDrawList*             DrawList;
+    ImGuiWindow*            RootWindow;
+
+    // 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);
+    ImGuiID     GetID(const void* ptr);
+
+    void        AddToRenderList();
+    bool        FocusItemRegister(bool is_active, bool tab_stop = true);      // Return true if focus is requested
+    void        FocusItemUnregister();
+
+    ImGuiAabb   Aabb() const                            { return ImGuiAabb(Pos, Pos+Size); }
+    ImFont*     Font() const                            { return GImGui.IO.Font; }
+    float       FontSize() const                        { return GImGui.FontSize * FontWindowScale; }
+    ImVec2      CursorPos() const                       { return DC.CursorPos; }
+    float       TitleBarHeight() const                  { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0 : FontSize() + GImGui.Style.FramePadding.y * 2.0f; }
+    ImGuiAabb   TitleBarAabb() const                    { return ImGuiAabb(Pos, Pos + ImVec2(SizeFull.x, TitleBarHeight())); }
+    ImVec2      WindowPadding() const                   { return ((Flags & ImGuiWindowFlags_ChildWindow) && !(Flags & ImGuiWindowFlags_ShowBorders)) ? ImVec2(1,1) : GImGui.Style.WindowPadding; }
+    ImU32       Color(ImGuiCol idx, float a=1.f) const  { ImVec4 c = GImGui.Style.Colors[idx]; c.w *= GImGui.Style.Alpha * a; return ImConvertColorFloat4ToU32(c); }
+    ImU32       Color(const ImVec4& col) const          { ImVec4 c = col; c.w *= GImGui.Style.Alpha; return ImConvertColorFloat4ToU32(c); }
+};
+
+static ImGuiWindow* GetCurrentWindow()
+{
+    IM_ASSERT(GImGui.CurrentWindow != NULL);    // ImGui::NewFrame() hasn't been called yet?
+    GImGui.CurrentWindow->Accessed = true;
+    return GImGui.CurrentWindow;
+}
+
+static void RegisterAliveId(const ImGuiID& id)
+{
+    if (GImGui.ActiveId == id)
+        GImGui.ActiveIdIsAlive = true;
+}
+
+//-----------------------------------------------------------------------------
+
+// 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, ImU32 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(ImU32 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;
+}
+
+float ImGuiStorage::GetFloat(ImU32 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;
+}
+
+int* ImGuiStorage::GetIntPtr(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;
+}
+
+float* ImGuiStorage::GetFloatPtr(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;
+}
+
+// FIXME-OPT: Wasting CPU because all SetInt() are preceeded by GetInt() calls so we should have the result from lower_bound already in place.
+// However we only use SetInt() on explicit user action (so that's maximum once a frame) so the optimisation isn't much needed.
+void ImGuiStorage::SetInt(ImU32 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::SetFloat(ImU32 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::SetAllInt(int v)
+{
+    for (size_t i = 0; i < Data.size(); i++)
+        Data[i].val_i = v;
+}
+
+//-----------------------------------------------------------------------------
+
+// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
+ImGuiTextFilter::ImGuiTextFilter()
+{
+    InputBuf[0] = 0;
+    CountGrep = 0;
+}
+
+void ImGuiTextFilter::Draw(const char* label, float width)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (width < 0.0f)
+    {
+        ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
+        width = ImMax(window->Pos.x + ImGui::GetContentRegionMax().x - window->DC.CursorPos.x - (label_size.x + GImGui.Style.ItemSpacing.x*4), 10.0f);
+    }
+    ImGui::PushItemWidth(width);
+    ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
+    ImGui::PopItemWidth();
+    Build();
+}
+
+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 (size_t 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* val) const
+{
+    if (Filters.empty())
+        return true;
+
+    if (val == NULL)
+        val = "";
+
+    for (size_t i = 0; i != Filters.size(); i++)
+    {
+        const TextRange& f = Filters[i];
+        if (f.empty())
+            continue;
+        if (f.front() == '-')
+        {
+            // Subtract
+            if (ImStristr(val, f.begin()+1, f.end()) != NULL)
+                return false;
+        }
+        else
+        {
+            // Grep
+            if (ImStristr(val, f.begin(), f.end()) != NULL)
+                return true;
+        }
+    }
+
+    // Implicit * grep
+    if (CountGrep == 0)
+        return true;
+
+    return false;
+}
+
+//-----------------------------------------------------------------------------
+
+// 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 size_t write_off = Buf.size();
+    const size_t needed_sz = write_off + (size_t)len;
+    if (write_off + (size_t)len >= Buf.capacity())
+    {
+        const size_t double_capacity = Buf.capacity() * 2;
+        Buf.reserve(needed_sz > double_capacity ? needed_sz : double_capacity);
+    }
+
+    Buf.resize(needed_sz);
+    ImFormatStringV(&Buf[write_off] - 1, (size_t)len+1, fmt, args_copy);
+}
+
+void ImGuiTextBuffer::append(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    appendv(fmt, args);
+    va_end(args);
+}
+
+//-----------------------------------------------------------------------------
+
+ImGuiWindow::ImGuiWindow(const char* name)
+{
+    Name = ImStrdup(name);
+    ID = GetID(name);
+    IDStack.push_back(ID);
+
+    PosFloat = Pos = ImVec2(0.0f, 0.0f);
+    Size = SizeFull = ImVec2(0.0f, 0.0f);
+    SizeContentsFit = ImVec2(0.0f, 0.0f);
+    ScrollY = 0.0f;
+    NextScrollY = 0.0f;
+    ScrollbarY = false;
+    Visible = false;
+    Accessed = false;
+    Collapsed = false;
+    SkipItems = false;
+    AutoFitFrames = -1;
+    AutoFitOnlyGrows = false;
+    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiSetCondition_Always | ImGuiSetCondition_FirstUseThisSession | ImGuiSetCondition_FirstUseEver;
+
+    LastFrameDrawn = -1;
+    ItemWidthDefault = 0.0f;
+    FontWindowScale = 1.0f;
+
+    if (ImLengthSqr(Size) < 0.00001f)
+    {
+        AutoFitFrames = 2;
+        AutoFitOnlyGrows = true;
+    }
+
+    DrawList = (ImDrawList*)ImGui::MemAlloc(sizeof(ImDrawList));
+    new(DrawList) ImDrawList();
+
+    FocusIdxAllCounter = FocusIdxTabCounter = -1;
+    FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = IM_INT_MAX;
+    FocusIdxAllRequestNext = FocusIdxTabRequestNext = IM_INT_MAX;
+}
+
+ImGuiWindow::~ImGuiWindow()
+{
+    DrawList->~ImDrawList();
+    ImGui::MemFree(DrawList);
+    DrawList = NULL;
+    ImGui::MemFree(Name);
+    Name = NULL;
+}
+
+ImGuiID ImGuiWindow::GetID(const char* str)
+{
+    const ImGuiID seed = IDStack.empty() ? 0 : IDStack.back();
+    const ImGuiID id = ImCrc32(str, 0, seed);
+    RegisterAliveId(id);
+    return id;
+}
+
+ImGuiID ImGuiWindow::GetID(const void* ptr)
+{
+    const ImGuiID seed = IDStack.empty() ? 0 : IDStack.back();
+    const ImGuiID id = ImCrc32(&ptr, sizeof(void*), seed);
+    RegisterAliveId(id);
+    return id;
+}
+
+bool ImGuiWindow::FocusItemRegister(bool is_active, bool tab_stop)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    const bool allow_keyboard_focus = window->DC.AllowKeyboardFocus.back();
+    FocusIdxAllCounter++;
+    if (allow_keyboard_focus)
+        FocusIdxTabCounter++;
+
+    if (is_active)
+        window->DC.LastItemFocused = true;
+
+    // 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 && FocusIdxAllRequestNext == IM_INT_MAX && FocusIdxTabRequestNext == IM_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.
+        FocusIdxTabRequestNext = FocusIdxTabCounter + (g.IO.KeyShift ? (allow_keyboard_focus ? -1 : 0) : +1);
+    }
+
+    if (FocusIdxAllCounter == FocusIdxAllRequestCurrent)
+        return true;
+
+    if (allow_keyboard_focus)
+        if (FocusIdxTabCounter == FocusIdxTabRequestCurrent)
+            return true;
+
+    return false;
+}
+
+void ImGuiWindow::FocusItemUnregister()
+{
+    FocusIdxAllCounter--;
+    FocusIdxTabCounter--;
+}
+
+void ImGuiWindow::AddToRenderList()
+{
+    ImGuiState& g = GImGui;
+
+    if (!DrawList->commands.empty() && !DrawList->vtx_buffer.empty())
+    {
+        if (DrawList->commands.back().vtx_count == 0)
+            DrawList->commands.pop_back();
+        g.RenderDrawLists.push_back(DrawList);
+    }
+    for (size_t i = 0; i < DC.ChildWindows.size(); i++)
+    {
+        ImGuiWindow* child = DC.ChildWindows[i];
+        if (child->Visible)                 // clipped childs may have been marked not Visible
+            child->AddToRenderList();
+    }
+}
+
+//-----------------------------------------------------------------------------
+
+void* ImGui::MemAlloc(size_t sz)
+{
+    return GImGui.IO.MemAllocFn(sz);
+}
+
+void ImGui::MemFree(void* ptr)
+{
+    return GImGui.IO.MemFreeFn(ptr);
+}
+
+void* ImGui::MemRealloc(void* ptr, size_t sz)
+{
+    return GImGui.IO.MemReallocFn(ptr, sz);
+}
+
+static ImGuiIniData* FindWindowSettings(const char* name)
+{
+    ImGuiState& g = GImGui;
+    for (size_t i = 0; i != g.Settings.size(); i++)
+    {
+        ImGuiIniData* ini = g.Settings[i];
+        if (ImStricmp(ini->Name, name) == 0)
+            return ini;
+    }
+    return NULL;
+}
+
+static ImGuiIniData* AddWindowSettings(const char* name)
+{
+    ImGuiIniData* ini = (ImGuiIniData*)ImGui::MemAlloc(sizeof(ImGuiIniData));
+    new(ini) ImGuiIniData();
+    ini->Name = ImStrdup(name);
+    ini->Collapsed = false;
+    ini->Pos = ImVec2(FLT_MAX,FLT_MAX);
+    ini->Size = ImVec2(0,0);
+    GImGui.Settings.push_back(ini);
+    return ini;
+}
+
+// Zero-tolerance, poor-man .ini parsing
+// FIXME: Write something less rubbish
+static void LoadSettings()
+{
+    ImGuiState& g = GImGui;
+    const char* filename = g.IO.IniFilename;
+    if (!filename)
+        return;
+
+    char* file_data;
+    size_t file_size;
+    if (!ImLoadFileToMemory(filename, "rb", (void**)&file_data, &file_size, 1))
+        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", 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 SaveSettings()
+{
+    ImGuiState& g = GImGui;
+    const char* filename = g.IO.IniFilename;
+    if (!filename)
+        return;
+
+    // Gather data from windows that were active during this session
+    for (size_t 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 = fopen(filename, "wt");
+    if (!f)
+        return;
+    for (size_t i = 0; i != g.Settings.size(); i++)
+    {
+        const ImGuiIniData* settings = g.Settings[i];
+        if (settings->Pos.x == FLT_MAX)
+            continue;
+        fprintf(f, "[%s]\n", settings->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 MarkSettingsDirty()
+{
+    ImGuiState& g = GImGui;
+
+    if (g.SettingsDirtyTimer <= 0.0f)
+        g.SettingsDirtyTimer = g.IO.IniSavingRate;
+}
+
+ImGuiIO& ImGui::GetIO()
+{
+    return GImGui.IO;
+}
+
+ImGuiStyle& ImGui::GetStyle()
+{
+    return GImGui.Style;
+}
+
+void ImGui::NewFrame()
+{
+    ImGuiState& g = GImGui;
+
+    // Check user inputs
+    IM_ASSERT(g.IO.DeltaTime > 0.0f);
+    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f);
+    IM_ASSERT(g.IO.RenderDrawListsFn != NULL);  // Must be implemented
+
+    if (!g.Initialized)
+    {
+        // Initialize on first frame
+        g.LogClipboard = (ImGuiTextBuffer*)ImGui::MemAlloc(sizeof(ImGuiTextBuffer));
+        new(g.LogClipboard) ImGuiTextBuffer();
+
+        IM_ASSERT(g.Settings.empty());
+        LoadSettings();
+        if (!g.IO.Font)
+        {
+            // Default font
+            const void* fnt_data;
+            unsigned int fnt_size;
+            ImGui::GetDefaultFontData(&fnt_data, &fnt_size, NULL, NULL);
+            g.IO.Font = (ImFont*)ImGui::MemAlloc(sizeof(ImFont));
+            new(g.IO.Font) ImFont();
+            g.IO.Font->LoadFromMemory(fnt_data, fnt_size);
+            IM_ASSERT(g.IO.Font->IsLoaded());       // Font failed to load
+            g.IO.Font->DisplayOffset = ImVec2(0.0f, +1.0f);
+        }
+        g.Initialized = true;
+    }
+
+    IM_ASSERT(g.IO.Font && g.IO.Font->IsLoaded());  // Font not loaded
+    IM_ASSERT(g.IO.Font->Scale > 0.0f);
+    g.FontSize = g.IO.FontGlobalScale * (float)g.IO.Font->Info->FontSize * g.IO.Font->Scale;
+    g.FontTexUvForWhite = g.IO.Font->TexUvForWhite;
+    g.IO.Font->FallbackGlyph = NULL; // Because subsequent FindGlyph may return the fallback itself.
+    g.IO.Font->FallbackGlyph = g.IO.Font->FindGlyph(g.IO.Font->FallbackChar);
+
+    g.Time += g.IO.DeltaTime;
+    g.FrameCount += 1;
+    g.Tooltip[0] = '\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 (size_t i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
+    {
+        g.IO.MouseDownTime[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownTime[i] < 0.0f ? 0.0f : g.IO.MouseDownTime[i] + g.IO.DeltaTime) : -1.0f;
+        g.IO.MouseClicked[i] = (g.IO.MouseDownTime[i] == 0.0f);
+        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;
+            }
+        }
+    }
+    for (size_t i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
+        g.IO.KeysDownTime[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownTime[i] < 0.0f ? 0.0f : g.IO.KeysDownTime[i] + g.IO.DeltaTime) : -1.0f;
+
+    // Clear reference to active widget if the widget isn't alive anymore
+    g.HoveredId = 0;
+    if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
+        g.ActiveId = 0;
+    g.ActiveIdPreviousFrame = g.ActiveId;
+    g.ActiveIdIsAlive = false;
+
+    // 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)
+            SaveSettings();
+    }
+
+    // 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 = FindHoveredWindow(g.IO.MousePos, false);
+    if (g.HoveredWindow && (g.HoveredWindow->Flags & ImGuiWindowFlags_ChildWindow))
+        g.HoveredRootWindow = g.HoveredWindow->RootWindow;
+    else
+        g.HoveredRootWindow = FindHoveredWindow(g.IO.MousePos, true);
+
+    // Are we using inputs? Tell user so they can capture/discard them.
+    g.IO.WantCaptureMouse = (g.HoveredWindow != NULL) || (g.ActiveId != 0);
+    g.IO.WantCaptureKeyboard = (g.ActiveId != 0);
+
+    // Scale & Scrolling
+    if (g.HoveredWindow && g.IO.MouseWheel != 0.0f)
+    {
+        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
+        {
+            // Scroll
+            if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse))
+            {
+                const int scroll_lines = (window->Flags & ImGuiWindowFlags_ComboBox) ? 3 : 5;
+                window->NextScrollY -= g.IO.MouseWheel * window->FontSize() * 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->Visible && IsKeyPressedMap(ImGuiKey_Tab, false))
+    {
+        g.FocusedWindow->FocusIdxTabRequestNext = 0;
+    }
+
+    // Mark all windows as not visible
+    // Clear root windows at this point.
+    for (size_t i = 0; i != g.Windows.size(); i++)
+    {
+        ImGuiWindow* window = g.Windows[i];
+        window->Visible = false;
+        window->Accessed = false;
+        window->RootWindow = NULL;
+    }
+
+    // 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.clear();
+
+    // Create implicit window - we will only render it if the user has added something to it.
+    ImGui::Begin("Debug", NULL, ImVec2(400,400));
+}
+
+// NB: behaviour of ImGui after Shutdown() is not tested/guaranteed at the moment. This function is merely here to free heap allocations.
+void ImGui::Shutdown()
+{
+    ImGuiState& g = GImGui;
+    if (!g.Initialized)
+        return;
+
+    SaveSettings();
+
+    for (size_t i = 0; i < g.Windows.size(); i++)
+    {
+        g.Windows[i]->~ImGuiWindow();
+        ImGui::MemFree(g.Windows[i]);
+    }
+    g.Windows.clear();
+    g.CurrentWindowStack.clear();
+    g.RenderDrawLists.clear();
+    g.FocusedWindow = NULL;
+    g.HoveredWindow = NULL;
+    g.HoveredRootWindow = NULL;
+    for (size_t i = 0; i < g.Settings.size(); i++)
+    {
+        g.Settings[i]->~ImGuiIniData();
+        ImGui::MemFree(g.Settings[i]);
+    }
+    g.Settings.clear();
+    g.ColorModifiers.clear();
+    g.StyleModifiers.clear();
+    g.ColorEditModeStorage.Clear();
+    if (g.LogFile && g.LogFile != stdout)
+    {
+        fclose(g.LogFile);
+        g.LogFile = NULL;
+    }
+    if (g.IO.Font)
+    {
+        g.IO.Font->~ImFont();
+        ImGui::MemFree(g.IO.Font);
+        g.IO.Font = NULL;
+    }
+
+    if (g.PrivateClipboard)
+    {
+        ImGui::MemFree(g.PrivateClipboard);
+        g.PrivateClipboard = NULL;
+    }
+
+    if (g.LogClipboard)
+    {
+        g.LogClipboard->~ImGuiTextBuffer();
+        ImGui::MemFree(g.LogClipboard);
+    }
+
+    g.Initialized = false;
+}
+
+static void AddWindowToSortedBuffer(ImGuiWindow* window, ImVector<ImGuiWindow*>& sorted_windows)
+{
+    sorted_windows.push_back(window);
+    if (window->Visible)
+    {
+        for (size_t i = 0; i < window->DC.ChildWindows.size(); i++)
+        {
+            ImGuiWindow* child = window->DC.ChildWindows[i];
+            if (child->Visible)
+                AddWindowToSortedBuffer(child, sorted_windows);
+        }
+    }
+}
+
+static void PushClipRect(const ImVec4& clip_rect, bool clipped = true)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+
+    ImVec4 cr = clip_rect;
+    if (clipped && !window->ClipRectStack.empty())
+    {
+        // Clip to new clip rect
+        const ImVec4 cur_cr = window->ClipRectStack.back();
+        cr = ImVec4(ImMax(cr.x, cur_cr.x), ImMax(cr.y, cur_cr.y), ImMin(cr.z, cur_cr.z), ImMin(cr.w, cur_cr.w));
+    }
+
+    window->ClipRectStack.push_back(cr);
+    window->DrawList->PushClipRect(cr);
+}
+
+static void PopClipRect()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->ClipRectStack.pop_back();
+    window->DrawList->PopClipRect();
+}
+
+void ImGui::Render()
+{
+    ImGuiState& g = GImGui;
+    IM_ASSERT(g.Initialized);                       // Forgot to call ImGui::NewFrame()
+
+    const bool first_render_of_the_frame = (g.FrameCountRendered != g.FrameCount);
+    g.FrameCountRendered = g.FrameCount;
+
+    if (first_render_of_the_frame)
+    {
+        // Hide implicit window if it hasn't been used
+        IM_ASSERT(g.CurrentWindowStack.size() == 1);    // Mismatched Begin/End
+        if (g.CurrentWindow && !g.CurrentWindow->Accessed)
+            g.CurrentWindow->Visible = false;
+        ImGui::End();
+
+        // 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
+        ImVector<ImGuiWindow*> sorted_windows;
+        sorted_windows.reserve(g.Windows.size());
+        for (size_t i = 0; i != g.Windows.size(); i++)
+        {
+            ImGuiWindow* window = g.Windows[i];
+            if (window->Flags & ImGuiWindowFlags_ChildWindow)           // if a child is visible its parent will add it
+                if (window->Visible)
+                    continue;
+            AddWindowToSortedBuffer(window, sorted_windows);
+        }
+        IM_ASSERT(g.Windows.size() == sorted_windows.size());           // We done something wrong
+        g.Windows.swap(sorted_windows);
+
+        // Clear data for next frame
+        g.IO.MouseWheel = 0.0f;
+        memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
+    }
+
+    // Skip render altogether if alpha is 0.0
+    // Note that vertex buffers have been created, so it is best practice that you don't call Begin/End in the first place.
+    if (g.Style.Alpha > 0.0f)
+    {
+        // Render tooltip
+        if (g.Tooltip[0])
+        {
+            // Use a dummy window to render the tooltip
+            ImGui::BeginTooltip();
+            ImGui::TextUnformatted(g.Tooltip);
+            ImGui::EndTooltip();
+        }
+
+        // Gather windows to render
+        g.RenderDrawLists.resize(0);
+        for (size_t i = 0; i != g.Windows.size(); i++)
+        {
+            ImGuiWindow* window = g.Windows[i];
+            if (window->Visible && (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)
+                window->AddToRenderList();
+        }
+        for (size_t i = 0; i != g.Windows.size(); i++)
+        {
+            ImGuiWindow* window = g.Windows[i];
+            if (window->Visible && (window->Flags & ImGuiWindowFlags_Tooltip))
+                window->AddToRenderList();
+        }
+
+        // Render
+        if (!g.RenderDrawLists.empty())
+            g.IO.RenderDrawListsFn(&g.RenderDrawLists[0], (int)g.RenderDrawLists.size());
+        g.RenderDrawLists.resize(0);
+    }
+}
+
+// Find the optional ## from which we stop displaying text.
+static const char*  FindTextDisplayEnd(const char* text, const char* text_end = NULL)
+{
+    const char* text_display_end = text;
+    while ((!text_end || 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, ...)
+{
+    ImGuiState& 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.
+static void LogText(const ImVec2& ref_pos, const char* text, const char* text_end)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    if (!text_end)
+        text_end = FindTextDisplayEnd(text, text_end);
+
+    const bool log_new_line = ref_pos.y > window->DC.LogLineHeight+1;
+    window->DC.LogLineHeight = 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);
+    while (true)
+    {
+        // 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(STR_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;
+    }
+}
+
+static float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
+{
+    if (wrap_pos_x < 0.0f)
+        return 0.0f;
+
+    ImGuiWindow* window = GetCurrentWindow();
+    if (wrap_pos_x == 0.0f)
+        wrap_pos_x = ImGui::GetContentRegionMax().x;
+    if (wrap_pos_x > 0.0f)
+        wrap_pos_x += window->Pos.x; // wrap_pos_x is provided is window local space
+
+    const float wrap_width = wrap_pos_x > 0.0f ? ImMax(wrap_pos_x - pos.x, 0.00001f) : 0.0f;
+    return wrap_width;
+}
+
+// Internal ImGui function to render text (called from ImGui::Text(), ImGui::TextUnformatted(), etc.)
+// RenderText() calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
+static void RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash, float wrap_width)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    // Hide anything after a '##' string
+    const char* text_display_end;
+    if (hide_text_after_hash)
+    {
+        text_display_end = FindTextDisplayEnd(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)
+    {
+        // Render
+        window->DrawList->AddText(window->Font(), window->FontSize(), pos, window->Color(ImGuiCol_Text), text, text + text_len, wrap_width);
+
+        // Log as text. We split text into individual lines to add current tree level padding
+        if (g.LogEnabled)
+            LogText(pos, text, text_display_end);
+    }
+}
+
+// Render a rectangle shaped with optional rounding and borders
+static void 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))
+    {
+        // FIXME: This is the best I've found that works on multiple renderer/back ends. Rather dodgy.
+        const float offset = GImGui.IO.PixelCenterOffset;
+        window->DrawList->AddRect(p_min+ImVec2(1.5f-offset,1.5f-offset), p_max+ImVec2(1.0f-offset*2,1.0f-offset*2), window->Color(ImGuiCol_BorderShadow), rounding);
+        window->DrawList->AddRect(p_min+ImVec2(0.5f-offset,0.5f-offset), p_max+ImVec2(0.0f-offset*2,0.0f-offset*2), window->Color(ImGuiCol_Border), rounding);
+    }
+}
+
+// Render a triangle to denote expanded/collapsed state
+static void RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale, bool shadow)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+
+    const float h = window->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 (opened)
+    {
+        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;
+    }
+
+    if (shadow && (window->Flags & ImGuiWindowFlags_ShowBorders) != 0)
+        window->DrawList->AddTriangleFilled(a+ImVec2(2,2), b+ImVec2(2,2), c+ImVec2(2,2), window->Color(ImGuiCol_BorderShadow));
+    window->DrawList->AddTriangleFilled(a, b, c, window->Color(ImGuiCol_Border));
+}
+
+// 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)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+
+    const char* text_display_end;
+    if (hide_text_after_double_hash)
+        text_display_end = FindTextDisplayEnd(text, text_end);      // Hide anything after a '##' string
+    else
+        text_display_end = text_end;
+
+    const ImVec2 text_size = window->Font()->CalcTextSizeA(window->FontSize(), FLT_MAX, wrap_width, text, text_display_end, NULL);
+    return text_size;
+}
+
+// Find window given position, search front-to-back
+static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs)
+{
+    ImGuiState& g = GImGui;
+    for (int i = (int)g.Windows.size()-1; i >= 0; i--)
+    {
+        ImGuiWindow* window = g.Windows[(size_t)i];
+        if (!window->Visible)
+            continue;
+        if (excluding_childs && (window->Flags & ImGuiWindowFlags_ChildWindow) != 0)
+            continue;
+        ImGuiAabb bb(window->Pos - g.Style.TouchExtraPadding, window->Pos+window->Size + g.Style.TouchExtraPadding);
+        if (bb.Contains(pos))
+            return window;
+    }
+    return NULL;
+}
+
+// Test if mouse cursor is hovering given aabb
+// NB- Box is clipped by our current clip setting
+// NB- Expand the aabb to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
+static bool IsMouseHoveringBox(const ImGuiAabb& box)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    // Clip
+    ImGuiAabb box_clipped = box;
+    if (!window->ClipRectStack.empty())
+    {
+        const ImVec4 clip_rect = window->ClipRectStack.back();
+        box_clipped.Clip(ImGuiAabb(ImVec2(clip_rect.x, clip_rect.y), ImVec2(clip_rect.z, clip_rect.w)));
+    }
+
+    // Expand for touch input
+    const ImGuiAabb box_for_touch(box_clipped.Min - g.Style.TouchExtraPadding, box_clipped.Max + g.Style.TouchExtraPadding);
+    return box_for_touch.Contains(g.IO.MousePos);
+}
+
+bool ImGui::IsMouseHoveringBox(const ImVec2& box_min, const ImVec2& box_max)
+{
+    return IsMouseHoveringBox(ImGuiAabb(box_min, box_max));
+}
+
+bool ImGui::IsMouseHoveringWindow()
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    return g.HoveredWindow == window;
+}
+
+bool ImGui::IsMouseHoveringAnyWindow()
+{
+    ImGuiState& g = GImGui;
+    return g.HoveredWindow != NULL;
+}
+
+bool ImGui::IsPosHoveringAnyWindow(const ImVec2& pos)
+{
+    return FindHoveredWindow(pos, false) != NULL;
+}
+
+static bool IsKeyPressedMap(ImGuiKey key, bool repeat)
+{
+    ImGuiState& g = GImGui;
+    const int key_index = g.IO.KeyMap[key];
+    return ImGui::IsKeyPressed(key_index, repeat);
+}
+
+bool ImGui::IsKeyPressed(int key_index, bool repeat)
+{
+    ImGuiState& g = GImGui;
+    IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
+    const float t = g.IO.KeysDownTime[key_index];
+    if (t == 0.0f)
+        return true;
+
+    // FIXME: Repeat rate should be provided elsewhere?
+    const float KEY_REPEAT_DELAY = 0.250f;
+    const float KEY_REPEAT_RATE = 0.020f;
+    if (repeat && t > KEY_REPEAT_DELAY)
+        if ((fmodf(t - KEY_REPEAT_DELAY, KEY_REPEAT_RATE) > KEY_REPEAT_RATE*0.5f) != (fmodf(t - KEY_REPEAT_DELAY - g.IO.DeltaTime, KEY_REPEAT_RATE) > KEY_REPEAT_RATE*0.5f))
+            return true;
+
+    return false;
+}
+
+bool ImGui::IsMouseClicked(int button, bool repeat)
+{
+    ImGuiState& g = GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    const float t = g.IO.MouseDownTime[button];
+    if (t == 0.0f)
+        return true;
+
+    // FIXME: Repeat rate should be provided elsewhere?
+    const float MOUSE_REPEAT_DELAY = 0.250f;
+    const float MOUSE_REPEAT_RATE = 0.020f;
+    if (repeat && t > MOUSE_REPEAT_DELAY)
+        if ((fmodf(t - MOUSE_REPEAT_DELAY, MOUSE_REPEAT_RATE) > MOUSE_REPEAT_RATE*0.5f) != (fmodf(t - MOUSE_REPEAT_DELAY - g.IO.DeltaTime, MOUSE_REPEAT_RATE) > MOUSE_REPEAT_RATE*0.5f))
+            return true;
+
+    return false;
+}
+
+bool ImGui::IsMouseDoubleClicked(int button)
+{
+    ImGuiState& g = GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    return g.IO.MouseDoubleClicked[button];
+}
+
+ImVec2 ImGui::GetMousePos()
+{
+    return GImGui.IO.MousePos;
+}
+
+bool ImGui::IsItemHovered()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->DC.LastItemHovered;
+}
+
+bool ImGui::IsItemFocused()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->DC.LastItemFocused;
+}
+
+ImVec2 ImGui::GetItemBoxMin()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->DC.LastItemAabb.Min;
+}
+
+ImVec2 ImGui::GetItemBoxMax()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->DC.LastItemAabb.Max;
+}
+
+// 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)
+{
+    ImGuiState& 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);
+}
+
+float ImGui::GetTime()
+{
+    return GImGui.Time;
+}
+
+int ImGui::GetFrameCount()
+{
+    return GImGui.FrameCount;
+}
+
+void ImGui::BeginTooltip()
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_Tooltip;
+    ImGui::Begin("##Tooltip", NULL, ImVec2(0,0), g.Style.Colors[ImGuiCol_TooltipBg].w, window_flags);
+}
+
+void ImGui::EndTooltip()
+{
+    IM_ASSERT(GetCurrentWindow()->Flags & ImGuiWindowFlags_Tooltip);
+    ImGui::End();
+}
+
+void ImGui::BeginChild(const char* str_id, ImVec2 size, bool border, ImGuiWindowFlags extra_flags)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    ImGuiWindowFlags flags = ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_ChildWindow;
+
+    const ImVec2 content_max = window->Pos + ImGui::GetContentRegionMax();
+    const ImVec2 cursor_pos = window->Pos + ImGui::GetCursorPos();
+    if (size.x <= 0.0f)
+    {
+        if (size.x == 0.0f)
+            flags |= ImGuiWindowFlags_ChildWindowAutoFitX;
+        size.x = ImMax(content_max.x - cursor_pos.x, g.Style.WindowMinSize.x) - fabsf(size.x);
+    }
+    if (size.y <= 0.0f)
+    {
+        if (size.y == 0.0f)
+            flags |= ImGuiWindowFlags_ChildWindowAutoFitY;
+        size.y = ImMax(content_max.y - cursor_pos.y, g.Style.WindowMinSize.y) - fabsf(size.y);
+    }
+    if (border)
+        flags |= ImGuiWindowFlags_ShowBorders;
+    flags |= extra_flags;
+
+    char title[256];
+    ImFormatString(title, IM_ARRAYSIZE(title), "%s.%s", window->Name, str_id);
+
+    const float alpha = (flags & ImGuiWindowFlags_ComboBox) ? 1.0f : 0.0f;
+    ImGui::Begin(title, NULL, size, alpha, flags);
+
+    if (!(window->Flags & ImGuiWindowFlags_ShowBorders))
+        g.CurrentWindow->Flags &= ~ImGuiWindowFlags_ShowBorders;
+}
+
+void ImGui::EndChild()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+
+    IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);
+    if (window->Flags & ImGuiWindowFlags_ComboBox)
+    {
+        ImGui::End();
+    }
+    else
+    {
+        // When using auto-filling child window, we don't provide the width/height to ItemSize so that it doesn't feed back into automatic size-fitting.
+        ImVec2 sz = ImGui::GetWindowSize();
+        if (window->Flags & ImGuiWindowFlags_ChildWindowAutoFitX)
+            sz.x = 0;
+        if (window->Flags & ImGuiWindowFlags_ChildWindowAutoFitY)
+            sz.y = 0;
+
+        ImGui::End();
+        ItemSize(sz);
+    }
+}
+
+static ImGuiWindow* FindWindowByName(const char* name)
+{
+    // FIXME-OPT: Consider optimizing this (e.g. sorted hashes to window pointers)
+    ImGuiState& g = GImGui;
+    for (size_t i = 0; i != g.Windows.size(); i++)
+        if (strcmp(g.Windows[i]->Name, name) == 0)
+            return g.Windows[i];
+    return NULL;
+}
+
+static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags)
+{
+    ImGuiState& g = GImGui;
+
+    // Create window the first time
+    ImGuiWindow* window = (ImGuiWindow*)ImGui::MemAlloc(sizeof(ImGuiWindow));
+    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 &= ~ImGuiSetCondition_FirstUseEver;
+            window->SetWindowSizeAllowFlags &= ~ImGuiSetCondition_FirstUseEver;
+            window->SetWindowCollapsedAllowFlags &= ~ImGuiSetCondition_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;
+    }
+    g.Windows.push_back(window);
+    return window;
+}
+
+// Push a new ImGui window to add widgets to.
+// - A default window called "Debug" is automatically stacked at the beginning of every frame.
+// - This can be called multiple times during the frame with the same window name to append content to the same window.
+// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). Note that you can use ## to append unique data that isn't displayed, e.g. "My window##1" will use "My window##1" as unique window ID but display "My window" to the user.
+// - 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_opened' 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, ImGuiSetCondition_FirstUseEver) prior to calling Begin().
+bool ImGui::Begin(const char* name, bool* p_opened, ImVec2 size, float fill_alpha, ImGuiWindowFlags flags)
+{
+    ImGuiState& g = GImGui;
+    const ImGuiStyle& style = g.Style;
+    IM_ASSERT(g.Initialized);                       // Forgot to call ImGui::NewFrame()
+    IM_ASSERT(name != NULL);                        // Must pass a name
+
+    // Find or create
+    ImGuiWindow* window = FindWindowByName(name);
+    if (!window)
+        window = CreateNewWindow(name, size, flags);
+    window->Flags = (ImGuiWindowFlags)flags;
+
+    // Add to stack
+    g.CurrentWindowStack.push_back(window);
+    g.CurrentWindow = window;
+
+    // Process SetNextWindow***() calls
+    bool window_pos_set_by_api = false;
+    if (g.SetNextWindowPosCond)
+    {
+        const ImVec2 backup_cursor_pos = window->DC.CursorPos;
+        ImGui::SetWindowPos(g.SetNextWindowPosVal, g.SetNextWindowPosCond);
+        window->DC.CursorPos = backup_cursor_pos;
+        window_pos_set_by_api = true;
+        g.SetNextWindowPosCond = 0;
+    }
+    if (g.SetNextWindowSizeCond)
+    {
+        ImGui::SetWindowSize(g.SetNextWindowSizeVal, g.SetNextWindowSizeCond);
+        g.SetNextWindowSizeCond = 0;
+    }
+    if (g.SetNextWindowCollapsedCond)
+    {
+        ImGui::SetWindowCollapsed(g.SetNextWindowCollapsedVal, g.SetNextWindowCollapsedCond);
+        g.SetNextWindowCollapsedCond = 0;
+    }
+
+    // Find root (if we are a child window)
+    size_t root_idx = g.CurrentWindowStack.size() - 1;
+    while (root_idx > 0)
+    {
+        if ((g.CurrentWindowStack[root_idx]->Flags & ImGuiWindowFlags_ChildWindow) == 0)
+            break;
+        root_idx--;
+    }
+    window->RootWindow = g.CurrentWindowStack[root_idx];
+
+    // Default alpha
+    if (fill_alpha < 0.0f)
+        fill_alpha = style.WindowFillAlphaDefault;
+
+    // When reusing window again multiple times a frame, just append content (don't need to setup again)
+    const int current_frame = ImGui::GetFrameCount();
+    const bool first_begin_of_the_frame = (window->LastFrameDrawn != current_frame);
+    if (first_begin_of_the_frame)
+    {
+        window->DrawList->Clear();
+        window->Visible = true;
+
+        // New windows appears in front
+        if (window->LastFrameDrawn < current_frame - 1)
+            FocusWindow(window);
+
+        window->LastFrameDrawn = current_frame;
+        window->ClipRectStack.resize(0);
+
+        if (flags & ImGuiWindowFlags_ChildWindow)
+        {
+            ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.size()-2];
+            parent_window->DC.ChildWindows.push_back(window);
+            window->Pos = window->PosFloat = parent_window->DC.CursorPos;
+            window->SizeFull = size;
+        }
+
+        // Outer clipping rectangle
+        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ComboBox))
+            PushClipRect(g.CurrentWindowStack[g.CurrentWindowStack.size()-2]->ClipRectStack.back());
+        else
+            PushClipRect(ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y));
+
+        // Seed ID stack with our window pointer
+        window->IDStack.resize(0);
+        ImGui::PushID(window);
+
+        // Move window (at the beginning of the frame to avoid input lag or sheering)
+        const ImGuiID move_id = window->GetID("#MOVE");
+        RegisterAliveId(move_id);
+        if (g.ActiveId == move_id)
+        {
+            if (g.IO.MouseDown[0])
+            {
+                if (!(window->Flags & ImGuiWindowFlags_NoMove))
+                {
+                    window->PosFloat += g.IO.MouseDelta;
+                    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
+                        MarkSettingsDirty();
+                }
+                FocusWindow(window);
+            }
+            else
+            {
+                g.ActiveId = 0;
+            }
+        }
+
+        // Tooltips always follows mouse
+        if (!window_pos_set_by_api && (window->Flags & ImGuiWindowFlags_Tooltip) != 0)
+        {
+            window->PosFloat = g.IO.MousePos + ImVec2(32,16) - style.FramePadding*2;
+        }
+
+        // Clamp into view
+        if (!(window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Tooltip))
+        {
+            const ImVec2 pad = ImVec2(window->FontSize()*2.0f, window->FontSize()*2.0f); // FIXME: Parametrize of clarify this behavior.
+            if (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.
+            {
+                window->PosFloat = ImMax(window->PosFloat + window->Size, pad) - window->Size;
+                window->PosFloat = ImMin(window->PosFloat, ImVec2(g.IO.DisplaySize.x, g.IO.DisplaySize.y) - pad);
