Index: IMGUI/imgui.cpp
===================================================================
--- IMGUI/imgui.cpp	(revision c58ebc3899e898504313cf42b9c1c05170b13f8f)
+++ IMGUI/imgui.cpp	(revision e66fd66b98dfb2d3f0f1af0833f4b2957f60d166)
@@ -1,657 +1,715 @@
-// dear imgui, v1.61 WIP
+// dear imgui, v1.79
 // (main code and documentation)
 
-// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
-// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
-// Get latest version at https://github.com/ocornut/imgui
-// Releases change-log at https://github.com/ocornut/imgui/releases
-// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/1269
+// Help:
+// - Read FAQ at http://dearimgui.org/faq
+// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
+// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
+// Read imgui.cpp for details, links and comments.
+
+// Resources:
+// - FAQ                   http://dearimgui.org/faq
+// - Homepage & latest     https://github.com/ocornut/imgui
+// - Releases & changelog  https://github.com/ocornut/imgui/releases
+// - Gallery               https://github.com/ocornut/imgui/issues/3488 (please post your screenshots/video there!)
+// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary
+// - Wiki                  https://github.com/ocornut/imgui/wiki
+// - Issues & support      https://github.com/ocornut/imgui/issues
+
 // Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
-// This library is free but I need your support to sustain development and maintenance.
-// If you work for a company, please consider financial support, see README. For individuals: https://www.patreon.com/imgui
+// See LICENSE.txt for copyright and licensing details (standard MIT License).
+// This library is free but needs your support to sustain development and maintenance.
+// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.org".
+// Individuals: you can support continued development via donations. See docs/README or web page.
 
 // It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
-// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without 
-// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't 
-// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you 
+// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
+// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
+// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
 // to a better solution or official support for them.
 
 /*
 
-Index
+Index of this file:
+
+DOCUMENTATION
+
 - MISSION STATEMENT
 - END-USER GUIDE
-- PROGRAMMER GUIDE (read me!)
-- Read first
-- How to update to a newer version of Dear ImGui
-- Getting started with integrating Dear ImGui in your code/engine
-- Using gamepad/keyboard navigation controls [BETA]
+- PROGRAMMER GUIDE
+  - READ FIRST
+  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
+  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
+  - HOW A SIMPLE APPLICATION MAY LOOK LIKE
+  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
+  - USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
 - API BREAKING CHANGES (read me when you update!)
-- ISSUES & TODO LIST
-- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
-- How can I tell whether to dispatch mouse/keyboard to imgui or to my application?
-- How can I display an image? What is ImTextureID, how does it works?
-- How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack.
-- How can I load a different font than the default?
-- How can I easily use icons in my application?
-- How can I load multiple fonts?
-- How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?
-- How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
-- I integrated Dear ImGui in my engine and the text or lines are blurry..
-- I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
-- How can I help?
-- ISSUES & TODO-LIST
-- CODE
-
-
-MISSION STATEMENT
-=================
-
-- Easy to use to create code-driven and data-driven tools
-- Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools
-- Easy to hack and improve
-- Minimize screen real-estate usage
-- Minimize setup and maintenance
-- Minimize state storage on user side
-- Portable, minimize dependencies, run on target (consoles, phones, etc.)
-- Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window,
-opening a tree node for the first time, etc. but a typical frame should not allocate anything)
-
-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
-
-
-END-USER GUIDE
-==============
-
-- Double-click on title bar to collapse window.
-- Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin().
-- Click and drag on lower right corner to resize window (double-click to auto fit window to its contents).
-- Click and drag on any empty space to move window.
-- TAB/SHIFT+TAB to cycle through keyboard editable fields.
-- CTRL+Click on a slider or drag box to input value as text.
-- Use mouse wheel to scroll.
-- 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!)
-- Controls are automatically adjusted for OSX to match standard OSX text editing operations.
-- General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard.
-- General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://goo.gl/9LgVZW
-
-
-PROGRAMMER GUIDE
-================
-
-READ FIRST
-
-- Read the FAQ below this section!
-- Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction
-or destruction steps, less data retention on your side, less state duplication, less state synchronization, less bugs.
-- Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
-- You can learn about immediate-mode gui principles at http://www.johno.se/book/imgui.html or watch http://mollyrocket.com/861
-
-HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
-
-- Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h)
-- Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
-If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
-from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
-likely be a comment about it. Please report any issue to the GitHub page!
-- Try to keep your copy of dear imgui reasonably up to date.
-
-GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
-
-- Run and study the examples and demo to get acquainted with the library.
-- Add the Dear ImGui source files to your projects, using your preferred build system.
-It is recommended you build the .cpp files as part of your project and not as a library.
-- You can later customize the imconfig.h file to tweak some compilation time behavior, such as integrating imgui types with your own maths types.
-- You may be able to grab and copy a ready made imgui_impl_*** file from the examples/ folder.
-- When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
-
-- Init: retrieve the ImGuiIO structure with ImGui::GetIO() and fill the fields marked 'Settings': at minimum you need to set io.DisplaySize
-(application resolution). Later on you will fill your keyboard mapping, clipboard handlers, and other advanced features but for a basic
-integration you don't need to worry about it all.
-- Init: call io.Fonts->GetTexDataAsRGBA32(...), it will build the font atlas texture, then load the texture pixels into graphics memory.
-- Every frame:
-- In your main loop as early a possible, fill the IO fields marked 'Input' (e.g. mouse position, buttons, keyboard info, etc.)
-- Call ImGui::NewFrame() to begin the frame
-- You can use any ImGui function you want between NewFrame() and Render()
-- Call ImGui::Render() as late as you can to end the frame and finalize render data. it will call your io.RenderDrawListFn handler.
-(Even if you don't render, call Render() and ignore the callback, or call EndFrame() instead. Otherwise some features will break)
-- All rendering information are stored into command-lists until ImGui::Render() is called.
-- Dear ImGui never touches or knows about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you provide.
-- Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" phases
-of your own application.
-- Refer to the examples applications in the examples/ folder for instruction on how to setup your code.
-- A minimal application skeleton may be:
-
-// Application init
-ImGui::CreateContext();
-ImGuiIO& io = ImGui::GetIO();
-io.DisplaySize.x = 1920.0f;
-io.DisplaySize.y = 1280.0f;
-// TODO: Fill others settings of the io structure later.
-
-// Load texture atlas (there is a default font so you don't need to care about choosing a font yet)
-unsigned char* pixels;
-int width, height;
-io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
-// TODO: At this points you've got the texture data and you need to upload that your your graphic system:
-MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA)
-// TODO: Store your texture pointer/identifier (whatever your engine uses) in 'io.Fonts->TexID'. This will be passed back to your via the renderer.
-io.Fonts->TexID = (void*)texture;
-
-// Application main loop
-while (true)
-{
-// Setup low-level inputs (e.g. on Win32, GetKeyboardState(), or write to those fields from your Windows message loop handlers, etc.)
-ImGuiIO& io = ImGui::GetIO();
-io.DeltaTime = 1.0f/60.0f;
-io.MousePos = mouse_pos;
-io.MouseDown[0] = mouse_button_0;
-io.MouseDown[1] = mouse_button_1;
-
-// Call NewFrame(), after this point you can use ImGui::* functions anytime
-ImGui::NewFrame();
-
-// Most of your application code here
-MyGameUpdate(); // may use any ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
-MyGameRender(); // may use any ImGui functions as well!
-
-// Render & swap video buffers
-ImGui::Render();
-MyImGuiRenderFunction(ImGui::GetDrawData());
-SwapBuffers();
-}
-
-// Shutdown
-ImGui::DestroyContext();
-
-
-- A minimal render function skeleton may be:
-
-void void MyRenderFunction(ImDrawData* draw_data)
-{
-// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
-// TODO: Setup viewport, orthographic projection matrix
-// TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
-for (int n = 0; n < draw_data->CmdListsCount; n++)
-{
-const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by ImGui
-const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by ImGui
-for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
-{
-const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
-if (pcmd->UserCallback)
-{
-pcmd->UserCallback(cmd_list, pcmd);
-}
-else
-{
-// The texture for the draw call is specified by pcmd->TextureId.
-// The vast majority of draw calls with use the imgui texture atlas, which value you have set yourself during initialization.
-MyEngineBindTexture(pcmd->TextureId);
-
-// We are using scissoring to clip some objects. All low-level graphics API supports it.
-// If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
-// (some elements visible outside their bounds) but you can fix that once everywhere else works!
-MyEngineScissor((int)pcmd->ClipRect.x, (int)pcmd->ClipRect.y, (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
-
-// Render 'pcmd->ElemCount/3' indexed triangles.
-// By default the indices ImDrawIdx are 16-bits, you can change them to 32-bits if your engine doesn't support 16-bits indices.
-MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer);
-}
-idx_buffer += pcmd->ElemCount;
-}
-}
-}
-
-- The examples/ folders contains many functional implementation of the pseudo-code above.
-- When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated.
-They tell you if ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs from the rest of your application.
-However, in both cases you need to pass on the inputs to imgui. Read the FAQ below for more information about those flags.
-- Please read the FAQ above. Amusingly, it is called a FAQ because people frequently have the same issues!
-
-USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS [BETA]
-
-- The gamepad/keyboard navigation is in Beta. Ask questions and report issues at https://github.com/ocornut/imgui/issues/787
-- The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
-- Gamepad:
-- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
-- Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame().
-Note that io.NavInputs[] is cleared by EndFrame().
-- See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values:
-0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.
-- We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
-Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
-- You can download PNG/PSD files depicting the gamepad controls for common controllers at: goo.gl/9LgVZW.
-- If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo
-to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
-- Keyboard:
-- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
-NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
-- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag
-will be set. For more advanced uses, you may want to read from:
-- io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
-- io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used).
-- or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions.
-Please reach out if you think the game vs navigation input sharing could be improved.
-- Mouse:
-- PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
-- Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard.
-- On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
-Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements.
-When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
-When that happens your back-end NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the binding in examples/ do that.
-(If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse as moving back and forth!)
-(In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
-to set a boolean to ignore your other external mouse positions until the external source is moved again.)
-
-
-API BREAKING CHANGES
-====================
-
-Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix.
-Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
-Also read releases logs https://github.com/ocornut/imgui/releases for more details.
-
-- 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", consistent with other functions. Kept redirection functions (will obsolete).
-- 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
-- 2018/03/20 (1.60) - Renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some binding ahead of merging the Nav branch).
-- 2018/03/12 (1.60) - Removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
-- 2018/03/08 (1.60) - Changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
-- 2018/03/03 (1.60) - Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
-- 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
-- 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
-- 2018/02/07 (1.60) - reorganized context handling to be more explicit,
-- YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
-- removed Shutdown() function, as DestroyContext() serve this purpose.
-- you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
-- removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
-- removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
-- 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
-- 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
-- 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
-- 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
-- 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
-- 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
-- 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
-- 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
-- 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
-- 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
-- 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
-- obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
-- 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
-- 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
-- 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
-- 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
-Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
-- 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
-- 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
-- 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
-- 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
-- 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
-- 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
-- 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
-removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
-- 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
-- 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
-- 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
-- 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your binding if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
-- 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
-- renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
-- renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
-- 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
-- 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
-- 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame.
-- 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
-- 2017/08/13 (1.51) - renamed ImGuiCol_Columns*** to ImGuiCol_Separator***. Kept redirection enums (will obsolete).
-- 2017/08/11 (1.51) - renamed ImGuiSetCond_*** types and flags to ImGuiCond_***. Kept redirection enums (will obsolete).
-- 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
-- 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
-- changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
-- changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0))'
-- 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
-- 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
-- 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
-- 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild().
-- 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
-- 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
-- 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal.
-- 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
-If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you.
-However if your TitleBg/TitleBgActive alpha was <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
-This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color.
-ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col)
-{
-float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a;
-return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a);
-}
-If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
-- 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
-- 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
-- 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
-- 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDraw::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
-- 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref github issue #337).
-- 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
-- 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
-- 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
-- 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
-- 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
-- 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
-- 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
-GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
-GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
-- 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
-- 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
-- 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
-- 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
-you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
-- 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
-this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
-- if you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
-- the signature of the io.RenderDrawListsFn handler has changed!
-old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
-new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
-argument:   'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
-ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
-ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
-- each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
-- if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
-- refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
-- 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
-- 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
-- 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
-- 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
-- 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely be used. Sorry!
-- 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
-- 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
-- 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
-- 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
-- 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
-- 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
-- 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
-- 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
-- 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
-- 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
-- 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
-- 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
-- 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
-- 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
-- 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
-- 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
-- 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
-- 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
-- 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
-- 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
-- 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
-(1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
-font init:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); <..Upload texture to GPU..>
-became:     unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); <..Upload texture to GPU>; io.Fonts->TexId = YourTextureIdentifier;
-you now more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs.
-it is now recommended that you sample the font texture with bilinear interpolation.
-(1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID.
-(1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
-(1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
-- 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
-- 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
-- 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
-- 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
-- 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
-- 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
-- 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
-- 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
-- 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
-- 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
-- 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
-
-
-ISSUES & TODO-LIST
-==================
-See TODO.txt
-
-
-FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
-======================================
-
-Q: How can I tell whether to dispatch mouse/keyboard to imgui or to my application?
-A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure.
-- When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application.
-- When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application.
-- When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS).
-Note: you should always pass your mouse/keyboard inputs to imgui, even when the io.WantCaptureXXX flag are set false.
-This is because imgui needs to detect that you clicked in the void to unfocus its windows.
-Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!).
-It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs.
-Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also
-perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to NewFrameUpdateHoveredWindowAndCaptureFlags().
-Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically
-have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs
-were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
-
-Q: How can I display an image? What is ImTextureID, how does it works?
-A: ImTextureID is a void* used to pass renderer-agnostic texture references around until it hits your render function.
-Dear ImGui knows nothing about what those bits represent, it just passes them around. It is up to you to decide what you want the void* to carry!
-It could be an identifier to your OpenGL texture (cast GLuint to void*), a pointer to your custom engine material (cast MyMaterial* to void*), etc.
-At the end of the chain, your renderer takes this void* to cast it back into whatever it needs to select a current texture to render.
-Refer to examples applications, where each renderer (in a imgui_impl_xxxx.cpp file) is treating ImTextureID as a different thing.
-(C++ tip: OpenGL uses integers to identify textures. You can safely store an integer into a void*, just cast it to void*, don't take it's address!)
-To display a custom image/texture within an ImGui window, you may use ImGui::Image(), ImGui::ImageButton(), ImDrawList::AddImage() functions.
-Dear ImGui will generate the geometry and draw calls using the ImTextureID that you passed and which your renderer can use.
-You may call ImGui::ShowMetricsWindow() to explore active draw lists and visualize/understand how the draw data is generated.
-It is your responsibility to get textures uploaded to your GPU.
-
-Q: How can I have multiple widgets with the same label or without a label?
-A: A primer on labels and the ID Stack...
-
-- Elements that are typically not clickable, such as Text() items don't need an ID.
-
-- Interactive widgets require state to be carried over multiple frames (most typically Dear ImGui
-often needs to remember what is the "active" widget). To do so they need a unique ID. Unique ID
-are typically derived from a string label, an integer index or a pointer.
-
-Button("OK");          // Label = "OK",     ID = top of id stack + hash of "OK"
-Button("Cancel");      // Label = "Cancel", ID = top of id stack + hash of "Cancel"
-
-- ID are uniquely scoped within windows, tree nodes, etc. which all pushes to the ID stack. Having
-two buttons labeled "OK" in different windows or different tree locations is fine.
-
-- If you have a same ID twice in the same location, you'll have a conflict:
-
-Button("OK");
-Button("OK");          // ID collision! Interacting with either button will trigger the first one.
-
-Fear not! this is easy to solve and there are many ways to solve it!
-
-- Solving ID conflict in a simple/local context:
-When passing a label you can optionally specify extra ID information within string itself.
-Use "##" to pass a complement to the ID that won't be visible to the end-user.
-This helps solving the simple collision cases when you know e.g. at compilation time which items
-are going to be created:
-
-Button("Play");        // Label = "Play",   ID = top of id stack + hash of "Play"
-Button("Play##foo1");  // Label = "Play",   ID = top of id stack + hash of "Play##foo1" (different from above)
-Button("Play##foo2");  // Label = "Play",   ID = top of id stack + hash of "Play##foo2" (different from above)
-
-- If you want to completely hide the label, but still need an ID:
-
-Checkbox("##On", &b);  // Label = "",       ID = top of id stack + hash of "##On" (no label!)
-
-- Occasionally/rarely you might want change a label while preserving a constant ID. This allows
-you to animate labels. For example you may want to include varying information in a window title bar,
-but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
-
-Button("Hello###ID";   // Label = "Hello",  ID = top of id stack + hash of "ID"
-Button("World###ID";   // Label = "World",  ID = top of id stack + hash of "ID" (same as above)
-
-sprintf(buf, "My game (%f FPS)###MyGame", fps);
-Begin(buf);            // Variable label,   ID = hash of "MyGame"
-
-- Solving ID conflict in a more general manner:
-Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts
-within the same window. This is the most convenient way of distinguishing ID when iterating and
-creating many UI elements programmatically.
-You can push a pointer, a string or an integer value into the ID stack.
-Remember that ID are formed from the concatenation of _everything_ in the ID stack!
-
-for (int i = 0; i < 100; i++)
-{
-PushID(i);
-Button("Click");   // Label = "Click",  ID = top of id stack + hash of integer + hash of "Click"
-PopID();
-}
-
-for (int i = 0; i < 100; i++)
-{
-MyObject* obj = Objects[i];
-PushID(obj);
-Button("Click");   // Label = "Click",  ID = top of id stack + hash of pointer + hash of "Click"
-PopID();
-}
-
-for (int i = 0; i < 100; i++)
-{
-MyObject* obj = Objects[i];
-PushID(obj->Name);
-Button("Click");   // Label = "Click",  ID = top of id stack + hash of string + hash of "Click"
-PopID();
-}
-
-- More example showing that you can stack multiple prefixes into the ID stack:
-
-Button("Click");     // Label = "Click",  ID = top of id stack + hash of "Click"
-PushID("node");
-Button("Click");     // Label = "Click",  ID = top of id stack + hash of "node" + hash of "Click"
-PushID(my_ptr);
-Button("Click"); // Label = "Click",  ID = top of id stack + hash of "node" + hash of ptr + hash of "Click"
-PopID();
-PopID();
-
-- Tree nodes implicitly creates a scope for you by calling PushID().
-
-Button("Click");     // Label = "Click",  ID = top of id stack + hash of "Click"
-if (TreeNode("node"))
-{
-Button("Click");   // Label = "Click",  ID = top of id stack + hash of "node" + hash of "Click"
-TreePop();
-}
-
-- When working with trees, ID are used to preserve the open/close state of each tree node.
-Depending on your use cases you may want to use strings, indices or pointers as ID.
-e.g. when following a single pointer that may change over time, using a static string as ID
-will preserve your node open/closed state when the targeted object change.
-e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
-node open/closed state differently. See what makes more sense in your situation!
-
-Q: How can I load a different font than the default?
-A: Use the font atlas to load the TTF/OTF file you want:
-ImGuiIO& io = ImGui::GetIO();
-io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
-io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
-(default is ProggyClean.ttf, rendered at size 13, embedded in dear imgui's source code)
-
-New programmers: remember that in C/C++ and most programming languages if you want to use a
-backslash \ within a string literal, you need to write it double backslash "\\":
-io.Fonts->AddFontFromFileTTF("MyDataFolder\MyFontFile.ttf", size_in_pixels);   // WRONG (you are escape the M here!)
-io.Fonts->AddFontFromFileTTF("MyDataFolder\\MyFontFile.ttf", size_in_pixels);  // CORRECT
-io.Fonts->AddFontFromFileTTF("MyDataFolder/MyFontFile.ttf", size_in_pixels);   // ALSO CORRECT
-
-Q: How can I easily use icons in my application?
-A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you
-main font. Then you can refer to icons within your strings. Read 'How can I load multiple fonts?'
-and the file 'misc/fonts/README.txt' for instructions and useful header files.
-
-Q: How can I load multiple fonts?
-A: Use the font atlas to pack them into a single texture:
-(Read misc/fonts/README.txt and the code in ImFontAtlas for more details.)
-
-ImGuiIO& io = ImGui::GetIO();
-ImFont* font0 = io.Fonts->AddFontDefault();
-ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
-ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels);
-io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
-// the first loaded font gets used by default
-// use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime
-
-// Options
-ImFontConfig config;
-config.OversampleH = 3;
-config.OversampleV = 1;
-config.GlyphOffset.y -= 2.0f;      // Move everything by 2 pixels up
-config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters
-io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, &config);
-
-// Combine multiple fonts into one (e.g. for icon fonts)
-ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };
-ImFontConfig config;
-config.MergeMode = true;
-io.Fonts->AddFontDefault();
-io.Fonts->LoadFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font
-io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs
-
-Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
-A: When loading a font, pass custom Unicode ranges to specify the glyphs to load.
-
-// Add default Japanese ranges
-io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
-
-// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need)
-ImVector<ImWchar> ranges;
-ImFontAtlas::GlyphRangesBuilder builder;
-builder.AddText("Hello world");                        // Add a string (here "Hello world" contains 7 unique characters)
-builder.AddChar(0x7262);                               // Add a specific character
-builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
-builder.BuildRanges(&ranges);                          // Build the final result (ordered ranges with all the unique characters submitted)
-io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data);
-
-All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8
-by using the u8"hello" syntax. Specifying literal in your source code using a local code page
-(such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
-Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
-
-Text input: it is up to your application to pass the right character code by calling
-io.AddInputCharacter(). The applications in examples/ are doing that. For languages relying
-on an Input Method Editor (IME), on Windows you can copy the Hwnd of your application in the
-io.ImeWindowHandle field. The default implementation of io.ImeSetInputScreenPosFn() will set
-your Microsoft IME position correctly.
-
-Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
-A: - You can create a dummy window. Call SetNextWindowBgAlpha(0.0f), call Begin() with NoTitleBar|NoResize|NoMove|NoScrollbar|NoSavedSettings|NoInputs flags.
-Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
-- You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows.
-- You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create your own ImDrawListSharedData.
-
-Q: I integrated Dear ImGui in my engine and the text or lines are blurry..
-A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f).
-Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension.
-
-Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
-A: You are probably mishandling the clipping rectangles in your render function.
-Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height).
-
-Q: How can I help?
-A: - If you are experienced with Dear ImGui and C++, look at the github issues, or TODO.txt and see how you want/can help!
-- Convince your company to fund development time! Individual users: you can also become a Patron (patreon.com/imgui) or donate on PayPal! See README.
-- Disclose your usage of dear imgui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
-You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/1269). Visuals are ideal as they inspire other programmers.
-But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions.
-- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately).
-
-- tip: you can call Begin() multiple times with the same name during the same frame, it will keep appending to the same window.
-this is also useful to set yourself in the context of another window (to get/set other settings)
-- tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug".
-- tip: the ImGuiOnceUponAFrame helper will allow run the block of code only once a frame. You can use it to quickly add custom UI in the middle
-of a deep nested inner loop in your code.
-- tip: you can call Render() multiple times (e.g for VR renders).
-- tip: call and read the ShowDemoWindow() code in imgui_demo.cpp for more example of how to use ImGui!
+- FREQUENTLY ASKED QUESTIONS (FAQ)
+  - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer)
+
+CODE
+(search for "[SECTION]" in the code to find them)
+
+// [SECTION] INCLUDES
+// [SECTION] FORWARD DECLARATIONS
+// [SECTION] CONTEXT AND MEMORY ALLOCATORS
+// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
+// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
+// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
+// [SECTION] MISC HELPERS/UTILITIES (File functions)
+// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
+// [SECTION] MISC HELPERS/UTILITIES (Color functions)
+// [SECTION] ImGuiStorage
+// [SECTION] ImGuiTextFilter
+// [SECTION] ImGuiTextBuffer
+// [SECTION] ImGuiListClipper
+// [SECTION] STYLING
+// [SECTION] RENDER HELPERS
+// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
+// [SECTION] ERROR CHECKING
+// [SECTION] LAYOUT
+// [SECTION] SCROLLING
+// [SECTION] TOOLTIPS
+// [SECTION] POPUPS
+// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
+// [SECTION] DRAG AND DROP
+// [SECTION] LOGGING/CAPTURING
+// [SECTION] SETTINGS
+// [SECTION] PLATFORM DEPENDENT HELPERS
+// [SECTION] METRICS/DEBUG WINDOW
 
 */
+
+//-----------------------------------------------------------------------------
+// DOCUMENTATION
+//-----------------------------------------------------------------------------
+
+/*
+
+ 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 setup and maintenance.
+ - Minimize state storage on user side.
+ - Portable, minimize dependencies, run on target (consoles, phones, etc.).
+ - Efficient runtime and memory consumption.
+
+ Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes:
+
+ - Doesn't look fancy, doesn't animate.
+ - Limited layout features, intricate layouts are typically crafted in code.
+
+
+ END-USER GUIDE
+ ==============
+
+ - Double-click on title bar to collapse window.
+ - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin().
+ - Click and drag on lower right corner to resize window (double-click to auto fit window to its contents).
+ - Click and drag on any empty space to move window.
+ - TAB/SHIFT+TAB to cycle through keyboard editable fields.
+ - CTRL+Click on a slider or drag box to input value as text.
+ - Use mouse wheel to scroll.
+ - 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!)
+   - Controls are automatically adjusted for OSX to match standard OSX text editing operations.
+ - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard.
+ - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://goo.gl/9LgVZW
+
+
+ PROGRAMMER GUIDE
+ ================
+
+ READ FIRST
+ ----------
+ - Remember to read the FAQ (https://www.dearimgui.org/faq)
+ - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction
+   or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs.
+ - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
+ - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
+ - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
+   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in the FAQ.
+ - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
+   For every application frame your UI code will be called only once. This is in contrast to e.g. Unity's own implementation of an IMGUI,
+   where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
+ - Our origin are on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
+ - This codebase is also optimized to yield decent performances with typical "Debug" builds settings.
+ - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
+   If you get an assert, read the messages and comments around the assert.
+ - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace.
+ - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
+   See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
+   However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.
+ - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).
+
+
+ HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
+ ----------------------------------------------
+ - Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h)
+ - Or maintain your own branch where you have imconfig.h modified.
+ - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
+   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
+   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
+   likely be a comment about it. Please report any issue to the GitHub page!
+ - Try to keep your copy of dear imgui reasonably up to date.
+
+
+ GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
+ ---------------------------------------------------------------
+ - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
+ - In the majority of cases you should be able to use unmodified back-ends files available in the examples/ folder.
+ - Add the Dear ImGui source files + selected back-end source files to your projects or using your preferred build system.
+   It is recommended you build and statically link the .cpp files as part of your project and NOT as shared library (DLL).
+ - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
+ - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
+ - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
+   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
+   phases of your own application. All rendering information are stored into command-lists that you will retrieve after calling ImGui::Render().
+ - Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code.
+ - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
+
+
+ HOW A SIMPLE APPLICATION MAY LOOK LIKE
+ --------------------------------------
+ EXHIBIT 1: USING THE EXAMPLE BINDINGS (= imgui_impl_XXX.cpp files from the examples/ folder).
+ The sub-folders in examples/ contains examples applications following this structure.
+
+     // Application init: create a dear imgui context, setup some options, load fonts
+     ImGui::CreateContext();
+     ImGuiIO& io = ImGui::GetIO();
+     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
+     // TODO: Fill optional fields of the io structure later.
+     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
+
+     // Initialize helper Platform and Renderer bindings (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
+     ImGui_ImplWin32_Init(hwnd);
+     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
+
+     // Application main loop
+     while (true)
+     {
+         // Feed inputs to dear imgui, start new frame
+         ImGui_ImplDX11_NewFrame();
+         ImGui_ImplWin32_NewFrame();
+         ImGui::NewFrame();
+
+         // Any application code here
+         ImGui::Text("Hello, world!");
+
+         // Render dear imgui into screen
+         ImGui::Render();
+         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
+         g_pSwapChain->Present(1, 0);
+     }
+
+     // Shutdown
+     ImGui_ImplDX11_Shutdown();
+     ImGui_ImplWin32_Shutdown();
+     ImGui::DestroyContext();
+
+ EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE
+
+     // Application init: create a dear imgui context, setup some options, load fonts
+     ImGui::CreateContext();
+     ImGuiIO& io = ImGui::GetIO();
+     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
+     // TODO: Fill optional fields of the io structure later.
+     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
+
+     // Build and load the texture atlas into a texture
+     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
+     int width, height;
+     unsigned char* pixels = NULL;
+     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+     // At this point you've got the texture data and you need to upload that your your graphic system:
+     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
+     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
+     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
+     io.Fonts->TexID = (void*)texture;
+
+     // Application main loop
+     while (true)
+     {
+        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
+        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform bindings)
+        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)
+        io.DisplaySize.x = 1920.0f;             // set the current display width
+        io.DisplaySize.y = 1280.0f;             // set the current display height here
+        io.MousePos = my_mouse_pos;             // set the mouse position
+        io.MouseDown[0] = my_mouse_buttons[0];  // set the mouse button states
+        io.MouseDown[1] = my_mouse_buttons[1];
+
+        // Call NewFrame(), after this point you can use ImGui::* functions anytime
+        // (So you want to try calling NewFrame() as early as you can in your mainloop to be able to use Dear ImGui everywhere)
+        ImGui::NewFrame();
+
+        // Most of your application code here
+        ImGui::Text("Hello, world!");
+        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
+        MyGameRender(); // may use any Dear ImGui functions as well!
+
+        // Render dear imgui, swap buffers
+        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
+        ImGui::EndFrame();
+        ImGui::Render();
+        ImDrawData* draw_data = ImGui::GetDrawData();
+        MyImGuiRenderFunction(draw_data);
+        SwapBuffers();
+     }
+
+     // Shutdown
+     ImGui::DestroyContext();
+
+ To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest your application,
+ you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
+ Please read the FAQ and example applications for details about this!
+
+
+ HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
+ ---------------------------------------------
+ The bindings in impl_impl_XXX.cpp files contains many working implementations of a rendering function.
+
+    void void MyImGuiRenderFunction(ImDrawData* draw_data)
+    {
+       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
+       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
+       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
+       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
+       for (int n = 0; n < draw_data->CmdListsCount; n++)
+       {
+          const ImDrawList* cmd_list = draw_data->CmdLists[n];
+          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui
+          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui
+          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+          {
+             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+             if (pcmd->UserCallback)
+             {
+                 pcmd->UserCallback(cmd_list, pcmd);
+             }
+             else
+             {
+                 // The texture for the draw call is specified by pcmd->TextureId.
+                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
+                 MyEngineBindTexture((MyTexture*)pcmd->TextureId);
+
+                 // We are using scissoring to clip some objects. All low-level graphics API should supports it.
+                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
+                 //   (some elements visible outside their bounds) but you can fix that once everything else works!
+                 // - Clipping coordinates are provided in imgui coordinates space (from draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize)
+                 //   In a single viewport application, draw_data->DisplayPos will always be (0,0) and draw_data->DisplaySize will always be == io.DisplaySize.
+                 //   However, in the interest of supporting multi-viewport applications in the future (see 'viewport' branch on github),
+                 //   always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
+                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
+                 ImVec2 pos = draw_data->DisplayPos;
+                 MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y));
+
+                 // Render 'pcmd->ElemCount/3' indexed triangles.
+                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
+                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer);
+             }
+             idx_buffer += pcmd->ElemCount;
+          }
+       }
+    }
+
+
+ USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
+ ------------------------------------------
+ - The gamepad/keyboard navigation is fairly functional and keeps being improved.
+ - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PS4, Switch, XB1) without a mouse!
+ - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787
+ - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
+ - Keyboard:
+    - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
+      NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
+    - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag
+      will be set. For more advanced uses, you may want to read from:
+       - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
+       - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used).
+       - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions.
+      Please reach out if you think the game vs navigation input sharing could be improved.
+ - Gamepad:
+    - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
+    - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame().
+      Note that io.NavInputs[] is cleared by EndFrame().
+    - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values:
+         0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.
+    - We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
+      Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
+    - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://goo.gl/9LgVZW.
+    - If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo
+      to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
+ - Mouse:
+    - PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
+    - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard.
+    - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
+      Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements.
+      When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
+      When that happens your back-end NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the binding in examples/ do that.
+      (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse as moving back and forth!)
+      (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
+       to set a boolean to ignore your other external mouse positions until the external source is moved again.)
+
+
+ API BREAKING CHANGES
+ ====================
+
+ Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
+ Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
+ When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
+ You can read releases logs https://github.com/ocornut/imgui/releases for more details.
+
+ - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
+ - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
+ - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
+ - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
+ - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
+ - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
+ - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
+                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
+                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
+                       - if you omitted the 'power' parameter (likely!), you are not affected.
+                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
+                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
+                       see https://github.com/ocornut/imgui/issues/3361 for all details.
+                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version were removed directly as they were most unlikely ever used.
+                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
+                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
+ - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
+ - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
+ - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
+ - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
+ - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
+ - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
+ - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
+ - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
+                       - ShowTestWindow()                    -> use ShowDemoWindow()
+                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
+                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
+                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
+                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()
+                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg
+                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding
+                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
+                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS
+ - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was the vaguely documented and rarely if ever used). Instead we added an explicit PrimUnreserve() API.
+ - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
+ - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
+ - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
+ - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
+ - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
+                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
+                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
+                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()
+                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
+                       - ImFont::Glyph                       -> use ImFontGlyph
+ - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
+                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
+                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
+                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
+ - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
+ - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
+ - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
+ - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
+                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
+                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
+                       Please reach out if you are affected.
+ - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
+ - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
+ - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
+ - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
+ - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
+ - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
+ - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrary small value!
+ - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
+ - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
+ - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
+ - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
+ - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
+ - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
+ - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
+ - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
+                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
+ - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
+ - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
+                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
+                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
+ - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
+ - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
+ - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
+ - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
+ - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
+ - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
+ - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
+ - 2018/06/08 (1.62) - examples: the imgui_impl_xxx files have been split to separate platform (Win32, Glfw, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).
+                       old bindings will still work as is, however prefer using the separated bindings as they will be updated to support multi-viewports.
+                       when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call.
+                       in particular, note that old bindings called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
+ - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
+ - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
+ - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
+                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
+                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
+                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
+ - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
+                       consistent with other functions. Kept redirection functions (will obsolete).
+ - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
+ - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some binding ahead of merging the Nav branch).
+ - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
+ - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
+ - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
+ - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
+ - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
+ - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
+                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
+                       - removed Shutdown() function, as DestroyContext() serve this purpose.
+                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
+                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
+                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
+ - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
+ - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
+ - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
+ - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
+ - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
+ - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
+ - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
+ - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
+ - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
+ - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
+ - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
+                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
+ - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
+ - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
+ - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
+ - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
+                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
+ - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
+ - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
+ - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
+ - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
+ - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
+ - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
+ - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
+                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
+                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
+                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
+                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
+ - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
+ - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
+ - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
+ - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
+ - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your binding if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
+ - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
+                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
+                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
+ - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
+ - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
+ - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
+ - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
+ - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
+ - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
+ - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
+ - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
+                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
+                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
+ - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
+ - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
+ - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
+ - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild().
+ - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
+ - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
+ - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal.
+ - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
+                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
+                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
+                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
+                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
+ - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
+ - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
+ - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
+ - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
+ - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref github issue #337).
+ - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
+ - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
+ - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
+ - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
+ - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
+ - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
+ - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
+                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
+                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
+ - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
+ - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
+ - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
+ - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
+                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
+ - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
+                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
+                     - if you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
+                     - the signature of the io.RenderDrawListsFn handler has changed!
+                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
+                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
+                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
+                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
+                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
+                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
+                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
+ - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
+ - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
+ - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
+ - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
+ - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely be used. Sorry!
+ - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
+ - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
+ - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
+ - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
+ - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
+ - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
+ - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
+ - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
+ - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
+ - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
+ - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
+ - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
+ - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
+ - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
+ - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
+ - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
+ - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
+ - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
+ - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
+ - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
+ - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
+ - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
+                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
+                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->TexId = YourTexIdentifier;
+                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
+ - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID.
+ - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
+ - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
+ - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
+ - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
+ - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
+ - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
+ - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
+ - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
+ - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
+ - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
+ - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
+ - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
+ - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
+
+
+ FREQUENTLY ASKED QUESTIONS (FAQ)
+ ================================
+
+ Read all answers online:
+   https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
+ Read all answers locally (with a text editor or ideally a Markdown viewer):
+   docs/FAQ.md
+ Some answers are copied down here to facilitate searching in code.
+
+ Q&A: Basics
+ ===========
+
+ Q: Where is the documentation?
+ A: This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.
+    - Run the examples/ and explore them.
+    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
+    - The demo covers most features of Dear ImGui, so you can read the code and see its output.
+    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
+    - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the
+      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
+    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
+    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
+    - Your programming IDE is your friend, find the type or function declaration to find comments
+      associated to it.
+
+ Q: What is this library called?
+ Q: Which version should I get?
+ >> This library is called "Dear ImGui", please don't call it "ImGui" :)
+ >> See https://www.dearimgui.org/faq for details.
+
+ Q&A: Integration
+ ================
+
+ Q: How to get started?
+ A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
+
+ Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?
+ A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
+ >> See https://www.dearimgui.org/faq for fully detailed answer. You really want to read this.
+
+ Q. How can I enable keyboard controls?
+ Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
+ Q: I integrated Dear ImGui in my engine and little squares are showing instead of text..
+ Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
+ Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries..
+ >> See https://www.dearimgui.org/faq
+
+ Q&A: Usage
+ ----------
+
+ Q: Why is my widget not reacting when I click on it?
+ Q: How can I have widgets with an empty label?
+ Q: How can I have multiple widgets with the same label?
+ Q: How can I display an image? What is ImTextureID, how does it works?
+ Q: How can I use my own math types instead of ImVec2/ImVec4?
+ Q: How can I interact with standard C++ types (such as std::string and std::vector)?
+ Q: How can I display custom shapes? (using low-level ImDrawList API)
+ >> See https://www.dearimgui.org/faq
+
+ Q&A: Fonts, Text
+ ================
+
+ Q: How should I handle DPI in my application?
+ Q: How can I load a different font than the default?
+ Q: How can I easily use icons in my application?
+ Q: How can I load multiple fonts?
+ Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
+ >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
+
+ Q&A: Concerns
+ =============
+
+ Q: Who uses Dear ImGui?
+ Q: Can you create elaborate/serious tools with Dear ImGui?
+ Q: Can you reskin the look of Dear ImGui?
+ Q: Why using C++ (as opposed to C)?
+ >> See https://www.dearimgui.org/faq
+
+ Q&A: Community
+ ==============
+
+ Q: How can I help?
+ A: - Businesses: please reach out to "contact AT dearimgui.org" if you work in a place using Dear ImGui!
+      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
+      This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project.
+    - Individuals: you can support continued development via PayPal donations. See README.
+    - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt
+      and see how you want to help and can help!
+    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
+      You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/3488). Visuals are ideal as they inspire other programmers.
+      But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions.
+    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately).
+
+*/
+
+//-------------------------------------------------------------------------
+// [SECTION] INCLUDES
+//-------------------------------------------------------------------------
 
 #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
@@ -660,9 +718,13 @@
 
 #include "imgui.h"
+#ifndef IMGUI_DISABLE
+
+#ifndef IMGUI_DEFINE_MATH_OPERATORS
 #define IMGUI_DEFINE_MATH_OPERATORS
+#endif
 #include "imgui_internal.h"
 
-#include <ctype.h>      // toupper, isprint
-#include <stdlib.h>     // NULL, malloc, free, qsort, atoi
+// System includes
+#include <ctype.h>      // toupper
 #include <stdio.h>      // vsnprintf, sscanf, printf
 #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
@@ -672,26 +734,60 @@
 #endif
 
-#define IMGUI_DEBUG_NAV_SCORING     0
-#define IMGUI_DEBUG_NAV_RECTS       0
+// [Windows] OS specific includes (optional)
+#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#define IMGUI_DISABLE_WIN32_FUNCTIONS
+#endif
+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN
+#endif
+#ifndef NOMINMAX
+#define NOMINMAX
+#endif
+#ifndef __MINGW32__
+#include <Windows.h>        // _wfopen, OpenClipboard
+#else
+#include <windows.h>
+#endif
+#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions
+#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
+#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
+#endif
+#endif
+
+// [Apple] OS specific includes
+#if defined(__APPLE__)
+#include <TargetConditionals.h>
+#endif
 
 // Visual Studio warnings
 #ifdef _MSC_VER
-#pragma warning (disable: 4127) // condition expression is constant
-#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
-#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#pragma warning (disable: 4127)             // condition expression is constant
+#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#if defined(_MSC_VER) && _MSC_VER >= 1922   // MSVC 2019 16.2 or later
+#pragma warning (disable: 5054)             // operator '|': deprecated between enumerations of different types
 #endif
-
-// Clang warnings with -Weverything
-#ifdef __clang__
-#pragma clang diagnostic ignored "-Wunknown-pragmas"        // warning : unknown warning group '-Wformat-pedantic *'        // not all warnings are known by all clang versions.. so ignoring warnings triggers new warnings on some configuration. great!
-#pragma clang diagnostic ignored "-Wold-style-cast"         // warning : use of old-style cast                              // yes, they are more terse.
-#pragma clang diagnostic ignored "-Wfloat-equal"            // warning : comparing floating point with == or != is unsafe   // storing and comparing against same constants (typically 0.0f) is ok.
-#pragma clang diagnostic ignored "-Wformat-nonliteral"      // warning : format string is not a string literal              // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
-#pragma clang diagnostic ignored "-Wexit-time-destructors"  // warning : declaration requires an exit-time destructor       // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
-#pragma clang diagnostic ignored "-Wglobal-constructors"    // warning : declaration requires a global destructor           // similar to above, not sure what the exact difference it.
-#pragma clang diagnostic ignored "-Wsign-conversion"        // warning : implicit conversion changes signedness             //
-#pragma clang diagnostic ignored "-Wformat-pedantic"        // warning : format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. 
-#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int'
+#endif
+
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#if __has_warning("-Wunknown-warning-option")
+#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
+#endif
+#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
+#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
+#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
+#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
+#pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.
+#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
+#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
+#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type 'int'
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
+#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
 #elif defined(__GNUC__)
+// We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association.
+#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
 #pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
 #pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
@@ -701,85 +797,101 @@
 #pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked
 #pragma GCC diagnostic ignored "-Wstrict-overflow"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
+#pragma GCC diagnostic ignored "-Wclass-memaccess"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
 #endif
 
-// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
-#ifdef _MSC_VER
-#define IMGUI_CDECL __cdecl
-#else
-#define IMGUI_CDECL
-#endif
+// Debug options
+#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
+#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window
+#define IMGUI_DEBUG_INI_SETTINGS    0   // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower)
+
+// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
+static const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in
+static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear
+
+// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end)
+static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f;     // Extend outside and inside windows. Affect FindHoveredWindow().
+static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.
+static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 2.00f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
 
 //-------------------------------------------------------------------------
-// Forward Declarations
+// [SECTION] FORWARD DECLARATIONS
 //-------------------------------------------------------------------------
 
-static bool             IsKeyPressedMap(ImGuiKey key, bool repeat = true);
-
-static ImFont*          GetDefaultFont();
 static void             SetCurrentWindow(ImGuiWindow* window);
-static void             SetWindowScrollX(ImGuiWindow* window, float new_scroll_x);
-static void             SetWindowScrollY(ImGuiWindow* window, float new_scroll_y);
-static void             SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond);
-static void             SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond);
-static void             SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond);
-static ImGuiWindow*     FindHoveredWindow();
-static ImGuiWindow*     CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags);
-static void             CheckStacksSize(ImGuiWindow* window, bool write);
+static void             FindHoveredWindow();
+static ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);
 static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
 
 static void             AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
-static void             AddWindowToDrawData(ImVector<ImDrawList*>* out_list, ImGuiWindow* window);
-static void             AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
-
-static ImGuiWindowSettings* AddWindowSettings(const char* name);
-
-static void             LoadIniSettingsFromDisk(const char* ini_filename);
-static void             LoadIniSettingsFromMemory(const char* buf);
-static void             SaveIniSettingsToDisk(const char* ini_filename);
-static void             SaveIniSettingsToMemory(ImVector<char>& out_buf);
-static void             MarkIniSettingsDirty(ImGuiWindow* window);
+static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
 
 static ImRect           GetViewportRect();
 
-static void             ClosePopupToLevel(int remaining);
-
-static bool             InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data);
-static int              InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
-static ImVec2           InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);
-
-static inline int       DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format);
-static void             DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2);
-static bool             DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format);
-
-namespace ImGui
-{
-   static void             NavUpdate();
-   static void             NavUpdateWindowing();
-   static void             NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
-
-   static void             UpdateMovingWindow();
-   static void             UpdateMouseInputs();
-   static void             UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
-   static void             FocusFrontMostActiveWindow(ImGuiWindow* ignore_window);
-}
-
-//-----------------------------------------------------------------------------
-// Platform dependent default implementations
-//-----------------------------------------------------------------------------
-
+// Settings
+static void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
+static void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
+static void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
+static void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
+static void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
+
+// Platform Dependents default implementation for IO functions
 static const char*      GetClipboardTextFn_DefaultImpl(void* user_data);
 static void             SetClipboardTextFn_DefaultImpl(void* user_data, const char* text);
 static void             ImeSetInputScreenPosFn_DefaultImpl(int x, int y);
 
+namespace ImGui
+{
+// Navigation
+static void             NavUpdate();
+static void             NavUpdateWindowing();
+static void             NavUpdateWindowingOverlay();
+static void             NavUpdateMoveResult();
+static void             NavUpdateInitResult();
+static float            NavUpdatePageUpPageDown();
+static inline void      NavUpdateAnyRequestFlag();
+static void             NavEndFrame();
+static bool             NavScoreItem(ImGuiNavMoveResult* result, ImRect cand);
+static void             NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id);
+static ImVec2           NavCalcPreferredRefPos();
+static void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
+static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);
+static int              FindWindowFocusIndex(ImGuiWindow* window);
+
+// Error Checking
+static void             ErrorCheckNewFrameSanityChecks();
+static void             ErrorCheckEndFrameSanityChecks();
+static void             ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write);
+
+// Misc
+static void             UpdateSettings();
+static void             UpdateMouseInputs();
+static void             UpdateMouseWheel();
+static void             UpdateTabFocus();
+static void             UpdateDebugToolItemPicker();
+static bool             UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
+static void             RenderWindowOuterBorders(ImGuiWindow* window);
+static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
+static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
+
+}
+
 //-----------------------------------------------------------------------------
-// Context
+// [SECTION] CONTEXT AND MEMORY ALLOCATORS
 //-----------------------------------------------------------------------------
 
-// Current context pointer. Implicitly used by all ImGui functions. Always assumed to be != NULL.
-// CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext(). 
-// If you use DLL hotreloading you might need to call SetCurrentContext() after reloading code from this file. 
-// ImGui functions are not thread-safe because of this pointer. If you want thread-safety to allow N threads to access N different contexts, you can:
-// - Change this variable to use thread local storage. You may #define GImGui in imconfig.h for that purpose. Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
-// - Having multiple instances of the ImGui code compiled inside different namespace (easiest/safest, if you have a finite number of contexts)
+// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
+// ImGui::CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext().
+// 1) Important: globals are not shared across DLL boundaries! If you use DLLs or any form of hot-reloading: you will need to call
+//    SetCurrentContext() (with the pointer you got from CreateContext) from each unique static/DLL boundary, and after each hot-reloading.
+//    In your debugger, add GImGui to your watch window and notice how its value changes depending on which location you are currently stepping into.
+// 2) Important: Dear ImGui functions are not thread-safe because of this pointer.
+//    If you want thread-safety to allow N threads to access N different contexts, you can:
+//    - Change this variable to use thread local storage so each thread can refer to a different context, in imconfig.h:
+//          struct ImGuiContext;
+//          extern thread_local ImGuiContext* MyImGuiTLS;
+//          #define GImGui MyImGuiTLS
+//      And then define MyImGuiTLS in one of your cpp file. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
+//    - Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
+//    - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from different namespace.
 #ifndef GImGui
 ImGuiContext*   GImGui = NULL;
@@ -787,57 +899,65 @@
 
 // Memory Allocator functions. Use SetAllocatorFunctions() to change them.
-// If you use DLL hotreloading you might need to call SetAllocatorFunctions() after reloading code from this file. 
+// If you use DLL hotreloading you might need to call SetAllocatorFunctions() after reloading code from this file.
 // Otherwise, you probably don't want to modify them mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
 #ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
-static void*   MallocWrapper(size_t size, void* user_data) { (void)user_data; return malloc(size); }
-static void    FreeWrapper(void* ptr, void* user_data) { (void)user_data; free(ptr); }
+static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }
+static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }
 #else
-static void*   MallocWrapper(size_t size, void* user_data) { (void)user_data; (void)size; IM_ASSERT(0); return NULL; }
-static void    FreeWrapper(void* ptr, void* user_data) { (void)user_data; (void)ptr; IM_ASSERT(0); }
+static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
+static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
 #endif
 
 static void*  (*GImAllocatorAllocFunc)(size_t size, void* user_data) = MallocWrapper;
-static void(*GImAllocatorFreeFunc)(void* ptr, void* user_data) = FreeWrapper;
+static void   (*GImAllocatorFreeFunc)(void* ptr, void* user_data) = FreeWrapper;
 static void*    GImAllocatorUserData = NULL;
-static size_t   GImAllocatorActiveAllocationsCount = 0;
 
 //-----------------------------------------------------------------------------
-// User facing structures
+// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
 //-----------------------------------------------------------------------------
 
 ImGuiStyle::ImGuiStyle()
 {
-   Alpha = 1.0f;             // Global alpha applies to everything in ImGui
-   WindowPadding = ImVec2(8, 8);      // Padding within a window
-   WindowRounding = 7.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows
-   WindowBorderSize = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
-   WindowMinSize = ImVec2(32, 32);    // Minimum window size
-   WindowTitleAlign = ImVec2(0.0f, 0.5f);// Alignment for title bar text
-   ChildRounding = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
-   ChildBorderSize = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
-   PopupRounding = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
-   PopupBorderSize = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
-   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).
-   FrameBorderSize = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
-   ItemSpacing = ImVec2(8, 4);      // Horizontal and vertical spacing between widgets/lines
-   ItemInnerSpacing = ImVec2(4, 4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
-   TouchExtraPadding = ImVec2(0, 0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
-   IndentSpacing = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
-   ColumnsMinSpacing = 6.0f;             // Minimum horizontal spacing between two columns
-   ScrollbarSize = 16.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
-   ScrollbarRounding = 9.0f;             // Radius of grab corners rounding for scrollbar
-   GrabMinSize = 10.0f;            // Minimum width/height of a grab box for slider/scrollbar
-   GrabRounding = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
-   ButtonTextAlign = ImVec2(0.5f, 0.5f);// Alignment of button text when button is larger than text.
-   DisplayWindowPadding = ImVec2(20, 20);    // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
-   DisplaySafeAreaPadding = ImVec2(3, 3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
-   MouseCursorScale = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
-   AntiAliasedLines = true;             // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU.
-   AntiAliasedFill = true;             // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
-   CurveTessellationTol = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
-
-                                            // Default theme
-   ImGui::StyleColorsDark(this);
+    Alpha                   = 1.0f;             // Global alpha applies to everything in ImGui
+    WindowPadding           = ImVec2(8,8);      // Padding within a window
+    WindowRounding          = 7.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
+    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
+    WindowMinSize           = ImVec2(32,32);    // Minimum window size
+    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text
+    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
+    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
+    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
+    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
+    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
+    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).
+    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
+    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines
+    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
+    TouchExtraPadding       = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
+    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
+    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
+    ScrollbarSize           = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
+    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar
+    GrabMinSize             = 10.0f;            // Minimum width/height of a grab box for slider/scrollbar
+    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
+    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
+    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
+    TabBorderSize           = 0.0f;             // Thickness of border around tabs.
+    TabMinWidthForCloseButton = 0.0f;           // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
+    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
+    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
+    SelectableTextAlign     = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
+    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
+    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
+    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
+    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
+    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require back-end to render with bilinear filtering.
+    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
+    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
+    CircleSegmentMaxError   = 1.60f;            // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
+
+    // Default theme
+    ImGui::StyleColorsDark(this);
 }
 
@@ -846,79 +966,88 @@
 void ImGuiStyle::ScaleAllSizes(float scale_factor)
 {
-   WindowPadding = ImFloor(WindowPadding * scale_factor);
-   WindowRounding = ImFloor(WindowRounding * scale_factor);
-   WindowMinSize = ImFloor(WindowMinSize * scale_factor);
-   ChildRounding = ImFloor(ChildRounding * scale_factor);
-   PopupRounding = ImFloor(PopupRounding * scale_factor);
-   FramePadding = ImFloor(FramePadding * scale_factor);
-   FrameRounding = ImFloor(FrameRounding * scale_factor);
-   ItemSpacing = ImFloor(ItemSpacing * scale_factor);
-   ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor);
-   TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor);
-   IndentSpacing = ImFloor(IndentSpacing * scale_factor);
-   ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor);
-   ScrollbarSize = ImFloor(ScrollbarSize * scale_factor);
-   ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor);
-   GrabMinSize = ImFloor(GrabMinSize * scale_factor);
-   GrabRounding = ImFloor(GrabRounding * scale_factor);
-   DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);
-   DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);
-   MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);
+    WindowPadding = ImFloor(WindowPadding * scale_factor);
+    WindowRounding = ImFloor(WindowRounding * scale_factor);
+    WindowMinSize = ImFloor(WindowMinSize * scale_factor);
+    ChildRounding = ImFloor(ChildRounding * scale_factor);
+    PopupRounding = ImFloor(PopupRounding * scale_factor);
+    FramePadding = ImFloor(FramePadding * scale_factor);
+    FrameRounding = ImFloor(FrameRounding * scale_factor);
+    ItemSpacing = ImFloor(ItemSpacing * scale_factor);
+    ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor);
+    TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor);
+    IndentSpacing = ImFloor(IndentSpacing * scale_factor);
+    ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor);
+    ScrollbarSize = ImFloor(ScrollbarSize * scale_factor);
+    ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor);
+    GrabMinSize = ImFloor(GrabMinSize * scale_factor);
+    GrabRounding = ImFloor(GrabRounding * scale_factor);
+    LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor);
+    TabRounding = ImFloor(TabRounding * scale_factor);
+    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
+    DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);
+    DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);
+    MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);
 }
 
 ImGuiIO::ImGuiIO()
 {
-   // Most fields are initialized with zero
-   memset(this, 0, sizeof(*this));
-
-   // Settings
-   ConfigFlags = 0x00;
-   BackendFlags = 0x00;
-   DisplaySize = ImVec2(-1.0f, -1.0f);
-   DeltaTime = 1.0f / 60.0f;
-   IniSavingRate = 5.0f;
-   IniFilename = "imgui.ini";
-   LogFilename = "imgui_log.txt";
-   MouseDoubleClickTime = 0.30f;
-   MouseDoubleClickMaxDist = 6.0f;
-   for (int i = 0; i < ImGuiKey_COUNT; i++)
-      KeyMap[i] = -1;
-   KeyRepeatDelay = 0.250f;
-   KeyRepeatRate = 0.050f;
-   UserData = NULL;
-
-   Fonts = NULL;
-   FontGlobalScale = 1.0f;
-   FontDefault = NULL;
-   FontAllowUserScaling = false;
-   DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
-   DisplayVisibleMin = DisplayVisibleMax = ImVec2(0.0f, 0.0f);
-
-   // Advanced/subtle behaviors
+    // Most fields are initialized with zero
+    memset(this, 0, sizeof(*this));
+    IM_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); // Our pre-C++11 IM_STATIC_ASSERT() macros triggers warning on modern compilers so we don't use it here.
+
+    // Settings
+    ConfigFlags = ImGuiConfigFlags_None;
+    BackendFlags = ImGuiBackendFlags_None;
+    DisplaySize = ImVec2(-1.0f, -1.0f);
+    DeltaTime = 1.0f / 60.0f;
+    IniSavingRate = 5.0f;
+    IniFilename = "imgui.ini";
+    LogFilename = "imgui_log.txt";
+    MouseDoubleClickTime = 0.30f;
+    MouseDoubleClickMaxDist = 6.0f;
+    for (int i = 0; i < ImGuiKey_COUNT; i++)
+        KeyMap[i] = -1;
+    KeyRepeatDelay = 0.275f;
+    KeyRepeatRate = 0.050f;
+    UserData = NULL;
+
+    Fonts = NULL;
+    FontGlobalScale = 1.0f;
+    FontDefault = NULL;
+    FontAllowUserScaling = false;
+    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
+
+    // Miscellaneous options
+    MouseDrawCursor = false;
 #ifdef __APPLE__
-   OptMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag
+    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag
 #else
-   OptMacOSXBehaviors = false;
+    ConfigMacOSXBehaviors = false;
 #endif
-   OptCursorBlink = true;
-
-   // Settings (User Functions)
-   GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;   // Platform dependent default implementations
-   SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
-   ClipboardUserData = NULL;
-   ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;
-   ImeWindowHandle = NULL;
+    ConfigInputTextCursorBlink = true;
+    ConfigWindowsResizeFromEdges = true;
+    ConfigWindowsMoveFromTitleBarOnly = false;
+    ConfigWindowsMemoryCompactTimer = 60.0f;
+
+    // Platform Functions
+    BackendPlatformName = BackendRendererName = NULL;
+    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
+    GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;   // Platform dependent default implementations
+    SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
+    ClipboardUserData = NULL;
+    ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;
+    ImeWindowHandle = NULL;
 
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-   RenderDrawListsFn = NULL;
+    RenderDrawListsFn = NULL;
 #endif
 
-   // Input (NB: we already have memset zero the entire structure)
-   MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
-   MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
-   MouseDragThreshold = 6.0f;
-   for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
-   for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++) KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f;
-   for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f;
+    // Input (NB: we already have memset zero the entire structure!)
+    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
+    MouseDragThreshold = 6.0f;
+    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
+    for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++) KeysDownDuration[i]  = KeysDownDurationPrev[i] = -1.0f;
+    for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f;
 }
 
@@ -926,334 +1055,589 @@
 // - with glfw you can get those from the callback set in glfwSetCharCallback()
 // - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
-void ImGuiIO::AddInputCharacter(ImWchar c)
-{
-   const int n = ImStrlenW(InputCharacters);
-   if (n + 1 < IM_ARRAYSIZE(InputCharacters))
-   {
-      InputCharacters[n] = c;
-      InputCharacters[n + 1] = '\0';
-   }
+void ImGuiIO::AddInputCharacter(unsigned int c)
+{
+    if (c != 0)
+        InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
+}
+
+// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
+// we should save the high surrogate.
+void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
+{
+    if (c == 0 && InputQueueSurrogate == 0)
+        return;
+
+    if ((c & 0xFC00) == 0xD800) // High surrogate, must save
+    {
+        if (InputQueueSurrogate != 0)
+            InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID);
+        InputQueueSurrogate = c;
+        return;
+    }
+
+    ImWchar cp = c;
+    if (InputQueueSurrogate != 0)
+    {
+        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
+            InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID);
+        else if (IM_UNICODE_CODEPOINT_MAX == (0xFFFF)) // Codepoint will not fit in ImWchar (extra parenthesis around 0xFFFF somehow fixes -Wunreachable-code with Clang)
+            cp = IM_UNICODE_CODEPOINT_INVALID;
+        else
+            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
+        InputQueueSurrogate = 0;
+    }
+    InputQueueCharacters.push_back(cp);
 }
 
 void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
 {
-   // We can't pass more wchars than ImGuiIO::InputCharacters[] can hold so don't convert more
-   const int wchars_buf_len = sizeof(ImGuiIO::InputCharacters) / sizeof(ImWchar);
-   ImWchar wchars[wchars_buf_len];
-   ImTextStrFromUtf8(wchars, wchars_buf_len, utf8_chars, NULL);
-   for (int i = 0; i < wchars_buf_len && wchars[i] != 0; i++)
-      AddInputCharacter(wchars[i]);
+    while (*utf8_chars != 0)
+    {
+        unsigned int c = 0;
+        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
+        if (c != 0)
+            InputQueueCharacters.push_back((ImWchar)c);
+    }
+}
+
+void ImGuiIO::ClearInputCharacters()
+{
+    InputQueueCharacters.resize(0);
 }
 
 //-----------------------------------------------------------------------------
-// HELPERS
+// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
 //-----------------------------------------------------------------------------
 
-#define IM_F32_TO_INT8_UNBOUND(_VAL)    ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f)))   // Unsaturated, for display purpose 
-#define IM_F32_TO_INT8_SAT(_VAL)        ((int)(ImSaturate(_VAL) * 255.0f + 0.5f))               // Saturated, always output 0..255
+ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
+{
+    IM_ASSERT(num_segments > 0); // Use ImBezierClosestPointCasteljau()
+    ImVec2 p_last = p1;
+    ImVec2 p_closest;
+    float p_closest_dist2 = FLT_MAX;
+    float t_step = 1.0f / (float)num_segments;
+    for (int i_step = 1; i_step <= num_segments; i_step++)
+    {
+        ImVec2 p_current = ImBezierCalc(p1, p2, p3, p4, t_step * i_step);
+        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
+        float dist2 = ImLengthSqr(p - p_line);
+        if (dist2 < p_closest_dist2)
+        {
+            p_closest = p_line;
+            p_closest_dist2 = dist2;
+        }
+        p_last = p_current;
+    }
+    return p_closest;
+}
+
+// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
+static void BezierClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
+{
+    float dx = x4 - x1;
+    float dy = y4 - y1;
+    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
+    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
+    d2 = (d2 >= 0) ? d2 : -d2;
+    d3 = (d3 >= 0) ? d3 : -d3;
+    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
+    {
+        ImVec2 p_current(x4, y4);
+        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
+        float dist2 = ImLengthSqr(p - p_line);
+        if (dist2 < p_closest_dist2)
+        {
+            p_closest = p_line;
+            p_closest_dist2 = dist2;
+        }
+        p_last = p_current;
+    }
+    else if (level < 10)
+    {
+        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;
+        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;
+        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;
+        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;
+        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;
+        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
+        BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
+        BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
+    }
+}
+
+// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
+// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
+ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
+{
+    IM_ASSERT(tess_tol > 0.0f);
+    ImVec2 p_last = p1;
+    ImVec2 p_closest;
+    float p_closest_dist2 = FLT_MAX;
+    BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
+    return p_closest;
+}
 
 ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
 {
-   ImVec2 ap = p - a;
-   ImVec2 ab_dir = b - a;
-   float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
-   if (dot < 0.0f)
-      return a;
-   float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
-   if (dot > ab_len_sqr)
-      return b;
-   return a + ab_dir * dot / ab_len_sqr;
+    ImVec2 ap = p - a;
+    ImVec2 ab_dir = b - a;
+    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
+    if (dot < 0.0f)
+        return a;
+    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
+    if (dot > ab_len_sqr)
+        return b;
+    return a + ab_dir * dot / ab_len_sqr;
 }
 
 bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
 {
-   bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
-   bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
-   bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
-   return ((b1 == b2) && (b2 == b3));
+    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
+    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
+    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
+    return ((b1 == b2) && (b2 == b3));
 }
 
 void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
 {
-   ImVec2 v0 = b - a;
-   ImVec2 v1 = c - a;
-   ImVec2 v2 = p - a;
-   const float denom = v0.x * v1.y - v1.x * v0.y;
-   out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
-   out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
-   out_u = 1.0f - out_v - out_w;
+    ImVec2 v0 = b - a;
+    ImVec2 v1 = c - a;
+    ImVec2 v2 = p - a;
+    const float denom = v0.x * v1.y - v1.x * v0.y;
+    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
+    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
+    out_u = 1.0f - out_v - out_w;
 }
 
 ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
 {
-   ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
-   ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
-   ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
-   float dist2_ab = ImLengthSqr(p - proj_ab);
-   float dist2_bc = ImLengthSqr(p - proj_bc);
-   float dist2_ca = ImLengthSqr(p - proj_ca);
-   float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
-   if (m == dist2_ab)
-      return proj_ab;
-   if (m == dist2_bc)
-      return proj_bc;
-   return proj_ca;
-}
-
+    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
+    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
+    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
+    float dist2_ab = ImLengthSqr(p - proj_ab);
+    float dist2_bc = ImLengthSqr(p - proj_bc);
+    float dist2_ca = ImLengthSqr(p - proj_ca);
+    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
+    if (m == dist2_ab)
+        return proj_ab;
+    if (m == dist2_bc)
+        return proj_bc;
+    return proj_ca;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
+//-----------------------------------------------------------------------------
+
+// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
 int ImStricmp(const char* str1, const char* str2)
 {
-   int d;
-   while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; }
-   return d;
+    int d;
+    while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; }
+    return d;
 }
 
 int ImStrnicmp(const char* str1, const char* str2, size_t count)
 {
-   int d = 0;
-   while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
-   return d;
+    int d = 0;
+    while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
+    return d;
 }
 
 void ImStrncpy(char* dst, const char* src, size_t count)
 {
-   if (count < 1) return;
-   strncpy(dst, src, count);
-   dst[count - 1] = 0;
-}
-
-char* ImStrdup(const char *str)
-{
-   size_t len = strlen(str) + 1;
-   void* buf = ImGui::MemAlloc(len);
-   return (char*)memcpy(buf, (const void*)str, len);
+    if (count < 1)
+        return;
+    if (count > 1)
+        strncpy(dst, src, count - 1);
+    dst[count - 1] = 0;
+}
+
+char* ImStrdup(const char* str)
+{
+    size_t len = strlen(str);
+    void* buf = IM_ALLOC(len + 1);
+    return (char*)memcpy(buf, (const void*)str, len + 1);
+}
+
+char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
+{
+    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
+    size_t src_size = strlen(src) + 1;
+    if (dst_buf_size < src_size)
+    {
+        IM_FREE(dst);
+        dst = (char*)IM_ALLOC(src_size);
+        if (p_dst_size)
+            *p_dst_size = src_size;
+    }
+    return (char*)memcpy(dst, (const void*)src, src_size);
 }
 
 const char* ImStrchrRange(const char* str, const char* str_end, char c)
 {
-   for (; str < str_end; str++)
-      if (*str == c)
-         return str;
-   return NULL;
+    const char* p = (const char*)memchr(str, (int)c, str_end - str);
+    return p;
 }
 
 int ImStrlenW(const ImWchar* str)
 {
-   int n = 0;
-   while (*str++) n++;
-   return n;
+    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit
+    int n = 0;
+    while (*str++) n++;
+    return n;
+}
+
+// Find end-of-line. Return pointer will point to either first \n, either str_end.
+const char* ImStreolRange(const char* str, const char* str_end)
+{
+    const char* p = (const char*)memchr(str, '\n', str_end - str);
+    return p ? p : str_end;
 }
 
 const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
 {
-   while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
-      buf_mid_line--;
-   return buf_mid_line;
+    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
+        buf_mid_line--;
+    return buf_mid_line;
 }
 
 const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
 {
-   if (!needle_end)
-      needle_end = needle + strlen(needle);
-
-   const char un0 = (char)toupper(*needle);
-   while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
-   {
-      if (toupper(*haystack) == un0)
-      {
-         const char* b = needle + 1;
-         for (const char* a = haystack + 1; b < needle_end; a++, b++)
-            if (toupper(*a) != toupper(*b))
-               break;
-         if (b == needle_end)
-            return haystack;
-      }
-      haystack++;
-   }
-   return NULL;
-}
-
-static const char* ImAtoi(const char* src, int* output)
-{
-   int negative = 0;
-   if (*src == '-') { negative = 1; src++; }
-   if (*src == '+') { src++; }
-   int v = 0;
-   while (*src >= '0' && *src <= '9')
-      v = (v * 10) + (*src++ - '0');
-   *output = negative ? -v : v;
-   return src;
-}
-
-// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). 
+    if (!needle_end)
+        needle_end = needle + strlen(needle);
+
+    const char un0 = (char)toupper(*needle);
+    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
+    {
+        if (toupper(*haystack) == un0)
+        {
+            const char* b = needle + 1;
+            for (const char* a = haystack + 1; b < needle_end; a++, b++)
+                if (toupper(*a) != toupper(*b))
+                    break;
+            if (b == needle_end)
+                return haystack;
+        }
+        haystack++;
+    }
+    return NULL;
+}
+
+// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
+void ImStrTrimBlanks(char* buf)
+{
+    char* p = buf;
+    while (p[0] == ' ' || p[0] == '\t')     // Leading blanks
+        p++;
+    char* p_start = p;
+    while (*p != 0)                         // Find end of string
+        p++;
+    while (p > p_start && (p[-1] == ' ' || p[-1] == '\t'))  // Trailing blanks
+        p--;
+    if (p_start != buf)                     // Copy memory if we had leading blanks
+        memmove(buf, p_start, p - p_start);
+    buf[p - p_start] = 0;                   // Zero terminate
+}
+
+const char* ImStrSkipBlank(const char* str)
+{
+    while (str[0] == ' ' || str[0] == '\t')
+        str++;
+    return str;
+}
+
+// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
 // Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
 // B) When buf==NULL vsnprintf() will return the output size.
-#ifndef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
+#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
+
+// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
+// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
+// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
+// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
+#ifdef IMGUI_USE_STB_SPRINTF
+#define STB_SPRINTF_IMPLEMENTATION
+#include "stb_sprintf.h"
+#endif
+
+#if defined(_MSC_VER) && !defined(vsnprintf)
+#define vsnprintf _vsnprintf
+#endif
+
 int 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);
-   if (buf == NULL)
-      return w;
-   if (w == -1 || w >= (int)buf_size)
-      w = (int)buf_size - 1;
-   buf[w] = 0;
-   return w;
+    va_list args;
+    va_start(args, fmt);
+#ifdef IMGUI_USE_STB_SPRINTF
+    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
+#else
+    int w = vsnprintf(buf, buf_size, fmt, args);
+#endif
+    va_end(args);
+    if (buf == NULL)
+        return w;
+    if (w == -1 || w >= (int)buf_size)
+        w = (int)buf_size - 1;
+    buf[w] = 0;
+    return w;
 }
 
 int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
 {
-   int w = vsnprintf(buf, buf_size, fmt, args);
-   if (buf == NULL)
-      return w;
-   if (w == -1 || w >= (int)buf_size)
-      w = (int)buf_size - 1;
-   buf[w] = 0;
-   return w;
-}
-#endif // #ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
-
-// Pass data_size==0 for zero-terminated strings
+#ifdef IMGUI_USE_STB_SPRINTF
+    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
+#else
+    int w = vsnprintf(buf, buf_size, fmt, args);
+#endif
+    if (buf == NULL)
+        return w;
+    if (w == -1 || w >= (int)buf_size)
+        w = (int)buf_size - 1;
+    buf[w] = 0;
+    return w;
+}
+#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
+
+// CRC32 needs a 1KB lookup table (not cache friendly)
+// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
+// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
+static const ImU32 GCrc32LookupTable[256] =
+{
+    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
+    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
+    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
+    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
+    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
+    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
+    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
+    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
+    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
+    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
+    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
+    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
+    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
+    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
+    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
+    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
+};
+
+// Known size hash
+// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
 // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
-ImU32 ImHash(const void* data, int data_size, ImU32 seed)
-{
-   static ImU32 crc32_lut[256] = { 0 };
-   if (!crc32_lut[1])
-   {
-      const ImU32 polynomial = 0xEDB88320;
-      for (ImU32 i = 0; i < 256; i++)
-      {
-         ImU32 crc = i;
-         for (ImU32 j = 0; j < 8; j++)
-            crc = (crc >> 1) ^ (ImU32(-int(crc & 1)) & polynomial);
-         crc32_lut[i] = crc;
-      }
-   }
-
-   seed = ~seed;
-   ImU32 crc = seed;
-   const unsigned char* current = (const unsigned char*)data;
-
-   if (data_size > 0)
-   {
-      // Known size
-      while (data_size--)
-         crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *current++];
-   }
-   else
-   {
-      // Zero-terminated string
-      while (unsigned char c = *current++)
-      {
-         // We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
-         // Because this syntax is rarely used we are optimizing for the common case.
-         // - If we reach ### in the string we discard the hash so far and reset to the seed.
-         // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller.
-         if (c == '#' && current[0] == '#' && current[1] == '#')
-            crc = seed;
-         crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
-      }
-   }
-   return ~crc;
+ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed)
+{
+    ImU32 crc = ~seed;
+    const unsigned char* data = (const unsigned char*)data_p;
+    const ImU32* crc32_lut = GCrc32LookupTable;
+    while (data_size-- != 0)
+        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
+    return ~crc;
+}
+
+// Zero-terminated string hash, with support for ### to reset back to seed value
+// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
+// Because this syntax is rarely used we are optimizing for the common case.
+// - If we reach ### in the string we discard the hash so far and reset to the seed.
+// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
+// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
+ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed)
+{
+    seed = ~seed;
+    ImU32 crc = seed;
+    const unsigned char* data = (const unsigned char*)data_p;
+    const ImU32* crc32_lut = GCrc32LookupTable;
+    if (data_size != 0)
+    {
+        while (data_size-- != 0)
+        {
+            unsigned char c = *data++;
+            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
+                crc = seed;
+            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
+        }
+    }
+    else
+    {
+        while (unsigned char c = *data++)
+        {
+            if (c == '#' && data[0] == '#' && data[1] == '#')
+                crc = seed;
+            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
+        }
+    }
+    return ~crc;
 }
 
 //-----------------------------------------------------------------------------
-// ImText* helpers
+// [SECTION] MISC HELPERS/UTILITIES (File functions)
 //-----------------------------------------------------------------------------
 
-// Convert UTF-8 to 32-bits character, process single character input.
+// Default file functions
+#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
+
+ImFileHandle ImFileOpen(const char* filename, const char* mode)
+{
+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
+    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
+    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
+    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
+    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
+    ImVector<ImWchar> buf;
+    buf.resize(filename_wsize + mode_wsize);
+    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize);
+    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize);
+    return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]);
+#else
+    return fopen(filename, mode);
+#endif
+}
+
+// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
+bool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }
+ImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
+ImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }
+ImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }
+#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
+
+// Helper: Load file content into memory
+// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
+// This can't really be used with "rt" because fseek size won't match read size.
+void*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
+{
+    IM_ASSERT(filename && mode);
+    if (out_file_size)
+        *out_file_size = 0;
+
+    ImFileHandle f;
+    if ((f = ImFileOpen(filename, mode)) == NULL)
+        return NULL;
+
+    size_t file_size = (size_t)ImFileGetSize(f);
+    if (file_size == (size_t)-1)
+    {
+        ImFileClose(f);
+        return NULL;
+    }
+
+    void* file_data = IM_ALLOC(file_size + padding_bytes);
+    if (file_data == NULL)
+    {
+        ImFileClose(f);
+        return NULL;
+    }
+    if (ImFileRead(file_data, 1, file_size, f) != file_size)
+    {
+        ImFileClose(f);
+        IM_FREE(file_data);
+        return NULL;
+    }
+    if (padding_bytes > 0)
+        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
+
+    ImFileClose(f);
+    if (out_file_size)
+        *out_file_size = file_size;
+
+    return file_data;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
+//-----------------------------------------------------------------------------
+
+// Convert UTF-8 to 32-bit character, process single character input.
 // Based on stb_from_utf8() from github.com/nothings/stb/
 // We handle UTF-8 decoding error by skipping forward.
 int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
 {
-   unsigned int c = (unsigned int)-1;
-   const unsigned char* str = (const unsigned char*)in_text;
-   if (!(*str & 0x80))
-   {
-      c = (unsigned int)(*str++);
-      *out_char = c;
-      return 1;
-   }
-   if ((*str & 0xe0) == 0xc0)
-   {
-      *out_char = 0xFFFD; // will be invalid but not end of string
-      if (in_text_end && in_text_end - (const char*)str < 2) return 1;
-      if (*str < 0xc2) return 2;
-      c = (unsigned int)((*str++ & 0x1f) << 6);
-      if ((*str & 0xc0) != 0x80) return 2;
-      c += (*str++ & 0x3f);
-      *out_char = c;
-      return 2;
-   }
-   if ((*str & 0xf0) == 0xe0)
-   {
-      *out_char = 0xFFFD; // will be invalid but not end of string
-      if (in_text_end && in_text_end - (const char*)str < 3) return 1;
-      if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3;
-      if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below
-      c = (unsigned int)((*str++ & 0x0f) << 12);
-      if ((*str & 0xc0) != 0x80) return 3;
-      c += (unsigned int)((*str++ & 0x3f) << 6);
-      if ((*str & 0xc0) != 0x80) return 3;
-      c += (*str++ & 0x3f);
-      *out_char = c;
-      return 3;
-   }
-   if ((*str & 0xf8) == 0xf0)
-   {
-      *out_char = 0xFFFD; // will be invalid but not end of string
-      if (in_text_end && in_text_end - (const char*)str < 4) return 1;
-      if (*str > 0xf4) return 4;
-      if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return 4;
-      if (*str == 0xf4 && str[1] > 0x8f) return 4; // str[1] < 0x80 is checked below
-      c = (unsigned int)((*str++ & 0x07) << 18);
-      if ((*str & 0xc0) != 0x80) return 4;
-      c += (unsigned int)((*str++ & 0x3f) << 12);
-      if ((*str & 0xc0) != 0x80) return 4;
-      c += (unsigned int)((*str++ & 0x3f) << 6);
-      if ((*str & 0xc0) != 0x80) return 4;
-      c += (*str++ & 0x3f);
-      // utf-8 encodings of values used in surrogate pairs are invalid
-      if ((c & 0xFFFFF800) == 0xD800) return 4;
-      *out_char = c;
-      return 4;
-   }
-   *out_char = 0;
-   return 0;
+    unsigned int c = (unsigned int)-1;
+    const unsigned char* str = (const unsigned char*)in_text;
+    if (!(*str & 0x80))
+    {
+        c = (unsigned int)(*str++);
+        *out_char = c;
+        return 1;
+    }
+    if ((*str & 0xe0) == 0xc0)
+    {
+        *out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string
+        if (in_text_end && in_text_end - (const char*)str < 2) return 1;
+        if (*str < 0xc2) return 2;
+        c = (unsigned int)((*str++ & 0x1f) << 6);
+        if ((*str & 0xc0) != 0x80) return 2;
+        c += (*str++ & 0x3f);
+        *out_char = c;
+        return 2;
+    }
+    if ((*str & 0xf0) == 0xe0)
+    {
+        *out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string
+        if (in_text_end && in_text_end - (const char*)str < 3) return 1;
+        if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3;
+        if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below
+        c = (unsigned int)((*str++ & 0x0f) << 12);
+        if ((*str & 0xc0) != 0x80) return 3;
+        c += (unsigned int)((*str++ & 0x3f) << 6);
+        if ((*str & 0xc0) != 0x80) return 3;
+        c += (*str++ & 0x3f);
+        *out_char = c;
+        return 3;
+    }
+    if ((*str & 0xf8) == 0xf0)
+    {
+        *out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string
+        if (in_text_end && in_text_end - (const char*)str < 4) return 1;
+        if (*str > 0xf4) return 4;
+        if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return 4;
+        if (*str == 0xf4 && str[1] > 0x8f) return 4; // str[1] < 0x80 is checked below
+        c = (unsigned int)((*str++ & 0x07) << 18);
+        if ((*str & 0xc0) != 0x80) return 4;
+        c += (unsigned int)((*str++ & 0x3f) << 12);
+        if ((*str & 0xc0) != 0x80) return 4;
+        c += (unsigned int)((*str++ & 0x3f) << 6);
+        if ((*str & 0xc0) != 0x80) return 4;
+        c += (*str++ & 0x3f);
+        // utf-8 encodings of values used in surrogate pairs are invalid
+        if ((c & 0xFFFFF800) == 0xD800) return 4;
+        // If codepoint does not fit in ImWchar, use replacement character U+FFFD instead
+        if (c > IM_UNICODE_CODEPOINT_MAX) c = IM_UNICODE_CODEPOINT_INVALID;
+        *out_char = c;
+        return 4;
+    }
+    *out_char = 0;
+    return 0;
 }
 
 int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
 {
-   ImWchar* buf_out = buf;
-   ImWchar* buf_end = buf + buf_size;
-   while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
-   {
-      unsigned int c;
-      in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
-      if (c == 0)
-         break;
-      if (c < 0x10000)    // FIXME: Losing characters that don't fit in 2 bytes
-         *buf_out++ = (ImWchar)c;
-   }
-   *buf_out = 0;
-   if (in_text_remaining)
-      *in_text_remaining = in_text;
-   return (int)(buf_out - buf);
+    ImWchar* buf_out = buf;
+    ImWchar* buf_end = buf + buf_size;
+    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
+    {
+        unsigned int c;
+        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
+        if (c == 0)
+            break;
+        *buf_out++ = (ImWchar)c;
+    }
+    *buf_out = 0;
+    if (in_text_remaining)
+        *in_text_remaining = in_text;
+    return (int)(buf_out - buf);
 }
 
 int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
 {
-   int char_count = 0;
-   while ((!in_text_end || in_text < in_text_end) && *in_text)
-   {
-      unsigned int c;
-      in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
-      if (c == 0)
-         break;
-      if (c < 0x10000)
-         char_count++;
-   }
-   return char_count;
+    int char_count = 0;
+    while ((!in_text_end || in_text < in_text_end) && *in_text)
+    {
+        unsigned int c;
+        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
+        if (c == 0)
+            break;
+        char_count++;
+    }
+    return char_count;
 }
 
@@ -1261,128 +1645,115 @@
 static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c)
 {
-   if (c < 0x80)
-   {
-      buf[0] = (char)c;
-      return 1;
-   }
-   if (c < 0x800)
-   {
-      if (buf_size < 2) return 0;
-      buf[0] = (char)(0xc0 + (c >> 6));
-      buf[1] = (char)(0x80 + (c & 0x3f));
-      return 2;
-   }
-   if (c >= 0xdc00 && c < 0xe000)
-   {
-      return 0;
-   }
-   if (c >= 0xd800 && c < 0xdc00)
-   {
-      if (buf_size < 4) return 0;
-      buf[0] = (char)(0xf0 + (c >> 18));
-      buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
-      buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
-      buf[3] = (char)(0x80 + ((c) & 0x3f));
-      return 4;
-   }
-   //else if (c < 0x10000)
-   {
-      if (buf_size < 3) return 0;
-      buf[0] = (char)(0xe0 + (c >> 12));
-      buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
-      buf[2] = (char)(0x80 + ((c) & 0x3f));
-      return 3;
-   }
+    if (c < 0x80)
+    {
+        buf[0] = (char)c;
+        return 1;
+    }
+    if (c < 0x800)
+    {
+        if (buf_size < 2) return 0;
+        buf[0] = (char)(0xc0 + (c >> 6));
+        buf[1] = (char)(0x80 + (c & 0x3f));
+        return 2;
+    }
+    if (c < 0x10000)
+    {
+        if (buf_size < 3) return 0;
+        buf[0] = (char)(0xe0 + (c >> 12));
+        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
+        buf[2] = (char)(0x80 + ((c ) & 0x3f));
+        return 3;
+    }
+    if (c <= 0x10FFFF)
+    {
+        if (buf_size < 4) return 0;
+        buf[0] = (char)(0xf0 + (c >> 18));
+        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
+        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
+        buf[3] = (char)(0x80 + ((c ) & 0x3f));
+        return 4;
+    }
+    // Invalid code point, the max unicode is 0x10FFFF
+    return 0;
+}
+
+// Not optimal but we very rarely use this function.
+int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
+{
+    unsigned int unused = 0;
+    return ImTextCharFromUtf8(&unused, in_text, in_text_end);
 }
 
 static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
 {
-   if (c < 0x80) return 1;
-   if (c < 0x800) return 2;
-   if (c >= 0xdc00 && c < 0xe000) return 0;
-   if (c >= 0xd800 && c < 0xdc00) return 4;
-   return 3;
+    if (c < 0x80) return 1;
+    if (c < 0x800) return 2;
+    if (c < 0x10000) return 3;
+    if (c <= 0x10FFFF) return 4;
+    return 3;
 }
 
 int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
 {
-   char* buf_out = buf;
-   const char* buf_end = buf + buf_size;
-   while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
-   {
-      unsigned int c = (unsigned int)(*in_text++);
-      if (c < 0x80)
-         *buf_out++ = (char)c;
-      else
-         buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end - buf_out - 1), c);
-   }
-   *buf_out = 0;
-   return (int)(buf_out - buf);
+    char* buf_out = buf;
+    const char* buf_end = buf + buf_size;
+    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
+    {
+        unsigned int c = (unsigned int)(*in_text++);
+        if (c < 0x80)
+            *buf_out++ = (char)c;
+        else
+            buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end - buf_out - 1), c);
+    }
+    *buf_out = 0;
+    return (int)(buf_out - buf);
 }
 
 int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
 {
-   int bytes_count = 0;
-   while ((!in_text_end || in_text < in_text_end) && *in_text)
-   {
-      unsigned int c = (unsigned int)(*in_text++);
-      if (c < 0x80)
-         bytes_count++;
-      else
-         bytes_count += ImTextCountUtf8BytesFromChar(c);
-   }
-   return bytes_count;
+    int bytes_count = 0;
+    while ((!in_text_end || in_text < in_text_end) && *in_text)
+    {
+        unsigned int c = (unsigned int)(*in_text++);
+        if (c < 0x80)
+            bytes_count++;
+        else
+            bytes_count += ImTextCountUtf8BytesFromChar(c);
+    }
+    return bytes_count;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] MISC HELPERS/UTILITIES (Color functions)
+// Note: The Convert functions are early design which are not consistent with other API.
+//-----------------------------------------------------------------------------
+
+IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
+{
+    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
+    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
+    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
+    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
+    return IM_COL32(r, g, b, 0xFF);
 }
 
 ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
 {
-   float s = 1.0f / 255.0f;
-   return ImVec4(
-      ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
-      ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
-      ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
-      ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
+    float s = 1.0f / 255.0f;
+    return ImVec4(
+        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
+        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
+        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
+        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
 }
 
 ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
 {
-   ImU32 out;
-   out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
-   out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
-   out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
-   out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
-   return out;
-}
-
-ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
-{
-   ImGuiStyle& style = GImGui->Style;
-   ImVec4 c = style.Colors[idx];
-   c.w *= style.Alpha * alpha_mul;
-   return ColorConvertFloat4ToU32(c);
-}
-
-ImU32 ImGui::GetColorU32(const ImVec4& col)
-{
-   ImGuiStyle& style = GImGui->Style;
-   ImVec4 c = col;
-   c.w *= style.Alpha;
-   return ColorConvertFloat4ToU32(c);
-}
-
-const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
-{
-   ImGuiStyle& style = GImGui->Style;
-   return style.Colors[idx];
-}
-
-ImU32 ImGui::GetColorU32(ImU32 col)
-{
-   float style_alpha = GImGui->Style.Alpha;
-   if (style_alpha >= 1.0f)
-      return col;
-   ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
-   a = (ImU32)(a * style_alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
-   return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
+    ImU32 out;
+    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
+    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
+    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
+    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
+    return out;
 }
 
@@ -1391,20 +1762,20 @@
 void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
 {
-   float K = 0.f;
-   if (g < b)
-   {
-      ImSwap(g, b);
-      K = -1.f;
-   }
-   if (r < g)
-   {
-      ImSwap(r, g);
-      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;
+    float K = 0.f;
+    if (g < b)
+    {
+        ImSwap(g, b);
+        K = -1.f;
+    }
+    if (r < g)
+    {
+        ImSwap(r, g);
+        K = -2.f / 6.f - K;
+    }
+
+    const float chroma = r - (g < b ? g : b);
+    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
+    out_s = chroma / (r + 1e-20f);
+    out_v = r;
 }
 
@@ -1413,113 +1784,55 @@
 void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
 {
-   if (s == 0.0f)
-   {
-      // gray
-      out_r = out_g = out_b = v;
-      return;
-   }
-
-   h = fmodf(h, 1.0f) / (60.0f / 360.0f);
-   int   i = (int)h;
-   float f = h - (float)i;
-   float p = v * (1.0f - s);
-   float q = v * (1.0f - s * f);
-   float t = v * (1.0f - s * (1.0f - f));
-
-   switch (i)
-   {
-   case 0: out_r = v; out_g = t; out_b = p; break;
-   case 1: out_r = q; out_g = v; out_b = p; break;
-   case 2: out_r = p; out_g = v; out_b = t; break;
-   case 3: out_r = p; out_g = q; out_b = v; break;
-   case 4: out_r = t; out_g = p; out_b = v; break;
-   case 5: default: out_r = v; out_g = p; out_b = q; break;
-   }
-}
-
-FILE* ImFileOpen(const char* filename, const char* mode)
-{
-#if defined(_WIN32) && !defined(__CYGWIN__)
-   // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. Converting both strings from UTF-8 to wchar format (using a single allocation, because we can)
-   const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1;
-   const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1;
-   ImVector<ImWchar> buf;
-   buf.resize(filename_wsize + mode_wsize);
-   ImTextStrFromUtf8(&buf[0], filename_wsize, filename, NULL);
-   ImTextStrFromUtf8(&buf[filename_wsize], mode_wsize, mode, NULL);
-   return _wfopen((wchar_t*)&buf[0], (wchar_t*)&buf[filename_wsize]);
-#else
-   return fopen(filename, mode);
-#endif
-}
-
-// Load file content into memory
-// Memory allocated with ImGui::MemAlloc(), must be freed by user using ImGui::MemFree()
-void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, int* out_file_size, int padding_bytes)
-{
-   IM_ASSERT(filename && file_open_mode);
-   if (out_file_size)
-      *out_file_size = 0;
-
-   FILE* f;
-   if ((f = ImFileOpen(filename, file_open_mode)) == NULL)
-      return NULL;
-
-   long file_size_signed;
-   if (fseek(f, 0, SEEK_END) || (file_size_signed = ftell(f)) == -1 || fseek(f, 0, SEEK_SET))
-   {
-      fclose(f);
-      return NULL;
-   }
-
-   int file_size = (int)file_size_signed;
-   void* file_data = ImGui::MemAlloc((size_t)(file_size + padding_bytes));
-   if (file_data == NULL)
-   {
-      fclose(f);
-      return NULL;
-   }
-   if (fread(file_data, 1, (size_t)file_size, f) != (size_t)file_size)
-   {
-      fclose(f);
-      ImGui::MemFree(file_data);
-      return NULL;
-   }
-   if (padding_bytes > 0)
-      memset((void *)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
-
-   fclose(f);
-   if (out_file_size)
-      *out_file_size = file_size;
-
-   return file_data;
+    if (s == 0.0f)
+    {
+        // gray
+        out_r = out_g = out_b = v;
+        return;
+    }
+
+    h = ImFmod(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;
+    }
 }
 
 //-----------------------------------------------------------------------------
-// ImGuiStorage
+// [SECTION] ImGuiStorage
 // Helper: Key->value storage
 //-----------------------------------------------------------------------------
 
 // std::lower_bound but without the bullshit
-static ImVector<ImGuiStorage::Pair>::iterator LowerBound(ImVector<ImGuiStorage::Pair>& data, ImGuiID key)
-{
-   ImVector<ImGuiStorage::Pair>::iterator first = data.begin();
-   ImVector<ImGuiStorage::Pair>::iterator last = data.end();
-   size_t count = (size_t)(last - first);
-   while (count > 0)
-   {
-      size_t count2 = count >> 1;
-      ImVector<ImGuiStorage::Pair>::iterator mid = first + count2;
-      if (mid->key < key)
-      {
-         first = ++mid;
-         count -= count2 + 1;
-      }
-      else
-      {
-         count = count2;
-      }
-   }
-   return first;
+static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)
+{
+    ImGuiStorage::ImGuiStoragePair* first = data.Data;
+    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;
+    size_t count = (size_t)(last - first);
+    while (count > 0)
+    {
+        size_t count2 = count >> 1;
+        ImGuiStorage::ImGuiStoragePair* mid = first + count2;
+        if (mid->key < key)
+        {
+            first = ++mid;
+            count -= count2 + 1;
+        }
+        else
+        {
+            count = count2;
+        }
+    }
+    return first;
 }
 
@@ -1527,45 +1840,45 @@
 void ImGuiStorage::BuildSortByKey()
 {
-   struct StaticFunc
-   {
-      static int IMGUI_CDECL PairCompareByID(const void* lhs, const void* rhs)
-      {
-         // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
-         if (((const Pair*)lhs)->key > ((const Pair*)rhs)->key) return +1;
-         if (((const Pair*)lhs)->key < ((const Pair*)rhs)->key) return -1;
-         return 0;
-      }
-   };
-   if (Data.Size > 1)
-      qsort(Data.Data, (size_t)Data.Size, sizeof(Pair), StaticFunc::PairCompareByID);
+    struct StaticFunc
+    {
+        static int IMGUI_CDECL PairCompareByID(const void* lhs, const void* rhs)
+        {
+            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
+            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
+            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;
+            return 0;
+        }
+    };
+    if (Data.Size > 1)
+        ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairCompareByID);
 }
 
 int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
 {
-   ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
-   if (it == Data.end() || it->key != key)
-      return default_val;
-   return it->val_i;
+    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
+    if (it == Data.end() || it->key != key)
+        return default_val;
+    return it->val_i;
 }
 
 bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
 {
-   return GetInt(key, default_val ? 1 : 0) != 0;
+    return GetInt(key, default_val ? 1 : 0) != 0;
 }
 
 float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
 {
-   ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
-   if (it == Data.end() || it->key != key)
-      return default_val;
-   return it->val_f;
+    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
+    if (it == Data.end() || it->key != key)
+        return default_val;
+    return it->val_f;
 }
 
 void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
 {
-   ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
-   if (it == Data.end() || it->key != key)
-      return NULL;
-   return it->val_p;
+    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
+    if (it == Data.end() || it->key != key)
+        return NULL;
+    return it->val_p;
 }
 
@@ -1573,29 +1886,29 @@
 int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
 {
-   ImVector<Pair>::iterator it = LowerBound(Data, key);
-   if (it == Data.end() || it->key != key)
-      it = Data.insert(it, Pair(key, default_val));
-   return &it->val_i;
+    ImGuiStoragePair* it = LowerBound(Data, key);
+    if (it == Data.end() || it->key != key)
+        it = Data.insert(it, ImGuiStoragePair(key, default_val));
+    return &it->val_i;
 }
 
 bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
 {
-   return (bool*)GetIntRef(key, default_val ? 1 : 0);
+    return (bool*)GetIntRef(key, default_val ? 1 : 0);
 }
 
 float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
 {
-   ImVector<Pair>::iterator it = LowerBound(Data, key);
-   if (it == Data.end() || it->key != key)
-      it = Data.insert(it, Pair(key, default_val));
-   return &it->val_f;
+    ImGuiStoragePair* it = LowerBound(Data, key);
+    if (it == Data.end() || it->key != key)
+        it = Data.insert(it, ImGuiStoragePair(key, default_val));
+    return &it->val_f;
 }
 
 void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
 {
-   ImVector<Pair>::iterator it = LowerBound(Data, key);
-   if (it == Data.end() || it->key != key)
-      it = Data.insert(it, Pair(key, default_val));
-   return &it->val_p;
+    ImGuiStoragePair* it = LowerBound(Data, key);
+    if (it == Data.end() || it->key != key)
+        it = Data.insert(it, ImGuiStoragePair(key, default_val));
+    return &it->val_p;
 }
 
@@ -1603,48 +1916,48 @@
 void ImGuiStorage::SetInt(ImGuiID key, int val)
 {
-   ImVector<Pair>::iterator it = LowerBound(Data, key);
-   if (it == Data.end() || it->key != key)
-   {
-      Data.insert(it, Pair(key, val));
-      return;
-   }
-   it->val_i = val;
+    ImGuiStoragePair* it = LowerBound(Data, key);
+    if (it == Data.end() || it->key != key)
+    {
+        Data.insert(it, ImGuiStoragePair(key, val));
+        return;
+    }
+    it->val_i = val;
 }
 
 void ImGuiStorage::SetBool(ImGuiID key, bool val)
 {
-   SetInt(key, val ? 1 : 0);
+    SetInt(key, val ? 1 : 0);
 }
 
 void ImGuiStorage::SetFloat(ImGuiID key, float val)
 {
-   ImVector<Pair>::iterator it = LowerBound(Data, key);
-   if (it == Data.end() || it->key != key)
-   {
-      Data.insert(it, Pair(key, val));
-      return;
-   }
-   it->val_f = val;
+    ImGuiStoragePair* it = LowerBound(Data, key);
+    if (it == Data.end() || it->key != key)
+    {
+        Data.insert(it, ImGuiStoragePair(key, val));
+        return;
+    }
+    it->val_f = val;
 }
 
 void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
 {
-   ImVector<Pair>::iterator it = LowerBound(Data, key);
-   if (it == Data.end() || it->key != key)
-   {
-      Data.insert(it, Pair(key, val));
-      return;
-   }
-   it->val_p = val;
+    ImGuiStoragePair* it = LowerBound(Data, key);
+    if (it == Data.end() || it->key != key)
+    {
+        Data.insert(it, ImGuiStoragePair(key, val));
+        return;
+    }
+    it->val_p = val;
 }
 
 void ImGuiStorage::SetAllInt(int v)
 {
-   for (int i = 0; i < Data.Size; i++)
-      Data[i].val_i = v;
+    for (int i = 0; i < Data.Size; i++)
+        Data[i].val_i = v;
 }
 
 //-----------------------------------------------------------------------------
-// ImGuiTextFilter
+// [SECTION] ImGuiTextFilter
 //-----------------------------------------------------------------------------
 
@@ -1652,99 +1965,101 @@
 ImGuiTextFilter::ImGuiTextFilter(const char* default_filter)
 {
-   if (default_filter)
-   {
-      ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
-      Build();
-   }
-   else
-   {
-      InputBuf[0] = 0;
-      CountGrep = 0;
-   }
+    if (default_filter)
+    {
+        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
+        Build();
+    }
+    else
+    {
+        InputBuf[0] = 0;
+        CountGrep = 0;
+    }
 }
 
 bool ImGuiTextFilter::Draw(const char* label, float width)
 {
-   if (width != 0.0f)
-      ImGui::PushItemWidth(width);
-   bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
-   if (width != 0.0f)
-      ImGui::PopItemWidth();
-   if (value_changed)
-      Build();
-   return value_changed;
-}
-
-void ImGuiTextFilter::TextRange::split(char separator, ImVector<TextRange>& out)
-{
-   out.resize(0);
-   const char* wb = b;
-   const char* we = wb;
-   while (we < e)
-   {
-      if (*we == separator)
-      {
-         out.push_back(TextRange(wb, we));
-         wb = we + 1;
-      }
-      we++;
-   }
-   if (wb != we)
-      out.push_back(TextRange(wb, we));
+    if (width != 0.0f)
+        ImGui::SetNextItemWidth(width);
+    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
+    if (value_changed)
+        Build();
+    return value_changed;
+}
+
+void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
+{
+    out->resize(0);
+    const char* wb = b;
+    const char* we = wb;
+    while (we < e)
+    {
+        if (*we == separator)
+        {
+            out->push_back(ImGuiTextRange(wb, we));
+            wb = we + 1;
+        }
+        we++;
+    }
+    if (wb != we)
+        out->push_back(ImGuiTextRange(wb, we));
 }
 
 void ImGuiTextFilter::Build()
 {
-   Filters.resize(0);
-   TextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
-   input_range.split(',', Filters);
-
-   CountGrep = 0;
-   for (int i = 0; i != Filters.Size; i++)
-   {
-      Filters[i].trim_blanks();
-      if (Filters[i].empty())
-         continue;
-      if (Filters[i].front() != '-')
-         CountGrep += 1;
-   }
+    Filters.resize(0);
+    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
+    input_range.split(',', &Filters);
+
+    CountGrep = 0;
+    for (int i = 0; i != Filters.Size; i++)
+    {
+        ImGuiTextRange& f = Filters[i];
+        while (f.b < f.e && ImCharIsBlankA(f.b[0]))
+            f.b++;
+        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
+            f.e--;
+        if (f.empty())
+            continue;
+        if (Filters[i].b[0] != '-')
+            CountGrep += 1;
+    }
 }
 
 bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
 {
-   if (Filters.empty())
-      return true;
-
-   if (text == NULL)
-      text = "";
-
-   for (int i = 0; i != Filters.Size; i++)
-   {
-      const TextRange& f = Filters[i];
-      if (f.empty())
-         continue;
-      if (f.front() == '-')
-      {
-         // Subtract
-         if (ImStristr(text, text_end, f.begin() + 1, f.end()) != NULL)
-            return false;
-      }
-      else
-      {
-         // Grep
-         if (ImStristr(text, text_end, f.begin(), f.end()) != NULL)
-            return true;
-      }
-   }
-
-   // Implicit * grep
-   if (CountGrep == 0)
-      return true;
-
-   return false;
+    if (Filters.empty())
+        return true;
+
+    if (text == NULL)
+        text = "";
+
+    for (int i = 0; i != Filters.Size; i++)
+    {
+        const ImGuiTextRange& f = Filters[i];
+        if (f.empty())
+            continue;
+        if (f.b[0] == '-')
+        {
+            // Subtract
+            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
+                return false;
+        }
+        else
+        {
+            // Grep
+            if (ImStristr(text, text_end, f.b, f.e) != NULL)
+                return true;
+        }
+    }
+
+    // Implicit * grep
+    if (CountGrep == 0)
+        return true;
+
+    return false;
 }
 
 //-----------------------------------------------------------------------------
-// ImGuiTextBuffer
+// [SECTION] ImGuiTextBuffer
 //-----------------------------------------------------------------------------
 
@@ -1752,262 +2067,853 @@
 // va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
 #ifndef va_copy
+#if defined(__GNUC__) || defined(__clang__)
+#define va_copy(dest, src) __builtin_va_copy(dest, src)
+#else
 #define va_copy(dest, src) (dest = src)
 #endif
+#endif
+
+char ImGuiTextBuffer::EmptyString[1] = { 0 };
+
+void ImGuiTextBuffer::append(const char* str, const char* str_end)
+{
+    int len = str_end ? (int)(str_end - str) : (int)strlen(str);
+
+    // Add zero-terminator the first time
+    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
+    const int needed_sz = write_off + len;
+    if (write_off + len >= Buf.Capacity)
+    {
+        int new_capacity = Buf.Capacity * 2;
+        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
+    }
+
+    Buf.resize(needed_sz);
+    memcpy(&Buf[write_off - 1], str, (size_t)len);
+    Buf[write_off - 1 + len] = 0;
+}
+
+void ImGuiTextBuffer::appendf(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    appendfv(fmt, args);
+    va_end(args);
+}
 
 // Helper: Text buffer for logging/accumulating text
 void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
 {
-   va_list args_copy;
-   va_copy(args_copy, args);
-
-   int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
-   if (len <= 0)
-   {
-      va_end(args_copy);
-      return;
-   }
-
-   const int write_off = Buf.Size;
-   const int needed_sz = write_off + len;
-   if (write_off + len >= Buf.Capacity)
-   {
-      int double_capacity = Buf.Capacity * 2;
-      Buf.reserve(needed_sz > double_capacity ? needed_sz : double_capacity);
-   }
-
-   Buf.resize(needed_sz);
-   ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
-   va_end(args_copy);
-}
-
-void ImGuiTextBuffer::appendf(const char* fmt, ...)
-{
-   va_list args;
-   va_start(args, fmt);
-   appendfv(fmt, args);
-   va_end(args);
+    va_list args_copy;
+    va_copy(args_copy, args);
+
+    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
+    if (len <= 0)
+    {
+        va_end(args_copy);
+        return;
+    }
+
+    // Add zero-terminator the first time
+    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
+    const int needed_sz = write_off + len;
+    if (write_off + len >= Buf.Capacity)
+    {
+        int new_capacity = Buf.Capacity * 2;
+        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
+    }
+
+    Buf.resize(needed_sz);
+    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
+    va_end(args_copy);
 }
 
 //-----------------------------------------------------------------------------
-// ImGuiSimpleColumns (internal use only)
+// [SECTION] ImGuiListClipper
+// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed
+// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO)
 //-----------------------------------------------------------------------------
 
-ImGuiMenuColumns::ImGuiMenuColumns()
-{
-   Count = 0;
-   Spacing = Width = NextWidth = 0.0f;
-   memset(Pos, 0, sizeof(Pos));
-   memset(NextWidths, 0, sizeof(NextWidths));
-}
-
-void ImGuiMenuColumns::Update(int count, float spacing, bool clear)
-{
-   IM_ASSERT(Count <= IM_ARRAYSIZE(Pos));
-   Count = count;
-   Width = NextWidth = 0.0f;
-   Spacing = spacing;
-   if (clear) memset(NextWidths, 0, sizeof(NextWidths));
-   for (int i = 0; i < Count; i++)
-   {
-      if (i > 0 && NextWidths[i] > 0.0f)
-         Width += Spacing;
-      Pos[i] = (float)(int)Width;
-      Width += NextWidths[i];
-      NextWidths[i] = 0.0f;
-   }
-}
-
-float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double
-{
-   NextWidth = 0.0f;
-   NextWidths[0] = ImMax(NextWidths[0], w0);
-   NextWidths[1] = ImMax(NextWidths[1], w1);
-   NextWidths[2] = ImMax(NextWidths[2], w2);
-   for (int i = 0; i < 3; i++)
-      NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f);
-   return ImMax(Width, NextWidth);
-}
-
-float ImGuiMenuColumns::CalcExtraSpace(float avail_w)
-{
-   return ImMax(0.0f, avail_w - Width);
-}
-
-//-----------------------------------------------------------------------------
-// ImGuiListClipper
-//-----------------------------------------------------------------------------
-
-static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height)
-{
-   // Set cursor position and a few other things so that SetScrollHere() and Columns() can work when seeking cursor. 
-   // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. 
-   // The clipper should probably have a 4th step to display the last item in a regular manner.
-   ImGui::SetCursorPosY(pos_y);
-   ImGuiWindow* window = ImGui::GetCurrentWindow();
-   window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;      // Setting those fields so that SetScrollHere() can properly function after the end of our clipper usage.
-   window->DC.PrevLineHeight = (line_height - GImGui->Style.ItemSpacing.y);    // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
-   if (window->DC.ColumnsSet)
-      window->DC.ColumnsSet->LineMinY = window->DC.CursorPos.y;           // Setting this so that cell Y position are set properly
-}
-
-// Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1
+// Helper to calculate coarse clipping of large list of evenly sized items.
+// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern.
+// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX
+void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (g.LogEnabled)
+    {
+        // If logging is active, do not perform any clipping
+        *out_items_display_start = 0;
+        *out_items_display_end = items_count;
+        return;
+    }
+    if (window->SkipItems)
+    {
+        *out_items_display_start = *out_items_display_end = 0;
+        return;
+    }
+
+    // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect
+    ImRect unclipped_rect = window->ClipRect;
+    if (g.NavMoveRequest)
+        unclipped_rect.Add(g.NavScoringRect);
+    if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)
+        unclipped_rect.Add(ImRect(window->Pos + window->NavRectRel[0].Min, window->Pos + window->NavRectRel[0].Max));
+
+    const ImVec2 pos = window->DC.CursorPos;
+    int start = (int)((unclipped_rect.Min.y - pos.y) / items_height);
+    int end = (int)((unclipped_rect.Max.y - pos.y) / items_height);
+
+    // When performing a navigation request, ensure we have one item extra in the direction we are moving to
+    if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up)
+        start--;
+    if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down)
+        end++;
+
+    start = ImClamp(start, 0, items_count);
+    end = ImClamp(end + 1, start, items_count);
+    *out_items_display_start = start;
+    *out_items_display_end = end;
+}
+
+static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height)
+{
+    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
+    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
+    // The clipper should probably have a 4th step to display the last item in a regular manner.
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    window->DC.CursorPos.y = pos_y;
+    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y);
+    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
+    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
+    if (ImGuiColumns* columns = window->DC.CurrentColumns)
+        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly
+}
+
+ImGuiListClipper::ImGuiListClipper()
+{
+    memset(this, 0, sizeof(*this));
+    ItemsCount = -1;
+}
+
+ImGuiListClipper::~ImGuiListClipper()
+{
+    IM_ASSERT(ItemsCount == -1 && "Forgot to call End(), or to Step() until false?");
+}
+
+// Use case A: Begin() called from constructor with items_height<0, then called again from Step() in StepNo 1
 // Use case B: Begin() called from constructor with items_height>0
 // FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style.
-void ImGuiListClipper::Begin(int count, float items_height)
-{
-   StartPosY = ImGui::GetCursorPosY();
-   ItemsHeight = items_height;
-   ItemsCount = count;
-   StepNo = 0;
-   DisplayEnd = DisplayStart = -1;
-   if (ItemsHeight > 0.0f)
-   {
-      ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display
-      if (DisplayStart > 0)
-         SetCursorPosYAndSetupDummyPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); // advance cursor
-      StepNo = 2;
-   }
+void ImGuiListClipper::Begin(int items_count, float items_height)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    StartPosY = window->DC.CursorPos.y;
+    ItemsHeight = items_height;
+    ItemsCount = items_count;
+    StepNo = 0;
+    DisplayStart = -1;
+    DisplayEnd = 0;
 }
 
 void ImGuiListClipper::End()
 {
-   if (ItemsCount < 0)
-      return;
-   // In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user.
-   if (ItemsCount < INT_MAX)
-      SetCursorPosYAndSetupDummyPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor
-   ItemsCount = -1;
-   StepNo = 3;
+    if (ItemsCount < 0) // Already ended
+        return;
+
+    // In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user.
+    if (ItemsCount < INT_MAX && DisplayStart >= 0)
+        SetCursorPosYAndSetupForPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight);
+    ItemsCount = -1;
+    StepNo = 3;
 }
 
 bool ImGuiListClipper::Step()
 {
-   if (ItemsCount == 0 || ImGui::GetCurrentWindowRead()->SkipItems)
-   {
-      ItemsCount = -1;
-      return false;
-   }
-   if (StepNo == 0) // Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height.
-   {
-      DisplayStart = 0;
-      DisplayEnd = 1;
-      StartPosY = ImGui::GetCursorPosY();
-      StepNo = 1;
-      return true;
-   }
-   if (StepNo == 1) // Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
-   {
-      if (ItemsCount == 1) { ItemsCount = -1; return false; }
-      float items_height = ImGui::GetCursorPosY() - StartPosY;
-      IM_ASSERT(items_height > 0.0f);   // If this triggers, it means Item 0 hasn't moved the cursor vertically
-      Begin(ItemsCount - 1, items_height);
-      DisplayStart++;
-      DisplayEnd++;
-      StepNo = 3;
-      return true;
-   }
-   if (StepNo == 2) // Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user still call Step(). Does nothing and switch to Step 3.
-   {
-      IM_ASSERT(DisplayStart >= 0 && DisplayEnd >= 0);
-      StepNo = 3;
-      return true;
-   }
-   if (StepNo == 3) // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
-      End();
-   return false;
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    // Reached end of list
+    if (DisplayEnd >= ItemsCount || window->SkipItems)
+    {
+        End();
+        return false;
+    }
+
+    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
+    if (StepNo == 0)
+    {
+        StartPosY = window->DC.CursorPos.y;
+        if (ItemsHeight <= 0.0f)
+        {
+            // Submit the first item so we can measure its height (generally it is 0..1)
+            DisplayStart = 0;
+            DisplayEnd = 1;
+            StepNo = 1;
+            return true;
+        }
+
+        // Already has item height (given by user in Begin): skip to calculating step
+        DisplayStart = DisplayEnd;
+        StepNo = 2;
+    }
+
+    // Step 1: the clipper infer height from first element
+    if (StepNo == 1)
+    {
+        IM_ASSERT(ItemsHeight <= 0.0f);
+        ItemsHeight = window->DC.CursorPos.y - StartPosY;
+        IM_ASSERT(ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
+        StepNo = 2;
+    }
+
+    // Step 2: calculate the actual range of elements to display, and position the cursor before the first element
+    if (StepNo == 2)
+    {
+        IM_ASSERT(ItemsHeight > 0.0f);
+
+        int already_submitted = DisplayEnd;
+        ImGui::CalcListClipping(ItemsCount - already_submitted, ItemsHeight, &DisplayStart, &DisplayEnd);
+        DisplayStart += already_submitted;
+        DisplayEnd += already_submitted;
+
+        // Seek cursor
+        if (DisplayStart > already_submitted)
+            SetCursorPosYAndSetupForPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight);
+
+        StepNo = 3;
+        return true;
+    }
+
+    // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
+    // Advance the cursor to the end of the list and then returns 'false' to end the loop.
+    if (StepNo == 3)
+    {
+        // Seek cursor
+        if (ItemsCount < INT_MAX)
+            SetCursorPosYAndSetupForPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor
+        ItemsCount = -1;
+        return false;
+    }
+
+    IM_ASSERT(0);
+    return false;
 }
 
 //-----------------------------------------------------------------------------
-// ImGuiWindow
+// [SECTION] STYLING
 //-----------------------------------------------------------------------------
 
+ImGuiStyle& ImGui::GetStyle()
+{
+    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
+    return GImGui->Style;
+}
+
+ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
+{
+    ImGuiStyle& style = GImGui->Style;
+    ImVec4 c = style.Colors[idx];
+    c.w *= style.Alpha * alpha_mul;
+    return ColorConvertFloat4ToU32(c);
+}
+
+ImU32 ImGui::GetColorU32(const ImVec4& col)
+{
+    ImGuiStyle& style = GImGui->Style;
+    ImVec4 c = col;
+    c.w *= style.Alpha;
+    return ColorConvertFloat4ToU32(c);
+}
+
+const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
+{
+    ImGuiStyle& style = GImGui->Style;
+    return style.Colors[idx];
+}
+
+ImU32 ImGui::GetColorU32(ImU32 col)
+{
+    ImGuiStyle& style = GImGui->Style;
+    if (style.Alpha >= 1.0f)
+        return col;
+    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
+    a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
+    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
+}
+
+// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
+void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiColorMod backup;
+    backup.Col = idx;
+    backup.BackupValue = g.Style.Colors[idx];
+    g.ColorModifiers.push_back(backup);
+    g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
+}
+
+void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiColorMod backup;
+    backup.Col = idx;
+    backup.BackupValue = g.Style.Colors[idx];
+    g.ColorModifiers.push_back(backup);
+    g.Style.Colors[idx] = col;
+}
+
+void ImGui::PopStyleColor(int count)
+{
+    ImGuiContext& g = *GImGui;
+    while (count > 0)
+    {
+        ImGuiColorMod& backup = g.ColorModifiers.back();
+        g.Style.Colors[backup.Col] = backup.BackupValue;
+        g.ColorModifiers.pop_back();
+        count--;
+    }
+}
+
+struct ImGuiStyleVarInfo
+{
+    ImGuiDataType   Type;
+    ImU32           Count;
+    ImU32           Offset;
+    void*           GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); }
+};
+
+static const ImGuiStyleVarInfo GStyleVarInfo[] =
+{
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },               // ImGuiStyleVar_Alpha
+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },       // ImGuiStyleVar_WindowPadding
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },      // ImGuiStyleVar_WindowRounding
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) },    // ImGuiStyleVar_WindowBorderSize
+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },       // ImGuiStyleVar_WindowMinSize
+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) },    // ImGuiStyleVar_WindowTitleAlign
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) },       // ImGuiStyleVar_ChildRounding
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) },     // ImGuiStyleVar_ChildBorderSize
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) },       // ImGuiStyleVar_PopupRounding
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) },     // ImGuiStyleVar_PopupBorderSize
+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },        // ImGuiStyleVar_FramePadding
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },       // ImGuiStyleVar_FrameRounding
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) },     // ImGuiStyleVar_FrameBorderSize
+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },         // ImGuiStyleVar_ItemSpacing
+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },    // ImGuiStyleVar_ItemInnerSpacing
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },       // ImGuiStyleVar_IndentSpacing
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) },       // ImGuiStyleVar_ScrollbarSize
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) },   // ImGuiStyleVar_ScrollbarRounding
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },         // ImGuiStyleVar_GrabMinSize
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) },        // ImGuiStyleVar_GrabRounding
+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) },         // ImGuiStyleVar_TabRounding
+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },     // ImGuiStyleVar_ButtonTextAlign
+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
+};
+
+static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)
+{
+    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
+    IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
+    return &GStyleVarInfo[idx];
+}
+
+void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
+{
+    const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
+    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
+    {
+        ImGuiContext& g = *GImGui;
+        float* pvar = (float*)var_info->GetVarPtr(&g.Style);
+        g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar));
+        *pvar = val;
+        return;
+    }
+    IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!");
+}
+
+void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
+{
+    const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
+    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
+    {
+        ImGuiContext& g = *GImGui;
+        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
+        g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar));
+        *pvar = val;
+        return;
+    }
+    IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!");
+}
+
+void ImGui::PopStyleVar(int count)
+{
+    ImGuiContext& g = *GImGui;
+    while (count > 0)
+    {
+        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
+        ImGuiStyleMod& backup = g.StyleModifiers.back();
+        const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx);
+        void* data = info->GetVarPtr(&g.Style);
+        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }
+        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
+        g.StyleModifiers.pop_back();
+        count--;
+    }
+}
+
+const char* ImGui::GetStyleColorName(ImGuiCol idx)
+{
+    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
+    switch (idx)
+    {
+    case ImGuiCol_Text: return "Text";
+    case ImGuiCol_TextDisabled: return "TextDisabled";
+    case ImGuiCol_WindowBg: return "WindowBg";
+    case ImGuiCol_ChildBg: return "ChildBg";
+    case ImGuiCol_PopupBg: return "PopupBg";
+    case ImGuiCol_Border: return "Border";
+    case ImGuiCol_BorderShadow: return "BorderShadow";
+    case ImGuiCol_FrameBg: return "FrameBg";
+    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
+    case ImGuiCol_FrameBgActive: return "FrameBgActive";
+    case ImGuiCol_TitleBg: return "TitleBg";
+    case ImGuiCol_TitleBgActive: return "TitleBgActive";
+    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
+    case ImGuiCol_MenuBarBg: return "MenuBarBg";
+    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
+    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
+    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
+    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
+    case ImGuiCol_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_Separator: return "Separator";
+    case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
+    case ImGuiCol_SeparatorActive: return "SeparatorActive";
+    case ImGuiCol_ResizeGrip: return "ResizeGrip";
+    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
+    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
+    case ImGuiCol_Tab: return "Tab";
+    case ImGuiCol_TabHovered: return "TabHovered";
+    case ImGuiCol_TabActive: return "TabActive";
+    case ImGuiCol_TabUnfocused: return "TabUnfocused";
+    case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
+    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_DragDropTarget: return "DragDropTarget";
+    case ImGuiCol_NavHighlight: return "NavHighlight";
+    case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
+    case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
+    case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
+    }
+    IM_ASSERT(0);
+    return "Unknown";
+}
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] RENDER HELPERS
+// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
+// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
+// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
+//-----------------------------------------------------------------------------
+
+const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
+{
+    const char* text_display_end = text;
+    if (!text_end)
+        text_end = (const char*)-1;
+
+    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
+        text_display_end++;
+    return text_display_end;
+}
+
+// Internal ImGui functions to render text
+// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
+void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    // Hide anything after a '##' string
+    const char* text_display_end;
+    if (hide_text_after_hash)
+    {
+        text_display_end = FindRenderedTextEnd(text, text_end);
+    }
+    else
+    {
+        if (!text_end)
+            text_end = text + strlen(text); // FIXME-OPT
+        text_display_end = text_end;
+    }
+
+    if (text != text_display_end)
+    {
+        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
+        if (g.LogEnabled)
+            LogRenderedText(&pos, text, text_display_end);
+    }
+}
+
+void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    if (!text_end)
+        text_end = text + strlen(text); // FIXME-OPT
+
+    if (text != text_end)
+    {
+        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
+        if (g.LogEnabled)
+            LogRenderedText(&pos, text, text_end);
+    }
+}
+
+// Default clip_rect uses (pos_min,pos_max)
+// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
+void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
+{
+    // Perform CPU side clipping for single clipped element to avoid using scissor state
+    ImVec2 pos = pos_min;
+    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
+
+    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
+    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
+    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
+    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
+        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
+
+    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
+    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
+    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
+
+    // Render
+    if (need_clipping)
+    {
+        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
+        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
+    }
+    else
+    {
+        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
+    }
+}
+
+void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
+{
+    // Hide anything after a '##' string
+    const char* text_display_end = FindRenderedTextEnd(text, text_end);
+    const int text_len = (int)(text_display_end - text);
+    if (text_len == 0)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
+    if (g.LogEnabled)
+        LogRenderedText(&pos_min, text, text_display_end);
+}
+
+
+// Another overly complex function until we reorganize everything into a nice all-in-one helper.
+// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
+// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
+void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
+{
+    ImGuiContext& g = *GImGui;
+    if (text_end_full == NULL)
+        text_end_full = FindRenderedTextEnd(text);
+    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
+
+    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
+    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
+    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
+    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
+    if (text_size.x > pos_max.x - pos_min.x)
+    {
+        // Hello wo...
+        // |       |   |
+        // min   max   ellipsis_max
+        //          <-> this is generally some padding value
+
+        const ImFont* font = draw_list->_Data->Font;
+        const float font_size = draw_list->_Data->FontSize;
+        const char* text_end_ellipsis = NULL;
+
+        ImWchar ellipsis_char = font->EllipsisChar;
+        int ellipsis_char_count = 1;
+        if (ellipsis_char == (ImWchar)-1)
+        {
+            ellipsis_char = (ImWchar)'.';
+            ellipsis_char_count = 3;
+        }
+        const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char);
+
+        float ellipsis_glyph_width = glyph->X1;                 // Width of the glyph with no padding on either side
+        float ellipsis_total_width = ellipsis_glyph_width;      // Full width of entire ellipsis
+
+        if (ellipsis_char_count > 1)
+        {
+            // Full ellipsis size without free spacing after it.
+            const float spacing_between_dots = 1.0f * (draw_list->_Data->FontSize / font->FontSize);
+            ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots;
+            ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots;
+        }
+
+        // We can now claim the space between pos_max.x and ellipsis_max.x
+        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f);
+        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
+        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
+        {
+            // Always display at least 1 character if there's no room for character + ellipsis
+            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
+            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
+        }
+        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
+        {
+            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
+            text_end_ellipsis--;
+            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
+        }
+
+        // Render text, render ellipsis
+        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
+        float ellipsis_x = pos_min.x + text_size_clipped_x;
+        if (ellipsis_x + ellipsis_total_width <= ellipsis_max_x)
+            for (int i = 0; i < ellipsis_char_count; i++)
+            {
+                font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_char);
+                ellipsis_x += ellipsis_glyph_width;
+            }
+    }
+    else
+    {
+        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
+    }
+
+    if (g.LogEnabled)
+        LogRenderedText(&pos_min, text, text_end_full);
+}
+
+// Render a rectangle shaped with optional rounding and borders
+void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
+    const float border_size = g.Style.FrameBorderSize;
+    if (border && border_size > 0.0f)
+    {
+        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size);
+        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
+    }
+}
+
+void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    const float border_size = g.Style.FrameBorderSize;
+    if (border_size > 0.0f)
+    {
+        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size);
+        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
+    }
+}
+
+void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    if (id != g.NavId)
+        return;
+    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
+        return;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->DC.NavHideHighlightOneFrame)
+        return;
+
+    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
+    ImRect display_rect = bb;
+    display_rect.ClipWith(window->ClipRect);
+    if (flags & ImGuiNavHighlightFlags_TypeDefault)
+    {
+        const float THICKNESS = 2.0f;
+        const float DISTANCE = 3.0f + THICKNESS * 0.5f;
+        display_rect.Expand(ImVec2(DISTANCE, DISTANCE));
+        bool fully_visible = window->ClipRect.Contains(display_rect);
+        if (!fully_visible)
+            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
+        window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS);
+        if (!fully_visible)
+            window->DrawList->PopClipRect();
+    }
+    if (flags & ImGuiNavHighlightFlags_TypeThin)
+    {
+        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, ~0, 1.0f);
+    }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
+//-----------------------------------------------------------------------------
+
+// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
 ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
-   : DrawListInst(&context->DrawListSharedData)
-{
-   Name = ImStrdup(name);
-   ID = ImHash(name, 0);
-   IDStack.push_back(ID);
-   Flags = 0;
-   Pos = ImVec2(0.0f, 0.0f);
-   Size = SizeFull = ImVec2(0.0f, 0.0f);
-   SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f);
-   WindowPadding = ImVec2(0.0f, 0.0f);
-   WindowRounding = 0.0f;
-   WindowBorderSize = 0.0f;
-   MoveId = GetID("#MOVE");
-   ChildId = 0;
-   Scroll = ImVec2(0.0f, 0.0f);
-   ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
-   ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
-   ScrollbarSizes = ImVec2(0.0f, 0.0f);
-   ScrollbarX = ScrollbarY = false;
-   Active = WasActive = false;
-   WriteAccessed = false;
-   Collapsed = false;
-   CollapseToggleWanted = false;
-   SkipItems = false;
-   Appearing = false;
-   CloseButton = false;
-   BeginOrderWithinParent = -1;
-   BeginOrderWithinContext = -1;
-   BeginCount = 0;
-   PopupId = 0;
-   AutoFitFramesX = AutoFitFramesY = -1;
-   AutoFitOnlyGrows = false;
-   AutoFitChildAxises = 0x00;
-   AutoPosLastDirection = ImGuiDir_None;
-   HiddenFrames = 0;
-   SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
-   SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
-
-   LastFrameActive = -1;
-   ItemWidthDefault = 0.0f;
-   FontWindowScale = 1.0f;
-
-   DrawList = &DrawListInst;
-   DrawList->_OwnerName = Name;
-   ParentWindow = NULL;
-   RootWindow = NULL;
-   RootWindowForTitleBarHighlight = NULL;
-   RootWindowForTabbing = NULL;
-   RootWindowForNav = NULL;
-
-   NavLastIds[0] = NavLastIds[1] = 0;
-   NavRectRel[0] = NavRectRel[1] = ImRect();
-   NavLastChildNavWindow = NULL;
-
-   FocusIdxAllCounter = FocusIdxTabCounter = -1;
-   FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = INT_MAX;
-   FocusIdxAllRequestNext = FocusIdxTabRequestNext = INT_MAX;
+    : DrawListInst(&context->DrawListSharedData)
+{
+    Name = ImStrdup(name);
+    ID = ImHashStr(name);
+    IDStack.push_back(ID);
+    Flags = ImGuiWindowFlags_None;
+    Pos = ImVec2(0.0f, 0.0f);
+    Size = SizeFull = ImVec2(0.0f, 0.0f);
+    ContentSize = ContentSizeExplicit = ImVec2(0.0f, 0.0f);
+    WindowPadding = ImVec2(0.0f, 0.0f);
+    WindowRounding = 0.0f;
+    WindowBorderSize = 0.0f;
+    NameBufLen = (int)strlen(name) + 1;
+    MoveId = GetID("#MOVE");
+    ChildId = 0;
+    Scroll = ImVec2(0.0f, 0.0f);
+    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
+    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
+    ScrollbarSizes = ImVec2(0.0f, 0.0f);
+    ScrollbarX = ScrollbarY = false;
+    Active = WasActive = false;
+    WriteAccessed = false;
+    Collapsed = false;
+    WantCollapseToggle = false;
+    SkipItems = false;
+    Appearing = false;
+    Hidden = false;
+    IsFallbackWindow = false;
+    HasCloseButton = false;
+    ResizeBorderHeld = -1;
+    BeginCount = 0;
+    BeginOrderWithinParent = -1;
+    BeginOrderWithinContext = -1;
+    PopupId = 0;
+    AutoFitFramesX = AutoFitFramesY = -1;
+    AutoFitChildAxises = 0x00;
+    AutoFitOnlyGrows = false;
+    AutoPosLastDirection = ImGuiDir_None;
+    HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0;
+    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
+    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
+
+    InnerRect = ImRect(0.0f, 0.0f, 0.0f, 0.0f); // Clear so the InnerRect.GetSize() code in Begin() doesn't lead to overflow even if the result isn't used.
+
+    LastFrameActive = -1;
+    LastTimeActive = -1.0f;
+    ItemWidthDefault = 0.0f;
+    FontWindowScale = 1.0f;
+    SettingsOffset = -1;
+
+    DrawList = &DrawListInst;
+    DrawList->_OwnerName = Name;
+    ParentWindow = NULL;
+    RootWindow = NULL;
+    RootWindowForTitleBarHighlight = NULL;
+    RootWindowForNav = NULL;
+
+    NavLastIds[0] = NavLastIds[1] = 0;
+    NavRectRel[0] = NavRectRel[1] = ImRect();
+    NavLastChildNavWindow = NULL;
+
+    MemoryCompacted = false;
+    MemoryDrawListIdxCapacity = MemoryDrawListVtxCapacity = 0;
 }
 
 ImGuiWindow::~ImGuiWindow()
 {
-   IM_ASSERT(DrawList == &DrawListInst);
-   IM_DELETE(Name);
-   for (int i = 0; i != ColumnsStorage.Size; i++)
-      ColumnsStorage[i].~ImGuiColumnsSet();
+    IM_ASSERT(DrawList == &DrawListInst);
+    IM_DELETE(Name);
+    for (int i = 0; i != ColumnsStorage.Size; i++)
+        ColumnsStorage[i].~ImGuiColumns();
 }
 
 ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
 {
-   ImGuiID seed = IDStack.back();
-   ImGuiID id = ImHash(str, str_end ? (int)(str_end - str) : 0, seed);
-   ImGui::KeepAliveID(id);
-   return id;
+    ImGuiID seed = IDStack.back();
+    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
+    ImGui::KeepAliveID(id);
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+    ImGuiContext& g = *GImGui;
+    IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end);
+#endif
+    return id;
 }
 
 ImGuiID ImGuiWindow::GetID(const void* ptr)
 {
-   ImGuiID seed = IDStack.back();
-   ImGuiID id = ImHash(&ptr, sizeof(void*), seed);
-   ImGui::KeepAliveID(id);
-   return id;
+    ImGuiID seed = IDStack.back();
+    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
+    ImGui::KeepAliveID(id);
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+    ImGuiContext& g = *GImGui;
+    IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr);
+#endif
+    return id;
+}
+
+ImGuiID ImGuiWindow::GetID(int n)
+{
+    ImGuiID seed = IDStack.back();
+    ImGuiID id = ImHashData(&n, sizeof(n), seed);
+    ImGui::KeepAliveID(id);
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+    ImGuiContext& g = *GImGui;
+    IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n);
+#endif
+    return id;
 }
 
 ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end)
 {
-   ImGuiID seed = IDStack.back();
-   return ImHash(str, str_end ? (int)(str_end - str) : 0, seed);
+    ImGuiID seed = IDStack.back();
+    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+    ImGuiContext& g = *GImGui;
+    IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end);
+#endif
+    return id;
+}
+
+ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr)
+{
+    ImGuiID seed = IDStack.back();
+    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+    ImGuiContext& g = *GImGui;
+    IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr);
+#endif
+    return id;
+}
+
+ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n)
+{
+    ImGuiID seed = IDStack.back();
+    ImGuiID id = ImHashData(&n, sizeof(n), seed);
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+    ImGuiContext& g = *GImGui;
+    IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n);
+#endif
+    return id;
 }
 
@@ -2015,452 +2921,141 @@
 ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
 {
-   ImGuiID seed = IDStack.back();
-   const int r_rel[4] = { (int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), (int)(r_abs.Max.y - Pos.y) };
-   ImGuiID id = ImHash(&r_rel, sizeof(r_rel), seed);
-   ImGui::KeepAliveID(id);
-   return id;
-}
-
-//-----------------------------------------------------------------------------
-// Internal API exposed in imgui_internal.h
-//-----------------------------------------------------------------------------
+    ImGuiID seed = IDStack.back();
+    const int r_rel[4] = { (int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), (int)(r_abs.Max.y - Pos.y) };
+    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
+    ImGui::KeepAliveID(id);
+    return id;
+}
 
 static void SetCurrentWindow(ImGuiWindow* window)
 {
-   ImGuiContext& g = *GImGui;
-   g.CurrentWindow = window;
-   if (window)
-      g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
-}
-
-static void SetNavID(ImGuiID id, int nav_layer)
-{
-   ImGuiContext& g = *GImGui;
-   IM_ASSERT(g.NavWindow);
-   IM_ASSERT(nav_layer == 0 || nav_layer == 1);
-   g.NavId = id;
-   g.NavWindow->NavLastIds[nav_layer] = id;
-}
-
-static void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel)
-{
-   ImGuiContext& g = *GImGui;
-   SetNavID(id, nav_layer);
-   g.NavWindow->NavRectRel[nav_layer] = rect_rel;
-   g.NavMousePosDirty = true;
-   g.NavDisableHighlight = false;
-   g.NavDisableMouseHover = true;
+    ImGuiContext& g = *GImGui;
+    g.CurrentWindow = window;
+    if (window)
+        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
+}
+
+// Free up/compact internal window buffers, we can use this when a window becomes unused.
+// This is currently unused by the library, but you may call this yourself for easy GC.
+// Not freed:
+// - ImGuiWindow, ImGuiWindowSettings, Name
+// - StateStorage, ColumnsStorage (may hold useful data)
+// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
+void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
+{
+    window->MemoryCompacted = true;
+    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
+    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
+    window->IDStack.clear();
+    window->DrawList->_ClearFreeMemory();
+    window->DC.ChildWindows.clear();
+    window->DC.ItemFlagsStack.clear();
+    window->DC.ItemWidthStack.clear();
+    window->DC.TextWrapPosStack.clear();
+    window->DC.GroupStack.clear();
+}
+
+void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
+{
+    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
+    // The other buffers tends to amortize much faster.
+    window->MemoryCompacted = false;
+    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
+    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
+    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
 }
 
 void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
 {
-   ImGuiContext& g = *GImGui;
-   g.ActiveIdIsJustActivated = (g.ActiveId != id);
-   if (g.ActiveIdIsJustActivated)
-      g.ActiveIdTimer = 0.0f;
-   g.ActiveId = id;
-   g.ActiveIdAllowNavDirFlags = 0;
-   g.ActiveIdAllowOverlap = false;
-   g.ActiveIdWindow = window;
-   if (id)
-   {
-      g.ActiveIdIsAlive = true;
-      g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
-   }
-}
-
-ImGuiID ImGui::GetActiveID()
-{
-   ImGuiContext& g = *GImGui;
-   return g.ActiveId;
-}
-
-void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
-{
-   ImGuiContext& g = *GImGui;
-   IM_ASSERT(id != 0);
-
-   // Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it.
-   const int nav_layer = window->DC.NavLayerCurrent;
-   if (g.NavWindow != window)
-      g.NavInitRequest = false;
-   g.NavId = id;
-   g.NavWindow = window;
-   g.NavLayer = nav_layer;
-   window->NavLastIds[nav_layer] = id;
-   if (window->DC.LastItemId == id)
-      window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos);
-
-   if (g.ActiveIdSource == ImGuiInputSource_Nav)
-      g.NavDisableMouseHover = true;
-   else
-      g.NavDisableHighlight = true;
+    ImGuiContext& g = *GImGui;
+    g.ActiveIdIsJustActivated = (g.ActiveId != id);
+    if (g.ActiveIdIsJustActivated)
+    {
+        g.ActiveIdTimer = 0.0f;
+        g.ActiveIdHasBeenPressedBefore = false;
+        g.ActiveIdHasBeenEditedBefore = false;
+        if (id != 0)
+        {
+            g.LastActiveId = id;
+            g.LastActiveIdTimer = 0.0f;
+        }
+    }
+    g.ActiveId = id;
+    g.ActiveIdAllowOverlap = false;
+    g.ActiveIdNoClearOnFocusLoss = false;
+    g.ActiveIdWindow = window;
+    g.ActiveIdHasBeenEditedThisFrame = false;
+    if (id)
+    {
+        g.ActiveIdIsAlive = id;
+        g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
+    }
+
+    // Clear declaration of inputs claimed by the widget
+    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
+    g.ActiveIdUsingNavDirMask = 0x00;
+    g.ActiveIdUsingNavInputMask = 0x00;
+    g.ActiveIdUsingKeyInputMask = 0x00;
 }
 
 void ImGui::ClearActiveID()
 {
-   SetActiveID(0, NULL);
+    SetActiveID(0, NULL); // g.ActiveId = 0;
 }
 
 void ImGui::SetHoveredID(ImGuiID id)
 {
-   ImGuiContext& g = *GImGui;
-   g.HoveredId = id;
-   g.HoveredIdAllowOverlap = false;
-   g.HoveredIdTimer = (id != 0 && g.HoveredIdPreviousFrame == id) ? (g.HoveredIdTimer + g.IO.DeltaTime) : 0.0f;
+    ImGuiContext& g = *GImGui;
+    g.HoveredId = id;
+    g.HoveredIdAllowOverlap = false;
+    if (id != 0 && g.HoveredIdPreviousFrame != id)
+        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
 }
 
 ImGuiID ImGui::GetHoveredID()
 {
-   ImGuiContext& g = *GImGui;
-   return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
+    ImGuiContext& g = *GImGui;
+    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
 }
 
 void ImGui::KeepAliveID(ImGuiID id)
 {
-   ImGuiContext& g = *GImGui;
-   if (g.ActiveId == id)
-      g.ActiveIdIsAlive = true;
+    ImGuiContext& g = *GImGui;
+    if (g.ActiveId == id)
+        g.ActiveIdIsAlive = id;
+    if (g.ActiveIdPreviousFrame == id)
+        g.ActiveIdPreviousFrameIsAlive = true;
+}
+
+void ImGui::MarkItemEdited(ImGuiID id)
+{
+    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
+    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data.
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive);
+    IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out.
+    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
+    g.ActiveIdHasBeenEditedThisFrame = true;
+    g.ActiveIdHasBeenEditedBefore = true;
+    g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited;
 }
 
 static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
 {
-   // An active popup disable hovering on other windows (apart from its own children)
-   // FIXME-OPT: This could be cached/stored within the window.
-   ImGuiContext& g = *GImGui;
-   if (g.NavWindow)
-      if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)
-         if (focused_root_window->WasActive && focused_root_window != window->RootWindow)
-         {
-            // For the purpose of those flags we differentiate "standard popup" from "modal popup"
-            // NB: The order of those two tests is important because Modal windows are also Popups.
-            if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
-               return false;
-            if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
-               return false;
-         }
-
-   return true;
-}
-
-// Advance cursor given item size for layout.
-void ImGui::ItemSize(const ImVec2& size, float text_offset_y)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-   if (window->SkipItems)
-      return;
-
-   // Always align ourselves on pixel boundaries
-   const float line_height = ImMax(window->DC.CurrentLineHeight, size.y);
-   const float text_base_offset = ImMax(window->DC.CurrentLineTextBaseOffset, text_offset_y);
-   //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
-   window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y);
-   window->DC.CursorPos = ImVec2((float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX), (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y));
-   window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
-   window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
-   //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
-
-   window->DC.PrevLineHeight = line_height;
-   window->DC.PrevLineTextBaseOffset = text_base_offset;
-   window->DC.CurrentLineHeight = window->DC.CurrentLineTextBaseOffset = 0.0f;
-
-   // Horizontal layout mode
-   if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
-      SameLine();
-}
-
-void ImGui::ItemSize(const ImRect& bb, float text_offset_y)
-{
-   ItemSize(bb.GetSize(), text_offset_y);
-}
-
-static ImGuiDir NavScoreItemGetQuadrant(float dx, float dy)
-{
-   if (fabsf(dx) > fabsf(dy))
-      return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
-   return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
-}
-
-static float NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
-{
-   if (a1 < b0)
-      return a1 - b0;
-   if (b1 < a0)
-      return a0 - b1;
-   return 0.0f;
-}
-
-// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057
-static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-   if (g.NavLayer != window->DC.NavLayerCurrent)
-      return false;
-
-   const ImRect& curr = g.NavScoringRectScreen; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
-   g.NavScoringCount++;
-
-   // We perform scoring on items bounding box clipped by their parent window on the other axis (clipping on our movement axis would give us equal scores for all clipped items)
-   if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
-   {
-      cand.Min.y = ImClamp(cand.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y);
-      cand.Max.y = ImClamp(cand.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y);
-   }
-   else
-   {
-      cand.Min.x = ImClamp(cand.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
-      cand.Max.x = ImClamp(cand.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
-   }
-
-   // Compute distance between boxes
-   // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
-   float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
-   float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
-   if (dby != 0.0f && dbx != 0.0f)
-      dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
-   float dist_box = fabsf(dbx) + fabsf(dby);
-
-   // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
-   float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
-   float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
-   float dist_center = fabsf(dcx) + fabsf(dcy); // L1 metric (need this for our connectedness guarantee)
-
-                                                // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
-   ImGuiDir quadrant;
-   float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
-   if (dbx != 0.0f || dby != 0.0f)
-   {
-      // For non-overlapping boxes, use distance between boxes
-      dax = dbx;
-      day = dby;
-      dist_axial = dist_box;
-      quadrant = NavScoreItemGetQuadrant(dbx, dby);
-   }
-   else if (dcx != 0.0f || dcy != 0.0f)
-   {
-      // For overlapping boxes with different centers, use distance between centers
-      dax = dcx;
-      day = dcy;
-      dist_axial = dist_center;
-      quadrant = NavScoreItemGetQuadrant(dcx, dcy);
-   }
-   else
-   {
-      // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
-      quadrant = (window->DC.LastItemId < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
-   }
-
-#if IMGUI_DEBUG_NAV_SCORING
-   char buf[128];
-   if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max))
-   {
-      ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]);
-      ImDrawList* draw_list = ImGui::GetOverlayDrawList();
-      draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));
-      draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200));
-      draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + ImGui::CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 150));
-      draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf);
-   }
-   else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.
-   {
-      if (IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; }
-      if (quadrant == g.NavMoveDir)
-      {
-         ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
-         ImDrawList* draw_list = ImGui::GetOverlayDrawList();
-         draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
-         draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf);
-      }
-   }
-#endif
-
-   // Is it in the quadrant we're interesting in moving to?
-   bool new_best = false;
-   if (quadrant == g.NavMoveDir)
-   {
-      // Does it beat the current best candidate?
-      if (dist_box < result->DistBox)
-      {
-         result->DistBox = dist_box;
-         result->DistCenter = dist_center;
-         return true;
-      }
-      if (dist_box == result->DistBox)
-      {
-         // Try using distance between center points to break ties
-         if (dist_center < result->DistCenter)
-         {
-            result->DistCenter = dist_center;
-            new_best = true;
-         }
-         else if (dist_center == result->DistCenter)
-         {
-            // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items 
-            // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), 
-            // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
-            if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
-               new_best = true;
-         }
-      }
-   }
-
-   // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
-   // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
-   // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
-   // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
-   // Disabling it may however lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
-   if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match
-      if (g.NavLayer == 1 && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
-         if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f))
-         {
-            result->DistAxial = dist_axial;
-            new_best = true;
-         }
-
-   return new_best;
-}
-
-static void NavSaveLastChildNavWindow(ImGuiWindow* child_window)
-{
-   ImGuiWindow* parent_window = child_window;
-   while (parent_window && (parent_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
-      parent_window = parent_window->ParentWindow;
-   if (parent_window && parent_window != child_window)
-      parent_window->NavLastChildNavWindow = child_window;
-}
-
-// Call when we are expected to land on Layer 0 after FocusWindow()
-static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window)
-{
-   return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window;
-}
-
-static void NavRestoreLayer(int layer)
-{
-   ImGuiContext& g = *GImGui;
-   g.NavLayer = layer;
-   if (layer == 0)
-      g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);
-   if (layer == 0 && g.NavWindow->NavLastIds[0] != 0)
-      SetNavIDWithRectRel(g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0]);
-   else
-      ImGui::NavInitWindow(g.NavWindow, true);
-}
-
-static inline void NavUpdateAnyRequestFlag()
-{
-   ImGuiContext& g = *GImGui;
-   g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
-   if (g.NavAnyRequest)
-      IM_ASSERT(g.NavWindow != NULL);
-}
-
-static bool NavMoveRequestButNoResultYet()
-{
-   ImGuiContext& g = *GImGui;
-   return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
-}
-
-void ImGui::NavMoveRequestCancel()
-{
-   ImGuiContext& g = *GImGui;
-   g.NavMoveRequest = false;
-   NavUpdateAnyRequestFlag();
-}
-
-// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
-static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id)
-{
-   ImGuiContext& g = *GImGui;
-   //if (!g.IO.NavActive)  // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag.
-   //    return;
-
-   const ImGuiItemFlags item_flags = window->DC.ItemFlags;
-   const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
-   if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
-   {
-      // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
-      if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0)
-      {
-         g.NavInitResultId = id;
-         g.NavInitResultRectRel = nav_bb_rel;
-      }
-      if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus))
-      {
-         g.NavInitRequest = false; // Found a match, clear request
-         NavUpdateAnyRequestFlag();
-      }
-   }
-
-   // Scoring for navigation
-   if (g.NavId != id && !(item_flags & ImGuiItemFlags_NoNav))
-   {
-      ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
-#if IMGUI_DEBUG_NAV_SCORING
-      // [DEBUG] Score all items in NavWindow at all times
-      if (!g.NavMoveRequest)
-         g.NavMoveDir = g.NavMoveDirLast;
-      bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest;
-#else
-      bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb);
-#endif
-      if (new_best)
-      {
-         result->ID = id;
-         result->ParentID = window->IDStack.back();
-         result->Window = window;
-         result->RectRel = nav_bb_rel;
-      }
-   }
-
-   // Update window-relative bounding box of navigated item
-   if (g.NavId == id)
-   {
-      g.NavWindow = window;                                           // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window.
-      g.NavLayer = window->DC.NavLayerCurrent;
-      g.NavIdIsAlive = true;
-      g.NavIdTabCounter = window->FocusIdxTabCounter;
-      window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel;    // Store item bounding box (relative to window position)
-   }
-}
-
-// Declare item bounding box for clipping and interaction.
-// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
-// declare their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd().
-bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-
-   if (id != 0)
-   {
-      // Navigation processing runs prior to clipping early-out
-      //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
-      //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests unfortunately, but it is still limited to one window. 
-      //      it may not scale very well for windows with ten of thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
-      //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick)
-      window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask;
-      if (g.NavId == id || g.NavAnyRequest)
-         if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
-            if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
-               NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id);
-   }
-
-   window->DC.LastItemId = id;
-   window->DC.LastItemRect = bb;
-   window->DC.LastItemStatusFlags = 0;
-
-   // Clipping test
-   const bool is_clipped = IsClippedEx(bb, id, false);
-   if (is_clipped)
-      return false;
-   //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
-
-   // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
-   if (IsMouseHoveringRect(bb.Min, bb.Max))
-      window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect;
-   return true;
+    // An active popup disable hovering on other windows (apart from its own children)
+    // FIXME-OPT: This could be cached/stored within the window.
+    ImGuiContext& g = *GImGui;
+    if (g.NavWindow)
+        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)
+            if (focused_root_window->WasActive && focused_root_window != window->RootWindow)
+            {
+                // For the purpose of those flags we differentiate "standard popup" from "modal popup"
+                // NB: The order of those two tests is important because Modal windows are also Popups.
+                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
+                    return false;
+                if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+                    return false;
+            }
+    return true;
 }
 
@@ -2470,39 +3065,41 @@
 bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
 {
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-   if (g.NavDisableMouseHover && !g.NavDisableHighlight)
-      return IsItemFocused();
-
-   // Test for bounding box overlap, as updated as ItemAdd()
-   if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))
-      return false;
-   IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0);   // Flags not supported by this function
-
-                                                                                                // Test if we are hovering the right window (our window could be behind another window)
-                                                                                                // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable to use IsItemHovered() after EndChild() itself.
-                                                                                                // Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was the test that has been running for a long while.
-                                                                                                //if (g.HoveredWindow != window)
-                                                                                                //    return false;
-   if (g.HoveredRootWindow != window->RootWindow && !(flags & ImGuiHoveredFlags_AllowWhenOverlapped))
-      return false;
-
-   // Test if another item is active (e.g. being dragged)
-   if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
-      if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId)
-         return false;
-
-   // Test if interactions on this window are blocked by an active popup or modal 
-   if (!IsWindowContentHoverable(window, flags))
-      return false;
-
-   // Test if the item is disabled
-   if (window->DC.ItemFlags & ImGuiItemFlags_Disabled)
-      return false;
-
-   // Special handling for the 1st item after Begin() which represent the title bar. When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect tht case.
-   if (window->DC.LastItemId == window->MoveId && window->WriteAccessed)
-      return false;
-   return true;
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (g.NavDisableMouseHover && !g.NavDisableHighlight)
+        return IsItemFocused();
+
+    // Test for bounding box overlap, as updated as ItemAdd()
+    if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))
+        return false;
+    IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0);   // Flags not supported by this function
+
+    // Test if we are hovering the right window (our window could be behind another window)
+    // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable to use IsItemHovered() after EndChild() itself.
+    // Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was the test that has been running for a long while.
+    //if (g.HoveredWindow != window)
+    //    return false;
+    if (g.HoveredRootWindow != window->RootWindow && !(flags & ImGuiHoveredFlags_AllowWhenOverlapped))
+        return false;
+
+    // Test if another item is active (e.g. being dragged)
+    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
+        if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId)
+            return false;
+
+    // Test if interactions on this window are blocked by an active popup or modal.
+    // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
+    if (!IsWindowContentHoverable(window, flags))
+        return false;
+
+    // Test if the item is disabled
+    if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
+        return false;
+
+    // Special handling for calling after Begin() which represent the title bar or tab.
+    // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
+    if (window->DC.LastItemId == window->MoveId && window->WriteAccessed)
+        return false;
+    return true;
 }
 
@@ -2510,128 +3107,171 @@
 bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
 {
-   ImGuiContext& g = *GImGui;
-   if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
-      return false;
-
-   ImGuiWindow* window = g.CurrentWindow;
-   if (g.HoveredWindow != window)
-      return false;
-   if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
-      return false;
-   if (!IsMouseHoveringRect(bb.Min, bb.Max))
-      return false;
-   if (g.NavDisableMouseHover || !IsWindowContentHoverable(window, ImGuiHoveredFlags_Default))
-      return false;
-   if (window->DC.ItemFlags & ImGuiItemFlags_Disabled)
-      return false;
-
-   SetHoveredID(id);
-   return true;
+    ImGuiContext& g = *GImGui;
+    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
+        return false;
+
+    ImGuiWindow* window = g.CurrentWindow;
+    if (g.HoveredWindow != window)
+        return false;
+    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
+        return false;
+    if (!IsMouseHoveringRect(bb.Min, bb.Max))
+        return false;
+    if (g.NavDisableMouseHover)
+        return false;
+    if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None) || (window->DC.ItemFlags & ImGuiItemFlags_Disabled))
+    {
+        g.HoveredIdDisabled = true;
+        return false;
+    }
+
+    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
+    // hover test in widgets code. We could also decide to split this function is two.
+    if (id != 0)
+    {
+        SetHoveredID(id);
+
+        // [DEBUG] Item Picker tool!
+        // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making
+        // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered
+        // items if we perform the test in ItemAdd(), but that would incur a small runtime cost.
+        // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd().
+        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
+            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
+        if (g.DebugItemPickerBreakId == id)
+            IM_DEBUG_BREAK();
+    }
+
+    return true;
 }
 
 bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged)
 {
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-   if (!bb.Overlaps(window->ClipRect))
-      if (id == 0 || id != g.ActiveId)
-         if (clip_even_when_logged || !g.LogEnabled)
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (!bb.Overlaps(window->ClipRect))
+        if (id == 0 || (id != g.ActiveId && id != g.NavId))
+            if (clip_even_when_logged || !g.LogEnabled)
+                return true;
+    return false;
+}
+
+// This is also inlined in ItemAdd()
+// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect!
+void ImGui::SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
+{
+    window->DC.LastItemId = item_id;
+    window->DC.LastItemStatusFlags = item_flags;
+    window->DC.LastItemRect = item_rect;
+}
+
+// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out.
+bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+
+    // Increment counters
+    const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;
+    window->DC.FocusCounterRegular++;
+    if (is_tab_stop)
+        window->DC.FocusCounterTabStop++;
+
+    // Process TAB/Shift-TAB to tab *OUT* of the currently focused item.
+    // (Note that we can always TAB out of a widget that doesn't allow tabbing in)
+    if (g.ActiveId == id && g.FocusTabPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.FocusRequestNextWindow == NULL)
+    {
+        g.FocusRequestNextWindow = window;
+        g.FocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items.
+    }
+
+    // Handle focus requests
+    if (g.FocusRequestCurrWindow == window)
+    {
+        if (window->DC.FocusCounterRegular == g.FocusRequestCurrCounterRegular)
             return true;
-   return false;
-}
-
-bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop)
-{
-   ImGuiContext& g = *GImGui;
-
-   const bool allow_keyboard_focus = (window->DC.ItemFlags & (ImGuiItemFlags_AllowKeyboardFocus | ImGuiItemFlags_Disabled)) == ImGuiItemFlags_AllowKeyboardFocus;
-   window->FocusIdxAllCounter++;
-   if (allow_keyboard_focus)
-      window->FocusIdxTabCounter++;
-
-   // Process keyboard input at this point: TAB/Shift-TAB to tab out of the currently focused item.
-   // Note that we can always TAB out of a widget that doesn't allow tabbing in.
-   if (tab_stop && (g.ActiveId == id) && window->FocusIdxAllRequestNext == INT_MAX && window->FocusIdxTabRequestNext == INT_MAX && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab))
-      window->FocusIdxTabRequestNext = window->FocusIdxTabCounter + (g.IO.KeyShift ? (allow_keyboard_focus ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items.
-
-   if (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent)
-      return true;
-   if (allow_keyboard_focus && window->FocusIdxTabCounter == window->FocusIdxTabRequestCurrent)
-   {
-      g.NavJustTabbedId = id;
-      return true;
-   }
-
-   return false;
+        if (is_tab_stop && window->DC.FocusCounterTabStop == g.FocusRequestCurrCounterTabStop)
+        {
+            g.NavJustTabbedId = id;
+            return true;
+        }
+
+        // If another item is about to be focused, we clear our own active id
+        if (g.ActiveId == id)
+            ClearActiveID();
+    }
+
+    return false;
 }
 
 void ImGui::FocusableItemUnregister(ImGuiWindow* window)
 {
-   window->FocusIdxAllCounter--;
-   window->FocusIdxTabCounter--;
-}
-
-ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_x, float default_y)
-{
-   ImGuiContext& g = *GImGui;
-   ImVec2 content_max;
-   if (size.x < 0.0f || size.y < 0.0f)
-      content_max = g.CurrentWindow->Pos + GetContentRegionMax();
-   if (size.x <= 0.0f)
-      size.x = (size.x == 0.0f) ? default_x : ImMax(content_max.x - g.CurrentWindow->DC.CursorPos.x, 4.0f) + size.x;
-   if (size.y <= 0.0f)
-      size.y = (size.y == 0.0f) ? default_y : ImMax(content_max.y - g.CurrentWindow->DC.CursorPos.y, 4.0f) + size.y;
-   return size;
+    window->DC.FocusCounterRegular--;
+    window->DC.FocusCounterTabStop--;
 }
 
 float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
 {
-   if (wrap_pos_x < 0.0f)
-      return 0.0f;
-
-   ImGuiWindow* window = GetCurrentWindowRead();
-   if (wrap_pos_x == 0.0f)
-      wrap_pos_x = GetContentRegionMax().x + window->Pos.x;
-   else if (wrap_pos_x > 0.0f)
-      wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
-
-   return ImMax(wrap_pos_x - pos.x, 1.0f);
-}
-
-//-----------------------------------------------------------------------------
-
-void* ImGui::MemAlloc(size_t sz)
-{
-   GImAllocatorActiveAllocationsCount++;
-   return GImAllocatorAllocFunc(sz, GImAllocatorUserData);
-}
-
+    if (wrap_pos_x < 0.0f)
+        return 0.0f;
+
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (wrap_pos_x == 0.0f)
+    {
+        // We could decide to setup a default wrapping max point for auto-resizing windows,
+        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
+        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
+        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
+        //else
+        wrap_pos_x = window->WorkRect.Max.x;
+    }
+    else if (wrap_pos_x > 0.0f)
+    {
+        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
+    }
+
+    return ImMax(wrap_pos_x - pos.x, 1.0f);
+}
+
+// IM_ALLOC() == ImGui::MemAlloc()
+void* ImGui::MemAlloc(size_t size)
+{
+    if (ImGuiContext* ctx = GImGui)
+        ctx->IO.MetricsActiveAllocations++;
+    return GImAllocatorAllocFunc(size, GImAllocatorUserData);
+}
+
+// IM_FREE() == ImGui::MemFree()
 void ImGui::MemFree(void* ptr)
 {
-   if (ptr) GImAllocatorActiveAllocationsCount--;
-   return GImAllocatorFreeFunc(ptr, GImAllocatorUserData);
+    if (ptr)
+        if (ImGuiContext* ctx = GImGui)
+            ctx->IO.MetricsActiveAllocations--;
+    return GImAllocatorFreeFunc(ptr, GImAllocatorUserData);
 }
 
 const char* ImGui::GetClipboardText()
 {
-   return GImGui->IO.GetClipboardTextFn ? GImGui->IO.GetClipboardTextFn(GImGui->IO.ClipboardUserData) : "";
+    ImGuiContext& g = *GImGui;
+    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
 }
 
 void ImGui::SetClipboardText(const char* text)
 {
-   if (GImGui->IO.SetClipboardTextFn)
-      GImGui->IO.SetClipboardTextFn(GImGui->IO.ClipboardUserData, text);
+    ImGuiContext& g = *GImGui;
+    if (g.IO.SetClipboardTextFn)
+        g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
 }
 
 const char* ImGui::GetVersion()
 {
-   return IMGUI_VERSION;
-}
-
-// Internal state access - if you want to share ImGui state between modules (e.g. DLL) or allocate it yourself
+    return IMGUI_VERSION;
+}
+
+// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
 // Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
 ImGuiContext* ImGui::GetCurrentContext()
 {
-   return GImGui;
+    return GImGui;
 }
 
@@ -2639,60 +3279,40 @@
 {
 #ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
-   IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
+    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
 #else
-   GImGui = ctx;
+    GImGui = ctx;
 #endif
 }
 
-// Helper function to verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
-// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. you may see different structures from what imgui.cpp sees which is highly problematic.
-bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert)
-{
-   bool error = false;
-   if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatch version string!"); }
-   if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
-   if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
-   if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
-   if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
-   if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
-   return !error;
-}
-
-void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void(*free_func)(void* ptr, void* user_data), void* user_data)
-{
-   GImAllocatorAllocFunc = alloc_func;
-   GImAllocatorFreeFunc = free_func;
-   GImAllocatorUserData = user_data;
+void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data)
+{
+    GImAllocatorAllocFunc = alloc_func;
+    GImAllocatorFreeFunc = free_func;
+    GImAllocatorUserData = user_data;
 }
 
 ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
 {
-   ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
-   if (GImGui == NULL)
-      SetCurrentContext(ctx);
-   Initialize(ctx);
-   return ctx;
+    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
+    if (GImGui == NULL)
+        SetCurrentContext(ctx);
+    Initialize(ctx);
+    return ctx;
 }
 
 void ImGui::DestroyContext(ImGuiContext* ctx)
 {
-   if (ctx == NULL)
-      ctx = GImGui;
-   Shutdown(ctx);
-   if (GImGui == ctx)
-      SetCurrentContext(NULL);
-   IM_DELETE(ctx);
+    if (ctx == NULL)
+        ctx = GImGui;
+    Shutdown(ctx);
+    if (GImGui == ctx)
+        SetCurrentContext(NULL);
+    IM_DELETE(ctx);
 }
 
 ImGuiIO& ImGui::GetIO()
 {
-   IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
-   return GImGui->IO;
-}
-
-ImGuiStyle& ImGui::GetStyle()
-{
-   IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
-   return GImGui->Style;
+    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
+    return GImGui->IO;
 }
 
@@ -2700,986 +3320,657 @@
 ImDrawData* ImGui::GetDrawData()
 {
-   ImGuiContext& g = *GImGui;
-   return g.DrawData.Valid ? &g.DrawData : NULL;
-}
-
-float ImGui::GetTime()
-{
-   return GImGui->Time;
+    ImGuiContext& g = *GImGui;
+    return g.DrawData.Valid ? &g.DrawData : NULL;
+}
+
+double ImGui::GetTime()
+{
+    return GImGui->Time;
 }
 
 int ImGui::GetFrameCount()
 {
-   return GImGui->FrameCount;
-}
-
-ImDrawList* ImGui::GetOverlayDrawList()
-{
-   return &GImGui->OverlayDrawList;
+    return GImGui->FrameCount;
+}
+
+ImDrawList* ImGui::GetBackgroundDrawList()
+{
+    return &GImGui->BackgroundDrawList;
+}
+
+ImDrawList* ImGui::GetForegroundDrawList()
+{
+    return &GImGui->ForegroundDrawList;
 }
 
