[
  {
    "path": ".gitignore",
    "content": "CMakeCache.txt\nCMakeFiles\nCMakeScripts\nMakefile\ncmake_install.cmake\ninstall_manifest.txt\nCTestTestfile.cmake\nunix/*\nbuild/*\n.vscode/*\n"
  },
  {
    "path": "CMakeLists.txt",
    "content": "cmake_minimum_required(VERSION 3.2 FATAL_ERROR)\n\nget_filename_component(SAMPLE_PROJECT \"${CMAKE_CURRENT_SOURCE_DIR}\" NAME)\n\nproject(${SAMPLE_PROJECT} LANGUAGES C CXX)\n\nMESSAGE( STATUS \"Location: \" ${CMAKE_CURRENT_SOURCE_DIR} )\n\nlist(APPEND CMAKE_MODULE_PATH \"${CMAKE_CURRENT_SOURCE_DIR}\")\n\nset(CMAKE_EXPORT_COMPILE_COMMANDS ON) # Export compilation data-base\n\n# Target for fetching packages\nadd_custom_target(fetch_packages)\n\ninclude(FindPackageHandleStandardArgs)\n\ninclude(${CMAKE_CURRENT_SOURCE_DIR}/shared.cmake)\n\nfind_path(LIBOAUTH_INCLUDE_DIR oauth.h\n\tPATH_SUFFIXES liboauth)\n\nfind_library(LIBOAUTH_LIBRARY NAMES oauth)\n\nset(LIBOAUTH_LIBRARIES ${LIBOAUTH_LIBRARY})\nset(LIBOAUTH_INCLUDE_DIRS ${LIBOAUTH_INCLUDE_DIR})\n\nfind_package_handle_standard_args(liboauth DEFAULT_MSG\n\tLIBOAUTH_LIBRARY LIBOAUTH_INCLUDE_DIR)\nmark_as_advanced(LIBOAUTH INCLUDE_DIR LIBOAUTH_LIBRARY)\n\nMESSAGE( STATUS \"LIBOAUTH_INCLUDE_DIRS: \" ${LIBOAUTH_INCLUDE_DIRS} )\n\nfind_package(CURL REQUIRED)\nMESSAGE( STATUS \"CURL_INCLUDE_DIRS: \" ${CURL_INCLUDE_DIRS} )\n\nfind_package(OpenGL REQUIRED)\nMESSAGE( STATUS \"OPENGL_INCLUDE_DIR: \" ${OPENGL_INCLUDE_DIR} )\nMESSAGE( STATUS \"OPENGL_LIBRARIES: \" ${OPENGL_LIBRARIES} )\n\nfind_package(GLEW REQUIRED)\nMESSAGE( STATUS \"GLEW_INCLUDE_DIRS: \" ${GLEW_INCLUDE_DIRS} )\nMESSAGE( STATUS \"GLEW_LIBRARIES: \" ${GLEW_LIBRARIES} )\nif (GLEW_FOUND AND GLEW_CONFIG)\nif (NOT DEFINED GLEW_INCLUDE_DIRS OR NOT DEFINED GLEW_LIBRARIES)\nMESSAGE( FATAL_ERROR \"found a bad GLEW_CONFIG: \" ${GLEW_CONFIG} )\nendif()\nendif()\n\nfind_package(SDL2 REQUIRED)\nstring(STRIP ${SDL2_LIBRARIES} SDL2_LIBRARIES)\n\nMESSAGE( STATUS \"SDL2_INCLUDE_DIRS: \" ${SDL2_INCLUDE_DIRS} )\nMESSAGE( STATUS \"SDL2_LIBRARIES: \" ${SDL2_LIBRARIES} )\n\nfind_package(SDL2_mixer REQUIRED)\n#string(STRIP ${SDLMIXER_LIBRARIES} SDLMIXER_LIBRARIES)\n\nMESSAGE( STATUS \"SDLMIXER_INCLUDE_DIR: \" ${SDLMIXER_INCLUDE_DIR} )\n\nfind_package(range-v3 REQUIRED)\nMESSAGE( STATUS \"range-v3_INCLUDE_DIRS: \" ${range-v3_INCLUDE_DIR} )\n\nfind_package(rxcpp REQUIRED)\nMESSAGE( STATUS \"rxcpp_INCLUDE_DIRS: \" ${rxcpp_INCLUDE_DIR} )\n\nfind_package(jsoncpp REQUIRED)\nMESSAGE( STATUS \"jsoncpp_INCLUDE_DIR: \" ${jsoncpp_INCLUDE_DIR} )\n\n# define the sources\nset(SAMPLE_SOURCES\n    ${CMAKE_CURRENT_SOURCE_DIR}/main.cpp\n    ${CMAKE_CURRENT_SOURCE_DIR}/imgui/imgui.cpp\n    ${CMAKE_CURRENT_SOURCE_DIR}/imgui/imgui_draw.cpp\n    ${CMAKE_CURRENT_SOURCE_DIR}/imgui/imgui_demo.cpp\n    ${CMAKE_CURRENT_SOURCE_DIR}/imgui/imgui_impl_sdl_gl3.cpp\n)\n\n# define the resources\nset(SAMPLE_RESOURCES\n    ${CMAKE_CURRENT_SOURCE_DIR}/imgui.ini\n    ${CMAKE_CURRENT_SOURCE_DIR}/NotoMono-Regular.ttf\n    ${CMAKE_CURRENT_SOURCE_DIR}/NotoSansSymbols-Regular.ttf\n    ${CMAKE_CURRENT_SOURCE_DIR}/dot.wav\n)\n\nadd_executable(${SAMPLE_PROJECT} ${SAMPLE_SOURCES} ${SAMPLE_RESOURCES})\n\ntarget_compile_options(${SAMPLE_PROJECT} PUBLIC ${SHARED_COMPILE_OPTIONS})\ntarget_compile_features(${SAMPLE_PROJECT} PUBLIC ${SHARED_COMPILE_FEATURES})\n\ntarget_include_directories(${SAMPLE_PROJECT} PUBLIC \n    ${rxcpp_INCLUDE_DIR} \n    ${range-v3_INCLUDE_DIR} \n    ${LIBOAUTH_INCLUDE_DIRS} \n    ${CURL_INCLUDE_DIRS} \n    ${OPENGL_INCLUDE_DIR} \n    ${SDL2_INCLUDE_DIRS} \n    ${SDLMIXER_INCLUDE_DIR} \n    ${GLEW_INCLUDE_DIR} \n    ${jsoncpp_INCLUDE_DIR})\n\ntarget_link_libraries(${SAMPLE_PROJECT} \n    ${CMAKE_THREAD_LIBS_INIT} \n    ${LIBOAUTH_LIBRARY} \n    ${CURL_LIBRARIES} \n    ${OPENGL_LIBRARIES} \n    ${SDL2_LIBRARIES} \n    ${SDLMIXER_LIBRARY} \n    ${GLEW_LIBRARIES})\n\nset_target_properties(${SAMPLE_PROJECT} PROPERTIES MACOSX_BUNDLE TRUE)\nset_target_properties(${SAMPLE_PROJECT} PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME TwitterAnalysis)\nset_target_properties(${SAMPLE_PROJECT} PROPERTIES MACOSX_BUNDLE_COPYRIGHT \"Copyright 2017 Kirk Shoop\")\n\nset_source_files_properties(${SAMPLE_RESOURCES} PROPERTIES \n    HEADER_FILE_ONLY ON\n    MACOSX_PACKAGE_LOCATION Resources)\n\n# set(Boost_USE_STATIC_LIBS OFF)\n# set(Boost_USE_MULTITHREADED ON)\n# set(Boost_USE_STATIC_RUNTIME OFF)\n# find_package(Boost COMPONENTS thread) \n\n# MESSAGE( STATUS \"Boost_VERSION: \" ${Boost_VERSION} )\n\n# set(FUTURE_PROJECT\n#     future)\n\n# add_executable(${FUTURE_PROJECT} future.cpp ${SAMPLE_RESOURCES})\n\n# target_compile_options(${FUTURE_PROJECT} PUBLIC ${SHARED_COMPILE_OPTIONS})\n# target_compile_features(${FUTURE_PROJECT} PUBLIC ${SHARED_COMPILE_FEATURES})\n# target_compile_definitions(${FUTURE_PROJECT} PUBLIC \n#     BOOST_THREAD_VERSION=4 \n#     BOOST_THREAD_PROVIDES_FUTURE_CONTINUATION=1)\n\n# target_include_directories(${FUTURE_PROJECT} SYSTEM PUBLIC \n#     ${Boost_INCLUDE_DIRS}\n#     ${range-v3_INCLUDE_DIR} \n#     ${LIBOAUTH_INCLUDE_DIRS} \n#     ${CURL_INCLUDE_DIRS}\n#     ${jsoncpp_INCLUDE_DIR})\n\n# target_link_libraries(${FUTURE_PROJECT} \n#     ${Boost_LIBRARIES}\n#     ${CMAKE_THREAD_LIBS_INIT} \n#     ${LIBOAUTH_LIBRARY} \n#     ${CURL_LIBRARIES})\n\n# configure unit tests via CTest\nenable_testing()\nset(CTEST_CONFIGURATION_TYPE \"${JOB_BUILD_CONFIGURATION}\")\n\nadd_test(NAME RunTests\n     WORKING_DIRECTORY \"${CMAKE_CURRENT_BINARY_DIR}\"\n     COMMAND ${SAMPLE_PROJECT} ${TEST_ARGS})\n"
  },
  {
    "path": "FindSDL2_mixer.cmake",
    "content": "# https://raw.githubusercontent.com/ksterker/adonthell/master/config/FindSDL2_mixer.cmake\n#\n# this module look for SDL2_Mixer (http://www.libsdl.org) support\n# it will define the following values\n#\n# SDLMIXER_INCLUDE_DIR  = where SDL_mixer.h can be found\n# SDLMIXER_LIBRARY      = the library to link against SDL2_mixer\n# SDLMIXER_FOUND        = set to 1 if SDL2_mixer is found\n#\n\nIF(SDL2_Mixer_INCLUDE_DIRS)\n\n  FIND_PATH(SDLMIXER_INCLUDE_DIR SDL2/SDL_mixer.h ${SDL2_Mixer_INCLUDE_DIRS})\n  FIND_LIBRARY(SDLMIXER_LIBRARY SDL2_mixer ${SDL2_Mixer_LIBRARY_DIRS})\n\nELSE(SDL2_Mixer_INCLUDE_DIRS)\n\n  SET(TRIAL_LIBRARY_PATHS\n    $ENV{SDL2_MIXER_HOME}/lib\n    /usr/lib\n    /usr/local/lib\n    /sw/lib\n  ) \n  SET(TRIAL_INCLUDE_PATHS\n    $ENV{SDL2_MIXER_HOME}/include/SDL2\n    /usr/include/SDL2\n    /usr/local/include/SDL2\n    /sw/include/SDL2\n  ) \n\n  FIND_LIBRARY(SDLMIXER_LIBRARY SDL2_mixer ${TRIAL_LIBRARY_PATHS})\n  FIND_PATH(SDLMIXER_INCLUDE_DIR SDL_mixer.h ${TRIAL_INCLUDE_PATHS})\n\nENDIF(SDL2_Mixer_INCLUDE_DIRS)\n\nIF(SDLMIXER_INCLUDE_DIR AND SDLMIXER_LIBRARY)\n  SET(SDLMIXER_FOUND 1 CACHE BOOL \"Found SDL2_Mixer library\")\nELSE(SDLMIXER_INCLUDE_DIR AND SDLMIXER_LIBRARY)\n  SET(SDLMIXER_FOUND 0 CACHE BOOL \"Not found SDL2_Mixer library\")\nENDIF(SDLMIXER_INCLUDE_DIR AND SDLMIXER_LIBRARY)\n\nMARK_AS_ADVANCED(\n  SDLMIXER_INCLUDE_DIR \n  SDLMIXER_LIBRARY \n  SDLMIXER_FOUND\n)"
  },
  {
    "path": "Findjsoncpp.cmake",
    "content": "# Copyright Gonzalo Brito Gadeschi 2015\n# Copyright Kirk Shoop 2017\n# Distributed under the Boost Software License, Version 1.0.\n# (See accompanying file LICENSE.md or copy at http://boost.org/LICENSE_1_0.txt)\n#\n# Find the jsoncpp include directory\n# The following variables are set if jsoncpp is found.\n#  jsoncpp_FOUND        - True when the jsoncpp include directory is found.\n#  jsoncpp_INCLUDE_DIR  - The path to where the meta include files are.\n# If jsoncpp is not found, jsoncpp_FOUND is set to false.\n\n# https://github.com/gnzlbg/ndtree/blob/master/cmake/\n\nfind_package(PkgConfig)\n\nif(NOT EXISTS \"${jsoncpp_INCLUDE_DIR}\")\n  find_path(jsoncpp_INCLUDE_DIR\n    NAMES json.hpp \n    DOC \"jsoncpp library header files\"\n    )\nendif()\n\nif(EXISTS \"${jsoncpp_INCLUDE_DIR}/json.hpp\")\n  include(FindPackageHandleStandardArgs)\n  mark_as_advanced(jsoncpp_INCLUDE_DIR)\nelse()\n  include(ExternalProject)\n  ExternalProject_Add(jsoncpp\n    GIT_REPOSITORY https://github.com/nlohmann/json.git\n    TIMEOUT 5\n    CMAKE_ARGS -DCMAKE_CXX_COMPILER=${CMAKE_CXX_COMPILER} -DCMAKE_CXX_FLAGS=${CMAKE_CXX_FLAGS}\n    PREFIX \"${CMAKE_CURRENT_BINARY_DIR}\"\n    CONFIGURE_COMMAND \"\" # Disable configure step\n    BUILD_COMMAND \"\" # Disable build step\n    INSTALL_COMMAND \"\" # Disable install step\n    UPDATE_COMMAND \"\" # Disable update step: clones the project only once\n    )\n  \n  # Specify include dir\n  ExternalProject_Get_Property(jsoncpp source_dir)\n  set(jsoncpp_INCLUDE_DIR ${source_dir}/include)\nendif()\n\nif(EXISTS \"${jsoncpp_INCLUDE_DIR}\")\n  set(jsoncpp_FOUND 1)\nelse()\n  set(jsoncpp_FOUND 0)\nendif()\n"
  },
  {
    "path": "Findrange-v3.cmake",
    "content": "# Copyright Gonzalo Brito Gadeschi 2015\n# Distributed under the Boost Software License, Version 1.0.\n# (See accompanying file LICENSE.md or copy at http://boost.org/LICENSE_1_0.txt)\n#\n# Find the range-v3 include directory\n# The following variables are set if range-v3 is found.\n#  range-v3_FOUND        - True when the range-v3 include directory is found.\n#  range-v3_INCLUDE_DIR  - The path to where the meta include files are.\n# If range-v3 is not found, range-v3_FOUND is set to false.\n\n# https://github.com/gnzlbg/ndtree/blob/master/cmake/Findrange-v3.cmake\n\nfind_package(PkgConfig)\n\nif(NOT EXISTS \"${range-v3_INCLUDE_DIR}\")\n  find_path(range-v3_INCLUDE_DIR\n    NAMES range/v3/range.hpp \n    DOC \"range-v3 library header files\"\n    )\nendif()\n\nif(EXISTS \"${range-v3_INCLUDE_DIR}\")\n  include(FindPackageHandleStandardArgs)\n  mark_as_advanced(range-v3_INCLUDE_DIR)\nelse()\n  include(ExternalProject)\n  ExternalProject_Add(range-v3\n    GIT_REPOSITORY https://github.com/ericniebler/range-v3.git\n    TIMEOUT 5\n    CMAKE_ARGS -DCMAKE_CXX_COMPILER=${CMAKE_CXX_COMPILER} -DCMAKE_CXX_FLAGS=${CMAKE_CXX_FLAGS}\n    PREFIX \"${CMAKE_CURRENT_BINARY_DIR}\"\n    CONFIGURE_COMMAND \"\" # Disable configure step\n    BUILD_COMMAND \"\" # Disable build step\n    INSTALL_COMMAND \"\" # Disable install step\n    UPDATE_COMMAND \"\" # Disable update step: clones the project only once\n    )\n  \n  # Specify include dir\n  ExternalProject_Get_Property(range-v3 source_dir)\n  set(range-v3_INCLUDE_DIR ${source_dir}/include)\nendif()\n\nif(EXISTS \"${range-v3_INCLUDE_DIR}\")\n  set(range-v3_FOUND 1)\nelse()\n  set(range-v3_FOUND 0)\nendif()\n"
  },
  {
    "path": "Findrxcpp.cmake",
    "content": "# Copyright Gonzalo Brito Gadeschi 2015\n# Copyright Kirk Shoop 2016\n# Distributed under the Boost Software License, Version 1.0.\n# (See accompanying file LICENSE.md or copy at http://boost.org/LICENSE_1_0.txt)\n#\n# Find the rxcpp include directory\n# The following variables are set if rxcpp is found.\n#  rxcpp_FOUND        - True when the rxcpp include directory is found.\n#  rxcpp_INCLUDE_DIR  - The path to where the meta include files are.\n# If rxcpp is not found, rxcpp_FOUND is set to false.\n\n# https://github.com/gnzlbg/ndtree/blob/master/cmake/Findrange-v3.cmake\n\nfind_package(PkgConfig)\n\nif(NOT EXISTS \"${rxcpp_INCLUDE_DIR}\")\n  find_path(rxcpp_INCLUDE_DIR\n    NAMES rxcpp/rx.hpp \n    DOC \"rxcpp library header files\"\n    )\nendif()\n\nif(EXISTS \"${rxcpp_INCLUDE_DIR}\")\n  include(FindPackageHandleStandardArgs)\n  mark_as_advanced(rxcpp_INCLUDE_DIR)\nelse()\n  include(ExternalProject)\n  ExternalProject_Add(rxcpp\n    GIT_REPOSITORY https://github.com/Reactive-Extensions/RxCpp.git\n    TIMEOUT 5\n    CMAKE_ARGS -DCMAKE_CXX_COMPILER=${CMAKE_CXX_COMPILER} -DCMAKE_CXX_FLAGS=${CMAKE_CXX_FLAGS}\n    PREFIX \"${CMAKE_CURRENT_BINARY_DIR}\"\n    CONFIGURE_COMMAND \"\" # Disable configure step\n    BUILD_COMMAND \"\" # Disable build step\n    INSTALL_COMMAND \"\" # Disable install step\n    UPDATE_COMMAND \"\" # Disable update step: clones the project only once\n    )\n  \n  # Specify include dir\n  ExternalProject_Get_Property(rxcpp source_dir)\n  set(rxcpp_INCLUDE_DIR ${source_dir}/Rx/v2/src)\nendif()\n\nif(EXISTS \"${rxcpp_INCLUDE_DIR}\")\n  set(rxcpp_FOUND 1)\nelse()\n  set(rxcpp_FOUND 0)\nendif()\n"
  },
  {
    "path": "LICENSE",
    "content": "MIT License\n\nCopyright (c) 2016 Kirk Shoop\n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n"
  },
  {
    "path": "LICENSE_OFL.txt",
    "content": "This Font Software is licensed under the SIL Open Font License,\nVersion 1.1.\n\nThis license is copied below, and is also available with a FAQ at:\nhttp://scripts.sil.org/OFL\n\n-----------------------------------------------------------\nSIL OPEN FONT LICENSE Version 1.1 - 26 February 2007\n-----------------------------------------------------------\n\nPREAMBLE\nThe goals of the Open Font License (OFL) are to stimulate worldwide\ndevelopment of collaborative font projects, to support the font\ncreation efforts of academic and linguistic communities, and to\nprovide a free and open framework in which fonts may be shared and\nimproved in partnership with others.\n\nThe OFL allows the licensed fonts to be used, studied, modified and\nredistributed freely as long as they are not sold by themselves. The\nfonts, including any derivative works, can be bundled, embedded,\nredistributed and/or sold with any software provided that any reserved\nnames are not used by derivative works. The fonts and derivatives,\nhowever, cannot be released under any other type of license. The\nrequirement for fonts to remain under this license does not apply to\nany document created using the fonts or their derivatives.\n\nDEFINITIONS\n\"Font Software\" refers to the set of files released by the Copyright\nHolder(s) under this license and clearly marked as such. This may\ninclude source files, build scripts and documentation.\n\n\"Reserved Font Name\" refers to any names specified as such after the\ncopyright statement(s).\n\n\"Original Version\" refers to the collection of Font Software\ncomponents as distributed by the Copyright Holder(s).\n\n\"Modified Version\" refers to any derivative made by adding to,\ndeleting, or substituting -- in part or in whole -- any of the\ncomponents of the Original Version, by changing formats or by porting\nthe Font Software to a new environment.\n\n\"Author\" refers to any designer, engineer, programmer, technical\nwriter or other person who contributed to the Font Software.\n\nPERMISSION & CONDITIONS\nPermission is hereby granted, free of charge, to any person obtaining\na copy of the Font Software, to use, study, copy, merge, embed,\nmodify, redistribute, and sell modified and unmodified copies of the\nFont Software, subject to the following conditions:\n\n1) Neither the Font Software nor any of its individual components, in\nOriginal or Modified Versions, may be sold by itself.\n\n2) Original or Modified Versions of the Font Software may be bundled,\nredistributed and/or sold with any software, provided that each copy\ncontains the above copyright notice and this license. These can be\nincluded either as stand-alone text files, human-readable headers or\nin the appropriate machine-readable metadata fields within text or\nbinary files as long as those fields can be easily viewed by the user.\n\n3) No Modified Version of the Font Software may use the Reserved Font\nName(s) unless explicit written permission is granted by the\ncorresponding Copyright Holder. This restriction only applies to the\nprimary font name as presented to the users.\n\n4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font\nSoftware shall not be used to promote, endorse or advertise any\nModified Version, except to acknowledge the contribution(s) of the\nCopyright Holder(s) and the Author(s) or with their explicit written\npermission.\n\n5) The Font Software, modified or unmodified, in part or in whole,\nmust be distributed entirely under this license, and must not be\ndistributed under any other license. The requirement for fonts to\nremain under this license does not apply to any document created using\nthe Font Software.\n\nTERMINATION\nThis license becomes null and void if any of the above conditions are\nnot met.\n\nDISCLAIMER\nTHE FONT SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\nEXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF\nMERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT\nOF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE\nCOPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,\nINCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL\nDAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\nFROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM\nOTHER DEALINGS IN THE FONT SOFTWARE.\n"
  },
  {
    "path": "README.md",
    "content": "# twitter\n\n### rxcpp example of live twitter analysis\n\n[![president-elect](https://img.youtube.com/vi/QFcy-jQpvBg/0.jpg)](https://www.youtube.com/watch?v=QFcy-jQpvBg)\n\nThis project was inspired by a [talk](https://blog.niallconnaughton.com/2016/10/25/ndc-sydney-talk/) by @nconnaughton - [github](https://github.com/NiallConnaughton/rx-realtime-twitter), [twitter](https://twitter.com/nconnaughton) \n\nThe goal for this app is to show rxcpp usage and explore machine learning on live data.\n\nThis app demonstrates how multi-thread code can be written using rxcpp to hide all the primitives. thread, mutex, etc.. are all hidden behind the algorithms.\n\nCMake is used for the build. There are dependencies on several libraries. (curl, oauth, sdl2, opengl, GLEW, nlohmann/json, Range-v3)\n\nThis project has only been built and tested on OS X, but it should be portable to other environments.\n\nHere is a video of an older version running during the seahawks vs eagales game\n[![baldwin pass to wilson](https://img.youtube.com/vi/QkvCzShHyVU/0.jpg)](https://www.youtube.com/watch?v=QkvCzShHyVU)\n\nI also uploaded a video of an even older version of the app running on election night 2016\n[![election 2016 live twitter](https://img.youtube.com/vi/ewvW4fYE4aQ/0.jpg)](https://www.youtube.com/watch?v=ewvW4fYE4aQ)\n"
  },
  {
    "path": "future.cpp",
    "content": "/*\n * Getting timelines by Twitter Streaming API\n * from: https://gist.github.com/komasaru/9c78a278f6916548f146\n */\n#include <iostream>\n#include <stdio.h>\n#include <stdlib.h>\n#include <unistd.h>\n\n#include <sstream>\n#include <fstream>\n#include <regex>\n#include <random>\n#include <string>\n#include <unordered_set>\n#include <unordered_map>\n\nusing namespace std;\nusing namespace std::chrono;\n\n#include <boost/thread.hpp>\nusing boost::async;\nusing boost::future;\nusing boost::promise;\n\n#include <oauth.h>\n#include <curl/curl.h>\n\n#include <range/v3/all.hpp>\n\n#include <json.hpp>\nusing json=nlohmann::json;\n\nenum class Split {\n    KeepDelimiter,\n    RemoveDelimiter,\n    OnlyDelimiter\n};\nauto split = [](string s, string d, Split m = Split::KeepDelimiter){\n    regex delim(d);\n    cregex_token_iterator cursor(&s[0], &s[0] + s.size(), delim, m == Split::KeepDelimiter ? initializer_list<int>({-1, 0}) : (m == Split::RemoveDelimiter ? initializer_list<int>({-1}) : initializer_list<int>({0})));\n    cregex_token_iterator end;\n    vector<string> splits(cursor, end);\n    return splits;\n};\n\nauto isEndOfTweet = [](const string& s){\n    if (s.size() < 2) return false;\n    auto it0 = s.begin() + (s.size() - 2);\n    auto it1 = s.begin() + (s.size() - 1);\n    return *it0 == '\\r' && *it1 == '\\n';\n};\n\ninline string tweettext(const json& tweet) {\n    if (!!tweet.count(\"extended_tweet\")) {\n        auto ex = tweet[\"extended_tweet\"];\n        if (!!ex.count(\"full_text\") && ex[\"full_text\"].is_string()) {\n            return ex[\"full_text\"];\n        }\n    }\n    if (!!tweet.count(\"text\") && tweet[\"text\"].is_string()) {\n        return tweet[\"text\"];\n    }\n    return {};\n}\n\ninline string tolower(string s) {\n    transform(s.begin(), s.end(), s.begin(), [=](char c){return std::tolower(c);});\n    return s;\n}\n\ninline vector<string> splitwords(const string& text) {\n\n    static const unordered_set<string> ignoredWords{\n    // added\n    \"rt\", \"like\", \"just\", \"tomorrow\", \"new\", \"year\", \"month\", \"day\", \"today\", \"make\", \"let\", \"want\", \"did\", \"going\", \"good\", \"really\", \"know\", \"people\", \"got\", \"life\", \"need\", \"say\", \"doing\", \"great\", \"right\", \"time\", \"best\", \"happy\", \"stop\", \"think\", \"world\", \"watch\", \"gonna\", \"remember\", \"way\",\n    \"better\", \"team\", \"check\", \"feel\", \"talk\", \"hurry\", \"look\", \"live\", \"home\", \"game\", \"run\", \"i'm\", \"you're\", \"person\", \"house\", \"real\", \"thing\", \"lol\", \"has\", \"things\", \"that's\", \"thats\", \"fine\", \"i've\", \"you've\", \"y'all\", \"didn't\", \"said\", \"come\", \"coming\", \"haven't\", \"won't\", \"can't\", \"don't\", \n    \"shouldn't\", \"hasn't\", \"doesn't\", \"i'd\", \"it's\", \"i'll\", \"what's\", \"we're\", \"you'll\", \"let's'\", \"lets\", \"vs\", \"win\", \"says\", \"tell\", \"follow\", \"comes\", \"look\", \"looks\", \"post\", \"join\", \"add\", \"does\", \"went\", \"sure\", \"wait\", \"seen\", \"told\", \"yes\", \"video\", \"lot\", \"looks\", \"long\",\n    \"e280a6\", \"\\xe2\\x80\\xa6\",\n    // http://xpo6.com/list-of-english-stop-words/\n    \"a\", \"about\", \"above\", \"above\", \"across\", \"after\", \"afterwards\", \"again\", \"against\", \"all\", \"almost\", \"alone\", \"along\", \"already\", \"also\",\"although\",\"always\",\"am\",\"among\", \"amongst\", \"amoungst\", \"amount\",  \"an\", \"and\", \"another\", \"any\",\"anyhow\",\"anyone\",\"anything\",\"anyway\", \"anywhere\", \"are\", \"around\", \"as\",  \"at\", \"back\",\"be\",\"became\", \"because\",\"become\",\"becomes\", \"becoming\", \"been\", \"before\", \"beforehand\", \"behind\", \"being\", \"below\", \"beside\", \"besides\", \"between\", \"beyond\", \"bill\", \"both\", \"bottom\",\"but\", \"by\", \"call\", \"can\", \"cannot\", \"cant\", \"co\", \"con\", \"could\", \"couldnt\", \"cry\", \"de\", \"describe\", \"detail\", \"do\", \"done\", \"down\", \"due\", \"during\", \"each\", \"eg\", \"eight\", \"either\", \"eleven\",\"else\", \"elsewhere\", \"empty\", \"enough\", \"etc\", \"even\", \"ever\", \"every\", \"everyone\", \"everything\", \"everywhere\", \"except\", \"few\", \"fifteen\", \"fify\", \"fill\", \"find\", \"fire\", \"first\", \"five\", \"for\", \"former\", \"formerly\", \"forty\", \"found\", \"four\", \"from\", \"front\", \"full\", \"further\", \"get\", \"give\", \"go\", \"had\", \"has\", \"hasnt\", \"have\", \"he\", \"hence\", \"her\", \"here\", \"hereafter\", \"hereby\", \"herein\", \"hereupon\", \"hers\", \"herself\", \"him\", \"himself\", \"his\", \"how\", \"however\", \"hundred\", \"ie\", \"if\", \"in\", \"inc\", \"indeed\", \"interest\", \"into\", \"is\", \"it\", \"its\", \"itself\", \"keep\", \"last\", \"latter\", \"latterly\", \"least\", \"less\", \"ltd\", \"made\", \"many\", \"may\", \"me\", \"meanwhile\", \"might\", \"mill\", \"mine\", \"more\", \"moreover\", \"most\", \"mostly\", \"move\", \"much\", \"must\", \"my\", \"myself\", \"name\", \"namely\", \"neither\", \"never\", \"nevertheless\", \"next\", \"nine\", \"no\", \"nobody\", \"none\", \"noone\", \"nor\", \"not\", \"nothing\", \"now\", \"nowhere\", \"of\", \"off\", \"often\", \"on\", \"once\", \"one\", \"only\", \"onto\", \"or\", \"other\", \"others\", \"otherwise\", \"our\", \"ours\", \"ourselves\", \"out\", \"over\", \"own\",\"part\", \"per\", \"perhaps\", \"please\", \"put\", \"rather\", \"re\", \"same\", \"see\", \"seem\", \"seemed\", \"seeming\", \"seems\", \"serious\", \"several\", \"she\", \"should\", \"show\", \"side\", \"since\", \"sincere\", \"six\", \"sixty\", \"so\", \"some\", \"somehow\", \"someone\", \"something\", \"sometime\", \"sometimes\", \"somewhere\", \"still\", \"such\", \"system\", \"take\", \"ten\", \"than\", \"that\", \"the\", \"their\", \"them\", \"themselves\", \"then\", \"thence\", \"there\", \"thereafter\", \"thereby\", \"therefore\", \"therein\", \"thereupon\", \"these\", \"they\", \"thickv\", \"thin\", \"third\", \"this\", \"those\", \"though\", \"three\", \"through\", \"throughout\", \"thru\", \"thus\", \"to\", \"together\", \"too\", \"top\", \"toward\", \"towards\", \"twelve\", \"twenty\", \"two\", \"un\", \"under\", \"until\", \"up\", \"upon\", \"us\", \"very\", \"via\", \"was\", \"we\", \"well\", \"were\", \"what\", \"whatever\", \"when\", \"whence\", \"whenever\", \"where\", \"whereafter\", \"whereas\", \"whereby\", \"wherein\", \"whereupon\", \"wherever\", \"whether\", \"which\", \"while\", \"whither\", \"who\", \"whoever\", \"whole\", \"whom\", \"whose\", \"why\", \"will\", \"with\", \"within\", \"without\", \"would\", \"yet\", \"you\", \"your\", \"yours\", \"yourself\", \"yourselves\", \"the\"};\n\n    static const string delimiters = R\"(\\s+)\";\n    auto words = split(text, delimiters, Split::RemoveDelimiter);\n\n    // exclude entities, urls and some punct from this words list\n\n    static const regex ignore(R\"((\\xe2\\x80\\xa6)|(&[\\w]+;)|((http|ftp|https)://[\\w-]+(.[\\w-]+)+([\\w.,@?^=%&:/~+#-]*[\\w@?^=%&/~+#-])?))\");\n    static const regex expletives(R\"(\\x66\\x75\\x63\\x6B|\\x73\\x68\\x69\\x74|\\x64\\x61\\x6D\\x6E)\");\n\n    for (auto& word: words) {\n        while (!word.empty() && (word.front() == '.' || word.front() == '(' || word.front() == '\\'' || word.front() == '\\\"')) word.erase(word.begin());\n        while (!word.empty() && (word.back() == ':' || word.back() == ',' || word.back() == ')' || word.back() == '\\'' || word.back() == '\\\"')) word.resize(word.size() - 1);\n        if (!word.empty() && word.front() == '@') continue;\n        word = regex_replace(tolower(word), ignore, \"\");\n        if (!word.empty() && word.front() != '#') {\n            while (!word.empty() && ispunct(word.front())) word.erase(word.begin());\n            while (!word.empty() && ispunct(word.back())) word.resize(word.size() - 1);\n        }\n        word = regex_replace(word, expletives, \"<expletive>\");\n    }\n\n    words.erase(std::remove_if(words.begin(), words.end(), [=](const string& w){\n        return !(w.size() > 2 && ignoredWords.find(w) == ignoredWords.end());\n    }), words.end());\n\n    words |= \n        ranges::action::sort |\n        ranges::action::unique;\n\n    return words;\n}\n\ntemplate<typename T>\nstruct It\n{\n    bool end;\n    struct Cursor : public enable_shared_from_this<Cursor>\n    {\n        promise<It<T>> p;\n        T v;\n        mutex m;\n        condition_variable ready;\n        atomic_bool gate;\n\n        void set_value(T v) {\n            unique_lock<mutex> guard(m);\n//            cerr << \"+\" << flush;\n            this->v = v;\n            gate = false;\n            p.set_value(It<T>(this->shared_from_this()));\n//            cerr << \"=\" << flush;\n            ready.wait(guard, [this](){\n                return !!gate;\n            });\n//            cerr << \"_\" << flush;\n        }\n    };\n    shared_ptr<Cursor> v;\n\n    It() : end(true) {}\n    explicit It(shared_ptr<Cursor> v) : end(false), v(v) {\n//        cerr << \"-\" << flush;\n    }\n    explicit It(nullptr_t) : end(false), v(make_shared<Cursor>()) {\n//        cerr << \"^\" << flush;\n    }\n\n    future<It<T>> operator++() {\n//        cerr << \"#\" << flush;\n        promise<It<T>> p;\n        v->p = std::move(p);\n        v->gate = true;\n        v->ready.notify_all();\n//        cerr << \"@\" << flush;\n        return v->p.get_future();\n    }\n\n    T& operator*() {\n//        cerr << \"*\" << flush;\n        return v->v;\n    }\n\n//    friend bool operator == (const It<T>&, const It<T>&);\n};\ntemplate<typename T>\ninline bool operator == (const It<T>& l, const It<T>& r) {\n    return (l.end && r.end) || (!l.end && !r.end && l.v.get() == r.v.get());\n}\ntemplate<typename T>\ninline bool operator != (const It<T>& l, const It<T>& r) {\n    return !(l == r);\n}\n\ntemplate<typename T>\ninline future<void> each(future<It<T>> next, It<T> end, function<void(It<T>, It<T>)> f) {\n//    cerr << \"`\" << flush;\n    return next.then([=](future<It<T>> v){\n        auto cursor = v.get();\n//        cerr << \"{\" << flush;\n        f(cursor, end);\n//        cerr << \"}\" << flush;\n        if (cursor == end) {\n//            cerr << \"$\" << flush;\n            promise<void> p;\n            p.set_value();\n            return p.get_future();\n        }\n//        cerr << \"?\" << flush;\n        auto next = ++cursor;\n//        cerr << \"%\" << flush;\n        return each(std::move(next), end, f);\n    }).unwrap();\n}\n\nsize_t fncCallback(char* ptr, size_t size, size_t nmemb, It<string>::Cursor* cursor) {\n    int iRealSize = size * nmemb;\n    string str;\n    str.append(ptr, iRealSize);\n//    cerr << \".\" << flush;\n    cursor->set_value(str);\n    return iRealSize;\n}\n\nclass Proc\n{\n    const char* cUrl;\n    const char* cConsKey;\n    const char* cConsSec;\n    const char* cAtokKey;\n    const char* cAtokSec;\n    CURL        *curl;\n    char*       cSignedUrl;\n    It<string>  cursor;\npublic:\n    Proc(const char*, const char*, const char*, const char*, const char*);\n    void execProc();\n\n    future<It<string>> begin();\n    It<string> end();\n};\n\n// Constructor\nProc::Proc(\n    const char* cUrl,\n    const char* cConsKey, const char* cConsSec,\n    const char* cAtokKey, const char* cAtokSec) : cursor(nullptr)\n{\n    this->cUrl     = cUrl;\n    this->cConsKey = cConsKey;\n    this->cConsSec = cConsSec;\n    this->cAtokKey = cAtokKey;\n    this->cAtokSec = cAtokSec;\n}\n\nvoid Proc::execProc()\n{\n    // ==== cURL Initialization\n    curl_global_init(CURL_GLOBAL_ALL);\n    curl = curl_easy_init();\n    if (!curl) {\n        cout << \"[ERROR] curl_easy_init\" << endl;\n        curl_global_cleanup();\n        return;\n    }\n\n    // ==== cURL Setting\n    // - URL, POST parameters, OAuth signing method, HTTP method, OAuth keys\n    cSignedUrl = oauth_sign_url2(\n        cUrl, NULL, OA_HMAC, \"GET\",\n        cConsKey, cConsSec, cAtokKey, cAtokSec\n    );\n    // - URL\n    curl_easy_setopt(curl, CURLOPT_URL, cSignedUrl);\n    // - User agent name\n    curl_easy_setopt(curl, CURLOPT_USERAGENT, \"mk-mode BOT\");\n    // - HTTP STATUS >=400 ---> ERROR\n    curl_easy_setopt(curl, CURLOPT_FAILONERROR, 1);\n    // - Callback function\n    curl_easy_setopt(curl, CURLOPT_WRITEFUNCTION, fncCallback);\n    // - Write data\n    curl_easy_setopt(curl, CURLOPT_WRITEDATA, (void *)cursor.v.get());\n\n    // ==== Execute\n    int iStatus = curl_easy_perform(curl);\n    if (!iStatus)\n        cout << \"[ERROR] curl_easy_perform: STATUS=\" << iStatus << endl;\n\n    // ==== cURL Cleanup\n    curl_easy_cleanup(curl);\n    curl_global_cleanup();\n}\n\nfuture<It<string>> Proc::begin() {\n//    cerr << boolalpha << !!cursor.v;\n    return cursor.v->p.get_future();\n}\n\nIt<string> Proc::end() {\n    return It<string>();\n}\n\nstring settingsFile;\njson settings;\n\nint main(int /*argc*/, const char *argv[])\n{\n    auto exefile = string{argv[0]};\n    \n    cerr << \"exe = \" << exefile.c_str() << endl;\n\n    auto exedir = exefile.substr(0, exefile.find_last_of('/'));\n\n    cerr << \"dir = \" << exedir.c_str() << endl;\n\n    auto exeparent = exedir.substr(0, exedir.find_last_of('/'));\n\n    cerr << \"parent = \" << exeparent.c_str() << endl;\n\n    settingsFile = exedir + \"/settings.json\";\n\n    cerr << \"settings = \" << settingsFile.c_str() << endl;\n\n    ifstream i(settingsFile);\n    if (i.good()) {\n        i >> settings;\n    }\n\n    string CONS_KEY = settings[\"ConsumerKey\"];\n    string CONS_SEC = settings[\"ConsumerSecret\"];\n    string ATOK_KEY = settings[\"AccessTokenKey\"];\n    string ATOK_SEC = settings[\"AccessTokenSecret\"];\n\n    // ==== Constants - URL\n    const char *URL = \"https://stream.twitter.com/1.1/statuses/sample.json?language=en\";\n\n    // ==== Instantiation\n    Proc objProc(URL, CONS_KEY.c_str(), CONS_SEC.c_str(), ATOK_KEY.c_str(), ATOK_SEC.c_str());\n\n    using Handler = function<void(const string&, const vector<string>&)>;\n    vector<Handler> handlers;\n\n    struct Stat {\n        int count;\n        unordered_map<string, int> words;\n    };\n    auto start = steady_clock::now();\n    auto keep = seconds(60);\n    auto every = seconds(5);\n    deque<Stat> stat;\n    stat.resize(keep/every);\n    handlers.push_back(Handler{[&](const string& , const vector<string>& w) -> void {\n\n        auto end = steady_clock::now();\n\n        if (end - start > keep) {\n            start += every;\n            stat.pop_front();\n            stat.resize(keep/every);\n        }\n\n        ++stat.back().count;\n        for (auto& word : w) {\n            ++stat.back().words[word];\n        }\n\n        int count = 0;\n        unordered_map<string, int> words;\n        for (auto& s : stat) {\n            count += s.count;\n            for(auto& word : s.words) {\n                words[word.first] += word.second;\n            }\n        }\n\n        vector<pair<string, int>> top = words |\n            ranges::view::transform([&](const pair<string, int>& word){\n                return word;\n            });\n\n        top |=\n            ranges::action::sort([](const pair<string, int>& l, const pair<string, int>& r){\n                return l.second > r.second;\n            });\n\n        top.resize(min(int(top.size()), 10));\n\n        cout << count << \" - \";\n        for(auto& t : top){\n            cout << t.first << \", \";\n        }\n        cout << endl;\n        //cout << endl << t << endl;\n    }});\n\n    string partial;\n\n    auto e = \n        each(objProc.begin(), objProc.end(), function<void(It<string>, It<string>)>{\n            [&](It<string> c, It<string> e) {\n                if (c != e) {\n                    //\n                    // split chunks and group into tweets\n                    string chunk = partial + *c;\n                    partial.clear();\n                    auto chunks = split(chunk, \"\\r\\n\");\n                    string line;\n                    for (auto& chunk : chunks){\n                        if (!isEndOfTweet(chunk)) {\n                            line = chunk;\n                            partial = chunk;\n                            continue;\n                        }\n                        partial.clear();\n                        //cerr << line.substr(0, 3) << \" .. \" << line.substr(max(0, int(line.size())-3)) << endl;\n                        try {\n                            //\n                            // parse tweets\n                            auto text = tweettext(json::parse(line));\n                            auto words = splitwords(text);\n\n                            //\n                            // publish tweets - multicast\n                            for(auto& f : handlers) {\n                                f(text, words);\n                            }\n                        } catch (const exception& ex){\n                            cerr << ex.what() << endl;\n                        }\n                    }\n                }\n            }\n        });\n\n    objProc.execProc();\n\n    return 0;\n}"
  },
  {
    "path": "imgui/LICENSE.txt",
    "content": "The MIT License (MIT)\n\nCopyright (c) 2014-2015 Omar Cornut and ImGui contributors\n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n"
  },
  {
    "path": "imgui/imconfig.h",
    "content": "//-----------------------------------------------------------------------------\n// USER IMPLEMENTATION\n// This file contains compile-time options for ImGui.\n// Other options (memory allocation overrides, callbacks, etc.) can be set at runtime via the ImGuiIO structure - ImGui::GetIO().\n//-----------------------------------------------------------------------------\n\n#pragma once\n\n//---- Define assertion handler. Defaults to calling assert().\n//#define IM_ASSERT(_EXPR)  MyAssert(_EXPR)\n\n//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.\n//#define IMGUI_API __declspec( dllexport )\n//#define IMGUI_API __declspec( dllimport )\n\n//---- Include imgui_user.h at the end of imgui.h\n//#define IMGUI_INCLUDE_IMGUI_USER_H\n\n//---- Don't implement default handlers for Windows (so as not to link with OpenClipboard() and others Win32 functions)\n//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS\n//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS\n\n//---- Don't implement test window functionality (ShowTestWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)\n//---- It is very strongly recommended to NOT disable the test windows. Please read the comment at the top of imgui_demo.cpp to learn why.\n//#define IMGUI_DISABLE_TEST_WINDOWS\n\n//---- Don't define obsolete functions names. Consider enabling from time to time or when updating to reduce like hood of using already obsolete function/names\n//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n\n//---- Pack colors to BGRA instead of RGBA (remove need to post process vertex buffer in back ends)\n//#define IMGUI_USE_BGRA_PACKED_COLOR\n\n//---- Implement STB libraries in a namespace to avoid conflicts\n//#define IMGUI_STB_NAMESPACE     ImGuiStb\n\n//---- Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.\n/*\n#define IM_VEC2_CLASS_EXTRA                                                 \\\n        ImVec2(const MyVec2& f) { x = f.x; y = f.y; }                       \\\n        operator MyVec2() const { return MyVec2(x,y); }\n\n#define IM_VEC4_CLASS_EXTRA                                                 \\\n        ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; }     \\\n        operator MyVec4() const { return MyVec4(x,y,z,w); }\n*/\n\n//---- Use 32-bit vertex indices (instead of default: 16-bit) to allow meshes with more than 64K vertices\n//#define ImDrawIdx unsigned int\n\n//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.\n//---- e.g. create variants of the ImGui::Value() helper for your low-level math types, or your own widgets/helpers.\n/*\nnamespace ImGui\n{\n    void    Value(const char* prefix, const MyMatrix44& v, const char* float_format = NULL);\n}\n*/\n\n"
  },
  {
    "path": "imgui/imgui.cpp",
    "content": "// dear imgui, v1.51\n// (main code and documentation)\n\n// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.\n// Newcomers, read 'Programmer guide' below for notes on how to setup ImGui in your codebase.\n// Get latest version at https://github.com/ocornut/imgui\n// Releases change-log at https://github.com/ocornut/imgui/releases\n// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/772\n// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.\n// This library is free but I need your support to sustain development and maintenance.\n// If you work for a company, please consider financial support, e.g: https://www.patreon.com/imgui\n\n/*\n\n Index\n - MISSION STATEMENT\n - END-USER GUIDE\n - PROGRAMMER GUIDE (read me!)\n   - Read first\n   - How to update to a newer version of ImGui\n   - Getting started with integrating ImGui in your code/engine\n - API BREAKING CHANGES (read me when you update!)\n - ISSUES & TODO LIST\n - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS\n   - How can I help?\n   - What is ImTextureID and how do I display an image?\n   - I integrated ImGui in my engine and the text or lines are blurry..\n   - I integrated ImGui in my engine and some elements are clipping or disappearing when I move windows around..\n   - How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on labels/IDs.\n   - How can I tell when ImGui wants my mouse/keyboard inputs VS when I can pass them to my application?\n   - How can I load a different font than the default?\n   - How can I easily use icons in my application?\n   - How can I load multiple fonts?\n   - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?\n   - How can I preserve my ImGui context across reloading a DLL? (loss of the global/static variables)\n   - How can I use the drawing facilities without an ImGui window? (using ImDrawList API)\n - ISSUES & TODO-LIST\n - CODE\n\n\n MISSION STATEMENT\n =================\n\n - Easy to use to create code-driven and data-driven tools\n - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools\n - Easy to hack and improve\n - Minimize screen real-estate usage\n - Minimize setup and maintenance\n - Minimize state storage on user side\n - Portable, minimize dependencies, run on target (consoles, phones, etc.)\n - Efficient runtime and memory consumption (NB- we do allocate when \"growing\" content - creating a window / opening a tree node for the first time, etc. - but a typical frame won't allocate anything)\n\n Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes:\n - Doesn't look fancy, doesn't animate\n - Limited layout features, intricate layouts are typically crafted in code\n\n\n END-USER GUIDE\n ==============\n\n - Double-click title bar to collapse window\n - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin()\n - Click and drag on lower right corner to resize window\n - Click and drag on any empty space to move window\n - Double-click/double-tap on lower right corner grip to auto-fit to content\n - TAB/SHIFT+TAB to cycle through keyboard editable fields\n - Use mouse wheel to scroll\n - Use CTRL+mouse wheel to zoom window contents (if io.FontAllowScaling is true)\n - CTRL+Click on a slider or drag box to input value as text\n - Text editor:\n   - Hold SHIFT or use mouse to select text.\n   - CTRL+Left/Right to word jump\n   - CTRL+Shift+Left/Right to select words\n   - CTRL+A our Double-Click to select all\n   - CTRL+X,CTRL+C,CTRL+V to use OS clipboard\n   - CTRL+Z,CTRL+Y to undo/redo\n   - ESCAPE to revert text to its original value\n   - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!)\n   - Controls are automatically adjusted for OSX to match standard OSX text editing operations.\n\n\n PROGRAMMER GUIDE\n ================\n\n READ FIRST\n\n - Read the FAQ below this section!\n - Your code creates the UI, if your code doesn't run the UI is gone! == very dynamic UI, no construction/destructions steps, less data retention on your side, no state duplication, less sync, less bugs.\n - Call and read ImGui::ShowTestWindow() for demo code demonstrating most features.\n - You can learn about immediate-mode gui principles at http://www.johno.se/book/imgui.html or watch http://mollyrocket.com/861\n\n HOW TO UPDATE TO A NEWER VERSION OF IMGUI\n\n - Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h)\n - Read the \"API BREAKING CHANGES\" section (below). This is where we list occasional API breaking changes. \n   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.\n   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. \n   Please report any issue to the GitHub page!\n - Try to keep your copy of dear imgui reasonably up to date.\n\n GETTING STARTED WITH INTEGRATING IMGUI IN YOUR CODE/ENGINE\n\n - Add the 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.\n - You can later customize the imconfig.h file to tweak some compilation time behavior, such as integrating imgui types with your own maths types.\n - See examples/ folder for standalone sample applications. To understand the integration process, you can read examples/opengl2_example/ because it is short, \n   then switch to the one more appropriate to your use case.\n - You may be able to grab and copy a ready made imgui_impl_*** file from the examples/.\n - When using ImGui, your programming IDE if your friend: follow the declaration of variables, functions and types to find comments about them.\n\n - Init: retrieve the ImGuiIO structure with ImGui::GetIO() and fill the fields marked 'Settings': at minimum you need to set io.DisplaySize (application resolution).\n   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.\n - Init: call io.Fonts->GetTexDataAsRGBA32(...), it will build the font atlas texture, then load the texture pixels into graphics memory.\n - Every frame:\n    - In your main loop as early a possible, fill the IO fields marked 'Input' (e.g. mouse position, buttons, keyboard info, etc.)\n    - Call ImGui::NewFrame() to begin the imgui frame\n    - You can use any ImGui function you want between NewFrame() and Render()\n    - Call ImGui::Render() as late as you can to end the frame and finalize render data. it will call your io.RenderDrawListFn handler.\n       (if you don't need to render, you still need to call Render() and ignore the callback, or call EndFrame() instead. if you call neither some aspects of windows focusing/moving will appear broken.)\n - All rendering information are stored into command-lists until ImGui::Render() is called.\n - ImGui never touches or knows about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you provide.\n - 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.\n - Refer to the examples applications in the examples/ folder for instruction on how to setup your code.\n - A minimal application skeleton may be:\n\n     // Application init\n     ImGuiIO& io = ImGui::GetIO();\n     io.DisplaySize.x = 1920.0f;\n     io.DisplaySize.y = 1280.0f;\n     io.RenderDrawListsFn = MyRenderFunction;  // Setup a render function, or set to NULL and call GetDrawData() after Render() to access the render data.\n     // TODO: Fill others settings of the io structure later.\n\n     // Load texture atlas (there is a default font so you don't need to care about choosing a font yet)\n     unsigned char* pixels;\n     int width, height;\n     io.Fonts->GetTexDataAsRGBA32(pixels, &width, &height);\n     // TODO: At this points you've got the texture data and you need to upload that your your graphic system:\n     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA)\n     // TODO: Store your texture pointer/identifier (whatever your engine uses) in 'io.Fonts->TexID'. This will be passed back to your via the renderer.\n     io.Fonts->TexID = (void*)texture;\n\n     // Application main loop\n     while (true)\n     {\n        // Setup low-level inputs (e.g. on Win32, GetKeyboardState(), or write to those fields from your Windows message loop handlers, etc.)\n        ImGuiIO& io = ImGui::GetIO();\n        io.DeltaTime = 1.0f/60.0f;\n        io.MousePos = mouse_pos;\n        io.MouseDown[0] = mouse_button_0;\n        io.MouseDown[1] = mouse_button_1;\n\n        // Call NewFrame(), after this point you can use ImGui::* functions anytime\n        ImGui::NewFrame();\n\n        // Most of your application code here\n        MyGameUpdate(); // may use any ImGui functions, e.g. ImGui::Begin(\"My window\"); ImGui::Text(\"Hello, world!\"); ImGui::End();\n        MyGameRender(); // may use any ImGui functions as well!\n     \n        // Render & swap video buffers\n        ImGui::Render();\n        SwapBuffers();\n     }\n\n - A minimal render function skeleton may be:\n\n    void void MyRenderFunction(ImDrawData* draw_data)(ImDrawData* draw_data)\n    {\n       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled\n       // TODO: Setup viewport, orthographic projection matrix\n       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.\n       for (int n = 0; n < draw_data->CmdListsCount; n++)\n       {\n          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by ImGui\n          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by ImGui\n          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)\n          {\n             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];\n             if (pcmd->UserCallback)\n             {\n                 pcmd->UserCallback(cmd_list, pcmd);\n             }\n             else\n             {\n                 // Render 'pcmd->ElemCount/3' texture triangles\n                 MyEngineBindTexture(pcmd->TextureId);\n                 MyEngineScissor((int)pcmd->ClipRect.x, (int)pcmd->ClipRect.y, (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));\n                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer);\n             }\n             idx_buffer += pcmd->ElemCount;\n          }\n       }\n    }\n\n - The examples/ folders contains many functional implementation of the pseudo-code above.\n - When calling NewFrame(), the 'io.WantCaptureMouse'/'io.WantCaptureKeyboard'/'io.WantTextInput' flags are updated. \n   They tell you if ImGui intends to use your inputs. So for example, if 'io.WantCaptureMouse' is set you would typically want to hide \n   mouse inputs from the rest of your application. Read the FAQ below for more information about those flags.\n\n\n\n API BREAKING CHANGES\n ====================\n\n Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix.\n 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.\n Also read releases logs https://github.com/ocornut/imgui/releases for more details.\n\n - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete).\n                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).\n                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).\n - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.\n - 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.\n - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame.\n - 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.\n - 2017/08/13 (1.51) - renamed ImGuiCol_Columns*** to ImGuiCol_Separator***. Kept redirection enums (will obsolete).\n - 2017/08/11 (1.51) - renamed ImGuiSetCond_*** types and flags to ImGuiCond_***. Kept redirection enums (will obsolete).\n - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().\n - 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.\n                     - 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.\n                     - 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))'\n - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse\n - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.\n - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.\n - 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().\n - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.\n - 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.\n - 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.\n - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. \n                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you. \n                       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.\n                       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.\n                           ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col)\n                           {\n                               float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a;\n                               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);\n                           }\n                       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.\n - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().\n - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.\n - 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).\n - 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.\n - 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).\n - 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)\n - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).\n - 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.\n - 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.\n - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.\n - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.\n - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.\n                       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.\n                       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!\n - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize\n - 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.\n - 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\n - 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.\n                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.\n - 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.\n                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(\n                     - 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.\n                     - the signature of the io.RenderDrawListsFn handler has changed!\n                            ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)\n                       became:\n                            ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).\n                              argument   'cmd_lists'        -> 'draw_data->CmdLists'\n                              argument   'cmd_lists_count'  -> 'draw_data->CmdListsCount'\n                              ImDrawList 'commands'         -> 'CmdBuffer'\n                              ImDrawList 'vtx_buffer'       -> 'VtxBuffer'\n                              ImDrawList  n/a               -> 'IdxBuffer' (new)\n                              ImDrawCmd  'vtx_count'        -> 'ElemCount'\n                              ImDrawCmd  'clip_rect'        -> 'ClipRect'\n                              ImDrawCmd  'user_callback'    -> 'UserCallback'\n                              ImDrawCmd  'texture_id'       -> 'TextureId'\n                     - 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.\n                     - 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!\n                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!\n - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.\n - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).\n - 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.\n - 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\n - 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!\n - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).\n - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).\n - 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.\n - 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.\n - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).\n - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.\n - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API\n - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.\n - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.\n - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.\n - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing\n - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.\n - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)\n - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.\n - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.\n - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.\n - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior\n - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()\n - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)\n - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.\n - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.\n              (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.\n                       this sequence:\n                           const void* png_data;\n                           unsigned int png_size;\n                           ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);\n                           // <Copy to GPU>\n                       became:\n                           unsigned char* pixels;\n                           int width, height;\n                           io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);\n                           // <Copy to GPU>\n                           io.Fonts->TexID = (your_texture_identifier);\n                       you now have much more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs.\n                       it is now recommended that you sample the font texture with bilinear interpolation.\n              (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID.\n              (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)\n              (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets\n - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)\n - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)\n - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility\n - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()\n - 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)\n - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)\n - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()\n - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn\n - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)\n - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite\n - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes\n\n\n ISSUES & TODO-LIST\n ==================\n See TODO.txt\n\n\n FREQUENTLY ASKED QUESTIONS (FAQ), TIPS\n ======================================\n\n Q: How can I help?\n A: - If you are experienced enough with ImGui and with C/C++, look at the todo list and see how you want/can help!\n    - Become a Patron/donate! Convince your company to become a Patron or provide serious funding for development time! See http://www.patreon.com/imgui\n\n Q: What is ImTextureID and how do I display an image?\n A: ImTextureID is a void* used to pass renderer-agnostic texture references around until it hits your render function.\n    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!\n    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.\n    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.\n    Refer to examples applications, where each renderer (in a imgui_impl_xxxx.cpp file) is treating ImTextureID as a different thing.\n    (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!)\n    To display a custom image/texture within an ImGui window, you may use ImGui::Image(), ImGui::ImageButton(), ImDrawList::AddImage() functions.\n    ImGui will generate the geometry and draw calls using the ImTextureID that you passed and which your renderer can use.\n    It is your responsibility to get textures uploaded to your GPU.\n\n Q: I integrated ImGui in my engine and the text or lines are blurry..\n A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f).\n    Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension.\n\n Q: I integrated ImGui in my engine and some elements are clipping or disappearing when I move windows around..\n A: Most likely you are mishandling the clipping rectangles in your render function. Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height).\n\n Q: Can I have multiple widgets with the same label? Can I have widget without a label?\n A: Yes. A primer on the use of labels/IDs in ImGui..\n\n   - Elements that are not clickable, such as Text() items don't need an ID.\n\n   - Interactive widgets require state to be carried over multiple frames (most typically ImGui often needs to remember what is the \"active\" widget).\n     to do so they need a unique ID. unique ID are typically derived from a string label, an integer index or a pointer.\n\n       Button(\"OK\");        // Label = \"OK\",     ID = hash of \"OK\"\n       Button(\"Cancel\");    // Label = \"Cancel\", ID = hash of \"Cancel\"\n\n   - ID are uniquely scoped within windows, tree nodes, etc. so no conflict can happen if you have two buttons called \"OK\" in two different windows\n     or in two different locations of a tree.\n\n   - If you have a same ID twice in the same location, you'll have a conflict:\n\n       Button(\"OK\");\n       Button(\"OK\");           // ID collision! Both buttons will be treated as the same.\n\n     Fear not! this is easy to solve and there are many ways to solve it!\n\n   - When passing a label you can optionally specify extra unique ID information within string itself. This helps solving the simpler collision cases.\n     use \"##\" to pass a complement to the ID that won't be visible to the end-user:\n\n       Button(\"Play\");         // Label = \"Play\",   ID = hash of \"Play\"\n       Button(\"Play##foo1\");   // Label = \"Play\",   ID = hash of \"Play##foo1\" (different from above)\n       Button(\"Play##foo2\");   // Label = \"Play\",   ID = hash of \"Play##foo2\" (different from above)\n\n   - If you want to completely hide the label, but still need an ID:\n\n       Checkbox(\"##On\", &b);   // Label = \"\",       ID = hash of \"##On\" (no label!)\n\n   - Occasionally/rarely you might want change a label while preserving a constant ID. This allows you to animate labels.\n     For example you may want to include varying information in a window title bar (and windows are uniquely identified by their ID.. obviously)\n     Use \"###\" to pass a label that isn't part of ID:\n\n       Button(\"Hello###ID\";   // Label = \"Hello\",  ID = hash of \"ID\"\n       Button(\"World###ID\";   // Label = \"World\",  ID = hash of \"ID\" (same as above)\n\n       sprintf(buf, \"My game (%f FPS)###MyGame\");\n       Begin(buf);            // Variable label,   ID = hash of \"MyGame\"\n\n   - Use PushID() / PopID() to create scopes and avoid ID conflicts within the same Window.\n     This is the most convenient way of distinguishing ID if you are iterating and creating many UI elements.\n     You can push a pointer, a string or an integer value. Remember that ID are formed from the concatenation of everything in the ID stack!\n\n       for (int i = 0; i < 100; i++)\n       {\n         PushID(i);\n         Button(\"Click\");   // Label = \"Click\",  ID = hash of integer + \"label\" (unique)\n         PopID();\n       }\n\n       for (int i = 0; i < 100; i++)\n       {\n         MyObject* obj = Objects[i];\n         PushID(obj);\n         Button(\"Click\");   // Label = \"Click\",  ID = hash of pointer + \"label\" (unique)\n         PopID();\n       }\n\n       for (int i = 0; i < 100; i++)\n       {\n         MyObject* obj = Objects[i];\n         PushID(obj->Name);\n         Button(\"Click\");   // Label = \"Click\",  ID = hash of string + \"label\" (unique)\n         PopID();\n       }\n\n   - More example showing that you can stack multiple prefixes into the ID stack:\n\n       Button(\"Click\");     // Label = \"Click\",  ID = hash of \"Click\"\n       PushID(\"node\");\n       Button(\"Click\");     // Label = \"Click\",  ID = hash of \"node\" + \"Click\"\n         PushID(my_ptr);\n           Button(\"Click\"); // Label = \"Click\",  ID = hash of \"node\" + ptr + \"Click\"\n         PopID();\n       PopID();\n\n   - Tree nodes implicitly creates a scope for you by calling PushID().\n\n       Button(\"Click\");     // Label = \"Click\",  ID = hash of \"Click\"\n       if (TreeNode(\"node\"))\n       {\n         Button(\"Click\");   // Label = \"Click\",  ID = hash of \"node\" + \"Click\"\n         TreePop();\n       }\n\n   - When working with trees, ID are used to preserve the open/close state of each tree node.\n     Depending on your use cases you may want to use strings, indices or pointers as ID.\n      e.g. when displaying a single object that may change over time (1-1 relationship), using a static string as ID will preserve your node open/closed state when the targeted object change.\n      e.g. when displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state differently. experiment and see what makes more sense!\n\n Q: How can I tell when ImGui wants my mouse/keyboard inputs VS when I can pass them to my application?\n A: You can read the 'io.WantCaptureMouse'/'io.WantCaptureKeyboard'/'ioWantTextInput' flags from the ImGuiIO structure. \n    - When 'io.WantCaptureMouse' or 'io.WantCaptureKeyboard' flags are set you may want to discard/hide the inputs from the rest of your application.\n    - 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 without a keyboard).\n    Preferably read the flags after calling ImGui::NewFrame() to avoid them lagging by one frame. But reading those flags before calling NewFrame() is also generally ok, \n    as the bool toggles fairly rarely and you don't generally expect to interact with either ImGui or your application during the same frame when that transition occurs.\n    ImGui is tracking dragging and widget activity that may occur outside the boundary of a window, so 'io.WantCaptureMouse' is more accurate and correct than checking if a window is hovered.\n    (Advanced note: text input releases focus on Return 'KeyDown', so the following Return 'KeyUp' event that your application receive will typically have 'io.WantCaptureKeyboard=false'. \n     Depending on your application logic it may or not be inconvenient. You might want to track which key-downs were for ImGui (e.g. with an array of bool) and filter out the corresponding key-ups.)\n\n Q: How can I load a different font than the default? (default is an embedded version of ProggyClean.ttf, rendered at size 13)\n A: Use the font atlas to load the TTF/OTF file you want:\n\n      ImGuiIO& io = ImGui::GetIO();\n      io.Fonts->AddFontFromFileTTF(\"myfontfile.ttf\", size_in_pixels);\n      io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()\n\n Q: How can I easily use icons in my application?\n 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.\n    Read 'How can I load multiple fonts?' and the file 'extra_fonts/README.txt' for instructions.\n\n Q: How can I load multiple fonts?\n A: Use the font atlas to pack them into a single texture:\n    (Read extra_fonts/README.txt and the code in ImFontAtlas for more details.)\n\n      ImGuiIO& io = ImGui::GetIO();\n      ImFont* font0 = io.Fonts->AddFontDefault();\n      ImFont* font1 = io.Fonts->AddFontFromFileTTF(\"myfontfile.ttf\", size_in_pixels);\n      ImFont* font2 = io.Fonts->AddFontFromFileTTF(\"myfontfile2.ttf\", size_in_pixels);\n      io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()\n      // the first loaded font gets used by default\n      // use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime\n\n      // Options\n      ImFontConfig config;\n      config.OversampleH = 3;\n      config.OversampleV = 1;\n      config.GlyphOffset.y -= 2.0f;      // Move everything by 2 pixels up\n      config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters\n      io.Fonts->LoadFromFileTTF(\"myfontfile.ttf\", size_pixels, &config);\n\n      // Combine multiple fonts into one (e.g. for icon fonts)\n      ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };\n      ImFontConfig config;\n      config.MergeMode = true;\n      io.Fonts->AddFontDefault();\n      io.Fonts->LoadFromFileTTF(\"fontawesome-webfont.ttf\", 16.0f, &config, ranges); // Merge icon font\n      io.Fonts->LoadFromFileTTF(\"myfontfile.ttf\", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs\n\n Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?\n A: When loading a font, pass custom Unicode ranges to specify the glyphs to load. \n\n      // Add default Japanese ranges\n      io.Fonts->AddFontFromFileTTF(\"myfontfile.ttf\", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());\n   \n      // 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)\n      ImVector<ImWchar> ranges;\n      ImFontAtlas::GlyphRangesBuilder builder;\n      builder.AddText(\"Hello world\");                        // Add a string (here \"Hello world\" contains 7 unique characters)\n      builder.AddChar(0x7262);                               // Add a specific character\n      builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges\n      builder.BuildRanges(&ranges);                          // Build the final result (ordered ranges with all the unique characters submitted)\n      io.Fonts->AddFontFromFileTTF(\"myfontfile.ttf\", size_in_pixels, NULL, ranges.Data);\n\n    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. \n    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!\n    Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.\n\n    Text input: it is up to your application to pass the right character code to io.AddInputCharacter(). The applications in examples/ are doing that.\n    For languages using IME, on Windows you can copy the Hwnd of your application to io.ImeWindowHandle. The default implementation of io.ImeSetInputScreenPosFn() on Windows will set your IME position correctly.\n\n Q: How can I preserve my ImGui context across reloading a DLL? (loss of the global/static variables)\n A: Create your own context 'ctx = CreateContext()' + 'SetCurrentContext(ctx)' and your own font atlas 'ctx->GetIO().Fonts = new ImFontAtlas()' so you don't rely on the default globals.\n\n Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API)\n A: The easiest way is to create a dummy window. Call Begin() with NoTitleBar|NoResize|NoMove|NoScrollbar|NoSavedSettings|NoInputs flag, zero background alpha, \n    then retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.\n    You can also perfectly create a standalone ImDrawList instance _but_ you need ImGui to be initialized because ImDrawList pulls from ImGui data to retrieve the coordinates of the white pixel.\n\n - tip: the construct 'IMGUI_ONCE_UPON_A_FRAME { ... }' will run the block of code only once a frame. You can use it to quickly add custom UI in the middle of a deep nested inner loop in your code.\n - tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called \"Debug\"\n - 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)\n - tip: you can call Render() multiple times (e.g for VR renders).\n - tip: call and read the ShowTestWindow() code in imgui_demo.cpp for more example of how to use ImGui!\n\n*/\n\n#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)\n#define _CRT_SECURE_NO_WARNINGS\n#endif\n\n#include \"imgui.h\"\n#define IMGUI_DEFINE_MATH_OPERATORS\n#define IMGUI_DEFINE_PLACEMENT_NEW\n#include \"imgui_internal.h\"\n\n#include <ctype.h>      // toupper, isprint\n#include <stdlib.h>     // NULL, malloc, free, qsort, atoi\n#include <stdio.h>      // vsnprintf, sscanf, printf\n#include <limits.h>     // INT_MIN, INT_MAX\n#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier\n#include <stddef.h>     // intptr_t\n#else\n#include <stdint.h>     // intptr_t\n#endif\n\n#ifdef _MSC_VER\n#pragma warning (disable: 4127) // condition expression is constant\n#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)\n#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen\n#endif\n\n// Clang warnings with -Weverything\n#ifdef __clang__\n#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!\n#pragma clang diagnostic ignored \"-Wold-style-cast\"         // warning : use of old-style cast                              // yes, they are more terse.\n#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.\n#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.\n#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.\n#pragma clang diagnostic ignored \"-Wglobal-constructors\"    // warning : declaration requires a global destructor           // similar to above, not sure what the exact difference it.