+            }
+            window->SizeFull = ImMax(window->SizeFull, style.WindowMinSize);
+        }
+        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 && !(window->Flags & ImGuiWindowFlags_Tooltip) && !(window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
+            window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f);
+        else
+            window->ItemWidthDefault = 200.0f;
+
+        // Prepare for focus requests
+        if (window->FocusIdxAllRequestNext == IM_INT_MAX || window->FocusIdxAllCounter == -1)
+            window->FocusIdxAllRequestCurrent = IM_INT_MAX;
+        else
+            window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter+1)) % (window->FocusIdxAllCounter+1);
+        if (window->FocusIdxTabRequestNext == IM_INT_MAX || window->FocusIdxTabCounter == -1)
+            window->FocusIdxTabRequestCurrent = IM_INT_MAX;
+        else
+            window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext + (window->FocusIdxTabCounter+1)) % (window->FocusIdxTabCounter+1);
+        window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1;
+        window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = IM_INT_MAX;
+
+        ImGuiAabb title_bar_aabb = window->TitleBarAabb();
+
+        // Apply and ImClamp scrolling
+        window->ScrollY = window->NextScrollY;
+        window->ScrollY = ImMax(window->ScrollY, 0.0f);
+        if (!window->Collapsed && !window->SkipItems)
+            window->ScrollY = ImMin(window->ScrollY, ImMax(0.0f, (float)window->SizeContentsFit.y - window->SizeFull.y));
+        window->NextScrollY = window->ScrollY;
+
+        // At this point we don't have a clipping rectangle setup yet, so we can test and draw in title bar
+        // Collapse window by double-clicking on title bar
+        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
+        {
+            if (g.HoveredWindow == window && IsMouseHoveringBox(title_bar_aabb) && g.IO.MouseDoubleClicked[0])
+            {
+                window->Collapsed = !window->Collapsed;
+                if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
+                    MarkSettingsDirty();
+                FocusWindow(window);
+            }
+        }
+        else
+        {
+            window->Collapsed = false;
+        }
+
+        if (window->Collapsed)
+        {
+            // Draw title bar only
+            window->Size = title_bar_aabb.GetSize();
+            window->DrawList->AddRectFilled(title_bar_aabb.GetTL(), title_bar_aabb.GetBR(), window->Color(ImGuiCol_TitleBgCollapsed), style.WindowRounding);
+            if (window->Flags & ImGuiWindowFlags_ShowBorders)
+            {
+                window->DrawList->AddRect(title_bar_aabb.GetTL()+ImVec2(1,1), title_bar_aabb.GetBR()+ImVec2(1,1), window->Color(ImGuiCol_BorderShadow), style.WindowRounding);
+                window->DrawList->AddRect(title_bar_aabb.GetTL(), title_bar_aabb.GetBR(), window->Color(ImGuiCol_Border), style.WindowRounding);
+            }
+        }
+        else
+        {
+            window->Size = window->SizeFull;
+
+            ImU32 resize_col = 0;
+            if ((window->Flags & ImGuiWindowFlags_Tooltip) != 0)
+            {
+                // Tooltip always resize. We keep the spacing symmetric on both axises for aesthetic purpose.
+                const ImVec2 size_auto_fit = window->SizeContentsFit + style.WindowPadding - ImVec2(0.0f, style.ItemSpacing.y);
+                window->SizeFull = size_auto_fit;
+            }
+            else
+            {
+                const ImVec2 size_auto_fit = ImClamp(window->SizeContentsFit + style.AutoFitPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - style.AutoFitPadding));
+                if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
+                {
+                    // Don't continuously mark settings as dirty, the size of the window doesn't need to be stored.
+                    window->SizeFull = size_auto_fit;
+                }
+                else if (window->AutoFitFrames > 0)
+                {
+                    // Auto-fit only grows during the first few frames
+                    if (window->AutoFitOnlyGrows)
+                        window->SizeFull = ImMax(window->SizeFull, size_auto_fit);
+                    else
+                        window->SizeFull = size_auto_fit;
+                    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
+                        MarkSettingsDirty();
+                }
+                else if (!(window->Flags & ImGuiWindowFlags_NoResize))
+                {
+                    // Manual resize grip
+                    const ImGuiAabb resize_aabb(window->Aabb().GetBR()-ImVec2(18,18), window->Aabb().GetBR());
+                    const ImGuiID resize_id = window->GetID("##RESIZE");
+                    bool hovered, held;
+                    ButtonBehaviour(resize_aabb, resize_id, &hovered, &held, true);
+                    resize_col = window->Color(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
+
+                    if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0])
+                    {
+                        // Manual auto-fit when double-clicking
+                        window->SizeFull = size_auto_fit;
+                        window->Size = window->SizeFull;
+                        if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
+                            MarkSettingsDirty();
+                    }
+                    else if (held)
+                    {
+                        // Resize
+                        window->SizeFull = ImMax(window->SizeFull + g.IO.MouseDelta, style.WindowMinSize);
+                        window->Size = window->SizeFull;
+                        if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
+                            MarkSettingsDirty();
+                    }
+                }
+
+                // Update aabb immediately so that rendering right below us isn't one frame late
+                title_bar_aabb = window->TitleBarAabb();
+            }
+
+            // Title bar + Window box
+            if (fill_alpha > 0.0f)
+            {
+                if ((window->Flags & ImGuiWindowFlags_ComboBox) != 0)
+                    window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_ComboBg, fill_alpha), 0);
+                else if ((window->Flags & ImGuiWindowFlags_Tooltip) != 0)
+                    window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_TooltipBg, fill_alpha), style.WindowRounding);
+                else
+                    window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_WindowBg, fill_alpha), style.WindowRounding);
+            }
+
+            if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
+                window->DrawList->AddRectFilled(title_bar_aabb.GetTL(), title_bar_aabb.GetBR(), window->Color(ImGuiCol_TitleBg), style.WindowRounding, 1|2);
+
+            // Borders
+            if (window->Flags & ImGuiWindowFlags_ShowBorders)
+            {
+                const float rounding = (window->Flags & ImGuiWindowFlags_ComboBox) ? 0.0f : style.WindowRounding;
+                window->DrawList->AddRect(window->Pos+ImVec2(1,1), window->Pos+window->Size+ImVec2(1,1), window->Color(ImGuiCol_BorderShadow), rounding);
+                window->DrawList->AddRect(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_Border), rounding);
+                if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
+                    window->DrawList->AddLine(title_bar_aabb.GetBL(), title_bar_aabb.GetBR(), window->Color(ImGuiCol_Border));
+            }
+
+            // Scrollbar
+            window->ScrollbarY = (window->SizeContentsFit.y > window->Size.y) && !(window->Flags & ImGuiWindowFlags_NoScrollbar);
+            if (window->ScrollbarY)
+            {
+                ImGuiAabb scrollbar_bb(window->Aabb().Max.x - style.ScrollBarWidth, title_bar_aabb.Max.y+1, window->Aabb().Max.x, window->Aabb().Max.y-1);
+                //window->DrawList->AddLine(scrollbar_bb.GetTL(), scrollbar_bb.GetBL(), g.Colors[ImGuiCol_Border]);
+                window->DrawList->AddRectFilled(scrollbar_bb.Min, scrollbar_bb.Max, window->Color(ImGuiCol_ScrollbarBg));
+                scrollbar_bb.Expand(ImVec2(-3,-3));
+
+                const float grab_size_y_norm = ImSaturate(window->Size.y / ImMax(window->SizeContentsFit.y, window->Size.y));
+                const float grab_size_y = scrollbar_bb.GetHeight() * grab_size_y_norm;
+
+                // Handle input right away (none of the code above is relying on scrolling position)
+                bool held = false;
+                bool hovered = false;
+                if (grab_size_y_norm < 1.0f)
+                {
+                    const ImGuiID scrollbar_id = window->GetID("#SCROLLY");
+                    ButtonBehaviour(scrollbar_bb, scrollbar_id, &hovered, &held, true);
+                    if (held)
+                    {
+                        g.HoveredId = scrollbar_id;
+                        const float pos_y_norm = ImSaturate((g.IO.MousePos.y - (scrollbar_bb.Min.y + grab_size_y*0.5f)) / (scrollbar_bb.GetHeight() - grab_size_y)) * (1.0f - grab_size_y_norm);
+                        window->ScrollY = pos_y_norm * window->SizeContentsFit.y;
+                        window->NextScrollY = window->ScrollY;
+                    }
+                }
+
+                // Normalized height of the grab
+                const float pos_y_norm = ImSaturate(window->ScrollY / ImMax(0.0f, window->SizeContentsFit.y));
+                const ImU32 grab_col = window->Color(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab);
+                window->DrawList->AddRectFilled(
+                    ImVec2(scrollbar_bb.Min.x, ImLerp(scrollbar_bb.Min.y, scrollbar_bb.Max.y, pos_y_norm)),
+                    ImVec2(scrollbar_bb.Max.x, ImLerp(scrollbar_bb.Min.y, scrollbar_bb.Max.y, pos_y_norm + grab_size_y_norm)), grab_col);
+            }
+
+            // Render resize grip
+            // (after the input handling so we don't have a frame of latency)
+            if (!(window->Flags & ImGuiWindowFlags_NoResize))
+            {
+                const float r = style.WindowRounding;
+                const ImVec2 br = window->Aabb().GetBR();
+                if (r == 0.0f)
+                {
+                    window->DrawList->AddTriangleFilled(br, br-ImVec2(0,14), br-ImVec2(14,0), resize_col);
+                }
+                else
+                {
+                    // FIXME: We should draw 4 triangles and decide on a size that's not dependant on the rounding size (previously used 18)
+                    window->DrawList->AddArc(br - ImVec2(r,r), r, resize_col, 6, 9, true);
+                    window->DrawList->AddTriangleFilled(br+ImVec2(0,-2*r),br+ImVec2(0,-r),br+ImVec2(-r,-r), resize_col);
+                    window->DrawList->AddTriangleFilled(br+ImVec2(-r,-r), br+ImVec2(-r,0),br+ImVec2(-2*r,0), resize_col);
+                }
+            }
+        }
+
+        // Setup drawing context
+        window->DC.ColumnsStartX = window->WindowPadding().x;
+        window->DC.ColumnsOffsetX = 0.0f;
+        window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.ColumnsStartX + window->DC.ColumnsOffsetX, window->TitleBarHeight() + window->WindowPadding().y) - ImVec2(0.0f, window->ScrollY);
+        window->DC.CursorPos = window->DC.CursorStartPos;
+        window->DC.CursorPosPrevLine = window->DC.CursorPos;
+        window->DC.CurrentLineHeight = window->DC.PrevLineHeight = 0.0f;
+        window->DC.LogLineHeight = window->DC.CursorPos.y - 9999.0f;
+        window->DC.ChildWindows.resize(0);
+        window->DC.ItemWidth.resize(0);
+        window->DC.ItemWidth.push_back(window->ItemWidthDefault);
+        window->DC.AllowKeyboardFocus.resize(0);
+        window->DC.AllowKeyboardFocus.push_back(true);
+        window->DC.TextWrapPos.resize(0);
+        window->DC.TextWrapPos.push_back(-1.0f); // disabled
+        window->DC.ColorEditMode = ImGuiColorEditMode_UserSelect;
+        window->DC.ColumnsCurrent = 0;
+        window->DC.ColumnsCount = 1;
+        window->DC.ColumnsStartPos = window->DC.CursorPos;
+        window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.ColumnsStartPos.y;
+        window->DC.TreeDepth = 0;
+        window->DC.StateStorage = &window->StateStorage;
+        window->DC.OpenNextNode = -1;
+
+        // Reset contents size for auto-fitting
+        window->SizeContentsFit = ImVec2(0.0f, 0.0f);
+        if (window->AutoFitFrames > 0)
+            window->AutoFitFrames--;
+
+        // Title bar
+        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
+        {
+            RenderCollapseTriangle(window->Pos + style.FramePadding, !window->Collapsed, 1.0f, true);
+            if (p_opened != NULL)
+                CloseWindowButton(p_opened);
+
+            const ImVec2 text_size = CalcTextSize(name, NULL, true);
+            const ImVec2 text_min = window->Pos + style.FramePadding + ImVec2(window->FontSize() + style.ItemInnerSpacing.x, 0.0f);
+            const ImVec2 text_max = window->Pos + ImVec2(window->Size.x - (p_opened ? (title_bar_aabb.GetHeight()-3) : style.FramePadding.x), style.FramePadding.y + text_size.y);
+            const bool clip_title = text_size.x > (text_max.x - text_min.x);    // only push a clip rectangle if we need to, because it may turn into a separate draw call
+            if (clip_title)
+                PushClipRect(ImVec4(text_min.x, text_min.y, text_max.x, text_max.y));
+            RenderText(text_min, name);
+            if (clip_title)
+                PopClipRect();
+        }
+    }
+    else
+    {
+        // Outer clipping rectangle
+        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ComboBox))
+        {
+            ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.size()-2];
+            PushClipRect(parent_window->ClipRectStack.back());
+        }
+        else
+        {
+            PushClipRect(ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y));
+        }
+    }
+
+    // Inner clipping rectangle
+    // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame
+    const ImGuiAabb title_bar_aabb = window->TitleBarAabb();
+    ImVec4 clip_rect(title_bar_aabb.Min.x+0.5f+window->WindowPadding().x*0.5f, title_bar_aabb.Max.y+0.5f, window->Aabb().Max.x+0.5f-window->WindowPadding().x*0.5f, window->Aabb().Max.y-1.5f);
+    if (window->ScrollbarY)
+        clip_rect.z -= style.ScrollBarWidth;
+    PushClipRect(clip_rect);
+
+    // Clear 'accessed' flag last thing
+    if (first_begin_of_the_frame)
+        window->Accessed = 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);
+        const ImVec4 clip_rect_t = window->ClipRectStack.back();
+        window->Collapsed = (clip_rect_t.x >= clip_rect_t.z || clip_rect_t.y >= clip_rect_t.w);
+
+        // 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->Visible = false;
+    }
+    if (style.Alpha <= 0.0f)
+        window->Visible = 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->Visible && window->AutoFitFrames == 0);
+    return !window->SkipItems;
+}
+
+void ImGui::End()
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    ImGui::Columns(1, "#CloseColumns");
+    PopClipRect();   // inner window clip rectangle
+    PopClipRect();   // outer window clip rectangle
+
+    // Select window for move/focus when we're done with all our widgets (we only consider non-childs windows here)
+    const ImGuiAabb bb(window->Pos, window->Pos+window->Size);
+    if (g.ActiveId == 0 && g.HoveredId == 0 && g.HoveredRootWindow == window && IsMouseHoveringBox(bb) && g.IO.MouseClicked[0])
+        g.ActiveId = window->GetID("#MOVE");
+
+    // Stop logging
+    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
+        ImGui::LogFinish();
+
+    // Pop
+    // NB: we don't clear 'window->RootWindow' yet, it will be used then cleared in NewFrame()
+    g.CurrentWindowStack.pop_back();
+    g.CurrentWindow = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back();
+}
+
+// Moving window to front of display (which happens to be back of our sorted list)
+static void FocusWindow(ImGuiWindow* window)
+{
+    ImGuiState& g = GImGui;
+    g.FocusedWindow = window;
+
+    if (g.Windows.back() == window)
+        return;
+
+    for (size_t 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();
+    item_width = (float)(int)item_width;
+    window->DC.ItemWidth.push_back(item_width > 0.0f ? item_width : window->ItemWidthDefault);
+}
+
+void ImGui::PopItemWidth()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.ItemWidth.pop_back();
+}
+
+float ImGui::GetItemWidth()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->DC.ItemWidth.back();
+}
+
+void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.AllowKeyboardFocus.push_back(allow_keyboard_focus);
+}
+
+void ImGui::PopAllowKeyboardFocus()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.AllowKeyboardFocus.pop_back();
+}
+
+void ImGui::PushTextWrapPos(float wrap_x)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.TextWrapPos.push_back(wrap_x);
+}
+
+void ImGui::PopTextWrapPos()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.TextWrapPos.pop_back();
+}
+
+void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
+{
+    ImGuiState& g = GImGui;
+
+    ImGuiColMod backup;
+    backup.Col = idx;
+    backup.PreviousValue = g.Style.Colors[idx];
+    g.ColorModifiers.push_back(backup);
+    g.Style.Colors[idx] = col;
+}
+
+void ImGui::PopStyleColor(int count)
+{
+    ImGuiState& g = GImGui;
+
+    while (count > 0)
+    {
+        ImGuiColMod& backup = g.ColorModifiers.back();
+        g.Style.Colors[backup.Col] = backup.PreviousValue;
+        g.ColorModifiers.pop_back();
+        count--;
+    }
+}
+
+static float* GetStyleVarFloatAddr(ImGuiStyleVar idx)
+{
+    ImGuiState& g = GImGui;
+    switch (idx)
+    {
+    case ImGuiStyleVar_Alpha: return &g.Style.Alpha;
+    case ImGuiStyleVar_WindowRounding: return &g.Style.WindowRounding;
+    case ImGuiStyleVar_FrameRounding: return &g.Style.FrameRounding;
+    case ImGuiStyleVar_TreeNodeSpacing: return &g.Style.TreeNodeSpacing;
+    }
+    return NULL;
+}
+
+static ImVec2* GetStyleVarVec2Addr(ImGuiStyleVar idx)
+{
+    ImGuiState& g = GImGui;
+    switch (idx)
+    {
+    case ImGuiStyleVar_WindowPadding: return &g.Style.WindowPadding;
+    case ImGuiStyleVar_FramePadding: return &g.Style.FramePadding;
+    case ImGuiStyleVar_ItemSpacing: return &g.Style.ItemSpacing;
+    case ImGuiStyleVar_ItemInnerSpacing: return &g.Style.ItemInnerSpacing;
+    }
+    return NULL;
+}
+
+void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
+{
+    ImGuiState& g = GImGui;
+
+    float* pvar = GetStyleVarFloatAddr(idx);
+    IM_ASSERT(pvar != NULL); // Called wrong function?
+    ImGuiStyleMod backup;
+    backup.Var = idx;
+    backup.PreviousValue = ImVec2(*pvar, 0.0f);
+    g.StyleModifiers.push_back(backup);
+    *pvar = val;
+}
+
+
+void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
+{
+    ImGuiState& g = GImGui;
+
+    ImVec2* pvar = GetStyleVarVec2Addr(idx);
+    IM_ASSERT(pvar != NULL); // Called wrong function?
+    ImGuiStyleMod backup;
+    backup.Var = idx;
+    backup.PreviousValue = *pvar;
+    g.StyleModifiers.push_back(backup);
+    *pvar = val;
+}
+
+void ImGui::PopStyleVar(int count)
+{
+    ImGuiState& g = GImGui;
+
+    while (count > 0)
+    {
+        ImGuiStyleMod& backup = g.StyleModifiers.back();
+        if (float* pvar_f = GetStyleVarFloatAddr(backup.Var))
+            *pvar_f = backup.PreviousValue.x;
+        else if (ImVec2* pvar_v = GetStyleVarVec2Addr(backup.Var))
+            *pvar_v = backup.PreviousValue;
+        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_WindowBg: return "WindowBg";
+    case ImGuiCol_Border: return "Border";
+    case ImGuiCol_BorderShadow: return "BorderShadow";
+    case ImGuiCol_FrameBg: return "FrameBg";
+    case ImGuiCol_TitleBg: return "TitleBg";
+    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
+    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_CheckHovered: return "CheckHovered";
+    case ImGuiCol_CheckActive: return "CheckActive";
+    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_TooltipBg: return "TooltipBg";
+    }
+    IM_ASSERT(0);
+    return "Unknown";
+}
+
+bool ImGui::GetWindowIsFocused()
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    return g.FocusedWindow == window;
+}
+
+float ImGui::GetWindowWidth()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->Size.x;
+}
+
+ImVec2 ImGui::GetWindowPos()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->Pos;
+}
+
+void ImGui::SetWindowPos(const ImVec2& pos, ImGuiSetCondition cond)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+
+    // Test condition (NB: bit 0 is always true) and clear flags for next time
+    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
+        return;
+    window->SetWindowPosAllowFlags &= ~(ImGuiSetCondition_FirstUseThisSession | ImGuiSetCondition_FirstUseEver);
+
+    // 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
+}
+
+ImVec2 ImGui::GetWindowSize()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->Size;
+}
+
+void ImGui::SetWindowSize(const ImVec2& size, ImGuiSetCondition cond)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+
+    // Test condition (NB: bit 0 is always true) and clear flags for next time
+    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
+        return;
+    window->SetWindowSizeAllowFlags &= ~(ImGuiSetCondition_FirstUseThisSession | ImGuiSetCondition_FirstUseEver);
+
+    // Set
+    if (ImLengthSqr(size) > 0.00001f)
+    {
+        window->SizeFull = size;
+        window->AutoFitFrames = 0;
+    }
+    else
+    {
+        // Autofit
+        window->AutoFitFrames = 2;
+        window->AutoFitOnlyGrows = false;
+    }
+}
+
+void ImGui::SetWindowCollapsed(bool collapsed, ImGuiSetCondition cond)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+
+    // Test condition (NB: bit 0 is always true) and clear flags for next time
+    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
+        return;
+    window->SetWindowCollapsedAllowFlags &= ~(ImGuiSetCondition_FirstUseThisSession | ImGuiSetCondition_FirstUseEver);
+
+    // Set
+    window->Collapsed = collapsed;
+}
+
+void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiSetCondition cond)
+{
+    ImGuiState& g = GImGui;
+    g.SetNextWindowPosVal = pos;
+    g.SetNextWindowPosCond = cond ? cond : ImGuiSetCondition_Always;
+}
+
+void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiSetCondition cond)
+{
+    ImGuiState& g = GImGui;
+    g.SetNextWindowSizeVal = size;
+    g.SetNextWindowSizeCond = cond ? cond : ImGuiSetCondition_Always;
+}
+
+void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiSetCondition cond)
+{
+    ImGuiState& g = GImGui;
+    g.SetNextWindowCollapsedVal = collapsed;
+    g.SetNextWindowCollapsedCond = cond ? cond : ImGuiSetCondition_Always;
+}
+
+ImVec2 ImGui::GetContentRegionMax()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+
+    ImVec2 m = window->Size - window->WindowPadding();
+    if (window->DC.ColumnsCount != 1)
+    {
+        m.x = GetColumnOffset(window->DC.ColumnsCurrent + 1);
+        m.x -= GImGui.Style.WindowPadding.x;
+    }
+    else
+    {
+        if (window->ScrollbarY)
+            m.x -= GImGui.Style.ScrollBarWidth;
+    }
+
+    return m;
+}
+
+ImVec2 ImGui::GetWindowContentRegionMin()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return ImVec2(0, window->TitleBarHeight()) + window->WindowPadding();
+}
+
+ImVec2 ImGui::GetWindowContentRegionMax()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    ImVec2 m = window->Size - window->WindowPadding();
+    if (window->ScrollbarY)
+        m.x -= GImGui.Style.ScrollBarWidth;
+    return m;
+}
+
+float ImGui::GetTextLineHeight()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->FontSize();
+}
+
+float ImGui::GetTextLineSpacing()
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->FontSize() + g.Style.ItemSpacing.y;
+}
+
+ImDrawList* ImGui::GetWindowDrawList()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->DrawList;
+}
+
+ImFont* ImGui::GetWindowFont()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->Font();
+}
+
+float ImGui::GetWindowFontSize()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->FontSize();
+}
+
+void ImGui::SetWindowFontScale(float scale)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->FontWindowScale = scale;
+}
+
+// NB: 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 dodgy. May want to rename 'DC.CursorPos'.
+ImVec2 ImGui::GetCursorPos()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->DC.CursorPos - window->Pos;
+}
+
+void ImGui::SetCursorPos(const ImVec2& pos)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.CursorPos = window->Pos + pos;
+}
+
+void ImGui::SetCursorPosX(float x)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.CursorPos.x = window->Pos.x + x;
+}
+
+void ImGui::SetCursorPosY(float y)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.CursorPos.y = window->Pos.y + y;
+}
+
+ImVec2 ImGui::GetCursorScreenPos()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->DC.CursorPos;
+}
+
+void ImGui::SetCursorScreenPos(const ImVec2& screen_pos)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.CursorPos = screen_pos;
+}
+
+void ImGui::SetScrollPosHere()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->NextScrollY = (window->DC.CursorPos.y + window->ScrollY) - (window->Pos.y + window->SizeFull.y * 0.5f) - (window->TitleBarHeight() + window->WindowPadding().y);
+}
+
+void ImGui::SetKeyboardFocusHere(int offset)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->FocusIdxAllRequestNext = window->FocusIdxAllCounter + 1 + offset;
+    window->FocusIdxTabRequestNext = IM_INT_MAX;
+}
+
+void ImGui::SetStateStorage(ImGuiStorage* tree)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.StateStorage = tree ? tree : &window->StateStorage;
+}
+
+ImGuiStorage* ImGui::GetStateStorage()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->DC.StateStorage;
+}
+
+void ImGui::TextV(const char* fmt, va_list args)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    static char buf[1024];
+    const char* text_end = buf + ImFormatStringV(buf, IM_ARRAYSIZE(buf), fmt, args);
+    TextUnformatted(buf, 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)
+{
+    ImGui::PushStyleColor(ImGuiCol_Text, col);
+    TextV(fmt, args);
+    ImGui::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::TextWrappedV(const char* fmt, va_list args)
+{
+    ImGui::PushTextWrapPos(0.0f);
+    TextV(fmt, args);
+    ImGui::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)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    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.back();
+    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.
+        const char* line = text;
+        const float line_height = ImGui::GetTextLineHeight();
+        const ImVec2 start_pos = window->DC.CursorPos;
+        const ImVec4 clip_rect = window->ClipRectStack.back();
+        ImVec2 text_size(0,0);
+
+        if (start_pos.y <= clip_rect.w)
+        {
+            ImVec2 pos = start_pos;
+
+            // Lines to skip (can't skip when logging text)
+            if (!g.LogEnabled)
+            {
+                int lines_skippable = (int)((clip_rect.y - start_pos.y) / line_height) - 1;
+                if (lines_skippable > 0)
+                {
+                    int lines_skipped = 0;
+                    while (line < text_end && lines_skipped <= lines_skippable)
+                    {
+                        const char* line_end = strchr(line, '\n');
+                        line = line_end + 1;
+                        lines_skipped++;
+                    }
+                    pos.y += lines_skipped * line_height;
+                }
+            }
+
+            // Lines to render
+            if (line < text_end)
+            {
+                ImGuiAabb line_box(pos, pos + ImVec2(ImGui::GetWindowWidth(), line_height));
+                while (line < text_end)
+                {
+                    const char* line_end = strchr(line, '\n');
+                    if (IsClipped(line_box))
+                        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_box.Min.y += line_height;
+                    line_box.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 - start_pos).y;
+        }
+        const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + text_size);
+        ItemSize(bb);
+        ClipAdvance(bb);
+    }
+    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);
+        ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + text_size);
+        ItemSize(bb.GetSize(), &bb.Min);
+
+        if (ClipAdvance(bb))
+            return;
+
+        // Render
+        // We don't hide text after ## in this end-user function.
+        RenderText(bb.Min, text_begin, text_end, false, wrap_width);
+    }
+}
+
+void ImGui::AlignFirstTextHeightToWidgets()
+{
+    ImGuiState& g = GImGui;
+    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.
+    ItemSize(ImVec2(0, window->FontSize() + g.Style.FramePadding.y*2));
+    ImGui::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)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+    const ImGuiStyle& style = g.Style;
+    const float w = window->DC.ItemWidth.back();
+
+    static char buf[1024];
+    const char* text_begin = &buf[0];
+    const char* text_end = text_begin + ImFormatStringV(buf, IM_ARRAYSIZE(buf), fmt, args);
+
+    const ImVec2 text_size = CalcTextSize(label, NULL, true);
+    const ImGuiAabb value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + style.FramePadding.x*2, text_size.y));
+    const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + style.FramePadding.x*2 + (text_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), 0.0f) + text_size);
+    ItemSize(bb);
+
+    if (ClipAdvance(value_bb))
+        return;
+
+    // Render
+    RenderText(value_bb.Min, text_begin, text_end);
+    RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.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 bool IsHovered(const ImGuiAabb& bb, const ImGuiID& id)
+{
+    ImGuiState& g = GImGui;
+    if (g.HoveredId == 0)
+    {
+        ImGuiWindow* window = GetCurrentWindow();
+        const bool hovered = (g.HoveredRootWindow == window->RootWindow) && (g.ActiveId == 0 || g.ActiveId == id) && IsMouseHoveringBox(bb);
+        return hovered;
+    }
+    return false;
+}
+
+static bool ButtonBehaviour(const ImGuiAabb& bb, const ImGuiID& id, bool* out_hovered, bool* out_held, bool allow_key_modifiers, bool repeat)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    const bool hovered = IsHovered(bb, id);
+    bool pressed = false;
+    if (hovered)
+    {
+        g.HoveredId = id;
+        if (allow_key_modifiers || (!g.IO.KeyCtrl && !g.IO.KeyShift))
+        {
+            if (g.IO.MouseClicked[0])
+            {
+                g.ActiveId = id;
+                FocusWindow(window);
+            }
+            else if (repeat && g.ActiveId && ImGui::IsMouseClicked(0, true))
+            {
+                pressed = true;
+            }
+        }
+    }
+
+    bool held = false;
+    if (g.ActiveId == id)
+    {
+        if (g.IO.MouseDown[0])
+        {
+            held = true;
+        }
+        else
+        {
+            if (hovered)
+                pressed = true;
+            g.ActiveId = 0;
+        }
+    }
+
+    if (out_hovered) *out_hovered = hovered;
+    if (out_held) *out_held = held;
+
+    return pressed;
+}
+
+bool ImGui::Button(const char* label, ImVec2 size, bool repeat_when_held)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const ImVec2 text_size = CalcTextSize(label, NULL, true);
+
+    if (size.x == 0.0f)
+        size.x = text_size.x;
+    if (size.y == 0.0f)
+        size.y = text_size.y;
+
+    const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + size + style.FramePadding*2.0f);
+    ItemSize(bb);
+
+    if (ClipAdvance(bb))
+        return false;
+
+    bool hovered, held;
+    bool pressed = ButtonBehaviour(bb, id, &hovered, &held, true, repeat_when_held);
+
+    // Render
+    const ImU32 col = window->Color((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+    RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
+
+    if (size.x < text_size.x || size.y < text_size.y)
+        PushClipRect(ImVec4(bb.Min.x+style.FramePadding.x, bb.Min.y+style.FramePadding.y, bb.Max.x, bb.Max.y-style.FramePadding.y));        // Allow extra to draw over the horizontal padding to make it visible that text doesn't fit
+    const ImVec2 off = ImVec2(ImMax(0.0f, size.x - text_size.x) * 0.5f, ImMax(0.0f, size.y - text_size.y) * 0.5f);
+    RenderText(bb.Min + style.FramePadding + off, label);
+    if (size.x < text_size.x || size.y < text_size.y)
+        PopClipRect();
+
+    return pressed;
+}
+
+// Small buttons fits within text without additional spacing.
+bool ImGui::SmallButton(const char* label)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const ImVec2 text_size = CalcTextSize(label, NULL, true);
+
+    const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + text_size + ImVec2(style.FramePadding.x*2,0));
+    ItemSize(bb);
+
+    if (ClipAdvance(bb))
+        return false;
+
+    bool hovered, held;
+    bool pressed = ButtonBehaviour(bb, id, &hovered, &held, true);
+
+    // Render
+    const ImU32 col = window->Color((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+    RenderFrame(bb.Min, bb.Max, col);
+    RenderText(bb.Min + ImVec2(style.FramePadding.x,0), label);
+
+    return pressed;
+}
+
+// Upper-right button to close a window.
+static bool CloseWindowButton(bool* p_opened)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+
+    const ImGuiID id = window->GetID("##CLOSE");
+    const float size = window->TitleBarHeight() - 4.0f;
+    const ImGuiAabb bb(window->Aabb().GetTR() + ImVec2(-3.0f-size,2.0f), window->Aabb().GetTR() + ImVec2(-3.0f,2.0f+size));
+
+    bool hovered, held;
+    bool pressed = ButtonBehaviour(bb, id, &hovered, &held, true);
+
+    // Render
+    const ImU32 col = window->Color((held && hovered) ? ImGuiCol_CloseButtonActive : hovered ? ImGuiCol_CloseButtonHovered : ImGuiCol_CloseButton);
+    const ImVec2 center = bb.GetCenter();
+    window->DrawList->AddCircleFilled(center, ImMax(2.0f,size*0.5f), col, 16);
+
+    const float cross_extent = (size * 0.5f * 0.7071f) - 1.0f;
+    if (hovered)
+    {
+        window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), window->Color(ImGuiCol_Text));
+        window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), window->Color(ImGuiCol_Text));
+    }
+
+    if (p_opened != NULL && pressed)
+        *p_opened = !*p_opened;
+
+    return pressed;
+}
+
+// Start logging ImGui output to TTY
+void ImGui::LogToTTY(int max_depth)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (g.LogEnabled)
+        return;
+
+    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)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (g.LogEnabled)
+        return;
+    if (!filename)
+        filename = g.IO.LogFilename;
+
+    g.LogFile = fopen(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)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    ImGuiState& g = GImGui;
+    if (g.LogEnabled)
+        return;
+
+    g.LogEnabled = true;
+    g.LogFile = NULL;
+    g.LogStartDepth = window->DC.TreeDepth;
+    if (max_depth >= 0)
+        g.LogAutoExpandMaxDepth = max_depth;
+}
+
+void ImGui::LogFinish()
+{
+    ImGuiState& g = GImGui;
+    if (!g.LogEnabled)
+        return;
+
+    ImGui::LogText(STR_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)
+    {
+        if (g.IO.SetClipboardTextFn)
+            g.IO.SetClipboardTextFn(g.LogClipboard->begin());
+        g.LogClipboard->clear();
+    }
+}
+
+// Helper to display logging buttons
+void ImGui::LogButtons()
+{
+    ImGuiState& g = GImGui;
+
+    ImGui::PushID("LogButtons");
+    const bool log_to_tty = ImGui::Button("Log To TTY");
+    ImGui::SameLine();
+    const bool log_to_file = ImGui::Button("Log To File");
+    ImGui::SameLine();
+    const bool log_to_clipboard = ImGui::Button("Log To Clipboard");
+    ImGui::SameLine();
+
+    ImGui::PushItemWidth(80.0f);
+    ImGui::PushAllowKeyboardFocus(false);
+    ImGui::SliderInt("Depth", &g.LogAutoExpandMaxDepth, 0, 9, NULL);
+    ImGui::PopAllowKeyboardFocus();
+    ImGui::PopItemWidth();
+    ImGui::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::CollapsingHeader(const char* label, const char* str_id, const bool display_frame, const bool default_open)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    const ImGuiStyle& style = g.Style;
+
+    IM_ASSERT(str_id != NULL || label != NULL);
+    if (str_id == NULL)
+        str_id = label;
+    if (label == NULL)
+        label = str_id;
+    const ImGuiID id = window->GetID(str_id);
+
+    // We only write to the tree storage if the user clicks
+    ImGuiStorage* storage = window->DC.StateStorage;
+    bool opened;