 ImDrawListSharedData* ImGui::GetDrawListSharedData()
 {
-   return &GImGui->DrawListSharedData;
-}
-
-// This needs to be called before we submit any widget (aka in or before Begin)
-void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
-{
-   ImGuiContext& g = *GImGui;
-   IM_ASSERT(window == g.NavWindow);
-   bool init_for_nav = false;
-   if (!(window->Flags & ImGuiWindowFlags_NoNavInputs))
-      if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
-         init_for_nav = true;
-   if (init_for_nav)
-   {
-      SetNavID(0, g.NavLayer);
-      g.NavInitRequest = true;
-      g.NavInitRequestFromMove = false;
-      g.NavInitResultId = 0;
-      g.NavInitResultRectRel = ImRect();
-      NavUpdateAnyRequestFlag();
-   }
-   else
-   {
-      g.NavId = window->NavLastIds[0];
-   }
-}
-
-static ImVec2 NavCalcPreferredRefPos()
-{
-   ImGuiContext& g = *GImGui;
-   if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow)
-      return ImFloor(g.IO.MousePos);
-
-   // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item
-   const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer];
-   ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
-   ImRect visible_rect = GetViewportRect();
-   return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max));   // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta.
-}
-
-static int FindWindowIndex(ImGuiWindow* window) // FIXME-OPT O(N)
-{
-   ImGuiContext& g = *GImGui;
-   for (int i = g.Windows.Size - 1; i >= 0; i--)
-      if (g.Windows[i] == window)
-         return i;
-   return -1;
-}
-
-static ImGuiWindow* FindWindowNavigable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
-{
-   ImGuiContext& g = *GImGui;
-   for (int i = i_start; i >= 0 && i < g.Windows.Size && i != i_stop; i += dir)
-      if (ImGui::IsWindowNavFocusable(g.Windows[i]))
-         return g.Windows[i];
-   return NULL;
-}
-
-float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
-{
-   ImGuiContext& g = *GImGui;
-   if (mode == ImGuiInputReadMode_Down)
-      return g.IO.NavInputs[n];                         // Instant, read analog input (0.0f..1.0f, as provided by user)
-
-   const float t = g.IO.NavInputsDownDuration[n];
-   if (t < 0.0f && mode == ImGuiInputReadMode_Released)  // Return 1.0f when just released, no repeat, ignore analog input.
-      return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f);
-   if (t < 0.0f)
-      return 0.0f;
-   if (mode == ImGuiInputReadMode_Pressed)               // Return 1.0f when just pressed, no repeat, ignore analog input.
-      return (t == 0.0f) ? 1.0f : 0.0f;
-   if (mode == ImGuiInputReadMode_Repeat)
-      return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f);
-   if (mode == ImGuiInputReadMode_RepeatSlow)
-      return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f);
-   if (mode == ImGuiInputReadMode_RepeatFast)
-      return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f);
-   return 0.0f;
-}
-
-// Equivalent of IsKeyDown() for NavInputs[]
-static bool IsNavInputDown(ImGuiNavInput n)
-{
-   return GImGui->IO.NavInputs[n] > 0.0f;
-}
-
-// Equivalent of IsKeyPressed() for NavInputs[]
-static bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode)
-{
-   return ImGui::GetNavInputAmount(n, mode) > 0.0f;
-}
-
-static bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode)
-{
-   return (ImGui::GetNavInputAmount(n1, mode) + ImGui::GetNavInputAmount(n2, mode)) > 0.0f;
-}
-
-ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor)
-{
-   ImVec2 delta(0.0f, 0.0f);
-   if (dir_sources & ImGuiNavDirSourceFlags_Keyboard)
-      delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode));
-   if (dir_sources & ImGuiNavDirSourceFlags_PadDPad)
-      delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode));
-   if (dir_sources & ImGuiNavDirSourceFlags_PadLStick)
-      delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode));
-   if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow))
-      delta *= slow_factor;
-   if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast))
-      delta *= fast_factor;
-   return delta;
-}
-
-static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
-{
-   ImGuiContext& g = *GImGui;
-   IM_ASSERT(g.NavWindowingTarget);
-   if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
-      return;
-
-   const int i_current = FindWindowIndex(g.NavWindowingTarget);
-   ImGuiWindow* window_target = FindWindowNavigable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
-   if (!window_target)
-      window_target = FindWindowNavigable((focus_change_dir < 0) ? (g.Windows.Size - 1) : 0, i_current, focus_change_dir);
-   g.NavWindowingTarget = window_target;
-   g.NavWindowingToggleLayer = false;
-}
-
-// Window management mode (hold to: change focus/move/resize, tap to: toggle menu layer)
-static void ImGui::NavUpdateWindowing()
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* apply_focus_window = NULL;
-   bool apply_toggle_layer = false;
-
-   bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
-   bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
-   if (start_windowing_with_gamepad || start_windowing_with_keyboard)
-      if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavigable(g.Windows.Size - 1, -INT_MAX, -1))
-      {
-         g.NavWindowingTarget = window->RootWindowForTabbing;
-         g.NavWindowingHighlightTimer = g.NavWindowingHighlightAlpha = 0.0f;
-         g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
-         g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
-      }
-
-   // Gamepad update
-   g.NavWindowingHighlightTimer += g.IO.DeltaTime;
-   if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad)
-   {
-      // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
-      g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingHighlightTimer - 0.20f) / 0.05f));
-
-      // Select window to focus
-      const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow);
-      if (focus_change_dir != 0)
-      {
-         NavUpdateWindowingHighlightWindow(focus_change_dir);
-         g.NavWindowingHighlightAlpha = 1.0f;
-      }
-
-      // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered front-most)
-      if (!IsNavInputDown(ImGuiNavInput_Menu))
-      {
-         g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
-         if (g.NavWindowingToggleLayer && g.NavWindow)
-            apply_toggle_layer = true;
-         else if (!g.NavWindowingToggleLayer)
-            apply_focus_window = g.NavWindowingTarget;
-         g.NavWindowingTarget = NULL;
-      }
-   }
-
-   // Keyboard: Focus
-   if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard)
-   {
-      // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
-      g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingHighlightTimer - 0.15f) / 0.04f)); // 1.0f
-      if (IsKeyPressedMap(ImGuiKey_Tab, true))
-         NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1);
-      if (!g.IO.KeyCtrl)
-         apply_focus_window = g.NavWindowingTarget;
-   }
-
-   // Keyboard: Press and Release ALT to toggle menu layer
-   // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB
-   if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released))
-      if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev))
-         apply_toggle_layer = true;
-
-   // Move window
-   if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
-   {
-      ImVec2 move_delta;
-      if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift)
-         move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
-      if (g.NavInputSource == ImGuiInputSource_NavGamepad)
-         move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
-      if (move_delta.x != 0.0f || move_delta.y != 0.0f)
-      {
-         const float NAV_MOVE_SPEED = 800.0f;
-         const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well
-         g.NavWindowingTarget->Pos += move_delta * move_speed;
-         g.NavDisableMouseHover = true;
-         MarkIniSettingsDirty(g.NavWindowingTarget);
-      }
-   }
-
-   // Apply final focus
-   if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindowForTabbing))
-   {
-      g.NavDisableHighlight = false;
-      g.NavDisableMouseHover = true;
-      apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);
-      ClosePopupsOverWindow(apply_focus_window);
-      FocusWindow(apply_focus_window);
-      if (apply_focus_window->NavLastIds[0] == 0)
-         NavInitWindow(apply_focus_window, false);
-
-      // If the window only has a menu layer, select it directly
-      if (apply_focus_window->DC.NavLayerActiveMask == (1 << 1))
-         g.NavLayer = 1;
-   }
-   if (apply_focus_window)
-      g.NavWindowingTarget = NULL;
-
-   // Apply menu/layer toggle
-   if (apply_toggle_layer && g.NavWindow)
-   {
-      ImGuiWindow* new_nav_window = g.NavWindow;
-      while ((new_nav_window->DC.NavLayerActiveMask & (1 << 1)) == 0 && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
-         new_nav_window = new_nav_window->ParentWindow;
-      if (new_nav_window != g.NavWindow)
-      {
-         ImGuiWindow* old_nav_window = g.NavWindow;
-         FocusWindow(new_nav_window);
-         new_nav_window->NavLastChildNavWindow = old_nav_window;
-      }
-      g.NavDisableHighlight = false;
-      g.NavDisableMouseHover = true;
-      NavRestoreLayer((g.NavWindow->DC.NavLayerActiveMask & (1 << 1)) ? (g.NavLayer ^ 1) : 0);
-   }
-}
-
-// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
-static void NavScrollToBringItemIntoView(ImGuiWindow* window, ImRect& item_rect_rel)
-{
-   // Scroll to keep newly navigated item fully into view
-   ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
-   //g.OverlayDrawList.AddRect(window->Pos + window_rect_rel.Min, window->Pos + window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG]
-   if (window_rect_rel.Contains(item_rect_rel))
-      return;
-
-   ImGuiContext& g = *GImGui;
-   if (window->ScrollbarX && item_rect_rel.Min.x < window_rect_rel.Min.x)
-   {
-      window->ScrollTarget.x = item_rect_rel.Min.x + window->Scroll.x - g.Style.ItemSpacing.x;
-      window->ScrollTargetCenterRatio.x = 0.0f;
-   }
-   else if (window->ScrollbarX && item_rect_rel.Max.x >= window_rect_rel.Max.x)
-   {
-      window->ScrollTarget.x = item_rect_rel.Max.x + window->Scroll.x + g.Style.ItemSpacing.x;
-      window->ScrollTargetCenterRatio.x = 1.0f;
-   }
-   if (item_rect_rel.Min.y < window_rect_rel.Min.y)
-   {
-      window->ScrollTarget.y = item_rect_rel.Min.y + window->Scroll.y - g.Style.ItemSpacing.y;
-      window->ScrollTargetCenterRatio.y = 0.0f;
-   }
-   else if (item_rect_rel.Max.y >= window_rect_rel.Max.y)
-   {
-      window->ScrollTarget.y = item_rect_rel.Max.y + window->Scroll.y + g.Style.ItemSpacing.y;
-      window->ScrollTargetCenterRatio.y = 1.0f;
-   }
-
-   // Estimate upcoming scroll so we can offset our relative mouse position so mouse position can be applied immediately (under this block)
-   ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
-   item_rect_rel.Translate(window->Scroll - next_scroll);
-}
-
-static void ImGui::NavUpdate()
-{
-   ImGuiContext& g = *GImGui;
-   g.IO.WantSetMousePos = false;
-
-#if 0
-   if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
+    return &GImGui->DrawListSharedData;
+}
+
+void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
+{
+    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
+    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
+    // This is because we want ActiveId to be set even when the window is not permitted to move.
+    ImGuiContext& g = *GImGui;
+    FocusWindow(window);
+    SetActiveID(window->MoveId, window);
+    g.NavDisableHighlight = true;
+    g.ActiveIdNoClearOnFocusLoss = true;
+    g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos;
+
+    bool can_move_window = true;
+    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove))
+        can_move_window = false;
+    if (can_move_window)
+        g.MovingWindow = window;
+}
+
+// Handle mouse moving window
+// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
+// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
+// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
+// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
+void ImGui::UpdateMouseMovingWindowNewFrame()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.MovingWindow != NULL)
+    {
+        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
+        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
+        KeepAliveID(g.ActiveId);
+        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow);
+        ImGuiWindow* moving_window = g.MovingWindow->RootWindow;
+        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos))
+        {
+            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
+            if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
+            {
+                MarkIniSettingsDirty(moving_window);
+                SetWindowPos(moving_window, pos, ImGuiCond_Always);
+            }
+            FocusWindow(g.MovingWindow);
+        }
+        else
+        {
+            ClearActiveID();
+            g.MovingWindow = NULL;
+        }
+    }
+    else
+    {
+        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
+        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
+        {
+            KeepAliveID(g.ActiveId);
+            if (!g.IO.MouseDown[0])
+                ClearActiveID();
+        }
+    }
+}
+
+// Initiate moving window when clicking on empty space or title bar.
+// Handle left-click and right-click focus.
+void ImGui::UpdateMouseMovingWindowEndFrame()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.ActiveId != 0 || g.HoveredId != 0)
+        return;
+
+    // Unless we just made a window/popup appear
+    if (g.NavWindow && g.NavWindow->Appearing)
+        return;
+
+    // Click on empty space to focus window and start moving (after we're done with all our widgets)
+    if (g.IO.MouseClicked[0])
+    {
+        // Handle the edge case of a popup being closed while clicking in its empty space.
+        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
+        ImGuiWindow* root_window = g.HoveredRootWindow;
+        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
+
+        if (root_window != NULL && !is_closed_popup)
+        {
+            StartMouseMovingWindow(g.HoveredWindow);
+
+            // Cancel moving if clicked outside of title bar
+            if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar))
+                if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
+                    g.MovingWindow = NULL;
+
+            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
+            if (g.HoveredIdDisabled)
+                g.MovingWindow = NULL;
+        }
+        else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL)
+        {
+            // Clicking on void disable focus
+            FocusWindow(NULL);
+        }
+    }
+
+    // With right mouse button we close popups without changing focus based on where the mouse is aimed
+    // Instead, focus will be restored to the window under the bottom-most closed popup.
+    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
+    if (g.IO.MouseClicked[1])
+    {
+        // Find the top-most window between HoveredWindow and the top-most Modal Window.
+        // This is where we can trim the popup stack.
+        ImGuiWindow* modal = GetTopMostPopupModal();
+        bool hovered_window_above_modal = false;
+        if (modal == NULL)
+            hovered_window_above_modal = true;
+        for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--)
+        {
+            ImGuiWindow* window = g.Windows[i];
+            if (window == modal)
+                break;
+            if (window == g.HoveredWindow)
+                hovered_window_above_modal = true;
+        }
+        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
+    }
+}
+
+static bool IsWindowActiveAndVisible(ImGuiWindow* window)
+{
+    return (window->Active) && (!window->Hidden);
+}
+
+static void ImGui::UpdateMouseInputs()
+{
+    ImGuiContext& g = *GImGui;
+
+    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
+    if (IsMousePosValid(&g.IO.MousePos))
+        g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos);
+
+    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
+    if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev))
+        g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev;
+    else
+        g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
+    if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f)
+        g.NavDisableMouseHover = false;
+
+    g.IO.MousePosPrev = g.IO.MousePos;
+    for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
+    {
+        g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f;
+        g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f;
+        g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i];
+        g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f;
+        g.IO.MouseDoubleClicked[i] = false;
+        if (g.IO.MouseClicked[i])
+        {
+            if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime)
+            {
+                ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
+                if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist)
+                    g.IO.MouseDoubleClicked[i] = true;
+                g.IO.MouseClickedTime[i] = -g.IO.MouseDoubleClickTime * 2.0f; // Mark as "old enough" so the third click isn't turned into a double-click
+            }
+            else
+            {
+                g.IO.MouseClickedTime[i] = g.Time;
+            }
+            g.IO.MouseClickedPos[i] = g.IO.MousePos;
+            g.IO.MouseDownWasDoubleClick[i] = g.IO.MouseDoubleClicked[i];
+            g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
+            g.IO.MouseDragMaxDistanceSqr[i] = 0.0f;
+        }
+        else if (g.IO.MouseDown[i])
+        {
+            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
+            ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
+            g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
+            g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
+            g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
+        }
+        if (!g.IO.MouseDown[i] && !g.IO.MouseReleased[i])
+            g.IO.MouseDownWasDoubleClick[i] = false;
+        if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
+            g.NavDisableMouseHover = false;
+    }
+}
+
+static void StartLockWheelingWindow(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.WheelingWindow == window)
+        return;
+    g.WheelingWindow = window;
+    g.WheelingWindowRefMousePos = g.IO.MousePos;
+    g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER;
+}
+
+void ImGui::UpdateMouseWheel()
+{
+    ImGuiContext& g = *GImGui;
+
+    // Reset the locked window if we move the mouse or after the timer elapses
+    if (g.WheelingWindow != NULL)
+    {
+        g.WheelingWindowTimer -= g.IO.DeltaTime;
+        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
+            g.WheelingWindowTimer = 0.0f;
+        if (g.WheelingWindowTimer <= 0.0f)
+        {
+            g.WheelingWindow = NULL;
+            g.WheelingWindowTimer = 0.0f;
+        }
+    }
+
+    if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f)
+        return;
+
+    ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
+    if (!window || window->Collapsed)
+        return;
+
+    // Zoom / Scale window
+    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
+    if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
+    {
+        StartLockWheelingWindow(window);
+        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
+        const float scale = new_font_scale / window->FontWindowScale;
+        window->FontWindowScale = new_font_scale;
+        if (!(window->Flags & ImGuiWindowFlags_ChildWindow))
+        {
+            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
+            SetWindowPos(window, window->Pos + offset, 0);
+            window->Size = ImFloor(window->Size * scale);
+            window->SizeFull = ImFloor(window->SizeFull * scale);
+        }
+        return;
+    }
+
+    // Mouse wheel scrolling
+    // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent
+
+    // Vertical Mouse Wheel scrolling
+    const float wheel_y = (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f;
+    if (wheel_y != 0.0f && !g.IO.KeyCtrl)
+    {
+        StartLockWheelingWindow(window);
+        while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
+            window = window->ParentWindow;
+        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
+        {
+            float max_step = window->InnerRect.GetHeight() * 0.67f;
+            float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));
+            SetScrollY(window, window->Scroll.y - wheel_y * scroll_step);
+        }
+    }
+
+    // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held
+    const float wheel_x = (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheelH : (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f;
+    if (wheel_x != 0.0f && !g.IO.KeyCtrl)
+    {
+        StartLockWheelingWindow(window);
+        while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
+            window = window->ParentWindow;
+        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
+        {
+            float max_step = window->InnerRect.GetWidth() * 0.67f;
+            float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));
+            SetScrollX(window, window->Scroll.x - wheel_x * scroll_step);
+        }
+    }
+}
+
+void ImGui::UpdateTabFocus()
+{
+    ImGuiContext& g = *GImGui;
+
+    // Pressing TAB activate widget focus
+    g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab));
+    if (g.ActiveId == 0 && g.FocusTabPressed)
+    {
+        // Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also
+        // manipulate the Next fields even, even though they will be turned into Curr fields by the code below.
+        g.FocusRequestNextWindow = g.NavWindow;
+        g.FocusRequestNextCounterRegular = INT_MAX;
+        if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)
+            g.FocusRequestNextCounterTabStop = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
+        else
+            g.FocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0;
+    }
+
+    // Turn queued focus request into current one
+    g.FocusRequestCurrWindow = NULL;
+    g.FocusRequestCurrCounterRegular = g.FocusRequestCurrCounterTabStop = INT_MAX;
+    if (g.FocusRequestNextWindow != NULL)
+    {
+        ImGuiWindow* window = g.FocusRequestNextWindow;
+        g.FocusRequestCurrWindow = window;
+        if (g.FocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1)
+            g.FocusRequestCurrCounterRegular = ImModPositive(g.FocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1);
+        if (g.FocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1)
+            g.FocusRequestCurrCounterTabStop = ImModPositive(g.FocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1);
+        g.FocusRequestNextWindow = NULL;
+        g.FocusRequestNextCounterRegular = g.FocusRequestNextCounterTabStop = INT_MAX;
+    }
+
+    g.NavIdTabCounter = INT_MAX;
+}
+
+// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
+void ImGui::UpdateHoveredWindowAndCaptureFlags()
+{
+    ImGuiContext& g = *GImGui;
+
+    // Find the window hovered by mouse:
+    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
+    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
+    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
+    bool clear_hovered_windows = false;
+    FindHoveredWindow();
+
+    // Modal windows prevents mouse from hovering behind them.
+    ImGuiWindow* modal_window = GetTopMostPopupModal();
+    if (modal_window && g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window))
+        clear_hovered_windows = true;
+
+    // Disabled mouse?
+    if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse)
+        clear_hovered_windows = true;
+
+    // We track click ownership. When clicked outside of a window the click is owned by the application and won't report hovering nor request capture even while dragging over our windows afterward.
+    int mouse_earliest_button_down = -1;
+    bool mouse_any_down = false;
+    for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
+    {
+        if (g.IO.MouseClicked[i])
+            g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (g.OpenPopupStack.Size > 0);
+        mouse_any_down |= g.IO.MouseDown[i];
+        if (g.IO.MouseDown[i])
+            if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down])
+                mouse_earliest_button_down = i;
+    }
+    const bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down];
+
+    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
+    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
+    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
+    if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload)
+        clear_hovered_windows = true;
+
+    if (clear_hovered_windows)
+        g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL;
+
+    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app)
+    if (g.WantCaptureMouseNextFrame != -1)
+        g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0);
+    else
+        g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (g.OpenPopupStack.Size > 0);
+
+    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to Dear ImGui + app)
+    if (g.WantCaptureKeyboardNextFrame != -1)
+        g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
+    else
+        g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
+    if (g.IO.NavActive && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
+        g.IO.WantCaptureKeyboard = true;
+
+    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
+    g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
+}
+
+ImGuiKeyModFlags ImGui::GetMergedKeyModFlags()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiKeyModFlags key_mod_flags = ImGuiKeyModFlags_None;
+    if (g.IO.KeyCtrl)   { key_mod_flags |= ImGuiKeyModFlags_Ctrl; }
+    if (g.IO.KeyShift)  { key_mod_flags |= ImGuiKeyModFlags_Shift; }
+    if (g.IO.KeyAlt)    { key_mod_flags |= ImGuiKeyModFlags_Alt; }
+    if (g.IO.KeySuper)  { key_mod_flags |= ImGuiKeyModFlags_Super; }
+    return key_mod_flags;
+}
+
+void ImGui::NewFrame()
+{
+    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
+    ImGuiContext& g = *GImGui;
+
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+    ImGuiTestEngineHook_PreNewFrame(&g);
 #endif
 
-   if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad))
-      if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f)
-         g.NavInputSource = ImGuiInputSource_NavGamepad;
-
-   // Update Keyboard->Nav inputs mapping
-   if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
-   {
-#define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; }
-      NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate);
-      NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input);
-      NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel);
-      NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_);
-      NAV_MAP_KEY(ImGuiKey_RightArrow, ImGuiNavInput_KeyRight_);
-      NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_);
-      NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_);
-      if (g.IO.KeyCtrl)   g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
-      if (g.IO.KeyShift)  g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
-      if (g.IO.KeyAlt)    g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f;
-#undef NAV_MAP_KEY
-   }
-
-   memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration));
-   for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++)
-      g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f;
-
-   // Process navigation init request (select first/default focus)
-   if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove))
-   {
-      // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
-      IM_ASSERT(g.NavWindow);
-      if (g.NavInitRequestFromMove)
-         SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel);
-      else
-         SetNavID(g.NavInitResultId, g.NavLayer);
-      g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
-   }
-   g.NavInitRequest = false;
-   g.NavInitRequestFromMove = false;
-   g.NavInitResultId = 0;
-   g.NavJustMovedToId = 0;
-
-   // Process navigation move request
-   if (g.NavMoveRequest && (g.NavMoveResultLocal.ID != 0 || g.NavMoveResultOther.ID != 0))
-   {
-      // Select which result to use
-      ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
-      if (g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) // Maybe entering a flattened child? In this case solve the tie using the regular scoring rules
-         if ((g.NavMoveResultOther.DistBox < g.NavMoveResultLocal.DistBox) || (g.NavMoveResultOther.DistBox == g.NavMoveResultLocal.DistBox && g.NavMoveResultOther.DistCenter < g.NavMoveResultLocal.DistCenter))
-            result = &g.NavMoveResultOther;
-
-      IM_ASSERT(g.NavWindow && result->Window);
-
-      // Scroll to keep newly navigated item fully into view
-      if (g.NavLayer == 0)
-         NavScrollToBringItemIntoView(result->Window, result->RectRel);
-
-      // Apply result from previous frame navigation directional move request
-      ClearActiveID();
-      g.NavWindow = result->Window;
-      SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel);
-      g.NavJustMovedToId = result->ID;
-      g.NavMoveFromClampedRefRect = false;
-   }
-
-   // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame
-   if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive)
-   {
-      IM_ASSERT(g.NavMoveRequest);
-      if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
-         g.NavDisableHighlight = false;
-      g.NavMoveRequestForward = ImGuiNavForward_None;
-   }
-
-   // Apply application mouse position movement, after we had a chance to process move request result.
-   if (g.NavMousePosDirty && g.NavIdIsAlive)
-   {
-      // Set mouse position given our knowledge of the navigated item position from last frame
-      if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
-      {
-         IM_ASSERT(!g.NavDisableHighlight && g.NavDisableMouseHover);
-         g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos();
-         g.IO.WantSetMousePos = true;
-      }
-      g.NavMousePosDirty = false;
-   }
-   g.NavIdIsAlive = false;
-   g.NavJustTabbedId = 0;
-   IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1);
-
-   // Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0
-   if (g.NavWindow)
-      NavSaveLastChildNavWindow(g.NavWindow);
-   if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0)
-      g.NavWindow->NavLastChildNavWindow = NULL;
-
-   NavUpdateWindowing();
-
-   // Set output flags for user application
-   bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
-   bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
-   g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
-   g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
-
-   // Process NavCancel input (to close a popup, get back to parent, clear focus)
-   if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed))
-   {
-      if (g.ActiveId != 0)
-      {
-         ClearActiveID();
-      }
-      else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
-      {
-         // Exit child window
-         ImGuiWindow* child_window = g.NavWindow;
-         ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
-         IM_ASSERT(child_window->ChildId != 0);
-         FocusWindow(parent_window);
-         SetNavID(child_window->ChildId, 0);
-         g.NavIdIsAlive = false;
-         if (g.NavDisableMouseHover)
-            g.NavMousePosDirty = true;
-      }
-      else if (g.OpenPopupStack.Size > 0)
-      {
-         // Close open popup/menu
-         if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
-            ClosePopupToLevel(g.OpenPopupStack.Size - 1);
-      }
-      else if (g.NavLayer != 0)
-      {
-         // Leave the "menu" layer
-         NavRestoreLayer(0);
-      }
-      else
-      {
-         // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
-         if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
-            g.NavWindow->NavLastIds[0] = 0;
-         g.NavId = 0;
-      }
-   }
-
-   // Process manual activation request
-   g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0;
-   if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
-   {
-      bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);
-      bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed);
-      if (g.ActiveId == 0 && activate_pressed)
-         g.NavActivateId = g.NavId;
-      if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)
-         g.NavActivateDownId = g.NavId;
-      if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)
-         g.NavActivatePressedId = g.NavId;
-      if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputPressed(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed))
-         g.NavInputId = g.NavId;
-   }
-   if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
-      g.NavDisableHighlight = true;
-   if (g.NavActivateId != 0)
-      IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
-   g.NavMoveRequest = false;
-
-   // Process programmatic activation request
-   if (g.NavNextActivateId != 0)
-      g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
-   g.NavNextActivateId = 0;
-
-   // Initiate directional inputs request
-   const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags;
-   if (g.NavMoveRequestForward == ImGuiNavForward_None)
-   {
-      g.NavMoveDir = ImGuiDir_None;
-      if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
-      {
-         if ((allowed_dir_flags & (1 << ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
-         if ((allowed_dir_flags & (1 << ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadRight, ImGuiNavInput_KeyRight_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right;
-         if ((allowed_dir_flags & (1 << ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp, ImGuiNavInput_KeyUp_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
-         if ((allowed_dir_flags & (1 << ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
-      }
-   }
-   else
-   {
-      // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
-      IM_ASSERT(g.NavMoveDir != ImGuiDir_None);
-      IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued);
-      g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
-   }
-
-   if (g.NavMoveDir != ImGuiDir_None)
-   {
-      g.NavMoveRequest = true;
-      g.NavMoveDirLast = g.NavMoveDir;
-   }
-
-   // If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match
-   if (g.NavMoveRequest && g.NavId == 0)
-   {
-      g.NavInitRequest = g.NavInitRequestFromMove = true;
-      g.NavInitResultId = 0;
-      g.NavDisableHighlight = false;
-   }
-
-   NavUpdateAnyRequestFlag();
-
-   // Scrolling
-   if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
-   {
-      // *Fallback* manual-scroll with NavUp/NavDown when window has no navigable item
-      ImGuiWindow* window = g.NavWindow;
-      const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
-      if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
-      {
-         if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
-            SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
-         if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down)
-            SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
-      }
-
-      // *Normal* Manual scroll with NavScrollXXX keys
-      // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
-      ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f);
-      if (scroll_dir.x != 0.0f && window->ScrollbarX)
-      {
-         SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
-         g.NavMoveFromClampedRefRect = true;
-      }
-      if (scroll_dir.y != 0.0f)
-      {
-         SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
-         g.NavMoveFromClampedRefRect = true;
-      }
-   }
-
-   // Reset search results
-   g.NavMoveResultLocal.Clear();
-   g.NavMoveResultOther.Clear();
-
-   // When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items
-   if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0)
-   {
-      ImGuiWindow* window = g.NavWindow;
-      ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
-      if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
-      {
-         float pad = window->CalcFontSize() * 0.5f;
-         window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item
-         window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel);
-         g.NavId = 0;
-      }
-      g.NavMoveFromClampedRefRect = false;
-   }
-
-   // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
-   ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
-   g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect();
-   g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
-   g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
-   IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous fabsf() calls in NavScoreItem().
-                                                    //g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
-   g.NavScoringCount = 0;
-#if IMGUI_DEBUG_NAV_RECTS
-   if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList()->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG] 
-   if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames == 0) ? IM_COL32(255, 0, 255, 255) : IM_COL32(255, 0, 0, 255); ImVec2 p = NavCalcPreferredMousePos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); g.OverlayDrawList.AddCircleFilled(p, 3.0f, col); g.OverlayDrawList.AddText(NULL, 13.0f, p + ImVec2(8, -4), col, buf); }
+    // Check and assert for various common IO and Configuration mistakes
+    ErrorCheckNewFrameSanityChecks();
+
+    // Load settings on first frame, save settings when modified (after a delay)
+    UpdateSettings();
+
+    g.Time += g.IO.DeltaTime;
+    g.WithinFrameScope = true;
+    g.FrameCount += 1;
+    g.TooltipOverrideCount = 0;
+    g.WindowsActiveCount = 0;
+    g.MenusIdSubmittedThisFrame.resize(0);
+
+    // Calculate frame-rate for the user, as a purely luxurious feature
+    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
+    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
+    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
+    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX;
+
+    // Setup current font and draw list shared data
+    g.IO.Fonts->Locked = true;
+    SetCurrentFont(GetDefaultFont());
+    IM_ASSERT(g.Font->IsLoaded());
+    g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
+    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
+    g.DrawListSharedData.SetCircleSegmentMaxError(g.Style.CircleSegmentMaxError);
+    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
+    if (g.Style.AntiAliasedLines)
+        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
+    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))
+        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
+    if (g.Style.AntiAliasedFill)
+        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
+    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
+        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
+
+    g.BackgroundDrawList._ResetForNewFrame();
+    g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID);
+    g.BackgroundDrawList.PushClipRectFullScreen();
+
+    g.ForegroundDrawList._ResetForNewFrame();
+    g.ForegroundDrawList.PushTextureID(g.IO.Fonts->TexID);
+    g.ForegroundDrawList.PushClipRectFullScreen();
+
+    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
+    g.DrawData.Clear();
+
+    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
+    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
+        KeepAliveID(g.DragDropPayload.SourceId);
+
+    // Update HoveredId data
+    if (!g.HoveredIdPreviousFrame)
+        g.HoveredIdTimer = 0.0f;
+    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
+        g.HoveredIdNotActiveTimer = 0.0f;
+    if (g.HoveredId)
+        g.HoveredIdTimer += g.IO.DeltaTime;
+    if (g.HoveredId && g.ActiveId != g.HoveredId)
+        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
+    g.HoveredIdPreviousFrame = g.HoveredId;
+    g.HoveredId = 0;
+    g.HoveredIdAllowOverlap = false;
+    g.HoveredIdDisabled = false;
+
+    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
+    if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
+        ClearActiveID();
+    if (g.ActiveId)
+        g.ActiveIdTimer += g.IO.DeltaTime;
+    g.LastActiveIdTimer += g.IO.DeltaTime;
+    g.ActiveIdPreviousFrame = g.ActiveId;
+    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
+    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
+    g.ActiveIdIsAlive = 0;
+    g.ActiveIdHasBeenEditedThisFrame = false;
+    g.ActiveIdPreviousFrameIsAlive = false;
+    g.ActiveIdIsJustActivated = false;
+    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
+        g.TempInputId = 0;
+    if (g.ActiveId == 0)
+    {
+        g.ActiveIdUsingNavDirMask = 0x00;
+        g.ActiveIdUsingNavInputMask = 0x00;
+        g.ActiveIdUsingKeyInputMask = 0x00;
+    }
+
+    // Drag and drop
+    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
+    g.DragDropAcceptIdCurr = 0;
+    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
+    g.DragDropWithinSource = false;
+    g.DragDropWithinTarget = false;
+    g.DragDropHoldJustPressedId = 0;
+
+    // Update keyboard input state
+    // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools
+    g.IO.KeyMods = GetMergedKeyModFlags();
+    memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
+    for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
+        g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f;
+
+    // Update gamepad/keyboard navigation
+    NavUpdate();
+
+    // Update mouse input state
+    UpdateMouseInputs();
+
+    // Find hovered window
+    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
+    UpdateHoveredWindowAndCaptureFlags();
+
+    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
+    UpdateMouseMovingWindowNewFrame();
+
+    // Background darkening/whitening
+    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
+        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
+    else
+        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
+
+    g.MouseCursor = ImGuiMouseCursor_Arrow;
+    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
+    g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default
+
+    // Mouse wheel scrolling, scale
+    UpdateMouseWheel();
+
+    // Update legacy TAB focus
+    UpdateTabFocus();
+
+    // Mark all windows as not visible and compact unused memory.
+    IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size);
+    const float memory_compact_start_time = (g.IO.ConfigWindowsMemoryCompactTimer >= 0.0f) ? (float)g.Time - g.IO.ConfigWindowsMemoryCompactTimer : FLT_MAX;
+    for (int i = 0; i != g.Windows.Size; i++)
+    {
+        ImGuiWindow* window = g.Windows[i];
+        window->WasActive = window->Active;
+        window->BeginCount = 0;
+        window->Active = false;
+        window->WriteAccessed = false;
+
+        // Garbage collect transient buffers of recently unused windows
+        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
+            GcCompactTransientWindowBuffers(window);
+    }
+
+    // Closing the focused window restore focus to the first active root window in descending z-order
+    if (g.NavWindow && !g.NavWindow->WasActive)
+        FocusTopMostWindowUnderOne(NULL, 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.resize(0);
+    g.BeginPopupStack.resize(0);
+    ClosePopupsOverWindow(g.NavWindow, false);
+
+    // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
+    UpdateDebugToolItemPicker();
+
+    // Create implicit/fallback window - which we will only render it if the user has added something to it.
+    // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
+    // This fallback is particularly important as it avoid ImGui:: calls from crashing.
+    g.WithinFrameScopeWithImplicitWindow = true;
+    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
+    Begin("Debug##Default");
+    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
+
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+    ImGuiTestEngineHook_PostNewFrame(&g);
 #endif
 }
 
-static void ImGui::UpdateMovingWindow()
-{
-   ImGuiContext& g = *GImGui;
-   if (g.MovingWindow != NULL)
-   {
-      // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). 
-      // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
-      KeepAliveID(g.ActiveId);
-      IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow);
-      ImGuiWindow* moving_window = g.MovingWindow->RootWindow;
-      if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos))
-      {
-         ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
-         if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
-         {
-            MarkIniSettingsDirty(moving_window);
-            SetWindowPos(moving_window, pos, ImGuiCond_Always);
-         }
-         FocusWindow(g.MovingWindow);
-      }
-      else
-      {
-         ClearActiveID();
-         g.MovingWindow = NULL;
-      }
-   }
-   else
-   {
-      // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
-      if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
-      {
-         KeepAliveID(g.ActiveId);
-         if (!g.IO.MouseDown[0])
-            ClearActiveID();
-      }
-   }
-}
-
-static void ImGui::UpdateMouseInputs()
-{
-   ImGuiContext& g = *GImGui;
-
-   // If mouse just appeared or disappeared (usually denoted by -FLT_MAX component, but in reality we test for -256000.0f) we cancel out movement in MouseDelta
-   if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev))
-      g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev;
-   else
-      g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
-   if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f)
-      g.NavDisableMouseHover = false;
-
-   g.IO.MousePosPrev = g.IO.MousePos;
-   for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
-   {
-      g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f;
-      g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f;
-      g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i];
-      g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f;
-      g.IO.MouseDoubleClicked[i] = false;
-      if (g.IO.MouseClicked[i])
-      {
-         if (g.Time - g.IO.MouseClickedTime[i] < g.IO.MouseDoubleClickTime)
-         {
-            if (ImLengthSqr(g.IO.MousePos - g.IO.MouseClickedPos[i]) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist)
-               g.IO.MouseDoubleClicked[i] = true;
-            g.IO.MouseClickedTime[i] = -FLT_MAX;    // so the third click isn't turned into a double-click
-         }
-         else
-         {
-            g.IO.MouseClickedTime[i] = g.Time;
-         }
-         g.IO.MouseClickedPos[i] = g.IO.MousePos;
-         g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
-         g.IO.MouseDragMaxDistanceSqr[i] = 0.0f;
-      }
-      else if (g.IO.MouseDown[i])
-      {
-         ImVec2 mouse_delta = g.IO.MousePos - g.IO.MouseClickedPos[i];
-         g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, mouse_delta.x < 0.0f ? -mouse_delta.x : mouse_delta.x);
-         g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, mouse_delta.y < 0.0f ? -mouse_delta.y : mouse_delta.y);
-         g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(mouse_delta));
-      }
-      if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
-         g.NavDisableMouseHover = false;
-   }
-}
-
-// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
-void ImGui::NewFrameUpdateHoveredWindowAndCaptureFlags()
-{
-   ImGuiContext& g = *GImGui;
-
-   // Find the window hovered by mouse:
-   // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
-   // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
-   // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
-   g.HoveredWindow = (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoInputs)) ? g.MovingWindow : FindHoveredWindow();
-   g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
-
-   // Modal windows prevents cursor from hovering behind them.
-   ImGuiWindow* modal_window = GetFrontMostPopupModal();
-   if (modal_window)
-      if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window))
-         g.HoveredRootWindow = g.HoveredWindow = NULL;
-
-   // Disabled mouse?
-   if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse)
-      g.HoveredWindow = g.HoveredRootWindow = NULL;
-
-   // We track click ownership. When clicked outside of a window the click is owned by the application and won't report hovering nor request capture even while dragging over our windows afterward.
-   int mouse_earliest_button_down = -1;
-   bool mouse_any_down = false;
-   for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
-   {
-      if (g.IO.MouseClicked[i])
-         g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (!g.OpenPopupStack.empty());
-      mouse_any_down |= g.IO.MouseDown[i];
-      if (g.IO.MouseDown[i])
-         if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down])
-            mouse_earliest_button_down = i;
-   }
-   const bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down];
-
-   // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
-   // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
-   const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
-   if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload)
-      g.HoveredWindow = g.HoveredRootWindow = NULL;
-
-   // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to imgui + app)
-   if (g.WantCaptureMouseNextFrame != -1)
-      g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0);
-   else
-      g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (!g.OpenPopupStack.empty());
-
-   // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to imgui + app)
-   if (g.WantCaptureKeyboardNextFrame != -1)
-      g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
-   else
-      g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
-   if (g.IO.NavActive && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
-      g.IO.WantCaptureKeyboard = true;
-
-   // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
-   g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
-}
-
-void ImGui::NewFrame()
-{
-   IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
-   ImGuiContext& g = *GImGui;
-
-   // Check user data
-   // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
-   IM_ASSERT(g.Initialized);
-   IM_ASSERT(g.IO.DeltaTime >= 0.0f                                    && "Need a positive DeltaTime (zero is tolerated but will cause some timing issues)");
-   IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value");
-   IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
-   IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
-   IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting");
-   IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)");
-   IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
-   for (int n = 0; n < ImGuiKey_COUNT; n++)
-      IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)");
-
-   // Perform simple check for required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only recently added in 1.60 WIP)
-   if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
-      IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
-
-   // Load settings on first frame
-   if (!g.SettingsLoaded)
-   {
-      IM_ASSERT(g.SettingsWindows.empty());
-      LoadIniSettingsFromDisk(g.IO.IniFilename);
-      g.SettingsLoaded = true;
-   }
-
-   // Save settings (with a delay so we don't spam disk too much)
-   if (g.SettingsDirtyTimer > 0.0f)
-   {
-      g.SettingsDirtyTimer -= g.IO.DeltaTime;
-      if (g.SettingsDirtyTimer <= 0.0f)
-         SaveIniSettingsToDisk(g.IO.IniFilename);
-   }
-
-   g.Time += g.IO.DeltaTime;
-   g.FrameCount += 1;
-   g.TooltipOverrideCount = 0;
-   g.WindowsActiveCount = 0;
-
-   SetCurrentFont(GetDefaultFont());
-   IM_ASSERT(g.Font->IsLoaded());
-   g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
-   g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
-
-   g.OverlayDrawList.Clear();
-   g.OverlayDrawList.PushTextureID(g.IO.Fonts->TexID);
-   g.OverlayDrawList.PushClipRectFullScreen();
-   g.OverlayDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
-
-   // Mark rendering data as invalid to prevent user who may have a handle on it to use it
-   g.DrawData.Clear();
-
-   // Clear reference to active widget if the widget isn't alive anymore
-   if (!g.HoveredIdPreviousFrame)
-      g.HoveredIdTimer = 0.0f;
-   g.HoveredIdPreviousFrame = g.HoveredId;
-   g.HoveredId = 0;
-   g.HoveredIdAllowOverlap = false;
-   if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
-      ClearActiveID();
-   if (g.ActiveId)
-      g.ActiveIdTimer += g.IO.DeltaTime;
-   g.ActiveIdPreviousFrame = g.ActiveId;
-   g.ActiveIdIsAlive = false;
-   g.ActiveIdIsJustActivated = false;
-   if (g.ScalarAsInputTextId && g.ActiveId != g.ScalarAsInputTextId)
-      g.ScalarAsInputTextId = 0;
-
-   // Elapse drag & drop payload
-   if (g.DragDropActive && g.DragDropPayload.DataFrameCount + 1 < g.FrameCount)
-   {
-      ClearDragDrop();
-      g.DragDropPayloadBufHeap.clear();
-      memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
-   }
-   g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
-   g.DragDropAcceptIdCurr = 0;
-   g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
-
-   // Update keyboard input state
-   memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
-   for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
-      g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f;
-
-   // Update gamepad/keyboard directional navigation
-   NavUpdate();
-
-   // Update mouse input state
-   UpdateMouseInputs();
-
-   // Calculate frame-rate for the user, as a purely luxurious feature
-   g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
-   g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
-   g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
-   g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX;
-
-   // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
-   UpdateMovingWindow();
-   NewFrameUpdateHoveredWindowAndCaptureFlags();
-
-   if (GetFrontMostPopupModal() != NULL)
-      g.ModalWindowDarkeningRatio = ImMin(g.ModalWindowDarkeningRatio + g.IO.DeltaTime * 6.0f, 1.0f);
-   else
-      g.ModalWindowDarkeningRatio = 0.0f;
-
-   g.MouseCursor = ImGuiMouseCursor_Arrow;
-   g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
-   g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default
-
-                                          // Mouse wheel scrolling, scale
-   if (g.HoveredWindow && !g.HoveredWindow->Collapsed && (g.IO.MouseWheel != 0.0f || g.IO.MouseWheelH != 0.0f))
-   {
-      // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set).
-      ImGuiWindow* window = g.HoveredWindow;
-      ImGuiWindow* scroll_window = window;
-      while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs) && scroll_window->ParentWindow)
-         scroll_window = scroll_window->ParentWindow;
-      const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs);
-
-      if (g.IO.MouseWheel != 0.0f)
-      {
-         if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
-         {
-            // Zoom / Scale window
-            const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
-            const 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->Size *= scale;
-            window->SizeFull *= scale;
-         }
-         else if (!g.IO.KeyCtrl && scroll_allowed)
-         {
-            // Mouse wheel vertical scrolling
-            float scroll_amount = 5 * scroll_window->CalcFontSize();
-            scroll_amount = (float)(int)ImMin(scroll_amount, (scroll_window->ContentsRegionRect.GetHeight() + scroll_window->WindowPadding.y * 2.0f) * 0.67f);
-            SetWindowScrollY(scroll_window, scroll_window->Scroll.y - g.IO.MouseWheel * scroll_amount);
-         }
-      }
-      if (g.IO.MouseWheelH != 0.0f && scroll_allowed)
-      {
-         // Mouse wheel horizontal scrolling (for hardware that supports it)
-         float scroll_amount = scroll_window->CalcFontSize();
-         if (!g.IO.KeyCtrl && !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse))
-            SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheelH * scroll_amount);
-      }
-   }
-
-   // Pressing TAB activate widget focus
-   if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false))
-   {
-      if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)
-         g.NavWindow->FocusIdxTabRequestNext = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
-      else
-         g.NavWindow->FocusIdxTabRequestNext = g.IO.KeyShift ? -1 : 0;
-   }
-   g.NavIdTabCounter = INT_MAX;
-
-   // Mark all windows as not visible
-   for (int i = 0; i != g.Windows.Size; i++)
-   {
-      ImGuiWindow* window = g.Windows[i];
-      window->WasActive = window->Active;
-      window->Active = false;
-      window->WriteAccessed = false;
-   }
-
-   // Closing the focused window restore focus to the first active root window in descending z-order
-   if (g.NavWindow && !g.NavWindow->WasActive)
-      FocusFrontMostActiveWindow(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.resize(0);
-   g.CurrentPopupStack.resize(0);
-   ClosePopupsOverWindow(g.NavWindow);
-
-   // Create implicit window - we will only render it if the user has added something to it.
-   // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
-   SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
-   Begin("Debug##Default");
-}
-
-static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
-{
-   ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHash(name, 0));
-   if (!settings)
-      settings = AddWindowSettings(name);
-   return (void*)settings;
-}
-
-static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
-{
-   ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
-   float x, y;
-   int i;
-   if (sscanf(line, "Pos=%f,%f", &x, &y) == 2)         settings->Pos = ImVec2(x, y);
-   else if (sscanf(line, "Size=%f,%f", &x, &y) == 2)   settings->Size = ImMax(ImVec2(x, y), GImGui->Style.WindowMinSize);
-   else if (sscanf(line, "Collapsed=%d", &i) == 1)     settings->Collapsed = (i != 0);
-}
-
-static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
-{
-   // Gather data from windows that were active during this session
-   ImGuiContext& g = *imgui_ctx;
-   for (int i = 0; i != g.Windows.Size; i++)
-   {
-      ImGuiWindow* window = g.Windows[i];
-      if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
-         continue;
-      ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID);
-      if (!settings)
-         settings = AddWindowSettings(window->Name);
-      settings->Pos = window->Pos;
-      settings->Size = window->SizeFull;
-      settings->Collapsed = window->Collapsed;
-   }
-
-   // Write a buffer
-   // If a window wasn't opened in this session we preserve its settings
-   buf->reserve(buf->size() + g.SettingsWindows.Size * 96); // ballpark reserve
-   for (int i = 0; i != g.SettingsWindows.Size; i++)
-   {
-      const ImGuiWindowSettings* settings = &g.SettingsWindows[i];
-      if (settings->Pos.x == FLT_MAX)
-         continue;
-      const char* name = settings->Name;
-      if (const char* p = strstr(name, "###"))  // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
-         name = p;
-      buf->appendf("[%s][%s]\n", handler->TypeName, name);
-      buf->appendf("Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y);
-      buf->appendf("Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y);
-      buf->appendf("Collapsed=%d\n", settings->Collapsed);
-      buf->appendf("\n");
-   }
+// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
+void ImGui::UpdateDebugToolItemPicker()
+{
+    ImGuiContext& g = *GImGui;
+    g.DebugItemPickerBreakId = 0;
+    if (g.DebugItemPickerActive)
+    {
+        const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
+        ImGui::SetMouseCursor(ImGuiMouseCursor_Hand);
+        if (ImGui::IsKeyPressedMap(ImGuiKey_Escape))
+            g.DebugItemPickerActive = false;
+        if (ImGui::IsMouseClicked(0) && hovered_id)
+        {
+            g.DebugItemPickerBreakId = hovered_id;
+            g.DebugItemPickerActive = false;
+        }
+        ImGui::SetNextWindowBgAlpha(0.60f);
+        ImGui::BeginTooltip();
+        ImGui::Text("HoveredId: 0x%08X", hovered_id);
+        ImGui::Text("Press ESC to abort picking.");
+        ImGui::TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!");
+        ImGui::EndTooltip();
+    }
 }
 
 void ImGui::Initialize(ImGuiContext* context)
 {
-   ImGuiContext& g = *context;
-   IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
-   g.LogClipboard = IM_NEW(ImGuiTextBuffer)();
-
-   // Add .ini handle for ImGuiWindow type
-   ImGuiSettingsHandler ini_handler;
-   ini_handler.TypeName = "Window";
-   ini_handler.TypeHash = ImHash("Window", 0, 0);
-   ini_handler.ReadOpenFn = SettingsHandlerWindow_ReadOpen;
-   ini_handler.ReadLineFn = SettingsHandlerWindow_ReadLine;
-   ini_handler.WriteAllFn = SettingsHandlerWindow_WriteAll;
-   g.SettingsHandlers.push_front(ini_handler);
-
-   g.Initialized = true;
+    ImGuiContext& g = *context;
+    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
+
+    // Add .ini handle for ImGuiWindow type
+    {
+        ImGuiSettingsHandler ini_handler;
+        ini_handler.TypeName = "Window";
+        ini_handler.TypeHash = ImHashStr("Window");
+        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
+        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
+        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
+        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
+        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
+        g.SettingsHandlers.push_back(ini_handler);
+    }
+
+#ifdef IMGUI_HAS_TABLE
+    // Add .ini handle for ImGuiTable type
+    {
+        ImGuiSettingsHandler ini_handler;
+        ini_handler.TypeName = "Table";
+        ini_handler.TypeHash = ImHashStr("Table");
+        ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen;
+        ini_handler.ReadLineFn = TableSettingsHandler_ReadLine;
+        ini_handler.WriteAllFn = TableSettingsHandler_WriteAll;
+        g.SettingsHandlers.push_back(ini_handler);
+    }
+#endif // #ifdef IMGUI_HAS_TABLE
+
+#ifdef IMGUI_HAS_DOCK
+#endif // #ifdef IMGUI_HAS_DOCK
+
+    g.Initialized = true;
 }
 
@@ -3687,200 +3978,75 @@
 void ImGui::Shutdown(ImGuiContext* context)
 {
-   ImGuiContext& g = *context;
-
-   // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
-   if (g.IO.Fonts && g.FontAtlasOwnedByContext)
-      IM_DELETE(g.IO.Fonts);
-   g.IO.Fonts = NULL;
-
-   // Cleanup of other data are conditional on actually having initialize ImGui.
-   if (!g.Initialized)
-      return;
-
-   // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
-   if (g.SettingsLoaded)
-      SaveIniSettingsToDisk(g.IO.IniFilename);
-
-   // Clear everything else
-   for (int i = 0; i < g.Windows.Size; i++)
-      IM_DELETE(g.Windows[i]);
-   g.Windows.clear();
-   g.WindowsSortBuffer.clear();
-   g.CurrentWindow = NULL;
-   g.CurrentWindowStack.clear();
-   g.WindowsById.Clear();
-   g.NavWindow = NULL;
-   g.HoveredWindow = NULL;
-   g.HoveredRootWindow = NULL;
-   g.ActiveIdWindow = NULL;
-   g.MovingWindow = NULL;
-   g.ColorModifiers.clear();
-   g.StyleModifiers.clear();
-   g.FontStack.clear();
-   g.OpenPopupStack.clear();
-   g.CurrentPopupStack.clear();
-   g.DrawDataBuilder.ClearFreeMemory();
-   g.OverlayDrawList.ClearFreeMemory();
-   g.PrivateClipboard.clear();
-   g.InputTextState.Text.clear();
-   g.InputTextState.InitialText.clear();
-   g.InputTextState.TempTextBuffer.clear();
-
-   for (int i = 0; i < g.SettingsWindows.Size; i++)
-      IM_DELETE(g.SettingsWindows[i].Name);
-   g.SettingsWindows.clear();
-   g.SettingsHandlers.clear();
-
-   if (g.LogFile && g.LogFile != stdout)
-   {
-      fclose(g.LogFile);
-      g.LogFile = NULL;
-   }
-   if (g.LogClipboard)
-      IM_DELETE(g.LogClipboard);
-   g.LogClipboard = NULL;
-
-   g.Initialized = false;
-}
-
-ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id)
-{
-   ImGuiContext& g = *GImGui;
-   for (int i = 0; i != g.SettingsWindows.Size; i++)
-      if (g.SettingsWindows[i].Id == id)
-         return &g.SettingsWindows[i];
-   return NULL;
-}
-
-static ImGuiWindowSettings* AddWindowSettings(const char* name)
-{
-   ImGuiContext& g = *GImGui;
-   g.SettingsWindows.push_back(ImGuiWindowSettings());
-   ImGuiWindowSettings* settings = &g.SettingsWindows.back();
-   settings->Name = ImStrdup(name);
-   settings->Id = ImHash(name, 0);
-   return settings;
-}
-
-static void LoadIniSettingsFromDisk(const char* ini_filename)
-{
-   if (!ini_filename)
-      return;
-   char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", NULL, +1);
-   if (!file_data)
-      return;
-   LoadIniSettingsFromMemory(file_data);
-   ImGui::MemFree(file_data);
-}
-
-ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
-{
-   ImGuiContext& g = *GImGui;
-   const ImGuiID type_hash = ImHash(type_name, 0, 0);
-   for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
-      if (g.SettingsHandlers[handler_n].TypeHash == type_hash)
-         return &g.SettingsHandlers[handler_n];
-   return NULL;
-}
-
-// Zero-tolerance, no error reporting, cheap .ini parsing
-static void LoadIniSettingsFromMemory(const char* buf_readonly)
-{
-   // For convenience and to make the code simpler, we'll write zero terminators inside the buffer. So let's create a writable copy.
-   char* buf = ImStrdup(buf_readonly);
-   char* buf_end = buf + strlen(buf);
-
-   ImGuiContext& g = *GImGui;
-   void* entry_data = NULL;
-   ImGuiSettingsHandler* entry_handler = NULL;
-
-   char* line_end = NULL;
-   for (char* line = buf; line < buf_end; line = line_end + 1)
-   {
-      // Skip new lines markers, then find end of the line
-      while (*line == '\n' || *line == '\r')
-         line++;
-      line_end = line;
-      while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
-         line_end++;
-      line_end[0] = 0;
-
-      if (line[0] == '[' && line_end > line && line_end[-1] == ']')
-      {
-         // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
-         line_end[-1] = 0;
-         const char* name_end = line_end - 1;
-         const char* type_start = line + 1;
-         char* type_end = (char*)(intptr_t)ImStrchrRange(type_start, name_end, ']');
-         const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
-         if (!type_end || !name_start)
-         {
-            name_start = type_start; // Import legacy entries that have no type
-            type_start = "Window";
-         }
-         else
-         {
-            *type_end = 0; // Overwrite first ']' 
-            name_start++;  // Skip second '['
-         }
-         entry_handler = ImGui::FindSettingsHandler(type_start);
-         entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
-      }
-      else if (entry_handler != NULL && entry_data != NULL)
-      {
-         // Let type handler parse the line
-         entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
-      }
-   }
-   ImGui::MemFree(buf);
-   g.SettingsLoaded = true;
-}
-
-static void SaveIniSettingsToDisk(const char* ini_filename)
-{
-   ImGuiContext& g = *GImGui;
-   g.SettingsDirtyTimer = 0.0f;
-   if (!ini_filename)
-      return;
-
-   ImVector<char> buf;
-   SaveIniSettingsToMemory(buf);
-
-   FILE* f = ImFileOpen(ini_filename, "wt");
-   if (!f)
-      return;
-   fwrite(buf.Data, sizeof(char), (size_t)buf.Size, f);
-   fclose(f);
-}
-
-static void SaveIniSettingsToMemory(ImVector<char>& out_buf)
-{
-   ImGuiContext& g = *GImGui;
-   g.SettingsDirtyTimer = 0.0f;
-
-   ImGuiTextBuffer buf;
-   for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
-   {
-      ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n];
-      handler->WriteAllFn(&g, handler, &buf);
-   }
-
-   buf.Buf.pop_back(); // Remove extra zero-terminator used by ImGuiTextBuffer
-   out_buf.swap(buf.Buf);
-}
-
-void ImGui::MarkIniSettingsDirty()
-{
-   ImGuiContext& g = *GImGui;
-   if (g.SettingsDirtyTimer <= 0.0f)
-      g.SettingsDirtyTimer = g.IO.IniSavingRate;
-}
-
-static void MarkIniSettingsDirty(ImGuiWindow* window)
-{
-   ImGuiContext& g = *GImGui;
-   if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
-      if (g.SettingsDirtyTimer <= 0.0f)
-         g.SettingsDirtyTimer = g.IO.IniSavingRate;
+    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
+    ImGuiContext& g = *context;
+    if (g.IO.Fonts && g.FontAtlasOwnedByContext)
+    {
+        g.IO.Fonts->Locked = false;
+        IM_DELETE(g.IO.Fonts);
+    }
+    g.IO.Fonts = NULL;
+
+    // Cleanup of other data are conditional on actually having initialized Dear ImGui.
+    if (!g.Initialized)
+        return;
+
+    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
+    if (g.SettingsLoaded && g.IO.IniFilename != NULL)
+    {
+        ImGuiContext* backup_context = GImGui;
+        SetCurrentContext(context);
+        SaveIniSettingsToDisk(g.IO.IniFilename);
+        SetCurrentContext(backup_context);
+    }
+
+    // Notify hooked test engine, if any
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+    ImGuiTestEngineHook_Shutdown(context);
+#endif
+
+    // Clear everything else
+    for (int i = 0; i < g.Windows.Size; i++)
+        IM_DELETE(g.Windows[i]);
+    g.Windows.clear();
+    g.WindowsFocusOrder.clear();
+    g.WindowsTempSortBuffer.clear();
+    g.CurrentWindow = NULL;
+    g.CurrentWindowStack.clear();
+    g.WindowsById.Clear();
+    g.NavWindow = NULL;
+    g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL;
+    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
+    g.MovingWindow = NULL;
+    g.ColorModifiers.clear();
+    g.StyleModifiers.clear();
+    g.FontStack.clear();
+    g.OpenPopupStack.clear();
+    g.BeginPopupStack.clear();
+    g.DrawDataBuilder.ClearFreeMemory();
+    g.BackgroundDrawList._ClearFreeMemory();
+    g.ForegroundDrawList._ClearFreeMemory();
+
+    g.TabBars.Clear();
+    g.CurrentTabBarStack.clear();
+    g.ShrinkWidthBuffer.clear();
+
+    g.ClipboardHandlerData.clear();
+    g.MenusIdSubmittedThisFrame.clear();
+    g.InputTextState.ClearFreeMemory();
+
+    g.SettingsWindows.clear();
+    g.SettingsHandlers.clear();
+
+    if (g.LogFile)
+    {
+#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
+        if (g.LogFile != stdout)
+#endif
+            ImFileClose(g.LogFile);
+        g.LogFile = NULL;
+    }
+    g.LogBuffer.clear();
+
+    g.Initialized = false;
 }
 
@@ -3888,128 +4054,140 @@
 static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
 {
-   const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
-   const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
-   if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
-      return d;
-   if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
-      return d;
-   return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
-}
-
-static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
-{
-   out_sorted_windows->push_back(window);
-   if (window->Active)
-   {
-      int count = window->DC.ChildWindows.Size;
-      if (count > 1)
-         qsort(window->DC.ChildWindows.begin(), (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
-      for (int i = 0; i < count; i++)
-      {
-         ImGuiWindow* child = window->DC.ChildWindows[i];
-         if (child->Active)
-            AddWindowToSortedBuffer(out_sorted_windows, child);
-      }
-   }
+    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
+    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
+    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
+        return d;
+    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
+        return d;
+    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
+}
+
+static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
+{
+    out_sorted_windows->push_back(window);
+    if (window->Active)
+    {
+        int count = window->DC.ChildWindows.Size;
+        if (count > 1)
+            ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
+        for (int i = 0; i < count; i++)
+        {
+            ImGuiWindow* child = window->DC.ChildWindows[i];
+            if (child->Active)
+                AddWindowToSortBuffer(out_sorted_windows, child);
+        }
+    }
 }
 
 static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
 {
-   if (draw_list->CmdBuffer.empty())
-      return;
-
-   // Remove trailing command if unused
-   ImDrawCmd& last_cmd = draw_list->CmdBuffer.back();
-   if (last_cmd.ElemCount == 0 && last_cmd.UserCallback == NULL)
-   {
-      draw_list->CmdBuffer.pop_back();
-      if (draw_list->CmdBuffer.empty())
-         return;
-   }
-
-   // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. May trigger for you if you are using PrimXXX functions incorrectly.
-   IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
-   IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
-   IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
-
-   // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
-   // If this assert triggers because you are drawing lots of stuff manually:
-   // A) Make sure you are coarse clipping, because ImDrawList let all your vertices pass. You can use the Metrics window to inspect draw list contents.
-   // B) If you need/want meshes with more than 64K vertices, uncomment the '#define ImDrawIdx unsigned int' line in imconfig.h to set the index size to 4 bytes. 
-   //    You'll need to handle the 4-bytes indices to your renderer. For example, the OpenGL example code detect index size at compile-time by doing:
-   //      glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
-   //    Your own engine or render API may use different parameters or function calls to specify index sizes. 2 and 4 bytes indices are generally supported by most API.
-   // C) If for some reason you cannot use 4 bytes indices or don't want to, a workaround is to call BeginChild()/EndChild() before reaching the 64K limit to split your draw commands in multiple draw lists.
-   if (sizeof(ImDrawIdx) == 2)
-      IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
-
-   out_list->push_back(draw_list);
+    // Remove trailing command if unused.
+    // Technically we could return directly instead of popping, but this make things looks neat in Metrics window as well.
+    draw_list->_PopUnusedDrawCmd();
+    if (draw_list->CmdBuffer.Size == 0)
+        return;
+
+    // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
+    // May trigger for you if you are using PrimXXX functions incorrectly.
+    IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
+    IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
+    if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
+        IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
+
+    // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
+    // If this assert triggers because you are drawing lots of stuff manually:
+    // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
+    //   Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics window to inspect draw list contents.
+    // - If you want large meshes with more than 64K vertices, you can either:
+    //   (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
+    //       Most example back-ends already support this from 1.71. Pre-1.71 back-ends won't.
+    //       Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.
+    //   (B) Or handle 32-bit indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
+    //       Most example back-ends already support this. For example, the OpenGL example code detect index size at compile-time:
+    //         glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
+    //       Your own engine or render API may use different parameters or function calls to specify index sizes.
+    //       2 and 4 bytes indices are generally supported by most graphics API.
+    // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
+    //   the 64K limit to split your draw commands in multiple draw lists.
+    if (sizeof(ImDrawIdx) == 2)
+        IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
+
+    out_list->push_back(draw_list);
 }
 
 static void AddWindowToDrawData(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window)
 {
-   AddDrawListToDrawData(out_render_list, window->DrawList);
-   for (int i = 0; i < window->DC.ChildWindows.Size; i++)
-   {
-      ImGuiWindow* child = window->DC.ChildWindows[i];
-      if (child->Active && child->HiddenFrames == 0) // clipped children may have been marked not active
-         AddWindowToDrawData(out_render_list, child);
-   }
-}
-
-static void AddWindowToDrawDataSelectLayer(ImGuiWindow* window)
-{
-   ImGuiContext& g = *GImGui;
-   g.IO.MetricsActiveWindows++;
-   if (window->Flags & ImGuiWindowFlags_Tooltip)
-      AddWindowToDrawData(&g.DrawDataBuilder.Layers[1], window);
-   else
-      AddWindowToDrawData(&g.DrawDataBuilder.Layers[0], window);
+    ImGuiContext& g = *GImGui;
+    g.IO.MetricsRenderWindows++;
+    AddDrawListToDrawData(out_render_list, window->DrawList);
+    for (int i = 0; i < window->DC.ChildWindows.Size; i++)
+    {
+        ImGuiWindow* child = window->DC.ChildWindows[i];
+        if (IsWindowActiveAndVisible(child)) // clipped children may have been marked not active
+            AddWindowToDrawData(out_render_list, child);
+    }
+}
+
+// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
+static void AddRootWindowToDrawData(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
+    AddWindowToDrawData(&g.DrawDataBuilder.Layers[layer], window);
 }
 
 void ImDrawDataBuilder::FlattenIntoSingleLayer()
 {
-   int n = Layers[0].Size;
-   int size = n;
-   for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)
-      size += Layers[i].Size;
-   Layers[0].resize(size);
-   for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)
-   {
-      ImVector<ImDrawList*>& layer = Layers[layer_n];
-      if (layer.empty())
-         continue;
-      memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
-      n += layer.Size;
-      layer.resize(0);
-   }
-}
-
-static void SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* out_draw_data)
-{
-   out_draw_data->Valid = true;
-   out_draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
-   out_draw_data->CmdListsCount = draw_lists->Size;
-   out_draw_data->TotalVtxCount = out_draw_data->TotalIdxCount = 0;
-   for (int n = 0; n < draw_lists->Size; n++)
-   {
-      out_draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size;
-      out_draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size;
-   }
-}
-
-// When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result.
+    int n = Layers[0].Size;
+    int size = n;
+    for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)
+        size += Layers[i].Size;
+    Layers[0].resize(size);
+    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)
+    {
+        ImVector<ImDrawList*>& layer = Layers[layer_n];
+        if (layer.empty())
+            continue;
+        memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
+        n += layer.Size;
+        layer.resize(0);
+    }
+}
+
+static void SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* draw_data)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    draw_data->Valid = true;
+    draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
+    draw_data->CmdListsCount = draw_lists->Size;
+    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
+    draw_data->DisplayPos = ImVec2(0.0f, 0.0f);
+    draw_data->DisplaySize = io.DisplaySize;
+    draw_data->FramebufferScale = io.DisplayFramebufferScale;
+    for (int n = 0; n < draw_lists->Size; n++)
+    {
+        draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size;
+        draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size;
+    }
+}
+
+// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
+// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
+//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.
+// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
+//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the
+//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
 void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
 {
-   ImGuiWindow* window = GetCurrentWindow();
-   window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
-   window->ClipRect = window->DrawList->_ClipRectStack.back();
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
+    window->ClipRect = window->DrawList->_ClipRectStack.back();
 }
 
 void ImGui::PopClipRect()
 {
-   ImGuiWindow* window = GetCurrentWindow();
-   window->DrawList->PopClipRect();
-   window->ClipRect = window->DrawList->_ClipRectStack.back();
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DrawList->PopClipRect();
+    window->ClipRect = window->DrawList->_ClipRectStack.back();
 }
 
@@ -4017,510 +4195,207 @@
 void ImGui::EndFrame()
 {
-   ImGuiContext& g = *GImGui;
-   IM_ASSERT(g.Initialized);                       // Forgot to call ImGui::NewFrame()
-   if (g.FrameCountEnded == g.FrameCount)          // Don't process EndFrame() multiple times.
-      return;
-
-   // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
-   if (g.IO.ImeSetInputScreenPosFn && ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f)
-   {
-      g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y);
-      g.PlatformImeLastPos = g.PlatformImePos;
-   }
-
-   // Hide implicit "Debug" window if it hasn't been used
-   IM_ASSERT(g.CurrentWindowStack.Size == 1);    // Mismatched Begin()/End() calls
-   if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
-      g.CurrentWindow->Active = false;
-   End();
-
-   if (g.ActiveId == 0 && g.HoveredId == 0)
-   {
-      if (!g.NavWindow || !g.NavWindow->Appearing) // Unless we just made a window/popup appear
-      {
-         // Click to focus window and start moving (after we're done with all our widgets)
-         if (g.IO.MouseClicked[0])
-         {
-            if (g.HoveredRootWindow != NULL)
-            {
-               // Set ActiveId even if the _NoMove flag is set, without it dragging away from a window with _NoMove would activate hover on other windows.
-               FocusWindow(g.HoveredWindow);
-               SetActiveID(g.HoveredWindow->MoveId, g.HoveredWindow);
-               g.NavDisableHighlight = true;
-               g.ActiveIdClickOffset = g.IO.MousePos - g.HoveredRootWindow->Pos;
-               if (!(g.HoveredWindow->Flags & ImGuiWindowFlags_NoMove) && !(g.HoveredRootWindow->Flags & ImGuiWindowFlags_NoMove))
-                  g.MovingWindow = g.HoveredWindow;
-            }
-            else if (g.NavWindow != NULL && GetFrontMostPopupModal() == NULL)
-            {
-               // Clicking on void disable focus
-               FocusWindow(NULL);
-            }
-         }
-
-         // With right mouse button we close popups without changing focus
-         // (The left mouse button path calls FocusWindow which will lead NewFrame->ClosePopupsOverWindow to trigger)
-         if (g.IO.MouseClicked[1])
-         {
-            // Find the top-most window between HoveredWindow and the front most Modal Window.
-            // This is where we can trim the popup stack.
-            ImGuiWindow* modal = GetFrontMostPopupModal();
-            bool hovered_window_above_modal = false;
-            if (modal == NULL)
-               hovered_window_above_modal = true;
-            for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--)
-            {
-               ImGuiWindow* window = g.Windows[i];
-               if (window == modal)
-                  break;
-               if (window == g.HoveredWindow)
-                  hovered_window_above_modal = true;
-            }
-            ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal);
-         }
-      }
-   }
-
-   // Sort the window list so that all child windows are after their parent
-   // We cannot do that on FocusWindow() because childs may not exist yet
-   g.WindowsSortBuffer.resize(0);
-   g.WindowsSortBuffer.reserve(g.Windows.Size);
-   for (int i = 0; i != g.Windows.Size; i++)
-   {
-      ImGuiWindow* window = g.Windows[i];
-      if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
-         continue;
-      AddWindowToSortedBuffer(&g.WindowsSortBuffer, window);
-   }
-
-   IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size);  // we done something wrong
-   g.Windows.swap(g.WindowsSortBuffer);
-
-   // Clear Input data for next frame
-   g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
-   memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
-   memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs));
-
-   g.FrameCountEnded = g.FrameCount;
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.Initialized);
+
+    // Don't process EndFrame() multiple times.
+    if (g.FrameCountEnded == g.FrameCount)
+        return;
+    IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
+
+    ErrorCheckEndFrameSanityChecks();
+
+    // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
+    if (g.IO.ImeSetInputScreenPosFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f))
+    {
+        g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y);
+        g.PlatformImeLastPos = g.PlatformImePos;
+    }
+
+    // Hide implicit/fallback "Debug" window if it hasn't been used
+    g.WithinFrameScopeWithImplicitWindow = false;
+    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
+        g.CurrentWindow->Active = false;
+    End();
+
+    // Update navigation: CTRL+Tab, wrap-around requests
+    NavEndFrame();
+
+    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
+    if (g.DragDropActive)
+    {
+        bool is_delivered = g.DragDropPayload.Delivery;
+        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
+        if (is_delivered || is_elapsed)
+            ClearDragDrop();
+    }
+
+    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
+    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
+    {
+        g.DragDropWithinSource = true;
+        SetTooltip("...");
+        g.DragDropWithinSource = false;
+    }
+
+    // End frame
+    g.WithinFrameScope = false;
+    g.FrameCountEnded = g.FrameCount;
+
+    // Initiate moving window + handle left-click and right-click focus
+    UpdateMouseMovingWindowEndFrame();
+
+    // Sort the window list so that all child windows are after their parent
+    // We cannot do that on FocusWindow() because children may not exist yet
+    g.WindowsTempSortBuffer.resize(0);
+    g.WindowsTempSortBuffer.reserve(g.Windows.Size);
+    for (int i = 0; i != g.Windows.Size; i++)
+    {
+        ImGuiWindow* window = g.Windows[i];
+        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
+            continue;
+        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
+    }
+
+    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
+    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
+    g.Windows.swap(g.WindowsTempSortBuffer);
+    g.IO.MetricsActiveWindows = g.WindowsActiveCount;
+
+    // Unlock font atlas
+    g.IO.Fonts->Locked = false;
+
+    // Clear Input data for next frame
+    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
+    g.IO.InputQueueCharacters.resize(0);
+    memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs));
 }
 
 void ImGui::Render()
 {
-   ImGuiContext& g = *GImGui;
-   IM_ASSERT(g.Initialized);   // Forgot to call ImGui::NewFrame()
-
-   if (g.FrameCountEnded != g.FrameCount)
-      ImGui::EndFrame();
-   g.FrameCountRendered = g.FrameCount;
-
-   // Gather windows to render
-   g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsActiveWindows = 0;
-   g.DrawDataBuilder.Clear();
-   ImGuiWindow* window_to_render_front_most = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget : NULL;
-   for (int n = 0; n != g.Windows.Size; n++)
-   {
-      ImGuiWindow* window = g.Windows[n];
-      if (window->Active && window->HiddenFrames == 0 && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != window_to_render_front_most)
-         AddWindowToDrawDataSelectLayer(window);
-   }
-   if (window_to_render_front_most && window_to_render_front_most->Active && window_to_render_front_most->HiddenFrames == 0) // NavWindowingTarget is always temporarily displayed as the front-most window
-      AddWindowToDrawDataSelectLayer(window_to_render_front_most);
-   g.DrawDataBuilder.FlattenIntoSingleLayer();
-
-   // Draw software mouse cursor if requested
-   ImVec2 offset, size, uv[4];
-   if (g.IO.MouseDrawCursor && g.IO.Fonts->GetMouseCursorTexData(g.MouseCursor, &offset, &size, &uv[0], &uv[2]))
-   {
-      const ImVec2 pos = g.IO.MousePos - offset;
-      const ImTextureID tex_id = g.IO.Fonts->TexID;
-      const float sc = g.Style.MouseCursorScale;
-      g.OverlayDrawList.PushTextureID(tex_id);
-      g.OverlayDrawList.AddImage(tex_id, pos + ImVec2(1, 0)*sc, pos + ImVec2(1, 0)*sc + size * sc, uv[2], uv[3], IM_COL32(0, 0, 0, 48));        // Shadow
-      g.OverlayDrawList.AddImage(tex_id, pos + ImVec2(2, 0)*sc, pos + ImVec2(2, 0)*sc + size * sc, uv[2], uv[3], IM_COL32(0, 0, 0, 48));        // Shadow
-      g.OverlayDrawList.AddImage(tex_id, pos, pos + size * sc, uv[2], uv[3], IM_COL32(0, 0, 0, 255));       // Black border
-      g.OverlayDrawList.AddImage(tex_id, pos, pos + size * sc, uv[0], uv[1], IM_COL32(255, 255, 255, 255)); // White fill
-      g.OverlayDrawList.PopTextureID();
-   }
-   if (!g.OverlayDrawList.VtxBuffer.empty())
-      AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.OverlayDrawList);
-
-   // Setup ImDrawData structure for end-user
-   SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData);
-   g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount;
-   g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount;
-
-   // Render. If user hasn't set a callback then they may retrieve the draw data via GetDrawData()
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.Initialized);
+
+    if (g.FrameCountEnded != g.FrameCount)
+        EndFrame();
+    g.FrameCountRendered = g.FrameCount;
+    g.IO.MetricsRenderWindows = 0;
+    g.DrawDataBuilder.Clear();
+
+    // Add background ImDrawList
+    if (!g.BackgroundDrawList.VtxBuffer.empty())
+        AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList);
+
+    // Add ImDrawList to render
+    ImGuiWindow* windows_to_render_top_most[2];
+    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
+    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
+    for (int n = 0; n != g.Windows.Size; n++)
+    {
+        ImGuiWindow* window = g.Windows[n];
+        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
+            AddRootWindowToDrawData(window);
+    }
+    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
+        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
+            AddRootWindowToDrawData(windows_to_render_top_most[n]);
+    g.DrawDataBuilder.FlattenIntoSingleLayer();
+
+    // Draw software mouse cursor if requested
+    if (g.IO.MouseDrawCursor)
+        RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
+
+    // Add foreground ImDrawList
+    if (!g.ForegroundDrawList.VtxBuffer.empty())
+        AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList);
+
+    // Setup ImDrawData structure for end-user
+    SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData);
+    g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount;
+    g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount;
+
+    // (Legacy) Call the Render callback function. The current prefer way is to let the user retrieve GetDrawData() and call the render function themselves.
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-   if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
-      g.IO.RenderDrawListsFn(&g.DrawData);
+    if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
+        g.IO.RenderDrawListsFn(&g.DrawData);
 #endif
 }
 
-const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
-{
-   const char* text_display_end = text;
-   if (!text_end)
-      text_end = (const char*)-1;
-
-   while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
-      text_display_end++;
-   return text_display_end;
-}
-
-// Pass text data straight to log (without being displayed)
-void ImGui::LogText(const char* fmt, ...)
-{
-   ImGuiContext& g = *GImGui;
-   if (!g.LogEnabled)
-      return;
-
-   va_list args;
-   va_start(args, fmt);
-   if (g.LogFile)
-      vfprintf(g.LogFile, fmt, args);
-   else
-      g.LogClipboard->appendfv(fmt, args);
-   va_end(args);
-}
-
-// Internal version that takes a position to decide on newline placement and pad items according to their depth.
-// We split text into individual lines to add current tree level padding
-static void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-
-   if (!text_end)
-      text_end = ImGui::FindRenderedTextEnd(text, text_end);
-
-   const bool log_new_line = ref_pos && (ref_pos->y > window->DC.LogLinePosY + 1);
-   if (ref_pos)
-      window->DC.LogLinePosY = ref_pos->y;
-
-   const char* text_remaining = text;
-   if (g.LogStartDepth > window->DC.TreeDepth)  // Re-adjust padding if we have popped out of our starting depth
-      g.LogStartDepth = window->DC.TreeDepth;
-   const int tree_depth = (window->DC.TreeDepth - g.LogStartDepth);
-   for (;;)
-   {
-      // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry.
-      const char* line_end = text_remaining;
-      while (line_end < text_end)
-         if (*line_end == '\n')
+// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
+// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
+ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
+{
+    ImGuiContext& g = *GImGui;
+
+    const char* text_display_end;
+    if (hide_text_after_double_hash)
+        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
+    else
+        text_display_end = text_end;
+
+    ImFont* font = g.Font;
+    const float font_size = g.FontSize;
+    if (text == text_display_end)
+        return ImVec2(0.0f, font_size);
+    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
+
+    // Round
+    text_size.x = IM_FLOOR(text_size.x + 0.95f);
+
+    return text_size;
+}
+
+// Find window given position, search front-to-back
+// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
+// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
+// called, aka before the next Begin(). Moving window isn't affected.
+static void FindHoveredWindow()
+{
+    ImGuiContext& g = *GImGui;
+
+    ImGuiWindow* hovered_window = NULL;
+    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
+    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
+        hovered_window = g.MovingWindow;
+
+    ImVec2 padding_regular = g.Style.TouchExtraPadding;
+    ImVec2 padding_for_resize_from_edges = g.IO.ConfigWindowsResizeFromEdges ? ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)) : padding_regular;
+    for (int i = g.Windows.Size - 1; i >= 0; i--)
+    {
+        ImGuiWindow* window = g.Windows[i];
+        if (!window->Active || window->Hidden)
+            continue;
+        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
+            continue;
+
+        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
+        ImRect bb(window->OuterRectClipped);
+        if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize))
+            bb.Expand(padding_regular);
+        else
+            bb.Expand(padding_for_resize_from_edges);
+        if (!bb.Contains(g.IO.MousePos))
+            continue;
+
+        // Support for one rectangular hole in any given window
+        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
+        if (window->HitTestHoleSize.x != 0)
+        {
+            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
+            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
+            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))
+                continue;
+        }
+
+        if (hovered_window == NULL)
+            hovered_window = window;
+        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow))
+            hovered_window_ignoring_moving_window = window;
+        if (hovered_window && hovered_window_ignoring_moving_window)
             break;
-         else
-            line_end++;
-      if (line_end >= text_end)
-         line_end = NULL;
-
-      const bool is_first_line = (text == text_remaining);
-      bool is_last_line = false;
-      if (line_end == NULL)
-      {
-         is_last_line = true;
-         line_end = text_end;
-      }
-      if (line_end != NULL && !(is_last_line && (line_end - text_remaining) == 0))
-      {
-         const int char_count = (int)(line_end - text_remaining);
-         if (log_new_line || !is_first_line)
-            ImGui::LogText(IM_NEWLINE "%*s%.*s", tree_depth * 4, "", char_count, text_remaining);
-         else
-            ImGui::LogText(" %.*s", char_count, text_remaining);
-      }
-
-      if (is_last_line)
-         break;
-      text_remaining = line_end + 1;
-   }
-}
-
-// Internal ImGui functions to render text
-// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
-void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-
-   // Hide anything after a '##' string
-   const char* text_display_end;
-   if (hide_text_after_hash)
-   {
-      text_display_end = FindRenderedTextEnd(text, text_end);
-   }
-   else
-   {
-      if (!text_end)
-         text_end = text + strlen(text); // FIXME-OPT
-      text_display_end = text_end;
-   }
-
-   if (text != text_display_end)
-   {
-      window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
-      if (g.LogEnabled)
-         LogRenderedText(&pos, text, text_display_end);
-   }
-}
-
-void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-
-   if (!text_end)
-      text_end = text + strlen(text); // FIXME-OPT
-
-   if (text != text_end)
-   {
-      window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
-      if (g.LogEnabled)
-         LogRenderedText(&pos, text, text_end);
-   }
-}
-
-// Default clip_rect uses (pos_min,pos_max)
-// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
-void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
-{
-   // Hide anything after a '##' string
-   const char* text_display_end = FindRenderedTextEnd(text, text_end);
-   const int text_len = (int)(text_display_end - text);
-   if (text_len == 0)
-      return;
-
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-
-   // Perform CPU side clipping for single clipped element to avoid using scissor state
-   ImVec2 pos = pos_min;
-   const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
-
-   const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
-   const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
-   bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
-   if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
-      need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
-
-   // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
-   if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
-   if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
-
-   // Render
-   if (need_clipping)
-   {
-      ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
-      window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
-   }
-   else
-   {
-      window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
-   }
-   if (g.LogEnabled)
-      LogRenderedText(&pos, text, text_display_end);
-}
-
-// Render a rectangle shaped with optional rounding and borders
-void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-   window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
-   const float border_size = g.Style.FrameBorderSize;
-   if (border && border_size > 0.0f)
-   {
-      window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size);
-      window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
-   }
-}
-
-void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-   const float border_size = g.Style.FrameBorderSize;
-   if (border_size > 0.0f)
-   {
-      window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size);
-      window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
-   }
-}
-
-// Render a triangle to denote expanded/collapsed state
-void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-
-   const float h = g.FontSize * 1.00f;
-   float r = h * 0.40f * scale;
-   ImVec2 center = p_min + ImVec2(h * 0.50f, h * 0.50f * scale);
-
-   ImVec2 a, b, c;
-   switch (dir)
-   {
-   case ImGuiDir_Up:
-   case ImGuiDir_Down:
-      if (dir == ImGuiDir_Up) r = -r;
-      center.y -= r * 0.25f;
-      a = ImVec2(0, 1) * r;
-      b = ImVec2(-0.866f, -0.5f) * r;
-      c = ImVec2(+0.866f, -0.5f) * r;
-      break;
-   case ImGuiDir_Left:
-   case ImGuiDir_Right:
-      if (dir == ImGuiDir_Left) r = -r;
-      center.x -= r * 0.25f;
-      a = ImVec2(1, 0) * r;
-      b = ImVec2(-0.500f, +0.866f) * r;
-      c = ImVec2(-0.500f, -0.866f) * r;
-      break;
-   case ImGuiDir_None:
-   case ImGuiDir_COUNT:
-      IM_ASSERT(0);
-      break;
-   }
-
-   window->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text));
-}
-
-void ImGui::RenderBullet(ImVec2 pos)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-   window->DrawList->AddCircleFilled(pos, GImGui->FontSize*0.20f, GetColorU32(ImGuiCol_Text), 8);
-}
-
-void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-
-   float thickness = ImMax(sz / 5.0f, 1.0f);
-   sz -= thickness * 0.5f;
-   pos += ImVec2(thickness*0.25f, thickness*0.25f);
-
-   float third = sz / 3.0f;
-   float bx = pos.x + third;
-   float by = pos.y + sz - third * 0.5f;
-   window->DrawList->PathLineTo(ImVec2(bx - third, by - third));
-   window->DrawList->PathLineTo(ImVec2(bx, by));
-   window->DrawList->PathLineTo(ImVec2(bx + third * 2, by - third * 2));
-   window->DrawList->PathStroke(col, false, thickness);
-}
-
-void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
-{
-   ImGuiContext& g = *GImGui;
-   if (id != g.NavId)
-      return;
-   if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
-      return;
-   ImGuiWindow* window = ImGui::GetCurrentWindow();
-   if (window->DC.NavHideHighlightOneFrame)
-      return;
-
-   float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
-   ImRect display_rect = bb;
-   display_rect.ClipWith(window->ClipRect);
-   if (flags & ImGuiNavHighlightFlags_TypeDefault)
-   {
-      const float THICKNESS = 2.0f;
-      const float DISTANCE = 3.0f + THICKNESS * 0.5f;
-      display_rect.Expand(ImVec2(DISTANCE, DISTANCE));
-      bool fully_visible = window->ClipRect.Contains(display_rect);
-      if (!fully_visible)
-         window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
-      window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS*0.5f, THICKNESS*0.5f), display_rect.Max - ImVec2(THICKNESS*0.5f, THICKNESS*0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS);
-      if (!fully_visible)
-         window->DrawList->PopClipRect();
-   }
-   if (flags & ImGuiNavHighlightFlags_TypeThin)
-   {
-      window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, ~0, 1.0f);
-   }
-}
-
-// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
-// CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize)
-ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
-{
-   ImGuiContext& g = *GImGui;
-
-   const char* text_display_end;
-   if (hide_text_after_double_hash)
-      text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
-   else
-      text_display_end = text_end;
-
-   ImFont* font = g.Font;
-   const float font_size = g.FontSize;
-   if (text == text_display_end)
-      return ImVec2(0.0f, font_size);
-   ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
-
-   // Cancel out character spacing for the last character of a line (it is baked into glyph->AdvanceX field)
-   const float font_scale = font_size / font->FontSize;
-   const float character_spacing_x = 1.0f * font_scale;
-   if (text_size.x > 0.0f)
-      text_size.x -= character_spacing_x;
-   text_size.x = (float)(int)(text_size.x + 0.95f);
-
-   return text_size;
-}
-
-// Helper to calculate coarse clipping of large list of evenly sized items.
-// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern.
-// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX
-void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-   if (g.LogEnabled)
-   {
-      // If logging is active, do not perform any clipping
-      *out_items_display_start = 0;
-      *out_items_display_end = items_count;
-      return;
-   }
-   if (window->SkipItems)
-   {
-      *out_items_display_start = *out_items_display_end = 0;
-      return;
-   }
-
-   const ImVec2 pos = window->DC.CursorPos;
-   int start = (int)((window->ClipRect.Min.y - pos.y) / items_height);
-   int end = (int)((window->ClipRect.Max.y - pos.y) / items_height);
-   if (g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Up) // When performing a navigation request, ensure we have one item extra in the direction we are moving to
-      start--;
-   if (g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down)
-      end++;
-
-   start = ImClamp(start, 0, items_count);
-   end = ImClamp(end + 1, start, items_count);
-   *out_items_display_start = start;
-   *out_items_display_end = end;
-}
-
-// Find window given position, search front-to-back
-// FIXME: Note that we have a lag here because WindowRectClipped is updated in Begin() so windows moved by user via SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is called, aka before the next Begin(). Moving window thankfully isn't affected.
-static ImGuiWindow* FindHoveredWindow()
-{
-   ImGuiContext& g = *GImGui;
-   for (int i = g.Windows.Size - 1; i >= 0; i--)
-   {
-      ImGuiWindow* window = g.Windows[i];
-      if (!window->Active)
-         continue;
-      if (window->Flags & ImGuiWindowFlags_NoInputs)
-         continue;
-
-      // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
-      ImRect bb(window->WindowRectClipped.Min - g.Style.TouchExtraPadding, window->WindowRectClipped.Max + g.Style.TouchExtraPadding);
-      if (bb.Contains(g.IO.MousePos))
-         return window;
-   }
-   return NULL;
+    }
+
+    g.HoveredWindow = hovered_window;
+    g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
+    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
 }
 
@@ -4530,138 +4405,149 @@
 bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
 {
-   ImGuiContext& g = *GImGui;
-
-   // Clip
-   ImRect rect_clipped(r_min, r_max);
-   if (clip)
-      rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
-
-   // Expand for touch input
-   const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
-   return rect_for_touch.Contains(g.IO.MousePos);
-}
-
-static bool IsKeyPressedMap(ImGuiKey key, bool repeat)
-{
-   const int key_index = GImGui->IO.KeyMap[key];
-   return (key_index >= 0) ? ImGui::IsKeyPressed(key_index, repeat) : false;
+    ImGuiContext& g = *GImGui;
+
+    // Clip
+    ImRect rect_clipped(r_min, r_max);
+    if (clip)
+        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
+
+    // Expand for touch input
+    const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
+    if (!rect_for_touch.Contains(g.IO.MousePos))
+        return false;
+    return true;
 }
 
 int ImGui::GetKeyIndex(ImGuiKey imgui_key)
 {
-   IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT);
-   return GImGui->IO.KeyMap[imgui_key];
-}
-
-// Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]!
+    IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT);
+    ImGuiContext& g = *GImGui;
+    return g.IO.KeyMap[imgui_key];
+}
+
+// Note that dear imgui doesn't know the semantic of each entry of io.KeysDown[]!
+// Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]!
 bool ImGui::IsKeyDown(int user_key_index)
 {
-   if (user_key_index < 0) return false;
-   IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown));
-   return GImGui->IO.KeysDown[user_key_index];
-}
-
-int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate)
-{
-   if (t == 0.0f)
-      return 1;
-   if (t <= repeat_delay || repeat_rate <= 0.0f)
-      return 0;
-   const int count = (int)((t - repeat_delay) / repeat_rate) - (int)((t_prev - repeat_delay) / repeat_rate);
-   return (count > 0) ? count : 0;
+    if (user_key_index < 0)
+        return false;
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
+    return g.IO.KeysDown[user_key_index];
+}
+
+// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
+// t1 = current time (e.g.: g.Time)
+// An event is triggered at:
+//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N
+int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
+{
+    if (t1 == 0.0f)
+        return 1;
+    if (t0 >= t1)
+        return 0;
+    if (repeat_rate <= 0.0f)
+        return (t0 < repeat_delay) && (t1 >= repeat_delay);
+    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
+    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
+    const int count = count_t1 - count_t0;
+    return count;
 }
 
 int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate)
 {
-   ImGuiContext& g = *GImGui;
-   if (key_index < 0) return false;
-   IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
-   const float t = g.IO.KeysDownDuration[key_index];
-   return CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, repeat_delay, repeat_rate);
+    ImGuiContext& g = *GImGui;
+    if (key_index < 0)
+        return 0;
+    IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
+    const float t = g.IO.KeysDownDuration[key_index];
+    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
 }
 
 bool ImGui::IsKeyPressed(int user_key_index, bool repeat)
 {
-   ImGuiContext& g = *GImGui;
-   if (user_key_index < 0) return false;
-   IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
-   const float t = g.IO.KeysDownDuration[user_key_index];
-   if (t == 0.0f)
-      return true;
-   if (repeat && t > g.IO.KeyRepeatDelay)
-      return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
-   return false;
+    ImGuiContext& g = *GImGui;
+    if (user_key_index < 0)
+        return false;
+    IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
+    const float t = g.IO.KeysDownDuration[user_key_index];
+    if (t == 0.0f)
+        return true;
+    if (repeat && t > g.IO.KeyRepeatDelay)
+        return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
+    return false;
 }
 
 bool ImGui::IsKeyReleased(int user_key_index)
 {
-   ImGuiContext& g = *GImGui;
-   if (user_key_index < 0) return false;
-   IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
-   return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index];
-}
-
-bool ImGui::IsMouseDown(int button)
-{
-   ImGuiContext& g = *GImGui;
-   IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
-   return g.IO.MouseDown[button];
-}
-
-bool ImGui::IsAnyMouseDown()
-{
-   ImGuiContext& g = *GImGui;
-   for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
-      if (g.IO.MouseDown[n])
-         return true;
-   return false;
-}
-
-bool ImGui::IsMouseClicked(int button, bool repeat)
-{
-   ImGuiContext& g = *GImGui;
-   IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
-   const float t = g.IO.MouseDownDuration[button];
-   if (t == 0.0f)
-      return true;
-
-   if (repeat && t > g.IO.KeyRepeatDelay)
-   {
-      float delay = g.IO.KeyRepeatDelay, rate = g.IO.KeyRepeatRate;
-      if ((fmodf(t - delay, rate) > rate*0.5f) != (fmodf(t - delay - g.IO.DeltaTime, rate) > rate*0.5f))
-         return true;
-   }
-
-   return false;
-}
-
-bool ImGui::IsMouseReleased(int button)
-{
-   ImGuiContext& g = *GImGui;
-   IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
-   return g.IO.MouseReleased[button];
-}
-
-bool ImGui::IsMouseDoubleClicked(int button)
-{
-   ImGuiContext& g = *GImGui;
-   IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
-   return g.IO.MouseDoubleClicked[button];
-}
-
-bool ImGui::IsMouseDragging(int button, float lock_threshold)
-{
-   ImGuiContext& g = *GImGui;
-   IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
-   if (!g.IO.MouseDown[button])
-      return false;
-   if (lock_threshold < 0.0f)
-      lock_threshold = g.IO.MouseDragThreshold;
-   return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
+    ImGuiContext& g = *GImGui;
+    if (user_key_index < 0) return false;
+    IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
+    return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index];
+}
+
+bool ImGui::IsMouseDown(ImGuiMouseButton button)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    return g.IO.MouseDown[button];
+}
+
+bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    const float t = g.IO.MouseDownDuration[button];
+    if (t == 0.0f)
+        return true;
+
+    if (repeat && t > g.IO.KeyRepeatDelay)
+    {
+        // FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold.
+        int amount = CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.50f);
+        if (amount > 0)
+            return true;
+    }
+    return false;
+}
+
+bool ImGui::IsMouseReleased(ImGuiMouseButton button)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    return g.IO.MouseReleased[button];
+}
+
+bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    return g.IO.MouseDoubleClicked[button];
+}
+
+// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
+// [Internal] This doesn't test if the button is pressed
+bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    if (lock_threshold < 0.0f)
+        lock_threshold = g.IO.MouseDragThreshold;
+    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
+}
+
+bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    if (!g.IO.MouseDown[button])
+        return false;
+    return IsMouseDragPastThreshold(button, lock_threshold);
 }
 