\n#pragma clang diagnostic ignored \"-Wsign-conversion\"        // warning : implicit conversion changes signedness             //\n#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. \n#pragma clang diagnostic ignored \"-Wint-to-void-pointer-cast\" // warning : cast to 'void *' from smaller integer type 'int' //\n#elif defined(__GNUC__)\n#pragma GCC diagnostic ignored \"-Wunused-function\"          // warning: 'xxxx' defined but not used\n#pragma GCC diagnostic ignored \"-Wint-to-pointer-cast\"      // warning: cast to pointer from integer of different size\n#pragma GCC diagnostic ignored \"-Wformat\"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'\n#pragma GCC diagnostic ignored \"-Wdouble-promotion\"         // warning: implicit conversion from 'float' to 'double' when passing argument to function\n#pragma GCC diagnostic ignored \"-Wconversion\"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value\n#pragma GCC diagnostic ignored \"-Wcast-qual\"                // warning: cast from type 'xxxx' to type 'xxxx' casts away qualifiers\n#pragma GCC diagnostic ignored \"-Wformat-nonliteral\"        // warning: format not a string literal, format string not checked\n#pragma GCC diagnostic ignored \"-Wsuggest-attribute=format\"\n#endif\n\n//-------------------------------------------------------------------------\n// Forward Declarations\n//-------------------------------------------------------------------------\n\nstatic void             LogRenderedText(const ImVec2& ref_pos, const char* text, const char* text_end = NULL);\n\nstatic void             PushMultiItemsWidths(int components, float w_full = 0.0f);\nstatic float            GetDraggedColumnOffset(int column_index);\n\nstatic bool             IsKeyPressedMap(ImGuiKey key, bool repeat = true);\n\nstatic ImFont*          GetDefaultFont();\nstatic void             SetCurrentFont(ImFont* font);\nstatic void             SetCurrentWindow(ImGuiWindow* window);\nstatic void             SetWindowScrollY(ImGuiWindow* window, float new_scroll_y);\nstatic void             SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond);\nstatic void             SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond);\nstatic void             SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond);\nstatic ImGuiWindow*     FindHoveredWindow(ImVec2 pos, bool excluding_childs);\nstatic ImGuiWindow*     CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags);\nstatic inline bool      IsWindowContentHoverable(ImGuiWindow* window);\nstatic void             ClearSetNextWindowData();\nstatic void             CheckStacksSize(ImGuiWindow* window, bool write);\nstatic void             Scrollbar(ImGuiWindow* window, bool horizontal);\n\nstatic void             AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list);\nstatic void             AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiWindow* window);\nstatic void             AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows, ImGuiWindow* window);\n\nstatic ImGuiIniData*    FindWindowSettings(const char* name);\nstatic ImGuiIniData*    AddWindowSettings(const char* name);\nstatic void             LoadIniSettingsFromDisk(const char* ini_filename);\nstatic void             SaveIniSettingsToDisk(const char* ini_filename);\nstatic void             MarkIniSettingsDirty(ImGuiWindow* window);\n\nstatic ImRect           GetVisibleRect();\n\nstatic bool             BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);\nstatic void             CloseInactivePopups();\nstatic void             ClosePopupToLevel(int remaining);\nstatic void             ClosePopup(ImGuiID id);\nstatic ImGuiWindow*     GetFrontMostModalRootWindow();\nstatic ImVec2           FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, int* last_dir, const ImRect& rect_to_avoid);\n\nstatic bool             InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data);\nstatic int              InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);\nstatic ImVec2           InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);\n\nstatic inline void      DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, const char* display_format, char* buf, int buf_size);\nstatic inline void      DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, int decimal_precision, char* buf, int buf_size);\nstatic void             DataTypeApplyOp(ImGuiDataType data_type, int op, void* value1, const void* value2);\nstatic bool             DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format);\n\n//-----------------------------------------------------------------------------\n// Platform dependent default implementations\n//-----------------------------------------------------------------------------\n\nstatic const char*      GetClipboardTextFn_DefaultImpl(void* user_data);\nstatic void             SetClipboardTextFn_DefaultImpl(void* user_data, const char* text);\nstatic void             ImeSetInputScreenPosFn_DefaultImpl(int x, int y);\n\n//-----------------------------------------------------------------------------\n// Context\n//-----------------------------------------------------------------------------\n\n// Default font atlas storage.\n// New contexts always point by default to this font atlas. It can be changed by reassigning the GetIO().Fonts variable.\nstatic ImFontAtlas      GImDefaultFontAtlas;\n\n// Default context storage + current context pointer.\n// Implicitely used by all ImGui functions. Always assumed to be != NULL. Change to a different context by calling ImGui::SetCurrentContext()\n// If you are hot-reloading this code in a DLL you will lose the static/global variables. Create your own context+font atlas instead of relying on those default (see FAQ entry \"How can I preserve my ImGui context across reloading a DLL?\").\n// ImGui is currently not thread-safe because of this variable. If you want thread-safety to allow N threads to access N different contexts, you might work around it by:\n// - Having multiple instances of the ImGui code compiled inside different namespace (easiest/safest, if you have a finite number of contexts)\n// - or: Changing this variable to be TLS. You may #define GImGui in imconfig.h for further custom hackery. Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586\n#ifndef GImGui\nstatic ImGuiContext     GImDefaultContext;\nImGuiContext*           GImGui = &GImDefaultContext;\n#endif\n\n//-----------------------------------------------------------------------------\n// User facing structures\n//-----------------------------------------------------------------------------\n\nImGuiStyle::ImGuiStyle()\n{\n    Alpha                   = 1.0f;             // Global alpha applies to everything in ImGui\n    WindowPadding           = ImVec2(8,8);      // Padding within a window\n    WindowMinSize           = ImVec2(32,32);    // Minimum window size\n    WindowRounding          = 9.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows\n    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text\n    ChildWindowRounding     = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows\n    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)\n    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).\n    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines\n    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)\n    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!\n    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).\n    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns\n    ScrollbarSize           = 16.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar\n    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar\n    GrabMinSize             = 10.0f;            // Minimum width/height of a grab box for slider/scrollbar\n    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.\n    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.\n    DisplayWindowPadding    = ImVec2(22,22);    // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.\n    DisplaySafeAreaPadding  = ImVec2(4,4);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.\n    AntiAliasedLines        = true;             // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU.\n    AntiAliasedShapes       = true;             // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)\n    CurveTessellationTol    = 1.25f;            // Tessellation tolerance. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.\n\n    Colors[ImGuiCol_Text]                   = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);\n    Colors[ImGuiCol_TextDisabled]           = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);\n    Colors[ImGuiCol_WindowBg]               = ImVec4(0.00f, 0.00f, 0.00f, 0.70f);\n    Colors[ImGuiCol_ChildWindowBg]          = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    Colors[ImGuiCol_PopupBg]                = ImVec4(0.05f, 0.05f, 0.10f, 0.90f);\n    Colors[ImGuiCol_Border]                 = ImVec4(0.70f, 0.70f, 0.70f, 0.40f);\n    Colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    Colors[ImGuiCol_FrameBg]                = ImVec4(0.80f, 0.80f, 0.80f, 0.30f);   // Background of checkbox, radio button, plot, slider, text input\n    Colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.90f, 0.80f, 0.80f, 0.40f);\n    Colors[ImGuiCol_FrameBgActive]          = ImVec4(0.90f, 0.65f, 0.65f, 0.45f);\n    Colors[ImGuiCol_TitleBg]                = ImVec4(0.27f, 0.27f, 0.54f, 0.83f);\n    Colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(0.40f, 0.40f, 0.80f, 0.20f);\n    Colors[ImGuiCol_TitleBgActive]          = ImVec4(0.32f, 0.32f, 0.63f, 0.87f);\n    Colors[ImGuiCol_MenuBarBg]              = ImVec4(0.40f, 0.40f, 0.55f, 0.80f);\n    Colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.20f, 0.25f, 0.30f, 0.60f);\n    Colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.40f, 0.40f, 0.80f, 0.30f);\n    Colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.40f, 0.40f, 0.80f, 0.40f);\n    Colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.80f, 0.50f, 0.50f, 0.40f);\n    Colors[ImGuiCol_ComboBg]                = ImVec4(0.20f, 0.20f, 0.20f, 0.99f);\n    Colors[ImGuiCol_CheckMark]              = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);\n    Colors[ImGuiCol_SliderGrab]             = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);\n    Colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.80f, 0.50f, 0.50f, 1.00f);\n    Colors[ImGuiCol_Button]                 = ImVec4(0.67f, 0.40f, 0.40f, 0.60f);\n    Colors[ImGuiCol_ButtonHovered]          = ImVec4(0.67f, 0.40f, 0.40f, 1.00f);\n    Colors[ImGuiCol_ButtonActive]           = ImVec4(0.80f, 0.50f, 0.50f, 1.00f);\n    Colors[ImGuiCol_Header]                 = ImVec4(0.40f, 0.40f, 0.90f, 0.45f);\n    Colors[ImGuiCol_HeaderHovered]          = ImVec4(0.45f, 0.45f, 0.90f, 0.80f);\n    Colors[ImGuiCol_HeaderActive]           = ImVec4(0.53f, 0.53f, 0.87f, 0.80f);\n    Colors[ImGuiCol_Separator]              = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);\n    Colors[ImGuiCol_SeparatorHovered]       = ImVec4(0.60f, 0.60f, 0.70f, 1.00f);\n    Colors[ImGuiCol_SeparatorActive]        = ImVec4(0.70f, 0.70f, 0.90f, 1.00f);\n    Colors[ImGuiCol_ResizeGrip]             = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);\n    Colors[ImGuiCol_ResizeGripHovered]      = ImVec4(1.00f, 1.00f, 1.00f, 0.60f);\n    Colors[ImGuiCol_ResizeGripActive]       = ImVec4(1.00f, 1.00f, 1.00f, 0.90f);\n    Colors[ImGuiCol_CloseButton]            = ImVec4(0.50f, 0.50f, 0.90f, 0.50f);\n    Colors[ImGuiCol_CloseButtonHovered]     = ImVec4(0.70f, 0.70f, 0.90f, 0.60f);\n    Colors[ImGuiCol_CloseButtonActive]      = ImVec4(0.70f, 0.70f, 0.70f, 1.00f);\n    Colors[ImGuiCol_PlotLines]              = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);\n    Colors[ImGuiCol_PlotLinesHovered]       = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);\n    Colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);\n    Colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);\n    Colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);\n    Colors[ImGuiCol_ModalWindowDarkening]   = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);\n}\n\nImGuiIO::ImGuiIO()\n{\n    // Most fields are initialized with zero\n    memset(this, 0, sizeof(*this));\n\n    // Settings\n    DisplaySize = ImVec2(-1.0f, -1.0f);\n    DeltaTime = 1.0f/60.0f;\n    IniSavingRate = 5.0f;\n    IniFilename = \"imgui.ini\";\n    LogFilename = \"imgui_log.txt\";\n    Fonts = &GImDefaultFontAtlas;\n    FontGlobalScale = 1.0f;\n    FontDefault = NULL;\n    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);\n    MousePos = ImVec2(-1,-1);\n    MousePosPrev = ImVec2(-1,-1);\n    MouseDoubleClickTime = 0.30f;\n    MouseDoubleClickMaxDist = 6.0f;\n    MouseDragThreshold = 6.0f;\n    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++)\n        MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;\n    for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++)\n        KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f;\n    for (int i = 0; i < ImGuiKey_COUNT; i++)\n        KeyMap[i] = -1;\n    KeyRepeatDelay = 0.250f;\n    KeyRepeatRate = 0.050f;\n    UserData = NULL;\n\n    // User functions\n    RenderDrawListsFn = NULL;\n    MemAllocFn = malloc;\n    MemFreeFn = free;\n    GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;   // Platform dependent default implementations\n    SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;\n    ClipboardUserData = NULL;\n    ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;\n    ImeWindowHandle = NULL;\n\n    // Set OS X style defaults based on __APPLE__ compile time flag\n#ifdef __APPLE__\n    OSXBehaviors = true;\n#endif\n}\n\n// Pass in translated ASCII characters for text input.\n// - with glfw you can get those from the callback set in glfwSetCharCallback()\n// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message\nvoid ImGuiIO::AddInputCharacter(ImWchar c)\n{\n    const int n = ImStrlenW(InputCharacters);\n    if (n + 1 < IM_ARRAYSIZE(InputCharacters))\n    {\n        InputCharacters[n] = c;\n        InputCharacters[n+1] = '\\0';\n    }\n}\n\nvoid ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)\n{\n    // We can't pass more wchars than ImGuiIO::InputCharacters[] can hold so don't convert more\n    const int wchars_buf_len = sizeof(ImGuiIO::InputCharacters) / sizeof(ImWchar);\n    ImWchar wchars[wchars_buf_len];\n    ImTextStrFromUtf8(wchars, wchars_buf_len, utf8_chars, NULL);\n    for (int i = 0; i < wchars_buf_len && wchars[i] != 0; i++)\n        AddInputCharacter(wchars[i]);\n}\n\n//-----------------------------------------------------------------------------\n// HELPERS\n//-----------------------------------------------------------------------------\n\n#define IM_F32_TO_INT8_UNBOUND(_VAL)    ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f)))   // Unsaturated, for display purpose \n#define IM_F32_TO_INT8_SAT(_VAL)        ((int)(ImSaturate(_VAL) * 255.0f + 0.5f))               // Saturated, always output 0..255\n\n// Play it nice with Windows users. Notepad in 2015 still doesn't display text data with Unix-style \\n.\n#ifdef _WIN32\n#define IM_NEWLINE \"\\r\\n\"\n#else\n#define IM_NEWLINE \"\\n\"\n#endif\n\nImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)\n{\n    ImVec2 ap = p - a;\n    ImVec2 ab_dir = b - a;\n    float ab_len = sqrtf(ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y);\n    ab_dir *= 1.0f / ab_len;\n    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;\n    if (dot < 0.0f)\n        return a;\n    if (dot > ab_len)\n        return b;\n    return a + ab_dir * dot;\n}\n\nbool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)\n{\n    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;\n    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;\n    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;\n    return ((b1 == b2) && (b2 == b3));\n}\n\nvoid ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)\n{\n    ImVec2 v0 = b - a;\n    ImVec2 v1 = c - a;\n    ImVec2 v2 = p - a;\n    const float denom = v0.x * v1.y - v1.x * v0.y;\n    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;\n    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;\n    out_u = 1.0f - out_v - out_w;\n}\n\nImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)\n{\n    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);\n    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);\n    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);\n    float dist2_ab = ImLengthSqr(p - proj_ab);\n    float dist2_bc = ImLengthSqr(p - proj_bc);\n    float dist2_ca = ImLengthSqr(p - proj_ca);\n    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));\n    if (m == dist2_ab)\n        return proj_ab;\n    if (m == dist2_bc)\n        return proj_bc;\n    return proj_ca;\n}\n\nint ImStricmp(const char* str1, const char* str2)\n{\n    int d;\n    while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; }\n    return d;\n}\n\nint ImStrnicmp(const char* str1, const char* str2, int count)\n{\n    int d = 0;\n    while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; }\n    return d;\n}\n\nvoid ImStrncpy(char* dst, const char* src, int count)\n{\n    if (count < 1) return;\n    strncpy(dst, src, (size_t)count);\n    dst[count-1] = 0;\n}\n\nchar* ImStrdup(const char *str)\n{\n    size_t len = strlen(str) + 1;\n    void* buff = ImGui::MemAlloc(len);\n    return (char*)memcpy(buff, (const void*)str, len);\n}\n\nint ImStrlenW(const ImWchar* str)\n{\n    int n = 0;\n    while (*str++) n++;\n    return n;\n}\n\nconst ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line\n{\n    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\\n')\n        buf_mid_line--;\n    return buf_mid_line;\n}\n\nconst char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)\n{\n    if (!needle_end)\n        needle_end = needle + strlen(needle);\n\n    const char un0 = (char)toupper(*needle);\n    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))\n    {\n        if (toupper(*haystack) == un0)\n        {\n            const char* b = needle + 1;\n            for (const char* a = haystack + 1; b < needle_end; a++, b++)\n                if (toupper(*a) != toupper(*b))\n                    break;\n            if (b == needle_end)\n                return haystack;\n        }\n        haystack++;\n    }\n    return NULL;\n}\n\n// MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). \n// 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.\nint ImFormatString(char* buf, int buf_size, const char* fmt, ...)\n{\n    IM_ASSERT(buf_size > 0);\n    va_list args;\n    va_start(args, fmt);\n    int w = vsnprintf(buf, buf_size, fmt, args);\n    va_end(args);\n    if (w == -1 || w >= buf_size)\n        w = buf_size - 1;\n    buf[w] = 0;\n    return w;\n}\n\nint ImFormatStringV(char* buf, int buf_size, const char* fmt, va_list args)\n{\n    IM_ASSERT(buf_size > 0);\n    int w = vsnprintf(buf, buf_size, fmt, args);\n    if (w == -1 || w >= buf_size)\n        w = buf_size - 1;\n    buf[w] = 0;\n    return w;\n}\n\n// Pass data_size==0 for zero-terminated strings\n// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.\nImU32 ImHash(const void* data, int data_size, ImU32 seed)\n{\n    static ImU32 crc32_lut[256] = { 0 };\n    if (!crc32_lut[1])\n    {\n        const ImU32 polynomial = 0xEDB88320;\n        for (ImU32 i = 0; i < 256; i++)\n        {\n            ImU32 crc = i;\n            for (ImU32 j = 0; j < 8; j++)\n                crc = (crc >> 1) ^ (ImU32(-int(crc & 1)) & polynomial);\n            crc32_lut[i] = crc;\n        }\n    }\n\n    seed = ~seed;\n    ImU32 crc = seed;\n    const unsigned char* current = (const unsigned char*)data;\n\n    if (data_size > 0)\n    {\n        // Known size\n        while (data_size--)\n            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *current++];\n    }\n    else\n    {\n        // Zero-terminated string\n        while (unsigned char c = *current++)\n        {\n            // We support a syntax of \"label###id\" where only \"###id\" is included in the hash, and only \"label\" gets displayed.\n            // Because this syntax is rarely used we are optimizing for the common case.\n            // - If we reach ### in the string we discard the hash so far and reset to the seed.\n            // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller.\n            if (c == '#' && current[0] == '#' && current[1] == '#')\n                crc = seed;\n            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];\n        }\n    }\n    return ~crc;\n}\n\n//-----------------------------------------------------------------------------\n// ImText* helpers\n//-----------------------------------------------------------------------------\n\n// Convert UTF-8 to 32-bits character, process single character input.\n// Based on stb_from_utf8() from github.com/nothings/stb/\n// We handle UTF-8 decoding error by skipping forward.\nint ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)\n{\n    unsigned int c = (unsigned int)-1;\n    const unsigned char* str = (const unsigned char*)in_text;\n    if (!(*str & 0x80))\n    {\n        c = (unsigned int)(*str++);\n        *out_char = c;\n        return 1;\n    }\n    if ((*str & 0xe0) == 0xc0)\n    {\n        *out_char = 0xFFFD; // will be invalid but not end of string\n        if (in_text_end && in_text_end - (const char*)str < 2) return 1;\n        if (*str < 0xc2) return 2;\n        c = (unsigned int)((*str++ & 0x1f) << 6);\n        if ((*str & 0xc0) != 0x80) return 2;\n        c += (*str++ & 0x3f);\n        *out_char = c;\n        return 2;\n    }\n    if ((*str & 0xf0) == 0xe0)\n    {\n        *out_char = 0xFFFD; // will be invalid but not end of string\n        if (in_text_end && in_text_end - (const char*)str < 3) return 1;\n        if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3;\n        if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below\n        c = (unsigned int)((*str++ & 0x0f) << 12);\n        if ((*str & 0xc0) != 0x80) return 3;\n        c += (unsigned int)((*str++ & 0x3f) << 6);\n        if ((*str & 0xc0) != 0x80) return 3;\n        c += (*str++ & 0x3f);\n        *out_char = c;\n        return 3;\n    }\n    if ((*str & 0xf8) == 0xf0)\n    {\n        *out_char = 0xFFFD; // will be invalid but not end of string\n        if (in_text_end && in_text_end - (const char*)str < 4) return 1;\n        if (*str > 0xf4) return 4;\n        if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return 4;\n        if (*str == 0xf4 && str[1] > 0x8f) return 4; // str[1] < 0x80 is checked below\n        c = (unsigned int)((*str++ & 0x07) << 18);\n        if ((*str & 0xc0) != 0x80) return 4;\n        c += (unsigned int)((*str++ & 0x3f) << 12);\n        if ((*str & 0xc0) != 0x80) return 4;\n        c += (unsigned int)((*str++ & 0x3f) << 6);\n        if ((*str & 0xc0) != 0x80) return 4;\n        c += (*str++ & 0x3f);\n        // utf-8 encodings of values used in surrogate pairs are invalid\n        if ((c & 0xFFFFF800) == 0xD800) return 4;\n        *out_char = c;\n        return 4;\n    }\n    *out_char = 0;\n    return 0;\n}\n\nint ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)\n{\n    ImWchar* buf_out = buf;\n    ImWchar* buf_end = buf + buf_size;\n    while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text)\n    {\n        unsigned int c;\n        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);\n        if (c == 0)\n            break;\n        if (c < 0x10000)    // FIXME: Losing characters that don't fit in 2 bytes\n            *buf_out++ = (ImWchar)c;\n    }\n    *buf_out = 0;\n    if (in_text_remaining)\n        *in_text_remaining = in_text;\n    return (int)(buf_out - buf);\n}\n\nint ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)\n{\n    int char_count = 0;\n    while ((!in_text_end || in_text < in_text_end) && *in_text)\n    {\n        unsigned int c;\n        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);\n        if (c == 0)\n            break;\n        if (c < 0x10000)\n            char_count++;\n    }\n    return char_count;\n}\n\n// Based on stb_to_utf8() from github.com/nothings/stb/\nstatic inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c)\n{\n    if (c < 0x80)\n    {\n        buf[0] = (char)c;\n        return 1;\n    }\n    if (c < 0x800)\n    {\n        if (buf_size < 2) return 0;\n        buf[0] = (char)(0xc0 + (c >> 6));\n        buf[1] = (char)(0x80 + (c & 0x3f));\n        return 2;\n    }\n    if (c >= 0xdc00 && c < 0xe000)\n    {\n        return 0;\n    }\n    if (c >= 0xd800 && c < 0xdc00)\n    {\n        if (buf_size < 4) return 0;\n        buf[0] = (char)(0xf0 + (c >> 18));\n        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));\n        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));\n        buf[3] = (char)(0x80 + ((c ) & 0x3f));\n        return 4;\n    }\n    //else if (c < 0x10000)\n    {\n        if (buf_size < 3) return 0;\n        buf[0] = (char)(0xe0 + (c >> 12));\n        buf[1] = (char)(0x80 + ((c>> 6) & 0x3f));\n        buf[2] = (char)(0x80 + ((c ) & 0x3f));\n        return 3;\n    }\n}\n\nstatic inline int ImTextCountUtf8BytesFromChar(unsigned int c)\n{\n    if (c < 0x80) return 1;\n    if (c < 0x800) return 2;\n    if (c >= 0xdc00 && c < 0xe000) return 0;\n    if (c >= 0xd800 && c < 0xdc00) return 4;\n    return 3;\n}\n\nint ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end)\n{\n    char* buf_out = buf;\n    const char* buf_end = buf + buf_size;\n    while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text)\n    {\n        unsigned int c = (unsigned int)(*in_text++);\n        if (c < 0x80)\n            *buf_out++ = (char)c;\n        else\n            buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end-buf_out-1), c);\n    }\n    *buf_out = 0;\n    return (int)(buf_out - buf);\n}\n\nint ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)\n{\n    int bytes_count = 0;\n    while ((!in_text_end || in_text < in_text_end) && *in_text)\n    {\n        unsigned int c = (unsigned int)(*in_text++);\n        if (c < 0x80)\n            bytes_count++;\n        else\n            bytes_count += ImTextCountUtf8BytesFromChar(c);\n    }\n    return bytes_count;\n}\n\nImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)\n{\n    float s = 1.0f/255.0f;\n    return ImVec4(\n        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,\n        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,\n        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,\n        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);\n}\n\nImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)\n{\n    ImU32 out;\n    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;\n    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;\n    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;\n    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;\n    return out;\n}\n\nImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)  \n{ \n    ImGuiStyle& style = GImGui->Style;\n    ImVec4 c = style.Colors[idx]; \n    c.w *= style.Alpha * alpha_mul; \n    return ColorConvertFloat4ToU32(c); \n}\n\nImU32 ImGui::GetColorU32(const ImVec4& col)\n{ \n    ImGuiStyle& style = GImGui->Style;\n    ImVec4 c = col; \n    c.w *= style.Alpha; \n    return ColorConvertFloat4ToU32(c); \n}\n\nconst ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)\n{ \n    ImGuiStyle& style = GImGui->Style;\n    return style.Colors[idx];\n}\n\nImU32 ImGui::GetColorU32(ImU32 col)\n{ \n    float style_alpha = GImGui->Style.Alpha;\n    if (style_alpha >= 1.0f)\n        return col;\n    int a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;\n    a = (int)(a * style_alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.\n    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);\n}\n\n// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592\n// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv\nvoid ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)\n{\n    float K = 0.f;\n    if (g < b)\n    {\n        const float tmp = g; g = b; b = tmp;\n        K = -1.f;\n    }\n    if (r < g)\n    {\n        const float tmp = r; r = g; g = tmp;\n        K = -2.f / 6.f - K;\n    }\n\n    const float chroma = r - (g < b ? g : b);\n    out_h = fabsf(K + (g - b) / (6.f * chroma + 1e-20f));\n    out_s = chroma / (r + 1e-20f);\n    out_v = r;\n}\n\n// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593\n// also http://en.wikipedia.org/wiki/HSL_and_HSV\nvoid ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)\n{\n    if (s == 0.0f)\n    {\n        // gray\n        out_r = out_g = out_b = v;\n        return;\n    }\n\n    h = fmodf(h, 1.0f) / (60.0f/360.0f);\n    int   i = (int)h;\n    float f = h - (float)i;\n    float p = v * (1.0f - s);\n    float q = v * (1.0f - s * f);\n    float t = v * (1.0f - s * (1.0f - f));\n\n    switch (i)\n    {\n    case 0: out_r = v; out_g = t; out_b = p; break;\n    case 1: out_r = q; out_g = v; out_b = p; break;\n    case 2: out_r = p; out_g = v; out_b = t; break;\n    case 3: out_r = p; out_g = q; out_b = v; break;\n    case 4: out_r = t; out_g = p; out_b = v; break;\n    case 5: default: out_r = v; out_g = p; out_b = q; break;\n    }\n}\n\nFILE* ImFileOpen(const char* filename, const char* mode)\n{\n#if defined(_WIN32) && !defined(__CYGWIN__)\n    // 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)\n    const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1;\n    const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1;\n    ImVector<ImWchar> buf;\n    buf.resize(filename_wsize + mode_wsize);\n    ImTextStrFromUtf8(&buf[0], filename_wsize, filename, NULL);\n    ImTextStrFromUtf8(&buf[filename_wsize], mode_wsize, mode, NULL);\n    return _wfopen((wchar_t*)&buf[0], (wchar_t*)&buf[filename_wsize]);\n#else\n    return fopen(filename, mode);\n#endif\n}\n\n// Load file content into memory\n// Memory allocated with ImGui::MemAlloc(), must be freed by user using ImGui::MemFree()\nvoid* ImFileLoadToMemory(const char* filename, const char* file_open_mode, int* out_file_size, int padding_bytes)\n{\n    IM_ASSERT(filename && file_open_mode);\n    if (out_file_size)\n        *out_file_size = 0;\n\n    FILE* f;\n    if ((f = ImFileOpen(filename, file_open_mode)) == NULL)\n        return NULL;\n\n    long file_size_signed;\n    if (fseek(f, 0, SEEK_END) || (file_size_signed = ftell(f)) == -1 || fseek(f, 0, SEEK_SET))\n    {\n        fclose(f);\n        return NULL;\n    }\n\n    int file_size = (int)file_size_signed;\n    void* file_data = ImGui::MemAlloc(file_size + padding_bytes);\n    if (file_data == NULL)\n    {\n        fclose(f);\n        return NULL;\n    }\n    if (fread(file_data, 1, (size_t)file_size, f) != (size_t)file_size)\n    {\n        fclose(f);\n        ImGui::MemFree(file_data);\n        return NULL;\n    }\n    if (padding_bytes > 0)\n        memset((void *)(((char*)file_data) + file_size), 0, padding_bytes);\n\n    fclose(f);\n    if (out_file_size)\n        *out_file_size = file_size;\n\n    return file_data;\n}\n\n//-----------------------------------------------------------------------------\n// ImGuiStorage\n//-----------------------------------------------------------------------------\n\n// Helper: Key->value storage\nvoid ImGuiStorage::Clear()\n{\n    Data.clear();\n}\n\n// std::lower_bound but without the bullshit\nstatic ImVector<ImGuiStorage::Pair>::iterator LowerBound(ImVector<ImGuiStorage::Pair>& data, ImGuiID key)\n{\n    ImVector<ImGuiStorage::Pair>::iterator first = data.begin();\n    ImVector<ImGuiStorage::Pair>::iterator last = data.end();\n    int count = (int)(last - first);\n    while (count > 0)\n    {\n        int count2 = count / 2;\n        ImVector<ImGuiStorage::Pair>::iterator mid = first + count2;\n        if (mid->key < key)\n        {\n            first = ++mid;\n            count -= count2 + 1;\n        }\n        else\n        {\n            count = count2;\n        }\n    }\n    return first;\n}\n\nint ImGuiStorage::GetInt(ImGuiID key, int default_val) const\n{\n    ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);\n    if (it == Data.end() || it->key != key)\n        return default_val;\n    return it->val_i;\n}\n\nbool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const\n{\n    return GetInt(key, default_val ? 1 : 0) != 0;\n}\n\nfloat ImGuiStorage::GetFloat(ImGuiID key, float default_val) const\n{\n    ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);\n    if (it == Data.end() || it->key != key)\n        return default_val;\n    return it->val_f;\n}\n\nvoid* ImGuiStorage::GetVoidPtr(ImGuiID key) const\n{\n    ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);\n    if (it == Data.end() || it->key != key)\n        return NULL;\n    return it->val_p;\n}\n\n// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.\nint* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)\n{\n    ImVector<Pair>::iterator it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n        it = Data.insert(it, Pair(key, default_val));\n    return &it->val_i;\n}\n\nbool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)\n{\n    return (bool*)GetIntRef(key, default_val ? 1 : 0);\n}\n\nfloat* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)\n{\n    ImVector<Pair>::iterator it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n        it = Data.insert(it, Pair(key, default_val));\n    return &it->val_f;\n}\n\nvoid** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)\n{\n    ImVector<Pair>::iterator it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n        it = Data.insert(it, Pair(key, default_val));\n    return &it->val_p;\n}\n\n// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)\nvoid ImGuiStorage::SetInt(ImGuiID key, int val)\n{\n    ImVector<Pair>::iterator it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n    {\n        Data.insert(it, Pair(key, val));\n        return;\n    }\n    it->val_i = val;\n}\n\nvoid ImGuiStorage::SetBool(ImGuiID key, bool val)\n{\n    SetInt(key, val ? 1 : 0);\n}\n\nvoid ImGuiStorage::SetFloat(ImGuiID key, float val)\n{\n    ImVector<Pair>::iterator it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n    {\n        Data.insert(it, Pair(key, val));\n        return;\n    }\n    it->val_f = val;\n}\n\nvoid ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)\n{\n    ImVector<Pair>::iterator it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n    {\n        Data.insert(it, Pair(key, val));\n        return;\n    }\n    it->val_p = val;\n}\n\nvoid ImGuiStorage::SetAllInt(int v)\n{\n    for (int i = 0; i < Data.Size; i++)\n        Data[i].val_i = v;\n}\n\n//-----------------------------------------------------------------------------\n// ImGuiTextFilter\n//-----------------------------------------------------------------------------\n\n// Helper: Parse and apply text filters. In format \"aaaaa[,bbbb][,ccccc]\"\nImGuiTextFilter::ImGuiTextFilter(const char* default_filter)\n{\n    if (default_filter)\n    {\n        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));\n        Build();\n    }\n    else\n    {\n        InputBuf[0] = 0;\n        CountGrep = 0;\n    }\n}\n\nbool ImGuiTextFilter::Draw(const char* label, float width)\n{\n    if (width != 0.0f)\n        ImGui::PushItemWidth(width);\n    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));\n    if (width != 0.0f)\n        ImGui::PopItemWidth();\n    if (value_changed)\n        Build();\n    return value_changed;\n}\n\nvoid ImGuiTextFilter::TextRange::split(char separator, ImVector<TextRange>& out)\n{\n    out.resize(0);\n    const char* wb = b;\n    const char* we = wb;\n    while (we < e)\n    {\n        if (*we == separator)\n        {\n            out.push_back(TextRange(wb, we));\n            wb = we + 1;\n        }\n        we++;\n    }\n    if (wb != we)\n        out.push_back(TextRange(wb, we));\n}\n\nvoid ImGuiTextFilter::Build()\n{\n    Filters.resize(0);\n    TextRange input_range(InputBuf, InputBuf+strlen(InputBuf));\n    input_range.split(',', Filters);\n\n    CountGrep = 0;\n    for (int i = 0; i != Filters.Size; i++)\n    {\n        Filters[i].trim_blanks();\n        if (Filters[i].empty())\n            continue;\n        if (Filters[i].front() != '-')\n            CountGrep += 1;\n    }\n}\n\nbool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const\n{\n    if (Filters.empty())\n        return true;\n\n    if (text == NULL)\n        text = \"\";\n\n    for (int i = 0; i != Filters.Size; i++)\n    {\n        const TextRange& f = Filters[i];\n        if (f.empty())\n            continue;\n        if (f.front() == '-')\n        {\n            // Subtract\n            if (ImStristr(text, text_end, f.begin()+1, f.end()) != NULL)\n                return false;\n        }\n        else\n        {\n            // Grep\n            if (ImStristr(text, text_end, f.begin(), f.end()) != NULL)\n                return true;\n        }\n    }\n\n    // Implicit * grep\n    if (CountGrep == 0)\n        return true;\n\n    return false;\n}\n\n//-----------------------------------------------------------------------------\n// ImGuiTextBuffer\n//-----------------------------------------------------------------------------\n\n// On some platform vsnprintf() takes va_list by reference and modifies it.\n// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.\n#ifndef va_copy\n#define va_copy(dest, src) (dest = src)\n#endif\n\n// Helper: Text buffer for logging/accumulating text\nvoid ImGuiTextBuffer::appendv(const char* fmt, va_list args)\n{\n    va_list args_copy;\n    va_copy(args_copy, args);\n\n    int len = vsnprintf(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.\n    if (len <= 0)\n        return;\n\n    const int write_off = Buf.Size;\n    const int needed_sz = write_off + len;\n    if (write_off + len >= Buf.Capacity)\n    {\n        int double_capacity = Buf.Capacity * 2;\n        Buf.reserve(needed_sz > double_capacity ? needed_sz : double_capacity);\n    }\n\n    Buf.resize(needed_sz);\n    ImFormatStringV(&Buf[write_off] - 1, len+1, fmt, args_copy);\n}\n\nvoid ImGuiTextBuffer::append(const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    appendv(fmt, args);\n    va_end(args);\n}\n\n//-----------------------------------------------------------------------------\n// ImGuiSimpleColumns\n//-----------------------------------------------------------------------------\n\nImGuiSimpleColumns::ImGuiSimpleColumns()\n{\n    Count = 0;\n    Spacing = Width = NextWidth = 0.0f;\n    memset(Pos, 0, sizeof(Pos));\n    memset(NextWidths, 0, sizeof(NextWidths));\n}\n\nvoid ImGuiSimpleColumns::Update(int count, float spacing, bool clear)\n{\n    IM_ASSERT(Count <= IM_ARRAYSIZE(Pos));\n    Count = count;\n    Width = NextWidth = 0.0f;\n    Spacing = spacing;\n    if (clear) memset(NextWidths, 0, sizeof(NextWidths));\n    for (int i = 0; i < Count; i++)\n    {\n        if (i > 0 && NextWidths[i] > 0.0f)\n            Width += Spacing;\n        Pos[i] = (float)(int)Width;\n        Width += NextWidths[i];\n        NextWidths[i] = 0.0f;\n    }\n}\n\nfloat ImGuiSimpleColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double\n{\n    NextWidth = 0.0f;\n    NextWidths[0] = ImMax(NextWidths[0], w0);\n    NextWidths[1] = ImMax(NextWidths[1], w1);\n    NextWidths[2] = ImMax(NextWidths[2], w2);\n    for (int i = 0; i < 3; i++)\n        NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f);\n    return ImMax(Width, NextWidth);\n}\n\nfloat ImGuiSimpleColumns::CalcExtraSpace(float avail_w)\n{\n    return ImMax(0.0f, avail_w - Width);\n}\n\n//-----------------------------------------------------------------------------\n// ImGuiListClipper\n//-----------------------------------------------------------------------------\n\nstatic void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height)\n{\n    // Set cursor position and a few other things so that SetScrollHere() and Columns() can work when seeking cursor. \n    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. Consider moving within SetCursorXXX functions?\n    ImGui::SetCursorPosY(pos_y);\n    ImGuiWindow* window = ImGui::GetCurrentWindow();\n    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.\n    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.\n    if (window->DC.ColumnsCount > 1)\n        window->DC.ColumnsCellMinY = window->DC.CursorPos.y;                    // Setting this so that cell Y position are set properly\n}\n\n// Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1\n// Use case B: Begin() called from constructor with items_height>0\n// 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.\nvoid ImGuiListClipper::Begin(int count, float items_height)\n{\n    StartPosY = ImGui::GetCursorPosY();\n    ItemsHeight = items_height;\n    ItemsCount = count;\n    StepNo = 0;\n    DisplayEnd = DisplayStart = -1;\n    if (ItemsHeight > 0.0f)\n    {\n        ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display\n        if (DisplayStart > 0)\n            SetCursorPosYAndSetupDummyPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); // advance cursor\n        StepNo = 2;\n    }\n}\n\nvoid ImGuiListClipper::End()\n{\n    if (ItemsCount < 0)\n        return;\n    // 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.\n    if (ItemsCount < INT_MAX)\n        SetCursorPosYAndSetupDummyPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor\n    ItemsCount = -1;\n    StepNo = 3;\n}\n\nbool ImGuiListClipper::Step()\n{\n    if (ItemsCount == 0 || ImGui::GetCurrentWindowRead()->SkipItems)\n    {\n        ItemsCount = -1; \n        return false; \n    }\n    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.\n    {\n        DisplayStart = 0;\n        DisplayEnd = 1;\n        StartPosY = ImGui::GetCursorPosY();\n        StepNo = 1;\n        return true;\n    }\n    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.\n    {\n        if (ItemsCount == 1) { ItemsCount = -1; return false; }\n        float items_height = ImGui::GetCursorPosY() - StartPosY;\n        IM_ASSERT(items_height > 0.0f);   // If this triggers, it means Item 0 hasn't moved the cursor vertically\n        Begin(ItemsCount-1, items_height);\n        DisplayStart++;\n        DisplayEnd++;\n        StepNo = 3;\n        return true;\n    }\n    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.\n    {\n        IM_ASSERT(DisplayStart >= 0 && DisplayEnd >= 0);\n        StepNo = 3;\n        return true;\n    }\n    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.\n        End();\n    return false;\n}\n\n//-----------------------------------------------------------------------------\n// ImGuiWindow\n//-----------------------------------------------------------------------------\n\nImGuiWindow::ImGuiWindow(const char* name)\n{\n    Name = ImStrdup(name);\n    ID = ImHash(name, 0);\n    IDStack.push_back(ID);\n    MoveId = GetID(\"#MOVE\");\n\n    Flags = 0;\n    OrderWithinParent = 0;\n    PosFloat = Pos = ImVec2(0.0f, 0.0f);\n    Size = SizeFull = ImVec2(0.0f, 0.0f);\n    SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f);\n    WindowPadding = ImVec2(0.0f, 0.0f);\n    Scroll = ImVec2(0.0f, 0.0f);\n    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);\n    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);\n    ScrollbarX = ScrollbarY = false;\n    ScrollbarSizes = ImVec2(0.0f, 0.0f);\n    BorderSize = 0.0f;\n    Active = WasActive = false;\n    Accessed = false;\n    Collapsed = false;\n    SkipItems = false;\n    BeginCount = 0;\n    PopupId = 0;\n    AutoFitFramesX = AutoFitFramesY = -1;\n    AutoFitOnlyGrows = false;\n    AutoFitChildAxises = 0x00;\n    AutoPosLastDirection = -1;\n    HiddenFrames = 0;\n    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;\n    SetWindowPosCenterWanted = false;\n\n    LastFrameActive = -1;\n    ItemWidthDefault = 0.0f;\n    FontWindowScale = 1.0f;\n\n    DrawList = (ImDrawList*)ImGui::MemAlloc(sizeof(ImDrawList));\n    IM_PLACEMENT_NEW(DrawList) ImDrawList();\n    DrawList->_OwnerName = Name;\n    RootWindow = NULL;\n    RootNonPopupWindow = NULL;\n    ParentWindow = NULL;\n\n    FocusIdxAllCounter = FocusIdxTabCounter = -1;\n    FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = INT_MAX;\n    FocusIdxAllRequestNext = FocusIdxTabRequestNext = INT_MAX;\n}\n\nImGuiWindow::~ImGuiWindow()\n{\n    DrawList->~ImDrawList();\n    ImGui::MemFree(DrawList);\n    DrawList = NULL;\n    ImGui::MemFree(Name);\n    Name = NULL;\n}\n\nImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)\n{\n    ImGuiID seed = IDStack.back();\n    ImGuiID id = ImHash(str, str_end ? (int)(str_end - str) : 0, seed);\n    ImGui::KeepAliveID(id);\n    return id;\n}\n\nImGuiID ImGuiWindow::GetID(const void* ptr)\n{\n    ImGuiID seed = IDStack.back();\n    ImGuiID id = ImHash(&ptr, sizeof(void*), seed);\n    ImGui::KeepAliveID(id);\n    return id;\n}\n\nImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end)\n{\n    ImGuiID seed = IDStack.back();\n    return ImHash(str, str_end ? (int)(str_end - str) : 0, seed);\n}\n\n//-----------------------------------------------------------------------------\n// Internal API exposed in imgui_internal.h\n//-----------------------------------------------------------------------------\n\nstatic void SetCurrentWindow(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    g.CurrentWindow = window;\n    if (window)\n        g.FontSize = window->CalcFontSize();\n}\n\nImGuiWindow* ImGui::GetParentWindow()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.CurrentWindowStack.Size >= 2);\n    return g.CurrentWindowStack[(unsigned int)g.CurrentWindowStack.Size - 2];\n}\n\nvoid ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    g.ActiveId = id;\n    g.ActiveIdAllowOverlap = false;\n    g.ActiveIdIsJustActivated = true;\n    if (id)\n        g.ActiveIdIsAlive = true;\n    g.ActiveIdWindow = window;\n}\n\nvoid ImGui::ClearActiveID()\n{\n    SetActiveID(0, NULL);\n}\n\nvoid ImGui::SetHoveredID(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    g.HoveredId = id;\n    g.HoveredIdAllowOverlap = false;\n}\n\nvoid ImGui::KeepAliveID(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.ActiveId == id)\n        g.ActiveIdIsAlive = true;\n}\n\n// Advance cursor given item size for layout.\nvoid ImGui::ItemSize(const ImVec2& size, float text_offset_y)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    // Always align ourselves on pixel boundaries\n    ImGuiContext& g = *GImGui;\n    const float line_height = ImMax(window->DC.CurrentLineHeight, size.y);\n    const float text_base_offset = ImMax(window->DC.CurrentLineTextBaseOffset, text_offset_y);\n    window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y);\n    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));\n    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);\n    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);\n\n    //window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // Debug\n\n    window->DC.PrevLineHeight = line_height;\n    window->DC.PrevLineTextBaseOffset = text_base_offset;\n    window->DC.CurrentLineHeight = window->DC.CurrentLineTextBaseOffset = 0.0f;\n}\n\nvoid ImGui::ItemSize(const ImRect& bb, float text_offset_y)\n{\n    ItemSize(bb.GetSize(), text_offset_y);\n}\n\n// Declare item bounding box for clipping and interaction.\n// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface\n// declares their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd().\nbool ImGui::ItemAdd(const ImRect& bb, const ImGuiID* id)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.LastItemId = id ? *id : 0;\n    window->DC.LastItemRect = bb;\n    window->DC.LastItemHoveredAndUsable = window->DC.LastItemHoveredRect = false;\n    if (IsClippedEx(bb, id, false))\n        return false;\n\n    // This is a sensible default, but widgets are free to override it after calling ItemAdd()\n    ImGuiContext& g = *GImGui;\n    if (IsMouseHoveringRect(bb.Min, bb.Max))\n    {\n        // Matching the behavior of IsHovered() but allow if ActiveId==window->MoveID (we clicked on the window background)\n        // So that clicking on items with no active id such as Text() still returns true with IsItemHovered()\n        window->DC.LastItemHoveredRect = true;\n        if (g.HoveredRootWindow == window->RootWindow)\n            if (g.ActiveId == 0 || (id && g.ActiveId == *id) || g.ActiveIdAllowOverlap || (g.ActiveId == window->MoveId))\n                if (IsWindowContentHoverable(window))\n                    window->DC.LastItemHoveredAndUsable = true;\n    }\n\n    return true;\n}\n\nbool ImGui::IsClippedEx(const ImRect& bb, const ImGuiID* id, bool clip_even_when_logged)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindowRead();\n    if (!bb.Overlaps(window->ClipRect))\n        if (!id || *id != GImGui->ActiveId)\n            if (clip_even_when_logged || !g.LogEnabled)\n                return true;\n    return false;\n}\n\n// NB: This is an internal helper. The user-facing IsItemHovered() is using data emitted from ItemAdd(), with a slightly different logic.\nbool ImGui::IsHovered(const ImRect& bb, ImGuiID id, bool flatten_childs)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.HoveredId == 0 || g.HoveredId == id || g.HoveredIdAllowOverlap)\n    {\n        ImGuiWindow* window = GetCurrentWindowRead();\n        if (g.HoveredWindow == window || (flatten_childs && g.HoveredRootWindow == window->RootWindow))\n            if ((g.ActiveId == 0 || g.ActiveId == id || g.ActiveIdAllowOverlap) && IsMouseHoveringRect(bb.Min, bb.Max))\n                if (IsWindowContentHoverable(g.HoveredRootWindow))\n                    return true;\n    }\n    return false;\n}\n\nbool ImGui::FocusableItemRegister(ImGuiWindow* window, bool is_active, bool tab_stop)\n{\n    ImGuiContext& g = *GImGui;\n\n    const bool allow_keyboard_focus = window->DC.AllowKeyboardFocus;\n    window->FocusIdxAllCounter++;\n    if (allow_keyboard_focus)\n        window->FocusIdxTabCounter++;\n\n    // Process keyboard input at this point: TAB, Shift-TAB switch focus\n    // We can always TAB out of a widget that doesn't allow tabbing in.\n    if (tab_stop && window->FocusIdxAllRequestNext == INT_MAX && window->FocusIdxTabRequestNext == INT_MAX && is_active && IsKeyPressedMap(ImGuiKey_Tab))\n    {\n        // Modulo on index will be applied at the end of frame once we've got the total counter of items.\n        window->FocusIdxTabRequestNext = window->FocusIdxTabCounter + (g.IO.KeyShift ? (allow_keyboard_focus ? -1 : 0) : +1);\n    }\n\n    if (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent)\n        return true;\n\n    if (allow_keyboard_focus)\n        if (window->FocusIdxTabCounter == window->FocusIdxTabRequestCurrent)\n            return true;\n\n    return false;\n}\n\nvoid ImGui::FocusableItemUnregister(ImGuiWindow* window)\n{\n    window->FocusIdxAllCounter--;\n    window->FocusIdxTabCounter--;\n}\n\nImVec2 ImGui::CalcItemSize(ImVec2 size, float default_x, float default_y)\n{\n    ImGuiContext& g = *GImGui;\n    ImVec2 content_max;\n    if (size.x < 0.0f || size.y < 0.0f)\n        content_max = g.CurrentWindow->Pos + GetContentRegionMax();\n    if (size.x <= 0.0f)\n        size.x = (size.x == 0.0f) ? default_x : ImMax(content_max.x - g.CurrentWindow->DC.CursorPos.x, 4.0f) + size.x;\n    if (size.y <= 0.0f)\n        size.y = (size.y == 0.0f) ? default_y : ImMax(content_max.y - g.CurrentWindow->DC.CursorPos.y, 4.0f) + size.y;\n    return size;\n}\n\nfloat ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)\n{\n    if (wrap_pos_x < 0.0f)\n        return 0.0f;\n\n    ImGuiWindow* window = GetCurrentWindowRead();\n    if (wrap_pos_x == 0.0f)\n        wrap_pos_x = GetContentRegionMax().x + window->Pos.x;\n    else if (wrap_pos_x > 0.0f)\n        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space\n\n    return ImMax(wrap_pos_x - pos.x, 1.0f);\n}\n\n//-----------------------------------------------------------------------------\n\nvoid* ImGui::MemAlloc(size_t sz)\n{\n    GImGui->IO.MetricsAllocs++;\n    return GImGui->IO.MemAllocFn(sz);\n}\n\nvoid ImGui::MemFree(void* ptr)\n{\n    if (ptr) GImGui->IO.MetricsAllocs--;\n    return GImGui->IO.MemFreeFn(ptr);\n}\n\nconst char* ImGui::GetClipboardText()\n{\n    return GImGui->IO.GetClipboardTextFn ? GImGui->IO.GetClipboardTextFn(GImGui->IO.ClipboardUserData) : \"\";\n}\n\nvoid ImGui::SetClipboardText(const char* text)\n{\n    if (GImGui->IO.SetClipboardTextFn)\n        GImGui->IO.SetClipboardTextFn(GImGui->IO.ClipboardUserData, text);\n}\n\nconst char* ImGui::GetVersion()\n{\n    return IMGUI_VERSION;\n}\n\n// Internal state access - if you want to share ImGui state between modules (e.g. DLL) or allocate it yourself\n// 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\nImGuiContext* ImGui::GetCurrentContext()\n{\n    return GImGui;\n}\n\nvoid ImGui::SetCurrentContext(ImGuiContext* ctx)\n{\n#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC\n    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.\n#else\n    GImGui = ctx;\n#endif\n}\n\nImGuiContext* ImGui::CreateContext(void* (*malloc_fn)(size_t), void (*free_fn)(void*))\n{\n    if (!malloc_fn) malloc_fn = malloc;\n    ImGuiContext* ctx = (ImGuiContext*)malloc_fn(sizeof(ImGuiContext));\n    IM_PLACEMENT_NEW(ctx) ImGuiContext();\n    ctx->IO.MemAllocFn = malloc_fn;\n    ctx->IO.MemFreeFn = free_fn ? free_fn : free;\n    return ctx;\n}\n\nvoid ImGui::DestroyContext(ImGuiContext* ctx)\n{\n    void (*free_fn)(void*) = ctx->IO.MemFreeFn;\n    ctx->~ImGuiContext();\n    free_fn(ctx);\n    if (GImGui == ctx)\n        SetCurrentContext(NULL);\n}\n\nImGuiIO& ImGui::GetIO()\n{\n    return GImGui->IO;\n}\n\nImGuiStyle& ImGui::GetStyle()\n{\n    return GImGui->Style;\n}\n\n// Same value as passed to your RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()\nImDrawData* ImGui::GetDrawData()\n{\n    return GImGui->RenderDrawData.Valid ? &GImGui->RenderDrawData : NULL;\n}\n\nfloat ImGui::GetTime()\n{\n    return GImGui->Time;\n}\n\nint ImGui::GetFrameCount()\n{\n    return GImGui->FrameCount;\n}\n\nvoid ImGui::NewFrame()\n{\n    ImGuiContext& g = *GImGui;\n\n    // Check user data\n    IM_ASSERT(g.IO.DeltaTime >= 0.0f);               // Need a positive DeltaTime (zero is tolerated but will cause some timing issues)\n    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f);\n    IM_ASSERT(g.IO.Fonts->Fonts.Size > 0);           // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?\n    IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded());     // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?\n    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f);  // Invalid style setting\n    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)\n\n    if (!g.Initialized)\n    {\n        // Initialize on first frame\n        g.LogClipboard = (ImGuiTextBuffer*)ImGui::MemAlloc(sizeof(ImGuiTextBuffer));\n        IM_PLACEMENT_NEW(g.LogClipboard) ImGuiTextBuffer();\n\n        IM_ASSERT(g.Settings.empty());\n        LoadIniSettingsFromDisk(g.IO.IniFilename);\n        g.Initialized = true;\n    }\n\n    SetCurrentFont(GetDefaultFont());\n    IM_ASSERT(g.Font->IsLoaded());\n\n    g.Time += g.IO.DeltaTime;\n    g.FrameCount += 1;\n    g.TooltipOverrideCount = 0;\n    g.OverlayDrawList.Clear();\n    g.OverlayDrawList.PushTextureID(g.IO.Fonts->TexID);\n    g.OverlayDrawList.PushClipRectFullScreen();\n\n    // Mark rendering data as invalid to prevent user who may have a handle on it to use it\n    g.RenderDrawData.Valid = false;\n    g.RenderDrawData.CmdLists = NULL;\n    g.RenderDrawData.CmdListsCount = g.RenderDrawData.TotalVtxCount = g.RenderDrawData.TotalIdxCount = 0;\n\n\n    // Update mouse input state\n    if (g.IO.MousePos.x < 0 && g.IO.MousePos.y < 0)\n        g.IO.MousePos = ImVec2(-9999.0f, -9999.0f);\n    if ((g.IO.MousePos.x < 0 && g.IO.MousePos.y < 0) || (g.IO.MousePosPrev.x < 0 && g.IO.MousePosPrev.y < 0))   // if mouse just appeared or disappeared (negative coordinate) we cancel out movement in MouseDelta\n        g.IO.MouseDelta = ImVec2(0.0f, 0.0f);\n    else\n        g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev;\n    g.IO.MousePosPrev = g.IO.MousePos;\n    for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)\n    {\n        g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f;\n        g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f;\n        g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i];\n        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;\n        g.IO.MouseDoubleClicked[i] = false;\n        if (g.IO.MouseClicked[i])\n        {\n            if (g.Time - g.IO.MouseClickedTime[i] < g.IO.MouseDoubleClickTime)\n            {\n                if (ImLengthSqr(g.IO.MousePos - g.IO.MouseClickedPos[i]) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist)\n                    g.IO.MouseDoubleClicked[i] = true;\n                g.IO.MouseClickedTime[i] = -FLT_MAX;    // so the third click isn't turned into a double-click\n            }\n            else\n            {\n                g.IO.MouseClickedTime[i] = g.Time;\n            }\n            g.IO.MouseClickedPos[i] = g.IO.MousePos;\n            g.IO.MouseDragMaxDistanceSqr[i] = 0.0f;\n        }\n        else if (g.IO.MouseDown[i])\n        {\n            g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(g.IO.MousePos - g.IO.MouseClickedPos[i]));\n        }\n    }\n    memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));\n    for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)\n        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;\n\n    // Calculate frame-rate for the user, as a purely luxurious feature\n    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];\n    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;\n    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);\n    g.IO.Framerate = 1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame));\n\n    // Clear reference to active widget if the widget isn't alive anymore\n    g.HoveredIdPreviousFrame = g.HoveredId;\n    g.HoveredId = 0;\n    g.HoveredIdAllowOverlap = false;\n    if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)\n        ClearActiveID();\n    g.ActiveIdPreviousFrame = g.ActiveId;\n    g.ActiveIdIsAlive = false;\n    g.ActiveIdIsJustActivated = false;\n\n    // Handle user moving window (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows.\n    if (g.MovedWindowMoveId && g.MovedWindowMoveId == g.ActiveId)\n    {\n        KeepAliveID(g.MovedWindowMoveId);\n        IM_ASSERT(g.MovedWindow && g.MovedWindow->RootWindow);\n        IM_ASSERT(g.MovedWindow->RootWindow->MoveId == g.MovedWindowMoveId);\n        if (g.IO.MouseDown[0])\n        {\n            if (!(g.MovedWindow->Flags & ImGuiWindowFlags_NoMove))\n            {\n                g.MovedWindow->PosFloat += g.IO.MouseDelta;\n                if (!(g.MovedWindow->Flags & ImGuiWindowFlags_NoSavedSettings) && (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f))\n                    MarkIniSettingsDirty(g.MovedWindow);\n            }\n            FocusWindow(g.MovedWindow);\n        }\n        else\n        {\n            ClearActiveID();\n            g.MovedWindow = NULL;\n            g.MovedWindowMoveId = 0;\n        }\n    }\n    else\n    {\n        g.MovedWindow = NULL;\n        g.MovedWindowMoveId = 0;\n    }\n\n    // Delay saving settings so we don't spam disk too much\n    if (g.SettingsDirtyTimer > 0.0f)\n    {\n        g.SettingsDirtyTimer -= g.IO.DeltaTime;\n        if (g.SettingsDirtyTimer <= 0.0f)\n            SaveIniSettingsToDisk(g.IO.IniFilename);\n    }\n\n    // Find the window we are hovering. Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow\n    g.HoveredWindow = g.MovedWindow ? g.MovedWindow : FindHoveredWindow(g.IO.MousePos, false);\n    if (g.HoveredWindow && (g.HoveredWindow->Flags & ImGuiWindowFlags_ChildWindow))\n        g.HoveredRootWindow = g.HoveredWindow->RootWindow;\n    else\n        g.HoveredRootWindow = g.MovedWindow ? g.MovedWindow->RootWindow : FindHoveredWindow(g.IO.MousePos, true);\n\n    if (ImGuiWindow* modal_window = GetFrontMostModalRootWindow())\n    {\n        g.ModalWindowDarkeningRatio = ImMin(g.ModalWindowDarkeningRatio + g.IO.DeltaTime * 6.0f, 1.0f);\n        ImGuiWindow* window = g.HoveredRootWindow;\n        while (window && window != modal_window)\n            window = window->ParentWindow;\n        if (!window)\n            g.HoveredRootWindow = g.HoveredWindow = NULL;\n    }\n    else\n    {\n        g.ModalWindowDarkeningRatio = 0.0f;\n    }\n\n    // Are we using inputs? Tell user so they can capture/discard the inputs away from the rest of their application.\n    // When clicking outside of a window we assume the click is owned by the application and won't request capture. We need to track click ownership.\n    int mouse_earliest_button_down = -1;\n    bool mouse_any_down = false;\n    for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)\n    {\n        if (g.IO.MouseClicked[i])\n            g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (!g.OpenPopupStack.empty());\n        mouse_any_down |= g.IO.MouseDown[i];\n        if (g.IO.MouseDown[i])\n            if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[mouse_earliest_button_down] > g.IO.MouseClickedTime[i])\n                mouse_earliest_button_down = i;\n    }\n    bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down];\n    if (g.CaptureMouseNextFrame != -1)\n        g.IO.WantCaptureMouse = (g.CaptureMouseNextFrame != 0);\n    else\n        g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (g.ActiveId != 0) || (!g.OpenPopupStack.empty());\n    g.IO.WantCaptureKeyboard = (g.CaptureKeyboardNextFrame != -1) ? (g.CaptureKeyboardNextFrame != 0) : (g.ActiveId != 0);\n    g.IO.WantTextInput = (g.ActiveId != 0 && g.InputTextState.Id == g.ActiveId);\n    g.MouseCursor = ImGuiMouseCursor_Arrow;\n    g.CaptureMouseNextFrame = g.CaptureKeyboardNextFrame = -1;\n    g.OsImePosRequest = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default\n\n    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.\n    if (!mouse_avail_to_imgui)\n        g.HoveredWindow = g.HoveredRootWindow = NULL;\n\n    // Scale & Scrolling\n    if (g.HoveredWindow && g.IO.MouseWheel != 0.0f && !g.HoveredWindow->Collapsed)\n    {\n        ImGuiWindow* window = g.HoveredWindow;\n        if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling)\n        {\n            // Zoom / Scale window\n            const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);\n            const float scale = new_font_scale / window->FontWindowScale;\n            window->FontWindowScale = new_font_scale;\n\n            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;\n            window->Pos += offset;\n            window->PosFloat += offset;\n            window->Size *= scale;\n            window->SizeFull *= scale;\n        }\n        else if (!g.IO.KeyCtrl && !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse))\n        {\n            // Scroll\n            const int scroll_lines = (window->Flags & ImGuiWindowFlags_ComboBox) ? 3 : 5;\n            SetWindowScrollY(window, window->Scroll.y - g.IO.MouseWheel * window->CalcFontSize() * scroll_lines);\n        }\n    }\n\n    // Pressing TAB activate widget focus\n    // NB: Don't discard FocusedWindow if it isn't active, so that a window that go on/off programatically won't lose its keyboard focus.\n    if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && IsKeyPressedMap(ImGuiKey_Tab, false))\n        g.NavWindow->FocusIdxTabRequestNext = 0;\n\n    // Mark all windows as not visible\n    for (int i = 0; i != g.Windows.Size; i++)\n    {\n        ImGuiWindow* window = g.Windows[i];\n        window->WasActive = window->Active;\n        window->Active = false;\n        window->Accessed = false;\n    }\n\n    // Closing the focused window restore focus to the first active root window in descending z-order\n    if (g.NavWindow && !g.NavWindow->WasActive)\n        for (int i = g.Windows.Size-1; i >= 0; i--)\n            if (g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow))\n            {\n                FocusWindow(g.Windows[i]);\n                break;\n            }\n\n    // No window should be open at the beginning of the frame.\n    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.\n    g.CurrentWindowStack.resize(0);\n    g.CurrentPopupStack.resize(0);\n    CloseInactivePopups();\n\n    // Create implicit window - we will only render it if the user has added something to it.\n    ImGui::SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver);\n    ImGui::Begin(\"Debug\");\n}\n\n// NB: behavior of ImGui after Shutdown() is not tested/guaranteed at the moment. This function is merely here to free heap allocations.\nvoid ImGui::Shutdown()\n{\n    ImGuiContext& g = *GImGui;\n\n    // 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)\n    if (g.IO.Fonts) // Testing for NULL to allow user to NULLify in case of running Shutdown() on multiple contexts. Bit hacky.\n        g.IO.Fonts->Clear();\n\n    // Cleanup of other data are conditional on actually having used ImGui.\n    if (!g.Initialized)\n        return;\n\n    SaveIniSettingsToDisk(g.IO.IniFilename);\n\n    for (int i = 0; i < g.Windows.Size; i++)\n    {\n        g.Windows[i]->~ImGuiWindow();\n        ImGui::MemFree(g.Windows[i]);\n    }\n    g.Windows.clear();\n    g.WindowsSortBuffer.clear();\n    g.CurrentWindow = NULL;\n    g.CurrentWindowStack.clear();\n    g.NavWindow = NULL;\n    g.HoveredWindow = NULL;\n    g.HoveredRootWindow = NULL;\n    g.ActiveIdWindow = NULL;\n    g.MovedWindow = NULL;\n    for (int i = 0; i < g.Settings.Size; i++)\n        ImGui::MemFree(g.Settings[i].Name);\n    g.Settings.clear();\n    g.ColorModifiers.clear();\n    g.StyleModifiers.clear();\n    g.FontStack.clear();\n    g.OpenPopupStack.clear();\n    g.CurrentPopupStack.clear();\n    g.SetNextWindowSizeConstraintCallback = NULL;\n    g.SetNextWindowSizeConstraintCallbackUserData = NULL;\n    for (int i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)\n        g.RenderDrawLists[i].clear();\n    g.OverlayDrawList.ClearFreeMemory();\n    g.PrivateClipboard.clear();\n    g.InputTextState.Text.clear();\n    g.InputTextState.InitialText.clear();\n    g.InputTextState.TempTextBuffer.clear();\n\n    if (g.LogFile && g.LogFile != stdout)\n    {\n        fclose(g.LogFile);\n        g.LogFile = NULL;\n    }\n    if (g.LogClipboard)\n    {\n        g.LogClipboard->~ImGuiTextBuffer();\n        ImGui::MemFree(g.LogClipboard);\n    }\n\n    g.Initialized = false;\n}\n\nstatic ImGuiIniData* FindWindowSettings(const char* name)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiID id = ImHash(name, 0);\n    for (int i = 0; i != g.Settings.Size; i++)\n    {\n        ImGuiIniData* ini = &g.Settings[i];\n        if (ini->Id == id)\n            return ini;\n    }\n    return NULL;\n}\n\nstatic ImGuiIniData* AddWindowSettings(const char* name)\n{\n    GImGui->Settings.resize(GImGui->Settings.Size + 1);\n    ImGuiIniData* ini = &GImGui->Settings.back();\n    ini->Name = ImStrdup(name);\n    ini->Id = ImHash(name, 0);\n    ini->Collapsed = false;\n    ini->Pos = ImVec2(FLT_MAX,FLT_MAX);\n    ini->Size = ImVec2(0,0);\n    return ini;\n}\n\n// Zero-tolerance, poor-man .ini parsing\n// FIXME: Write something less rubbish\nstatic void LoadIniSettingsFromDisk(const char* ini_filename)\n{\n    ImGuiContext& g = *GImGui;\n    if (!ini_filename)\n        return;\n\n    int file_size;\n    char* file_data = (char*)ImFileLoadToMemory(ini_filename, \"rb\", &file_size, 1);\n    if (!file_data)\n        return;\n\n    ImGuiIniData* settings = NULL;\n    const char* buf_end = file_data + file_size;\n    for (const char* line_start = file_data; line_start < buf_end; )\n    {\n        const char* line_end = line_start;\n        while (line_end < buf_end && *line_end != '\\n' && *line_end != '\\r')\n            line_end++;\n\n        if (line_start[0] == '[' && line_end > line_start && line_end[-1] == ']')\n        {\n            char name[64];\n            ImFormatString(name, IM_ARRAYSIZE(name), \"%.*s\", (int)(line_end-line_start-2), line_start+1);\n            settings = FindWindowSettings(name);\n            if (!settings)\n                settings = AddWindowSettings(name);\n        }\n        else if (settings)\n        {\n            float x, y;\n            int i;\n            if (sscanf(line_start, \"Pos=%f,%f\", &x, &y) == 2)\n                settings->Pos = ImVec2(x, y);\n            else if (sscanf(line_start, \"Size=%f,%f\", &x, &y) == 2)\n                settings->Size = ImMax(ImVec2(x, y), g.Style.WindowMinSize);\n            else if (sscanf(line_start, \"Collapsed=%d\", &i) == 1)\n                settings->Collapsed = (i != 0);\n        }\n\n        line_start = line_end+1;\n    }\n\n    ImGui::MemFree(file_data);\n}\n\nstatic void SaveIniSettingsToDisk(const char* ini_filename)\n{\n    ImGuiContext& g = *GImGui;\n    g.SettingsDirtyTimer = 0.0f;\n    if (!ini_filename)\n        return;\n\n    // Gather data from windows that were active during this session\n    for (int i = 0; i != g.Windows.Size; i++)\n    {\n        ImGuiWindow* window = g.Windows[i];\n        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)\n            continue;\n        ImGuiIniData* settings = FindWindowSettings(window->Name);\n        if (!settings)  // This will only return NULL in the rare instance where the window was first created with ImGuiWindowFlags_NoSavedSettings then had the flag disabled later on. We don't bind settings in this case (bug #1000).\n            continue;\n        settings->Pos = window->Pos;\n        settings->Size = window->SizeFull;\n        settings->Collapsed = window->Collapsed;\n    }\n\n    // Write .ini file\n    // If a window wasn't opened in this session we preserve its settings\n    FILE* f = ImFileOpen(ini_filename, \"wt\");\n    if (!f)\n        return;\n    for (int i = 0; i != g.Settings.Size; i++)\n    {\n        const ImGuiIniData* settings = &g.Settings[i];\n        if (settings->Pos.x == FLT_MAX)\n            continue;\n        const char* name = settings->Name;\n        if (const char* p = strstr(name, \"###\"))  // Skip to the \"###\" marker if any. We don't skip past to match the behavior of GetID()\n            name = p;\n        fprintf(f, \"[%s]\\n\", name);\n        fprintf(f, \"Pos=%d,%d\\n\", (int)settings->Pos.x, (int)settings->Pos.y);\n        fprintf(f, \"Size=%d,%d\\n\", (int)settings->Size.x, (int)settings->Size.y);\n        fprintf(f, \"Collapsed=%d\\n\", settings->Collapsed);\n        fprintf(f, \"\\n\");\n    }\n\n    fclose(f);\n}\n\nstatic void MarkIniSettingsDirty(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))\n        if (g.SettingsDirtyTimer <= 0.0f)\n            g.SettingsDirtyTimer = g.IO.IniSavingRate;\n}\n\n// FIXME: Add a more explicit sort order in the window structure.