+    if (window->DC.OpenNextNode != -1)
+    {
+        opened = window->DC.OpenNextNode > 0;
+        storage->SetInt(id, opened);
+        window->DC.OpenNextNode = -1;
+    }
+    else
+    {
+        opened = storage->GetInt(id, default_open) != 0;
+    }
+
+    // Framed header expand a little outside the default padding
+    const ImVec2 window_padding = window->WindowPadding();
+    const ImVec2 text_size = CalcTextSize(label, NULL, true);
+    const ImVec2 pos_min = window->DC.CursorPos;
+    const ImVec2 pos_max = window->Pos + GetContentRegionMax();
+    ImGuiAabb bb = ImGuiAabb(pos_min, ImVec2(pos_max.x, pos_min.y + text_size.y));
+    if (display_frame)
+    {
+        bb.Min.x -= window_padding.x*0.5f - 1;
+        bb.Max.x += window_padding.x*0.5f - 1;
+        bb.Max.y += style.FramePadding.y * 2;
+    }
+
+    const ImGuiAabb text_bb(bb.Min, bb.Min + ImVec2(window->FontSize() + style.FramePadding.x*2*2,0) + text_size);
+    ItemSize(ImVec2(text_bb.GetSize().x, bb.GetSize().y));  // NB: we don't provide our width so that it doesn't get feed back into AutoFit
+
+    // When logging is enabled, if automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behaviour).
+    // NB- If we are above max depth we still allow manually opened nodes to be logged.
+    if (!display_frame)
+        if (g.LogEnabled && window->DC.TreeDepth < g.LogAutoExpandMaxDepth)
+            opened = true;
+
+    if (ClipAdvance(bb))
+        return opened;
+
+    bool hovered, held;
+    bool pressed = ButtonBehaviour(display_frame ? bb : text_bb, id, &hovered, &held, false);
+    if (pressed)
+    {
+        opened = !opened;
+        storage->SetInt(id, opened);
+    }
+
+    // Render
+    const ImU32 col = window->Color((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
+    if (display_frame)
+    {
+        // Framed type
+        RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
+        RenderCollapseTriangle(bb.Min + style.FramePadding, opened, 1.0f, true);
+        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##";
+            LogText(bb.Min + style.FramePadding, log_prefix, log_prefix+3);
+        }
+        RenderText(bb.Min + style.FramePadding + ImVec2(window->FontSize() + style.FramePadding.x*2,0), label);
+        if (g.LogEnabled)
+        {
+            const char log_suffix[] = "##";
+            LogText(bb.Min + style.FramePadding, log_suffix, log_suffix+2);
+        }
+    }
+    else
+    {
+        // Unframed typed for tree nodes
+        if ((held && hovered) || hovered)
+            RenderFrame(bb.Min, bb.Max, col, false);
+        RenderCollapseTriangle(bb.Min + ImVec2(style.FramePadding.x, window->FontSize()*0.15f), opened, 0.70f, false);
+        if (g.LogEnabled)
+            LogText(bb.Min, ">");
+        RenderText(bb.Min + ImVec2(window->FontSize() + style.FramePadding.x*2,0), label);
+    }
+
+    return opened;
+}
+
+// Text with a little bullet aligned to the typical tree node.
+void ImGui::BulletTextV(const char* fmt, va_list args)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    const ImGuiStyle& style = g.Style;
+
+    static char buf[1024];
+    const char* text_begin = buf;
+    const char* text_end = text_begin + ImFormatStringV(buf, IM_ARRAYSIZE(buf), fmt, args);
+
+    const float line_height = window->FontSize();
+    const ImVec2 text_size = CalcTextSize(text_begin, text_end, true);
+    const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(line_height + (text_size.x > 0.0f ? (style.FramePadding.x*2) : 0.0f),0) + text_size);  // Empty text doesn't add padding
+    ItemSize(bb);
+
+    if (ClipAdvance(bb))
+        return;
+
+    // Render
+    const float bullet_size = line_height*0.15f;
+    window->DrawList->AddCircleFilled(bb.Min + ImVec2(style.FramePadding.x + line_height*0.5f, line_height*0.5f), bullet_size, window->Color(ImGuiCol_Text));
+    RenderText(bb.Min+ImVec2(window->FontSize() + style.FramePadding.x*2,0), text_begin, text_end);
+}
+
+void ImGui::BulletText(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    BulletTextV(fmt, args);
+    va_end(args);
+}
+
+// If returning 'true' the node is open and the user is responsible for calling TreePop
+bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args)
+{
+    static char buf[1024];
+    ImFormatStringV(buf, IM_ARRAYSIZE(buf), fmt, args);
+
+    if (!str_id || !str_id[0])
+        str_id = fmt;
+
+    ImGui::PushID(str_id);
+    const bool opened = ImGui::CollapsingHeader(buf, "", false);        // do not add to the ID so that TreeNodeSetOpen can access
+    ImGui::PopID();
+
+    if (opened)
+        ImGui::TreePush(str_id);
+
+    return opened;
+}
+
+bool ImGui::TreeNode(const char* str_id, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    bool s = TreeNodeV(str_id, fmt, args);
+    va_end(args);
+    return s;
+}
+
+// If returning 'true' the node is open and the user is responsible for calling TreePop
+bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args)
+{
+    static char buf[1024];
+    ImFormatStringV(buf, IM_ARRAYSIZE(buf), fmt, args);
+
+    if (!ptr_id)
+        ptr_id = fmt;
+
+    ImGui::PushID(ptr_id);
+    const bool opened = ImGui::CollapsingHeader(buf, "", false);
+    ImGui::PopID();
+
+    if (opened)
+        ImGui::TreePush(ptr_id);
+
+    return opened;
+}
+
+bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    bool s = TreeNodeV(ptr_id, fmt, args);
+    va_end(args);
+    return s;
+}
+
+bool ImGui::TreeNode(const char* str_label_id)
+{
+    return TreeNode(str_label_id, "%s", str_label_id);
+}
+
+void ImGui::OpenNextNode(bool open)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.OpenNextNode = open ? 1 : 0;
+}
+
+void ImGui::PushID(const char* str_id)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->IDStack.push_back(window->GetID(str_id));
+}
+
+void ImGui::PushID(const void* ptr_id)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->IDStack.push_back(window->GetID(ptr_id));
+}
+
+void ImGui::PushID(const 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)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->GetID(str_id);
+}
+
+ImGuiID ImGui::GetID(const void* ptr_id)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->GetID(ptr_id);
+}
+
+// User can input math operators (e.g. +100) to edit a numerical values.
+// NB: only call right after InputText because we are using its InitialValue storage
+static void ApplyNumericalTextInput(const char* buf, float *v)
+{
+    while (*buf == ' ' || *buf == '\t')
+        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 (*buf == ' ' || *buf == '\t')
+            buf++;
+    }
+    else
+    {
+        op = 0;
+    }
+    if (!buf[0])
+        return;
+
+    float ref_v = *v;
+    if (op)
+        if (sscanf(GImGui.InputTextState.InitialText, "%f", &ref_v) < 1)
+            return;
+
+    float op_v = 0.0f;
+    if (sscanf(buf, "%f", &op_v) < 1)
+        return;
+
+    if (op == '+')
+        *v = ref_v + op_v;
+    else if (op == '*')
+        *v = ref_v * op_v;
+    else if (op == '/')
+    {
+        if (op_v == 0.0f)
+            return;
+        *v = ref_v / op_v;
+    }
+    else
+        *v = op_v;
+}
+
+// Use power!=1.0 for logarithmic sliders.
+// Adjust display_format to decorate the value with a prefix or a suffix.
+bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format, float power)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const float w = window->DC.ItemWidth.back();
+
+    if (!display_format)
+        display_format = "%.3f";
+
+    // Parse display precision back from the display format string
+    int decimal_precision = 3;
+    if (const char* p = strchr(display_format, '%'))
+    {
+        p++;
+        while (*p >= '0' && *p <= '9')
+            p++;
+        if (*p == '.')
+        {
+            decimal_precision = atoi(p+1);
+            if (decimal_precision < 0 || decimal_precision > 10)
+                decimal_precision = 3;
+        }
+    }
+
+    const ImVec2 text_size = CalcTextSize(label, NULL, true);
+    const ImGuiAabb frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, text_size.y) + style.FramePadding*2.0f);
+    const ImGuiAabb slider_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
+    const ImGuiAabb bb(frame_bb.Min, frame_bb.Max + ImVec2(text_size.x > 0.0f ? style.ItemInnerSpacing.x + text_size.x : 0.0f, 0.0f));
+
+    if (IsClipped(slider_bb))
+    {
+        // NB- we don't use ClipAdvance() in the if() statement because we don't want to submit ItemSize() because we may change into a text edit later which may submit an ItemSize itself
+        ItemSize(bb);
+        return false;
+    }
+
+    const bool tab_focus_requested = window->FocusItemRegister(g.ActiveId == id);
+
+    const bool is_unbound = v_min == -FLT_MAX || v_min == FLT_MAX || v_max == -FLT_MAX || v_max == FLT_MAX;
+
+    const float grab_size_in_units = 1.0f;                                                              // In 'v' units. Probably needs to be parametrized, based on a 'v_step' value? decimal precision?
+    float grab_size_in_pixels;
+    if (decimal_precision > 0 || is_unbound)
+        grab_size_in_pixels = 10.0f;
+    else
+        grab_size_in_pixels = ImMax(grab_size_in_units * (w / (v_max-v_min+1.0f)), 8.0f);               // Integer sliders
+    const float slider_effective_w = slider_bb.GetWidth() - grab_size_in_pixels;
+    const float slider_effective_x1 = slider_bb.Min.x + grab_size_in_pixels*0.5f;
+    const float slider_effective_x2 = slider_bb.Max.x - grab_size_in_pixels*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 (!is_unbound)
+    {
+        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;
+        }
+    }
+
+    const bool hovered = IsHovered(slider_bb, id);
+    if (hovered)
+        g.HoveredId = id;
+
+    bool start_text_input = false;
+    if (tab_focus_requested || (hovered && g.IO.MouseClicked[0]))
+    {
+        g.ActiveId = id;
+        FocusWindow(window);
+
+        const bool is_ctrl_down = g.IO.KeyCtrl;
+        if (tab_focus_requested || is_ctrl_down || is_unbound)
+        {
+            start_text_input = true;
+            g.SliderAsInputTextId = 0;
+        }
+    }
+
+    // Tabbing or CTRL-clicking through slider turns into an input box
+    bool value_changed = false;
+    if (start_text_input || (g.ActiveId == id && id == g.SliderAsInputTextId))
+    {
+        char text_buf[64];
+        ImFormatString(text_buf, IM_ARRAYSIZE(text_buf), "%.*f", decimal_precision, *v);
+
+        g.ActiveId = g.SliderAsInputTextId;
+        g.HoveredId = 0;
+        window->FocusItemUnregister();      // Our replacement slider will override the focus ID (registered previously to allow for a TAB focus to happen)
+        value_changed = ImGui::InputText(label, text_buf, IM_ARRAYSIZE(text_buf), ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_AutoSelectAll);
+        if (g.SliderAsInputTextId == 0)
+        {
+            // First frame
+            IM_ASSERT(g.ActiveId == id);    // InputText ID should match the Slider ID (else we'd need to store them both which is also possible)
+            g.SliderAsInputTextId = g.ActiveId;
+            g.ActiveId = id;
+            g.HoveredId = id;
+        }
+        else
+        {
+            if (g.ActiveId == g.SliderAsInputTextId)
+                g.ActiveId = id;
+            else
+                g.ActiveId = g.SliderAsInputTextId = 0;
+        }
+        if (value_changed)
+        {
+            ApplyNumericalTextInput(text_buf, v);
+        }
+        return value_changed;
+    }
+
+    ItemSize(bb);
+    RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
+
+    // Process clicking on the slider
+    if (g.ActiveId == id)
+    {
+        if (g.IO.MouseDown[0])
+        {
+            if (!is_unbound)
+            {
+                const float normalized_pos = ImClamp((g.IO.MousePos.x - slider_effective_x1) / slider_effective_w, 0.0f, 1.0f);
+
+                // Linear slider
+                //float new_value = ImLerp(v_min, v_max, normalized_pos);
+
+                // Account for logarithmic scale on both sides of the zero
+                float new_value;
+                if (normalized_pos < linear_zero_pos)
+                {
+                    // Negative: rescale to the negative range before powering
+                    float a = 1.0f - (normalized_pos / linear_zero_pos);
+                    a = powf(a, power);
+                    new_value = ImLerp(ImMin(v_max,0.f), v_min, a);
+                }
+                else
+                {
+                    // Positive: rescale to the positive range before powering
+                    float a;
+                    if (fabsf(linear_zero_pos - 1.0f) > 1.e-6)
+                        a = (normalized_pos - linear_zero_pos) / (1.0f - linear_zero_pos);
+                    else
+                        a = normalized_pos;
+                    a = powf(a, power);
+                    new_value = ImLerp(ImMax(v_min,0.0f), v_max, a);
+                }
+
+                // Round past decimal precision
+                //    0->1, 1->0.1, 2->0.01, etc.
+                // So when our value is 1.99999 with a precision of 0.001 we'll end up rounding to 2.0
+                const float min_step = 1.0f / powf(10.0f, (float)decimal_precision);
+                const float remainder = fmodf(new_value, min_step);
+                if (remainder <= min_step*0.5f)
+                    new_value -= remainder;
+                else
+                    new_value += (min_step - remainder);
+
+                if (*v != new_value)
+                {
+                    *v = new_value;
+                    value_changed = true;
+                }
+            }
+        }
+        else
+        {
+            g.ActiveId = 0;
+        }
+    }
+
+    if (!is_unbound)
+    {
+        // Linear slider
+        // const float grab_t = (ImClamp(*v, v_min, v_max) - v_min) / (v_max - v_min);
+
+        // Calculate slider grab positioning
+        float grab_t;
+        float v_clamped = ImClamp(*v, v_min, v_max);
+        if (v_clamped < 0.0f)
+        {
+            const float f = 1.0f - (v_clamped - v_min) / (ImMin(0.0f,v_max) - v_min);
+            grab_t = (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));
+            grab_t = linear_zero_pos + powf(f, 1.0f/power) * (1.0f - linear_zero_pos);
+        }
+
+        // Draw
+        const float grab_x = ImLerp(slider_effective_x1, slider_effective_x2, grab_t);
+        const ImGuiAabb grab_bb(ImVec2(grab_x-grab_size_in_pixels*0.5f,frame_bb.Min.y+2.0f), ImVec2(grab_x+grab_size_in_pixels*0.5f,frame_bb.Max.y-2.0f));
+        window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, window->Color(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab));
+    }
+
+    // Draw value using user-provided display format so user can add prefix/suffix/decorations to the value.
+    char value_buf[64];
+    ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
+    RenderText(ImVec2(slider_bb.GetCenter().x-CalcTextSize(value_buf, NULL, true).x*0.5f, frame_bb.Min.y + style.FramePadding.y), value_buf);
+
+    RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, slider_bb.Min.y), label);
+
+    return value_changed;
+}
+
+bool ImGui::SliderAngle(const char* label, float* v, float v_degrees_min, float v_degrees_max)
+{
+    float v_deg = *v * 360.0f / (2*PI);
+    bool value_changed = ImGui::SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, "%.0f deg", 1.0f);
+    *v = v_deg * (2*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 = ImGui::SliderFloat(label, &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
+static bool SliderFloatN(const char* label, float v[3], int components, float v_min, float v_max, const char* display_format, float power)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    const ImGuiStyle& style = g.Style;
+    const float w_full = window->DC.ItemWidth.back();
+    const float w_item_one  = ImMax(1.0f, (float)(int)((w_full - (style.FramePadding.x*2.0f + style.ItemInnerSpacing.x)*(components-1)) / (float)components));
+    const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.FramePadding.x*2.0f + style.ItemInnerSpacing.x)*(components-1)));
+
+    bool value_changed = false;
+    ImGui::PushID(label);
+    ImGui::PushItemWidth(w_item_one);
+    for (int i = 0; i < components; i++)
+    {
+        ImGui::PushID(i);
+        if (i + 1 == components)
+        {
+            ImGui::PopItemWidth();
+            ImGui::PushItemWidth(w_item_last);
+        }
+        value_changed |= ImGui::SliderFloat("##v", &v[i], v_min, v_max, display_format, power);
+        ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
+        ImGui::PopID();
+    }
+    ImGui::PopItemWidth();
+    ImGui::PopID();
+
+    ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
+
+    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);
+}
+
+static bool SliderIntN(const char* label, int v[3], int components, int v_min, int v_max, const char* display_format)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    const ImGuiStyle& style = g.Style;
+    const float w_full = window->DC.ItemWidth.back();
+    const float w_item_one  = ImMax(1.0f, (float)(int)((w_full - (style.FramePadding.x*2.0f + style.ItemInnerSpacing.x)*(components-1)) / (float)components));
+    const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.FramePadding.x*2.0f + style.ItemInnerSpacing.x)*(components-1)));
+
+    bool value_changed = false;
+    ImGui::PushID(label);
+    ImGui::PushItemWidth(w_item_one);
+    for (int i = 0; i < components; i++)
+    {
+        ImGui::PushID(i);
+        if (i + 1 == components)
+        {
+            ImGui::PopItemWidth();
+            ImGui::PushItemWidth(w_item_last);
+        }
+        value_changed |= ImGui::SliderInt("##v", &v[i], v_min, v_max, display_format);
+        ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
+        ImGui::PopID();
+    }
+    ImGui::PopItemWidth();
+    ImGui::PopID();
+
+    ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
+
+    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);
+}
+
+enum ImGuiPlotType
+{
+    ImGuiPlotType_Lines,
+    ImGuiPlotType_Histogram
+};
+
+static void Plot(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)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    const ImGuiStyle& style = g.Style;
+
+    const ImVec2 text_size = ImGui::CalcTextSize(label, NULL, true);
+    if (graph_size.x == 0.0f)
+        graph_size.x = window->DC.ItemWidth.back();
+    if (graph_size.y == 0.0f)
+        graph_size.y = text_size.y;
+
+    const ImGuiAabb frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(graph_size.x, graph_size.y) + style.FramePadding*2.0f);
+    const ImGuiAabb graph_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
+    const ImGuiAabb bb(frame_bb.Min, frame_bb.Max + ImVec2(text_size.x > 0.0f ? style.ItemInnerSpacing.x + text_size.x : 0.0f, 0));
+    ItemSize(bb);
+
+    if (ClipAdvance(bb))
+        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, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
+
+    int res_w = ImMin((int)graph_size.x, values_count);
+    if (plot_type == ImGuiPlotType_Lines)
+        res_w -= 1;
+
+    // Tooltip on hover
+    int v_hovered = -1;
+    if (IsMouseHoveringBox(graph_bb))
+    {
+        const float t = ImClamp((g.IO.MousePos.x - graph_bb.Min.x) / (graph_bb.Max.x - graph_bb.Min.x), 0.0f, 0.9999f);
+        const int v_idx = (int)(t * (values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0)));
+        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)
+            ImGui::SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx+1, v1);
+        else if (plot_type == ImGuiPlotType_Histogram)
+            ImGui::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 p0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) / (scale_max - scale_min)) );
+
+    const ImU32 col_base = window->Color((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram);
+    const ImU32 col_hovered = window->Color((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered);
+
+    for (int n = 0; n < res_w; n++)
+    {
+        const float t1 = t0 + t_step;
+        const int v_idx = (int)(t0 * values_count);
+        IM_ASSERT(v_idx >= 0 && v_idx < values_count);
+        const float v1 = values_getter(data, (v_idx + values_offset + 1) % values_count);
+        const ImVec2 p1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) / (scale_max - scale_min)) );
+
+        // NB- Draw calls are merged together by the DrawList system.
+        if (plot_type == ImGuiPlotType_Lines)
+            window->DrawList->AddLine(ImLerp(graph_bb.Min, graph_bb.Max, p0), ImLerp(graph_bb.Min, graph_bb.Max, p1), v_hovered == v_idx ? col_hovered : col_base);
+        else if (plot_type == ImGuiPlotType_Histogram)
+            window->DrawList->AddRectFilled(ImLerp(graph_bb.Min, graph_bb.Max, p0), ImLerp(graph_bb.Min, graph_bb.Max, ImVec2(p1.x, 1.0f))+ImVec2(-1,0), v_hovered == v_idx ? col_hovered : col_base);
+
+        t0 = t1;
+        p0 = p1;
+    }
+
+    // Text overlay
+    if (overlay_text)
+        RenderText(ImVec2(graph_bb.GetCenter().x - ImGui::CalcTextSize(overlay_text, NULL, true).x*0.5f, frame_bb.Min.y + style.FramePadding.y), overlay_text);
+
+    RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, graph_bb.Min.y), label);
+}
+
+struct ImGuiPlotArrayGetterData
+{
+    const float* Values;
+    size_t Stride;
+
+    ImGuiPlotArrayGetterData(const float* values, size_t 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, size_t stride)
+{
+    ImGuiPlotArrayGetterData data(values, stride);
+    Plot(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)
+{
+    Plot(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, size_t stride)
+{
+    ImGuiPlotArrayGetterData data(values, stride);
+    Plot(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)
+{
+    Plot(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
+}
+
+bool ImGui::Checkbox(const char* label, bool* v)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const ImVec2 text_size = CalcTextSize(label, NULL, true);
+
+    const ImGuiAabb check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(text_size.y + style.FramePadding.y*2, text_size.y + style.FramePadding.y*2));
+    ItemSize(check_bb);
+
+    ImGuiAabb total_bb = check_bb;
+    if (text_size.x > 0)
+        SameLine(0, (int)style.ItemInnerSpacing.x);
+    const ImGuiAabb text_bb(window->DC.CursorPos + ImVec2(0,style.FramePadding.y), window->DC.CursorPos + ImVec2(0,style.FramePadding.y) + text_size);
+    if (text_size.x > 0)
+    {
+        ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()));
+        total_bb = ImGuiAabb(ImMin(check_bb.Min, text_bb.Min), ImMax(check_bb.Max, text_bb.Max));
+    }
+
+    if (ClipAdvance(total_bb))
+        return false;
+
+    bool hovered, held;
+    bool pressed = ButtonBehaviour(total_bb, id, &hovered, &held, true);
+    if (pressed)
+        *v = !(*v);
+
+    RenderFrame(check_bb.Min, check_bb.Max, window->Color((held && hovered) ? ImGuiCol_CheckActive : hovered ? ImGuiCol_CheckHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
+    if (*v)
+    {
+        const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
+        const float pad = check_sz < 8.0f ? 1.0f : check_sz < 13.0f ? 2.0f : 3.0f;
+        window->DrawList->AddRectFilled(check_bb.Min+ImVec2(pad,pad), check_bb.Max-ImVec2(pad,pad), window->Color(ImGuiCol_CheckMark), style.FrameRounding);
+    }
+
+    if (g.LogEnabled)
+        LogText(text_bb.GetTL(), *v ? "[x]" : "[ ]");
+    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) ? true : false;
+    bool pressed = ImGui::Checkbox(label, &v);
+    if (v)
+        *flags |= flags_value;
+    else
+        *flags &= ~flags_value;
+    return pressed;
+}
+
+bool ImGui::RadioButton(const char* label, bool active)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+
+    const ImVec2 text_size = CalcTextSize(label, NULL, true);
+
+    const ImGuiAabb check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(text_size.y + style.FramePadding.y*2-1, text_size.y + style.FramePadding.y*2-1));
+    ItemSize(check_bb);
+
+    ImGuiAabb total_bb = check_bb;
+    if (text_size.x > 0)
+        SameLine(0, (int)style.ItemInnerSpacing.x);
+    const ImGuiAabb text_bb(window->DC.CursorPos + ImVec2(0, style.FramePadding.y), window->DC.CursorPos + ImVec2(0, style.FramePadding.y) + text_size);
+    if (text_size.x > 0)
+    {
+        ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()));
+        total_bb.Add(text_bb);
+    }
+
+    if (ClipAdvance(total_bb))
+        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 = ButtonBehaviour(total_bb, id, &hovered, &held, true);
+
+    window->DrawList->AddCircleFilled(center, radius, window->Color((held && hovered) ? ImGuiCol_CheckActive : hovered ? ImGuiCol_CheckHovered : ImGuiCol_FrameBg), 16);
+    if (active)
+    {
+        const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
+        const float pad = check_sz < 8.0f ? 1.0f : check_sz < 13.0f ? 2.0f : 3.0f;
+        window->DrawList->AddCircleFilled(center, radius-pad, window->Color(ImGuiCol_CheckMark), 16);
+    }
+
+    if (window->Flags & ImGuiWindowFlags_ShowBorders)
+    {
+        window->DrawList->AddCircle(center+ImVec2(1,1), radius, window->Color(ImGuiCol_BorderShadow), 16);
+        window->DrawList->AddCircle(center, radius, window->Color(ImGuiCol_Border), 16);
+    }
+
+    if (g.LogEnabled)
+        LogText(text_bb.GetTL(), active ? "(x)" : "( )");
+    RenderText(text_bb.GetTL(), label);
+
+    return pressed;
+}
+
+bool ImGui::RadioButton(const char* label, int* v, int v_button)
+{
+    const bool pressed = ImGui::RadioButton(label, *v == v_button);
+    if (pressed)
+    {
+        *v = v_button;
+    }
+    return pressed;
+}
+
+// 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)
+static int     STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj)                             { return (int)ImStrlenW(obj->Text); }
+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)  { (void)line_start_idx; return obj->Font->CalcTextSizeW(obj->FontSize, FLT_MAX, &obj->Text[char_idx], &obj->Text[char_idx]+1, NULL).x; }
+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_remaining = NULL;
+    const ImVec2 size = obj->Font->CalcTextSizeW(obj->FontSize, FLT_MAX, obj->Text + line_start_idx, NULL, &text_remaining);
+    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 - (obj->Text + line_start_idx));
+}
+
+static bool is_white(unsigned int c)                                                              { return c==0 || c==' ' || c=='\t' || c=='\r' || c=='\n'; }
+static bool is_separator(unsigned int c)                                                          { return c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; }
+#define STB_TEXTEDIT_IS_SPACE(CH)                                                                 ( is_white((unsigned int)CH) || is_separator((unsigned int)CH) )
+static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n)                    { ImWchar* dst = obj->Text+pos; const ImWchar* src = obj->Text+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 size_t text_len = ImStrlenW(obj->Text);
+    if ((size_t)new_text_len + text_len + 1 >= obj->BufSize)
+        return false;
+
+    if (pos != (int)text_len)
+        memmove(obj->Text + (size_t)pos + new_text_len, obj->Text + (size_t)pos, (text_len - (size_t)pos) * sizeof(ImWchar));
+    memcpy(obj->Text + (size_t)pos, new_text, (size_t)new_text_len * sizeof(ImWchar));
+    obj->Text[text_len + (size_t)new_text_len] = '\0';
+
+    return true;
+}
+
+enum
+{
+    STB_TEXTEDIT_K_LEFT = 1 << 16,  // 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
+    STB_TEXTEDIT_K_LINEEND,         // keyboard input to move cursor to end of line
+    STB_TEXTEDIT_K_TEXTSTART,       // keyboard input to move cursor to start of text
+    STB_TEXTEDIT_K_TEXTEND,         // keyboard input to move cursor to end of text
+    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
+    STB_TEXTEDIT_K_WORDLEFT,        // keyboard input to move cursor left one word
+    STB_TEXTEDIT_K_WORDRIGHT,       // keyboard input to move cursor right one word
+    STB_TEXTEDIT_K_SHIFT = 1 << 17
+};
+
+#define STB_TEXTEDIT_IMPLEMENTATION
+#include <stb/stb_textedit.h>
+
+void ImGuiTextEditState::OnKeyPressed(int key)
+{
+    stb_textedit_key(this, &StbState, key);
+    CursorAnimReset();
+}
+
+void ImGuiTextEditState::UpdateScrollOffset()
+{
+    // Scroll in chunks of quarter width
+    const float scroll_x_increment = Width * 0.25f;
+    const float cursor_offset_x = Font->CalcTextSizeW(FontSize, FLT_MAX, Text, Text+StbState.cursor, NULL).x;
+    if (ScrollX > cursor_offset_x)
+        ScrollX = ImMax(0.0f, cursor_offset_x - scroll_x_increment);
+    else if (ScrollX < cursor_offset_x - Width)
+        ScrollX = cursor_offset_x - Width + scroll_x_increment;
+}
+
+ImVec2 ImGuiTextEditState::CalcDisplayOffsetFromCharIdx(int i) const
+{
+    const ImWchar* text_start = GetTextPointerClippedW(Font, FontSize, Text, ScrollX, NULL);
+    const ImWchar* text_end = (Text+i >= text_start) ? Text+i : text_start;                    // Clip if requested character is outside of display
+    IM_ASSERT(text_end >= text_start);
+
+    const ImVec2 offset = Font->CalcTextSizeW(FontSize, Width, text_start, text_end, NULL);
+    return offset;
+}
+
+// [Static]
+const char* ImGuiTextEditState::GetTextPointerClippedA(ImFont* font, float font_size, const char* text, float width, ImVec2* out_text_size)
+{
+    if (width <= 0.0f)
+        return text;
+
+    const char* text_clipped_end = NULL;
+    const ImVec2 text_size = font->CalcTextSizeA(font_size, width, 0.0f, text, NULL, &text_clipped_end);
+    if (out_text_size)
+        *out_text_size = text_size;
+    return text_clipped_end;
+}
+
+// [Static]
+const ImWchar* ImGuiTextEditState::GetTextPointerClippedW(ImFont* font, float font_size, const ImWchar* text, float width, ImVec2* out_text_size)
+{
+    if (width <= 0.0f)
+        return text;
+
+    const ImWchar* text_clipped_end = NULL;
+    const ImVec2 text_size = font->CalcTextSizeW(font_size, width, text, NULL, &text_clipped_end);
+    if (out_text_size)
+        *out_text_size = text_size;
+    return text_clipped_end;
+}
+
+// [Static]
+void ImGuiTextEditState::RenderTextScrolledClipped(ImFont* font, float font_size, const char* buf, ImVec2 pos, float width, float scroll_x)
+{
+    // NB- We start drawing at character boundary
+    ImVec2 text_size;
+    const char* text_start = GetTextPointerClippedA(font, font_size, buf, scroll_x, NULL);
+    const char* text_end = GetTextPointerClippedA(font, font_size, text_start, width, &text_size);
+
+    // Draw a little clip symbol if we've got text on either left or right of the box
+    const char symbol_c = '~';
+    const float symbol_w = font_size*0.40f;     // FIXME: compute correct width
+    const float clip_begin = (text_start > buf && text_start < text_end) ? symbol_w : 0.0f;
+    const float clip_end = (text_end[0] != '\0' && text_end > text_start) ? symbol_w : 0.0f;
+
+    // Draw text
+    RenderText(pos+ImVec2(clip_begin,0), text_start+(clip_begin>0.0f?1:0), text_end-(clip_end>0.0f?1:0), false);//, &text_params_with_clipping);
+
+    // Draw the clip symbol
+    const char s[2] = {symbol_c,'\0'};
+    if (clip_begin > 0.0f)
+        RenderText(pos, s);
+    if (clip_end > 0.0f)
+        RenderText(pos+ImVec2(width-clip_end,0.0f), s);
+}
+
+bool ImGui::InputFloat(const char* label, float *v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    const ImGuiStyle& style = g.Style;
+    const float w = window->DC.ItemWidth.back();
+    const ImVec2 text_size = CalcTextSize(label, NULL, true);
+    const ImGuiAabb frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, text_size.y) + style.FramePadding*2.0f);
+
+    ImGui::PushID(label);
+    const float button_sz = window->FontSize();
+    if (step > 0.0f)
+        ImGui::PushItemWidth(ImMax(1.0f, w - (button_sz + style.FramePadding.x*2.0f + style.ItemInnerSpacing.x)*2));
+
+    char buf[64];
+    if (decimal_precision < 0)
+        ImFormatString(buf, IM_ARRAYSIZE(buf), "%f", *v);       // 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, IM_ARRAYSIZE(buf), "%.*f", decimal_precision, *v);
+    bool value_changed = false;
+    const ImGuiInputTextFlags flags = extra_flags | (ImGuiInputTextFlags_CharsDecimal|ImGuiInputTextFlags_AutoSelectAll);
+    if (ImGui::InputText("", buf, IM_ARRAYSIZE(buf), flags))
+    {
+        ApplyNumericalTextInput(buf, v);
+        value_changed = true;
+    }
+
+    // Step buttons
+    if (step > 0.0f)
+    {
+        ImGui::PopItemWidth();
+        ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
+        if (ImGui::Button("-", ImVec2(button_sz,button_sz), true))
+        {
+            *v -= g.IO.KeyCtrl && step_fast > 0.0f ? step_fast : step;
+            value_changed = true;
+        }
+        ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
+        if (ImGui::Button("+", ImVec2(button_sz,button_sz), true))
+        {
+            *v += g.IO.KeyCtrl && step_fast > 0.0f ? step_fast : step;
+            value_changed = true;
+        }
+    }
+
+    ImGui::PopID();
+
+    if (text_size.x > 0)
+    {
+        ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
+        ItemSize(text_size);
+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+    }
+
+    return value_changed;
+}
+
+bool ImGui::InputInt(const char* label, int *v, int step, int step_fast, ImGuiInputTextFlags extra_flags)
+{
+    float f = (float)*v;
+    const bool value_changed = ImGui::InputFloat(label, &f, (float)step, (float)step_fast, 0, extra_flags);
+    if (value_changed)
+        *v = (int)f;
+    return value_changed;
+}
+
+// Public API to manipulate UTF-8 text
+// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar)
+void ImGuiTextEditCallbackData::DeleteChars(int pos, int bytes_count)
+{
+    char* dst = Buf + pos;
+    const char* src = Buf + pos + bytes_count;
+    while (char c = *src++)
+        *dst++ = c;
+    *dst = '\0';
+
+    BufDirty = true;
+    if (CursorPos + bytes_count >= pos)
+        CursorPos -= bytes_count;
+    else if (CursorPos >= pos)
+        CursorPos = pos;
+    SelectionStart = SelectionEnd = CursorPos;
+}
+
+void ImGuiTextEditCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end)
+{
+    const size_t text_len = strlen(Buf);
+    if (!new_text_end)
+        new_text_end = new_text + strlen(new_text);
+    const size_t new_text_len = (size_t)(new_text_end - new_text);
+
+    if (new_text_len + text_len + 1 >= BufSize)
+        return;
+
+    size_t upos = (size_t)pos;
+    if (text_len != upos)
+        memmove(Buf + upos + new_text_len, Buf + upos, text_len - upos);
+    memcpy(Buf + upos, new_text, new_text_len * sizeof(char));
+    Buf[text_len + new_text_len] = '\0';
+
+    BufDirty = true;
+    if (CursorPos >= pos)
+        CursorPos += (int)new_text_len;
+    SelectionStart = SelectionEnd = CursorPos;
+}
+
+static bool InputTextFilterCharacter(ImWchar c, ImGuiInputTextFlags flags)
+{
+    if (c < 128 && c != ' ' && !isprint((int)(c & 0xFF)))
+        return true;
+
+    if (flags & ImGuiInputTextFlags_CharsDecimal)
+        if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/'))
+            return true;
+
+    if (flags & ImGuiInputTextFlags_CharsHexadecimal)
+        if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))
+            return true;
+
+    return false;
+}
+
+// Edit a string of text
+bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, void (*callback)(ImGuiTextEditCallbackData*), void* user_data)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    const ImGuiIO& io = g.IO;
+    const ImGuiStyle& style = g.Style;
+
+    const ImGuiID id = window->GetID(label);
+    const float w = window->DC.ItemWidth.back();
+
+    const ImVec2 text_size = CalcTextSize(label, NULL, true);
+    const ImGuiAabb frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, text_size.y) + style.FramePadding*2.0f);
+    const ImGuiAabb bb(frame_bb.Min, frame_bb.Max + ImVec2(text_size.x > 0.0f ? (style.ItemInnerSpacing.x + text_size.x) : 0.0f, 0.0f));
+    ItemSize(bb);
+
+    if (ClipAdvance(frame_bb))
+        return false;
+
+    // NB: we are only allowed to access 'edit_state' if we are the active widget.
+    ImGuiTextEditState& edit_state = g.InputTextState;
+
+    const bool is_ctrl_down = io.KeyCtrl;
+    const bool is_shift_down = io.KeyShift;
+    const bool tab_focus_requested = window->FocusItemRegister(g.ActiveId == id, (flags & ImGuiInputTextFlags_CallbackCompletion) == 0);    // Using completion callback disable keyboard tabbing
+    //const bool align_center = (bool)(flags & ImGuiInputTextFlags_AlignCenter);    // FIXME: Unsupported
+
+    const bool hovered = IsHovered(frame_bb, id);
+    if (hovered)
+        g.HoveredId = id;
+
+    bool select_all = (g.ActiveId != id) && (flags & ImGuiInputTextFlags_AutoSelectAll) != 0;
+    if (tab_focus_requested || (hovered && io.MouseClicked[0]))
+    {
+        if (g.ActiveId != id)
+        {
+            // Start edition