 ImVec2 ImGui::GetMousePos()
 {
-   return GImGui->IO.MousePos;
+    ImGuiContext& g = *GImGui;
+    return g.IO.MousePos;
 }
 
@@ -4669,104 +4555,167 @@
 ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
 {
-   ImGuiContext& g = *GImGui;
-   if (g.CurrentPopupStack.Size > 0)
-      return g.OpenPopupStack[g.CurrentPopupStack.Size - 1].OpenMousePos;
-   return g.IO.MousePos;
-}
-
-// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position
+    ImGuiContext& g = *GImGui;
+    if (g.BeginPopupStack.Size > 0)
+        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
+    return g.IO.MousePos;
+}
+
+// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
 bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
 {
-   if (mouse_pos == NULL)
-      mouse_pos = &GImGui->IO.MousePos;
-   const float MOUSE_INVALID = -256000.0f;
-   return mouse_pos->x >= MOUSE_INVALID && mouse_pos->y >= MOUSE_INVALID;
-}
-
+    // The assert is only to silence a false-positive in XCode Static Analysis.
+    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
+    IM_ASSERT(GImGui != NULL);
+    const float MOUSE_INVALID = -256000.0f;
+    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
+    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
+}
+
+bool ImGui::IsAnyMouseDown()
+{
+    ImGuiContext& g = *GImGui;
+    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
+        if (g.IO.MouseDown[n])
+            return true;
+    return false;
+}
+
+// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
+// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
 // NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window.
-ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold)
-{
-   ImGuiContext& g = *GImGui;
-   IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
-   if (lock_threshold < 0.0f)
-      lock_threshold = g.IO.MouseDragThreshold;
-   if (g.IO.MouseDown[button])
-      if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
-         return g.IO.MousePos - g.IO.MouseClickedPos[button];     // Assume we can only get active with left-mouse button (at the moment).
-   return ImVec2(0.0f, 0.0f);
-}
-
-void ImGui::ResetMouseDragDelta(int button)
-{
-   ImGuiContext& g = *GImGui;
-   IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
-   // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
-   g.IO.MouseClickedPos[button] = g.IO.MousePos;
+ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    if (lock_threshold < 0.0f)
+        lock_threshold = g.IO.MouseDragThreshold;
+    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
+        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
+            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
+                return g.IO.MousePos - g.IO.MouseClickedPos[button];
+    return ImVec2(0.0f, 0.0f);
+}
+
+void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
+    g.IO.MouseClickedPos[button] = g.IO.MousePos;
 }
 
 ImGuiMouseCursor ImGui::GetMouseCursor()
 {
-   return GImGui->MouseCursor;
+    return GImGui->MouseCursor;
 }
 
 void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
 {
-   GImGui->MouseCursor = cursor_type;
+    GImGui->MouseCursor = cursor_type;
 }
 
 void ImGui::CaptureKeyboardFromApp(bool capture)
 {
-   GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0;
+    GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0;
 }
 
 void ImGui::CaptureMouseFromApp(bool capture)
 {
-   GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0;
+    GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0;
 }
 
 bool ImGui::IsItemActive()
 {
-   ImGuiContext& g = *GImGui;
-   if (g.ActiveId)
-   {
-      ImGuiWindow* window = g.CurrentWindow;
-      return g.ActiveId == window->DC.LastItemId;
-   }
-   return false;
+    ImGuiContext& g = *GImGui;
+    if (g.ActiveId)
+    {
+        ImGuiWindow* window = g.CurrentWindow;
+        return g.ActiveId == window->DC.LastItemId;
+    }
+    return false;
+}
+
+bool ImGui::IsItemActivated()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.ActiveId)
+    {
+        ImGuiWindow* window = g.CurrentWindow;
+        if (g.ActiveId == window->DC.LastItemId && g.ActiveIdPreviousFrame != window->DC.LastItemId)
+            return true;
+    }
+    return false;
+}
+
+bool ImGui::IsItemDeactivated()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDeactivated)
+        return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
+    return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId);
+}
+
+bool ImGui::IsItemDeactivatedAfterEdit()
+{
+    ImGuiContext& g = *GImGui;
+    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
 }
 
 bool ImGui::IsItemFocused()
 {
-   ImGuiContext& g = *GImGui;
-   return g.NavId && !g.NavDisableHighlight && g.NavId == g.CurrentWindow->DC.LastItemId;
-}
-
-bool ImGui::IsItemClicked(int mouse_button)
-{
-   return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_Default);
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId)
+        return false;
+    return true;
+}
+
+bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
+{
+    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
+}
+
+bool ImGui::IsItemToggledOpen()
+{
+    ImGuiContext& g = *GImGui;
+    return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
+}
+
+bool ImGui::IsItemToggledSelection()
+{
+    ImGuiContext& g = *GImGui;
+    return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
 }
 
 bool ImGui::IsAnyItemHovered()
 {
-   ImGuiContext& g = *GImGui;
-   return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
+    ImGuiContext& g = *GImGui;
+    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
 }
 
 bool ImGui::IsAnyItemActive()
 {
-   ImGuiContext& g = *GImGui;
-   return g.ActiveId != 0;
+    ImGuiContext& g = *GImGui;
+    return g.ActiveId != 0;
 }
 
 bool ImGui::IsAnyItemFocused()
 {
-   ImGuiContext& g = *GImGui;
-   return g.NavId != 0 && !g.NavDisableHighlight;
+    ImGuiContext& g = *GImGui;
+    return g.NavId != 0 && !g.NavDisableHighlight;
 }
 
 bool ImGui::IsItemVisible()
 {
-   ImGuiWindow* window = GetCurrentWindowRead();
-   return window->ClipRect.Overlaps(window->DC.LastItemRect);
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->ClipRect.Overlaps(window->DC.LastItemRect);
+}
+
+bool ImGui::IsItemEdited()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Edited) != 0;
 }
 
@@ -4774,443 +4723,139 @@
 void ImGui::SetItemAllowOverlap()
 {
-   ImGuiContext& g = *GImGui;
-   if (g.HoveredId == g.CurrentWindow->DC.LastItemId)
-      g.HoveredIdAllowOverlap = true;
-   if (g.ActiveId == g.CurrentWindow->DC.LastItemId)
-      g.ActiveIdAllowOverlap = true;
+    ImGuiContext& g = *GImGui;
+    if (g.HoveredId == g.CurrentWindow->DC.LastItemId)
+        g.HoveredIdAllowOverlap = true;
+    if (g.ActiveId == g.CurrentWindow->DC.LastItemId)
+        g.ActiveIdAllowOverlap = true;
 }
 
 ImVec2 ImGui::GetItemRectMin()
 {
-   ImGuiWindow* window = GetCurrentWindowRead();
-   return window->DC.LastItemRect.Min;
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.LastItemRect.Min;
 }
 
 ImVec2 ImGui::GetItemRectMax()
 {
-   ImGuiWindow* window = GetCurrentWindowRead();
-   return window->DC.LastItemRect.Max;
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.LastItemRect.Max;
 }
 
 ImVec2 ImGui::GetItemRectSize()
 {
-   ImGuiWindow* window = GetCurrentWindowRead();
-   return window->DC.LastItemRect.GetSize();
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.LastItemRect.GetSize();
 }
 
 static ImRect GetViewportRect()
 {
-   ImGuiContext& g = *GImGui;
-   if (g.IO.DisplayVisibleMin.x != g.IO.DisplayVisibleMax.x && g.IO.DisplayVisibleMin.y != g.IO.DisplayVisibleMax.y)
-      return ImRect(g.IO.DisplayVisibleMin, g.IO.DisplayVisibleMax);
-   return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
-}
-
-// Not exposed publicly as BeginTooltip() because bool parameters are evil. Let's see if other needs arise first.
-void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip)
-{
-   ImGuiContext& g = *GImGui;
-   char window_name[16];
-   ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
-   if (override_previous_tooltip)
-      if (ImGuiWindow* window = FindWindowByName(window_name))
-         if (window->Active)
-         {
-            // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
-            window->HiddenFrames = 1;
-            ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
-         }
-   ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoNav;
-   Begin(window_name, NULL, flags | extra_flags);
-}
-
-void ImGui::SetTooltipV(const char* fmt, va_list args)
-{
-   BeginTooltipEx(0, true);
-   TextV(fmt, args);
-   EndTooltip();
-}
-
-void ImGui::SetTooltip(const char* fmt, ...)
-{
-   va_list args;
-   va_start(args, fmt);
-   SetTooltipV(fmt, args);
-   va_end(args);
-}
-
-void ImGui::BeginTooltip()
-{
-   BeginTooltipEx(0, false);
-}
-
-void ImGui::EndTooltip()
-{
-   IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
-   End();
-}
-
-// Mark popup as open (toggle toward open state).
-// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
-// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
-// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
-void ImGui::OpenPopupEx(ImGuiID id)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* parent_window = g.CurrentWindow;
-   int current_stack_size = g.CurrentPopupStack.Size;
-   ImGuiPopupRef popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
-   popup_ref.PopupId = id;
-   popup_ref.Window = NULL;
-   popup_ref.ParentWindow = parent_window;
-   popup_ref.OpenFrameCount = g.FrameCount;
-   popup_ref.OpenParentId = parent_window->IDStack.back();
-   popup_ref.OpenMousePos = g.IO.MousePos;
-   popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
-
-   //printf("[%05d] OpenPopupEx(0x%08X)\n", g.FrameCount, id);
-   if (g.OpenPopupStack.Size < current_stack_size + 1)
-   {
-      g.OpenPopupStack.push_back(popup_ref);
-   }
-   else
-   {
-      // Close child popups if any
-      g.OpenPopupStack.resize(current_stack_size + 1);
-
-      // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
-      // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
-      // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand. 
-      if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
-         g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
-      else
-         g.OpenPopupStack[current_stack_size] = popup_ref;
-
-      // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
-      // This is equivalent to what ClosePopupToLevel() does.
-      //if (g.OpenPopupStack[current_stack_size].PopupId == id)
-      //    FocusWindow(parent_window);
-   }
-}
-
-void ImGui::OpenPopup(const char* str_id)
-{
-   ImGuiContext& g = *GImGui;
-   OpenPopupEx(g.CurrentWindow->GetID(str_id));
-}
-
-void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window)
-{
-   ImGuiContext& g = *GImGui;
-   if (g.OpenPopupStack.empty())
-      return;
-
-   // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
-   // Don't close our own child popup windows.
-   int n = 0;
-   if (ref_window)
-   {
-      for (n = 0; n < g.OpenPopupStack.Size; n++)
-      {
-         ImGuiPopupRef& popup = g.OpenPopupStack[n];
-         if (!popup.Window)
-            continue;
-         IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
-         if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
-            continue;
-
-         // Trim the stack if popups are not direct descendant of the reference window (which is often the NavWindow)
-         bool has_focus = false;
-         for (int m = n; m < g.OpenPopupStack.Size && !has_focus; m++)
-            has_focus = (g.OpenPopupStack[m].Window && g.OpenPopupStack[m].Window->RootWindow == ref_window->RootWindow);
-         if (!has_focus)
-            break;
-      }
-   }
-   if (n < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the block below
-      ClosePopupToLevel(n);
-}
-
-ImGuiWindow* ImGui::GetFrontMostPopupModal()
-{
-   ImGuiContext& g = *GImGui;
-   for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
-      if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
-         if (popup->Flags & ImGuiWindowFlags_Modal)
-            return popup;
-   return NULL;
-}
-
-static void ClosePopupToLevel(int remaining)
-{
-   IM_ASSERT(remaining >= 0);
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* focus_window = (remaining > 0) ? g.OpenPopupStack[remaining - 1].Window : g.OpenPopupStack[0].ParentWindow;
-   if (g.NavLayer == 0)
-      focus_window = NavRestoreLastChildNavWindow(focus_window);
-   ImGui::FocusWindow(focus_window);
-   focus_window->DC.NavHideHighlightOneFrame = true;
-   g.OpenPopupStack.resize(remaining);
-}
-
-void ImGui::ClosePopup(ImGuiID id)
-{
-   if (!IsPopupOpen(id))
-      return;
-   ImGuiContext& g = *GImGui;
-   ClosePopupToLevel(g.OpenPopupStack.Size - 1);
-}
-
-// Close the popup we have begin-ed into.
-void ImGui::CloseCurrentPopup()
-{
-   ImGuiContext& g = *GImGui;
-   int popup_idx = g.CurrentPopupStack.Size - 1;
-   if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.CurrentPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
-      return;
-   while (popup_idx > 0 && g.OpenPopupStack[popup_idx].Window && (g.OpenPopupStack[popup_idx].Window->Flags & ImGuiWindowFlags_ChildMenu))
-      popup_idx--;
-   ClosePopupToLevel(popup_idx);
-}
-
-bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags)
-{
-   ImGuiContext& g = *GImGui;
-   if (!IsPopupOpen(id))
-   {
-      g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values
-      return false;
-   }
-
-   char name[20];
-   if (extra_flags & ImGuiWindowFlags_ChildMenu)
-      ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.CurrentPopupStack.Size);    // Recycle windows based on depth
-   else
-      ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
-
-   bool is_open = Begin(name, NULL, extra_flags | ImGuiWindowFlags_Popup);
-   if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
-      EndPopup();
-
-   return is_open;
-}
-
-bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
-{
-   ImGuiContext& g = *GImGui;
-   if (g.OpenPopupStack.Size <= g.CurrentPopupStack.Size) // Early out for performance
-   {
-      g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values
-      return false;
-   }
-   return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
-}
-
-bool ImGui::IsPopupOpen(ImGuiID id)
-{
-   ImGuiContext& g = *GImGui;
-   return g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].PopupId == id;
-}
-
-bool ImGui::IsPopupOpen(const char* str_id)
-{
-   ImGuiContext& g = *GImGui;
-   return g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id);
-}
-
-bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-   const ImGuiID id = window->GetID(name);
-   if (!IsPopupOpen(id))
-   {
-      g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values
-      return false;
-   }
-
-   // Center modal windows by default
-   // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
-   if (g.NextWindowData.PosCond == 0)
-      SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
-
-   bool is_open = Begin(name, p_open, flags | ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings);
-   if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
-   {
-      EndPopup();
-      if (is_open)
-         ClosePopup(id);
-      return false;
-   }
-
-   return is_open;
-}
-
-static void NavProcessMoveRequestWrapAround(ImGuiWindow* window)
-{
-   ImGuiContext& g = *GImGui;
-   if (g.NavWindow == window && NavMoveRequestButNoResultYet())
-      if ((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) && g.NavMoveRequestForward == ImGuiNavForward_None && g.NavLayer == 0)
-      {
-         g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
-         ImGui::NavMoveRequestCancel();
-         g.NavWindow->NavRectRel[0].Min.y = g.NavWindow->NavRectRel[0].Max.y = ((g.NavMoveDir == ImGuiDir_Up) ? ImMax(window->SizeFull.y, window->SizeContents.y) : 0.0f) - window->Scroll.y;
-      }
-}
-
-void ImGui::EndPopup()
-{
-   ImGuiContext& g = *GImGui; (void)g;
-   IM_ASSERT(g.CurrentWindow->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
-   IM_ASSERT(g.CurrentPopupStack.Size > 0);
-
-   // Make all menus and popups wrap around for now, may need to expose that policy.
-   NavProcessMoveRequestWrapAround(g.CurrentWindow);
-
-   End();
-}
-
-bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button)
-{
-   ImGuiWindow* window = GImGui->CurrentWindow;
-   if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
-   {
-      ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
-      IM_ASSERT(id != 0);                                                  // However, you cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
-      OpenPopupEx(id);
-      return true;
-   }
-   return false;
-}
-
-// This is a helper to handle the simplest case of associating one named popup to one given widget.
-// You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
-// You can pass a NULL str_id to use the identifier of the last item.
-bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button)
-{
-   ImGuiWindow* window = GImGui->CurrentWindow;
-   ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
-   IM_ASSERT(id != 0);                                                  // However, you cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
-   if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
-      OpenPopupEx(id);
-   return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
-}
-
-bool ImGui::BeginPopupContextWindow(const char* str_id, int mouse_button, bool also_over_items)
-{
-   if (!str_id)
-      str_id = "window_context";
-   ImGuiID id = GImGui->CurrentWindow->GetID(str_id);
-   if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
-      if (also_over_items || !IsAnyItemHovered())
-         OpenPopupEx(id);
-   return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
-}
-
-bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button)
-{
-   if (!str_id)
-      str_id = "void_context";
-   ImGuiID id = GImGui->CurrentWindow->GetID(str_id);
-   if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
-      OpenPopupEx(id);
-   return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
-}
-
-static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* parent_window = ImGui::GetCurrentWindow();
-   ImGuiWindowFlags flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow;
-   flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove);  // Inherit the NoMove flag
-
-   const ImVec2 content_avail = ImGui::GetContentRegionAvail();
-   ImVec2 size = ImFloor(size_arg);
-   const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);
-   if (size.x <= 0.0f)
-      size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
-   if (size.y <= 0.0f)
-      size.y = ImMax(content_avail.y + size.y, 4.0f);
-
-   const float backup_border_size = g.Style.ChildBorderSize;
-   if (!border)
-      g.Style.ChildBorderSize = 0.0f;
-   flags |= extra_flags;
-
-   char title[256];
-   if (name)
-      ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s", parent_window->Name, name);
-   else
-      ImFormatString(title, IM_ARRAYSIZE(title), "%s/%08X", parent_window->Name, id);
-
-   ImGui::SetNextWindowSize(size);
-   bool ret = ImGui::Begin(title, NULL, flags);
-   ImGuiWindow* child_window = ImGui::GetCurrentWindow();
-   child_window->ChildId = id;
-   child_window->AutoFitChildAxises = auto_fit_axises;
-   g.Style.ChildBorderSize = backup_border_size;
-
-   // Process navigation-in immediately so NavInit can run on first frame
-   if (!(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll) && g.NavActivateId == id)
-   {
-      ImGui::FocusWindow(child_window);
-      ImGui::NavInitWindow(child_window, false);
-      ImGui::SetActiveID(id + 1, child_window); // Steal ActiveId with a dummy id so that key-press won't activate child item
-      g.ActiveIdSource = ImGuiInputSource_Nav;
-   }
-
-   return ret;
+    ImGuiContext& g = *GImGui;
+    return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
+}
+
+bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* parent_window = g.CurrentWindow;
+
+    flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow;
+    flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove);  // Inherit the NoMove flag
+
+    // Size
+    const ImVec2 content_avail = GetContentRegionAvail();
+    ImVec2 size = ImFloor(size_arg);
+    const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);
+    if (size.x <= 0.0f)
+        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
+    if (size.y <= 0.0f)
+        size.y = ImMax(content_avail.y + size.y, 4.0f);
+    SetNextWindowSize(size);
+
+    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
+    char title[256];
+    if (name)
+        ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s_%08X", parent_window->Name, name, id);
+    else
+        ImFormatString(title, IM_ARRAYSIZE(title), "%s/%08X", parent_window->Name, id);
+
+    const float backup_border_size = g.Style.ChildBorderSize;
+    if (!border)
+        g.Style.ChildBorderSize = 0.0f;
+    bool ret = Begin(title, NULL, flags);
+    g.Style.ChildBorderSize = backup_border_size;
+
+    ImGuiWindow* child_window = g.CurrentWindow;
+    child_window->ChildId = id;
+    child_window->AutoFitChildAxises = (ImS8)auto_fit_axises;
+
+    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
+    // While this is not really documented/defined, it seems that the expected thing to do.
+    if (child_window->BeginCount == 1)
+        parent_window->DC.CursorPos = child_window->Pos;
+
+    // Process navigation-in immediately so NavInit can run on first frame
+    if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll))
+    {
+        FocusWindow(child_window);
+        NavInitWindow(child_window, false);
+        SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
+        g.ActiveIdSource = ImGuiInputSource_Nav;
+    }
+    return ret;
 }
 
 bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
 {
-   ImGuiWindow* window = GetCurrentWindow();
-   return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags);
+    ImGuiWindow* window = GetCurrentWindow();
+    return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags);
 }
 
 bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
 {
-   IM_ASSERT(id != 0);
-   return BeginChildEx(NULL, id, size_arg, border, extra_flags);
+    IM_ASSERT(id != 0);
+    return BeginChildEx(NULL, id, size_arg, border, extra_flags);
 }
 
 void ImGui::EndChild()
 {
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-
-   IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() callss
-   if (window->BeginCount > 1)
-   {
-      End();
-   }
-   else
-   {
-      // When using auto-filling child window, we don't provide full width/height to ItemSize so that it doesn't feed back into automatic size-fitting.
-      ImVec2 sz = GetWindowSize();
-      if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f
-         sz.x = ImMax(4.0f, sz.x);
-      if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y))
-         sz.y = ImMax(4.0f, sz.y);
-      End();
-
-      ImGuiWindow* parent_window = g.CurrentWindow;
-      ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);
-      ItemSize(sz);
-      if ((window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened))
-      {
-         ItemAdd(bb, window->ChildId);
-         RenderNavHighlight(bb, window->ChildId);
-
-         // When browsing a window that has no activable items (scroll only) we keep a highlight on the child
-         if (window->DC.NavLayerActiveMask == 0 && window == g.NavWindow)
-            RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
-      }
-      else
-      {
-         // Not navigable into
-         ItemAdd(bb, 0);
-      }
-   }
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    IM_ASSERT(g.WithinEndChild == false);
+    IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls
+
+    g.WithinEndChild = true;
+    if (window->BeginCount > 1)
+    {
+        End();
+    }
+    else
+    {
+        ImVec2 sz = window->Size;
+        if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f
+            sz.x = ImMax(4.0f, sz.x);
+        if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y))
+            sz.y = ImMax(4.0f, sz.y);
+        End();
+
+        ImGuiWindow* parent_window = g.CurrentWindow;
+        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);
+        ItemSize(sz);
+        if ((window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened))
+        {
+            ItemAdd(bb, window->ChildId);
+            RenderNavHighlight(bb, window->ChildId);
+
+            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child
+            if (window->DC.NavLayerActiveMask == 0 && window == g.NavWindow)
+                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
+        }
+        else
+        {
+            // Not navigable into
+            ItemAdd(bb, 0);
+        }
+    }
+    g.WithinEndChild = false;
 }
 
@@ -5218,456 +4863,606 @@
 bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags)
 {
-   ImGuiContext& g = *GImGui;
-   const ImGuiStyle& style = g.Style;
-   PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
-   PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
-   PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
-   PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
-   return BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags);
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
+    PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
+    PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
+    PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
+    bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags);
+    PopStyleVar(3);
+    PopStyleColor();
+    return ret;
 }
 
 void ImGui::EndChildFrame()
 {
-   EndChild();
-   PopStyleVar(3);
-   PopStyleColor();
-}
-
-// Save and compare stack sizes on Begin()/End() to detect usage errors
-static void CheckStacksSize(ImGuiWindow* window, bool write)
-{
-   // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
-   ImGuiContext& g = *GImGui;
-   int* p_backup = &window->DC.StackSizesBackup[0];
-   { int current = window->IDStack.Size;       if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!");   p_backup++; }    // Too few or too many PopID()/TreePop()
-   { int current = window->DC.GroupStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!");                p_backup++; }    // Too few or too many EndGroup()
-   { int current = g.CurrentPopupStack.Size;   if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++; }// Too few or too many EndMenu()/EndPopup()
-                                                                                                                                                                                         // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
-   { int current = g.ColorModifiers.Size;      if (write) *p_backup = current; else IM_ASSERT(*p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!");       p_backup++; }    // Too few or too many PopStyleColor()
-   { int current = g.StyleModifiers.Size;      if (write) *p_backup = current; else IM_ASSERT(*p_backup >= current && "PushStyleVar/PopStyleVar Mismatch!");           p_backup++; }    // Too few or too many PopStyleVar()
-   { int current = g.FontStack.Size;           if (write) *p_backup = current; else IM_ASSERT(*p_backup >= current && "PushFont/PopFont Mismatch!");                   p_backup++; }    // Too few or too many PopFont()
-   IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));
-}
-
-enum ImGuiPopupPositionPolicy
-{
-   ImGuiPopupPositionPolicy_Default,
-   ImGuiPopupPositionPolicy_ComboBox
+    EndChild();
+}
+
+static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
+{
+    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);
+    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
+    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
+}
+
+ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
+}
+
+ImGuiWindow* ImGui::FindWindowByName(const char* name)
+{
+    ImGuiID id = ImHashStr(name);
+    return FindWindowByID(id);
+}
+
+static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
+{
+    window->Pos = ImFloor(ImVec2(settings->Pos.x, settings->Pos.y));
+    if (settings->Size.x > 0 && settings->Size.y > 0)
+        window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y));
+    window->Collapsed = settings->Collapsed;
+}
+
+static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
+
+    // Create window the first time
+    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
+    window->Flags = flags;
+    g.WindowsById.SetVoidPtr(window->ID, window);
+
+    // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
+    window->Pos = ImVec2(60, 60);
+
+    // User can disable loading and saving of settings. Tooltip and child windows also don't store settings.
+    if (!(flags & ImGuiWindowFlags_NoSavedSettings))
+        if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID))
+        {
+            // Retrieve settings from .ini file
+            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
+            SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
+            ApplyWindowSettings(window, settings);
+        }
+    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values
+
+    if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
+    {
+        window->AutoFitFramesX = window->AutoFitFramesY = 2;
+        window->AutoFitOnlyGrows = false;
+    }
+    else
+    {
+        if (window->Size.x <= 0.0f)
+            window->AutoFitFramesX = 2;
+        if (window->Size.y <= 0.0f)
+            window->AutoFitFramesY = 2;
+        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
+    }
+
+    g.WindowsFocusOrder.push_back(window);
+    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
+        g.Windows.push_front(window); // Quite slow but rare and only once
+    else
+        g.Windows.push_back(window);
+    return window;
+}
+
+static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
+    {
+        // Using -1,-1 on either X/Y axis to preserve the current size.
+        ImRect cr = g.NextWindowData.SizeConstraintRect;
+        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
+        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
+        if (g.NextWindowData.SizeCallback)
+        {
+            ImGuiSizeCallbackData data;
+            data.UserData = g.NextWindowData.SizeCallbackUserData;
+            data.Pos = window->Pos;
+            data.CurrentSize = window->SizeFull;
+            data.DesiredSize = new_size;
+            g.NextWindowData.SizeCallback(&data);
+            new_size = data.DesiredSize;
+        }
+        new_size.x = IM_FLOOR(new_size.x);
+        new_size.y = IM_FLOOR(new_size.y);
+    }
+
+    // Minimum size
+    if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
+    {
+        ImGuiWindow* window_for_height = window;
+        new_size = ImMax(new_size, g.Style.WindowMinSize);
+        new_size.y = ImMax(new_size.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
+    }
+    return new_size;
+}
+
+static ImVec2 CalcWindowContentSize(ImGuiWindow* window)
+{
+    if (window->Collapsed)
+        if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
+            return window->ContentSize;
+    if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
+        return window->ContentSize;
+
+    ImVec2 sz;
+    sz.x = IM_FLOOR((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
+    sz.y = IM_FLOOR((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
+    return sz;
+}
+
+static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiStyle& style = g.Style;
+    ImVec2 size_decorations = ImVec2(0.0f, window->TitleBarHeight() + window->MenuBarHeight());
+    ImVec2 size_pad = window->WindowPadding * 2.0f;
+    ImVec2 size_desired = size_contents + size_pad + size_decorations;
+    if (window->Flags & ImGuiWindowFlags_Tooltip)
+    {
+        // Tooltip always resize
+        return size_desired;
+    }
+    else
+    {
+        // Maximum window size is determined by the viewport size or monitor size
+        const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;
+        const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;
+        ImVec2 size_min = style.WindowMinSize;
+        if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
+            size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
+        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f));
+
+        // When the window cannot fit all contents (either because of constraints, either because screen is too small),
+        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
+        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
+        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
+        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
+        if (will_have_scrollbar_x)
+            size_auto_fit.y += style.ScrollbarSize;
+        if (will_have_scrollbar_y)
+            size_auto_fit.x += style.ScrollbarSize;
+        return size_auto_fit;
+    }
+}
+
+ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window)
+{
+    ImVec2 size_contents = CalcWindowContentSize(window);
+    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents);
+    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
+    return size_final;
+}
+
+static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags)
+{
+    if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
+        return ImGuiCol_PopupBg;
+    if (flags & ImGuiWindowFlags_ChildWindow)
+        return ImGuiCol_ChildBg;
+    return ImGuiCol_WindowBg;
+}
+
+static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
+{
+    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
+    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
+    ImVec2 size_expected = pos_max - pos_min;
+    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
+    *out_pos = pos_min;
+    if (corner_norm.x == 0.0f)
+        out_pos->x -= (size_constrained.x - size_expected.x);
+    if (corner_norm.y == 0.0f)
+        out_pos->y -= (size_constrained.y - size_expected.y);
+    *out_size = size_constrained;
+}
+
+struct ImGuiResizeGripDef
+{
+    ImVec2  CornerPosN;
+    ImVec2  InnerDir;
+    int     AngleMin12, AngleMax12;
 };
 
-static ImRect FindAllowedExtentRectForWindow(ImGuiWindow*)
-{
-   ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding;
-   ImRect r_screen = GetViewportRect();
-   r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
-   return r_screen;
-}
-
-// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
-// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
-static ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default)
-{
-   ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
-   //GImGui->OverlayDrawList.AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
-   //GImGui->OverlayDrawList.AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
-
-   // Combo Box policy (we want a connecting edge)
-   if (policy == ImGuiPopupPositionPolicy_ComboBox)
-   {
-      const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
-      for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
-      {
-         const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
-         if (n != -1 && dir == *last_dir) // Already tried this direction?
-            continue;
-         ImVec2 pos;
-         if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)
-         if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
-         if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
-         if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
-         if (!r_outer.Contains(ImRect(pos, pos + size)))
-            continue;
-         *last_dir = dir;
-         return pos;
-      }
-   }
-
-   // Default popup policy
-   const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
-   for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
-   {
-      const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
-      if (n != -1 && dir == *last_dir) // Already tried this direction?
-         continue;
-      float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
-      float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
-      if (avail_w < size.x || avail_h < size.y)
-         continue;
-      ImVec2 pos;
-      pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
-      pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
-      *last_dir = dir;
-      return pos;
-   }
-
-   // Fallback, try to keep within display
-   *last_dir = ImGuiDir_None;
-   ImVec2 pos = ref_pos;
-   pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
-   pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
-   return pos;
-}
-
-static ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window)
-{
-   ImGuiContext& g = *GImGui;
-
-   ImRect r_outer = FindAllowedExtentRectForWindow(window);
-   if (window->Flags & ImGuiWindowFlags_ChildMenu)
-   {
-      // Child menus typically request _any_ position within the parent menu item, and then our FindBestWindowPosForPopup() function will move the new menu outside the parent bounds.
-      // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
-      IM_ASSERT(g.CurrentWindow == window);
-      ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2];
-      float horizontal_overlap = g.Style.ItemSpacing.x;       // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
-      ImRect r_avoid;
-      if (parent_window->DC.MenuBarAppending)
-         r_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight());
-      else
-         r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
-      return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
-   }
-   if (window->Flags & ImGuiWindowFlags_Popup)
-   {
-      ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1);
-      return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
-   }
-   if (window->Flags & ImGuiWindowFlags_Tooltip)
-   {
-      // Position tooltip (always follows mouse)
-      float sc = g.Style.MouseCursorScale;
-      ImVec2 ref_pos = NavCalcPreferredRefPos();
-      ImRect r_avoid;
-      if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
-         r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
-      else
-         r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
-      ImVec2 pos = FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
-      if (window->AutoPosLastDirection == ImGuiDir_None)
-         pos = ref_pos + ImVec2(2, 2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
-      return pos;
-   }
-   IM_ASSERT(0);
-   return window->Pos;
-}
-
-static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
-{
-   window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags       & ~flags);
-   window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
-   window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
-}
-
-ImGuiWindow* ImGui::FindWindowByName(const char* name)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiID id = ImHash(name, 0);
-   return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
-}
-
-static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags)
-{
-   ImGuiContext& g = *GImGui;
-
-   // Create window the first time
-   ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
-   window->Flags = flags;
-   g.WindowsById.SetVoidPtr(window->ID, window);
-
-   // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
-   window->Pos = ImVec2(60, 60);
-
-   // User can disable loading and saving of settings. Tooltip and child windows also don't store settings.
-   if (!(flags & ImGuiWindowFlags_NoSavedSettings))
-   {
-      // Retrieve settings from .ini file
-      if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID))
-      {
-         SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
-         window->Pos = ImFloor(settings->Pos);
-         window->Collapsed = settings->Collapsed;
-         if (ImLengthSqr(settings->Size) > 0.00001f)
-            size = ImFloor(settings->Size);
-      }
-   }
-   window->Size = window->SizeFull = window->SizeFullAtLastBegin = size;
-
-   if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
-   {
-      window->AutoFitFramesX = window->AutoFitFramesY = 2;
-      window->AutoFitOnlyGrows = false;
-   }
-   else
-   {
-      if (window->Size.x <= 0.0f)
-         window->AutoFitFramesX = 2;
-      if (window->Size.y <= 0.0f)
-         window->AutoFitFramesY = 2;
-      window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
-   }
-
-   if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
-      g.Windows.insert(g.Windows.begin(), window); // Quite slow but rare and only once
-   else
-      g.Windows.push_back(window);
-   return window;
-}
-
-static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size)
-{
-   ImGuiContext& g = *GImGui;
-   if (g.NextWindowData.SizeConstraintCond != 0)
-   {
-      // Using -1,-1 on either X/Y axis to preserve the current size.
-      ImRect cr = g.NextWindowData.SizeConstraintRect;
-      new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
-      new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
-      if (g.NextWindowData.SizeCallback)
-      {
-         ImGuiSizeCallbackData data;
-         data.UserData = g.NextWindowData.SizeCallbackUserData;
-         data.Pos = window->Pos;
-         data.CurrentSize = window->SizeFull;
-         data.DesiredSize = new_size;
-         g.NextWindowData.SizeCallback(&data);
-         new_size = data.DesiredSize;
-      }
-   }
-
-   // Minimum size
-   if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
-   {
-      new_size = ImMax(new_size, g.Style.WindowMinSize);
-      new_size.y = ImMax(new_size.y, window->TitleBarHeight() + window->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
-   }
-   return new_size;
-}
-
-static ImVec2 CalcSizeContents(ImGuiWindow* window)
-{
-   ImVec2 sz;
-   sz.x = (float)(int)((window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : (window->DC.CursorMaxPos.x - window->Pos.x + window->Scroll.x));
-   sz.y = (float)(int)((window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : (window->DC.CursorMaxPos.y - window->Pos.y + window->Scroll.y));
-   return sz + window->WindowPadding;
-}
-
-static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiStyle& style = g.Style;
-   if (window->Flags & ImGuiWindowFlags_Tooltip)
-   {
-      // Tooltip always resize
-      return size_contents;
-   }
-   else
-   {
-      // When the window cannot fit all contents (either because of constraints, either because screen is too small): we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than DisplaySize-WindowPadding.
-      ImVec2 size_auto_fit = ImClamp(size_contents, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - g.Style.DisplaySafeAreaPadding * 2.0f));
-      ImVec2 size_auto_fit_after_constraint = CalcSizeAfterConstraint(window, size_auto_fit);
-      if (size_auto_fit_after_constraint.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar))
-         size_auto_fit.y += style.ScrollbarSize;
-      if (size_auto_fit_after_constraint.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar))
-         size_auto_fit.x += style.ScrollbarSize;
-      return size_auto_fit;
-   }
-}
-
-static float GetScrollMaxX(ImGuiWindow* window)
-{
-   return ImMax(0.0f, window->SizeContents.x - (window->SizeFull.x - window->ScrollbarSizes.x));
-}
-
-static float GetScrollMaxY(ImGuiWindow* window)
-{
-   return ImMax(0.0f, window->SizeContents.y - (window->SizeFull.y - window->ScrollbarSizes.y));
-}
-
-static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
-{
-   ImVec2 scroll = window->Scroll;
-   float cr_x = window->ScrollTargetCenterRatio.x;
-   float cr_y = window->ScrollTargetCenterRatio.y;
-   if (window->ScrollTarget.x < FLT_MAX)
-      scroll.x = window->ScrollTarget.x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x);
-   if (window->ScrollTarget.y < FLT_MAX)
-      scroll.y = window->ScrollTarget.y - (1.0f - cr_y) * (window->TitleBarHeight() + window->MenuBarHeight()) - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y);
-   scroll = ImMax(scroll, ImVec2(0.0f, 0.0f));
-   if (!window->Collapsed && !window->SkipItems)
-   {
-      scroll.x = ImMin(scroll.x, GetScrollMaxX(window));
-      scroll.y = ImMin(scroll.y, GetScrollMaxY(window));
-   }
-   return scroll;
-}
-
-static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags)
-{
-   if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
-      return ImGuiCol_PopupBg;
-   if (flags & ImGuiWindowFlags_ChildWindow)
-      return ImGuiCol_ChildBg;
-   return ImGuiCol_WindowBg;
-}
-
-static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
-{
-   ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
-   ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
-   ImVec2 size_expected = pos_max - pos_min;
-   ImVec2 size_constrained = CalcSizeAfterConstraint(window, size_expected);
-   *out_pos = pos_min;
-   if (corner_norm.x == 0.0f)
-      out_pos->x -= (size_constrained.x - size_expected.x);
-   if (corner_norm.y == 0.0f)
-      out_pos->y -= (size_constrained.y - size_expected.y);
-   *out_size = size_constrained;
-}
-
-struct ImGuiResizeGripDef
-{
-   ImVec2  CornerPos;
-   ImVec2  InnerDir;
-   int     AngleMin12, AngleMax12;
+static const ImGuiResizeGripDef resize_grip_def[4] =
+{
+    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right
+    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left
+    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused)
+    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }, // Upper-right (Unused)
 };
 
-const ImGuiResizeGripDef resize_grip_def[4] =
-{
-   { ImVec2(1,1), ImVec2(-1,-1), 0, 3 }, // Lower right
-{ ImVec2(0,1), ImVec2(+1,-1), 3, 6 }, // Lower left
-{ ImVec2(0,0), ImVec2(+1,+1), 6, 9 }, // Upper left
-{ ImVec2(1,0), ImVec2(-1,+1), 9,12 }, // Upper right
+struct ImGuiResizeBorderDef
+{
+    ImVec2 InnerDir;
+    ImVec2 CornerPosN1, CornerPosN2;
+    float  OuterAngle;
 };
 
-static ImRect GetBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
-{
-   ImRect rect = window->Rect();
-   if (thickness == 0.0f) rect.Max -= ImVec2(1, 1);
-   if (border_n == 0) return ImRect(rect.Min.x + perp_padding, rect.Min.y, rect.Max.x - perp_padding, rect.Min.y + thickness);
-   if (border_n == 1) return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x, rect.Max.y - perp_padding);
-   if (border_n == 2) return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y);
-   if (border_n == 3) return ImRect(rect.Min.x, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding);
-   IM_ASSERT(0);
-   return ImRect();
+static const ImGuiResizeBorderDef resize_border_def[4] =
+{
+    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Top
+    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
+    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }, // Bottom
+    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f } // Left
+};
+
+static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
+{
+    ImRect rect = window->Rect();
+    if (thickness == 0.0f) rect.Max -= ImVec2(1, 1);
+    if (border_n == 0) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    } // Top
+    if (border_n == 1) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); } // Right
+    if (border_n == 2) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    } // Bottom
+    if (border_n == 3) { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); } // Left
+    IM_ASSERT(0);
+    return ImRect();
+}
+
+// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
+// 4..7: borders (Top, Right, Bottom, Left)
+ImGuiID ImGui::GetWindowResizeID(ImGuiWindow* window, int n)
+{
+    IM_ASSERT(n >= 0 && n <= 7);
+    ImGuiID id = window->ID;
+    id = ImHashStr("#RESIZE", 0, id);
+    id = ImHashData(&n, sizeof(int), id);
+    return id;
 }
 
 // Handle resize for: Resize Grips, Borders, Gamepad
-static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4])
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindowFlags flags = window->Flags;
-   if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
-      return;
-
-   const int resize_border_count = (flags & ImGuiWindowFlags_ResizeFromAnySide) ? 4 : 0;
-   const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f);
-   const float grip_hover_size = (float)(int)(grip_draw_size * 0.75f);
-
-   ImVec2 pos_target(FLT_MAX, FLT_MAX);
-   ImVec2 size_target(FLT_MAX, FLT_MAX);
-
-   // Manual resize grips
-   PushID("#RESIZE");
-   for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
-   {
-      const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
-      const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPos);
-
-      // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
-      ImRect resize_rect(corner, corner + grip.InnerDir * grip_hover_size);
-      if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
-      if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
-      bool hovered, held;
-      ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
-      if (hovered || held)
-         g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
-
-      if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0)
-      {
-         // Manual auto-fit when double-clicking
-         size_target = CalcSizeAfterConstraint(window, size_auto_fit);
-         ClearActiveID();
-      }
-      else if (held)
-      {
-         // Resize from any of the four corners
-         // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
-         ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + resize_rect.GetSize() * grip.CornerPos; // Corner of the window corresponding to our corner grip
-         CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPos, &pos_target, &size_target);
-      }
-      if (resize_grip_n == 0 || held || hovered)
-         resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
-   }
-   for (int border_n = 0; border_n < resize_border_count; border_n++)
-   {
-      const float BORDER_SIZE = 5.0f;          // FIXME: Only works _inside_ window because of HoveredWindow check.
-      const float BORDER_APPEAR_TIMER = 0.05f; // Reduce visual noise
-      bool hovered, held;
-      ImRect border_rect = GetBorderRect(window, border_n, grip_hover_size, BORDER_SIZE);
-      ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren);
-      if ((hovered && g.HoveredIdTimer > BORDER_APPEAR_TIMER) || held)
-      {
-         g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
-         if (held) *border_held = border_n;
-      }
-      if (held)
-      {
-         ImVec2 border_target = window->Pos;
-         ImVec2 border_posn;
-         if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y); }
-         if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + BORDER_SIZE); }
-         if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + BORDER_SIZE); }
-         if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x); }
-         CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target);
-      }
-   }
-   PopID();
-
-   // Navigation resize (keyboard/gamepad)
-   if (g.NavWindowingTarget == window)
-   {
-      ImVec2 nav_resize_delta;
-      if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift)
-         nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
-      if (g.NavInputSource == ImGuiInputSource_NavGamepad)
-         nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down);
-      if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
-      {
-         const float NAV_RESIZE_SPEED = 600.0f;
-         nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
-         g.NavWindowingToggleLayer = false;
-         g.NavDisableMouseHover = true;
-         resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
-         // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
-         size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta);
-      }
-   }
-
-   // Apply back modified position/size to window
-   if (size_target.x != FLT_MAX)
-   {
-      window->SizeFull = size_target;
-      MarkIniSettingsDirty(window);
-   }
-   if (pos_target.x != FLT_MAX)
-   {
-      window->Pos = ImFloor(pos_target);
-      MarkIniSettingsDirty(window);
-   }
-
-   window->Size = window->SizeFull;
-}
-
-// Push a new ImGui window to add widgets to.
+// Return true when using auto-fit (double click on resize grip)
+static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindowFlags flags = window->Flags;
+
+    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
+        return false;
+    if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window.
+        return false;
+
+    bool ret_auto_fit = false;
+    const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;
+    const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
+    const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f);
+    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f;
+
+    ImVec2 pos_target(FLT_MAX, FLT_MAX);
+    ImVec2 size_target(FLT_MAX, FLT_MAX);
+
+    // Resize grips and borders are on layer 1
+    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
+
+    // Manual resize grips
+    PushID("#RESIZE");
+    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
+    {
+        const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
+        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
+
+        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
+        ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size);
+        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
+        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
+        bool hovered, held;
+        ButtonBehavior(resize_rect, window->GetID(resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
+        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
+        if (hovered || held)
+            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
+
+        if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0)
+        {
+            // Manual auto-fit when double-clicking
+            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
+            ret_auto_fit = true;
+            ClearActiveID();
+        }
+        else if (held)
+        {
+            // Resize from any of the four corners
+            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
+            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(grip.InnerDir * grip_hover_outer_size, grip.InnerDir * -grip_hover_inner_size, grip.CornerPosN); // Corner of the window corresponding to our corner grip
+            ImVec2 clamp_min = ImVec2(grip.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, grip.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX);
+            ImVec2 clamp_max = ImVec2(grip.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, grip.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX);
+            corner_target = ImClamp(corner_target, clamp_min, clamp_max);
+            CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target);
+        }
+        if (resize_grip_n == 0 || held || hovered)
+            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
+    }
+    for (int border_n = 0; border_n < resize_border_count; border_n++)
+    {
+        bool hovered, held;
+        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS);
+        ButtonBehavior(border_rect, window->GetID(border_n + 4), &hovered, &held, ImGuiButtonFlags_FlattenChildren);
+        //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
+        if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
+        {
+            g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
+            if (held)
+                *border_held = border_n;
+        }
+        if (held)
+        {
+            ImVec2 border_target = window->Pos;
+            ImVec2 border_posn;
+            if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Top
+            if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Right
+            if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Bottom
+            if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Left
+            ImVec2 clamp_min = ImVec2(border_n == 1 ? visibility_rect.Min.x : -FLT_MAX, border_n == 2 ? visibility_rect.Min.y : -FLT_MAX);
+            ImVec2 clamp_max = ImVec2(border_n == 3 ? visibility_rect.Max.x : +FLT_MAX, border_n == 0 ? visibility_rect.Max.y : +FLT_MAX);
+            border_target = ImClamp(border_target, clamp_min, clamp_max);
+            CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target);
+        }
+    }
+    PopID();
+
+    // Restore nav layer
+    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+
+    // Navigation resize (keyboard/gamepad)
+    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)
+    {
+        ImVec2 nav_resize_delta;
+        if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift)
+            nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
+        if (g.NavInputSource == ImGuiInputSource_NavGamepad)
+            nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down);
+        if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
+        {
+            const float NAV_RESIZE_SPEED = 600.0f;
+            nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
+            nav_resize_delta = ImMax(nav_resize_delta, visibility_rect.Min - window->Pos - window->Size);
+            g.NavWindowingToggleLayer = false;
+            g.NavDisableMouseHover = true;
+            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
+            // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
+            size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta);
+        }
+    }
+
+    // Apply back modified position/size to window
+    if (size_target.x != FLT_MAX)
+    {
+        window->SizeFull = size_target;
+        MarkIniSettingsDirty(window);
+    }
+    if (pos_target.x != FLT_MAX)
+    {
+        window->Pos = ImFloor(pos_target);
+        MarkIniSettingsDirty(window);
+    }
+
+    window->Size = window->SizeFull;
+    return ret_auto_fit;
+}
+
+static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility_rect)
+{
+    ImGuiContext& g = *GImGui;
+    ImVec2 size_for_clamping = window->Size;
+    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
+        size_for_clamping.y = window->TitleBarHeight();
+    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
+}
+
+static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    float rounding = window->WindowRounding;
+    float border_size = window->WindowBorderSize;
+    if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
+        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
+
+    int border_held = window->ResizeBorderHeld;
+    if (border_held != -1)
+    {
+        const ImGuiResizeBorderDef& def = resize_border_def[border_held];
+        ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f);
+        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
+        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
+        window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), false, ImMax(2.0f, border_size)); // Thicker than usual
+    }
+    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
+    {
+        float y = window->Pos.y + window->TitleBarHeight() - 1;
+        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);
+    }
+}
+
+// Draw background and borders
+// Draw and handle scrollbars
+void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiStyle& style = g.Style;
+    ImGuiWindowFlags flags = window->Flags;
+
+    // Ensure that ScrollBar doesn't read last frame's SkipItems
+    IM_ASSERT(window->BeginCount == 0);
+    window->SkipItems = false;
+
+    // Draw window + handle manual resize
+    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame.
+    const float window_rounding = window->WindowRounding;
+    const float window_border_size = window->WindowBorderSize;
+    if (window->Collapsed)
+    {
+        // Title bar only
+        float backup_border_size = style.FrameBorderSize;
+        g.Style.FrameBorderSize = window->WindowBorderSize;
+        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
+        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
+        g.Style.FrameBorderSize = backup_border_size;
+    }
+    else
+    {
+        // Window background
+        if (!(flags & ImGuiWindowFlags_NoBackground))
+        {
+            ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags));
+            bool override_alpha = false;
+            float alpha = 1.0f;
+            if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
+            {
+                alpha = g.NextWindowData.BgAlphaVal;
+                override_alpha = true;
+            }
+            if (override_alpha)
+                bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
+            window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
+        }
+
+        // Title bar
+        if (!(flags & ImGuiWindowFlags_NoTitleBar))
+        {
+            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
+            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top);
+        }
+
+        // Menu bar
+        if (flags & ImGuiWindowFlags_MenuBar)
+        {
+            ImRect menu_bar_rect = window->MenuBarRect();
+            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
+            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top);
+            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
+                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
+        }
+
+        // Scrollbars
+        if (window->ScrollbarX)
+            Scrollbar(ImGuiAxis_X);
+        if (window->ScrollbarY)
+            Scrollbar(ImGuiAxis_Y);
+
+        // Render resize grips (after their input handling so we don't have a frame of latency)
+        if (!(flags & ImGuiWindowFlags_NoResize))
+        {
+            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
+            {
+                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
+                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
+                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
+                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
+                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
+                window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]);
+            }
+        }
+
+        // Borders
+        RenderWindowOuterBorders(window);
+    }
+}
+
+// Render title text, collapse button, close button
+void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiStyle& style = g.Style;
+    ImGuiWindowFlags flags = window->Flags;
+
+    const bool has_close_button = (p_open != NULL);
+    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
+
+    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
+    const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
+    window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
+    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
+
+    // Layout buttons
+    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
+    float pad_l = style.FramePadding.x;
+    float pad_r = style.FramePadding.x;
+    float button_sz = g.FontSize;
+    ImVec2 close_button_pos;
+    ImVec2 collapse_button_pos;
+    if (has_close_button)
+    {
+        pad_r += button_sz;
+        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
+    }
+    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
+    {
+        pad_r += button_sz;
+        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
+    }
+    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
+    {
+        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y);
+        pad_l += button_sz;
+    }
+
+    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
+    if (has_collapse_button)
+        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos))
+            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
+
+    // Close button
+    if (has_close_button)
+        if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
+            *p_open = false;
+
+    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+    window->DC.ItemFlags = item_flags_backup;
+
+    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
+    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
+    const char* UNSAVED_DOCUMENT_MARKER = "*";
+    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f;
+    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
+
+    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
+    // while uncentered title text will still reach edges correct.
+    if (pad_l > style.FramePadding.x)
+        pad_l += g.Style.ItemInnerSpacing.x;
+    if (pad_r > style.FramePadding.x)
+        pad_r += g.Style.ItemInnerSpacing.x;
+    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
+    {
+        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
+        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
+        pad_l = ImMax(pad_l, pad_extend * centerness);
+        pad_r = ImMax(pad_r, pad_extend * centerness);
+    }
+
+    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
+    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, layout_r.Max.x + g.Style.ItemInnerSpacing.x, layout_r.Max.y);
+    //if (g.IO.KeyCtrl) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
+    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
+    if (flags & ImGuiWindowFlags_UnsavedDocument)
+    {
+        ImVec2 marker_pos = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f);
+        ImVec2 off = ImVec2(0.0f, IM_FLOOR(-g.FontSize * 0.25f));
+        RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r);
+    }
+}
+
+void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
+{
+    window->ParentWindow = parent_window;
+    window->RootWindow = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
+    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
+        window->RootWindow = parent_window->RootWindow;
+    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
+        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
+    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
+    {
+        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
+        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
+    }
+}
+
+// Push a new Dear ImGui window to add widgets to.
 // - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
 // - Begin/End can be called multiple times during the frame with the same window name to append content.
@@ -5678,765 +5473,712 @@
 bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
 {
-   ImGuiContext& g = *GImGui;
-   const ImGuiStyle& style = g.Style;
-   IM_ASSERT(name != NULL);                        // Window name required
-   IM_ASSERT(g.Initialized);                       // Forgot to call ImGui::NewFrame()
-   IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
-
-                                                   // Find or create
-   ImGuiWindow* window = FindWindowByName(name);
-   const bool window_just_created = (window == NULL);
-   if (window_just_created)
-   {
-      ImVec2 size_on_first_use = (g.NextWindowData.SizeCond != 0) ? g.NextWindowData.SizeVal : ImVec2(0.0f, 0.0f); // Any condition flag will do since we are creating a new window here.
-      window = CreateNewWindow(name, size_on_first_use, flags);
-   }
-
-   // Automatically disable manual moving/resizing when NoInputs is set
-   if (flags & ImGuiWindowFlags_NoInputs)
-      flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
-
-   if (flags & ImGuiWindowFlags_NavFlattened)
-      IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
-
-   const int current_frame = g.FrameCount;
-   const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
-   if (first_begin_of_the_frame)
-      window->Flags = (ImGuiWindowFlags)flags;
-   else
-      flags = window->Flags;
-
-   // Update the Appearing flag
-   bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1);   // Not using !WasActive because the implicit "Debug" window would always toggle off->on
-   const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFrames > 0);
-   if (flags & ImGuiWindowFlags_Popup)
-   {
-      ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size];
-      window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
-      window_just_activated_by_user |= (window != popup_ref.Window);
-   }
-   window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize);
-   window->CloseButton = (p_open != NULL);
-   if (window->Appearing)
-      SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
-
-   // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
-   ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back();
-   ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
-   IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
-
-   // Add to stack
-   g.CurrentWindowStack.push_back(window);
-   SetCurrentWindow(window);
-   CheckStacksSize(window, true);
-   if (flags & ImGuiWindowFlags_Popup)
-   {
-      ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size];
-      popup_ref.Window = window;
-      g.CurrentPopupStack.push_back(popup_ref);
-      window->PopupId = popup_ref.PopupId;
-   }
-
-   if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow))
-      window->NavLastIds[0] = 0;
-
-   // Process SetNextWindow***() calls
-   bool window_pos_set_by_api = false;
-   bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
-   if (g.NextWindowData.PosCond)
-   {
-      window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
-      if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
-      {
-         // May be processed on the next frame if this is our first frame and we are measuring size
-         // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
-         window->SetWindowPosVal = g.NextWindowData.PosVal;
-         window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
-         window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
-      }
-      else
-      {
-         SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
-      }
-   }
-   if (g.NextWindowData.SizeCond)
-   {
-      window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
-      window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
-      SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
-   }
-   if (g.NextWindowData.ContentSizeCond)
-   {
-      // Adjust passed "client size" to become a "window size"
-      window->SizeContentsExplicit = g.NextWindowData.ContentSizeVal;
-      if (window->SizeContentsExplicit.y != 0.0f)
-         window->SizeContentsExplicit.y += window->TitleBarHeight() + window->MenuBarHeight();
-   }
-   else if (first_begin_of_the_frame)
-   {
-      window->SizeContentsExplicit = ImVec2(0.0f, 0.0f);
-   }
-   if (g.NextWindowData.CollapsedCond)
-      SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
-   if (g.NextWindowData.FocusCond)
-      FocusWindow(window);
-   if (window->Appearing)
-      SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
-
-   // When reusing window again multiple times a frame, just append content (don't need to setup again)
-   if (first_begin_of_the_frame)
-   {
-      const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
-
-                                                                                                                         // Initialize
-      window->ParentWindow = parent_window;
-      window->RootWindow = window->RootWindowForTitleBarHighlight = window->RootWindowForTabbing = window->RootWindowForNav = window;
-      if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !window_is_child_tooltip)
-         window->RootWindow = parent_window->RootWindow;
-      if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
-         window->RootWindowForTitleBarHighlight = window->RootWindowForTabbing = parent_window->RootWindowForTitleBarHighlight; // Same value in master branch, will differ for docking
-      while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
-         window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
-
-      window->Active = true;
-      window->BeginOrderWithinParent = 0;
-      window->BeginOrderWithinContext = g.WindowsActiveCount++;
-      window->BeginCount = 0;
-      window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
-      window->LastFrameActive = current_frame;
-      window->IDStack.resize(1);
-
-      // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
-
-      // Update contents size from last frame for auto-fitting (or use explicit size)
-      window->SizeContents = CalcSizeContents(window);
-      if (window->HiddenFrames > 0)
-         window->HiddenFrames--;
-
-      // Hide new windows for one frame until they calculate their size
-      if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
-         window->HiddenFrames = 1;
-
-      // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
-      // We reset Size/SizeContents for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
-      if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
-      {
-         window->HiddenFrames = 1;
-         if (flags & ImGuiWindowFlags_AlwaysAutoResize)
-         {
+    ImGuiContext& g = *GImGui;
+    const ImGuiStyle& style = g.Style;
+    IM_ASSERT(name != NULL && name[0] != '\0');     // Window name required
+    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()
+    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
+
+    // Find or create
+    ImGuiWindow* window = FindWindowByName(name);
+    const bool window_just_created = (window == NULL);
+    if (window_just_created)
+        window = CreateNewWindow(name, flags);
+
+    // Automatically disable manual moving/resizing when NoInputs is set
+    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
+        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
+
+    if (flags & ImGuiWindowFlags_NavFlattened)
+        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
+
+    const int current_frame = g.FrameCount;
+    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
+    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
+
+    // Update the Appearing flag
+    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1);   // Not using !WasActive because the implicit "Debug" window would always toggle off->on
+    const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
+    if (flags & ImGuiWindowFlags_Popup)
+    {
+        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
+        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
+        window_just_activated_by_user |= (window != popup_ref.Window);
+    }
+    window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize);
+    if (window->Appearing)
+        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
+
+    // Update Flags, LastFrameActive, BeginOrderXXX fields
+    if (first_begin_of_the_frame)
+    {
+        window->Flags = (ImGuiWindowFlags)flags;
+        window->LastFrameActive = current_frame;
+        window->LastTimeActive = (float)g.Time;
+        window->BeginOrderWithinParent = 0;
+        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
+    }
+    else
+    {
+        flags = window->Flags;
+    }
+
+    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
+    ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back();
+    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
+    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
+
+    // We allow window memory to be compacted so recreate the base stack when needed.
+    if (window->IDStack.Size == 0)
+        window->IDStack.push_back(window->ID);
+
+    // Add to stack
+    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
+    g.CurrentWindowStack.push_back(window);
+    g.CurrentWindow = NULL;
+    ErrorCheckBeginEndCompareStacksSize(window, true);
+    if (flags & ImGuiWindowFlags_Popup)
+    {
+        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
+        popup_ref.Window = window;
+        g.BeginPopupStack.push_back(popup_ref);
+        window->PopupId = popup_ref.PopupId;
+    }
+
+    if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow))
+        window->NavLastIds[0] = 0;
+
+    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
+    if (first_begin_of_the_frame)
+        UpdateWindowParentAndRootLinks(window, flags, parent_window);
+
+    // Process SetNextWindow***() calls
+    // (FIXME: Consider splitting the HasXXX flags into X/Y components
+    bool window_pos_set_by_api = false;
+    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
+    {
+        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
+        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
+        {
+            // May be processed on the next frame if this is our first frame and we are measuring size
+            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
+            window->SetWindowPosVal = g.NextWindowData.PosVal;
+            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
+            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
+        }
+        else
+        {
+            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
+        }
+    }
+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
+    {
+        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
+        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
+        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
+    }
+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
+    {
+        if (g.NextWindowData.ScrollVal.x >= 0.0f)
+        {
+            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
+            window->ScrollTargetCenterRatio.x = 0.0f;
+        }
+        if (g.NextWindowData.ScrollVal.y >= 0.0f)
+        {
+            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
+            window->ScrollTargetCenterRatio.y = 0.0f;
+        }
+    }
+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
+        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
+    else if (first_begin_of_the_frame)
+        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
+        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
+        FocusWindow(window);
+    if (window->Appearing)
+        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
+
+    // When reusing window again multiple times a frame, just append content (don't need to setup again)
+    if (first_begin_of_the_frame)
+    {
+        // Initialize
+        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
+        window->Active = true;
+        window->HasCloseButton = (p_open != NULL);
+        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
+        window->IDStack.resize(1);
+        window->DrawList->_ResetForNewFrame();
+
+        // Restore buffer capacity when woken from a compacted state, to avoid
+        if (window->MemoryCompacted)
+            GcAwakeTransientWindowBuffers(window);
+
+        // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
+        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
+        bool window_title_visible_elsewhere = false;
+        if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
+            window_title_visible_elsewhere = true;
+        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
+        {
+            size_t buf_len = (size_t)window->NameBufLen;
+            window->Name = ImStrdupcpy(window->Name, &buf_len, name);
+            window->NameBufLen = (int)buf_len;
+        }
+
+        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
+
+        // Update contents size from last frame for auto-fitting (or use explicit size)
+        window->ContentSize = CalcWindowContentSize(window);
+        if (window->HiddenFramesCanSkipItems > 0)
+            window->HiddenFramesCanSkipItems--;
+        if (window->HiddenFramesCannotSkipItems > 0)
+            window->HiddenFramesCannotSkipItems--;
+
+        // Hide new windows for one frame until they calculate their size
+        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
+            window->HiddenFramesCannotSkipItems = 1;
+
+        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
+        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
+        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
+        {
+            window->HiddenFramesCannotSkipItems = 1;
+            if (flags & ImGuiWindowFlags_AlwaysAutoResize)
+            {
+                if (!window_size_x_set_by_api)
+                    window->Size.x = window->SizeFull.x = 0.f;
+                if (!window_size_y_set_by_api)
+                    window->Size.y = window->SizeFull.y = 0.f;
+                window->ContentSize = ImVec2(0.f, 0.f);
+            }
+        }
+
+        // SELECT VIEWPORT
+        // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style)
+        SetCurrentWindow(window);
+
+        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
+
+        if (flags & ImGuiWindowFlags_ChildWindow)
+            window->WindowBorderSize = style.ChildBorderSize;
+        else
+            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
+        window->WindowPadding = style.WindowPadding;
+        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
+            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
+
+        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
+        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
+        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
+
+        // Collapse window by double-clicking on title bar
+        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
+        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse))
+        {
+            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
+            ImRect title_bar_rect = window->TitleBarRect();
+            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0])
+                window->WantCollapseToggle = true;
+            if (window->WantCollapseToggle)
+            {
+                window->Collapsed = !window->Collapsed;
+                MarkIniSettingsDirty(window);
+                FocusWindow(window);
+            }
+        }
+        else
+        {
+            window->Collapsed = false;
+        }
+        window->WantCollapseToggle = false;
+
+        // SIZE
+
+        // Calculate auto-fit size, handle automatic resize
+        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSize);
+        bool use_current_size_for_scrollbar_x = window_just_created;
+        bool use_current_size_for_scrollbar_y = window_just_created;
+        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
+        {
+            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
             if (!window_size_x_set_by_api)
-               window->Size.x = window->SizeFull.x = 0.f;
+            {
+                window->SizeFull.x = size_auto_fit.x;
+                use_current_size_for_scrollbar_x = true;
+            }
             if (!window_size_y_set_by_api)
-               window->Size.y = window->SizeFull.y = 0.f;
-            window->SizeContents = ImVec2(0.f, 0.f);
-         }
-      }
-
-      SetCurrentWindow(window);
-
-      // Lock border size and padding for the frame (so that altering them doesn't cause inconsistencies)
-      window->WindowBorderSize = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildBorderSize : ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
-      window->WindowPadding = style.WindowPadding;
-      if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
-         window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
-      window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
-      window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
-
-      // Collapse window by double-clicking on title bar
-      // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
-      if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse))
-      {
-         ImRect title_bar_rect = window->TitleBarRect();
-         if (window->CollapseToggleWanted || (g.HoveredWindow == window && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0]))
-         {
-            window->Collapsed = !window->Collapsed;
-            MarkIniSettingsDirty(window);
+            {
+                window->SizeFull.y = size_auto_fit.y;
+                use_current_size_for_scrollbar_y = true;
+            }
+        }
+        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
+        {
+            // Auto-fit may only grow window during the first few frames
+            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
+            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
+            {
+                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
+                use_current_size_for_scrollbar_x = true;
+            }
+            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
+            {
+                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
+                use_current_size_for_scrollbar_y = true;
+            }
+            if (!window->Collapsed)
+                MarkIniSettingsDirty(window);
+        }
+
+        // Apply minimum/maximum window size constraints and final size
+        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
+        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
+
+        // Decoration size
+        const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
+
+        // POSITION
+
+        // Popup latch its initial position, will position itself when it appears next frame
+        if (window_just_activated_by_user)
+        {
+            window->AutoPosLastDirection = ImGuiDir_None;
+            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
+                window->Pos = g.BeginPopupStack.back().OpenPopupPos;
+        }
+
+        // Position child window
+        if (flags & ImGuiWindowFlags_ChildWindow)
+        {
+            IM_ASSERT(parent_window && parent_window->Active);
+            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
+            parent_window->DC.ChildWindows.push_back(window);
+            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
+                window->Pos = parent_window->DC.CursorPos;
+        }
+
+        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
+        if (window_pos_with_pivot)
+            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
+        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
+            window->Pos = FindBestWindowPosForPopup(window);
+        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
+            window->Pos = FindBestWindowPosForPopup(window);
+        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
+            window->Pos = FindBestWindowPosForPopup(window);
+
+        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
+        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
+        ImRect viewport_rect(GetViewportRect());
+        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
+        ImRect visibility_rect(viewport_rect.Min + visibility_padding, viewport_rect.Max - visibility_padding);
+
+        // Clamp position/size so window stays visible within its viewport or monitor
+        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
+        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
+            if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f)
+                ClampWindowRect(window, visibility_rect);
+        window->Pos = ImFloor(window->Pos);
+
+        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
+        // Large values tend to lead to variety of artifacts and are not recommended.
+        window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
+
+        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
+        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
+        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
+
+        // Apply window focus (new and reactivated windows are moved to front)
+        bool want_focus = false;
+        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
+        {
+            if (flags & ImGuiWindowFlags_Popup)
+                want_focus = true;
+            else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)
+                want_focus = true;
+        }
+
+        // Handle manual resize: Resize Grips, Borders, Gamepad
+        int border_held = -1;
+        ImU32 resize_grip_col[4] = {};
+        const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
+        const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
+        if (!window->Collapsed)
+            if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
+                use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;
+        window->ResizeBorderHeld = (signed char)border_held;
+
+        // SCROLLBAR VISIBILITY
+
+        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
+        if (!window->Collapsed)
+        {
+            // When reading the current size we need to read it after size constraints have been applied.
+            // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again.
+            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height);
+            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes;
+            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
+            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
+            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
+            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
+            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
+            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
+            if (window->ScrollbarX && !window->ScrollbarY)
+                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
+            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
+        }
+
+        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
+        // Update various regions. Variables they depends on should be set above in this function.
+        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
+
+        // Outer rectangle
+        // Not affected by window border size. Used by:
+        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)
+        // - Begin() initial clipping rect for drawing window background and borders.
+        // - Begin() clipping whole child
+        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
+        const ImRect outer_rect = window->Rect();
+        const ImRect title_bar_rect = window->TitleBarRect();
+        window->OuterRectClipped = outer_rect;
+        window->OuterRectClipped.ClipWith(host_rect);
+
+        // Inner rectangle
+        // Not affected by window border size. Used by:
+        // - InnerClipRect
+        // - ScrollToBringRectIntoView()
+        // - NavUpdatePageUpPageDown()
+        // - Scrollbar()
+        window->InnerRect.Min.x = window->Pos.x;
+        window->InnerRect.Min.y = window->Pos.y + decoration_up_height;
+        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x;
+        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y;
+
+        // Inner clipping rectangle.
+        // Will extend a little bit outside the normal work region.
+        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
+        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
+        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
+        // Affected by window/frame border size. Used by:
+        // - Begin() initial clip rect
+        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
+        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
+        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
+        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
+        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
+        window->InnerClipRect.ClipWithFull(host_rect);
+
+        // Default item width. Make it proportional to window size if window manually resizes
+        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
+            window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f);
+        else
+            window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f);
+
+        // SCROLLING
+
+        // Lock down maximum scrolling
+        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
+        // for right/bottom aligned items without creating a scrollbar.
+        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
+        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
+
+        // Apply scrolling
+        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
+        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
+
+        // DRAWING
+
+        // Setup draw list and outer clipping rectangle
+        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
+        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
+        PushClipRect(host_rect.Min, host_rect.Max, false);
+
+        // Draw modal window background (darkens what is behind them, all viewports)
+        const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0;
+        const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && (window == g.NavWindowingTargetAnim->RootWindow);
+        if (dim_bg_for_modal || dim_bg_for_window_list)
+        {
+            const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
+            window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, dim_bg_col);
+        }
+
+        // Draw navigation selection/windowing rectangle background
+        if (dim_bg_for_window_list && window == g.NavWindowingTargetAnim)
+        {
+            ImRect bb = window->Rect();
+            bb.Expand(g.FontSize);
+            if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway
+                window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding);
+        }
+
+        // Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call.
+        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
+        // We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child.
+        // We also disabled this when we have dimming overlay behind this specific one child.
+        // FIXME: More code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected.
+        {
+            bool render_decorations_in_parent = false;
+            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
+                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0)
+                    render_decorations_in_parent = true;
+            if (render_decorations_in_parent)
+                window->DrawList = parent_window->DrawList;
+
+            // Handle title bar, scrollbar, resize grips and resize borders
+            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
+            const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
+            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size);
+
+            if (render_decorations_in_parent)
+                window->DrawList = &window->DrawListInst;
+        }
+
+        // Draw navigation selection/windowing rectangle border
+        if (g.NavWindowingTargetAnim == window)
+        {
+            float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding);
+            ImRect bb = window->Rect();
+            bb.Expand(g.FontSize);
+            if (bb.Contains(viewport_rect)) // If a window fits the entire viewport, adjust its highlight inward
+            {
+                bb.Expand(-g.FontSize - 1.0f);
+                rounding = window->WindowRounding;
+            }
+            window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f);
+        }
+
+        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
+
+        // Work rectangle.
+        // Affected by window padding and border size. Used by:
+        // - Columns() for right-most edge
+        // - TreeNode(), CollapsingHeader() for right-most edge
+        // - BeginTabBar() for right-most edge
+        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
+        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
+        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x));
+        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y));
+        window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
+        window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
+        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
+        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
+        window->ParentWorkRect = window->WorkRect;
+
+        // [LEGACY] Content Region
+        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
+        // Used by:
+        // - Mouse wheel scrolling + many other things
+        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x;
+        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height;
+        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x));
+        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y));
+
+        // Setup drawing context
+        // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
+        window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x;
+        window->DC.GroupOffset.x = 0.0f;
+        window->DC.ColumnsOffset.x = 0.0f;
+        window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, decoration_up_height + window->WindowPadding.y - window->Scroll.y);
+        window->DC.CursorPos = window->DC.CursorStartPos;
+        window->DC.CursorPosPrevLine = window->DC.CursorPos;
+        window->DC.CursorMaxPos = window->DC.CursorStartPos;
+        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
+        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
+
+        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+        window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
+        window->DC.NavLayerActiveMaskNext = 0x00;
+        window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : 0; // -V595
+        window->DC.NavHideHighlightOneFrame = false;
+        window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
+
+        window->DC.MenuBarAppending = false;
+        window->DC.MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);
+        window->DC.TreeDepth = 0;
+        window->DC.TreeJumpToParentOnPopMask = 0x00;
+        window->DC.ChildWindows.resize(0);
+        window->DC.StateStorage = &window->StateStorage;
+        window->DC.CurrentColumns = NULL;
+        window->DC.LayoutType = ImGuiLayoutType_Vertical;
+        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
+        window->DC.FocusCounterRegular = window->DC.FocusCounterTabStop = -1;
+
+        window->DC.ItemWidth = window->ItemWidthDefault;
+        window->DC.TextWrapPos = -1.0f; // disabled
+        window->DC.ItemFlagsStack.resize(0);
+        window->DC.ItemWidthStack.resize(0);
+        window->DC.TextWrapPosStack.resize(0);
+        window->DC.GroupStack.resize(0);
+        window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_;
+        if (parent_window)
+            window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags);
+
+        if (window->AutoFitFramesX > 0)
+            window->AutoFitFramesX--;
+        if (window->AutoFitFramesY > 0)
+            window->AutoFitFramesY--;
+
+        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
+        if (want_focus)
+        {
             FocusWindow(window);
-         }
-      }
-      else
-      {
-         window->Collapsed = false;
-      }
-      window->CollapseToggleWanted = false;
-
-      // SIZE
-
-      // Calculate auto-fit size, handle automatic resize
-      const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->SizeContents);
-      ImVec2 size_full_modified(FLT_MAX, FLT_MAX);
-      if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
-      {
-         // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
-         if (!window_size_x_set_by_api)
-            window->SizeFull.x = size_full_modified.x = size_auto_fit.x;
-         if (!window_size_y_set_by_api)
-            window->SizeFull.y = size_full_modified.y = size_auto_fit.y;
-      }
-      else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
-      {
-         // Auto-fit may only grow window during the first few frames
-         // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
-         if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
-            window->SizeFull.x = size_full_modified.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
-         if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
-            window->SizeFull.y = size_full_modified.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
-         if (!window->Collapsed)
-            MarkIniSettingsDirty(window);
-      }
-
-      // Apply minimum/maximum window size constraints and final size
-      window->SizeFull = CalcSizeAfterConstraint(window, window->SizeFull);
-      window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
-
-      // SCROLLBAR STATUS
-
-      // Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size). 
-      if (!window->Collapsed)
-      {
-         // When reading the current size we need to read it after size constraints have been applied
-         float size_x_for_scrollbars = size_full_modified.x != FLT_MAX ? window->SizeFull.x : window->SizeFullAtLastBegin.x;
-         float size_y_for_scrollbars = size_full_modified.y != FLT_MAX ? window->SizeFull.y : window->SizeFullAtLastBegin.y;
-         window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
-         window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
-         if (window->ScrollbarX && !window->ScrollbarY)
-            window->ScrollbarY = (window->SizeContents.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
-         window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
-      }
-
-      // POSITION
-
-      // Popup latch its initial position, will position itself when it appears next frame
-      if (window_just_activated_by_user)
-      {
-         window->AutoPosLastDirection = ImGuiDir_None;
-         if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api)
-            window->Pos = g.CurrentPopupStack.back().OpenPopupPos;
-      }
-
-      // Position child window
-      if (flags & ImGuiWindowFlags_ChildWindow)
-      {
-         window->BeginOrderWithinParent = parent_window->DC.ChildWindows.Size;
-         parent_window->DC.ChildWindows.push_back(window);
-         if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
-            window->Pos = parent_window->DC.CursorPos;
-      }
-
-      const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFrames == 0);
-      if (window_pos_with_pivot)
-         SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot), 0); // Position given a pivot (e.g. for centering)
-      else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
-         window->Pos = FindBestWindowPosForPopup(window);
-      else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
-         window->Pos = FindBestWindowPosForPopup(window);
-      else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
-         window->Pos = FindBestWindowPosForPopup(window);
-
-      // Clamp position so it stays visible
-      if (!(flags & ImGuiWindowFlags_ChildWindow))
-      {
-         if (!window_pos_set_by_api && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
-         {
-            ImVec2 padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
-            window->Pos = ImMax(window->Pos + window->Size, padding) - window->Size;
-            window->Pos = ImMin(window->Pos, g.IO.DisplaySize - padding);
-         }
-      }
-      window->Pos = ImFloor(window->Pos);
-
-      // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
-      window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
-
-      // Prepare for focus requests
-      window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == INT_MAX || window->FocusIdxAllCounter == -1) ? INT_MAX : (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter + 1)) % (window->FocusIdxAllCounter + 1);
-      window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == INT_MAX || window->FocusIdxTabCounter == -1) ? INT_MAX : (window->FocusIdxTabRequestNext + (window->FocusIdxTabCounter + 1)) % (window->FocusIdxTabCounter + 1);
-      window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1;
-      window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = INT_MAX;
-
-      // Apply scrolling
-      window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
-      window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
-
-      // Apply focus, new windows appears in front
-      bool want_focus = false;
-      if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
-         if (!(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) || (flags & ImGuiWindowFlags_Popup))
-            want_focus = true;
-
-      // Handle manual resize: Resize Grips, Borders, Gamepad
-      int border_held = -1;
-      ImU32 resize_grip_col[4] = { 0 };
-      const int resize_grip_count = (flags & ImGuiWindowFlags_ResizeFromAnySide) ? 2 : 1; // 4
-      const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f);
-      if (!window->Collapsed)
-         UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]);
-
-      // Default item width. Make it proportional to window size if window manually resizes
-      if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
-         window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f);
-      else
-         window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f);
-
-      // DRAWING
-
-      // Setup draw list and outer clipping rectangle
-      window->DrawList->Clear();
-      window->DrawList->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
-      window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
-      ImRect viewport_rect(GetViewportRect());
-      if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
-         PushClipRect(parent_window->ClipRect.Min, parent_window->ClipRect.Max, true);
-      else
-         PushClipRect(viewport_rect.Min, viewport_rect.Max, true);
-
-      // Draw modal window background (darkens what is behind them)
-      if ((flags & ImGuiWindowFlags_Modal) != 0 && window == GetFrontMostPopupModal())
-         window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, GetColorU32(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio));
-
-      // Draw navigation selection/windowing rectangle background
-      if (g.NavWindowingTarget == window)
-      {
-         ImRect bb = window->Rect();
-         bb.Expand(g.FontSize);
-         if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway
-            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding);
-      }
-
-      // Draw window + handle manual resize
-      const float window_rounding = window->WindowRounding;
-      const float window_border_size = window->WindowBorderSize;
-      const bool title_bar_is_highlight = want_focus || (g.NavWindow && window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
-      const ImRect title_bar_rect = window->TitleBarRect();
-      if (window->Collapsed)
-      {
-         // Title bar only
-         float backup_border_size = style.FrameBorderSize;
-         g.Style.FrameBorderSize = window->WindowBorderSize;
-         ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
-         RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
-         g.Style.FrameBorderSize = backup_border_size;
-      }
-      else
-      {
-         // Window background
-         ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags));
-         if (g.NextWindowData.BgAlphaCond != 0)
-         {
-            bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(g.NextWindowData.BgAlphaVal) << IM_COL32_A_SHIFT);
-            g.NextWindowData.BgAlphaCond = 0;
-         }
-         window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
-
-         // Title bar
-         ImU32 title_bar_col = GetColorU32(window->Collapsed ? ImGuiCol_TitleBgCollapsed : title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
-         if (!(flags & ImGuiWindowFlags_NoTitleBar))
-            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top);
-
-         // Menu bar
-         if (flags & ImGuiWindowFlags_MenuBar)
-         {
-            ImRect menu_bar_rect = window->MenuBarRect();
-            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
-            window->DrawList->AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top);
-            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
-               window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
-         }
-
-         // Scrollbars
-         if (window->ScrollbarX)
-            Scrollbar(ImGuiLayoutType_Horizontal);
-         if (window->ScrollbarY)
-            Scrollbar(ImGuiLayoutType_Vertical);
-
-         // Render resize grips (after their input handling so we don't have a frame of latency)
-         if (!(flags & ImGuiWindowFlags_NoResize))
-         {
-            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
-            {
-               const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
-               const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPos);
-               window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, grip_draw_size) : ImVec2(grip_draw_size, window_border_size)));
-               window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(grip_draw_size, window_border_size) : ImVec2(window_border_size, grip_draw_size)));
-               window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
-               window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]);
-            }
-         }
-
-         // Borders
-         if (window_border_size > 0.0f)
-            window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), window_rounding, ImDrawCornerFlags_All, window_border_size);
-         if (border_held != -1)
-         {
-            ImRect border = GetBorderRect(window, border_held, grip_draw_size, 0.0f);
-            window->DrawList->AddLine(border.Min, border.Max, GetColorU32(ImGuiCol_SeparatorActive), ImMax(1.0f, window_border_size));
-         }
-         if (style.FrameBorderSize > 0 && !(flags & ImGuiWindowFlags_NoTitleBar))
-            window->DrawList->AddLine(title_bar_rect.GetBL() + ImVec2(style.WindowBorderSize, -1), title_bar_rect.GetBR() + ImVec2(-style.WindowBorderSize, -1), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
-      }
-
-      // Draw navigation selection/windowing rectangle border
-      if (g.NavWindowingTarget == window)
-      {
-         float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding);
-         ImRect bb = window->Rect();
-         bb.Expand(g.FontSize);
-         if (bb.Contains(viewport_rect)) // If a window fits the entire viewport, adjust its highlight inward
-         {
-            bb.Expand(-g.FontSize - 1.0f);
-            rounding = window->WindowRounding;
-         }
-         window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f);
-      }
-
-      // Store a backup of SizeFull which we will use next frame to decide if we need scrollbars. 
-      window->SizeFullAtLastBegin = window->SizeFull;
-
-      // Update ContentsRegionMax. All the variable it depends on are set above in this function.
-      window->ContentsRegionRect.Min.x = -window->Scroll.x + window->WindowPadding.x;
-      window->ContentsRegionRect.Min.y = -window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight();
-      window->ContentsRegionRect.Max.x = -window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x));
-      window->ContentsRegionRect.Max.y = -window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y));
-
-      // Setup drawing context
-      // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
-      window->DC.IndentX = 0.0f + window->WindowPadding.x - window->Scroll.x;
-      window->DC.GroupOffsetX = 0.0f;
-      window->DC.ColumnsOffsetX = 0.0f;
-      window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.IndentX + window->DC.ColumnsOffsetX, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y - window->Scroll.y);
-      window->DC.CursorPos = window->DC.CursorStartPos;
-      window->DC.CursorPosPrevLine = window->DC.CursorPos;
-      window->DC.CursorMaxPos = window->DC.CursorStartPos;
-      window->DC.CurrentLineHeight = window->DC.PrevLineHeight = 0.0f;
-      window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
-      window->DC.NavHideHighlightOneFrame = false;
-      window->DC.NavHasScroll = (GetScrollMaxY() > 0.0f);
-      window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
-      window->DC.NavLayerActiveMaskNext = 0x00;
-      window->DC.MenuBarAppending = false;
-      window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
-      window->DC.ChildWindows.resize(0);
-      window->DC.LayoutType = ImGuiLayoutType_Vertical;
-      window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
-      window->DC.ItemFlags = ImGuiItemFlags_Default_;
-      window->DC.ItemWidth = window->ItemWidthDefault;
-      window->DC.TextWrapPos = -1.0f; // disabled
-      window->DC.ItemFlagsStack.resize(0);
-      window->DC.ItemWidthStack.resize(0);
-      window->DC.TextWrapPosStack.resize(0);
-      window->DC.ColumnsSet = NULL;
-      window->DC.TreeDepth = 0;
-      window->DC.TreeDepthMayJumpToParentOnPop = 0x00;
-      window->DC.StateStorage = &window->StateStorage;
-      window->DC.GroupStack.resize(0);
-      window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);
-
-      if ((flags & ImGuiWindowFlags_ChildWindow) && (window->DC.ItemFlags != parent_window->DC.ItemFlags))
-      {
-         window->DC.ItemFlags = parent_window->DC.ItemFlags;
-         window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags);
-      }
-
-      if (window->AutoFitFramesX > 0)
-         window->AutoFitFramesX--;
-      if (window->AutoFitFramesY > 0)
-         window->AutoFitFramesY--;
-
-      // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
-      if (want_focus)
-      {
-         FocusWindow(window);
-         NavInitWindow(window, false);
-      }
-
-      // Title bar
-      if (!(flags & ImGuiWindowFlags_NoTitleBar))
-      {
-         // Close & collapse button are on layer 1 (same as menus) and don't default focus
-         const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
-         window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
-         window->DC.NavLayerCurrent++;
-         window->DC.NavLayerCurrentMask <<= 1;
-
-         // Collapse button
-         if (!(flags & ImGuiWindowFlags_NoCollapse))
-         {
-            ImGuiID id = window->GetID("#COLLAPSE");
-            ImRect bb(window->Pos + style.FramePadding + ImVec2(1, 1), window->Pos + style.FramePadding + ImVec2(g.FontSize, g.FontSize) - ImVec2(1, 1));
-            ItemAdd(bb, id);
-            if (ButtonBehavior(bb, id, NULL, NULL))
-               window->CollapseToggleWanted = true; // Defer collapsing to next frame as we are too far in the Begin() function
-            RenderNavHighlight(bb, id);
-            RenderArrow(window->Pos + style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
-         }
-
-         // Close button
-         if (p_open != NULL)
-         {
-            const float pad = style.FramePadding.y;
-            const float rad = g.FontSize * 0.5f;
-            if (CloseButton(window->GetID("#CLOSE"), window->Rect().GetTR() + ImVec2(-pad - rad, pad + rad), rad + 1))
-               *p_open = false;
-         }
-
-         window->DC.NavLayerCurrent--;
-         window->DC.NavLayerCurrentMask >>= 1;
-         window->DC.ItemFlags = item_flags_backup;
-
-         // Title text (FIXME: refactor text alignment facilities along with RenderText helpers, this is too much code for what it does.)
-         ImVec2 text_size = CalcTextSize(name, NULL, true);
-         ImRect text_r = title_bar_rect;
-         float pad_left = (flags & ImGuiWindowFlags_NoCollapse) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x);
-         float pad_right = (p_open == NULL) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x);
-         if (style.WindowTitleAlign.x > 0.0f)
-            pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x);
-         text_r.Min.x += pad_left;
-         text_r.Max.x -= pad_right;
-         ImRect clip_rect = text_r;
-         clip_rect.Max.x = window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x); // Match the size of CloseButton()
-         RenderTextClipped(text_r.Min, text_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect);
-      }
-
-      // Save clipped aabb so we can access it in constant-time in FindHoveredWindow()
-      window->WindowRectClipped = window->Rect();
-      window->WindowRectClipped.ClipWith(window->ClipRect);
-
-      // Pressing CTRL+C while holding on a window copy its content to the clipboard
-      // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
-      // Maybe we can support CTRL+C on every element?
-      /*
-      if (g.ActiveId == move_id)
-      if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C))
-      ImGui::LogToClipboard();
-      */
-
-      // Inner rectangle
-      // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame
-      // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
-      window->InnerRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize;
-      window->InnerRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
-      window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x - window->WindowBorderSize;
-      window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y - window->WindowBorderSize;
-      //window->DrawList->AddRect(window->InnerRect.Min, window->InnerRect.Max, IM_COL32_WHITE);
-
-      // Inner clipping rectangle
-      // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
-      window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize)));
-      window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y);
-      window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize)));
-      window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y);
-
-      // After Begin() we fill the last item / hovered data based on title bar data. It is a standard behavior (to allow creation of context menus on title bar only, etc.).
-      window->DC.LastItemId = window->MoveId;
-      window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0;
-      window->DC.LastItemRect = title_bar_rect;
-   }
-
-   PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
-
-   // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
-   if (first_begin_of_the_frame)
-      window->WriteAccessed = false;
-
-   window->BeginCount++;
-   g.NextWindowData.Clear();
-
-   // 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 them because they have no title bar).
-   if (flags & ImGuiWindowFlags_ChildWindow)
-   {
-      IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
-      window->Collapsed = parent_window && parent_window->Collapsed;
-
-      if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
-         window->Collapsed |= (window->WindowRectClipped.Min.x >= window->WindowRectClipped.Max.x || window->WindowRectClipped.Min.y >= window->WindowRectClipped.Max.y);
-
-      // We also hide the window from rendering because we've already added its border to the command list.
-      // (we could perform the check earlier in the function but it is simpler at this point)
-      if (window->Collapsed)
-         window->Active = false;
-   }
-   if (style.Alpha <= 0.0f)
-      window->Active = false;
-
-   // Return false if we don't intend to display anything to allow user to perform an early out optimization
-   window->SkipItems = (window->Collapsed || !window->Active) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0;
-   return !window->SkipItems;
-}
-
-// Old Begin() API with 5 parameters, avoid calling this version directly! Use SetNextWindowSize()/SetNextWindowBgAlpha() + Begin() instead.
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_first_use, float bg_alpha_override, ImGuiWindowFlags flags)
-{
-   // Old API feature: we could pass the initial window size as a parameter. This was misleading because it only had an effect if the window didn't have data in the .ini file.
-   if (size_first_use.x != 0.0f || size_first_use.y != 0.0f)
-      ImGui::SetNextWindowSize(size_first_use, ImGuiCond_FirstUseEver);
-
-   // Old API feature: override the window background alpha with a parameter.
-   if (bg_alpha_override >= 0.0f)
-      ImGui::SetNextWindowBgAlpha(bg_alpha_override);
-
-   return ImGui::Begin(name, p_open, flags);
-}
-#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+            NavInitWindow(window, false);
+        }
+
+        // Title bar
+        if (!(flags & ImGuiWindowFlags_NoTitleBar))
+            RenderWindowTitleBarContents(window, title_bar_rect, name, p_open);
+
+        // Clear hit test shape every frame
+        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
+
+        // Pressing CTRL+C while holding on a window copy its content to the clipboard
+        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
+        // Maybe we can support CTRL+C on every element?
+        /*
+        if (g.ActiveId == move_id)
+            if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C))
+                LogToClipboard();
+        */
+
+        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
+        // This is useful to allow creating context menus on title bar only, etc.
+        SetLastItemData(window, window->MoveId, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
+
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
+            IMGUI_TEST_ENGINE_ITEM_ADD(window->DC.LastItemRect, window->DC.LastItemId);
+#endif
+    }
+    else
+    {
+        // Append
+        SetCurrentWindow(window);
+    }
+
+    PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
+
+    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
+    if (first_begin_of_the_frame)
+        window->WriteAccessed = false;
+
+    window->BeginCount++;
+    g.NextWindowData.ClearFlags();
+
+    // Update visibility
+    if (first_begin_of_the_frame)
+    {
+        if (flags & ImGuiWindowFlags_ChildWindow)
+        {
+            // 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 them because they have no title bar).
+            IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
+            if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
+                if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
+                    window->HiddenFramesCanSkipItems = 1;
+
+            // Hide along with parent or if parent is collapsed
+            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
+                window->HiddenFramesCanSkipItems = 1;
+            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
+                window->HiddenFramesCannotSkipItems = 1;
+        }
+
+        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
+        if (style.Alpha <= 0.0f)
+            window->HiddenFramesCanSkipItems = 1;
+
+        // Update the Hidden flag
+        window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
+
+        // Update the SkipItems flag, used to early out of all items functions (no layout required)
+        bool skip_items = false;
+        if (window->Collapsed || !window->Active || window->Hidden)
+            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
+                skip_items = true;
+        window->SkipItems = skip_items;
+    }
+
+    return !window->SkipItems;
+}
 