\nstatic int ChildWindowComparer(const void* lhs, const void* rhs)\n{\n    const ImGuiWindow* a = *(const ImGuiWindow**)lhs;\n    const ImGuiWindow* b = *(const ImGuiWindow**)rhs;\n    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))\n        return d;\n    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))\n        return d;\n    if (int d = (a->Flags & ImGuiWindowFlags_ComboBox) - (b->Flags & ImGuiWindowFlags_ComboBox))\n        return d;\n    return (a->OrderWithinParent - b->OrderWithinParent);\n}\n\nstatic void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows, ImGuiWindow* window)\n{\n    out_sorted_windows.push_back(window);\n    if (window->Active)\n    {\n        int count = window->DC.ChildWindows.Size;\n        if (count > 1)\n            qsort(window->DC.ChildWindows.begin(), (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);\n        for (int i = 0; i < count; i++)\n        {\n            ImGuiWindow* child = window->DC.ChildWindows[i];\n            if (child->Active)\n                AddWindowToSortedBuffer(out_sorted_windows, child);\n        }\n    }\n}\n\nstatic void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list)\n{\n    if (draw_list->CmdBuffer.empty())\n        return;\n\n    // Remove trailing command if unused\n    ImDrawCmd& last_cmd = draw_list->CmdBuffer.back();\n    if (last_cmd.ElemCount == 0 && last_cmd.UserCallback == NULL)\n    {\n        draw_list->CmdBuffer.pop_back();\n        if (draw_list->CmdBuffer.empty())\n            return;\n    }\n\n    // 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.\n    IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);\n    IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);\n    IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);\n\n    // Check that draw_list doesn't use more vertices than indexable in a single draw call (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per window)\n    // If this assert triggers because you are drawing lots of stuff manually, you can:\n    // A) Add '#define ImDrawIdx unsigned int' in imconfig.h to set the index size to 4 bytes. You'll need to handle the 4-bytes indices to your renderer.\n    //    For example, the OpenGL example code detect index size at compile-time by doing:\n    //    'glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);'\n    //    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.\n    // B) 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.\n    IM_ASSERT(((ImU64)draw_list->_VtxCurrentIdx >> (sizeof(ImDrawIdx)*8)) == 0);  // Too many vertices in same ImDrawList. See comment above.\n    \n    out_render_list.push_back(draw_list);\n    GImGui->IO.MetricsRenderVertices += draw_list->VtxBuffer.Size;\n    GImGui->IO.MetricsRenderIndices += draw_list->IdxBuffer.Size;\n}\n\nstatic void AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiWindow* window)\n{\n    AddDrawListToRenderList(out_render_list, window->DrawList);\n    for (int i = 0; i < window->DC.ChildWindows.Size; i++)\n    {\n        ImGuiWindow* child = window->DC.ChildWindows[i];\n        if (!child->Active) // clipped children may have been marked not active\n            continue;\n        if ((child->Flags & ImGuiWindowFlags_Popup) && child->HiddenFrames > 0)\n            continue;\n        AddWindowToRenderList(out_render_list, child);\n    }\n}\n\n// 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.\nvoid ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);\n    window->ClipRect = window->DrawList->_ClipRectStack.back();\n}\n\nvoid ImGui::PopClipRect()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DrawList->PopClipRect();\n    window->ClipRect = window->DrawList->_ClipRectStack.back();\n}\n\n// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.\nvoid ImGui::EndFrame()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.Initialized);                       // Forgot to call ImGui::NewFrame()\n    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // ImGui::EndFrame() called multiple times, or forgot to call ImGui::NewFrame() again\n\n    // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)\n    if (g.IO.ImeSetInputScreenPosFn && ImLengthSqr(g.OsImePosRequest - g.OsImePosSet) > 0.0001f)\n    {\n        g.IO.ImeSetInputScreenPosFn((int)g.OsImePosRequest.x, (int)g.OsImePosRequest.y);\n        g.OsImePosSet = g.OsImePosRequest;\n    }\n\n    // Hide implicit \"Debug\" window if it hasn't been used\n    IM_ASSERT(g.CurrentWindowStack.Size == 1);    // Mismatched Begin()/End() calls\n    if (g.CurrentWindow && !g.CurrentWindow->Accessed)\n        g.CurrentWindow->Active = false;\n    ImGui::End();\n\n    // Click to focus window and start moving (after we're done with all our widgets)\n    if (g.ActiveId == 0 && g.HoveredId == 0 && g.IO.MouseClicked[0])\n    {\n        if (!(g.NavWindow && !g.NavWindow->WasActive && g.NavWindow->Active)) // Unless we just made a popup appear\n        {\n            if (g.HoveredRootWindow != NULL)\n            {\n                FocusWindow(g.HoveredWindow);\n                if (!(g.HoveredWindow->Flags & ImGuiWindowFlags_NoMove))\n                {\n                    g.MovedWindow = g.HoveredWindow;\n                    g.MovedWindowMoveId = g.HoveredRootWindow->MoveId;\n                    SetActiveID(g.MovedWindowMoveId, g.HoveredRootWindow);\n                }\n            }\n            else if (g.NavWindow != NULL && GetFrontMostModalRootWindow() == NULL)\n            {\n                // Clicking on void disable focus\n                FocusWindow(NULL);\n            }\n        }\n    }\n\n    // Sort the window list so that all child windows are after their parent\n    // We cannot do that on FocusWindow() because childs may not exist yet\n    g.WindowsSortBuffer.resize(0);\n    g.WindowsSortBuffer.reserve(g.Windows.Size);\n    for (int i = 0; i != g.Windows.Size; i++)\n    {\n        ImGuiWindow* window = g.Windows[i];\n        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it\n            continue;\n        AddWindowToSortedBuffer(g.WindowsSortBuffer, window);\n    }\n\n    IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size);  // we done something wrong\n    g.Windows.swap(g.WindowsSortBuffer);\n\n    // Clear Input data for next frame\n    g.IO.MouseWheel = 0.0f;\n    memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));\n\n    g.FrameCountEnded = g.FrameCount;\n}\n\nvoid ImGui::Render()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.Initialized);   // Forgot to call ImGui::NewFrame()\n\n    if (g.FrameCountEnded != g.FrameCount)\n        ImGui::EndFrame();\n    g.FrameCountRendered = g.FrameCount;\n\n    // Skip render altogether if alpha is 0.0\n    // Note that vertex buffers have been created and are wasted, so it is best practice that you don't create windows in the first place, or consistently respond to Begin() returning false.\n    if (g.Style.Alpha > 0.0f)\n    {\n        // Gather windows to render\n        g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsActiveWindows = 0;\n        for (int i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)\n            g.RenderDrawLists[i].resize(0);\n        for (int i = 0; i != g.Windows.Size; i++)\n        {\n            ImGuiWindow* window = g.Windows[i];\n            if (window->Active && window->HiddenFrames <= 0 && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0)\n            {\n                // FIXME: Generalize this with a proper layering system so e.g. user can draw in specific layers, below text, ..\n                g.IO.MetricsActiveWindows++;\n                if (window->Flags & ImGuiWindowFlags_Popup)\n                    AddWindowToRenderList(g.RenderDrawLists[1], window);\n                else if (window->Flags & ImGuiWindowFlags_Tooltip)\n                    AddWindowToRenderList(g.RenderDrawLists[2], window);\n                else\n                    AddWindowToRenderList(g.RenderDrawLists[0], window);\n            }\n        }\n\n        // Flatten layers\n        int n = g.RenderDrawLists[0].Size;\n        int flattened_size = n;\n        for (int i = 1; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)\n            flattened_size += g.RenderDrawLists[i].Size;\n        g.RenderDrawLists[0].resize(flattened_size);\n        for (int i = 1; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)\n        {\n            ImVector<ImDrawList*>& layer = g.RenderDrawLists[i];\n            if (layer.empty())\n                continue;\n            memcpy(&g.RenderDrawLists[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));\n            n += layer.Size;\n        }\n\n        // Draw software mouse cursor if requested\n        if (g.IO.MouseDrawCursor)\n        {\n            const ImGuiMouseCursorData& cursor_data = g.MouseCursorData[g.MouseCursor];\n            const ImVec2 pos = g.IO.MousePos - cursor_data.HotOffset;\n            const ImVec2 size = cursor_data.Size;\n            const ImTextureID tex_id = g.IO.Fonts->TexID;\n            g.OverlayDrawList.PushTextureID(tex_id);\n            g.OverlayDrawList.AddImage(tex_id, pos+ImVec2(1,0), pos+ImVec2(1,0) + size, cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], IM_COL32(0,0,0,48));        // Shadow\n            g.OverlayDrawList.AddImage(tex_id, pos+ImVec2(2,0), pos+ImVec2(2,0) + size, cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], IM_COL32(0,0,0,48));        // Shadow\n            g.OverlayDrawList.AddImage(tex_id, pos,             pos + size,             cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], IM_COL32(0,0,0,255));       // Black border\n            g.OverlayDrawList.AddImage(tex_id, pos,             pos + size,             cursor_data.TexUvMin[0], cursor_data.TexUvMax[0], IM_COL32(255,255,255,255)); // White fill\n            g.OverlayDrawList.PopTextureID();\n        }\n        if (!g.OverlayDrawList.VtxBuffer.empty())\n            AddDrawListToRenderList(g.RenderDrawLists[0], &g.OverlayDrawList);\n\n        // Setup draw data\n        g.RenderDrawData.Valid = true;\n        g.RenderDrawData.CmdLists = (g.RenderDrawLists[0].Size > 0) ? &g.RenderDrawLists[0][0] : NULL;\n        g.RenderDrawData.CmdListsCount = g.RenderDrawLists[0].Size;\n        g.RenderDrawData.TotalVtxCount = g.IO.MetricsRenderVertices;\n        g.RenderDrawData.TotalIdxCount = g.IO.MetricsRenderIndices;\n\n        // Render. If user hasn't set a callback then they may retrieve the draw data via GetDrawData()\n        if (g.RenderDrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)\n            g.IO.RenderDrawListsFn(&g.RenderDrawData);\n    }\n}\n\nconst char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)\n{\n    const char* text_display_end = text;\n    if (!text_end)\n        text_end = (const char*)-1;\n\n    while (text_display_end < text_end && *text_display_end != '\\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))\n        text_display_end++;\n    return text_display_end;\n}\n\n// Pass text data straight to log (without being displayed)\nvoid ImGui::LogText(const char* fmt, ...)\n{\n    ImGuiContext& g = *GImGui;\n    if (!g.LogEnabled)\n        return;\n\n    va_list args;\n    va_start(args, fmt);\n    if (g.LogFile)\n    {\n        vfprintf(g.LogFile, fmt, args);\n    }\n    else\n    {\n        g.LogClipboard->appendv(fmt, args);\n    }\n    va_end(args);\n}\n\n// Internal version that takes a position to decide on newline placement and pad items according to their depth.\n// We split text into individual lines to add current tree level padding\nstatic void LogRenderedText(const ImVec2& ref_pos, const char* text, const char* text_end)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = ImGui::GetCurrentWindowRead();\n\n    if (!text_end)\n        text_end = ImGui::FindRenderedTextEnd(text, text_end);\n\n    const bool log_new_line = ref_pos.y > window->DC.LogLinePosY+1;\n    window->DC.LogLinePosY = ref_pos.y;\n\n    const char* text_remaining = text;\n    if (g.LogStartDepth > window->DC.TreeDepth)  // Re-adjust padding if we have popped out of our starting depth\n        g.LogStartDepth = window->DC.TreeDepth;\n    const int tree_depth = (window->DC.TreeDepth - g.LogStartDepth);\n    for (;;)\n    {\n        // Split the string. Each new line (after a '\\n') is followed by spacing corresponding to the current depth of our log entry.\n        const char* line_end = text_remaining;\n        while (line_end < text_end)\n            if (*line_end == '\\n')\n                break;\n            else\n                line_end++;\n        if (line_end >= text_end)\n            line_end = NULL;\n\n        const bool is_first_line = (text == text_remaining);\n        bool is_last_line = false;\n        if (line_end == NULL)\n        {\n            is_last_line = true;\n            line_end = text_end;\n        }\n        if (line_end != NULL && !(is_last_line && (line_end - text_remaining)==0))\n        {\n            const int char_count = (int)(line_end - text_remaining);\n            if (log_new_line || !is_first_line)\n                ImGui::LogText(IM_NEWLINE \"%*s%.*s\", tree_depth*4, \"\", char_count, text_remaining);\n            else\n                ImGui::LogText(\" %.*s\", char_count, text_remaining);\n        }\n\n        if (is_last_line)\n            break;\n        text_remaining = line_end + 1;\n    }\n}\n\n// Internal ImGui functions to render text\n// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()\nvoid ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n\n    // Hide anything after a '##' string\n    const char* text_display_end;\n    if (hide_text_after_hash)\n    {\n        text_display_end = FindRenderedTextEnd(text, text_end);\n    }\n    else\n    {\n        if (!text_end)\n            text_end = text + strlen(text); // FIXME-OPT\n        text_display_end = text_end;\n    }\n\n    const int text_len = (int)(text_display_end - text);\n    if (text_len > 0)\n    {\n        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);\n        if (g.LogEnabled)\n            LogRenderedText(pos, text, text_display_end);\n    }\n}\n\nvoid ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n\n    if (!text_end)\n        text_end = text + strlen(text); // FIXME-OPT\n\n    const int text_len = (int)(text_end - text);\n    if (text_len > 0)\n    {\n        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);\n        if (g.LogEnabled)\n            LogRenderedText(pos, text, text_end);\n    }\n}\n\n// Default clip_rect uses (pos_min,pos_max)\n// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)\nvoid 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)\n{\n    // Hide anything after a '##' string\n    const char* text_display_end = FindRenderedTextEnd(text, text_end);\n    const int text_len = (int)(text_display_end - text);\n    if (text_len == 0)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n\n    // Perform CPU side clipping for single clipped element to avoid using scissor state\n    ImVec2 pos = pos_min;\n    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);\n\n    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;\n    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;\n    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);\n    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min\n        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);\n\n    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.\n    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);\n    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);\n\n    // Render\n    if (need_clipping)\n    {\n        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);\n        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);\n    }\n    else\n    {\n        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);\n    }\n    if (g.LogEnabled)\n        LogRenderedText(pos, text, text_display_end);\n}\n\n// Render a rectangle shaped with optional rounding and borders\nvoid ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n\n    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);\n    if (border && (window->Flags & ImGuiWindowFlags_ShowBorders))\n    {\n        window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding);\n        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding);\n    }\n}\n\nvoid ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->Flags & ImGuiWindowFlags_ShowBorders)\n    {\n        window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding);\n        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding);\n    }\n}\n\n// Render a triangle to denote expanded/collapsed state\nvoid ImGui::RenderCollapseTriangle(ImVec2 p_min, bool is_open, float scale)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n\n    const float h = g.FontSize * 1.00f;\n    const float r = h * 0.40f * scale;\n    ImVec2 center = p_min + ImVec2(h*0.50f, h*0.50f*scale);\n\n    ImVec2 a, b, c;\n    if (is_open)\n    {\n        center.y -= r*0.25f;\n        a = center + ImVec2(0,1)*r;\n        b = center + ImVec2(-0.866f,-0.5f)*r;\n        c = center + ImVec2(0.866f,-0.5f)*r;\n    }\n    else\n    {\n        a = center + ImVec2(1,0)*r;\n        b = center + ImVec2(-0.500f,0.866f)*r;\n        c = center + ImVec2(-0.500f,-0.866f)*r;\n    }\n\n    window->DrawList->AddTriangleFilled(a, b, c, GetColorU32(ImGuiCol_Text));\n}\n\nvoid ImGui::RenderBullet(ImVec2 pos)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DrawList->AddCircleFilled(pos, GImGui->FontSize*0.20f, GetColorU32(ImGuiCol_Text), 8);\n}\n\nvoid ImGui::RenderCheckMark(ImVec2 pos, ImU32 col)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    float start_x = (float)(int)(g.FontSize * 0.307f + 0.5f);\n    float rem_third = (float)(int)((g.FontSize - start_x) / 3.0f);\n    float bx = pos.x + 0.5f + start_x + rem_third;\n    float by = pos.y - 1.0f + (float)(int)(g.Font->Ascent * (g.FontSize / g.Font->FontSize) + 0.5f) + (float)(int)(g.Font->DisplayOffset.y);\n    window->DrawList->PathLineTo(ImVec2(bx - rem_third, by - rem_third));\n    window->DrawList->PathLineTo(ImVec2(bx, by));\n    window->DrawList->PathLineTo(ImVec2(bx + rem_third*2, by - rem_third*2));\n    window->DrawList->PathStroke(col, false);\n}\n\n// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.\n// CalcTextSize(\"\") should return ImVec2(0.0f, GImGui->FontSize)\nImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)\n{\n    ImGuiContext& g = *GImGui;\n\n    const char* text_display_end;\n    if (hide_text_after_double_hash)\n        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string\n    else\n        text_display_end = text_end;\n\n    ImFont* font = g.Font;\n    const float font_size = g.FontSize;\n    if (text == text_display_end)\n        return ImVec2(0.0f, font_size);\n    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);\n\n    // Cancel out character spacing for the last character of a line (it is baked into glyph->XAdvance field)\n    const float font_scale = font_size / font->FontSize;\n    const float character_spacing_x = 1.0f * font_scale;\n    if (text_size.x > 0.0f)\n        text_size.x -= character_spacing_x;\n    text_size.x = (float)(int)(text_size.x + 0.95f);\n\n    return text_size;\n}\n\n// Helper to calculate coarse clipping of large list of evenly sized items.\n// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern.\n// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX\nvoid ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindowRead();\n    if (g.LogEnabled)\n    {\n        // If logging is active, do not perform any clipping\n        *out_items_display_start = 0;\n        *out_items_display_end = items_count;\n        return;\n    }\n    if (window->SkipItems)\n    {\n        *out_items_display_start = *out_items_display_end = 0;\n        return;\n    }\n\n    const ImVec2 pos = window->DC.CursorPos;\n    int start = (int)((window->ClipRect.Min.y - pos.y) / items_height);\n    int end = (int)((window->ClipRect.Max.y - pos.y) / items_height);\n    start = ImClamp(start, 0, items_count);\n    end = ImClamp(end + 1, start, items_count);\n    *out_items_display_start = start;\n    *out_items_display_end = end;\n}\n\n// Find window given position, search front-to-back\n// 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.\nstatic ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs)\n{\n    ImGuiContext& g = *GImGui;\n    for (int i = g.Windows.Size-1; i >= 0; i--)\n    {\n        ImGuiWindow* window = g.Windows[i];\n        if (!window->Active)\n            continue;\n        if (window->Flags & ImGuiWindowFlags_NoInputs)\n            continue;\n        if (excluding_childs && (window->Flags & ImGuiWindowFlags_ChildWindow) != 0)\n            continue;\n\n        // Using the clipped AABB so a child window will typically be clipped by its parent.\n        ImRect bb(window->WindowRectClipped.Min - g.Style.TouchExtraPadding, window->WindowRectClipped.Max + g.Style.TouchExtraPadding);\n        if (bb.Contains(pos))\n            return window;\n    }\n    return NULL;\n}\n\n// Test if mouse cursor is hovering given rectangle\n// NB- Rectangle is clipped by our current clip setting\n// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)\nbool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindowRead();\n\n    // Clip\n    ImRect rect_clipped(r_min, r_max);\n    if (clip)\n        rect_clipped.ClipWith(window->ClipRect);\n\n    // Expand for touch input\n    const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);\n    return rect_for_touch.Contains(g.IO.MousePos);\n}\n\nbool ImGui::IsAnyWindowHovered()\n{\n    ImGuiContext& g = *GImGui;\n    return g.HoveredWindow != NULL;\n}\n\nstatic bool IsKeyPressedMap(ImGuiKey key, bool repeat)\n{\n    const int key_index = GImGui->IO.KeyMap[key];\n    return ImGui::IsKeyPressed(key_index, repeat);\n}\n\nint ImGui::GetKeyIndex(ImGuiKey imgui_key)\n{\n    IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT);\n    return GImGui->IO.KeyMap[imgui_key];\n}\n\n// Note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your backend/engine stored them into KeyDown[]!\nbool ImGui::IsKeyDown(int user_key_index)\n{\n    if (user_key_index < 0) return false;\n    IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown));\n    return GImGui->IO.KeysDown[user_key_index];\n}\n\nbool ImGui::IsKeyPressed(int user_key_index, bool repeat)\n{\n    ImGuiContext& g = *GImGui;\n    if (user_key_index < 0) return false;\n    IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));\n    const float t = g.IO.KeysDownDuration[user_key_index];\n    if (t == 0.0f)\n        return true;\n\n    if (repeat && t > g.IO.KeyRepeatDelay)\n    {\n        float delay = g.IO.KeyRepeatDelay, rate = g.IO.KeyRepeatRate;\n        if ((fmodf(t - delay, rate) > rate*0.5f) != (fmodf(t - delay - g.IO.DeltaTime, rate) > rate*0.5f))\n            return true;\n    }\n    return false;\n}\n\nbool ImGui::IsKeyReleased(int user_key_index)\n{\n    ImGuiContext& g = *GImGui;\n    if (user_key_index < 0) return false;\n    IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));\n    if (g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index])\n        return true;\n    return false;\n}\n\nbool ImGui::IsMouseDown(int button)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    return g.IO.MouseDown[button];\n}\n\nbool ImGui::IsMouseClicked(int button, bool repeat)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    const float t = g.IO.MouseDownDuration[button];\n    if (t == 0.0f)\n        return true;\n\n    if (repeat && t > g.IO.KeyRepeatDelay)\n    {\n        float delay = g.IO.KeyRepeatDelay, rate = g.IO.KeyRepeatRate;\n        if ((fmodf(t - delay, rate) > rate*0.5f) != (fmodf(t - delay - g.IO.DeltaTime, rate) > rate*0.5f))\n            return true;\n    }\n\n    return false;\n}\n\nbool ImGui::IsMouseReleased(int button)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    return g.IO.MouseReleased[button];\n}\n\nbool ImGui::IsMouseDoubleClicked(int button)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    return g.IO.MouseDoubleClicked[button];\n}\n\nbool ImGui::IsMouseDragging(int button, float lock_threshold)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    if (!g.IO.MouseDown[button])\n        return false;\n    if (lock_threshold < 0.0f)\n        lock_threshold = g.IO.MouseDragThreshold;\n    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;\n}\n\nImVec2 ImGui::GetMousePos()\n{\n    return GImGui->IO.MousePos;\n}\n\n// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!\nImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.CurrentPopupStack.Size > 0)\n        return g.OpenPopupStack[g.CurrentPopupStack.Size-1].MousePosOnOpen;\n    return g.IO.MousePos;\n}\n\nImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    if (lock_threshold < 0.0f)\n        lock_threshold = g.IO.MouseDragThreshold;\n    if (g.IO.MouseDown[button])\n        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)\n            return g.IO.MousePos - g.IO.MouseClickedPos[button];     // Assume we can only get active with left-mouse button (at the moment).\n    return ImVec2(0.0f, 0.0f);\n}\n\nvoid ImGui::ResetMouseDragDelta(int button)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr\n    g.IO.MouseClickedPos[button] = g.IO.MousePos;\n}\n\nImGuiMouseCursor ImGui::GetMouseCursor()\n{\n    return GImGui->MouseCursor;\n}\n\nvoid ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)\n{\n    GImGui->MouseCursor = cursor_type;\n}\n\nvoid ImGui::CaptureKeyboardFromApp(bool capture)\n{\n    GImGui->CaptureKeyboardNextFrame = capture ? 1 : 0;\n}\n\nvoid ImGui::CaptureMouseFromApp(bool capture)\n{\n    GImGui->CaptureMouseNextFrame = capture ? 1 : 0;\n}\n\nbool ImGui::IsItemHovered()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.LastItemHoveredAndUsable;\n}\n\nbool ImGui::IsItemRectHovered()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.LastItemHoveredRect;\n}\n\nbool ImGui::IsItemActive()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.ActiveId)\n    {\n        ImGuiWindow* window = GetCurrentWindowRead();\n        return g.ActiveId == window->DC.LastItemId;\n    }\n    return false;\n}\n\nbool ImGui::IsItemClicked(int mouse_button)\n{\n    return IsMouseClicked(mouse_button) && IsItemHovered();\n}\n\nbool ImGui::IsAnyItemHovered()\n{\n    return GImGui->HoveredId != 0 || GImGui->HoveredIdPreviousFrame != 0;\n}\n\nbool ImGui::IsAnyItemActive()\n{\n    return GImGui->ActiveId != 0;\n}\n\nbool ImGui::IsItemVisible()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->ClipRect.Overlaps(window->DC.LastItemRect);\n}\n\n// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.\nvoid ImGui::SetItemAllowOverlap()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.HoveredId == g.CurrentWindow->DC.LastItemId)\n        g.HoveredIdAllowOverlap = true;\n    if (g.ActiveId == g.CurrentWindow->DC.LastItemId)\n        g.ActiveIdAllowOverlap = true;\n}\n\nImVec2 ImGui::GetItemRectMin()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.LastItemRect.Min;\n}\n\nImVec2 ImGui::GetItemRectMax()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.LastItemRect.Max;\n}\n\nImVec2 ImGui::GetItemRectSize()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.LastItemRect.GetSize();\n}\n\nImVec2 ImGui::CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge, float outward)\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    ImRect rect = window->DC.LastItemRect;\n    rect.Expand(outward);\n    return rect.GetClosestPoint(pos, on_edge);\n}\n\nstatic ImRect GetVisibleRect()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.IO.DisplayVisibleMin.x != g.IO.DisplayVisibleMax.x && g.IO.DisplayVisibleMin.y != g.IO.DisplayVisibleMax.y)\n        return ImRect(g.IO.DisplayVisibleMin, g.IO.DisplayVisibleMax);\n    return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);\n}\n\n// Not exposed publicly as BeginTooltip() because bool parameters are evil. Let's see if other needs arise first.\nstatic void BeginTooltipEx(bool override_previous_tooltip)\n{\n    ImGuiContext& g = *GImGui;\n    char window_name[16];\n    ImFormatString(window_name, IM_ARRAYSIZE(window_name), \"##Tooltip%02d\", g.TooltipOverrideCount);\n    if (override_previous_tooltip)\n        if (ImGuiWindow* window = ImGui::FindWindowByName(window_name))\n            if (window->Active)\n            {\n                // Hide previous tooltips. We can't easily \"reset\" the content of a window so we create a new one.\n                window->HiddenFrames = 1;\n                ImFormatString(window_name, IM_ARRAYSIZE(window_name), \"##Tooltip%02d\", ++g.TooltipOverrideCount);\n            }\n    ImGui::Begin(window_name, NULL, ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize);\n}\n\nvoid ImGui::SetTooltipV(const char* fmt, va_list args)\n{\n    BeginTooltipEx(true);\n    TextV(fmt, args);\n    EndTooltip();\n}\n\nvoid ImGui::SetTooltip(const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    SetTooltipV(fmt, args);\n    va_end(args);\n}\n\nvoid ImGui::BeginTooltip()\n{\n    BeginTooltipEx(false);\n}\n\nvoid ImGui::EndTooltip()\n{\n    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls\n    ImGui::End();\n}\n\n// Mark popup as open (toggle toward open state).\n// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.\n// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).\n// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)\nvoid ImGui::OpenPopupEx(ImGuiID id, bool reopen_existing)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    int current_stack_size = g.CurrentPopupStack.Size;\n    ImGuiPopupRef popup_ref = ImGuiPopupRef(id, window, window->GetID(\"##menus\"), g.IO.MousePos); // Tagged as new ref because constructor sets Window to NULL (we are passing the ParentWindow info here)\n    if (g.OpenPopupStack.Size < current_stack_size + 1)\n        g.OpenPopupStack.push_back(popup_ref);\n    else if (reopen_existing || g.OpenPopupStack[current_stack_size].PopupId != id)\n    {\n        g.OpenPopupStack.resize(current_stack_size+1);\n        g.OpenPopupStack[current_stack_size] = popup_ref;\n    }\n}\n\nvoid ImGui::OpenPopup(const char* str_id)\n{\n    ImGuiContext& g = *GImGui;\n    OpenPopupEx(g.CurrentWindow->GetID(str_id), false);\n}\n\nstatic void CloseInactivePopups()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.OpenPopupStack.empty())\n        return;\n\n    // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.\n    // Don't close our own child popup windows\n    int n = 0;\n    if (g.NavWindow)\n    {\n        for (n = 0; n < g.OpenPopupStack.Size; n++)\n        {\n            ImGuiPopupRef& popup = g.OpenPopupStack[n];\n            if (!popup.Window)\n                continue;\n            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);\n            if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)\n                continue;\n\n            bool has_focus = false;\n            for (int m = n; m < g.OpenPopupStack.Size && !has_focus; m++)\n                has_focus = (g.OpenPopupStack[m].Window && g.OpenPopupStack[m].Window->RootWindow == g.NavWindow->RootWindow);\n            if (!has_focus)\n                break;\n        }\n    }\n    if (n < g.OpenPopupStack.Size)   // This test is not required but it allows to set a useful breakpoint on the line below\n        g.OpenPopupStack.resize(n);\n}\n\nstatic ImGuiWindow* GetFrontMostModalRootWindow()\n{\n    ImGuiContext& g = *GImGui;\n    for (int n = g.OpenPopupStack.Size-1; n >= 0; n--)\n        if (ImGuiWindow* front_most_popup = g.OpenPopupStack.Data[n].Window)\n            if (front_most_popup->Flags & ImGuiWindowFlags_Modal)\n                return front_most_popup;\n    return NULL;\n}\n\nstatic void ClosePopupToLevel(int remaining)\n{\n    ImGuiContext& g = *GImGui;\n    if (remaining > 0)\n        ImGui::FocusWindow(g.OpenPopupStack[remaining-1].Window);\n    else\n        ImGui::FocusWindow(g.OpenPopupStack[0].ParentWindow);\n    g.OpenPopupStack.resize(remaining);\n}\n\nstatic void ClosePopup(ImGuiID id)\n{\n    if (!ImGui::IsPopupOpen(id))\n        return;\n    ImGuiContext& g = *GImGui;\n    ClosePopupToLevel(g.OpenPopupStack.Size - 1);\n}\n\n// Close the popup we have begin-ed into.\nvoid ImGui::CloseCurrentPopup()\n{\n    ImGuiContext& g = *GImGui;\n    int popup_idx = g.CurrentPopupStack.Size - 1;\n    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.CurrentPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)\n        return;\n    while (popup_idx > 0 && g.OpenPopupStack[popup_idx].Window && (g.OpenPopupStack[popup_idx].Window->Flags & ImGuiWindowFlags_ChildMenu))\n        popup_idx--;\n    ClosePopupToLevel(popup_idx);\n}\n\nstatic inline void ClearSetNextWindowData()\n{\n    // FIXME-OPT\n    ImGuiContext& g = *GImGui;\n    g.SetNextWindowPosCond = g.SetNextWindowSizeCond = g.SetNextWindowContentSizeCond = g.SetNextWindowCollapsedCond = 0;\n    g.SetNextWindowSizeConstraint = g.SetNextWindowFocus = false;\n}\n\nstatic bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (!ImGui::IsPopupOpen(id))\n    {\n        ClearSetNextWindowData(); // We behave like Begin() and need to consume those values\n        return false;\n    }\n\n    ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);\n    ImGuiWindowFlags flags = extra_flags|ImGuiWindowFlags_Popup|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize;\n\n    char name[20];\n    if (flags & ImGuiWindowFlags_ChildMenu)\n        ImFormatString(name, IM_ARRAYSIZE(name), \"##menu_%d\", g.CurrentPopupStack.Size);    // Recycle windows based on depth\n    else\n        ImFormatString(name, IM_ARRAYSIZE(name), \"##popup_%08x\", id); // Not recycling, so we can close/open during the same frame\n\n    bool is_open = ImGui::Begin(name, NULL, flags);\n    if (!(window->Flags & ImGuiWindowFlags_ShowBorders))\n        g.CurrentWindow->Flags &= ~ImGuiWindowFlags_ShowBorders;\n    if (!is_open) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)\n        ImGui::EndPopup();\n\n    return is_open;\n}\n\nbool ImGui::BeginPopup(const char* str_id)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.OpenPopupStack.Size <= g.CurrentPopupStack.Size) // Early out for performance\n    {\n        ClearSetNextWindowData(); // We behave like Begin() and need to consume those values\n        return false;\n    }\n    return BeginPopupEx(g.CurrentWindow->GetID(str_id), ImGuiWindowFlags_ShowBorders);\n}\n\nbool ImGui::IsPopupOpen(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    return g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].PopupId == id;\n}\n\nbool ImGui::IsPopupOpen(const char* str_id)\n{\n    ImGuiContext& g = *GImGui;\n    return g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id);\n}\n\nbool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags extra_flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    const ImGuiID id = window->GetID(name);\n    if (!IsPopupOpen(id))\n    {\n        ClearSetNextWindowData(); // We behave like Begin() and need to consume those values\n        return false;\n    }\n\n    ImGuiWindowFlags flags = extra_flags|ImGuiWindowFlags_Popup|ImGuiWindowFlags_Modal|ImGuiWindowFlags_NoCollapse|ImGuiWindowFlags_NoSavedSettings;\n    bool is_open = ImGui::Begin(name, p_open, flags);\n    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)\n    {\n        ImGui::EndPopup();\n        if (is_open)\n            ClosePopup(id);\n        return false;\n    }\n\n    return is_open;\n}\n\nvoid ImGui::EndPopup()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls\n    IM_ASSERT(GImGui->CurrentPopupStack.Size > 0);\n    ImGui::End();\n    if (!(window->Flags & ImGuiWindowFlags_Modal))\n        ImGui::PopStyleVar();\n}\n\n// This is a helper to handle the most simple case of associating one named popup to one given widget.\n// 1. If you have many possible popups (for different \"instances\" of a same widget, or for wholly different widgets), you may be better off handling\n//    this yourself so you can store data relative to the widget that opened the popup instead of choosing different popup identifiers.\n// 2. If you want right-clicking on the same item to reopen the popup at new location, use the same code replacing IsItemHovered() with IsItemRectHovered()\n//    and passing true to the OpenPopupEx().\n//    Because: hovering an item in a window below the popup won't normally trigger is hovering behavior/coloring. The pattern of ignoring the fact that\n//    the item can be interacted with (because it is blocked by the active popup) may useful in some situation when e.g. large canvas as one item, content of menu\n//    driven by click position.\nbool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button)\n{\n    if (IsItemHovered() && IsMouseClicked(mouse_button))\n        OpenPopupEx(GImGui->CurrentWindow->GetID(str_id), false);\n    return BeginPopup(str_id);\n}\n\nbool ImGui::BeginPopupContextWindow(const char* str_id, int mouse_button, bool also_over_items)\n{\n    if (!str_id)\n        str_id = \"window_context\";\n    if (IsMouseHoveringWindow() && IsMouseClicked(mouse_button))\n        if (also_over_items || !IsAnyItemHovered())\n            OpenPopupEx(GImGui->CurrentWindow->GetID(str_id), true);\n    return BeginPopup(str_id);\n}\n\nbool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button)\n{\n    if (!str_id) \n        str_id = \"void_context\";\n    if (!IsMouseHoveringAnyWindow() && IsMouseClicked(mouse_button))\n        OpenPopupEx(GImGui->CurrentWindow->GetID(str_id), true);\n    return BeginPopup(str_id);\n}\n\nstatic bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)\n{\n    ImGuiWindow* parent_window = ImGui::GetCurrentWindow();\n    ImGuiWindowFlags flags = ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_ChildWindow;\n\n    const ImVec2 content_avail = ImGui::GetContentRegionAvail();\n    ImVec2 size = ImFloor(size_arg);\n    const int auto_fit_axises = ((size.x == 0.0f) ? 0x01 : 0x00) | ((size.y == 0.0f) ? 0x02 : 0x00);\n    if (size.x <= 0.0f)\n        size.x = ImMax(content_avail.x, 4.0f) - fabsf(size.x); // Arbitrary minimum zero-ish child size of 4.0f (0.0f causing too much issues)\n    if (size.y <= 0.0f)\n        size.y = ImMax(content_avail.y, 4.0f) - fabsf(size.y);\n    if (border)\n        flags |= ImGuiWindowFlags_ShowBorders;\n    flags |= extra_flags;\n\n    char title[256];\n    if (name)\n        ImFormatString(title, IM_ARRAYSIZE(title), \"%s.%s.%08X\", parent_window->Name, name, id);\n    else\n        ImFormatString(title, IM_ARRAYSIZE(title), \"%s.%08X\", parent_window->Name, id);\n\n    bool ret = ImGui::Begin(title, NULL, size, -1.0f, flags);\n    ImGuiWindow* child_window = ImGui::GetCurrentWindow();\n    child_window->AutoFitChildAxises = auto_fit_axises;\n    if (!(parent_window->Flags & ImGuiWindowFlags_ShowBorders))\n        child_window->Flags &= ~ImGuiWindowFlags_ShowBorders;\n\n    return ret;\n}\n\nbool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags);\n}\n\nbool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)\n{\n    return BeginChildEx(NULL, id, size_arg, border, extra_flags);\n}\n\nvoid ImGui::EndChild()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n\n    IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() callss\n    if ((window->Flags & ImGuiWindowFlags_ComboBox) || window->BeginCount > 1)\n    {\n        ImGui::End();\n    }\n    else\n    {\n        // 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.\n        ImVec2 sz = GetWindowSize();\n        if (window->AutoFitChildAxises & 0x01) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f\n            sz.x = ImMax(4.0f, sz.x);\n        if (window->AutoFitChildAxises & 0x02)\n            sz.y = ImMax(4.0f, sz.y);\n\n        ImGui::End();\n\n        ImGuiWindow* parent_window = GetCurrentWindow();\n        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);\n        ItemSize(sz);\n        ItemAdd(bb, NULL);\n    }\n}\n\n// Helper to create a child window / scrolling region that looks like a normal widget frame.\nbool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags)\n{\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    ImGui::PushStyleColor(ImGuiCol_ChildWindowBg, style.Colors[ImGuiCol_FrameBg]);\n    ImGui::PushStyleVar(ImGuiStyleVar_ChildWindowRounding, style.FrameRounding);\n    ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);\n    return ImGui::BeginChild(id, size, (g.CurrentWindow->Flags & ImGuiWindowFlags_ShowBorders) ? true : false, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags);\n}\n\nvoid ImGui::EndChildFrame()\n{\n    ImGui::EndChild();\n    ImGui::PopStyleVar(2);\n    ImGui::PopStyleColor();\n}\n\n// Save and compare stack sizes on Begin()/End() to detect usage errors\nstatic void CheckStacksSize(ImGuiWindow* window, bool write)\n{\n    // 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)\n    ImGuiContext& g = *GImGui;\n    int* p_backup = &window->DC.StackSizesBackup[0];\n    { 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()\n    { 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()\n    { 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()\n    { 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()\n    { 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()\n    { 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()\n    IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));\n}\n\nstatic ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, int* last_dir, const ImRect& r_inner)\n{\n    const ImGuiStyle& style = GImGui->Style;\n\n    // Clamp into visible area while not overlapping the cursor. Safety padding is optional if our popup size won't fit without it.\n    ImVec2 safe_padding = style.DisplaySafeAreaPadding;\n    ImRect r_outer(GetVisibleRect());\n    r_outer.Expand(ImVec2((size.x - r_outer.GetWidth() > safe_padding.x*2) ? -safe_padding.x : 0.0f, (size.y - r_outer.GetHeight() > safe_padding.y*2) ? -safe_padding.y : 0.0f));\n    ImVec2 base_pos_clamped = ImClamp(base_pos, r_outer.Min, r_outer.Max - size);\n\n    for (int n = (*last_dir != -1) ? -1 : 0; n < 4; n++)   // Last, Right, down, up, left. (Favor last used direction).\n    {\n        const int dir = (n == -1) ? *last_dir : n;\n        ImRect rect(dir == 0 ? r_inner.Max.x : r_outer.Min.x, dir == 1 ? r_inner.Max.y : r_outer.Min.y, dir == 3 ? r_inner.Min.x : r_outer.Max.x, dir == 2 ? r_inner.Min.y : r_outer.Max.y);\n        if (rect.GetWidth() < size.x || rect.GetHeight() < size.y)\n            continue;\n        *last_dir = dir;\n        return ImVec2(dir == 0 ? r_inner.Max.x : dir == 3 ? r_inner.Min.x - size.x : base_pos_clamped.x, dir == 1 ? r_inner.Max.y : dir == 2 ? r_inner.Min.y - size.y : base_pos_clamped.y);\n    }\n\n    // Fallback, try to keep within display\n    *last_dir = -1;\n    ImVec2 pos = base_pos;\n    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);\n    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);\n    return pos;\n}\n\nImGuiWindow* ImGui::FindWindowByName(const char* name)\n{\n    // FIXME-OPT: Store sorted hashes -> pointers so we can do a bissection in a contiguous block\n    ImGuiContext& g = *GImGui;\n    ImGuiID id = ImHash(name, 0);\n    for (int i = 0; i < g.Windows.Size; i++)\n        if (g.Windows[i]->ID == id)\n            return g.Windows[i];\n    return NULL;\n}\n\nstatic ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n\n    // Create window the first time\n    ImGuiWindow* window = (ImGuiWindow*)ImGui::MemAlloc(sizeof(ImGuiWindow));\n    IM_PLACEMENT_NEW(window) ImGuiWindow(name);\n    window->Flags = flags;\n\n    if (flags & ImGuiWindowFlags_NoSavedSettings)\n    {\n        // User can disable loading and saving of settings. Tooltip and child windows also don't store settings.\n        window->Size = window->SizeFull = size;\n    }\n    else\n    {\n        // Retrieve settings from .ini file\n        // Use SetWindowPos() or SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.\n        window->PosFloat = ImVec2(60, 60);\n        window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);\n\n        ImGuiIniData* settings = FindWindowSettings(name);\n        if (!settings)\n        {\n            settings = AddWindowSettings(name);\n        }\n        else\n        {\n            window->SetWindowPosAllowFlags &= ~ImGuiCond_FirstUseEver;\n            window->SetWindowSizeAllowFlags &= ~ImGuiCond_FirstUseEver;\n            window->SetWindowCollapsedAllowFlags &= ~ImGuiCond_FirstUseEver;\n        }\n\n        if (settings->Pos.x != FLT_MAX)\n        {\n            window->PosFloat = settings->Pos;\n            window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);\n            window->Collapsed = settings->Collapsed;\n        }\n\n        if (ImLengthSqr(settings->Size) > 0.00001f)\n            size = settings->Size;\n        window->Size = window->SizeFull = size;\n    }\n\n    if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)\n    {\n        window->AutoFitFramesX = window->AutoFitFramesY = 2;\n        window->AutoFitOnlyGrows = false;\n    }\n    else\n    {\n        if (window->Size.x <= 0.0f)\n            window->AutoFitFramesX = 2;\n        if (window->Size.y <= 0.0f)\n            window->AutoFitFramesY = 2;\n        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);\n    }\n\n    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)\n        g.Windows.insert(g.Windows.begin(), window); // Quite slow but rare and only once\n    else\n        g.Windows.push_back(window);\n    return window;\n}\n\nstatic void ApplySizeFullWithConstraint(ImGuiWindow* window, ImVec2 new_size)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.SetNextWindowSizeConstraint)\n    {\n        // Using -1,-1 on either X/Y axis to preserve the current size.\n        ImRect cr = g.SetNextWindowSizeConstraintRect;\n        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;\n        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;\n        if (g.SetNextWindowSizeConstraintCallback)\n        {\n            ImGuiSizeConstraintCallbackData data;\n            data.UserData = g.SetNextWindowSizeConstraintCallbackUserData;\n            data.Pos = window->Pos;\n            data.CurrentSize = window->SizeFull;\n            data.DesiredSize = new_size;\n            g.SetNextWindowSizeConstraintCallback(&data);\n            new_size = data.DesiredSize;\n        }\n    }\n    if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))\n        new_size = ImMax(new_size, g.Style.WindowMinSize);\n    window->SizeFull = new_size;\n}\n\n// Push a new ImGui window to add widgets to.\n// - 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.\n// - Begin/End can be called multiple times during the frame with the same window name to append content.\n// - 'size_on_first_use' for a regular window denote the initial size for first-time creation (no saved data) and isn't that useful. Use SetNextWindowSize() prior to calling Begin() for more flexible window manipulation.\n// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).\n//   You can use the \"##\" or \"###\" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.\n// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.\n// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.\n// - Passing non-zero 'size' is roughly equivalent to calling SetNextWindowSize(size, ImGuiCond_FirstUseEver) prior to calling Begin().\nbool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)\n{\n    return ImGui::Begin(name, p_open, ImVec2(0.f, 0.f), -1.0f, flags);\n}\n\nbool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha, ImGuiWindowFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    IM_ASSERT(name != NULL);                        // Window name required\n    IM_ASSERT(g.Initialized);                       // Forgot to call ImGui::NewFrame()\n    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet\n\n    if (flags & ImGuiWindowFlags_NoInputs)\n        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;\n\n    // Find or create\n    bool window_is_new = false;\n    ImGuiWindow* window = FindWindowByName(name);\n    if (!window)\n    {\n        window = CreateNewWindow(name, size_on_first_use, flags);\n        window_is_new = true;\n    }\n\n    const int current_frame = ImGui::GetFrameCount();\n    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);\n    if (first_begin_of_the_frame)\n        window->Flags = (ImGuiWindowFlags)flags;\n    else\n        flags = window->Flags;\n\n    // Add to stack\n    ImGuiWindow* parent_window = !g.CurrentWindowStack.empty() ? g.CurrentWindowStack.back() : NULL;\n    g.CurrentWindowStack.push_back(window);\n    SetCurrentWindow(window);\n    CheckStacksSize(window, true);\n    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));\n\n    bool window_was_active = (window->LastFrameActive == current_frame - 1);   // Not using !WasActive because the implicit \"Debug\" window would always toggle off->on\n    if (flags & ImGuiWindowFlags_Popup)\n    {\n        ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size];\n        window_was_active &= (window->PopupId == popup_ref.PopupId);\n        window_was_active &= (window == popup_ref.Window);\n        popup_ref.Window = window;\n        g.CurrentPopupStack.push_back(popup_ref);\n        window->PopupId = popup_ref.PopupId;\n    }\n\n    const bool window_appearing_after_being_hidden = (window->HiddenFrames == 1);\n\n    // Process SetNextWindow***() calls\n    bool window_pos_set_by_api = false, window_size_set_by_api = false;\n    if (g.SetNextWindowPosCond)\n    {\n        const ImVec2 backup_cursor_pos = window->DC.CursorPos;                  // FIXME: not sure of the exact reason of this saving/restore anymore :( need to look into that.\n        if (!window_was_active || window_appearing_after_being_hidden) window->SetWindowPosAllowFlags |= ImGuiCond_Appearing;\n        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.SetNextWindowPosCond) != 0;\n        if (window_pos_set_by_api && ImLengthSqr(g.SetNextWindowPosVal - ImVec2(-FLT_MAX,-FLT_MAX)) < 0.001f)\n        {\n            window->SetWindowPosCenterWanted = true;                            // May be processed on the next frame if this is our first frame and we are measuring size\n            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);\n        }\n        else\n        {\n            SetWindowPos(window, g.SetNextWindowPosVal, g.SetNextWindowPosCond);\n        }\n        window->DC.CursorPos = backup_cursor_pos;\n        g.SetNextWindowPosCond = 0;\n    }\n    if (g.SetNextWindowSizeCond)\n    {\n        if (!window_was_active || window_appearing_after_being_hidden) window->SetWindowSizeAllowFlags |= ImGuiCond_Appearing;\n        window_size_set_by_api = (window->SetWindowSizeAllowFlags & g.SetNextWindowSizeCond) != 0;\n        SetWindowSize(window, g.SetNextWindowSizeVal, g.SetNextWindowSizeCond);\n        g.SetNextWindowSizeCond = 0;\n    }\n    if (g.SetNextWindowContentSizeCond)\n    {\n        window->SizeContentsExplicit = g.SetNextWindowContentSizeVal;\n        g.SetNextWindowContentSizeCond = 0;\n    }\n    else if (first_begin_of_the_frame)\n    {\n        window->SizeContentsExplicit = ImVec2(0.0f, 0.0f);\n    }\n    if (g.SetNextWindowCollapsedCond)\n    {\n        if (!window_was_active || window_appearing_after_being_hidden) window->SetWindowCollapsedAllowFlags |= ImGuiCond_Appearing;\n        SetWindowCollapsed(window, g.SetNextWindowCollapsedVal, g.SetNextWindowCollapsedCond);\n        g.SetNextWindowCollapsedCond = 0;\n    }\n    if (g.SetNextWindowFocus)\n    {\n        ImGui::SetWindowFocus();\n        g.SetNextWindowFocus = false;\n    }\n\n    // Update known root window (if we are a child window, otherwise window == window->RootWindow)\n    int root_idx, root_non_popup_idx;\n    for (root_idx = g.CurrentWindowStack.Size - 1; root_idx > 0; root_idx--)\n        if (!(g.CurrentWindowStack[root_idx]->Flags & ImGuiWindowFlags_ChildWindow))\n            break;\n    for (root_non_popup_idx = root_idx; root_non_popup_idx > 0; root_non_popup_idx--)\n        if (!(g.CurrentWindowStack[root_non_popup_idx]->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))\n            break;\n    window->ParentWindow = parent_window;\n    window->RootWindow = g.CurrentWindowStack[root_idx];\n    window->RootNonPopupWindow = g.CurrentWindowStack[root_non_popup_idx];      // This is merely for displaying the TitleBgActive color.\n\n    // When reusing window again multiple times a frame, just append content (don't need to setup again)\n    if (first_begin_of_the_frame)\n    {\n        window->Active = true;\n        window->OrderWithinParent = 0;\n        window->BeginCount = 0;\n        window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX);\n        window->LastFrameActive = current_frame;\n        window->IDStack.resize(1);\n\n        // Clear draw list, setup texture, outer clipping rectangle\n        window->DrawList->Clear();\n        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);\n        ImRect fullscreen_rect(GetVisibleRect());\n        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_ComboBox|ImGuiWindowFlags_Popup)))\n            PushClipRect(parent_window->ClipRect.Min, parent_window->ClipRect.Max, true);\n        else\n            PushClipRect(fullscreen_rect.Min, fullscreen_rect.Max, true);\n\n        if (!window_was_active)\n        {\n            // Popup first latch mouse position, will position itself when it appears next frame\n            window->AutoPosLastDirection = -1;\n            if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api)\n                window->PosFloat = g.IO.MousePos;\n        }\n\n        // Collapse window by double-clicking on title bar\n        // 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\n        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse))\n        {\n            ImRect title_bar_rect = window->TitleBarRect();\n            if (g.HoveredWindow == window && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0])\n            {\n                window->Collapsed = !window->Collapsed;\n                MarkIniSettingsDirty(window);\n                FocusWindow(window);\n            }\n        }\n        else\n        {\n            window->Collapsed = false;\n        }\n\n        // SIZE\n\n        // Save contents size from last frame for auto-fitting (unless explicitly specified)\n        window->SizeContents.x = (float)(int)((window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : ((window_is_new ? 0.0f : window->DC.CursorMaxPos.x - window->Pos.x) + window->Scroll.x));\n        window->SizeContents.y = (float)(int)((window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : ((window_is_new ? 0.0f : window->DC.CursorMaxPos.y - window->Pos.y) + window->Scroll.y));\n\n        // Hide popup/tooltip window when first appearing while we measure size (because we recycle them)\n        if (window->HiddenFrames > 0)\n            window->HiddenFrames--;\n        if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0 && !window_was_active)\n        {\n            window->HiddenFrames = 1;\n            if (flags & ImGuiWindowFlags_AlwaysAutoResize)\n            {\n                if (!window_size_set_by_api)\n                    window->Size = window->SizeFull = ImVec2(0.f, 0.f);\n                window->SizeContents = ImVec2(0.f, 0.f);\n            }\n        }\n\n        // Lock window padding so that altering the ShowBorders flag for children doesn't have side-effects.\n        window->WindowPadding = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_ShowBorders | ImGuiWindowFlags_ComboBox | ImGuiWindowFlags_Popup))) ? ImVec2(0,0) : style.WindowPadding;\n\n        // Calculate auto-fit size\n        ImVec2 size_auto_fit;\n        if ((flags & ImGuiWindowFlags_Tooltip) != 0)\n        {\n            // Tooltip always resize. We keep the spacing symmetric on both axises for aesthetic purpose.\n            size_auto_fit = window->SizeContents + window->WindowPadding - ImVec2(0.0f, style.ItemSpacing.y);\n        }\n        else\n        {\n            size_auto_fit = ImClamp(window->SizeContents + window->WindowPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - g.Style.DisplaySafeAreaPadding));\n\n            // Handling case of auto fit window not fitting in screen on one axis, we are growing auto fit size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than DisplaySize-WindowPadding.\n            if (size_auto_fit.x < window->SizeContents.x && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar))\n                size_auto_fit.y += style.ScrollbarSize;\n            if (size_auto_fit.y < window->SizeContents.y && !(flags & ImGuiWindowFlags_NoScrollbar))\n                size_auto_fit.x += style.ScrollbarSize;\n            size_auto_fit.y = ImMax(size_auto_fit.y - style.ItemSpacing.y, 0.0f);\n        }\n\n        // Handle automatic resize\n        if (window->Collapsed)\n        {\n            // We still process initial auto-fit on collapsed windows to get a window width,\n            // But otherwise we don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.\n            if (window->AutoFitFramesX > 0)\n                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;\n            if (window->AutoFitFramesY > 0)\n                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;\n        }\n        else\n        {\n            if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window_size_set_by_api)\n            {\n                window->SizeFull = size_auto_fit;\n            }\n            else if ((window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) && !window_size_set_by_api)\n            {\n                // Auto-fit only grows during the first few frames\n                if (window->AutoFitFramesX > 0)\n                    window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;\n                if (window->AutoFitFramesY > 0)\n                    window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;\n                MarkIniSettingsDirty(window);\n            }\n        }\n\n        // Apply minimum/maximum window size constraints and final size\n        ApplySizeFullWithConstraint(window, window->SizeFull);\n        window->Size = window->Collapsed ? window->TitleBarRect().GetSize() : window->SizeFull;\n        \n        // POSITION\n\n        // Position child window\n        if (flags & ImGuiWindowFlags_ChildWindow)\n        {\n            window->OrderWithinParent = parent_window->DC.ChildWindows.Size;\n            parent_window->DC.ChildWindows.push_back(window);\n        }\n        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup))\n        {\n            window->Pos = window->PosFloat = parent_window->DC.CursorPos;\n            window->Size = window->SizeFull = size_on_first_use; // NB: argument name 'size_on_first_use' misleading here, it's really just 'size' as provided by user passed via BeginChild()->Begin().\n        }\n\n        bool window_pos_center = false;\n        window_pos_center |= (window->SetWindowPosCenterWanted && window->HiddenFrames == 0);\n        window_pos_center |= ((flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api && window_appearing_after_being_hidden);\n        if (window_pos_center)\n        {\n            // Center (any sort of window)\n            SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, fullscreen_rect.GetCenter() - window->SizeFull * 0.5f), 0);\n        }\n        else if (flags & ImGuiWindowFlags_ChildMenu)\n        {\n            // Child menus typically request _any_ position within the parent menu item, and then our FindBestPopupWindowPos() function will move the new menu outside the parent bounds.\n            // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.\n            IM_ASSERT(window_pos_set_by_api);\n            float horizontal_overlap = style.ItemSpacing.x; // We want some overlap to convey the relative depth of each popup (currently the amount of overlap it is hard-coded to style.ItemSpacing.x, may need to introduce another style value).\n            ImRect rect_to_avoid;\n            if (parent_window->DC.MenuBarAppending)\n                rect_to_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight());\n            else\n                rect_to_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);\n            window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, &window->AutoPosLastDirection, rect_to_avoid);\n        }\n        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_appearing_after_being_hidden)\n        {\n            ImRect rect_to_avoid(window->PosFloat.x - 1, window->PosFloat.y - 1, window->PosFloat.x + 1, window->PosFloat.y + 1);\n            window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, &window->AutoPosLastDirection, rect_to_avoid);\n        }\n\n        // Position tooltip (always follows mouse)\n        if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api)\n        {\n            ImRect rect_to_avoid(g.IO.MousePos.x - 16, g.IO.MousePos.y - 8, g.IO.MousePos.x + 24, g.IO.MousePos.y + 24); // FIXME: Completely hard-coded. Perhaps center on cursor hit-point instead?\n            window->PosFloat = FindBestPopupWindowPos(g.IO.MousePos, window->Size, &window->AutoPosLastDirection, rect_to_avoid);\n            if (window->AutoPosLastDirection == -1)\n                window->PosFloat = g.IO.MousePos + ImVec2(2,2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.\n        }\n\n        // Clamp position so it stays visible\n        if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))\n        {\n            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.\n            {\n                ImVec2 padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);\n                window->PosFloat = ImMax(window->PosFloat + window->Size, padding) - window->Size;\n                window->PosFloat = ImMin(window->PosFloat, g.IO.DisplaySize - padding);\n            }\n        }\n        window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);\n\n        // Default item width. Make it proportional to window size if window manually resizes\n        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))\n            window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f);\n        else\n            window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f);\n\n        // Prepare for focus requests\n        window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == INT_MAX || window->FocusIdxAllCounter == -1) ? INT_MAX : (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter+1)) % (window->FocusIdxAllCounter+1);\n        window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == INT_MAX || window->FocusIdxTabCounter == -1) ? INT_MAX : (window->FocusIdxTabRequestNext + (window->FocusIdxTabCounter+1)) % (window->FocusIdxTabCounter+1);\n        window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1;\n        window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = INT_MAX;\n\n        // Apply scrolling\n        if (window->ScrollTarget.x < FLT_MAX)\n        {\n            window->Scroll.x = window->ScrollTarget.x;\n            window->ScrollTarget.x = FLT_MAX;\n        }\n        if (window->ScrollTarget.y < FLT_MAX)\n        {\n            float center_ratio = window->ScrollTargetCenterRatio.y;\n            window->Scroll.y = window->ScrollTarget.y - ((1.0f - center_ratio) * (window->TitleBarHeight() + window->MenuBarHeight())) - (center_ratio * (window->SizeFull.y - window->ScrollbarSizes.y));\n            window->ScrollTarget.y = FLT_MAX;\n        }\n        window->Scroll = ImMax(window->Scroll, ImVec2(0.0f, 0.0f));\n        if (!window->Collapsed && !window->SkipItems)\n        {\n            window->Scroll.x = ImMin(window->Scroll.x, GetScrollMaxX());\n            window->Scroll.y = ImMin(window->Scroll.y, GetScrollMaxY());\n        }\n\n        // Modal window darkens what is behind them\n        if ((flags & ImGuiWindowFlags_Modal) != 0 && window == GetFrontMostModalRootWindow())\n            window->DrawList->AddRectFilled(fullscreen_rect.Min, fullscreen_rect.Max, GetColorU32(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio));\n\n        // Draw window + handle manual resize\n        ImRect title_bar_rect = window->TitleBarRect();\n        const float window_rounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildWindowRounding : style.WindowRounding;\n        if (window->Collapsed)\n        {\n            // Draw title bar only\n            RenderFrame(title_bar_rect.GetTL(), title_bar_rect.GetBR(),  GetColorU32(ImGuiCol_TitleBgCollapsed), true, window_rounding);\n        }\n        else\n        {\n            ImU32 resize_col = 0;\n            const float resize_corner_size = ImMax(g.FontSize * 1.35f, window_rounding + 1.0f + g.FontSize * 0.2f);\n            if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && !(flags & ImGuiWindowFlags_NoResize))\n            {\n                // Manual resize\n                const ImVec2 br = window->Rect().GetBR();\n                const ImRect resize_rect(br - ImVec2(resize_corner_size * 0.75f, resize_corner_size * 0.75f), br);\n                const ImGuiID resize_id = window->GetID(\"#RESIZE\");\n                bool hovered, held;\n                ButtonBehavior(resize_rect, resize_id, &hovered, &held, ImGuiButtonFlags_FlattenChilds);\n                resize_col = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);\n\n                if (hovered || held)\n                    g.MouseCursor = ImGuiMouseCursor_ResizeNWSE;\n\n                if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0])\n                {\n                    // Manual auto-fit when double-clicking\n                    ApplySizeFullWithConstraint(window, size_auto_fit);\n                    MarkIniSettingsDirty(window);\n                    ClearActiveID();\n                }\n                else if (held)\n                {\n                    // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position\n                    ApplySizeFullWithConstraint(window, (g.IO.MousePos - g.ActiveIdClickOffset + resize_rect.GetSize()) - window->Pos);\n                    MarkIniSettingsDirty(window);\n                }\n\n                window->Size = window->SizeFull;\n                title_bar_rect = window->TitleBarRect();\n            }\n\n            // Scrollbars\n            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > window->Size.y + style.ItemSpacing.y) && !(flags & ImGuiWindowFlags_NoScrollbar));\n            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > window->Size.x - (window->ScrollbarY ? style.ScrollbarSize : 0.0f) - window->WindowPadding.x) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));\n            if (window->ScrollbarX && !window->ScrollbarY)\n                window->ScrollbarY = (window->SizeContents.y > window->Size.y + style.ItemSpacing.y - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);\n            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);\n            window->BorderSize = (flags & ImGuiWindowFlags_ShowBorders) ? 1.0f : 0.0f;\n\n            // Window background, Default Alpha\n            ImGuiCol bg_color_idx = ImGuiCol_WindowBg;\n            if ((flags & ImGuiWindowFlags_ComboBox) != 0)\n                bg_color_idx = ImGuiCol_ComboBg;\n            else if ((flags & ImGuiWindowFlags_Tooltip) != 0 || (flags & ImGuiWindowFlags_Popup) != 0)\n                bg_color_idx = ImGuiCol_PopupBg;\n            else if ((flags & ImGuiWindowFlags_ChildWindow) != 0)\n                bg_color_idx = ImGuiCol_ChildWindowBg;\n            ImVec4 bg_color = style.Colors[bg_color_idx]; // We don't use GetColorU32() because bg_alpha is assigned (not multiplied) below\n            if (bg_alpha >= 0.0f)\n                bg_color.w = bg_alpha;\n            bg_color.w *= style.Alpha;\n            if (bg_color.w > 0.0f)\n                window->DrawList->AddRectFilled(window->Pos+ImVec2(0,window->TitleBarHeight()), window->Pos+window->Size, ColorConvertFloat4ToU32(bg_color), window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImGuiCorner_All : ImGuiCorner_BottomLeft|ImGuiCorner_BottomRight);\n\n            // Title bar\n            if (!(flags & ImGuiWindowFlags_NoTitleBar))\n                window->DrawList->AddRectFilled(title_bar_rect.GetTL(), title_bar_rect.GetBR(), GetColorU32((g.NavWindow && window->RootNonPopupWindow == g.NavWindow->RootNonPopupWindow) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg), window_rounding, ImGuiCorner_TopLeft|ImGuiCorner_TopRight);\n\n            // Menu bar\n            if (flags & ImGuiWindowFlags_MenuBar)\n            {\n                ImRect menu_bar_rect = window->MenuBarRect();\n                if (flags & ImGuiWindowFlags_ShowBorders)\n                    window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border));\n                window->DrawList->AddRectFilled(menu_bar_rect.GetTL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImGuiCorner_TopLeft|ImGuiCorner_TopRight);\n            }\n\n            // Scrollbars\n            if (window->ScrollbarX)\n                Scrollbar(window, true);\n            if (window->ScrollbarY)\n                Scrollbar(window, false);\n\n            // Render resize grip\n            // (after the input handling so we don't have a frame of latency)\n            if (!(flags & ImGuiWindowFlags_NoResize))\n            {\n                const ImVec2 br = window->Rect().GetBR();\n                window->DrawList->PathLineTo(br + ImVec2(-resize_corner_size, -window->BorderSize));\n                window->DrawList->PathLineTo(br + ImVec2(-window->BorderSize, -resize_corner_size));\n                window->DrawList->PathArcToFast(ImVec2(br.x - window_rounding - window->BorderSize, br.y - window_rounding - window->BorderSize), window_rounding, 0, 3);\n                window->DrawList->PathFillConvex(resize_col);\n            }\n\n            // Borders\n            if (flags & ImGuiWindowFlags_ShowBorders)\n            {\n                window->DrawList->AddRect(window->Pos+ImVec2(1,1), window->Pos+window->Size+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), window_rounding);\n                window->DrawList->AddRect(window->Pos, window->Pos+window->Size, GetColorU32(ImGuiCol_Border), window_rounding);\n                if (!(flags & ImGuiWindowFlags_NoTitleBar))\n                    window->DrawList->AddLine(title_bar_rect.GetBL()+ImVec2(1,0), title_bar_rect.GetBR()-ImVec2(1,0), GetColorU32(ImGuiCol_Border));\n            }\n        }\n\n        // Update ContentsRegionMax. All the variable it depends on are set above in this function.