+            // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
+            ImFormatString(edit_state.InitialText, IM_ARRAYSIZE(edit_state.InitialText), "%s", buf);
+            ImTextStrFromUtf8(edit_state.Text, IM_ARRAYSIZE(edit_state.Text), buf, NULL);
+            edit_state.ScrollX = 0.0f;
+            edit_state.Width = w;
+            stb_textedit_initialize_state(&edit_state.StbState, true);
+            edit_state.CursorAnimReset();
+            edit_state.LastCursorPos = ImVec2(-1.f,-1.f);
+
+            if (tab_focus_requested || is_ctrl_down)
+                select_all = true;
+        }
+        g.ActiveId = id;
+        FocusWindow(window);
+    }
+    else if (io.MouseClicked[0])
+    {
+        // Release focus when we click outside
+        if (g.ActiveId == id)
+        {
+            g.ActiveId = 0;
+        }
+    }
+
+    bool value_changed = false;
+    bool cancel_edit = false;
+    bool enter_pressed = false;
+    static char text_tmp_utf8[IM_ARRAYSIZE(edit_state.InitialText)];
+    if (g.ActiveId == id)
+    {
+        // Edit in progress
+        edit_state.BufSize = buf_size < IM_ARRAYSIZE(edit_state.Text) ? buf_size : IM_ARRAYSIZE(edit_state.Text);
+        edit_state.Font = window->Font();
+        edit_state.FontSize = window->FontSize();
+
+        const float mx = g.IO.MousePos.x - frame_bb.Min.x - style.FramePadding.x;
+        const float my = window->FontSize()*0.5f;   // Flatten mouse because we are doing a single-line edit
+
+        edit_state.UpdateScrollOffset();
+        if (select_all || (hovered && io.MouseDoubleClicked[0]))
+        {
+            edit_state.SelectAll();
+            edit_state.SelectedAllMouseLock = true;
+        }
+        else if (io.MouseClicked[0] && !edit_state.SelectedAllMouseLock)
+        {
+            stb_textedit_click(&edit_state, &edit_state.StbState, mx + edit_state.ScrollX, my);
+            edit_state.CursorAnimReset();
+
+        }
+        else if (io.MouseDown[0] && !edit_state.SelectedAllMouseLock)
+        {
+            stb_textedit_drag(&edit_state, &edit_state.StbState, mx + edit_state.ScrollX, my);
+            edit_state.CursorAnimReset();
+        }
+        if (edit_state.SelectedAllMouseLock && !io.MouseDown[0])
+             edit_state.SelectedAllMouseLock = false;
+
+        const int k_mask = (is_shift_down ? STB_TEXTEDIT_K_SHIFT : 0);
+        if (IsKeyPressedMap(ImGuiKey_LeftArrow))                { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_WORDLEFT | k_mask : STB_TEXTEDIT_K_LEFT | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_RightArrow))          { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_WORDRIGHT | k_mask  : STB_TEXTEDIT_K_RIGHT | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_Home))                { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_End))                 { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_Delete))              { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_Backspace))           { edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_Enter))               { g.ActiveId = 0; enter_pressed = true; }
+        else if (IsKeyPressedMap(ImGuiKey_Escape))              { g.ActiveId = 0; cancel_edit = true; }
+        else if (is_ctrl_down && IsKeyPressedMap(ImGuiKey_Z))   { edit_state.OnKeyPressed(STB_TEXTEDIT_K_UNDO); }
+        else if (is_ctrl_down && IsKeyPressedMap(ImGuiKey_Y))   { edit_state.OnKeyPressed(STB_TEXTEDIT_K_REDO); }
+        else if (is_ctrl_down && IsKeyPressedMap(ImGuiKey_A))   { edit_state.SelectAll(); }
+        else if (is_ctrl_down && (IsKeyPressedMap(ImGuiKey_X) || IsKeyPressedMap(ImGuiKey_C)))
+        {
+            // Cut, Copy
+            const bool cut = IsKeyPressedMap(ImGuiKey_X);
+            if (cut && !edit_state.HasSelection())
+                edit_state.SelectAll();
+
+            if (g.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) : (int)ImStrlenW(edit_state.Text);
+                ImTextStrToUtf8(text_tmp_utf8, IM_ARRAYSIZE(text_tmp_utf8), edit_state.Text+ib, edit_state.Text+ie);
+                g.IO.SetClipboardTextFn(text_tmp_utf8);
+            }
+
+            if (cut)
+                stb_textedit_cut(&edit_state, &edit_state.StbState);
+        }
+        else if (is_ctrl_down && IsKeyPressedMap(ImGuiKey_V))
+        {
+            // Paste
+            if (g.IO.GetClipboardTextFn)
+            {
+                if (const char* clipboard = g.IO.GetClipboardTextFn())
+                {
+                    // Remove new-line from pasted buffer
+                    size_t clipboard_len = 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;
+                        const int bytes_count = ImTextCharFromUtf8(&c, s, NULL);
+                        if (bytes_count <= 0)
+                            break;
+                        s += bytes_count;
+                        if (c >= 0x10000)
+                            continue;
+                        if (InputTextFilterCharacter((ImWchar)c, flags))
+                            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);
+                    ImGui::MemFree(clipboard_filtered);
+                }
+            }
+        }
+        else if (g.IO.InputCharacters[0])
+        {
+            // Text input
+            for (int n = 0; n < IM_ARRAYSIZE(g.IO.InputCharacters) && g.IO.InputCharacters[n]; n++)
+            {
+                const ImWchar c = g.IO.InputCharacters[n];
+                if (c)
+                {
+                    // Insert character if they pass filtering
+                    if (InputTextFilterCharacter(c, flags))
+                        continue;
+                    edit_state.OnKeyPressed(c);
+                }
+            }
+
+            // Consume characters
+            memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
+        }
+
+        edit_state.CursorAnim += g.IO.DeltaTime;
+        edit_state.UpdateScrollOffset();
+
+        if (cancel_edit)
+        {
+            // Restore initial value
+            ImFormatString(buf, buf_size, "%s", edit_state.InitialText);
+            value_changed = true;
+        }
+        else
+        {
+            // Apply new value immediately - copy modified buffer back
+            // Note that as soon as we can focus into the input box, the in-widget value gets priority over any underlying modification of the input buffer
+            // FIXME: We actually always render 'buf' in RenderTextScrolledClipped
+            // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks
+            ImTextStrToUtf8(text_tmp_utf8, IM_ARRAYSIZE(text_tmp_utf8), edit_state.Text, 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.
+                ImGuiKey event_key = ImGuiKey_COUNT;
+                if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab))
+                    event_key = ImGuiKey_Tab;
+                else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow))
+                    event_key = ImGuiKey_UpArrow;
+                else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow))
+                    event_key = ImGuiKey_DownArrow;
+
+                if (event_key != ImGuiKey_COUNT || (flags & ImGuiInputTextFlags_CallbackAlways) != 0)
+                {
+                    ImGuiTextEditCallbackData callback_data;
+                    callback_data.EventKey = event_key;
+                    callback_data.Buf = text_tmp_utf8;
+                    callback_data.BufSize = edit_state.BufSize;
+                    callback_data.BufDirty = false;
+                    callback_data.Flags = flags;
+                    callback_data.UserData = user_data;
+
+                    // We have to convert from position from wchar to UTF-8 positions
+                    const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromWchar(edit_state.Text, edit_state.Text + edit_state.StbState.cursor);
+                    const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromWchar(edit_state.Text, edit_state.Text + edit_state.StbState.select_start);
+                    const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromWchar(edit_state.Text, edit_state.Text + edit_state.StbState.select_end);
+
+                    // Call user code
+                    callback(&callback_data);
+
+                    // Read back what user may have modified
+                    IM_ASSERT(callback_data.Buf == text_tmp_utf8);             // Invalid to modify those fields
+                    IM_ASSERT(callback_data.BufSize == edit_state.BufSize);
+                    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)
+                    {
+                        ImTextStrFromUtf8(edit_state.Text, IM_ARRAYSIZE(edit_state.Text), text_tmp_utf8, NULL);
+                        edit_state.CursorAnimReset();
+                    }
+                }
+            }
+
+            if (strcmp(text_tmp_utf8, buf) != 0)
+            {
+                ImFormatString(buf, buf_size, "%s", text_tmp_utf8);
+                value_changed = true;
+            }
+        }
+    }
+
+    RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
+
+    const ImVec2 font_off_up = ImVec2(0.0f,window->FontSize()+1.0f);    // FIXME: those offsets are part of the style or font API
+    const ImVec2 font_off_dn = ImVec2(0.0f,2.0f);
+
+    if (g.ActiveId == id)
+    {
+        // Draw selection
+        const int select_begin_idx = edit_state.StbState.select_start;
+        const int select_end_idx = edit_state.StbState.select_end;
+        if (select_begin_idx != select_end_idx)
+        {
+            const ImVec2 select_begin_pos = frame_bb.Min + style.FramePadding + edit_state.CalcDisplayOffsetFromCharIdx(ImMin(select_begin_idx,select_end_idx));
+            const ImVec2 select_end_pos = frame_bb.Min + style.FramePadding + edit_state.CalcDisplayOffsetFromCharIdx(ImMax(select_begin_idx,select_end_idx));
+            window->DrawList->AddRectFilled(select_begin_pos - font_off_up, select_end_pos + font_off_dn, window->Color(ImGuiCol_TextSelectedBg));
+        }
+    }
+
+    // FIXME: 'align_center' unsupported
+    ImGuiTextEditState::RenderTextScrolledClipped(window->Font(), window->FontSize(), buf, frame_bb.Min + style.FramePadding, w, (g.ActiveId == id) ? edit_state.ScrollX : 0.0f);
+
+    if (g.ActiveId == id)
+    {
+        const ImVec2 cursor_pos = frame_bb.Min + style.FramePadding + edit_state.CalcDisplayOffsetFromCharIdx(edit_state.StbState.cursor);
+
+        // Draw blinking cursor
+        if (g.InputTextState.CursorIsVisible())
+            window->DrawList->AddRect(cursor_pos - font_off_up + ImVec2(0,2), cursor_pos + font_off_dn - ImVec2(0,3), window->Color(ImGuiCol_Text));
+
+        // Notify OS of text input position
+        if (io.ImeSetInputScreenPosFn && ImLengthSqr(edit_state.LastCursorPos - cursor_pos) > 0.0001f)
+            io.ImeSetInputScreenPosFn((int)cursor_pos.x - 1, (int)(cursor_pos.y - window->FontSize()));   // -1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.
+
+        edit_state.LastCursorPos = cursor_pos;
+    }
+
+    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;
+}
+
+static bool InputFloatN(const char* label, float* v, int components, int decimal_precision)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    const ImGuiStyle& style = g.Style;
+    const float w_full = window->DC.ItemWidth.back();
+    const float w_item_one  = ImMax(1.0f, (float)(int)((w_full - (style.FramePadding.x*2.0f + style.ItemInnerSpacing.x) * (components-1)) / (float)components));
+    const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.FramePadding.x*2.0f + style.ItemInnerSpacing.x) * (components-1)));
+
+    bool value_changed = false;
+    ImGui::PushID(label);
+    ImGui::PushItemWidth(w_item_one);
+    for (int i = 0; i < components; i++)
+    {
+        ImGui::PushID(i);
+        if (i + 1 == components)
+        {
+            ImGui::PopItemWidth();
+            ImGui::PushItemWidth(w_item_last);
+        }
+        value_changed |= ImGui::InputFloat("##v", &v[i], 0, 0, decimal_precision);
+        ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
+        ImGui::PopID();
+    }
+    ImGui::PopItemWidth();
+    ImGui::PopID();
+
+    ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
+
+    return value_changed;
+}
+
+bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision)
+{
+    return InputFloatN(label, v, 2, decimal_precision);
+}
+
+bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision)
+{
+    return InputFloatN(label, v, 3, decimal_precision);
+}
+
+bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision)
+{
+    return InputFloatN(label, v, 4, decimal_precision);
+}
+
+static bool Combo_ArrayGetter(void* data, int idx, const char** out_text)
+{
+    const char** items = (const char**)data;
+    if (out_text)
+        *out_text = items[idx];
+    return true;
+}
+
+// Combo box helper allowing to pass an array of strings.
+bool ImGui::Combo(const char* label, int* current_item, const char** items, int items_count, int popup_height_items)
+{
+    const bool value_changed = Combo(label, current_item, Combo_ArrayGetter, (void*)items, items_count, popup_height_items);
+    return value_changed;
+}
+
+static bool Combo_StringListGetter(void* data, int idx, const char** out_text)
+{
+    // FIXME-OPT: we could precompute 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 all items in a single string.
+bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_height_items)
+{
+    int items_count = 0;
+    const char* p = items_separated_by_zeros;
+    while (*p)
+    {
+        p += strlen(p) + 1;
+        items_count++;
+    }
+    bool value_changed = Combo(label, current_item, Combo_StringListGetter, (void*)items_separated_by_zeros, items_count, popup_height_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 popup_height_items)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const float w = window->DC.ItemWidth.back();
+
+    const ImVec2 text_size = CalcTextSize(label, NULL, true);
+    const ImGuiAabb frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, text_size.y) + style.FramePadding*2.0f);
+
+    ItemSize(frame_bb);
+    if (ClipAdvance(frame_bb))
+        return false;
+
+    const ImGuiAabb bb(frame_bb.Min, frame_bb.Max + ImVec2(style.ItemInnerSpacing.x + text_size.x,0));
+    const float arrow_size = (window->FontSize() + style.FramePadding.x * 2.0f);
+    const bool hovered = IsHovered(frame_bb, id);
+
+    bool value_changed = false;
+    RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
+    RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, window->Color(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))
+            RenderText(frame_bb.Min + style.FramePadding, item_text, NULL, false);
+    }
+
+    // Empty text doesn't add padding
+    if (text_size.x > 0)
+    {
+        ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
+        ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
+    }
+
+    ImGui::PushID((int)id);
+    bool menu_toggled = false;
+    if (hovered)
+    {
+        g.HoveredId = id;
+        if (g.IO.MouseClicked[0])
+        {
+            menu_toggled = true;
+            g.ActiveComboID = (g.ActiveComboID == id) ? 0 : id;
+            if (g.ActiveComboID)
+                FocusWindow(window);
+        }
+    }
+
+    if (g.ActiveComboID == id)
+    {
+        const ImVec2 backup_pos = ImGui::GetCursorPos();
+        const float popup_off_x = 0.0f;//style.ItemInnerSpacing.x;
+        const float popup_height = (text_size.y + style.ItemSpacing.y) * ImMin(items_count, popup_height_items) + style.WindowPadding.y;
+        const ImGuiAabb popup_aabb(ImVec2(frame_bb.Min.x+popup_off_x, frame_bb.Max.y), ImVec2(frame_bb.Max.x+popup_off_x, frame_bb.Max.y + popup_height));
+        ImGui::SetCursorPos(popup_aabb.Min - window->Pos);
+
+        const ImGuiWindowFlags flags = ImGuiWindowFlags_ComboBox | ((window->Flags & ImGuiWindowFlags_ShowBorders) ? ImGuiWindowFlags_ShowBorders : 0);
+        ImGui::BeginChild("#ComboBox", popup_aabb.GetSize(), false, flags);
+        ImGuiWindow* child_window = GetCurrentWindow();
+        ImGui::Spacing();
+
+        bool combo_item_active = false;
+        combo_item_active |= (g.ActiveId == child_window->GetID("#SCROLLY"));
+
+        // Display items
+        for (int item_idx = 0; item_idx < items_count; item_idx++)
+        {
+            const float item_h = child_window->FontSize();
+            const float spacing_up = (float)(int)(style.ItemSpacing.y/2);
+            const float spacing_dn = style.ItemSpacing.y - spacing_up;
+            const ImGuiAabb item_aabb(ImVec2(popup_aabb.Min.x, child_window->DC.CursorPos.y - spacing_up), ImVec2(popup_aabb.Max.x, child_window->DC.CursorPos.y + item_h + spacing_dn));
+            const ImGuiID item_id = child_window->GetID((void*)(intptr_t)item_idx);
+
+            bool item_hovered, item_held;
+            bool item_pressed = ButtonBehaviour(item_aabb, item_id, &item_hovered, &item_held, true);
+            bool item_selected = (item_idx == *current_item);
+
+            if (item_hovered || item_selected)
+            {
+                const ImU32 col = window->Color((item_held && item_hovered) ? ImGuiCol_HeaderActive : item_hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
+                RenderFrame(item_aabb.Min, item_aabb.Max, col, false);
+            }
+
+            const char* item_text;
+            if (!items_getter(data, item_idx, &item_text))
+                item_text = "*Unknown item*";
+            ImGui::TextUnformatted(item_text);
+
+            if (item_selected)
+            {
+                if (menu_toggled)
+                    ImGui::SetScrollPosHere();
+            }
+            if (item_pressed)
+            {
+                g.ActiveId = 0;
+                g.ActiveComboID = 0;
+                value_changed = true;
+                *current_item = item_idx;
+            }
+
+            combo_item_active |= (g.ActiveId == item_id);
+        }
+        ImGui::EndChild();
+        ImGui::SetCursorPos(backup_pos);
+
+        if (!combo_item_active && g.ActiveId != 0)
+            g.ActiveComboID = 0;
+    }
+
+    ImGui::PopID();
+
+    return value_changed;
+}
+
+// A little colored square. Return true when clicked.
+bool ImGui::ColorButton(const ImVec4& col, bool small_height, bool outline_border)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID("##colorbutton");
+    const float square_size = window->FontSize();
+    const ImGuiAabb bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(square_size + style.FramePadding.x*2, square_size + (small_height ? 0 : style.FramePadding.y*2)));
+    ItemSize(bb);
+
+    if (ClipAdvance(bb))
+        return false;
+
+    bool hovered, held;
+    bool pressed = ButtonBehaviour(bb, id, &hovered, &held, true);
+    RenderFrame(bb.Min, bb.Max, window->Color(col), outline_border, style.FrameRounding);
+
+    if (hovered)
+    {
+        int ix = (int)(col.x * 255.0f + 0.5f);
+        int iy = (int)(col.y * 255.0f + 0.5f);
+        int iz = (int)(col.z * 255.0f + 0.5f);
+        int iw = (int)(col.w * 255.0f + 0.5f);
+        ImGui::SetTooltip("Color:\n(%.2f,%.2f,%.2f,%.2f)\n#%02X%02X%02X%02X", col.x, col.y, col.z, col.w, ix, iy, iz, iw);
+    }
+
+    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 = ImGui::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)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return false;
+
+    const ImGuiStyle& style = g.Style;
+    const ImGuiID id = window->GetID(label);
+    const float w_full = window->DC.ItemWidth.back();
+    const float square_sz = (window->FontSize() + style.FramePadding.x * 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 fx = col[0];
+    float fy = col[1];
+    float fz = col[2];
+    float fw = col[3];
+    const ImVec4 col_display(fx, fy, fz, 1.0f);
+
+    if (edit_mode == ImGuiColorEditMode_HSV)
+        ImConvertColorRGBtoHSV(fx, fy, fz, fx, fy, fz);
+
+    int ix = (int)(fx * 255.0f + 0.5f);
+    int iy = (int)(fy * 255.0f + 0.5f);
+    int iz = (int)(fz * 255.0f + 0.5f);
+    int iw = (int)(fw * 255.0f + 0.5f);
+
+    int components = alpha ? 4 : 3;
+    bool value_changed = false;
+
+    ImGui::PushID(label);
+
+    bool hsv = (edit_mode == 1);
+    switch (edit_mode)
+    {
+    case ImGuiColorEditMode_RGB:
+    case ImGuiColorEditMode_HSV:
+        {
+            // 0: RGB 0..255 Sliders
+            // 1: 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.FramePadding.x*2.0f + style.ItemInnerSpacing.x) * (components-1)) / (float)components));
+            const float w_item_last = ImMax(1.0f, (float)(int)(w_items_all - (w_item_one + style.FramePadding.x*2.0f + style.ItemInnerSpacing.x) * (components-1)));
+
+            ImGui::PushItemWidth(w_item_one);
+            value_changed |= ImGui::SliderInt("##X", &ix, 0, 255, hsv ? "H:%3.0f" : "R:%3.0f");
+            ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
+            value_changed |= ImGui::SliderInt("##Y", &iy, 0, 255, hsv ? "S:%3.0f" : "G:%3.0f");
+            ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
+            if (alpha)
+            {
+                value_changed |= ImGui::SliderInt("##Z", &iz, 0, 255, hsv ? "V:%3.0f" : "B:%3.0f");
+                ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
+                ImGui::PushItemWidth(w_item_last);
+                value_changed |= ImGui::SliderInt("##W", &iw, 0, 255, "A:%3.0f");
+            }
+            else
+            {
+                ImGui::PushItemWidth(w_item_last);
+                value_changed |= ImGui::SliderInt("##Z", &iz, 0, 255, hsv ? "V:%3.0f" : "B:%3.0f");
+            }
+            ImGui::PopItemWidth();
+            ImGui::PopItemWidth();
+        }
+        break;
+    case ImGuiColorEditMode_HEX:
+        {
+            // 2: RGB Hexadecimal
+            const float w_slider_all = w_full - square_sz;
+            char buf[64];
+            if (alpha)
+                sprintf(buf, "#%02X%02X%02X%02X", ix, iy, iz, iw);
+            else
+                sprintf(buf, "#%02X%02X%02X", ix, iy, iz);
+            ImGui::PushItemWidth(w_slider_all - style.ItemInnerSpacing.x);
+            value_changed |= ImGui::InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal);
+            ImGui::PopItemWidth();
+            char* p = buf;
+            while (*p == '#' || *p == ' ' || *p == '\t')
+                p++;
+
+            // Treat at unsigned (%X is unsigned)
+            ix = iy = iz = iw = 0;
+            if (alpha)
+                sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&ix, (unsigned int*)&iy, (unsigned int*)&iz, (unsigned int*)&iw);
+            else
+                sscanf(p, "%02X%02X%02X", (unsigned int*)&ix, (unsigned int*)&iy, (unsigned int*)&iz);
+        }
+        break;
+    }
+
+    ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
+    if (ImGui::ColorButton(col_display))
+    {
+        // Don't set local copy of 'edit_mode' right away!
+        g.ColorEditModeStorage.SetInt(id, (edit_mode + 1) % 3);
+    }
+
+    if (window->DC.ColorEditMode == ImGuiColorEditMode_UserSelectShowButton)
+    {
+        ImGui::SameLine(0, (int)style.ItemInnerSpacing.x);
+        const char* button_titles[3] = { "RGB", "HSV", "HEX" };
+        if (ImGui::Button(button_titles[edit_mode]))
+        {
+            // Don't set local copy of 'edit_mode' right away!
+            g.ColorEditModeStorage.SetInt(id, (edit_mode + 1) % 3);
+        }
+    }
+
+    ImGui::SameLine();
+    ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
+
+    // Convert back
+    fx = ix / 255.0f;
+    fy = iy / 255.0f;
+    fz = iz / 255.0f;
+    fw = iw / 255.0f;
+    if (edit_mode == 1)
+        ImConvertColorHSVtoRGB(fx, fy, fz, fx, fy, fz);
+
+    if (value_changed)
+    {
+        col[0] = fx;
+        col[1] = fy;
+        col[2] = fz;
+        if (alpha)
+            col[3] = fw;
+    }
+
+    ImGui::PopID();
+
+    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();
+
+    const ImGuiAabb bb(ImVec2(window->Pos.x, window->DC.CursorPos.y), ImVec2(window->Pos.x + window->Size.x, window->DC.CursorPos.y));
+    ItemSize(ImVec2(0.0f, bb.GetSize().y)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit
+
+    if (ClipAdvance(bb))
+    {
+        if (window->DC.ColumnsCount > 1)
+            PushColumnClipRect();
+        return;
+    }
+
+    window->DrawList->AddLine(bb.Min, bb.Max, window->Color(ImGuiCol_Border));
+
+    if (window->DC.ColumnsCount > 1)
+        PushColumnClipRect();
+}
+
+// A little vertical spacing.
+void ImGui::Spacing()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ItemSize(ImVec2(0,0));
+}
+
+// Advance cursor given item size.
+static void ItemSize(ImVec2 size, ImVec2* adjust_start_offset)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    const float line_height = ImMax(window->DC.CurrentLineHeight, size.y);
+    if (adjust_start_offset)
+        adjust_start_offset->y = adjust_start_offset->y + (line_height - size.y) * 0.5f;
+
+    // Always align ourselves on pixel boundaries
+    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.ColumnsStartX + window->DC.ColumnsOffsetX), (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y));
+
+    window->SizeContentsFit = ImMax(window->SizeContentsFit, ImVec2(window->DC.CursorPosPrevLine.x, window->DC.CursorPos.y) - window->Pos + ImVec2(0.0f, window->ScrollY));
+
+    window->DC.PrevLineHeight = line_height;
+    window->DC.CurrentLineHeight = 0.0f;
+}
+
+static void ItemSize(const ImGuiAabb& aabb, ImVec2* adjust_start_offset)
+{
+    ItemSize(aabb.GetSize(), adjust_start_offset);
+}
+
+void ImGui::NextColumn()
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    if (window->DC.ColumnsCount > 1)
+    {
+        ImGui::PopItemWidth();
+        PopClipRect();
+
+        window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
+        if (++window->DC.ColumnsCurrent < window->DC.ColumnsCount)
+        {
+            window->DC.ColumnsOffsetX = ImGui::GetColumnOffset(window->DC.ColumnsCurrent) - window->DC.ColumnsStartX + g.Style.ItemSpacing.x;
+        }
+        else
+        {
+            window->DC.ColumnsCurrent = 0;
+            window->DC.ColumnsOffsetX = 0.0f;
+            window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY;
+        }
+        window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX);
+        window->DC.CursorPos.y = window->DC.ColumnsCellMinY;
+        window->DC.CurrentLineHeight = 0.0f;
+
+        PushColumnClipRect();
+        ImGui::PushItemWidth(ImGui::GetColumnWidth() * 0.65f);
+    }
+}
+
+static bool IsClipped(const ImGuiAabb& bb)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+
+    if (!bb.Overlaps(ImGuiAabb(window->ClipRectStack.back())) && !g.LogEnabled)
+        return true;
+    return false;
+}
+
+bool ImGui::IsClipped(const ImVec2& item_size)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    return IsClipped(ImGuiAabb(window->DC.CursorPos, window->DC.CursorPos + item_size));
+}
+
+static bool ClipAdvance(const ImGuiAabb& bb)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.LastItemAabb = bb;
+    window->DC.LastItemFocused = false;
+    if (IsClipped(bb))
+    {
+        window->DC.LastItemHovered = false;
+        return true;
+    }
+    window->DC.LastItemHovered = IsMouseHoveringBox(bb);     // this is a sensible default but widgets are free to override it after calling ClipAdvance
+    return false;
+}
+
+// Gets back to previous line and continue with horizontal layout
+//      column_x == 0   : follow on previous item
+//      columm_x != 0   : align to specified column
+//      spacing_w < 0   : use default spacing if column_x==0, no spacing if column_x!=0
+//      spacing_w >= 0  : enforce spacing
+void ImGui::SameLine(int column_x, int spacing_w)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    float x, y;
+    if (column_x != 0)
+    {
+        if (spacing_w < 0) spacing_w = 0;
+        x = window->Pos.x + (float)column_x + (float)spacing_w;
+        y = window->DC.CursorPosPrevLine.y;
+    }
+    else
+    {
+        if (spacing_w < 0) spacing_w = (int)g.Style.ItemSpacing.x;
+        x = window->DC.CursorPosPrevLine.x + (float)spacing_w;
+        y = window->DC.CursorPosPrevLine.y;
+    }
+    window->DC.CurrentLineHeight = window->DC.PrevLineHeight;
+    window->DC.CursorPos = ImVec2(x, y);
+}
+
+float ImGui::GetColumnOffset(int column_index)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (column_index < 0)
+        column_index = window->DC.ColumnsCurrent;
+
+    const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
+    RegisterAliveId(column_id);
+    const float default_t = column_index / (float)window->DC.ColumnsCount;
+    const float t = window->StateStorage.GetFloat(column_id, default_t);      // Cheaply store our floating point value inside the integer (could store an union into the map?)
+
+    const float offset = window->DC.ColumnsStartX + t * (window->Size.x - g.Style.ScrollBarWidth - window->DC.ColumnsStartX);
+    return offset;
+}
+
+void ImGui::SetColumnOffset(int column_index, float offset)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (column_index < 0)
+        column_index = window->DC.ColumnsCurrent;
+
+    const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
+    const float t = (offset - window->DC.ColumnsStartX) / (window->Size.x - g.Style.ScrollBarWidth - window->DC.ColumnsStartX);
+    window->StateStorage.SetFloat(column_id, t);
+}
+
+float ImGui::GetColumnWidth(int column_index)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (column_index < 0)
+        column_index = window->DC.ColumnsCurrent;
+
+    const float w = GetColumnOffset(column_index+1) - GetColumnOffset(column_index);
+    return w;
+}
+
+static void PushColumnClipRect(int column_index)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (column_index < 0)
+        column_index = window->DC.ColumnsCurrent;
+
+    const float x1 = window->Pos.x + ImGui::GetColumnOffset(column_index) - 1;
+    const float x2 = window->Pos.x + ImGui::GetColumnOffset(column_index+1) - 1;
+    PushClipRect(ImVec4(x1,-FLT_MAX,x2,+FLT_MAX));
+}
+
+void ImGui::Columns(int columns_count, const char* id, bool border)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    if (window->DC.ColumnsCount != 1)
+    {
+        if (window->DC.ColumnsCurrent != 0)
+            ItemSize(ImVec2(0,0));   // Advance to column 0
+        ImGui::PopItemWidth();
+        PopClipRect();
+
+        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)
+    {
+        const float y1 = window->DC.ColumnsStartPos.y;
+        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 ImGuiAabb column_aabb(ImVec2(x-4,y1),ImVec2(x+4,y2));
+
+            if (IsClipped(column_aabb))
+                continue;
+
+            bool hovered, held;
+            ButtonBehaviour(column_aabb, column_id, &hovered, &held, true);
+
+            // Draw before resize so our items positioning are in sync with the line being drawn
+            const ImU32 col = window->Color(held ? ImGuiCol_ColumnActive : hovered ? ImGuiCol_ColumnHovered : ImGuiCol_Column);
+            const float xi = (float)(int)x;
+            window->DrawList->AddLine(ImVec2(xi, y1), ImVec2(xi, y2), col);
+
+            if (held)
+            {
+                x -= window->Pos.x;
+                x = ImClamp(x + g.IO.MouseDelta.x, ImGui::GetColumnOffset(i-1)+g.Style.ColumnsMinSpacing, ImGui::GetColumnOffset(i+1)-g.Style.ColumnsMinSpacing);
+                SetColumnOffset(i, x);
+                x += window->Pos.x;
+            }
+        }
+    }
+
+    // Set state for first column
+    window->DC.ColumnsSetID = window->GetID(id ? id : "");
+    window->DC.ColumnsCurrent = 0;
+    window->DC.ColumnsCount = columns_count;
+    window->DC.ColumnsShowBorders = border;
+    window->DC.ColumnsStartPos = window->DC.CursorPos;
+    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.ColumnsStartX + window->DC.ColumnsOffsetX);
+
+    if (window->DC.ColumnsCount != 1)
+    {
+        PushColumnClipRect();
+        ImGui::PushItemWidth(ImGui::GetColumnWidth() * 0.65f);
+    }
+}
+
+void ImGui::TreePush(const char* str_id)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.ColumnsStartX += g.Style.TreeNodeSpacing;
+    window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX;
+    window->DC.TreeDepth++;
+    PushID(str_id ? str_id : "#TreePush");
+}
+
+void ImGui::TreePush(const void* ptr_id)
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.ColumnsStartX += g.Style.TreeNodeSpacing;
+    window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX;
+    window->DC.TreeDepth++;
+    PushID(ptr_id ? ptr_id : (const void*)"#TreePush");
+}
+
+void ImGui::TreePop()
+{
+    ImGuiState& g = GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.ColumnsStartX -= g.Style.TreeNodeSpacing;
+    window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX;
+    window->DC.TreeDepth--;
+    PopID();
+}
+
+void ImGui::Value(const char* prefix, bool b)
+{
+    ImGui::Text("%s: %s", prefix, (b ? "true" : "false"));
+}
+
+void ImGui::Value(const char* prefix, int v)
+{
+    ImGui::Text("%s: %d", prefix, v);
+}
+
+void ImGui::Value(const char* prefix, unsigned int v)
+{
+    ImGui::Text("%s: %d", prefix, v);
+}
+
+void ImGui::Value(const char* prefix, float v, const char* float_format)
+{
+    if (float_format)
+    {
+        char fmt[64];
+        sprintf(fmt, "%%s: %s", float_format);
+        ImGui::Text(fmt, prefix, v);
+    }
+    else
+    {
+        ImGui::Text("%s: %.3f", prefix, v);
+    }
+}
+
+void ImGui::Color(const char* prefix, const ImVec4& v)
+{
+    ImGui::Text("%s: (%.2f,%.2f,%.2f,%.2f)", prefix, v.x, v.y, v.z, v.w);
+    ImGui::SameLine();
+    ImGui::ColorButton(v, true);
+}
+
+void ImGui::Color(const char* prefix, unsigned int v)
+{
+    ImGui::Text("%s: %08X", prefix, v);
+    ImGui::SameLine();
+
+    ImVec4 col;
+    col.x = (float)((v >> 0) & 0xFF) / 255.0f;
+    col.y = (float)((v >> 8) & 0xFF) / 255.0f;
+    col.z = (float)((v >> 16) & 0xFF) / 255.0f;
+    col.w = (float)((v >> 24) & 0xFF) / 255.0f;
+    ImGui::ColorButton(col, true);
+}
+
+//-----------------------------------------------------------------------------
+// ImDrawList
+//-----------------------------------------------------------------------------
+
+void ImDrawList::Clear()
+{
+    commands.resize(0);
+    vtx_buffer.resize(0);
+    vtx_write = NULL;
+    clip_rect_stack.resize(0);
+}
+
+void ImDrawList::PushClipRect(const ImVec4& clip_rect)
+{
+    if (!commands.empty() && commands.back().vtx_count == 0)
+    {
+        // Reuse empty command because high-level clipping may have discarded the other vertices already
+        commands.back().clip_rect = clip_rect;
+    }
+    else
+    {
+        ImDrawCmd draw_cmd;
+        draw_cmd.vtx_count = 0;
+        draw_cmd.clip_rect = clip_rect;
+        commands.push_back(draw_cmd);
+    }
+    clip_rect_stack.push_back(clip_rect);
+}
+
+void ImDrawList::PopClipRect()
+{
+    clip_rect_stack.pop_back();
+    const ImVec4 clip_rect = clip_rect_stack.empty() ? ImVec4(-9999.0f,-9999.0f, +9999.0f, +9999.0f) : clip_rect_stack.back();
+    if (!commands.empty() && commands.back().vtx_count == 0)
+    {
+        // Reuse empty command because high-level clipping may have discarded the other vertices already
+        commands.back().clip_rect = clip_rect;
+    }
+    else
+    {
+        ImDrawCmd draw_cmd;
+        draw_cmd.vtx_count = 0;
+        draw_cmd.clip_rect = clip_rect;
+        commands.push_back(draw_cmd);
+    }
+}
+
+void ImDrawList::ReserveVertices(unsigned int vtx_count)
+{
+    if (vtx_count > 0)
+    {
+        ImDrawCmd& draw_cmd = commands.back();
+        draw_cmd.vtx_count += vtx_count;
+        vtx_buffer.resize(vtx_buffer.size() + vtx_count);
+        vtx_write = &vtx_buffer[vtx_buffer.size() - vtx_count];
+    }
+}
+
+void ImDrawList::AddVtx(const ImVec2& pos, ImU32 col)
+{
+    vtx_write->pos = pos;
+    vtx_write->col = col;
+    vtx_write->uv = GImGui.FontTexUvForWhite;
+    vtx_write++;
+}
+
+void ImDrawList::AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col)
+{
+    const float offset = GImGui.IO.PixelCenterOffset;
+    const float length = sqrtf(ImLengthSqr(b - a));
+    const ImVec2 hn = (b - a) * (0.50f / length);              // half normal
+    const ImVec2 hp0 = ImVec2(offset + hn.y, offset - hn.x);   // half perpendiculars + user offset
+    const ImVec2 hp1 = ImVec2(offset - hn.y, offset + hn.x);
+
+    // Two triangles makes up one line. Using triangles allows us to reduce amount of draw calls.
+    AddVtx(a + hp0, col);
+    AddVtx(b + hp0, col);
+    AddVtx(a + hp1, col);
+    AddVtx(b + hp0, col);
+    AddVtx(b + hp1, col);
+    AddVtx(a + hp1, col);
+}
+
+void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col)
+{
+    if ((col >> 24) == 0)
+        return;
+
+    ReserveVertices(6);
+    AddVtxLine(a, b, col);
+}
+
+void ImDrawList::AddArc(const ImVec2& center, float rad, ImU32 col, int a_min, int a_max, bool tris, const ImVec2& third_point_offset)
+{
+    if ((col >> 24) == 0)
+        return;
+
+    static ImVec2 circle_vtx[12];
+    static bool circle_vtx_builds = false;