 void ImGui::End()
 {
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-
-   if (window->DC.ColumnsSet != NULL)
-      EndColumns();
-   PopClipRect();   // Inner window clip rectangle
-
-                    // Stop logging
-   if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
-      LogFinish();
-
-   // Pop from window stack
-   g.CurrentWindowStack.pop_back();
-   if (window->Flags & ImGuiWindowFlags_Popup)
-      g.CurrentPopupStack.pop_back();
-   CheckStacksSize(window, false);
-   SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back());
-}
-
-// Vertical scrollbar
-// The entire piece of code below is rather confusing because:
-// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
-// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
-// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
-void ImGui::Scrollbar(ImGuiLayoutType direction)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-
-   const bool horizontal = (direction == ImGuiLayoutType_Horizontal);
-   const ImGuiStyle& style = g.Style;
-   const ImGuiID id = window->GetID(horizontal ? "#SCROLLX" : "#SCROLLY");
-
-   // Render background
-   bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);
-   float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f;
-   const ImRect window_rect = window->Rect();
-   const float border_size = window->WindowBorderSize;
-   ImRect bb = horizontal
-      ? ImRect(window->Pos.x + border_size, window_rect.Max.y - style.ScrollbarSize, window_rect.Max.x - other_scrollbar_size_w - border_size, window_rect.Max.y - border_size)
-      : ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + border_size, window_rect.Max.x - border_size, window_rect.Max.y - other_scrollbar_size_w - border_size);
-   if (!horizontal)
-      bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f);
-   if (bb.GetWidth() <= 0.0f || bb.GetHeight() <= 0.0f)
-      return;
-
-   int window_rounding_corners;
-   if (horizontal)
-      window_rounding_corners = ImDrawCornerFlags_BotLeft | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight);
-   else
-      window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0) | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight);
-   window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, window_rounding_corners);
-   bb.Expand(ImVec2(-ImClamp((float)(int)((bb.Max.x - bb.Min.x - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb.Max.y - bb.Min.y - 2.0f) * 0.5f), 0.0f, 3.0f)));
-
-   // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)
-   float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight();
-   float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y;
-   float win_size_avail_v = (horizontal ? window->SizeFull.x : window->SizeFull.y) - other_scrollbar_size_w;
-   float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y;
-
-   // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)
-   // But we maintain a minimum size in pixel to allow for the user to still aim inside.
-   IM_ASSERT(ImMax(win_size_contents_v, win_size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.
-   const float win_size_v = ImMax(ImMax(win_size_contents_v, win_size_avail_v), 1.0f);
-   const float grab_h_pixels = ImClamp(scrollbar_size_v * (win_size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v);
-   const float grab_h_norm = grab_h_pixels / scrollbar_size_v;
-
-   // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
-   bool held = false;
-   bool hovered = false;
-   const bool previously_held = (g.ActiveId == id);
-   ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);
-
-   float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v);
-   float scroll_ratio = ImSaturate(scroll_v / scroll_max);
-   float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
-   if (held && grab_h_norm < 1.0f)
-   {
-      float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y;
-      float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
-      float* click_delta_to_grab_center_v = horizontal ? &g.ScrollbarClickDeltaToGrabCenter.x : &g.ScrollbarClickDeltaToGrabCenter.y;
-
-      // Click position in scrollbar normalized space (0.0f->1.0f)
-      const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
-      SetHoveredID(id);
-
-      bool seek_absolute = false;
-      if (!previously_held)
-      {
-         // On initial click calculate the distance between mouse and the center of the grab
-         if (clicked_v_norm >= grab_v_norm && clicked_v_norm <= grab_v_norm + grab_h_norm)
-         {
-            *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;
-         }
-         else
-         {
-            seek_absolute = true;
-            *click_delta_to_grab_center_v = 0.0f;
-         }
-      }
-
-      // Apply scroll
-      // It is ok to modify Scroll here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position
-      const float scroll_v_norm = ImSaturate((clicked_v_norm - *click_delta_to_grab_center_v - grab_h_norm * 0.5f) / (1.0f - grab_h_norm));
-      scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
-      if (horizontal)
-         window->Scroll.x = scroll_v;
-      else
-         window->Scroll.y = scroll_v;
-
-      // Update values for rendering
-      scroll_ratio = ImSaturate(scroll_v / scroll_max);
-      grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
-
-      // Update distance to grab now that we have seeked and saturated
-      if (seek_absolute)
-         *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;
-   }
-
-   // Render
-   const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab);
-   ImRect grab_rect;
-   if (horizontal)
-      grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImMin(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, window_rect.Max.x), bb.Max.y);
-   else
-      grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImMin(ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels, window_rect.Max.y));
-   window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding);
-}
-
-void ImGui::BringWindowToFront(ImGuiWindow* window)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* current_front_window = g.Windows.back();
-   if (current_front_window == window || current_front_window->RootWindow == window)
-      return;
-   for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the front most window
-      if (g.Windows[i] == window)
-      {
-         g.Windows.erase(g.Windows.Data + i);
-         g.Windows.push_back(window);
-         break;
-      }
-}
-
-void ImGui::BringWindowToBack(ImGuiWindow* window)
-{
-   ImGuiContext& g = *GImGui;
-   if (g.Windows[0] == window)
-      return;
-   for (int i = 0; i < g.Windows.Size; i++)
-      if (g.Windows[i] == window)
-      {
-         memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
-         g.Windows[0] = window;
-         break;
-      }
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    // Error checking: verify that user hasn't called End() too many times!
+    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
+    {
+        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
+        return;
+    }
+    IM_ASSERT(g.CurrentWindowStack.Size > 0);
+
+    // Error checking: verify that user doesn't directly call End() on a child window.
+    if (window->Flags & ImGuiWindowFlags_ChildWindow)
+        IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
+
+    // Close anything that is open
+    if (window->DC.CurrentColumns)
+        EndColumns();
+    PopClipRect();   // Inner window clip rectangle
+
+    // Stop logging
+    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
+        LogFinish();
+
+    // Pop from window stack
+    g.CurrentWindowStack.pop_back();
+    if (window->Flags & ImGuiWindowFlags_Popup)
+        g.BeginPopupStack.pop_back();
+    ErrorCheckBeginEndCompareStacksSize(window, false);
+    SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back());
+}
+
+void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.WindowsFocusOrder.back() == window)
+        return;
+    for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the top-most window
+        if (g.WindowsFocusOrder[i] == window)
+        {
+            memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*));
+            g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window;
+            break;
+        }
+}
+
+void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* current_front_window = g.Windows.back();
+    if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better)
+        return;
+    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
+        if (g.Windows[i] == window)
+        {
+            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
+            g.Windows[g.Windows.Size - 1] = window;
+            break;
+        }
+}
+
+void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.Windows[0] == window)
+        return;
+    for (int i = 0; i < g.Windows.Size; i++)
+        if (g.Windows[i] == window)
+        {
+            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
+            g.Windows[0] = window;
+            break;
+        }
 }
 
@@ -6444,739 +6186,926 @@
 void ImGui::FocusWindow(ImGuiWindow* window)
 {
-   ImGuiContext& g = *GImGui;
-
-   if (g.NavWindow != window)
-   {
-      g.NavWindow = window;
-      if (window && g.NavDisableMouseHover)
-         g.NavMousePosDirty = true;
-      g.NavInitRequest = false;
-      g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
-      g.NavIdIsAlive = false;
-      g.NavLayer = 0;
-      //printf("[%05d] FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL);
-   }
-
-   // Passing NULL allow to disable keyboard focus
-   if (!window)
-      return;
-
-   // Move the root window to the top of the pile
-   if (window->RootWindow)
-      window = window->RootWindow;
-
-   // Steal focus on active widgets
-   if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it..
-      if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window)
-         ClearActiveID();
-
-   // Bring to front
-   if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus))
-      BringWindowToFront(window);
-}
-
-void ImGui::FocusFrontMostActiveWindow(ImGuiWindow* ignore_window)
-{
-   ImGuiContext& g = *GImGui;
-   for (int i = g.Windows.Size - 1; i >= 0; i--)
-      if (g.Windows[i] != ignore_window && g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow))
-      {
-         ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(g.Windows[i]);
-         FocusWindow(focus_window);
-         return;
-      }
-}
-
-void ImGui::PushItemWidth(float item_width)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
-   window->DC.ItemWidthStack.push_back(window->DC.ItemWidth);
-}
-
-void ImGui::PushMultiItemsWidths(int components, float w_full)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   const ImGuiStyle& style = GImGui->Style;
-   if (w_full <= 0.0f)
-      w_full = CalcItemWidth();
-   const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
-   const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
-   window->DC.ItemWidthStack.push_back(w_item_last);
-   for (int i = 0; i < components - 1; i++)
-      window->DC.ItemWidthStack.push_back(w_item_one);
-   window->DC.ItemWidth = window->DC.ItemWidthStack.back();
-}
-
-void ImGui::PopItemWidth()
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   window->DC.ItemWidthStack.pop_back();
-   window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back();
-}
-
-float ImGui::CalcItemWidth()
-{
-   ImGuiWindow* window = GetCurrentWindowRead();
-   float w = window->DC.ItemWidth;
-   if (w < 0.0f)
-   {
-      // Align to a right-side limit. We include 1 frame padding in the calculation because this is how the width is always used (we add 2 frame padding to it), but we could move that responsibility to the widget as well.
-      float width_to_right_edge = GetContentRegionAvail().x;
-      w = ImMax(1.0f, width_to_right_edge + w);
-   }
-   w = (float)(int)w;
-   return w;
-}
-
-static ImFont* GetDefaultFont()
-{
-   ImGuiContext& g = *GImGui;
-   return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0];
+    ImGuiContext& g = *GImGui;
+
+    if (g.NavWindow != window)
+    {
+        g.NavWindow = window;
+        if (window && g.NavDisableMouseHover)
+            g.NavMousePosDirty = true;
+        g.NavInitRequest = false;
+        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
+        g.NavFocusScopeId = 0;
+        g.NavIdIsAlive = false;
+        g.NavLayer = ImGuiNavLayer_Main;
+        //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL);
+    }
+
+    // Close popups if any
+    ClosePopupsOverWindow(window, false);
+
+    // Move the root window to the top of the pile
+    IM_ASSERT(window == NULL || window->RootWindow != NULL);
+    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop
+    ImGuiWindow* display_front_window = window ? window->RootWindow : NULL;
+
+    // Steal active widgets. Some of the cases it triggers includes:
+    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
+    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
+    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
+        if (!g.ActiveIdNoClearOnFocusLoss)
+            ClearActiveID();
+
+    // Passing NULL allow to disable keyboard focus
+    if (!window)
+        return;
+
+    // Bring to front
+    BringWindowToFocusFront(focus_front_window);
+    if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
+        BringWindowToDisplayFront(display_front_window);
+}
+
+void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window)
+{
+    ImGuiContext& g = *GImGui;
+
+    int start_idx = g.WindowsFocusOrder.Size - 1;
+    if (under_this_window != NULL)
+    {
+        int under_this_window_idx = FindWindowFocusIndex(under_this_window);
+        if (under_this_window_idx != -1)
+            start_idx = under_this_window_idx - 1;
+    }
+    for (int i = start_idx; i >= 0; i--)
+    {
+        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
+        ImGuiWindow* window = g.WindowsFocusOrder[i];
+        if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow))
+            if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
+            {
+                ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
+                FocusWindow(focus_window);
+                return;
+            }
+    }
+    FocusWindow(NULL);
 }
 
 void ImGui::SetCurrentFont(ImFont* font)
 {
-   ImGuiContext& g = *GImGui;
-   IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
-   IM_ASSERT(font->Scale > 0.0f);
-   g.Font = font;
-   g.FontBaseSize = g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale;
-   g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
-
-   ImFontAtlas* atlas = g.Font->ContainerAtlas;
-   g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
-   g.DrawListSharedData.Font = g.Font;
-   g.DrawListSharedData.FontSize = g.FontSize;
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
+    IM_ASSERT(font->Scale > 0.0f);
+    g.Font = font;
+    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
+    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
+
+    ImFontAtlas* atlas = g.Font->ContainerAtlas;
+    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
+    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
+    g.DrawListSharedData.Font = g.Font;
+    g.DrawListSharedData.FontSize = g.FontSize;
 }
 
 void ImGui::PushFont(ImFont* font)
 {
-   ImGuiContext& g = *GImGui;
-   if (!font)
-      font = GetDefaultFont();
-   SetCurrentFont(font);
-   g.FontStack.push_back(font);
-   g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
+    ImGuiContext& g = *GImGui;
+    if (!font)
+        font = GetDefaultFont();
+    SetCurrentFont(font);
+    g.FontStack.push_back(font);
+    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
 }
 
 void  ImGui::PopFont()
 {
-   ImGuiContext& g = *GImGui;
-   g.CurrentWindow->DrawList->PopTextureID();
-   g.FontStack.pop_back();
-   SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
+    ImGuiContext& g = *GImGui;
+    g.CurrentWindow->DrawList->PopTextureID();
+    g.FontStack.pop_back();
+    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
 }
 
 void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
 {
-   ImGuiWindow* window = GetCurrentWindow();
-   if (enabled)
-      window->DC.ItemFlags |= option;
-   else
-      window->DC.ItemFlags &= ~option;
-   window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags);
+    ImGuiWindow* window = GetCurrentWindow();
+    if (enabled)
+        window->DC.ItemFlags |= option;
+    else
+        window->DC.ItemFlags &= ~option;
+    window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags);
 }
 
 void ImGui::PopItemFlag()
 {
-   ImGuiWindow* window = GetCurrentWindow();
-   window->DC.ItemFlagsStack.pop_back();
-   window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back();
-}
-
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.ItemFlagsStack.pop_back();
+    window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back();
+}
+
+// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system.
 void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus)
 {
-   PushItemFlag(ImGuiItemFlags_AllowKeyboardFocus, allow_keyboard_focus);
+    PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus);
 }
 
 void ImGui::PopAllowKeyboardFocus()
 {
-   PopItemFlag();
+    PopItemFlag();
 }
 
 void ImGui::PushButtonRepeat(bool repeat)
 {
-   PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
+    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
 }
 
 void ImGui::PopButtonRepeat()
 {
-   PopItemFlag();
+    PopItemFlag();
 }
 
 void ImGui::PushTextWrapPos(float wrap_pos_x)
 {
-   ImGuiWindow* window = GetCurrentWindow();
-   window->DC.TextWrapPos = wrap_pos_x;
-   window->DC.TextWrapPosStack.push_back(wrap_pos_x);
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.TextWrapPos = wrap_pos_x;
+    window->DC.TextWrapPosStack.push_back(wrap_pos_x);
 }
 
 void ImGui::PopTextWrapPos()
 {
-   ImGuiWindow* window = GetCurrentWindow();
-   window->DC.TextWrapPosStack.pop_back();
-   window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back();
-}
-
-// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
-void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiColMod backup;
-   backup.Col = idx;
-   backup.BackupValue = g.Style.Colors[idx];
-   g.ColorModifiers.push_back(backup);
-   g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
-}
-
-void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiColMod backup;
-   backup.Col = idx;
-   backup.BackupValue = g.Style.Colors[idx];
-   g.ColorModifiers.push_back(backup);
-   g.Style.Colors[idx] = col;
-}
-
-void ImGui::PopStyleColor(int count)
-{
-   ImGuiContext& g = *GImGui;
-   while (count > 0)
-   {
-      ImGuiColMod& backup = g.ColorModifiers.back();
-      g.Style.Colors[backup.Col] = backup.BackupValue;
-      g.ColorModifiers.pop_back();
-      count--;
-   }
-}
-
-struct ImGuiStyleVarInfo
-{
-   ImGuiDataType   Type;
-   ImU32           Count;
-   ImU32           Offset;
-   void*           GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); }
-};
-
-static const ImGuiStyleVarInfo GStyleVarInfo[] =
-{
-   { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },              // ImGuiStyleVar_Alpha
-{ ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },      // ImGuiStyleVar_WindowPadding
-{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },     // ImGuiStyleVar_WindowRounding
-{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) },   // ImGuiStyleVar_WindowBorderSize
-{ ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },      // ImGuiStyleVar_WindowMinSize
-{ ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) },   // ImGuiStyleVar_WindowTitleAlign
-{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) },      // ImGuiStyleVar_ChildRounding
-{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) },    // ImGuiStyleVar_ChildBorderSize
-{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) },      // ImGuiStyleVar_PopupRounding
-{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) },    // ImGuiStyleVar_PopupBorderSize
-{ ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },       // ImGuiStyleVar_FramePadding
-{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },      // ImGuiStyleVar_FrameRounding
-{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) },    // ImGuiStyleVar_FrameBorderSize
-{ ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },        // ImGuiStyleVar_ItemSpacing
-{ ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },   // ImGuiStyleVar_ItemInnerSpacing
-{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },      // ImGuiStyleVar_IndentSpacing
-{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) },      // ImGuiStyleVar_ScrollbarSize
-{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) },  // ImGuiStyleVar_ScrollbarRounding
-{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },        // ImGuiStyleVar_GrabMinSize
-{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) },       // ImGuiStyleVar_GrabRounding
-{ ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },    // ImGuiStyleVar_ButtonTextAlign
-};
-
-static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)
-{
-   IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
-   IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
-   return &GStyleVarInfo[idx];
-}
-
-void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
-{
-   const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
-   if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
-   {
-      ImGuiContext& g = *GImGui;
-      float* pvar = (float*)var_info->GetVarPtr(&g.Style);
-      g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar));
-      *pvar = val;
-      return;
-   }
-   IM_ASSERT(0); // Called function with wrong-type? Variable is not a float.
-}
-
-void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
-{
-   const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
-   if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
-   {
-      ImGuiContext& g = *GImGui;
-      ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
-      g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar));
-      *pvar = val;
-      return;
-   }
-   IM_ASSERT(0); // Called function with wrong-type? Variable is not a ImVec2.
-}
-
-void ImGui::PopStyleVar(int count)
-{
-   ImGuiContext& g = *GImGui;
-   while (count > 0)
-   {
-      // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
-      ImGuiStyleMod& backup = g.StyleModifiers.back();
-      const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx);
-      void* data = info->GetVarPtr(&g.Style);
-      if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; }
-      else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
-      g.StyleModifiers.pop_back();
-      count--;
-   }
-}
-
-const char* ImGui::GetStyleColorName(ImGuiCol idx)
-{
-   // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
-   switch (idx)
-   {
-   case ImGuiCol_Text: return "Text";
-   case ImGuiCol_TextDisabled: return "TextDisabled";
-   case ImGuiCol_WindowBg: return "WindowBg";
-   case ImGuiCol_ChildBg: return "ChildBg";
-   case ImGuiCol_PopupBg: return "PopupBg";
-   case ImGuiCol_Border: return "Border";
-   case ImGuiCol_BorderShadow: return "BorderShadow";
-   case ImGuiCol_FrameBg: return "FrameBg";
-   case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
-   case ImGuiCol_FrameBgActive: return "FrameBgActive";
-   case ImGuiCol_TitleBg: return "TitleBg";
-   case ImGuiCol_TitleBgActive: return "TitleBgActive";
-   case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
-   case ImGuiCol_MenuBarBg: return "MenuBarBg";
-   case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
-   case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
-   case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
-   case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
-   case ImGuiCol_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_Separator: return "Separator";
-   case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
-   case ImGuiCol_SeparatorActive: return "SeparatorActive";
-   case ImGuiCol_ResizeGrip: return "ResizeGrip";
-   case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
-   case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
-   case ImGuiCol_PlotLines: return "PlotLines";
-   case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
-   case ImGuiCol_PlotHistogram: return "PlotHistogram";
-   case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
-   case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
-   case ImGuiCol_ModalWindowDarkening: return "ModalWindowDarkening";
-   case ImGuiCol_DragDropTarget: return "DragDropTarget";
-   case ImGuiCol_NavHighlight: return "NavHighlight";
-   case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
-   }
-   IM_ASSERT(0);
-   return "Unknown";
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.TextWrapPosStack.pop_back();
+    window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back();
 }
 
 bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
 {
-   if (window->RootWindow == potential_parent)
-      return true;
-   while (window != NULL)
-   {
-      if (window == potential_parent)
-         return true;
-      window = window->ParentWindow;
-   }
-   return false;
+    if (window->RootWindow == potential_parent)
+        return true;
+    while (window != NULL)
+    {
+        if (window == potential_parent)
+            return true;
+        window = window->ParentWindow;
+    }
+    return false;
 }
 
 bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
 {
-   IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0);   // Flags not supported by this function
-   ImGuiContext& g = *GImGui;
-
-   if (flags & ImGuiHoveredFlags_AnyWindow)
-   {
-      if (g.HoveredWindow == NULL)
-         return false;
-   }
-   else
-   {
-      switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows))
-      {
-      case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows:
-         if (g.HoveredRootWindow != g.CurrentWindow->RootWindow)
+    IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0);   // Flags not supported by this function
+    ImGuiContext& g = *GImGui;
+
+    if (flags & ImGuiHoveredFlags_AnyWindow)
+    {
+        if (g.HoveredWindow == NULL)
             return false;
-         break;
-      case ImGuiHoveredFlags_RootWindow:
-         if (g.HoveredWindow != g.CurrentWindow->RootWindow)
+    }
+    else
+    {
+        switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows))
+        {
+        case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows:
+            if (g.HoveredRootWindow != g.CurrentWindow->RootWindow)
+                return false;
+            break;
+        case ImGuiHoveredFlags_RootWindow:
+            if (g.HoveredWindow != g.CurrentWindow->RootWindow)
+                return false;
+            break;
+        case ImGuiHoveredFlags_ChildWindows:
+            if (g.HoveredWindow == NULL || !IsWindowChildOf(g.HoveredWindow, g.CurrentWindow))
+                return false;
+            break;
+        default:
+            if (g.HoveredWindow != g.CurrentWindow)
+                return false;
+            break;
+        }
+    }
+
+    if (!IsWindowContentHoverable(g.HoveredWindow, flags))
+        return false;
+    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
+        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId)
             return false;
-         break;
-      case ImGuiHoveredFlags_ChildWindows:
-         if (g.HoveredWindow == NULL || !IsWindowChildOf(g.HoveredWindow, g.CurrentWindow))
-            return false;
-         break;
-      default:
-         if (g.HoveredWindow != g.CurrentWindow)
-            return false;
-         break;
-      }
-   }
-
-   if (!IsWindowContentHoverable(g.HoveredRootWindow, flags))
-      return false;
-   if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
-      if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId)
-         return false;
-   return true;
+    return true;
 }
 
 bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
 {
-   ImGuiContext& g = *GImGui;
-   IM_ASSERT(g.CurrentWindow);     // Not inside a Begin()/End()
-
-   if (flags & ImGuiFocusedFlags_AnyWindow)
-      return g.NavWindow != NULL;
-
-   switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows))
-   {
-   case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows:
-      return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow;
-   case ImGuiFocusedFlags_RootWindow:
-      return g.NavWindow == g.CurrentWindow->RootWindow;
-   case ImGuiFocusedFlags_ChildWindows:
-      return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow);
-   default:
-      return g.NavWindow == g.CurrentWindow;
-   }
+    ImGuiContext& g = *GImGui;
+
+    if (flags & ImGuiFocusedFlags_AnyWindow)
+        return g.NavWindow != NULL;
+
+    IM_ASSERT(g.CurrentWindow);     // Not inside a Begin()/End()
+    switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows))
+    {
+    case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows:
+        return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow;
+    case ImGuiFocusedFlags_RootWindow:
+        return g.NavWindow == g.CurrentWindow->RootWindow;
+    case ImGuiFocusedFlags_ChildWindows:
+        return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow);
+    default:
+        return g.NavWindow == g.CurrentWindow;
+    }
 }
 
 // Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
+// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
+// If you want a window to never be focused, you may use the e.g. NoInputs flag.
 bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
 {
-   ImGuiContext& g = *GImGui;
-   return window->Active && window == window->RootWindowForTabbing && (!(window->Flags & ImGuiWindowFlags_NoNavFocus) || window == g.NavWindow);
+    return window->Active && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
 }
 
 float ImGui::GetWindowWidth()
 {
-   ImGuiWindow* window = GImGui->CurrentWindow;
-   return window->Size.x;
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->Size.x;
 }
 
 float ImGui::GetWindowHeight()
 {
-   ImGuiWindow* window = GImGui->CurrentWindow;
-   return window->Size.y;
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->Size.y;
 }
 
 ImVec2 ImGui::GetWindowPos()
 {
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-   return window->Pos;
-}
-
-static void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x)
-{
-   window->DC.CursorMaxPos.x += window->Scroll.x; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it.
-   window->Scroll.x = new_scroll_x;
-   window->DC.CursorMaxPos.x -= window->Scroll.x;
-}
-
-static void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y)
-{
-   window->DC.CursorMaxPos.y += window->Scroll.y; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it.
-   window->Scroll.y = new_scroll_y;
-   window->DC.CursorMaxPos.y -= window->Scroll.y;
-}
-
-static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
-{
-   // Test condition (NB: bit 0 is always true) and clear flags for next time
-   if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
-      return;
-
-   IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
-   window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
-   window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
-
-   // Set
-   const ImVec2 old_pos = window->Pos;
-   window->Pos = ImFloor(pos);
-   window->DC.CursorPos += (window->Pos - old_pos);    // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
-   window->DC.CursorMaxPos += (window->Pos - old_pos); // And more importantly we need to adjust this so size calculation doesn't get affected.
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    return window->Pos;
+}
+
+void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
+{
+    // Test condition (NB: bit 0 is always true) and clear flags for next time
+    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
+        return;
+
+    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
+    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
+    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
+
+    // Set
+    const ImVec2 old_pos = window->Pos;
+    window->Pos = ImFloor(pos);
+    ImVec2 offset = window->Pos - old_pos;
+    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
+    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
+    window->DC.CursorStartPos += offset;
 }
 
 void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
 {
-   ImGuiWindow* window = GetCurrentWindowRead();
-   SetWindowPos(window, pos, cond);
+    ImGuiWindow* window = GetCurrentWindowRead();
+    SetWindowPos(window, pos, cond);
 }
 
 void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
 {
-   if (ImGuiWindow* window = FindWindowByName(name))
-      SetWindowPos(window, pos, cond);
+    if (ImGuiWindow* window = FindWindowByName(name))
+        SetWindowPos(window, pos, cond);
 }
 
 ImVec2 ImGui::GetWindowSize()
 {
-   ImGuiWindow* window = GetCurrentWindowRead();
-   return window->Size;
-}
-
-static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
-{
-   // Test condition (NB: bit 0 is always true) and clear flags for next time
-   if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
-      return;
-
-   IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
-   window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
-
-   // Set
-   if (size.x > 0.0f)
-   {
-      window->AutoFitFramesX = 0;
-      window->SizeFull.x = size.x;
-   }
-   else
-   {
-      window->AutoFitFramesX = 2;
-      window->AutoFitOnlyGrows = false;
-   }
-   if (size.y > 0.0f)
-   {
-      window->AutoFitFramesY = 0;
-      window->SizeFull.y = size.y;
-   }
-   else
-   {
-      window->AutoFitFramesY = 2;
-      window->AutoFitOnlyGrows = false;
-   }
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->Size;
+}
+
+void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
+{
+    // Test condition (NB: bit 0 is always true) and clear flags for next time
+    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
+        return;
+
+    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
+    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
+
+    // Set
+    if (size.x > 0.0f)
+    {
+        window->AutoFitFramesX = 0;
+        window->SizeFull.x = IM_FLOOR(size.x);
+    }
+    else
+    {
+        window->AutoFitFramesX = 2;
+        window->AutoFitOnlyGrows = false;
+    }
+    if (size.y > 0.0f)
+    {
+        window->AutoFitFramesY = 0;
+        window->SizeFull.y = IM_FLOOR(size.y);
+    }
+    else
+    {
+        window->AutoFitFramesY = 2;
+        window->AutoFitOnlyGrows = false;
+    }
 }
 
 void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
 {
-   SetWindowSize(GImGui->CurrentWindow, size, cond);
+    SetWindowSize(GImGui->CurrentWindow, size, cond);
 }
 
 void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
 {
-   if (ImGuiWindow* window = FindWindowByName(name))
-      SetWindowSize(window, size, cond);
-}
-
-static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
-{
-   // Test condition (NB: bit 0 is always true) and clear flags for next time
-   if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
-      return;
-   window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
-
-   // Set
-   window->Collapsed = collapsed;
+    if (ImGuiWindow* window = FindWindowByName(name))
+        SetWindowSize(window, size, cond);
+}
+
+void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
+{
+    // Test condition (NB: bit 0 is always true) and clear flags for next time
+    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
+        return;
+    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
+
+    // Set
+    window->Collapsed = collapsed;
+}
+
+void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
+{
+    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters
+    window->HitTestHoleSize = ImVec2ih(size);
+    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
 }
 
 void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
 {
-   SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
+    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
 }
 
 bool ImGui::IsWindowCollapsed()
 {
-   ImGuiWindow* window = GetCurrentWindowRead();
-   return window->Collapsed;
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->Collapsed;
 }
 
 bool ImGui::IsWindowAppearing()
 {
-   ImGuiWindow* window = GetCurrentWindowRead();
-   return window->Appearing;
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->Appearing;
 }
 
 void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
 {
-   if (ImGuiWindow* window = FindWindowByName(name))
-      SetWindowCollapsed(window, collapsed, cond);
+    if (ImGuiWindow* window = FindWindowByName(name))
+        SetWindowCollapsed(window, collapsed, cond);
 }
 
 void ImGui::SetWindowFocus()
 {
-   FocusWindow(GImGui->CurrentWindow);
+    FocusWindow(GImGui->CurrentWindow);
 }
 
 void ImGui::SetWindowFocus(const char* name)
 {
-   if (name)
-   {
-      if (ImGuiWindow* window = FindWindowByName(name))
-         FocusWindow(window);
-   }
-   else
-   {
-      FocusWindow(NULL);
-   }
+    if (name)
+    {
+        if (ImGuiWindow* window = FindWindowByName(name))
+            FocusWindow(window);
+    }
+    else
+    {
+        FocusWindow(NULL);
+    }
 }
 
 void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
 {
-   ImGuiContext& g = *GImGui;
-   IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
-   g.NextWindowData.PosVal = pos;
-   g.NextWindowData.PosPivotVal = pivot;
-   g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
+    g.NextWindowData.PosVal = pos;
+    g.NextWindowData.PosPivotVal = pivot;
+    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
 }
 
 void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
 {
-   ImGuiContext& g = *GImGui;
-   IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
-   g.NextWindowData.SizeVal = size;
-   g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
+    g.NextWindowData.SizeVal = size;
+    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
 }
 
 void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
 {
-   ImGuiContext& g = *GImGui;
-   g.NextWindowData.SizeConstraintCond = ImGuiCond_Always;
-   g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
-   g.NextWindowData.SizeCallback = custom_callback;
-   g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
-}
-
+    ImGuiContext& g = *GImGui;
+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
+    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
+    g.NextWindowData.SizeCallback = custom_callback;
+    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
+}
+
+// Content size = inner scrollable rectangle, padded with WindowPadding.
+// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
 void ImGui::SetNextWindowContentSize(const ImVec2& size)
 {
-   ImGuiContext& g = *GImGui;
-   g.NextWindowData.ContentSizeVal = size;  // In Begin() we will add the size of window decorations (title bar, menu etc.) to that to form a SizeContents value.
-   g.NextWindowData.ContentSizeCond = ImGuiCond_Always;
+    ImGuiContext& g = *GImGui;
+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
+    g.NextWindowData.ContentSizeVal = size;
+}
+
+void ImGui::SetNextWindowScroll(const ImVec2& scroll)
+{
+    ImGuiContext& g = *GImGui;
+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
+    g.NextWindowData.ScrollVal = scroll;
 }
 
 void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
 {
-   ImGuiContext& g = *GImGui;
-   IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
-   g.NextWindowData.CollapsedVal = collapsed;
-   g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
+    g.NextWindowData.CollapsedVal = collapsed;
+    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
 }
 
 void ImGui::SetNextWindowFocus()
 {
-   ImGuiContext& g = *GImGui;
-   g.NextWindowData.FocusCond = ImGuiCond_Always;   // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op)
+    ImGuiContext& g = *GImGui;
+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
 }
 
 void ImGui::SetNextWindowBgAlpha(float alpha)
 {
-   ImGuiContext& g = *GImGui;
-   g.NextWindowData.BgAlphaVal = alpha;
-   g.NextWindowData.BgAlphaCond = ImGuiCond_Always; // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op)
-}
-
-// In window space (not screen space!)
-ImVec2 ImGui::GetContentRegionMax()
-{
-   ImGuiWindow* window = GetCurrentWindowRead();
-   ImVec2 mx = window->ContentsRegionRect.Max;
-   if (window->DC.ColumnsSet)
-      mx.x = GetColumnOffset(window->DC.ColumnsSet->Current + 1) - window->WindowPadding.x;
-   return mx;
-}
-
-ImVec2 ImGui::GetContentRegionAvail()
-{
-   ImGuiWindow* window = GetCurrentWindowRead();
-   return GetContentRegionMax() - (window->DC.CursorPos - window->Pos);
-}
-
-float ImGui::GetContentRegionAvailWidth()
-{
-   return GetContentRegionAvail().x;
-}
-
-// In window space (not screen space!)
-ImVec2 ImGui::GetWindowContentRegionMin()
-{
-   ImGuiWindow* window = GetCurrentWindowRead();
-   return window->ContentsRegionRect.Min;
-}
-
-ImVec2 ImGui::GetWindowContentRegionMax()
-{
-   ImGuiWindow* window = GetCurrentWindowRead();
-   return window->ContentsRegionRect.Max;
-}
-
-float ImGui::GetWindowContentRegionWidth()
-{
-   ImGuiWindow* window = GetCurrentWindowRead();
-   return window->ContentsRegionRect.Max.x - window->ContentsRegionRect.Min.x;
-}
-
-float ImGui::GetTextLineHeight()
-{
-   ImGuiContext& g = *GImGui;
-   return g.FontSize;
-}
-
-float ImGui::GetTextLineHeightWithSpacing()
-{
-   ImGuiContext& g = *GImGui;
-   return g.FontSize + g.Style.ItemSpacing.y;
-}
-
-float ImGui::GetFrameHeight()
-{
-   ImGuiContext& g = *GImGui;
-   return g.FontSize + g.Style.FramePadding.y * 2.0f;
-}
-
-float ImGui::GetFrameHeightWithSpacing()
-{
-   ImGuiContext& g = *GImGui;
-   return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
+    ImGuiContext& g = *GImGui;
+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
+    g.NextWindowData.BgAlphaVal = alpha;
 }
 
 ImDrawList* ImGui::GetWindowDrawList()
 {
-   ImGuiWindow* window = GetCurrentWindow();
-   return window->DrawList;
+    ImGuiWindow* window = GetCurrentWindow();
+    return window->DrawList;
 }
 
 ImFont* ImGui::GetFont()
 {
-   return GImGui->Font;
+    return GImGui->Font;
 }
 
 float ImGui::GetFontSize()
 {
-   return GImGui->FontSize;
+    return GImGui->FontSize;
 }
 
 ImVec2 ImGui::GetFontTexUvWhitePixel()
 {
-   return GImGui->DrawListSharedData.TexUvWhitePixel;
+    return GImGui->DrawListSharedData.TexUvWhitePixel;
 }
 
 void ImGui::SetWindowFontScale(float scale)
 {
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = GetCurrentWindow();
-   window->FontWindowScale = scale;
-   g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
+    IM_ASSERT(scale > 0.0f);
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    window->FontWindowScale = scale;
+    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
+}
+
+void ImGui::ActivateItem(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    g.NavNextActivateId = id;
+}
+
+// Note: this is storing in same stack as IDStack, so Push/Pop mismatch will be reported there.
+void ImGui::PushFocusScope(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    window->IDStack.push_back(window->DC.NavFocusScopeIdCurrent);
+    window->DC.NavFocusScopeIdCurrent = id;
+}
+
+void ImGui::PopFocusScope()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    window->DC.NavFocusScopeIdCurrent = window->IDStack.back();
+    window->IDStack.pop_back();
+}
+
+void ImGui::SetKeyboardFocusHere(int offset)
+{
+    IM_ASSERT(offset >= -1);    // -1 is allowed but not below
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    g.FocusRequestNextWindow = window;
+    g.FocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset;
+    g.FocusRequestNextCounterTabStop = INT_MAX;
+}
+
+void ImGui::SetItemDefaultFocus()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (!window->Appearing)
+        return;
+    if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent)
+    {
+        g.NavInitRequest = false;
+        g.NavInitResultId = g.NavWindow->DC.LastItemId;
+        g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos);
+        NavUpdateAnyRequestFlag();
+        if (!IsItemVisible())
+            SetScrollHereY();
+    }
+}
+
+void ImGui::SetStateStorage(ImGuiStorage* tree)
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    window->DC.StateStorage = tree ? tree : &window->StateStorage;
+}
+
+ImGuiStorage* ImGui::GetStateStorage()
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->DC.StateStorage;
+}
+
+void ImGui::PushID(const char* str_id)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiID id = window->GetIDNoKeepAlive(str_id);
+    window->IDStack.push_back(id);
+}
+
+void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiID id = window->GetIDNoKeepAlive(str_id_begin, str_id_end);
+    window->IDStack.push_back(id);
+}
+
+void ImGui::PushID(const void* ptr_id)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiID id = window->GetIDNoKeepAlive(ptr_id);
+    window->IDStack.push_back(id);
+}
+
+void ImGui::PushID(int int_id)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiID id = window->GetIDNoKeepAlive(int_id);
+    window->IDStack.push_back(id);
+}
+
+// Push a given id value ignoring the ID stack as a seed.
+void ImGui::PushOverrideID(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    window->IDStack.push_back(id);
+}
+
+// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
+// (note that when using this pattern, TestEngine's "Stack Tool" will tend to not display the intermediate stack level.
+//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
+ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
+{
+    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
+    ImGui::KeepAliveID(id);
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+    ImGuiContext& g = *GImGui;
+    IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end);
+#endif
+    return id;
+}
+
+void ImGui::PopID()
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    window->IDStack.pop_back();
+}
+
+ImGuiID ImGui::GetID(const char* str_id)
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->GetID(str_id);
+}
+
+ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->GetID(str_id_begin, str_id_end);
+}
+
+ImGuiID ImGui::GetID(const void* ptr_id)
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->GetID(ptr_id);
+}
+
+bool ImGui::IsRectVisible(const ImVec2& size)
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
+}
+
+bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
+}
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] ERROR CHECKING
+//-----------------------------------------------------------------------------
+
+// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
+// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
+// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code
+// may see different structures than what imgui.cpp sees, which is problematic.
+// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui.
+bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
+{
+    bool error = false;
+    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
+    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
+    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
+    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
+    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
+    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
+    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
+    return !error;
+}
+
+static void ImGui::ErrorCheckNewFrameSanityChecks()
+{
+    ImGuiContext& g = *GImGui;
+
+    // Check user IM_ASSERT macro
+    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means you assert macro is incorrectly defined!
+    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
+    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
+    // #define IM_ASSERT(EXPR)   SomeCode(EXPR); SomeMoreCode();                    // Wrong!
+    // #define IM_ASSERT(EXPR)   do { SomeCode(EXPR); SomeMoreCode(); } while (0)   // Correct!
+    if (true) IM_ASSERT(1); else IM_ASSERT(0);
+
+    // Check user data
+    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
+    IM_ASSERT(g.Initialized);
+    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");
+    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
+    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");
+    IM_ASSERT(g.IO.Fonts->Fonts.Size > 0                                && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
+    IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded()                          && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
+    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
+    IM_ASSERT(g.Style.CircleSegmentMaxError > 0.0f                      && "Invalid style setting!");
+    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!");
+    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
+    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
+    for (int n = 0; n < ImGuiKey_COUNT; n++)
+        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)");
+
+    // Perform simple check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only recently added in 1.60 WIP)
+    if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
+        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
+
+    // Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
+    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
+        g.IO.ConfigWindowsResizeFromEdges = false;
+}
+
+static void ImGui::ErrorCheckEndFrameSanityChecks()
+{
+    ImGuiContext& g = *GImGui;
+
+    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
+    // One possible reason leading to this assert is that your back-ends update inputs _AFTER_ NewFrame().
+    const ImGuiKeyModFlags expected_key_mod_flags = GetMergedKeyModFlags();
+    IM_ASSERT(g.IO.KeyMods == expected_key_mod_flags && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
+    IM_UNUSED(expected_key_mod_flags);
+
+    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
+    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
+    if (g.CurrentWindowStack.Size != 1)
+    {
+        if (g.CurrentWindowStack.Size > 1)
+        {
+            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
+            while (g.CurrentWindowStack.Size > 1)
+                End();
+        }
+        else
+        {
+            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
+        }
+    }
+}
+
+// Save and compare stack sizes on Begin()/End() to detect usage errors
+// Begin() calls this with write=true
+// End() calls this with write=false
+static void ImGui::ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write)
+{
+    ImGuiContext& g = *GImGui;
+    short* p = &window->DC.StackSizesBackup[0];
+
+    // Window stacks
+    // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
+    { int n = window->IDStack.Size;       if (write) *p = (short)n; else IM_ASSERT(*p == n && "PushID/PopID or TreeNode/TreePop Mismatch!");   p++; }    // Too few or too many PopID()/TreePop()
+    { int n = window->DC.GroupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginGroup/EndGroup Mismatch!");                p++; }    // Too few or too many EndGroup()
+
+    // Global stacks
+    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
+    { int n = g.BeginPopupStack.Size;     if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch!"); p++; }// Too few or too many EndMenu()/EndPopup()
+    { int n = g.ColorModifiers.Size;      if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleColor/PopStyleColor Mismatch!");       p++; }    // Too few or too many PopStyleColor()
+    { int n = g.StyleModifiers.Size;      if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleVar/PopStyleVar Mismatch!");           p++; }    // Too few or too many PopStyleVar()
+    { int n = g.FontStack.Size;           if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushFont/PopFont Mismatch!");                   p++; }    // Too few or too many PopFont()
+    IM_ASSERT(p == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));
+}
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] LAYOUT
+//-----------------------------------------------------------------------------
+// - ItemSize()
+// - ItemAdd()
+// - SameLine()
+// - GetCursorScreenPos()
+// - SetCursorScreenPos()
+// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
+// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
+// - GetCursorStartPos()
+// - Indent()
+// - Unindent()
+// - SetNextItemWidth()
+// - PushItemWidth()
+// - PushMultiItemsWidths()
+// - PopItemWidth()
+// - CalcItemWidth()
+// - CalcItemSize()
+// - GetTextLineHeight()
+// - GetTextLineHeightWithSpacing()
+// - GetFrameHeight()
+// - GetFrameHeightWithSpacing()
+// - GetContentRegionMax()
+// - GetContentRegionMaxAbs() [Internal]
+// - GetContentRegionAvail(),
+// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
+// - GetWindowContentRegionWidth()
+// - BeginGroup()
+// - EndGroup()
+// Also see in imgui_widgets: tab bars, columns.
+//-----------------------------------------------------------------------------
+
+// Advance cursor given item size for layout.
+// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
+// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
+void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->SkipItems)
+        return;
+
+    // We increase the height in this function to accommodate for baseline offset.
+    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
+    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
+    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
+    const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y);
+
+    // Always align ourselves on pixel boundaries
+    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
+    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
+    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y;
+    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line
+    window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y);        // Next line
+    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
+    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
+    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
+
+    window->DC.PrevLineSize.y = line_height;
+    window->DC.CurrLineSize.y = 0.0f;
+    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
+    window->DC.CurrLineTextBaseOffset = 0.0f;
+
+    // Horizontal layout mode
+    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
+        SameLine();
+}
+
+void ImGui::ItemSize(const ImRect& bb, float text_baseline_y)
+{
+    ItemSize(bb.GetSize(), text_baseline_y);
+}
+
+// Declare item bounding box for clipping and interaction.
+// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
+// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
+bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    if (id != 0)
+    {
+        // Navigation processing runs prior to clipping early-out
+        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
+        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
+        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
+        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
+        //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
+        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
+        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
+        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
+        window->DC.NavLayerActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
+        if (g.NavId == id || g.NavAnyRequest)
+            if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
+                if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
+                    NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id);
+
+        // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd()
+#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
+        if (id == g.DebugItemPickerBreakId)
+        {
+            IM_DEBUG_BREAK();
+            g.DebugItemPickerBreakId = 0;
+        }
+#endif
+    }
+
+    // Equivalent to calling SetLastItemData()
+    window->DC.LastItemId = id;
+    window->DC.LastItemRect = bb;
+    window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None;
+    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
+
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+    if (id != 0)
+        IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id);
+#endif
+
+    // Clipping test
+    const bool is_clipped = IsClippedEx(bb, id, false);
+    if (is_clipped)
+        return false;
+    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
+
+    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
+    if (IsMouseHoveringRect(bb.Min, bb.Max))
+        window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect;
+    return true;
+}
+
+// Gets back to previous line and continue with horizontal layout
+//      offset_from_start_x == 0 : follow right after previous item
+//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)
+//      spacing_w < 0            : use default spacing if pos_x == 0, no spacing if pos_x != 0
+//      spacing_w >= 0           : enforce spacing amount
+void ImGui::SameLine(float offset_from_start_x, float spacing_w)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    if (window->SkipItems)
+        return;
+
+    ImGuiContext& g = *GImGui;
+    if (offset_from_start_x != 0.0f)
+    {
+        if (spacing_w < 0.0f) spacing_w = 0.0f;
+        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
+        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
+    }
+    else
+    {
+        if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x;
+        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
+        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
+    }
+    window->DC.CurrLineSize = window->DC.PrevLineSize;
+    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
+}
+
+ImVec2 ImGui::GetCursorScreenPos()
+{
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CursorPos;
+}
+
+void ImGui::SetCursorScreenPos(const ImVec2& pos)
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.CursorPos = pos;
+    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
 }
 
@@ -7185,5848 +7114,2335 @@
 ImVec2 ImGui::GetCursorPos()
 {
-   ImGuiWindow* window = GetCurrentWindowRead();
-   return window->DC.CursorPos - window->Pos + window->Scroll;
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CursorPos - window->Pos + window->Scroll;
 }
 
 float ImGui::GetCursorPosX()
 {
-   ImGuiWindow* window = GetCurrentWindowRead();
-   return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
 }
 
 float ImGui::GetCursorPosY()
 {
-   ImGuiWindow* window = GetCurrentWindowRead();
-   return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
 }
 
 void ImGui::SetCursorPos(const ImVec2& local_pos)
 {
-   ImGuiWindow* window = GetCurrentWindow();
-   window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
-   window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
+    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
 }
 
 void ImGui::SetCursorPosX(float x)
 {
-   ImGuiWindow* window = GetCurrentWindow();
-   window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
-   window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
+    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
 }
 
 void ImGui::SetCursorPosY(float y)
 {
-   ImGuiWindow* window = GetCurrentWindow();
-   window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
-   window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
+    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
 }
 
 ImVec2 ImGui::GetCursorStartPos()
 {
-   ImGuiWindow* window = GetCurrentWindowRead();
-   return window->DC.CursorStartPos - window->Pos;
-}
-
-ImVec2 ImGui::GetCursorScreenPos()
-{
-   ImGuiWindow* window = GetCurrentWindowRead();
-   return window->DC.CursorPos;
-}
-
-void ImGui::SetCursorScreenPos(const ImVec2& screen_pos)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   window->DC.CursorPos = screen_pos;
-   window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
+    ImGuiWindow* window = GetCurrentWindowRead();
+    return window->DC.CursorStartPos - window->Pos;
+}
+
+void ImGui::Indent(float indent_w)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
+    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
+}
+
+void ImGui::Unindent(float indent_w)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
+    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
+}
+
+// Affect large frame+labels widgets only.
+void ImGui::SetNextItemWidth(float item_width)
+{
+    ImGuiContext& g = *GImGui;
+    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
+    g.NextItemData.Width = item_width;
+}
+
+void ImGui::PushItemWidth(float item_width)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
+    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth);
+    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
+}
+
+void ImGui::PushMultiItemsWidths(int components, float w_full)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    const ImGuiStyle& style = g.Style;
+    const float w_item_one  = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
+    const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
+    window->DC.ItemWidthStack.push_back(w_item_last);
+    for (int i = 0; i < components - 1; i++)
+        window->DC.ItemWidthStack.push_back(w_item_one);
+    window->DC.ItemWidth = window->DC.ItemWidthStack.back();
+    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
+}
+
+void ImGui::PopItemWidth()
+{
+    ImGuiWindow* window = GetCurrentWindow();
+    window->DC.ItemWidthStack.pop_back();
+    window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back();
+}
+
+// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
+// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
+float ImGui::CalcItemWidth()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    float w;
+    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
+        w = g.NextItemData.Width;
+    else
+        w = window->DC.ItemWidth;
+    if (w < 0.0f)
+    {
+        float region_max_x = GetContentRegionMaxAbs().x;
+        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
+    }
+    w = IM_FLOOR(w);
+    return w;
+}
+
+// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
+// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
+// Note that only CalcItemWidth() is publicly exposed.
+// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
+ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+
+    ImVec2 region_max;
+    if (size.x < 0.0f || size.y < 0.0f)
+        region_max = GetContentRegionMaxAbs();
+
+    if (size.x == 0.0f)
+        size.x = default_w;
+    else if (size.x < 0.0f)
+        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
+
+    if (size.y == 0.0f)
+        size.y = default_h;
+    else if (size.y < 0.0f)
+        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
+
+    return size;
+}
+
+float ImGui::GetTextLineHeight()
+{
+    ImGuiContext& g = *GImGui;
+    return g.FontSize;
+}
+
+float ImGui::GetTextLineHeightWithSpacing()
+{
+    ImGuiContext& g = *GImGui;
+    return g.FontSize + g.Style.ItemSpacing.y;
+}
+
+float ImGui::GetFrameHeight()
+{
+    ImGuiContext& g = *GImGui;
+    return g.FontSize + g.Style.FramePadding.y * 2.0f;
+}
+
+float ImGui::GetFrameHeightWithSpacing()
+{
+    ImGuiContext& g = *GImGui;
+    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
+}
+
+// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!
+
+// FIXME: This is in window space (not screen space!).
+ImVec2 ImGui::GetContentRegionMax()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImVec2 mx = window->ContentRegionRect.Max - window->Pos;
+    if (window->DC.CurrentColumns)
+        mx.x = window->WorkRect.Max.x - window->Pos.x;
+    return mx;
+}
+
+// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
+ImVec2 ImGui::GetContentRegionMaxAbs()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImVec2 mx = window->ContentRegionRect.Max;
+    if (window->DC.CurrentColumns)
+        mx.x = window->WorkRect.Max.x;
+    return mx;
+}
+
+ImVec2 ImGui::GetContentRegionAvail()
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return GetContentRegionMaxAbs() - window->DC.CursorPos;
+}
+
+// In window space (not screen space!)
+ImVec2 ImGui::GetWindowContentRegionMin()
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->ContentRegionRect.Min - window->Pos;
+}
+
+ImVec2 ImGui::GetWindowContentRegionMax()
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->ContentRegionRect.Max - window->Pos;
+}
+
+float ImGui::GetWindowContentRegionWidth()
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->ContentRegionRect.GetWidth();
+}
+
+// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
+// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
+void ImGui::BeginGroup()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1);
+    ImGuiGroupData& group_data = window->DC.GroupStack.back();
+    group_data.BackupCursorPos = window->DC.CursorPos;
+    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
+    group_data.BackupIndent = window->DC.Indent;
+    group_data.BackupGroupOffset = window->DC.GroupOffset;
+    group_data.BackupCurrLineSize = window->DC.CurrLineSize;
+    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
+    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
+    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
+    group_data.EmitItem = true;
+
+    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
+    window->DC.Indent = window->DC.GroupOffset;
+    window->DC.CursorMaxPos = window->DC.CursorPos;
+    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
+    if (g.LogEnabled)
+        g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return
+}
+
+void ImGui::EndGroup()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    IM_ASSERT(window->DC.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
+
+    ImGuiGroupData& group_data = window->DC.GroupStack.back();
+
+    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
+
+    window->DC.CursorPos = group_data.BackupCursorPos;
+    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
+    window->DC.Indent = group_data.BackupIndent;
+    window->DC.GroupOffset = group_data.BackupGroupOffset;
+    window->DC.CurrLineSize = group_data.BackupCurrLineSize;
+    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
+    if (g.LogEnabled)
+        g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return
+
+    if (!group_data.EmitItem)
+    {
+        window->DC.GroupStack.pop_back();
+        return;
+    }
+
+    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
+    ItemSize(group_bb.GetSize());
+    ItemAdd(group_bb, 0);
+
+    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
+    // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
+    // Also if you grep for LastItemId you'll notice it is only used in that context.
+    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
+    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
+    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
+    if (group_contains_curr_active_id)
+        window->DC.LastItemId = g.ActiveId;
+    else if (group_contains_prev_active_id)
+        window->DC.LastItemId = g.ActiveIdPreviousFrame;
+    window->DC.LastItemRect = group_bb;
+
+    // Forward Edited flag
+    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
+        window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited;
+
+    // Forward Deactivated flag
+    window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
+    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
+        window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Deactivated;
+
+    window->DC.GroupStack.pop_back();
+    //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]
+}
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] SCROLLING
+//-----------------------------------------------------------------------------
+
+// Helper to snap on edges when aiming at an item very close to the edge,
+// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
+// When we refactor the scrolling API this may be configurable with a flag?
+// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
+static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
+{
+    if (target <= snap_min + snap_threshold)
+        return ImLerp(snap_min, target, center_ratio);
+    if (target >= snap_max - snap_threshold)
+        return ImLerp(target, snap_max, center_ratio);
+    return target;
+}
+
+static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
+{
+    ImVec2 scroll = window->Scroll;
+    if (window->ScrollTarget.x < FLT_MAX)
+    {
+        float center_x_ratio = window->ScrollTargetCenterRatio.x;
+        float scroll_target_x = window->ScrollTarget.x;
+        float snap_x_min = 0.0f;
+        float snap_x_max = window->ScrollMax.x + window->Size.x;
+        if (window->ScrollTargetEdgeSnapDist.x > 0.0f)
+            scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio);
+        scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - window->ScrollbarSizes.x);
+    }
+    if (window->ScrollTarget.y < FLT_MAX)
+    {
+        float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
+        float center_y_ratio = window->ScrollTargetCenterRatio.y;
+        float scroll_target_y = window->ScrollTarget.y;
+        float snap_y_min = 0.0f;
+        float snap_y_max = window->ScrollMax.y + window->Size.y - decoration_up_height;
+        if (window->ScrollTargetEdgeSnapDist.y > 0.0f)
+            scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio);
+        scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height);
+    }
+    scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f));
+    scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f));
+    if (!window->Collapsed && !window->SkipItems)
+    {
+        scroll.x = ImMin(scroll.x, window->ScrollMax.x);
+        scroll.y = ImMin(scroll.y, window->ScrollMax.y);
+    }
+    return scroll;
+}
+
+// Scroll to keep newly navigated item fully into view
+ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect)
+{
+    ImGuiContext& g = *GImGui;
+    ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
+    //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
+
+    ImVec2 delta_scroll;
+    if (!window_rect.Contains(item_rect))
+    {
+        if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
+            SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x - g.Style.ItemSpacing.x, 0.0f);
+        else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
+            SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f);
+        if (item_rect.Min.y < window_rect.Min.y)
+            SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f);
+        else if (item_rect.Max.y >= window_rect.Max.y)
+            SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f);
+
+        ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
+        delta_scroll = next_scroll - window->Scroll;
+    }
+
+    // Also scroll parent window to keep us into view if necessary
+    if (window->Flags & ImGuiWindowFlags_ChildWindow)
+        delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll));
+
+    return delta_scroll;
 }
 
 float ImGui::GetScrollX()
 {
-   return GImGui->CurrentWindow->Scroll.x;
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->Scroll.x;
 }
 
 float ImGui::GetScrollY()
 {
-   return GImGui->CurrentWindow->Scroll.y;
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->Scroll.y;
 }
 
 float ImGui::GetScrollMaxX()
 {
-   return GetScrollMaxX(GImGui->CurrentWindow);
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->ScrollMax.x;
 }
 
 float ImGui::GetScrollMaxY()
 {
-   return GetScrollMaxY(GImGui->CurrentWindow);
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return window->ScrollMax.y;
+}
+
+void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
+{
+    window->ScrollTarget.x = scroll_x;
+    window->ScrollTargetCenterRatio.x = 0.0f;
+    window->ScrollTargetEdgeSnapDist.x = 0.0f;
+}
+
+void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
+{
+    window->ScrollTarget.y = scroll_y;
+    window->ScrollTargetCenterRatio.y = 0.0f;
+    window->ScrollTargetEdgeSnapDist.y = 0.0f;
 }
 
 void ImGui::SetScrollX(float scroll_x)
 {
-   ImGuiWindow* window = GetCurrentWindow();
-   window->ScrollTarget.x = scroll_x;
-   window->ScrollTargetCenterRatio.x = 0.0f;
+    ImGuiContext& g = *GImGui;
+    SetScrollX(g.CurrentWindow, scroll_x);
 }
 
 void ImGui::SetScrollY(float scroll_y)
 {
-   ImGuiWindow* window = GetCurrentWindow();
-   window->ScrollTarget.y = scroll_y + window->TitleBarHeight() + window->MenuBarHeight(); // title bar height canceled out when using ScrollTargetRelY
-   window->ScrollTargetCenterRatio.y = 0.0f;
-}
-
-void ImGui::SetScrollFromPosY(float pos_y, float center_y_ratio)
-{
-   // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
-   ImGuiWindow* window = GetCurrentWindow();
-   IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
-   window->ScrollTarget.y = (float)(int)(pos_y + window->Scroll.y);
-   window->ScrollTargetCenterRatio.y = center_y_ratio;
-
-   // Minor hack to to make scrolling to top/bottom of window take account of WindowPadding, it looks more right to the user this way
-   if (center_y_ratio <= 0.0f && window->ScrollTarget.y <= window->WindowPadding.y)
-      window->ScrollTarget.y = 0.0f;
-   else if (center_y_ratio >= 1.0f && window->ScrollTarget.y >= window->SizeContents.y - window->WindowPadding.y + GImGui->Style.ItemSpacing.y)
-      window->ScrollTarget.y = window->SizeContents.y;
+    ImGuiContext& g = *GImGui;
+    SetScrollY(g.CurrentWindow, scroll_y);
+}
+
+// Note that a local position will vary depending on initial scroll value,
+// This is a little bit confusing so bear with us:
+//  - local_pos = (absolution_pos - window->Pos)
+//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
+//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
+//  - They mostly exists because of legacy API.
+// Following the rules above, when trying to work with scrolling code, consider that:
+//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
+//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
+// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
+void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
+{
+    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
+    window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); // Convert local position to scroll offset
+    window->ScrollTargetCenterRatio.x = center_x_ratio;
+    window->ScrollTargetEdgeSnapDist.x = 0.0f;
+}
+
+void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
+{
+    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
+    local_y -= window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect
+    window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset
+    window->ScrollTargetCenterRatio.y = center_y_ratio;
+    window->ScrollTargetEdgeSnapDist.y = 0.0f;
+}
+
+void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
+{
+    ImGuiContext& g = *GImGui;
+    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
+}
+
+void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
+{
+    ImGuiContext& g = *GImGui;
+    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
+}
+
+// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
+void ImGui::SetScrollHereX(float center_x_ratio)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    float spacing_x = g.Style.ItemSpacing.x;
+    float target_pos_x = ImLerp(window->DC.LastItemRect.Min.x - spacing_x, window->DC.LastItemRect.Max.x + spacing_x, center_x_ratio);
+    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
+
+    // Tweak: snap on edges when aiming at an item very close to the edge
+    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
 }
 