\n        window->ContentsRegionRect.Min.x = -window->Scroll.x + window->WindowPadding.x;\n        window->ContentsRegionRect.Min.y = -window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight();\n        window->ContentsRegionRect.Max.x = -window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x)); \n        window->ContentsRegionRect.Max.y = -window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y)); \n\n        // Setup drawing context\n        window->DC.IndentX = 0.0f + window->WindowPadding.x - window->Scroll.x;\n        window->DC.GroupOffsetX = 0.0f;\n        window->DC.ColumnsOffsetX = 0.0f;\n        window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.IndentX + window->DC.ColumnsOffsetX, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y - window->Scroll.y);\n        window->DC.CursorPos = window->DC.CursorStartPos;\n        window->DC.CursorPosPrevLine = window->DC.CursorPos;\n        window->DC.CursorMaxPos = window->DC.CursorStartPos;\n        window->DC.CurrentLineHeight = window->DC.PrevLineHeight = 0.0f;\n        window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;\n        window->DC.MenuBarAppending = false;\n        window->DC.MenuBarOffsetX = ImMax(window->WindowPadding.x, style.ItemSpacing.x);\n        window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;\n        window->DC.ChildWindows.resize(0);\n        window->DC.LayoutType = ImGuiLayoutType_Vertical;\n        window->DC.ItemWidth = window->ItemWidthDefault;\n        window->DC.TextWrapPos = -1.0f; // disabled\n        window->DC.AllowKeyboardFocus = true;\n        window->DC.ButtonRepeat = false;\n        window->DC.ItemWidthStack.resize(0);\n        window->DC.AllowKeyboardFocusStack.resize(0);\n        window->DC.ButtonRepeatStack.resize(0);\n        window->DC.TextWrapPosStack.resize(0);\n        window->DC.ColumnsCurrent = 0;\n        window->DC.ColumnsCount = 1;\n        window->DC.ColumnsStartPosY = window->DC.CursorPos.y;\n        window->DC.ColumnsStartMaxPosX = window->DC.CursorMaxPos.x;\n        window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.ColumnsStartPosY;\n        window->DC.TreeDepth = 0;\n        window->DC.StateStorage = &window->StateStorage;\n        window->DC.GroupStack.resize(0);\n        window->MenuColumns.Update(3, style.ItemSpacing.x, !window_was_active);\n\n        if (window->AutoFitFramesX > 0)\n            window->AutoFitFramesX--;\n        if (window->AutoFitFramesY > 0)\n            window->AutoFitFramesY--;\n\n        // New windows appears in front (we need to do that AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)\n        if (!window_was_active && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))\n            if (!(flags & (ImGuiWindowFlags_ChildWindow|ImGuiWindowFlags_Tooltip)) || (flags & ImGuiWindowFlags_Popup))\n                FocusWindow(window);\n\n        // Title bar\n        if (!(flags & ImGuiWindowFlags_NoTitleBar))\n        {\n            if (p_open != NULL)\n            {\n                const float pad = 2.0f;\n                const float rad = (window->TitleBarHeight() - pad*2.0f) * 0.5f;\n                if (CloseButton(window->GetID(\"#CLOSE\"), window->Rect().GetTR() + ImVec2(-pad - rad, pad + rad), rad))\n                    *p_open = false;\n            }\n\n            const ImVec2 text_size = CalcTextSize(name, NULL, true);\n            if (!(flags & ImGuiWindowFlags_NoCollapse))\n                RenderCollapseTriangle(window->Pos + style.FramePadding, !window->Collapsed, 1.0f);\n\n            ImVec2 text_min = window->Pos;\n            ImVec2 text_max = window->Pos + ImVec2(window->Size.x, style.FramePadding.y*2 + text_size.y);\n            ImRect clip_rect;\n            clip_rect.Max = ImVec2(window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x), text_max.y); // Match the size of CloseWindowButton()\n            float pad_left = (flags & ImGuiWindowFlags_NoCollapse) == 0 ? (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x) : style.FramePadding.x;\n            float pad_right = (p_open != NULL) ? (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x) : style.FramePadding.x;\n            if (style.WindowTitleAlign.x > 0.0f) pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x);\n            text_min.x += pad_left;\n            text_max.x -= pad_right;\n            clip_rect.Min = ImVec2(text_min.x, window->Pos.y);\n            RenderTextClipped(text_min, text_max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect);\n        }\n\n        // Save clipped aabb so we can access it in constant-time in FindHoveredWindow()\n        window->WindowRectClipped = window->Rect();\n        window->WindowRectClipped.ClipWith(window->ClipRect);\n\n        // Pressing CTRL+C while holding on a window copy its content to the clipboard\n        // 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.\n        // Maybe we can support CTRL+C on every element?\n        /*\n        if (g.ActiveId == move_id)\n            if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C))\n                ImGui::LogToClipboard();\n        */\n    }\n\n    // Inner clipping rectangle\n    // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame\n    // Note that if our window is collapsed we will end up with a null clipping rectangle which is the correct behavior.\n    const ImRect title_bar_rect = window->TitleBarRect();\n    const float border_size = window->BorderSize;\n\t// Force round to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.\n    ImRect clip_rect;\n    clip_rect.Min.x = ImFloor(0.5f + title_bar_rect.Min.x + ImMax(border_size, ImFloor(window->WindowPadding.x*0.5f)));\n    clip_rect.Min.y = ImFloor(0.5f + title_bar_rect.Max.y + window->MenuBarHeight() + border_size);\n    clip_rect.Max.x = ImFloor(0.5f + window->Pos.x + window->Size.x - window->ScrollbarSizes.x - ImMax(border_size, ImFloor(window->WindowPadding.x*0.5f)));\n    clip_rect.Max.y = ImFloor(0.5f + window->Pos.y + window->Size.y - window->ScrollbarSizes.y - border_size);\n    PushClipRect(clip_rect.Min, clip_rect.Max, true);\n\n    // Clear 'accessed' flag last thing\n    if (first_begin_of_the_frame)\n        window->Accessed = false;\n    window->BeginCount++;\n    g.SetNextWindowSizeConstraint = false;\n\n    // Child window can be out of sight and have \"negative\" clip windows.\n    // Mark them as collapsed so commands are skipped earlier (we can't manually collapse because they have no title bar).\n    if (flags & ImGuiWindowFlags_ChildWindow)\n    {\n        IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);\n        window->Collapsed = parent_window && parent_window->Collapsed;\n\n        if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)\n            window->Collapsed |= (window->WindowRectClipped.Min.x >= window->WindowRectClipped.Max.x || window->WindowRectClipped.Min.y >= window->WindowRectClipped.Max.y);\n\n        // We also hide the window from rendering because we've already added its border to the command list.\n        // (we could perform the check earlier in the function but it is simpler at this point)\n        if (window->Collapsed)\n            window->Active = false;\n    }\n    if (style.Alpha <= 0.0f)\n        window->Active = false;\n\n    // Return false if we don't intend to display anything to allow user to perform an early out optimization\n    window->SkipItems = (window->Collapsed || !window->Active) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0;\n    return !window->SkipItems;\n}\n\nvoid ImGui::End()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    if (window->DC.ColumnsCount != 1) // close columns set if any is open\n        EndColumns();\n    PopClipRect();   // inner window clip rectangle\n\n    // Stop logging\n    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging\n        LogFinish();\n\n    // Pop\n    // NB: we don't clear 'window->RootWindow'. The pointer is allowed to live until the next call to Begin().\n    g.CurrentWindowStack.pop_back();\n    if (window->Flags & ImGuiWindowFlags_Popup)\n        g.CurrentPopupStack.pop_back();\n    CheckStacksSize(window, false);\n    SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back());\n}\n\n// Vertical scrollbar\n// The entire piece of code below is rather confusing because:\n// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)\n// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar\n// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.\nstatic void Scrollbar(ImGuiWindow* window, bool horizontal)\n{\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(horizontal ? \"#SCROLLX\" : \"#SCROLLY\");\n\n    // Render background\n    bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);\n    float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f;\n    const ImRect window_rect = window->Rect();\n    const float border_size = window->BorderSize;\n    ImRect bb = horizontal\n        ? 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)\n        : 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);\n    if (!horizontal)\n        bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f);\n    if (bb.GetWidth() <= 0.0f || bb.GetHeight() <= 0.0f)\n        return;\n\n    float window_rounding = (window->Flags & ImGuiWindowFlags_ChildWindow) ? style.ChildWindowRounding : style.WindowRounding;\n    int window_rounding_corners;\n    if (horizontal)\n        window_rounding_corners = ImGuiCorner_BottomLeft | (other_scrollbar ? 0 : ImGuiCorner_BottomRight);\n    else\n        window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImGuiCorner_TopRight : 0) | (other_scrollbar ? 0 : ImGuiCorner_BottomRight);\n    window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_ScrollbarBg), window_rounding, window_rounding_corners);\n    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)));\n\n    // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)\n    float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight();\n    float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y;\n    float win_size_avail_v = (horizontal ? window->SizeFull.x : window->SizeFull.y) - other_scrollbar_size_w;\n    float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y;\n\n    // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)\n    // But we maintain a minimum size in pixel to allow for the user to still aim inside.\n    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.\n    const float win_size_v = ImMax(ImMax(win_size_contents_v, win_size_avail_v), 1.0f);\n    const float grab_h_pixels = ImClamp(scrollbar_size_v * (win_size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v);\n    const float grab_h_norm = grab_h_pixels / scrollbar_size_v;\n\n    // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().\n    bool held = false;\n    bool hovered = false;\n    const bool previously_held = (g.ActiveId == id);\n    ImGui::ButtonBehavior(bb, id, &hovered, &held);\n\n    float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v);\n    float scroll_ratio = ImSaturate(scroll_v / scroll_max);\n    float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;\n    if (held && grab_h_norm < 1.0f)\n    {\n        float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y;\n        float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;\n        float* click_delta_to_grab_center_v = horizontal ? &g.ScrollbarClickDeltaToGrabCenter.x : &g.ScrollbarClickDeltaToGrabCenter.y;\n\n        // Click position in scrollbar normalized space (0.0f->1.0f)\n        const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);\n        ImGui::SetHoveredID(id);\n\n        bool seek_absolute = false;\n        if (!previously_held)\n        {\n            // On initial click calculate the distance between mouse and the center of the grab\n            if (clicked_v_norm >= grab_v_norm && clicked_v_norm <= grab_v_norm + grab_h_norm)\n            {\n                *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;\n            }\n            else\n            {\n                seek_absolute = true;\n                *click_delta_to_grab_center_v = 0.0f;\n            }\n        }\n\n        // Apply scroll\n        // 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\n        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));\n        scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));\n        if (horizontal)\n            window->Scroll.x = scroll_v;\n        else\n            window->Scroll.y = scroll_v;\n\n        // Update values for rendering\n        scroll_ratio = ImSaturate(scroll_v / scroll_max);\n        grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;\n\n        // Update distance to grab now that we have seeked and saturated\n        if (seek_absolute)\n            *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;\n    }\n\n    // Render\n    const ImU32 grab_col = ImGui::GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab);\n    if (horizontal)\n        window->DrawList->AddRectFilled(ImVec2(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y), ImVec2(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y), grab_col, style.ScrollbarRounding);\n    else\n        window->DrawList->AddRectFilled(ImVec2(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm)), ImVec2(bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels), grab_col, style.ScrollbarRounding);\n}\n\n// Moving window to front of display (which happens to be back of our sorted list)\nvoid ImGui::FocusWindow(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n\n    // Always mark the window we passed as focused. This is used for keyboard interactions such as tabbing.\n    g.NavWindow = window;\n\n    // Passing NULL allow to disable keyboard focus\n    if (!window)\n        return;\n\n    // And move its root window to the top of the pile\n    if (window->RootWindow)\n        window = window->RootWindow;\n\n    // Steal focus on active widgets\n    if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it..\n        if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window)\n            ClearActiveID();\n\n    // Bring to front\n    if ((window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) || g.Windows.back() == window)\n        return;\n    for (int i = 0; i < g.Windows.Size; i++)\n        if (g.Windows[i] == window)\n        {\n            g.Windows.erase(g.Windows.begin() + i);\n            break;\n        }\n    g.Windows.push_back(window);\n}\n\nvoid ImGui::PushItemWidth(float item_width)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);\n    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth);\n}\n\nstatic void PushMultiItemsWidths(int components, float w_full)\n{\n    ImGuiWindow* window = ImGui::GetCurrentWindow();\n    const ImGuiStyle& style = GImGui->Style;\n    if (w_full <= 0.0f)\n        w_full = ImGui::CalcItemWidth();\n    const float w_item_one  = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));\n    const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));\n    window->DC.ItemWidthStack.push_back(w_item_last);\n    for (int i = 0; i < components-1; i++)\n        window->DC.ItemWidthStack.push_back(w_item_one);\n    window->DC.ItemWidth = window->DC.ItemWidthStack.back();\n}\n\nvoid ImGui::PopItemWidth()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.ItemWidthStack.pop_back();\n    window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back();\n}\n\nfloat ImGui::CalcItemWidth()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    float w = window->DC.ItemWidth;\n    if (w < 0.0f)\n    {\n        // 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.\n        float width_to_right_edge = GetContentRegionAvail().x;\n        w = ImMax(1.0f, width_to_right_edge + w);\n    }\n    w = (float)(int)w;\n    return w;\n}\n\nstatic ImFont* GetDefaultFont()\n{\n    ImGuiContext& g = *GImGui;\n    return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0];\n}\n\nstatic void SetCurrentFont(ImFont* font)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?\n    IM_ASSERT(font->Scale > 0.0f);\n    g.Font = font;\n    g.FontBaseSize = g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale;\n    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;\n    g.FontTexUvWhitePixel = g.Font->ContainerAtlas->TexUvWhitePixel;\n}\n\nvoid ImGui::PushFont(ImFont* font)\n{\n    ImGuiContext& g = *GImGui;\n    if (!font)\n        font = GetDefaultFont();\n    SetCurrentFont(font);\n    g.FontStack.push_back(font);\n    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);\n}\n\nvoid  ImGui::PopFont()\n{\n    ImGuiContext& g = *GImGui;\n    g.CurrentWindow->DrawList->PopTextureID();\n    g.FontStack.pop_back();\n    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());\n}\n\nvoid ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.AllowKeyboardFocus = allow_keyboard_focus;\n    window->DC.AllowKeyboardFocusStack.push_back(allow_keyboard_focus);\n}\n\nvoid ImGui::PopAllowKeyboardFocus()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.AllowKeyboardFocusStack.pop_back();\n    window->DC.AllowKeyboardFocus = window->DC.AllowKeyboardFocusStack.empty() ? true : window->DC.AllowKeyboardFocusStack.back();\n}\n\nvoid ImGui::PushButtonRepeat(bool repeat)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.ButtonRepeat = repeat;\n    window->DC.ButtonRepeatStack.push_back(repeat);\n}\n\nvoid ImGui::PopButtonRepeat()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.ButtonRepeatStack.pop_back();\n    window->DC.ButtonRepeat = window->DC.ButtonRepeatStack.empty() ? false : window->DC.ButtonRepeatStack.back();\n}\n\nvoid ImGui::PushTextWrapPos(float wrap_pos_x)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.TextWrapPos = wrap_pos_x;\n    window->DC.TextWrapPosStack.push_back(wrap_pos_x);\n}\n\nvoid ImGui::PopTextWrapPos()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.TextWrapPosStack.pop_back();\n    window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back();\n}\n\n// 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\nvoid ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiColMod backup;\n    backup.Col = idx;\n    backup.BackupValue = g.Style.Colors[idx];\n    g.ColorModifiers.push_back(backup);\n    g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);\n}\n\nvoid ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiColMod backup;\n    backup.Col = idx;\n    backup.BackupValue = g.Style.Colors[idx];\n    g.ColorModifiers.push_back(backup);\n    g.Style.Colors[idx] = col;\n}\n\nvoid ImGui::PopStyleColor(int count)\n{\n    ImGuiContext& g = *GImGui;\n    while (count > 0)\n    {\n        ImGuiColMod& backup = g.ColorModifiers.back();\n        g.Style.Colors[backup.Col] = backup.BackupValue;\n        g.ColorModifiers.pop_back();\n        count--;\n    }\n}\n\nstruct ImGuiStyleVarInfo\n{\n    ImGuiDataType   Type;\n    ImU32           Offset;\n    void*           GetVarPtr() const { return (void*)((unsigned char*)&GImGui->Style + Offset); }\n};\n\nstatic const ImGuiStyleVarInfo GStyleVarInfo[ImGuiStyleVar_Count_] =\n{\n    { ImGuiDataType_Float,  (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },                // ImGuiStyleVar_Alpha\n    { ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },        // ImGuiStyleVar_WindowPadding\n    { ImGuiDataType_Float,  (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },       // ImGuiStyleVar_WindowRounding\n    { ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },        // ImGuiStyleVar_WindowMinSize\n    { ImGuiDataType_Float,  (ImU32)IM_OFFSETOF(ImGuiStyle, ChildWindowRounding) },  // ImGuiStyleVar_ChildWindowRounding\n    { ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },         // ImGuiStyleVar_FramePadding\n    { ImGuiDataType_Float,  (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },        // ImGuiStyleVar_FrameRounding\n    { ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },          // ImGuiStyleVar_ItemSpacing\n    { ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },     // ImGuiStyleVar_ItemInnerSpacing\n    { ImGuiDataType_Float,  (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },        // ImGuiStyleVar_IndentSpacing\n    { ImGuiDataType_Float,  (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },          // ImGuiStyleVar_GrabMinSize\n    { ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },      // ImGuiStyleVar_ButtonTextAlign\n};\n\nstatic const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)\n{\n    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_Count_);\n    return &GStyleVarInfo[idx];\n}\n\nvoid ImGui::PushStyleVar(ImGuiStyleVar idx, float val)\n{\n    const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);\n    if (var_info->Type == ImGuiDataType_Float)\n    {\n        float* pvar = (float*)var_info->GetVarPtr();\n        GImGui->StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar));\n        *pvar = val;\n        return;\n    }\n    IM_ASSERT(0); // Called function with wrong-type? Variable is not a float.\n}\n\nvoid ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)\n{\n    const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);\n    if (var_info->Type == ImGuiDataType_Float2)\n    {\n        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr();\n        GImGui->StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar));\n        *pvar = val;\n        return;\n    }\n    IM_ASSERT(0); // Called function with wrong-type? Variable is not a ImVec2.\n}\n\nvoid ImGui::PopStyleVar(int count)\n{\n    ImGuiContext& g = *GImGui;\n    while (count > 0)\n    {\n        ImGuiStyleMod& backup = g.StyleModifiers.back();\n        const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx);\n        if (info->Type == ImGuiDataType_Float)          (*(float*)info->GetVarPtr()) = backup.BackupFloat[0];\n        else if (info->Type == ImGuiDataType_Float2)    (*(ImVec2*)info->GetVarPtr()) = ImVec2(backup.BackupFloat[0], backup.BackupFloat[1]);\n        else if (info->Type == ImGuiDataType_Int)       (*(int*)info->GetVarPtr()) = backup.BackupInt[0];\n        g.StyleModifiers.pop_back();\n        count--;\n    }\n}\n\nconst char* ImGui::GetStyleColorName(ImGuiCol idx)\n{\n    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\\1: return \"\\1\";\n    switch (idx)\n    {\n    case ImGuiCol_Text: return \"Text\";\n    case ImGuiCol_TextDisabled: return \"TextDisabled\";\n    case ImGuiCol_WindowBg: return \"WindowBg\";\n    case ImGuiCol_ChildWindowBg: return \"ChildWindowBg\";\n    case ImGuiCol_PopupBg: return \"PopupBg\";\n    case ImGuiCol_Border: return \"Border\";\n    case ImGuiCol_BorderShadow: return \"BorderShadow\";\n    case ImGuiCol_FrameBg: return \"FrameBg\";\n    case ImGuiCol_FrameBgHovered: return \"FrameBgHovered\";\n    case ImGuiCol_FrameBgActive: return \"FrameBgActive\";\n    case ImGuiCol_TitleBg: return \"TitleBg\";\n    case ImGuiCol_TitleBgCollapsed: return \"TitleBgCollapsed\";\n    case ImGuiCol_TitleBgActive: return \"TitleBgActive\";\n    case ImGuiCol_MenuBarBg: return \"MenuBarBg\";\n    case ImGuiCol_ScrollbarBg: return \"ScrollbarBg\";\n    case ImGuiCol_ScrollbarGrab: return \"ScrollbarGrab\";\n    case ImGuiCol_ScrollbarGrabHovered: return \"ScrollbarGrabHovered\";\n    case ImGuiCol_ScrollbarGrabActive: return \"ScrollbarGrabActive\";\n    case ImGuiCol_ComboBg: return \"ComboBg\";\n    case ImGuiCol_CheckMark: return \"CheckMark\";\n    case ImGuiCol_SliderGrab: return \"SliderGrab\";\n    case ImGuiCol_SliderGrabActive: return \"SliderGrabActive\";\n    case ImGuiCol_Button: return \"Button\";\n    case ImGuiCol_ButtonHovered: return \"ButtonHovered\";\n    case ImGuiCol_ButtonActive: return \"ButtonActive\";\n    case ImGuiCol_Header: return \"Header\";\n    case ImGuiCol_HeaderHovered: return \"HeaderHovered\";\n    case ImGuiCol_HeaderActive: return \"HeaderActive\";\n    case ImGuiCol_Separator: return \"Separator\";\n    case ImGuiCol_SeparatorHovered: return \"SeparatorHovered\";\n    case ImGuiCol_SeparatorActive: return \"SeparatorActive\";\n    case ImGuiCol_ResizeGrip: return \"ResizeGrip\";\n    case ImGuiCol_ResizeGripHovered: return \"ResizeGripHovered\";\n    case ImGuiCol_ResizeGripActive: return \"ResizeGripActive\";\n    case ImGuiCol_CloseButton: return \"CloseButton\";\n    case ImGuiCol_CloseButtonHovered: return \"CloseButtonHovered\";\n    case ImGuiCol_CloseButtonActive: return \"CloseButtonActive\";\n    case ImGuiCol_PlotLines: return \"PlotLines\";\n    case ImGuiCol_PlotLinesHovered: return \"PlotLinesHovered\";\n    case ImGuiCol_PlotHistogram: return \"PlotHistogram\";\n    case ImGuiCol_PlotHistogramHovered: return \"PlotHistogramHovered\";\n    case ImGuiCol_TextSelectedBg: return \"TextSelectedBg\";\n    case ImGuiCol_ModalWindowDarkening: return \"ModalWindowDarkening\";\n    }\n    IM_ASSERT(0);\n    return \"Unknown\";\n}\n\nbool ImGui::IsWindowHovered()\n{\n    ImGuiContext& g = *GImGui;\n    return g.HoveredWindow == g.CurrentWindow && IsWindowContentHoverable(g.HoveredRootWindow);\n}\n\nbool ImGui::IsWindowRectHovered()\n{\n    ImGuiContext& g = *GImGui;\n    return g.HoveredWindow == g.CurrentWindow;\n}\n\nbool ImGui::IsWindowFocused()\n{\n    ImGuiContext& g = *GImGui;\n    return g.NavWindow == g.CurrentWindow;\n}\n\nbool ImGui::IsRootWindowFocused()\n{\n    ImGuiContext& g = *GImGui;\n    return g.NavWindow == g.CurrentWindow->RootWindow;\n}\n\nbool ImGui::IsRootWindowOrAnyChildFocused()\n{\n    ImGuiContext& g = *GImGui;\n    return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow;\n}\n\nbool ImGui::IsRootWindowOrAnyChildHovered()\n{\n    ImGuiContext& g = *GImGui;\n    return g.HoveredRootWindow && (g.HoveredRootWindow == g.CurrentWindow->RootWindow) && IsWindowContentHoverable(g.HoveredRootWindow);\n}\n\nfloat ImGui::GetWindowWidth()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->Size.x;\n}\n\nfloat ImGui::GetWindowHeight()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->Size.y;\n}\n\nImVec2 ImGui::GetWindowPos()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    return window->Pos;\n}\n\nstatic void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y)\n{\n    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.\n    window->Scroll.y = new_scroll_y;\n    window->DC.CursorMaxPos.y -= window->Scroll.y;\n}\n\nstatic void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)\n{\n    // Test condition (NB: bit 0 is always true) and clear flags for next time\n    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)\n        return;\n    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);\n    window->SetWindowPosCenterWanted = false;\n\n    // Set\n    const ImVec2 old_pos = window->Pos;\n    window->PosFloat = pos;\n    window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);\n    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\n    window->DC.CursorMaxPos += (window->Pos - old_pos); // And more importantly we need to adjust this so size calculation doesn't get affected.\n}\n\nvoid ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    SetWindowPos(window, pos, cond);\n}\n\nvoid ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)\n{\n    if (ImGuiWindow* window = FindWindowByName(name))\n        SetWindowPos(window, pos, cond);\n}\n\nImVec2 ImGui::GetWindowSize()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->Size;\n}\n\nstatic void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)\n{\n    // Test condition (NB: bit 0 is always true) and clear flags for next time\n    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)\n        return;\n    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);\n\n    // Set\n    if (size.x > 0.0f)\n    {\n        window->AutoFitFramesX = 0;\n        window->SizeFull.x = size.x;\n    }\n    else\n    {\n        window->AutoFitFramesX = 2;\n        window->AutoFitOnlyGrows = false;\n    }\n    if (size.y > 0.0f)\n    {\n        window->AutoFitFramesY = 0;\n        window->SizeFull.y = size.y;\n    }\n    else\n    {\n        window->AutoFitFramesY = 2;\n        window->AutoFitOnlyGrows = false;\n    }\n}\n\nvoid ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)\n{\n    SetWindowSize(GImGui->CurrentWindow, size, cond);\n}\n\nvoid ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)\n{\n    ImGuiWindow* window = FindWindowByName(name);\n    if (window)\n        SetWindowSize(window, size, cond);\n}\n\nstatic void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)\n{\n    // Test condition (NB: bit 0 is always true) and clear flags for next time\n    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)\n        return;\n    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);\n\n    // Set\n    window->Collapsed = collapsed;\n}\n\nvoid ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)\n{\n    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);\n}\n\nbool ImGui::IsWindowCollapsed()\n{\n    return GImGui->CurrentWindow->Collapsed;\n}\n\nvoid ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)\n{\n    ImGuiWindow* window = FindWindowByName(name);\n    if (window)\n        SetWindowCollapsed(window, collapsed, cond);\n}\n\nvoid ImGui::SetWindowFocus()\n{\n    FocusWindow(GImGui->CurrentWindow);\n}\n\nvoid ImGui::SetWindowFocus(const char* name)\n{\n    if (name)\n    {\n        if (ImGuiWindow* window = FindWindowByName(name))\n            FocusWindow(window);\n    }\n    else\n    {\n        FocusWindow(NULL);\n    }\n}\n\nvoid ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond)\n{\n    ImGuiContext& g = *GImGui;\n    g.SetNextWindowPosVal = pos;\n    g.SetNextWindowPosCond = cond ? cond : ImGuiCond_Always;\n}\n\nvoid ImGui::SetNextWindowPosCenter(ImGuiCond cond)\n{\n    ImGuiContext& g = *GImGui;\n    g.SetNextWindowPosVal = ImVec2(-FLT_MAX, -FLT_MAX);\n    g.SetNextWindowPosCond = cond ? cond : ImGuiCond_Always;\n}\n\nvoid ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)\n{\n    ImGuiContext& g = *GImGui;\n    g.SetNextWindowSizeVal = size;\n    g.SetNextWindowSizeCond = cond ? cond : ImGuiCond_Always;\n}\n\nvoid ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeConstraintCallback custom_callback, void* custom_callback_user_data)\n{\n    ImGuiContext& g = *GImGui;\n    g.SetNextWindowSizeConstraint = true;\n    g.SetNextWindowSizeConstraintRect = ImRect(size_min, size_max);\n    g.SetNextWindowSizeConstraintCallback = custom_callback;\n    g.SetNextWindowSizeConstraintCallbackUserData = custom_callback_user_data;\n}\n\nvoid ImGui::SetNextWindowContentSize(const ImVec2& size)\n{\n    ImGuiContext& g = *GImGui;\n    g.SetNextWindowContentSizeVal = size;\n    g.SetNextWindowContentSizeCond = ImGuiCond_Always;\n}\n\nvoid ImGui::SetNextWindowContentWidth(float width)\n{\n    ImGuiContext& g = *GImGui;\n    g.SetNextWindowContentSizeVal = ImVec2(width, g.SetNextWindowContentSizeCond ? g.SetNextWindowContentSizeVal.y : 0.0f);\n    g.SetNextWindowContentSizeCond = ImGuiCond_Always;\n}\n\nvoid ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)\n{\n    ImGuiContext& g = *GImGui;\n    g.SetNextWindowCollapsedVal = collapsed;\n    g.SetNextWindowCollapsedCond = cond ? cond : ImGuiCond_Always;\n}\n\nvoid ImGui::SetNextWindowFocus()\n{\n    ImGuiContext& g = *GImGui;\n    g.SetNextWindowFocus = true;\n}\n\n// In window space (not screen space!)\nImVec2 ImGui::GetContentRegionMax()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    ImVec2 mx = window->ContentsRegionRect.Max;\n    if (window->DC.ColumnsCount != 1)\n        mx.x = GetColumnOffset(window->DC.ColumnsCurrent + 1) - window->WindowPadding.x;\n    return mx;\n}\n\nImVec2 ImGui::GetContentRegionAvail()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return GetContentRegionMax() - (window->DC.CursorPos - window->Pos);\n}\n\nfloat ImGui::GetContentRegionAvailWidth()\n{\n    return GetContentRegionAvail().x;\n}\n\n// In window space (not screen space!)\nImVec2 ImGui::GetWindowContentRegionMin()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->ContentsRegionRect.Min;\n}\n\nImVec2 ImGui::GetWindowContentRegionMax()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->ContentsRegionRect.Max;\n}\n\nfloat ImGui::GetWindowContentRegionWidth()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->ContentsRegionRect.Max.x - window->ContentsRegionRect.Min.x;\n}\n\nfloat ImGui::GetTextLineHeight()\n{\n    ImGuiContext& g = *GImGui;\n    return g.FontSize;\n}\n\nfloat ImGui::GetTextLineHeightWithSpacing()\n{\n    ImGuiContext& g = *GImGui;\n    return g.FontSize + g.Style.ItemSpacing.y;\n}\n\nfloat ImGui::GetItemsLineHeightWithSpacing()\n{\n    ImGuiContext& g = *GImGui;\n    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;\n}\n\nImDrawList* ImGui::GetWindowDrawList()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    return window->DrawList;\n}\n\nImFont* ImGui::GetFont()\n{\n    return GImGui->Font;\n}\n\nfloat ImGui::GetFontSize()\n{\n    return GImGui->FontSize;\n}\n\nImVec2 ImGui::GetFontTexUvWhitePixel()\n{\n    return GImGui->FontTexUvWhitePixel;\n}\n\nvoid ImGui::SetWindowFontScale(float scale)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    window->FontWindowScale = scale;\n    g.FontSize = window->CalcFontSize();\n}\n\n// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.\n// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.\nImVec2 ImGui::GetCursorPos()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.CursorPos - window->Pos + window->Scroll;\n}\n\nfloat ImGui::GetCursorPosX()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;\n}\n\nfloat ImGui::GetCursorPosY()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;\n}\n\nvoid ImGui::SetCursorPos(const ImVec2& local_pos)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;\n    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);\n}\n\nvoid ImGui::SetCursorPosX(float x)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;\n    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);\n}\n\nvoid ImGui::SetCursorPosY(float y)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;\n    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);\n}\n\nImVec2 ImGui::GetCursorStartPos()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.CursorStartPos - window->Pos;\n}\n\nImVec2 ImGui::GetCursorScreenPos()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.CursorPos;\n}\n\nvoid ImGui::SetCursorScreenPos(const ImVec2& screen_pos)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.CursorPos = screen_pos;\n    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);\n}\n\nfloat ImGui::GetScrollX()\n{\n    return GImGui->CurrentWindow->Scroll.x;\n}\n\nfloat ImGui::GetScrollY()\n{\n    return GImGui->CurrentWindow->Scroll.y;\n}\n\nfloat ImGui::GetScrollMaxX()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return ImMax(0.0f, window->SizeContents.x - (window->SizeFull.x - window->ScrollbarSizes.x));\n}\n\nfloat ImGui::GetScrollMaxY()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return ImMax(0.0f, window->SizeContents.y - (window->SizeFull.y - window->ScrollbarSizes.y));\n}\n\nvoid ImGui::SetScrollX(float scroll_x)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->ScrollTarget.x = scroll_x;\n    window->ScrollTargetCenterRatio.x = 0.0f;\n}\n\nvoid ImGui::SetScrollY(float scroll_y)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->ScrollTarget.y = scroll_y + window->TitleBarHeight() + window->MenuBarHeight(); // title bar height canceled out when using ScrollTargetRelY\n    window->ScrollTargetCenterRatio.y = 0.0f;\n}\n\nvoid ImGui::SetScrollFromPosY(float pos_y, float center_y_ratio)\n{\n    // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size\n    ImGuiWindow* window = GetCurrentWindow();\n    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);\n    window->ScrollTarget.y = (float)(int)(pos_y + window->Scroll.y);\n    if (center_y_ratio <= 0.0f && window->ScrollTarget.y <= window->WindowPadding.y)    // Minor hack to make \"scroll to top\" take account of WindowPadding, else it would scroll to (WindowPadding.y - ItemSpacing.y)\n        window->ScrollTarget.y = 0.0f;\n    window->ScrollTargetCenterRatio.y = center_y_ratio;\n}\n\n// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.\nvoid ImGui::SetScrollHere(float center_y_ratio)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space\n    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.\n    SetScrollFromPosY(target_y, center_y_ratio);\n}\n\nvoid ImGui::SetKeyboardFocusHere(int offset)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->FocusIdxAllRequestNext = window->FocusIdxAllCounter + 1 + offset;\n    window->FocusIdxTabRequestNext = INT_MAX;\n}\n\nvoid ImGui::SetStateStorage(ImGuiStorage* tree)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.StateStorage = tree ? tree : &window->StateStorage;\n}\n\nImGuiStorage* ImGui::GetStateStorage()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.StateStorage;\n}\n\nvoid ImGui::TextV(const char* fmt, va_list args)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);\n    TextUnformatted(g.TempBuffer, text_end);\n}\n\nvoid ImGui::Text(const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    TextV(fmt, args);\n    va_end(args);\n}\n\nvoid ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args)\n{\n    PushStyleColor(ImGuiCol_Text, col);\n    TextV(fmt, args);\n    PopStyleColor();\n}\n\nvoid ImGui::TextColored(const ImVec4& col, const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    TextColoredV(col, fmt, args);\n    va_end(args);\n}\n\nvoid ImGui::TextDisabledV(const char* fmt, va_list args)\n{\n    PushStyleColor(ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled]);\n    TextV(fmt, args);\n    PopStyleColor();\n}\n\nvoid ImGui::TextDisabled(const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    TextDisabledV(fmt, args);\n    va_end(args);\n}\n\nvoid ImGui::TextWrappedV(const char* fmt, va_list args)\n{\n    bool need_wrap = (GImGui->CurrentWindow->DC.TextWrapPos < 0.0f);    // Keep existing wrap position is one ia already set\n    if (need_wrap) PushTextWrapPos(0.0f);\n    TextV(fmt, args);\n    if (need_wrap) PopTextWrapPos();\n}\n\nvoid ImGui::TextWrapped(const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    TextWrappedV(fmt, args);\n    va_end(args);\n}\n\nvoid ImGui::TextUnformatted(const char* text, const char* text_end)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(text != NULL);\n    const char* text_begin = text;\n    if (text_end == NULL)\n        text_end = text + strlen(text); // FIXME-OPT\n\n    const float wrap_pos_x = window->DC.TextWrapPos;\n    const bool wrap_enabled = wrap_pos_x >= 0.0f;\n    if (text_end - text > 2000 && !wrap_enabled)\n    {\n        // Long text!\n        // Perform manual coarse clipping to optimize for long multi-line text\n        // From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled.\n        // 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.\n        const char* line = text;\n        const float line_height = GetTextLineHeight();\n        const ImVec2 text_pos = window->DC.CursorPos + ImVec2(0.0f, window->DC.CurrentLineTextBaseOffset);\n        const ImRect clip_rect = window->ClipRect;\n        ImVec2 text_size(0,0);\n\n        if (text_pos.y <= clip_rect.Max.y)\n        {\n            ImVec2 pos = text_pos;\n\n            // Lines to skip (can't skip when logging text)\n            if (!g.LogEnabled)\n            {\n                int lines_skippable = (int)((clip_rect.Min.y - text_pos.y) / line_height);\n                if (lines_skippable > 0)\n                {\n                    int lines_skipped = 0;\n                    while (line < text_end && lines_skipped < lines_skippable)\n                    {\n                        const char* line_end = strchr(line, '\\n');\n                        if (!line_end)\n                            line_end = text_end;\n                        line = line_end + 1;\n                        lines_skipped++;\n                    }\n                    pos.y += lines_skipped * line_height;\n                }\n            }\n\n            // Lines to render\n            if (line < text_end)\n            {\n                ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height));\n                while (line < text_end)\n                {\n                    const char* line_end = strchr(line, '\\n');\n                    if (IsClippedEx(line_rect, NULL, false))\n                        break;\n\n                    const ImVec2 line_size = CalcTextSize(line, line_end, false);\n                    text_size.x = ImMax(text_size.x, line_size.x);\n                    RenderText(pos, line, line_end, false);\n                    if (!line_end)\n                        line_end = text_end;\n                    line = line_end + 1;\n                    line_rect.Min.y += line_height;\n                    line_rect.Max.y += line_height;\n                    pos.y += line_height;\n                }\n\n                // Count remaining lines\n                int lines_skipped = 0;\n                while (line < text_end)\n                {\n                    const char* line_end = strchr(line, '\\n');\n                    if (!line_end)\n                        line_end = text_end;\n                    line = line_end + 1;\n                    lines_skipped++;\n                }\n                pos.y += lines_skipped * line_height;\n            }\n\n            text_size.y += (pos - text_pos).y;\n        }\n\n        ImRect bb(text_pos, text_pos + text_size);\n        ItemSize(bb);\n        ItemAdd(bb, NULL);\n    }\n    else\n    {\n        const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f;\n        const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);\n\n        // Account of baseline offset\n        ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrentLineTextBaseOffset);\n        ImRect bb(text_pos, text_pos + text_size);\n        ItemSize(text_size);\n        if (!ItemAdd(bb, NULL))\n            return;\n\n        // Render (we don't hide text after ## in this end-user function)\n        RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width);\n    }\n}\n\nvoid ImGui::AlignFirstTextHeightToWidgets()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    // Declare a dummy item size to that upcoming items that are smaller will center-align on the newly expanded line height.\n    ImGuiContext& g = *GImGui;\n    ItemSize(ImVec2(0, g.FontSize + g.Style.FramePadding.y*2), g.Style.FramePadding.y);\n    SameLine(0, 0);\n}\n\n// Add a label+text combo aligned to other label+value widgets\nvoid ImGui::LabelTextV(const char* label, const char* fmt, va_list args)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const float w = CalcItemWidth();\n\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n    const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2));\n    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);\n    ItemSize(total_bb, style.FramePadding.y);\n    if (!ItemAdd(total_bb, NULL))\n        return;\n\n    // Render\n    const char* value_text_begin = &g.TempBuffer[0];\n    const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);\n    RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f,0.5f));\n    if (label_size.x > 0.0f)\n        RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);\n}\n\nvoid ImGui::LabelText(const char* label, const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    LabelTextV(label, fmt, args);\n    va_end(args);\n}\n\nstatic inline bool IsWindowContentHoverable(ImGuiWindow* window)\n{\n    // An active popup disable hovering on other windows (apart from its own children)\n    // FIXME-OPT: This could be cached/stored within the window.\n    ImGuiContext& g = *GImGui;\n    if (g.NavWindow)\n        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)\n            if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) != 0 && focused_root_window->WasActive && focused_root_window != window->RootWindow)\n                return false;\n\n    return true;\n}\n\nbool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n\n    if (flags & ImGuiButtonFlags_Disabled)\n    {\n        if (out_hovered) *out_hovered = false;\n        if (out_held) *out_held = false;\n        if (g.ActiveId == id) ClearActiveID();\n        return false;\n    }\n\n    // Default behavior requires click+release on same spot\n    if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick)) == 0)\n        flags |= ImGuiButtonFlags_PressedOnClickRelease;\n\n    bool pressed = false;\n    bool hovered = IsHovered(bb, id, (flags & ImGuiButtonFlags_FlattenChilds) != 0);\n    if (hovered)\n    {\n        SetHoveredID(id);\n        if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))\n        {\n            //                        | CLICKING        | HOLDING with ImGuiButtonFlags_Repeat\n            // PressedOnClickRelease  |  <on release>*  |  <on repeat> <on repeat> .. (NOT on release)  <-- MOST COMMON! (*) only if both click/release were over bounds\n            // PressedOnClick         |  <on click>     |  <on click> <on repeat> <on repeat> ..\n            // PressedOnRelease       |  <on release>   |  <on repeat> <on repeat> .. (NOT on release)\n            // PressedOnDoubleClick   |  <on dclick>    |  <on dclick> <on repeat> <on repeat> ..\n            if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0])\n            {\n                SetActiveID(id, window); // Hold on ID\n                FocusWindow(window);\n                g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;\n            }\n            if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0]))\n            {\n                pressed = true;\n                ClearActiveID();\n                FocusWindow(window);\n            }\n            if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0])\n            {\n                if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay))  // Repeat mode trumps <on release>\n                    pressed = true;\n                ClearActiveID();\n            }\n\n            // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). \n            // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.\n            if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true))\n                pressed = true;\n        }\n    }\n\n    bool held = false;\n    if (g.ActiveId == id)\n    {\n        if (g.IO.MouseDown[0])\n        {\n            held = true;\n        }\n        else\n        {\n            if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease))\n                if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay))  // Repeat mode trumps <on release>\n                    pressed = true;\n            ClearActiveID();\n        }\n    }\n\n    // 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.\n    if (hovered && (flags & ImGuiButtonFlags_AllowOverlapMode) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))\n        hovered = pressed = held = false;\n\n    if (out_hovered) *out_hovered = hovered;\n    if (out_held) *out_held = held;\n\n    return pressed;\n}\n\nbool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    ImVec2 pos = window->DC.CursorPos;\n    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)\n        pos.y += window->DC.CurrentLineTextBaseOffset - style.FramePadding.y;\n    ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);\n\n    const ImRect bb(pos, pos + size);\n    ItemSize(bb, style.FramePadding.y);\n    if (!ItemAdd(bb, &id))\n        return false;\n\n    if (window->DC.ButtonRepeat) flags |= ImGuiButtonFlags_Repeat;\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);\n\n    // Render\n    const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);\n    RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);\n    RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb);\n\n    // Automatically close popups\n    //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))\n    //    CloseCurrentPopup();\n\n    return pressed;\n}\n\nbool ImGui::Button(const char* label, const ImVec2& size_arg)\n{\n    return ButtonEx(label, size_arg, 0);\n}\n\n// Small buttons fits within text without additional vertical spacing.\nbool ImGui::SmallButton(const char* label)\n{\n    ImGuiContext& g = *GImGui;\n    float backup_padding_y = g.Style.FramePadding.y;\n    g.Style.FramePadding.y = 0.0f;\n    bool pressed = ButtonEx(label, ImVec2(0,0), ImGuiButtonFlags_AlignTextBaseLine);\n    g.Style.FramePadding.y = backup_padding_y;\n    return pressed;\n}\n\n// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.\n// 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)\nbool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    const ImGuiID id = window->GetID(str_id);\n    ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f);\n    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);\n    ItemSize(bb);\n    if (!ItemAdd(bb, &id))\n        return false;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held);\n\n    return pressed;\n}\n\n// Upper-right button to close a window.\nbool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n\n    const ImRect bb(pos - ImVec2(radius,radius), pos + ImVec2(radius,radius));\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held);\n\n    // Render\n    const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_CloseButtonActive : hovered ? ImGuiCol_CloseButtonHovered : ImGuiCol_CloseButton);\n    const ImVec2 center = bb.GetCenter();\n    window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), col, 12);\n\n    const float cross_extent = (radius * 0.7071f) - 1.0f;\n    if (hovered)\n    {\n        window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), GetColorU32(ImGuiCol_Text));\n        window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), GetColorU32(ImGuiCol_Text));\n    }\n\n    return pressed;\n}\n\nvoid ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);\n    if (border_col.w > 0.0f)\n        bb.Max += ImVec2(2,2);\n    ItemSize(bb);\n    if (!ItemAdd(bb, NULL))\n        return;\n\n    if (border_col.w > 0.0f)\n    {\n        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f);\n        window->DrawList->AddImage(user_texture_id, bb.Min+ImVec2(1,1), bb.Max-ImVec2(1,1), uv0, uv1, GetColorU32(tint_col));\n    }\n    else\n    {\n        window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col));\n    }\n}\n\n// frame_padding < 0: uses FramePadding from style (default)\n// frame_padding = 0: no framing\n// frame_padding > 0: set framing size\n// The color used are the button colors.\nbool 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)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n\n    // Default to using texture ID as ID. User can still push string/integer prefixes.\n    // We could hash the size/uv to create a unique ID but that would prevent the user from animating UV.\n    PushID((void *)user_texture_id);\n    const ImGuiID id = window->GetID(\"#image\");\n    PopID();\n\n    const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : style.FramePadding;\n    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding*2);\n    const ImRect image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size);\n    ItemSize(bb);\n    if (!ItemAdd(bb, &id))\n        return false;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held);\n\n    // Render\n    const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);\n    RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, style.FrameRounding));\n    if (bg_col.w > 0.0f)\n        window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, GetColorU32(bg_col));\n    window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, GetColorU32(tint_col));\n\n    return pressed;\n}\n\n// Start logging ImGui output to TTY\nvoid ImGui::LogToTTY(int max_depth)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.LogEnabled)\n        return;\n    ImGuiWindow* window = GetCurrentWindowRead();\n\n    g.LogEnabled = true;\n    g.LogFile = stdout;\n    g.LogStartDepth = window->DC.TreeDepth;\n    if (max_depth >= 0)\n        g.LogAutoExpandMaxDepth = max_depth;\n}\n\n// Start logging ImGui output to given file\nvoid ImGui::LogToFile(int max_depth, const char* filename)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.LogEnabled)\n        return;\n    ImGuiWindow* window = GetCurrentWindowRead();\n\n    if (!filename)\n    {\n        filename = g.IO.LogFilename;\n        if (!filename)\n            return;\n    }\n\n    g.LogFile = ImFileOpen(filename, \"ab\");\n    if (!g.LogFile)\n    {\n        IM_ASSERT(g.LogFile != NULL); // Consider this an error\n        return;\n    }\n    g.LogEnabled = true;\n    g.LogStartDepth = window->DC.TreeDepth;\n    if (max_depth >= 0)\n        g.LogAutoExpandMaxDepth = max_depth;\n}\n\n// Start logging ImGui output to clipboard\nvoid ImGui::LogToClipboard(int max_depth)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.LogEnabled)\n        return;\n    ImGuiWindow* window = GetCurrentWindowRead();\n\n    g.LogEnabled = true;\n    g.LogFile = NULL;\n    g.LogStartDepth = window->DC.TreeDepth;\n    if (max_depth >= 0)\n        g.LogAutoExpandMaxDepth = max_depth;\n}\n\nvoid ImGui::LogFinish()\n{\n    ImGuiContext& g = *GImGui;\n    if (!g.LogEnabled)\n        return;\n\n    LogText(IM_NEWLINE);\n    g.LogEnabled = false;\n    if (g.LogFile != NULL)\n    {\n        if (g.LogFile == stdout)\n            fflush(g.LogFile);\n        else\n            fclose(g.LogFile);\n        g.LogFile = NULL;\n    }\n    if (g.LogClipboard->size() > 1)\n    {\n        SetClipboardText(g.LogClipboard->begin());\n        g.LogClipboard->clear();\n    }\n}\n\n// Helper to display logging buttons\nvoid ImGui::LogButtons()\n{\n    ImGuiContext& g = *GImGui;\n\n    PushID(\"LogButtons\");\n    const bool log_to_tty = Button(\"Log To TTY\"); SameLine();\n    const bool log_to_file = Button(\"Log To File\"); SameLine();\n    const bool log_to_clipboard = Button(\"Log To Clipboard\"); SameLine();\n    PushItemWidth(80.0f);\n    PushAllowKeyboardFocus(false);\n    SliderInt(\"Depth\", &g.LogAutoExpandMaxDepth, 0, 9, NULL);\n    PopAllowKeyboardFocus();\n    PopItemWidth();\n    PopID();\n\n    // Start logging at the end of the function so that the buttons don't appear in the log\n    if (log_to_tty)\n        LogToTTY(g.LogAutoExpandMaxDepth);\n    if (log_to_file)\n        LogToFile(g.LogAutoExpandMaxDepth, g.IO.LogFilename);\n    if (log_to_clipboard)\n        LogToClipboard(g.LogAutoExpandMaxDepth);\n}\n\nbool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags)\n{\n    if (flags & ImGuiTreeNodeFlags_Leaf)\n        return true;\n\n    // We only write to the tree storage if the user clicks (or explicitely use SetNextTreeNode*** functions)\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiStorage* storage = window->DC.StateStorage;\n\n    bool is_open;\n    if (g.SetNextTreeNodeOpenCond != 0)\n    {\n        if (g.SetNextTreeNodeOpenCond & ImGuiCond_Always)\n        {\n            is_open = g.SetNextTreeNodeOpenVal;\n            storage->SetInt(id, is_open);\n        }\n        else\n        {\n            // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently.\n            const int stored_value = storage->GetInt(id, -1);\n            if (stored_value == -1)\n            {\n                is_open = g.SetNextTreeNodeOpenVal;\n                storage->SetInt(id, is_open);\n            }\n            else\n            {\n                is_open = stored_value != 0;\n            }\n        }\n        g.SetNextTreeNodeOpenCond = 0;\n    }\n    else\n    {\n        is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0;\n    }\n\n    // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior).\n    // NB- If we are above max depth we still allow manually opened nodes to be logged.\n    if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && window->DC.TreeDepth < g.LogAutoExpandMaxDepth)\n        is_open = true;\n\n    return is_open;\n}\n\nbool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0;\n    const ImVec2 padding = display_frame ? style.FramePadding : ImVec2(style.FramePadding.x, 0.0f);\n\n    if (!label_end)\n        label_end = FindRenderedTextEnd(label);\n    const ImVec2 label_size = CalcTextSize(label, label_end, false);\n\n    // We vertically grow up to current line height up the typical widget height.\n    const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset - padding.y); // Latch before ItemSize changes it\n    const float frame_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2);\n    ImRect bb = ImRect(window->DC.CursorPos, ImVec2(window->Pos.x + GetContentRegionMax().x, window->DC.CursorPos.y + frame_height));\n    if (display_frame)\n    {\n        // Framed header expand a little outside the default padding\n        bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1;\n        bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1;\n    }\n\n    const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2));   // Collapser arrow width + Spacing\n    const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f);   // Include collapser\n    ItemSize(ImVec2(text_width, frame_height), text_base_offset_y);\n\n    // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing\n    // (Ideally we'd want to add a flag for the user to specify we want want the hit test to be done up to the right side of the content or not)\n    const ImRect interact_bb = display_frame ? bb : ImRect(bb.Min.x, bb.Min.y, bb.Min.x + text_width + style.ItemSpacing.x*2, bb.Max.y);\n    bool is_open = TreeNodeBehaviorIsOpen(id, flags);\n    if (!ItemAdd(interact_bb, &id))\n    {\n        if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))\n            TreePushRawID(id);\n        return is_open;\n    }\n\n    // Flags that affects opening behavior:\n    // - 0(default) ..................... single-click anywhere to open\n    // - OpenOnDoubleClick .............. double-click anywhere to open\n    // - OpenOnArrow .................... single-click on arrow to open\n    // - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open\n    ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers | ((flags & ImGuiTreeNodeFlags_AllowOverlapMode) ? ImGuiButtonFlags_AllowOverlapMode : 0);\n    if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)\n        button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0);\n    bool hovered, held, pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);\n    if (pressed && !(flags & ImGuiTreeNodeFlags_Leaf))\n    {\n        bool toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick));\n        if (flags & ImGuiTreeNodeFlags_OpenOnArrow)\n            toggled |= IsMouseHoveringRect(interact_bb.Min, ImVec2(interact_bb.Min.x + text_offset_x, interact_bb.Max.y));\n        if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)\n            toggled |= g.IO.MouseDoubleClicked[0];\n        if (toggled)\n        {\n            is_open = !is_open;\n            window->DC.StateStorage->SetInt(id, is_open);\n        }\n    }\n    if (flags & ImGuiTreeNodeFlags_AllowOverlapMode)\n        SetItemAllowOverlap();\n\n    // Render\n    const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);\n    const ImVec2 text_pos = bb.Min + ImVec2(text_offset_x, padding.y + text_base_offset_y);\n    if (display_frame)\n    {\n        // Framed type\n        RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);\n        RenderCollapseTriangle(bb.Min + padding + ImVec2(0.0f, text_base_offset_y), is_open, 1.0f);\n        if (g.LogEnabled)\n        {\n            // 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.\n            const char log_prefix[] = \"\\n##\";\n            const char log_suffix[] = \"##\";\n            LogRenderedText(text_pos, log_prefix, log_prefix+3);\n            RenderTextClipped(text_pos, bb.Max, label, label_end, &label_size);\n            LogRenderedText(text_pos, log_suffix+1, log_suffix+3);\n        }\n        else\n        {\n            RenderTextClipped(text_pos, bb.Max, label, label_end, &label_size);\n        }\n    }\n    else\n    {\n        // Unframed typed for tree nodes\n        if (hovered || (flags & ImGuiTreeNodeFlags_Selected))\n            RenderFrame(bb.Min, bb.Max, col, false);\n\n        if (flags & ImGuiTreeNodeFlags_Bullet)\n            RenderBullet(bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y));\n        else if (!(flags & ImGuiTreeNodeFlags_Leaf))\n            RenderCollapseTriangle(bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open, 0.70f);\n        if (g.LogEnabled)\n            LogRenderedText(text_pos, \">\");\n        RenderText(text_pos, label, label_end, false);\n    }\n\n    if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))\n        TreePushRawID(id);\n    return is_open;\n}\n\n// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag).\n// 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().\nbool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader | ImGuiTreeNodeFlags_NoTreePushOnOpen, label);\n}\n\nbool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    if (p_open && !*p_open)\n        return false;\n\n    ImGuiID id = window->GetID(label);\n    bool is_open = TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader | ImGuiTreeNodeFlags_NoTreePushOnOpen | (p_open ? ImGuiTreeNodeFlags_AllowOverlapMode : 0), label);\n    if (p_open)\n    {\n        // Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.\n        ImGuiContext& g = *GImGui;\n        float button_sz = g.FontSize * 0.5f;\n        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))\n            *p_open = false;\n    }\n\n    return is_open;\n}\n\nbool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    return TreeNodeBehavior(window->GetID(label), flags, label, NULL);\n}\n\nbool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);\n    return TreeNodeBehavior(window->GetID(str_id), flags, g.TempBuffer, label_end);\n}\n\nbool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);\n    return TreeNodeBehavior(window->GetID(ptr_id), flags, g.TempBuffer, label_end);\n}\n\nbool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args)\n{\n    return TreeNodeExV(str_id, 0, fmt, args);\n}\n\nbool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args)\n{\n    return TreeNodeExV(ptr_id, 0, fmt, args);\n}\n\nbool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    bool is_open = TreeNodeExV(str_id, flags, fmt, args);\n    va_end(args);\n    return is_open;\n}\n\nbool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    bool is_open = TreeNodeExV(ptr_id, flags, fmt, args);\n    va_end(args);\n    return is_open;\n}\n\nbool ImGui::TreeNode(const char* str_id, const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    bool is_open = TreeNodeExV(str_id, 0, fmt, args);\n    va_end(args);\n    return is_open;\n}\n\nbool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    bool is_open = TreeNodeExV(ptr_id, 0, fmt, args);\n    va_end(args);\n    return is_open;\n}\n\nbool ImGui::TreeNode(const char* label)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n    return TreeNodeBehavior(window->GetID(label), 0, label, NULL);\n}\n\nvoid ImGui::TreeAdvanceToLabelPos()\n{\n    ImGuiContext& g = *GImGui;\n    g.CurrentWindow->DC.CursorPos.x += GetTreeNodeToLabelSpacing();\n}\n\n// Horizontal distance preceding label when using TreeNode() or Bullet()\nfloat ImGui::GetTreeNodeToLabelSpacing()\n{\n    ImGuiContext& g = *GImGui;\n    return g.FontSize + (g.Style.FramePadding.x * 2.0f);\n}\n\nvoid ImGui::SetNextTreeNodeOpen(bool is_open, ImGuiCond cond)\n{\n    ImGuiContext& g = *GImGui;\n    g.SetNextTreeNodeOpenVal = is_open;\n    g.SetNextTreeNodeOpenCond = cond ? cond : ImGuiCond_Always;\n}\n\nvoid ImGui::PushID(const char* str_id)\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    window->IDStack.push_back(window->GetID(str_id));\n}\n\nvoid ImGui::PushID(const char* str_id_begin, const char* str_id_end)\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    window->IDStack.push_back(window->GetID(str_id_begin, str_id_end));\n}\n\nvoid ImGui::PushID(const void* ptr_id)\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    window->IDStack.push_back(window->GetID(ptr_id));\n}\n\nvoid ImGui::PushID(int int_id)\n{\n    const void* ptr_id = (void*)(intptr_t)int_id;\n    ImGuiWindow* window = GetCurrentWindowRead();\n    window->IDStack.push_back(window->GetID(ptr_id));\n}\n\nvoid ImGui::PopID()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    window->IDStack.pop_back();\n}\n\nImGuiID ImGui::GetID(const char* str_id)\n{\n    return GImGui->CurrentWindow->GetID(str_id);\n}\n\nImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)\n{\n    return GImGui->CurrentWindow->GetID(str_id_begin, str_id_end);\n}\n\nImGuiID ImGui::GetID(const void* ptr_id)\n{\n    return GImGui->CurrentWindow->GetID(ptr_id);\n}\n\nvoid ImGui::Bullet()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const float line_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y*2), g.FontSize);\n    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height));\n    ItemSize(bb);\n    if (!ItemAdd(bb, NULL))\n    {\n        SameLine(0, style.FramePadding.x*2);\n        return;\n    }\n\n    // Render and stay on same line\n    RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f));\n    SameLine(0, style.FramePadding.x*2);\n}\n\n// Text with a little bullet aligned to the typical tree node.\nvoid ImGui::BulletTextV(const char* fmt, va_list args)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n\n    const char* text_begin = g.TempBuffer;\n    const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);\n    const ImVec2 label_size = CalcTextSize(text_begin, text_end, false);\n    const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it\n    const float line_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y*2), g.FontSize);\n    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\n    ItemSize(bb);\n    if (!ItemAdd(bb, NULL))\n        return;\n\n    // Render\n    RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f));\n    RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2, text_base_offset_y), text_begin, text_end, false);\n}\n\nvoid ImGui::BulletText(const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    BulletTextV(fmt, args);\n    va_end(args);\n}\n\nstatic inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, const char* display_format, char* buf, int buf_size)\n{\n    if (data_type == ImGuiDataType_Int)\n        ImFormatString(buf, buf_size, display_format, *(int*)data_ptr);\n    else if (data_type == ImGuiDataType_Float)\n        ImFormatString(buf, buf_size, display_format, *(float*)data_ptr);\n}\n\nstatic inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, int decimal_precision, char* buf, int buf_size)\n{\n    if (data_type == ImGuiDataType_Int)\n    {\n        if (decimal_precision < 0)\n            ImFormatString(buf, buf_size, \"%d\", *(int*)data_ptr);\n        else\n            ImFormatString(buf, buf_size, \"%.*d\", decimal_precision, *(int*)data_ptr);\n    }\n    else if (data_type == ImGuiDataType_Float)\n    {\n        if (decimal_precision < 0)\n            ImFormatString(buf, buf_size, \"%f\", *(float*)data_ptr);     // Ideally we'd have a minimum decimal precision of 1 to visually denote that it is a float, while hiding non-significant digits?\n        else\n            ImFormatString(buf, buf_size, \"%.*f\", decimal_precision, *(float*)data_ptr);\n    }\n}\n\nstatic void DataTypeApplyOp(ImGuiDataType data_type, int op, void* value1, const void* value2)// Store into value1\n{\n    if (data_type == ImGuiDataType_Int)\n    {\n        if (op == '+')\n            *(int*)value1 = *(int*)value1 + *(const int*)value2;\n        else if (op == '-')\n            *(int*)value1 = *(int*)value1 - *(const int*)value2;\n    }\n    else if (data_type == ImGuiDataType_Float)\n    {\n        if (op == '+')\n            *(float*)value1 = *(float*)value1 + *(const float*)value2;\n        else if (op == '-')\n            *(float*)value1 = *(float*)value1 - *(const float*)value2;\n    }\n}\n\n// User can input math operators (e.g. +100) to edit a numerical values.\nstatic bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format)\n{\n    while (ImCharIsSpace(*buf))\n        buf++;\n\n    // We don't support '-' op because it would conflict with inputing negative value.\n    // Instead you can use +-100 to subtract from an existing value\n    char op = buf[0];\n    if (op == '+' || op == '*' || op == '/')\n    {\n        buf++;\n        while (ImCharIsSpace(*buf))\n            buf++;\n    }\n    else\n    {\n        op = 0;\n    }\n    if (!buf[0])\n        return false;\n\n    if (data_type == ImGuiDataType_Int)\n    {\n        if (!scalar_format)\n            scalar_format = \"%d\";\n        int* v = (int*)data_ptr;\n        const int old_v = *v;\n        int arg0i = *v;\n        if (op && sscanf(initial_value_buf, scalar_format, &arg0i) < 1)\n            return false;\n\n        // 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\n        float arg1f = 0.0f;\n        if (op == '+')      { if (sscanf(buf, \"%f\", &arg1f) == 1) *v = (int)(arg0i + arg1f); }                 // Add (use \"+-\" to subtract)\n        else if (op == '*') { if (sscanf(buf, \"%f\", &arg1f) == 1) *v = (int)(arg0i * arg1f); }                 // Multiply\n        else if (op == '/') { if (sscanf(buf, \"%f\", &arg1f) == 1 && arg1f != 0.0f) *v = (int)(arg0i / arg1f); }// Divide\n        else                { if (sscanf(buf, scalar_format, &arg0i) == 1) *v = arg0i; }                       // Assign constant (read as integer so big values are not lossy)\n        return (old_v != *v);\n    }\n    else if (data_type == ImGuiDataType_Float)\n    {\n        // For floats we have to ignore format with precision (e.g. \"%.2f\") because sscanf doesn't take them in\n        scalar_format = \"%f\";\n        float* v = (float*)data_ptr;\n        const float old_v = *v;\n        float arg0f = *v;\n        if (op && sscanf(initial_value_buf, scalar_format, &arg0f) < 1)\n            return false;\n\n        float arg1f = 0.0f;\n        if (sscanf(buf, scalar_format, &arg1f) < 1)\n            return false;\n        if (op == '+')      { *v = arg0f + arg1f; }                    // Add (use \"+-\" to subtract)\n        else if (op == '*') { *v = arg0f * arg1f; }                    // Multiply\n        else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide\n        else                { *v = arg1f; }                            // Assign constant\n        return (old_v != *v);\n    }\n\n    return false;\n}\n\n// Create text input in place of a slider (when CTRL+Clicking on slider)\n// FIXME: Logic is messy and confusing.\nbool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label, ImGuiDataType data_type, void* data_ptr, ImGuiID id, int decimal_precision)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n\n    // Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen)\n    SetActiveID(g.ScalarAsInputTextId, window);\n    SetHoveredID(0);\n    FocusableItemUnregister(window);\n\n    char buf[32];\n    DataTypeFormatString(data_type, data_ptr, decimal_precision, buf, IM_ARRAYSIZE(buf));\n    bool text_value_changed = InputTextEx(label, buf, IM_ARRAYSIZE(buf), aabb.GetSize(), ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_AutoSelectAll);\n    if (g.ScalarAsInputTextId == 0)     // First frame we started displaying the InputText widget\n    {\n        IM_ASSERT(g.ActiveId == id);    // InputText ID expected to match the Slider ID (else we'd need to store them both, which is also possible)\n        g.ScalarAsInputTextId = g.ActiveId;\n        SetHoveredID(id);\n    }\n    else if (g.ActiveId != g.ScalarAsInputTextId)\n    {\n        // Release\n        g.ScalarAsInputTextId = 0;\n    }\n    if (text_value_changed)\n        return DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, NULL);\n    return false;\n}\n\n// Parse display precision back from the display format string\nint ImGui::ParseFormatPrecision(const char* fmt, int default_precision)\n{\n    int precision = default_precision;\n    while ((fmt = strchr(fmt, '%')) != NULL)\n    {\n        fmt++;\n        if (fmt[0] == '%') { fmt++; continue; } // Ignore \"%%\"\n        while (*fmt >= '0' && *fmt <= '9')\n            fmt++;\n        if (*fmt == '.')