+    if (!circle_vtx_builds)
+    {
+        for (int i = 0; i < IM_ARRAYSIZE(circle_vtx); i++)
+        {
+            const float a = ((float)i / (float)IM_ARRAYSIZE(circle_vtx)) * 2*PI;
+            circle_vtx[i].x = cosf(a + PI);
+            circle_vtx[i].y = sinf(a + PI);
+        }
+        circle_vtx_builds = true;
+    }
+
+    if (tris)
+    {
+        ReserveVertices((unsigned int)(a_max-a_min) * 3);
+        for (int a = a_min; a < a_max; a++)
+        {
+            AddVtx(center + circle_vtx[a % IM_ARRAYSIZE(circle_vtx)] * rad, col);
+            AddVtx(center + circle_vtx[(a+1) % IM_ARRAYSIZE(circle_vtx)] * rad, col);
+            AddVtx(center + third_point_offset, col);
+        }
+    }
+    else
+    {
+        ReserveVertices((unsigned int)(a_max-a_min) * 6);
+        for (int a = a_min; a < a_max; a++)
+            AddVtxLine(center + circle_vtx[a % IM_ARRAYSIZE(circle_vtx)] * rad, center + circle_vtx[(a+1) % IM_ARRAYSIZE(circle_vtx)] * rad, col);
+    }
+}
+
+void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners)
+{
+    if ((col >> 24) == 0)
+        return;
+
+    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 ));
+    r = ImMin(r, fabsf(b.y-a.y) * ( ((rounding_corners&(1|8))==(1|8)) || ((rounding_corners&(2|4))==(2|4)) ? 0.5f : 1.0f ));
+
+    if (r == 0.0f || rounding_corners == 0)
+    {
+        ReserveVertices(4*6);
+        AddVtxLine(ImVec2(a.x,a.y), ImVec2(b.x,a.y), col);
+        AddVtxLine(ImVec2(b.x,a.y), ImVec2(b.x,b.y), col);
+        AddVtxLine(ImVec2(b.x,b.y), ImVec2(a.x,b.y), col);
+        AddVtxLine(ImVec2(a.x,b.y), ImVec2(a.x,a.y), col);
+    }
+    else
+    {
+        ReserveVertices(4*6);
+        AddVtxLine(ImVec2(a.x + ((rounding_corners & 1)?r:0), a.y), ImVec2(b.x - ((rounding_corners & 2)?r:0), a.y), col);
+        AddVtxLine(ImVec2(b.x, a.y + ((rounding_corners & 2)?r:0)), ImVec2(b.x, b.y - ((rounding_corners & 4)?r:0)), col);
+        AddVtxLine(ImVec2(b.x - ((rounding_corners & 4)?r:0), b.y), ImVec2(a.x + ((rounding_corners & 8)?r:0), b.y), col);
+        AddVtxLine(ImVec2(a.x, b.y - ((rounding_corners & 8)?r:0)), ImVec2(a.x, a.y + ((rounding_corners & 1)?r:0)), col);
+
+        if (rounding_corners & 1) AddArc(ImVec2(a.x+r,a.y+r), r, col, 0, 3);
+        if (rounding_corners & 2) AddArc(ImVec2(b.x-r,a.y+r), r, col, 3, 6);
+        if (rounding_corners & 4) AddArc(ImVec2(b.x-r,b.y-r), r, col, 6, 9);
+        if (rounding_corners & 8) AddArc(ImVec2(a.x+r,b.y-r), r, col, 9, 12);
+    }
+}
+
+void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners)
+{
+    if ((col >> 24) == 0)
+        return;
+
+    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 ));
+    r = ImMin(r, fabsf(b.y-a.y) * ( ((rounding_corners&(1|8))==(1|8)) || ((rounding_corners&(2|4))==(2|4)) ? 0.5f : 1.0f ));
+
+    if (r == 0.0f || rounding_corners == 0)
+    {
+        // Use triangle so we can merge more draw calls together (at the cost of extra vertices)
+        ReserveVertices(6);
+        AddVtx(ImVec2(a.x,a.y), col);
+        AddVtx(ImVec2(b.x,a.y), col);
+        AddVtx(ImVec2(b.x,b.y), col);
+        AddVtx(ImVec2(a.x,a.y), col);
+        AddVtx(ImVec2(b.x,b.y), col);
+        AddVtx(ImVec2(a.x,b.y), col);
+    }
+    else
+    {
+        ReserveVertices(6+6*2);
+        AddVtx(ImVec2(a.x+r,a.y), col);
+        AddVtx(ImVec2(b.x-r,a.y), col);
+        AddVtx(ImVec2(b.x-r,b.y), col);
+        AddVtx(ImVec2(a.x+r,a.y), col);
+        AddVtx(ImVec2(b.x-r,b.y), col);
+        AddVtx(ImVec2(a.x+r,b.y), col);
+
+        float top_y = (rounding_corners & 1) ? a.y+r : a.y;
+        float bot_y = (rounding_corners & 8) ? b.y-r : b.y;
+        AddVtx(ImVec2(a.x,top_y), col);
+        AddVtx(ImVec2(a.x+r,top_y), col);
+        AddVtx(ImVec2(a.x+r,bot_y), col);
+        AddVtx(ImVec2(a.x,top_y), col);
+        AddVtx(ImVec2(a.x+r,bot_y), col);
+        AddVtx(ImVec2(a.x,bot_y), col);
+
+        top_y = (rounding_corners & 2) ? a.y+r : a.y;
+        bot_y = (rounding_corners & 4) ? b.y-r : b.y;
+        AddVtx(ImVec2(b.x-r,top_y), col);
+        AddVtx(ImVec2(b.x,top_y), col);
+        AddVtx(ImVec2(b.x,bot_y), col);
+        AddVtx(ImVec2(b.x-r,top_y), col);
+        AddVtx(ImVec2(b.x,bot_y), col);
+        AddVtx(ImVec2(b.x-r,bot_y), col);
+
+        if (rounding_corners & 1) AddArc(ImVec2(a.x+r,a.y+r), r, col, 0, 3, true);
+        if (rounding_corners & 2) AddArc(ImVec2(b.x-r,a.y+r), r, col, 3, 6, true);
+        if (rounding_corners & 4) AddArc(ImVec2(b.x-r,b.y-r), r, col, 6, 9, true);
+        if (rounding_corners & 8) AddArc(ImVec2(a.x+r,b.y-r), r, col, 9, 12,true);
+    }
+}
+
+void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col)
+{
+    if ((col >> 24) == 0)
+        return;
+
+    const ImVec2 offset(GImGui.IO.PixelCenterOffset,GImGui.IO.PixelCenterOffset);
+
+    ReserveVertices(3);
+    AddVtx(a + offset, col);
+    AddVtx(b + offset, col);
+    AddVtx(c + offset, col);
+}
+
+void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments)
+{
+    if ((col >> 24) == 0)
+        return;
+
+    const ImVec2 offset(GImGui.IO.PixelCenterOffset,GImGui.IO.PixelCenterOffset);
+
+    ReserveVertices((unsigned int)num_segments*6);
+    const float a_step = 2*PI/(float)num_segments;
+    float a0 = 0.0f;
+    for (int i = 0; i < num_segments; i++)
+    {
+        const float a1 = (i + 1) == num_segments ? 0.0f : a0 + a_step;
+        AddVtxLine(centre + offset + ImVec2(cosf(a0), sinf(a0))*radius, centre + ImVec2(cosf(a1), sinf(a1))*radius, col);
+        a0 = a1;
+    }
+}
+
+void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments)
+{
+    if ((col >> 24) == 0)
+        return;
+
+    const ImVec2 offset(GImGui.IO.PixelCenterOffset,GImGui.IO.PixelCenterOffset);
+
+    ReserveVertices((unsigned int)num_segments*3);
+    const float a_step = 2*PI/(float)num_segments;
+    float a0 = 0.0f;
+    for (int i = 0; i < num_segments; i++)
+    {
+        const float a1 = (i + 1) == num_segments ? 0.0f : a0 + a_step;
+        AddVtx(centre + offset + ImVec2(cosf(a0), sinf(a0))*radius, col);
+        AddVtx(centre + offset + ImVec2(cosf(a1), sinf(a1))*radius, col);
+        AddVtx(centre + offset, col);
+        a0 = a1;
+    }
+}
+
+void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width)
+{
+    if ((col >> 24) == 0)
+        return;
+
+    if (text_end == NULL)
+        text_end = text_begin + strlen(text_begin); // FIXME-OPT
+
+    // reserve vertices for worse case
+    const unsigned int char_count = (unsigned int)(text_end - text_begin);
+    const unsigned int vtx_count_max = char_count * 6;
+    const size_t vtx_begin = vtx_buffer.size();
+    ReserveVertices(vtx_count_max);
+
+    font->RenderText(font_size, pos, col, clip_rect_stack.back(), text_begin, text_end, vtx_write, wrap_width);
+
+    // give back unused vertices
+    vtx_buffer.resize((size_t)(vtx_write - &vtx_buffer.front()));
+    const size_t vtx_count = vtx_buffer.size() - vtx_begin;
+    commands.back().vtx_count -= (unsigned int)(vtx_count_max - vtx_count);
+    vtx_write -= (vtx_count_max - vtx_count);
+}
+
+//-----------------------------------------------------------------------------
+// ImBitmapFont
+//-----------------------------------------------------------------------------
+
+ImFont::ImFont()
+{
+    Scale = 1.0f;
+    DisplayOffset = ImVec2(0.0f,0.0f);
+    TexUvForWhite = ImVec2(0.0f,0.0f);
+    FallbackChar = (ImWchar)'?';
+
+    Data = NULL;
+    DataSize = 0;
+    DataOwned = false;
+    Info = NULL;
+    Common = NULL;
+    Glyphs = NULL;
+    GlyphsCount = 0;
+    Kerning = NULL;
+    KerningCount = 0;
+    FallbackGlyph = NULL;
+}
+
+void    ImFont::Clear()
+{
+    if (Data && DataOwned)
+        ImGui::MemFree(Data);
+    Data = NULL;
+    DataOwned = false;
+    Info = NULL;
+    Common = NULL;
+    Glyphs = NULL;
+    GlyphsCount = 0;
+    Filenames.clear();
+    IndexLookup.clear();
+    FallbackGlyph = NULL;
+}
+
+bool    ImFont::LoadFromFile(const char* filename)
+{
+    IM_ASSERT(!IsLoaded());     // Call Clear()
+
+    if (!ImLoadFileToMemory(filename, "rb", (void**)&Data, &DataSize))
+        return false;
+    DataOwned = true;
+    return LoadFromMemory(Data, DataSize);
+}
+
+bool    ImFont::LoadFromMemory(const void* data, size_t data_size)
+{
+    IM_ASSERT(!IsLoaded());     // Call Clear()
+
+    Data = (unsigned char*)data;
+    DataSize = data_size;
+
+    // Parse data
+    if (DataSize < 4 || Data[0] != 'B' || Data[1] != 'M' || Data[2] != 'F' || Data[3] != 0x03)
+        return false;
+    for (const unsigned char* p = Data+4; p < Data + DataSize; )
+    {
+        const unsigned char block_type = *(unsigned char*)p;
+        p += sizeof(unsigned char);
+        ImU32 block_size;   // use memcpy to read 4-byte because they may be unaligned. This seems to break when compiling for Emscripten.
+        memcpy(&block_size, p, sizeof(ImU32));
+        p += sizeof(ImU32);
+
+        switch (block_type)
+        {
+        case 1:
+            IM_ASSERT(Info == NULL);
+            Info = (FntInfo*)p;
+            break;
+        case 2:
+            IM_ASSERT(Common == NULL);
+            Common = (FntCommon*)p;
+            break;
+        case 3:
+            for (const unsigned char* s = p; s < p+block_size && s < Data+DataSize; s = s + strlen((const char*)s) + 1)
+                Filenames.push_back((const char*)s);
+            break;
+        case 4:
+            IM_ASSERT(Glyphs == NULL && GlyphsCount == 0);
+            Glyphs = (FntGlyph*)p;
+            GlyphsCount = block_size / sizeof(FntGlyph);
+            break;
+        case 5:
+            IM_ASSERT(Kerning == NULL && KerningCount == 0);
+            Kerning = (FntKerning*)p;
+            KerningCount = block_size / sizeof(FntKerning);
+            break;
+        default:
+            break;
+        }
+        p += block_size;
+    }
+
+    BuildLookupTable();
+    return true;
+}
+
+void ImFont::BuildLookupTable()
+{
+    ImU32 max_c = 0;
+    for (size_t i = 0; i != GlyphsCount; i++)
+        if (max_c < Glyphs[i].Id)
+            max_c = Glyphs[i].Id;
+
+    IndexLookup.clear();
+    IndexLookup.resize(max_c + 1);
+    for (size_t i = 0; i < IndexLookup.size(); i++)
+        IndexLookup[i] = -1;
+    for (size_t i = 0; i < GlyphsCount; i++)
+        IndexLookup[Glyphs[i].Id] = (int)i;
+}
+
+const ImFont::FntGlyph* ImFont::FindGlyph(unsigned short c) const
+{
+    if (c < (int)IndexLookup.size())
+    {
+        const int i = IndexLookup[c];
+        if (i >= 0 && i < (int)GlyphsCount)
+            return &Glyphs[i];
+    }
+    return FallbackGlyph;
+}
+
+// Convert UTF-8 to 32-bits character, process single character input.
+// Based on stb_from_utf8() from github.com/nothings/stb/
+static int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
+{
+    if (*in_text != 0)
+    {
+        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)
+        {
+            if (in_text_end && in_text_end - (const char*)str < 2) return -1;
+            if (*str < 0xc2) return -1;
+            c = (unsigned int)((*str++ & 0x1f) << 6);
+            if ((*str & 0xc0) != 0x80) return -1;
+            c += (*str++ & 0x3f);
+            *out_char = c;
+            return 2;
+        }
+        if ((*str & 0xf0) == 0xe0)
+        {
+            if (in_text_end && in_text_end - (const char*)str < 3) return -1;
+            if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return -1;
+            if (*str == 0xed && str[1] > 0x9f) return -1; // str[1] < 0x80 is checked below
+            c = (unsigned int)((*str++ & 0x0f) << 12);
+            if ((*str & 0xc0) != 0x80) return -1;
+            c += (unsigned int)((*str++ & 0x3f) << 6);
+            if ((*str & 0xc0) != 0x80) return -1;
+            c += (*str++ & 0x3f);
+            *out_char = c;
+            return 3;
+        }
+        if ((*str & 0xf8) == 0xf0)
+        {
+            if (in_text_end && in_text_end - (const char*)str < 4) return -1;
+            if (*str > 0xf4) return -1;
+            if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return -1;
+            if (*str == 0xf4 && str[1] > 0x8f) return -1; // str[1] < 0x80 is checked below
+            c = (unsigned int)((*str++ & 0x07) << 18);
+            if ((*str & 0xc0) != 0x80) return -1;
+            c += (unsigned int)((*str++ & 0x3f) << 12);
+            if ((*str & 0xc0) != 0x80) return -1;
+            c += (unsigned int)((*str++ & 0x3f) << 6);
+            if ((*str & 0xc0) != 0x80) return -1;
+            c += (*str++ & 0x3f);
+            // utf-8 encodings of values used in surrogate pairs are invalid
+            if ((c & 0xFFFFF800) == 0xD800) return -1;
+            *out_char = c;
+            return 4;
+        }
+    }
+    *out_char = 0;
+    return 0;
+}
+
+static ptrdiff_t ImTextStrFromUtf8(ImWchar* buf, size_t buf_size, const char* in_text, const char* in_text_end)
+{
+    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 < 0x10000)    // FIXME: Losing characters that don't fit in 2 bytes
+            *buf_out++ = (ImWchar)c;
+    }
+    *buf_out = 0;
+    return buf_out - buf;
+}
+
+static 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 < 0x10000)
+            char_count++;
+    }
+    return char_count;
+}
+
+// Based on stb_to_utf8() from github.com/nothings/stb/
+static int ImTextCharToUtf8(char* buf, size_t buf_size, unsigned int c)
+{
+    if (c)
+    {
+        size_t i = 0;
+        size_t n = buf_size;
+        if (c < 0x80)
+        {
+            if (i+1 > n) return 0;
+            buf[i++] = (char)c;
+            return 1;
+        }
+        else if (c < 0x800)
+        {
+            if (i+2 > n) return 0;
+            buf[i++] = (char)(0xc0 + (c >> 6));
+            buf[i++] = (char)(0x80 + (c & 0x3f));
+            return 2;
+        }
+        else if (c >= 0xdc00 && c < 0xe000)
+        {
+            return 0;
+        }
+        else if (c >= 0xd800 && c < 0xdc00)
+        {
+            if (i+4 > n) return 0;
+            buf[i++] = (char)(0xf0 + (c >> 18));
+            buf[i++] = (char)(0x80 + ((c >> 12) & 0x3f));
+            buf[i++] = (char)(0x80 + ((c >> 6) & 0x3f));
+            buf[i++] = (char)(0x80 + ((c ) & 0x3f));
+            return 4;
+        }
+        //else if (c < 0x10000)
+        {
+            if (i+3 > n) return 0;
+            buf[i++] = (char)(0xe0 + (c >> 12));
+            buf[i++] = (char)(0x80 + ((c>> 6) & 0x3f));
+            buf[i++] = (char)(0x80 + ((c ) & 0x3f));
+            return 3;
+        }
+    }
+    return 0;
+}
+
+static ptrdiff_t ImTextStrToUtf8(char* buf, size_t 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)
+    {
+        buf_out += ImTextCharToUtf8(buf_out, (uintptr_t)(buf_end-buf_out-1), (unsigned int)*in_text);
+        in_text++;
+    }
+    *buf_out = 0;
+    return buf_out - buf;
+}
+
+static int ImTextCountUtf8BytesFromWchar(const ImWchar* in_text, const ImWchar* in_text_end)
+{
+    int bytes_count = 0;
+    while ((!in_text_end || in_text < in_text_end) && *in_text)
+    {
+        char dummy[5]; // FIXME-OPT
+        bytes_count += ImTextCharToUtf8(dummy, 5, (unsigned int)*in_text);
+        in_text++;
+    }
+    return bytes_count;
+}
+
+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;
+        const int bytes_count = ImTextCharFromUtf8(&c, s, text_end);
+        const char* next_s = s + (bytes_count > 0 ? bytes_count : 1);
+
+        if (c == '\n')
+        {
+            line_width = word_width = blank_width = 0.0f;
+            inside_word = true;
+            s = next_s;
+            continue;
+        }
+
+        float char_width = 0.0f;
+        if (c == '\t')
+        {
+            if (const FntGlyph* glyph = FindGlyph((unsigned short)' '))
+                char_width = (glyph->XAdvance + Info->SpacingHoriz) * 4 * scale;
+        }
+        else
+        {
+            if (const FntGlyph* glyph = FindGlyph((unsigned short)c))
+                char_width = (glyph->XAdvance + Info->SpacingHoriz) * scale;
+        }
+
+        if (c == ' ' || c == '\t')
+        {
+            if (inside_word)
+            {
+                line_width += blank_width;
+                blank_width = 0.0f;
+            }
+            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
+
+    const float scale = size / (float)Info->FontSize;
+    const float line_height = (float)Info->FontSize * scale;
+
+    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 (c == ' ' || c == '\t') { s++; } else if (c == '\n') { s++; break; } else { break; }
+                }
+                continue;
+            }
+        }
+
+        // Decode and advance source (handle unlikely UTF-8 decoding failure by skipping to the next byte)
+        unsigned int c;
+        const int bytes_count = ImTextCharFromUtf8(&c, s, text_end);
+        s += bytes_count > 0 ? bytes_count : 1;
+
+        if (c == '\n')
+        {
+            if (text_size.x < line_width)
+                text_size.x = line_width;
+            text_size.y += line_height;
+            line_width = 0.0f;
+            continue;
+        }
+
+        float char_width = 0.0f;
+        if (c == '\t')
+        {
+            // FIXME: Better TAB handling
+            if (const FntGlyph* glyph = FindGlyph((unsigned short)' '))
+                char_width = (glyph->XAdvance + Info->SpacingHoriz) * 4 * scale;
+        }
+        else if (const FntGlyph* glyph = FindGlyph((unsigned short)c))
+        {
+            char_width = (glyph->XAdvance + Info->SpacingHoriz) * scale;
+        }
+
+        if (line_width + char_width >= max_width)
+            break;
+
+        line_width += char_width;
+    }
+
+    if (line_width > 0 || text_size.y == 0.0f)
+    {
+        if (text_size.x < line_width)
+            text_size.x = line_width;
+        text_size.y += line_height;
+    }
+
+    if (remaining)
+        *remaining = s;
+
+    return text_size;
+}
+
+ImVec2 ImFont::CalcTextSizeW(float size, float max_width, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining) const
+{
+    if (!text_end)
+        text_end = text_begin + ImStrlenW(text_begin);
+
+    const float scale = size / (float)Info->FontSize;
+    const float line_height = (float)Info->FontSize * scale;
+
+    ImVec2 text_size = ImVec2(0,0);
+    float line_width = 0.0f;
+
+    const ImWchar* s = text_begin;
+    while (s < text_end)
+    {
+        const unsigned int c = (unsigned int)(*s++);
+
+        if (c == '\n')
+        {
+            if (text_size.x < line_width)
+                text_size.x = line_width;
+            text_size.y += line_height;
+            line_width = 0.0f;
+            continue;
+        }
+
+        float char_width = 0.0f;
+        if (c == '\t')
+        {
+            // FIXME: Better TAB handling
+            if (const FntGlyph* glyph = FindGlyph((unsigned short)' '))
+                char_width = (glyph->XAdvance + Info->SpacingHoriz) * 4 * scale;
+        }
+        else
+        {
+            if (const FntGlyph* glyph = FindGlyph((unsigned short)c))
+                char_width = (glyph->XAdvance + Info->SpacingHoriz) * scale;
+        }
+
+        if (line_width + char_width >= max_width)
+            break;
+
+        line_width += char_width;
+    }
+
+    if (line_width > 0 || text_size.y == 0.0f)
+    {
+        if (text_size.x < line_width)
+            text_size.x = line_width;
+        text_size.y += line_height;
+    }
+
+    if (remaining)
+        *remaining = s;
+
+    return text_size;
+}
+
+void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect_ref, const char* text_begin, const char* text_end, ImDrawVert*& out_vertices, float wrap_width) const
+{
+    if (!text_end)
+        text_end = text_begin + strlen(text_begin);
+
+    const float scale = size / (float)Info->FontSize;
+    const float line_height = (float)Info->FontSize * scale;
+    const float tex_scale_x = 1.0f / (float)Common->ScaleW;
+    const float tex_scale_y = 1.0f / (float)Common->ScaleH;
+    const float outline = (float)Info->Outline;
+
+    // Align to be pixel perfect
+    pos.x = (float)(int)pos.x + DisplayOffset.x;
+    pos.y = (float)(int)pos.y + DisplayOffset.y;
+
+    const bool word_wrap_enabled = (wrap_width > 0.0f);
+    const char* word_wrap_eol = NULL;
+
+    const ImVec4 clip_rect = clip_rect_ref;
+    float x = pos.x;
+    float y = pos.y;
+
+    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 - (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 (c == ' ' || c == '\t') { s++; } else if (c == '\n') { s++; break; } else { break; }
+                }
+                continue;
+            }
+        }
+
+        // Decode and advance source (handle unlikely UTF-8 decoding failure by skipping to the next byte)
+        unsigned int c;
+        const int bytes_count = ImTextCharFromUtf8(&c, s, text_end);
+        s += bytes_count > 0 ? bytes_count : 1;
+
+        if (c == '\n')
+        {
+            x = pos.x;
+            y += line_height;
+            continue;
+        }
+
+        float char_width = 0.0f;
+        if (c == '\t')
+        {
+            // FIXME: Better TAB handling
+            if (const FntGlyph* glyph = FindGlyph((unsigned short)' '))
+                char_width += (glyph->XAdvance + Info->SpacingHoriz) * 4 * scale;
+        }
+        else if (const FntGlyph* glyph = FindGlyph((unsigned short)c))
+        {
+            char_width = (glyph->XAdvance + Info->SpacingHoriz) * scale;
+            if (c != ' ')
+            {
+                // Clipping on Y is more likely
+                const float y1 = (float)(y + (glyph->YOffset + outline*2) * scale);
+                const float y2 = (float)(y1 + glyph->Height * scale);
+                if (y1 <= clip_rect.w && y2 >= clip_rect.y)
+                {
+                    const float x1 = (float)(x + (glyph->XOffset + outline) * scale);
+                    const float x2 = (float)(x1 + glyph->Width * scale);
+                    if (x1 <= clip_rect.z && x2 >= clip_rect.x)
+                    {
+                        // Render a character
+                        const float s1 = (glyph->X) * tex_scale_x;
+                        const float t1 = (glyph->Y) * tex_scale_y;
+                        const float s2 = (glyph->X + glyph->Width) * tex_scale_x;
+                        const float t2 = (glyph->Y + glyph->Height) * tex_scale_y;
+
+                        out_vertices[0].pos = ImVec2(x1, y1);
+                        out_vertices[0].uv  = ImVec2(s1, t1);
+                        out_vertices[0].col = col;
+
+                        out_vertices[1].pos = ImVec2(x2, y1);
+                        out_vertices[1].uv  = ImVec2(s2, t1);
+                        out_vertices[1].col = col;
+
+                        out_vertices[2].pos = ImVec2(x2, y2);
+                        out_vertices[2].uv  = ImVec2(s2, t2);
+                        out_vertices[2].col = col;
+
+                        out_vertices[3] = out_vertices[0];
+                        out_vertices[4] = out_vertices[2];
+
+                        out_vertices[5].pos = ImVec2(x1, y2);
+                        out_vertices[5].uv  = ImVec2(s1, t2);
+                        out_vertices[5].col = col;
+
+                        out_vertices += 6;
+                    }
+                }
+            }
+        }
+
+        x += char_width;
+    }
+}
+
+//-----------------------------------------------------------------------------
+// PLATFORM DEPENDANT HELPERS
+//-----------------------------------------------------------------------------
+
+#if defined(_MSC_VER) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS)
+
+#define WIN32_LEAN_AND_MEAN
+#include <windows.h>
+
+// Win32 API clipboard implementation
+static const char*  GetClipboardTextFn_DefaultImpl()
+{
+    static char* buf_local = NULL;
+    if (buf_local)
+    {
+        ImGui::MemFree(buf_local);
+        buf_local = NULL;
+    }
+    if (!OpenClipboard(NULL))
+        return NULL;
+    HANDLE buf_handle = GetClipboardData(CF_TEXT);
+    if (buf_handle == NULL)
+        return NULL;
+    if (char* buf_global = (char*)GlobalLock(buf_handle))
+        buf_local = ImStrdup(buf_global);
+    GlobalUnlock(buf_handle);
+    CloseClipboard();
+    return buf_local;
+}
+
+// Win32 API clipboard implementation
+static void SetClipboardTextFn_DefaultImpl(const char* text)
+{
+    if (!OpenClipboard(NULL))
+        return;
+    const char* text_end = text + strlen(text);
+    const int buf_length = (int)(text_end - text) + 1;
+    HGLOBAL buf_handle = GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)buf_length * sizeof(char));
+    if (buf_handle == NULL)
+        return;
+    char* buf_global = (char *)GlobalLock(buf_handle);
+    memcpy(buf_global, text, (size_t)(text_end - text));
+    buf_global[text_end - text] = 0;
+    GlobalUnlock(buf_handle);
+    EmptyClipboard();
+    SetClipboardData(CF_TEXT, buf_handle);
+    CloseClipboard();
+}
+
+#else
+
+// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers
+static const char*  GetClipboardTextFn_DefaultImpl()
+{
+    return GImGui.PrivateClipboard;
+}
+
+// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers
+static void SetClipboardTextFn_DefaultImpl(const char* text)
+{
+    if (GImGui.PrivateClipboard)
+    {
+        ImGui::MemFree(GImGui.PrivateClipboard);
+        GImGui.PrivateClipboard = NULL;
+    }
+    const char* text_end = text + strlen(text);
+    GImGui.PrivateClipboard = (char*)ImGui::MemAlloc((size_t)(text_end - text) + 1);
+    memcpy(GImGui.PrivateClipboard, text, (size_t)(text_end - text));
+    GImGui.PrivateClipboard[(size_t)(text_end - text)] = 0;
+}
+
+#endif
+
+//-----------------------------------------------------------------------------
+// HELP
+//-----------------------------------------------------------------------------
+
+void ImGui::ShowUserGuide()
+{
+    ImGuiState& g = GImGui;
+
+    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 (g.IO.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 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 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");
+}
+
+void ImGui::ShowStyleEditor(ImGuiStyle* ref)
+{
+    ImGuiState& g = GImGui;
+    ImGuiStyle& style = g.Style;
+
+    const ImGuiStyle def; // Default style
+
+    if (ImGui::Button("Revert Style"))
+        g.Style = ref ? *ref : def;
+    if (ref)
+    {
+        ImGui::SameLine();
+        if (ImGui::Button("Save Style"))
+            *ref = g.Style;
+    }
+
+    ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.55f);
+
+    if (ImGui::TreeNode("Sizes"))
+    {
+        ImGui::SliderFloat("Alpha", &style.Alpha, 0.20f, 1.0f, "%.2f");                 // Not exposing zero here so user doesn't "lose" the UI. But application code could have a toggle to switch between zero and non-zero.
+        ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
+        ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 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("TreeNodeSpacing", &style.TreeNodeSpacing, 0.0f, 20.0f, "%.0f");
+        ImGui::SliderFloat("ScrollBarWidth", &style.ScrollBarWidth, 0.0f, 20.0f, "%.0f");
+        ImGui::TreePop();
+    }
+
+    if (ImGui::TreeNode("Colors"))
+    {
+        static int output_dest = 0;
+        static bool output_only_modified = false;
+        if (ImGui::Button("Output Colors"))
+        {
+            if (output_dest == 0)
+                ImGui::LogToClipboard();
+            else
+                ImGui::LogToTTY();
+            ImGui::LogText("ImGuiStyle& style = ImGui::GetStyle();" STR_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] : &def.Colors[i]), sizeof(ImVec4)) != 0)
+                    ImGui::LogText("style.Colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" STR_NEWLINE, name, 22 - strlen(name), "", col.x, col.y, col.z, col.w);
+            }
+            ImGui::LogFinish();
+        }
+        ImGui::SameLine(); ImGui::PushItemWidth(150); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY"); 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);
+
+        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] : &def.Colors[i]), sizeof(ImVec4)) != 0)
+            {
+                ImGui::SameLine(); if (ImGui::Button("Revert")) style.Colors[i] = ref ? ref->Colors[i] : def.Colors[i];
+                if (ref) { ImGui::SameLine(); if (ImGui::Button("Save")) ref->Colors[i] = style.Colors[i]; }
+            }
+            ImGui::PopID();
+        }
+        ImGui::EndChild();
+
+        ImGui::TreePop();
+    }
+
+    /*
+    // Font scaling options
+    // Note that those are not actually part of the style.
+    if (ImGui::TreeNode("Font"))
+    {
+        static float window_scale = 1.0f;
+        ImGui::SliderFloat("window scale", &window_scale, 0.3f, 2.0f, "%.1f");                   // scale only this window
+        ImGui::SliderFloat("font scale", &ImGui::GetIO().Font->Scale, 0.3f, 2.0f, "%.1f");       // scale only this font
+        ImGui::SliderFloat("global scale", &ImGui::GetIO().FontGlobalScale, 0.3f, 2.0f, "%.1f"); // scale everything
+        ImGui::SetWindowFontScale(window_scale);
+        ImGui::TreePop();
+    }
+    */
+
+    ImGui::PopItemWidth();
+}
+
+//-----------------------------------------------------------------------------
+// SAMPLE CODE
+//-----------------------------------------------------------------------------
+
+static void ShowExampleAppConsole(bool* opened);
+static void ShowExampleAppLongText(bool* opened);
+static void ShowExampleAppAutoResize(bool* opened);
+static void ShowExampleAppFixedOverlay(bool* opened);
+
+// Demonstrate ImGui features (unfortunately this makes this function a little bloated!)
+void ImGui::ShowTestWindow(bool* opened)
+{
+    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 float fill_alpha = 0.65f;
+
+    const ImGuiWindowFlags layout_flags = (no_titlebar ? ImGuiWindowFlags_NoTitleBar : 0) | (no_border ? 0 : ImGuiWindowFlags_ShowBorders) | (no_resize ? ImGuiWindowFlags_NoResize : 0) | (no_move ? ImGuiWindowFlags_NoMove : 0) | (no_scrollbar ? ImGuiWindowFlags_NoScrollbar : 0);
+    ImGui::Begin("ImGui Test", opened, ImVec2(550,680), fill_alpha, layout_flags);
+    ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f);
+
+    ImGui::Text("ImGui says hello.");
+    //ImGui::Text("MousePos (%g, %g)", ImGui::GetIO().MousePos.x, ImGui::GetIO().MousePos.y);
+    //ImGui::Text("MouseWheel %d", ImGui::GetIO().MouseWheel);
+
+    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::SliderFloat("fill alpha", &fill_alpha, 0.0f, 1.0f);
+
+        if (ImGui::TreeNode("Style Editor"))
+        {
+            ImGui::ShowStyleEditor();
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Logging"))
+        {
+            ImGui::LogButtons();
+            ImGui::TreePop();
+        }
+    }
+
+    if (ImGui::CollapsingHeader("Widgets"))
+    {
+        static bool a=false;
+        if (ImGui::Button("Button")) { printf("Clicked\n"); a ^= 1; }
+        if (a)
+        {
+            ImGui::SameLine();
+            ImGui::Text("Thanks for clicking me!");
+        }
+
+        if (ImGui::TreeNode("Tree"))
+        {
+            for (size_t i = 0; i < 5; i++)
+            {
+                if (ImGui::TreeNode((void*)i, "Child %d", i))
+                {
+                    ImGui::Text("blah blah");
+                    ImGui::SameLine();
+                    if (ImGui::SmallButton("print"))
+                        printf("Child %d pressed", (int)i);
+                    ImGui::TreePop();
+                }
+            }
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("Bullets"))
+        {
+            ImGui::BulletText("Bullet point 1");
+            ImGui::BulletText("Bullet point 2\nOn multiple lines");
+            ImGui::BulletText("Bullet point 3");
+            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::TreePop();
+        }
+
+        if (ImGui::TreeNode("Word Wrapping"))
+        {
+            // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility.
+            ImGui::TextWrapped("This is a long paragraph. The text should automatically wrap on the edge of the window. The current implementation follows simple rules that works 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:");
+            ImGui::GetWindowDrawList()->AddRectFilled(ImGui::GetCursorScreenPos() + ImVec2(wrap_width, 0.0f), ImGui::GetCursorScreenPos() + ImVec2(wrap_width+10, ImGui::GetTextLineHeight()), 0xFFFF00FF);
+            ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
+            ImGui::Text("lazy dog. This paragraph is made to fit within %.0f pixels. The quick brown fox jumps over the lazy dog.", wrap_width);
+            ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemBoxMin(), ImGui::GetItemBoxMax(), 0xFF00FFFF);
+            ImGui::PopTextWrapPos();
+
+            ImGui::Text("Test paragraph 2:");
+            ImGui::GetWindowDrawList()->AddRectFilled(ImGui::GetCursorScreenPos() + ImVec2(wrap_width, 0.0f), ImGui::GetCursorScreenPos() + ImVec2(wrap_width+10, ImGui::GetTextLineHeight()), 0xFFFF00FF);
+            ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
+            ImGui::Text("aaaaaaaa bbbbbbbb, cccccccc,dddddddd. eeeeeeee   ffffffff. gggggggg!hhhhhhhh");
+            ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemBoxMin(), ImGui::GetItemBoxMax(), 0xFF00FFFF);
+            ImGui::PopTextWrapPos();
+
+            ImGui::TreePop();
+        }
+
+        if (ImGui::TreeNode("UTF-8 Text"))
+        {
+            // UTF-8 test (need a suitable font, try extra_fonts/mplus* files for example)
+            // 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 please be reasonable and use UTF-8 in the source or get the data from external files! :)
+            ImGui::TextWrapped("(CJK text will only appears if the font supports it. Please check in the extra_fonts/ folder if you intend to use non-ASCII characters. Note that characters values are preserved even if the font cannot be displayed, so you can safely copy & paste garbled characters.)");
+            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();
+        }
+
+        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);
+
+        ImGui::Text("Hover 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();
+
+        static int item = 1;
+        ImGui::Combo("combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
+
+        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));
+
+        static char str0[128] = "Hello, world!";
+        static int i0=123;
+        static float f0=0.001f;
+        ImGui::InputText("string", str0, IM_ARRAYSIZE(str0));
+        ImGui::InputInt("input int", &i0);
+        ImGui::InputFloat("input float", &f0, 0.01f, 1.0f);
+
+        static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f };
+        //ImGui::InputFloat2("input float2", vec4a);
+        ImGui::InputFloat3("input float3", vec4a);
+        //ImGui::InputFloat4("input float4", vec4a);
+
+        static int i1=0;
+        static int i2=42;
+        ImGui::SliderInt("int 0..3", &i1, 0, 3);
+        ImGui::SliderInt("int -100..100", &i2, -100, 100);
+
+        static float f1=1.123f;
+        static float f2=0;
+        static float f3=0;
+        static float f4=123456789.0f;
+        ImGui::SliderFloat("float", &f1, 0.0f, 2.0f);
+        ImGui::SliderFloat("log float", &f2, 0.0f, 10.0f, "%.4f", 2.0f);
+        ImGui::SliderFloat("signed log float", &f3, -10.0f, 10.0f, "%.4f", 3.0f);
+        ImGui::SliderFloat("unbound float", &f4, -FLT_MAX, FLT_MAX, "%.4f");
+        static float angle = 0.0f;
+        ImGui::SliderAngle("angle", &angle);
+
+        static float vec4b[4] = { 0.10f, 0.20f, 0.30f, 0.40f };
+        //ImGui::SliderFloat2("slider float2", vec4b, 0.0f, 1.0f);
+        ImGui::SliderFloat3("slider float3", vec4b, 0.0f, 1.0f);
+        //ImGui::SliderFloat4("slider float4", vec4b, 0.0f, 1.0f);
+
+        //static int vec4i[4] = { 1, 5, 100, 255 };
+        //ImGui::SliderInt2("slider int2", vec4i, 0, 255);
+        //ImGui::SliderInt3("slider int3", vec4i, 0, 255);
+        //ImGui::SliderInt4("slider int4", vec4i, 0, 255);
+
+        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::ColorEdit4("color 2", col2);
+    }
+
+    if (ImGui::CollapsingHeader("Graphs widgets"))
+    {
+        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));
+
+        static bool pause;
+        static ImVector<float> values; if (values.empty()) { values.resize(100); memset(&values.front(), 0, values.size()*sizeof(float)); }
+        static size_t values_offset = 0;
+        if (!pause)
+        {
+            // create dummy data at fixed 60 hz rate
+            static float refresh_time = -1.0f;
+            if (ImGui::GetTime() > refresh_time + 1.0f/60.0f)
+            {
+                refresh_time = ImGui::GetTime();
+                static float phase = 0.0f;
+                values[values_offset] = cosf(phase);
+                values_offset = (values_offset+1)%values.size();
+                phase += 0.10f*values_offset;
+            }
+        }
+        ImGui::PlotLines("Frame Times", &values.front(), (int)values.size(), (int)values_offset, "avg 0.0", -1.0f, 1.0f, ImVec2(0,70));
+
+        ImGui::SameLine(); ImGui::Checkbox("pause", &pause);