 // center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
-void ImGui::SetScrollHere(float center_y_ratio)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space
-   target_y += (window->DC.PrevLineHeight * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
-   SetScrollFromPosY(target_y, center_y_ratio);
-}
-
-void ImGui::ActivateItem(ImGuiID id)
-{
-   ImGuiContext& g = *GImGui;
-   g.NavNextActivateId = id;
-}
-
-void ImGui::SetKeyboardFocusHere(int offset)
-{
-   IM_ASSERT(offset >= -1);    // -1 is allowed but not below
-   ImGuiWindow* window = GetCurrentWindow();
-   window->FocusIdxAllRequestNext = window->FocusIdxAllCounter + 1 + offset;
-   window->FocusIdxTabRequestNext = INT_MAX;
-}
-
-void ImGui::SetItemDefaultFocus()
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-   if (!window->Appearing)
-      return;
-   if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent)
-   {
-      g.NavInitRequest = false;
-      g.NavInitResultId = g.NavWindow->DC.LastItemId;
-      g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos);
-      NavUpdateAnyRequestFlag();
-      if (!IsItemVisible())
-         SetScrollHere();
-   }
-}
-
-void ImGui::SetStateStorage(ImGuiStorage* tree)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   window->DC.StateStorage = tree ? tree : &window->StateStorage;
-}
-
-ImGuiStorage* ImGui::GetStateStorage()
-{
-   ImGuiWindow* window = GetCurrentWindowRead();
-   return window->DC.StateStorage;
-}
-
-void ImGui::TextV(const char* fmt, va_list args)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return;
-
-   ImGuiContext& g = *GImGui;
-   const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
-   TextUnformatted(g.TempBuffer, text_end);
-}
-
-void ImGui::Text(const char* fmt, ...)
-{
-   va_list args;
-   va_start(args, fmt);
-   TextV(fmt, args);
-   va_end(args);
-}
-
-void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args)
-{
-   PushStyleColor(ImGuiCol_Text, col);
-   TextV(fmt, args);
-   PopStyleColor();
-}
-
-void ImGui::TextColored(const ImVec4& col, const char* fmt, ...)
-{
-   va_list args;
-   va_start(args, fmt);
-   TextColoredV(col, fmt, args);
-   va_end(args);
-}
-
-void ImGui::TextDisabledV(const char* fmt, va_list args)
-{
-   PushStyleColor(ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled]);
-   TextV(fmt, args);
-   PopStyleColor();
-}
-
-void ImGui::TextDisabled(const char* fmt, ...)
-{
-   va_list args;
-   va_start(args, fmt);
-   TextDisabledV(fmt, args);
-   va_end(args);
-}
-
-void ImGui::TextWrappedV(const char* fmt, va_list args)
-{
-   bool need_wrap = (GImGui->CurrentWindow->DC.TextWrapPos < 0.0f);    // Keep existing wrap position is one ia already set
-   if (need_wrap) PushTextWrapPos(0.0f);
-   TextV(fmt, args);
-   if (need_wrap) PopTextWrapPos();
-}
-
-void ImGui::TextWrapped(const char* fmt, ...)
-{
-   va_list args;
-   va_start(args, fmt);
-   TextWrappedV(fmt, args);
-   va_end(args);
-}
-
-void ImGui::TextUnformatted(const char* text, const char* text_end)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return;
-
-   ImGuiContext& g = *GImGui;
-   IM_ASSERT(text != NULL);
-   const char* text_begin = text;
-   if (text_end == NULL)
-      text_end = text + strlen(text); // FIXME-OPT
-
-   const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrentLineTextBaseOffset);
-   const float wrap_pos_x = window->DC.TextWrapPos;
-   const bool wrap_enabled = wrap_pos_x >= 0.0f;
-   if (text_end - text > 2000 && !wrap_enabled)
-   {
-      // Long text!
-      // Perform manual coarse clipping to optimize for long multi-line text
-      // From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled.
-      // We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line.
-      const char* line = text;
-      const float line_height = GetTextLineHeight();
-      const ImRect clip_rect = window->ClipRect;
-      ImVec2 text_size(0, 0);
-
-      if (text_pos.y <= clip_rect.Max.y)
-      {
-         ImVec2 pos = text_pos;
-
-         // Lines to skip (can't skip when logging text)
-         if (!g.LogEnabled)
-         {
-            int lines_skippable = (int)((clip_rect.Min.y - text_pos.y) / line_height);
-            if (lines_skippable > 0)
+void ImGui::SetScrollHereY(float center_y_ratio)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    float spacing_y = g.Style.ItemSpacing.y;
+    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
+    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
+
+    // Tweak: snap on edges when aiming at an item very close to the edge
+    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] TOOLTIPS
+//-----------------------------------------------------------------------------
+
+void ImGui::BeginTooltip()
+{
+    BeginTooltipEx(ImGuiWindowFlags_None, ImGuiTooltipFlags_None);
+}
+
+void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags)
+{
+    ImGuiContext& g = *GImGui;
+
+    if (g.DragDropWithinSource || g.DragDropWithinTarget)
+    {
+        // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor)
+        // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor.
+        // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do.
+        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
+        ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale);
+        SetNextWindowPos(tooltip_pos);
+        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
+        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
+        tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip;
+    }
+
+    char window_name[16];
+    ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
+    if (tooltip_flags & ImGuiTooltipFlags_OverridePreviousTooltip)
+        if (ImGuiWindow* window = FindWindowByName(window_name))
+            if (window->Active)
             {
-               int lines_skipped = 0;
-               while (line < text_end && lines_skipped < lines_skippable)
-               {
-                  const char* line_end = strchr(line, '\n');
-                  if (!line_end)
-                     line_end = text_end;
-                  line = line_end + 1;
-                  lines_skipped++;
-               }
-               pos.y += lines_skipped * line_height;
+                // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
+                window->Hidden = true;
+                window->HiddenFramesCanSkipItems = 1;
+                ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
             }
-         }
-
-         // Lines to render
-         if (line < text_end)
-         {
-            ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height));
-            while (line < text_end)
+    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize;
+    Begin(window_name, NULL, flags | extra_flags);
+}
+
+void ImGui::EndTooltip()
+{
+    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
+    End();
+}
+
+void ImGui::SetTooltipV(const char* fmt, va_list args)
+{
+    BeginTooltipEx(0, ImGuiTooltipFlags_OverridePreviousTooltip);
+    TextV(fmt, args);
+    EndTooltip();
+}
+
+void ImGui::SetTooltip(const char* fmt, ...)
+{
+    va_list args;
+    va_start(args, fmt);
+    SetTooltipV(fmt, args);
+    va_end(args);
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] POPUPS
+//-----------------------------------------------------------------------------
+
+// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
+bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
+{
+    ImGuiContext& g = *GImGui;
+    if (popup_flags & ImGuiPopupFlags_AnyPopupId)
+    {
+        // Return true if any popup is open at the current BeginPopup() level of the popup stack
+        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
+        IM_ASSERT(id == 0);
+        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
+            return g.OpenPopupStack.Size > 0;
+        else
+            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
+    }
+    else
+    {
+        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
+        {
+            // Return true if the popup is open anywhere in the popup stack
+            for (int n = 0; n < g.OpenPopupStack.Size; n++)
+                if (g.OpenPopupStack[n].PopupId == id)
+                    return true;
+            return false;
+        }
+        else
+        {
+            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
+            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
+        }
+    }
+}
+
+bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
+    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
+        IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
+    return IsPopupOpen(id, popup_flags);
+}
+
+ImGuiWindow* ImGui::GetTopMostPopupModal()
+{
+    ImGuiContext& g = *GImGui;
+    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
+        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
+            if (popup->Flags & ImGuiWindowFlags_Modal)
+                return popup;
+    return NULL;
+}
+
+void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+    ImGuiContext& g = *GImGui;
+    OpenPopupEx(g.CurrentWindow->GetID(str_id), popup_flags);
+}
+
+// Mark popup as open (toggle toward open state).
+// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
+// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
+// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
+void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* parent_window = g.CurrentWindow;
+    const int current_stack_size = g.BeginPopupStack.Size;
+
+    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
+        if (IsPopupOpen(0u, ImGuiPopupFlags_AnyPopupId))
+            return;
+
+    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
+    popup_ref.PopupId = id;
+    popup_ref.Window = NULL;
+    popup_ref.SourceWindow = g.NavWindow;
+    popup_ref.OpenFrameCount = g.FrameCount;
+    popup_ref.OpenParentId = parent_window->IDStack.back();
+    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
+    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
+
+    IMGUI_DEBUG_LOG_POPUP("OpenPopupEx(0x%08X)\n", id);
+    if (g.OpenPopupStack.Size < current_stack_size + 1)
+    {
+        g.OpenPopupStack.push_back(popup_ref);
+    }
+    else
+    {
+        // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
+        // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
+        // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
+        if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
+        {
+            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
+        }
+        else
+        {
+            // Close child popups if any, then flag popup for open/reopen
+            ClosePopupToLevel(current_stack_size, false);
+            g.OpenPopupStack.push_back(popup_ref);
+        }
+
+        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
+        // This is equivalent to what ClosePopupToLevel() does.
+        //if (g.OpenPopupStack[current_stack_size].PopupId == id)
+        //    FocusWindow(parent_window);
+    }
+}
+
+// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
+// This function closes any popups that are over 'ref_window'.
+void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.OpenPopupStack.Size == 0)
+        return;
+
+    // Don't close our own child popup windows.
+    int popup_count_to_keep = 0;
+    if (ref_window)
+    {
+        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
+        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
+        {
+            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
+            if (!popup.Window)
+                continue;
+            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
+            if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
+                continue;
+
+            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
+            // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:
+            //     Window -> Popup1 -> Popup2 -> Popup3
+            // - Each popups may contain child windows, which is why we compare ->RootWindow!
+            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
+            bool ref_window_is_descendent_of_popup = false;
+            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
+                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
+                    if (popup_window->RootWindow == ref_window->RootWindow)
+                    {
+                        ref_window_is_descendent_of_popup = true;
+                        break;
+                    }
+            if (!ref_window_is_descendent_of_popup)
+                break;
+        }
+    }
+    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
+    {
+        IMGUI_DEBUG_LOG_POPUP("ClosePopupsOverWindow(\"%s\") -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep);
+        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
+    }
+}
+
+void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
+{
+    ImGuiContext& g = *GImGui;
+    IMGUI_DEBUG_LOG_POPUP("ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);
+    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
+
+    // Trim open popup stack
+    ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow;
+    ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;
+    g.OpenPopupStack.resize(remaining);
+
+    if (restore_focus_to_window_under_popup)
+    {
+        if (focus_window && !focus_window->WasActive && popup_window)
+        {
+            // Fallback
+            FocusTopMostWindowUnderOne(popup_window, NULL);
+        }
+        else
+        {
+            if (g.NavLayer == ImGuiNavLayer_Main && focus_window)
+                focus_window = NavRestoreLastChildNavWindow(focus_window);
+            FocusWindow(focus_window);
+        }
+    }
+}
+
+// Close the popup we have begin-ed into.
+void ImGui::CloseCurrentPopup()
+{
+    ImGuiContext& g = *GImGui;
+    int popup_idx = g.BeginPopupStack.Size - 1;
+    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
+        return;
+
+    // Closing a menu closes its top-most parent popup (unless a modal)
+    while (popup_idx > 0)
+    {
+        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
+        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
+        bool close_parent = false;
+        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
+            if (parent_popup_window == NULL || !(parent_popup_window->Flags & ImGuiWindowFlags_Modal))
+                close_parent = true;
+        if (!close_parent)
+            break;
+        popup_idx--;
+    }
+    IMGUI_DEBUG_LOG_POPUP("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
+    ClosePopupToLevel(popup_idx, true);
+
+    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
+    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
+    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
+    if (ImGuiWindow* window = g.NavWindow)
+        window->DC.NavHideHighlightOneFrame = true;
+}
+
+// Attention! BeginPopup() adds default flags which BeginPopupEx()!
+bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
+    {
+        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
+        return false;
+    }
+
+    char name[20];
+    if (flags & ImGuiWindowFlags_ChildMenu)
+        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth
+    else
+        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
+
+    flags |= ImGuiWindowFlags_Popup;
+    bool is_open = Begin(name, NULL, flags);
+    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
+        EndPopup();
+
+    return is_open;
+}
+
+bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
+    {
+        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
+        return false;
+    }
+    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
+    return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags);
+}
+
+// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
+// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here.
+bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    const ImGuiID id = window->GetID(name);
+    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
+    {
+        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
+        return false;
+    }
+
+    // Center modal windows by default for increased visibility
+    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
+    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
+    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
+        SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
+
+    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse;
+    const bool is_open = Begin(name, p_open, flags);
+    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
+    {
+        EndPopup();
+        if (is_open)
+            ClosePopupToLevel(g.BeginPopupStack.Size, true);
+        return false;
+    }
+    return is_open;
+}
+
+void ImGui::EndPopup()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
+    IM_ASSERT(g.BeginPopupStack.Size > 0);
+
+    // Make all menus and popups wrap around for now, may need to expose that policy.
+    if (g.NavWindow == window)
+        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
+
+    // Child-popups don't need to be laid out
+    IM_ASSERT(g.WithinEndChild == false);
+    if (window->Flags & ImGuiWindowFlags_ChildWindow)
+        g.WithinEndChild = true;
+    End();
+    g.WithinEndChild = false;
+}
+
+// Helper to open a popup if mouse button is released over the item
+// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
+void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
+    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+    {
+        ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
+        IM_ASSERT(id != 0);                                                  // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
+        OpenPopupEx(id, popup_flags);
+    }
+}
+
+// This is a helper to handle the simplest case of associating one named popup to one given widget.
+// - You can pass a NULL str_id to use the identifier of the last item.
+// - You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
+// - This is essentially the same as calling OpenPopupOnItemClick() + BeginPopup() but written to avoid
+//   computing the ID twice because BeginPopupContextXXX functions may be called very frequently.
+bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    if (window->SkipItems)
+        return false;
+    ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
+    IM_ASSERT(id != 0);                                                  // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
+    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
+    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+        OpenPopupEx(id, popup_flags);
+    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
+}
+
+bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    if (!str_id)
+        str_id = "window_context";
+    ImGuiID id = window->GetID(str_id);
+    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
+    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
+            OpenPopupEx(id, popup_flags);
+    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
+}
+
+bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    if (!str_id)
+        str_id = "void_context";
+    ImGuiID id = window->GetID(str_id);
+    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
+    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
+        if (GetTopMostPopupModal() == NULL)
+            OpenPopupEx(id, popup_flags);
+    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
+}
+
+// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
+// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
+ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
+{
+    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
+    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
+    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
+
+    // Combo Box policy (we want a connecting edge)
+    if (policy == ImGuiPopupPositionPolicy_ComboBox)
+    {
+        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
+        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
+        {
+            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
+            if (n != -1 && dir == *last_dir) // Already tried this direction?
+                continue;
+            ImVec2 pos;
+            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)
+            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
+            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
+            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
+            if (!r_outer.Contains(ImRect(pos, pos + size)))
+                continue;
+            *last_dir = dir;
+            return pos;
+        }
+    }
+
+    // Tooltip and Default popup policy
+    // (Always first try the direction we used on the last frame, if any)
+    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
+    {
+        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
+        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
+        {
+            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
+            if (n != -1 && dir == *last_dir) // Already tried this direction?
+                continue;
+
+            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
+            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
+
+            // If there not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
+            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
+                continue;
+            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
+                continue;
+
+            ImVec2 pos;
+            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
+            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
+
+            // Clamp top-left corner of popup
+            pos.x = ImMax(pos.x, r_outer.Min.x);
+            pos.y = ImMax(pos.y, r_outer.Min.y);
+
+            *last_dir = dir;
+            return pos;
+        }
+    }
+
+    // Fallback when not enough room:
+    *last_dir = ImGuiDir_None;
+
+    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
+    if (policy == ImGuiPopupPositionPolicy_Tooltip)
+        return ref_pos + ImVec2(2, 2);
+
+    // Otherwise try to keep within display
+    ImVec2 pos = ref_pos;
+    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
+    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
+    return pos;
+}
+
+ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window)
+{
+    IM_UNUSED(window);
+    ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding;
+    ImRect r_screen = GetViewportRect();
+    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
+    return r_screen;
+}
+
+ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+
+    ImRect r_outer = GetWindowAllowedExtentRect(window);
+    if (window->Flags & ImGuiWindowFlags_ChildMenu)
+    {
+        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
+        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
+        IM_ASSERT(g.CurrentWindow == window);
+        ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2];
+        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
+        ImRect r_avoid;
+        if (parent_window->DC.MenuBarAppending)
+            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
+        else
+            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
+        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
+    }
+    if (window->Flags & ImGuiWindowFlags_Popup)
+    {
+        ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1);
+        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
+    }
+    if (window->Flags & ImGuiWindowFlags_Tooltip)
+    {
+        // Position tooltip (always follows mouse)
+        float sc = g.Style.MouseCursorScale;
+        ImVec2 ref_pos = NavCalcPreferredRefPos();
+        ImRect r_avoid;
+        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
+            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
+        else
+            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
+        return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
+    }
+    IM_ASSERT(0);
+    return window->Pos;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
+//-----------------------------------------------------------------------------
+
+// FIXME-NAV: The existence of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing,
+// and needs some explanation or serious refactoring.
+void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.NavWindow);
+    IM_ASSERT(nav_layer == 0 || nav_layer == 1);
+    g.NavId = id;
+    g.NavFocusScopeId = focus_scope_id;
+    g.NavWindow->NavLastIds[nav_layer] = id;
+}
+
+void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
+{
+    ImGuiContext& g = *GImGui;
+    SetNavID(id, nav_layer, focus_scope_id);
+    g.NavWindow->NavRectRel[nav_layer] = rect_rel;
+    g.NavMousePosDirty = true;
+    g.NavDisableHighlight = false;
+    g.NavDisableMouseHover = true;
+}
+
+void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(id != 0);
+
+    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid.
+    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
+    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
+    if (g.NavWindow != window)
+        g.NavInitRequest = false;
+    g.NavWindow = window;
+    g.NavId = id;
+    g.NavLayer = nav_layer;
+    g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
+    window->NavLastIds[nav_layer] = id;
+    if (window->DC.LastItemId == id)
+        window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos);
+
+    if (g.ActiveIdSource == ImGuiInputSource_Nav)
+        g.NavDisableMouseHover = true;
+    else
+        g.NavDisableHighlight = true;
+}
+
+ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
+{
+    if (ImFabs(dx) > ImFabs(dy))
+        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
+    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
+}
+
+static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
+{
+    if (a1 < b0)
+        return a1 - b0;
+    if (b1 < a0)
+        return a0 - b1;
+    return 0.0f;
+}
+
+static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect)
+{
+    if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
+    {
+        r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y);
+        r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y);
+    }
+    else
+    {
+        r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x);
+        r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x);
+    }
+}
+
+// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
+static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (g.NavLayer != window->DC.NavLayerCurrent)
+        return false;
+
+    const ImRect& curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
+    g.NavScoringCount++;
+
+    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
+    if (window->ParentWindow == g.NavWindow)
+    {
+        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
+        if (!window->ClipRect.Overlaps(cand))
+            return false;
+        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
+    }
+
+    // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items)
+    // For example, this ensure that items in one column are not reached when moving vertically from items in another column.
+    NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect);
+
+    // Compute distance between boxes
+    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
+    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
+    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
+    if (dby != 0.0f && dbx != 0.0f)
+        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
+    float dist_box = ImFabs(dbx) + ImFabs(dby);
+
+    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
+    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
+    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
+    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
+
+    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
+    ImGuiDir quadrant;
+    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
+    if (dbx != 0.0f || dby != 0.0f)
+    {
+        // For non-overlapping boxes, use distance between boxes
+        dax = dbx;
+        day = dby;
+        dist_axial = dist_box;
+        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
+    }
+    else if (dcx != 0.0f || dcy != 0.0f)
+    {
+        // For overlapping boxes with different centers, use distance between centers
+        dax = dcx;
+        day = dcy;
+        dist_axial = dist_center;
+        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
+    }
+    else
+    {
+        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
+        quadrant = (window->DC.LastItemId < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
+    }
+
+#if IMGUI_DEBUG_NAV_SCORING
+    char buf[128];
+    if (IsMouseHoveringRect(cand.Min, cand.Max))
+    {
+        ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]);
+        ImDrawList* draw_list = GetForegroundDrawList(window);
+        draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));
+        draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));
+        draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150));
+        draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf);
+    }
+    else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.
+    {
+        if (IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; }
+        if (quadrant == g.NavMoveDir)
+        {
+            ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
+            ImDrawList* draw_list = GetForegroundDrawList(window);
+            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
+            draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf);
+        }
+    }
+#endif
+
+    // Is it in the quadrant we're interesting in moving to?
+    bool new_best = false;
+    if (quadrant == g.NavMoveDir)
+    {
+        // Does it beat the current best candidate?
+        if (dist_box < result->DistBox)
+        {
+            result->DistBox = dist_box;
+            result->DistCenter = dist_center;
+            return true;
+        }
+        if (dist_box == result->DistBox)
+        {
+            // Try using distance between center points to break ties
+            if (dist_center < result->DistCenter)
             {
-               const char* line_end = strchr(line, '\n');
-               if (IsClippedEx(line_rect, 0, false))
-                  break;
-
-               const ImVec2 line_size = CalcTextSize(line, line_end, false);
-               text_size.x = ImMax(text_size.x, line_size.x);
-               RenderText(pos, line, line_end, false);
-               if (!line_end)
-                  line_end = text_end;
-               line = line_end + 1;
-               line_rect.Min.y += line_height;
-               line_rect.Max.y += line_height;
-               pos.y += line_height;
+                result->DistCenter = dist_center;
+                new_best = true;
             }
-
-            // Count remaining lines
-            int lines_skipped = 0;
-            while (line < text_end)
+            else if (dist_center == result->DistCenter)
             {
-               const char* line_end = strchr(line, '\n');
-               if (!line_end)
-                  line_end = text_end;
-               line = line_end + 1;
-               lines_skipped++;
+                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
+                // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
+                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
+                if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
+                    new_best = true;
             }
-            pos.y += lines_skipped * line_height;
-         }
-
-         text_size.y += (pos - text_pos).y;
-      }
-
-      ImRect bb(text_pos, text_pos + text_size);
-      ItemSize(bb);
-      ItemAdd(bb, 0);
-   }
-   else
-   {
-      const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f;
-      const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);
-
-      // Account of baseline offset
-      ImRect bb(text_pos, text_pos + text_size);
-      ItemSize(text_size);
-      if (!ItemAdd(bb, 0))
-         return;
-
-      // Render (we don't hide text after ## in this end-user function)
-      RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width);
-   }
-}
-
-void ImGui::AlignTextToFramePadding()
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return;
-
-   ImGuiContext& g = *GImGui;
-   window->DC.CurrentLineHeight = ImMax(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y * 2);
-   window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.CurrentLineTextBaseOffset, g.Style.FramePadding.y);
-}
-
-// Add a label+text combo aligned to other label+value widgets
-void ImGui::LabelTextV(const char* label, const char* fmt, va_list args)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return;
-
-   ImGuiContext& g = *GImGui;
-   const ImGuiStyle& style = g.Style;
-   const float w = CalcItemWidth();
-
-   const ImVec2 label_size = CalcTextSize(label, NULL, true);
-   const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2));
-   const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y * 2) + label_size);
-   ItemSize(total_bb, style.FramePadding.y);
-   if (!ItemAdd(total_bb, 0))
-      return;
-
-   // Render
-   const char* value_text_begin = &g.TempBuffer[0];
-   const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
-   RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f, 0.5f));
-   if (label_size.x > 0.0f)
-      RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);
-}
-
-void ImGui::LabelText(const char* label, const char* fmt, ...)
-{
-   va_list args;
-   va_start(args, fmt);
-   LabelTextV(label, fmt, args);
-   va_end(args);
-}
-
-bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = GetCurrentWindow();
-
-   if (flags & ImGuiButtonFlags_Disabled)
-   {
-      if (out_hovered) *out_hovered = false;
-      if (out_held) *out_held = false;
-      if (g.ActiveId == id) ClearActiveID();
-      return false;
-   }
-
-   // Default behavior requires click+release on same spot
-   if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick)) == 0)
-      flags |= ImGuiButtonFlags_PressedOnClickRelease;
-
-   ImGuiWindow* backup_hovered_window = g.HoveredWindow;
-   if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window)
-      g.HoveredWindow = window;
-
-   bool pressed = false;
-   bool hovered = ItemHoverable(bb, id);
-
-   // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button
-   if ((flags & ImGuiButtonFlags_PressedOnDragDropHold) && g.DragDropActive && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers))
-      if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
-      {
-         hovered = true;
-         SetHoveredID(id);
-         if (CalcTypematicPressedRepeatAmount(g.HoveredIdTimer + 0.0001f, g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, 0.01f, 0.70f)) // FIXME: Our formula for CalcTypematicPressedRepeatAmount() is fishy
-         {
-            pressed = true;
-            FocusWindow(window);
-         }
-      }
-
-   if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window)
-      g.HoveredWindow = backup_hovered_window;
-
-   // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.
-   if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))
-      hovered = false;
-
-   // Mouse
-   if (hovered)
-   {
-      if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
-      {
-         //                        | CLICKING        | HOLDING with ImGuiButtonFlags_Repeat
-         // PressedOnClickRelease  |  <on release>*  |  <on repeat> <on repeat> .. (NOT on release)  <-- MOST COMMON! (*) only if both click/release were over bounds
-         // PressedOnClick         |  <on click>     |  <on click> <on repeat> <on repeat> ..
-         // PressedOnRelease       |  <on release>   |  <on repeat> <on repeat> .. (NOT on release)
-         // PressedOnDoubleClick   |  <on dclick>    |  <on dclick> <on repeat> <on repeat> ..
-         // FIXME-NAV: We don't honor those different behaviors.
-         if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0])
-         {
-            SetActiveID(id, window);
-            if (!(flags & ImGuiButtonFlags_NoNavFocus))
-               SetFocusID(id, window);
-            FocusWindow(window);
-         }
-         if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0]))
-         {
-            pressed = true;
-            if (flags & ImGuiButtonFlags_NoHoldingActiveID)
-               ClearActiveID();
-            else
-               SetActiveID(id, window); // Hold on ID
-            FocusWindow(window);
-         }
-         if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0])
-         {
-            if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay))  // Repeat mode trumps <on release>
-               pressed = true;
-            ClearActiveID();
-         }
-
-         // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). 
-         // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
-         if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true))
-            pressed = true;
-      }
-
-      if (pressed)
-         g.NavDisableHighlight = true;
-   }
-
-   // Gamepad/Keyboard navigation
-   // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.
-   if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId))
-      hovered = true;
-
-   if (g.NavActivateDownId == id)
-   {
-      bool nav_activated_by_code = (g.NavActivateId == id);
-      bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed);
-      if (nav_activated_by_code || nav_activated_by_inputs)
-         pressed = true;
-      if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id)
-      {
-         // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
-         g.NavActivateId = id; // This is so SetActiveId assign a Nav source
-         SetActiveID(id, window);
-         if (!(flags & ImGuiButtonFlags_NoNavFocus))
-            SetFocusID(id, window);
-         g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
-      }
-   }
-
-   bool held = false;
-   if (g.ActiveId == id)
-   {
-      if (g.ActiveIdSource == ImGuiInputSource_Mouse)
-      {
-         if (g.ActiveIdIsJustActivated)
-            g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
-         if (g.IO.MouseDown[0])
-         {
-            held = true;
-         }
-         else
-         {
-            if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease))
-               if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay))  // Repeat mode trumps <on release>
-                  if (!g.DragDropActive)
-                     pressed = true;
-            ClearActiveID();
-         }
-         if (!(flags & ImGuiButtonFlags_NoNavFocus))
-            g.NavDisableHighlight = true;
-      }
-      else if (g.ActiveIdSource == ImGuiInputSource_Nav)
-      {
-         if (g.NavActivateDownId != id)
-            ClearActiveID();
-      }
-   }
-
-   if (out_hovered) *out_hovered = hovered;
-   if (out_held) *out_held = held;
-
-   return pressed;
-}
-
-bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   const ImGuiStyle& style = g.Style;
-   const ImGuiID id = window->GetID(label);
-   const ImVec2 label_size = CalcTextSize(label, NULL, true);
-
-   ImVec2 pos = window->DC.CursorPos;
-   if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag)
-      pos.y += window->DC.CurrentLineTextBaseOffset - style.FramePadding.y;
-   ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);
-
-   const ImRect bb(pos, pos + size);
-   ItemSize(bb, style.FramePadding.y);
-   if (!ItemAdd(bb, id))
-      return false;
-
-   if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat)
-      flags |= ImGuiButtonFlags_Repeat;
-   bool hovered, held;
-   bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
-
-   // Render
-   const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
-   RenderNavHighlight(bb, id);
-   RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
-   RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb);
-
-   // Automatically close popups
-   //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
-   //    CloseCurrentPopup();
-
-   return pressed;
-}
-
-bool ImGui::Button(const char* label, const ImVec2& size_arg)
-{
-   return ButtonEx(label, size_arg, 0);
-}
-
-// Small buttons fits within text without additional vertical spacing.
-bool ImGui::SmallButton(const char* label)
-{
-   ImGuiContext& g = *GImGui;
-   float backup_padding_y = g.Style.FramePadding.y;
-   g.Style.FramePadding.y = 0.0f;
-   bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine);
-   g.Style.FramePadding.y = backup_padding_y;
-   return pressed;
-}
-
-bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   const ImGuiID id = window->GetID(str_id);
-   float sz = ImGui::GetFrameHeight();
-   const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(sz, sz));
-   ItemSize(bb);
-   if (!ItemAdd(bb, id))
-      return false;
-
-   bool hovered, held;
-   bool pressed = ButtonBehavior(bb, id, &hovered, &held);
-
-   // Render
-   const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
-   RenderNavHighlight(bb, id);
-   RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding);
-   RenderArrow(bb.Min + g.Style.FramePadding, dir);
-
-   return pressed;
-}
-
-// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.
-// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)
-bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   const ImGuiID id = window->GetID(str_id);
-   ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f);
-   const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
-   ItemSize(bb);
-   if (!ItemAdd(bb, id))
-      return false;
-
-   bool hovered, held;
-   bool pressed = ButtonBehavior(bb, id, &hovered, &held);
-
-   return pressed;
-}
-
-// Button to close a window
-bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-
-   // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window.
-   // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible).
-   const ImRect bb(pos - ImVec2(radius, radius), pos + ImVec2(radius, radius));
-   bool is_clipped = !ItemAdd(bb, id);
-
-   bool hovered, held;
-   bool pressed = ButtonBehavior(bb, id, &hovered, &held);
-   if (is_clipped)
-      return pressed;
-
-   // Render
-   ImVec2 center = bb.GetCenter();
-   if (hovered)
-      window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered), 9);
-
-   float cross_extent = (radius * 0.7071f) - 1.0f;
-   ImU32 cross_col = GetColorU32(ImGuiCol_Text);
-   center -= ImVec2(0.5f, 0.5f);
-   window->DrawList->AddLine(center + ImVec2(+cross_extent, +cross_extent), center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f);
-   window->DrawList->AddLine(center + ImVec2(+cross_extent, -cross_extent), center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f);
-
-   return pressed;
-}
-
-void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return;
-
-   ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
-   if (border_col.w > 0.0f)
-      bb.Max += ImVec2(2, 2);
-   ItemSize(bb);
-   if (!ItemAdd(bb, 0))
-      return;
-
-   if (border_col.w > 0.0f)
-   {
-      window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f);
-      window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col));
-   }
-   else
-   {
-      window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col));
-   }
-}
-
-// frame_padding < 0: uses FramePadding from style (default)
-// frame_padding = 0: no framing
-// frame_padding > 0: set framing size
-// The color used are the button colors.
-bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   const ImGuiStyle& style = g.Style;
-
-   // Default to using texture ID as ID. User can still push string/integer prefixes.
-   // We could hash the size/uv to create a unique ID but that would prevent the user from animating UV.
-   PushID((void *)user_texture_id);
-   const ImGuiID id = window->GetID("#image");
-   PopID();
-
-   const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : style.FramePadding;
-   const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2);
-   const ImRect image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size);
-   ItemSize(bb);
-   if (!ItemAdd(bb, id))
-      return false;
-
-   bool hovered, held;
-   bool pressed = ButtonBehavior(bb, id, &hovered, &held);
-
-   // Render
-   const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
-   RenderNavHighlight(bb, id);
-   RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, style.FrameRounding));
-   if (bg_col.w > 0.0f)
-      window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, GetColorU32(bg_col));
-   window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, GetColorU32(tint_col));
-
-   return pressed;
-}
-
-// Start logging ImGui output to TTY
-void ImGui::LogToTTY(int max_depth)
-{
-   ImGuiContext& g = *GImGui;
-   if (g.LogEnabled)
-      return;
-   ImGuiWindow* window = g.CurrentWindow;
-
-   IM_ASSERT(g.LogFile == NULL);
-   g.LogFile = stdout;
-   g.LogEnabled = true;
-   g.LogStartDepth = window->DC.TreeDepth;
-   if (max_depth >= 0)
-      g.LogAutoExpandMaxDepth = max_depth;
-}
-
-// Start logging ImGui output to given file
-void ImGui::LogToFile(int max_depth, const char* filename)
-{
-   ImGuiContext& g = *GImGui;
-   if (g.LogEnabled)
-      return;
-   ImGuiWindow* window = g.CurrentWindow;
-
-   if (!filename)
-   {
-      filename = g.IO.LogFilename;
-      if (!filename)
-         return;
-   }
-
-   IM_ASSERT(g.LogFile == NULL);
-   g.LogFile = ImFileOpen(filename, "ab");
-   if (!g.LogFile)
-   {
-      IM_ASSERT(g.LogFile != NULL); // Consider this an error
-      return;
-   }
-   g.LogEnabled = true;
-   g.LogStartDepth = window->DC.TreeDepth;
-   if (max_depth >= 0)
-      g.LogAutoExpandMaxDepth = max_depth;
-}
-
-// Start logging ImGui output to clipboard
-void ImGui::LogToClipboard(int max_depth)
-{
-   ImGuiContext& g = *GImGui;
-   if (g.LogEnabled)
-      return;
-   ImGuiWindow* window = g.CurrentWindow;
-
-   IM_ASSERT(g.LogFile == NULL);
-   g.LogFile = NULL;
-   g.LogEnabled = true;
-   g.LogStartDepth = window->DC.TreeDepth;
-   if (max_depth >= 0)
-      g.LogAutoExpandMaxDepth = max_depth;
-}
-
-void ImGui::LogFinish()
-{
-   ImGuiContext& g = *GImGui;
-   if (!g.LogEnabled)
-      return;
-
-   LogText(IM_NEWLINE);
-   if (g.LogFile != NULL)
-   {
-      if (g.LogFile == stdout)
-         fflush(g.LogFile);
-      else
-         fclose(g.LogFile);
-      g.LogFile = NULL;
-   }
-   if (g.LogClipboard->size() > 1)
-   {
-      SetClipboardText(g.LogClipboard->begin());
-      g.LogClipboard->clear();
-   }
-   g.LogEnabled = false;
-}
-
-// Helper to display logging buttons
-void ImGui::LogButtons()
-{
-   ImGuiContext& g = *GImGui;
-
-   PushID("LogButtons");
-   const bool log_to_tty = Button("Log To TTY"); SameLine();
-   const bool log_to_file = Button("Log To File"); SameLine();
-   const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
-   PushItemWidth(80.0f);
-   PushAllowKeyboardFocus(false);
-   SliderInt("Depth", &g.LogAutoExpandMaxDepth, 0, 9, NULL);
-   PopAllowKeyboardFocus();
-   PopItemWidth();
-   PopID();
-
-   // Start logging at the end of the function so that the buttons don't appear in the log
-   if (log_to_tty)
-      LogToTTY(g.LogAutoExpandMaxDepth);
-   if (log_to_file)
-      LogToFile(g.LogAutoExpandMaxDepth, g.IO.LogFilename);
-   if (log_to_clipboard)
-      LogToClipboard(g.LogAutoExpandMaxDepth);
-}
-
-bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
-{
-   if (flags & ImGuiTreeNodeFlags_Leaf)
-      return true;
-
-   // We only write to the tree storage if the user clicks (or explicitly use SetNextTreeNode*** functions)
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-   ImGuiStorage* storage = window->DC.StateStorage;
-
-   bool is_open;
-   if (g.NextTreeNodeOpenCond != 0)
-   {
-      if (g.NextTreeNodeOpenCond & ImGuiCond_Always)
-      {
-         is_open = g.NextTreeNodeOpenVal;
-         storage->SetInt(id, is_open);
-      }
-      else
-      {
-         // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently.
-         const int stored_value = storage->GetInt(id, -1);
-         if (stored_value == -1)
-         {
-            is_open = g.NextTreeNodeOpenVal;
-            storage->SetInt(id, is_open);
-         }
-         else
-         {
-            is_open = stored_value != 0;
-         }
-      }
-      g.NextTreeNodeOpenCond = 0;
-   }
-   else
-   {
-      is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0;
-   }
-
-   // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior).
-   // NB- If we are above max depth we still allow manually opened nodes to be logged.
-   if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && window->DC.TreeDepth < g.LogAutoExpandMaxDepth)
-      is_open = true;
-
-   return is_open;
-}
-
-bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   const ImGuiStyle& style = g.Style;
-   const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0;
-   const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, 0.0f);
-
-   if (!label_end)
-      label_end = FindRenderedTextEnd(label);
-   const ImVec2 label_size = CalcTextSize(label, label_end, false);
-
-   // We vertically grow up to current line height up the typical widget height.
-   const float text_base_offset_y = ImMax(padding.y, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it
-   const float frame_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2);
-   ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(window->Pos.x + GetContentRegionMax().x, window->DC.CursorPos.y + frame_height));
-   if (display_frame)
-   {
-      // Framed header expand a little outside the default padding
-      frame_bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1;
-      frame_bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1;
-   }
-
-   const float text_offset_x = (g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2));   // Collapser arrow width + Spacing
-   const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f);   // Include collapser
-   ItemSize(ImVec2(text_width, frame_height), text_base_offset_y);
-
-   // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
-   // (Ideally we'd want to add a flag for the user to specify if we want the hit test to be done up to the right side of the content or not)
-   const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x * 2, frame_bb.Max.y);
-   bool is_open = TreeNodeBehaviorIsOpen(id, flags);
-
-   // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. 
-   // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
-   // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero.
-   if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
-      window->DC.TreeDepthMayJumpToParentOnPop |= (1 << window->DC.TreeDepth);
-
-   bool item_add = ItemAdd(interact_bb, id);
-   window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;
-   window->DC.LastItemDisplayRect = frame_bb;
-
-   if (!item_add)
-   {
-      if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
-         TreePushRawID(id);
-      return is_open;
-   }
-
-   // Flags that affects opening behavior:
-   // - 0(default) ..................... single-click anywhere to open
-   // - OpenOnDoubleClick .............. double-click anywhere to open
-   // - OpenOnArrow .................... single-click on arrow to open
-   // - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open
-   ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers | ((flags & ImGuiTreeNodeFlags_AllowItemOverlap) ? ImGuiButtonFlags_AllowItemOverlap : 0);
-   if (!(flags & ImGuiTreeNodeFlags_Leaf))
-      button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
-   if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
-      button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0);
-
-   bool hovered, held, pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
-   if (!(flags & ImGuiTreeNodeFlags_Leaf))
-   {
-      bool toggled = false;
-      if (pressed)
-      {
-         toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id);
-         if (flags & ImGuiTreeNodeFlags_OpenOnArrow)
-            toggled |= IsMouseHoveringRect(interact_bb.Min, ImVec2(interact_bb.Min.x + text_offset_x, interact_bb.Max.y)) && (!g.NavDisableMouseHover);
-         if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
-            toggled |= g.IO.MouseDoubleClicked[0];
-         if (g.DragDropActive && is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again.
-            toggled = false;
-      }
-
-      if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open)
-      {
-         toggled = true;
-         NavMoveRequestCancel();
-      }
-      if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority?
-      {
-         toggled = true;
-         NavMoveRequestCancel();
-      }
-
-      if (toggled)
-      {
-         is_open = !is_open;
-         window->DC.StateStorage->SetInt(id, is_open);
-      }
-   }
-   if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)
-      SetItemAllowOverlap();
-
-   // Render
-   const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
-   const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y);
-   if (display_frame)
-   {
-      // Framed type
-      RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding);
-      RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin);
-      RenderArrow(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);
-      if (g.LogEnabled)
-      {
-         // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here.
-         const char log_prefix[] = "\n##";
-         const char log_suffix[] = "##";
-         LogRenderedText(&text_pos, log_prefix, log_prefix + 3);
-         RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
-         LogRenderedText(&text_pos, log_suffix + 1, log_suffix + 3);
-      }
-      else
-      {
-         RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
-      }
-   }
-   else
-   {
-      // Unframed typed for tree nodes
-      if (hovered || (flags & ImGuiTreeNodeFlags_Selected))
-      {
-         RenderFrame(frame_bb.Min, frame_bb.Max, col, false);
-         RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin);
-      }
-
-      if (flags & ImGuiTreeNodeFlags_Bullet)
-         RenderBullet(frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y));
-      else if (!(flags & ImGuiTreeNodeFlags_Leaf))
-         RenderArrow(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f);
-      if (g.LogEnabled)
-         LogRenderedText(&text_pos, ">");
-      RenderText(text_pos, label, label_end, false);
-   }
-
-   if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
-      TreePushRawID(id);
-   return is_open;
-}
-
-// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag).
-// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader | ImGuiTreeNodeFlags_NoTreePushOnOpen). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode().
-bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader | ImGuiTreeNodeFlags_NoTreePushOnOpen, label);
-}
-
-bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   if (p_open && !*p_open)
-      return false;
-
-   ImGuiID id = window->GetID(label);
-   bool is_open = TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader | ImGuiTreeNodeFlags_NoTreePushOnOpen | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap : 0), label);
-   if (p_open)
-   {
-      // Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.
-      ImGuiContext& g = *GImGui;
-      float button_sz = g.FontSize * 0.5f;
-      ImGuiItemHoveredDataBackup last_item_backup;
-      if (CloseButton(window->GetID((void*)(intptr_t)(id + 1)), ImVec2(ImMin(window->DC.LastItemRect.Max.x, window->ClipRect.Max.x) - g.Style.FramePadding.x - button_sz, window->DC.LastItemRect.Min.y + g.Style.FramePadding.y + button_sz), button_sz))
-         *p_open = false;
-      last_item_backup.Restore();
-   }
-
-   return is_open;
-}
-
-bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   return TreeNodeBehavior(window->GetID(label), flags, label, NULL);
-}
-
-bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
-   return TreeNodeBehavior(window->GetID(str_id), flags, g.TempBuffer, label_end);
-}
-
-bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
-   return TreeNodeBehavior(window->GetID(ptr_id), flags, g.TempBuffer, label_end);
-}
-
-bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args)
-{
-   return TreeNodeExV(str_id, 0, fmt, args);
-}
-
-bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args)
-{
-   return TreeNodeExV(ptr_id, 0, fmt, args);
-}
-
-bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)
-{
-   va_list args;
-   va_start(args, fmt);
-   bool is_open = TreeNodeExV(str_id, flags, fmt, args);
-   va_end(args);
-   return is_open;
-}
-
-bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)
-{
-   va_list args;
-   va_start(args, fmt);
-   bool is_open = TreeNodeExV(ptr_id, flags, fmt, args);
-   va_end(args);
-   return is_open;
-}
-
-bool ImGui::TreeNode(const char* str_id, const char* fmt, ...)
-{
-   va_list args;
-   va_start(args, fmt);
-   bool is_open = TreeNodeExV(str_id, 0, fmt, args);
-   va_end(args);
-   return is_open;
-}
-
-bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...)
-{
-   va_list args;
-   va_start(args, fmt);
-   bool is_open = TreeNodeExV(ptr_id, 0, fmt, args);
-   va_end(args);
-   return is_open;
-}
-
-bool ImGui::TreeNode(const char* label)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-   return TreeNodeBehavior(window->GetID(label), 0, label, NULL);
-}
-
-void ImGui::TreeAdvanceToLabelPos()
-{
-   ImGuiContext& g = *GImGui;
-   g.CurrentWindow->DC.CursorPos.x += GetTreeNodeToLabelSpacing();
-}
-
-// Horizontal distance preceding label when using TreeNode() or Bullet()
-float ImGui::GetTreeNodeToLabelSpacing()
-{
-   ImGuiContext& g = *GImGui;
-   return g.FontSize + (g.Style.FramePadding.x * 2.0f);
-}
-
-void ImGui::SetNextTreeNodeOpen(bool is_open, ImGuiCond cond)
-{
-   ImGuiContext& g = *GImGui;
-   if (g.CurrentWindow->SkipItems)
-      return;
-   g.NextTreeNodeOpenVal = is_open;
-   g.NextTreeNodeOpenCond = cond ? cond : ImGuiCond_Always;
-}
-
-void ImGui::PushID(const char* str_id)
-{
-   ImGuiWindow* window = GetCurrentWindowRead();
-   window->IDStack.push_back(window->GetID(str_id));
-}
-
-void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
-{
-   ImGuiWindow* window = GetCurrentWindowRead();
-   window->IDStack.push_back(window->GetID(str_id_begin, str_id_end));
-}
-
-void ImGui::PushID(const void* ptr_id)
-{
-   ImGuiWindow* window = GetCurrentWindowRead();
-   window->IDStack.push_back(window->GetID(ptr_id));
-}
-
-void ImGui::PushID(int int_id)
-{
-   const void* ptr_id = (void*)(intptr_t)int_id;
-   ImGuiWindow* window = GetCurrentWindowRead();
-   window->IDStack.push_back(window->GetID(ptr_id));
-}
-
-void ImGui::PopID()
-{
-   ImGuiWindow* window = GetCurrentWindowRead();
-   window->IDStack.pop_back();
-}
-
-ImGuiID ImGui::GetID(const char* str_id)
-{
-   return GImGui->CurrentWindow->GetID(str_id);
-}
-
-ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
-{
-   return GImGui->CurrentWindow->GetID(str_id_begin, str_id_end);
-}
-
-ImGuiID ImGui::GetID(const void* ptr_id)
-{
-   return GImGui->CurrentWindow->GetID(ptr_id);
-}
-
-void ImGui::Bullet()
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return;
-
-   ImGuiContext& g = *GImGui;
-   const ImGuiStyle& style = g.Style;
-   const float line_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y * 2), g.FontSize);
-   const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height));
-   ItemSize(bb);
-   if (!ItemAdd(bb, 0))
-   {
-      SameLine(0, style.FramePadding.x * 2);
-      return;
-   }
-
-   // Render and stay on same line
-   RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f));
-   SameLine(0, style.FramePadding.x * 2);
-}
-
-// Text with a little bullet aligned to the typical tree node.
-void ImGui::BulletTextV(const char* fmt, va_list args)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return;
-
-   ImGuiContext& g = *GImGui;
-   const ImGuiStyle& style = g.Style;
-
-   const char* text_begin = g.TempBuffer;
-   const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
-   const ImVec2 label_size = CalcTextSize(text_begin, text_end, false);
-   const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it
-   const float line_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y * 2), g.FontSize);
-   const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), ImMax(line_height, label_size.y)));  // Empty text doesn't add padding
-   ItemSize(bb);
-   if (!ItemAdd(bb, 0))
-      return;
-
-   // Render
-   RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f));
-   RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, text_base_offset_y), text_begin, text_end, false);
-}
-
-void ImGui::BulletText(const char* fmt, ...)
-{
-   va_list args;
-   va_start(args, fmt);
-   BulletTextV(fmt, args);
-   va_end(args);
-}
-
-static inline int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format)
-{
-   if (data_type == ImGuiDataType_Int32 || data_type == ImGuiDataType_Uint32)
-      return ImFormatString(buf, buf_size, format, *(const int*)data_ptr);
-   if (data_type == ImGuiDataType_Float)
-      return ImFormatString(buf, buf_size, format, *(const float*)data_ptr);
-   if (data_type == ImGuiDataType_Double)
-      return ImFormatString(buf, buf_size, format, *(const double*)data_ptr);
-   IM_ASSERT(0);
-   return 0;
-}
-
-static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg1, const void* arg2)
-{
-   IM_ASSERT(op == '+' || op == '-');
-   if (data_type == ImGuiDataType_Int32)
-   {
-      if (op == '+')      *(int*)output = *(const int*)arg1 + *(const int*)arg2;
-      else if (op == '-') *(int*)output = *(const int*)arg1 - *(const int*)arg2;
-   }
-   else if (data_type == ImGuiDataType_Uint32)
-   {
-      if (op == '+')      *(unsigned int*)output = *(const unsigned int*)arg1 + *(const unsigned int*)arg2;
-      else if (op == '-') *(unsigned int*)output = *(const unsigned int*)arg1 - *(const unsigned int*)arg2;
-   }
-   else if (data_type == ImGuiDataType_Float)
-   {
-      if (op == '+')      *(float*)output = *(const float*)arg1 + *(const float*)arg2;
-      else if (op == '-') *(float*)output = *(const float*)arg1 - *(const float*)arg2;
-   }
-   else if (data_type == ImGuiDataType_Double)
-   {
-      if (op == '+')      *(double*)output = *(const double*)arg1 + *(const double*)arg2;
-      else if (op == '-') *(double*)output = *(const double*)arg1 - *(const double*)arg2;
-   }
-}
-
-static size_t GDataTypeSize[ImGuiDataType_COUNT] =
-{
-   sizeof(int),
-   sizeof(unsigned int),
-   sizeof(float),
-   sizeof(double)
-};
-
-// User can input math operators (e.g. +100) to edit a numerical values.
-// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess..
-static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format)
-{
-   while (ImCharIsSpace((unsigned int)*buf))
-      buf++;
-
-   // We don't support '-' op because it would conflict with inputing negative value.
-   // Instead you can use +-100 to subtract from an existing value
-   char op = buf[0];
-   if (op == '+' || op == '*' || op == '/')
-   {
-      buf++;
-      while (ImCharIsSpace((unsigned int)*buf))
-         buf++;
-   }
-   else
-   {
-      op = 0;
-   }
-   if (!buf[0])
-      return false;
-
-   IM_ASSERT(data_type < ImGuiDataType_COUNT);
-   int data_backup[2];
-   IM_ASSERT(GDataTypeSize[data_type] <= sizeof(data_backup));
-   memcpy(data_backup, data_ptr, GDataTypeSize[data_type]);
-
-   int arg1i = 0;
-   float arg1f = 0.0f;
-   if (data_type == ImGuiDataType_Int32)
-   {
-      if (!scalar_format)
-         scalar_format = "%d";
-      int* v = (int*)data_ptr;
-      int arg0i = *v;
-      if (op && sscanf(initial_value_buf, scalar_format, &arg0i) < 1)
-         return false;
-      // Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision
-      if (op == '+') { if (sscanf(buf, "%d", &arg1i)) *v = (int)(arg0i + arg1i); }                   // Add (use "+-" to subtract)
-      else if (op == '*') { if (sscanf(buf, "%f", &arg1f)) *v = (int)(arg0i * arg1f); }                   // Multiply
-      else if (op == '/') { if (sscanf(buf, "%f", &arg1f) && arg1f != 0.0f) *v = (int)(arg0i / arg1f); }  // Divide
-      else { if (sscanf(buf, scalar_format, &arg0i) == 1) *v = arg0i; }                    // Assign integer constant
-   }
-   else if (data_type == ImGuiDataType_Uint32)
-   {
-      if (!scalar_format)
-         scalar_format = "%u";
-      ImU32* v = (unsigned int*)data_ptr;
-      ImU32 arg0i = *v;
-      if (op && sscanf(initial_value_buf, scalar_format, &arg0i) < 1)
-         return false;
-      // Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision
-      if (op == '+') { if (sscanf(buf, "%d", &arg1i)) *v = (ImU32)(arg0i + arg1f); }                 // Add (use "+-" to subtract)
-      else if (op == '*') { if (sscanf(buf, "%f", &arg1f)) *v = (ImU32)(arg0i * arg1f); }                 // Multiply
-      else if (op == '/') { if (sscanf(buf, "%f", &arg1f) && arg1f != 0.0f) *v = (ImU32)(arg0i / arg1f); }// Divide
-      else { if (sscanf(buf, scalar_format, &arg0i) == 1) *v = arg0i; }                    // Assign integer constant
-   }
-   else if (data_type == ImGuiDataType_Float)
-   {
-      // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in
-      scalar_format = "%f";
-      float* v = (float*)data_ptr;
-      float arg0f = *v;
-      if (op && sscanf(initial_value_buf, scalar_format, &arg0f) < 1)
-         return false;
-      if (sscanf(buf, scalar_format, &arg1f) < 1)
-         return false;
-      if (op == '+') { *v = arg0f + arg1f; }                    // Add (use "+-" to subtract)
-      else if (op == '*') { *v = arg0f * arg1f; }                    // Multiply
-      else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide
-      else { *v = arg1f; }                            // Assign constant
-   }
-   else if (data_type == ImGuiDataType_Double)
-   {
-      scalar_format = "%lf"; // scanf differentiate float/double unlike printf which forces everything to double because of ellipsis
-      double* v = (double*)data_ptr;
-      double arg0f = *v;
-      if (op && sscanf(initial_value_buf, scalar_format, &arg0f) < 1)
-         return false;
-      if (sscanf(buf, scalar_format, &arg1f) < 1)
-         return false;
-      if (op == '+') { *v = arg0f + arg1f; }                    // Add (use "+-" to subtract)
-      else if (op == '*') { *v = arg0f * arg1f; }                    // Multiply
-      else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide
-      else { *v = arg1f; }                            // Assign constant
-   }
-   return memcmp(data_backup, data_ptr, GDataTypeSize[data_type]) != 0;
-}
-
-// Create text input in place of a slider (when CTRL+Clicking on slider)
-// FIXME: Logic is messy and confusing.
-bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = GetCurrentWindow();
-
-   // Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen)
-   // On the first frame, g.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id
-   SetActiveID(g.ScalarAsInputTextId, window);
-   g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
-   SetHoveredID(0);
-   FocusableItemUnregister(window);
-
-   char fmt_buf[32];
-   char data_buf[32];
-   format = ParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf));
-   DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, data_ptr, format);
-   ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal);
-   bool value_changed = InputTextEx(label, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags);
-   if (g.ScalarAsInputTextId == 0)     // First frame we started displaying the InputText widget
-   {
-      IM_ASSERT(g.ActiveId == id);    // InputText ID expected to match the Slider ID
-      g.ScalarAsInputTextId = g.ActiveId;
-      SetHoveredID(id);
-   }
-   if (value_changed)
-      return DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialText.begin(), data_type, data_ptr, NULL);
-   return false;
-}
-
-const char* ImGui::ParseFormatTrimDecorationsLeading(const char* fmt)
-{
-   while (char c = fmt[0])
-   {
-      if (c == '%' && fmt[1] != '%')
-         return fmt;
-      else if (c == '%')
-         fmt++;
-      fmt++;
-   }
-   return fmt;
-}
-
-// Extract the format out of a format string with leading or trailing decorations
-//  fmt = "blah blah"  -> return fmt
-//  fmt = "%.3f"       -> return fmt
-//  fmt = "hello %.3f" -> return fmt + 6
-//  fmt = "%.3f hello" -> return buf written with "%.3f"
-const char* ImGui::ParseFormatTrimDecorations(const char* fmt, char* buf, int buf_size)
-{
-   // We don't use strchr() because our strings are usually very short and often start with '%'
-   const char* fmt_start = ParseFormatTrimDecorationsLeading(fmt);
-   if (fmt_start[0] != '%')
-      return fmt;
-   fmt = fmt_start;
-   while (char c = *fmt++)
-   {
-      if (c >= 'A' && c <= 'Z' && (c != 'L'))  // L is a type modifier, other letters qualify as types aka end of the format
-         break;
-      if (c >= 'a' && c <= 'z' && (c != 'h' && c != 'j' && c != 'l' && c != 't' && c != 'w' && c != 'z'))  // h/j/l/t/w/z are type modifiers, other letters qualify as types aka end of the format
-         break;
-   }
-   if (fmt[0] == 0) // If we only have leading decoration, we don't need to copy the data.
-      return fmt_start;
-   ImStrncpy(buf, fmt_start, ImMin((int)(fmt + 1 - fmt_start), buf_size));
-   return buf;
-}
-
-// Parse display precision back from the display format string
-// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed.
-int ImGui::ParseFormatPrecision(const char* fmt, int default_precision)
-{
-   fmt = ParseFormatTrimDecorationsLeading(fmt);
-   if (fmt[0] != '%')
-      return default_precision;
-   fmt++;
-   while (*fmt >= '0' && *fmt <= '9')
-      fmt++;
-   int precision = INT_MAX;
-   if (*fmt == '.')
-   {
-      fmt = ImAtoi(fmt + 1, &precision);
-      if (precision < 0 || precision > 99)
-         precision = default_precision;
-   }
-   if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation
-      precision = -1;
-   if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX)
-      precision = -1;
-   return (precision == INT_MAX) ? default_precision : precision;
-}
-
-static float GetMinimumStepAtDecimalPrecision(int decimal_precision)
-{
-   static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f };
-   return (decimal_precision >= 0 && decimal_precision < 10) ? min_steps[decimal_precision] : powf(10.0f, (float)-decimal_precision);
-}
-
-float ImGui::RoundScalarWithFormat(const char* format, float value)
-{
-   char buf[64];
-   ImFormatString(buf, IM_ARRAYSIZE(buf), ParseFormatTrimDecorationsLeading(format), value);
-   return (float)atof(buf);
-}
-
-static inline float SliderBehaviorCalcRatioFromValue(float v, float v_min, float v_max, float power, float linear_zero_pos)
-{
-   if (v_min == v_max)
-      return 0.0f;
-
-   const bool is_non_linear = (power < 1.0f - 0.00001f) || (power > 1.0f + 0.00001f);
-   const float v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min);
-   if (is_non_linear)
-   {
-      if (v_clamped < 0.0f)
-      {
-         const float f = 1.0f - (v_clamped - v_min) / (ImMin(0.0f, v_max) - v_min);
-         return (1.0f - powf(f, 1.0f / power)) * linear_zero_pos;
-      }
-      else
-      {
-         const float f = (v_clamped - ImMax(0.0f, v_min)) / (v_max - ImMax(0.0f, v_min));
-         return linear_zero_pos + powf(f, 1.0f / power) * (1.0f - linear_zero_pos);
-      }
-   }
-
-   // Linear slider
-   return (v_clamped - v_min) / (v_max - v_min);
-}
-
-bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, const char* format, float power, ImGuiSliderFlags flags)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = GetCurrentWindow();
-   const ImGuiStyle& style = g.Style;
-
-   // Draw frame
-   const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
-   RenderNavHighlight(frame_bb, id);
-   RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);
-
-   const bool is_non_linear = (power < 1.0f - 0.00001f) || (power > 1.0f + 0.00001f);
-   const bool is_horizontal = (flags & ImGuiSliderFlags_Vertical) == 0;
-   const bool is_decimal = ParseFormatPrecision(format, 3) > 0;
-
-   const float grab_padding = 2.0f;
-   const float slider_sz = is_horizontal ? (frame_bb.GetWidth() - grab_padding * 2.0f) : (frame_bb.GetHeight() - grab_padding * 2.0f);
-   float grab_sz;
-   if (is_decimal)
-      grab_sz = ImMin(style.GrabMinSize, slider_sz);
-   else
-      grab_sz = ImMin(ImMax(1.0f * (slider_sz / ((v_min < v_max ? v_max - v_min : v_min - v_max) + 1.0f)), style.GrabMinSize), slider_sz);  // Integer sliders, if possible have the grab size represent 1 unit
-   const float slider_usable_sz = slider_sz - grab_sz;
-   const float slider_usable_pos_min = (is_horizontal ? frame_bb.Min.x : frame_bb.Min.y) + grab_padding + grab_sz * 0.5f;
-   const float slider_usable_pos_max = (is_horizontal ? frame_bb.Max.x : frame_bb.Max.y) - grab_padding - grab_sz * 0.5f;
-
-   // For logarithmic sliders that cross over sign boundary we want the exponential increase to be symmetric around 0.0f
-   float linear_zero_pos = 0.0f;   // 0.0->1.0f
-   if (v_min * v_max < 0.0f)
-   {
-      // Different sign
-      const float linear_dist_min_to_0 = powf(fabsf(0.0f - v_min), 1.0f / power);
-      const float linear_dist_max_to_0 = powf(fabsf(v_max - 0.0f), 1.0f / power);
-      linear_zero_pos = linear_dist_min_to_0 / (linear_dist_min_to_0 + linear_dist_max_to_0);
-   }
-   else
-   {
-      // Same sign
-      linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f;
-   }
-
-   // Process interacting with the slider
-   bool value_changed = false;
-   if (g.ActiveId == id)
-   {
-      bool set_new_value = false;
-      float clicked_t = 0.0f;
-      if (g.ActiveIdSource == ImGuiInputSource_Mouse)
-      {
-         if (!g.IO.MouseDown[0])
-         {
-            ClearActiveID();
-         }
-         else
-         {
-            const float mouse_abs_pos = is_horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
-            clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f;
-            if (!is_horizontal)
-               clicked_t = 1.0f - clicked_t;
-            set_new_value = true;
-         }
-      }
-      else if (g.ActiveIdSource == ImGuiInputSource_Nav)
-      {
-         const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f);
-         float delta = is_horizontal ? delta2.x : -delta2.y;
-         if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
-         {
-            ClearActiveID();
-         }
-         else if (delta != 0.0f)
-         {
-            clicked_t = SliderBehaviorCalcRatioFromValue(*v, v_min, v_max, power, linear_zero_pos);
-            if (!is_decimal && !is_non_linear)
+        }
+    }
+
+    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
+    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
+    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
+    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
+    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
+    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match
+        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
+            if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f))
             {
-               if (fabsf(v_max - v_min) <= 100.0f || IsNavInputDown(ImGuiNavInput_TweakSlow))
-                  delta = ((delta < 0.0f) ? -1.0f : +1.0f) / (v_max - v_min); // Gamepad/keyboard tweak speeds in integer steps
-               else
-                  delta /= 100.0f;
+                result->DistAxial = dist_axial;
+                new_best = true;
             }
-            else
+
+    return new_best;
+}
+
+// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
+static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    //if (!g.IO.NavActive)  // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag.
+    //    return;
+
+    const ImGuiItemFlags item_flags = window->DC.ItemFlags;
+    const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
+
+    // Process Init Request
+    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
+    {
+        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
+        if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0)
+        {
+            g.NavInitResultId = id;
+            g.NavInitResultRectRel = nav_bb_rel;
+        }
+        if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus))
+        {
+            g.NavInitRequest = false; // Found a match, clear request
+            NavUpdateAnyRequestFlag();
+        }
+    }
+
+    // Process Move Request (scoring for navigation)
+    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy)
+    if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav)))
+    {
+        ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
+#if IMGUI_DEBUG_NAV_SCORING
+        // [DEBUG] Score all items in NavWindow at all times
+        if (!g.NavMoveRequest)
+            g.NavMoveDir = g.NavMoveDirLast;
+        bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest;
+#else
+        bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb);
+#endif
+        if (new_best)
+        {
+            result->Window = window;
+            result->ID = id;
+            result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;
+            result->RectRel = nav_bb_rel;
+        }
+
+        // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
+        const float VISIBLE_RATIO = 0.70f;
+        if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
+            if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
+                if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb))
+                {
+                    result = &g.NavMoveResultLocalVisibleSet;
+                    result->Window = window;
+                    result->ID = id;
+                    result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;
+                    result->RectRel = nav_bb_rel;
+                }
+    }
+
+    // Update window-relative bounding box of navigated item
+    if (g.NavId == id)
+    {
+        g.NavWindow = window;                                           // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window.
+        g.NavLayer = window->DC.NavLayerCurrent;
+        g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
+        g.NavIdIsAlive = true;
+        g.NavIdTabCounter = window->DC.FocusCounterTabStop;
+        window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel;    // Store item bounding box (relative to window position)
+    }
+}
+
+bool ImGui::NavMoveRequestButNoResultYet()
+{
+    ImGuiContext& g = *GImGui;
+    return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
+}
+
+void ImGui::NavMoveRequestCancel()
+{
+    ImGuiContext& g = *GImGui;
+    g.NavMoveRequest = false;
+    NavUpdateAnyRequestFlag();
+}
+
+void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None);
+    NavMoveRequestCancel();
+    g.NavMoveDir = move_dir;
+    g.NavMoveClipDir = clip_dir;
+    g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
+    g.NavMoveRequestFlags = move_flags;
+    g.NavWindow->NavRectRel[g.NavLayer] = bb_rel;
+}
+
+void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags)
+{
+    ImGuiContext& g = *GImGui;
+
+    // Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
+    // popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
+    g.NavWrapRequestWindow = window;
+    g.NavWrapRequestFlags = move_flags;
+}
+
+// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
+// This way we could find the last focused window among our children. It would be much less confusing this way?
+static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
+{
+    ImGuiWindow* parent = nav_window;
+    while (parent && (parent->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
+        parent = parent->ParentWindow;
+    if (parent && parent != nav_window)
+        parent->NavLastChildNavWindow = nav_window;
+}
+
+// Restore the last focused child.
+// Call when we are expected to land on the Main Layer (0) after FocusWindow()
+static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
+{
+    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
+        return window->NavLastChildNavWindow;
+    return window;
+}
+
+static void NavRestoreLayer(ImGuiNavLayer layer)
+{
+    ImGuiContext& g = *GImGui;
+    g.NavLayer = layer;
+    if (layer == 0)
+        g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow);
+    ImGuiWindow* window = g.NavWindow;
+    if (layer == 0 && window->NavLastIds[0] != 0)
+        ImGui::SetNavIDWithRectRel(window->NavLastIds[0], layer, 0, window->NavRectRel[0]);
+    else
+        ImGui::NavInitWindow(window, true);
+}
+
+static inline void ImGui::NavUpdateAnyRequestFlag()
+{
+    ImGuiContext& g = *GImGui;
+    g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
+    if (g.NavAnyRequest)
+        IM_ASSERT(g.NavWindow != NULL);
+}
+
+// This needs to be called before we submit any widget (aka in or before Begin)
+void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(window == g.NavWindow);
+    bool init_for_nav = false;
+    if (!(window->Flags & ImGuiWindowFlags_NoNavInputs))
+        if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
+            init_for_nav = true;
+    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
+    if (init_for_nav)
+    {
+        SetNavID(0, g.NavLayer, 0);
+        g.NavInitRequest = true;
+        g.NavInitRequestFromMove = false;
+        g.NavInitResultId = 0;
+        g.NavInitResultRectRel = ImRect();
+        NavUpdateAnyRequestFlag();
+    }
+    else
+    {
+        g.NavId = window->NavLastIds[0];
+        g.NavFocusScopeId = 0;
+    }
+}
+
+static ImVec2 ImGui::NavCalcPreferredRefPos()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow)
+    {
+        // Mouse (we need a fallback in case the mouse becomes invalid after being used)
+        if (IsMousePosValid(&g.IO.MousePos))
+            return g.IO.MousePos;
+        return g.LastValidMousePos;
+    }
+    else
+    {
+        // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item.
+        const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer];
+        ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
+        ImRect visible_rect = GetViewportRect();
+        return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max));   // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta.
+    }
+}
+
+float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
+{
+    ImGuiContext& g = *GImGui;
+    if (mode == ImGuiInputReadMode_Down)
+        return g.IO.NavInputs[n];                         // Instant, read analog input (0.0f..1.0f, as provided by user)
+
+    const float t = g.IO.NavInputsDownDuration[n];
+    if (t < 0.0f && mode == ImGuiInputReadMode_Released)  // Return 1.0f when just released, no repeat, ignore analog input.
+        return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f);
+    if (t < 0.0f)
+        return 0.0f;
+    if (mode == ImGuiInputReadMode_Pressed)               // Return 1.0f when just pressed, no repeat, ignore analog input.
+        return (t == 0.0f) ? 1.0f : 0.0f;
+    if (mode == ImGuiInputReadMode_Repeat)
+        return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.80f);
+    if (mode == ImGuiInputReadMode_RepeatSlow)
+        return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, g.IO.KeyRepeatRate * 2.00f);
+    if (mode == ImGuiInputReadMode_RepeatFast)
+        return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.30f);
+    return 0.0f;
+}
+
+ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor)
+{
+    ImVec2 delta(0.0f, 0.0f);
+    if (dir_sources & ImGuiNavDirSourceFlags_Keyboard)
+        delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode)   - GetNavInputAmount(ImGuiNavInput_KeyLeft_,   mode), GetNavInputAmount(ImGuiNavInput_KeyDown_,   mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_,   mode));
+    if (dir_sources & ImGuiNavDirSourceFlags_PadDPad)
+        delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode)   - GetNavInputAmount(ImGuiNavInput_DpadLeft,   mode), GetNavInputAmount(ImGuiNavInput_DpadDown,   mode) - GetNavInputAmount(ImGuiNavInput_DpadUp,   mode));
+    if (dir_sources & ImGuiNavDirSourceFlags_PadLStick)
+        delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode));
+    if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow))
+        delta *= slow_factor;
+    if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast))
+        delta *= fast_factor;
+    return delta;
+}
+
+static void ImGui::NavUpdate()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiIO& io = g.IO;
+
+    io.WantSetMousePos = false;
+    g.NavWrapRequestWindow = NULL;
+    g.NavWrapRequestFlags = ImGuiNavMoveFlags_None;
+#if 0
+    if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
+#endif
+
+    // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard)
+    // (do it before we map Keyboard input!)
+    bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
+    bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
+    if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_NavGamepad)
+    {
+        if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f
+            || io.NavInputs[ImGuiNavInput_DpadLeft] > 0.0f || io.NavInputs[ImGuiNavInput_DpadRight] > 0.0f || io.NavInputs[ImGuiNavInput_DpadUp] > 0.0f || io.NavInputs[ImGuiNavInput_DpadDown] > 0.0f)
+            g.NavInputSource = ImGuiInputSource_NavGamepad;
+    }
+
+    // Update Keyboard->Nav inputs mapping
+    if (nav_keyboard_active)
+    {
+        #define NAV_MAP_KEY(_KEY, _NAV_INPUT)  do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } while (0)
+        NAV_MAP_KEY(ImGuiKey_Space,     ImGuiNavInput_Activate );
+        NAV_MAP_KEY(ImGuiKey_Enter,     ImGuiNavInput_Input    );
+        NAV_MAP_KEY(ImGuiKey_Escape,    ImGuiNavInput_Cancel   );
+        NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ );
+        NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_);
+        NAV_MAP_KEY(ImGuiKey_UpArrow,   ImGuiNavInput_KeyUp_   );
+        NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ );
+        if (io.KeyCtrl)
+            io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
+        if (io.KeyShift)
+            io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
+        if (io.KeyAlt && !io.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu.
+            io.NavInputs[ImGuiNavInput_KeyMenu_]  = 1.0f;
+        #undef NAV_MAP_KEY
+    }
+    memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration));
+    for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++)
+        io.NavInputsDownDuration[i] = (io.NavInputs[i] > 0.0f) ? (io.NavInputsDownDuration[i] < 0.0f ? 0.0f : io.NavInputsDownDuration[i] + io.DeltaTime) : -1.0f;
+
+    // Process navigation init request (select first/default focus)
+    if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove))
+        NavUpdateInitResult();
+    g.NavInitRequest = false;
+    g.NavInitRequestFromMove = false;
+    g.NavInitResultId = 0;
+    g.NavJustMovedToId = 0;
+
+    // Process navigation move request
+    if (g.NavMoveRequest)
+        NavUpdateMoveResult();
+
+    // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame
+    if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive)
+    {
+        IM_ASSERT(g.NavMoveRequest);
+        if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
+            g.NavDisableHighlight = false;
+        g.NavMoveRequestForward = ImGuiNavForward_None;
+    }
+
+    // Apply application mouse position movement, after we had a chance to process move request result.
+    if (g.NavMousePosDirty && g.NavIdIsAlive)
+    {
+        // Set mouse position given our knowledge of the navigated item position from last frame
+        if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
+        {
+            if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
             {
-               delta /= 100.0f;    // Gamepad/keyboard tweak speeds in % of slider bounds
-               if (IsNavInputDown(ImGuiNavInput_TweakSlow))
-                  delta /= 10.0f;
+                io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();
+                io.WantSetMousePos = true;
             }
-            if (IsNavInputDown(ImGuiNavInput_TweakFast))
-               delta *= 10.0f;
-            set_new_value = true;
-            if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits
-               set_new_value = false;
-            else
-               clicked_t = ImSaturate(clicked_t + delta);
-         }
-      }
-
-      if (set_new_value)
-      {
-         float new_value;
-         if (is_non_linear)
-         {
-            // Account for logarithmic scale on both sides of the zero
-            if (clicked_t < linear_zero_pos)
+        }
+        g.NavMousePosDirty = false;
+    }
+    g.NavIdIsAlive = false;
+    g.NavJustTabbedId = 0;
+    IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1);
+
+    // Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0
+    if (g.NavWindow)
+        NavSaveLastChildNavWindowIntoParent(g.NavWindow);
+    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
+        g.NavWindow->NavLastChildNavWindow = NULL;
+
+    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
+    NavUpdateWindowing();
+
+    // Set output flags for user application
+    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
+    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
+
+    // Process NavCancel input (to close a popup, get back to parent, clear focus)
+    if (IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed))
+    {
+        IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n");
+        if (g.ActiveId != 0)
+        {
+            if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel))
+                ClearActiveID();
+        }
+        else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
+        {
+            // Exit child window
+            ImGuiWindow* child_window = g.NavWindow;
+            ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
+            IM_ASSERT(child_window->ChildId != 0);
+            FocusWindow(parent_window);
+            SetNavID(child_window->ChildId, 0, 0);
+            // Reassigning with same value, we're being explicit here.
+            g.NavIdIsAlive = false;     // -V1048
+            if (g.NavDisableMouseHover)
+                g.NavMousePosDirty = true;
+        }
+        else if (g.OpenPopupStack.Size > 0)
+        {
+            // Close open popup/menu
+            if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
+                ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
+        }
+        else if (g.NavLayer != ImGuiNavLayer_Main)
+        {
+            // Leave the "menu" layer
+            NavRestoreLayer(ImGuiNavLayer_Main);
+        }
+        else
+        {
+            // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
+            if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
+                g.NavWindow->NavLastIds[0] = 0;
+            g.NavId = g.NavFocusScopeId = 0;
+        }
+    }
+
+    // Process manual activation request
+    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0;
+    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
+    {
+        bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);
+        bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed);
+        if (g.ActiveId == 0 && activate_pressed)
+            g.NavActivateId = g.NavId;
+        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)
+            g.NavActivateDownId = g.NavId;
+        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)
+            g.NavActivatePressedId = g.NavId;
+        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed))
+            g.NavInputId = g.NavId;
+    }
+    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
+        g.NavDisableHighlight = true;
+    if (g.NavActivateId != 0)
+        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
+    g.NavMoveRequest = false;
+
+    // Process programmatic activation request
+    if (g.NavNextActivateId != 0)
+        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
+    g.NavNextActivateId = 0;
+
+    // Initiate directional inputs request
+    if (g.NavMoveRequestForward == ImGuiNavForward_None)
+    {
+        g.NavMoveDir = ImGuiDir_None;
+        g.NavMoveRequestFlags = ImGuiNavMoveFlags_None;
+        if (g.NavWindow && !g.NavWindowingTarget && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
+        {
+            const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat;
+            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && (IsNavInputTest(ImGuiNavInput_DpadLeft,  read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_,  read_mode))) { g.NavMoveDir = ImGuiDir_Left; }
+            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; }
+            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && (IsNavInputTest(ImGuiNavInput_DpadUp,    read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_,    read_mode))) { g.NavMoveDir = ImGuiDir_Up; }
+            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && (IsNavInputTest(ImGuiNavInput_DpadDown,  read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_,  read_mode))) { g.NavMoveDir = ImGuiDir_Down; }
+        }
+        g.NavMoveClipDir = g.NavMoveDir;
+    }
+    else
+    {
+        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
+        // (Preserve g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function)
+        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
+        IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued);
+        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
+        g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
+    }
+
+    // Update PageUp/PageDown/Home/End scroll
+    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
+    float nav_scoring_rect_offset_y = 0.0f;
+    if (nav_keyboard_active)
+        nav_scoring_rect_offset_y = NavUpdatePageUpPageDown();
+
+    // If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match
+    if (g.NavMoveDir != ImGuiDir_None)
+    {
+        g.NavMoveRequest = true;
+        g.NavMoveRequestKeyMods = io.KeyMods;
+        g.NavMoveDirLast = g.NavMoveDir;
+    }
+    if (g.NavMoveRequest && g.NavId == 0)
+    {
+        IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer);
+        g.NavInitRequest = g.NavInitRequestFromMove = true;
+        // Reassigning with same value, we're being explicit here.
+        g.NavInitResultId = 0;     // -V1048
+        g.NavDisableHighlight = false;
+    }
+    NavUpdateAnyRequestFlag();
+
+    // Scrolling
+    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
+    {
+        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
+        ImGuiWindow* window = g.NavWindow;
+        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
+        if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
+        {
+            if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
+                SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
+            if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down)
+                SetScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
+        }
+
+        // *Normal* Manual scroll with NavScrollXXX keys
+        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
+        ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f);
+        if (scroll_dir.x != 0.0f && window->ScrollbarX)
+            SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
+        if (scroll_dir.y != 0.0f)
+            SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
+    }
+
+    // Reset search results
+    g.NavMoveResultLocal.Clear();
+    g.NavMoveResultLocalVisibleSet.Clear();
+    g.NavMoveResultOther.Clear();
+
+    // When using gamepad, we project the reference nav bounding box into window visible area.
+    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative
+    // (can't focus a visible object like we can with the mouse).
+    if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_NavGamepad && g.NavLayer == ImGuiNavLayer_Main)
+    {
+        ImGuiWindow* window = g.NavWindow;
+        ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
+        if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
+        {
+            IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel\n");
+            float pad = window->CalcFontSize() * 0.5f;
+            window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item
+            window->NavRectRel[g.NavLayer].ClipWithFull(window_rect_rel);
+            g.NavId = g.NavFocusScopeId = 0;
+        }
+    }
+
+    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
+    ImRect nav_rect_rel = g.NavWindow ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
+    g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect();
+    g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y);
+    g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x);
+    g.NavScoringRect.Max.x = g.NavScoringRect.Min.x;
+    IM_ASSERT(!g.NavScoringRect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
+    //GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
+    g.NavScoringCount = 0;
+#if IMGUI_DEBUG_NAV_RECTS
+    if (g.NavWindow)
+    {
+        ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);
+        if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
+        if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
+    }
+#endif
+}
+
+static void ImGui::NavUpdateInitResult()
+{
+    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
+    ImGuiContext& g = *GImGui;
+    if (!g.NavWindow)
+        return;
+
+    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
+    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
+    if (g.NavInitRequestFromMove)
+        SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
+    else
+        SetNavID(g.NavInitResultId, g.NavLayer, 0);
+    g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
+}
+
+// Apply result from previous frame navigation directional move request
+static void ImGui::NavUpdateMoveResult()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
+    {
+        // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
+        if (g.NavId != 0)
+        {
+            g.NavDisableHighlight = false;
+            g.NavDisableMouseHover = true;
+        }
+        return;
+    }
+
+    // Select which result to use
+    ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
+
+    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
+    if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
+        if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId)
+            result = &g.NavMoveResultLocalVisibleSet;
+
+    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
+    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
+        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
+            result = &g.NavMoveResultOther;
+    IM_ASSERT(g.NavWindow && result->Window);
+
+    // Scroll to keep newly navigated item fully into view.
+    if (g.NavLayer == ImGuiNavLayer_Main)
+    {
+        ImVec2 delta_scroll;
+        if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_ScrollToEdge)
+        {
+            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
+            delta_scroll.y = result->Window->Scroll.y - scroll_target;
+            SetScrollY(result->Window, scroll_target);
+        }
+        else
+        {
+            ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
+            delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs);
+        }
+
+        // Offset our result position so mouse position can be applied immediately after in NavUpdate()
+        result->RectRel.TranslateX(-delta_scroll.x);
+        result->RectRel.TranslateY(-delta_scroll.y);
+    }
+
+    ClearActiveID();
+    g.NavWindow = result->Window;
+    if (g.NavId != result->ID)
+    {
+        // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
+        g.NavJustMovedToId = result->ID;
+        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
+        g.NavJustMovedToKeyMods = g.NavMoveRequestKeyMods;
+    }
+    IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
+    SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
+}
+
+// Handle PageUp/PageDown/Home/End keys
+static float ImGui::NavUpdatePageUpPageDown()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiIO& io = g.IO;
+
+    if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL)
+        return 0.0f;
+    if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != ImGuiNavLayer_Main)
+        return 0.0f;
+
+    ImGuiWindow* window = g.NavWindow;
+    const bool page_up_held = IsKeyDown(io.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp);
+    const bool page_down_held = IsKeyDown(io.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown);
+    const bool home_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home);
+    const bool end_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End);
+    if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed
+    {
+        if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll)
+        {
+            // Fallback manual-scroll when window has no navigable item
+            if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true))
+                SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
+            else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true))
+                SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
+            else if (home_pressed)
+                SetScrollY(window, 0.0f);
+            else if (end_pressed)
+                SetScrollY(window, window->ScrollMax.y);
+        }
+        else
+        {
+            ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
+            const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
+            float nav_scoring_rect_offset_y = 0.0f;
+            if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true))
             {
-               // Negative: rescale to the negative range before powering
-               float a = 1.0f - (clicked_t / linear_zero_pos);
-               a = powf(a, power);
-               new_value = ImLerp(ImMin(v_max, 0.0f), v_min, a);
+                nav_scoring_rect_offset_y = -page_offset_y;
+                g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
+                g.NavMoveClipDir = ImGuiDir_Up;
+                g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
             }
-            else
+            else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true))
             {
-               // Positive: rescale to the positive range before powering
-               float a;
-               if (fabsf(linear_zero_pos - 1.0f) > 1.e-6f)
-                  a = (clicked_t - linear_zero_pos) / (1.0f - linear_zero_pos);
-               else
-                  a = clicked_t;
-               a = powf(a, power);
-               new_value = ImLerp(ImMax(v_min, 0.0f), v_max, a);
+                nav_scoring_rect_offset_y = +page_offset_y;
+                g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
+                g.NavMoveClipDir = ImGuiDir_Down;
+                g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
             }
-         }
-         else
-         {
-            // Linear slider
-            new_value = ImLerp(v_min, v_max, clicked_t);
-         }
-
-         // Round past decimal precision
-         new_value = RoundScalarWithFormat(format, new_value);
-         if (*v != new_value)
-         {
-            *v = new_value;
-            value_changed = true;
-         }
-      }
-   }
-
-   // Draw
-   float grab_t = SliderBehaviorCalcRatioFromValue(*v, v_min, v_max, power, linear_zero_pos);
-   if (!is_horizontal)
-      grab_t = 1.0f - grab_t;
-   const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);
-   ImRect grab_bb;
-   if (is_horizontal)
-      grab_bb = ImRect(ImVec2(grab_pos - grab_sz * 0.5f, frame_bb.Min.y + grab_padding), ImVec2(grab_pos + grab_sz * 0.5f, frame_bb.Max.y - grab_padding));
-   else
-      grab_bb = ImRect(ImVec2(frame_bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f), ImVec2(frame_bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f));
-   window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);
-
-   return value_changed;
-}
-
-// Use power!=1.0 for logarithmic sliders.
-// Adjust format to decorate the value with a prefix or a suffix.
-//   "%.3f"         1.234
-//   "%5.2f secs"   01.23 secs
-//   "Gold: %.0f"   Gold: 1
-bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   const ImGuiStyle& style = g.Style;
-   const ImGuiID id = window->GetID(label);
-   const float w = CalcItemWidth();
-
-   const ImVec2 label_size = CalcTextSize(label, NULL, true);
-   const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
-   const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
-
-   // NB- we don't call ItemSize() yet because we may turn into a text edit box below
-   if (!ItemAdd(total_bb, id, &frame_bb))
-   {
-      ItemSize(total_bb, style.FramePadding.y);
-      return false;
-   }
-   const bool hovered = ItemHoverable(frame_bb, id);
-
-   if (!format)
-      format = "%.3f";
-
-   // Tabbing or CTRL-clicking on Slider turns it into an input box
-   bool start_text_input = false;
-   const bool tab_focus_requested = FocusableItemRegister(window, id);
-   if (tab_focus_requested || (hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id))
-   {
-      SetActiveID(id, window);
-      SetFocusID(id, window);
-      FocusWindow(window);
-      g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
-      if (tab_focus_requested || g.IO.KeyCtrl || g.NavInputId == id)
-      {
-         start_text_input = true;
-         g.ScalarAsInputTextId = 0;
-      }
-   }
-   if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id))
-      return InputScalarAsWidgetReplacement(frame_bb, id, label, ImGuiDataType_Float, v, format);
-
-   // Actual slider behavior + render grab
-   ItemSize(total_bb, style.FramePadding.y);
-   const bool value_changed = SliderBehavior(frame_bb, id, v, v_min, v_max, format, power);
-
-   // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
-   char value_buf[64];
-   const char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), format, *v);
-   RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));
-
-   if (label_size.x > 0.0f)
-      RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
-
-   return value_changed;
-}
-
-bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, float power)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   const ImGuiStyle& style = g.Style;
-   const ImGuiID id = window->GetID(label);
-
-   const ImVec2 label_size = CalcTextSize(label, NULL, true);
-   const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
-   const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
-
-   ItemSize(bb, style.FramePadding.y);
-   if (!ItemAdd(frame_bb, id))
-      return false;
-   const bool hovered = ItemHoverable(frame_bb, id);
-
-   if (!format)
-      format = "%.3f";
-
-   if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id)
-   {
-      SetActiveID(id, window);
-      SetFocusID(id, window);
-      FocusWindow(window);
-      g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
-   }
-
-   // Actual slider behavior + render grab
-   bool value_changed = SliderBehavior(frame_bb, id, v, v_min, v_max, format, power, ImGuiSliderFlags_Vertical);
-
-   // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
-   // For the vertical slider we allow centered text to overlap the frame padding
-   char value_buf[64];
-   char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), format, *v);
-   RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f));
-   if (label_size.x > 0.0f)
-      RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
-
-   return value_changed;
-}
-
-bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max)
-{
-   float v_deg = (*v_rad) * 360.0f / (2 * IM_PI);
-   bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, "%.0f deg", 1.0f);
-   *v_rad = v_deg * (2 * IM_PI) / 360.0f;
-   return value_changed;
-}
-
-bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format)
-{
-   if (!format)
-      format = "%.0f";
-   float v_f = (float)*v;
-   bool value_changed = SliderFloat(label, &v_f, (float)v_min, (float)v_max, format, 1.0f);
-   *v = (int)v_f;
-   return value_changed;
-}
-
-bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format)
-{
-   if (!format)
-      format = "%.0f";
-   float v_f = (float)*v;
-   bool value_changed = VSliderFloat(label, size, &v_f, (float)v_min, (float)v_max, format, 1.0f);
-   *v = (int)v_f;
-   return value_changed;
-}
-
-// Add multiple sliders on 1 line for compact edition of multiple components
-bool ImGui::SliderFloatN(const char* label, float* v, int components, float v_min, float v_max, const char* format, float power)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   bool value_changed = false;
-   BeginGroup();
-   PushID(label);
-   PushMultiItemsWidths(components);
-   for (int i = 0; i < components; i++)
-   {
-      PushID(i);
-      value_changed |= SliderFloat("##v", &v[i], v_min, v_max, format, power);
-      SameLine(0, g.Style.ItemInnerSpacing.x);
-      PopID();
-      PopItemWidth();
-   }
-   PopID();
-
-   TextUnformatted(label, FindRenderedTextEnd(label));
-   EndGroup();
-
-   return value_changed;
-}
-
-bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power)
-{
-   return SliderFloatN(label, v, 2, v_min, v_max, format, power);
-}
-
-bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power)
-{
-   return SliderFloatN(label, v, 3, v_min, v_max, format, power);
-}
-
-bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power)
-{
-   return SliderFloatN(label, v, 4, v_min, v_max, format, power);
-}
-
-bool ImGui::SliderIntN(const char* label, int* v, int components, int v_min, int v_max, const char* format)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   bool value_changed = false;
-   BeginGroup();
-   PushID(label);
-   PushMultiItemsWidths(components);
-   for (int i = 0; i < components; i++)
-   {
-      PushID(i);
-      value_changed |= SliderInt("##v", &v[i], v_min, v_max, format);
-      SameLine(0, g.Style.ItemInnerSpacing.x);
-      PopID();
-      PopItemWidth();
-   }
-   PopID();
-
-   TextUnformatted(label, FindRenderedTextEnd(label));
-   EndGroup();
-
-   return value_changed;
-}
-
-bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format)
-{
-   return SliderIntN(label, v, 2, v_min, v_max, format);
-}
-
-bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format)
-{
-   return SliderIntN(label, v, 3, v_min, v_max, format);
-}
-
-bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format)
-{
-   return SliderIntN(label, v, 4, v_min, v_max, format);
-}
-
-bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_speed, float v_min, float v_max, const char* format, float power)
-{
-   ImGuiContext& g = *GImGui;
-   const ImGuiStyle& style = g.Style;
-
-   // Draw frame
-   const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
-   RenderNavHighlight(frame_bb, id);
-   RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);
-
-   // Process interacting with the drag
-   if (g.ActiveId == id)
-   {
-      if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0])
-         ClearActiveID();
-      else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
-         ClearActiveID();
-   }
-   if (g.ActiveId != id)
-      return false;
-
-   // Default tweak speed
-   if (v_speed == 0.0f && (v_max - v_min) != 0.0f && (v_max - v_min) < FLT_MAX)
-      v_speed = (v_max - v_min) * g.DragSpeedDefaultRatio;
-
-   if (g.ActiveIdIsJustActivated)
-   {
-      // Lock current value on click
-      g.DragCurrentValue = *v;
-      g.DragLastMouseDelta = ImVec2(0.f, 0.f);
-   }
-
-   const ImVec2 mouse_drag_delta = GetMouseDragDelta(0, 1.0f);
-   float adjust_delta = 0.0f;
-   if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid())
-   {
-      adjust_delta = mouse_drag_delta.x - g.DragLastMouseDelta.x;
-      if (g.IO.KeyShift && g.DragSpeedScaleFast >= 0.0f)
-         adjust_delta *= g.DragSpeedScaleFast;
-      if (g.IO.KeyAlt && g.DragSpeedScaleSlow >= 0.0f)
-         adjust_delta *= g.DragSpeedScaleSlow;
-      g.DragLastMouseDelta.x = mouse_drag_delta.x;
-   }
-   if (g.ActiveIdSource == ImGuiInputSource_Nav)
-   {
-      int decimal_precision = ParseFormatPrecision(format, 3);
-      adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f).x;
-      v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
-   }
-   adjust_delta *= v_speed;
-
-   // Avoid applying the saturation when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300
-   float v_cur = g.DragCurrentValue;
-   if (v_min < v_max && ((v_cur >= v_max && adjust_delta > 0.0f) || (v_cur <= v_min && adjust_delta < 0.0f)))
-      adjust_delta = 0.0f;
-
-   if (fabsf(adjust_delta) > 0.0f)
-   {
-      if (fabsf(power - 1.0f) > 0.001f)
-      {
-         // Logarithmic curve on both side of 0.0
-         float v0_abs = v_cur >= 0.0f ? v_cur : -v_cur;
-         float v0_sign = v_cur >= 0.0f ? 1.0f : -1.0f;
-         float v1 = powf(v0_abs, 1.0f / power) + (adjust_delta * v0_sign);
-         float v1_abs = v1 >= 0.0f ? v1 : -v1;
-         float v1_sign = v1 >= 0.0f ? 1.0f : -1.0f;          // Crossed sign line
-         v_cur = powf(v1_abs, power) * v0_sign * v1_sign;    // Reapply sign
-      }
-      else
-      {
-         v_cur += adjust_delta;
-      }
-
-      // Clamp
-      if (v_min < v_max)
-         v_cur = ImClamp(v_cur, v_min, v_max);
-      g.DragCurrentValue = v_cur;
-   }
-
-   // Round to user desired precision, then apply
-   bool value_changed = false;
-   v_cur = RoundScalarWithFormat(format, v_cur);
-   if (*v != v_cur)
-   {
-      *v = v_cur;
-      value_changed = true;
-   }
-
-   return value_changed;
-}
-
-bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   const ImGuiStyle& style = g.Style;
-   const ImGuiID id = window->GetID(label);
-   const float w = CalcItemWidth();
-
-   const ImVec2 label_size = CalcTextSize(label, NULL, true);
-   const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
-   const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
-   const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
-
-   // NB- we don't call ItemSize() yet because we may turn into a text edit box below
-   if (!ItemAdd(total_bb, id, &frame_bb))
-   {
-      ItemSize(total_bb, style.FramePadding.y);
-      return false;
-   }
-   const bool hovered = ItemHoverable(frame_bb, id);
-
-   if (!format)
-      format = "%.3f";
-
-   // Tabbing or CTRL-clicking on Drag turns it into an input box
-   bool start_text_input = false;
-   const bool tab_focus_requested = FocusableItemRegister(window, id);
-   if (tab_focus_requested || (hovered && (g.IO.MouseClicked[0] || g.IO.MouseDoubleClicked[0])) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id))
-   {
-      SetActiveID(id, window);
-      SetFocusID(id, window);
-      FocusWindow(window);
-      g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
-      if (tab_focus_requested || g.IO.KeyCtrl || g.IO.MouseDoubleClicked[0] || g.NavInputId == id)
-      {
-         start_text_input = true;
-         g.ScalarAsInputTextId = 0;
-      }
-   }
-   if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id))
-      return InputScalarAsWidgetReplacement(frame_bb, id, label, ImGuiDataType_Float, v, format);
-
-   // Actual drag behavior
-   ItemSize(total_bb, style.FramePadding.y);
-   const bool value_changed = DragBehavior(frame_bb, id, v, v_speed, v_min, v_max, format, power);
-
-   // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
-   char value_buf[64];
-   const char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), format, *v);
-   RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));
-
-   if (label_size.x > 0.0f)
-      RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
-
-   return value_changed;
-}
-
-bool ImGui::DragFloatN(const char* label, float* v, int components, float v_speed, float v_min, float v_max, const char* format, float power)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   bool value_changed = false;
-   BeginGroup();
-   PushID(label);
-   PushMultiItemsWidths(components);
-   for (int i = 0; i < components; i++)
-   {
-      PushID(i);
-      value_changed |= DragFloat("##v", &v[i], v_speed, v_min, v_max, format, power);
-      SameLine(0, g.Style.ItemInnerSpacing.x);
-      PopID();
-      PopItemWidth();
-   }
-   PopID();
-
-   TextUnformatted(label, FindRenderedTextEnd(label));
-   EndGroup();
-
-   return value_changed;
-}
-
-bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power)
-{
-   return DragFloatN(label, v, 2, v_speed, v_min, v_max, format, power);
-}
-
-bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power)
-{
-   return DragFloatN(label, v, 3, v_speed, v_min, v_max, format, power);
-}
-
-bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power)
-{
-   return DragFloatN(label, v, 4, v_speed, v_min, v_max, format, power);
-}
-
-bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, float power)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   PushID(label);
-   BeginGroup();
-   PushMultiItemsWidths(2);
-
-   bool value_changed = DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format, power);
-   PopItemWidth();
-   SameLine(0, g.Style.ItemInnerSpacing.x);
-   value_changed |= DragFloat("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? FLT_MAX : v_max, format_max ? format_max : format, power);
-   PopItemWidth();
-   SameLine(0, g.Style.ItemInnerSpacing.x);
-
-   TextUnformatted(label, FindRenderedTextEnd(label));
-   EndGroup();
-   PopID();
-
-   return value_changed;
-}
-
-// NB: v_speed is float to allow adjusting the drag speed with more precision
-bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format)
-{
-   if (!format)
-      format = "%.0f";
-   float v_f = (float)*v;
-   bool value_changed = DragFloat(label, &v_f, v_speed, (float)v_min, (float)v_max, format);
-   *v = (int)v_f;
-   return value_changed;
-}
-
-bool ImGui::DragIntN(const char* label, int* v, int components, float v_speed, int v_min, int v_max, const char* format)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   bool value_changed = false;
-   BeginGroup();
-   PushID(label);
-   PushMultiItemsWidths(components);
-   for (int i = 0; i < components; i++)
-   {
-      PushID(i);
-      value_changed |= DragInt("##v", &v[i], v_speed, v_min, v_max, format);
-      SameLine(0, g.Style.ItemInnerSpacing.x);
-      PopID();
-      PopItemWidth();
-   }
-   PopID();
-
-   TextUnformatted(label, FindRenderedTextEnd(label));
-   EndGroup();
-
-   return value_changed;
-}
-
-bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format)
-{
-   return DragIntN(label, v, 2, v_speed, v_min, v_max, format);
-}
-
-bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format)
-{
-   return DragIntN(label, v, 3, v_speed, v_min, v_max, format);
-}
-
-bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format)
-{
-   return DragIntN(label, v, 4, v_speed, v_min, v_max, format);
-}
-
-bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   PushID(label);
-   BeginGroup();
-   PushMultiItemsWidths(2);
-
-   bool value_changed = DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format);
-   PopItemWidth();
-   SameLine(0, g.Style.ItemInnerSpacing.x);
-   value_changed |= DragInt("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? INT_MAX : v_max, format_max ? format_max : format);
-   PopItemWidth();
-   SameLine(0, g.Style.ItemInnerSpacing.x);
-
-   TextUnformatted(label, FindRenderedTextEnd(label));
-   EndGroup();
-   PopID();
-
-   return value_changed;
-}
-
-void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return;
-
-   ImGuiContext& g = *GImGui;
-   const ImGuiStyle& style = g.Style;
-
-   const ImVec2 label_size = CalcTextSize(label, NULL, true);
-   if (graph_size.x == 0.0f)
-      graph_size.x = CalcItemWidth();
-   if (graph_size.y == 0.0f)
-      graph_size.y = label_size.y + (style.FramePadding.y * 2);
-
-   const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(graph_size.x, graph_size.y));
-   const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
-   const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0));
-   ItemSize(total_bb, style.FramePadding.y);
-   if (!ItemAdd(total_bb, 0, &frame_bb))
-      return;
-   const bool hovered = ItemHoverable(inner_bb, 0);
-
-   // Determine scale from values if not specified
-   if (scale_min == FLT_MAX || scale_max == FLT_MAX)
-   {
-      float v_min = FLT_MAX;
-      float v_max = -FLT_MAX;
-      for (int i = 0; i < values_count; i++)
-      {
-         const float v = values_getter(data, i);
-         v_min = ImMin(v_min, v);
-         v_max = ImMax(v_max, v);
-      }
-      if (scale_min == FLT_MAX)
-         scale_min = v_min;
-      if (scale_max == FLT_MAX)
-         scale_max = v_max;
-   }
-
-   RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
-
-   if (values_count > 0)
-   {
-      int res_w = ImMin((int)graph_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
-      int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
-
-      // Tooltip on hover
-      int v_hovered = -1;
-      if (hovered)
-      {
-         const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f);
-         const int v_idx = (int)(t * item_count);
-         IM_ASSERT(v_idx >= 0 && v_idx < values_count);
-
-         const float v0 = values_getter(data, (v_idx + values_offset) % values_count);
-         const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count);
-         if (plot_type == ImGuiPlotType_Lines)
-            SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1);
-         else if (plot_type == ImGuiPlotType_Histogram)
-            SetTooltip("%d: %8.4g", v_idx, v0);
-         v_hovered = v_idx;
-      }
-
-      const float t_step = 1.0f / (float)res_w;
-      const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min));
-
-      float v0 = values_getter(data, (0 + values_offset) % values_count);
-      float t0 = 0.0f;
-      ImVec2 tp0 = ImVec2(t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale));                       // Point in the normalized space of our target rectangle
-      float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (-scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f);   // Where does the zero line stands
-
-      const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram);
-      const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered);
-
-      for (int n = 0; n < res_w; n++)
-      {
-         const float t1 = t0 + t_step;
-         const int v1_idx = (int)(t0 * item_count + 0.5f);
-         IM_ASSERT(v1_idx >= 0 && v1_idx < values_count);
-         const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count);
-         const ImVec2 tp1 = ImVec2(t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale));
-
-         // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU.
-         ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0);
-         ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t));
-         if (plot_type == ImGuiPlotType_Lines)
-         {
-            window->DrawList->AddLine(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base);
-         }
-         else if (plot_type == ImGuiPlotType_Histogram)
-         {
-            if (pos1.x >= pos0.x + 2.0f)
-               pos1.x -= 1.0f;
-            window->DrawList->AddRectFilled(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base);
-         }
-
-         t0 = t1;
-         tp0 = tp1;
-      }
-   }
-
-   // Text overlay
-   if (overlay_text)
-      RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f));
-
-   if (label_size.x > 0.0f)
-      RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
-}
-
-struct ImGuiPlotArrayGetterData
-{
-   const float* Values;
-   int Stride;
-
-   ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; }
-};
-
-static float Plot_ArrayGetter(void* data, int idx)
-{
-   ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data;
-   const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride);
-   return v;
-}
-
-void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
-{
-   ImGuiPlotArrayGetterData data(values, stride);
-   PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
-}
-
-void ImGui::PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
-{
-   PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
-}
-
-void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
-{
-   ImGuiPlotArrayGetterData data(values, stride);
-   PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
-}
-
-void ImGui::PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
-{
-   PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
-}
-
-// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size
-void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return;
-
-   ImGuiContext& g = *GImGui;
-   const ImGuiStyle& style = g.Style;
-
-   ImVec2 pos = window->DC.CursorPos;
-   ImRect bb(pos, pos + CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f));
-   ItemSize(bb, style.FramePadding.y);
-   if (!ItemAdd(bb, 0))
-      return;
-
-   // Render
-   fraction = ImSaturate(fraction);
-   RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
-   bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize));
-   const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y);
-   RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding);
-
-   // Default displaying the fraction as percentage string, but user can override it
-   char overlay_buf[32];
-   if (!overlay)
-   {
-      ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f);
-      overlay = overlay_buf;
-   }
-
-   ImVec2 overlay_size = CalcTextSize(overlay, NULL);
-   if (overlay_size.x > 0.0f)
-      RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb);
-}
-
-bool ImGui::Checkbox(const char* label, bool* v)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   const ImGuiStyle& style = g.Style;
-   const ImGuiID id = window->GetID(label);
-   const ImVec2 label_size = CalcTextSize(label, NULL, true);
-
-   const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y * 2, label_size.y + style.FramePadding.y * 2)); // We want a square shape to we use Y twice
-   ItemSize(check_bb, style.FramePadding.y);
-
-   ImRect total_bb = check_bb;
-   if (label_size.x > 0)
-      SameLine(0, style.ItemInnerSpacing.x);
-   const ImRect text_bb(window->DC.CursorPos + ImVec2(0, style.FramePadding.y), window->DC.CursorPos + ImVec2(0, style.FramePadding.y) + label_size);
-   if (label_size.x > 0)
-   {
-      ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);
-      total_bb = ImRect(ImMin(check_bb.Min, text_bb.Min), ImMax(check_bb.Max, text_bb.Max));
-   }
-
-   if (!ItemAdd(total_bb, id))
-      return false;
-
-   bool hovered, held;
-   bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
-   if (pressed)
-      *v = !(*v);
-
-   RenderNavHighlight(total_bb, id);
-   RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
-   if (*v)
-   {
-      const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
-      const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));
-      RenderCheckMark(check_bb.Min + ImVec2(pad, pad), GetColorU32(ImGuiCol_CheckMark), check_bb.GetWidth() - pad * 2.0f);
-   }
-
-   if (g.LogEnabled)
-      LogRenderedText(&text_bb.Min, *v ? "[x]" : "[ ]");
-   if (label_size.x > 0.0f)
-      RenderText(text_bb.Min, label);
-
-   return pressed;
-}
-
-bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)
-{
-   bool v = ((*flags & flags_value) == flags_value);
-   bool pressed = Checkbox(label, &v);
-   if (pressed)
-   {
-      if (v)
-         *flags |= flags_value;
-      else
-         *flags &= ~flags_value;
-   }
-
-   return pressed;
-}
-
-bool ImGui::RadioButton(const char* label, bool active)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   const ImGuiStyle& style = g.Style;
-   const ImGuiID id = window->GetID(label);
-   const ImVec2 label_size = CalcTextSize(label, NULL, true);
-
-   const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y * 2 - 1, label_size.y + style.FramePadding.y * 2 - 1));
-   ItemSize(check_bb, style.FramePadding.y);
-
-   ImRect total_bb = check_bb;
-   if (label_size.x > 0)
-      SameLine(0, style.ItemInnerSpacing.x);
-   const ImRect text_bb(window->DC.CursorPos + ImVec2(0, style.FramePadding.y), window->DC.CursorPos + ImVec2(0, style.FramePadding.y) + label_size);
-   if (label_size.x > 0)
-   {
-      ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);
-      total_bb.Add(text_bb);
-   }
-
-   if (!ItemAdd(total_bb, id))
-      return false;
-
-   ImVec2 center = check_bb.GetCenter();
-   center.x = (float)(int)center.x + 0.5f;
-   center.y = (float)(int)center.y + 0.5f;
-   const float radius = check_bb.GetHeight() * 0.5f;
-
-   bool hovered, held;
-   bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
-
-   RenderNavHighlight(total_bb, id);
-   window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16);
-   if (active)
-   {
-      const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
-      const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));
-      window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16);
-   }
-
-   if (style.FrameBorderSize > 0.0f)
-   {
-      window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize);
-      window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize);
-   }
-
-   if (g.LogEnabled)
-      LogRenderedText(&text_bb.Min, active ? "(x)" : "( )");
-   if (label_size.x > 0.0f)
-      RenderText(text_bb.Min, label);
-
-   return pressed;
-}
-
-bool ImGui::RadioButton(const char* label, int* v, int v_button)
-{
-   const bool pressed = RadioButton(label, *v == v_button);
-   if (pressed)
-   {
-      *v = v_button;
-   }
-   return pressed;
-}
-
-static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end)
-{
-   int line_count = 0;
-   const char* s = text_begin;
-   while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding
-      if (c == '\n')
-         line_count++;
-   s--;
-   if (s[0] != '\n' && s[0] != '\r')
-      line_count++;
-   *out_text_end = s;
-   return line_count;
-}
-
-static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line)
-{
-   ImFont* font = GImGui->Font;
-   const float line_height = GImGui->FontSize;
-   const float scale = line_height / font->FontSize;
-
-   ImVec2 text_size = ImVec2(0, 0);
-   float line_width = 0.0f;
-
-   const ImWchar* s = text_begin;
-   while (s < text_end)
-   {
-      unsigned int c = (unsigned int)(*s++);
-      if (c == '\n')
-      {
-         text_size.x = ImMax(text_size.x, line_width);
-         text_size.y += line_height;
-         line_width = 0.0f;
-         if (stop_on_new_line)
-            break;
-         continue;
-      }
-      if (c == '\r')
-         continue;
-
-      const float char_width = font->GetCharAdvance((unsigned short)c) * scale;
-      line_width += char_width;
-   }
-
-   if (text_size.x < line_width)
-      text_size.x = line_width;
-
-   if (out_offset)
-      *out_offset = ImVec2(line_width, text_size.y + line_height);  // offset allow for the possibility of sitting after a trailing \n
-
-   if (line_width > 0 || text_size.y == 0.0f)                        // whereas size.y will ignore the trailing \n
-      text_size.y += line_height;
-
-   if (remaining)
-      *remaining = s;
-
-   return text_size;
-}
-
-// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar)
-namespace ImGuiStb
-{
-
-   static int     STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; }
-   static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->Text[idx]; }
-   static float   STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->Text[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; return GImGui->Font->GetCharAdvance(c) * (GImGui->FontSize / GImGui->Font->FontSize); }
-   static int     STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x10000 ? 0 : key; }
-   static ImWchar STB_TEXTEDIT_NEWLINE = '\n';
-   static void    STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx)
-   {
-      const ImWchar* text = obj->Text.Data;
-      const ImWchar* text_remaining = NULL;
-      const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true);
-      r->x0 = 0.0f;
-      r->x1 = size.x;
-      r->baseline_y_delta = size.y;
-      r->ymin = 0.0f;
-      r->ymax = size.y;
-      r->num_chars = (int)(text_remaining - (text + line_start_idx));
-   }
-