\n        {\n            precision = atoi(fmt + 1);\n            if (precision < 0 || precision > 10)\n                precision = default_precision;\n        }\n        break;\n    }\n    return precision;\n}\n\nstatic float GetMinimumStepAtDecimalPrecision(int decimal_precision)\n{\n    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 };\n    return (decimal_precision >= 0 && decimal_precision < 10) ? min_steps[decimal_precision] : powf(10.0f, (float)-decimal_precision);\n}\n\nfloat ImGui::RoundScalar(float value, int decimal_precision)\n{\n    // Round past decimal precision\n    // So when our value is 1.99999 with a precision of 0.001 we'll end up rounding to 2.0\n    // FIXME: Investigate better rounding methods\n    const float min_step = GetMinimumStepAtDecimalPrecision(decimal_precision);\n    bool negative = value < 0.0f;\n    value = fabsf(value);\n    float remainder = fmodf(value, min_step);\n    if (remainder <= min_step*0.5f)\n        value -= remainder;\n    else\n        value += (min_step - remainder);\n    return negative ? -value : value;\n}\n\nstatic inline float SliderBehaviorCalcRatioFromValue(float v, float v_min, float v_max, float power, float linear_zero_pos)\n{\n    if (v_min == v_max)\n        return 0.0f;\n\n    const bool is_non_linear = (power < 1.0f-0.00001f) || (power > 1.0f+0.00001f);\n    const float v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min);\n    if (is_non_linear)\n    {\n        if (v_clamped < 0.0f)\n        {\n            const float f = 1.0f - (v_clamped - v_min) / (ImMin(0.0f,v_max) - v_min);\n            return (1.0f - powf(f, 1.0f/power)) * linear_zero_pos;\n        }\n        else\n        {\n            const float f = (v_clamped - ImMax(0.0f,v_min)) / (v_max - ImMax(0.0f,v_min));\n            return linear_zero_pos + powf(f, 1.0f/power) * (1.0f - linear_zero_pos);\n        }\n    }\n\n    // Linear slider\n    return (v_clamped - v_min) / (v_max - v_min);\n}\n\nbool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, ImGuiSliderFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    const ImGuiStyle& style = g.Style;\n\n    // Draw frame\n    RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);\n\n    const bool is_non_linear = (power < 1.0f-0.00001f) || (power > 1.0f+0.00001f);\n    const bool is_horizontal = (flags & ImGuiSliderFlags_Vertical) == 0;\n\n    const float grab_padding = 2.0f;\n    const float slider_sz = is_horizontal ? (frame_bb.GetWidth() - grab_padding * 2.0f) : (frame_bb.GetHeight() - grab_padding * 2.0f);\n    float grab_sz;\n    if (decimal_precision > 0)\n        grab_sz = ImMin(style.GrabMinSize, slider_sz);\n    else\n        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\n    const float slider_usable_sz = slider_sz - grab_sz;\n    const float slider_usable_pos_min = (is_horizontal ? frame_bb.Min.x : frame_bb.Min.y) + grab_padding + grab_sz*0.5f;\n    const float slider_usable_pos_max = (is_horizontal ? frame_bb.Max.x : frame_bb.Max.y) - grab_padding - grab_sz*0.5f;\n\n    // For logarithmic sliders that cross over sign boundary we want the exponential increase to be symmetric around 0.0f\n    float linear_zero_pos = 0.0f;   // 0.0->1.0f\n    if (v_min * v_max < 0.0f)\n    {\n        // Different sign\n        const float linear_dist_min_to_0 = powf(fabsf(0.0f - v_min), 1.0f/power);\n        const float linear_dist_max_to_0 = powf(fabsf(v_max - 0.0f), 1.0f/power);\n        linear_zero_pos = linear_dist_min_to_0 / (linear_dist_min_to_0+linear_dist_max_to_0);\n    }\n    else\n    {\n        // Same sign\n        linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f;\n    }\n\n    // Process clicking on the slider\n    bool value_changed = false;\n    if (g.ActiveId == id)\n    {\n        bool set_new_value = false;\n        float clicked_t = 0.0f;\n        if (g.IO.MouseDown[0])\n        {\n            const float mouse_abs_pos = is_horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;\n            clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f;\n            if (!is_horizontal)\n                clicked_t = 1.0f - clicked_t;\n            set_new_value = true;\n        }\n        else\n        {\n            ClearActiveID();\n        }\n\n        if (set_new_value)\n        {\n            float new_value;\n            if (is_non_linear)\n            {\n                // Account for logarithmic scale on both sides of the zero\n                if (clicked_t < linear_zero_pos)\n                {\n                    // Negative: rescale to the negative range before powering\n                    float a = 1.0f - (clicked_t / linear_zero_pos);\n                    a = powf(a, power);\n                    new_value = ImLerp(ImMin(v_max,0.0f), v_min, a);\n                }\n                else\n                {\n                    // Positive: rescale to the positive range before powering\n                    float a;\n                    if (fabsf(linear_zero_pos - 1.0f) > 1.e-6f)\n                        a = (clicked_t - linear_zero_pos) / (1.0f - linear_zero_pos);\n                    else\n                        a = clicked_t;\n                    a = powf(a, power);\n                    new_value = ImLerp(ImMax(v_min,0.0f), v_max, a);\n                }\n            }\n            else\n            {\n                // Linear slider\n                new_value = ImLerp(v_min, v_max, clicked_t);\n            }\n\n            // Round past decimal precision\n            new_value = RoundScalar(new_value, decimal_precision);\n            if (*v != new_value)\n            {\n                *v = new_value;\n                value_changed = true;\n            }\n        }\n    }\n\n    // Draw\n    float grab_t = SliderBehaviorCalcRatioFromValue(*v, v_min, v_max, power, linear_zero_pos);\n    if (!is_horizontal)\n        grab_t = 1.0f - grab_t;\n    const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);\n    ImRect grab_bb;\n    if (is_horizontal)\n        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));\n    else\n        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));\n    window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);\n\n    return value_changed;\n}\n\n// Use power!=1.0 for logarithmic sliders.\n// Adjust display_format to decorate the value with a prefix or a suffix.\n//   \"%.3f\"         1.234\n//   \"%5.2f secs\"   01.23 secs\n//   \"Gold: %.0f\"   Gold: 1\nbool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format, float power)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    const float w = CalcItemWidth();\n\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));\n    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));\n\n    // NB- we don't call ItemSize() yet because we may turn into a text edit box below\n    if (!ItemAdd(total_bb, &id))\n    {\n        ItemSize(total_bb, style.FramePadding.y);\n        return false;\n    }\n\n    const bool hovered = IsHovered(frame_bb, id);\n    if (hovered)\n        SetHoveredID(id);\n\n    if (!display_format)\n        display_format = \"%.3f\";\n    int decimal_precision = ParseFormatPrecision(display_format, 3);\n\n    // Tabbing or CTRL-clicking on Slider turns it into an input box\n    bool start_text_input = false;\n    const bool tab_focus_requested = FocusableItemRegister(window, g.ActiveId == id);\n    if (tab_focus_requested || (hovered && g.IO.MouseClicked[0]))\n    {\n        SetActiveID(id, window);\n        FocusWindow(window);\n\n        if (tab_focus_requested || g.IO.KeyCtrl)\n        {\n            start_text_input = true;\n            g.ScalarAsInputTextId = 0;\n        }\n    }\n    if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id))\n        return InputScalarAsWidgetReplacement(frame_bb, label, ImGuiDataType_Float, v, id, decimal_precision);\n\n    ItemSize(total_bb, style.FramePadding.y);\n\n    // Actual slider behavior + render grab\n    const bool value_changed = SliderBehavior(frame_bb, id, v, v_min, v_max, power, decimal_precision);\n\n    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.\n    char value_buf[64];\n    const char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);\n    RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f));\n\n    if (label_size.x > 0.0f)\n        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);\n\n    return value_changed;\n}\n\nbool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* display_format, float power)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);\n    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));\n\n    ItemSize(bb, style.FramePadding.y);\n    if (!ItemAdd(frame_bb, &id))\n        return false;\n\n    const bool hovered = IsHovered(frame_bb, id);\n    if (hovered)\n        SetHoveredID(id);\n\n    if (!display_format)\n        display_format = \"%.3f\";\n    int decimal_precision = ParseFormatPrecision(display_format, 3);\n\n    if (hovered && g.IO.MouseClicked[0])\n    {\n        SetActiveID(id, window);\n        FocusWindow(window);\n    }\n\n    // Actual slider behavior + render grab\n    bool value_changed = SliderBehavior(frame_bb, id, v, v_min, v_max, power, decimal_precision, ImGuiSliderFlags_Vertical);\n\n    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.\n    // For the vertical slider we allow centered text to overlap the frame padding\n    char value_buf[64];\n    char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);\n    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));\n    if (label_size.x > 0.0f)\n        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);\n\n    return value_changed;\n}\n\nbool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max)\n{\n    float v_deg = (*v_rad) * 360.0f / (2*IM_PI);\n    bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, \"%.0f deg\", 1.0f);\n    *v_rad = v_deg * (2*IM_PI) / 360.0f;\n    return value_changed;\n}\n\nbool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* display_format)\n{\n    if (!display_format)\n        display_format = \"%.0f\";\n    float v_f = (float)*v;\n    bool value_changed = SliderFloat(label, &v_f, (float)v_min, (float)v_max, display_format, 1.0f);\n    *v = (int)v_f;\n    return value_changed;\n}\n\nbool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format)\n{\n    if (!display_format)\n        display_format = \"%.0f\";\n    float v_f = (float)*v;\n    bool value_changed = VSliderFloat(label, size, &v_f, (float)v_min, (float)v_max, display_format, 1.0f);\n    *v = (int)v_f;\n    return value_changed;\n}\n\n// Add multiple sliders on 1 line for compact edition of multiple components\nbool ImGui::SliderFloatN(const char* label, float* v, int components, float v_min, float v_max, const char* display_format, float power)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    bool value_changed = false;\n    BeginGroup();\n    PushID(label);\n    PushMultiItemsWidths(components);\n    for (int i = 0; i < components; i++)\n    {\n        PushID(i);\n        value_changed |= SliderFloat(\"##v\", &v[i], v_min, v_max, display_format, power);\n        SameLine(0, g.Style.ItemInnerSpacing.x);\n        PopID();\n        PopItemWidth();\n    }\n    PopID();\n\n    TextUnformatted(label, FindRenderedTextEnd(label));\n    EndGroup();\n\n    return value_changed;\n}\n\nbool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format, float power)\n{\n    return SliderFloatN(label, v, 2, v_min, v_max, display_format, power);\n}\n\nbool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format, float power)\n{\n    return SliderFloatN(label, v, 3, v_min, v_max, display_format, power);\n}\n\nbool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format, float power)\n{\n    return SliderFloatN(label, v, 4, v_min, v_max, display_format, power);\n}\n\nbool ImGui::SliderIntN(const char* label, int* v, int components, int v_min, int v_max, const char* display_format)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    bool value_changed = false;\n    BeginGroup();\n    PushID(label);\n    PushMultiItemsWidths(components);\n    for (int i = 0; i < components; i++)\n    {\n        PushID(i);\n        value_changed |= SliderInt(\"##v\", &v[i], v_min, v_max, display_format);\n        SameLine(0, g.Style.ItemInnerSpacing.x);\n        PopID();\n        PopItemWidth();\n    }\n    PopID();\n\n    TextUnformatted(label, FindRenderedTextEnd(label));\n    EndGroup();\n\n    return value_changed;\n}\n\nbool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* display_format)\n{\n    return SliderIntN(label, v, 2, v_min, v_max, display_format);\n}\n\nbool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* display_format)\n{\n    return SliderIntN(label, v, 3, v_min, v_max, display_format);\n}\n\nbool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* display_format)\n{\n    return SliderIntN(label, v, 4, v_min, v_max, display_format);\n}\n\nbool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_speed, float v_min, float v_max, int decimal_precision, float power)\n{\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n\n    // Draw frame\n    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);\n    RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);\n\n    bool value_changed = false;\n\n    // Process clicking on the drag\n    if (g.ActiveId == id)\n    {\n        if (g.IO.MouseDown[0])\n        {\n            if (g.ActiveIdIsJustActivated)\n            {\n                // Lock current value on click\n                g.DragCurrentValue = *v;\n                g.DragLastMouseDelta = ImVec2(0.f, 0.f);\n            }\n\n            if (v_speed == 0.0f && (v_max - v_min) != 0.0f && (v_max - v_min) < FLT_MAX)\n                v_speed = (v_max - v_min) * g.DragSpeedDefaultRatio;\n            float v_cur = g.DragCurrentValue;\n            const ImVec2 mouse_drag_delta = GetMouseDragDelta(0, 1.0f);\n            if (fabsf(mouse_drag_delta.x - g.DragLastMouseDelta.x) > 0.0f)\n            {\n                float speed = v_speed;\n                if (g.IO.KeyShift && g.DragSpeedScaleFast >= 0.0f)\n                    speed = speed * g.DragSpeedScaleFast;\n                if (g.IO.KeyAlt && g.DragSpeedScaleSlow >= 0.0f)\n                    speed = speed * g.DragSpeedScaleSlow;\n\n                float adjust_delta = (mouse_drag_delta.x - g.DragLastMouseDelta.x) * speed;\n                if (fabsf(power - 1.0f) > 0.001f)\n                {\n                    // Logarithmic curve on both side of 0.0\n                    float v0_abs = v_cur >= 0.0f ? v_cur : -v_cur;\n                    float v0_sign = v_cur >= 0.0f ? 1.0f : -1.0f;\n                    float v1 = powf(v0_abs, 1.0f / power) + (adjust_delta * v0_sign);\n                    float v1_abs = v1 >= 0.0f ? v1 : -v1;\n                    float v1_sign = v1 >= 0.0f ? 1.0f : -1.0f;          // Crossed sign line\n                    v_cur = powf(v1_abs, power) * v0_sign * v1_sign;    // Reapply sign\n                }\n                else\n                {\n                    v_cur += adjust_delta;\n                }\n                g.DragLastMouseDelta.x = mouse_drag_delta.x;\n\n                // Clamp\n                if (v_min < v_max)\n                    v_cur = ImClamp(v_cur, v_min, v_max);\n                g.DragCurrentValue = v_cur;\n            }\n\n            // Round to user desired precision, then apply\n            v_cur = RoundScalar(v_cur, decimal_precision);\n            if (*v != v_cur)\n            {\n                *v = v_cur;\n                value_changed = true;\n            }\n        }\n        else\n        {\n            ClearActiveID();\n        }\n    }\n\n    return value_changed;\n}\n\nbool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* display_format, float power)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    const float w = CalcItemWidth();\n\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));\n    const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);\n    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));\n\n    // NB- we don't call ItemSize() yet because we may turn into a text edit box below\n    if (!ItemAdd(total_bb, &id))\n    {\n        ItemSize(total_bb, style.FramePadding.y);\n        return false;\n    }\n\n    const bool hovered = IsHovered(frame_bb, id);\n    if (hovered)\n        SetHoveredID(id);\n\n    if (!display_format)\n        display_format = \"%.3f\";\n    int decimal_precision = ParseFormatPrecision(display_format, 3);\n\n    // Tabbing or CTRL-clicking on Drag turns it into an input box\n    bool start_text_input = false;\n    const bool tab_focus_requested = FocusableItemRegister(window, g.ActiveId == id);\n    if (tab_focus_requested || (hovered && (g.IO.MouseClicked[0] | g.IO.MouseDoubleClicked[0])))\n    {\n        SetActiveID(id, window);\n        FocusWindow(window);\n\n        if (tab_focus_requested || g.IO.KeyCtrl || g.IO.MouseDoubleClicked[0])\n        {\n            start_text_input = true;\n            g.ScalarAsInputTextId = 0;\n        }\n    }\n    if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id))\n        return InputScalarAsWidgetReplacement(frame_bb, label, ImGuiDataType_Float, v, id, decimal_precision);\n\n    // Actual drag behavior\n    ItemSize(total_bb, style.FramePadding.y);\n    const bool value_changed = DragBehavior(frame_bb, id, v, v_speed, v_min, v_max, decimal_precision, power);\n\n    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.\n    char value_buf[64];\n    const char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);\n    RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f));\n\n    if (label_size.x > 0.0f)\n        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);\n\n    return value_changed;\n}\n\nbool ImGui::DragFloatN(const char* label, float* v, int components, float v_speed, float v_min, float v_max, const char* display_format, float power)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    bool value_changed = false;\n    BeginGroup();\n    PushID(label);\n    PushMultiItemsWidths(components);\n    for (int i = 0; i < components; i++)\n    {\n        PushID(i);\n        value_changed |= DragFloat(\"##v\", &v[i], v_speed, v_min, v_max, display_format, power);\n        SameLine(0, g.Style.ItemInnerSpacing.x);\n        PopID();\n        PopItemWidth();\n    }\n    PopID();\n\n    TextUnformatted(label, FindRenderedTextEnd(label));\n    EndGroup();\n\n    return value_changed;\n}\n\nbool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* display_format, float power)\n{\n    return DragFloatN(label, v, 2, v_speed, v_min, v_max, display_format, power);\n}\n\nbool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* display_format, float power)\n{\n    return DragFloatN(label, v, 3, v_speed, v_min, v_max, display_format, power);\n}\n\nbool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* display_format, float power)\n{\n    return DragFloatN(label, v, 4, v_speed, v_min, v_max, display_format, power);\n}\n\nbool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* display_format, const char* display_format_max, float power)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    PushID(label);\n    BeginGroup();\n    PushMultiItemsWidths(2);\n\n    bool value_changed = DragFloat(\"##min\", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), display_format, power);\n    PopItemWidth();\n    SameLine(0, g.Style.ItemInnerSpacing.x);\n    value_changed |= DragFloat(\"##max\", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? FLT_MAX : v_max, display_format_max ? display_format_max : display_format, power);\n    PopItemWidth();\n    SameLine(0, g.Style.ItemInnerSpacing.x);\n\n    TextUnformatted(label, FindRenderedTextEnd(label));\n    EndGroup();\n    PopID();\n\n    return value_changed;\n}\n\n// NB: v_speed is float to allow adjusting the drag speed with more precision\nbool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* display_format)\n{\n    if (!display_format)\n        display_format = \"%.0f\";\n    float v_f = (float)*v;\n    bool value_changed = DragFloat(label, &v_f, v_speed, (float)v_min, (float)v_max, display_format);\n    *v = (int)v_f;\n    return value_changed;\n}\n\nbool ImGui::DragIntN(const char* label, int* v, int components, float v_speed, int v_min, int v_max, const char* display_format)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    bool value_changed = false;\n    BeginGroup();\n    PushID(label);\n    PushMultiItemsWidths(components);\n    for (int i = 0; i < components; i++)\n    {\n        PushID(i);\n        value_changed |= DragInt(\"##v\", &v[i], v_speed, v_min, v_max, display_format);\n        SameLine(0, g.Style.ItemInnerSpacing.x);\n        PopID();\n        PopItemWidth();\n    }\n    PopID();\n\n    TextUnformatted(label, FindRenderedTextEnd(label));\n    EndGroup();\n\n    return value_changed;\n}\n\nbool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* display_format)\n{\n    return DragIntN(label, v, 2, v_speed, v_min, v_max, display_format);\n}\n\nbool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* display_format)\n{\n    return DragIntN(label, v, 3, v_speed, v_min, v_max, display_format);\n}\n\nbool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* display_format)\n{\n    return DragIntN(label, v, 4, v_speed, v_min, v_max, display_format);\n}\n\nbool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* display_format, const char* display_format_max)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    PushID(label);\n    BeginGroup();\n    PushMultiItemsWidths(2);\n\n    bool value_changed = DragInt(\"##min\", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), display_format);\n    PopItemWidth();\n    SameLine(0, g.Style.ItemInnerSpacing.x);\n    value_changed |= DragInt(\"##max\", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? INT_MAX : v_max, display_format_max ? display_format_max : display_format);\n    PopItemWidth();\n    SameLine(0, g.Style.ItemInnerSpacing.x);\n\n    TextUnformatted(label, FindRenderedTextEnd(label));\n    EndGroup();\n    PopID();\n\n    return value_changed;\n}\n\nvoid 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)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n    if (graph_size.x == 0.0f)\n        graph_size.x = CalcItemWidth();\n    if (graph_size.y == 0.0f)\n        graph_size.y = label_size.y + (style.FramePadding.y * 2);\n\n    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(graph_size.x, graph_size.y));\n    const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);\n    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));\n    ItemSize(total_bb, style.FramePadding.y);\n    if (!ItemAdd(total_bb, NULL))\n        return;\n\n    // Determine scale from values if not specified\n    if (scale_min == FLT_MAX || scale_max == FLT_MAX)\n    {\n        float v_min = FLT_MAX;\n        float v_max = -FLT_MAX;\n        for (int i = 0; i < values_count; i++)\n        {\n            const float v = values_getter(data, i);\n            v_min = ImMin(v_min, v);\n            v_max = ImMax(v_max, v);\n        }\n        if (scale_min == FLT_MAX)\n            scale_min = v_min;\n        if (scale_max == FLT_MAX)\n            scale_max = v_max;\n    }\n\n    RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);\n\n    if (values_count > 0)\n    {\n        int res_w = ImMin((int)graph_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);\n        int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);\n\n        // Tooltip on hover\n        int v_hovered = -1;\n        if (IsHovered(inner_bb, 0))\n        {\n            const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f);\n            const int v_idx = (int)(t * item_count);\n            IM_ASSERT(v_idx >= 0 && v_idx < values_count);\n\n            const float v0 = values_getter(data, (v_idx + values_offset) % values_count);\n            const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count);\n            if (plot_type == ImGuiPlotType_Lines)\n                SetTooltip(\"%d: %8.4g\\n%d: %8.4g\", v_idx, v0, v_idx+1, v1);\n            else if (plot_type == ImGuiPlotType_Histogram)\n                SetTooltip(\"%d: %8.4g\", v_idx, v0);\n            v_hovered = v_idx;\n        }\n\n        const float t_step = 1.0f / (float)res_w;\n\n        float v0 = values_getter(data, (0 + values_offset) % values_count);\n        float t0 = 0.0f;\n        ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) / (scale_max - scale_min)) );                       // Point in the normalized space of our target rectangle\n        float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (-scale_min / (scale_max - scale_min)) : (scale_min < 0.0f ? 0.0f : 1.0f);   // Where does the zero line stands\n\n        const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram);\n        const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered);\n\n        for (int n = 0; n < res_w; n++)\n        {\n            const float t1 = t0 + t_step;\n            const int v1_idx = (int)(t0 * item_count + 0.5f);\n            IM_ASSERT(v1_idx >= 0 && v1_idx < values_count);\n            const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count);\n            const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) / (scale_max - scale_min)) );\n\n            // 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.\n            ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0);\n            ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t));\n            if (plot_type == ImGuiPlotType_Lines)\n            {\n                window->DrawList->AddLine(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base);\n            }\n            else if (plot_type == ImGuiPlotType_Histogram)\n            {\n                if (pos1.x >= pos0.x + 2.0f)\n                    pos1.x -= 1.0f;\n                window->DrawList->AddRectFilled(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base);\n            }\n\n            t0 = t1;\n            tp0 = tp1;\n        }\n    }\n\n    // Text overlay\n    if (overlay_text)\n        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));\n\n    if (label_size.x > 0.0f)\n        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);\n}\n\nstruct ImGuiPlotArrayGetterData\n{\n    const float* Values;\n    int Stride;\n\n    ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; }\n};\n\nstatic float Plot_ArrayGetter(void* data, int idx)\n{\n    ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data;\n    const float v = *(float*)(void*)((unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride);\n    return v;\n}\n\nvoid 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)\n{\n    ImGuiPlotArrayGetterData data(values, stride);\n    PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);\n}\n\nvoid 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)\n{\n    PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);\n}\n\nvoid 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)\n{\n    ImGuiPlotArrayGetterData data(values, stride);\n    PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);\n}\n\nvoid 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)\n{\n    PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);\n}\n\n// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size\nvoid ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n\n    ImVec2 pos = window->DC.CursorPos;\n    ImRect bb(pos, pos + CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f));\n    ItemSize(bb, style.FramePadding.y);\n    if (!ItemAdd(bb, NULL))\n        return;\n\n    // Render\n    fraction = ImSaturate(fraction);\n    RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);\n    bb.Expand(ImVec2(-window->BorderSize, -window->BorderSize));\n    const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y);\n    RenderFrame(bb.Min, fill_br, GetColorU32(ImGuiCol_PlotHistogram), false, style.FrameRounding);\n\n    // Default displaying the fraction as percentage string, but user can override it\n    char overlay_buf[32];\n    if (!overlay)\n    {\n        ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), \"%.0f%%\", fraction*100+0.01f);\n        overlay = overlay_buf;\n    }\n\n    ImVec2 overlay_size = CalcTextSize(overlay, NULL);\n    if (overlay_size.x > 0.0f)\n        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);\n}\n\nbool ImGui::Checkbox(const char* label, bool* v)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    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\n    ItemSize(check_bb, style.FramePadding.y);\n\n    ImRect total_bb = check_bb;\n    if (label_size.x > 0)\n        SameLine(0, style.ItemInnerSpacing.x);\n    const ImRect text_bb(window->DC.CursorPos + ImVec2(0,style.FramePadding.y), window->DC.CursorPos + ImVec2(0,style.FramePadding.y) + label_size);\n    if (label_size.x > 0)\n    {\n        ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);\n        total_bb = ImRect(ImMin(check_bb.Min, text_bb.Min), ImMax(check_bb.Max, text_bb.Max));\n    }\n\n    if (!ItemAdd(total_bb, &id))\n        return false;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);\n    if (pressed)\n        *v = !(*v);\n\n    RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);\n    if (*v)\n    {\n        const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());\n        const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));\n        window->DrawList->AddRectFilled(check_bb.Min+ImVec2(pad,pad), check_bb.Max-ImVec2(pad,pad), GetColorU32(ImGuiCol_CheckMark), style.FrameRounding);\n    }\n\n    if (g.LogEnabled)\n        LogRenderedText(text_bb.GetTL(), *v ? \"[x]\" : \"[ ]\");\n    if (label_size.x > 0.0f)\n        RenderText(text_bb.GetTL(), label);\n\n    return pressed;\n}\n\nbool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)\n{\n    bool v = ((*flags & flags_value) == flags_value);\n    bool pressed = Checkbox(label, &v);\n    if (pressed)\n    {\n        if (v)\n            *flags |= flags_value;\n        else\n            *flags &= ~flags_value;\n    }\n\n    return pressed;\n}\n\nbool ImGui::RadioButton(const char* label, bool active)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    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));\n    ItemSize(check_bb, style.FramePadding.y);\n\n    ImRect total_bb = check_bb;\n    if (label_size.x > 0)\n        SameLine(0, style.ItemInnerSpacing.x);\n    const ImRect text_bb(window->DC.CursorPos + ImVec2(0, style.FramePadding.y), window->DC.CursorPos + ImVec2(0, style.FramePadding.y) + label_size);\n    if (label_size.x > 0)\n    {\n        ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);\n        total_bb.Add(text_bb);\n    }\n\n    if (!ItemAdd(total_bb, &id))\n        return false;\n\n    ImVec2 center = check_bb.GetCenter();\n    center.x = (float)(int)center.x + 0.5f;\n    center.y = (float)(int)center.y + 0.5f;\n    const float radius = check_bb.GetHeight() * 0.5f;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);\n\n    window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16);\n    if (active)\n    {\n        const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());\n        const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));\n        window->DrawList->AddCircleFilled(center, radius-pad, GetColorU32(ImGuiCol_CheckMark), 16);\n    }\n\n    if (window->Flags & ImGuiWindowFlags_ShowBorders)\n    {\n        window->DrawList->AddCircle(center+ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16);\n        window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16);\n    }\n\n    if (g.LogEnabled)\n        LogRenderedText(text_bb.GetTL(), active ? \"(x)\" : \"( )\");\n    if (label_size.x > 0.0f)\n        RenderText(text_bb.GetTL(), label);\n\n    return pressed;\n}\n\nbool ImGui::RadioButton(const char* label, int* v, int v_button)\n{\n    const bool pressed = RadioButton(label, *v == v_button);\n    if (pressed)\n    {\n        *v = v_button;\n    }\n    return pressed;\n}\n\nstatic int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end)\n{\n    int line_count = 0;\n    const char* s = text_begin;\n    while (char c = *s++) // We are only matching for \\n so we can ignore UTF-8 decoding\n        if (c == '\\n')\n            line_count++;\n    s--;\n    if (s[0] != '\\n' && s[0] != '\\r')\n        line_count++;\n    *out_text_end = s;\n    return line_count;\n}\n\nstatic ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line)\n{\n    ImFont* font = GImGui->Font;\n    const float line_height = GImGui->FontSize;\n    const float scale = line_height / font->FontSize;\n\n    ImVec2 text_size = ImVec2(0,0);\n    float line_width = 0.0f;\n\n    const ImWchar* s = text_begin;\n    while (s < text_end)\n    {\n        unsigned int c = (unsigned int)(*s++);\n        if (c == '\\n')\n        {\n            text_size.x = ImMax(text_size.x, line_width);\n            text_size.y += line_height;\n            line_width = 0.0f;\n            if (stop_on_new_line)\n                break;\n            continue;\n        }\n        if (c == '\\r')\n            continue;\n\n        const float char_width = font->GetCharAdvance((unsigned short)c) * scale;\n        line_width += char_width;\n    }\n\n    if (text_size.x < line_width)\n        text_size.x = line_width;\n\n    if (out_offset)\n        *out_offset = ImVec2(line_width, text_size.y + line_height);  // offset allow for the possibility of sitting after a trailing \\n\n\n    if (line_width > 0 || text_size.y == 0.0f)                        // whereas size.y will ignore the trailing \\n\n        text_size.y += line_height;\n\n    if (remaining)\n        *remaining = s;\n\n    return text_size;\n}\n\n// 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)\nnamespace ImGuiStb\n{\n\nstatic int     STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj)                             { return obj->CurLenW; }\nstatic ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx)                      { return obj->Text[idx]; }\nstatic 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); }\nstatic int     STB_TEXTEDIT_KEYTOTEXT(int key)                                                    { return key >= 0x10000 ? 0 : key; }\nstatic ImWchar STB_TEXTEDIT_NEWLINE = '\\n';\nstatic void    STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx)\n{\n    const ImWchar* text = obj->Text.Data;\n    const ImWchar* text_remaining = NULL;\n    const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true);\n    r->x0 = 0.0f;\n    r->x1 = size.x;\n    r->baseline_y_delta = size.y;\n    r->ymin = 0.0f;\n    r->ymax = size.y;\n    r->num_chars = (int)(text_remaining - (text + line_start_idx));\n}\n\nstatic bool is_separator(unsigned int c)                                        { return ImCharIsSpace(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; }\nstatic 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; }\nstatic 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; }\n#ifdef __APPLE__    // FIXME: Move setting to IO structure\nstatic 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; }\nstatic 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; }\n#else\nstatic 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; }\n#endif\n#define STB_TEXTEDIT_MOVEWORDLEFT   STB_TEXTEDIT_MOVEWORDLEFT_IMPL    // They need to be #define for stb_textedit.h\n#define STB_TEXTEDIT_MOVEWORDRIGHT  STB_TEXTEDIT_MOVEWORDRIGHT_IMPL\n\nstatic void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n)\n{\n    ImWchar* dst = obj->Text.Data + pos;\n\n    // We maintain our buffer length in both UTF-8 and wchar formats\n    obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n);\n    obj->CurLenW -= n;\n\n    // Offset remaining text\n    const ImWchar* src = obj->Text.Data + pos + n;\n    while (ImWchar c = *src++)\n        *dst++ = c;\n    *dst = '\\0';\n}\n\nstatic bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len)\n{\n    const int text_len = obj->CurLenW;\n    IM_ASSERT(pos <= text_len);\n    if (new_text_len + text_len + 1 > obj->Text.Size)\n        return false;\n\n    const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len);\n    if (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufSizeA)\n        return false;\n\n    ImWchar* text = obj->Text.Data;\n    if (pos != text_len)\n        memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar));\n    memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar));\n\n    obj->CurLenW += new_text_len;\n    obj->CurLenA += new_text_len_utf8;\n    obj->Text[obj->CurLenW] = '\\0';\n\n    return true;\n}\n\n// 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)\n#define STB_TEXTEDIT_K_LEFT         0x10000 // keyboard input to move cursor left\n#define STB_TEXTEDIT_K_RIGHT        0x10001 // keyboard input to move cursor right\n#define STB_TEXTEDIT_K_UP           0x10002 // keyboard input to move cursor up\n#define STB_TEXTEDIT_K_DOWN         0x10003 // keyboard input to move cursor down\n#define STB_TEXTEDIT_K_LINESTART    0x10004 // keyboard input to move cursor to start of line\n#define STB_TEXTEDIT_K_LINEEND      0x10005 // keyboard input to move cursor to end of line\n#define STB_TEXTEDIT_K_TEXTSTART    0x10006 // keyboard input to move cursor to start of text\n#define STB_TEXTEDIT_K_TEXTEND      0x10007 // keyboard input to move cursor to end of text\n#define STB_TEXTEDIT_K_DELETE       0x10008 // keyboard input to delete selection or character under cursor\n#define STB_TEXTEDIT_K_BACKSPACE    0x10009 // keyboard input to delete selection or character left of cursor\n#define STB_TEXTEDIT_K_UNDO         0x1000A // keyboard input to perform undo\n#define STB_TEXTEDIT_K_REDO         0x1000B // keyboard input to perform redo\n#define STB_TEXTEDIT_K_WORDLEFT     0x1000C // keyboard input to move cursor left one word\n#define STB_TEXTEDIT_K_WORDRIGHT    0x1000D // keyboard input to move cursor right one word\n#define STB_TEXTEDIT_K_SHIFT        0x20000\n\n#define STB_TEXTEDIT_IMPLEMENTATION\n#include \"stb_textedit.h\"\n\n}\n\nvoid ImGuiTextEditState::OnKeyPressed(int key)\n{\n    stb_textedit_key(this, &StbState, key);\n    CursorFollow = true;\n    CursorAnimReset();\n}\n\n// Public API to manipulate UTF-8 text\n// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar)\n// FIXME: The existence of this rarely exercised code path is a bit of a nuisance.\nvoid ImGuiTextEditCallbackData::DeleteChars(int pos, int bytes_count)\n{\n    IM_ASSERT(pos + bytes_count <= BufTextLen);\n    char* dst = Buf + pos;\n    const char* src = Buf + pos + bytes_count;\n    while (char c = *src++)\n        *dst++ = c;\n    *dst = '\\0';\n\n    if (CursorPos + bytes_count >= pos)\n        CursorPos -= bytes_count;\n    else if (CursorPos >= pos)\n        CursorPos = pos;\n    SelectionStart = SelectionEnd = CursorPos;\n    BufDirty = true;\n    BufTextLen -= bytes_count;\n}\n\nvoid ImGuiTextEditCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end)\n{\n    const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text);\n    if (new_text_len + BufTextLen + 1 >= BufSize)\n        return;\n\n    if (BufTextLen != pos)\n        memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos));\n    memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char));\n    Buf[BufTextLen + new_text_len] = '\\0';\n\n    if (CursorPos >= pos)\n        CursorPos += new_text_len;\n    SelectionStart = SelectionEnd = CursorPos;\n    BufDirty = true;\n    BufTextLen += new_text_len;\n}\n\n// Return false to discard a character.\nstatic bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)\n{\n    unsigned int c = *p_char;\n\n    if (c < 128 && c != ' ' && !isprint((int)(c & 0xFF)))\n    {\n        bool pass = false;\n        pass |= (c == '\\n' && (flags & ImGuiInputTextFlags_Multiline));\n        pass |= (c == '\\t' && (flags & ImGuiInputTextFlags_AllowTabInput));\n        if (!pass)\n            return false;\n    }\n\n    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.\n        return false;\n\n    if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank))\n    {\n        if (flags & ImGuiInputTextFlags_CharsDecimal)\n            if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/'))\n                return false;\n\n        if (flags & ImGuiInputTextFlags_CharsHexadecimal)\n            if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))\n                return false;\n\n        if (flags & ImGuiInputTextFlags_CharsUppercase)\n            if (c >= 'a' && c <= 'z')\n                *p_char = (c += (unsigned int)('A'-'a'));\n\n        if (flags & ImGuiInputTextFlags_CharsNoBlank)\n            if (ImCharIsSpace(c))\n                return false;\n    }\n\n    if (flags & ImGuiInputTextFlags_CallbackCharFilter)\n    {\n        ImGuiTextEditCallbackData callback_data;\n        memset(&callback_data, 0, sizeof(ImGuiTextEditCallbackData));\n        callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter;\n        callback_data.EventChar = (ImWchar)c;\n        callback_data.Flags = flags;\n        callback_data.UserData = user_data;\n        if (callback(&callback_data) != 0)\n            return false;\n        *p_char = callback_data.EventChar;\n        if (!callback_data.EventChar)\n            return false;\n    }\n\n    return true;\n}\n\n// Edit a string of text\n// 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.\n// 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\nbool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys)\n    IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key)\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiIO& io = g.IO;\n    const ImGuiStyle& style = g.Style;\n\n    const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;\n    const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0;\n    const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;\n\n    if (is_multiline) // Open group before calling GetID() because groups tracks id created during their spawn\n        BeginGroup();\n    const ImGuiID id = window->GetID(label);\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n    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\n    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);\n    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));\n\n    ImGuiWindow* draw_window = window;\n    if (is_multiline)\n    {\n        if (!BeginChildFrame(id, frame_bb.GetSize()))\n        {\n            EndChildFrame();\n            EndGroup();\n            return false;\n        }\n        draw_window = GetCurrentWindow();\n        size.x -= draw_window->ScrollbarSizes.x;\n    }\n    else\n    {\n        ItemSize(total_bb, style.FramePadding.y);\n        if (!ItemAdd(total_bb, &id))\n            return false;\n    }\n\n    // Password pushes a temporary font with only a fallback glyph\n    if (is_password)\n    {\n        const ImFont::Glyph* glyph = g.Font->FindGlyph('*');\n        ImFont* password_font = &g.InputTextPasswordFont;\n        password_font->FontSize = g.Font->FontSize;\n        password_font->Scale = g.Font->Scale;\n        password_font->DisplayOffset = g.Font->DisplayOffset;\n        password_font->Ascent = g.Font->Ascent;\n        password_font->Descent = g.Font->Descent;\n        password_font->ContainerAtlas = g.Font->ContainerAtlas;\n        password_font->FallbackGlyph = glyph;\n        password_font->FallbackXAdvance = glyph->XAdvance;\n        IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexXAdvance.empty() && password_font->IndexLookup.empty());\n        PushFont(password_font);\n    }\n\n    // NB: we are only allowed to access 'edit_state' if we are the active widget.\n    ImGuiTextEditState& edit_state = g.InputTextState;\n\n    const bool focus_requested = FocusableItemRegister(window, g.ActiveId == id, (flags & (ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_AllowTabInput)) == 0);    // Using completion callback disable keyboard tabbing\n    const bool focus_requested_by_code = focus_requested && (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent);\n    const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;\n\n    const bool hovered = IsHovered(frame_bb, id);\n    if (hovered)\n    {\n        SetHoveredID(id);\n        g.MouseCursor = ImGuiMouseCursor_TextInput;\n    }\n    const bool user_clicked = hovered && io.MouseClicked[0];\n    const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.Id == id && g.ActiveIdPreviousFrame == draw_window->GetIDNoKeepAlive(\"#SCROLLY\");\n\n    bool select_all = (g.ActiveId != id) && (flags & ImGuiInputTextFlags_AutoSelectAll) != 0;\n    if (focus_requested || user_clicked || user_scrolled)\n    {\n        if (g.ActiveId != id)\n        {\n            // Start edition\n            // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)\n            // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)\n            const int prev_len_w = edit_state.CurLenW;\n            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.\n            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.\n            ImStrncpy(edit_state.InitialText.Data, buf, edit_state.InitialText.Size);\n            const char* buf_end = NULL;\n            edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text.Data, edit_state.Text.Size, buf, NULL, &buf_end);\n            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.\n            edit_state.CursorAnimReset();\n\n            // Preserve cursor position and undo/redo stack if we come back to same widget\n            // FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar).\n            const bool recycle_state = (edit_state.Id == id) && (prev_len_w == edit_state.CurLenW);\n            if (recycle_state)\n            {\n                // Recycle existing cursor/selection/undo stack but clamp position\n                // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.\n                edit_state.CursorClamp();\n            }\n            else\n            {\n                edit_state.Id = id;\n                edit_state.ScrollX = 0.0f;\n                stb_textedit_initialize_state(&edit_state.StbState, !is_multiline);\n                if (!is_multiline && focus_requested_by_code)\n                    select_all = true;\n            }\n            if (flags & ImGuiInputTextFlags_AlwaysInsertMode)\n                edit_state.StbState.insert_mode = true;\n            if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl)))\n                select_all = true;\n        }\n        SetActiveID(id, window);\n        FocusWindow(window);\n    }\n    else if (io.MouseClicked[0])\n    {\n        // Release focus when we click outside\n        if (g.ActiveId == id)\n            ClearActiveID();\n    }\n\n    bool value_changed = false;\n    bool enter_pressed = false;\n\n    if (g.ActiveId == id)\n    {\n        if (!is_editable && !g.ActiveIdIsJustActivated)\n        {\n            // When read-only we always use the live data passed to the function\n            edit_state.Text.resize(buf_size+1);\n            const char* buf_end = NULL;\n            edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text.Data, edit_state.Text.Size, buf, NULL, &buf_end);\n            edit_state.CurLenA = (int)(buf_end - buf);\n            edit_state.CursorClamp();\n        }\n\n        edit_state.BufSizeA = buf_size;\n\n        // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.\n        // Down the line we should have a cleaner library-wide concept of Selected vs Active.\n        g.ActiveIdAllowOverlap = !io.MouseDown[0];\n\n        // Edit in progress\n        const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_state.ScrollX;\n        const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize*0.5f));\n\n        const bool osx_double_click_selects_words = io.OSXBehaviors;      // OS X style: Double click selects by word instead of selecting whole text\n        if (select_all || (hovered && !osx_double_click_selects_words && io.MouseDoubleClicked[0]))\n        {\n            edit_state.SelectAll();\n            edit_state.SelectedAllMouseLock = true;\n        }\n        else if (hovered && osx_double_click_selects_words && io.MouseDoubleClicked[0])\n        {\n            // Select a word only, OS X style (by simulating keystrokes)\n            edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);\n            edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);\n        }\n        else if (io.MouseClicked[0] && !edit_state.SelectedAllMouseLock)\n        {\n            stb_textedit_click(&edit_state, &edit_state.StbState, mouse_x, mouse_y);\n            edit_state.CursorAnimReset();\n        }\n        else if (io.MouseDown[0] && !edit_state.SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f))\n        {\n            stb_textedit_drag(&edit_state, &edit_state.StbState, mouse_x, mouse_y);\n            edit_state.CursorAnimReset();\n            edit_state.CursorFollow = true;\n        }\n        if (edit_state.SelectedAllMouseLock && !io.MouseDown[0])\n            edit_state.SelectedAllMouseLock = false;\n\n        if (io.InputCharacters[0])\n        {\n            // Process text input (before we check for Return because using some IME will effectively send a Return?)\n            // We ignore CTRL inputs, but need to allow CTRL+ALT as some keyboards (e.g. German) use AltGR - which is Alt+Ctrl - to input certain characters.\n            if (!(io.KeyCtrl && !io.KeyAlt) && is_editable)\n            {\n                for (int n = 0; n < IM_ARRAYSIZE(io.InputCharacters) && io.InputCharacters[n]; n++)\n                    if (unsigned int c = (unsigned int)io.InputCharacters[n])\n                    {\n                        // Insert character if they pass filtering\n                        if (!InputTextFilterCharacter(&c, flags, callback, user_data))\n                            continue;\n                        edit_state.OnKeyPressed((int)c);\n                    }\n            }\n\n            // Consume characters\n            memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));\n        }\n\n        // Handle various key-presses\n        bool cancel_edit = false;\n        const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);\n        const bool is_shortcut_key_only = (io.OSXBehaviors ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl\n        const bool is_wordmove_key_down = io.OSXBehaviors ? io.KeyAlt : io.KeyCtrl;                     // OS X style: Text editing cursor movement using Alt instead of Ctrl\n        const bool is_startend_key_down = io.OSXBehaviors && io.KeySuper && !io.KeyCtrl && !io.KeyAlt;  // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End\n\n        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); }\n        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); }\n        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); }\n        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); }\n        else if (IsKeyPressedMap(ImGuiKey_Home))                        { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }\n        else if (IsKeyPressedMap(ImGuiKey_End))                         { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }\n        else if (IsKeyPressedMap(ImGuiKey_Delete) && is_editable)       { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }\n        else if (IsKeyPressedMap(ImGuiKey_Backspace) && is_editable)\n        {\n            if (!edit_state.HasSelection())\n            {\n                if (is_wordmove_key_down) edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT);\n                else if (io.OSXBehaviors && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) edit_state.OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT);\n            }\n            edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);\n        }\n        else if (IsKeyPressedMap(ImGuiKey_Enter))\n        {\n            bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;\n            if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))\n            {\n                ClearActiveID();\n                enter_pressed = true;\n            }\n            else if (is_editable)\n            {\n                unsigned int c = '\\n'; // Insert new line\n                if (InputTextFilterCharacter(&c, flags, callback, user_data))\n                    edit_state.OnKeyPressed((int)c);\n            }\n        }\n        else if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !io.KeyCtrl && !io.KeyShift && !io.KeyAlt && is_editable)\n        {\n            unsigned int c = '\\t'; // Insert TAB\n            if (InputTextFilterCharacter(&c, flags, callback, user_data))\n                edit_state.OnKeyPressed((int)c);\n        }\n        else if (IsKeyPressedMap(ImGuiKey_Escape))                                     { ClearActiveID(); cancel_edit = true; }\n        else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Z) && is_editable)   { edit_state.OnKeyPressed(STB_TEXTEDIT_K_UNDO); edit_state.ClearSelection(); }\n        else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Y) && is_editable)   { edit_state.OnKeyPressed(STB_TEXTEDIT_K_REDO); edit_state.ClearSelection(); }\n        else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_A))                  { edit_state.SelectAll(); edit_state.CursorFollow = true; }\n        else if (is_shortcut_key_only && !is_password && ((IsKeyPressedMap(ImGuiKey_X) && is_editable) || IsKeyPressedMap(ImGuiKey_C)) && (!is_multiline || edit_state.HasSelection()))\n        {\n            // Cut, Copy\n            const bool cut = IsKeyPressedMap(ImGuiKey_X);\n            if (cut && !edit_state.HasSelection())\n                edit_state.SelectAll();\n\n            if (io.SetClipboardTextFn)\n            {\n                const int ib = edit_state.HasSelection() ? ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end) : 0;\n                const int ie = edit_state.HasSelection() ? ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end) : edit_state.CurLenW;\n                edit_state.TempTextBuffer.resize((ie-ib) * 4 + 1);\n                ImTextStrToUtf8(edit_state.TempTextBuffer.Data, edit_state.TempTextBuffer.Size, edit_state.Text.Data+ib, edit_state.Text.Data+ie);\n                SetClipboardText(edit_state.TempTextBuffer.Data);\n            }\n\n            if (cut)\n            {\n                edit_state.CursorFollow = true;\n                stb_textedit_cut(&edit_state, &edit_state.StbState);\n            }\n        }\n        else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_V) && is_editable)\n        {\n            // Paste\n            if (const char* clipboard = GetClipboardText())\n            {\n                // Filter pasted buffer\n                const int clipboard_len = (int)strlen(clipboard);\n                ImWchar* clipboard_filtered = (ImWchar*)ImGui::MemAlloc((clipboard_len+1) * sizeof(ImWchar));\n                int clipboard_filtered_len = 0;\n                for (const char* s = clipboard; *s; )\n                {\n                    unsigned int c;\n                    s += ImTextCharFromUtf8(&c, s, NULL);\n                    if (c == 0)\n                        break;\n                    if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, user_data))\n                        continue;\n                    clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;\n                }\n                clipboard_filtered[clipboard_filtered_len] = 0;\n                if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation\n                {\n                    stb_textedit_paste(&edit_state, &edit_state.StbState, clipboard_filtered, clipboard_filtered_len);\n                    edit_state.CursorFollow = true;\n                }\n                ImGui::MemFree(clipboard_filtered);\n            }\n        }\n\n        if (cancel_edit)\n        {\n            // Restore initial value\n            if (is_editable)\n            {\n                ImStrncpy(buf, edit_state.InitialText.Data, buf_size);\n                value_changed = true;\n            }\n        }\n        else\n        {\n            // Apply new value immediately - copy modified buffer back\n            // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer\n            // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect.\n            // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks.\n            if (is_editable)\n            {\n                edit_state.TempTextBuffer.resize(edit_state.Text.Size * 4);\n                ImTextStrToUtf8(edit_state.TempTextBuffer.Data, edit_state.TempTextBuffer.Size, edit_state.Text.Data, NULL);\n            }\n\n            // User callback\n            if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackAlways)) != 0)\n            {\n                IM_ASSERT(callback != NULL);\n\n                // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.\n                ImGuiInputTextFlags event_flag = 0;\n                ImGuiKey event_key = ImGuiKey_COUNT;\n                if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab))\n                {\n                    event_flag = ImGuiInputTextFlags_CallbackCompletion;\n                    event_key = ImGuiKey_Tab;\n                }\n                else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow))\n                {\n                    event_flag = ImGuiInputTextFlags_CallbackHistory;\n                    event_key = ImGuiKey_UpArrow;\n                }\n                else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow))\n                {\n                    event_flag = ImGuiInputTextFlags_CallbackHistory;\n                    event_key = ImGuiKey_DownArrow;\n                }\n                else if (flags & ImGuiInputTextFlags_CallbackAlways)\n                    event_flag = ImGuiInputTextFlags_CallbackAlways;\n\n                if (event_flag)\n                {\n                    ImGuiTextEditCallbackData callback_data;\n                    memset(&callback_data, 0, sizeof(ImGuiTextEditCallbackData));\n                    callback_data.EventFlag = event_flag;\n                    callback_data.Flags = flags;\n                    callback_data.UserData = user_data;\n                    callback_data.ReadOnly = !is_editable;\n\n                    callback_data.EventKey = event_key;\n                    callback_data.Buf = edit_state.TempTextBuffer.Data;\n                    callback_data.BufTextLen = edit_state.CurLenA;\n                    callback_data.BufSize = edit_state.BufSizeA;\n                    callback_data.BufDirty = false;\n\n                    // 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)\n                    ImWchar* text = edit_state.Text.Data;\n                    const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.cursor);\n                    const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_start);\n                    const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_end);\n\n                    // Call user code\n                    callback(&callback_data);\n\n                    // Read back what user may have modified\n                    IM_ASSERT(callback_data.Buf == edit_state.TempTextBuffer.Data);  // Invalid to modify those fields\n                    IM_ASSERT(callback_data.BufSize == edit_state.BufSizeA);\n                    IM_ASSERT(callback_data.Flags == flags);\n                    if (callback_data.CursorPos != utf8_cursor_pos)            edit_state.StbState.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos);\n                    if (callback_data.SelectionStart != utf8_selection_start)  edit_state.StbState.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart);\n                    if (callback_data.SelectionEnd != utf8_selection_end)      edit_state.StbState.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd);\n                    if (callback_data.BufDirty)\n                    {\n                        IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!\n                        edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text.Data, edit_state.Text.Size, callback_data.Buf, NULL);\n                        edit_state.CurLenA = callback_data.BufTextLen;  // Assume correct length and valid UTF-8 from user, saves us an extra strlen()\n                        edit_state.CursorAnimReset();\n                    }\n                }\n            }\n\n            // Copy back to user buffer\n            if (is_editable && strcmp(edit_state.TempTextBuffer.Data, buf) != 0)\n            {\n                ImStrncpy(buf, edit_state.TempTextBuffer.Data, buf_size);\n                value_changed = true;\n            }\n        }\n    }\n\n    // Render\n    // 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.\n    const char* buf_display = (g.ActiveId == id && is_editable) ? edit_state.TempTextBuffer.Data : buf; buf = NULL; \n\n    if (!is_multiline)\n        RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);\n\n    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\n    ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;\n    ImVec2 text_size(0.f, 0.f);\n    const bool is_currently_scrolling = (edit_state.Id == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive(\"#SCROLLY\"));\n    if (g.ActiveId == id || is_currently_scrolling)\n    {\n        edit_state.CursorAnim += io.DeltaTime;\n\n        // This is going to be messy. We need to:\n        // - Display the text (this alone can be more easily clipped)\n        // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)\n        // - Measure text height (for scrollbar)\n        // 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)\n        // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8.\n        const ImWchar* text_begin = edit_state.Text.Data;\n        ImVec2 cursor_offset, select_start_offset;\n\n        {\n            // Count lines + find lines numbers straddling 'cursor' and 'select_start' position.\n            const ImWchar* searches_input_ptr[2];\n            searches_input_ptr[0] = text_begin + edit_state.StbState.cursor;\n            searches_input_ptr[1] = NULL;\n            int searches_remaining = 1;\n            int searches_result_line_number[2] = { -1, -999 };\n            if (edit_state.StbState.select_start != edit_state.StbState.select_end)\n            {\n                searches_input_ptr[1] = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end);\n                searches_result_line_number[1] = -1;\n                searches_remaining++;\n            }\n\n            // Iterate all lines to find our line numbers\n            // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter.\n            searches_remaining += is_multiline ? 1 : 0;\n            int line_count = 0;\n            for (const ImWchar* s = text_begin; *s != 0; s++)\n                if (*s == '\\n')\n                {\n                    line_count++;\n                    if (searches_result_line_number[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_number[0] = line_count; if (--searches_remaining <= 0) break; }\n                    if (searches_result_line_number[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_number[1] = line_count; if (--searches_remaining <= 0) break; }\n                }\n            line_count++;\n            if (searches_result_line_number[0] == -1) searches_result_line_number[0] = line_count;\n            if (searches_result_line_number[1] == -1) searches_result_line_number[1] = line_count;\n\n            // Calculate 2d position by finding the beginning of the line and measuring distance\n            cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x;\n            cursor_offset.y = searches_result_line_number[0] * g.FontSize;\n            if (searches_result_line_number[1] >= 0)\n            {\n                select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x;\n                select_start_offset.y = searches_result_line_number[1] * g.FontSize;\n            }\n\n            // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224)\n            if (is_multiline)\n                text_size = ImVec2(size.x, line_count * g.FontSize);\n        }\n\n        // Scroll\n        if (edit_state.CursorFollow)\n        {\n            // Horizontal scroll in chunks of quarter width\n            if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))\n            {\n                const float scroll_increment_x = size.x * 0.25f;\n                if (cursor_offset.x < edit_state.ScrollX)\n                    edit_state.ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x);\n                else if (cursor_offset.x - size.x >= edit_state.ScrollX)\n                    edit_state.ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x);\n            }\n            else\n            {\n                edit_state.ScrollX = 0.0f;\n            }\n\n            // Vertical scroll\n            if (is_multiline)\n            {\n                float scroll_y = draw_window->Scroll.y;\n                if (cursor_offset.y - g.FontSize < scroll_y)\n                    scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);\n                else if (cursor_offset.y - size.y >= scroll_y)\n                    scroll_y = cursor_offset.y - size.y;\n                draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y);   // To avoid a frame of lag\n                draw_window->Scroll.y = scroll_y;\n                render_pos.y = draw_window->DC.CursorPos.y;\n            }\n        }\n        edit_state.CursorFollow = false;\n        const ImVec2 render_scroll = ImVec2(edit_state.ScrollX, 0.0f);\n\n        // Draw selection\n        if (edit_state.StbState.select_start != edit_state.StbState.select_end)\n        {\n            const ImWchar* text_selected_begin = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end);\n            const ImWchar* text_selected_end = text_begin + ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end);\n\n            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.\n            float bg_offy_dn = is_multiline ? 0.0f : 2.0f;\n            ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg);\n            ImVec2 rect_pos = render_pos + select_start_offset - render_scroll;\n            for (const ImWchar* p = text_selected_begin; p < text_selected_end; )\n            {\n                if (rect_pos.y > clip_rect.w + g.FontSize)\n                    break;\n                if (rect_pos.y < clip_rect.y)\n                {\n                    while (p < text_selected_end)\n                        if (*p++ == '\\n')\n                            break;\n                }\n                else\n                {\n                    ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true);\n                    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\n                    ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn));\n                    rect.ClipWith(clip_rect);\n                    if (rect.Overlaps(clip_rect))\n                        draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color);\n                }\n                rect_pos.x = render_pos.x - render_scroll.x;\n                rect_pos.y += g.FontSize;\n            }\n        }\n\n        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);\n\n        // Draw blinking cursor\n        bool cursor_is_visible = (g.InputTextState.CursorAnim <= 0.0f) || fmodf(g.InputTextState.CursorAnim, 1.20f) <= 0.80f;\n        ImVec2 cursor_screen_pos = render_pos + cursor_offset - render_scroll;\n        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);\n        if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))\n            draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text));\n\n        // 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.)\n        if (is_editable)\n            g.OsImePosRequest = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize);\n    }\n    else\n    {\n        // Render text only\n        const char* buf_end = NULL;\n        if (is_multiline)\n            text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_end) * g.FontSize); // We don't need width\n        draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos, GetColorU32(ImGuiCol_Text), buf_display, buf_end, 0.0f, is_multiline ? NULL : &clip_rect);\n    }\n\n    if (is_multiline)\n    {\n        Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line\n        EndChildFrame();\n        EndGroup();\n    }\n\n    if (is_password)\n        PopFont();\n\n    // Log as text\n    if (g.LogEnabled && !is_password)\n        LogRenderedText(render_pos, buf_display, NULL);\n\n    if (label_size.x > 0)\n        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);\n\n    if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)\n        return enter_pressed;\n    else\n        return value_changed;\n}\n\nbool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)\n{\n    IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()\n    return InputTextEx(label, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data);\n}\n\nbool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)\n{\n    return InputTextEx(label, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);\n}\n\n// NB: scalar_format here must be a simple \"%xx\" format string with no prefix/suffix (unlike the Drag/Slider functions \"display_format\" argument)\nbool 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)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    BeginGroup();\n    PushID(label);\n    const ImVec2 button_sz = ImVec2(g.FontSize, g.FontSize) + style.FramePadding*2.0f;\n    if (step_ptr)\n        PushItemWidth(ImMax(1.0f, CalcItemWidth() - (button_sz.x + style.ItemInnerSpacing.x)*2));\n\n    char buf[64];\n    DataTypeFormatString(data_type, data_ptr, scalar_format, buf, IM_ARRAYSIZE(buf));\n\n    bool value_changed = false;\n    if (!