+        ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0,70));
+    }
+
+    if (ImGui::CollapsingHeader("Horizontal Layout"))
+    {
+        // Text
+        ImGui::Text("Hello");
+        ImGui::SameLine();
+        ImGui::Text("World");
+
+        // Button
+        if (ImGui::Button("Banana")) printf("Pressed!\n");
+        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.");
+
+        // 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);
+
+        // SliderFloat
+        static float f0=1.0f, f1=2.0f, f2=3.0f;
+        ImGui::PushItemWidth(80);
+        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);
+    }
+
+    if (ImGui::CollapsingHeader("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::GetWindowWidth() * 0.5f,300));
+        for (int i = 0; i < 100; i++)
+        {
+            ImGui::Text("%04d: scrollable region", i);
+            if (goto_line && line == i)
+                ImGui::SetScrollPosHere();
+        }
+        if (goto_line && line >= 100)
+            ImGui::SetScrollPosHere();
+        ImGui::EndChild();
+
+        ImGui::SameLine();
+
+        ImGui::BeginChild("Sub2", ImVec2(0,300), true);
+        ImGui::Text("With border");
+        ImGui::Columns(2);
+        for (int i = 0; i < 100; i++)
+        {
+            char buf[32];
+            ImFormatString(buf, IM_ARRAYSIZE(buf), "%08x", i*5731);
+            ImGui::Button(buf);
+            ImGui::NextColumn();
+        }
+        ImGui::EndChild();
+    }
+
+    if (ImGui::CollapsingHeader("Columns"))
+    {
+        ImGui::Columns(4, "data", true);
+        ImGui::Text("ID"); ImGui::NextColumn();
+        ImGui::Text("Name"); ImGui::NextColumn();
+        ImGui::Text("Path"); ImGui::NextColumn();
+        ImGui::Text("Flags"); ImGui::NextColumn();
+        ImGui::Separator();
+
+        ImGui::Text("0000"); ImGui::NextColumn();
+        ImGui::Text("Robert"); ImGui::NextColumn();
+        ImGui::Text("/path/robert"); ImGui::NextColumn();
+        ImGui::Text("...."); ImGui::NextColumn();
+
+        ImGui::Text("0001"); ImGui::NextColumn();
+        ImGui::Text("Stephanie"); ImGui::NextColumn();
+        ImGui::Text("/path/stephanie"); ImGui::NextColumn();
+        ImGui::Text("line 1"); ImGui::Text("line 2"); ImGui::NextColumn(); // two lines, two items
+
+        ImGui::Text("0002"); ImGui::NextColumn();
+        ImGui::Text("C64"); ImGui::NextColumn();
+        ImGui::Text("/path/computer"); ImGui::NextColumn();
+        ImGui::Text("...."); ImGui::NextColumn();
+        ImGui::Columns(1);
+
+        ImGui::Separator();
+
+        ImGui::Columns(3, "mixed");
+
+        // Create multiple items in a same cell because switching to next column
+        static int e = 0;
+        ImGui::Text("Hello");
+        ImGui::Button("Banana");
+        ImGui::RadioButton("radio a", &e, 0);
+        ImGui::NextColumn();
+
+        ImGui::Text("ImGui");
+        ImGui::Button("Apple");
+        ImGui::RadioButton("radio b", &e, 1);
+        ImGui::Text("An extra line here.");
+        ImGui::NextColumn();
+
+        ImGui::Text("World!");
+        ImGui::Button("Corniflower");
+        ImGui::RadioButton("radio c", &e, 2);
+        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::Columns(2, "multiple components");
+        static float foo = 1.0f;
+        ImGui::InputFloat("red", &foo, 0.05f, 0, 3); ImGui::NextColumn();
+        static float bar = 1.0f;
+        ImGui::InputFloat("blue", &bar, 0.05f, 0, 3); ImGui::NextColumn();
+        ImGui::Columns(1);
+
+        ImGui::Separator();
+
+        ImGui::Columns(2, "word wrapping");
+        ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");
+        ImGui::Text("Hello Left");
+        ImGui::NextColumn();
+        ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");
+        ImGui::Text("Hello Right");
+        ImGui::Columns(1);
+
+        ImGui::Separator();
+
+        if (ImGui::TreeNode("Inside a tree.."))
+        {
+            if (ImGui::TreeNode("node 1 (with borders)"))
+            {
+                ImGui::Columns(4);
+                ImGui::Text("aaa"); ImGui::NextColumn();
+                ImGui::Text("bbb"); ImGui::NextColumn();
+                ImGui::Text("ccc"); ImGui::NextColumn();
+                ImGui::Text("ddd"); ImGui::NextColumn();
+                ImGui::Text("eee"); ImGui::NextColumn();
+                ImGui::Text("fff"); ImGui::NextColumn();
+                ImGui::Text("ggg"); ImGui::NextColumn();
+                ImGui::Text("hhh"); ImGui::NextColumn();
+                ImGui::Columns(1);
+                ImGui::TreePop();
+            }
+            if (ImGui::TreeNode("node 2 (without borders)"))
+            {
+                ImGui::Columns(4, NULL, false);
+                ImGui::Text("aaa"); ImGui::NextColumn();
+                ImGui::Text("bbb"); ImGui::NextColumn();
+                ImGui::Text("ccc"); ImGui::NextColumn();
+                ImGui::Text("ddd"); ImGui::NextColumn();
+                ImGui::Text("eee"); ImGui::NextColumn();
+                ImGui::Text("fff"); ImGui::NextColumn();
+                ImGui::Text("ggg"); ImGui::NextColumn();
+                ImGui::Text("hhh"); ImGui::NextColumn();
+                ImGui::Columns(1);
+                ImGui::TreePop();
+            }
+            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 (size_t i = 0; i < IM_ARRAYSIZE(lines); i++)
+            if (filter.PassFilter(lines[i]))
+                ImGui::BulletText("%s", lines[i]);
+    }
+
+    if (ImGui::CollapsingHeader("Keyboard & Focus"))
+    {
+        if (ImGui::TreeNode("Tabbing"))
+        {
+            ImGui::Text("Use TAB/SHIFT+TAB to cycle thru 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(); ImGui::Text("(?)"); if (ImGui::IsHovered()) ImGui::SetTooltip("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::IsItemFocused()) has_focus = 1;
+
+            if (focus_2) ImGui::SetKeyboardFocusHere();
+            ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
+            if (ImGui::IsItemFocused()) has_focus = 2;
+
+            ImGui::PushAllowKeyboardFocus(false);
+            if (focus_3) ImGui::SetKeyboardFocusHere();
+            ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf));
+            if (ImGui::IsItemFocused()) has_focus = 3;
+            ImGui::PopAllowKeyboardFocus();
+            if (has_focus)
+                ImGui::Text("Item with focus: %d", has_focus);
+            else
+                ImGui::Text("Item with focus: <none>");
+            ImGui::TreePop();
+        }
+    }
+
+    static bool show_app_console = false;
+    static bool show_app_long_text = false;
+    static bool show_app_auto_resize = false;
+    static bool show_app_fixed_overlay = false;
+    if (ImGui::CollapsingHeader("App Examples"))
+    {
+        ImGui::Checkbox("Console", &show_app_console);
+        ImGui::Checkbox("Long text display", &show_app_long_text);
+        ImGui::Checkbox("Auto-resizing window", &show_app_auto_resize);
+        ImGui::Checkbox("Simple overlay", &show_app_fixed_overlay);
+    }
+    if (show_app_console)
+        ShowExampleAppConsole(&show_app_console);
+    if (show_app_long_text)
+        ShowExampleAppLongText(&show_app_long_text);
+    if (show_app_auto_resize)
+        ShowExampleAppAutoResize(&show_app_auto_resize);
+    if (show_app_fixed_overlay)
+        ShowExampleAppFixedOverlay(&show_app_fixed_overlay);
+
+    ImGui::End();
+}
+
+static void ShowExampleAppAutoResize(bool* opened)
+{
+    if (!ImGui::Begin("Example: Auto-Resizing Window", opened, ImVec2(0,0), -1.0f, ImGuiWindowFlags_AlwaysAutoResize))
+    {
+        ImGui::End();
+        return;
+    }
+
+    static int lines = 10;
+    ImGui::TextWrapped("Window will resize every-frame to the size of its content. Note that you don't want to query the window size to output 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();
+}
+
+static void ShowExampleAppFixedOverlay(bool* opened)
+{
+    if (!ImGui::Begin("Example: Fixed Overlay", opened, ImVec2(0,0), 0.3f, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoSavedSettings))
+    {
+        ImGui::End();
+        return;
+    }
+
+    ImGui::SetWindowPos(ImVec2(10,10));
+    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();
+}
+
+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();
+        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.
+    }
+    ~ExampleAppConsole()
+    {
+        ClearLog();
+        for (size_t i = 0; i < Items.size(); i++)
+            ImGui::MemFree(History[i]);
+    }
+
+    void    ClearLog()
+    {
+        for (size_t i = 0; i < Items.size(); i++)
+            ImGui::MemFree(Items[i]);
+        Items.clear();
+        ScrollToBottom = true;
+    }
+
+    void    AddLog(const char* fmt, ...)
+    {
+        char buf[1024];
+        va_list args;
+        va_start(args, fmt);
+        ImFormatStringV(buf, IM_ARRAYSIZE(buf), fmt, args);
+        va_end(args);
+        Items.push_back(ImStrdup(buf));
+        ScrollToBottom = true;
+    }
+
+    void    Run(const char* title, bool* opened)
+    {
+        if (!ImGui::Begin(title, opened, ImVec2(520,600)))
+        {
+            ImGui::End();
+            return;
+        }
+
+        ImGui::TextWrapped("This example implement 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 from bottom
+        // TODO: clip manually
+
+        if (ImGui::SmallButton("Add Dummy Text")) AddLog("some text\nsome more text\ndisplay very important message here!\n"); ImGui::SameLine();
+        if (ImGui::SmallButton("Add Dummy Error")) AddLog("[error] something went wrong"); ImGui::SameLine();
+        if (ImGui::SmallButton("Clear")) ClearLog();
+        ImGui::Separator();
+
+        ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0));
+        static ImGuiTextFilter filter;
+        filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180);
+        if (ImGui::IsItemHovered()) ImGui::SetKeyboardFocusHere(-1); // Auto focus on hover
+        ImGui::PopStyleVar();
+        ImGui::Separator();
+
+        // 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 lots of text this approach may be too inefficient. You can seek and display only the lines that are on display using a technique similar to what TextUnformatted() does,
+        // or faster if your entries are already stored into a table.
+        ImGui::BeginChild("ScrollingRegion", ImVec2(0,-ImGui::GetTextLineSpacing()*2));
+        ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4,1)); // Tighten spacing
+        for (size_t i = 0; i < Items.size(); i++)
+        {
+            const char* item = Items[i];
+            if (!filter.PassFilter(item))
+                continue;
+            ImVec4 col(1,1,1,1); // A better implement may store a type per-item. For the sample let's just parse the text.
+            if (strstr(item, "[error]")) col = ImVec4(1.0f,0.4f,0.4f,1.0f);
+            else if (strncmp(item, "# ", 2) == 0) col = ImVec4(1.0f,0.8f,0.6f,1.0f);
+            ImGui::PushStyleColor(ImGuiCol_Text, col);
+            ImGui::TextUnformatted(item);
+            ImGui::PopStyleColor();
+        }
+        if (ScrollToBottom)
+            ImGui::SetScrollPosHere();
+        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, "");
+        }
+
+        if (ImGui::IsItemHovered()) ImGui::SetKeyboardFocusHere(-1); // Auto focus on hover
+
+        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 = (int)History.size()-1; i >= 0; i--)
+            if (ImStricmp(History[i], command_line) == 0)
+            {
+                ImGui::MemFree(History[i]);
+                History.erase(History.begin() + i);
+                break;
+            }
+        History.push_back(ImStrdup(command_line));
+
+        // Process command
+        if (ImStricmp(command_line, "CLEAR") == 0)
+        {
+            ClearLog();
+        }
+        else if (ImStricmp(command_line, "HELP") == 0)
+        {
+            AddLog("Commands:");
+            for (size_t i = 0; i < Commands.size(); i++)
+                AddLog("- %s", Commands[i]);
+        }
+        else if (ImStricmp(command_line, "HISTORY") == 0)
+        {
+            for (size_t 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 void TextEditCallbackStub(ImGuiTextEditCallbackData* data)
+    {
+        ExampleAppConsole* console = (ExampleAppConsole*)data->UserData;
+        console->TextEditCallback(data);
+    }
+
+    void    TextEditCallback(ImGuiTextEditCallbackData* data)
+    {
+        //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd);
+        switch (data->EventKey)
+        {
+        case ImGuiKey_Tab:
+            {
+                // 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 (size_t i = 0; i < Commands.size(); i++)
+                    if (ImStrnicmp(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", 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);
+                    while (true)
+                    {
+                        int c = 0;
+                        bool all_candidates_matches = true;
+                        for (size_t i = 0; i < candidates.size() && all_candidates_matches; i++)
+                            if (i == 0)
+                                c = toupper(candidates[i][match_len]);
+                            else if (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 (size_t i = 0; i < candidates.size(); i++)
+                        AddLog("- %s\n", candidates[i]);
+                }
+
+                break;
+            }
+        case ImGuiKey_UpArrow:
+        case ImGuiKey_DownArrow:
+            {
+                // Example of HISTORY
+                const int prev_history_pos = HistoryPos;
+                if (data->EventKey == ImGuiKey_UpArrow)
+                {
+                    if (HistoryPos == -1)
+                        HistoryPos = (int)(History.size() - 1);
+                    else if (HistoryPos > 0)
+                        HistoryPos--;
+                }
+                else if (data->EventKey == ImGuiKey_DownArrow)
+                {
+                    if (HistoryPos != -1)
+                        if (++HistoryPos >= (int)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)
+                {
+                    ImFormatString(data->Buf, data->BufSize, "%s", (HistoryPos >= 0) ? History[HistoryPos] : "");
+                    data->BufDirty = true;
+                    data->CursorPos = data->SelectionStart = data->SelectionEnd = (int)strlen(data->Buf);
+                }
+            }
+        }
+    }
+};
+
+static void ShowExampleAppConsole(bool* opened)
+{
+    static ExampleAppConsole console;
+    console.Run("Example: Console", opened);
+}
+
+static void ShowExampleAppLongText(bool* opened)
+{
+    if (!ImGui::Begin("Example: Long text display", opened, ImVec2(520,600)))
+    {
+        ImGui::End();
+        return;
+    }
+
+    static ImGuiTextBuffer log;
+    static int lines = 0;
+    ImGui::Text("Printing unusually long amount of text.");
+    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");
+    ImGui::TextUnformatted(log.begin(), log.end());
+    ImGui::EndChild();
+
+    ImGui::End();
+}
+
+// End of Sample code
+
+//-----------------------------------------------------------------------------
+// Font data
+// Bitmap exported from proggy_clean.fon (c) by Tristan Grimmer http://upperbounds.net/
+// Also available on unofficial ProggyFonts mirror http://www.proggyfonts.net
+//-----------------------------------------------------------------------------
+/*
+// Copyright (c) 2004, 2005 Tristan Grimmer
+
+// 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.
+*/
+//-----------------------------------------------------------------------------
+// Fonts exported with BMFont http://www.angelcode.com/products/bmfont
+// We are using bmfont format and you can load your own font from a file by setting up ImGui::GetIO().Font
+// PNG further compressed with pngout.exe http://advsys.net/ken/utils.htm
+// Manually converted to C++ array using the following program:
+/*
+#include <stdio.h>
+static void binary_to_c(const char* name_in, const char* symbol)
+{
+    FILE* fi = fopen(name_in, "rb"); fseek(fi, 0, SEEK_END); long sz = ftell(fi); fseek(fi, 0, SEEK_SET);
+    fprintf(stdout, "static const unsigned int %s_size = %d;\n", symbol, sz);
+    fprintf(stdout, "static const unsigned int %s_data[%d/4] =\n{", symbol, ((sz+3)/4)*4);
+    int column = 0;
+    for (unsigned int data = 0; fread(&data, 1, 4, fi); data = 0)
+        if ((column++ % 12) == 0)
+            fprintf(stdout, "\n    0x%08x, ", data);
+        else
+            fprintf(stdout, "0x%08x, ", data);
+    fprintf(stdout, "\n};\n\n");
+    fclose(fi);
+}
+
+int main(int argc, char** argv)
+{
+    binary_to_c("proggy_clean_13.png", "proggy_clean_13_png");
+    binary_to_c("proggy_clean_13.fnt", "proggy_clean_13_fnt");
+    return 1;
+}
+*/
+//-----------------------------------------------------------------------------
+
+static const unsigned int proggy_clean_13_png_size = 1557;
+static const unsigned int proggy_clean_13_png_data[1560/4] =
+{
+    0x474e5089, 0x0a1a0a0d, 0x0d000000, 0x52444849, 0x00010000, 0x80000000, 0x00000308, 0x476bd300, 0x00000038, 0x544c5006, 0x00000045, 0xa5ffffff,
+    0x00dd9fd9, 0x74010000, 0x00534e52, 0x66d8e640, 0xbd050000, 0x54414449, 0x9bed5e78, 0x30e36e51, 0xeef5440c, 0x31fde97f, 0x584ec0f0, 0x681ace39,
+    0xca120e6b, 0x1c5a28a6, 0xc5d98a89, 0x1a3d602e, 0x323c0043, 0xf6bc9e68, 0xbe3ad62c, 0x3d60260f, 0x82d60096, 0xe0bfc707, 0xfb9bf1d1, 0xbf0267ac,
+    0x1600260f, 0x061229c0, 0x0000c183, 0x37162c58, 0xdfa088fc, 0xde7d5704, 0x77fcbb80, 0x48e5c3f1, 0x73d8b8f8, 0xc4af7802, 0x1ca111ad, 0x0001ed7a,
+    0x76eda3ef, 0xb78d3e00, 0x801c7203, 0x0215c0b1, 0x0410b044, 0xa85100d4, 0x07627ec7, 0x0cf83fa8, 0x94001a22, 0xf87347f1, 0xdcb5cfc1, 0x1c3880cc,
+    0xd4e034ca, 0xfa928d9d, 0xb0167e31, 0x325cc570, 0x4bbd584b, 0xbd4e6574, 0x70bae084, 0xf0c0008a, 0x3f601ddb, 0x0bba506a, 0xa58a0082, 0x5b46946e,
+    0x720a4ccd, 0xdfaaed39, 0x25dc8042, 0x7ee403f4, 0x2ad69cc9, 0x6c4b3009, 0x429037ed, 0x0293f875, 0x1a69dced, 0xab120198, 0x61c01d88, 0xcf2e43dc,
+    0xfc3c00ef, 0xc049a270, 0xdbbea582, 0x0d592601, 0xc3c9a8dd, 0x5013d143, 0x19a47bbb, 0xf89253dd, 0x0a9901dc, 0x38900ecd, 0xb2dec9d7, 0xc2b91230,
+    0xb8e0106f, 0x976404cb, 0x5d83c3f3, 0x6e8086fd, 0x5c9ab007, 0xf50354f6, 0xe7e72002, 0x4bc870ca, 0xab49736f, 0xc137c6e0, 0xa9aa6ff3, 0xbff84f2f,
+    0x673e6e20, 0xf6e3c7e0, 0x618fe05a, 0x39ca2a00, 0x93ca03b4, 0x3a9d2728, 0xbbebba41, 0xce0e3681, 0x6e29ec05, 0x111eca83, 0xfdfe7ec1, 0xa7c8a75b,
+    0xac6bc3ab, 0x72a5bc25, 0x9f612c1c, 0x378ec05e, 0x7202b157, 0x789e5a82, 0x5256bc0e, 0xcb900996, 0x10721105, 0x00823ce0, 0x69ab59fb, 0x39c72084,
+    0xf5e37b25, 0xd1794700, 0x538d0637, 0x9a2bff4f, 0xce0d43a4, 0xa6da7ed2, 0xd7095132, 0xf5ad6232, 0x9aaa8e9c, 0xd8d1d3ed, 0x058940a1, 0x21f00d64,
+    0x89a5c9de, 0x021b3f24, 0x77a97aac, 0x714be65a, 0x5e2d57ae, 0x27e3610f, 0x28809288, 0x36b9559f, 0xd00e347a, 0x0094e385, 0x565d034d, 0x7f52d5f2,
+    0x9aea81de, 0x5e804909, 0x010d7f0a, 0x8f0d3fb1, 0xbbce23bc, 0x375e85ac, 0x01fa03b9, 0xc0526c3a, 0xf7866870, 0x9d46d804, 0x158ebf64, 0x7bd534c5,
+    0xd80cf202, 0x410ee80f, 0x79419915, 0x74a844ae, 0x94119881, 0xcbbcc0fc, 0xa263d471, 0x013d0269, 0x67f6a0f8, 0x3e4474d0, 0xd1e50cb5, 0x56fd0e60,
+    0xc4c0fd4c, 0x940629ff, 0xe18a7a16, 0xcca0330f, 0xb8ed50b7, 0x6935778b, 0x3735c791, 0x3909eb94, 0x0be36620, 0x0ac0d7aa, 0xefe942c9, 0xf0092727,
+    0x5c020ee2, 0x0246da53, 0xa24be8bc, 0xa891ab94, 0xd012c7e2, 0x9c115954, 0xde0dac8e, 0x555dc022, 0x59e84f77, 0xbed2cf80, 0xe9af2cda, 0x4b600716,
+    0x8955bd80, 0x7098c3f3, 0x25a8466a, 0x4ddbf26a, 0x5f554753, 0xf4890f28, 0x886a27ab, 0x54a00413, 0x0a157ca9, 0x52909a80, 0x7122a312, 0x0024a75c,
+    0xe6d72935, 0xecde29cf, 0x025de009, 0x7995a6aa, 0x4a180491, 0x013df0d8, 0xe009edba, 0xd40019dc, 0x45b36b2a, 0x0122eb0d, 0x6e80a79f, 0x746590f5,
+    0xd1a6dd49, 0xc05954b6, 0x83d4b957, 0xa00fe5b1, 0x59695ad7, 0xcff8433d, 0x44a0f340, 0xdd226c73, 0x5537f08c, 0xe1e89c32, 0x431056af, 0x233eb000,
+    0x60773f40, 0xed7e490a, 0xc160091f, 0x12829db5, 0x43fbe6cf, 0x0a6b26c2, 0xd5f0f35a, 0xfc09fda8, 0x73525f8c, 0x2ea38cf9, 0x32bc410b, 0x94a60a22,
+    0x1f62a42b, 0x5f290034, 0x07beaa91, 0x1e8ccb40, 0x17d6b0f9, 0xa2a017c9, 0x4c79a610, 0xa1de6525, 0xe975029f, 0xe063585f, 0x6246cfbb, 0x04acad44,
+    0xe6a05138, 0xd03d8434, 0xc9950013, 0x5d4c809e, 0xfd26932d, 0x739213ac, 0xe260d8ef, 0xe4164617, 0x16fc60aa, 0x1d0b21e7, 0x445004b4, 0x13fd1b59,
+    0x56b0f804, 0xaa936a3a, 0x335459c1, 0xb37f8caa, 0x06b68e03, 0x14d5eb01, 0x8300c78c, 0x9674792a, 0x20ba791b, 0x4d88024d, 0xef747354, 0x451e673e,
+    0xc4dafc9a, 0xe53b9cd1, 0x32b4011a, 0x3d702c0f, 0x09bc0b40, 0x220d277d, 0x47eb7809, 0x8a946500, 0x7a28c4bd, 0x96e00f99, 0xc04365da, 0x05edcf46,
+    0x7dee2c27, 0xe6020b7f, 0x159ecedf, 0xcbdb00ff, 0x516bb9e3, 0xd0716161, 0xeba75956, 0xf17fc22b, 0x5c578beb, 0xfe474a09, 0xc1750a87, 0xe384c189,
+    0x5df54e26, 0xa6f76b79, 0xd4b172be, 0x3e8d5ceb, 0x832d90ec, 0x180368e7, 0x354c724d, 0x1a8b1412, 0x8de07be9, 0xaf009efe, 0x4616c621, 0x2860eb01,
+    0x244f1404, 0xc3de724b, 0x6497a802, 0xab2f4419, 0x4e02910d, 0xe3ecf410, 0x7a6404a8, 0x8c72b112, 0xde5bc706, 0xd4f8ffe9, 0x50176344, 0x7b49fe7d,
+    0x02c1d88c, 0x25634a40, 0x194804f7, 0x03b76d84, 0x392bde58, 0xdeebad27, 0xc160c021, 0xa97a72db, 0xa8040b83, 0x78804f3e, 0x046b9433, 0x178cc824,
+    0x62800897, 0x7010370b, 0x21cfe7e4, 0x8053ec40, 0xf9d60526, 0xae9d353f, 0x069b40c7, 0x80496f14, 0x57e682b3, 0x6e0273e0, 0x974e2e28, 0x60ab7c3d,
+    0x2025ba33, 0x507b3a8c, 0x12b70173, 0xd095c400, 0xee012d96, 0x6e194c9a, 0xe5933f89, 0x43b70102, 0xf30306aa, 0xc5802189, 0x53c077c3, 0x86029009,
+    0xa0c1e780, 0xa4c04c1f, 0x93dbd580, 0xf8149809, 0x06021893, 0x3060c183, 0x83060c18, 0x183060c1, 0xc183060c, 0x0c183060, 0x60c18306, 0xfe0c1830,
+    0x0cb69501, 0x7a40d9df, 0x000000dd, 0x4e454900, 0x6042ae44, 0x00000082,
+};
+
+static const unsigned int proggy_clean_13_fnt_size = 4647;
+static const unsigned int proggy_clean_13_fnt_data[4648/4] =
+{
+    0x03464d42, 0x00001a01, 0x40000d00, 0x01006400, 0x00000000, 0x50000101, 0x67676f72, 0x656c4379, 0x02006e61, 0x0000000f, 0x000a000d, 0x00800100,
+    0x01000001, 0x03000000, 0x00000016, 0x676f7270, 0x635f7967, 0x6e61656c, 0x5f33315f, 0x6e702e30, 0xd0040067, 0x00000011, 0x2e000000, 0x07000e00,
+    0x00000d00, 0x07000000, 0x010f0000, 0x36000000, 0x05003800, 0x01000d00, 0x07000000, 0x020f0000, 0x86000000, 0x07000e00, 0x00000d00, 0x07000000,
+    0x030f0000, 0x07000000, 0x06001c00, 0x01000d00, 0x07000000, 0x040f0000, 0x15000000, 0x06001c00, 0x01000d00, 0x07000000, 0x050f0000, 0x23000000,
+    0x06001c00, 0x01000d00, 0x07000000, 0x060f0000, 0x31000000, 0x06001c00, 0x01000d00, 0x07000000, 0x070f0000, 0xfc000000, 0x03003800, 0x02000d00,
+    0x07000000, 0x080f0000, 0x54000000, 0x05003800, 0x01000d00, 0x07000000, 0x090f0000, 0x4d000000, 0x06001c00, 0x01000d00, 0x07000000, 0x0a0f0000,
+    0xa8000000, 0x06001c00, 0x01000d00, 0x07000000, 0x0b0f0000, 0x6a000000, 0x04004600, 0x00000d00, 0x07000000, 0x0c0f0000, 0x74000000, 0x04004600,
+    0x00000d00, 0x07000000, 0x0d0f0000, 0x88000000, 0x04004600, 0x03000d00, 0x07000000, 0x0e0f0000, 0x65000000, 0x04004600, 0x03000d00, 0x07000000,
+    0x0f0f0000, 0x36000000, 0x07000e00, 0x00000d00, 0x07000000, 0x100f0000, 0x5a000000, 0x05003800, 0x00000d00, 0x07000000, 0x110f0000, 0x60000000,
+    0x05003800, 0x00000d00, 0x07000000, 0x120f0000, 0xe4000000, 0x03004600, 0x01000d00, 0x07000000, 0x130f0000, 0xe0000000, 0x03004600, 0x01000d00,
+    0x07000000, 0x140f0000, 0x66000000, 0x05003800, 0x00000d00, 0x07000000, 0x150f0000, 0x6c000000, 0x05003800, 0x00000d00, 0x07000000, 0x160f0000,
+    0x72000000, 0x05003800, 0x00000d00, 0x07000000, 0x170f0000, 0xd8000000, 0x03004600, 0x00000d00, 0x07000000, 0x180f0000, 0xcc000000, 0x03004600,
+    0x01000d00, 0x07000000, 0x190f0000, 0xc8000000, 0x03004600, 0x02000d00, 0x07000000, 0x1a0f0000, 0x78000000, 0x05003800, 0x00000d00, 0x07000000,
+    0x1b0f0000, 0x84000000, 0x05003800, 0x00000d00, 0x07000000, 0x1c0f0000, 0x00000000, 0x15000000, 0xf9000d00, 0x070000ff, 0x1d0f0000, 0xb0000000,
+    0x15000000, 0xf9000d00, 0x070000ff, 0x1e0f0000, 0x2c000000, 0x15000000, 0xf9000d00, 0x070000ff, 0x200f0000, 0x9a000000, 0x15000000, 0xf9000d00,
+    0x070000ff, 0x210f0000, 0x0c000000, 0x01005400, 0x03000d00, 0x07000000, 0x220f0000, 0xbc000000, 0x03004600, 0x02000d00, 0x07000000, 0x230f0000,
+    0x4e000000, 0x07000e00, 0x00000d00, 0x07000000, 0x240f0000, 0x8a000000, 0x05003800, 0x01000d00, 0x07000000, 0x250f0000, 0xa6000000, 0x07000e00,
+    0x00000d00, 0x07000000, 0x260f0000, 0xf4000000, 0x06000e00, 0x01000d00, 0x07000000, 0x270f0000, 0x06000000, 0x01005400, 0x03000d00, 0x07000000,
+    0x280f0000, 0xb8000000, 0x03004600, 0x02000d00, 0x07000000, 0x290f0000, 0xb4000000, 0x03004600, 0x02000d00, 0x07000000, 0x2a0f0000, 0x90000000,
+    0x05003800, 0x01000d00, 0x07000000, 0x2b0f0000, 0x96000000, 0x05003800, 0x01000d00, 0x07000000, 0x2c0f0000, 0xe8000000, 0x02004600, 0x01000d00,
+    0x07000000, 0x2d0f0000, 0x9c000000, 0x05003800, 0x01000d00, 0x07000000, 0x2e0f0000, 0x04000000, 0x01005400, 0x02000d00, 0x07000000, 0x2f0f0000,
+    0xa2000000, 0x05003800, 0x01000d00, 0x07000000, 0x300f0000, 0xae000000, 0x05003800, 0x01000d00, 0x07000000, 0x310f0000, 0xd8000000, 0x05003800,
+    0x01000d00, 0x07000000, 0x320f0000, 0xfa000000, 0x05000000, 0x01000d00, 0x07000000, 0x330f0000, 0x31000000, 0x05002a00, 0x01000d00, 0x07000000,
+    0x340f0000, 0x3f000000, 0x06001c00, 0x01000d00, 0x07000000, 0x350f0000, 0x37000000, 0x05002a00, 0x01000d00, 0x07000000, 0x360f0000, 0x3d000000,
+    0x05002a00, 0x01000d00, 0x07000000, 0x370f0000, 0x43000000, 0x05002a00, 0x01000d00, 0x07000000, 0x380f0000, 0x49000000, 0x05002a00, 0x01000d00,
+    0x07000000, 0x390f0000, 0x4f000000, 0x05002a00, 0x01000d00, 0x07000000, 0x3a0f0000, 0x02000000, 0x01005400, 0x03000d00, 0x07000000, 0x3b0f0000,
+    0xfa000000, 0x02004600, 0x01000d00, 0x07000000, 0x3c0f0000, 0x77000000, 0x06001c00, 0x00000d00, 0x07000000, 0x3d0f0000, 0x7e000000, 0x06001c00,
+    0x01000d00, 0x07000000, 0x3e0f0000, 0x85000000, 0x06001c00, 0x01000d00, 0x07000000, 0x3f0f0000, 0x55000000, 0x05002a00, 0x01000d00, 0x07000000,
+    0x400f0000, 0xae000000, 0x07000e00, 0x00000d00, 0x07000000, 0x410f0000, 0xe0000000, 0x06001c00, 0x01000d00, 0x07000000, 0x420f0000, 0xa1000000,
+    0x06001c00, 0x01000d00, 0x07000000, 0x430f0000, 0x5b000000, 0x05002a00, 0x01000d00, 0x07000000, 0x440f0000, 0xaf000000, 0x06001c00, 0x01000d00,
+    0x07000000, 0x450f0000, 0x61000000, 0x05002a00, 0x01000d00, 0x07000000, 0x460f0000, 0x67000000, 0x05002a00, 0x01000d00, 0x07000000, 0x470f0000,
+    0x38000000, 0x06001c00, 0x01000d00, 0x07000000, 0x480f0000, 0x8c000000, 0x06001c00, 0x01000d00, 0x07000000, 0x490f0000, 0xa0000000, 0x03004600,
+    0x02000d00, 0x07000000, 0x4a0f0000, 0x97000000, 0x04004600, 0x01000d00, 0x07000000, 0x4b0f0000, 0xb6000000, 0x06001c00, 0x01000d00, 0x07000000,
+    0x4c0f0000, 0x6d000000, 0x05002a00, 0x01000d00, 0x07000000, 0x4d0f0000, 0x1e000000, 0x07000e00, 0x00000d00, 0x07000000, 0x4e0f0000, 0x23000000,
+    0x06002a00, 0x01000d00, 0x07000000, 0x4f0f0000, 0xed000000, 0x06000e00, 0x01000d00, 0x07000000, 0x500f0000, 0x73000000, 0x05002a00, 0x01000d00,
+    0x07000000, 0x510f0000, 0x00000000, 0x06001c00, 0x01000d00, 0x07000000, 0x520f0000, 0x0e000000, 0x06001c00, 0x01000d00, 0x07000000, 0x530f0000,
+    0x1c000000, 0x06001c00, 0x01000d00, 0x07000000, 0x540f0000, 0x66000000, 0x07000e00, 0x00000d00, 0x07000000, 0x550f0000, 0x2a000000, 0x06001c00,
+    0x01000d00, 0x07000000, 0x560f0000, 0x6e000000, 0x07000e00, 0x00000d00, 0x07000000, 0x570f0000, 0x76000000, 0x07000e00, 0x00000d00, 0x07000000,
+    0x580f0000, 0x46000000, 0x06001c00, 0x01000d00, 0x07000000, 0x590f0000, 0x7e000000, 0x07000e00, 0x00000d00, 0x07000000, 0x5a0f0000, 0x54000000,
+    0x06001c00, 0x01000d00, 0x07000000, 0x5b0f0000, 0x9c000000, 0x03004600, 0x02000d00, 0x07000000, 0x5c0f0000, 0x79000000, 0x05002a00, 0x01000d00,
+    0x07000000, 0x5d0f0000, 0xdc000000, 0x03004600, 0x02000d00, 0x07000000, 0x5e0f0000, 0x7f000000, 0x05002a00, 0x01000d00, 0x07000000, 0x5f0f0000,
+    0xc6000000, 0x07000e00, 0x00000d00, 0x07000000, 0x600f0000, 0xfd000000, 0x02004600, 0x02000d00, 0x07000000, 0x610f0000, 0x85000000, 0x05002a00,
+    0x01000d00, 0x07000000, 0x620f0000, 0x8b000000, 0x05002a00, 0x01000d00, 0x07000000, 0x630f0000, 0x91000000, 0x05002a00, 0x01000d00, 0x07000000,
+    0x640f0000, 0x97000000, 0x05002a00, 0x01000d00, 0x07000000, 0x650f0000, 0x9d000000, 0x05002a00, 0x01000d00, 0x07000000, 0x660f0000, 0xa3000000,
+    0x05002a00, 0x01000d00, 0x07000000, 0x670f0000, 0xa9000000, 0x05002a00, 0x01000d00, 0x07000000, 0x680f0000, 0xaf000000, 0x05002a00, 0x01000d00,
+    0x07000000, 0x690f0000, 0xee000000, 0x02004600, 0x02000d00, 0x07000000, 0x6a0f0000, 0x92000000, 0x04004600, 0x01000d00, 0x07000000, 0x6b0f0000,
+    0xb5000000, 0x05002a00, 0x01000d00, 0x07000000, 0x6c0f0000, 0xfd000000, 0x02002a00, 0x02000d00, 0x07000000, 0x6d0f0000, 0x8e000000, 0x07000e00,
+    0x00000d00, 0x07000000, 0x6e0f0000, 0xbb000000, 0x05002a00, 0x01000d00, 0x07000000, 0x6f0f0000, 0xc1000000, 0x05002a00, 0x01000d00, 0x07000000,
+    0x700f0000, 0xc7000000, 0x05002a00, 0x01000d00, 0x07000000, 0x710f0000, 0xcd000000, 0x05002a00, 0x01000d00, 0x07000000, 0x720f0000, 0xd3000000,
+    0x05002a00, 0x01000d00, 0x07000000, 0x730f0000, 0xd9000000, 0x05002a00, 0x01000d00, 0x07000000, 0x740f0000, 0x7e000000, 0x04004600, 0x02000d00,
+    0x07000000, 0x750f0000, 0xdf000000, 0x05002a00, 0x01000d00, 0x07000000, 0x760f0000, 0xe5000000, 0x05002a00, 0x01000d00, 0x07000000, 0x770f0000,
+    0xbe000000, 0x07000e00, 0x00000d00, 0x07000000, 0x780f0000, 0xeb000000, 0x05002a00, 0x01000d00, 0x07000000, 0x790f0000, 0xf1000000, 0x05002a00,
+    0x01000d00, 0x07000000, 0x7a0f0000, 0xf7000000, 0x05002a00, 0x01000d00, 0x07000000, 0x7b0f0000, 0x00000000, 0x05003800, 0x01000d00, 0x07000000,
+    0x7c0f0000, 0x00000000, 0x01005400, 0x03000d00, 0x07000000, 0x7d0f0000, 0x06000000, 0x05003800, 0x01000d00, 0x07000000, 0x7e0f0000, 0x16000000,
+    0x07000e00, 0x00000d00, 0x07000000, 0x7f0f0000, 0x58000000, 0x15000000, 0xf9000d00, 0x070000ff, 0x810f0000, 0x16000000, 0x15000000, 0xf9000d00,
+    0x070000ff, 0x8d0f0000, 0x00000000, 0x15000e00, 0xf9000d00, 0x070000ff, 0x8f0f0000, 0xc6000000, 0x15000000, 0xf9000d00, 0x070000ff, 0x900f0000,
+    0x6e000000, 0x15000000, 0xf9000d00, 0x070000ff, 0x9d0f0000, 0x84000000, 0x15000000, 0xf9000d00, 0x070000ff, 0xa00f0000, 0xdc000000, 0x15000000,
+    0xf9000d00, 0x070000ff, 0xa10f0000, 0x0a000000, 0x01005400, 0x03000d00, 0x07000000, 0xa20f0000, 0x0c000000, 0x05003800, 0x01000d00, 0x07000000,
+    0xa30f0000, 0x12000000, 0x05003800, 0x01000d00, 0x07000000, 0xa40f0000, 0x96000000, 0x07000e00, 0x00000d00, 0x07000000, 0xa50f0000, 0x5e000000,
+    0x07000e00, 0x00000d00, 0x07000000, 0xa60f0000, 0x08000000, 0x01005400, 0x03000d00, 0x07000000, 0xa70f0000, 0x18000000, 0x05003800, 0x01000d00,
+    0x07000000, 0xa80f0000, 0xac000000, 0x03004600, 0x02000d00, 0x07000000, 0xa90f0000, 0x56000000, 0x07000e00, 0x00000d00, 0x07000000, 0xaa0f0000,
+    0x8d000000, 0x04004600, 0x01000d00, 0x07000000, 0xab0f0000, 0x1e000000, 0x05003800, 0x01000d00, 0x07000000, 0xac0f0000, 0xfb000000, 0x04000e00,
+    0x01000d00, 0x07000000, 0xad0f0000, 0x42000000, 0x15000000, 0xf9000d00, 0x070000ff, 0xae0f0000, 0x3e000000, 0x07000e00, 0x00000d00, 0x07000000,
+    0xaf0f0000, 0x26000000, 0x07000e00, 0x00000d00, 0x07000000, 0xb00f0000, 0x6f000000, 0x04004600, 0x01000d00, 0x07000000, 0xb10f0000, 0x24000000,
+    0x05003800, 0x01000d00, 0x07000000, 0xb20f0000, 0x79000000, 0x04004600, 0x01000d00, 0x07000000, 0xb30f0000, 0x83000000, 0x04004600, 0x01000d00,
+    0x07000000, 0xb40f0000, 0xeb000000, 0x02004600, 0x03000d00, 0x07000000, 0xb50f0000, 0x46000000, 0x07000e00, 0x00000d00, 0x07000000, 0xb60f0000,
+    0xe6000000, 0x06000e00, 0x01000d00, 0x07000000, 0xb70f0000, 0xc0000000, 0x03004600, 0x02000d00, 0x07000000, 0xb80f0000, 0xf7000000, 0x02004600,
+    0x03000d00, 0x07000000, 0xb90f0000, 0xc4000000, 0x03004600, 0x01000d00, 0x07000000, 0xba0f0000, 0x60000000, 0x04004600, 0x01000d00, 0x07000000,
+    0xbb0f0000, 0x2a000000, 0x05003800, 0x01000d00, 0x07000000, 0xbc0f0000, 0x1c000000, 0x06002a00, 0x01000d00, 0x07000000, 0xbd0f0000, 0xc4000000,
+    0x06001c00, 0x01000d00, 0x07000000, 0xbe0f0000, 0x9e000000, 0x07000e00, 0x00000d00, 0x07000000, 0xbf0f0000, 0x30000000, 0x05003800, 0x01000d00,
+    0x07000000, 0xc00f0000, 0x9a000000, 0x06001c00, 0x01000d00, 0x07000000, 0xc10f0000, 0x93000000, 0x06001c00, 0x01000d00, 0x07000000, 0xc20f0000,
+    0x70000000, 0x06001c00, 0x01000d00, 0x07000000, 0xc30f0000, 0x69000000, 0x06001c00, 0x01000d00, 0x07000000, 0xc40f0000, 0x62000000, 0x06001c00,
+    0x01000d00, 0x07000000, 0xc50f0000, 0x5b000000, 0x06001c00, 0x01000d00, 0x07000000, 0xc60f0000, 0xf2000000, 0x07000000, 0x00000d00, 0x07000000,
+    0xc70f0000, 0xbd000000, 0x06001c00, 0x01000d00, 0x07000000, 0xc80f0000, 0x3c000000, 0x05003800, 0x01000d00, 0x07000000, 0xc90f0000, 0x42000000,
+    0x05003800, 0x01000d00, 0x07000000, 0xca0f0000, 0x48000000, 0x05003800, 0x01000d00, 0x07000000, 0xcb0f0000, 0x4e000000, 0x05003800, 0x01000d00,
+    0x07000000, 0xcc0f0000, 0xa4000000, 0x03004600, 0x02000d00, 0x07000000, 0xcd0f0000, 0xb0000000, 0x03004600, 0x02000d00, 0x07000000, 0xce0f0000,
+    0xa8000000, 0x03004600, 0x02000d00, 0x07000000, 0xcf0f0000, 0xfc000000, 0x03001c00, 0x02000d00, 0x07000000, 0xd00f0000, 0xce000000, 0x07000e00,
+    0x00000d00, 0x07000000, 0xd10f0000, 0xcb000000, 0x06001c00, 0x01000d00, 0x07000000, 0xd20f0000, 0xd2000000, 0x06001c00, 0x01000d00, 0x07000000,
+    0xd30f0000, 0xd9000000, 0x06001c00, 0x01000d00, 0x07000000, 0xd40f0000, 0x2a000000, 0x06002a00, 0x01000d00, 0x07000000, 0xd50f0000, 0xe7000000,
+    0x06001c00, 0x01000d00, 0x07000000, 0xd60f0000, 0xee000000, 0x06001c00, 0x01000d00, 0x07000000, 0xd70f0000, 0x7e000000, 0x05003800, 0x01000d00,
+    0x07000000, 0xd80f0000, 0xf5000000, 0x06001c00, 0x01000d00, 0x07000000, 0xd90f0000, 0x00000000, 0x06002a00, 0x01000d00, 0x07000000, 0xda0f0000,
+    0x07000000, 0x06002a00, 0x01000d00, 0x07000000, 0xdb0f0000, 0x0e000000, 0x06002a00, 0x01000d00, 0x07000000, 0xdc0f0000, 0x15000000, 0x06002a00,
+    0x01000d00, 0x07000000, 0xdd0f0000, 0xd6000000, 0x07000e00, 0x00000d00, 0x07000000, 0xde0f0000, 0xa8000000, 0x05003800, 0x01000d00, 0x07000000,
+    0xdf0f0000, 0xde000000, 0x07000e00, 0x00000d00, 0x07000000, 0xe00f0000, 0xb4000000, 0x05003800, 0x01000d00, 0x07000000, 0xe10f0000, 0xba000000,
+    0x05003800, 0x01000d00, 0x07000000, 0xe20f0000, 0xc0000000, 0x05003800, 0x01000d00, 0x07000000, 0xe30f0000, 0xc6000000, 0x05003800, 0x01000d00,
+    0x07000000, 0xe40f0000, 0xcc000000, 0x05003800, 0x01000d00, 0x07000000, 0xe50f0000, 0xd2000000, 0x05003800, 0x01000d00, 0x07000000, 0xe60f0000,
+    0xb6000000, 0x07000e00, 0x00000d00, 0x07000000, 0xe70f0000, 0xde000000, 0x05003800, 0x01000d00, 0x07000000, 0xe80f0000, 0xe4000000, 0x05003800,
+    0x01000d00, 0x07000000, 0xe90f0000, 0xea000000, 0x05003800, 0x01000d00, 0x07000000, 0xea0f0000, 0xf0000000, 0x05003800, 0x01000d00, 0x07000000,
+    0xeb0f0000, 0xf6000000, 0x05003800, 0x01000d00, 0x07000000, 0xec0f0000, 0xf1000000, 0x02004600, 0x02000d00, 0x07000000, 0xed0f0000, 0xf4000000,
+    0x02004600, 0x02000d00, 0x07000000, 0xee0f0000, 0xd0000000, 0x03004600, 0x02000d00, 0x07000000, 0xef0f0000, 0xd4000000, 0x03004600, 0x02000d00,
+    0x07000000, 0xf00f0000, 0x00000000, 0x05004600, 0x01000d00, 0x07000000, 0xf10f0000, 0x06000000, 0x05004600, 0x01000d00, 0x07000000, 0xf20f0000,
+    0x0c000000, 0x05004600, 0x01000d00, 0x07000000, 0xf30f0000, 0x12000000, 0x05004600, 0x01000d00, 0x07000000, 0xf40f0000, 0x18000000, 0x05004600,
+    0x01000d00, 0x07000000, 0xf50f0000, 0x1e000000, 0x05004600, 0x01000d00, 0x07000000, 0xf60f0000, 0x24000000, 0x05004600, 0x01000d00, 0x07000000,
+    0xf70f0000, 0x2a000000, 0x05004600, 0x01000d00, 0x07000000, 0xf80f0000, 0x30000000, 0x05004600, 0x01000d00, 0x07000000, 0xf90f0000, 0x36000000,
+    0x05004600, 0x01000d00, 0x07000000, 0xfa0f0000, 0x3c000000, 0x05004600, 0x01000d00, 0x07000000, 0xfb0f0000, 0x42000000, 0x05004600, 0x01000d00,
+    0x07000000, 0xfc0f0000, 0x48000000, 0x05004600, 0x01000d00, 0x07000000, 0xfd0f0000, 0x4e000000, 0x05004600, 0x01000d00, 0x07000000, 0xfe0f0000,
+    0x54000000, 0x05004600, 0x01000d00, 0x07000000, 0xff0f0000, 0x5a000000, 0x05004600, 0x01000d00, 0x07000000, 0x000f0000,
+};
+
+void ImGui::GetDefaultFontData(const void** fnt_data, unsigned int* fnt_size, const void** png_data, unsigned int* png_size)
+{
+    if (fnt_data) *fnt_data = (const void*)proggy_clean_13_fnt_data;
+    if (fnt_size) *fnt_size = proggy_clean_13_fnt_size;
+    if (png_data) *png_data = (const void*)proggy_clean_13_png_data;
+    if (png_size) *png_size = proggy_clean_13_png_size;
+}
+
+//-----------------------------------------------------------------------------
+
+//---- Include imgui_user.inl at the end of imgui.cpp
+//---- So you can include code that extends ImGui using its private data/functions.
+#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
+#include "imgui_user.inl"
+#endif
+
+//-----------------------------------------------------------------------------