-   static bool is_separator(unsigned int c) { return ImCharIsSpace(c) || c == ',' || c == ';' || c == '(' || c == ')' || c == '{' || c == '}' || c == '[' || c == ']' || c == '|'; }
-   static int  is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (is_separator(obj->Text[idx - 1]) && !is_separator(obj->Text[idx])) : 1; }
-   static int  STB_TEXTEDIT_MOVEWORDLEFT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; }
-#ifdef __APPLE__    // FIXME: Move setting to IO structure
-   static int  is_word_boundary_from_left(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (!is_separator(obj->Text[idx - 1]) && is_separator(obj->Text[idx])) : 1; }
-   static int  STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; }
-#else
-   static int  STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; }
-#endif
-#define STB_TEXTEDIT_MOVEWORDLEFT   STB_TEXTEDIT_MOVEWORDLEFT_IMPL    // They need to be #define for stb_textedit.h
-#define STB_TEXTEDIT_MOVEWORDRIGHT  STB_TEXTEDIT_MOVEWORDRIGHT_IMPL
-
-   static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n)
-   {
-      ImWchar* dst = obj->Text.Data + pos;
-
-      // We maintain our buffer length in both UTF-8 and wchar formats
-      obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n);
-      obj->CurLenW -= n;
-
-      // Offset remaining text
-      const ImWchar* src = obj->Text.Data + pos + n;
-      while (ImWchar c = *src++)
-         *dst++ = c;
-      *dst = '\0';
-   }
-
-   static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len)
-   {
-      const int text_len = obj->CurLenW;
-      IM_ASSERT(pos <= text_len);
-      if (new_text_len + text_len + 1 > obj->Text.Size)
-         return false;
-
-      const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len);
-      if (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufSizeA)
-         return false;
-
-      ImWchar* text = obj->Text.Data;
-      if (pos != text_len)
-         memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar));
-      memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar));
-
-      obj->CurLenW += new_text_len;
-      obj->CurLenA += new_text_len_utf8;
-      obj->Text[obj->CurLenW] = '\0';
-
-      return true;
-   }
-
-   // We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols)
-#define STB_TEXTEDIT_K_LEFT         0x10000 // keyboard input to move cursor left
-#define STB_TEXTEDIT_K_RIGHT        0x10001 // keyboard input to move cursor right
-#define STB_TEXTEDIT_K_UP           0x10002 // keyboard input to move cursor up
-#define STB_TEXTEDIT_K_DOWN         0x10003 // keyboard input to move cursor down
-#define STB_TEXTEDIT_K_LINESTART    0x10004 // keyboard input to move cursor to start of line
-#define STB_TEXTEDIT_K_LINEEND      0x10005 // keyboard input to move cursor to end of line
-#define STB_TEXTEDIT_K_TEXTSTART    0x10006 // keyboard input to move cursor to start of text
-#define STB_TEXTEDIT_K_TEXTEND      0x10007 // keyboard input to move cursor to end of text
-#define STB_TEXTEDIT_K_DELETE       0x10008 // keyboard input to delete selection or character under cursor
-#define STB_TEXTEDIT_K_BACKSPACE    0x10009 // keyboard input to delete selection or character left of cursor
-#define STB_TEXTEDIT_K_UNDO         0x1000A // keyboard input to perform undo
-#define STB_TEXTEDIT_K_REDO         0x1000B // keyboard input to perform redo
-#define STB_TEXTEDIT_K_WORDLEFT     0x1000C // keyboard input to move cursor left one word
-#define STB_TEXTEDIT_K_WORDRIGHT    0x1000D // keyboard input to move cursor right one word
-#define STB_TEXTEDIT_K_SHIFT        0x20000
-
-#define STB_TEXTEDIT_IMPLEMENTATION
-#include "stb_textedit.h"
-
-}
-
-void ImGuiTextEditState::OnKeyPressed(int key)
-{
-   stb_textedit_key(this, &StbState, key);
-   CursorFollow = true;
-   CursorAnimReset();
-}
-
-// Public API to manipulate UTF-8 text
-// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar)
-// FIXME: The existence of this rarely exercised code path is a bit of a nuisance.
-void ImGuiTextEditCallbackData::DeleteChars(int pos, int bytes_count)
-{
-   IM_ASSERT(pos + bytes_count <= BufTextLen);
-   char* dst = Buf + pos;
-   const char* src = Buf + pos + bytes_count;
-   while (char c = *src++)
-      *dst++ = c;
-   *dst = '\0';
-
-   if (CursorPos + bytes_count >= pos)
-      CursorPos -= bytes_count;
-   else if (CursorPos >= pos)
-      CursorPos = pos;
-   SelectionStart = SelectionEnd = CursorPos;
-   BufDirty = true;
-   BufTextLen -= bytes_count;
-}
-
-void ImGuiTextEditCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end)
-{
-   const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text);
-   if (new_text_len + BufTextLen + 1 >= BufSize)
-      return;
-
-   if (BufTextLen != pos)
-      memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos));
-   memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char));
-   Buf[BufTextLen + new_text_len] = '\0';
-
-   if (CursorPos >= pos)
-      CursorPos += new_text_len;
-   SelectionStart = SelectionEnd = CursorPos;
-   BufDirty = true;
-   BufTextLen += new_text_len;
-}
-
-// Return false to discard a character.
-static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
-{
-   unsigned int c = *p_char;
-
-   if (c < 128 && c != ' ' && !isprint((int)(c & 0xFF)))
-   {
-      bool pass = false;
-      pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline));
-      pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput));
-      if (!pass)
-         return false;
-   }
-
-   if (c >= 0xE000 && c <= 0xF8FF) // Filter private Unicode range. I don't imagine anybody would want to input them. GLFW on OSX seems to send private characters for special keys like arrow keys.
-      return false;
-
-   if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific))
-   {
-      if (flags & ImGuiInputTextFlags_CharsDecimal)
-         if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/'))
-            return false;
-
-      if (flags & ImGuiInputTextFlags_CharsScientific)
-         if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E'))
-            return false;
-
-      if (flags & ImGuiInputTextFlags_CharsHexadecimal)
-         if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))
-            return false;
-
-      if (flags & ImGuiInputTextFlags_CharsUppercase)
-         if (c >= 'a' && c <= 'z')
-            *p_char = (c += (unsigned int)('A' - 'a'));
-
-      if (flags & ImGuiInputTextFlags_CharsNoBlank)
-         if (ImCharIsSpace(c))
-            return false;
-   }
-
-   if (flags & ImGuiInputTextFlags_CallbackCharFilter)
-   {
-      ImGuiTextEditCallbackData callback_data;
-      memset(&callback_data, 0, sizeof(ImGuiTextEditCallbackData));
-      callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter;
-      callback_data.EventChar = (ImWchar)c;
-      callback_data.Flags = flags;
-      callback_data.UserData = user_data;
-      if (callback(&callback_data) != 0)
-         return false;
-      *p_char = callback_data.EventChar;
-      if (!callback_data.EventChar)
-         return false;
-   }
-
-   return true;
-}
-
-// Edit a string of text
-// NB: when active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while active has no effect.
-// FIXME: Rather messy function partly because we are doing UTF8 > u16 > UTF8 conversions on the go to more easily handle stb_textedit calls. Ideally we should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188
-bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys)
-   IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key)
-
-   ImGuiContext& g = *GImGui;
-   const ImGuiIO& io = g.IO;
-   const ImGuiStyle& style = g.Style;
-
-   const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;
-   const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0;
-   const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;
-   const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0;
-
-   if (is_multiline) // Open group before calling GetID() because groups tracks id created during their spawn
-      BeginGroup();
-   const ImGuiID id = window->GetID(label);
-   const ImVec2 label_size = CalcTextSize(label, NULL, true);
-   ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line
-   const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
-   const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f));
-
-   ImGuiWindow* draw_window = window;
-   if (is_multiline)
-   {
-      ItemAdd(total_bb, id, &frame_bb);
-      if (!BeginChildFrame(id, frame_bb.GetSize()))
-      {
-         EndChildFrame();
-         EndGroup();
-         return false;
-      }
-      draw_window = GetCurrentWindow();
-      size.x -= draw_window->ScrollbarSizes.x;
-   }
-   else
-   {
-      ItemSize(total_bb, style.FramePadding.y);
-      if (!ItemAdd(total_bb, id, &frame_bb))
-         return false;
-   }
-   const bool hovered = ItemHoverable(frame_bb, id);
-   if (hovered)
-      g.MouseCursor = ImGuiMouseCursor_TextInput;
-
-   // Password pushes a temporary font with only a fallback glyph
-   if (is_password)
-   {
-      const ImFontGlyph* glyph = g.Font->FindGlyph('*');
-      ImFont* password_font = &g.InputTextPasswordFont;
-      password_font->FontSize = g.Font->FontSize;
-      password_font->Scale = g.Font->Scale;
-      password_font->DisplayOffset = g.Font->DisplayOffset;
-      password_font->Ascent = g.Font->Ascent;
-      password_font->Descent = g.Font->Descent;
-      password_font->ContainerAtlas = g.Font->ContainerAtlas;
-      password_font->FallbackGlyph = glyph;
-      password_font->FallbackAdvanceX = glyph->AdvanceX;
-      IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty());
-      PushFont(password_font);
-   }
-
-   // NB: we are only allowed to access 'edit_state' if we are the active widget.
-   ImGuiTextEditState& edit_state = g.InputTextState;
-
-   const bool focus_requested = FocusableItemRegister(window, id, (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) == 0);    // Using completion callback disable keyboard tabbing
-   const bool focus_requested_by_code = focus_requested && (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent);
-   const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
-
-   const bool user_clicked = hovered && io.MouseClicked[0];
-   const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.Id == id && g.ActiveIdPreviousFrame == draw_window->GetIDNoKeepAlive("#SCROLLY");
-   const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard));
-
-   bool clear_active_id = false;
-
-   bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline);
-   if (focus_requested || user_clicked || user_scrolled || user_nav_input_start)
-   {
-      if (g.ActiveId != id)
-      {
-         // Start edition
-         // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
-         // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)
-         const int prev_len_w = edit_state.CurLenW;
-         edit_state.Text.resize(buf_size + 1);        // wchar count <= UTF-8 count. we use +1 to make sure that .Data isn't NULL so it doesn't crash.
-         edit_state.InitialText.resize(buf_size + 1); // UTF-8. we use +1 to make sure that .Data isn't NULL so it doesn't crash.
-         ImStrncpy(edit_state.InitialText.Data, buf, edit_state.InitialText.Size);
-         const char* buf_end = NULL;
-         edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text.Data, edit_state.Text.Size, buf, NULL, &buf_end);
-         edit_state.CurLenA = (int)(buf_end - buf); // We can't get the result from ImFormatString() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
-         edit_state.CursorAnimReset();
-
-         // Preserve cursor position and undo/redo stack if we come back to same widget
-         // FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar).
-         const bool recycle_state = (edit_state.Id == id) && (prev_len_w == edit_state.CurLenW);
-         if (recycle_state)
-         {
-            // Recycle existing cursor/selection/undo stack but clamp position
-            // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
-            edit_state.CursorClamp();
-         }
-         else
-         {
-            edit_state.Id = id;
-            edit_state.ScrollX = 0.0f;
-            stb_textedit_initialize_state(&edit_state.StbState, !is_multiline);
-            if (!is_multiline && focus_requested_by_code)
-               select_all = true;
-         }
-         if (flags & ImGuiInputTextFlags_AlwaysInsertMode)
-            edit_state.StbState.insert_mode = true;
-         if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl)))
-            select_all = true;
-      }
-      SetActiveID(id, window);
-      SetFocusID(id, window);
-      FocusWindow(window);
-      if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory))
-         g.ActiveIdAllowNavDirFlags |= ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down));
-   }
-   else if (io.MouseClicked[0])
-   {
-      // Release focus when we click outside
-      clear_active_id = true;
-   }
-
-   bool value_changed = false;
-   bool enter_pressed = false;
-
-   if (g.ActiveId == id)
-   {
-      if (!is_editable && !g.ActiveIdIsJustActivated)
-      {
-         // When read-only we always use the live data passed to the function
-         edit_state.Text.resize(buf_size + 1);
-         const char* buf_end = NULL;
-         edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text.Data, edit_state.Text.Size, buf, NULL, &buf_end);
-         edit_state.CurLenA = (int)(buf_end - buf);
-         edit_state.CursorClamp();
-      }
-
-      edit_state.BufSizeA = buf_size;
-
-      // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
-      // Down the line we should have a cleaner library-wide concept of Selected vs Active.
-      g.ActiveIdAllowOverlap = !io.MouseDown[0];
-      g.WantTextInputNextFrame = 1;
-
-      // Edit in progress
-      const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_state.ScrollX;
-      const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize*0.5f));
-
-      const bool is_osx = io.OptMacOSXBehaviors;
-      if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0]))
-      {
-         edit_state.SelectAll();
-         edit_state.SelectedAllMouseLock = true;
-      }
-      else if (hovered && is_osx && io.MouseDoubleClicked[0])
-      {
-         // Double-click select a word only, OS X style (by simulating keystrokes)
-         edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);
-         edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
-      }
-      else if (io.MouseClicked[0] && !edit_state.SelectedAllMouseLock)
-      {
-         if (hovered)
-         {
-            stb_textedit_click(&edit_state, &edit_state.StbState, mouse_x, mouse_y);
-            edit_state.CursorAnimReset();
-         }
-      }
-      else if (io.MouseDown[0] && !edit_state.SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f))
-      {
-         stb_textedit_drag(&edit_state, &edit_state.StbState, mouse_x, mouse_y);
-         edit_state.CursorAnimReset();
-         edit_state.CursorFollow = true;
-      }
-      if (edit_state.SelectedAllMouseLock && !io.MouseDown[0])
-         edit_state.SelectedAllMouseLock = false;
-
-      if (io.InputCharacters[0])
-      {
-         // Process text input (before we check for Return because using some IME will effectively send a Return?)
-         // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
-         bool ignore_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);
-         if (!ignore_inputs && is_editable && !user_nav_input_start)
-            for (int n = 0; n < IM_ARRAYSIZE(io.InputCharacters) && io.InputCharacters[n]; n++)
+            else if (home_pressed)
             {
-               // Insert character if they pass filtering
-               unsigned int c = (unsigned int)io.InputCharacters[n];
-               if (InputTextFilterCharacter(&c, flags, callback, user_data))
-                  edit_state.OnKeyPressed((int)c);
+                // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
+                // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdge flag, we don't scroll immediately to avoid scrolling happening before nav result.
+                // Preserve current horizontal position if we have any.
+                nav_rect_rel.Min.y = nav_rect_rel.Max.y = -window->Scroll.y;
+                if (nav_rect_rel.IsInverted())
+                    nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
+                g.NavMoveDir = ImGuiDir_Down;
+                g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;
             }
-
-         // Consume characters
-         memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
-      }
-   }
-
-   bool cancel_edit = false;
-   if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id)
-   {
-      // Handle key-presses
-      const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);
-      const bool is_osx = io.OptMacOSXBehaviors;
-      const bool is_shortcut_key = (is_osx ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl
-      const bool is_osx_shift_shortcut = is_osx && io.KeySuper && io.KeyShift && !io.KeyCtrl && !io.KeyAlt;
-      const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl;                     // OS X style: Text editing cursor movement using Alt instead of Ctrl
-      const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt;  // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
-      const bool is_ctrl_key_only = io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper;
-      const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper;
-
-      const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && is_editable && !is_password && (!is_multiline || edit_state.HasSelection());
-      const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only  && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || edit_state.HasSelection());
-      const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && is_editable;
-      const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && is_editable && is_undoable);
-      const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && is_editable && is_undoable;
-
-      if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
-      else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
-      else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }
-      else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); }
-      else if (IsKeyPressedMap(ImGuiKey_Home)) { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
-      else if (IsKeyPressedMap(ImGuiKey_End)) { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
-      else if (IsKeyPressedMap(ImGuiKey_Delete) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
-      else if (IsKeyPressedMap(ImGuiKey_Backspace) && is_editable)
-      {
-         if (!edit_state.HasSelection())
-         {
-            if (is_wordmove_key_down) edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT);
-            else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) edit_state.OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT);
-         }
-         edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
-      }
-      else if (IsKeyPressedMap(ImGuiKey_Enter))
-      {
-         bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
-         if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
-         {
-            enter_pressed = clear_active_id = true;
-         }
-         else if (is_editable)
-         {
-            unsigned int c = '\n'; // Insert new line
-            if (InputTextFilterCharacter(&c, flags, callback, user_data))
-               edit_state.OnKeyPressed((int)c);
-         }
-      }
-      else if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !io.KeyCtrl && !io.KeyShift && !io.KeyAlt && is_editable)
-      {
-         unsigned int c = '\t'; // Insert TAB
-         if (InputTextFilterCharacter(&c, flags, callback, user_data))
-            edit_state.OnKeyPressed((int)c);
-      }
-      else if (IsKeyPressedMap(ImGuiKey_Escape))
-      {
-         clear_active_id = cancel_edit = true;
-      }
-      else if (is_undo || is_redo)
-      {
-         edit_state.OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO);
-         edit_state.ClearSelection();
-      }
-      else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A))
-      {
-         edit_state.SelectAll();
-         edit_state.CursorFollow = true;
-      }
-      else if (is_cut || is_copy)
-      {
-         // Cut, Copy
-         if (io.SetClipboardTextFn)
-         {
-            const int ib = edit_state.HasSelection() ? ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end) : 0;
-            const int ie = edit_state.HasSelection() ? ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end) : edit_state.CurLenW;
-            edit_state.TempTextBuffer.resize((ie - ib) * 4 + 1);
-            ImTextStrToUtf8(edit_state.TempTextBuffer.Data, edit_state.TempTextBuffer.Size, edit_state.Text.Data + ib, edit_state.Text.Data + ie);
-            SetClipboardText(edit_state.TempTextBuffer.Data);
-         }
-         if (is_cut)
-         {
-            if (!edit_state.HasSelection())
-               edit_state.SelectAll();
-            edit_state.CursorFollow = true;
-            stb_textedit_cut(&edit_state, &edit_state.StbState);
-         }
-      }
-      else if (is_paste)
-      {
-         if (const char* clipboard = GetClipboardText())
-         {
-            // Filter pasted buffer
-            const int clipboard_len = (int)strlen(clipboard);
-            ImWchar* clipboard_filtered = (ImWchar*)ImGui::MemAlloc((clipboard_len + 1) * sizeof(ImWchar));
-            int clipboard_filtered_len = 0;
-            for (const char* s = clipboard; *s; )
+            else if (end_pressed)
             {
-               unsigned int c;
-               s += ImTextCharFromUtf8(&c, s, NULL);
-               if (c == 0)
-                  break;
-               if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, user_data))
-                  continue;
-               clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;
+                nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ScrollMax.y + window->SizeFull.y - window->Scroll.y;
+                if (nav_rect_rel.IsInverted())
+                    nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
+                g.NavMoveDir = ImGuiDir_Up;
+                g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;
             }
-            clipboard_filtered[clipboard_filtered_len] = 0;
-            if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation
+            return nav_scoring_rect_offset_y;
+        }
+    }
+    return 0.0f;
+}
+
+static void ImGui::NavEndFrame()
+{
+    ImGuiContext& g = *GImGui;
+
+    // Show CTRL+TAB list window
+    if (g.NavWindowingTarget != NULL)
+        NavUpdateWindowingOverlay();
+
+    // Perform wrap-around in menus
+    ImGuiWindow* window = g.NavWrapRequestWindow;
+    ImGuiNavMoveFlags move_flags = g.NavWrapRequestFlags;
+    if (window != NULL && g.NavWindow == window && NavMoveRequestButNoResultYet() && g.NavMoveRequestForward == ImGuiNavForward_None && g.NavLayer == ImGuiNavLayer_Main)
+    {
+        IM_ASSERT(move_flags != 0); // No points calling this with no wrapping
+        ImRect bb_rel = window->NavRectRel[0];
+
+        ImGuiDir clip_dir = g.NavMoveDir;
+        if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
+        {
+            bb_rel.Min.x = bb_rel.Max.x =
+                ImMax(window->SizeFull.x, window->ContentSize.x + window->WindowPadding.x * 2.0f) - window->Scroll.x;
+            if (move_flags & ImGuiNavMoveFlags_WrapX)
             {
-               stb_textedit_paste(&edit_state, &edit_state.StbState, clipboard_filtered, clipboard_filtered_len);
-               edit_state.CursorFollow = true;
+                bb_rel.TranslateY(-bb_rel.GetHeight());
+                clip_dir = ImGuiDir_Up;
             }
-            ImGui::MemFree(clipboard_filtered);
-         }
-      }
-   }
-
-   if (g.ActiveId == id)
-   {
-      if (cancel_edit)
-      {
-         // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.
-         if (is_editable && strncmp(buf, edit_state.InitialText.Data, buf_size) != 0)
-         {
-            ImStrncpy(buf, edit_state.InitialText.Data, buf_size);
-            value_changed = true;
-         }
-      }
-
-      // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.
-      // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. Also this allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage.
-      bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
-      if (apply_edit_back_to_user_buffer)
-      {
-         // Apply new value immediately - copy modified buffer back
-         // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer
-         // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect.
-         // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks.
-         if (is_editable)
-         {
-            edit_state.TempTextBuffer.resize(edit_state.Text.Size * 4);
-            ImTextStrToUtf8(edit_state.TempTextBuffer.Data, edit_state.TempTextBuffer.Size, edit_state.Text.Data, NULL);
-         }
-
-         // User callback
-         if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackAlways)) != 0)
-         {
-            IM_ASSERT(callback != NULL);
-
-            // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.
-            ImGuiInputTextFlags event_flag = 0;
-            ImGuiKey event_key = ImGuiKey_COUNT;
-            if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab))
+            NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
+        }
+        if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
+        {
+            bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x;
+            if (move_flags & ImGuiNavMoveFlags_WrapX)
             {
-               event_flag = ImGuiInputTextFlags_CallbackCompletion;
-               event_key = ImGuiKey_Tab;
+                bb_rel.TranslateY(+bb_rel.GetHeight());
+                clip_dir = ImGuiDir_Down;
             }
-            else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow))
+            NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
+        }
+        if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
+        {
+            bb_rel.Min.y = bb_rel.Max.y =
+                ImMax(window->SizeFull.y, window->ContentSize.y + window->WindowPadding.y * 2.0f) - window->Scroll.y;
+            if (move_flags & ImGuiNavMoveFlags_WrapY)
             {
-               event_flag = ImGuiInputTextFlags_CallbackHistory;
-               event_key = ImGuiKey_UpArrow;
+                bb_rel.TranslateX(-bb_rel.GetWidth());
+                clip_dir = ImGuiDir_Left;
             }
-            else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow))
+            NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
+        }
+        if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
+        {
+            bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y;
+            if (move_flags & ImGuiNavMoveFlags_WrapY)
             {
-               event_flag = ImGuiInputTextFlags_CallbackHistory;
-               event_key = ImGuiKey_DownArrow;
+                bb_rel.TranslateX(+bb_rel.GetWidth());
+                clip_dir = ImGuiDir_Right;
             }
-            else if (flags & ImGuiInputTextFlags_CallbackAlways)
-               event_flag = ImGuiInputTextFlags_CallbackAlways;
-
-            if (event_flag)
-            {
-               ImGuiTextEditCallbackData callback_data;
-               memset(&callback_data, 0, sizeof(ImGuiTextEditCallbackData));
-               callback_data.EventFlag = event_flag;
-               callback_data.Flags = flags;
-               callback_data.UserData = user_data;
-               callback_data.ReadOnly = !is_editable;
-
-               callback_data.EventKey = event_key;
-               callback_data.Buf = edit_state.TempTextBuffer.Data;
-               callback_data.BufTextLen = edit_state.CurLenA;
-               callback_data.BufSize = edit_state.BufSizeA;
-               callback_data.BufDirty = false;
-
-               // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188)
-               ImWchar* text = edit_state.Text.Data;
-               const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.cursor);
-               const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_start);
-               const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_end);
-
-               // Call user code
-               callback(&callback_data);
-
-               // Read back what user may have modified
-               IM_ASSERT(callback_data.Buf == edit_state.TempTextBuffer.Data);  // Invalid to modify those fields
-               IM_ASSERT(callback_data.BufSize == edit_state.BufSizeA);
-               IM_ASSERT(callback_data.Flags == flags);
-               if (callback_data.CursorPos != utf8_cursor_pos)            edit_state.StbState.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos);
-               if (callback_data.SelectionStart != utf8_selection_start)  edit_state.StbState.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart);
-               if (callback_data.SelectionEnd != utf8_selection_end)      edit_state.StbState.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd);
-               if (callback_data.BufDirty)
-               {
-                  IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!
-                  edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text.Data, edit_state.Text.Size, callback_data.Buf, NULL);
-                  edit_state.CurLenA = callback_data.BufTextLen;  // Assume correct length and valid UTF-8 from user, saves us an extra strlen()
-                  edit_state.CursorAnimReset();
-               }
-            }
-         }
-
-         // Copy back to user buffer
-         if (is_editable && strcmp(edit_state.TempTextBuffer.Data, buf) != 0)
-         {
-            ImStrncpy(buf, edit_state.TempTextBuffer.Data, buf_size);
-            value_changed = true;
-         }
-      }
-   }
-
-   // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)
-   if (clear_active_id && g.ActiveId == id)
-      ClearActiveID();
-
-   // Render
-   // Select which buffer we are going to display. When ImGuiInputTextFlags_NoLiveEdit is set 'buf' might still be the old value. We set buf to NULL to prevent accidental usage from now on.
-   const char* buf_display = (g.ActiveId == id && is_editable) ? edit_state.TempTextBuffer.Data : buf; buf = NULL;
-
-   RenderNavHighlight(frame_bb, id);
-   if (!is_multiline)
-      RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
-
-   const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size
-   ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
-   ImVec2 text_size(0.f, 0.f);
-   const bool is_currently_scrolling = (edit_state.Id == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive("#SCROLLY"));
-   if (g.ActiveId == id || is_currently_scrolling)
-   {
-      edit_state.CursorAnim += io.DeltaTime;
-
-      // This is going to be messy. We need to:
-      // - Display the text (this alone can be more easily clipped)
-      // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)
-      // - Measure text height (for scrollbar)
-      // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)
-      // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8.
-      const ImWchar* text_begin = edit_state.Text.Data;
-      ImVec2 cursor_offset, select_start_offset;
-
-      {
-         // Count lines + find lines numbers straddling 'cursor' and 'select_start' position.
-         const ImWchar* searches_input_ptr[2];
-         searches_input_ptr[0] = text_begin + edit_state.StbState.cursor;
-         searches_input_ptr[1] = NULL;
-         int searches_remaining = 1;
-         int searches_result_line_number[2] = { -1, -999 };
-         if (edit_state.StbState.select_start != edit_state.StbState.select_end)
-         {
-            searches_input_ptr[1] = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end);
-            searches_result_line_number[1] = -1;
-            searches_remaining++;
-         }
-
-         // Iterate all lines to find our line numbers
-         // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter.
-         searches_remaining += is_multiline ? 1 : 0;
-         int line_count = 0;
-         for (const ImWchar* s = text_begin; *s != 0; s++)
-            if (*s == '\n')
-            {
-               line_count++;
-               if (searches_result_line_number[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_number[0] = line_count; if (--searches_remaining <= 0) break; }
-               if (searches_result_line_number[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_number[1] = line_count; if (--searches_remaining <= 0) break; }
-            }
-         line_count++;
-         if (searches_result_line_number[0] == -1) searches_result_line_number[0] = line_count;
-         if (searches_result_line_number[1] == -1) searches_result_line_number[1] = line_count;
-
-         // Calculate 2d position by finding the beginning of the line and measuring distance
-         cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x;
-         cursor_offset.y = searches_result_line_number[0] * g.FontSize;
-         if (searches_result_line_number[1] >= 0)
-         {
-            select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x;
-            select_start_offset.y = searches_result_line_number[1] * g.FontSize;
-         }
-
-         // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224)
-         if (is_multiline)
-            text_size = ImVec2(size.x, line_count * g.FontSize);
-      }
-
-      // Scroll
-      if (edit_state.CursorFollow)
-      {
-         // Horizontal scroll in chunks of quarter width
-         if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))
-         {
-            const float scroll_increment_x = size.x * 0.25f;
-            if (cursor_offset.x < edit_state.ScrollX)
-               edit_state.ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x);
-            else if (cursor_offset.x - size.x >= edit_state.ScrollX)
-               edit_state.ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x);
-         }
-         else
-         {
-            edit_state.ScrollX = 0.0f;
-         }
-
-         // Vertical scroll
-         if (is_multiline)
-         {
-            float scroll_y = draw_window->Scroll.y;
-            if (cursor_offset.y - g.FontSize < scroll_y)
-               scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
-            else if (cursor_offset.y - size.y >= scroll_y)
-               scroll_y = cursor_offset.y - size.y;
-            draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y);   // To avoid a frame of lag
-            draw_window->Scroll.y = scroll_y;
-            render_pos.y = draw_window->DC.CursorPos.y;
-         }
-      }
-      edit_state.CursorFollow = false;
-      const ImVec2 render_scroll = ImVec2(edit_state.ScrollX, 0.0f);
-
-      // Draw selection
-      if (edit_state.StbState.select_start != edit_state.StbState.select_end)
-      {
-         const ImWchar* text_selected_begin = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end);
-         const ImWchar* text_selected_end = text_begin + ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end);
-
-         float bg_offy_up = is_multiline ? 0.0f : -1.0f;    // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection.
-         float bg_offy_dn = is_multiline ? 0.0f : 2.0f;
-         ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg);
-         ImVec2 rect_pos = render_pos + select_start_offset - render_scroll;
-         for (const ImWchar* p = text_selected_begin; p < text_selected_end; )
-         {
-            if (rect_pos.y > clip_rect.w + g.FontSize)
-               break;
-            if (rect_pos.y < clip_rect.y)
-            {
-               while (p < text_selected_end)
-                  if (*p++ == '\n')
-                     break;
-            }
-            else
-            {
-               ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true);
-               if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((unsigned short)' ') * 0.50f); // So we can see selected empty lines
-               ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn));
-               rect.ClipWith(clip_rect);
-               if (rect.Overlaps(clip_rect))
-                  draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color);
-            }
-            rect_pos.x = render_pos.x - render_scroll.x;
-            rect_pos.y += g.FontSize;
-         }
-      }
-
-      draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + edit_state.CurLenA, 0.0f, is_multiline ? NULL : &clip_rect);
-
-      // Draw blinking cursor
-      bool cursor_is_visible = (!g.IO.OptCursorBlink) || (g.InputTextState.CursorAnim <= 0.0f) || fmodf(g.InputTextState.CursorAnim, 1.20f) <= 0.80f;
-      ImVec2 cursor_screen_pos = render_pos + cursor_offset - render_scroll;
-      ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);
-      if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
-         draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text));
-
-      // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
-      if (is_editable)
-         g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize);
-   }
-   else
-   {
-      // Render text only
-      const char* buf_end = NULL;
-      if (is_multiline)
-         text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_end) * g.FontSize); // We don't need width
-      draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos, GetColorU32(ImGuiCol_Text), buf_display, buf_end, 0.0f, is_multiline ? NULL : &clip_rect);
-   }
-
-   if (is_multiline)
-   {
-      Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line
-      EndChildFrame();
-      EndGroup();
-   }
-
-   if (is_password)
-      PopFont();
-
-   // Log as text
-   if (g.LogEnabled && !is_password)
-      LogRenderedText(&render_pos, buf_display, NULL);
-
-   if (label_size.x > 0)
-      RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
-
-   if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
-      return enter_pressed;
-   else
-      return value_changed;
-}
-
-bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
-{
-   IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
-   return InputTextEx(label, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);
-}
-
-bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
-{
-   return InputTextEx(label, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);
-}
-
-// NB: scalar_format here must be a simple "%xx" format string with no prefix/suffix (unlike the Drag/Slider functions "format" argument)
-bool ImGui::InputScalarEx(const char* label, ImGuiDataType data_type, void* data_ptr, void* step_ptr, void* step_fast_ptr, const char* scalar_format, ImGuiInputTextFlags extra_flags)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   const ImGuiStyle& style = g.Style;
-
-   char buf[64];
-   DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, data_ptr, scalar_format);
-
-   bool value_changed = false;
-   if ((extra_flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0)
-      extra_flags |= ImGuiInputTextFlags_CharsDecimal;
-   extra_flags |= ImGuiInputTextFlags_AutoSelectAll;
-
-   if (step_ptr)
-   {
-      const float button_size = GetFrameHeight();
-
-      BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive()
-      PushID(label);
-      PushItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2));
-      if (InputText("", buf, IM_ARRAYSIZE(buf), extra_flags)) // PushId(label) + "" gives us the expected ID from outside point of view
-         value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialText.Data, data_type, data_ptr, scalar_format);
-      PopItemWidth();
-
-      // Step buttons
-      SameLine(0, style.ItemInnerSpacing.x);
-      if (ButtonEx("-", ImVec2(button_size, button_size), ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups))
-      {
-         DataTypeApplyOp(data_type, '-', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast_ptr ? step_fast_ptr : step_ptr);
-         value_changed = true;
-      }
-      SameLine(0, style.ItemInnerSpacing.x);
-      if (ButtonEx("+", ImVec2(button_size, button_size), ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups))
-      {
-         DataTypeApplyOp(data_type, '+', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast_ptr ? step_fast_ptr : step_ptr);
-         value_changed = true;
-      }
-      SameLine(0, style.ItemInnerSpacing.x);
-      TextUnformatted(label, FindRenderedTextEnd(label));
-
-      PopID();
-      EndGroup();
-   }
-   else
-   {
-      if (InputText(label, buf, IM_ARRAYSIZE(buf), extra_flags))
-         value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialText.Data, data_type, data_ptr, scalar_format);
-   }
-
-   return value_changed;
-}
-
-bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags extra_flags)
-{
-   extra_flags |= ImGuiInputTextFlags_CharsScientific;
-   return InputScalarEx(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), format, extra_flags);
-}
-
-bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags extra_flags)
-{
-   extra_flags |= ImGuiInputTextFlags_CharsScientific;
-   return InputScalarEx(label, ImGuiDataType_Double, (void*)v, (void*)(step>0.0 ? &step : NULL), (void*)(step_fast>0.0 ? &step_fast : NULL), format, extra_flags);
-}
-
-bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags extra_flags)
-{
-   // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes.
-   const char* format = (extra_flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d";
-   return InputScalarEx(label, ImGuiDataType_Int32, (void*)v, (void*)(step>0 ? &step : NULL), (void*)(step_fast>0 ? &step_fast : NULL), format, extra_flags);
-}
-
-bool ImGui::InputFloatN(const char* label, float* v, int components, const char* format, ImGuiInputTextFlags extra_flags)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   bool value_changed = false;
-   BeginGroup();
-   PushID(label);
-   PushMultiItemsWidths(components);
-   for (int i = 0; i < components; i++)
-   {
-      PushID(i);
-      value_changed |= InputFloat("##v", &v[i], 0, 0, format, extra_flags);
-      SameLine(0, g.Style.ItemInnerSpacing.x);
-      PopID();
-      PopItemWidth();
-   }
-   PopID();
-
-   TextUnformatted(label, FindRenderedTextEnd(label));
-   EndGroup();
-
-   return value_changed;
-}
-
-bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags extra_flags)
-{
-   return InputFloatN(label, v, 2, format, extra_flags);
-}
-
-bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags extra_flags)
-{
-   return InputFloatN(label, v, 3, format, extra_flags);
-}
-
-bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags extra_flags)
-{
-   return InputFloatN(label, v, 4, format, extra_flags);
-}
-
-// Prefer using "const char* format" directly, which is more flexible and consistent with other API.
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags)
-{
-   char format[16] = "%f";
-   if (decimal_precision >= 0)
-      ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
-   return InputFloat(label, v, step, step_fast, format, extra_flags);
-}
-
-bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags extra_flags)
-{
-   char format[16] = "%f";
-   if (decimal_precision >= 0)
-      ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
-   return InputFloatN(label, v, 2, format, extra_flags);
-}
-
-bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags extra_flags)
-{
-   char format[16] = "%f";
-   if (decimal_precision >= 0)
-      ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
-   return InputFloatN(label, v, 3, format, extra_flags);
-}
-
-bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags extra_flags)
-{
-   char format[16] = "%f";
-   if (decimal_precision >= 0)
-      ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
-   return InputFloatN(label, v, 4, format, extra_flags);
-}
-#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-
-bool ImGui::InputIntN(const char* label, int* v, int components, ImGuiInputTextFlags extra_flags)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   bool value_changed = false;
-   BeginGroup();
-   PushID(label);
-   PushMultiItemsWidths(components);
-   for (int i = 0; i < components; i++)
-   {
-      PushID(i);
-      value_changed |= InputInt("##v", &v[i], 0, 0, extra_flags);
-      SameLine(0, g.Style.ItemInnerSpacing.x);
-      PopID();
-      PopItemWidth();
-   }
-   PopID();
-
-   TextUnformatted(label, FindRenderedTextEnd(label));
-   EndGroup();
-
-   return value_changed;
-}
-
-bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags)
-{
-   return InputIntN(label, v, 2, extra_flags);
-}
-
-bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags)
-{
-   return InputIntN(label, v, 3, extra_flags);
-}
-
-bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags)
-{
-   return InputIntN(label, v, 4, extra_flags);
-}
-
-static float CalcMaxPopupHeightFromItemCount(int items_count)
-{
-   ImGuiContext& g = *GImGui;
-   if (items_count <= 0)
-      return FLT_MAX;
-   return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2);
-}
-
-bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags)
-{
-   // Always consume the SetNextWindowSizeConstraint() call in our early return paths
-   ImGuiContext& g = *GImGui;
-   ImGuiCond backup_next_window_size_constraint = g.NextWindowData.SizeConstraintCond;
-   g.NextWindowData.SizeConstraintCond = 0;
-
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together
-
-   const ImGuiStyle& style = g.Style;
-   const ImGuiID id = window->GetID(label);
-
-   const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight();
-   const ImVec2 label_size = CalcTextSize(label, NULL, true);
-   const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth();
-   const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
-   const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
-   ItemSize(total_bb, style.FramePadding.y);
-   if (!ItemAdd(total_bb, id, &frame_bb))
-      return false;
-
-   bool hovered, held;
-   bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held);
-   bool popup_open = IsPopupOpen(id);
-
-   const ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f));
-   const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
-   RenderNavHighlight(frame_bb, id);
-   if (!(flags & ImGuiComboFlags_NoPreview))
-      window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left);
-   if (!(flags & ImGuiComboFlags_NoArrowButton))
-   {
-      window->DrawList->AddRectFilled(ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button), style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right);
-      RenderArrow(ImVec2(frame_bb.Max.x - arrow_size + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down);
-   }
-   RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding);
-   if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))
-      RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, preview_value, NULL, NULL, ImVec2(0.0f, 0.0f));
-   if (label_size.x > 0)
-      RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
-
-   if ((pressed || g.NavActivateId == id) && !popup_open)
-   {
-      if (window->DC.NavLayerCurrent == 0)
-         window->NavLastIds[0] = id;
-      OpenPopupEx(id);
-      popup_open = true;
-   }
-
-   if (!popup_open)
-      return false;
-
-   if (backup_next_window_size_constraint)
-   {
-      g.NextWindowData.SizeConstraintCond = backup_next_window_size_constraint;
-      g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w);
-   }
-   else
-   {
-      if ((flags & ImGuiComboFlags_HeightMask_) == 0)
-         flags |= ImGuiComboFlags_HeightRegular;
-      IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_));    // Only one
-      int popup_max_height_in_items = -1;
-      if (flags & ImGuiComboFlags_HeightRegular)     popup_max_height_in_items = 8;
-      else if (flags & ImGuiComboFlags_HeightSmall)  popup_max_height_in_items = 4;
-      else if (flags & ImGuiComboFlags_HeightLarge)  popup_max_height_in_items = 20;
-      SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));
-   }
-
-   char name[16];
-   ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.CurrentPopupStack.Size); // Recycle windows based on depth
-
-                                                                                       // Peak into expected window size so we can position it
-   if (ImGuiWindow* popup_window = FindWindowByName(name))
-      if (popup_window->WasActive)
-      {
-         ImVec2 size_contents = CalcSizeContents(popup_window);
-         ImVec2 size_expected = CalcSizeAfterConstraint(popup_window, CalcSizeAutoFit(popup_window, size_contents));
-         if (flags & ImGuiComboFlags_PopupAlignLeft)
-            popup_window->AutoPosLastDirection = ImGuiDir_Left;
-         ImRect r_outer = FindAllowedExtentRectForWindow(popup_window);
-         ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox);
-         SetNextWindowPos(pos);
-      }
-
-   ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
-   if (!Begin(name, NULL, window_flags))
-   {
-      EndPopup();
-      IM_ASSERT(0);   // This should never happen as we tested for IsPopupOpen() above
-      return false;
-   }
-
-   // Horizontally align ourselves with the framed text
-   if (style.FramePadding.x != style.WindowPadding.x)
-      Indent(style.FramePadding.x - style.WindowPadding.x);
-
-   return true;
-}
-
-void ImGui::EndCombo()
-{
-   const ImGuiStyle& style = GImGui->Style;
-   if (style.FramePadding.x != style.WindowPadding.x)
-      Unindent(style.FramePadding.x - style.WindowPadding.x);
-   EndPopup();
-}
-
-// Old API, prefer using BeginCombo() nowadays if you can.
-bool ImGui::Combo(const char* label, int* current_item, bool(*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items)
-{
-   ImGuiContext& g = *GImGui;
-
-   const char* preview_text = NULL;
-   if (*current_item >= 0 && *current_item < items_count)
-      items_getter(data, *current_item, &preview_text);
-
-   // The old Combo() API exposed "popup_max_height_in_items", however the new more general BeginCombo() API doesn't, so we emulate it here.
-   if (popup_max_height_in_items != -1 && !g.NextWindowData.SizeConstraintCond)
-   {
-      float popup_max_height = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items);
-      SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, popup_max_height));
-   }
-
-   if (!BeginCombo(label, preview_text, 0))
-      return false;
-
-   // Display items
-   // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed)
-   bool value_changed = false;
-   for (int i = 0; i < items_count; i++)
-   {
-      PushID((void*)(intptr_t)i);
-      const bool item_selected = (i == *current_item);
-      const char* item_text;
-      if (!items_getter(data, i, &item_text))
-         item_text = "*Unknown item*";
-      if (Selectable(item_text, item_selected))
-      {
-         value_changed = true;
-         *current_item = i;
-      }
-      if (item_selected)
-         SetItemDefaultFocus();
-      PopID();
-   }
-
-   EndCombo();
-   return value_changed;
-}
-
-static bool Items_ArrayGetter(void* data, int idx, const char** out_text)
-{
-   const char* const* items = (const char* const*)data;
-   if (out_text)
-      *out_text = items[idx];
-   return true;
-}
-
-static bool Items_SingleStringGetter(void* data, int idx, const char** out_text)
-{
-   // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited.
-   const char* items_separated_by_zeros = (const char*)data;
-   int items_count = 0;
-   const char* p = items_separated_by_zeros;
-   while (*p)
-   {
-      if (idx == items_count)
-         break;
-      p += strlen(p) + 1;
-      items_count++;
-   }
-   if (!*p)
-      return false;
-   if (out_text)
-      *out_text = p;
-   return true;
-}
-
-// Combo box helper allowing to pass an array of strings.
-bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items)
-{
-   const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items);
-   return value_changed;
-}
-
-// Combo box helper allowing to pass all items in a single string.
-bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items)
-{
-   int items_count = 0;
-   const char* p = items_separated_by_zeros;       // FIXME-OPT: Avoid computing this, or at least only when combo is open
-   while (*p)
-   {
-      p += strlen(p) + 1;
-      items_count++;
-   }
-   bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items);
-   return value_changed;
-}
-
-// Tip: pass an empty label (e.g. "##dummy") then you can use the space to draw other text or image.
-// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID.
-bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   const ImGuiStyle& style = g.Style;
-
-   if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) // FIXME-OPT: Avoid if vertically clipped.
-      PopClipRect();
-
-   ImGuiID id = window->GetID(label);
-   ImVec2 label_size = CalcTextSize(label, NULL, true);
-   ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);
-   ImVec2 pos = window->DC.CursorPos;
-   pos.y += window->DC.CurrentLineTextBaseOffset;
-   ImRect bb(pos, pos + size);
-   ItemSize(bb);
-
-   // Fill horizontal space.
-   ImVec2 window_padding = window->WindowPadding;
-   float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x : GetContentRegionMax().x;
-   float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - window->DC.CursorPos.x);
-   ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y);
-   ImRect bb_with_spacing(pos, pos + size_draw);
-   if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
-      bb_with_spacing.Max.x += window_padding.x;
-
-   // Selectables are tightly packed together, we extend the box to cover spacing between selectable.
-   float spacing_L = (float)(int)(style.ItemSpacing.x * 0.5f);
-   float spacing_U = (float)(int)(style.ItemSpacing.y * 0.5f);
-   float spacing_R = style.ItemSpacing.x - spacing_L;
-   float spacing_D = style.ItemSpacing.y - spacing_U;
-   bb_with_spacing.Min.x -= spacing_L;
-   bb_with_spacing.Min.y -= spacing_U;
-   bb_with_spacing.Max.x += spacing_R;
-   bb_with_spacing.Max.y += spacing_D;
-   if (!ItemAdd(bb_with_spacing, (flags & ImGuiSelectableFlags_Disabled) ? 0 : id))
-   {
-      if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet)
-         PushColumnClipRect();
-      return false;
-   }
-
-   ImGuiButtonFlags button_flags = 0;
-   if (flags & ImGuiSelectableFlags_Menu) button_flags |= ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_NoHoldingActiveID;
-   if (flags & ImGuiSelectableFlags_MenuItem) button_flags |= ImGuiButtonFlags_PressedOnRelease;
-   if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled;
-   if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
-   bool hovered, held;
-   bool pressed = ButtonBehavior(bb_with_spacing, id, &hovered, &held, button_flags);
-   if (flags & ImGuiSelectableFlags_Disabled)
-      selected = false;
-
-   // Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets)
-   if (pressed || hovered)
-      if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
-      {
-         g.NavDisableHighlight = true;
-         SetNavID(id, window->DC.NavLayerCurrent);
-      }
-
-   // Render
-   if (hovered || selected)
-   {
-      const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
-      RenderFrame(bb_with_spacing.Min, bb_with_spacing.Max, col, false, 0.0f);
-      RenderNavHighlight(bb_with_spacing, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
-   }
-
-   if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet)
-   {
-      PushColumnClipRect();
-      bb_with_spacing.Max.x -= (GetContentRegionMax().x - max_x);
-   }
-
-   if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
-   RenderTextClipped(bb.Min, bb_with_spacing.Max, label, NULL, &label_size, ImVec2(0.0f, 0.0f));
-   if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor();
-
-   // Automatically close popups
-   if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup))
-      CloseCurrentPopup();
-   return pressed;
-}
-
-bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)
-{
-   if (Selectable(label, *p_selected, flags, size_arg))
-   {
-      *p_selected = !*p_selected;
-      return true;
-   }
-   return false;
-}
-
-// Helper to calculate the size of a listbox and display a label on the right.
-// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an empty label "##empty"
-bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   const ImGuiStyle& style = GetStyle();
-   const ImGuiID id = GetID(label);
-   const ImVec2 label_size = CalcTextSize(label, NULL, true);
-
-   // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
-   ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y);
-   ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));
-   ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
-   ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
-   window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy.
-
-   BeginGroup();
-   if (label_size.x > 0)
-      RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
-
-   BeginChildFrame(id, frame_bb.GetSize());
-   return true;
-}
-
-bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items)
-{
-   // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
-   // However we don't add +0.40f if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size.
-   // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution.
-   if (height_in_items < 0)
-      height_in_items = ImMin(items_count, 7);
-   float height_in_items_f = height_in_items < items_count ? (height_in_items + 0.40f) : (height_in_items + 0.00f);
-
-   // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild().
-   ImVec2 size;
-   size.x = 0.0f;
-   size.y = GetTextLineHeightWithSpacing() * height_in_items_f + GetStyle().ItemSpacing.y;
-   return ListBoxHeader(label, size);
-}
-
-void ImGui::ListBoxFooter()
-{
-   ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow;
-   const ImRect bb = parent_window->DC.LastItemRect;
-   const ImGuiStyle& style = GetStyle();
-
-   EndChildFrame();
-
-   // Redeclare item size so that it includes the label (we have stored the full size in LastItemRect)
-   // We call SameLine() to restore DC.CurrentLine* data
-   SameLine();
-   parent_window->DC.CursorPos = bb.Min;
-   ItemSize(bb, style.FramePadding.y);
-   EndGroup();
-}
-
-bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items)
-{
-   const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items);
-   return value_changed;
-}
-
-bool ImGui::ListBox(const char* label, int* current_item, bool(*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items)
-{
-   if (!ListBoxHeader(label, items_count, height_in_items))
-      return false;
-
-   // Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper.
-   bool value_changed = false;
-   ImGuiListClipper clipper(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to.
-   while (clipper.Step())
-      for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
-      {
-         const bool item_selected = (i == *current_item);
-         const char* item_text;
-         if (!items_getter(data, i, &item_text))
-            item_text = "*Unknown item*";
-
-         PushID(i);
-         if (Selectable(item_text, item_selected))
-         {
-            *current_item = i;
-            value_changed = true;
-         }
-         if (item_selected)
-            SetItemDefaultFocus();
-         PopID();
-      }
-   ListBoxFooter();
-   return value_changed;
-}
-
-bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   ImGuiStyle& style = g.Style;
-   ImVec2 pos = window->DC.CursorPos;
-   ImVec2 label_size = CalcTextSize(label, NULL, true);
-
-   ImGuiSelectableFlags flags = ImGuiSelectableFlags_MenuItem | (enabled ? 0 : ImGuiSelectableFlags_Disabled);
-   bool pressed;
-   if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
-   {
-      // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful
-      // Note that in this situation we render neither the shortcut neither the selected tick mark
-      float w = label_size.x;
-      window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
-      PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
-      pressed = Selectable(label, false, flags, ImVec2(w, 0.0f));
-      PopStyleVar();
-      window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
-   }
-   else
-   {
-      ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f);
-      float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame
-      float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
-      pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f));
-      if (shortcut_size.x > 0.0f)
-      {
-         PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
-         RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
-         PopStyleColor();
-      }
-      if (selected)
-         RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize  * 0.866f);
-   }
-   return pressed;
-}
-
-bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled)
-{
-   if (MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled))
-   {
-      if (p_selected)
-         *p_selected = !*p_selected;
-      return true;
-   }
-   return false;
-}
-
-// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
-bool ImGui::BeginMainMenuBar()
-{
-   ImGuiContext& g = *GImGui;
-   g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
-   SetNextWindowPos(ImVec2(0.0f, 0.0f));
-   SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y));
-   PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
-   PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0));
-   ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
-   bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar();
-   g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
-   if (!is_open)
-   {
-      End();
-      PopStyleVar(2);
-      return false;
-   }
-   return true;
-}
-
-void ImGui::EndMainMenuBar()
-{
-   EndMenuBar();
-
-   // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
-   ImGuiContext& g = *GImGui;
-   if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0)
-      FocusFrontMostActiveWindow(g.NavWindow);
-
-   End();
-   PopStyleVar(2);
-}
-
-bool ImGui::BeginMenuBar()
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-   if (!(window->Flags & ImGuiWindowFlags_MenuBar))
-      return false;
-
-   IM_ASSERT(!window->DC.MenuBarAppending);
-   BeginGroup(); // Save position
-   PushID("##menubar");
-
-   // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
-   // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
-   ImRect bar_rect = window->MenuBarRect();
-   ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f));
-   clip_rect.ClipWith(window->WindowRectClipped);
-   PushClipRect(clip_rect.Min, clip_rect.Max, false);
-
-   window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);
-   window->DC.LayoutType = ImGuiLayoutType_Horizontal;
-   window->DC.NavLayerCurrent++;
-   window->DC.NavLayerCurrentMask <<= 1;
-   window->DC.MenuBarAppending = true;
-   AlignTextToFramePadding();
-   return true;
-}
-
-void ImGui::EndMenuBar()
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return;
-   ImGuiContext& g = *GImGui;
-
-   // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.
-   if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
-   {
-      ImGuiWindow* nav_earliest_child = g.NavWindow;
-      while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))
-         nav_earliest_child = nav_earliest_child->ParentWindow;
-      if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None)
-      {
-         // To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
-         // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost)
-         IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check
-         FocusWindow(window);
-         SetNavIDWithRectRel(window->NavLastIds[1], 1, window->NavRectRel[1]);
-         g.NavLayer = 1;
-         g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
-         g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
-         NavMoveRequestCancel();
-      }
-   }
-
-   IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);
-   IM_ASSERT(window->DC.MenuBarAppending);
-   PopClipRect();
-   PopID();
-   window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.
-   window->DC.GroupStack.back().AdvanceCursor = false;
-   EndGroup();
-   window->DC.LayoutType = ImGuiLayoutType_Vertical;
-   window->DC.NavLayerCurrent--;
-   window->DC.NavLayerCurrentMask >>= 1;
-   window->DC.MenuBarAppending = false;
-}
-
-bool ImGui::BeginMenu(const char* label, bool enabled)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   const ImGuiStyle& style = g.Style;
-   const ImGuiID id = window->GetID(label);
-
-   ImVec2 label_size = CalcTextSize(label, NULL, true);
-
-   bool pressed;
-   bool menu_is_open = IsPopupOpen(id);
-   bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].OpenParentId == window->IDStack.back());
-   ImGuiWindow* backed_nav_window = g.NavWindow;
-   if (menuset_is_open)
-      g.NavWindow = window;  // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)
-
-                             // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu (using FindBestWindowPosForPopup).
-   ImVec2 popup_pos, pos = window->DC.CursorPos;
-   if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
-   {
-      // Menu inside an horizontal menu bar
-      // Selectable extend their highlight by half ItemSpacing in each direction.
-      // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
-      popup_pos = ImVec2(pos.x - window->WindowPadding.x, pos.y - style.FramePadding.y + window->MenuBarHeight());
-      window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
-      PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
-      float w = label_size.x;
-      pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
-      PopStyleVar();
-      window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
-   }
-   else
-   {
-      // Menu inside a menu
-      popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
-      float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame
-      float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
-      pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
-      if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
-      RenderArrow(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right);
-      if (!enabled) PopStyleColor();
-   }
-
-   const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id);
-   if (menuset_is_open)
-      g.NavWindow = backed_nav_window;
-
-   bool want_open = false, want_close = false;
-   if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
-   {
-      // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.
-      bool moving_within_opened_triangle = false;
-      if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].ParentWindow == window && !(window->Flags & ImGuiWindowFlags_MenuBar))
-      {
-         if (ImGuiWindow* next_window = g.OpenPopupStack[g.CurrentPopupStack.Size].Window)
-         {
-            ImRect next_window_rect = next_window->Rect();
-            ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta;
-            ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();
-            ImVec2 tc = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();
-            float extra = ImClamp(fabsf(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack.
-            ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f;   // to avoid numerical issues
-            tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f);            // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
-            tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);
-            moving_within_opened_triangle = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
-            //window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); window->DrawList->PopClipRect(); // Debug
-         }
-      }
-
-      want_close = (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_within_opened_triangle);
-      want_open = (!menu_is_open && hovered && !moving_within_opened_triangle) || (!menu_is_open && hovered && pressed);
-
-      if (g.NavActivateId == id)
-      {
-         want_close = menu_is_open;
-         want_open = !menu_is_open;
-      }
-      if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
-      {
-         want_open = true;
-         NavMoveRequestCancel();
-      }
-   }
-   else
-   {
-      // Menu bar
-      if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it
-      {
-         want_close = true;
-         want_open = menu_is_open = false;
-      }
-      else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others
-      {
-         want_open = true;
-      }
-      else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
-      {
-         want_open = true;
-         NavMoveRequestCancel();
-      }
-   }
-
-   if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'
-      want_close = true;
-   if (want_close && IsPopupOpen(id))
-      ClosePopupToLevel(g.CurrentPopupStack.Size);
-
-   if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.CurrentPopupStack.Size)
-   {
-      // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame.
-      OpenPopup(label);
-      return false;
-   }
-
-   menu_is_open |= want_open;
-   if (want_open)
-      OpenPopup(label);
-
-   if (menu_is_open)
-   {
-      // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)
-      SetNextWindowPos(popup_pos, ImGuiCond_Always);
-      ImGuiWindowFlags flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ((window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) ? ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_ChildWindow : ImGuiWindowFlags_ChildMenu);
-      menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
-   }
-
-   return menu_is_open;
-}
-
-void ImGui::EndMenu()
-{
-   // Nav: When a left move request _within our child menu_ failed, close the menu.
-   // A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs.
-   // However it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction.
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-   if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical)
-   {
-      ClosePopupToLevel(g.OpenPopupStack.Size - 1);
-      NavMoveRequestCancel();
-   }
-
-   EndPopup();
-}
-
-// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
-void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags)
-{
-   ImGuiContext& g = *GImGui;
-
-   int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);
-   BeginTooltipEx(0, true);
-
-   const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text;
-   if (text_end > text)
-   {
-      TextUnformatted(text, text_end);
-      Separator();
-   }
-
-   ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2);
-   ColorButton("##preview", ImVec4(col[0], col[1], col[2], col[3]), (flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz);
-   SameLine();
-   if (flags & ImGuiColorEditFlags_NoAlpha)
-      Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]);
-   else
-      Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]);
-   EndTooltip();
-}
-
-static inline ImU32 ImAlphaBlendColor(ImU32 col_a, ImU32 col_b)
-{
-   float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
-   int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
-   int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
-   int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
-   return IM_COL32(r, g, b, 0xFF);
-}
-
-// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
-// I spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding alltogether.
-void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)
-   {
-      ImU32 col_bg1 = GetColorU32(ImAlphaBlendColor(IM_COL32(204, 204, 204, 255), col));
-      ImU32 col_bg2 = GetColorU32(ImAlphaBlendColor(IM_COL32(128, 128, 128, 255), col));
-      window->DrawList->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags);
-
-      int yi = 0;
-      for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++)
-      {
-         float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y);
-         if (y2 <= y1)
+            NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
+        }
+    }
+}
+
+static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N)
+{
+    ImGuiContext& g = *GImGui;
+    for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--)
+        if (g.WindowsFocusOrder[i] == window)
+            return i;
+    return -1;
+}
+
+static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
+{
+    ImGuiContext& g = *GImGui;
+    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
+        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
+            return g.WindowsFocusOrder[i];
+    return NULL;
+}
+
+static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.NavWindowingTarget);
+    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
+        return;
+
+    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
+    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
+    if (!window_target)
+        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
+    if (window_target) // Don't reset windowing target if there's a single window in the list
+        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
+    g.NavWindowingToggleLayer = false;
+}
+
+// Windowing management mode
+// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
+// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
+static void ImGui::NavUpdateWindowing()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* apply_focus_window = NULL;
+    bool apply_toggle_layer = false;
+
+    ImGuiWindow* modal_window = GetTopMostPopupModal();
+    bool allow_windowing = (modal_window == NULL);
+    if (!allow_windowing)
+        g.NavWindowingTarget = NULL;
+
+    // Fade out
+    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
+    {
+        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f);
+        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
+            g.NavWindowingTargetAnim = NULL;
+    }
+
+    // Start CTRL-TAB or Square+L/R window selection
+    bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
+    bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
+    if (start_windowing_with_gamepad || start_windowing_with_keyboard)
+        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
+        {
+            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // FIXME-DOCK: Will need to use RootWindowDockStop
+            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
+            g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
+            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
+        }
+
+    // Gamepad update
+    g.NavWindowingTimer += g.IO.DeltaTime;
+    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad)
+    {
+        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
+        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
+
+        // Select window to focus
+        const int focus_change_dir = (int)IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow);
+        if (focus_change_dir != 0)
+        {
+            NavUpdateWindowingHighlightWindow(focus_change_dir);
+            g.NavWindowingHighlightAlpha = 1.0f;
+        }
+
+        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
+        if (!IsNavInputDown(ImGuiNavInput_Menu))
+        {
+            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
+            if (g.NavWindowingToggleLayer && g.NavWindow)
+                apply_toggle_layer = true;
+            else if (!g.NavWindowingToggleLayer)
+                apply_focus_window = g.NavWindowingTarget;
+            g.NavWindowingTarget = NULL;
+        }
+    }
+
+    // Keyboard: Focus
+    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard)
+    {
+        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
+        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
+        if (IsKeyPressedMap(ImGuiKey_Tab, true))
+            NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1);
+        if (!g.IO.KeyCtrl)
+            apply_focus_window = g.NavWindowingTarget;
+    }
+
+    // Keyboard: Press and Release ALT to toggle menu layer
+    // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB
+    if (IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed))
+        g.NavWindowingToggleLayer = true;
+    if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released))
+        if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev))
+            apply_toggle_layer = true;
+
+    // Move window
+    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
+    {
+        ImVec2 move_delta;
+        if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift)
+            move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
+        if (g.NavInputSource == ImGuiInputSource_NavGamepad)
+            move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
+        if (move_delta.x != 0.0f || move_delta.y != 0.0f)
+        {
+            const float NAV_MOVE_SPEED = 800.0f;
+            const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well
+            ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow;
+            SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always);
+            MarkIniSettingsDirty(moving_window);
+            g.NavDisableMouseHover = true;
+        }
+    }
+
+    // Apply final focus
+    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
+    {
+        ClearActiveID();
+        g.NavDisableHighlight = false;
+        g.NavDisableMouseHover = true;
+        apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);
+        ClosePopupsOverWindow(apply_focus_window, false);
+        FocusWindow(apply_focus_window);
+        if (apply_focus_window->NavLastIds[0] == 0)
+            NavInitWindow(apply_focus_window, false);
+
+        // If the window only has a menu layer, select it directly
+        if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu))
+            g.NavLayer = ImGuiNavLayer_Menu;
+    }
+    if (apply_focus_window)
+        g.NavWindowingTarget = NULL;
+
+    // Apply menu/layer toggle
+    if (apply_toggle_layer && g.NavWindow)
+    {
+        // Move to parent menu if necessary
+        ImGuiWindow* new_nav_window = g.NavWindow;
+        while (new_nav_window->ParentWindow
+            && (new_nav_window->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
+            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
+            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
+            new_nav_window = new_nav_window->ParentWindow;
+        if (new_nav_window != g.NavWindow)
+        {
+            ImGuiWindow* old_nav_window = g.NavWindow;
+            FocusWindow(new_nav_window);
+            new_nav_window->NavLastChildNavWindow = old_nav_window;
+        }
+        g.NavDisableHighlight = false;
+        g.NavDisableMouseHover = true;
+
+        // When entering a regular menu bar with the Alt key, we always reinitialize the navigation ID.
+        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
+        NavRestoreLayer(new_nav_layer);
+    }
+}
+
+// Window has already passed the IsWindowNavFocusable()
+static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
+{
+    if (window->Flags & ImGuiWindowFlags_Popup)
+        return "(Popup)";
+    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
+        return "(Main menu bar)";
+    return "(Untitled)";
+}
+
+// Overlay displayed when using CTRL+TAB. Called by EndFrame().
+void ImGui::NavUpdateWindowingOverlay()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.NavWindowingTarget != NULL);
+
+    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
+        return;
+
+    if (g.NavWindowingListWindow == NULL)
+        g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
+    SetNextWindowSizeConstraints(ImVec2(g.IO.DisplaySize.x * 0.20f, g.IO.DisplaySize.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
+    SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
+    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
+    Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
+    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
+    {
+        ImGuiWindow* window = g.WindowsFocusOrder[n];
+        if (!IsWindowNavFocusable(window))
             continue;
-         for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f)
-         {
-            float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x);
-            if (x2 <= x1)
-               continue;
-            int rounding_corners_flags_cell = 0;
-            if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; }
-            if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; }
-            rounding_corners_flags_cell &= rounding_corners_flags;
-            window->DrawList->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell);
-         }
-      }
-   }
-   else
-   {
-      window->DrawList->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags);
-   }
-}
-
-void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags)
-{
-   ImGuiContext& g = *GImGui;
-   if ((flags & ImGuiColorEditFlags__InputsMask) == 0)
-      flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputsMask;
-   if ((flags & ImGuiColorEditFlags__DataTypeMask) == 0)
-      flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask;
-   if ((flags & ImGuiColorEditFlags__PickerMask) == 0)
-      flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask;
-   IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__InputsMask)));   // Check only 1 option is selected
-   IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__DataTypeMask))); // Check only 1 option is selected
-   IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask)));   // Check only 1 option is selected
-   g.ColorEditOptions = flags;
-}
-
-// A little colored square. Return true when clicked.
-// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.
-// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip.
-bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   const ImGuiID id = window->GetID(desc_id);
-   float default_size = GetFrameHeight();
-   if (size.x == 0.0f)
-      size.x = default_size;
-   if (size.y == 0.0f)
-      size.y = default_size;
-   const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
-   ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);
-   if (!ItemAdd(bb, id))
-      return false;
-
-   bool hovered, held;
-   bool pressed = ButtonBehavior(bb, id, &hovered, &held);
-
-   if (flags & ImGuiColorEditFlags_NoAlpha)
-      flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf);
-
-   ImVec4 col_without_alpha(col.x, col.y, col.z, 1.0f);
-   float grid_step = ImMin(size.x, size.y) / 2.99f;
-   float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f);
-   ImRect bb_inner = bb;
-   float off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts.
-   bb_inner.Expand(off);
-   if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col.w < 1.0f)
-   {
-      float mid_x = (float)(int)((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f);
-      RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight);
-      window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_without_alpha), rounding, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft);
-   }
-   else
-   {
-      // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha
-      ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col : col_without_alpha;
-      if (col_source.w < 1.0f)
-         RenderColorRectWithAlphaCheckerboard(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding);
-      else
-         window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding, ImDrawCornerFlags_All);
-   }
-   RenderNavHighlight(bb, id);
-   if (g.Style.FrameBorderSize > 0.0f)
-      RenderFrameBorder(bb.Min, bb.Max, rounding);
-   else
-      window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border
-
-                                                                                          // Drag and Drop Source
-   if (g.ActiveId == id && BeginDragDropSource()) // NB: The ActiveId test is merely an optional micro-optimization
-   {
-      if (flags & ImGuiColorEditFlags_NoAlpha)
-         SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col, sizeof(float) * 3, ImGuiCond_Once);
-      else
-         SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col, sizeof(float) * 4, ImGuiCond_Once);
-      ColorButton(desc_id, col, flags);
-      SameLine();
-      TextUnformatted("Color");
-      EndDragDropSource();
-      hovered = false;
-   }
-
-   // Tooltip
-   if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered)
-      ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf));
-
-   return pressed;
-}
-
-bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags)
-{
-   return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha);
-}
-
-void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags)
-{
-   bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__InputsMask);
-   bool allow_opt_datatype = !(flags & ImGuiColorEditFlags__DataTypeMask);
-   if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context"))
-      return;
-   ImGuiContext& g = *GImGui;
-   ImGuiColorEditFlags opts = g.ColorEditOptions;
-   if (allow_opt_inputs)
-   {
-      if (RadioButton("RGB", (opts & ImGuiColorEditFlags_RGB) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_RGB;
-      if (RadioButton("HSV", (opts & ImGuiColorEditFlags_HSV) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_HSV;
-      if (RadioButton("HEX", (opts & ImGuiColorEditFlags_HEX) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_HEX;
-   }
-   if (allow_opt_datatype)
-   {
-      if (allow_opt_inputs) Separator();
-      if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Uint8;
-      if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Float;
-   }
-
-   if (allow_opt_inputs || allow_opt_datatype)
-      Separator();
-   if (Button("Copy as..", ImVec2(-1, 0)))
-      OpenPopup("Copy");
-   if (BeginPopup("Copy"))
-   {
-      int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);
-      char buf[64];
-      ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
-      if (Selectable(buf))
-         SetClipboardText(buf);
-      ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca);
-      if (Selectable(buf))
-         SetClipboardText(buf);
-      if (flags & ImGuiColorEditFlags_NoAlpha)
-         ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X", cr, cg, cb);
-      else
-         ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X%02X", cr, cg, cb, ca);
-      if (Selectable(buf))
-         SetClipboardText(buf);
-      EndPopup();
-   }
-
-   g.ColorEditOptions = opts;
-   EndPopup();
-}
-
-static void ColorPickerOptionsPopup(ImGuiColorEditFlags flags, const float* ref_col)
-{
-   bool allow_opt_picker = !(flags & ImGuiColorEditFlags__PickerMask);
-   bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar);
-   if ((!allow_opt_picker && !allow_opt_alpha_bar) || !ImGui::BeginPopup("context"))
-      return;
-   ImGuiContext& g = *GImGui;
-   if (allow_opt_picker)
-   {
-      ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function
-      ImGui::PushItemWidth(picker_size.x);
-      for (int picker_type = 0; picker_type < 2; picker_type++)
-      {
-         // Draw small/thumbnail version of each picker type (over an invisible button for selection)
-         if (picker_type > 0) ImGui::Separator();
-         ImGui::PushID(picker_type);
-         ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha);
-         if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar;
-         if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel;
-         ImVec2 backup_pos = ImGui::GetCursorScreenPos();
-         if (ImGui::Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup
-            g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask);
-         ImGui::SetCursorScreenPos(backup_pos);
-         ImVec4 dummy_ref_col;
-         memcpy(&dummy_ref_col.x, ref_col, sizeof(float) * (picker_flags & ImGuiColorEditFlags_NoAlpha ? 3 : 4));
-         ImGui::ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags);
-         ImGui::PopID();
-      }
-      ImGui::PopItemWidth();
-   }
-   if (allow_opt_alpha_bar)
-   {
-      if (allow_opt_picker) ImGui::Separator();
-      ImGui::CheckboxFlags("Alpha Bar", (unsigned int*)&g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar);
-   }
-   ImGui::EndPopup();
-}
-
-// Edit colors components (each component in 0.0f..1.0f range). 
-// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
-// With typical options: Left-click on colored square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item.
-bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return false;
-
-   ImGuiContext& g = *GImGui;
-   const ImGuiStyle& style = g.Style;
-   const float square_sz = GetFrameHeight();
-   const float w_extra = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x);
-   const float w_items_all = CalcItemWidth() - w_extra;
-   const char* label_display_end = FindRenderedTextEnd(label);
-
-   const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0;
-   const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0;
-   const int components = alpha ? 4 : 3;
-   const ImGuiColorEditFlags flags_untouched = flags;
-
-   BeginGroup();
-   PushID(label);
-
-   // If we're not showing any slider there's no point in doing any HSV conversions
-   if (flags & ImGuiColorEditFlags_NoInputs)
-      flags = (flags & (~ImGuiColorEditFlags__InputsMask)) | ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_NoOptions;
-
-   // Context menu: display and modify options (before defaults are applied)
-   if (!(flags & ImGuiColorEditFlags_NoOptions))
-      ColorEditOptionsPopup(col, flags);
-
-   // Read stored options
-   if (!(flags & ImGuiColorEditFlags__InputsMask))
-      flags |= (g.ColorEditOptions & ImGuiColorEditFlags__InputsMask);
-   if (!(flags & ImGuiColorEditFlags__DataTypeMask))
-      flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DataTypeMask);
-   if (!(flags & ImGuiColorEditFlags__PickerMask))
-      flags |= (g.ColorEditOptions & ImGuiColorEditFlags__PickerMask);
-   flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask));
-
-   // Convert to the formats we need
-   float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f };
-   if (flags & ImGuiColorEditFlags_HSV)
-      ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
-   int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) };
-
-   bool value_changed = false;
-   bool value_changed_as_float = false;
-
-   if ((flags & (ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_HSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
-   {
-      // RGB/HSV 0..255 Sliders
-      const float w_item_one = ImMax(1.0f, (float)(int)((w_items_all - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
-      const float w_item_last = ImMax(1.0f, (float)(int)(w_items_all - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
-
-      const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x);
-      const char* ids[4] = { "##X", "##Y", "##Z", "##W" };
-      const char* fmt_table_int[3][4] =
-      {
-         { "%3.0f",   "%3.0f",   "%3.0f",   "%3.0f" }, // Short display
-      { "R:%3.0f", "G:%3.0f", "B:%3.0f", "A:%3.0f" }, // Long display for RGBA
-      { "H:%3.0f", "S:%3.0f", "V:%3.0f", "A:%3.0f" }  // Long display for HSVA
-      };
-      const char* fmt_table_float[3][4] =
-      {
-         { "%0.3f",   "%0.3f",   "%0.3f",   "%0.3f" }, // Short display
-      { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA
-      { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" }  // Long display for HSVA
-      };
-      const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_HSV) ? 2 : 1;
-
-      PushItemWidth(w_item_one);
-      for (int n = 0; n < components; n++)
-      {
-         if (n > 0)
-            SameLine(0, style.ItemInnerSpacing.x);
-         if (n + 1 == components)
-            PushItemWidth(w_item_last);
-         if (flags & ImGuiColorEditFlags_Float)
-            value_changed = value_changed_as_float = value_changed | DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]);
-         else
-            value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]);
-         if (!(flags & ImGuiColorEditFlags_NoOptions))
-            OpenPopupOnItemClick("context");
-      }
-      PopItemWidth();
-      PopItemWidth();
-   }
-   else if ((flags & ImGuiColorEditFlags_HEX) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
-   {
-      // RGB Hexadecimal Input
-      char buf[64];
-      if (alpha)
-         ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255));
-      else
-         ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255));
-      PushItemWidth(w_items_all);
-      if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase))
-      {
-         value_changed = true;
-         char* p = buf;
-         while (*p == '#' || ImCharIsSpace((unsigned int)*p))
-            p++;
-         i[0] = i[1] = i[2] = i[3] = 0;
-         if (alpha)
-            sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned)
-         else
-            sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);
-      }
-      if (!(flags & ImGuiColorEditFlags_NoOptions))
-         OpenPopupOnItemClick("context");
-      PopItemWidth();
-   }
-
-   ImGuiWindow* picker_active_window = NULL;
-   if (!(flags & ImGuiColorEditFlags_NoSmallPreview))
-   {
-      if (!(flags & ImGuiColorEditFlags_NoInputs))
-         SameLine(0, style.ItemInnerSpacing.x);
-
-      const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f);
-      if (ColorButton("##ColorButton", col_v4, flags))
-      {
-         if (!(flags & ImGuiColorEditFlags_NoPicker))
-         {
-            // Store current color and open a picker
-            g.ColorPickerRef = col_v4;
-            OpenPopup("picker");
-            SetNextWindowPos(window->DC.LastItemRect.GetBL() + ImVec2(-1, style.ItemSpacing.y));
-         }
-      }
-      if (!(flags & ImGuiColorEditFlags_NoOptions))
-         OpenPopupOnItemClick("context");
-
-      if (BeginPopup("picker"))
-      {
-         picker_active_window = g.CurrentWindow;
-         if (label != label_display_end)
-         {
-            TextUnformatted(label, label_display_end);
-            Separator();
-         }
-         ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar;
-         ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf;
-         PushItemWidth(square_sz * 12.0f); // Use 256 + bar sizes?
-         value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x);
-         PopItemWidth();
-         EndPopup();
-      }
-   }
-
-   if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel))
-   {
-      SameLine(0, style.ItemInnerSpacing.x);
-      TextUnformatted(label, label_display_end);
-   }
-
-   // Convert back
-   if (picker_active_window == NULL)
-   {
-      if (!value_changed_as_float)
-         for (int n = 0; n < 4; n++)
-            f[n] = i[n] / 255.0f;
-      if (flags & ImGuiColorEditFlags_HSV)
-         ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
-      if (value_changed)
-      {
-         col[0] = f[0];
-         col[1] = f[1];
-         col[2] = f[2];
-         if (alpha)
-            col[3] = f[3];
-      }
-   }
-
-   PopID();
-   EndGroup();
-
-   // Drag and Drop Target
-   if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) && BeginDragDropTarget()) // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test.
-   {
-      if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
-      {
-         memcpy((float*)col, payload->Data, sizeof(float) * 3);
-         value_changed = true;
-      }
-      if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))
-      {
-         memcpy((float*)col, payload->Data, sizeof(float) * components);
-         value_changed = true;
-      }
-      EndDragDropTarget();
-   }
-
-   // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4().
-   if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window)
-      window->DC.LastItemId = g.ActiveId;
-
-   return value_changed;
-}
-
-bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags)
-{
-   float col4[4] = { col[0], col[1], col[2], 1.0f };
-   if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha))
-      return false;
-   col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2];
-   return true;
-}
-
-// 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
-static void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
-{
-   switch (direction)
-   {
-   case ImGuiDir_Left:  draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return;
-   case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return;
-   case ImGuiDir_Up:    draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return;
-   case ImGuiDir_Down:  draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return;
-   case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
-   }
-}
-
-static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w)
-{
-   RenderArrow(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32_BLACK);
-   RenderArrow(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE);
-   RenderArrow(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32_BLACK);
-   RenderArrow(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE);
-}
-
-// ColorPicker
-// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
-// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) 
-bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = GetCurrentWindow();
-   ImDrawList* draw_list = window->DrawList;
-
-   ImGuiStyle& style = g.Style;
-   ImGuiIO& io = g.IO;
-
-   PushID(label);
-   BeginGroup();
-
-   if (!(flags & ImGuiColorEditFlags_NoSidePreview))
-      flags |= ImGuiColorEditFlags_NoSmallPreview;
-
-   // Context menu: display and store options.
-   if (!(flags & ImGuiColorEditFlags_NoOptions))
-      ColorPickerOptionsPopup(flags, col);
-
-   // Read stored options
-   if (!(flags & ImGuiColorEditFlags__PickerMask))
-      flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask;
-   IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check that only 1 is selected
-   if (!(flags & ImGuiColorEditFlags_NoOptions))
-      flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar);
-
-   // Setup
-   int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4;
-   bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha);
-   ImVec2 picker_pos = window->DC.CursorPos;
-   float square_sz = GetFrameHeight();
-   float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars
-   float sv_picker_size = ImMax(bars_width * 1, CalcItemWidth() - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box
-   float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x;
-   float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x;
-   float bars_triangles_half_sz = (float)(int)(bars_width * 0.20f);
-
-   float backup_initial_col[4];
-   memcpy(backup_initial_col, col, components * sizeof(float));
-
-   float wheel_thickness = sv_picker_size * 0.08f;
-   float wheel_r_outer = sv_picker_size * 0.50f;
-   float wheel_r_inner = wheel_r_outer - wheel_thickness;
-   ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f);
-
-   // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic.
-   float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f);
-   ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point.
-   ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point.
-   ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point.
-
-   float H, S, V;
-   ColorConvertRGBtoHSV(col[0], col[1], col[2], H, S, V);
-
-   bool value_changed = false, value_changed_h = false, value_changed_sv = false;
-
-   PushItemFlag(ImGuiItemFlags_NoNav, true);
-   if (flags & ImGuiColorEditFlags_PickerHueWheel)
-   {
-      // Hue wheel + SV triangle logic
-      InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size));
-      if (IsItemActive())
-      {
-         ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center;
-         ImVec2 current_off = g.IO.MousePos - wheel_center;
-         float initial_dist2 = ImLengthSqr(initial_off);
-         if (initial_dist2 >= (wheel_r_inner - 1)*(wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1)*(wheel_r_outer + 1))
-         {
-            // Interactive with Hue wheel
-            H = atan2f(current_off.y, current_off.x) / IM_PI * 0.5f;
-            if (H < 0.0f)
-               H += 1.0f;
-            value_changed = value_changed_h = true;
-         }
-         float cos_hue_angle = cosf(-H * 2.0f * IM_PI);
-         float sin_hue_angle = sinf(-H * 2.0f * IM_PI);
-         if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle)))
-         {
-            // Interacting with SV triangle
-            ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle);
-            if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated))
-               current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated);
-            float uu, vv, ww;
-            ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww);
-            V = ImClamp(1.0f - vv, 0.0001f, 1.0f);
-            S = ImClamp(uu / V, 0.0001f, 1.0f);
-            value_changed = value_changed_sv = true;
-         }
-      }
-      if (!(flags & ImGuiColorEditFlags_NoOptions))
-         OpenPopupOnItemClick("context");
-   }
-   else if (flags & ImGuiColorEditFlags_PickerHueBar)
-   {
-      // SV rectangle logic
-      InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size));
-      if (IsItemActive())
-      {
-         S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1));
-         V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));
-         value_changed = value_changed_sv = true;
-      }
-      if (!(flags & ImGuiColorEditFlags_NoOptions))
-         OpenPopupOnItemClick("context");
-
-      // Hue bar logic
-      SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y));
-      InvisibleButton("hue", ImVec2(bars_width, sv_picker_size));
-      if (IsItemActive())
-      {
-         H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));
-         value_changed = value_changed_h = true;
-      }
-   }
-
-   // Alpha bar logic
-   if (alpha_bar)
-   {
-      SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y));
-      InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size));
-      if (IsItemActive())
-      {
-         col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));
-         value_changed = true;
-      }
-   }
-   PopItemFlag(); // ImGuiItemFlags_NoNav
-
-   if (!(flags & ImGuiColorEditFlags_NoSidePreview))
-   {
-      SameLine(0, style.ItemInnerSpacing.x);
-      BeginGroup();
-   }
-
-   if (!(flags & ImGuiColorEditFlags_NoLabel))
-   {
-      const char* label_display_end = FindRenderedTextEnd(label);
-      if (label != label_display_end)
-      {
-         if ((flags & ImGuiColorEditFlags_NoSidePreview))
-            SameLine(0, style.ItemInnerSpacing.x);
-         TextUnformatted(label, label_display_end);
-      }
-   }
-
-   if (!(flags & ImGuiColorEditFlags_NoSidePreview))
-   {
-      PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true);
-      ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
-      if ((flags & ImGuiColorEditFlags_NoLabel))
-         Text("Current");
-      ColorButton("##current", col_v4, (flags & (ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip)), ImVec2(square_sz * 3, square_sz * 2));
-      if (ref_col != NULL)
-      {
-         Text("Original");
-         ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]);
-         if (ColorButton("##original", ref_col_v4, (flags & (ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip)), ImVec2(square_sz * 3, square_sz * 2)))
-         {
-            memcpy(col, ref_col, components * sizeof(float));
-            value_changed = true;
-         }
-      }
-      PopItemFlag();
-      EndGroup();
-   }
-
-   // Convert back color to RGB
-   if (value_changed_h || value_changed_sv)
-      ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10 * 1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]);
-
-   // R,G,B and H,S,V slider color editor
-   if ((flags & ImGuiColorEditFlags_NoInputs) == 0)
-   {
-      PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x);
-      ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf;
-      ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker;
-      if (flags & ImGuiColorEditFlags_RGB || (flags & ImGuiColorEditFlags__InputsMask) == 0)
-         value_changed |= ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_RGB);
-      if (flags & ImGuiColorEditFlags_HSV || (flags & ImGuiColorEditFlags__InputsMask) == 0)
-         value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_HSV);
-      if (flags & ImGuiColorEditFlags_HEX || (flags & ImGuiColorEditFlags__InputsMask) == 0)
-         value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_HEX);
-      PopItemWidth();
-   }
-
-   // Try to cancel hue wrap (after ColorEdit), if any
-   if (value_changed)
-   {
-      float new_H, new_S, new_V;
-      ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V);
-      if (new_H <= 0 && H > 0)
-      {
-         if (new_V <= 0 && V != new_V)
-            ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]);
-         else if (new_S <= 0)
-            ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]);
-      }
-   }
-
-   ImVec4 hue_color_f(1, 1, 1, 1); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);
-   ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);
-   ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 1.0f));
-
-   const ImU32 hue_colors[6 + 1] = { IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255), IM_COL32(0,255,255,255), IM_COL32(0,0,255,255), IM_COL32(255,0,255,255), IM_COL32(255,0,0,255) };
-   ImVec2 sv_cursor_pos;
-
-   if (flags & ImGuiColorEditFlags_PickerHueWheel)
-   {
-      // Render Hue Wheel
-      const float aeps = 1.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out).
-      const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12);
-      for (int n = 0; n < 6; n++)
-      {
-         const float a0 = (n) / 6.0f * 2.0f * IM_PI - aeps;
-         const float a1 = (n + 1.0f) / 6.0f * 2.0f * IM_PI + aeps;
-         const int vert_start_idx = draw_list->VtxBuffer.Size;
-         draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc);
-         draw_list->PathStroke(IM_COL32_WHITE, false, wheel_thickness);
-         const int vert_end_idx = draw_list->VtxBuffer.Size;
-
-         // Paint colors over existing vertices
-         ImVec2 gradient_p0(wheel_center.x + cosf(a0) * wheel_r_inner, wheel_center.y + sinf(a0) * wheel_r_inner);
-         ImVec2 gradient_p1(wheel_center.x + cosf(a1) * wheel_r_inner, wheel_center.y + sinf(a1) * wheel_r_inner);
-         ShadeVertsLinearColorGradientKeepAlpha(draw_list->VtxBuffer.Data + vert_start_idx, draw_list->VtxBuffer.Data + vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n + 1]);
-      }
-
-      // Render Cursor + preview on Hue Wheel
-      float cos_hue_angle = cosf(H * 2.0f * IM_PI);
-      float sin_hue_angle = sinf(H * 2.0f * IM_PI);
-      ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer)*0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer)*0.5f);
-      float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;
-      int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32);
-      draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments);
-      draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, IM_COL32(128, 128, 128, 255), hue_cursor_segments);
-      draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, IM_COL32_WHITE, hue_cursor_segments);
-
-      // Render SV triangle (rotated according to hue)
-      ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle);
-      ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle);
-      ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle);
-      ImVec2 uv_white = GetFontTexUvWhitePixel();
-      draw_list->PrimReserve(6, 6);
-      draw_list->PrimVtx(tra, uv_white, hue_color32);
-      draw_list->PrimVtx(trb, uv_white, hue_color32);
-      draw_list->PrimVtx(trc, uv_white, IM_COL32_WHITE);
-      draw_list->PrimVtx(tra, uv_white, IM_COL32_BLACK_TRANS);
-      draw_list->PrimVtx(trb, uv_white, IM_COL32_BLACK);
-      draw_list->PrimVtx(trc, uv_white, IM_COL32_BLACK_TRANS);
-      draw_list->AddTriangle(tra, trb, trc, IM_COL32(128, 128, 128, 255), 1.5f);
-      sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V));
-   }
-   else if (flags & ImGuiColorEditFlags_PickerHueBar)
-   {
-      // Render SV Square
-      draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE);
-      draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, IM_COL32_BLACK, IM_COL32_BLACK);
-      RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f);
-      sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S)     * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much
-      sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);
-
-      // Render Hue Bar
-      for (int i = 0; i < 6; ++i)
-         draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), hue_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]);
-      float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f);
-      RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);
-      RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f);
-   }
-
-   // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
-   float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f;
-   draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, col32_no_alpha, 12);
-   draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, IM_COL32(128, 128, 128, 255), 12);
-   draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_WHITE, 12);
-
-   // Render alpha bar
-   if (alpha_bar)
-   {
-      float alpha = ImSaturate(col[3]);
-      ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);
-      RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, IM_COL32(0, 0, 0, 0), bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));
-      draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, col32_no_alpha, col32_no_alpha, col32_no_alpha & ~IM_COL32_A_MASK, col32_no_alpha & ~IM_COL32_A_MASK);
-      float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f);
-      RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);
-      RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f);
-   }
-
-   EndGroup();
-   PopID();
-
-   return value_changed && memcmp(backup_initial_col, col, components * sizeof(float));
-}
-
-// Horizontal separating line.
-void ImGui::Separator()
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return;
-   ImGuiContext& g = *GImGui;
-
-   ImGuiSeparatorFlags flags = 0;
-   if ((flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical)) == 0)
-      flags |= (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal;
-   IM_ASSERT(ImIsPowerOfTwo((int)(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))));   // Check that only 1 option is selected
-   if (flags & ImGuiSeparatorFlags_Vertical)
-   {
-      VerticalSeparator();
-      return;
-   }
-
-   // Horizontal Separator
-   if (window->DC.ColumnsSet)
-      PopClipRect();
-
-   float x1 = window->Pos.x;
-   float x2 = window->Pos.x + window->Size.x;
-   if (!window->DC.GroupStack.empty())
-      x1 += window->DC.IndentX;
-
-   const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + 1.0f));
-   ItemSize(ImVec2(0.0f, 0.0f)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit, we don't provide height to not alter layout.
-   if (!ItemAdd(bb, 0))
-   {
-      if (window->DC.ColumnsSet)
-         PushColumnClipRect();
-      return;
-   }
-
-   window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator));
-
-   if (g.LogEnabled)
-      LogRenderedText(NULL, IM_NEWLINE "--------------------------------");
-
-   if (window->DC.ColumnsSet)
-   {
-      PushColumnClipRect();
-      window->DC.ColumnsSet->LineMinY = window->DC.CursorPos.y;
-   }
-}
-
-void ImGui::VerticalSeparator()
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return;
-   ImGuiContext& g = *GImGui;
-
-   float y1 = window->DC.CursorPos.y;
-   float y2 = window->DC.CursorPos.y + window->DC.CurrentLineHeight;
-   const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + 1.0f, y2));
-   ItemSize(ImVec2(bb.GetWidth(), 0.0f));
-   if (!ItemAdd(bb, 0))
-      return;
-
-   window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator));
-   if (g.LogEnabled)
-      LogText(" |");
-}
-
-bool ImGui::SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-
-   const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
-   window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus;
-   bool item_add = ItemAdd(bb, id);
-   window->DC.ItemFlags = item_flags_backup;
-   if (!item_add)
-      return false;
-
-   bool hovered, held;
-   ImRect bb_interact = bb;
-   bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f));
-   ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap);
-   if (g.ActiveId != id)
-      SetItemAllowOverlap();
-
-   if (held || (g.HoveredId == id && g.HoveredIdPreviousFrame == id))
-      SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW);
-
-   ImRect bb_render = bb;
-   if (held)
-   {
-      ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min;
-      float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x;
-
-      // Minimum pane size
-      if (mouse_delta < min_size1 - *size1)
-         mouse_delta = min_size1 - *size1;
-      if (mouse_delta > *size2 - min_size2)
-         mouse_delta = *size2 - min_size2;
-
-      // Apply resize
-      *size1 += mouse_delta;
-      *size2 -= mouse_delta;
-      bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta));
-   }
-
-   // Render
-   const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
-   window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, g.Style.FrameRounding);
-
-   return held;
-}
-
-void ImGui::Spacing()
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return;
-   ItemSize(ImVec2(0, 0));
-}
-
-void ImGui::Dummy(const ImVec2& size)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return;
-
-   const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
-   ItemSize(bb);
-   ItemAdd(bb, 0);
-}
-
-bool ImGui::IsRectVisible(const ImVec2& size)
-{
-   ImGuiWindow* window = GetCurrentWindowRead();
-   return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
-}
-
-bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
-{
-   ImGuiWindow* window = GetCurrentWindowRead();
-   return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
-}
-
-// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
-void ImGui::BeginGroup()
-{
-   ImGuiWindow* window = GetCurrentWindow();
-
-   window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1);
-   ImGuiGroupData& group_data = window->DC.GroupStack.back();
-   group_data.BackupCursorPos = window->DC.CursorPos;
-   group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
-   group_data.BackupIndentX = window->DC.IndentX;
-   group_data.BackupGroupOffsetX = window->DC.GroupOffsetX;
-   group_data.BackupCurrentLineHeight = window->DC.CurrentLineHeight;
-   group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset;
-   group_data.BackupLogLinePosY = window->DC.LogLinePosY;
-   group_data.BackupActiveIdIsAlive = GImGui->ActiveIdIsAlive;
-   group_data.AdvanceCursor = true;
-
-   window->DC.GroupOffsetX = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffsetX;
-   window->DC.IndentX = window->DC.GroupOffsetX;
-   window->DC.CursorMaxPos = window->DC.CursorPos;
-   window->DC.CurrentLineHeight = 0.0f;
-   window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
-}
-
-void ImGui::EndGroup()
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = GetCurrentWindow();
-
-   IM_ASSERT(!window->DC.GroupStack.empty());    // Mismatched BeginGroup()/EndGroup() calls
-
-   ImGuiGroupData& group_data = window->DC.GroupStack.back();
-
-   ImRect group_bb(group_data.BackupCursorPos, window->DC.CursorMaxPos);
-   group_bb.Max = ImMax(group_bb.Min, group_bb.Max);
-
-   window->DC.CursorPos = group_data.BackupCursorPos;
-   window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
-   window->DC.CurrentLineHeight = group_data.BackupCurrentLineHeight;
-   window->DC.CurrentLineTextBaseOffset = group_data.BackupCurrentLineTextBaseOffset;
-   window->DC.IndentX = group_data.BackupIndentX;
-   window->DC.GroupOffsetX = group_data.BackupGroupOffsetX;
-   window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
-
-   if (group_data.AdvanceCursor)
-   {
-      window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
-      ItemSize(group_bb.GetSize(), group_data.BackupCurrentLineTextBaseOffset);
-      ItemAdd(group_bb, 0);
-   }
-
-   // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive() will be functional on the entire group.
-   // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but if you search for LastItemId you'll notice it is only used in that context.
-   const bool active_id_within_group = (!group_data.BackupActiveIdIsAlive && g.ActiveIdIsAlive && g.ActiveId && g.ActiveIdWindow->RootWindow == window->RootWindow);
-   if (active_id_within_group)
-      window->DC.LastItemId = g.ActiveId;
-   window->DC.LastItemRect = group_bb;
-
-   window->DC.GroupStack.pop_back();
-
-   //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]
-}
-
-// Gets back to previous line and continue with horizontal layout
-//      pos_x == 0      : follow right after previous item
-//      pos_x != 0      : align to specified x position (relative to window/group left)
-//      spacing_w < 0   : use default spacing if pos_x == 0, no spacing if pos_x != 0
-//      spacing_w >= 0  : enforce spacing amount
-void ImGui::SameLine(float pos_x, float spacing_w)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return;
-
-   ImGuiContext& g = *GImGui;
-   if (pos_x != 0.0f)
-   {
-      if (spacing_w < 0.0f) spacing_w = 0.0f;
-      window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + pos_x + spacing_w + window->DC.GroupOffsetX + window->DC.ColumnsOffsetX;
-      window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
-   }
-   else
-   {
-      if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x;
-      window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
-      window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
-   }
-   window->DC.CurrentLineHeight = window->DC.PrevLineHeight;
-   window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
-}
-
-void ImGui::NewLine()
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems)
-      return;
-
-   ImGuiContext& g = *GImGui;
-   const ImGuiLayoutType backup_layout_type = window->DC.LayoutType;
-   window->DC.LayoutType = ImGuiLayoutType_Vertical;
-   if (window->DC.CurrentLineHeight > 0.0f)     // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height.
-      ItemSize(ImVec2(0, 0));
-   else
-      ItemSize(ImVec2(0.0f, g.FontSize));
-   window->DC.LayoutType = backup_layout_type;
-}
-
-void ImGui::NextColumn()
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   if (window->SkipItems || window->DC.ColumnsSet == NULL)
-      return;
-
-   ImGuiContext& g = *GImGui;
-   PopItemWidth();
-   PopClipRect();
-
-   ImGuiColumnsSet* columns = window->DC.ColumnsSet;
-   columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
-   if (++columns->Current < columns->Count)
-   {
-      // Columns 1+ cancel out IndentX
-      window->DC.ColumnsOffsetX = GetColumnOffset(columns->Current) - window->DC.IndentX + g.Style.ItemSpacing.x;
-      window->DrawList->ChannelsSetCurrent(columns->Current);
-   }
-   else
-   {
-      window->DC.ColumnsOffsetX = 0.0f;
-      window->DrawList->ChannelsSetCurrent(0);
-      columns->Current = 0;
-      columns->LineMinY = columns->LineMaxY;
-   }
-   window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);
-   window->DC.CursorPos.y = columns->LineMinY;
-   window->DC.CurrentLineHeight = 0.0f;
-   window->DC.CurrentLineTextBaseOffset = 0.0f;
-
-   PushColumnClipRect();
-   PushItemWidth(GetColumnWidth() * 0.65f);  // FIXME: Move on columns setup
-}
-
-int ImGui::GetColumnIndex()
-{
-   ImGuiWindow* window = GetCurrentWindowRead();
-   return window->DC.ColumnsSet ? window->DC.ColumnsSet->Current : 0;
-}
-
-int ImGui::GetColumnsCount()
-{
-   ImGuiWindow* window = GetCurrentWindowRead();
-   return window->DC.ColumnsSet ? window->DC.ColumnsSet->Count : 1;
-}
-
-static float OffsetNormToPixels(const ImGuiColumnsSet* columns, float offset_norm)
-{
-   return offset_norm * (columns->MaxX - columns->MinX);
-}
-
-static float PixelsToOffsetNorm(const ImGuiColumnsSet* columns, float offset)
-{
-   return offset / (columns->MaxX - columns->MinX);
-}
-
-static inline float GetColumnsRectHalfWidth() { return 4.0f; }
-
-static float GetDraggedColumnOffset(ImGuiColumnsSet* columns, int column_index)
-{
-   // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
-   // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-   IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
-   IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
-
-   float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + GetColumnsRectHalfWidth() - window->Pos.x;
-   x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
-   if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths))
-      x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
-
-   return x;
-}
-
-float ImGui::GetColumnOffset(int column_index)
-{
-   ImGuiWindow* window = GetCurrentWindowRead();
-   ImGuiColumnsSet* columns = window->DC.ColumnsSet;
-   IM_ASSERT(columns != NULL);
-
-   if (column_index < 0)
-      column_index = columns->Current;
-   IM_ASSERT(column_index < columns->Columns.Size);
-
-   const float t = columns->Columns[column_index].OffsetNorm;
-   const float x_offset = ImLerp(columns->MinX, columns->MaxX, t);
-   return x_offset;
-}
-
-static float GetColumnWidthEx(ImGuiColumnsSet* columns, int column_index, bool before_resize = false)
-{
-   if (column_index < 0)
-      column_index = columns->Current;
-
-   float offset_norm;
-   if (before_resize)
-      offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize;
-   else
-      offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm;
-   return OffsetNormToPixels(columns, offset_norm);
-}
-
-float ImGui::GetColumnWidth(int column_index)
-{
-   ImGuiWindow* window = GetCurrentWindowRead();
-   ImGuiColumnsSet* columns = window->DC.ColumnsSet;
-   IM_ASSERT(columns != NULL);
-
-   if (column_index < 0)
-      column_index = columns->Current;
-   return OffsetNormToPixels(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm);
-}
-
-void ImGui::SetColumnOffset(int column_index, float offset)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-   ImGuiColumnsSet* columns = window->DC.ColumnsSet;
-   IM_ASSERT(columns != NULL);
-
-   if (column_index < 0)
-      column_index = columns->Current;
-   IM_ASSERT(column_index < columns->Columns.Size);
-
-   const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count - 1);
-   const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;
-
-   if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow))
-      offset = ImMin(offset, columns->MaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
-   columns->Columns[column_index].OffsetNorm = PixelsToOffsetNorm(columns, offset - columns->MinX);
-
-   if (preserve_width)
-      SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
-}
-
-void ImGui::SetColumnWidth(int column_index, float width)
-{
-   ImGuiWindow* window = GetCurrentWindowRead();
-   ImGuiColumnsSet* columns = window->DC.ColumnsSet;
-   IM_ASSERT(columns != NULL);
-
-   if (column_index < 0)
-      column_index = columns->Current;
-   SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width);
-}
-
-void ImGui::PushColumnClipRect(int column_index)
-{
-   ImGuiWindow* window = GetCurrentWindowRead();
-   ImGuiColumnsSet* columns = window->DC.ColumnsSet;
-   if (column_index < 0)
-      column_index = columns->Current;
-
-   PushClipRect(columns->Columns[column_index].ClipRect.Min, columns->Columns[column_index].ClipRect.Max, false);
-}
-
-static ImGuiColumnsSet* FindOrAddColumnsSet(ImGuiWindow* window, ImGuiID id)
-{
-   for (int n = 0; n < window->ColumnsStorage.Size; n++)
-      if (window->ColumnsStorage[n].ID == id)
-         return &window->ColumnsStorage[n];
-
-   window->ColumnsStorage.push_back(ImGuiColumnsSet());
-   ImGuiColumnsSet* columns = &window->ColumnsStorage.back();
-   columns->ID = id;
-   return columns;
-}
-
-void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = GetCurrentWindow();
-
-   IM_ASSERT(columns_count > 1);
-   IM_ASSERT(window->DC.ColumnsSet == NULL); // Nested columns are currently not supported
-
-                                             // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
-                                             // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
-   PushID(0x11223347 + (str_id ? 0 : columns_count));
-   ImGuiID id = window->GetID(str_id ? str_id : "columns");
-   PopID();
-
-   // Acquire storage for the columns set
-   ImGuiColumnsSet* columns = FindOrAddColumnsSet(window, id);
-   IM_ASSERT(columns->ID == id);
-   columns->Current = 0;
-   columns->Count = columns_count;
-   columns->Flags = flags;
-   window->DC.ColumnsSet = columns;
-
-   // Set state for first column
-   const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->InnerClipRect.Max.x - window->Pos.x);
-   columns->MinX = window->DC.IndentX - g.Style.ItemSpacing.x; // Lock our horizontal range
-   columns->MaxX = ImMax(content_region_width - window->Scroll.x, columns->MinX + 1.0f);
-   columns->StartPosY = window->DC.CursorPos.y;
-   columns->StartMaxPosX = window->DC.CursorMaxPos.x;
-   columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y;
-   window->DC.ColumnsOffsetX = 0.0f;
-   window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);
-
-   // Clear data if columns count changed
-   if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1)
-      columns->Columns.resize(0);
-
-   // Initialize defaults
-   columns->IsFirstFrame = (columns->Columns.Size == 0);
-   if (columns->Columns.Size == 0)
-   {
-      columns->Columns.reserve(columns_count + 1);
-      for (int n = 0; n < columns_count + 1; n++)
-      {
-         ImGuiColumnData column;
-         column.OffsetNorm = n / (float)columns_count;
-         columns->Columns.push_back(column);
-      }
-   }
-
-   for (int n = 0; n < columns_count; n++)
-   {
-      // Compute clipping rectangle
-      ImGuiColumnData* column = &columns->Columns[n];
-      float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n) - 1.0f);
-      float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
-      column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
-      column->ClipRect.ClipWith(window->ClipRect);
-   }
-
-   window->DrawList->ChannelsSplit(columns->Count);
-   PushColumnClipRect();
-   PushItemWidth(GetColumnWidth() * 0.65f);
-}
-
-void ImGui::EndColumns()
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = GetCurrentWindow();
-   ImGuiColumnsSet* columns = window->DC.ColumnsSet;
-   IM_ASSERT(columns != NULL);
-
-   PopItemWidth();
-   PopClipRect();
-   window->DrawList->ChannelsMerge();
-
-   columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
-   window->DC.CursorPos.y = columns->LineMaxY;
-   if (!(columns->Flags & ImGuiColumnsFlags_GrowParentContentsSize))
-      window->DC.CursorMaxPos.x = columns->StartMaxPosX;  // Restore cursor max pos, as columns don't grow parent
-
-                                                          // Draw columns borders and handle resize
-   bool is_being_resized = false;
-   if (!(columns->Flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems)
-   {
-      const float y1 = columns->StartPosY;
-      const float y2 = window->DC.CursorPos.y;
-      int dragging_column = -1;
-      for (int n = 1; n < columns->Count; n++)
-      {
-         float x = window->Pos.x + GetColumnOffset(n);
-         const ImGuiID column_id = columns->ID + ImGuiID(n);
-         const float column_hw = GetColumnsRectHalfWidth(); // Half-width for interaction
-         const ImRect column_rect(ImVec2(x - column_hw, y1), ImVec2(x + column_hw, y2));
-         KeepAliveID(column_id);
-         if (IsClippedEx(column_rect, column_id, false))
-            continue;
-
-         bool hovered = false, held = false;
-         if (!(columns->Flags & ImGuiColumnsFlags_NoResize))
-         {
-            ButtonBehavior(column_rect, column_id, &hovered, &held);
-            if (hovered || held)
-               g.MouseCursor = ImGuiMouseCursor_ResizeEW;
-            if (held && !(columns->Columns[n].Flags & ImGuiColumnsFlags_NoResize))
-               dragging_column = n;
-         }
-
-         // Draw column (we clip the Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.)
-         const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
-         const float xi = (float)(int)x;
-         window->DrawList->AddLine(ImVec2(xi, ImMax(y1 + 1.0f, window->ClipRect.Min.y)), ImVec2(xi, ImMin(y2, window->ClipRect.Max.y)), col);
-      }
-
-      // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.
-      if (dragging_column != -1)
-      {
-         if (!columns->IsBeingResized)
-            for (int n = 0; n < columns->Count + 1; n++)
-               columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm;
-         columns->IsBeingResized = is_being_resized = true;
-         float x = GetDraggedColumnOffset(columns, dragging_column);
-         SetColumnOffset(dragging_column, x);
-      }
-   }
-   columns->IsBeingResized = is_being_resized;
-
-   window->DC.ColumnsSet = NULL;
-   window->DC.ColumnsOffsetX = 0.0f;
-   window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);
-}
-
-// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing]
-void ImGui::Columns(int columns_count, const char* id, bool border)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   IM_ASSERT(columns_count >= 1);
-
-   ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder);
-   //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior
-   if (window->DC.ColumnsSet != NULL && window->DC.ColumnsSet->Count == columns_count && window->DC.ColumnsSet->Flags == flags)
-      return;
-
-   if (window->DC.ColumnsSet != NULL)
-      EndColumns();
-
-   if (columns_count != 1)
-      BeginColumns(id, columns_count, flags);
-}
-
-void ImGui::Indent(float indent_w)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = GetCurrentWindow();
-   window->DC.IndentX += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
-   window->DC.CursorPos.x = window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX;
-}
-
-void ImGui::Unindent(float indent_w)
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = GetCurrentWindow();
-   window->DC.IndentX -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
-   window->DC.CursorPos.x = window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX;
-}
-
-void ImGui::TreePush(const char* str_id)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   Indent();
-   window->DC.TreeDepth++;
-   PushID(str_id ? str_id : "#TreePush");
-}
-
-void ImGui::TreePush(const void* ptr_id)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   Indent();
-   window->DC.TreeDepth++;
-   PushID(ptr_id ? ptr_id : (const void*)"#TreePush");
-}
-
-void ImGui::TreePushRawID(ImGuiID id)
-{
-   ImGuiWindow* window = GetCurrentWindow();
-   Indent();
-   window->DC.TreeDepth++;
-   window->IDStack.push_back(id);
-}
-
-void ImGui::TreePop()
-{
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-   Unindent();
-
-   window->DC.TreeDepth--;
-   if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
-      if (g.NavIdIsAlive && (window->DC.TreeDepthMayJumpToParentOnPop & (1 << window->DC.TreeDepth)))
-      {
-         SetNavID(window->IDStack.back(), g.NavLayer);
-         NavMoveRequestCancel();
-      }
-   window->DC.TreeDepthMayJumpToParentOnPop &= (1 << window->DC.TreeDepth) - 1;
-
-   PopID();
-}
-
-void ImGui::Value(const char* prefix, bool b)
-{
-   Text("%s: %s", prefix, (b ? "true" : "false"));
-}
-
-void ImGui::Value(const char* prefix, int v)
-{
-   Text("%s: %d", prefix, v);
-}
-
-void ImGui::Value(const char* prefix, unsigned int v)
-{
-   Text("%s: %d", prefix, v);
-}
-
-void ImGui::Value(const char* prefix, float v, const char* float_format)
-{
-   if (float_format)
-   {
-      char fmt[64];
-      ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format);
-      Text(fmt, prefix, v);
-   }
-   else
-   {
-      Text("%s: %.3f", prefix, v);
-   }
-}
+        const char* label = window->Name;
+        if (label == FindRenderedTextEnd(label))
+            label = GetFallbackWindowNameForWindowingList(window);
+        Selectable(label, g.NavWindowingTarget == window);
+    }
+    End();
+    PopStyleVar();
+}
+
 