(extra_flags & ImGuiInputTextFlags_CharsHexadecimal))\n        extra_flags |= ImGuiInputTextFlags_CharsDecimal;\n    extra_flags |= ImGuiInputTextFlags_AutoSelectAll;\n    if (InputText(\"\", buf, IM_ARRAYSIZE(buf), extra_flags)) // PushId(label) + \"\" gives us the expected ID from outside point of view\n        value_changed = DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, scalar_format);\n\n    // Step buttons\n    if (step_ptr)\n    {\n        PopItemWidth();\n        SameLine(0, style.ItemInnerSpacing.x);\n        if (ButtonEx(\"-\", button_sz, ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups))\n        {\n            DataTypeApplyOp(data_type, '-', data_ptr, g.IO.KeyCtrl && step_fast_ptr ? step_fast_ptr : step_ptr);\n            value_changed = true;\n        }\n        SameLine(0, style.ItemInnerSpacing.x);\n        if (ButtonEx(\"+\", button_sz, ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups))\n        {\n            DataTypeApplyOp(data_type, '+', data_ptr, g.IO.KeyCtrl && step_fast_ptr ? step_fast_ptr : step_ptr);\n            value_changed = true;\n        }\n    }\n    PopID();\n\n    if (label_size.x > 0)\n    {\n        SameLine(0, style.ItemInnerSpacing.x);\n        RenderText(ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + style.FramePadding.y), label);\n        ItemSize(label_size, style.FramePadding.y);\n    }\n    EndGroup();\n\n    return value_changed;\n}\n\nbool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags)\n{\n    char display_format[16];\n    if (decimal_precision < 0)\n        strcpy(display_format, \"%f\");      // Ideally we'd have a minimum decimal precision of 1 to visually denote that this is a float, while hiding non-significant digits? %f doesn't have a minimum of 1\n    else\n        ImFormatString(display_format, IM_ARRAYSIZE(display_format), \"%%.%df\", decimal_precision);\n    return InputScalarEx(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), display_format, extra_flags);\n}\n\nbool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags extra_flags)\n{\n    // 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.\n    const char* scalar_format = (extra_flags & ImGuiInputTextFlags_CharsHexadecimal) ? \"%08X\" : \"%d\";\n    return InputScalarEx(label, ImGuiDataType_Int, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), scalar_format, extra_flags);\n}\n\nbool ImGui::InputFloatN(const char* label, float* v, int components, int decimal_precision, ImGuiInputTextFlags extra_flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    bool value_changed = false;\n    BeginGroup();\n    PushID(label);\n    PushMultiItemsWidths(components);\n    for (int i = 0; i < components; i++)\n    {\n        PushID(i);\n        value_changed |= InputFloat(\"##v\", &v[i], 0, 0, decimal_precision, extra_flags);\n        SameLine(0, g.Style.ItemInnerSpacing.x);\n        PopID();\n        PopItemWidth();\n    }\n    PopID();\n\n    window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.CurrentLineTextBaseOffset, g.Style.FramePadding.y);\n    TextUnformatted(label, FindRenderedTextEnd(label));\n    EndGroup();\n\n    return value_changed;\n}\n\nbool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags extra_flags)\n{\n    return InputFloatN(label, v, 2, decimal_precision, extra_flags);\n}\n\nbool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags extra_flags)\n{\n    return InputFloatN(label, v, 3, decimal_precision, extra_flags);\n}\n\nbool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags extra_flags)\n{\n    return InputFloatN(label, v, 4, decimal_precision, extra_flags);\n}\n\nbool ImGui::InputIntN(const char* label, int* v, int components, ImGuiInputTextFlags extra_flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    bool value_changed = false;\n    BeginGroup();\n    PushID(label);\n    PushMultiItemsWidths(components);\n    for (int i = 0; i < components; i++)\n    {\n        PushID(i);\n        value_changed |= InputInt(\"##v\", &v[i], 0, 0, extra_flags);\n        SameLine(0, g.Style.ItemInnerSpacing.x);\n        PopID();\n        PopItemWidth();\n    }\n    PopID();\n\n    window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.CurrentLineTextBaseOffset, g.Style.FramePadding.y);\n    TextUnformatted(label, FindRenderedTextEnd(label));\n    EndGroup();\n\n    return value_changed;\n}\n\nbool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags)\n{\n    return InputIntN(label, v, 2, extra_flags);\n}\n\nbool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags)\n{\n    return InputIntN(label, v, 3, extra_flags);\n}\n\nbool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags)\n{\n    return InputIntN(label, v, 4, extra_flags);\n}\n\nstatic bool Items_ArrayGetter(void* data, int idx, const char** out_text)\n{\n    const char* const* items = (const char* const*)data;\n    if (out_text)\n        *out_text = items[idx];\n    return true;\n}\n\nstatic bool Items_SingleStringGetter(void* data, int idx, const char** out_text)\n{\n    // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited.\n    const char* items_separated_by_zeros = (const char*)data;\n    int items_count = 0;\n    const char* p = items_separated_by_zeros;\n    while (*p)\n    {\n        if (idx == items_count)\n            break;\n        p += strlen(p) + 1;\n        items_count++;\n    }\n    if (!*p)\n        return false;\n    if (out_text)\n        *out_text = p;\n    return true;\n}\n\n// Combo box helper allowing to pass an array of strings.\nbool ImGui::Combo(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items)\n{\n    const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items);\n    return value_changed;\n}\n\n// Combo box helper allowing to pass all items in a single string.\nbool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items)\n{\n    int items_count = 0;\n    const char* p = items_separated_by_zeros;       // FIXME-OPT: Avoid computing this, or at least only when combo is open\n    while (*p)\n    {\n        p += strlen(p) + 1;\n        items_count++;\n    }\n    bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items);\n    return value_changed;\n}\n\n// Combo box function.\nbool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    const float w = CalcItemWidth();\n\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));\n    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));\n    ItemSize(total_bb, style.FramePadding.y);\n    if (!ItemAdd(total_bb, &id))\n        return false;\n\n    const float arrow_size = (g.FontSize + style.FramePadding.x * 2.0f);\n    const bool hovered = IsHovered(frame_bb, id);\n    bool popup_open = IsPopupOpen(id);\n\n    const ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f));\n    RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);\n    RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32(popup_open || hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button), true, style.FrameRounding); // FIXME-ROUNDING\n    RenderCollapseTriangle(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y) + style.FramePadding, true);\n\n    if (*current_item >= 0 && *current_item < items_count)\n    {\n        const char* item_text;\n        if (items_getter(data, *current_item, &item_text))\n            RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, item_text, NULL, NULL, ImVec2(0.0f,0.0f));\n    }\n\n    if (label_size.x > 0)\n        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);\n\n    bool popup_toggled = false;\n    if (hovered)\n    {\n        SetHoveredID(id);\n        if (g.IO.MouseClicked[0])\n        {\n            ClearActiveID();\n            popup_toggled = true;\n        }\n    }\n    if (popup_toggled)\n    {\n        if (IsPopupOpen(id))\n        {\n            ClosePopup(id);\n        }\n        else\n        {\n            FocusWindow(window);\n            OpenPopup(label);\n            popup_open = true;\n        }\n    }\n\n    bool value_changed = false;\n    if (IsPopupOpen(id))\n    {\n        // Size default to hold ~7 items\n        if (height_in_items < 0)\n            height_in_items = 7;\n\n        float popup_height = (label_size.y + style.ItemSpacing.y) * ImMin(items_count, height_in_items) + (style.FramePadding.y * 3);\n        float popup_y1 = frame_bb.Max.y;\n        float popup_y2 = ImClamp(popup_y1 + popup_height, popup_y1, g.IO.DisplaySize.y - style.DisplaySafeAreaPadding.y);\n        if ((popup_y2 - popup_y1) < ImMin(popup_height, frame_bb.Min.y - style.DisplaySafeAreaPadding.y))\n        {\n            // Position our combo ABOVE because there's more space to fit! (FIXME: Handle in Begin() or use a shared helper. We have similar code in Begin() for popup placement)\n            popup_y1 = ImClamp(frame_bb.Min.y - popup_height, style.DisplaySafeAreaPadding.y, frame_bb.Min.y);\n            popup_y2 = frame_bb.Min.y;\n        }\n        ImRect popup_rect(ImVec2(frame_bb.Min.x, popup_y1), ImVec2(frame_bb.Max.x, popup_y2));\n        SetNextWindowPos(popup_rect.Min);\n        SetNextWindowSize(popup_rect.GetSize());\n        PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);\n\n        const ImGuiWindowFlags flags = ImGuiWindowFlags_ComboBox | ((window->Flags & ImGuiWindowFlags_ShowBorders) ? ImGuiWindowFlags_ShowBorders : 0);\n        if (BeginPopupEx(id, flags))\n        {\n            // Display items\n            // FIXME-OPT: Use clipper\n            Spacing();\n            for (int i = 0; i < items_count; i++)\n            {\n                PushID((void*)(intptr_t)i);\n                const bool item_selected = (i == *current_item);\n                const char* item_text;\n                if (!items_getter(data, i, &item_text))\n                    item_text = \"*Unknown item*\";\n                if (Selectable(item_text, item_selected))\n                {\n                    ClearActiveID();\n                    value_changed = true;\n                    *current_item = i;\n                }\n                if (item_selected && popup_toggled)\n                    SetScrollHere();\n                PopID();\n            }\n            EndPopup();\n        }\n        PopStyleVar();\n    }\n    return value_changed;\n}\n\n// Tip: pass an empty label (e.g. \"##dummy\") then you can use the space to draw other text or image.\n// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID.\nbool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n\n    if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsCount > 1) // FIXME-OPT: Avoid if vertically clipped.\n        PopClipRect();\n\n    ImGuiID id = window->GetID(label);\n    ImVec2 label_size = CalcTextSize(label, NULL, true);\n    ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);\n    ImVec2 pos = window->DC.CursorPos;\n    pos.y += window->DC.CurrentLineTextBaseOffset;\n    ImRect bb(pos, pos + size);\n    ItemSize(bb);\n\n    // Fill horizontal space.\n    ImVec2 window_padding = window->WindowPadding;\n    float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x : GetContentRegionMax().x;\n    float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - window->DC.CursorPos.x);\n    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);\n    ImRect bb_with_spacing(pos, pos + size_draw);\n    if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))\n        bb_with_spacing.Max.x += window_padding.x;\n\n    // Selectables are tightly packed together, we extend the box to cover spacing between selectable.\n    float spacing_L = (float)(int)(style.ItemSpacing.x * 0.5f);\n    float spacing_U = (float)(int)(style.ItemSpacing.y * 0.5f);\n    float spacing_R = style.ItemSpacing.x - spacing_L;\n    float spacing_D = style.ItemSpacing.y - spacing_U;\n    bb_with_spacing.Min.x -= spacing_L;\n    bb_with_spacing.Min.y -= spacing_U;\n    bb_with_spacing.Max.x += spacing_R;\n    bb_with_spacing.Max.y += spacing_D;\n    if (!ItemAdd(bb_with_spacing, &id))\n    {\n        if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsCount > 1)\n            PushColumnClipRect();\n        return false;\n    }\n\n    ImGuiButtonFlags button_flags = 0;\n    if (flags & ImGuiSelectableFlags_Menu) button_flags |= ImGuiButtonFlags_PressedOnClick;\n    if (flags & ImGuiSelectableFlags_MenuItem) button_flags |= ImGuiButtonFlags_PressedOnClick|ImGuiButtonFlags_PressedOnRelease;\n    if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled;\n    if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb_with_spacing, id, &hovered, &held, button_flags);\n    if (flags & ImGuiSelectableFlags_Disabled)\n        selected = false;\n\n    // Render\n    if (hovered || selected)\n    {\n        const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);\n        RenderFrame(bb_with_spacing.Min, bb_with_spacing.Max, col, false, 0.0f);\n    }\n\n    if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsCount > 1)\n    {\n        PushColumnClipRect();\n        bb_with_spacing.Max.x -= (GetContentRegionMax().x - max_x);\n    }\n\n    if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);\n    RenderTextClipped(bb.Min, bb_with_spacing.Max, label, NULL, &label_size, ImVec2(0.0f,0.0f));\n    if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor();\n\n    // Automatically close popups\n    if (pressed && !(flags & ImGuiSelectableFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))\n        CloseCurrentPopup();\n    return pressed;\n}\n\nbool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)\n{\n    if (Selectable(label, *p_selected, flags, size_arg))\n    {\n        *p_selected = !*p_selected;\n        return true;\n    }\n    return false;\n}\n\n// Helper to calculate the size of a listbox and display a label on the right.\n// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an empty label \"##empty\"\nbool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    const ImGuiStyle& style = GetStyle();\n    const ImGuiID id = GetID(label);\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.\n    ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y);\n    ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));\n    ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);\n    ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));\n    window->DC.LastItemRect = bb;\n\n    BeginGroup();\n    if (label_size.x > 0)\n        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);\n\n    BeginChildFrame(id, frame_bb.GetSize());\n    return true;\n}\n\nbool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items)\n{\n    // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.\n    // 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.\n    // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution.\n    if (height_in_items < 0)\n        height_in_items = ImMin(items_count, 7);\n    float height_in_items_f = height_in_items < items_count ? (height_in_items + 0.40f) : (height_in_items + 0.00f);\n\n    // 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().\n    ImVec2 size;\n    size.x = 0.0f;\n    size.y = GetTextLineHeightWithSpacing() * height_in_items_f + GetStyle().ItemSpacing.y;\n    return ListBoxHeader(label, size);\n}\n\nvoid ImGui::ListBoxFooter()\n{\n    ImGuiWindow* parent_window = GetParentWindow();\n    const ImRect bb = parent_window->DC.LastItemRect;\n    const ImGuiStyle& style = GetStyle();\n\n    EndChildFrame();\n\n    // Redeclare item size so that it includes the label (we have stored the full size in LastItemRect)\n    // We call SameLine() to restore DC.CurrentLine* data\n    SameLine();\n    parent_window->DC.CursorPos = bb.Min;\n    ItemSize(bb, style.FramePadding.y);\n    EndGroup();\n}\n\nbool ImGui::ListBox(const char* label, int* current_item, const char* const* items, int items_count, int height_items)\n{\n    const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items);\n    return value_changed;\n}\n\nbool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items)\n{\n    if (!ListBoxHeader(label, items_count, height_in_items))\n        return false;\n\n    // 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.\n    bool value_changed = false;\n    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.\n    while (clipper.Step())\n        for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)\n        {\n            const bool item_selected = (i == *current_item);\n            const char* item_text;\n            if (!items_getter(data, i, &item_text))\n                item_text = \"*Unknown item*\";\n\n            PushID(i);\n            if (Selectable(item_text, item_selected))\n            {\n                *current_item = i;\n                value_changed = true;\n            }\n            PopID();\n        }\n    ListBoxFooter();\n    return value_changed;\n}\n\nbool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    ImVec2 pos = window->DC.CursorPos;\n    ImVec2 label_size = CalcTextSize(label, NULL, true);\n    ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f);\n    float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame\n    float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);\n\n    bool pressed = Selectable(label, false, ImGuiSelectableFlags_MenuItem | ImGuiSelectableFlags_DrawFillAvailWidth | (enabled ? 0 : ImGuiSelectableFlags_Disabled), ImVec2(w, 0.0f));\n    if (shortcut_size.x > 0.0f)\n    {\n        PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);\n        RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);\n        PopStyleColor();\n    }\n\n    if (selected)\n        RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.20f, 0.0f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled));\n\n    return pressed;\n}\n\nbool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled)\n{\n    if (MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled))\n    {\n        if (p_selected)\n            *p_selected = !*p_selected;\n        return true;\n    }\n    return false;\n}\n\nbool ImGui::BeginMainMenuBar()\n{\n    ImGuiContext& g = *GImGui;\n    SetNextWindowPos(ImVec2(0.0f, 0.0f));\n    SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.FontBaseSize + g.Style.FramePadding.y * 2.0f));\n    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);\n    PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0));\n    if (!Begin(\"##MainMenuBar\", NULL, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoScrollbar|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_MenuBar)\n        || !BeginMenuBar())\n    {\n        End();\n        PopStyleVar(2);\n        return false;\n    }\n    g.CurrentWindow->DC.MenuBarOffsetX += g.Style.DisplaySafeAreaPadding.x;\n    return true;\n}\n\nvoid ImGui::EndMainMenuBar()\n{\n    EndMenuBar();\n    End();\n    PopStyleVar(2);\n}\n\nbool ImGui::BeginMenuBar()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n    if (!(window->Flags & ImGuiWindowFlags_MenuBar))\n        return false;\n\n    IM_ASSERT(!window->DC.MenuBarAppending);\n    BeginGroup(); // Save position\n    PushID(\"##menubar\");\n    ImRect rect = window->MenuBarRect();\n    PushClipRect(ImVec2(ImFloor(rect.Min.x+0.5f), ImFloor(rect.Min.y + window->BorderSize + 0.5f)), ImVec2(ImFloor(rect.Max.x+0.5f), ImFloor(rect.Max.y+0.5f)), false);\n    window->DC.CursorPos = ImVec2(rect.Min.x + window->DC.MenuBarOffsetX, rect.Min.y);// + g.Style.FramePadding.y);\n    window->DC.LayoutType = ImGuiLayoutType_Horizontal;\n    window->DC.MenuBarAppending = true;\n    AlignFirstTextHeightToWidgets();\n    return true;\n}\n\nvoid ImGui::EndMenuBar()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);\n    IM_ASSERT(window->DC.MenuBarAppending);\n    PopClipRect();\n    PopID();\n    window->DC.MenuBarOffsetX = window->DC.CursorPos.x - window->MenuBarRect().Min.x;\n    window->DC.GroupStack.back().AdvanceCursor = false;\n    EndGroup();\n    window->DC.LayoutType = ImGuiLayoutType_Vertical;\n    window->DC.MenuBarAppending = false;\n}\n\nbool ImGui::BeginMenu(const char* label, bool enabled)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n\n    ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    bool pressed;\n    bool menu_is_open = IsPopupOpen(id);\n    bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].ParentMenuSet == window->GetID(\"##menus\"));\n    ImGuiWindow* backed_nav_window = g.NavWindow;\n    if (menuset_is_open)\n        g.NavWindow = window;  // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)\n\n    // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu (using FindBestPopupWindowPos).\n    ImVec2 popup_pos, pos = window->DC.CursorPos;\n    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)\n    {\n        popup_pos = ImVec2(pos.x - window->WindowPadding.x, pos.y - style.FramePadding.y + window->MenuBarHeight());\n        window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);\n        PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);\n        float w = label_size.x;\n        pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));\n        PopStyleVar();\n        SameLine();\n        window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);\n    }\n    else\n    {\n        popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);\n        float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame\n        float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);\n        pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));\n        if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);\n        RenderCollapseTriangle(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.20f, 0.0f), false);\n        if (!enabled) PopStyleColor();\n    }\n\n    bool hovered = enabled && IsHovered(window->DC.LastItemRect, id);\n    if (menuset_is_open)\n        g.NavWindow = backed_nav_window;\n\n    bool want_open = false, want_close = false;\n    if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))\n    {\n        // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.\n        bool moving_within_opened_triangle = false;\n        if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].ParentWindow == window)\n        {\n            if (ImGuiWindow* next_window = g.OpenPopupStack[g.CurrentPopupStack.Size].Window)\n            {\n                ImRect next_window_rect = next_window->Rect();\n                ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta;\n                ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();\n                ImVec2 tc = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();\n                float extra = ImClamp(fabsf(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack.\n                ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f;   // to avoid numerical issues\n                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?\n                tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);\n                moving_within_opened_triangle = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);\n                //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\n            }\n        }\n\n        want_close = (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_within_opened_triangle);\n        want_open = (!menu_is_open && hovered && !moving_within_opened_triangle) || (!menu_is_open && hovered && pressed);\n    }\n    else if (menu_is_open && pressed && menuset_is_open) // Menu bar: click an open menu again to close it\n    {\n        want_close = true;\n        want_open = menu_is_open = false;\n    }\n    else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // menu-bar: first click to open, then hover to open others\n        want_open = true;\n    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.. }'\n        want_close = true;\n    if (want_close && IsPopupOpen(id))\n        ClosePopupToLevel(GImGui->CurrentPopupStack.Size);\n\n    if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.CurrentPopupStack.Size)\n    {\n        // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame.\n        OpenPopup(label);\n        return false;\n    }\n\n    menu_is_open |= want_open;\n    if (want_open)\n        OpenPopup(label);\n\n    if (menu_is_open)\n    {\n        SetNextWindowPos(popup_pos, ImGuiCond_Always);\n        ImGuiWindowFlags flags = ImGuiWindowFlags_ShowBorders | ((window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) ? ImGuiWindowFlags_ChildMenu|ImGuiWindowFlags_ChildWindow : ImGuiWindowFlags_ChildMenu);\n        menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)\n    }\n\n    return menu_is_open;\n}\n\nvoid ImGui::EndMenu()\n{\n    EndPopup();\n}\n\n// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.\nvoid ImGui::ColorTooltip(const char* text, const float col[4], ImGuiColorEditFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n\n    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]);\n    BeginTooltipEx(true);\n    \n    const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text;\n    if (text_end > text)\n    {\n        TextUnformatted(text, text_end);\n        Separator();\n    }\n\n    ImVec2 sz(g.FontSize * 3, g.FontSize * 3);\n    ColorButton(\"##preview\", ImVec4(col[0], col[1], col[2], col[3]), (flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz);\n    SameLine();\n    if (flags & ImGuiColorEditFlags_NoAlpha)\n        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]);\n    else\n        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]);\n    EndTooltip();\n}\n\nstatic inline float ColorSquareSize()\n{\n    ImGuiContext& g = *GImGui;\n    return g.FontSize + g.Style.FramePadding.y * 2.0f;\n}\n\nstatic inline ImU32 ImAlphaBlendColor(ImU32 col_a, ImU32 col_b)\n{\n    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;\n    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);\n    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);\n    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);\n    return IM_COL32(r, g, b, 0xFF);\n}\n\n// 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.\n// 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.\nvoid ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)\n    {\n        ImU32 col_bg1 = GetColorU32(ImAlphaBlendColor(IM_COL32(204,204,204,255), col));\n        ImU32 col_bg2 = GetColorU32(ImAlphaBlendColor(IM_COL32(128,128,128,255), col));\n        window->DrawList->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags);\n\n        int yi = 0;\n        for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++)\n        {\n            float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y);\n            if (y2 <= y1)\n                continue;\n            for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f)\n            {\n                float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x);\n                if (x2 <= x1)\n                    continue;\n                int rounding_corners_flags_cell = 0;\n                if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImGuiCorner_TopLeft;    if (x2 >= p_max.x) rounding_corners_flags_cell |= ImGuiCorner_TopRight; }\n                if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImGuiCorner_BottomLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImGuiCorner_BottomRight; }\n                rounding_corners_flags_cell &= rounding_corners_flags;\n                window->DrawList->AddRectFilled(ImVec2(x1,y1), ImVec2(x2,y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell);\n            }\n        }\n    }\n    else\n    {\n        window->DrawList->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags);\n    }\n}\n\nvoid ImGui::SetColorEditOptions(ImGuiColorEditFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    if ((flags & ImGuiColorEditFlags__InputsMask) == 0)\n        flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputsMask;\n    if ((flags & ImGuiColorEditFlags__DataTypeMask) == 0)\n        flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask;\n    if ((flags & ImGuiColorEditFlags__PickerMask) == 0)\n        flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask;\n    IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__InputsMask)));   // Check only 1 option is selected\n    IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__DataTypeMask))); // Check only 1 option is selected\n    IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask)));   // Check only 1 option is selected\n    g.ColorEditOptions = flags;\n}\n\n// A little colored square. Return true when clicked.\n// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.\n// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip.\nbool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiID id = window->GetID(desc_id);\n    float default_size = ColorSquareSize();\n    if (size.x == 0.0f)\n        size.x = default_size;\n    if (size.y == 0.0f)\n        size.y = default_size;\n    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);\n    ItemSize(bb);\n    if (!ItemAdd(bb, &id))\n        return false;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held);\n\n    if (flags & ImGuiColorEditFlags_NoAlpha)\n        flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf);\n    \n    ImVec4 col_without_alpha(col.x, col.y, col.z, 1.0f);\n    float grid_step = ImMin(size.x, size.y) / 2.99f;\n    float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f);\n    if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col.w < 1.0f)\n    {\n        float mid_x = (float)(int)((bb.Min.x + bb.Max.x) * 0.5f + 0.5f);\n        RenderColorRectWithAlphaCheckerboard(ImVec2(bb.Min.x + grid_step, bb.Min.y), bb.Max, GetColorU32(col), grid_step, ImVec2(-grid_step, 0.0f), rounding, ImGuiCorner_TopRight|ImGuiCorner_BottomRight);\n        window->DrawList->AddRectFilled(bb.Min, ImVec2(mid_x, bb.Max.y), GetColorU32(col_without_alpha), rounding, ImGuiCorner_TopLeft|ImGuiCorner_BottomLeft);\n    }\n    else\n    {\n        RenderColorRectWithAlphaCheckerboard(bb.Min, bb.Max, GetColorU32((flags & ImGuiColorEditFlags_AlphaPreview) ? col : col_without_alpha), grid_step, ImVec2(0,0), rounding);\n    }\n    if (window->Flags & ImGuiWindowFlags_ShowBorders)\n        RenderFrameBorder(bb.Min, bb.Max, rounding);\n    else\n        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border\n\n    if (hovered && !(flags & ImGuiColorEditFlags_NoTooltip))\n        ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf));\n\n    return pressed;\n}\n\nbool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags)\n{\n    return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha);\n}\n\nstatic void ColorEditOptionsPopup(ImGuiColorEditFlags flags)\n{\n    bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__InputsMask);\n    bool allow_opt_datatype = !(flags & ImGuiColorEditFlags__DataTypeMask);\n    if ((!allow_opt_inputs && !allow_opt_datatype) || !ImGui::BeginPopup(\"context\"))\n        return;\n    ImGuiContext& g = *GImGui;\n    ImGuiColorEditFlags opts = g.ColorEditOptions;\n    if (allow_opt_inputs)\n    {\n        if (ImGui::RadioButton(\"RGB\", (opts & ImGuiColorEditFlags_RGB) ? 1 : 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_RGB;\n        if (ImGui::RadioButton(\"HSV\", (opts & ImGuiColorEditFlags_HSV) ? 1 : 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_HSV;\n        if (ImGui::RadioButton(\"HEX\", (opts & ImGuiColorEditFlags_HEX) ? 1 : 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_HEX;\n    }\n    if (allow_opt_datatype)\n    {\n        if (allow_opt_inputs) ImGui::Separator();\n        if (ImGui::RadioButton(\"0..255\",     (opts & ImGuiColorEditFlags_Uint8) ? 1 : 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Uint8;\n        if (ImGui::RadioButton(\"0.00..1.00\", (opts & ImGuiColorEditFlags_Float) ? 1 : 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Float;\n    }\n    g.ColorEditOptions = opts;\n    ImGui::EndPopup();\n}\n\nstatic void ColorPickerOptionsPopup(ImGuiColorEditFlags flags, float* ref_col)\n{\n    bool allow_opt_picker = !(flags & ImGuiColorEditFlags__PickerMask);\n    bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar);\n    if ((!allow_opt_picker && !allow_opt_alpha_bar) || !ImGui::BeginPopup(\"context\"))\n        return;\n    ImGuiContext& g = *GImGui;\n    if (allow_opt_picker)\n    {\n        ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (ColorSquareSize() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function\n        ImGui::PushItemWidth(picker_size.x);\n        for (int picker_type = 0; picker_type < 2; picker_type++)\n        {\n            // Draw small/thumbnail version of each picker type (over an invisible button for selection)\n            if (picker_type > 0) ImGui::Separator();\n            ImGui::PushID(picker_type);\n            ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs|ImGuiColorEditFlags_NoOptions|ImGuiColorEditFlags_NoLabel|ImGuiColorEditFlags_NoSidePreview|(flags & ImGuiColorEditFlags_NoAlpha);\n            if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar;\n            if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel;\n            ImVec2 backup_pos = ImGui::GetCursorScreenPos();\n            if (ImGui::Selectable(\"##selectable\", false, 0, picker_size)) // By default, Selectable() is closing popup\n                g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask);\n            ImGui::SetCursorScreenPos(backup_pos);\n            ImVec4 dummy_ref_col;\n            memcpy(&dummy_ref_col.x, ref_col, sizeof(float) * (picker_flags & ImGuiColorEditFlags_NoAlpha ? 3 : 4));\n            ImGui::ColorPicker4(\"##dummypicker\", &dummy_ref_col.x, picker_flags);\n            ImGui::PopID();\n        }\n        ImGui::PopItemWidth();\n    }\n    if (allow_opt_alpha_bar)\n    {\n        if (allow_opt_picker) ImGui::Separator();\n        ImGui::CheckboxFlags(\"Alpha Bar\", (unsigned int*)&g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar);\n    }\n    ImGui::EndPopup();\n}\n\n// Edit colors components (each component in 0.0f..1.0f range). \n// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.\n// 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.\nbool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const float w_extra = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (ColorSquareSize() + style.ItemInnerSpacing.x);\n    const float w_items_all = CalcItemWidth() - w_extra;\n    const char* label_display_end = FindRenderedTextEnd(label);\n\n    const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0;\n    const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0;\n    const int components = alpha ? 4 : 3;\n    const ImGuiColorEditFlags flags_untouched = flags;\n\n    BeginGroup();\n    PushID(label);\n\n    // If we're not showing any slider there's no point in doing any HSV conversions\n    if (flags & ImGuiColorEditFlags_NoInputs)\n        flags = (flags & (~ImGuiColorEditFlags__InputsMask)) | ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_NoOptions;\n\n    // Context menu: display and modify options (before defaults are applied)\n    if (!(flags & ImGuiColorEditFlags_NoOptions))\n        ColorEditOptionsPopup(flags);\n \n    // Read stored options\n    if (!(flags & ImGuiColorEditFlags__InputsMask))\n        flags |= (g.ColorEditOptions & ImGuiColorEditFlags__InputsMask);\n    if (!(flags & ImGuiColorEditFlags__DataTypeMask))\n        flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DataTypeMask);\n    if (!(flags & ImGuiColorEditFlags__PickerMask))\n        flags |= (g.ColorEditOptions & ImGuiColorEditFlags__PickerMask);\n    flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask));\n\n    // Convert to the formats we need\n    float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f };\n    if (flags & ImGuiColorEditFlags_HSV)\n        ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);\n    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]) };\n\n    bool value_changed = false;\n    bool value_changed_as_float = false;\n\n    if ((flags & (ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_HSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)\n    {\n        // RGB/HSV 0..255 Sliders\n        const float w_item_one  = ImMax(1.0f, (float)(int)((w_items_all - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));\n        const float w_item_last = ImMax(1.0f, (float)(int)(w_items_all - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));\n\n        const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? \"M:0.000\" : \"M:000\").x);\n        const char* ids[4] = { \"##X\", \"##Y\", \"##Z\", \"##W\" };\n        const char* fmt_table_int[3][4] =\n        {\n            {   \"%3.0f\",   \"%3.0f\",   \"%3.0f\",   \"%3.0f\" }, // Short display\n            { \"R:%3.0f\", \"G:%3.0f\", \"B:%3.0f\", \"A:%3.0f\" }, // Long display for RGBA\n            { \"H:%3.0f\", \"S:%3.0f\", \"V:%3.0f\", \"A:%3.0f\" }  // Long display for HSVA\n        };\n        const char* fmt_table_float[3][4] =\n        {\n            {   \"%0.3f\",   \"%0.3f\",   \"%0.3f\",   \"%0.3f\" }, // Short display\n            { \"R:%0.3f\", \"G:%0.3f\", \"B:%0.3f\", \"A:%0.3f\" }, // Long display for RGBA\n            { \"H:%0.3f\", \"S:%0.3f\", \"V:%0.3f\", \"A:%0.3f\" }  // Long display for HSVA\n        };\n        const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_HSV) ? 2 : 1;\n\n        PushItemWidth(w_item_one);\n        for (int n = 0; n < components; n++)\n        {\n            if (n > 0)\n                SameLine(0, style.ItemInnerSpacing.x);\n            if (n + 1 == components)\n                PushItemWidth(w_item_last);\n            if (flags & ImGuiColorEditFlags_Float)\n                value_changed |= value_changed_as_float |= DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]);\n            else\n                value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]);\n            if (!(flags & ImGuiColorEditFlags_NoOptions) && IsItemHovered() && IsMouseClicked(1))\n                OpenPopup(\"context\");\n        }\n        PopItemWidth();\n        PopItemWidth();\n    }\n    else if ((flags & ImGuiColorEditFlags_HEX) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)\n    {\n        // RGB Hexadecimal Input\n        char buf[64];\n        if (alpha)\n            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));\n        else\n            ImFormatString(buf, IM_ARRAYSIZE(buf), \"#%02X%02X%02X\", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255));\n        PushItemWidth(w_items_all);\n        if (InputText(\"##Text\", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase))\n        {\n            value_changed |= true;\n            char* p = buf;\n            while (*p == '#' || ImCharIsSpace(*p))\n                p++;\n            i[0] = i[1] = i[2] = i[3] = 0;\n            if (alpha)\n                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)\n            else\n                sscanf(p, \"%02X%02X%02X\", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);\n        }\n        if (!(flags & ImGuiColorEditFlags_NoOptions) && IsItemHovered() && IsMouseClicked(1))\n            OpenPopup(\"context\");\n        PopItemWidth();\n    }\n\n    bool picker_active = false;\n    if (!(flags & ImGuiColorEditFlags_NoSmallPreview))\n    {\n        if (!(flags & ImGuiColorEditFlags_NoInputs))\n            SameLine(0, style.ItemInnerSpacing.x);\n\n        const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f);\n        if (ColorButton(\"##ColorButton\", col_v4, flags))\n        {\n            if (!(flags & ImGuiColorEditFlags_NoPicker))\n            {\n                // Store current color and open a picker\n                g.ColorPickerRef = col_v4;\n                OpenPopup(\"picker\");\n                SetNextWindowPos(window->DC.LastItemRect.GetBL() + ImVec2(-1,style.ItemSpacing.y));\n            }\n        }\n        if (!(flags & ImGuiColorEditFlags_NoOptions) && IsItemHovered() && IsMouseClicked(1))\n            OpenPopup(\"context\");\n\n        if (BeginPopup(\"picker\"))\n        {\n            picker_active = true;\n            if (label != label_display_end)\n            {\n                TextUnformatted(label, label_display_end);\n                Separator();\n            }\n            float square_sz = ColorSquareSize();\n            ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar;\n            ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf;\n            PushItemWidth(square_sz * 12.0f); // Use 256 + bar sizes?\n            value_changed |= ColorPicker4(\"##picker\", col, picker_flags, &g.ColorPickerRef.x);\n            PopItemWidth();\n            EndPopup();\n        }\n    }\n\n    if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel))\n    {\n        SameLine(0, style.ItemInnerSpacing.x);\n        TextUnformatted(label, label_display_end);\n    }\n\n    // Convert back\n    if (!picker_active)\n    {\n        if (!value_changed_as_float) \n            for (int n = 0; n < 4; n++)\n                f[n] = i[n] / 255.0f;\n        if (flags & ImGuiColorEditFlags_HSV)\n            ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);\n        if (value_changed)\n        {\n            col[0] = f[0];\n            col[1] = f[1];\n            col[2] = f[2];\n            if (alpha)\n                col[3] = f[3];\n        }\n    }\n\n    PopID();\n    EndGroup();\n\n    return value_changed;\n}\n\nbool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags)\n{\n    float col4[4] = { col[0], col[1], col[2], 1.0f };\n    if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha))\n        return false;\n    col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2];\n    return true;\n}\n\n// 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.\nstatic void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)\n{\n    switch (direction)\n    {\n    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;\n    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;\n    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;\n    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;\n    default: return; // Fix warning for ImGuiDir_None\n    }\n}\n\nstatic void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w)\n{\n    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);\n    RenderArrow(draw_list, ImVec2(pos.x + half_sz.x,             pos.y), half_sz,                              ImGuiDir_Right, IM_COL32_WHITE);\n    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);\n    RenderArrow(draw_list, ImVec2(pos.x + bar_w - half_sz.x,     pos.y), half_sz,                              ImGuiDir_Left,  IM_COL32_WHITE);\n}\n\nstatic void PaintVertsLinearGradientKeepAlpha(ImDrawVert* vert_start, ImDrawVert* vert_end, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1)\n{\n    ImVec2 gradient_extent = gradient_p1 - gradient_p0;\n    float gradient_inv_length = ImInvLength(gradient_extent, 0.0f);\n    for (ImDrawVert* vert = vert_start; vert < vert_end; vert++)\n    {\n        float d = ImDot(vert->pos - gradient_p0, gradient_extent);\n        float t = ImMin(sqrtf(ImMax(d, 0.0f)) * gradient_inv_length, 1.0f);\n        int r = ImLerp((int)(col0 >> IM_COL32_R_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_R_SHIFT) & 0xFF, t);\n        int g = ImLerp((int)(col0 >> IM_COL32_G_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_G_SHIFT) & 0xFF, t);\n        int b = ImLerp((int)(col0 >> IM_COL32_B_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_B_SHIFT) & 0xFF, t);\n        vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK);\n    }\n}\n\n// ColorPicker\n// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.\n// 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..) \nbool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    ImDrawList* draw_list = window->DrawList;\n\n    ImGuiStyle& style = g.Style;\n    ImGuiIO& io = g.IO;\n\n    PushID(label);\n    BeginGroup();\n\n    if (!(flags & ImGuiColorEditFlags_NoSidePreview))\n        flags |= ImGuiColorEditFlags_NoSmallPreview;\n\n    // Context menu: display and store options.\n    if (!(flags & ImGuiColorEditFlags_NoOptions))\n        ColorPickerOptionsPopup(flags, col);\n\n    // Read stored options\n    if (!(flags & ImGuiColorEditFlags__PickerMask))\n        flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask; \n    IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check that only 1 is selected\n    if (!(flags & ImGuiColorEditFlags_NoOptions))\n        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar);\n\n    // Setup\n    bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha);\n    ImVec2 picker_pos = window->DC.CursorPos;\n    float bars_width = ColorSquareSize(); // Arbitrary smallish width of Hue/Alpha picking bars\n    float sv_picker_size = ImMax(bars_width * 1, CalcItemWidth() - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box\n    float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x;\n    float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x;\n    float bars_triangles_half_sz = (float)(int)(bars_width * 0.20f);\n\n    float wheel_thickness = sv_picker_size * 0.08f;\n    float wheel_r_outer = sv_picker_size * 0.50f;\n    float wheel_r_inner = wheel_r_outer - wheel_thickness;\n    ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size*0.5f);\n    \n    // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic.\n    float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f);\n    ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point.\n    ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point.\n    ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point.\n\n    float H,S,V;\n    ColorConvertRGBtoHSV(col[0], col[1], col[2], H, S, V);\n\n    bool value_changed = false, value_changed_h = false, value_changed_sv = false;\n\n    if (flags & ImGuiColorEditFlags_PickerHueWheel)\n    {\n        // Hue wheel + SV triangle logic\n        InvisibleButton(\"hsv\", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size));\n        if (IsItemActive())\n        {\n            ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center;\n            ImVec2 current_off = g.IO.MousePos - wheel_center;\n            float initial_dist2 = ImLengthSqr(initial_off);\n            if (initial_dist2 >= (wheel_r_inner-1)*(wheel_r_inner-1) && initial_dist2 <= (wheel_r_outer+1)*(wheel_r_outer+1))\n            {\n                // Interactive with Hue wheel\n                H = atan2f(current_off.y, current_off.x) / IM_PI*0.5f;\n                if (H < 0.0f)\n                    H += 1.0f;\n                value_changed = value_changed_h = true;\n            }\n            float cos_hue_angle = cosf(-H * 2.0f * IM_PI);\n            float sin_hue_angle = sinf(-H * 2.0f * IM_PI);\n            if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle)))\n            {\n                // Interacting with SV triangle\n                ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle);\n                if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated))\n                    current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated);\n                float uu, vv, ww;\n                ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww);\n                V = ImClamp(1.0f - vv, 0.0001f, 1.0f);\n                S = ImClamp(uu / V, 0.0001f, 1.0f);\n                value_changed = value_changed_sv = true;\n            }\n        }\n        if (!(flags & ImGuiColorEditFlags_NoOptions) && IsItemHovered() && IsMouseClicked(1))\n            OpenPopup(\"context\");\n    }\n    else if (flags & ImGuiColorEditFlags_PickerHueBar)\n    {\n        // SV rectangle logic\n        InvisibleButton(\"sv\", ImVec2(sv_picker_size, sv_picker_size));\n        if (IsItemActive())\n        {\n            S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size-1));\n            V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1));\n            value_changed = value_changed_sv = true;\n        }\n        if (!(flags & ImGuiColorEditFlags_NoOptions) && IsItemHovered() && IsMouseClicked(1))\n            OpenPopup(\"context\");\n\n        // Hue bar logic\n        SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y));\n        InvisibleButton(\"hue\", ImVec2(bars_width, sv_picker_size));\n        if (IsItemActive())\n        {\n            H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1));\n            value_changed = value_changed_h = true;\n        }\n    }\n\n    // Alpha bar logic\n    if (alpha_bar)\n    {\n        SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y));\n        InvisibleButton(\"alpha\", ImVec2(bars_width, sv_picker_size));\n        if (IsItemActive())\n        {\n            col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1));\n            value_changed = true;\n        }\n    }\n\n    if (!(flags & ImGuiColorEditFlags_NoSidePreview))\n    {\n        SameLine(0, style.ItemInnerSpacing.x);\n        BeginGroup();\n    }\n\n    if (!(flags & ImGuiColorEditFlags_NoLabel))\n    {\n        const char* label_display_end = FindRenderedTextEnd(label);\n        if (label != label_display_end)\n        {\n            if ((flags & ImGuiColorEditFlags_NoSidePreview))\n                SameLine(0, style.ItemInnerSpacing.x);\n            TextUnformatted(label, label_display_end);\n        }\n    }\n\n    if (!(flags & ImGuiColorEditFlags_NoSidePreview))\n    {\n        ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);\n        float square_sz = ColorSquareSize();\n        if ((flags & ImGuiColorEditFlags_NoLabel))\n            Text(\"Current\");\n        ColorButton(\"##current\", col_v4, (flags & (ImGuiColorEditFlags_HDR|ImGuiColorEditFlags_AlphaPreview|ImGuiColorEditFlags_AlphaPreviewHalf|ImGuiColorEditFlags_NoTooltip)), ImVec2(square_sz * 3, square_sz * 2));\n        if (ref_col != NULL)\n        {\n            Text(\"Original\");\n            ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]);\n            if (ColorButton(\"##original\", ref_col_v4, (flags & (ImGuiColorEditFlags_HDR|ImGuiColorEditFlags_AlphaPreview|ImGuiColorEditFlags_AlphaPreviewHalf|ImGuiColorEditFlags_NoTooltip)), ImVec2(square_sz * 3, square_sz * 2)))\n            {\n                memcpy(col, ref_col, ((flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4) * sizeof(float));\n                value_changed = true;\n            }\n        }\n        EndGroup();\n    }\n\n    // Convert back color to RGB\n    if (value_changed_h || value_changed_sv)\n        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]);\n\n    // R,G,B and H,S,V slider color editor\n    if ((flags & ImGuiColorEditFlags_NoInputs) == 0)\n    {\n        PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x);\n        ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf;\n        ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker;\n        if (flags & ImGuiColorEditFlags_RGB || (flags & ImGuiColorEditFlags__InputsMask) == 0)\n            value_changed |= ColorEdit4(\"##rgb\", col, sub_flags | ImGuiColorEditFlags_RGB);\n        if (flags & ImGuiColorEditFlags_HSV || (flags & ImGuiColorEditFlags__InputsMask) == 0)\n            value_changed |= ColorEdit4(\"##hsv\", col, sub_flags | ImGuiColorEditFlags_HSV);\n        if (flags & ImGuiColorEditFlags_HEX || (flags & ImGuiColorEditFlags__InputsMask) == 0)\n            value_changed |= ColorEdit4(\"##hex\", col, sub_flags | ImGuiColorEditFlags_HEX);\n        PopItemWidth();\n    }\n\n    // Try to cancel hue wrap (after ColorEdit), if any\n    if (value_changed)\n    {\n        float new_H, new_S, new_V;\n        ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V);\n        if (new_H <= 0 && H > 0) \n        {\n            if (new_V <= 0 && V != new_V)\n                ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]);\n            else if (new_S <= 0)\n                ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]);\n        }\n    }\n\n    ImVec4 hue_color_f(1, 1, 1, 1); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);\n    ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);\n    ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 1.0f));\n\n    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) };\n    ImVec2 sv_cursor_pos;\n    \n    if (flags & ImGuiColorEditFlags_PickerHueWheel)\n    {\n        // Render Hue Wheel\n        const float aeps = 1.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out).\n        const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12);\n        for (int n = 0; n < 6; n++)\n        {\n            const float a0 = (n)     /6.0f * 2.0f * IM_PI - aeps;\n            const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps;\n            int vert_start_idx = draw_list->_VtxCurrentIdx;\n            draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc);\n            draw_list->PathStroke(IM_COL32_WHITE, false, wheel_thickness);\n\n            // Paint colors over existing vertices\n            ImVec2 gradient_p0(wheel_center.x + cosf(a0) * wheel_r_inner, wheel_center.y + sinf(a0) * wheel_r_inner);\n            ImVec2 gradient_p1(wheel_center.x + cosf(a1) * wheel_r_inner, wheel_center.y + sinf(a1) * wheel_r_inner);\n            PaintVertsLinearGradientKeepAlpha(draw_list->_VtxWritePtr - (draw_list->_VtxCurrentIdx - vert_start_idx), draw_list->_VtxWritePtr, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]);\n        }\n\n        // Render Cursor + preview on Hue Wheel\n        float cos_hue_angle = cosf(H * 2.0f * IM_PI);\n        float sin_hue_angle = sinf(H * 2.0f * IM_PI);\n        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);\n        float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;\n        int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32);\n        draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments);\n        draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, IM_COL32(128,128,128,255), hue_cursor_segments);\n        draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, IM_COL32_WHITE, hue_cursor_segments);\n\n        // Render SV triangle (rotated according to hue)\n        ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle);\n        ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle);\n        ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle);\n        ImVec2 uv_white = g.FontTexUvWhitePixel;\n        draw_list->PrimReserve(6, 6);\n        draw_list->PrimVtx(tra, uv_white, hue_color32);\n        draw_list->PrimVtx(trb, uv_white, hue_color32);\n        draw_list->PrimVtx(trc, uv_white, IM_COL32_WHITE);\n        draw_list->PrimVtx(tra, uv_white, IM_COL32_BLACK_TRANS);\n        draw_list->PrimVtx(trb, uv_white, IM_COL32_BLACK);\n        draw_list->PrimVtx(trc, uv_white, IM_COL32_BLACK_TRANS);\n        draw_list->AddTriangle(tra, trb, trc, IM_COL32(128,128,128,255), 1.5f);\n        sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V));\n    }\n    else if (flags & ImGuiColorEditFlags_PickerHueBar)\n    {\n        // Render SV Square\n        draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE);\n        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);\n        RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), 0.0f);\n        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\n        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);\n\n        // Render Hue Bar\n        for (int i = 0; i < 6; ++i)\n            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]);\n        float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f);\n        RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);\n        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);\n    }\n\n    // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)\n    float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f;\n    draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, col32_no_alpha, 12);\n    draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, IM_COL32(128,128,128,255), 12);\n    draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_WHITE, 12);\n\n    // Render alpha bar\n    if (alpha_bar)\n    {\n        float alpha = ImSaturate(col[3]);\n        ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);\n        RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, IM_COL32(0,0,0,0), bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));\n        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);\n        float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f);\n        RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);\n        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);\n    }\n\n    EndGroup();\n    PopID();\n\n    return value_changed;\n}\n\n// Horizontal separating line.\nvoid ImGui::Separator()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    if (window->DC.ColumnsCount > 1)\n        PopClipRect();\n\n    float x1 = window->Pos.x;\n    float x2 = window->Pos.x + window->Size.x;\n    if (!window->DC.GroupStack.empty())\n        x1 += window->DC.IndentX;\n\n    const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y+1.0f));\n    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.\n    if (!ItemAdd(bb, NULL))\n    {\n        if (window->DC.ColumnsCount > 1)\n            PushColumnClipRect();\n        return;\n    }\n\n    window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x,bb.Min.y), GetColorU32(ImGuiCol_Separator));\n\n    ImGuiContext& g = *GImGui;\n    if (g.LogEnabled)\n        LogText(IM_NEWLINE \"--------------------------------\");\n\n    if (window->DC.ColumnsCount > 1)\n    {\n        PushColumnClipRect();\n        window->DC.ColumnsCellMinY = window->DC.CursorPos.y;\n    }\n}\n\nvoid ImGui::Spacing()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n    ItemSize(ImVec2(0,0));\n}\n\nvoid ImGui::Dummy(const ImVec2& size)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);\n    ItemSize(bb);\n    ItemAdd(bb, NULL);\n}\n\nbool ImGui::IsRectVisible(const ImVec2& size)\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));\n}\n\nbool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));\n}\n\n// 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.)\nvoid ImGui::BeginGroup()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n\n    window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1);\n    ImGuiGroupData& group_data = window->DC.GroupStack.back();\n    group_data.BackupCursorPos = window->DC.CursorPos;\n    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;\n    group_data.BackupIndentX = window->DC.IndentX;\n    group_data.BackupGroupOffsetX = window->DC.GroupOffsetX;\n    group_data.BackupCurrentLineHeight = window->DC.CurrentLineHeight;\n    group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset;\n    group_data.BackupLogLinePosY = window->DC.LogLinePosY;\n    group_data.BackupActiveIdIsAlive = GImGui->ActiveIdIsAlive;\n    group_data.AdvanceCursor = true;\n\n    window->DC.GroupOffsetX = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffsetX;\n    window->DC.IndentX = window->DC.GroupOffsetX;\n    window->DC.CursorMaxPos = window->DC.CursorPos;\n    window->DC.CurrentLineHeight = 0.0f;\n    window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;\n}\n\nvoid ImGui::EndGroup()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n\n    IM_ASSERT(!window->DC.GroupStack.empty());    // Mismatched BeginGroup()/EndGroup() calls\n\n    ImGuiGroupData& group_data = window->DC.GroupStack.back();\n\n    ImRect group_bb(group_data.BackupCursorPos, window->DC.CursorMaxPos);\n    group_bb.Max.y -= g.Style.ItemSpacing.y;      // Cancel out last vertical spacing because we are adding one ourselves.\n    group_bb.Max = ImMax(group_bb.Min, group_bb.Max);\n\n    window->DC.CursorPos = group_data.BackupCursorPos;\n    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);\n    window->DC.CurrentLineHeight = group_data.BackupCurrentLineHeight;\n    window->DC.CurrentLineTextBaseOffset = group_data.BackupCurrentLineTextBaseOffset;\n    window->DC.IndentX = group_data.BackupIndentX;\n    window->DC.GroupOffsetX = group_data.BackupGroupOffsetX;\n    window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;\n\n    if (group_data.AdvanceCursor)\n    {\n        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.\n        ItemSize(group_bb.GetSize(), group_data.BackupCurrentLineTextBaseOffset);\n        ItemAdd(group_bb, NULL);\n    }\n\n    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive() will function on the entire group.\n    // 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.\n    const bool active_id_within_group = (!group_data.BackupActiveIdIsAlive && g.ActiveIdIsAlive && g.ActiveId && g.ActiveIdWindow->RootWindow == window->RootWindow);\n    if (active_id_within_group)\n        window->DC.LastItemId = g.ActiveId;\n    if (active_id_within_group && g.HoveredId == g.ActiveId)\n        window->DC.LastItemHoveredAndUsable = window->DC.LastItemHoveredRect = true;\n\n    window->DC.GroupStack.pop_back();\n\n    //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]\n}\n\n// Gets back to previous line and continue with horizontal layout\n//      pos_x == 0      : follow right after previous item\n//      pos_x != 0      : align to specified x position (relative to window/group left)\n//      spacing_w < 0   : use default spacing if pos_x == 0, no spacing if pos_x != 0\n//      spacing_w >= 0  : enforce spacing amount\nvoid ImGui::SameLine(float pos_x, float spacing_w)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    if (pos_x != 0.0f)\n    {\n        if (spacing_w < 0.0f) spacing_w = 0.0f;\n        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + pos_x + spacing_w + window->DC.GroupOffsetX + window->DC.ColumnsOffsetX;\n        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;\n    }\n    else\n    {\n        if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x;\n        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;\n        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;\n    }\n    window->DC.CurrentLineHeight = window->DC.PrevLineHeight;\n    window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;\n}\n\nvoid ImGui::NewLine()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n    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.\n        ItemSize(ImVec2(0,0));\n    else\n        ItemSize(ImVec2(0.0f, GImGui->FontSize));\n}\n\nvoid ImGui::NextColumn()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems || window->DC.ColumnsCount <= 1)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    PopItemWidth();\n    PopClipRect();\n\n    window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);\n    if (++window->DC.ColumnsCurrent < window->DC.ColumnsCount)\n    {\n        // Columns 1+ cancel out IndentX\n        window->DC.ColumnsOffsetX = GetColumnOffset(window->DC.ColumnsCurrent) - window->DC.IndentX + g.Style.ItemSpacing.x;\n        window->DrawList->ChannelsSetCurrent(window->DC.ColumnsCurrent);\n    }\n    else\n    {\n        window->DC.ColumnsCurrent = 0;\n        window->DC.ColumnsOffsetX = 0.0f;\n        window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY;\n        window->DrawList->ChannelsSetCurrent(0);\n    }\n    window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);\n    window->DC.CursorPos.y = window->DC.ColumnsCellMinY;\n    window->DC.CurrentLineHeight = 0.0f;\n    window->DC.CurrentLineTextBaseOffset = 0.0f;\n\n    PushColumnClipRect();\n    PushItemWidth(GetColumnWidth() * 0.65f);  // FIXME: Move on columns setup\n}\n\nint ImGui::GetColumnIndex()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.ColumnsCurrent;\n}\n\nint ImGui::GetColumnsCount()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.ColumnsCount;\n}\n\nstatic float OffsetNormToPixels(ImGuiWindow* window, float offset_norm)\n{\n    return offset_norm * (window->DC.ColumnsMaxX - window->DC.ColumnsMinX);\n}\n\nstatic float PixelsToOffsetNorm(ImGuiWindow* window, float offset)\n{\n    return (offset - window->DC.ColumnsMinX) / (window->DC.ColumnsMaxX - window->DC.ColumnsMinX);\n}\n\nstatic float GetDraggedColumnOffset(int column_index)\n{\n    // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing\n    // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = ImGui::GetCurrentWindowRead();\n    IM_ASSERT(column_index > 0); // We cannot drag column 0. If you get this assert you may have a conflict between the ID of your columns and another widgets.\n    IM_ASSERT(g.ActiveId == window->DC.ColumnsSetId + ImGuiID(column_index));\n\n    float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x - window->Pos.x;\n    x = ImMax(x, ImGui::GetColumnOffset(column_index-1) + g.Style.ColumnsMinSpacing);\n    if ((window->DC.ColumnsFlags & ImGuiColumnsFlags_NoPreserveWidths))\n        x = ImMin(x, ImGui::GetColumnOffset(column_index+1) - g.Style.ColumnsMinSpacing);\n\n    return x;\n}\n\nfloat ImGui::GetColumnOffset(int column_index)\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    if (column_index < 0)\n        column_index = window->DC.ColumnsCurrent;\n\n    /*\n    if (g.ActiveId)\n    {\n        ImGuiContext& g = *GImGui;\n        const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index);\n        if (g.ActiveId == column_id)\n            return GetDraggedColumnOffset(column_index);\n    }\n    */\n\n    IM_ASSERT(column_index < window->DC.ColumnsData.Size);\n    const float t = window->DC.ColumnsData[column_index].OffsetNorm;\n    const float x_offset = ImLerp(window->DC.ColumnsMinX, window->DC.ColumnsMaxX, t);\n    return x_offset;\n}\n\nvoid ImGui::SetColumnOffset(int column_index, float offset)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    if (column_index < 0)\n        column_index = window->DC.ColumnsCurrent;\n\n    IM_ASSERT(column_index < window->DC.ColumnsData.Size);\n\n    const bool preserve_width = !(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < window->DC.ColumnsCount-1);\n    const float width = preserve_width ? GetColumnWidth(column_index) : 0.0f;\n\n    if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoForceWithinWindow))\n        offset = ImMin(offset, window->DC.ColumnsMaxX - g.Style.ColumnsMinSpacing * (window->DC.ColumnsCount - column_index));\n    const float offset_norm = PixelsToOffsetNorm(window, offset);\n\n    const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index);\n    window->DC.StateStorage->SetFloat(column_id, offset_norm);\n    window->DC.ColumnsData[column_index].OffsetNorm = offset_norm;\n\n    if (preserve_width)\n        SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));\n}\n\nfloat ImGui::GetColumnWidth(int column_index)\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    if (column_index < 0)\n        column_index = window->DC.ColumnsCurrent;\n\n    return OffsetNormToPixels(window, window->DC.ColumnsData[column_index+1].OffsetNorm - window->DC.ColumnsData[column_index].OffsetNorm);\n}\n\nvoid ImGui::SetColumnWidth(int column_index, float width)\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    if (column_index < 0)\n        column_index = window->DC.ColumnsCurrent;\n\n    SetColumnOffset(column_index+1, GetColumnOffset(column_index) + width);\n}\n\nvoid ImGui::PushColumnClipRect(int column_index)\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    if (column_index < 0)\n        column_index = window->DC.ColumnsCurrent;\n\n    PushClipRect(window->DC.ColumnsData[column_index].ClipRect.Min, window->DC.ColumnsData[column_index].ClipRect.Max, false);\n}\n\nvoid ImGui::BeginColumns(const char* id, int columns_count, ImGuiColumnsFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n\n    IM_ASSERT(columns_count > 1);\n    IM_ASSERT(window->DC.ColumnsCount == 1); // Nested columns are currently not supported\n\n    // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.\n    // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.\n    PushID(0x11223347 + (id ? 0 : columns_count));\n    window->DC.ColumnsSetId = window->GetID(id ? id : \"columns\");\n    PopID();\n\n    // Set state for first column\n    window->DC.ColumnsCurrent = 0;\n    window->DC.ColumnsCount = columns_count;\n    window->DC.ColumnsFlags = flags;\n\n    const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->Size.x -window->ScrollbarSizes.x);\n    window->DC.ColumnsMinX = window->DC.IndentX - g.Style.ItemSpacing.x; // Lock our horizontal range\n    //window->DC.ColumnsMaxX = content_region_width - window->Scroll.x -((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;\n    window->DC.ColumnsMaxX = content_region_width - window->Scroll.x;\n    window->DC.ColumnsStartPosY = window->DC.CursorPos.y;\n    window->DC.ColumnsStartMaxPosX = window->DC.CursorMaxPos.x;\n    window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.CursorPos.y;\n    window->DC.ColumnsOffsetX = 0.0f;\n    window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);\n\n    // Cache column offsets\n    window->DC.ColumnsData.resize(columns_count + 1);\n    for (int column_index = 0; column_index < columns_count + 1; column_index++)\n    {\n        const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index);\n        KeepAliveID(column_id);\n        const float default_t = column_index / (float)window->DC.ColumnsCount;\n        float t = window->DC.StateStorage->GetFloat(column_id, default_t);\n        if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoForceWithinWindow))\n            t = ImMin(t, PixelsToOffsetNorm(window, window->DC.ColumnsMaxX - g.Style.ColumnsMinSpacing * (window->DC.ColumnsCount - column_index)));\n        window->DC.ColumnsData[column_index].OffsetNorm = t;\n    }\n\n    // Cache clipping rectangles\n    for (int column_index = 0; column_index < columns_count; column_index++)\n    {\n        float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(column_index) - 1.0f);\n        float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(column_index + 1) - 1.0f);\n        window->DC.ColumnsData[column_index].ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);\n        window->DC.ColumnsData[column_index].ClipRect.ClipWith(window->ClipRect);\n    }\n\n    window->DrawList->ChannelsSplit(window->DC.ColumnsCount);\n    PushColumnClipRect();\n    PushItemWidth(GetColumnWidth() * 0.65f);\n}\n\nvoid ImGui::EndColumns()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    IM_ASSERT(window->DC.ColumnsCount > 1);\n\n    PopItemWidth();\n    PopClipRect();\n    window->DrawList->ChannelsMerge();\n\n    window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);\n    window->DC.CursorPos.y = window->DC.ColumnsCellMaxY;\n    window->DC.CursorMaxPos.x = ImMax(window->DC.ColumnsStartMaxPosX, window->DC.ColumnsMaxX);  // Columns don't grow parent\n\n    // Draw columns borders and handle resize\n    if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems)\n    {\n        const float y1 = window->DC.ColumnsStartPosY;\n        const float y2 = window->DC.CursorPos.y;\n        int dragging_column = -1;\n        for (int i = 1; i < window->DC.ColumnsCount; i++)\n        {\n            float x = window->Pos.x + GetColumnOffset(i);\n            const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(i);\n            const float column_w = 4.0f; // Width for interaction\n            const ImRect column_rect(ImVec2(x - column_w, y1), ImVec2(x + column_w, y2));\n            if (IsClippedEx(column_rect, &column_id, false))\n                continue;\n            \n            bool hovered = false, held = false;\n            if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoResize))\n            {\n                ButtonBehavior(column_rect, column_id, &hovered, &held);\n                if (hovered || held)\n                    g.MouseCursor = ImGuiMouseCursor_ResizeEW;\n                if (held && g.ActiveIdIsJustActivated)\n                    g.ActiveIdClickOffset.x -= column_w; // Store from center of column line (we used a 8 wide rect for columns clicking). This is used by GetDraggedColumnOffset().\n                if (held)\n                    dragging_column = i;\n            }\n\n            // Draw column\n            const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);\n            const float xi = (float)(int)x;\n            window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);\n        }\n\n        // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.\n        if (dragging_column != -1)\n        {\n            float x = GetDraggedColumnOffset(dragging_column);\n            SetColumnOffset(dragging_column, x);\n        }\n    }\n\n    window->DC.ColumnsSetId = 0;\n    window->DC.ColumnsCurrent = 0;\n    window->DC.ColumnsCount = 1;\n    window->DC.ColumnsFlags = 0;\n    window->DC.ColumnsData.resize(0);\n    window->DC.ColumnsOffsetX = 0.0f;\n    window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);\n}\n\n// [2017/08: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing]\nvoid ImGui::Columns(int columns_count, const char* id, bool border)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    IM_ASSERT(columns_count >= 1);\n\n    if (window->DC.ColumnsCount != columns_count && window->DC.ColumnsCount != 1)\n        EndColumns();\n    \n    ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder);\n    //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior\n    if (columns_count != 1)\n        BeginColumns(id, columns_count, flags);\n}\n\nvoid ImGui::Indent(float indent_w)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.IndentX += (indent_w > 0.0f) ? indent_w : g.Style.IndentSpacing;\n    window->DC.CursorPos.x = window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX;\n}\n\nvoid ImGui::Unindent(float indent_w)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.IndentX -= (indent_w > 0.0f) ? indent_w : g.Style.IndentSpacing;\n    window->DC.CursorPos.x = window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX;\n}\n\nvoid ImGui::TreePush(const char* str_id)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    Indent();\n    window->DC.TreeDepth++;\n    PushID(str_id ? str_id : \"#TreePush\");\n}\n\nvoid ImGui::TreePush(const void* ptr_id)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    Indent();\n    window->DC.TreeDepth++;\n    PushID(ptr_id ? ptr_id : (const void*)\"#TreePush\");\n}\n\nvoid ImGui::TreePushRawID(ImGuiID id)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    Indent();\n    window->DC.TreeDepth++;\n    window->IDStack.push_back(id);\n}\n\nvoid ImGui::TreePop()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    Unindent();\n    window->DC.TreeDepth--;\n    PopID();\n}\n\nvoid ImGui::Value(const char* prefix, bool b)\n{\n    Text(\"%s: %s\", prefix, (b ? \"true\" : \"false\"));\n}\n\nvoid ImGui::Value(const char* prefix, int v)\n{\n    Text(\"%s: %d\", prefix, v);\n}\n\nvoid ImGui::Value(const char* prefix, unsigned int v)\n{\n    Text(\"%s: %d\", prefix, v);\n}\n\nvoid ImGui::Value(const char* prefix, float v, const char* float_format)\n{\n    if (float_format)\n    {\n        char fmt[64];\n        ImFormatString(fmt, IM_ARRAYSIZE(fmt), \"%%s: %s\", float_format);\n        Text(fmt, prefix, v);\n    }\n    else\n    {\n        Text(\"%s: %.3f\", prefix, v);\n    }\n}\n\n//-----------------------------------------------------------------------------\n// PLATFORM DEPENDENT HELPERS\n//-----------------------------------------------------------------------------\n\n#if defined(_WIN32) && !defined(_WINDOWS_) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS))\n#undef WIN32_LEAN_AND_MEAN\n#define WIN32_LEAN_AND_MEAN\n#include <windows.h>\n#endif\n\n// Win32 API clipboard implementation\n#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS)\n\n#ifdef _MSC_VER\n#pragma comment(lib, \"user32\")\n#endif\n\nstatic const char* GetClipboardTextFn_DefaultImpl(void*)\n{\n    static ImVector<char> buf_local;\n    buf_local.clear();\n    if (!OpenClipboard(NULL))\n        return NULL;\n    HANDLE wbuf_handle = GetClipboardData(CF_UNICODETEXT);\n    if (wbuf_handle == NULL)\n    {\n        CloseClipboard();\n        return NULL;\n    }\n    if (ImWchar* wbuf_global = (ImWchar*)GlobalLock(wbuf_handle))\n    {\n        int buf_len = ImTextCountUtf8BytesFromStr(wbuf_global, NULL) + 1;\n        buf_local.resize(buf_len);\n        ImTextStrToUtf8(buf_local.Data, buf_len, wbuf_global, NULL);\n    }\n    GlobalUnlock(wbuf_handle);\n    CloseClipboard();\n    return buf_local.Data;\n}\n\nstatic void SetClipboardTextFn_DefaultImpl(void*, const char* text)\n{\n    if (!OpenClipboard(NULL))\n        return;\n    const int wbuf_length = ImTextCountCharsFromUtf8(text, NULL) + 1;\n    HGLOBAL wbuf_handle = GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(ImWchar));\n    if (wbuf_handle == NULL)\n        return;\n    ImWchar* wbuf_global = (ImWchar*)GlobalLock(wbuf_handle);\n    ImTextStrFromUtf8(wbuf_global, wbuf_length, text, NULL);\n    GlobalUnlock(wbuf_handle);\n    EmptyClipboard();\n    SetClipboardData(CF_UNICODETEXT, wbuf_handle);\n    CloseClipboard();\n}\n\n#else\n\n// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers\nstatic const char* GetClipboardTextFn_DefaultImpl(void*)\n{\n    ImGuiContext& g = *GImGui;\n    return g.PrivateClipboard.empty() ? NULL : g.PrivateClipboard.begin();\n}\n\n// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers\nstatic void SetClipboardTextFn_DefaultImpl(void*, const char* text)\n{\n    ImGuiContext& g = *GImGui;\n    g.PrivateClipboard.clear();\n    const char* text_end = text + strlen(text);\n    g.PrivateClipboard.resize((size_t)(text_end - text) + 1);\n    memcpy(&g.PrivateClipboard[0], text, (size_t)(text_end - text));\n    g.PrivateClipboard[(int)(text_end - text)] = 0;\n}\n\n#endif\n\n// Win32 API IME support (for Asian languages, etc.)\n#if defined(_WIN32) && !defined(__GNUC__) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS)\n\n#include <imm.h>\n#ifdef _MSC_VER\n#pragma comment(lib, \"imm32\")\n#endif\n\nstatic void ImeSetInputScreenPosFn_DefaultImpl(int x, int y)\n{\n    // Notify OS Input Method Editor of text input position\n    if (HWND hwnd = (HWND)GImGui->IO.ImeWindowHandle)\n        if (HIMC himc = ImmGetContext(hwnd))\n        {\n            COMPOSITIONFORM cf;\n            cf.ptCurrentPos.x = x;\n            cf.ptCurrentPos.y = y;\n            cf.dwStyle = CFS_FORCE_POSITION;\n            ImmSetCompositionWindow(himc, &cf);\n        }\n}\n\n#else\n\nstatic void ImeSetInputScreenPosFn_DefaultImpl(int, int) {}\n\n#endif\n\n//-----------------------------------------------------------------------------\n// HELP\n//-----------------------------------------------------------------------------\n\nvoid ImGui::ShowMetricsWindow(bool* p_open)\n{\n    if (ImGui::Begin(\"ImGui Metrics\", p_open))\n    {\n        ImGui::Text(\"ImGui %s\", ImGui::GetVersion());\n        ImGui::Text(\"Application average %.3f ms/frame (%.1f FPS)\", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);\n        ImGui::Text(\"%d vertices, %d indices (%d triangles)\", ImGui::GetIO().MetricsRenderVertices, ImGui::GetIO().MetricsRenderIndices, ImGui::GetIO().MetricsRenderIndices / 3);\n        ImGui::Text(\"%d allocations\", ImGui::GetIO().MetricsAllocs);\n        static bool show_clip_rects = true;\n        ImGui::Checkbox(\"Show clipping rectangles when hovering an ImDrawCmd\", &show_clip_rects);\n        ImGui::Separator();\n\n        struct Funcs\n        {\n            static void NodeDrawList(ImDrawList* draw_list, const char* label)\n            {\n                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);\n                if (draw_list == ImGui::GetWindowDrawList())\n                {\n                    ImGui::SameLine();\n                    ImGui::TextColored(ImColor(255,100,100), \"CURRENTLY APPENDING\"); // Can't display stats for active draw list! (we don't have the data double-buffered)\n                    if (node_open) ImGui::TreePop();\n                    return;\n                }\n                if (!node_open)\n                    return;\n\n                ImDrawList* overlay_draw_list = &GImGui->OverlayDrawList;   // Render additional visuals into the top-most draw list\n                overlay_draw_list->PushClipRectFullScreen();\n                int elem_offset = 0;\n                for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++)\n                {\n                    if (pcmd->UserCallback)\n                    {\n                        ImGui::BulletText(\"Callback %p, user_data %p\", pcmd->UserCallback, pcmd->UserCallbackData);\n                        continue;\n                    }\n                    ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;\n                    bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), \"Draw %-4d %s vtx, tex = %p, clip_rect = (%.0f,%.0f)..(%.0f,%.0f)\", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? \"indexed\" : \"non-indexed\", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);\n                    if (show_clip_rects && ImGui::IsItemHovered())\n                    {\n                        ImRect clip_rect = pcmd->ClipRect;\n                        ImRect vtxs_rect;\n                        for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)\n                            vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos);\n                        clip_rect.Floor(); overlay_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255));\n                        vtxs_rect.Floor(); overlay_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,0,255,255));\n                    }\n                    if (!pcmd_node_open)\n                        continue;\n                    ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.\n                    while (clipper.Step())\n                        for (int prim = clipper.DisplayStart, vtx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++)\n                        {\n                            char buf[300], *buf_p = buf;\n                            ImVec2 triangles_pos[3];\n                            for (int n = 0; n < 3; n++, vtx_i++)\n                            {\n                                ImDrawVert& v = draw_list->VtxBuffer[idx_buffer ? idx_buffer[vtx_i] : vtx_i];\n                                triangles_pos[n] = v.pos;\n                                buf_p += sprintf(buf_p, \"%s %04d { pos = (%8.2f,%8.2f), uv = (%.6f,%.6f), col = %08X }\\n\", (n == 0) ? \"vtx\" : \"   \", vtx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);\n                            }\n                            ImGui::Selectable(buf, false);\n                            if (ImGui::IsItemHovered())\n                                overlay_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f, false);  // Add triangle without AA, more readable for large-thin triangle\n                        }\n                    ImGui::TreePop();\n                }\n                overlay_draw_list->PopClipRect();\n                ImGui::TreePop();\n            }\n\n            static void NodeWindows(ImVector<ImGuiWindow*>& windows, const char* label)\n            {\n                if (!ImGui::TreeNode(label, \"%s (%d)\", label, windows.Size))\n                    return;\n                for (int i = 0; i < windows.Size; i++)\n                    Funcs::NodeWindow(windows[i], \"Window\");\n                ImGui::TreePop();\n            }\n\n            static void NodeWindow(ImGuiWindow* window, const char* label)\n            {\n                if (!ImGui::TreeNode(window, \"%s '%s', %d @ 0x%p\", label, window->Name, window->Active || window->WasActive, window))\n                    return;\n                NodeDrawList(window->DrawList, \"DrawList\");\n                ImGui::BulletText(\"Pos: (%.1f,%.1f)\", window->Pos.x, window->Pos.y);\n                ImGui::BulletText(\"Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)\", window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y);\n                ImGui::BulletText(\"Scroll: (%.2f,%.2f)\", window->Scroll.x, window->Scroll.y);\n                ImGui::BulletText(\"Active: %d, Accessed: %d\", window->Active, window->Accessed);\n                if (window->RootWindow != window) NodeWindow(window->RootWindow, \"RootWindow\");\n                if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, \"ChildWindows\");\n                ImGui::BulletText(\"Storage: %d bytes\", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair));\n                ImGui::TreePop();\n            }\n        };\n\n        ImGuiContext& g = *GImGui;                // Access private state\n        Funcs::NodeWindows(g.Windows, \"Windows\");\n        if (ImGui::TreeNode(\"DrawList\", \"Active DrawLists (%d)\", g.RenderDrawLists[0].Size))\n        {\n            for (int i = 0; i < g.RenderDrawLists[0].Size; i++)\n                Funcs::NodeDrawList(g.RenderDrawLists[0][i], \"DrawList\");\n            ImGui::TreePop();\n        }\n        if (ImGui::TreeNode(\"Popups\", \"Open Popups Stack (%d)\", g.OpenPopupStack.Size))\n        {\n            for (int i = 0; i < g.OpenPopupStack.Size; i++)\n            {\n                ImGuiWindow* window = g.OpenPopupStack[i].Window;\n                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\" : \"\");\n            }\n            ImGui::TreePop();\n        }\n        if (ImGui::TreeNode(\"Basic state\"))\n        {\n            ImGui::Text(\"HoveredWindow: '%s'\", g.HoveredWindow ? g.HoveredWindow->Name : \"NULL\");\n            ImGui::Text(\"HoveredRootWindow: '%s'\", g.HoveredRootWindow ? g.HoveredRootWindow->Name : \"NULL\");\n            ImGui::Text(\"HoveredId: 0x%08X/0x%08X\", g.HoveredId, g.HoveredIdPreviousFrame); // Data is \"in-flight\" so depending on when the Metrics window is called we may see current frame information or not\n            ImGui::Text(\"ActiveId: 0x%08X/0x%08X\", g.ActiveId, g.ActiveIdPreviousFrame);\n            ImGui::Text(\"ActiveIdWindow: '%s'\", g.ActiveIdWindow ? g.ActiveIdWindow->Name : \"NULL\");\n            ImGui::Text(\"NavWindow: '%s'\", g.NavWindow ? g.NavWindow->Name : \"NULL\");\n            ImGui::TreePop();\n        }\n    }\n    ImGui::End();\n}\n\n//-----------------------------------------------------------------------------\n\n// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.\n// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.\n#ifdef IMGUI_INCLUDE_IMGUI_USER_INL\n#include \"imgui_user.inl\"\n#endif\n\n//-----------------------------------------------------------------------------\n"
  },
  {
    "path": "imgui/imgui.h",
    "content": "// dear imgui, v1.51\n// (headers)\n\n// See imgui.cpp file for documentation.\n// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.\n// Read 'Programmer guide' in imgui.cpp for notes on how to setup ImGui in your codebase.\n// Get latest version at https://github.com/ocornut/imgui\n\n#pragma once\n\n#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)\n#include \"imconfig.h\"       // User-editable configuration file\n#endif\n#include <float.h>          // FLT_MAX\n#include <stdarg.h>         // va_list\n#include <stddef.h>         // ptrdiff_t, NULL\n#include <string.h>         // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp\n\n#define IMGUI_VERSION       \"1.51\"\n\n// Define attributes of all API symbols declarations, e.g. for DLL under Windows.\n#ifndef IMGUI_API\n#define IMGUI_API\n#endif\n\n// Define assertion handler.\n#ifndef IM_ASSERT\n#include <assert.h>\n#define IM_ASSERT(_EXPR)    assert(_EXPR)\n#endif\n\n// Some compilers support applying printf-style warnings to user functions.\n#if defined(__clang__) || defined(__GNUC__)\n#define IM_PRINTFARGS(FMT) __attribute__((format(printf, FMT, (FMT+1))))\n#else\n#define IM_PRINTFARGS(FMT)\n#endif\n\n#if defined(__clang__)\n#pragma clang diagnostic push\n#pragma clang diagnostic ignored \"-Wold-style-cast\"\n#endif\n\n// Forward declarations\nstruct ImDrawChannel;               // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit()\nstruct ImDrawCmd;                   // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call)\nstruct ImDrawData;                  // All draw command lists required to render the frame\nstruct ImDrawList;                  // A single draw command list (generally one per window)\nstruct ImDrawVert;                  // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)\nstruct ImFont;                      // Runtime data for a single font within a parent ImFontAtlas\nstruct ImFontAtlas;                 // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader\nstruct ImFontConfig;                // Configuration data when adding a font or merging fonts\nstruct ImColor;                     // Helper functions to create a color that can be converted to either u32 or float4\nstruct ImGuiIO;                     // Main configuration and I/O between your application and ImGui\nstruct ImGuiOnceUponAFrame;         // Simple helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro\nstruct ImGuiStorage;                // Simple custom key value storage\nstruct ImGuiStyle;                  // Runtime data for styling/colors\nstruct ImGuiTextFilter;             // Parse and apply text filters. In format \"aaaaa[,bbbb][,ccccc]\"\nstruct ImGuiTextBuffer;             // Text buffer for logging/accumulating text\nstruct ImGuiTextEditCallbackData;   // Shared state of ImGui::InputText() when using custom ImGuiTextEditCallback (rare/advanced use)\nstruct ImGuiSizeConstraintCallbackData;// Structure used to constraint window size in custom ways when using custom ImGuiSizeConstraintCallback (rare/advanced use)\nstruct ImGuiListClipper;            // Helper to manually clip large list of items\nstruct ImGuiContext;                // ImGui context (opaque)\n\n// Typedefs and Enumerations (declared as int for compatibility and to not pollute the top of this file)\ntypedef unsigned int ImU32;         // 32-bit unsigned integer (typically used to store packed colors)\ntypedef unsigned int ImGuiID;       // unique ID used by widgets (typically hashed from a stack of string)\ntypedef unsigned short ImWchar;     // character for keyboard input/display\ntypedef void* ImTextureID;          // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)\ntypedef int ImGuiCol;               // a color identifier for styling       // enum ImGuiCol_\ntypedef int ImGuiStyleVar;          // a variable identifier for styling    // enum ImGuiStyleVar_\ntypedef int ImGuiKey;               // a key identifier (ImGui-side enum)   // enum ImGuiKey_\ntypedef int ImGuiColorEditFlags;    // color edit flags for Color*()        // enum ImGuiColorEditFlags_\ntypedef int ImGuiMouseCursor;       // a mouse cursor identifier            // enum ImGuiMouseCursor_\ntypedef int ImGuiWindowFlags;       // window flags for Begin*()            // enum ImGuiWindowFlags_\ntypedef int ImGuiCond;              // condition flags for Set*()           // enum ImGuiCond_\ntypedef int ImGuiColumnsFlags;      // flags for *Columns*()                // enum ImGuiColumnsFlags_\ntypedef int ImGuiInputTextFlags;    // flags for InputText*()               // enum ImGuiInputTextFlags_\ntypedef int ImGuiSelectableFlags;   // flags for Selectable()               // enum ImGuiSelectableFlags_\ntypedef int ImGuiTreeNodeFlags;     // flags for TreeNode*(), Collapsing*() // enum ImGuiTreeNodeFlags_\ntypedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);\ntypedef void (*ImGuiSizeConstraintCallback)(ImGuiSizeConstraintCallbackData* data);\n#ifdef _MSC_VER\ntypedef unsigned __int64 ImU64;     // 64-bit unsigned integer\n#else\ntypedef unsigned long long ImU64;   // 64-bit unsigned integer\n#endif \n\n// Others helpers at bottom of the file:\n// class ImVector<>                 // Lightweight std::vector like class.\n// IMGUI_ONCE_UPON_A_FRAME          // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times)\n\nstruct ImVec2\n{\n    float x, y;\n    ImVec2() { x = y = 0.0f; }\n    ImVec2(float _x, float _y) { x = _x; y = _y; }\n#ifdef IM_VEC2_CLASS_EXTRA          // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2.\n    IM_VEC2_CLASS_EXTRA\n#endif\n};\n\nstruct ImVec4\n{\n    float x, y, z, w;\n    ImVec4() { x = y = z = w = 0.0f; }\n    ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }\n#ifdef IM_VEC4_CLASS_EXTRA          // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec4.\n    IM_VEC4_CLASS_EXTRA\n#endif\n};\n\n// ImGui end-user API\n// In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types)\nnamespace ImGui\n{\n    // Main\n    IMGUI_API ImGuiIO&      GetIO();\n    IMGUI_API ImGuiStyle&   GetStyle();\n    IMGUI_API ImDrawData*   GetDrawData();                              // same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()\n    IMGUI_API void          NewFrame();                                 // start a new ImGui frame, you can submit any command from this point until NewFrame()/Render().\n    IMGUI_API void          Render();                                   // ends the ImGui frame, finalize rendering data, then call your io.RenderDrawListsFn() function if set.\n    IMGUI_API void          Shutdown();\n\n    // Demo/Debug/Info\n    IMGUI_API void          ShowTestWindow(bool* p_open = NULL);        // create demo/test window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!\n    IMGUI_API void          ShowMetricsWindow(bool* p_open = NULL);     // create metrics window. display ImGui internals: browse window list, draw commands, individual vertices, basic internal state, etc.\n    IMGUI_API void          ShowStyleEditor(ImGuiStyle* ref = NULL);    // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)\n    IMGUI_API void          ShowUserGuide();                            // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).\n\n    // Window\n    IMGUI_API bool          Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);                                                   // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_open' creates a widget on the upper-right to close the window (which sets your bool to false).\n    IMGUI_API bool          Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // OBSOLETE. this is the older/longer API. the extra parameters aren't very relevant. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! might obsolete this API eventually.\n    IMGUI_API void          End();                                                                                                                      // finish appending to current window, pop it off the window stack.\n    IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0);    // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).\n    IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0);            // \"\n    IMGUI_API void          EndChild();\n    IMGUI_API ImVec2        GetContentRegionMax();                                              // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates\n    IMGUI_API ImVec2        GetContentRegionAvail();                                            // == GetContentRegionMax() - GetCursorPos()\n    IMGUI_API float         GetContentRegionAvailWidth();                                       //\n    IMGUI_API ImVec2        GetWindowContentRegionMin();                                        // content boundaries min (roughly (0,0)-Scroll), in window coordinates\n    IMGUI_API ImVec2        GetWindowContentRegionMax();                                        // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates\n    IMGUI_API float         GetWindowContentRegionWidth();                                      //\n    IMGUI_API ImDrawList*   GetWindowDrawList();                                                // get rendering command-list if you want to append your own draw primitives\n    IMGUI_API ImVec2        GetWindowPos();                                                     // get current window position in screen space (useful if you want to do your own drawing via the DrawList api)\n    IMGUI_API ImVec2        GetWindowSize();                                                    // get current window size\n    IMGUI_API float         GetWindowWidth();\n    IMGUI_API float         GetWindowHeight();\n    IMGUI_API bool          IsWindowCollapsed();\n    IMGUI_API void          SetWindowFontScale(float scale);                                    // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows\n\n    IMGUI_API void          SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0);            // set next window position. call before Begin()\n    IMGUI_API void          SetNextWindowPosCenter(ImGuiCond cond = 0);                         // set next window position to be centered on screen. call before Begin()\n    IMGUI_API void          SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0);          // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()\n    IMGUI_API void          SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeConstraintCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.\n    IMGUI_API void          SetNextWindowContentSize(const ImVec2& size);                       // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin()\n    IMGUI_API void          SetNextWindowContentWidth(float width);                             // set next window content width (enforce the range of horizontal scrollbar). call before Begin()\n    IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0);         // set next window collapsed state. call before Begin()\n    IMGUI_API void          SetNextWindowFocus();                                               // set next window to be focused / front-most. call before Begin()\n    IMGUI_API void          SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0);                // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.\n    IMGUI_API void          SetWindowSize(const ImVec2& size, ImGuiCond cond = 0);              // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.    \n    IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0);             // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().\n    IMGUI_API void          SetWindowFocus();                                                   // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().\n    IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0);      // set named window position.\n    IMGUI_API void          SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0);    // set named window size. set axis to 0.0f to force an auto-fit on this axis.\n    IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0);   // set named window collapsed state\n    IMGUI_API void          SetWindowFocus(const char* name);                                           // set named window to be focused / front-most. use NULL to remove focus.\n\n    IMGUI_API float         GetScrollX();                                                       // get scrolling amount [0..GetScrollMaxX()]\n    IMGUI_API float         GetScrollY();                                                       // get scrolling amount [0..GetScrollMaxY()]\n    IMGUI_API float         GetScrollMaxX();                                                    // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X\n    IMGUI_API float         GetScrollMaxY();                                                    // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y\n    IMGUI_API void          SetScrollX(float scroll_x);                                         // set scrolling amount [0..GetScrollMaxX()]\n    IMGUI_API void          SetScrollY(float scroll_y);                                         // set scrolling amount [0..GetScrollMaxY()]\n    IMGUI_API void          SetScrollHere(float center_y_ratio = 0.5f);                         // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom.\n    IMGUI_API void          SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f);        // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.\n    IMGUI_API void          SetKeyboardFocusHere(int offset = 0);                               // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use negative 'offset' to access previous widgets.\n    IMGUI_API void          SetStateStorage(ImGuiStorage* tree);                                // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it)\n    IMGUI_API ImGuiStorage* GetStateStorage();\n\n    // Parameters stacks (shared)\n    IMGUI_API void          PushFont(ImFont* font);                                             // use NULL as a shortcut to push default font\n    IMGUI_API void          PopFont();\n    IMGUI_API void          PushStyleColor(ImGuiCol idx, ImU32 col);\n    IMGUI_API void          PushStyleColor(ImGuiCol idx, const ImVec4& col);\n    IMGUI_API void          PopStyleColor(int count = 1);\n    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, float val);\n    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);\n    IMGUI_API void          PopStyleVar(int count = 1);\n    IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx);                                    // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwhise use GetColorU32() to get style color + style alpha.\n    IMGUI_API ImFont*       GetFont();                                                          // get current font\n    IMGUI_API float         GetFontSize();                                                      // get current font size (= height in pixels) of current font with current scale applied\n    IMGUI_API ImVec2        GetFontTexUvWhitePixel();                                           // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API\n    IMGUI_API ImU32         GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f);                  // retrieve given style color with style alpha applied and optional extra alpha multiplier\n    IMGUI_API ImU32         GetColorU32(const ImVec4& col);                                     // retrieve given color with style alpha applied\n    IMGUI_API ImU32         GetColorU32(ImU32 col);                                             // retrieve given color with style alpha applied\n\n    // Parameters stacks (current window)\n    IMGUI_API void          PushItemWidth(float item_width);                                    // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)\n    IMGUI_API void          PopItemWidth();\n    IMGUI_API float         CalcItemWidth();                                                    // width of item given pushed settings and current cursor position\n    IMGUI_API void          PushTextWrapPos(float wrap_pos_x = 0.0f);                           // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space\n    IMGUI_API void          PopTextWrapPos();\n    IMGUI_API void          PushAllowKeyboardFocus(bool v);                                     // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets\n    IMGUI_API void          PopAllowKeyboardFocus();\n    IMGUI_API void          PushButtonRepeat(bool repeat);                                      // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (uses io.KeyRepeatDelay/io.KeyRepeatRate for now). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.\n    IMGUI_API void          PopButtonRepeat();\n\n    // Cursor / Layout\n    IMGUI_API void          Separator();                                                        // horizontal line\n    IMGUI_API void          SameLine(float pos_x = 0.0f, float spacing_w = -1.0f);              // call between widgets or groups to layout them horizontally\n    IMGUI_API void          NewLine();                                                          // undo a SameLine()\n    IMGUI_API void          Spacing();                                                          // add vertical spacing\n    IMGUI_API void          Dummy(const ImVec2& size);                                          // add a dummy item of given size\n    IMGUI_API void          Indent(float indent_w = 0.0f);                                      // move content position toward the right, by style.IndentSpacing or indent_w if >0\n    IMGUI_API void          Unindent(float indent_w = 0.0f);                                    // move content position back to the left, by style.IndentSpacing or indent_w if >0\n    IMGUI_API void          BeginGroup();                                                       // lock horizontal starting position + capture group bounding box into one \"item\" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)\n    IMGUI_API void          EndGroup();\n    IMGUI_API ImVec2        GetCursorPos();                                                     // cursor position is relative to window position\n    IMGUI_API float         GetCursorPosX();                                                    // \"\n    IMGUI_API float         GetCursorPosY();                                                    // \"\n    IMGUI_API void          SetCursorPos(const ImVec2& local_pos);                              // \"\n    IMGUI_API void          SetCursorPosX(float x);                                             // \"\n    IMGUI_API void          SetCursorPosY(float y);                                             // \"\n    IMGUI_API ImVec2        GetCursorStartPos();                                                // initial cursor position\n    IMGUI_API ImVec2        GetCursorScreenPos();                                               // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)\n    IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                              // cursor position in absolute screen coordinates [0..io.DisplaySize]\n    IMGUI_API void          AlignFirstTextHeightToWidgets();                                    // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets\n    IMGUI_API float         GetTextLineHeight();                                                // height of font == GetWindowFontSize()\n    IMGUI_API float         GetTextLineHeightWithSpacing();                                     // distance (in pixels) between 2 consecutive lines of text == GetWindowFontSize() + GetStyle().ItemSpacing.y\n    IMGUI_API float         GetItemsLineHeightWithSpacing();                                    // distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y\n\n    // Columns\n    // You can also use SameLine(pos_x) for simplified columns. The columns API is still work-in-progress and rather lacking.\n    IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool border = true);\n    IMGUI_API void          NextColumn();                                                        // next column, defaults to current row or next row if the current row is finished\n    IMGUI_API int           GetColumnIndex();                                                    // get current column index\n    IMGUI_API float         GetColumnWidth(int column_index = -1);                               // get column width (in pixels). pass -1 to use current column\n    IMGUI_API void          SetColumnWidth(int column_index, float width);                       // set column width (in pixels). pass -1 to use current column\n    IMGUI_API float         GetColumnOffset(int column_index = -1);                              // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f\n    IMGUI_API void          SetColumnOffset(int column_index, float offset_x);                   // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column\n    IMGUI_API int           GetColumnsCount();\n\n    // ID scopes\n    // If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.\n    // You can also use the \"##foobar\" syntax within widget label to distinguish them from each others. Read \"A primer on the use of labels/IDs\" in the FAQ for more details.\n    IMGUI_API void          PushID(const char* str_id);                                         // push identifier into the ID stack. IDs are hash of the *entire* stack!\n    IMGUI_API void          PushID(const char* str_id_begin, const char* str_id_end);\n    IMGUI_API void          PushID(const void* ptr_id);\n    IMGUI_API void          PushID(int int_id);\n    IMGUI_API void          PopID();\n    IMGUI_API ImGuiID       GetID(const char* str_id);                                          // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself\n    IMGUI_API ImGuiID       GetID(const char* str_id_begin, const char* str_id_end);\n    IMGUI_API ImGuiID       GetID(const void* ptr_id);\n\n    // Widgets\n    IMGUI_API void          Text(const char* fmt, ...) IM_PRINTFARGS(1);\n    IMGUI_API void          TextV(const char* fmt, va_list args);\n    IMGUI_API void          TextColored(const ImVec4& col, const char* fmt, ...) IM_PRINTFARGS(2);  // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();\n    IMGUI_API void          TextColoredV(const ImVec4& col, const char* fmt, va_list args);\n    IMGUI_API void          TextDisabled(const char* fmt, ...) IM_PRINTFARGS(1);                    // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();\n    IMGUI_API void          TextDisabledV(const char* fmt, va_list args);\n    IMGUI_API void          TextWrapped(const char* fmt, ...) IM_PRINTFARGS(1);                     // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().\n    IMGUI_API void          TextWrappedV(const char* fmt, va_list args);\n    IMGUI_API void          TextUnformatted(const char* text, const char* text_end = NULL);         // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text\n    IMGUI_API void          LabelText(const char* label, const char* fmt, ...) IM_PRINTFARGS(2);    // display text+label aligned the same way as value+label widgets\n    IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args);\n    IMGUI_API void          Bullet();                                                               // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses\n    IMGUI_API void          BulletText(const char* fmt, ...) IM_PRINTFARGS(1);                      // shortcut for Bullet()+Text()\n    IMGUI_API void          BulletTextV(const char* fmt, va_list args);\n    IMGUI_API bool          Button(const char* label, const ImVec2& size = ImVec2(0,0));            // button\n    IMGUI_API bool          SmallButton(const char* label);                                         // button with FramePadding=(0,0) to easily embed in text\n    IMGUI_API bool          InvisibleButton(const char* str_id, const ImVec2& size);\n    IMGUI_API void          Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));\n    IMGUI_API bool          ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0),  const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1));    // <0 frame_padding uses default frame padding settings. 0 for no padding\n    IMGUI_API bool          Checkbox(const char* label, bool* v);\n    IMGUI_API bool          CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);\n    IMGUI_API bool          RadioButton(const char* label, bool active);\n    IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);\n    IMGUI_API bool          Combo(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items = -1);\n    IMGUI_API bool          Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items = -1);    // separate items with \\0, end item-list with \\0\\0\n    IMGUI_API bool          Combo(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);\n    IMGUI_API void          PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), int stride = sizeof(float));\n    IMGUI_API void          PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));\n    IMGUI_API void          PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), int stride = sizeof(float));\n    IMGUI_API void          PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));\n    IMGUI_API void          ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);\n\n    // Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds)\n    // For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x\n    IMGUI_API bool          DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = \"%.3f\", float power = 1.0f);     // If v_min >= v_max we have no bound\n    IMGUI_API bool          DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = \"%.3f\", float power = 1.0f);\n    IMGUI_API bool          DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = \"%.3f\", float power = 1.0f);\n    IMGUI_API bool          DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = \"%.3f\", float power = 1.0f);\n    IMGUI_API bool          DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = \"%.3f\", const char* display_format_max = NULL, float power = 1.0f);\n    IMGUI_API bool          DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = \"%.0f\");                                       // If v_min >= v_max we have no bound\n    IMGUI_API bool          DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = \"%.0f\");\n    IMGUI_API bool          DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = \"%.0f\");\n    IMGUI_API bool          DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = \"%.0f\");\n    IMGUI_API bool          DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = \"%.0f\", const char* display_format_max = NULL);\n\n    // Widgets: Input with Keyboard\n    IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);\n    IMGUI_API bool          InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);\n    IMGUI_API bool          InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);\n    IMGUI_API bool          InputFloat2(const char* label, float v[2], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);\n    IMGUI_API bool          InputFloat3(const char* label, float v[3], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);\n    IMGUI_API bool          InputFloat4(const char* label, float v[4], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);\n    IMGUI_API bool          InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0);\n    IMGUI_API bool          InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags = 0);\n    IMGUI_API bool          InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0);\n    IMGUI_API bool          InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0);\n\n    // Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds)\n    IMGUI_API bool          SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = \"%.3f\", float power = 1.0f);     // adjust display_format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for logarithmic sliders\n    IMGUI_API bool          SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = \"%.3f\", float power = 1.0f);\n    IMGUI_API bool          SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = \"%.3f\", float power = 1.0f);\n    IMGUI_API bool          SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format = \"%.3f\", float power = 1.0f);\n    IMGUI_API bool          SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f);\n    IMGUI_API bool          SliderInt(const char* label, int* v, int v_min, int v_max, const char* display_format = \"%.0f\");\n    IMGUI_API bool          SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* display_format = \"%.0f\");\n    IMGUI_API bool          SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* display_format = \"%.0f\");\n    IMGUI_API bool          SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* display_format = \"%.0f\");\n    IMGUI_API bool          VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* display_format = \"%.3f\", float power = 1.0f);\n    IMGUI_API bool          VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = \"%.0f\");\n\n    // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)\n    // Note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x\n    IMGUI_API bool          ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);\n    IMGUI_API bool          ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);\n    IMGUI_API bool          ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);\n    IMGUI_API bool          ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);\n    IMGUI_API bool          ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0));  // display a colored square/button, hover for details, return true when pressed.\n    IMGUI_API void          SetColorEditOptions(ImGuiColorEditFlags flags);                         // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.\n\n    // Widgets: Trees\n    IMGUI_API bool          TreeNode(const char* label);                                            // if returning 'true' the node is open and the tree id is pushed into the id stack. user is responsible for calling TreePop().\n    IMGUI_API bool          TreeNode(const char* str_id, const char* fmt, ...) IM_PRINTFARGS(2);    // read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().\n    IMGUI_API bool          TreeNode(const void* ptr_id, const char* fmt, ...) IM_PRINTFARGS(2);    // \"\n    IMGUI_API bool          TreeNodeV(const char* str_id, const char* fmt, va_list args);           // \"\n    IMGUI_API bool          TreeNodeV(const void* ptr_id, const char* fmt, va_list args);           // \"\n    IMGUI_API bool          TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);\n    IMGUI_API bool          TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_PRINTFARGS(3);\n    IMGUI_API bool          TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_PRINTFARGS(3);\n    IMGUI_API bool          TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args);\n    IMGUI_API bool          TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args);\n    IMGUI_API void          TreePush(const char* str_id = NULL);                                    // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call Push/Pop yourself for layout purpose\n    IMGUI_API void          TreePush(const void* ptr_id = NULL);                                    // \"\n    IMGUI_API void          TreePop();                                                              // ~ Unindent()+PopId()\n    IMGUI_API void          TreeAdvanceToLabelPos();                                                // advance cursor x position by GetTreeNodeToLabelSpacing()\n    IMGUI_API float         GetTreeNodeToLabelSpacing();                                            // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode\n    IMGUI_API void          SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0);               // set next TreeNode/CollapsingHeader open state.\n    IMGUI_API bool          CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0);      // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().\n    IMGUI_API bool          CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header\n\n    // Widgets: Selectable / Lists\n    IMGUI_API bool          Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0));  // size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height\n    IMGUI_API bool          Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0));\n    IMGUI_API bool          ListBox(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items = -1);\n    IMGUI_API bool          ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);\n    IMGUI_API bool          ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. make sure to call ListBoxFooter() afterwards.\n    IMGUI_API bool          ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // \"\n    IMGUI_API void          ListBoxFooter();                                                    // terminate the scrolling region\n\n    // Widgets: Value() Helpers. Output single value in \"name: value\" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)\n    IMGUI_API void          Value(const char* prefix, bool b);\n    IMGUI_API void          Value(const char* prefix, int v);\n    IMGUI_API void          Value(const char* prefix, unsigned int v);\n    IMGUI_API void          Value(const char* prefix, float v, const char* float_format = NULL);\n\n    // Tooltips\n    IMGUI_API void          SetTooltip(const char* fmt, ...) IM_PRINTFARGS(1);                  // set text tooltip under mouse-cursor, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().\n    IMGUI_API void          SetTooltipV(const char* fmt, va_list args);\n    IMGUI_API void          BeginTooltip();                                                     // begin/append a tooltip window. to create full-featured tooltip (with any kind of contents).\n    IMGUI_API void          EndTooltip();\n\n    // Menus\n    IMGUI_API bool          BeginMainMenuBar();                                                 // create and append to a full screen menu-bar. only call EndMainMenuBar() if this returns true!\n    IMGUI_API void          EndMainMenuBar();\n    IMGUI_API bool          BeginMenuBar();                                                     // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set). only call EndMenuBar() if this returns true!\n    IMGUI_API void          EndMenuBar();\n    IMGUI_API bool          BeginMenu(const char* label, bool enabled = true);                  // create a sub-menu entry. only call EndMenu() if this returns true!\n    IMGUI_API void          EndMenu();\n    IMGUI_API bool          MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true);  // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment\n    IMGUI_API bool          MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true);              // return true when activated + toggle (*p_selected) if p_selected != NULL\n\n    // Popups\n    IMGUI_API void          OpenPopup(const char* str_id);                                      // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).\n    IMGUI_API bool          BeginPopup(const char* str_id);                                     // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returned true!\n    IMGUI_API bool          BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags extra_flags = 0);               // modal dialog (block interactions behind the modal window, can't close the modal window by clicking outside)\n    IMGUI_API bool          BeginPopupContextItem(const char* str_id, int mouse_button = 1);                                        // helper to open and begin popup when clicked on last item. read comments in .cpp!\n    IMGUI_API bool          BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true);  // helper to open and begin popup when clicked on current window.\n    IMGUI_API bool          BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1);                                 // helper to open and begin popup when clicked in void (no window).\n    IMGUI_API void          EndPopup();\n    IMGUI_API bool          IsPopupOpen(const char* str_id);                                    // return true if the popup is open\n    IMGUI_API void          CloseCurrentPopup();                                                // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.\n\n    // Logging: all text output from interface is redirected to tty/file/clipboard. By default, tree nodes are automatically opened during logging.\n    IMGUI_API void          LogToTTY(int max_depth = -1);                                       // start logging to tty\n    IMGUI_API void          LogToFile(int max_depth = -1, const char* filename = NULL);         // start logging to file\n    IMGUI_API void          LogToClipboard(int max_depth = -1);                                 // start logging to OS clipboard\n    IMGUI_API void          LogFinish();                                                        // stop logging (close file, etc.)\n    IMGUI_API void          LogButtons();                                                       // helper to display buttons for logging to tty/file/clipboard\n    IMGUI_API void          LogText(const char* fmt, ...) IM_PRINTFARGS(1);                     // pass text data straight to log (without being displayed)\n\n    // Clipping\n    IMGUI_API void          PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);\n    IMGUI_API void          PopClipRect();\n\n    // Utilities\n    IMGUI_API bool          IsItemHovered();                                                    // was the last item hovered by mouse?\n    IMGUI_API bool          IsItemRectHovered();                                                // was the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this\n    IMGUI_API bool          IsItemActive();                                                     // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)\n    IMGUI_API bool          IsItemClicked(int mouse_button = 0);                                // was the last item clicked? (e.g. button/node just clicked on)\n    IMGUI_API bool          IsItemVisible();                                                    // was the last item visible? (aka not out of sight due to clipping/scrolling.)\n    IMGUI_API bool          IsAnyItemHovered();\n    IMGUI_API bool          IsAnyItemActive();\n    IMGUI_API ImVec2        GetItemRectMin();                                                   // get bounding rect of last item in screen space\n    IMGUI_API ImVec2        GetItemRectMax();                                                   // \"\n    IMGUI_API ImVec2        GetItemRectSize();                                                  // \"\n    IMGUI_API void          SetItemAllowOverlap();                                              // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.\n    IMGUI_API bool          IsWindowFocused();                                                  // is current window focused\n    IMGUI_API bool          IsWindowHovered();                                                  // is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others)\n    IMGUI_API bool          IsWindowRectHovered();                                              // is current window rectnagle hovered, disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup)\n    IMGUI_API bool          IsRootWindowFocused();                                              // is current root window focused (root = top-most parent of a child, otherwise self)\n    IMGUI_API bool          IsRootWindowOrAnyChildFocused();                                    // is current root window or any of its child (including current window) focused\n    IMGUI_API bool          IsRootWindowOrAnyChildHovered();                                    // is current root window or any of its child (including current window) hovered and hoverable (not blocked by a popup)\n    IMGUI_API bool          IsAnyWindowHovered();                                               // is mouse hovering any visible window\n    IMGUI_API bool          IsRectVisible(const ImVec2& size);                                  // test if rectangle (of given size, starting from cursor position) is visible / not clipped.\n    IMGUI_API bool          IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max);      // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.\n    IMGUI_API float         GetTime();\n    IMGUI_API int           GetFrameCount();\n    IMGUI_API const char*   GetStyleColorName(ImGuiCol idx);\n    IMGUI_API ImVec2        CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f);   // utility to find the closest point the last item bounding rectangle edge. useful to visually link items\n    IMGUI_API ImVec2        CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);\n    IMGUI_API void          CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end);    // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.\n\n    IMGUI_API bool          BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags = 0);    // helper to create a child window / scrolling region that looks like a normal widget frame\n    IMGUI_API void          EndChildFrame();\n\n    IMGUI_API ImVec4        ColorConvertU32ToFloat4(ImU32 in);\n    IMGUI_API ImU32         ColorConvertFloat4ToU32(const ImVec4& in);\n    IMGUI_API void          ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);\n    IMGUI_API void          ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);\n\n    // Inputs\n    IMGUI_API int           GetKeyIndex(ImGuiKey imgui_key);                                    // map ImGuiKey_* values into user's key index. == io.KeyMap[key]\n    IMGUI_API bool          IsKeyDown(int user_key_index);                                      // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your backend/engine stored them into KeyDown[]!\n    IMGUI_API bool          IsKeyPressed(int user_key_index, bool repeat = true);               // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate\n    IMGUI_API bool          IsKeyReleased(int user_key_index);                                  // was key released (went from Down to !Down)..\n    IMGUI_API bool          IsMouseDown(int button);                                            // is mouse button held\n    IMGUI_API bool          IsMouseClicked(int button, bool repeat = false);                    // did mouse button clicked (went from !Down to Down)\n    IMGUI_API bool          IsMouseDoubleClicked(int button);                                   // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.\n    IMGUI_API bool          IsMouseReleased(int button);                                        // did mouse button released (went from Down to !Down)\n    IMGUI_API bool          IsMouseDragging(int button = 0, float lock_threshold = -1.0f);      // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold\n    IMGUI_API bool          IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);  // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings. disregarding of consideration of focus/window ordering/blocked by a popup.\n    IMGUI_API ImVec2        GetMousePos();                                                      // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls\n    IMGUI_API ImVec2        GetMousePosOnOpeningCurrentPopup();                                 // retrieve backup of mouse positioning at the time of opening popup we have BeginPopup() into\n    IMGUI_API ImVec2        GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f);    // dragging amount since clicking. if lock_threshold < -1.0f uses io.MouseDraggingThreshold\n    IMGUI_API void          ResetMouseDragDelta(int button = 0);                                //\n    IMGUI_API ImGuiMouseCursor GetMouseCursor();                                                // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you\n    IMGUI_API void          SetMouseCursor(ImGuiMouseCursor type);                              // set desired cursor type\n    IMGUI_API void          CaptureKeyboardFromApp(bool capture = true);                        // manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application handle). e.g. force capture keyboard when your widget is being hovered.\n    IMGUI_API void          CaptureMouseFromApp(bool capture = true);                           // manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application handle).\n\n    // Helpers functions to access functions pointers in ImGui::GetIO()\n    IMGUI_API void*         MemAlloc(size_t sz);\n    IMGUI_API void          MemFree(void* ptr);\n    IMGUI_API const char*   GetClipboardText();\n    IMGUI_API void          SetClipboardText(const char* text);\n\n    // Internal context access - if you want to use multiple context, share context between modules (e.g. DLL). There is a default context created and active by default.\n    // All contexts share a same ImFontAtlas by default. If you want different font atlas, you can new() them and overwrite the GetIO().Fonts variable of an ImGui context.\n    IMGUI_API const char*   GetVersion();\n    IMGUI_API ImGuiContext* CreateContext(void* (*malloc_fn)(size_t) = NULL, void (*free_fn)(void*) = NULL);\n    IMGUI_API void          DestroyContext(ImGuiContext* ctx);\n    IMGUI_API ImGuiContext* GetCurrentContext();\n    IMGUI_API void          SetCurrentContext(ImGuiContext* ctx);\n\n    // Obsolete functions (Will be removed! Also see 'API BREAKING CHANGES' section in imgui.cpp)\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    static inline bool      IsItemHoveredRect() { return IsItemRectHovered(); }                // OBSOLETE 1.51+\n    static inline bool      IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETE 1.51+. This was partly broken. You probably wanted to use ImGui::GetIO().WantCaptureMouse instead.\n    static inline bool      IsMouseHoveringAnyWindow() { return IsAnyWindowHovered(); }        // OBSOLETE 1.51+\n    static inline bool      IsMouseHoveringWindow() { return IsWindowRectHovered(); }          // OBSOLETE 1.51+\n    static inline bool      CollapsingHeader(const char* label, const char* str_id, bool framed = true, bool default_open = false) { (void)str_id; (void)framed; ImGuiTreeNodeFlags default_open_flags = 1<<5; return CollapsingHeader(label, (default_open ? default_open_flags : 0)); } // OBSOLETE 1.49+\n    static inline ImFont*   GetWindowFont() { return GetFont(); }                              // OBSOLETE 1.48+\n    static inline float     GetWindowFontSize() { return GetFontSize(); }                      // OBSOLETE 1.48+\n    static inline void      SetScrollPosHere() { SetScrollHere(); }                            // OBSOLETE 1.42+\n    static inline bool      GetWindowCollapsed() { return ImGui::IsWindowCollapsed(); }        // OBSOLETE 1.39+\n    static inline bool      IsRectClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.39+\n#endif\n\n} // namespace ImGui\n\n// Flags for ImGui::Begin()\nenum ImGuiWindowFlags_\n{\n    // Default: 0\n    ImGuiWindowFlags_NoTitleBar             = 1 << 0,   // Disable title-bar\n    ImGuiWindowFlags_NoResize               = 1 << 1,   // Disable user resizing with the lower-right grip\n    ImGuiWindowFlags_NoMove                 = 1 << 2,   // Disable user moving the window\n    ImGuiWindowFlags_NoScrollbar            = 1 << 3,   // Disable scrollbars (window can still scroll with mouse or programatically)\n    ImGuiWindowFlags_NoScrollWithMouse      = 1 << 4,   // Disable user vertically scrolling with mouse wheel\n    ImGuiWindowFlags_NoCollapse             = 1 << 5,   // Disable user collapsing window by double-clicking on it\n    ImGuiWindowFlags_AlwaysAutoResize       = 1 << 6,   // Resize every window to its content every frame\n    ImGuiWindowFlags_ShowBorders            = 1 << 7,   // Show borders around windows and items\n    ImGuiWindowFlags_NoSavedSettings        = 1 << 8,   // Never load/save settings in .ini file\n    ImGuiWindowFlags_NoInputs               = 1 << 9,   // Disable catching mouse or keyboard inputs\n    ImGuiWindowFlags_MenuBar                = 1 << 10,  // Has a menu-bar\n    ImGuiWindowFlags_HorizontalScrollbar    = 1 << 11,  // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the \"Horizontal Scrolling\" section.\n    ImGuiWindowFlags_NoFocusOnAppearing     = 1 << 12,  // Disable taking focus when transitioning from hidden to visible state\n    ImGuiWindowFlags_NoBringToFrontOnFocus  = 1 << 13,  // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)\n    ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14,  // Always show vertical scrollbar (even if ContentSize.y < Size.y)\n    ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15,  // Always show horizontal scrollbar (even if ContentSize.x < Size.x)\n    ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16,  // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)\n    // [Internal]\n    ImGuiWindowFlags_ChildWindow            = 1 << 22,  // Don't use! For internal use by BeginChild()\n    ImGuiWindowFlags_ComboBox               = 1 << 23,  // Don't use! For internal use by ComboBox()\n    ImGuiWindowFlags_Tooltip                = 1 << 24,  // Don't use! For internal use by BeginTooltip()\n    ImGuiWindowFlags_Popup                  = 1 << 25,  // Don't use! For internal use by BeginPopup()\n    ImGuiWindowFlags_Modal                  = 1 << 26,  // Don't use! For internal use by BeginPopupModal()\n    ImGuiWindowFlags_ChildMenu              = 1 << 27   // Don't use! For internal use by BeginMenu()\n};\n\n// Flags for ImGui::InputText()\nenum ImGuiInputTextFlags_\n{\n    // Default: 0\n    ImGuiInputTextFlags_CharsDecimal        = 1 << 0,   // Allow 0123456789.+-*/\n    ImGuiInputTextFlags_CharsHexadecimal    = 1 << 1,   // Allow 0123456789ABCDEFabcdef\n    ImGuiInputTextFlags_CharsUppercase      = 1 << 2,   // Turn a..z into A..Z\n    ImGuiInputTextFlags_CharsNoBlank        = 1 << 3,   // Filter out spaces, tabs\n    ImGuiInputTextFlags_AutoSelectAll       = 1 << 4,   // Select entire text when first taking mouse focus\n    ImGuiInputTextFlags_EnterReturnsTrue    = 1 << 5,   // Return 'true' when Enter is pressed (as opposed to when the value was modified)\n    ImGuiInputTextFlags_CallbackCompletion  = 1 << 6,   // Call user function on pressing TAB (for completion handling)\n    ImGuiInputTextFlags_CallbackHistory     = 1 << 7,   // Call user function on pressing Up/Down arrows (for history handling)\n    ImGuiInputTextFlags_CallbackAlways      = 1 << 8,   // Call user function every time. User code may query cursor position, modify text buffer.\n    ImGuiInputTextFlags_CallbackCharFilter  = 1 << 9,   // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character.\n    ImGuiInputTextFlags_AllowTabInput       = 1 << 10,  // Pressing TAB input a '\\t' character into the text field\n    ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11,  // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).\n    ImGuiInputTextFlags_NoHorizontalScroll  = 1 << 12,  // Disable following the cursor horizontally\n    ImGuiInputTextFlags_AlwaysInsertMode    = 1 << 13,  // Insert mode\n    ImGuiInputTextFlags_ReadOnly            = 1 << 14,  // Read-only mode\n    ImGuiInputTextFlags_Password            = 1 << 15,  // Password mode, display all characters as '*'\n    // [Internal]\n    ImGuiInputTextFlags_Multiline           = 1 << 20   // For internal use by InputTextMultiline()\n};\n\n// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()\nenum ImGuiTreeNodeFlags_\n{\n    ImGuiTreeNodeFlags_Selected             = 1 << 0,   // Draw as selected\n    ImGuiTreeNodeFlags_Framed               = 1 << 1,   // Full colored frame (e.g. for CollapsingHeader)\n    ImGuiTreeNodeFlags_AllowOverlapMode     = 1 << 2,   // Hit testing to allow subsequent widgets to overlap this one\n    ImGuiTreeNodeFlags_NoTreePushOnOpen     = 1 << 3,   // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack\n    ImGuiTreeNodeFlags_NoAutoOpenOnLog      = 1 << 4,   // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)\n    ImGuiTreeNodeFlags_DefaultOpen          = 1 << 5,   // Default node to be open\n    ImGuiTreeNodeFlags_OpenOnDoubleClick    = 1 << 6,   // Need double-click to open node\n    ImGuiTreeNodeFlags_OpenOnArrow          = 1 << 7,   // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.\n    ImGuiTreeNodeFlags_Leaf                 = 1 << 8,   // No collapsing, no arrow (use as a convenience for leaf nodes). \n    ImGuiTreeNodeFlags_Bullet               = 1 << 9,   // Display a bullet instead of arrow\n    //ImGuITreeNodeFlags_SpanAllAvailWidth  = 1 << 10,  // FIXME: TODO: Extend hit box horizontally even if not framed\n    //ImGuiTreeNodeFlags_NoScrollOnOpen     = 1 << 11,  // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible\n    ImGuiTreeNodeFlags_CollapsingHeader     = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoAutoOpenOnLog\n};\n\n// Flags for ImGui::Selectable()\nenum ImGuiSelectableFlags_\n{\n    // Default: 0\n    ImGuiSelectableFlags_DontClosePopups    = 1 << 0,   // Clicking this don't close parent popup window\n    ImGuiSelectableFlags_SpanAllColumns     = 1 << 1,   // Selectable frame can span all columns (text will still fit in current column)\n    ImGuiSelectableFlags_AllowDoubleClick   = 1 << 2    // Generate press events on double clicks too\n};\n\n// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array\nenum ImGuiKey_\n{\n    ImGuiKey_Tab,       // for tabbing through fields\n    ImGuiKey_LeftArrow, // for text edit\n    ImGuiKey_RightArrow,// for text edit\n    ImGuiKey_UpArrow,   // for text edit\n    ImGuiKey_DownArrow, // for text edit\n    ImGuiKey_PageUp,\n    ImGuiKey_PageDown,\n    ImGuiKey_Home,      // for text edit\n    ImGuiKey_End,       // for text edit\n    ImGuiKey_Delete,    // for text edit\n    ImGuiKey_Backspace, // for text edit\n    ImGuiKey_Enter,     // for text edit\n    ImGuiKey_Escape,    // for text edit\n    ImGuiKey_A,         // for text edit CTRL+A: select all\n    ImGuiKey_C,         // for text edit CTRL+C: copy\n    ImGuiKey_V,         // for text edit CTRL+V: paste\n    ImGuiKey_X,         // for text edit CTRL+X: cut\n    ImGuiKey_Y,         // for text edit CTRL+Y: redo\n    ImGuiKey_Z,         // for text edit CTRL+Z: undo\n    ImGuiKey_COUNT\n};\n\n// Enumeration for PushStyleColor() / PopStyleColor()\nenum ImGuiCol_\n{\n    ImGuiCol_Text,\n    ImGuiCol_TextDisabled,\n    ImGuiCol_WindowBg,              // Background of normal windows\n    ImGuiCol_ChildWindowBg,         // Background of child windows\n    ImGuiCol_PopupBg,               // Background of popups, menus, tooltips windows\n    ImGuiCol_Border,\n    ImGuiCol_BorderShadow,\n    ImGuiCol_FrameBg,               // Background of checkbox, radio button, plot, slider, text input\n    ImGuiCol_FrameBgHovered,\n    ImGuiCol_FrameBgActive,\n    ImGuiCol_TitleBg,\n    ImGuiCol_TitleBgCollapsed,\n    ImGuiCol_TitleBgActive,\n    ImGuiCol_MenuBarBg,\n    ImGuiCol_ScrollbarBg,\n    ImGuiCol_ScrollbarGrab,\n    ImGuiCol_ScrollbarGrabHovered,\n    ImGuiCol_ScrollbarGrabActive,\n    ImGuiCol_ComboBg,\n    ImGuiCol_CheckMark,\n    ImGuiCol_SliderGrab,\n    ImGuiCol_SliderGrabActive,\n    ImGuiCol_Button,\n    ImGuiCol_ButtonHovered,\n    ImGuiCol_ButtonActive,\n    ImGuiCol_Header,\n    ImGuiCol_HeaderHovered,\n    ImGuiCol_HeaderActive,\n    ImGuiCol_Separator,\n    ImGuiCol_SeparatorHovered,\n    ImGuiCol_SeparatorActive,\n    ImGuiCol_ResizeGrip,\n    ImGuiCol_ResizeGripHovered,\n    ImGuiCol_ResizeGripActive,\n    ImGuiCol_CloseButton,\n    ImGuiCol_CloseButtonHovered,\n    ImGuiCol_CloseButtonActive,\n    ImGuiCol_PlotLines,\n    ImGuiCol_PlotLinesHovered,\n    ImGuiCol_PlotHistogram,\n    ImGuiCol_PlotHistogramHovered,\n    ImGuiCol_TextSelectedBg,\n    ImGuiCol_ModalWindowDarkening,  // darken entire screen when a modal window is active\n    ImGuiCol_COUNT\n\n    // Obsolete names (will be removed)\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    , ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive\n#endif\n};\n\n// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.