+ 834 - 0
3rdparty/ocornut-imgui/imgui.h

@@ -0,0 +1,834 @@
+// ImGui library v1.21 wip
+// See .cpp file for commentary.
+// See ImGui::ShowTestWindow() for sample code.
+// Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase.
+// Get latest version at https://github.com/ocornut/imgui
+
+#pragma once
+
+struct ImDrawList;
+struct ImFont;
+struct ImGuiAabb;
+struct ImGuiIO;
+struct ImGuiStorage;
+struct ImGuiStyle;
+struct ImGuiWindow;
+
+#include "imconfig.h"
+#include <float.h>          // FLT_MAX
+#include <stdarg.h>         // va_list
+#include <stddef.h>         // ptrdiff_t
+#include <stdlib.h>         // NULL, malloc
+#include <string.h>         // memset, memmove
+
+#ifndef IM_ASSERT
+#include <assert.h>
+#define IM_ASSERT(_EXPR)    assert(_EXPR)
+#endif
+
+#ifndef IMGUI_API
+#define IMGUI_API
+#endif
+
+typedef unsigned int ImU32;
+typedef unsigned short ImWchar;     // hold a character for display
+typedef ImU32 ImGuiID;              // hold widget unique ID
+typedef int ImGuiCol;               // enum ImGuiCol_
+typedef int ImGuiStyleVar;          // enum ImGuiStyleVar_
+typedef int ImGuiKey;               // enum ImGuiKey_
+typedef int ImGuiColorEditMode;     // enum ImGuiColorEditMode_
+typedef int ImGuiWindowFlags;       // enum ImGuiWindowFlags_
+typedef int ImGuiSetCondition;      // enum ImGuiSetCondition_
+typedef int ImGuiInputTextFlags;    // enum ImGuiInputTextFlags_
+struct ImGuiTextEditCallbackData;
+
+struct ImVec2
+{
+    float x, y;
+    ImVec2() {}
+    ImVec2(float _x, float _y) { x = _x; y = _y; }
+
+#ifdef IM_VEC2_CLASS_EXTRA
+    IM_VEC2_CLASS_EXTRA
+#endif
+};
+
+struct ImVec4
+{
+    float x, y, z, w;
+    ImVec4() {}
+    ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
+
+#ifdef IM_VEC4_CLASS_EXTRA
+    IM_VEC4_CLASS_EXTRA
+#endif
+};
+
+namespace ImGui
+{
+    // Proxy functions to access the MemAllocFn/MemFreeFn/MemReallocFn pointers in ImGui::GetIO(). The only reason they exist here is to allow ImVector<> to compile inline.
+    IMGUI_API void*       MemAlloc(size_t sz);
+    IMGUI_API void        MemFree(void* ptr);
+    IMGUI_API void*       MemRealloc(void* ptr, size_t sz);
+}
+
+// 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). 
+// Use '#define ImVector std::vector' if you want to use the STL type or your own type.
+// Our implementation does NOT call c++ constructors! because the data types we use don't need them (but that could be added as well). Only provide the minimum functionalities we need.
+#ifndef ImVector
+template<typename T>
+class ImVector
+{
+protected:
+    size_t                      Size;
+    size_t                      Capacity;
+    T*                          Data;
+
+public:
+    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 size_t               size() const                    { return Size; }
+    inline size_t               capacity() const                { return Capacity; }
+
+    inline value_type&          at(size_t i)                    { IM_ASSERT(i < Size); return Data[i]; }
+    inline const value_type&    at(size_t i) const              { IM_ASSERT(i < Size); return Data[i]; }
+    inline value_type&          operator[](size_t i)            { IM_ASSERT(i < Size); return Data[i]; }
+    inline const value_type&    operator[](size_t 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()                         { return at(0); }
+    inline const value_type&    front() const                   { return at(0); }
+    inline value_type&          back()                          { IM_ASSERT(Size > 0); return at(Size-1); }
+    inline const value_type&    back() const                    { IM_ASSERT(Size > 0); return at(Size-1); }
+    inline void                 swap(ImVector<T>& rhs)          { const size_t rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; const size_t rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
+
+    inline void                 reserve(size_t new_capacity)    { Data = (value_type*)ImGui::MemRealloc(Data, new_capacity * sizeof(value_type)); Capacity = new_capacity; }
+    inline void                 resize(size_t new_size)         { if (new_size > Capacity) reserve(new_size); Size = new_size; }
+
+    inline void                 push_back(const value_type& v)  { if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); Data[Size++] = v; }
+    inline void                 pop_back()                      { IM_ASSERT(Size > 0); Size--; }
+
+    inline iterator             erase(const_iterator it)        { IM_ASSERT(it >= begin() && it < end()); const ptrdiff_t off = it - begin(); memmove(Data + off, Data + off + 1, (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 >= begin() && it <= end()); const ptrdiff_t off = it - begin(); if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, (Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; }
+};
+#endif // #ifndef ImVector
+
+// Helpers at bottom of the file:
+// - 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 ImGuiTextFilter             // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
+// - struct ImGuiTextBuffer             // Text buffer for logging/accumulating text
+// - struct ImGuiStorage                // Custom key value storage (if you need to alter open/close states manually)
+// - struct ImDrawList                  // Draw command list
+// - struct ImFont                      // Bitmap font loader
+
+// ImGui End-user API
+// In a namespace so that user can add extra functions (e.g. Value() helpers for your vector or common types)
+namespace ImGui
+{
+    // Main
+    IMGUI_API ImGuiIO&      GetIO();
+    IMGUI_API ImGuiStyle&   GetStyle();
+    IMGUI_API void          NewFrame();
+    IMGUI_API void          Render();
+    IMGUI_API void          Shutdown();
+    IMGUI_API void          ShowUserGuide();
+    IMGUI_API void          ShowStyleEditor(ImGuiStyle* ref = NULL);
+    IMGUI_API void          ShowTestWindow(bool* open = NULL);
+
+    // Window
+    IMGUI_API bool          Begin(const char* name = "Debug", bool* p_opened = NULL, ImVec2 size = ImVec2(0,0), float fill_alpha = -1.0f, ImGuiWindowFlags flags = 0);// return false when window is collapsed, so you can early out in your code. passing 'bool* p_opened' 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.
+    IMGUI_API void          End();
+    IMGUI_API void          BeginChild(const char* str_id, ImVec2 size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0);                         // size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). on each axis.
+    IMGUI_API void          EndChild();
+    IMGUI_API bool          GetWindowIsFocused();
+    IMGUI_API ImVec2        GetContentRegionMax();                                              // window or current column boundaries
+    IMGUI_API ImVec2        GetWindowContentRegionMin();                                        // window boundaries
+    IMGUI_API ImVec2        GetWindowContentRegionMax();
+    IMGUI_API ImDrawList*   GetWindowDrawList();                                                // get rendering command-list if you want to append your own draw primitives.
+    IMGUI_API ImFont*       GetWindowFont();
+    IMGUI_API float         GetWindowFontSize();
+    IMGUI_API void          SetWindowFontScale(float scale);                                    // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows.
+    IMGUI_API ImVec2        GetWindowPos();                                                     // you should rarely need/care about the window position, but it can be useful if you want to do your own drawing.
+    IMGUI_API ImVec2        GetWindowSize();                                                    // get current window position.
+    IMGUI_API float         GetWindowWidth();
+    IMGUI_API bool          GetWindowCollapsed();
+    IMGUI_API void          SetWindowPos(const ImVec2& pos, ImGuiSetCondition cond = 0);        // set current window position - call within Begin()/End().
+    IMGUI_API void          SetWindowSize(const ImVec2& size, ImGuiSetCondition cond = 0);      // set current window size. set to ImVec2(0,0) to force an auto-fit
+    IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiSetCondition cond = 0);     // set current window collapsed state.
+    IMGUI_API void          SetNextWindowPos(const ImVec2& pos, ImGuiSetCondition cond = 0);    // set next window position - call before Begin().
+    IMGUI_API void          SetNextWindowSize(const ImVec2& size, ImGuiSetCondition cond = 0);  // set next window size. set to ImVec2(0,0) to force an auto-fit
+    IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiSetCondition cond = 0); // set next window collapsed state.
+
+    IMGUI_API void          SetScrollPosHere();                                                 // adjust scrolling position to center into the current cursor position.
+    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.
+    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();
+
+    IMGUI_API void          PushItemWidth(float item_width);                                    // width of items for the common item+label case. default to ~2/3 of windows width.
+    IMGUI_API void          PopItemWidth();
+    IMGUI_API float         GetItemWidth();
+    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          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 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();
+
+    // Tooltip
+    IMGUI_API void          SetTooltip(const char* fmt, ...);                                   // 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();
+
+    // Layout
+    IMGUI_API void          Separator();                                                        // horizontal line
+    IMGUI_API void          SameLine(int column_x = 0, int spacing_w = -1);                     // call between widgets to layout them horizontally
+    IMGUI_API void          Spacing();
+    IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool border=true);    // setup number of columns
+    IMGUI_API void          NextColumn();                                                       // next column
+    IMGUI_API float         GetColumnOffset(int column_index = -1);
+    IMGUI_API void          SetColumnOffset(int column_index, float offset);
+    IMGUI_API float         GetColumnWidth(int column_index = -1);
+    IMGUI_API ImVec2        GetCursorPos();                                                     // cursor position is relative to window position
+    IMGUI_API void          SetCursorPos(const ImVec2& pos);                                    // "
+    IMGUI_API void          SetCursorPosX(float x);                                             // "
+    IMGUI_API void          SetCursorPosY(float y);                                             // "
+    IMGUI_API ImVec2        GetCursorScreenPos();                                               // cursor position in absolute screen coordinates (0..io.DisplaySize)
+    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         GetTextLineSpacing();
+    IMGUI_API float         GetTextLineHeight();
+
+    // ID scopes
+    // If you are creating repeated widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
+    // You can also use ## within your widget name to distinguish them from each others (see 'Programmer Guide')
+    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 void* ptr_id);
+    IMGUI_API void          PushID(const 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 void* ptr_id);
+
+    // Widgets
+    IMGUI_API void          Text(const char* fmt, ...);
+    IMGUI_API void          TextV(const char* fmt, va_list args);
+    IMGUI_API void          TextColored(const ImVec4& col, const char* fmt, ...);               // 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          TextWrapped(const char* fmt, ...);                                  // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();
+    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, ...);                 // 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          BulletText(const char* fmt, ...);
+    IMGUI_API void          BulletTextV(const char* fmt, va_list args);
+    IMGUI_API bool          Button(const char* label, ImVec2 size = ImVec2(0,0), bool repeat_when_held = false);
+    IMGUI_API bool          SmallButton(const char* label);
+    IMGUI_API bool          CollapsingHeader(const char* label, const char* str_id = NULL, const bool display_frame = true, const bool default_open = false);
+    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, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f);     // *v in radians
+    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 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), size_t 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), size_t 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 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          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, void (*callback)(ImGuiTextEditCallbackData*) = 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);
+    IMGUI_API bool          InputFloat3(const char* label, float v[3], int decimal_precision = -1);
+    IMGUI_API bool          InputFloat4(const char* label, float v[4], int decimal_precision = -1);
+    IMGUI_API bool          InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0);
+    IMGUI_API bool          Combo(const char* label, int* current_item, const char** items, int items_count, int popup_height_items = 7);
+    IMGUI_API bool          Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_height_items = 7);      // 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 popup_height_items = 7);
+    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]);
+    IMGUI_API bool          ColorEdit4(const char* label, float col[4], bool show_alpha = true);
+    IMGUI_API void          ColorEditMode(ImGuiColorEditMode mode);
+    IMGUI_API bool          TreeNode(const char* str_label_id);                                 // if returning 'true' the node is open and the user is responsible for calling TreePop
+    IMGUI_API bool          TreeNode(const char* str_id, const char* fmt, ...);                 // "
+    IMGUI_API bool          TreeNode(const void* ptr_id, const char* fmt, ...);                 // "
+    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 void          TreePush(const char* str_id = NULL);                                // already called by TreeNode(), but you can call Push/Pop yourself for layouting purpose
+    IMGUI_API void          TreePush(const void* ptr_id = NULL);                                // "
+    IMGUI_API void          TreePop();
+    IMGUI_API void          OpenNextNode(bool open);                                            // force open/close the next TreeNode or CollapsingHeader
+
+    // Value() Helpers: output single value in "name: value" format. Tip: freely declare your own within 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          Color(const char* prefix, const ImVec4& v);
+    IMGUI_API void          Color(const char* prefix, unsigned int v);
+
+    // Logging: All text output from your interface are redirected to tty/file/clipboard. Tree nodes are automatically opened.
+    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, ...);                                      // pass text data straight to log (without being displayed)
+
+    // Utilities
+    IMGUI_API bool          IsItemHovered();                                                    // was the last item active area hovered by mouse?
+    IMGUI_API bool          IsItemFocused();                                                    // was the last item focused for keyboard input?
+    IMGUI_API ImVec2        GetItemBoxMin();                                                    // get bounding box of last item
+    IMGUI_API ImVec2        GetItemBoxMax();                                                    // get bounding box of last item
+    IMGUI_API bool          IsClipped(const ImVec2& item_size);                                 // to perform coarse clipping on user's side (as an optimization)
+    IMGUI_API bool          IsKeyPressed(int key_index, bool repeat = true);                    // key_index into the keys_down[512] array, imgui doesn't know the semantic of each entry
+    IMGUI_API bool          IsMouseClicked(int button, bool repeat = false);
+    IMGUI_API bool          IsMouseDoubleClicked(int button);
+    IMGUI_API bool          IsMouseHoveringWindow();                                            // is mouse hovering current window ("window" in API names always refer to current window)
+    IMGUI_API bool          IsMouseHoveringAnyWindow();                                         // is mouse hovering any active imgui window
+    IMGUI_API bool          IsMouseHoveringBox(const ImVec2& box_min, const ImVec2& box_max);   // is mouse hovering given bounding box
+    IMGUI_API bool          IsPosHoveringAnyWindow(const ImVec2& pos);                          // is given position hovering any active imgui window
+    IMGUI_API ImVec2        GetMousePos();                                                      // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
+    IMGUI_API float         GetTime();
+    IMGUI_API int           GetFrameCount();
+    IMGUI_API const char*   GetStyleColName(ImGuiCol idx);
+    IMGUI_API void          GetDefaultFontData(const void** fnt_data, unsigned int* fnt_size, const void** png_data, unsigned int* png_size);
+    IMGUI_API ImVec2        CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
+
+} // namespace ImGui
+
+// Flags for ImGui::Begin()
+enum ImGuiWindowFlags_
+{
+    // Default: 0
+    ImGuiWindowFlags_ShowBorders            = 1 << 0,
+    ImGuiWindowFlags_NoTitleBar             = 1 << 1,
+    ImGuiWindowFlags_NoResize               = 1 << 2,
+    ImGuiWindowFlags_NoMove                 = 1 << 3,
+    ImGuiWindowFlags_NoScrollbar            = 1 << 4,
+    ImGuiWindowFlags_NoScrollWithMouse      = 1 << 5,
+    ImGuiWindowFlags_AlwaysAutoResize       = 1 << 6,
+    ImGuiWindowFlags_NoSavedSettings        = 1 << 7,   // Never load/save settings in .ini file
+    ImGuiWindowFlags_ChildWindow            = 1 << 8,   // For internal use by BeginChild()
+    ImGuiWindowFlags_ChildWindowAutoFitX    = 1 << 9,   // For internal use by BeginChild()
+    ImGuiWindowFlags_ChildWindowAutoFitY    = 1 << 10,  // For internal use by BeginChild()
+    ImGuiWindowFlags_ComboBox               = 1 << 11,  // For internal use by ComboBox()
+    ImGuiWindowFlags_Tooltip                = 1 << 12   // For internal use by Render() when using Tooltip
+};
+
+// Flags for ImGui::InputText()
+enum ImGuiInputTextFlags_
+{
+    // Default: 0
+    ImGuiInputTextFlags_CharsDecimal        = 1 << 0,   // Allow 0123456789.+-*/
+    ImGuiInputTextFlags_CharsHexadecimal    = 1 << 1,   // Allow 0123456789ABCDEFabcdef
+    ImGuiInputTextFlags_AutoSelectAll       = 1 << 2,   // Select entire text when first taking focus
+    ImGuiInputTextFlags_EnterReturnsTrue    = 1 << 3,   // Return 'true' when Enter is pressed (as opposed to when the value was modified)
+    ImGuiInputTextFlags_CallbackCompletion  = 1 << 4,   // Call user function on pressing TAB (for completion handling)
+    ImGuiInputTextFlags_CallbackHistory     = 1 << 5,   // Call user function on pressing Up/Down arrows (for history handling)
+    ImGuiInputTextFlags_CallbackAlways      = 1 << 6    // Call user function every time
+    //ImGuiInputTextFlags_AlignCenter       = 1 << 6,
+};
+
+// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
+enum ImGuiKey_
+{
+    ImGuiKey_Tab,
+    ImGuiKey_LeftArrow,
+    ImGuiKey_RightArrow,
+    ImGuiKey_UpArrow,
+    ImGuiKey_DownArrow,
+    ImGuiKey_Home,
+    ImGuiKey_End,
+    ImGuiKey_Delete,
+    ImGuiKey_Backspace,
+    ImGuiKey_Enter,
+    ImGuiKey_Escape,
+    ImGuiKey_A,         // for CTRL+A: select all
+    ImGuiKey_C,         // for CTRL+C: copy
+    ImGuiKey_V,         // for CTRL+V: paste
+    ImGuiKey_X,         // for CTRL+X: cut
+    ImGuiKey_Y,         // for CTRL+Y: redo
+    ImGuiKey_Z,         // for CTRL+Z: undo
+    ImGuiKey_COUNT
+};
+
+// Enumeration for PushStyleColor() / PopStyleColor()
+enum ImGuiCol_
+{
+    ImGuiCol_Text,
+    ImGuiCol_WindowBg,
+    ImGuiCol_Border,
+    ImGuiCol_BorderShadow,
+    ImGuiCol_FrameBg,               // Background of checkbox, radio button, plot, slider, text input
+    ImGuiCol_TitleBg,
+    ImGuiCol_TitleBgCollapsed,
+    ImGuiCol_ScrollbarBg,
+    ImGuiCol_ScrollbarGrab,
+    ImGuiCol_ScrollbarGrabHovered,
+    ImGuiCol_ScrollbarGrabActive,
+    ImGuiCol_ComboBg,
+    ImGuiCol_CheckHovered,
+    ImGuiCol_CheckActive,
+    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_TooltipBg,
+    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_FramePadding,      // ImVec2
+    ImGuiStyleVar_FrameRounding,     // float
+    ImGuiStyleVar_ItemSpacing,       // ImVec2
+    ImGuiStyleVar_ItemInnerSpacing,  // ImVec2
+    ImGuiStyleVar_TreeNodeSpacing,   // float
+};
+
+// Enumeration for ColorEditMode()
+enum ImGuiColorEditMode_
+{
+    ImGuiColorEditMode_UserSelect = -2,
+    ImGuiColorEditMode_UserSelectShowButton = -1,
+    ImGuiColorEditMode_RGB = 0,
+    ImGuiColorEditMode_HSV = 1,
+    ImGuiColorEditMode_HEX = 2
+};
+
+// Condition flags for ImGui::SetWindow***() and SetNextWindow***() functions
+// Those functions treat 0 as a shortcut to ImGuiSetCondition_Always
+enum ImGuiSetCondition_
+{
+    ImGuiSetCondition_Always              = 1 << 0, // Set the variable
+    ImGuiSetCondition_FirstUseThisSession = 1 << 1, // Only set the variable on the first call for this window (once per session)
+    ImGuiSetCondition_FirstUseEver        = 1 << 2, // Only set the variable if the window doesn't exist in the .ini file
+};
+
+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      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 bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much!
+    ImVec2      AutoFitPadding;             // Extra space after auto-fit (double-clicking on resize grip)
+    float       WindowFillAlphaDefault;     // Default alpha of window background, if not specified in ImGui::Begin()
+    float       TreeNodeSpacing;            // Horizontal spacing when entering a tree node
+    float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns
+    float       ScrollBarWidth;             // Width of the vertical scroll bar
+    ImVec4      Colors[ImGuiCol_COUNT];
+
+    IMGUI_API ImGuiStyle();
+};
+
+// This is where your app communicate with ImGui. Call ImGui::GetIO() to access.
+// 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 .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.
+    int         KeyMap[ImGuiKey_COUNT];     // <unset>                  // Map of indices into the KeysDown[512] entries array
+    ImFont*     Font;                       // <auto>                   // Font (also see 'Settings' fields inside ImFont structure for details)
+    float       FontGlobalScale;            // = 1.0f                   // Global scale all fonts
+    bool        FontAllowUserScaling;       // = false                  // Allow user scaling text of individual window with CTRL+Wheel.
+    float       PixelCenterOffset;          // = 0.0f                   // Try to set to 0.5f or 0.375f if rendering is blurry
+
+    void*       UserData;                   // = NULL                   // Store your own data for retrieval by callbacks.
+
+    //------------------------------------------------------------------
+    // User Functions
+    //------------------------------------------------------------------
+
+    // REQUIRED: rendering function. 
+    // See example code if you are unsure of how to implement this.
+    void        (*RenderDrawListsFn)(ImDrawList** const draw_lists, int count);      
+
+    // Optional: access OS clipboard (default to use native Win32 clipboard on Windows, otherwise use a ImGui private clipboard)
+    // Override to access OS clipboard on other architectures.
+    const char* (*GetClipboardTextFn)();
+    void        (*SetClipboardTextFn)(const char* text);
+
+    // Optional: override memory allocations (default to posix malloc/realloc/free)
+    void*       (*MemAllocFn)(size_t sz);
+    void*       (*MemReallocFn)(void* ptr, 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 inputs in Windows)
+    void        (*ImeSetInputScreenPosFn)(int x, int y);
+
+    //------------------------------------------------------------------
+    // 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. ImGui itself only uses button 0 (left button) but you can use others as storage for convenience.
+    float       MouseWheel;                 // Mouse wheel: 1 unit scrolls about 5 lines text.  
+    bool        KeyCtrl;                    // Keyboard modifier pressed: Control
+    bool        KeyShift;                   // Keyboard modifier pressed: Shift
+    bool        KeysDown[512];              // Keyboard keys that are pressed (in whatever order user naturally has access to keyboard data)
+    ImWchar     InputCharacters[16+1];      // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
+
+    // Function
+    IMGUI_API void AddInputCharacter(ImWchar c); // Helper to add a new character into InputCharacters[]
+
+    //------------------------------------------------------------------
+    // Output - Retrieve after calling NewFrame(), you can use them to discard inputs or hide them from the rest of your application
+    //------------------------------------------------------------------
+
+    bool        WantCaptureMouse;           // Mouse is hovering a window or widget is active (= ImGui will use your mouse input)
+    bool        WantCaptureKeyboard;        // Widget is active (= ImGui will use your keyboard input)
+
+    //------------------------------------------------------------------
+    // [Internal] ImGui will maintain those fields for you
+    //------------------------------------------------------------------
+
+    ImVec2      MousePosPrev;
+    ImVec2      MouseDelta;
+    bool        MouseClicked[5];
+    ImVec2      MouseClickedPos[5];
+    float       MouseClickedTime[5];
+    bool        MouseDoubleClicked[5];
+    float       MouseDownTime[5];
+    float       KeysDownTime[512];
+
+    IMGUI_API ImGuiIO();
+};
+
+//-----------------------------------------------------------------------------
+// Helpers
+//-----------------------------------------------------------------------------
+
+// Helper: execute a block of code once a frame only
+// 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 { 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 isblank(char c) { return c == ' ' || c == '\t'; }
+        void trim_blanks() { while (b < e && isblank(*b)) b++; while (e > b && isblank(*(e-1))) e--; }
+        IMGUI_API void split(char separator, ImVector<TextRange>& out);
+    };
+
+    char                InputBuf[256];
+    ImVector<TextRange> Filters;
+    int                 CountGrep;
+
+    ImGuiTextFilter();
+    void Clear() { InputBuf[0] = 0; Build(); }
+    void Draw(const char* label = "Filter (inc,-exc)", float width = -1.0f);    // Helper calling InputText+Build
+    bool PassFilter(const char* val) 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); }
+    ~ImGuiTextBuffer()  { }
+    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
+    size_t              size() const { return Buf.size()-1; }
+    bool                empty() { return size() >= 1; }
+    void                clear() { Buf.clear(); Buf.push_back(0); }
+    IMGUI_API void      append(const char* fmt, ...);
+    IMGUI_API void      appendv(const char* fmt, va_list args);
+};
+
+// Helper: Key->value storage
+// - Store collapse state for a tree (Int 0/1)
+// - Store color edit options (Int using values in ImGuiColorEditMode enum).
+// - Custom user storage for temporary values.
+// Typically you don't have to worry about this since a storage is held within each Window.
+// 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.
+struct ImGuiStorage
+{
+    struct Pair 
+    { 
+        ImGuiID key; 
+        union { int val_i; float val_f; };        
+        Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } 
+        Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } 
+    };
+    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.
+    // - Get***Ptr() functions find pair, insertion on demand if missing, return pointer. Useful if you intend to do Get+Set. 
+    //   A typical use case where this is very convenient:
+    //      float* pvar = ImGui::GetIntPtr(key); ImGui::SliderInt("var", pvar, 0, 100); some_var += *pvar;
+    // - Sorted insertion is costly but should amortize. 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 int*    GetIntPtr(ImGuiID key, int default_val = 0);
+    IMGUI_API float   GetFloat(ImGuiID key, float default_val = 0.0f) const;
+    IMGUI_API void    SetFloat(ImGuiID key, float val);
+    IMGUI_API float*  GetFloatPtr(ImGuiID key, float default_val = 0);
+    IMGUI_API void    SetAllInt(int val);    // Use on your own storage if you know only integer are being stored.
+};
+
+// Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used.
+struct ImGuiTextEditCallbackData
+{
+    ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)        // Read-only    
+    char*               Buf;            // Current text                     // Read-write (pointed data only)
+    size_t              BufSize;        //                                  // Read-only
+    bool                BufDirty;       // Set if you modify Buf directly   // Write
+    ImGuiInputTextFlags Flags;          // What user passed to InputText()  // Read-only
+    int                 CursorPos;      //                                  // Read-write
+    int                 SelectionStart; //                                  // Read-write (== to SelectionEnd when no selection)
+    int                 SelectionEnd;   //                                  // Read-write
+    void*               UserData;       // What user passed to InputText()
+
+    // NB: calling those function loses selection.
+    void DeleteChars(int pos, int bytes_count);
+    void InsertChars(int pos, const char* text, const char* text_end = NULL);
+};
+
+//-----------------------------------------------------------------------------
+// Draw List
+// Hold a series of drawing commands. The user provide a renderer for ImDrawList
+//-----------------------------------------------------------------------------
+
+struct ImDrawCmd
+{
+    unsigned int    vtx_count;
+    ImVec4          clip_rect;
+};
+
+#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
+// Default vertex layout
+struct ImDrawVert
+{
+    ImVec2  pos;
+    ImVec2  uv;
+    ImU32   col;
+};
+#else
+// You can change 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 by the #define (you can either declare the struct or use a typedef)
+IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
+#endif
+
+// Draw command list
+// This is the low-level list of polygon that ImGui:: functions are creating. 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.
+// 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.
+// Note that this only gives you access to rendering polygons. If your intent is to create custom widgets and the publicly exposed functions/data aren't sufficient, you can add code in imgui_user.inl
+struct ImDrawList
+{
+    // This is what you have to render
+    ImVector<ImDrawCmd>     commands;           // commands
+    ImVector<ImDrawVert>    vtx_buffer;         // each command consume ImDrawCmd::vtx_count of those
+
+    // [Internal to ImGui]
+    ImVector<ImVec4>        clip_rect_stack;    // [internal] clip rect stack while building the command-list (so text command can perform clipping early on)
+    ImDrawVert*             vtx_write;          // [internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much)
+
+    ImDrawList() { Clear(); }
+
+    IMGUI_API void  Clear();
+    IMGUI_API void  PushClipRect(const ImVec4& clip_rect);
+    IMGUI_API void  PopClipRect();
+    IMGUI_API void  ReserveVertices(unsigned int vtx_count);
+    IMGUI_API void  AddVtx(const ImVec2& pos, ImU32 col);
+    IMGUI_API void  AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col);
+
+    // Primitives   
+    IMGUI_API void  AddLine(const ImVec2& a, const ImVec2& b, ImU32 col);
+    IMGUI_API void  AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
+    IMGUI_API void  AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
+    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);
+    IMGUI_API void  AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
+    IMGUI_API void  AddArc(const ImVec2& center, float rad, ImU32 col, int a_min, int a_max, bool tris = false, const ImVec2& third_point_offset = ImVec2(0,0));
+    IMGUI_API void  AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f);
+};
+
+// Bitmap font data loader & renderer into vertices
+// Using the .fnt format exported by BMFont
+//  - tool: http://www.angelcode.com/products/bmfont
+//  - file-format: http://www.angelcode.com/products/bmfont/doc/file_format.html
+// Assume valid file data (won't handle invalid/malicious data)
+// Handle a subset of the options, namely:
+//  - kerning pair are not supported (because some ImGui code does per-character CalcTextSize calls, need to turn it into something more state-ful to allow for kerning)
+struct ImFont
+{
+    struct FntInfo;
+    struct FntCommon;
+    struct FntGlyph;
+    struct FntKerning;
+
+    // Settings
+    float                       Scale;              // = 1.0f          // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
+    ImVec2                      DisplayOffset;      // = (0.0f,0.0f)   // Offset font rendering by xx pixels
+    ImVec2                      TexUvForWhite;      // = (0.0f,0.0f)   // Font texture must have a white pixel at this UV coordinate. Adjust if you are using custom texture.
+    ImWchar                     FallbackChar;       // = '?'           // Replacement glyph is one isn't found.
+
+    // Data
+    unsigned char*              Data;               // Raw data, content of .fnt file
+    size_t                      DataSize;           //
+    bool                        DataOwned;          // 
+    const FntInfo*              Info;               // (point into raw data)
+    const FntCommon*            Common;             // (point into raw data)
+    const FntGlyph*             Glyphs;             // (point into raw data)
+    size_t                      GlyphsCount;        //
+    const FntKerning*           Kerning;            // (point into raw data) - NB: kerning is unsupported
+    size_t                      KerningCount;       //
+    ImVector<const char*>       Filenames;          // (point into raw data)
+    ImVector<int>               IndexLookup;        // (built)
+    const FntGlyph*             FallbackGlyph;      // == FindGlyph(FontFallbackChar)
+
+    IMGUI_API ImFont();
+    IMGUI_API ~ImFont()         { Clear(); }
+
+    IMGUI_API bool              LoadFromMemory(const void* data, size_t data_size);
+    IMGUI_API bool              LoadFromFile(const char* filename);
+    IMGUI_API void              Clear();
+    IMGUI_API void              BuildLookupTable();
+    IMGUI_API const FntGlyph*   FindGlyph(unsigned short c) const;
+    IMGUI_API bool              IsLoaded() const { return Info != NULL && Common != NULL && Glyphs != 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 ImVec2            CalcTextSizeW(float size, float max_width, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL) const;                 // wchar
+    IMGUI_API void              RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawVert*& out_vertices, float wrap_width = 0.0f) const;
+
+    IMGUI_API const char*       CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
+
+#pragma pack(push, 1)
+    struct FntInfo
+    {
+        signed short    FontSize;
+        unsigned char   BitField;       // bit 0: smooth, bit 1: unicode, bit 2: italic, bit 3: bold, bit 4: fixedHeight, bits 5-7: reserved
+        unsigned char   CharSet;
+        unsigned short  StretchH;
+        unsigned char   AA;
+        unsigned char   PaddingUp, PaddingRight, PaddingDown, PaddingLeft;
+        unsigned char   SpacingHoriz, SpacingVert, Outline;
+        //char          FontName[];
+    };
+
+    struct FntCommon
+    {
+        unsigned short  LineHeight, Base;
+        unsigned short  ScaleW, ScaleH;
+        unsigned short  Pages;
+        unsigned char   BitField;
+        unsigned char   Channels[4];
+    };
+
+    struct FntGlyph
+    {
+        unsigned int    Id;
+        unsigned short  X, Y, Width, Height;
+        signed short    XOffset, YOffset;
+        signed short    XAdvance;
+        unsigned char   Page;
+        unsigned char   Channel;
+    };
+
+    struct FntKerning
+    {
+        unsigned int    IdFirst;
+        unsigned int    IdSecond;
+        signed short    Amount;
+    };
+#pragma pack(pop)
+};
+
+//---- Include imgui_user.h at the end of imgui.h
+//---- So you can include code that extends ImGui using any of the types declared above.
+//---- (also convenient for user to only explicitly include vanilla imgui.h)
+#ifdef IMGUI_INCLUDE_IMGUI_USER_H
+#include "imgui_user.h"
+#endif