 //-----------------------------------------------------------------------------
-// DRAG AND DROP
+// [SECTION] DRAG AND DROP
 //-----------------------------------------------------------------------------
 
 void ImGui::ClearDragDrop()
 {
-   ImGuiContext& g = *GImGui;
-   g.DragDropActive = false;
-   g.DragDropPayload.Clear();
-   g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
-   g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
-   g.DragDropAcceptFrameCount = -1;
-}
-
-// Call when current ID is active. 
+    ImGuiContext& g = *GImGui;
+    g.DragDropActive = false;
+    g.DragDropPayload.Clear();
+    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
+    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
+    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
+    g.DragDropAcceptFrameCount = -1;
+
+    g.DragDropPayloadBufHeap.clear();
+    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
+}
+
+// Call when current ID is active.
 // When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
 bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
 {
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-
-   bool source_drag_active = false;
-   ImGuiID source_id = 0;
-   ImGuiID source_parent_id = 0;
-   int mouse_button = 0;
-   if (!(flags & ImGuiDragDropFlags_SourceExtern))
-   {
-      source_id = window->DC.LastItemId;
-      if (source_id != 0 && g.ActiveId != source_id) // Early out for most common case
-         return false;
-      if (g.IO.MouseDown[mouse_button] == false)
-         return false;
-
-      if (source_id == 0)
-      {
-         // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
-         // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride.
-         if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
-         {
-            IM_ASSERT(0);
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    bool source_drag_active = false;
+    ImGuiID source_id = 0;
+    ImGuiID source_parent_id = 0;
+    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
+    if (!(flags & ImGuiDragDropFlags_SourceExtern))
+    {
+        source_id = window->DC.LastItemId;
+        if (source_id != 0 && g.ActiveId != source_id) // Early out for most common case
             return false;
-         }
-
-         // Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image()
-         // We build a throwaway ID based on current ID stack + relative AABB of items in window. 
-         // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled. 
-         // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
-         bool is_hovered = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) != 0;
-         if (!is_hovered && (g.ActiveId == 0 || g.ActiveIdWindow != window))
+        if (g.IO.MouseDown[mouse_button] == false)
             return false;
-         source_id = window->DC.LastItemId = window->GetIDFromRectangle(window->DC.LastItemRect);
-         if (is_hovered)
-            SetHoveredID(source_id);
-         if (is_hovered && g.IO.MouseClicked[mouse_button])
-         {
-            SetActiveID(source_id, window);
-            FocusWindow(window);
-         }
-         if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
-            g.ActiveIdAllowOverlap = is_hovered;
-      }
-      if (g.ActiveId != source_id)
-         return false;
-      source_parent_id = window->IDStack.back();
-      source_drag_active = IsMouseDragging(mouse_button);
-   }
-   else
-   {
-      window = NULL;
-      source_id = ImHash("#SourceExtern", 0);
-      source_drag_active = true;
-   }
-
-   if (source_drag_active)
-   {
-      if (!g.DragDropActive)
-      {
-         IM_ASSERT(source_id != 0);
-         ClearDragDrop();
-         ImGuiPayload& payload = g.DragDropPayload;
-         payload.SourceId = source_id;
-         payload.SourceParentId = source_parent_id;
-         g.DragDropActive = true;
-         g.DragDropSourceFlags = flags;
-         g.DragDropMouseButton = mouse_button;
-      }
-
-      if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
-      {
-         // FIXME-DRAG
-         //SetNextWindowPos(g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding);
-         //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This is better but e.g ColorButton with checkboard has issue with transparent colors :(
-         SetNextWindowPos(g.IO.MousePos);
-         PushStyleColor(ImGuiCol_PopupBg, GetStyleColorVec4(ImGuiCol_PopupBg) * ImVec4(1.0f, 1.0f, 1.0f, 0.6f));
-         BeginTooltip();
-      }
-
-      if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
-         window->DC.LastItemStatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
-
-      return true;
-   }
-   return false;
+
+        if (source_id == 0)
+        {
+            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
+            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride.
+            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
+            {
+                IM_ASSERT(0);
+                return false;
+            }
+
+            // Early out
+            if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
+                return false;
+
+            // Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image()
+            // We build a throwaway ID based on current ID stack + relative AABB of items in window.
+            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
+            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
+            source_id = window->DC.LastItemId = window->GetIDFromRectangle(window->DC.LastItemRect);
+            bool is_hovered = ItemHoverable(window->DC.LastItemRect, source_id);
+            if (is_hovered && g.IO.MouseClicked[mouse_button])
+            {
+                SetActiveID(source_id, window);
+                FocusWindow(window);
+            }
+            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
+                g.ActiveIdAllowOverlap = is_hovered;
+        }
+        else
+        {
+            g.ActiveIdAllowOverlap = false;
+        }
+        if (g.ActiveId != source_id)
+            return false;
+        source_parent_id = window->IDStack.back();
+        source_drag_active = IsMouseDragging(mouse_button);
+
+        // Disable navigation and key inputs while dragging
+        g.ActiveIdUsingNavDirMask = ~(ImU32)0;
+        g.ActiveIdUsingNavInputMask = ~(ImU32)0;
+        g.ActiveIdUsingKeyInputMask = ~(ImU64)0;
+    }
+    else
+    {
+        window = NULL;
+        source_id = ImHashStr("#SourceExtern");
+        source_drag_active = true;
+    }
+
+    if (source_drag_active)
+    {
+        if (!g.DragDropActive)
+        {
+            IM_ASSERT(source_id != 0);
+            ClearDragDrop();
+            ImGuiPayload& payload = g.DragDropPayload;
+            payload.SourceId = source_id;
+            payload.SourceParentId = source_parent_id;
+            g.DragDropActive = true;
+            g.DragDropSourceFlags = flags;
+            g.DragDropMouseButton = mouse_button;
+        }
+        g.DragDropSourceFrameCount = g.FrameCount;
+        g.DragDropWithinSource = true;
+
+        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
+        {
+            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
+            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
+            BeginTooltip();
+            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
+            {
+                ImGuiWindow* tooltip_window = g.CurrentWindow;
+                tooltip_window->SkipItems = true;
+                tooltip_window->HiddenFramesCanSkipItems = 1;
+            }
+        }
+
+        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
+            window->DC.LastItemStatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
+
+        return true;
+    }
+    return false;
 }
 
 void ImGui::EndDragDropSource()
 {
-   ImGuiContext& g = *GImGui;
-   IM_ASSERT(g.DragDropActive);
-
-   if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
-   {
-      EndTooltip();
-      PopStyleColor();
-      //PopStyleVar();
-   }
-
-   // Discard the drag if have not called SetDragDropPayload()
-   if (g.DragDropPayload.DataFrameCount == -1)
-      ClearDragDrop();
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.DragDropActive);
+    IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
+
+    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
+        EndTooltip();
+
+    // Discard the drag if have not called SetDragDropPayload()
+    if (g.DragDropPayload.DataFrameCount == -1)
+        ClearDragDrop();
+    g.DragDropWithinSource = false;
 }
 
@@ -13034,61 +9450,66 @@
 bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
 {
-   ImGuiContext& g = *GImGui;
-   ImGuiPayload& payload = g.DragDropPayload;
-   if (cond == 0)
-      cond = ImGuiCond_Always;
-
-   IM_ASSERT(type != NULL);
-   IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 12 characters long");
-   IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
-   IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
-   IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()
-
-   if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
-   {
-      // Copy payload
-      ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
-      g.DragDropPayloadBufHeap.resize(0);
-      if (data_size > sizeof(g.DragDropPayloadBufLocal))
-      {
-         // Store in heap
-         g.DragDropPayloadBufHeap.resize((int)data_size);
-         payload.Data = g.DragDropPayloadBufHeap.Data;
-         memcpy(payload.Data, data, data_size);
-      }
-      else if (data_size > 0)
-      {
-         // Store locally
-         memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
-         payload.Data = g.DragDropPayloadBufLocal;
-         memcpy(payload.Data, data, data_size);
-      }
-      else
-      {
-         payload.Data = NULL;
-      }
-      payload.DataSize = (int)data_size;
-   }
-   payload.DataFrameCount = g.FrameCount;
-
-   return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
+    ImGuiContext& g = *GImGui;
+    ImGuiPayload& payload = g.DragDropPayload;
+    if (cond == 0)
+        cond = ImGuiCond_Always;
+
+    IM_ASSERT(type != NULL);
+    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
+    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
+    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
+    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()
+
+    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
+    {
+        // Copy payload
+        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
+        g.DragDropPayloadBufHeap.resize(0);
+        if (data_size > sizeof(g.DragDropPayloadBufLocal))
+        {
+            // Store in heap
+            g.DragDropPayloadBufHeap.resize((int)data_size);
+            payload.Data = g.DragDropPayloadBufHeap.Data;
+            memcpy(payload.Data, data, data_size);
+        }
+        else if (data_size > 0)
+        {
+            // Store locally
+            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
+            payload.Data = g.DragDropPayloadBufLocal;
+            memcpy(payload.Data, data, data_size);
+        }
+        else
+        {
+            payload.Data = NULL;
+        }
+        payload.DataSize = (int)data_size;
+    }
+    payload.DataFrameCount = g.FrameCount;
+
+    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
 }
 
 bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
 {
-   ImGuiContext& g = *GImGui;
-   if (!g.DragDropActive)
-      return false;
-
-   ImGuiWindow* window = g.CurrentWindow;
-   if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow)
-      return false;
-   IM_ASSERT(id != 0);
-   if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
-      return false;
-
-   g.DragDropTargetRect = bb;
-   g.DragDropTargetId = id;
-   return true;
+    ImGuiContext& g = *GImGui;
+    if (!g.DragDropActive)
+        return false;
+
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
+    if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)
+        return false;
+    IM_ASSERT(id != 0);
+    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
+        return false;
+    if (window->SkipItems)
+        return false;
+
+    IM_ASSERT(g.DragDropWithinTarget == false);
+    g.DragDropTargetRect = bb;
+    g.DragDropTargetId = id;
+    g.DragDropWithinTarget = true;
+    return true;
 }
 
@@ -13099,72 +9520,82 @@
 bool ImGui::BeginDragDropTarget()
 {
-   ImGuiContext& g = *GImGui;
-   if (!g.DragDropActive)
-      return false;
-
-   ImGuiWindow* window = g.CurrentWindow;
-   if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))
-      return false;
-   if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow)
-      return false;
-
-   const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect;
-   ImGuiID id = window->DC.LastItemId;
-   if (id == 0)
-      id = window->GetIDFromRectangle(display_rect);
-   if (g.DragDropPayload.SourceId == id)
-      return false;
-
-   g.DragDropTargetRect = display_rect;
-   g.DragDropTargetId = id;
-   return true;
+    ImGuiContext& g = *GImGui;
+    if (!g.DragDropActive)
+        return false;
+
+    ImGuiWindow* window = g.CurrentWindow;
+    if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))
+        return false;
+    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
+    if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)
+        return false;
+
+    const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect;
+    ImGuiID id = window->DC.LastItemId;
+    if (id == 0)
+        id = window->GetIDFromRectangle(display_rect);
+    if (g.DragDropPayload.SourceId == id)
+        return false;
+
+    IM_ASSERT(g.DragDropWithinTarget == false);
+    g.DragDropTargetRect = display_rect;
+    g.DragDropTargetId = id;
+    g.DragDropWithinTarget = true;
+    return true;
 }
 
 bool ImGui::IsDragDropPayloadBeingAccepted()
 {
-   ImGuiContext& g = *GImGui;
-   return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
+    ImGuiContext& g = *GImGui;
+    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
 }
 
 const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
 {
-   ImGuiContext& g = *GImGui;
-   ImGuiWindow* window = g.CurrentWindow;
-   ImGuiPayload& payload = g.DragDropPayload;
-   IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
-   IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ? 
-   if (type != NULL && !payload.IsDataType(type))
-      return NULL;
-
-   // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
-   // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
-   const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
-   ImRect r = g.DragDropTargetRect;
-   float r_surface = r.GetWidth() * r.GetHeight();
-   if (r_surface < g.DragDropAcceptIdCurrRectSurface)
-   {
-      g.DragDropAcceptIdCurr = g.DragDropTargetId;
-      g.DragDropAcceptIdCurrRectSurface = r_surface;
-   }
-
-   // Render default drop visuals
-   payload.Preview = was_accepted_previously;
-   flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame)
-   if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
-   {
-      // FIXME-DRAG: Settle on a proper default visuals for drop target.
-      r.Expand(3.5f);
-      bool push_clip_rect = !window->ClipRect.Contains(r);
-      if (push_clip_rect) window->DrawList->PushClipRectFullScreen();
-      window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f);
-      if (push_clip_rect) window->DrawList->PopClipRect();
-   }
-
-   g.DragDropAcceptFrameCount = g.FrameCount;
-   payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
-   if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
-      return NULL;
-
-   return &payload;
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    ImGuiPayload& payload = g.DragDropPayload;
+    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
+    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?
+    if (type != NULL && !payload.IsDataType(type))
+        return NULL;
+
+    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
+    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
+    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
+    ImRect r = g.DragDropTargetRect;
+    float r_surface = r.GetWidth() * r.GetHeight();
+    if (r_surface < g.DragDropAcceptIdCurrRectSurface)
+    {
+        g.DragDropAcceptFlags = flags;
+        g.DragDropAcceptIdCurr = g.DragDropTargetId;
+        g.DragDropAcceptIdCurrRectSurface = r_surface;
+    }
+
+    // Render default drop visuals
+    payload.Preview = was_accepted_previously;
+    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame)
+    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
+    {
+        // FIXME-DRAG: Settle on a proper default visuals for drop target.
+        r.Expand(3.5f);
+        bool push_clip_rect = !window->ClipRect.Contains(r);
+        if (push_clip_rect) window->DrawList->PushClipRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1));
+        window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f);
+        if (push_clip_rect) window->DrawList->PopClipRect();
+    }
+
+    g.DragDropAcceptFrameCount = g.FrameCount;
+    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
+    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
+        return NULL;
+
+    return &payload;
+}
+
+const ImGuiPayload* ImGui::GetDragDropPayload()
+{
+    ImGuiContext& g = *GImGui;
+    return g.DragDropActive ? &g.DragDropPayload : NULL;
 }
 
@@ -13172,89 +9603,674 @@
 void ImGui::EndDragDropTarget()
 {
-   ImGuiContext& g = *GImGui; (void)g;
-   IM_ASSERT(g.DragDropActive);
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.DragDropActive);
+    IM_ASSERT(g.DragDropWithinTarget);
+    g.DragDropWithinTarget = false;
 }
 
 //-----------------------------------------------------------------------------
-// PLATFORM DEPENDENT HELPERS
+// [SECTION] LOGGING/CAPTURING
 //-----------------------------------------------------------------------------
-
-#if defined(_WIN32) && !defined(_WINDOWS_) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS))
-#undef WIN32_LEAN_AND_MEAN
-#define WIN32_LEAN_AND_MEAN
-#ifndef __MINGW32__
-#include <Windows.h>
+// All text output from the interface can be captured into tty/file/clipboard.
+// By default, tree nodes are automatically opened during logging.
+//-----------------------------------------------------------------------------
+
+// Pass text data straight to log (without being displayed)
+void ImGui::LogText(const char* fmt, ...)
+{
+    ImGuiContext& g = *GImGui;
+    if (!g.LogEnabled)
+        return;
+
+    va_list args;
+    va_start(args, fmt);
+    if (g.LogFile)
+    {
+        g.LogBuffer.Buf.resize(0);
+        g.LogBuffer.appendfv(fmt, args);
+        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
+    }
+    else
+    {
+        g.LogBuffer.appendfv(fmt, args);
+    }
+    va_end(args);
+}
+
+// Internal version that takes a position to decide on newline placement and pad items according to their depth.
+// We split text into individual lines to add current tree level padding
+void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    if (!text_end)
+        text_end = FindRenderedTextEnd(text, text_end);
+
+    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + 1);
+    if (ref_pos)
+        g.LogLinePosY = ref_pos->y;
+    if (log_new_line)
+        g.LogLineFirstItem = true;
+
+    const char* text_remaining = text;
+    if (g.LogDepthRef > window->DC.TreeDepth)  // Re-adjust padding if we have popped out of our starting depth
+        g.LogDepthRef = window->DC.TreeDepth;
+    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
+    for (;;)
+    {
+        // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry.
+        // We don't add a trailing \n to allow a subsequent item on the same line to be captured.
+        const char* line_start = text_remaining;
+        const char* line_end = ImStreolRange(line_start, text_end);
+        const bool is_first_line = (line_start == text);
+        const bool is_last_line = (line_end == text_end);
+        if (!is_last_line || (line_start != line_end))
+        {
+            const int char_count = (int)(line_end - line_start);
+            if (log_new_line || !is_first_line)
+                LogText(IM_NEWLINE "%*s%.*s", tree_depth * 4, "", char_count, line_start);
+            else if (g.LogLineFirstItem)
+                LogText("%*s%.*s", tree_depth * 4, "", char_count, line_start);
+            else
+                LogText(" %.*s", char_count, line_start);
+            g.LogLineFirstItem = false;
+        }
+        else if (log_new_line)
+        {
+            // An empty "" string at a different Y position should output a carriage return.
+            LogText(IM_NEWLINE);
+            break;
+        }
+
+        if (is_last_line)
+            break;
+        text_remaining = line_end + 1;
+    }
+}
+
+// Start logging/capturing text output
+void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    IM_ASSERT(g.LogEnabled == false);
+    IM_ASSERT(g.LogFile == NULL);
+    IM_ASSERT(g.LogBuffer.empty());
+    g.LogEnabled = true;
+    g.LogType = type;
+    g.LogDepthRef = window->DC.TreeDepth;
+    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
+    g.LogLinePosY = FLT_MAX;
+    g.LogLineFirstItem = true;
+}
+
+void ImGui::LogToTTY(int auto_open_depth)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.LogEnabled)
+        return;
+    IM_UNUSED(auto_open_depth);
+#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
+    LogBegin(ImGuiLogType_TTY, auto_open_depth);
+    g.LogFile = stdout;
+#endif
+}
+
+// Start logging/capturing text output to given file
+void ImGui::LogToFile(int auto_open_depth, const char* filename)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.LogEnabled)
+        return;
+
+    // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
+    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
+    // By opening the file in binary mode "ab" we have consistent output everywhere.
+    if (!filename)
+        filename = g.IO.LogFilename;
+    if (!filename || !filename[0])
+        return;
+    ImFileHandle f = ImFileOpen(filename, "ab");
+    if (!f)
+    {
+        IM_ASSERT(0);
+        return;
+    }
+
+    LogBegin(ImGuiLogType_File, auto_open_depth);
+    g.LogFile = f;
+}
+
+// Start logging/capturing text output to clipboard
+void ImGui::LogToClipboard(int auto_open_depth)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.LogEnabled)
+        return;
+    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
+}
+
+void ImGui::LogToBuffer(int auto_open_depth)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.LogEnabled)
+        return;
+    LogBegin(ImGuiLogType_Buffer, auto_open_depth);
+}
+
+void ImGui::LogFinish()
+{
+    ImGuiContext& g = *GImGui;
+    if (!g.LogEnabled)
+        return;
+
+    LogText(IM_NEWLINE);
+    switch (g.LogType)
+    {
+    case ImGuiLogType_TTY:
+#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
+        fflush(g.LogFile);
+#endif
+        break;
+    case ImGuiLogType_File:
+        ImFileClose(g.LogFile);
+        break;
+    case ImGuiLogType_Buffer:
+        break;
+    case ImGuiLogType_Clipboard:
+        if (!g.LogBuffer.empty())
+            SetClipboardText(g.LogBuffer.begin());
+        break;
+    case ImGuiLogType_None:
+        IM_ASSERT(0);
+        break;
+    }
+
+    g.LogEnabled = false;
+    g.LogType = ImGuiLogType_None;
+    g.LogFile = NULL;
+    g.LogBuffer.clear();
+}
+
+// Helper to display logging buttons
+// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
+void ImGui::LogButtons()
+{
+    ImGuiContext& g = *GImGui;
+
+    PushID("LogButtons");
+#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
+    const bool log_to_tty = Button("Log To TTY"); SameLine();
 #else
-#include <windows.h>
+    const bool log_to_tty = false;
 #endif
+    const bool log_to_file = Button("Log To File"); SameLine();
+    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
+    PushAllowKeyboardFocus(false);
+    SetNextItemWidth(80.0f);
+    SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
+    PopAllowKeyboardFocus();
+    PopID();
+
+    // Start logging at the end of the function so that the buttons don't appear in the log
+    if (log_to_tty)
+        LogToTTY();
+    if (log_to_file)
+        LogToFile();
+    if (log_to_clipboard)
+        LogToClipboard();
+}
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] SETTINGS
+//-----------------------------------------------------------------------------
+// - UpdateSettings() [Internal]
+// - MarkIniSettingsDirty() [Internal]
+// - CreateNewWindowSettings() [Internal]
+// - FindWindowSettings() [Internal]
+// - FindOrCreateWindowSettings() [Internal]
+// - FindSettingsHandler() [Internal]
+// - ClearIniSettings() [Internal]
+// - LoadIniSettingsFromDisk()
+// - LoadIniSettingsFromMemory()
+// - SaveIniSettingsToDisk()
+// - SaveIniSettingsToMemory()
+// - WindowSettingsHandler_***() [Internal]
+//-----------------------------------------------------------------------------
+
+// Called by NewFrame()
+void ImGui::UpdateSettings()
+{
+    // Load settings on first frame (if not explicitly loaded manually before)
+    ImGuiContext& g = *GImGui;
+    if (!g.SettingsLoaded)
+    {
+        IM_ASSERT(g.SettingsWindows.empty());
+        if (g.IO.IniFilename)
+            LoadIniSettingsFromDisk(g.IO.IniFilename);
+        g.SettingsLoaded = true;
+    }
+
+    // Save settings (with a delay after the last modification, so we don't spam disk too much)
+    if (g.SettingsDirtyTimer > 0.0f)
+    {
+        g.SettingsDirtyTimer -= g.IO.DeltaTime;
+        if (g.SettingsDirtyTimer <= 0.0f)
+        {
+            if (g.IO.IniFilename != NULL)
+                SaveIniSettingsToDisk(g.IO.IniFilename);
+            else
+                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
+            g.SettingsDirtyTimer = 0.0f;
+        }
+    }
+}
+
+void ImGui::MarkIniSettingsDirty()
+{
+    ImGuiContext& g = *GImGui;
+    if (g.SettingsDirtyTimer <= 0.0f)
+        g.SettingsDirtyTimer = g.IO.IniSavingRate;
+}
+
+void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
+        if (g.SettingsDirtyTimer <= 0.0f)
+            g.SettingsDirtyTimer = g.IO.IniSavingRate;
+}
+
+ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
+{
+    ImGuiContext& g = *GImGui;
+
+#if !IMGUI_DEBUG_INI_SETTINGS
+    // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
+    // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier.
+    if (const char* p = strstr(name, "###"))
+        name = p;
 #endif
-
-// Win32 API clipboard implementation
-#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
+    const size_t name_len = strlen(name);
+
+    // Allocate chunk
+    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
+    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
+    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
+    settings->ID = ImHashStr(name, name_len);
+    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator
+
+    return settings;
+}
+
+ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+        if (settings->ID == id)
+            return settings;
+    return NULL;
+}
+
+ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name)
+{
+    if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name)))
+        return settings;
+    return CreateNewWindowSettings(name);
+}
+
+ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
+{
+    ImGuiContext& g = *GImGui;
+    const ImGuiID type_hash = ImHashStr(type_name);
+    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
+        if (g.SettingsHandlers[handler_n].TypeHash == type_hash)
+            return &g.SettingsHandlers[handler_n];
+    return NULL;
+}
+
+void ImGui::ClearIniSettings()
+{
+    ImGuiContext& g = *GImGui;
+    g.SettingsIniData.clear();
+    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
+        if (g.SettingsHandlers[handler_n].ClearAllFn)
+            g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]);
+}
+
+void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
+{
+    size_t file_data_size = 0;
+    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
+    if (!file_data)
+        return;
+    LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
+    IM_FREE(file_data);
+}
+
+// Zero-tolerance, no error reporting, cheap .ini parsing
+void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.Initialized);
+    //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
+    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
+
+    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
+    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
+    if (ini_size == 0)
+        ini_size = strlen(ini_data);
+    g.SettingsIniData.Buf.resize((int)ini_size + 1);
+    char* const buf = g.SettingsIniData.Buf.Data;
+    char* const buf_end = buf + ini_size;
+    memcpy(buf, ini_data, ini_size);
+    buf_end[0] = 0;
+
+    // Call pre-read handlers
+    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
+    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
+        if (g.SettingsHandlers[handler_n].ReadInitFn)
+            g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]);
+
+    void* entry_data = NULL;
+    ImGuiSettingsHandler* entry_handler = NULL;
+
+    char* line_end = NULL;
+    for (char* line = buf; line < buf_end; line = line_end + 1)
+    {
+        // Skip new lines markers, then find end of the line
+        while (*line == '\n' || *line == '\r')
+            line++;
+        line_end = line;
+        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
+            line_end++;
+        line_end[0] = 0;
+        if (line[0] == ';')
+            continue;
+        if (line[0] == '[' && line_end > line && line_end[-1] == ']')
+        {
+            // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
+            line_end[-1] = 0;
+            const char* name_end = line_end - 1;
+            const char* type_start = line + 1;
+            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
+            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
+            if (!type_end || !name_start)
+                continue;
+            *type_end = 0; // Overwrite first ']'
+            name_start++;  // Skip second '['
+            entry_handler = FindSettingsHandler(type_start);
+            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
+        }
+        else if (entry_handler != NULL && entry_data != NULL)
+        {
+            // Let type handler parse the line
+            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
+        }
+    }
+    g.SettingsLoaded = true;
+
+    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
+    memcpy(buf, ini_data, ini_size);
+
+    // Call post-read handlers
+    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
+        if (g.SettingsHandlers[handler_n].ApplyAllFn)
+            g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]);
+}
+
+void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
+{
+    ImGuiContext& g = *GImGui;
+    g.SettingsDirtyTimer = 0.0f;
+    if (!ini_filename)
+        return;
+
+    size_t ini_data_size = 0;
+    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
+    ImFileHandle f = ImFileOpen(ini_filename, "wt");
+    if (!f)
+        return;
+    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
+    ImFileClose(f);
+}
+
+// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
+const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
+{
+    ImGuiContext& g = *GImGui;
+    g.SettingsDirtyTimer = 0.0f;
+    g.SettingsIniData.Buf.resize(0);
+    g.SettingsIniData.Buf.push_back(0);
+    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
+    {
+        ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n];
+        handler->WriteAllFn(&g, handler, &g.SettingsIniData);
+    }
+    if (out_size)
+        *out_size = (size_t)g.SettingsIniData.size();
+    return g.SettingsIniData.c_str();
+}
+
+static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
+{
+    ImGuiContext& g = *ctx;
+    for (int i = 0; i != g.Windows.Size; i++)
+        g.Windows[i]->SettingsOffset = -1;
+    g.SettingsWindows.clear();
+}
+
+static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
+{
+    ImGuiWindowSettings* settings = ImGui::FindOrCreateWindowSettings(name);
+    ImGuiID id = settings->ID;
+    *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
+    settings->ID = id;
+    settings->WantApply = true;
+    return (void*)settings;
+}
+
+static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
+{
+    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
+    int x, y;
+    int i;
+    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)         { settings->Pos = ImVec2ih((short)x, (short)y); }
+    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)   { settings->Size = ImVec2ih((short)x, (short)y); }
+    else if (sscanf(line, "Collapsed=%d", &i) == 1)     { settings->Collapsed = (i != 0); }
+}
+
+// Apply to existing windows (if any)
+static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
+{
+    ImGuiContext& g = *ctx;
+    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+        if (settings->WantApply)
+        {
+            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
+                ApplyWindowSettings(window, settings);
+            settings->WantApply = false;
+        }
+}
+
+static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
+{
+    // Gather data from windows that were active during this session
+    // (if a window wasn't opened in this session we preserve its settings)
+    ImGuiContext& g = *ctx;
+    for (int i = 0; i != g.Windows.Size; i++)
+    {
+        ImGuiWindow* window = g.Windows[i];
+        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
+            continue;
+
+        ImGuiWindowSettings* settings = (window->SettingsOffset != -1) ? g.SettingsWindows.ptr_from_offset(window->SettingsOffset) : ImGui::FindWindowSettings(window->ID);
+        if (!settings)
+        {
+            settings = ImGui::CreateNewWindowSettings(window->Name);
+            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
+        }
+        IM_ASSERT(settings->ID == window->ID);
+        settings->Pos = ImVec2ih((short)window->Pos.x, (short)window->Pos.y);
+        settings->Size = ImVec2ih((short)window->SizeFull.x, (short)window->SizeFull.y);
+        settings->Collapsed = window->Collapsed;
+    }
+
+    // Write to text buffer
+    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
+    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+    {
+        const char* settings_name = settings->GetName();
+        buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
+        buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
+        buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
+        buf->appendf("Collapsed=%d\n", settings->Collapsed);
+        buf->append("\n");
+    }
+}
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] VIEWPORTS, PLATFORM WINDOWS
+//-----------------------------------------------------------------------------
+
+// (this section is filled in the 'docking' branch)
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] DOCKING
+//-----------------------------------------------------------------------------
+
+// (this section is filled in the 'docking' branch)
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] PLATFORM DEPENDENT HELPERS
+//-----------------------------------------------------------------------------
+
+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
 
 #ifdef _MSC_VER
 #pragma comment(lib, "user32")
+#pragma comment(lib, "kernel32")
 #endif
 
+// Win32 clipboard implementation
+// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
 static const char* GetClipboardTextFn_DefaultImpl(void*)
 {
-   static ImVector<char> buf_local;
-   buf_local.clear();
-   if (!OpenClipboard(NULL))
-      return NULL;
-   HANDLE wbuf_handle = GetClipboardData(CF_UNICODETEXT);
-   if (wbuf_handle == NULL)
-   {
-      CloseClipboard();
-      return NULL;
-   }
-   if (ImWchar* wbuf_global = (ImWchar*)GlobalLock(wbuf_handle))
-   {
-      int buf_len = ImTextCountUtf8BytesFromStr(wbuf_global, NULL) + 1;
-      buf_local.resize(buf_len);
-      ImTextStrToUtf8(buf_local.Data, buf_len, wbuf_global, NULL);
-   }
-   GlobalUnlock(wbuf_handle);
-   CloseClipboard();
-   return buf_local.Data;
+    ImGuiContext& g = *GImGui;
+    g.ClipboardHandlerData.clear();
+    if (!::OpenClipboard(NULL))
+        return NULL;
+    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
+    if (wbuf_handle == NULL)
+    {
+        ::CloseClipboard();
+        return NULL;
+    }
+    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
+    {
+        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
+        g.ClipboardHandlerData.resize(buf_len);
+        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
+    }
+    ::GlobalUnlock(wbuf_handle);
+    ::CloseClipboard();
+    return g.ClipboardHandlerData.Data;
 }
 
 static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
 {
-   if (!OpenClipboard(NULL))
-      return;
-   const int wbuf_length = ImTextCountCharsFromUtf8(text, NULL) + 1;
-   HGLOBAL wbuf_handle = GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(ImWchar));
-   if (wbuf_handle == NULL)
-   {
-      CloseClipboard();
-      return;
-   }
-   ImWchar* wbuf_global = (ImWchar*)GlobalLock(wbuf_handle);
-   ImTextStrFromUtf8(wbuf_global, wbuf_length, text, NULL);
-   GlobalUnlock(wbuf_handle);
-   EmptyClipboard();
-   SetClipboardData(CF_UNICODETEXT, wbuf_handle);
-   CloseClipboard();
+    if (!::OpenClipboard(NULL))
+        return;
+    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
+    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
+    if (wbuf_handle == NULL)
+    {
+        ::CloseClipboard();
+        return;
+    }
+    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
+    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
+    ::GlobalUnlock(wbuf_handle);
+    ::EmptyClipboard();
+    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
+        ::GlobalFree(wbuf_handle);
+    ::CloseClipboard();
+}
+
+#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
+
+#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file
+static PasteboardRef main_clipboard = 0;
+
+// OSX clipboard implementation
+// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
+static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
+{
+    if (!main_clipboard)
+        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
+    PasteboardClear(main_clipboard);
+    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
+    if (cf_data)
+    {
+        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
+        CFRelease(cf_data);
+    }
+}
+
+static const char* GetClipboardTextFn_DefaultImpl(void*)
+{
+    if (!main_clipboard)
+        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
+    PasteboardSynchronize(main_clipboard);
+
+    ItemCount item_count = 0;
+    PasteboardGetItemCount(main_clipboard, &item_count);
+    for (ItemCount i = 0; i < item_count; i++)
+    {
+        PasteboardItemID item_id = 0;
+        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
+        CFArrayRef flavor_type_array = 0;
+        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
+        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
+        {
+            CFDataRef cf_data;
+            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
+            {
+                ImGuiContext& g = *GImGui;
+                g.ClipboardHandlerData.clear();
+                int length = (int)CFDataGetLength(cf_data);
+                g.ClipboardHandlerData.resize(length + 1);
+                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
+                g.ClipboardHandlerData[length] = 0;
+                CFRelease(cf_data);
+                return g.ClipboardHandlerData.Data;
+            }
+        }
+    }
+    return NULL;
 }
 
 #else
 
-// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers
+// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
 static const char* GetClipboardTextFn_DefaultImpl(void*)
 {
-   ImGuiContext& g = *GImGui;
-   return g.PrivateClipboard.empty() ? NULL : g.PrivateClipboard.begin();
-}
-
-// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers
+    ImGuiContext& g = *GImGui;
+    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
+}
+
 static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
 {
-   ImGuiContext& g = *GImGui;
-   g.PrivateClipboard.clear();
-   const char* text_end = text + strlen(text);
-   g.PrivateClipboard.resize((int)(text_end - text) + 1);
-   memcpy(&g.PrivateClipboard[0], text, (size_t)(text_end - text));
-   g.PrivateClipboard[(int)(text_end - text)] = 0;
+    ImGuiContext& g = *GImGui;
+    g.ClipboardHandlerData.clear();
+    const char* text_end = text + strlen(text);
+    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
+    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
+    g.ClipboardHandlerData[(int)(text_end - text)] = 0;
 }
 
@@ -13262,5 +10278,5 @@
 
 // Win32 API IME support (for Asian languages, etc.)
-#if defined(_WIN32) && !defined(__GNUC__) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
+#if defined(_WIN32) && !defined(__GNUC__) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
 
 #include <imm.h>
@@ -13271,14 +10287,16 @@
 static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y)
 {
-   // Notify OS Input Method Editor of text input position
-   if (HWND hwnd = (HWND)GImGui->IO.ImeWindowHandle)
-      if (HIMC himc = ImmGetContext(hwnd))
-      {
-         COMPOSITIONFORM cf;
-         cf.ptCurrentPos.x = x;
-         cf.ptCurrentPos.y = y;
-         cf.dwStyle = CFS_FORCE_POSITION;
-         ImmSetCompositionWindow(himc, &cf);
-      }
+    // Notify OS Input Method Editor of text input position
+    ImGuiIO& io = ImGui::GetIO();
+    if (HWND hwnd = (HWND)io.ImeWindowHandle)
+        if (HIMC himc = ::ImmGetContext(hwnd))
+        {
+            COMPOSITIONFORM cf;
+            cf.ptCurrentPos.x = x;
+            cf.ptCurrentPos.y = y;
+            cf.dwStyle = CFS_FORCE_POSITION;
+            ::ImmSetCompositionWindow(himc, &cf);
+            ::ImmReleaseContext(hwnd, himc);
+        }
 }
 
@@ -13290,117 +10308,260 @@
 
 //-----------------------------------------------------------------------------
-// HELP, METRICS
+// [SECTION] METRICS/DEBUG WINDOW
 //-----------------------------------------------------------------------------
 
+#ifndef IMGUI_DISABLE_METRICS_WINDOW
+// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
+static void MetricsHelpMarker(const char* desc)
+{
+    ImGui::TextDisabled("(?)");
+    if (ImGui::IsItemHovered())
+    {
+        ImGui::BeginTooltip();
+        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
+        ImGui::TextUnformatted(desc);
+        ImGui::PopTextWrapPos();
+        ImGui::EndTooltip();
+    }
+}
+
 void ImGui::ShowMetricsWindow(bool* p_open)
 {
-   if (ImGui::Begin("ImGui Metrics", p_open))
-   {
-      ImGui::Text("Dear ImGui %s", ImGui::GetVersion());
-      ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
-      ImGui::Text("%d vertices, %d indices (%d triangles)", ImGui::GetIO().MetricsRenderVertices, ImGui::GetIO().MetricsRenderIndices, ImGui::GetIO().MetricsRenderIndices / 3);
-      ImGui::Text("%d allocations", (int)GImAllocatorActiveAllocationsCount);
-      static bool show_clip_rects = true;
-      ImGui::Checkbox("Show clipping rectangles when hovering draw commands", &show_clip_rects);
-      ImGui::Separator();
-
-      struct Funcs
-      {
-         static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label)
-         {
+    if (!ImGui::Begin("Dear ImGui Metrics", p_open))
+    {
+        ImGui::End();
+        return;
+    }
+
+    // Debugging enums
+    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
+    const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentRegionRect" };
+    enum { TRT_OuterRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentRowsFrozen, TRT_ColumnsContentRowsUnfrozen, TRT_Count }; // Tables Rect Type
+    const char* trt_rects_names[TRT_Count] = { "OuterRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentRowsFrozen", "ColumnsContentRowsUnfrozen" };
+
+    // State
+    static bool show_windows_rects = false;
+    static int  show_windows_rect_type = WRT_WorkRect;
+    static bool show_windows_begin_order = false;
+    static bool show_tables_rects = false;
+    static int  show_tables_rect_type = TRT_WorkRect;
+    static bool show_drawcmd_mesh = true;
+    static bool show_drawcmd_aabb = true;
+
+    // Basic info
+    ImGuiContext& g = *GImGui;
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui::Text("Dear ImGui %s", ImGui::GetVersion());
+    ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+    ImGui::Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
+    ImGui::Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows);
+    ImGui::Text("%d active allocations", io.MetricsActiveAllocations);
+    ImGui::Separator();
+
+    // Helper functions to display common structures:
+    // - NodeDrawList()
+    // - NodeColumns()
+    // - NodeWindow()
+    // - NodeWindows()
+    // - NodeTabBar()
+    // - NodeStorage()
+    struct Funcs
+    {
+        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
+        {
+            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }
+            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }
+            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }
+            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }
+            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }
+            else if (rect_type == WRT_Content)              { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
+            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }
+            IM_ASSERT(0);
+            return ImRect();
+        }
+
+        static void NodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow* window, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, int elem_offset, bool show_mesh, bool show_aabb)
+        {
+            IM_ASSERT(show_mesh || show_aabb);
+            ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
+            ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
+
+            // Draw wire-frame version of all triangles
+            ImRect clip_rect = draw_cmd->ClipRect;
+            ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
+            ImDrawListFlags backup_flags = fg_draw_list->Flags;
+            fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
+            for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + draw_cmd->ElemCount); base_idx += 3)
+            {
+                ImVec2 triangle[3];
+                for (int n = 0; n < 3; n++)
+                {
+                    ImVec2 p = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n)].pos;
+                    triangle[n] = p;
+                    vtxs_rect.Add(p);
+                }
+                if (show_mesh)
+                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), true, 1.0f); // In yellow: mesh triangles
+            }
+            // Draw bounding boxes
+            if (show_aabb)
+            {
+                fg_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
+                fg_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
+            }
+            fg_draw_list->Flags = backup_flags;
+        }
+
+        static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label)
+        {
             bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size);
             if (draw_list == ImGui::GetWindowDrawList())
             {
-               ImGui::SameLine();
-               ImGui::TextColored(ImColor(255, 100, 100), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
-               if (node_open) ImGui::TreePop();
-               return;
+                ImGui::SameLine();
+                ImGui::TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
+                if (node_open) ImGui::TreePop();
+                return;
             }
 
-            ImDrawList* overlay_draw_list = GetOverlayDrawList(); // Render additional visuals into the top-most draw list
+            ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
             if (window && IsItemHovered())
-               overlay_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
+                fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
             if (!node_open)
-               return;
-
-            int elem_offset = 0;
+                return;
+
+            if (window && !window->WasActive)
+                ImGui::TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
+
+            unsigned int elem_offset = 0;
             for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++)
             {
-               if (pcmd->UserCallback == NULL && pcmd->ElemCount == 0)
-                  continue;
-               if (pcmd->UserCallback)
-               {
-                  ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
-                  continue;
-               }
-               ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
-               bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "Draw %4d %s vtx, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
-               if (show_clip_rects && ImGui::IsItemHovered())
-               {
-                  ImRect clip_rect = pcmd->ClipRect;
-                  ImRect vtxs_rect;
-                  for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)
-                     vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos);
-                  clip_rect.Floor(); overlay_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255, 255, 0, 255));
-                  vtxs_rect.Floor(); overlay_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255, 0, 255, 255));
-               }
-               if (!pcmd_node_open)
-                  continue;
-
-               // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
-               ImGuiListClipper clipper(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
-               while (clipper.Step())
-                  for (int prim = clipper.DisplayStart, vtx_i = elem_offset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
-                  {
-                     char buf[300];
-                     char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf);
-                     ImVec2 triangles_pos[3];
-                     for (int n = 0; n < 3; n++, vtx_i++)
-                     {
-                        ImDrawVert& v = draw_list->VtxBuffer[idx_buffer ? idx_buffer[vtx_i] : vtx_i];
-                        triangles_pos[n] = v.pos;
-                        buf_p += ImFormatString(buf_p, (int)(buf_end - buf_p), "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", (n == 0) ? "vtx" : "   ", vtx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
-                     }
-                     ImGui::Selectable(buf, false);
-                     if (ImGui::IsItemHovered())
-                     {
-                        ImDrawListFlags backup_flags = overlay_draw_list->Flags;
-                        overlay_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles.
-                        overlay_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255, 255, 0, 255), true, 1.0f);
-                        overlay_draw_list->Flags = backup_flags;
-                     }
-                  }
-               ImGui::TreePop();
+                if (pcmd->UserCallback == NULL && pcmd->ElemCount == 0)
+                    continue;
+                if (pcmd->UserCallback)
+                {
+                    ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
+                    continue;
+                }
+
+                ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
+                char buf[300];
+                ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d triangles, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
+                    pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,
+                    pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
+                bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
+                if (ImGui::IsItemHovered() && (show_drawcmd_mesh || show_drawcmd_aabb) && fg_draw_list)
+                    NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, show_drawcmd_mesh, show_drawcmd_aabb);
+                if (!pcmd_node_open)
+                    continue;
+
+                // Calculate approximate coverage area (touched pixel count)
+                // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
+                float total_area = 0.0f;
+                for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + pcmd->ElemCount); base_idx += 3)
+                {
+                    ImVec2 triangle[3];
+                    for (int n = 0; n < 3; n++)
+                        triangle[n] = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n)].pos;
+                    total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
+                }
+
+                // Display vertex information summary. Hover to get all triangles drawn in wire-frame
+                ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
+                ImGui::Selectable(buf);
+                if (ImGui::IsItemHovered() && fg_draw_list)
+                    NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, true, false);
+
+                // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
+                ImGuiListClipper clipper;
+                clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
+                while (clipper.Step())
+                    for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
+                    {
+                        char* buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf);
+                        ImVec2 triangle[3];
+                        for (int n = 0; n < 3; n++, idx_i++)
+                        {
+                            ImDrawVert& v = draw_list->VtxBuffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
+                            triangle[n] = v.pos;
+                            buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
+                                (n == 0) ? "Vert:" : "     ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
+                        }
+
+                        ImGui::Selectable(buf, false);
+                        if (fg_draw_list && ImGui::IsItemHovered())
+                        {
+                            ImDrawListFlags backup_flags = fg_draw_list->Flags;
+                            fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
+                            fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255,255,0,255), true, 1.0f);
+                            fg_draw_list->Flags = backup_flags;
+                        }
+                    }
+                ImGui::TreePop();
             }
             ImGui::TreePop();
-         }
-
-         static void NodeWindows(ImVector<ImGuiWindow*>& windows, const char* label)
-         {
+        }
+
+        static void NodeColumns(const ImGuiColumns* columns)
+        {
+            if (!ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
+                return;
+            ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
+            for (int column_n = 0; column_n < columns->Columns.Size; column_n++)
+                ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm));
+            ImGui::TreePop();
+        }
+
+        static void NodeWindows(ImVector<ImGuiWindow*>& windows, const char* label)
+        {
             if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size))
-               return;
-            for (int i = 0; i < windows.Size; i++)
-               Funcs::NodeWindow(windows[i], "Window");
+                return;
+            ImGui::Text("(In front-to-back order:)");
+            for (int i = windows.Size - 1; i >= 0; i--) // Iterate front to back
+            {
+                ImGui::PushID(windows[i]);
+                Funcs::NodeWindow(windows[i], "Window");
+                ImGui::PopID();
+            }
             ImGui::TreePop();
-         }
-
-         static void NodeWindow(ImGuiWindow* window, const char* label)
-         {
-            if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window))
-               return;
+        }
+
+        static void NodeWindow(ImGuiWindow* window, const char* label)
+        {
+            if (window == NULL)
+            {
+                ImGui::BulletText("%s: NULL", label);
+                return;
+            }
+
+            ImGuiContext& g = *GImGui;
+            const bool is_active = window->WasActive;
+            ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
+            if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
+            const bool open = ImGui::TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
+            if (!is_active) { PopStyleColor(); }
+            if (ImGui::IsItemHovered() && is_active)
+                ImGui::GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
+            if (!open)
+                return;
+
+            if (window->MemoryCompacted)
+                ImGui::TextDisabled("Note: some memory buffers have been compacted/freed.");
+
             ImGuiWindowFlags flags = window->Flags;
             NodeDrawList(window, window->DrawList, "DrawList");
-            ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y);
-            ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s..)", flags,
-               (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
-               (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "");
-            ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, GetScrollMaxX(window), window->Scroll.y, GetScrollMaxY(window));
-            ImGui::BulletText("Active: %d, WriteAccessed: %d", window->Active, window->WriteAccessed);
+            ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y);
+            ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
+                (flags & ImGuiWindowFlags_ChildWindow)  ? "Child " : "",      (flags & ImGuiWindowFlags_Tooltip)     ? "Tooltip "   : "",  (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
+                (flags & ImGuiWindowFlags_Modal)        ? "Modal " : "",      (flags & ImGuiWindowFlags_ChildMenu)   ? "ChildMenu " : "",  (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
+                (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
+            ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
+            ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
+            ImGui::BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
             ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask);
             ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
             if (!window->NavRectRel[0].IsInverted())
-               ImGui::BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y);
+                ImGui::BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y);
             else
-               ImGui::BulletText("NavRectRel[0]: <None>");
+                ImGui::BulletText("NavRectRel[0]: <None>");
             if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow");
             if (window->ParentWindow != NULL) NodeWindow(window->ParentWindow, "ParentWindow");
@@ -13408,61 +10569,282 @@
             if (window->ColumnsStorage.Size > 0 && ImGui::TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
             {
-               for (int n = 0; n < window->ColumnsStorage.Size; n++)
-               {
-                  const ImGuiColumnsSet* columns = &window->ColumnsStorage[n];
-                  if (ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
-                  {
-                     ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->MaxX - columns->MinX, columns->MinX, columns->MaxX);
-                     for (int column_n = 0; column_n < columns->Columns.Size; column_n++)
-                        ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, OffsetNormToPixels(columns, columns->Columns[column_n].OffsetNorm));
-                     ImGui::TreePop();
-                  }
-               }
-               ImGui::TreePop();
+                for (int n = 0; n < window->ColumnsStorage.Size; n++)
+                    NodeColumns(&window->ColumnsStorage[n]);
+                ImGui::TreePop();
             }
-            ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair));
+            NodeStorage(&window->StateStorage, "Storage");
             ImGui::TreePop();
-         }
-      };
-
-      // Access private state, we are going to display the draw lists from last frame
-      ImGuiContext& g = *GImGui;
-      Funcs::NodeWindows(g.Windows, "Windows");
-      if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size))
-      {
-         for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++)
+        }
+
+        static void NodeWindowSettings(ImGuiWindowSettings* settings)
+        {
+            ImGui::Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
+                settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
+        }
+
+        static void NodeTabBar(ImGuiTabBar* tab_bar)
+        {
+            // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
+            char buf[256];
+            char* p = buf;
+            const char* buf_end = buf + IM_ARRAYSIZE(buf);
+            const bool is_active = (tab_bar->PrevFrameVisible >= ImGui::GetFrameCount() - 2);
+            p += ImFormatString(p, buf_end - p, "Tab Bar 0x%08X (%d tabs)%s", tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
+            IM_UNUSED(p);
+            if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
+            bool open = ImGui::TreeNode(tab_bar, "%s", buf);
+            if (!is_active) { PopStyleColor(); }
+            if (is_active && ImGui::IsItemHovered())
+            {
+                ImDrawList* draw_list = ImGui::GetForegroundDrawList();
+                draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
+                draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
+                draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
+            }
+            if (open)
+            {
+                for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+                {
+                    const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+                    ImGui::PushID(tab);
+                    if (ImGui::SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } ImGui::SameLine(0, 2);
+                    if (ImGui::SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } ImGui::SameLine();
+                    ImGui::Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "", tab->Offset, tab->Width, tab->ContentWidth);
+                    ImGui::PopID();
+                }
+                ImGui::TreePop();
+            }
+        }
+
+        static void NodeStorage(ImGuiStorage* storage, const char* label)
+        {
+            if (!ImGui::TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
+                return;
+            for (int n = 0; n < storage->Data.Size; n++)
+            {
+                const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n];
+                ImGui::BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
+            }
+            ImGui::TreePop();
+        }
+    };
+
+    // Tools
+    if (ImGui::TreeNode("Tools"))
+    {
+        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
+        if (ImGui::Button("Item Picker.."))
+            ImGui::DebugStartItemPicker();
+        ImGui::SameLine();
+        MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
+
+        ImGui::Checkbox("Show windows begin order", &show_windows_begin_order);
+        ImGui::Checkbox("Show windows rectangles", &show_windows_rects);
+        ImGui::SameLine();
+        ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12);
+        show_windows_rects |= ImGui::Combo("##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count, WRT_Count);
+        if (show_windows_rects && g.NavWindow)
+        {
+            ImGui::BulletText("'%s':", g.NavWindow->Name);
+            ImGui::Indent();
+            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
+            {
+                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
+                ImGui::Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
+            }
+            ImGui::Unindent();
+        }
+        ImGui::Checkbox("Show mesh when hovering ImDrawCmd", &show_drawcmd_mesh);
+        ImGui::Checkbox("Show bounding boxes when hovering ImDrawCmd", &show_drawcmd_aabb);
+        ImGui::TreePop();
+    }
+
+    // Contents
+    Funcs::NodeWindows(g.Windows, "Windows");
+    //Funcs::NodeWindows(g.WindowsFocusOrder, "WindowsFocusOrder");
+    if (ImGui::TreeNode("DrawLists", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size))
+    {
+        for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++)
             Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList");
-         ImGui::TreePop();
-      }
-      if (ImGui::TreeNode("Popups", "Open Popups Stack (%d)", g.OpenPopupStack.Size))
-      {
-         for (int i = 0; i < g.OpenPopupStack.Size; i++)
-         {
+        ImGui::TreePop();
+    }
+
+    // Details for Popups
+    if (ImGui::TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
+    {
+        for (int i = 0; i < g.OpenPopupStack.Size; i++)
+        {
             ImGuiWindow* window = g.OpenPopupStack[i].Window;
             ImGui::BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : "");
-         }
-         ImGui::TreePop();
-      }
-      if (ImGui::TreeNode("Internal state"))
-      {
-         const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
-         ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
-         ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
-         ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec)", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
-         ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), ActiveIdSource: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, input_source_names[g.ActiveIdSource]);
-         ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
-         ImGui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
-         ImGui::Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
-         ImGui::Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
-         ImGui::Text("NavInputSource: %s", input_source_names[g.NavInputSource]);
-         ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
-         ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId);
-         ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
-         ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
-         ImGui::TreePop();
-      }
-   }
-   ImGui::End();
-}
+        }
+        ImGui::TreePop();
+    }
+
+    // Details for TabBars
+    if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetSize()))
+    {
+        for (int n = 0; n < g.TabBars.GetSize(); n++)
+            Funcs::NodeTabBar(g.TabBars.GetByIndex(n));
+        ImGui::TreePop();
+    }
+
+    // Details for Tables
+    IM_UNUSED(trt_rects_names);
+    IM_UNUSED(show_tables_rects);
+    IM_UNUSED(show_tables_rect_type);
+#ifdef IMGUI_HAS_TABLE
+    if (ImGui::TreeNode("Tables", "Tables (%d)", g.Tables.GetSize()))
+    {
+        for (int n = 0; n < g.Tables.GetSize(); n++)
+            Funcs::NodeTable(g.Tables.GetByIndex(n));
+        ImGui::TreePop();
+    }
+#endif // #ifdef IMGUI_HAS_TABLE
+
+    // Details for Docking
+#ifdef IMGUI_HAS_DOCK
+    if (ImGui::TreeNode("Dock nodes"))
+    {
+        ImGui::TreePop();
+    }
+#endif // #ifdef IMGUI_HAS_DOCK
+
+    // Settings
+    if (ImGui::TreeNode("Settings"))
+    {
+        if (ImGui::SmallButton("Clear"))
+            ImGui::ClearIniSettings();
+        ImGui::SameLine();
+        if (ImGui::SmallButton("Save to memory"))
+            ImGui::SaveIniSettingsToMemory();
+        ImGui::SameLine();
+        if (ImGui::SmallButton("Save to disk"))
+            ImGui::SaveIniSettingsToDisk(g.IO.IniFilename);
+        ImGui::SameLine();
+        if (g.IO.IniFilename)
+            ImGui::Text("\"%s\"", g.IO.IniFilename);
+        else
+            ImGui::TextUnformatted("<NULL>");
+        ImGui::Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
+        if (ImGui::TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
+        {
+            for (int n = 0; n < g.SettingsHandlers.Size; n++)
+                ImGui::BulletText("%s", g.SettingsHandlers[n].TypeName);
+            ImGui::TreePop();
+        }
+        if (ImGui::TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
+        {
+            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+                Funcs::NodeWindowSettings(settings);
+            ImGui::TreePop();
+        }
+
+#ifdef IMGUI_HAS_TABLE
+        if (ImGui::TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
+        {
+            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
+                Funcs::NodeTableSettings(settings);
+            ImGui::TreePop();
+        }
+#endif // #ifdef IMGUI_HAS_TABLE
+
+#ifdef IMGUI_HAS_DOCK
+#endif // #ifdef IMGUI_HAS_DOCK
+
+        if (ImGui::TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
+        {
+            ImGui::InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, 0.0f), ImGuiInputTextFlags_ReadOnly);
+            ImGui::TreePop();
+        }
+        ImGui::TreePop();
+    }
+
+    // Misc Details
+    if (ImGui::TreeNode("Internal state"))
+    {
+        const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
+
+        ImGui::Text("WINDOWING");
+        ImGui::Indent();
+        ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
+        ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
+        ImGui::Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
+        ImGui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
+        ImGui::Unindent();
+
+        ImGui::Text("ITEMS");
+        ImGui::Indent();
+        ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]);
+        ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
+        ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
+        ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
+        ImGui::Unindent();
+
+        ImGui::Text("NAV,FOCUS");
+        ImGui::Indent();
+        ImGui::Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
+        ImGui::Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
+        ImGui::Text("NavInputSource: %s", input_source_names[g.NavInputSource]);
+        ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
+        ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId);
+        ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
+        ImGui::Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
+        ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
+        ImGui::Unindent();
+
+        ImGui::TreePop();
+    }
+
+    // Overlay: Display windows Rectangles and Begin Order
+    if (show_windows_rects || show_windows_begin_order)
+    {
+        for (int n = 0; n < g.Windows.Size; n++)
+        {
+            ImGuiWindow* window = g.Windows[n];
+            if (!window->WasActive)
+                continue;
+            ImDrawList* draw_list = GetForegroundDrawList(window);
+            if (show_windows_rects)
+            {
+                ImRect r = Funcs::GetWindowRect(window, show_windows_rect_type);
+                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
+            }
+            if (show_windows_begin_order && !(window->Flags & ImGuiWindowFlags_ChildWindow))
+            {
+                char buf[32];
+                ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
+                float font_size = ImGui::GetFontSize();
+                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
+                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
+            }
+        }
+    }
+
+#ifdef IMGUI_HAS_TABLE
+    // Overlay: Display Tables Rectangles
+    if (show_tables_rects)
+    {
+        for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++)
+        {
+            ImGuiTable* table = g.Tables.GetByIndex(table_n);
+        }
+    }
+#endif // #ifdef IMGUI_HAS_TABLE
+
+#ifdef IMGUI_HAS_DOCK
+    // Overlay: Display Docking info
+    if (show_docking_nodes && g.IO.KeyCtrl)
+    {
+    }
+#endif // #ifdef IMGUI_HAS_DOCK
+
+    ImGui::End();
+}
+
+#else
+
+void ImGui::ShowMetricsWindow(bool*) { }
+
+#endif
 
 //-----------------------------------------------------------------------------
@@ -13475,2 +10857,4 @@
 
 //-----------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE
