Index: IMGUI/imgui.h
===================================================================
--- IMGUI/imgui.h	(revision 1c81bf0e5756dc9a8e9dfdd15900dde1b2da30db)
+++ IMGUI/imgui.h	(revision 5b3462b5d6953d8a9431a28c08d28a121279ff1d)
@@ -564,26 +564,26 @@
    ImGuiWindowFlags_NoCollapse = 1 << 5,   // Disable user collapsing window by double-clicking on it
    ImGuiWindowFlags_AlwaysAutoResize = 1 << 6,   // Resize every window to its content every frame
-                                                 //ImGuiWindowFlags_ShowBorders          = 1 << 7,   // Show borders around windows and items (OBSOLETE! Use e.g. style.FrameBorderSize=1.0f to enable borders).
-                                                 ImGuiWindowFlags_NoSavedSettings = 1 << 8,   // Never load/save settings in .ini file
-                                                 ImGuiWindowFlags_NoInputs = 1 << 9,   // Disable catching mouse or keyboard inputs, hovering test with pass through.
-                                                 ImGuiWindowFlags_MenuBar = 1 << 10,  // Has a menu-bar
-                                                 ImGuiWindowFlags_HorizontalScrollbar = 1 << 11,  // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
-                                                 ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12,  // Disable taking focus when transitioning from hidden to visible state
-                                                 ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13,  // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
-                                                 ImGuiWindowFlags_AlwaysVerticalScrollbar = 1 << 14,  // Always show vertical scrollbar (even if ContentSize.y < Size.y)
-                                                 ImGuiWindowFlags_AlwaysHorizontalScrollbar = 1 << 15,  // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
-                                                 ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16,  // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
-                                                 ImGuiWindowFlags_ResizeFromAnySide = 1 << 17,  // [BETA] Enable resize from any corners and borders. Your back-end needs to honor the different values of io.MouseCursor set by imgui.
-                                                 ImGuiWindowFlags_NoNavInputs = 1 << 18,  // No gamepad/keyboard navigation within the window
-                                                 ImGuiWindowFlags_NoNavFocus = 1 << 19,  // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
-                                                 ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
-
-                                                 // [Internal]
-                                                 ImGuiWindowFlags_NavFlattened = 1 << 23,  // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
-                                                 ImGuiWindowFlags_ChildWindow = 1 << 24,  // Don't use! For internal use by BeginChild()
-                                                 ImGuiWindowFlags_Tooltip = 1 << 25,  // Don't use! For internal use by BeginTooltip()
-                                                 ImGuiWindowFlags_Popup = 1 << 26,  // Don't use! For internal use by BeginPopup()
-                                                 ImGuiWindowFlags_Modal = 1 << 27,  // Don't use! For internal use by BeginPopupModal()
-                                                 ImGuiWindowFlags_ChildMenu = 1 << 28   // Don't use! For internal use by BeginMenu()
+   //ImGuiWindowFlags_ShowBorders          = 1 << 7,   // Show borders around windows and items (OBSOLETE! Use e.g. style.FrameBorderSize=1.0f to enable borders).
+   ImGuiWindowFlags_NoSavedSettings = 1 << 8,   // Never load/save settings in .ini file
+   ImGuiWindowFlags_NoInputs = 1 << 9,   // Disable catching mouse or keyboard inputs, hovering test with pass through.
+   ImGuiWindowFlags_MenuBar = 1 << 10,  // Has a menu-bar
+   ImGuiWindowFlags_HorizontalScrollbar = 1 << 11,  // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
+   ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12,  // Disable taking focus when transitioning from hidden to visible state
+   ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13,  // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
+   ImGuiWindowFlags_AlwaysVerticalScrollbar = 1 << 14,  // Always show vertical scrollbar (even if ContentSize.y < Size.y)
+   ImGuiWindowFlags_AlwaysHorizontalScrollbar = 1 << 15,  // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
+   ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16,  // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
+   ImGuiWindowFlags_ResizeFromAnySide = 1 << 17,  // [BETA] Enable resize from any corners and borders. Your back-end needs to honor the different values of io.MouseCursor set by imgui.
+   ImGuiWindowFlags_NoNavInputs = 1 << 18,  // No gamepad/keyboard navigation within the window
+   ImGuiWindowFlags_NoNavFocus = 1 << 19,  // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
+   ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
+
+   // [Internal]
+   ImGuiWindowFlags_NavFlattened = 1 << 23,  // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
+   ImGuiWindowFlags_ChildWindow = 1 << 24,  // Don't use! For internal use by BeginChild()
+   ImGuiWindowFlags_Tooltip = 1 << 25,  // Don't use! For internal use by BeginTooltip()
+   ImGuiWindowFlags_Popup = 1 << 26,  // Don't use! For internal use by BeginPopup()
+   ImGuiWindowFlags_Modal = 1 << 27,  // Don't use! For internal use by BeginPopupModal()
+   ImGuiWindowFlags_ChildMenu = 1 << 28   // Don't use! For internal use by BeginMenu()
 };
 
Index: new-game.cpp
===================================================================
--- new-game.cpp	(revision 1c81bf0e5756dc9a8e9dfdd15900dde1b2da30db)
+++ new-game.cpp	(revision 5b3462b5d6953d8a9431a28c08d28a121279ff1d)
@@ -69,4 +69,7 @@
 float NEAR_CLIP = 0.1f;
 float FAR_CLIP = 100.0f;
+
+// Should really have some array or struct of UI-related variables
+bool isRunning = true;
 
 ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -518,5 +521,5 @@
    //glfwSwapInterval(0);
 
-   while (!glfwWindowShouldClose(window)) {
+   while (!glfwWindowShouldClose(window) && isRunning) {
       double current_seconds = glfwGetTime();
       double elapsed_seconds = current_seconds - previous_seconds;
@@ -813,11 +816,9 @@
 
 void renderGui() {
-   bool show_demo_window = true;
-   bool show_another_window = true;
-
    ImGui_ImplGlfwGL3_NewFrame();
 
    // 1. Show a simple window.
    // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
+   /*
    {
       static float f = 0.0f;
@@ -837,18 +838,28 @@
       ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
    }
-
-   // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
-   if (show_another_window) {
-      ImGui::Begin("Another Window", &show_another_window);
-      ImGui::Text("Hello from another window!");
-      if (ImGui::Button("Close Me"))
-         show_another_window = false;
+   */
+
+   {
+      ImGui::SetNextWindowSize(ImVec2(85, 22), ImGuiCond_Once);
+      ImGui::SetNextWindowPos(ImVec2(10, 50), ImGuiCond_Once);
+      ImGui::Begin("WndStats", NULL, ImGuiWindowFlags_NoTitleBar |
+                               ImGuiWindowFlags_NoResize |
+                               ImGuiWindowFlags_NoMove);
+      ImGui::Text("Score: ???");
       ImGui::End();
    }
 
-   // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
-   if (show_demo_window) {
-      ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
-      ImGui::ShowDemoWindow(&show_demo_window);
+   {
+      ImGui::SetNextWindowPos(ImVec2(380, 10), ImGuiCond_Once);
+      ImGui::SetNextWindowSize(ImVec2(250, 35), ImGuiCond_Once);
+      ImGui::Begin("WndMenubar", NULL, ImGuiWindowFlags_NoTitleBar |
+         ImGuiWindowFlags_NoResize |
+         ImGuiWindowFlags_NoMove);
+      ImGui::InvisibleButton("", ImVec2(190, 18));
+      ImGui::SameLine();
+      if (ImGui::Button("Quit")) {
+         isRunning = false;
+      }
+      ImGui::End();
    }
 