+ 1254 - 0
3rdparty/stb/stb_textedit.h

@@ -0,0 +1,1254 @@
+// stb_textedit.h - v1.4  - 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 has been placed in the public domain by its author.
+// Where that dedication is not recognized, you are granted a perpetual,
+// irrevocable license to copy and modify this file as you see fit.
+//
+//
+// DEPENDENCIES
+//
+// Uses the C runtime function 'memmove'. Uses no other functions.
+// Performs no runtime allocations.
+//
+//
+// VERSION HISTORY
+//
+//   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
+//   Scott Graham: mouse selection bugfix in 1.3
+//
+// 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 WORDLEFT/WORDRIGHT
+//    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
+//
+// 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
+
+#include <string.h> // memmove
+
+
+/////////////////////////////////////////////////////////////////////////////
+//
+//      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;
+
+   if (y < 0)
+      return 0;
+
+   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 (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'
+      k = i;
+      prev_x = r.x0;
+      for (i=0; i < r.num_chars; ++i) {
+         float w = STB_TEXTEDIT_GETWIDTH(str, k, i);
+         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);
+   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;
+}
+
+static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *_str, STB_TexteditState *_state )
+{
+   int c = _state->cursor - 1;
+   while( c >= 0 && !is_word_boundary( _str, c ) )
+      --c;
+
+   if( c < 0 )
+      c = 0;
+
+   return c;
+}
+
+static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *_str, STB_TexteditState *_state )
+{
+   const int len = STB_TEXTEDIT_STRINGLEN(_str);
+   int c = _state->cursor+1;
+   while( c < len && !is_word_boundary( _str, c ) )
+      ++c;
+
+   if( c > len )
+      c = len;
+
+   return c;
+}
+#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_IS_SPACE
+      case STB_TEXTEDIT_K_WORDLEFT:
+         if (STB_TEXT_HAS_SELECTION(state))
+            stb_textedit_move_to_first(state);
+         else {
+            state->cursor = stb_textedit_move_to_word_previous(str, state);
+            stb_textedit_clamp( str, state );
+         }
+         break;
+
+      case STB_TEXTEDIT_K_WORDRIGHT:
+         if (STB_TEXT_HAS_SELECTION(state)) 
+            stb_textedit_move_to_last(str, state);
+         else {
+            state->cursor = stb_textedit_move_to_word_next(str, state);
+            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_move_to_word_previous(str, state);
+         state->select_end = 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_move_to_word_next(str, state);
+         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;
+         
+      case STB_TEXTEDIT_K_TEXTSTART:
+         state->cursor = state->select_start = state->select_end = 0;
+         state->has_preferred_x = 0;
+         break;
+
+      case STB_TEXTEDIT_K_TEXTEND:
+         state->cursor = STB_TEXTEDIT_STRINGLEN(str);
+         state->select_start = state->select_end = 0;
+         state->has_preferred_x = 0;
+         break;
+        
+      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;
+
+      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;
+
+
+      case STB_TEXTEDIT_K_LINESTART: {
+         StbFindState find;
+         stb_textedit_clamp(str, state);
+         stb_textedit_move_to_first(state);
+         stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
+         state->cursor = find.first_char;
+         state->has_preferred_x = 0;
+         break;
+      }
+
+      case STB_TEXTEDIT_K_LINEEND: {
+         StbFindState find;
+         stb_textedit_clamp(str, state);
+         stb_textedit_move_to_first(state);
+         stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
+         state->cursor = find.first_char + find.length;
+         state->has_preferred_x = 0;
+         break;
+      }
+
+      case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: {
+         StbFindState find;
+         stb_textedit_clamp(str, state);
+         stb_textedit_prep_selection_at_cursor(state);
+         stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
+         state->cursor = state->select_end = find.first_char;
+         state->has_preferred_x = 0;
+         break;
+      }
+
+      case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: {
+         StbFindState find;
+         stb_textedit_clamp(str, state);
+         stb_textedit_prep_selection_at_cursor(state);
+         stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
+         state->cursor = state->select_end = find.first_char + find.length;
+         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
+         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;
+      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
+         memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((size_t)(STB_TEXTEDIT_UNDOSTATECOUNT - 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
+      }
+      ++state->redo_point;
+      memmove(state->undo_rec + state->redo_point-1, state->undo_rec + state->redo_point, (size_t) ((size_t)(STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point)*sizeof(state->undo_rec[0])));
+   }
+}
+
+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);
+   }
+
+   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

+ 63 - 0
examples/common/imgui/fs_ocornut_imgui.bin.h

@@ -0,0 +1,63 @@
+static const uint8_t fs_ocornut_imgui_glsl[238] =
+{
+	0x46, 0x53, 0x48, 0x03, 0x01, 0x83, 0xf2, 0xe1, 0x01, 0x00, 0x05, 0x73, 0x5f, 0x74, 0x65, 0x78, // FSH........s_tex
+	0x00, 0x01, 0x00, 0x00, 0x01, 0x00, 0xd3, 0x00, 0x00, 0x00, 0x76, 0x61, 0x72, 0x79, 0x69, 0x6e, // ..........varyin
+	0x67, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x76, 0x5f, 0x63, // g highp vec4 v_c
+	0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x76, 0x61, 0x72, 0x79, 0x69, 0x6e, 0x67, 0x20, 0x68, // olor0;.varying h
+	0x69, 0x67, 0x68, 0x70, 0x20, 0x76, 0x65, 0x63, 0x32, 0x20, 0x76, 0x5f, 0x74, 0x65, 0x78, 0x63, // ighp vec2 v_texc
+	0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x75, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, 0x20, 0x73, // oord0;.uniform s
+	0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x32, 0x44, 0x20, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x3b, 0x0a, // ampler2D s_tex;.
+	0x76, 0x6f, 0x69, 0x64, 0x20, 0x6d, 0x61, 0x69, 0x6e, 0x20, 0x28, 0x29, 0x0a, 0x7b, 0x0a, 0x20, // void main ().{. 
+	0x20, 0x6c, 0x6f, 0x77, 0x70, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, //  lowp vec4 tmpva
+	0x72, 0x5f, 0x31, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x20, // r_1;.  tmpvar_1 
+	0x3d, 0x20, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x32, 0x44, 0x20, 0x28, 0x73, 0x5f, 0x74, // = texture2D (s_t
+	0x65, 0x78, 0x2c, 0x20, 0x76, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x29, // ex, v_texcoord0)
+	0x3b, 0x0a, 0x20, 0x20, 0x67, 0x6c, 0x5f, 0x46, 0x72, 0x61, 0x67, 0x43, 0x6f, 0x6c, 0x6f, 0x72, // ;.  gl_FragColor
+	0x20, 0x3d, 0x20, 0x28, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x20, 0x2a, 0x20, 0x76, //  = (tmpvar_1 * v
+	0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x29, 0x3b, 0x0a, 0x7d, 0x0a, 0x0a, 0x00,             // _color0);.}...
+};
+static const uint8_t fs_ocornut_imgui_dx9[225] =
+{
+	0x46, 0x53, 0x48, 0x03, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0xd4, 0x00, 0x00, 0x03, 0xff, 0xff, // FSH.............
+	0xfe, 0xff, 0x21, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1c, 0x00, 0x00, 0x00, 0x4f, 0x00, 0x00, 0x00, // ..!.CTAB....O...
+	0x00, 0x03, 0xff, 0xff, 0x01, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x81, 0x00, 0x00, // ................
+	0x48, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, // H...0...........
+	0x38, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x00, 0xab, 0xab, // 8.......s_tex...
+	0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
+	0x70, 0x73, 0x5f, 0x33, 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, // ps_3_0.Microsoft
+	0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, //  (R) HLSL Shader
+	0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, //  Compiler 9.29.9
+	0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0x1f, 0x00, 0x00, 0x02, 0x0a, 0x00, 0x00, 0x80, // 52.3111.........
+	0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x01, 0x80, 0x01, 0x00, 0x03, 0x90, // ................
+	0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x08, 0x0f, 0xa0, 0x42, 0x00, 0x00, 0x03, // ............B...
+	0x00, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0x90, 0x00, 0x08, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, // ................
+	0x00, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x90, 0xff, 0xff, 0x00, 0x00, // ................
+	0x00,                                                                                           // .
+};
+static const uint8_t fs_ocornut_imgui_dx11[384] =
+{
+	0x46, 0x53, 0x48, 0x03, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0x70, 0x01, 0x44, 0x58, 0x42, 0x43, // FSH.......p.DXBC
+	0xf2, 0xc2, 0x2e, 0xfd, 0x55, 0x43, 0x7f, 0x54, 0xce, 0xa4, 0x50, 0xb1, 0xd0, 0xd4, 0xc3, 0x31, // ....UC.T..P....1
+	0x01, 0x00, 0x00, 0x00, 0x70, 0x01, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x2c, 0x00, 0x00, 0x00, // ....p.......,...
+	0xa0, 0x00, 0x00, 0x00, 0xd4, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x4e, 0x6c, 0x00, 0x00, 0x00, // ........ISGNl...
+	0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ........P.......
+	0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, // ................
+	0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, // ................
+	0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, // ........b.......
+	0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, // ................
+	0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, // SV_POSITION.COLO
+	0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab, 0x4f, 0x53, 0x47, 0x4e, // R.TEXCOORD..OSGN
+	0x2c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, // ,........... ...
+	0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
+	0x0f, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, 0x41, 0x52, 0x47, 0x45, 0x54, 0x00, 0xab, 0xab, // ....SV_TARGET...
+	0x53, 0x48, 0x44, 0x52, 0x94, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x25, 0x00, 0x00, 0x00, // SHDR....@...%...
+	0x5a, 0x00, 0x00, 0x03, 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x58, 0x18, 0x00, 0x04, // Z....`......X...
+	0x00, 0x70, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x55, 0x55, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, // .p......UU..b...
+	0xf2, 0x10, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, // ........b...2...
+	0x02, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, // ....e.... ......
+	0x68, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00, 0x45, 0x00, 0x00, 0x09, 0xf2, 0x00, 0x10, 0x00, // h.......E.......
+	0x00, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, 0x7e, 0x10, 0x00, // ....F.......F~..
+	0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x07, // .....`......8...
+	0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x0e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, // . ......F.......
+	0x46, 0x1e, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, // F.......>.......
+};

+ 12 - 0
examples/common/imgui/fs_ocornut_imgui.sc

@@ -0,0 +1,12 @@
+$input v_color0, v_texcoord0
+
+#include "../common.sh"
+
+SAMPLER2D(s_tex, 0);
+
+void main()
+{
+	vec4 texel = texture2D(s_tex, v_texcoord0);
+	gl_FragColor = texel * v_color0; 
+}
+

+ 194 - 0
examples/common/imgui/ocornut_imgui.cpp

@@ -0,0 +1,194 @@
+/*
+ * Copyright 2014-2015 Daniel Collin. All rights reserved.
+ * License: http://www.opensource.org/licenses/BSD-2-Clause
+ */
+
+#include <bgfx.h>
+#include <bx/fpumath.h>
+#include <ocornut-imgui/imgui.h>
+#include "ocornut_imgui.h"
+#include <stb/stb_image.c>
+
+#include "vs_ocornut_imgui.bin.h"
+#include "fs_ocornut_imgui.bin.h"
+
+static bgfx::VertexDecl s_vertexDecl;
+static bgfx::ProgramHandle s_imguiProgram;
+static bgfx::TextureHandle s_textureId;
+static bgfx::UniformHandle s_tex;
+static bgfx::UniformHandle u_viewSize;
+static uint8_t s_viewId;
+
+static void imguiRender(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+	(void)cmd_lists;
+	(void)cmd_lists_count;
+
+	const float width  = ImGui::GetIO().DisplaySize.x;
+	const float height = ImGui::GetIO().DisplaySize.y;
+
+	float ortho[16];
+	bx::mtxOrtho(ortho, 0.0f, width, height, 0.0f, -1.0f, 1.0f);
+
+	bgfx::setViewTransform(0, NULL, ortho);
+
+	// Render command lists
+
+	for (int n = 0; n < cmd_lists_count; n++)
+	{
+		bgfx::TransientVertexBuffer tvb;
+
+		uint32_t vtx_size = 0;
+
+		const ImDrawList* cmd_list = cmd_lists[n];
+		const ImDrawVert* vtx_buffer = cmd_list->vtx_buffer.begin();
+		(void)vtx_buffer;
+
+		const ImDrawCmd* pcmd_end_t = cmd_list->commands.end();
+
+		for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end_t; pcmd++)
+			vtx_size += (uint32_t)pcmd->vtx_count;
+
+		bgfx::allocTransientVertexBuffer(&tvb, vtx_size, s_vertexDecl);
+
+		ImDrawVert* verts = (ImDrawVert*)tvb.data;
+
+		memcpy(verts, vtx_buffer, vtx_size * sizeof(ImDrawVert));
+
+		uint32_t vtx_offset = 0;
+		const ImDrawCmd* pcmd_end = cmd_list->commands.end();
+		for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
+		{
+			bgfx::setState(0
+				| BGFX_STATE_RGB_WRITE
+				| BGFX_STATE_ALPHA_WRITE
+				| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_ALPHA)
+				| BGFX_STATE_MSAA);
+			bgfx::setTexture(0, s_tex, s_textureId);
+			bgfx::setVertexBuffer(&tvb, vtx_offset, pcmd->vtx_count);
+			bgfx::setProgram(s_imguiProgram);
+			bgfx::submit(s_viewId);
+
+			vtx_offset += pcmd->vtx_count;
+		}
+	}
+}
+
+void IMGUI_setup(int _width, int _height, uint8_t _viewId)
+{
+	s_viewId = _viewId;
+	const void* png_data;
+	unsigned int png_size;
+	ImGuiIO& io = ImGui::GetIO();
+
+	io.DisplaySize = ImVec2((float)_width, (float)_height);
+	io.DeltaTime = 1.0f / 60.0f;
+	io.PixelCenterOffset = 0.0f;
+
+	const bgfx::Memory* vs_imgui2;
+	const bgfx::Memory* fs_imgui2;
+
+	switch (bgfx::getRendererType())
+	{
+	case bgfx::RendererType::Direct3D9:
+		vs_imgui2 = bgfx::makeRef(vs_ocornut_imgui_dx9, sizeof(vs_ocornut_imgui_dx9));
+		fs_imgui2 = bgfx::makeRef(fs_ocornut_imgui_dx9, sizeof(fs_ocornut_imgui_dx9));
+		break;
+
+	case bgfx::RendererType::Direct3D11:
+		vs_imgui2 = bgfx::makeRef(vs_ocornut_imgui_dx11, sizeof(vs_ocornut_imgui_dx11));
+		fs_imgui2 = bgfx::makeRef(fs_ocornut_imgui_dx11, sizeof(fs_ocornut_imgui_dx11));
+		break;
+
+	default:
+		vs_imgui2 = bgfx::makeRef(vs_ocornut_imgui_glsl, sizeof(vs_ocornut_imgui_glsl));
+		fs_imgui2 = bgfx::makeRef(fs_ocornut_imgui_glsl, sizeof(fs_ocornut_imgui_glsl));
+		break;
+	}
+
+	bgfx::ShaderHandle vsh;
+	bgfx::ShaderHandle fsh;
+
+	vsh = bgfx::createShader(vs_imgui2);
+	fsh = bgfx::createShader(fs_imgui2);
+	s_imguiProgram = bgfx::createProgram(vsh, fsh);
+	bgfx::destroyShader(vsh);
+	bgfx::destroyShader(fsh);
+
+	s_vertexDecl
+		.begin()
+		.add(bgfx::Attrib::Position,  2, bgfx::AttribType::Float)
+		.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
+		.add(bgfx::Attrib::Color0,    4, bgfx::AttribType::Uint8, true)
+		.end();
+
+	u_viewSize = bgfx::createUniform("viewSize", bgfx::UniformType::Uniform2fv);
+	s_tex = bgfx::createUniform("s_tex", bgfx::UniformType::Uniform1i);
+
+	ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+	int tex_x, tex_y, pitch, tex_comp;
+
+	void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+
+	pitch = tex_x * 4;
+
+	const bgfx::Memory* mem = bgfx::alloc((uint32_t)(tex_y * pitch));
+	memcpy(mem->data, tex_data, size_t(pitch * tex_y));
+
+	s_textureId = bgfx::createTexture2D((uint16_t)tex_x, (uint16_t)tex_y, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_MIN_POINT | BGFX_TEXTURE_MAG_POINT, mem);
+
+	stbi_image_free(tex_data);
+
+	io.RenderDrawListsFn = imguiRender;
+}
+
+void IMGUI_updateSize(int width, int height)
+{
+	ImGuiIO& io = ImGui::GetIO();
+
+	io.DisplaySize = ImVec2((float)width, (float)height);
+	io.DeltaTime = 1.0f / 60.0f;
+	io.PixelCenterOffset = 0.0f;
+}
+
+void IMGUI_preUpdate(float x, float y, int mouseLmb, int keyDown, int keyMod)
+{
+	(void)keyDown;
+	(void)keyMod;
+	ImGuiIO& io = ImGui::GetIO();
+	io.DeltaTime = 1.0f / 120.0f;    // TODO: Fix me
+	io.MousePos = ImVec2(x, y);
+	io.MouseDown[0] = !!mouseLmb;
+
+	ImGui::NewFrame();
+}
+
+void IMGUI_setMouse(float x, float y, int mouseLmb)
+{
+	ImGuiIO& io = ImGui::GetIO();
+	io.MousePos = ImVec2(x, y);
+	io.MouseDown[0] = !!mouseLmb;
+}
+
+void IMGUI_setKeyDown(int key, int /*modifier*/)
+{
+	ImGuiIO& io = ImGui::GetIO();
+//	assert(key >= 0 && key <= (int)sizeof_array(io.KeysDown));
+	io.KeysDown[key] = true;
+// 	io.KeyCtrl = !!(modifier & PDKEY_CTRL);
+// 	io.KeyShift = !!(modifier & PDKEY_SHIFT);
+}
+
+void IMGUI_setKeyUp(int key, int /*modifier*/)
+{
+	ImGuiIO& io = ImGui::GetIO();
+//	assert(key >= 0 && key <= (int)sizeof_array(io.KeysDown));
+	io.KeysDown[key] = false;
+// 	io.KeyCtrl = !!(modifier & PDKEY_CTRL);
+// 	io.KeyShift = !!(modifier & PDKEY_SHIFT);
+}
+
+void IMGUI_postUpdate()
+{
+	ImGui::Render();
+}

+ 20 - 0
examples/common/imgui/ocornut_imgui.h

@@ -0,0 +1,20 @@
+/*
+ * Copyright 2014-2015 Daniel Collin. All rights reserved.
+ * License: http://www.opensource.org/licenses/BSD-2-Clause
+ */
+
+#ifndef OCORNUT_IMGUI_H_HEADER_GUARD
+#define OCORNUT_IMGUI_H_HEADER_GUARD
+
+#include <ocornut-imgui/imgui.h>
+
+void IMGUI_setup(int _width, int _height, uint8_t _viewId = 31);
+void IMGUI_updateSize(int width, int height);
+void IMGUI_preUpdate(float x, float y, int mouseLmb, int keyDown, int keyMod);
+void IMGUI_postUpdate();
+
+void IMGUI_setMouse(float x, float y, int mouseLmb);
+void IMGUI_setKeyDown(int key, int modifier);
+void IMGUI_setKeyUp(int key, int modifier);
+
+#endif // OCORNUT_IMGUI_H_HEADER_GUARD

+ 105 - 0
examples/common/imgui/vs_ocornut_imgui.bin.h

@@ -0,0 +1,105 @@
+static const uint8_t vs_ocornut_imgui_glsl[497] =
+{
+	0x56, 0x53, 0x48, 0x03, 0x01, 0x83, 0xf2, 0xe1, 0x01, 0x00, 0x0a, 0x75, 0x5f, 0x76, 0x69, 0x65, // VSH........u_vie
+	0x77, 0x52, 0x65, 0x63, 0x74, 0x07, 0x01, 0x00, 0x00, 0x01, 0x00, 0xd1, 0x01, 0x00, 0x00, 0x61, // wRect..........a
+	0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, // ttribute highp v
+	0x65, 0x63, 0x34, 0x20, 0x61, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x61, 0x74, // ec4 a_color0;.at
+	0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, 0x65, // tribute highp ve
+	0x63, 0x32, 0x20, 0x61, 0x5f, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x3b, 0x0a, 0x61, // c2 a_position;.a
+	0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, // ttribute highp v
+	0x65, 0x63, 0x32, 0x20, 0x61, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, // ec2 a_texcoord0;
+	0x0a, 0x76, 0x61, 0x72, 0x79, 0x69, 0x6e, 0x67, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, // .varying highp v
+	0x65, 0x63, 0x34, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x76, 0x61, // ec4 v_color0;.va
+	0x72, 0x79, 0x69, 0x6e, 0x67, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, 0x65, 0x63, 0x32, // rying highp vec2
+	0x20, 0x76, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x75, 0x6e, //  v_texcoord0;.un
+	0x69, 0x66, 0x6f, 0x72, 0x6d, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, 0x65, 0x63, 0x34, // iform highp vec4
+	0x20, 0x75, 0x5f, 0x76, 0x69, 0x65, 0x77, 0x52, 0x65, 0x63, 0x74, 0x3b, 0x0a, 0x76, 0x6f, 0x69, //  u_viewRect;.voi
+	0x64, 0x20, 0x6d, 0x61, 0x69, 0x6e, 0x20, 0x28, 0x29, 0x0a, 0x7b, 0x0a, 0x20, 0x20, 0x68, 0x69, // d main ().{.  hi
+	0x67, 0x68, 0x70, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, // ghp vec4 tmpvar_
+	0x31, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x7a, 0x77, // 1;.  tmpvar_1.zw
+	0x20, 0x3d, 0x20, 0x76, 0x65, 0x63, 0x32, 0x28, 0x30, 0x2e, 0x30, 0x2c, 0x20, 0x31, 0x2e, 0x30, //  = vec2(0.0, 1.0
+	0x29, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x78, 0x20, // );.  tmpvar_1.x 
+	0x3d, 0x20, 0x28, 0x28, 0x28, 0x32, 0x2e, 0x30, 0x20, 0x2a, 0x20, 0x61, 0x5f, 0x70, 0x6f, 0x73, // = (((2.0 * a_pos
+	0x69, 0x74, 0x69, 0x6f, 0x6e, 0x2e, 0x78, 0x29, 0x20, 0x2f, 0x20, 0x75, 0x5f, 0x76, 0x69, 0x65, // ition.x) / u_vie
+	0x77, 0x52, 0x65, 0x63, 0x74, 0x2e, 0x7a, 0x29, 0x20, 0x2d, 0x20, 0x31, 0x2e, 0x30, 0x29, 0x3b, // wRect.z) - 1.0);
+	0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x79, 0x20, 0x3d, 0x20, // .  tmpvar_1.y = 
+	0x28, 0x31, 0x2e, 0x30, 0x20, 0x2d, 0x20, 0x28, 0x28, 0x32, 0x2e, 0x30, 0x20, 0x2a, 0x20, 0x61, // (1.0 - ((2.0 * a
+	0x5f, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x2e, 0x79, 0x29, 0x20, 0x2f, 0x20, 0x75, // _position.y) / u
+	0x5f, 0x76, 0x69, 0x65, 0x77, 0x52, 0x65, 0x63, 0x74, 0x2e, 0x77, 0x29, 0x29, 0x3b, 0x0a, 0x20, // _viewRect.w));. 
+	0x20, 0x67, 0x6c, 0x5f, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x20, 0x3d, 0x20, 0x74, //  gl_Position = t
+	0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x3b, 0x0a, 0x20, 0x20, 0x76, 0x5f, 0x74, 0x65, 0x78, // mpvar_1;.  v_tex
+	0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x20, 0x3d, 0x20, 0x61, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, // coord0 = a_texco
+	0x6f, 0x72, 0x64, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, // ord0;.  v_color0
+	0x20, 0x3d, 0x20, 0x61, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x7d, 0x0a, 0x0a, //  = a_color0;.}..
+	0x00,                                                                                           // .
+};
+static const uint8_t vs_ocornut_imgui_dx9[390] =
+{
+	0x56, 0x53, 0x48, 0x03, 0x01, 0x83, 0xf2, 0xe1, 0x01, 0x00, 0x0a, 0x75, 0x5f, 0x76, 0x69, 0x65, // VSH........u_vie
+	0x77, 0x52, 0x65, 0x63, 0x74, 0x05, 0x01, 0x00, 0x00, 0x01, 0x00, 0x68, 0x01, 0x00, 0x03, 0xfe, // wRect......h....
+	0xff, 0xfe, 0xff, 0x22, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1c, 0x00, 0x00, 0x00, 0x53, 0x00, 0x00, // ...".CTAB....S..
+	0x00, 0x00, 0x03, 0xfe, 0xff, 0x01, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x81, 0x00, // ................
+	0x00, 0x4c, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, // .L...0..........
+	0x00, 0x3c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x75, 0x5f, 0x76, 0x69, 0x65, 0x77, 0x52, // .<.......u_viewR
+	0x65, 0x63, 0x74, 0x00, 0xab, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, // ect.............
+	0x00, 0x00, 0x00, 0x00, 0x00, 0x76, 0x73, 0x5f, 0x33, 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, // .....vs_3_0.Micr
+	0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, // osoft (R) HLSL S
+	0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, // hader Compiler 9
+	0x2e, 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0x51, 0x00, 0x00, // .29.952.3111.Q..
+	0x05, 0x01, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x80, 0xbf, 0x00, 0x00, 0x80, 0x3f, 0x00, 0x00, 0x00, // ............?...
+	0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x02, 0x0a, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, // ................
+	0x90, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x01, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, // ................
+	0x02, 0x05, 0x00, 0x00, 0x80, 0x02, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, // ................
+	0x80, 0x00, 0x00, 0x0f, 0xe0, 0x1f, 0x00, 0x00, 0x02, 0x0a, 0x00, 0x00, 0x80, 0x01, 0x00, 0x0f, // ................
+	0xe0, 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x01, 0x80, 0x02, 0x00, 0x03, 0xe0, 0x06, 0x00, 0x00, // ................
+	0x02, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0xaa, 0xa0, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x06, // ................
+	0x80, 0x01, 0x00, 0xd0, 0x90, 0x01, 0x00, 0xd0, 0x90, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x01, // ................
+	0xe0, 0x00, 0x00, 0x55, 0x80, 0x00, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00, 0xa0, 0x06, 0x00, 0x00, // ...U............
+	0x02, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0xff, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x02, // ................
+	0xe0, 0x00, 0x00, 0xaa, 0x80, 0x00, 0x00, 0x00, 0x81, 0x01, 0x00, 0x55, 0xa0, 0x01, 0x00, 0x00, // ...........U....
+	0x02, 0x00, 0x00, 0x0c, 0xe0, 0x01, 0x00, 0x64, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x01, 0x00, 0x0f, // .......d........
+	0xe0, 0x00, 0x00, 0xe4, 0x90, 0x01, 0x00, 0x00, 0x02, 0x02, 0x00, 0x03, 0xe0, 0x02, 0x00, 0xe4, // ................
+	0x90, 0xff, 0xff, 0x00, 0x00, 0x00,                                                             // ......
+};
+static const uint8_t vs_ocornut_imgui_dx11[623] =
+{
+	0x56, 0x53, 0x48, 0x03, 0x01, 0x83, 0xf2, 0xe1, 0x01, 0x00, 0x0a, 0x75, 0x5f, 0x76, 0x69, 0x65, // VSH........u_vie
+	0x77, 0x52, 0x65, 0x63, 0x74, 0x05, 0x00, 0x00, 0x00, 0x01, 0x00, 0x48, 0x02, 0x44, 0x58, 0x42, // wRect......H.DXB
+	0x43, 0xa4, 0x1b, 0x8e, 0xfd, 0x01, 0xa3, 0xc6, 0xc2, 0xb2, 0x49, 0xbe, 0x55, 0x90, 0x18, 0x07, // C.........I.U...
+	0x7b, 0x01, 0x00, 0x00, 0x00, 0x48, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x2c, 0x00, 0x00, // {....H.......,..
+	0x00, 0x9c, 0x00, 0x00, 0x00, 0x10, 0x01, 0x00, 0x00, 0x49, 0x53, 0x47, 0x4e, 0x68, 0x00, 0x00, // .........ISGNh..
+	0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .........P......
+	0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, // ................
+	0x00, 0x56, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, // .V..............
+	0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ........._......
+	0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, // ................
+	0x00, 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, // .COLOR.POSITION.
+	0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0x4f, 0x53, 0x47, 0x4e, 0x6c, 0x00, 0x00, // TEXCOORD.OSGNl..
+	0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .........P......
+	0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, // ................
+	0x00, 0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, // ................
+	0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, // .........b......
+	0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x0c, 0x00, // ................
+	0x00, 0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, // .SV_POSITION.COL
+	0x4f, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab, 0x53, 0x48, 0x44, // OR.TEXCOORD..SHD
+	0x52, 0x30, 0x01, 0x00, 0x00, 0x40, 0x00, 0x01, 0x00, 0x4c, 0x00, 0x00, 0x00, 0x59, 0x00, 0x00, // [email protected]..
+	0x04, 0x46, 0x8e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x5f, 0x00, 0x00, // .F. ........._..
+	0x03, 0xf2, 0x10, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x03, 0x32, 0x10, 0x10, // ........._...2..
+	0x00, 0x01, 0x00, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, // ....._...2......
+	0x00, 0x67, 0x00, 0x00, 0x04, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, // .g.... .........
+	0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, // .e.... ......e..
+	0x03, 0x32, 0x20, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, // .2 ......h......
+	0x00, 0x00, 0x00, 0x00, 0x07, 0x32, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, // .....2.......F..
+	0x00, 0x01, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x00, // .....F..........
+	0x08, 0x32, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, // .2.......F......
+	0x00, 0xe6, 0x8a, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ... ............
+	0x07, 0x12, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, // .. .............
+	0x00, 0x01, 0x40, 0x00, 0x00, 0x00, 0x00, 0x80, 0xbf, 0x00, 0x00, 0x00, 0x08, 0x22, 0x20, 0x10, // ..@.........." .
+	0x00, 0x00, 0x00, 0x00, 0x00, 0x1a, 0x00, 0x10, 0x80, 0x41, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .........A......
+	0x00, 0x01, 0x40, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3f, 0x36, 0x00, 0x00, 0x08, 0xc2, 0x20, 0x10, // ..@.....?6.... .
+	0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ......@.........
+	0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3f, 0x36, 0x00, 0x00, 0x05, 0xf2, 0x20, 0x10, // ........?6.... .
+	0x00, 0x01, 0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, // .....F.......6..
+	0x05, 0x32, 0x20, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, // .2 ......F......
+	0x00, 0x3e, 0x00, 0x00, 0x01, 0x00, 0x03, 0x05, 0x00, 0x01, 0x00, 0x10, 0x00, 0x30, 0x0a,       // .>...........0.
+};

+ 16 - 0
examples/common/imgui/vs_ocornut_imgui.sc

@@ -0,0 +1,16 @@
+$input a_position, a_texcoord0, a_color0
+$output v_color0, v_texcoord0
+
+// 
+
+#include "../common.sh"
+
+#define viewSize u_viewRect.zw
+
+void main()
+{
+	gl_Position = vec4(2.0 * a_position.x/viewSize.x - 1.0, 1.0 - 2.0 * a_position.y/viewSize.y, 0.0, 1.0);
+	v_texcoord0 = a_texcoord0;
+	v_color0 = a_color0;
+}
+

+ 1 - 0
examples/runtime/.gitignore

@@ -1,2 +1,3 @@
 *.dll
 *.dll
 *.pdb
 *.pdb
+imgui.ini

+ 2 - 0
scripts/example-common.lua

@@ -16,6 +16,8 @@ project ("example-common")
 	files {
 	files {
 		BGFX_DIR .. "3rdparty/ib-compress/**.cpp",
 		BGFX_DIR .. "3rdparty/ib-compress/**.cpp",
 		BGFX_DIR .. "3rdparty/ib-compress/**.h",
 		BGFX_DIR .. "3rdparty/ib-compress/**.h",
+		BGFX_DIR .. "3rdparty/ocornut-imgui/**.cpp",
+		BGFX_DIR .. "3rdparty/ocornut-imgui/**.h",
 		BGFX_DIR .. "examples/common/**.cpp",
 		BGFX_DIR .. "examples/common/**.cpp",
 		BGFX_DIR .. "examples/common/**.h",
 		BGFX_DIR .. "examples/common/**.h",
 	}
 	}