\n// NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/poped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly.\n// NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.\nenum ImGuiStyleVar_\n{\n    // Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions)\n    ImGuiStyleVar_Alpha,               // float     Alpha\n    ImGuiStyleVar_WindowPadding,       // ImVec2    WindowPadding\n    ImGuiStyleVar_WindowRounding,      // float     WindowRounding\n    ImGuiStyleVar_WindowMinSize,       // ImVec2    WindowMinSize\n    ImGuiStyleVar_ChildWindowRounding, // float     ChildWindowRounding\n    ImGuiStyleVar_FramePadding,        // ImVec2    FramePadding\n    ImGuiStyleVar_FrameRounding,       // float     FrameRounding\n    ImGuiStyleVar_ItemSpacing,         // ImVec2    ItemSpacing\n    ImGuiStyleVar_ItemInnerSpacing,    // ImVec2    ItemInnerSpacing\n    ImGuiStyleVar_IndentSpacing,       // float     IndentSpacing\n    ImGuiStyleVar_GrabMinSize,         // float     GrabMinSize\n    ImGuiStyleVar_ButtonTextAlign,     // ImVec2    ButtonTextAlign\n    ImGuiStyleVar_Count_\n};\n\n// Enumeration for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()\nenum ImGuiColorEditFlags_\n{\n    ImGuiColorEditFlags_NoAlpha         = 1 << 1,   //              // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer).\n    ImGuiColorEditFlags_NoPicker        = 1 << 2,   //              // ColorEdit: disable picker when clicking on colored square.\n    ImGuiColorEditFlags_NoOptions       = 1 << 3,   //              // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.\n    ImGuiColorEditFlags_NoSmallPreview  = 1 << 4,   //              // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)\n    ImGuiColorEditFlags_NoInputs        = 1 << 5,   //              // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).\n    ImGuiColorEditFlags_NoTooltip       = 1 << 6,   //              // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.\n    ImGuiColorEditFlags_NoLabel         = 1 << 7,   //              // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).\n    ImGuiColorEditFlags_NoSidePreview   = 1 << 8,   //              // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.\n    // User Options (right-click on widget to change some of them). You can set application defaults using SetColorEditOptions(). The idea is that you probably don't want to override them in most of your calls, let the user choose and/or call SetColorEditOptions() during startup.\n    ImGuiColorEditFlags_AlphaBar        = 1 << 9,   //              // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.\n    ImGuiColorEditFlags_AlphaPreview    = 1 << 10,  //              // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.\n    ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 11,  //              // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.\n    ImGuiColorEditFlags_HDR             = 1 << 12,  //              // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).\n    ImGuiColorEditFlags_RGB             = 1 << 13,  // [Inputs]     // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX.\n    ImGuiColorEditFlags_HSV             = 1 << 14,  // [Inputs]     // \"\n    ImGuiColorEditFlags_HEX             = 1 << 15,  // [Inputs]     // \"\n    ImGuiColorEditFlags_Uint8           = 1 << 16,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. \n    ImGuiColorEditFlags_Float           = 1 << 17,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.\n    ImGuiColorEditFlags_PickerHueBar    = 1 << 18,  // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value.\n    ImGuiColorEditFlags_PickerHueWheel  = 1 << 19,  // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value.\n    // Internals/Masks\n    ImGuiColorEditFlags__InputsMask     = ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_HSV|ImGuiColorEditFlags_HEX,\n    ImGuiColorEditFlags__DataTypeMask   = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float,\n    ImGuiColorEditFlags__PickerMask     = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar,\n    ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_PickerHueBar    // Change application default using SetColorEditOptions()\n};\n\n// Enumeration for GetMouseCursor()\nenum ImGuiMouseCursor_\n{\n    ImGuiMouseCursor_None = -1,\n    ImGuiMouseCursor_Arrow = 0,\n    ImGuiMouseCursor_TextInput,         // When hovering over InputText, etc.\n    ImGuiMouseCursor_Move,              // Unused\n    ImGuiMouseCursor_ResizeNS,          // Unused\n    ImGuiMouseCursor_ResizeEW,          // When hovering over a column\n    ImGuiMouseCursor_ResizeNESW,        // Unused\n    ImGuiMouseCursor_ResizeNWSE,        // When hovering over the bottom-right corner of a window\n    ImGuiMouseCursor_Count_\n};\n\n// Condition flags for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions\n// All those functions treat 0 as a shortcut to ImGuiCond_Always\nenum ImGuiCond_\n{\n    ImGuiCond_Always        = 1 << 0, // Set the variable\n    ImGuiCond_Once          = 1 << 1, // Set the variable once per runtime session (only the first call with succeed)\n    ImGuiCond_FirstUseEver  = 1 << 2, // Set the variable if the window has no saved data (if doesn't exist in the .ini file)\n    ImGuiCond_Appearing     = 1 << 3  // Set the variable if the window is appearing after being hidden/inactive (or the first time)\n\n    // Obsolete names (will be removed)\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    , ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing\n#endif\n};\n\nstruct ImGuiStyle\n{\n    float       Alpha;                      // Global alpha applies to everything in ImGui\n    ImVec2      WindowPadding;              // Padding within a window\n    ImVec2      WindowMinSize;              // Minimum window size\n    float       WindowRounding;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows\n    ImVec2      WindowTitleAlign;           // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.\n    float       ChildWindowRounding;        // Radius of child window corners rounding. Set to 0.0f to have rectangular windows\n    ImVec2      FramePadding;               // Padding within a framed rectangle (used by most widgets)\n    float       FrameRounding;              // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).\n    ImVec2      ItemSpacing;                // Horizontal and vertical spacing between widgets/lines\n    ImVec2      ItemInnerSpacing;           // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)\n    ImVec2      TouchExtraPadding;          // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!\n    float       IndentSpacing;              // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).\n    float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns\n    float       ScrollbarSize;              // Width of the vertical scrollbar, Height of the horizontal scrollbar\n    float       ScrollbarRounding;          // Radius of grab corners for scrollbar\n    float       GrabMinSize;                // Minimum width/height of a grab box for slider/scrollbar.\n    float       GrabRounding;               // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.\n    ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.\n    ImVec2      DisplayWindowPadding;       // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.\n    ImVec2      DisplaySafeAreaPadding;     // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.\n    bool        AntiAliasedLines;           // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.\n    bool        AntiAliasedShapes;          // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)\n    float       CurveTessellationTol;       // Tessellation tolerance. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.\n    ImVec4      Colors[ImGuiCol_COUNT];\n\n    IMGUI_API ImGuiStyle();\n};\n\n// This is where your app communicate with ImGui. Access via ImGui::GetIO().\n// Read 'Programmer guide' section in .cpp file for general usage.\nstruct ImGuiIO\n{\n    //------------------------------------------------------------------\n    // Settings (fill once)                 // Default value:\n    //------------------------------------------------------------------\n\n    ImVec2        DisplaySize;              // <unset>              // Display size, in pixels. For clamping windows positions.\n    float         DeltaTime;                // = 1.0f/60.0f         // Time elapsed since last frame, in seconds.\n    float         IniSavingRate;            // = 5.0f               // Maximum time between saving positions/sizes to .ini file, in seconds.\n    const char*   IniFilename;              // = \"imgui.ini\"        // Path to .ini file. NULL to disable .ini saving.\n    const char*   LogFilename;              // = \"imgui_log.txt\"    // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).\n    float         MouseDoubleClickTime;     // = 0.30f              // Time for a double-click, in seconds.\n    float         MouseDoubleClickMaxDist;  // = 6.0f               // Distance threshold to stay in to validate a double-click, in pixels.\n    float         MouseDragThreshold;       // = 6.0f               // Distance threshold before considering we are dragging\n    int           KeyMap[ImGuiKey_COUNT];   // <unset>              // Map of indices into the KeysDown[512] entries array\n    float         KeyRepeatDelay;           // = 0.250f             // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).\n    float         KeyRepeatRate;            // = 0.020f             // When holding a key/button, rate at which it repeats, in seconds.\n    void*         UserData;                 // = NULL               // Store your own data for retrieval by callbacks.\n\n    ImFontAtlas*  Fonts;                    // <auto>               // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.\n    float         FontGlobalScale;          // = 1.0f               // Global scale all fonts\n    bool          FontAllowUserScaling;     // = false              // Allow user scaling text of individual window with CTRL+Wheel.\n    ImFont*       FontDefault;              // = NULL               // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].\n    ImVec2        DisplayFramebufferScale;  // = (1.0f,1.0f)        // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.\n    ImVec2        DisplayVisibleMin;        // <unset> (0.0f,0.0f)  // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.\n    ImVec2        DisplayVisibleMax;        // <unset> (0.0f,0.0f)  // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize\n\n    // Advanced/subtle behaviors\n    bool          OSXBehaviors;             // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl\n\n    //------------------------------------------------------------------\n    // Settings (User Functions)\n    //------------------------------------------------------------------\n\n    // Rendering function, will be called in Render().\n    // Alternatively you can keep this to NULL and call GetDrawData() after Render() to get the same pointer.\n    // See example applications if you are unsure of how to implement this.\n    void        (*RenderDrawListsFn)(ImDrawData* data);\n\n    // Optional: access OS clipboard\n    // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)\n    const char* (*GetClipboardTextFn)(void* user_data);\n    void        (*SetClipboardTextFn)(void* user_data, const char* text);\n    void*       ClipboardUserData;\n\n    // Optional: override memory allocations. MemFreeFn() may be called with a NULL pointer.\n    // (default to posix malloc/free)\n    void*       (*MemAllocFn)(size_t sz);\n    void        (*MemFreeFn)(void* ptr);\n\n    // Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows)\n    // (default to use native imm32 api on Windows)\n    void        (*ImeSetInputScreenPosFn)(int x, int y);\n    void*       ImeWindowHandle;            // (Windows) Set this to your HWND to get automatic IME cursor positioning.\n\n    //------------------------------------------------------------------\n    // Input - Fill before calling NewFrame()\n    //------------------------------------------------------------------\n\n    ImVec2      MousePos;                   // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)\n    bool        MouseDown[5];               // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.\n    float       MouseWheel;                 // Mouse wheel: 1 unit scrolls about 5 lines text.\n    bool        MouseDrawCursor;            // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).\n    bool        KeyCtrl;                    // Keyboard modifier pressed: Control\n    bool        KeyShift;                   // Keyboard modifier pressed: Shift\n    bool        KeyAlt;                     // Keyboard modifier pressed: Alt\n    bool        KeySuper;                   // Keyboard modifier pressed: Cmd/Super/Windows\n    bool        KeysDown[512];              // Keyboard keys that are pressed (in whatever storage order you naturally have access to keyboard data)\n    ImWchar     InputCharacters[16+1];      // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.\n\n    // Functions\n    IMGUI_API void AddInputCharacter(ImWchar c);                        // Add new character into InputCharacters[]\n    IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars);      // Add new characters into InputCharacters[] from an UTF-8 string\n    inline void    ClearInputCharacters() { InputCharacters[0] = 0; }   // Clear the text input buffer manually\n\n    //------------------------------------------------------------------\n    // Output - Retrieve after calling NewFrame()\n    //------------------------------------------------------------------\n\n    bool        WantCaptureMouse;           // Mouse is hovering a window or widget is active (= ImGui will use your mouse input). Use to hide mouse from the rest of your application\n    bool        WantCaptureKeyboard;        // Widget is active (= ImGui will use your keyboard input). Use to hide keyboard from the rest of your application\n    bool        WantTextInput;              // Some text input widget is active, which will read input characters from the InputCharacters array. Use to activate on screen keyboard if your system needs one\n    float       Framerate;                  // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames\n    int         MetricsAllocs;              // Number of active memory allocations\n    int         MetricsRenderVertices;      // Vertices output during last call to Render()\n    int         MetricsRenderIndices;       // Indices output during last call to Render() = number of triangles * 3\n    int         MetricsActiveWindows;       // Number of visible root windows (exclude child windows)\n    ImVec2      MouseDelta;                 // Mouse delta. Note that this is zero if either current or previous position are negative, so a disappearing/reappearing mouse won't have a huge delta for one frame.\n\n    //------------------------------------------------------------------\n    // [Private] ImGui will maintain those fields. Forward compatibility not guaranteed!\n    //------------------------------------------------------------------\n\n    ImVec2      MousePosPrev;               // Previous mouse position temporary storage (nb: not for public use, set to MousePos in NewFrame())\n    bool        MouseClicked[5];            // Mouse button went from !Down to Down\n    ImVec2      MouseClickedPos[5];         // Position at time of clicking\n    float       MouseClickedTime[5];        // Time of last click (used to figure out double-click)\n    bool        MouseDoubleClicked[5];      // Has mouse button been double-clicked?\n    bool        MouseReleased[5];           // Mouse button went from Down to !Down\n    bool        MouseDownOwned[5];          // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.\n    float       MouseDownDuration[5];       // Duration the mouse button has been down (0.0f == just clicked)\n    float       MouseDownDurationPrev[5];   // Previous time the mouse button has been down\n    float       MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the click point\n    float       KeysDownDuration[512];      // Duration the keyboard key has been down (0.0f == just pressed)\n    float       KeysDownDurationPrev[512];  // Previous duration the key has been down\n\n    IMGUI_API   ImGuiIO();\n};\n\n//-----------------------------------------------------------------------------\n// Helpers\n//-----------------------------------------------------------------------------\n\n// Lightweight std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).\n// Our implementation does NOT call c++ constructors because we don't use them in ImGui. Don't use this class as a straight std::vector replacement in your code!\ntemplate<typename T>\nclass ImVector\n{\npublic:\n    int                         Size;\n    int                         Capacity;\n    T*                          Data;\n\n    typedef T                   value_type;\n    typedef value_type*         iterator;\n    typedef const value_type*   const_iterator;\n\n    ImVector()                  { Size = Capacity = 0; Data = NULL; }\n    ~ImVector()                 { if (Data) ImGui::MemFree(Data); }\n\n    inline bool                 empty() const                   { return Size == 0; }\n    inline int                  size() const                    { return Size; }\n    inline int                  capacity() const                { return Capacity; }\n\n    inline value_type&          operator[](int i)               { IM_ASSERT(i < Size); return Data[i]; }\n    inline const value_type&    operator[](int i) const         { IM_ASSERT(i < Size); return Data[i]; }\n\n    inline void                 clear()                         { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }\n    inline iterator             begin()                         { return Data; }\n    inline const_iterator       begin() const                   { return Data; }\n    inline iterator             end()                           { return Data + Size; }\n    inline const_iterator       end() const                     { return Data + Size; }\n    inline value_type&          front()                         { IM_ASSERT(Size > 0); return Data[0]; }\n    inline const value_type&    front() const                   { IM_ASSERT(Size > 0); return Data[0]; }\n    inline value_type&          back()                          { IM_ASSERT(Size > 0); return Data[Size-1]; }\n    inline const value_type&    back() const                    { IM_ASSERT(Size > 0); return Data[Size-1]; }\n    inline void                 swap(ImVector<T>& rhs)          { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }\n\n    inline int                  _grow_capacity(int size) const  { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > size ? new_capacity : size; }\n\n    inline void                 resize(int new_size)            { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }\n    inline void                 reserve(int new_capacity)\n    {\n        if (new_capacity <= Capacity) return;\n        T* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type));\n        if (Data)\n            memcpy(new_data, Data, (size_t)Size * sizeof(value_type));\n        ImGui::MemFree(Data);\n        Data = new_data;\n        Capacity = new_capacity;\n    }\n\n    inline void                 push_back(const value_type& v)  { if (Size == Capacity) reserve(_grow_capacity(Size+1)); Data[Size++] = v; }\n    inline void                 pop_back()                      { IM_ASSERT(Size > 0); Size--; }\n\n    inline iterator             erase(const_iterator it)        { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; }\n    inline iterator             insert(const_iterator it, const value_type& v)  { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; }\n};\n\n// Helper: execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.\n// Usage:\n//   static ImGuiOnceUponAFrame oaf;\n//   if (oaf)\n//       ImGui::Text(\"This will be called only once per frame\");\nstruct ImGuiOnceUponAFrame\n{\n    ImGuiOnceUponAFrame() { RefFrame = -1; }\n    mutable int RefFrame;\n    operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }\n};\n\n// Helper macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS    // Will obsolete\n#define IMGUI_ONCE_UPON_A_FRAME     static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf)\n#endif\n\n// Helper: Parse and apply text filters. In format \"aaaaa[,bbbb][,ccccc]\"\nstruct ImGuiTextFilter\n{\n    struct TextRange\n    {\n        const char* b;\n        const char* e;\n\n        TextRange() { b = e = NULL; }\n        TextRange(const char* _b, const char* _e) { b = _b; e = _e; }\n        const char* begin() const { return b; }\n        const char* end() const { return e; }\n        bool empty() const { return b == e; }\n        char front() const { return *b; }\n        static bool is_blank(char c) { return c == ' ' || c == '\\t'; }\n        void trim_blanks() { while (b < e && is_blank(*b)) b++; while (e > b && is_blank(*(e-1))) e--; }\n        IMGUI_API void split(char separator, ImVector<TextRange>& out);\n    };\n\n    char                InputBuf[256];\n    ImVector<TextRange> Filters;\n    int                 CountGrep;\n\n    IMGUI_API           ImGuiTextFilter(const char* default_filter = \"\");\n                        ~ImGuiTextFilter() {}\n    void                Clear() { InputBuf[0] = 0; Build(); }\n    IMGUI_API bool      Draw(const char* label = \"Filter (inc,-exc)\", float width = 0.0f);    // Helper calling InputText+Build\n    IMGUI_API bool      PassFilter(const char* text, const char* text_end = NULL) const;\n    bool                IsActive() const { return !Filters.empty(); }\n    IMGUI_API void      Build();\n};\n\n// Helper: Text buffer for logging/accumulating text\nstruct ImGuiTextBuffer\n{\n    ImVector<char>      Buf;\n\n    ImGuiTextBuffer()   { Buf.push_back(0); }\n    inline char         operator[](int i) { return Buf.Data[i]; }\n    const char*         begin() const { return &Buf.front(); }\n    const char*         end() const { return &Buf.back(); }      // Buf is zero-terminated, so end() will point on the zero-terminator\n    int                 size() const { return Buf.Size - 1; }\n    bool                empty() { return Buf.Size <= 1; }\n    void                clear() { Buf.clear(); Buf.push_back(0); }\n    const char*         c_str() const { return Buf.Data; }\n    IMGUI_API void      append(const char* fmt, ...) IM_PRINTFARGS(2);\n    IMGUI_API void      appendv(const char* fmt, va_list args);\n};\n\n// Helper: Simple Key->value storage\n// Typically you don't have to worry about this since a storage is held within each Window.\n// We use it to e.g. store collapse state for a tree (Int 0/1), store color edit options. \n// This is optimized for efficient reading (dichotomy into a contiguous buffer), rare writing (typically tied to user interactions)\n// You can use it as custom user storage for temporary values. Declare your own storage if, for example:\n// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).\n// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)\n// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.\nstruct ImGuiStorage\n{\n    struct Pair\n    {\n        ImGuiID key;\n        union { int val_i; float val_f; void* val_p; };\n        Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }\n        Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }\n        Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }\n    };\n    ImVector<Pair>      Data;\n\n    // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)\n    // - Set***() functions find pair, insertion on demand if missing.\n    // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.\n    IMGUI_API void      Clear();\n    IMGUI_API int       GetInt(ImGuiID key, int default_val = 0) const;\n    IMGUI_API void      SetInt(ImGuiID key, int val);\n    IMGUI_API bool      GetBool(ImGuiID key, bool default_val = false) const;\n    IMGUI_API void      SetBool(ImGuiID key, bool val);\n    IMGUI_API float     GetFloat(ImGuiID key, float default_val = 0.0f) const;\n    IMGUI_API void      SetFloat(ImGuiID key, float val);\n    IMGUI_API void*     GetVoidPtr(ImGuiID key) const; // default_val is NULL\n    IMGUI_API void      SetVoidPtr(ImGuiID key, void* val);\n\n    // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.\n    // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.\n    // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)\n    //      float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat(\"var\", pvar, 0, 100.0f); some_var += *pvar;\n    IMGUI_API int*      GetIntRef(ImGuiID key, int default_val = 0);\n    IMGUI_API bool*     GetBoolRef(ImGuiID key, bool default_val = false);\n    IMGUI_API float*    GetFloatRef(ImGuiID key, float default_val = 0.0f);\n    IMGUI_API void**    GetVoidPtrRef(ImGuiID key, void* default_val = NULL);\n\n    // Use on your own storage if you know only integer are being stored (open/close all tree nodes)\n    IMGUI_API void      SetAllInt(int val);\n};\n\n// Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used and the corresponding callback is triggered.\nstruct ImGuiTextEditCallbackData\n{\n    ImGuiInputTextFlags EventFlag;      // One of ImGuiInputTextFlags_Callback* // Read-only\n    ImGuiInputTextFlags Flags;          // What user passed to InputText()      // Read-only\n    void*               UserData;       // What user passed to InputText()      // Read-only\n    bool                ReadOnly;       // Read-only mode                       // Read-only\n\n    // CharFilter event:\n    ImWchar             EventChar;      // Character input                      // Read-write (replace character or set to zero)\n\n    // Completion,History,Always events:\n    // If you modify the buffer contents make sure you update 'BufTextLen' and set 'BufDirty' to true.\n    ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)            // Read-only\n    char*               Buf;            // Current text buffer                  // Read-write (pointed data only, can't replace the actual pointer)\n    int                 BufTextLen;     // Current text length in bytes         // Read-write\n    int                 BufSize;        // Maximum text length in bytes         // Read-only\n    bool                BufDirty;       // Set if you modify Buf/BufTextLen!!   // Write\n    int                 CursorPos;      //                                      // Read-write\n    int                 SelectionStart; //                                      // Read-write (== to SelectionEnd when no selection)\n    int                 SelectionEnd;   //                                      // Read-write\n\n    // NB: Helper functions for text manipulation. Calling those function loses selection.\n    IMGUI_API void    DeleteChars(int pos, int bytes_count);\n    IMGUI_API void    InsertChars(int pos, const char* text, const char* text_end = NULL);\n    bool    HasSelection() const { return SelectionStart != SelectionEnd; }\n};\n\n// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().\n// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.\nstruct ImGuiSizeConstraintCallbackData\n{\n    void*   UserData;       // Read-only.   What user passed to SetNextWindowSizeConstraints()\n    ImVec2  Pos;            // Read-only.    Window position, for reference.\n    ImVec2  CurrentSize;    // Read-only.    Current window size.\n    ImVec2  DesiredSize;    // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.\n};\n\n// Helpers macros to generate 32-bits encoded colors\n#ifdef IMGUI_USE_BGRA_PACKED_COLOR\n#define IM_COL32_R_SHIFT    16\n#define IM_COL32_G_SHIFT    8\n#define IM_COL32_B_SHIFT    0\n#define IM_COL32_A_SHIFT    24\n#define IM_COL32_A_MASK     0xFF000000\n#else\n#define IM_COL32_R_SHIFT    0\n#define IM_COL32_G_SHIFT    8\n#define IM_COL32_B_SHIFT    16\n#define IM_COL32_A_SHIFT    24\n#define IM_COL32_A_MASK     0xFF000000\n#endif\n#define IM_COL32(R,G,B,A)    (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))\n#define IM_COL32_WHITE       IM_COL32(255,255,255,255)  // Opaque white = 0xFFFFFFFF\n#define IM_COL32_BLACK       IM_COL32(0,0,0,255)        // Opaque black\n#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0)          // Transparent black = 0x00000000\n\n// ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)\n// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.\n// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.\n// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.\nstruct ImColor\n{\n    ImVec4              Value;\n\n    ImColor()                                                       { Value.x = Value.y = Value.z = Value.w = 0.0f; }\n    ImColor(int r, int g, int b, int a = 255)                       { float sc = 1.0f/255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }\n    ImColor(ImU32 rgba)                                             { float sc = 1.0f/255.0f; Value.x = (float)((rgba>>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * sc; }\n    ImColor(float r, float g, float b, float a = 1.0f)              { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }\n    ImColor(const ImVec4& col)                                      { Value = col; }\n    inline operator ImU32() const                                   { return ImGui::ColorConvertFloat4ToU32(Value); }\n    inline operator ImVec4() const                                  { return Value; }\n\n    // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.\n    inline void    SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; }\n    static ImColor HSV(float h, float s, float v, float a = 1.0f)   { float r,g,b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r,g,b,a); }\n};\n\n// Helper: Manually clip large list of items.\n// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.\n// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. \n// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.\n// Usage:\n//     ImGuiListClipper clipper(1000);  // we have 1000 elements, evenly spaced.\n//     while (clipper.Step())\n//         for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)\n//             ImGui::Text(\"line number %d\", i);\n// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).\n// - 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.\n// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)\n// - 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.\nstruct ImGuiListClipper\n{\n    float   StartPosY;\n    float   ItemsHeight;\n    int     ItemsCount, StepNo, DisplayStart, DisplayEnd;\n\n    // items_count:  Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).\n    // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetItemsLineHeightWithSpacing().\n    // If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().\n    ImGuiListClipper(int items_count = -1, float items_height = -1.0f)  { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).\n    ~ImGuiListClipper()                                                 { IM_ASSERT(ItemsCount == -1); }      // Assert if user forgot to call End() or Step() until false.\n\n    IMGUI_API bool Step();                                              // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.\n    IMGUI_API void Begin(int items_count, float items_height = -1.0f);  // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.\n    IMGUI_API void End();                                               // Automatically called on the last call of Step() that returns false.\n};\n\n//-----------------------------------------------------------------------------\n// Draw List\n// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.\n//-----------------------------------------------------------------------------\n\n// Draw callbacks for advanced uses.\n// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)\n// Draw callback may be useful for example, A) Change your GPU render state, B) render a complex 3D scene inside a UI element (without an intermediate texture/render target), etc.\n// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) cmd.UserCallback(parent_list, cmd); else RenderTriangles()'\ntypedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);\n\n// Typically, 1 command = 1 gpu draw call (unless command is a callback)\nstruct ImDrawCmd\n{\n    unsigned int    ElemCount;              // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].\n    ImVec4          ClipRect;               // Clipping rectangle (x1, y1, x2, y2)\n    ImTextureID     TextureId;              // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.\n    ImDrawCallback  UserCallback;           // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.\n    void*           UserCallbackData;       // The draw callback code can access this.\n\n    ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = -8192.0f; ClipRect.z = ClipRect.w = +8192.0f; TextureId = NULL; UserCallback = NULL; UserCallbackData = NULL; }\n};\n\n// Vertex index (override with '#define ImDrawIdx unsigned int' inside in imconfig.h)\n#ifndef ImDrawIdx\ntypedef unsigned short ImDrawIdx;\n#endif\n\n// Vertex layout\n#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT\nstruct ImDrawVert\n{\n    ImVec2  pos;\n    ImVec2  uv;\n    ImU32   col;\n};\n#else\n// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h\n// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.\n// The type has to be described within the macro (you can either declare the struct or use a typedef)\n// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. \nIMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;\n#endif\n\n// Draw channels are used by the Columns API to \"split\" the render list into different channels while building, so items of each column can be batched together.\n// You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered.\nstruct ImDrawChannel\n{\n    ImVector<ImDrawCmd>     CmdBuffer;\n    ImVector<ImDrawIdx>     IdxBuffer;\n};\n\n// Draw command list\n// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.\n// At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future.\n// If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.\n// You can interleave normal ImGui:: calls and adding primitives to the current draw list.\n// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), however you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)\n// Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions).\nstruct ImDrawList\n{\n    // This is what you have to render\n    ImVector<ImDrawCmd>     CmdBuffer;          // Commands. Typically 1 command = 1 GPU draw call.\n    ImVector<ImDrawIdx>     IdxBuffer;          // Index buffer. Each command consume ImDrawCmd::ElemCount of those\n    ImVector<ImDrawVert>    VtxBuffer;          // Vertex buffer.\n\n    // [Internal, used while building lists]\n    const char*             _OwnerName;         // Pointer to owner window's name for debugging\n    unsigned int            _VtxCurrentIdx;     // [Internal] == VtxBuffer.Size\n    ImDrawVert*             _VtxWritePtr;       // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)\n    ImDrawIdx*              _IdxWritePtr;       // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)\n    ImVector<ImVec4>        _ClipRectStack;     // [Internal]\n    ImVector<ImTextureID>   _TextureIdStack;    // [Internal]\n    ImVector<ImVec2>        _Path;              // [Internal] current path building\n    int                     _ChannelsCurrent;   // [Internal] current channel number (0)\n    int                     _ChannelsCount;     // [Internal] number of active channels (1+)\n    ImVector<ImDrawChannel> _Channels;          // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)\n\n    ImDrawList()  { _OwnerName = NULL; Clear(); }\n    ~ImDrawList() { ClearFreeMemory(); }\n    IMGUI_API void  PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false);  // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)\n    IMGUI_API void  PushClipRectFullScreen();\n    IMGUI_API void  PopClipRect();\n    IMGUI_API void  PushTextureID(const ImTextureID& texture_id);\n    IMGUI_API void  PopTextureID();\n    inline ImVec2   GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }\n    inline ImVec2   GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }\n\n    // Primitives\n    IMGUI_API void  AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);\n    IMGUI_API void  AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ~0, float thickness = 1.0f);   // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round\n    IMGUI_API void  AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ~0);                     // a: upper-left, b: lower-right\n    IMGUI_API void  AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);\n    IMGUI_API void  AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);\n    IMGUI_API void  AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);\n    IMGUI_API void  AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);\n    IMGUI_API void  AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);\n    IMGUI_API void  AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);\n    IMGUI_API void  AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);\n    IMGUI_API void  AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);\n    IMGUI_API void  AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);\n    IMGUI_API void  AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);\n    IMGUI_API void  AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);\n    IMGUI_API void  AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased);\n    IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased);\n    IMGUI_API void  AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);\n\n    // Stateful path API, add points then finish with PathFill() or PathStroke()\n    inline    void  PathClear()                                                 { _Path.resize(0); }\n    inline    void  PathLineTo(const ImVec2& pos)                               { _Path.push_back(pos); }\n    inline    void  PathLineToMergeDuplicate(const ImVec2& pos)                 { if (_Path.Size == 0 || memcmp(&_Path[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }\n    inline    void  PathFillConvex(ImU32 col)                                   { AddConvexPolyFilled(_Path.Data, _Path.Size, col, true); PathClear(); }\n    inline    void  PathStroke(ImU32 col, bool closed, float thickness = 1.0f)  { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness, true); PathClear(); }\n    IMGUI_API void  PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);\n    IMGUI_API void  PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12);                                // Use precomputed angles for a 12 steps circle\n    IMGUI_API void  PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);\n    IMGUI_API void  PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ~0);   // rounding_corners_flags: 4-bits corresponding to which corner to round\n\n    // Channels\n    // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)\n    // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)\n    IMGUI_API void  ChannelsSplit(int channels_count);\n    IMGUI_API void  ChannelsMerge();\n    IMGUI_API void  ChannelsSetCurrent(int channel_index);\n\n    // Advanced\n    IMGUI_API void  AddCallback(ImDrawCallback callback, void* callback_data);  // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.\n    IMGUI_API void  AddDrawCmd();                                               // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible\n\n    // Internal helpers\n    // NB: all primitives needs to be reserved via PrimReserve() beforehand!\n    IMGUI_API void  Clear();\n    IMGUI_API void  ClearFreeMemory();\n    IMGUI_API void  PrimReserve(int idx_count, int vtx_count);\n    IMGUI_API void  PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);      // Axis aligned rectangle (composed of two triangles)\n    IMGUI_API void  PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);\n    IMGUI_API void  PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);\n    inline    void  PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }\n    inline    void  PrimWriteIdx(ImDrawIdx idx)                                 { *_IdxWritePtr = idx; _IdxWritePtr++; }\n    inline    void  PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)     { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }\n    IMGUI_API void  UpdateClipRect();\n    IMGUI_API void  UpdateTextureID();\n};\n\n// All draw data to render an ImGui frame\nstruct ImDrawData\n{\n    bool            Valid;                  // Only valid after Render() is called and before the next NewFrame() is called.\n    ImDrawList**    CmdLists;\n    int             CmdListsCount;\n    int             TotalVtxCount;          // For convenience, sum of all cmd_lists vtx_buffer.Size\n    int             TotalIdxCount;          // For convenience, sum of all cmd_lists idx_buffer.Size\n\n    // Functions\n    ImDrawData() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; }\n    IMGUI_API void DeIndexAllBuffers();               // For backward compatibility or convenience: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!\n    IMGUI_API void ScaleClipRects(const ImVec2& sc);  // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.\n};\n\nstruct ImFontConfig\n{\n    void*           FontData;                   //          // TTF/OTF data\n    int             FontDataSize;               //          // TTF/OTF data size\n    bool            FontDataOwnedByAtlas;       // true     // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). Set to true\n    int             FontNo;                     // 0        // Index of font within TTF/OTF file\n    float           SizePixels;                 //          // Size in pixels for rasterizer\n    int             OversampleH, OversampleV;   // 3, 1     // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.\n    bool            PixelSnapH;                 // false    // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.\n    ImVec2          GlyphExtraSpacing;          // 0, 0     // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.\n    ImVec2          GlyphOffset;                // 0, 0     // Offset all glyphs from this font input\n    const ImWchar*  GlyphRanges;                //          // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.\n    bool            MergeMode;                  // false    // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.\n\n    // [Internal]\n    char            Name[32];                               // Name (strictly to ease debugging)\n    ImFont*         DstFont;\n\n    IMGUI_API ImFontConfig();\n};\n\n// Load and rasterize multiple TTF/OTF fonts into a same texture.\n// Sharing a texture for multiple fonts allows us to reduce the number of draw calls during rendering.\n// We also add custom graphic data into the texture that serves for ImGui.\n//  1. (Optional) Call AddFont*** functions. If you don't call any, the default font will be loaded for you.\n//  2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.\n//  3. Upload the pixels data into a texture within your graphics system.\n//  4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.\n// IMPORTANT: If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the ImFont is build (when calling GetTextData*** or Build()). We only copy the pointer, not the data.\nstruct ImFontAtlas\n{\n    IMGUI_API ImFontAtlas();\n    IMGUI_API ~ImFontAtlas();\n    IMGUI_API ImFont*           AddFont(const ImFontConfig* font_cfg);\n    IMGUI_API ImFont*           AddFontDefault(const ImFontConfig* font_cfg = NULL);\n    IMGUI_API ImFont*           AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);\n    IMGUI_API ImFont*           AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);                                       // Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build()\n    IMGUI_API ImFont*           AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp\n    IMGUI_API ImFont*           AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);              // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 paramaeter\n    IMGUI_API void              ClearTexData();             // Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory.\n    IMGUI_API void              ClearInputData();           // Clear the input TTF data (inc sizes, glyph ranges)\n    IMGUI_API void              ClearFonts();               // Clear the ImGui-side font data (glyphs storage, UV coordinates)\n    IMGUI_API void              Clear();                    // Clear all\n\n    // Retrieve texture data\n    // User is in charge of copying the pixels into graphics memory, then call SetTextureUserID()\n    // After loading the texture into your graphic system, store your texture handle in 'TexID' (ignore if you aren't using multiple fonts nor images)\n    // RGBA32 format is provided for convenience and high compatibility, but note that all RGB pixels are white, so 75% of the memory is wasted.\n    // Pitch = Width * BytesPerPixels\n    IMGUI_API void              GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 1 byte per-pixel\n    IMGUI_API void              GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 4 bytes-per-pixel\n    void                        SetTexID(ImTextureID id)  { TexID = id; }\n\n    // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)\n    // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8\"Hello world\" syntax. See FAQ for details.\n    IMGUI_API const ImWchar*    GetGlyphRangesDefault();    // Basic Latin, Extended Latin\n    IMGUI_API const ImWchar*    GetGlyphRangesKorean();     // Default + Korean characters\n    IMGUI_API const ImWchar*    GetGlyphRangesJapanese();   // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs\n    IMGUI_API const ImWchar*    GetGlyphRangesChinese();    // Japanese + full set of about 21000 CJK Unified Ideographs\n    IMGUI_API const ImWchar*    GetGlyphRangesCyrillic();   // Default + about 400 Cyrillic characters\n    IMGUI_API const ImWchar*    GetGlyphRangesThai();       // Default + Thai characters\n\n    // Helpers to build glyph ranges from text data. Feed all your application strings/characters to it then call BuildRanges().\n    struct GlyphRangesBuilder\n    {\n        ImVector<unsigned char> UsedChars;  // Store 1-bit per Unicode code point (0=unused, 1=used)\n        GlyphRangesBuilder()                { UsedChars.resize(0x10000 / 8); memset(UsedChars.Data, 0, 0x10000 / 8); }\n        bool           GetBit(int n)        { return (UsedChars[n >> 3] & (1 << (n & 7))) != 0; }\n        void           SetBit(int n)        { UsedChars[n >> 3] |= 1 << (n & 7); }  // Set bit 'c' in the array\n        void           AddChar(ImWchar c)   { SetBit(c); }                          // Add character\n        IMGUI_API void AddText(const char* text, const char* text_end = NULL);      // Add string (each character of the UTF-8 string are added)\n        IMGUI_API void AddRanges(const ImWchar* ranges);                            // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault) to force add all of ASCII/Latin+Ext\n        IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges);                  // Output new ranges\n    };\n\n    // Members\n    // (Access texture data via GetTexData*() calls which will setup a default font for you.)\n    ImTextureID                 TexID;              // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.\n    unsigned char*              TexPixelsAlpha8;    // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight\n    unsigned int*               TexPixelsRGBA32;    // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4\n    int                         TexWidth;           // Texture width calculated during Build().\n    int                         TexHeight;          // Texture height calculated during Build().\n    int                         TexDesiredWidth;    // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.\n    int                         TexGlyphPadding;    // Padding between glyphs within texture in pixels. Defaults to 1.\n    ImVec2                      TexUvWhitePixel;    // Texture coordinates to a white pixel\n    ImVector<ImFont*>           Fonts;              // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.\n\n    // [Private] User rectangle for packing custom texture data into the atlas.\n    struct CustomRect\n    {\n        unsigned int    ID;             // Input    // User ID. <0x10000 for font mapped data (WIP/UNSUPPORTED), >=0x10000 for other texture data\n        unsigned short  Width, Height;  // Input    // Desired rectangle dimension\n        unsigned short  X, Y;           // Output   // Packed position in Atlas\n        CustomRect()            { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; }\n        bool IsPacked() const   { return X != 0xFFFF; }\n    };\n\n    // [Private] Members\n    ImVector<CustomRect>        CustomRects;        // Rectangles for packing custom texture data into the atlas.\n    ImVector<ImFontConfig>      ConfigData;         // Internal data\n    IMGUI_API bool              Build();            // Build pixels data. This is automatically for you by the GetTexData*** functions.\n    IMGUI_API int               CustomRectRegister(unsigned int id, int width, int height);\n    IMGUI_API void              CustomRectCalcUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);\n};\n\n// Font runtime data and rendering\n// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().\nstruct ImFont\n{\n    struct Glyph\n    {\n        ImWchar                 Codepoint;\n        float                   XAdvance;\n        float                   X0, Y0, X1, Y1;\n        float                   U0, V0, U1, V1;     // Texture coordinates\n    };\n\n    // Members: Hot ~62/78 bytes\n    float                       FontSize;           // <user set>   // Height of characters, set during loading (don't change after loading)\n    float                       Scale;              // = 1.f        // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()\n    ImVec2                      DisplayOffset;      // = (0.f,1.f)  // Offset font rendering by xx pixels\n    ImVector<Glyph>             Glyphs;             //              // All glyphs.\n    ImVector<float>             IndexXAdvance;      //              // Sparse. Glyphs->XAdvance in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).\n    ImVector<unsigned short>    IndexLookup;        //              // Sparse. Index glyphs by Unicode code-point.\n    const Glyph*                FallbackGlyph;      // == FindGlyph(FontFallbackChar)\n    float                       FallbackXAdvance;   // == FallbackGlyph->XAdvance\n    ImWchar                     FallbackChar;       // = '?'        // Replacement glyph if one isn't found. Only set via SetFallbackChar()\n\n    // Members: Cold ~18/26 bytes\n    short                       ConfigDataCount;    // ~ 1          // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.\n    ImFontConfig*               ConfigData;         //              // Pointer within ContainerAtlas->ConfigData\n    ImFontAtlas*                ContainerAtlas;     //              // What we has been loaded into\n    float                       Ascent, Descent;    //              // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]\n    int                         MetricsTotalSurface;//              // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)\n\n    // Methods\n    IMGUI_API ImFont();\n    IMGUI_API ~ImFont();\n    IMGUI_API void              Clear();\n    IMGUI_API void              BuildLookupTable();\n    IMGUI_API const Glyph*      FindGlyph(ImWchar c) const;\n    IMGUI_API void              SetFallbackChar(ImWchar c);\n    float                       GetCharAdvance(ImWchar c) const     { return ((int)c < IndexXAdvance.Size) ? IndexXAdvance[(int)c] : FallbackXAdvance; }\n    bool                        IsLoaded() const                    { return ContainerAtlas != NULL; }\n\n    // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.\n    // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.\n    IMGUI_API ImVec2            CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8\n    IMGUI_API const char*       CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;\n    IMGUI_API void              RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const;\n    IMGUI_API void              RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;\n\n    // Private\n    IMGUI_API void              GrowIndex(int new_size);\n    IMGUI_API void              AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.\n};\n\n#if defined(__clang__)\n#pragma clang diagnostic pop\n#endif\n\n// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)\n#ifdef IMGUI_INCLUDE_IMGUI_USER_H\n#include \"imgui_user.h\"\n#endif\n"
  },
  {
    "path": "imgui/imgui_demo.cpp",
    "content": "// dear imgui, v1.51\n// (demo code)\n\n// Message to the person tempted to delete this file when integrating ImGui into their code base:\n// Don't do it! Do NOT remove this file from your project! It is useful reference code that you and other users will want to refer to.\n// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowTestWindow().\n// During development, you can call ImGui::ShowTestWindow() in your code to learn about various features of ImGui. Have it wired in a debug menu!\n// Removing this file from your project is hindering access to documentation for everyone in your team, likely leading you to poorer usage of the library.\n// Note that you can #define IMGUI_DISABLE_TEST_WINDOWS in imconfig.h for the same effect.\n// If you want to link core ImGui in your public builds but not those test windows, #define IMGUI_DISABLE_TEST_WINDOWS in imconfig.h and those functions will be empty.\n// For any other case, if you have ImGui available you probably want this to be available for reference and execution.\n// Thank you,\n// -Your beloved friend, imgui_demo.cpp (that you won't delete)\n\n// Message to beginner C/C++ programmer about the meaning of 'static': in this demo code, we frequently we use 'static' variables inside functions. \n// We do this as a way to gather code and data in the same place, make the demo code faster to read, faster to write, and smaller. A static variable persist across calls, \n// so it is essentially like a global variable but declared inside the scope of the function.\n// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant or used in threads.\n// This may be a pattern you want to use in your code (simple is beautiful!), but most of the real data you would be editing is likely to be stored outside your function.\n\n#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)\n#define _CRT_SECURE_NO_WARNINGS\n#endif\n\n#include \"imgui.h\"\n#include <ctype.h>          // toupper, isprint\n#include <math.h>           // sqrtf, powf, cosf, sinf, floorf, ceilf\n#include <stdio.h>          // vsnprintf, sscanf, printf\n#include <stdlib.h>         // NULL, malloc, free, atoi\n#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier\n#include <stddef.h>         // intptr_t\n#else\n#include <stdint.h>         // intptr_t\n#endif\n\n#ifdef _MSC_VER\n#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen\n#define snprintf _snprintf\n#endif\n#ifdef __clang__\n#pragma clang diagnostic ignored \"-Wold-style-cast\"             // warning : use of old-style cast                              // yes, they are more terse.\n#pragma clang diagnostic ignored \"-Wdeprecated-declarations\"    // warning : 'xx' is deprecated: The POSIX name for this item.. // for strdup used in demo code (so user can copy & paste the code)\n#pragma clang diagnostic ignored \"-Wint-to-void-pointer-cast\"   // warning : cast to 'void *' from smaller integer type 'int'\n#pragma clang diagnostic ignored \"-Wformat-security\"            // warning : warning: format string is not a string literal\n#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.\n#if __has_warning(\"-Wreserved-id-macro\")\n#pragma clang diagnostic ignored \"-Wreserved-id-macro\"          // warning : macro name is a reserved identifier                //\n#endif\n#elif defined(__GNUC__)\n#pragma GCC diagnostic ignored \"-Wint-to-pointer-cast\"          // warning: cast to pointer from integer of different size\n#pragma GCC diagnostic ignored \"-Wformat-security\"              // warning : format string is not a string literal (potentially insecure)\n#pragma GCC diagnostic ignored \"-Wdouble-promotion\"             // warning: implicit conversion from 'float' to 'double' when passing argument to function\n#pragma GCC diagnostic ignored \"-Wconversion\"                   // warning: conversion to 'xxxx' from 'xxxx' may alter its value\n#if (__GNUC__ >= 6)\n#pragma GCC diagnostic ignored \"-Wmisleading-indentation\"       // warning: this 'if' clause does not guard this statement      // GCC 6.0+ only. See #883 on github.\n#endif\n#endif\n\n// Play it nice with Windows users. Notepad in 2015 still doesn't display text data with Unix-style \\n.\n#ifdef _WIN32\n#define IM_NEWLINE \"\\r\\n\"\n#else\n#define IM_NEWLINE \"\\n\"\n#endif\n\n#define IM_ARRAYSIZE(_ARR)  ((int)(sizeof(_ARR)/sizeof(*_ARR)))\n#define IM_MAX(_A,_B)       (((_A) >= (_B)) ? (_A) : (_B))\n\n//-----------------------------------------------------------------------------\n// DEMO CODE\n//-----------------------------------------------------------------------------\n\n#ifndef IMGUI_DISABLE_TEST_WINDOWS\n\nstatic void ShowExampleAppConsole(bool* p_open);\nstatic void ShowExampleAppLog(bool* p_open);\nstatic void ShowExampleAppLayout(bool* p_open);\nstatic void ShowExampleAppPropertyEditor(bool* p_open);\nstatic void ShowExampleAppLongText(bool* p_open);\nstatic void ShowExampleAppAutoResize(bool* p_open);\nstatic void ShowExampleAppConstrainedResize(bool* p_open);\nstatic void ShowExampleAppFixedOverlay(bool* p_open);\nstatic void ShowExampleAppManipulatingWindowTitle(bool* p_open);\nstatic void ShowExampleAppCustomRendering(bool* p_open);\nstatic void ShowExampleAppMainMenuBar();\nstatic void ShowExampleMenuFile();\n\nstatic void ShowHelpMarker(const char* desc)\n{\n    ImGui::TextDisabled(\"(?)\");\n    if (ImGui::IsItemHovered())\n    {\n        ImGui::BeginTooltip();\n        ImGui::PushTextWrapPos(450.0f);\n        ImGui::TextUnformatted(desc);\n        ImGui::PopTextWrapPos();\n        ImGui::EndTooltip();\n    }\n}\n\nvoid ImGui::ShowUserGuide()\n{\n    ImGui::BulletText(\"Double-click on title bar to collapse window.\");\n    ImGui::BulletText(\"Click and drag on lower right corner to resize window.\");\n    ImGui::BulletText(\"Click and drag on any empty space to move window.\");\n    ImGui::BulletText(\"Mouse Wheel to scroll.\");\n    if (ImGui::GetIO().FontAllowUserScaling)\n        ImGui::BulletText(\"CTRL+Mouse Wheel to zoom window contents.\");\n    ImGui::BulletText(\"TAB/SHIFT+TAB to cycle through keyboard editable fields.\");\n    ImGui::BulletText(\"CTRL+Click on a slider or drag box to input text.\");\n    ImGui::BulletText(\n        \"While editing text:\\n\"\n        \"- Hold SHIFT or use mouse to select text\\n\"\n        \"- CTRL+Left/Right to word jump\\n\"\n        \"- CTRL+A or double-click to select all\\n\"\n        \"- CTRL+X,CTRL+C,CTRL+V clipboard\\n\"\n        \"- CTRL+Z,CTRL+Y undo/redo\\n\"\n        \"- ESCAPE to revert\\n\"\n        \"- You can apply arithmetic operators +,*,/ on numerical values.\\n\"\n        \"  Use +- to subtract.\\n\");\n}\n\n// Demonstrate most ImGui features (big function!)\nvoid ImGui::ShowTestWindow(bool* p_open)\n{\n    // Examples apps\n    static bool show_app_main_menu_bar = false;\n    static bool show_app_console = false;\n    static bool show_app_log = false;\n    static bool show_app_layout = false;\n    static bool show_app_property_editor = false;\n    static bool show_app_long_text = false;\n    static bool show_app_auto_resize = false;\n    static bool show_app_constrained_resize = false;\n    static bool show_app_fixed_overlay = false;\n    static bool show_app_manipulating_window_title = false;\n    static bool show_app_custom_rendering = false;\n    static bool show_app_style_editor = false;\n\n    static bool show_app_metrics = false;\n    static bool show_app_about = false;\n\n    if (show_app_main_menu_bar) ShowExampleAppMainMenuBar();\n    if (show_app_console) ShowExampleAppConsole(&show_app_console);\n    if (show_app_log) ShowExampleAppLog(&show_app_log);\n    if (show_app_layout) ShowExampleAppLayout(&show_app_layout);\n    if (show_app_property_editor) ShowExampleAppPropertyEditor(&show_app_property_editor);\n    if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text);\n    if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize);\n    if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize);\n    if (show_app_fixed_overlay) ShowExampleAppFixedOverlay(&show_app_fixed_overlay);\n    if (show_app_manipulating_window_title) ShowExampleAppManipulatingWindowTitle(&show_app_manipulating_window_title);\n    if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering);\n\n    if (show_app_metrics) ImGui::ShowMetricsWindow(&show_app_metrics);\n    if (show_app_style_editor) { ImGui::Begin(\"Style Editor\", &show_app_style_editor); ImGui::ShowStyleEditor(); ImGui::End(); }\n    if (show_app_about)\n    {\n        ImGui::Begin(\"About ImGui\", &show_app_about, ImGuiWindowFlags_AlwaysAutoResize);\n        ImGui::Text(\"dear imgui, %s\", ImGui::GetVersion());\n        ImGui::Separator();\n        ImGui::Text(\"By Omar Cornut and all github contributors.\");\n        ImGui::Text(\"ImGui is licensed under the MIT License, see LICENSE for more information.\");\n        ImGui::End();\n    }\n\n    static bool no_titlebar = false;\n    static bool no_border = true;\n    static bool no_resize = false;\n    static bool no_move = false;\n    static bool no_scrollbar = false;\n    static bool no_collapse = false;\n    static bool no_menu = false;\n\n    // Demonstrate the various window flags. Typically you would just use the default.\n    ImGuiWindowFlags window_flags = 0;\n    if (no_titlebar)  window_flags |= ImGuiWindowFlags_NoTitleBar;\n    if (!no_border)   window_flags |= ImGuiWindowFlags_ShowBorders;\n    if (no_resize)    window_flags |= ImGuiWindowFlags_NoResize;\n    if (no_move)      window_flags |= ImGuiWindowFlags_NoMove;\n    if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar;\n    if (no_collapse)  window_flags |= ImGuiWindowFlags_NoCollapse;\n    if (!no_menu)     window_flags |= ImGuiWindowFlags_MenuBar;\n    ImGui::SetNextWindowSize(ImVec2(550,680), ImGuiCond_FirstUseEver);\n    if (!ImGui::Begin(\"ImGui Demo\", p_open, window_flags))\n    {\n        // Early out if the window is collapsed, as an optimization.\n        ImGui::End();\n        return;\n    }\n\n    //ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f);    // 2/3 of the space for widget and 1/3 for labels\n    ImGui::PushItemWidth(-140);                                 // Right align, keep 140 pixels for labels\n\n    ImGui::Text(\"dear imgui says hello. (%s)\", IMGUI_VERSION);\n\n    // Menu\n    if (ImGui::BeginMenuBar())\n    {\n        if (ImGui::BeginMenu(\"Menu\"))\n        {\n            ShowExampleMenuFile();\n            ImGui::EndMenu();\n        }\n        if (ImGui::BeginMenu(\"Examples\"))\n        {\n            ImGui::MenuItem(\"Main menu bar\", NULL, &show_app_main_menu_bar);\n            ImGui::MenuItem(\"Console\", NULL, &show_app_console);\n            ImGui::MenuItem(\"Log\", NULL, &show_app_log);\n            ImGui::MenuItem(\"Simple layout\", NULL, &show_app_layout);\n            ImGui::MenuItem(\"Property editor\", NULL, &show_app_property_editor);\n            ImGui::MenuItem(\"Long text display\", NULL, &show_app_long_text);\n            ImGui::MenuItem(\"Auto-resizing window\", NULL, &show_app_auto_resize);\n            ImGui::MenuItem(\"Constrained-resizing window\", NULL, &show_app_constrained_resize);\n            ImGui::MenuItem(\"Simple overlay\", NULL, &show_app_fixed_overlay);\n            ImGui::MenuItem(\"Manipulating window title\", NULL, &show_app_manipulating_window_title);\n            ImGui::MenuItem(\"Custom rendering\", NULL, &show_app_custom_rendering);\n            ImGui::EndMenu();\n        }\n        if (ImGui::BeginMenu(\"Help\"))\n        {\n            ImGui::MenuItem(\"Metrics\", NULL, &show_app_metrics);\n            ImGui::MenuItem(\"Style Editor\", NULL, &show_app_style_editor);\n            ImGui::MenuItem(\"About ImGui\", NULL, &show_app_about);\n            ImGui::EndMenu();\n        }\n        ImGui::EndMenuBar();\n    }\n\n    ImGui::Spacing();\n    if (ImGui::CollapsingHeader(\"Help\"))\n    {\n        ImGui::TextWrapped(\"This window is being created by the ShowTestWindow() function. Please refer to the code for programming reference.\\n\\nUser Guide:\");\n        ImGui::ShowUserGuide();\n    }\n\n    if (ImGui::CollapsingHeader(\"Window options\"))\n    {\n        ImGui::Checkbox(\"No titlebar\", &no_titlebar); ImGui::SameLine(150);\n        ImGui::Checkbox(\"No border\", &no_border); ImGui::SameLine(300);\n        ImGui::Checkbox(\"No resize\", &no_resize);\n        ImGui::Checkbox(\"No move\", &no_move); ImGui::SameLine(150);\n        ImGui::Checkbox(\"No scrollbar\", &no_scrollbar); ImGui::SameLine(300);\n        ImGui::Checkbox(\"No collapse\", &no_collapse);\n        ImGui::Checkbox(\"No menu\", &no_menu);\n\n        if (ImGui::TreeNode(\"Style\"))\n        {\n            ImGui::ShowStyleEditor();\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Logging\"))\n        {\n            ImGui::TextWrapped(\"The logging API redirects all text output so you can easily capture the content of a window or a block. Tree nodes can be automatically expanded. You can also call ImGui::LogText() to output directly to the log without a visual output.\");\n            ImGui::LogButtons();\n            ImGui::TreePop();\n        }\n    }\n\n    if (ImGui::CollapsingHeader(\"Widgets\"))\n    {\n\n        if (ImGui::TreeNode(\"Basic\"))\n        {\n            static int clicked = 0;\n            if (ImGui::Button(\"Button\")) \n                clicked++;\n            if (clicked & 1)\n            {\n                ImGui::SameLine();\n                ImGui::Text(\"Thanks for clicking me!\");\n            }\n\n            static bool check = true;\n            ImGui::Checkbox(\"checkbox\", &check);\n\n            static int e = 0;\n            ImGui::RadioButton(\"radio a\", &e, 0); ImGui::SameLine();\n            ImGui::RadioButton(\"radio b\", &e, 1); ImGui::SameLine();\n            ImGui::RadioButton(\"radio c\", &e, 2);\n\n            // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style.\n            for (int i = 0; i < 7; i++)\n            {\n                if (i > 0) ImGui::SameLine();\n                ImGui::PushID(i);\n                ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i/7.0f, 0.6f, 0.6f));\n                ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i/7.0f, 0.7f, 0.7f));\n                ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i/7.0f, 0.8f, 0.8f));\n                ImGui::Button(\"Click\");\n                ImGui::PopStyleColor(3);\n                ImGui::PopID();\n            }\n\n            ImGui::Text(\"Hover over me\");\n            if (ImGui::IsItemHovered())\n                ImGui::SetTooltip(\"I am a tooltip\");\n\n            ImGui::SameLine();\n            ImGui::Text(\"- or me\");\n            if (ImGui::IsItemHovered())\n            {\n                ImGui::BeginTooltip();\n                ImGui::Text(\"I am a fancy tooltip\");\n                static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };\n                ImGui::PlotLines(\"Curve\", arr, IM_ARRAYSIZE(arr));\n                ImGui::EndTooltip();\n            }\n\n            // Testing ImGuiOnceUponAFrame helper.\n            //static ImGuiOnceUponAFrame once;\n            //for (int i = 0; i < 5; i++)\n            //    if (once)\n            //        ImGui::Text(\"This will be displayed only once.\");\n\n            ImGui::Separator();\n\n            ImGui::LabelText(\"label\", \"Value\");\n\n            static int item = 1;\n            ImGui::Combo(\"combo\", &item, \"aaaa\\0bbbb\\0cccc\\0dddd\\0eeee\\0\\0\");   // Combo using values packed in a single constant string (for really quick combo)\n\n            const char* items[] = { \"AAAA\", \"BBBB\", \"CCCC\", \"DDDD\", \"EEEE\", \"FFFF\", \"GGGG\", \"HHHH\", \"IIII\", \"JJJJ\", \"KKKK\" };\n            static int item2 = -1;\n            ImGui::Combo(\"combo scroll\", &item2, items, IM_ARRAYSIZE(items));   // Combo using proper array. You can also pass a callback to retrieve array value, no need to create/copy an array just for that.\n\n            {\n                static char str0[128] = \"Hello, world!\";\n                static int i0=123;\n                static float f0=0.001f;\n                ImGui::InputText(\"input text\", str0, IM_ARRAYSIZE(str0));\n                ImGui::SameLine(); ShowHelpMarker(\"Hold SHIFT or use mouse to select text.\\n\" \"CTRL+Left/Right to word jump.\\n\" \"CTRL+A or double-click to select all.\\n\" \"CTRL+X,CTRL+C,CTRL+V clipboard.\\n\" \"CTRL+Z,CTRL+Y undo/redo.\\n\" \"ESCAPE to revert.\\n\");\n\n                ImGui::InputInt(\"input int\", &i0);\n                ImGui::SameLine(); ShowHelpMarker(\"You can apply arithmetic operators +,*,/ on numerical values.\\n  e.g. [ 100 ], input \\'*2\\', result becomes [ 200 ]\\nUse +- to subtract.\\n\");\n\n                ImGui::InputFloat(\"input float\", &f0, 0.01f, 1.0f);\n\n                static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f };\n                ImGui::InputFloat3(\"input float3\", vec4a);\n            }\n\n            {\n                static int i1=50, i2=42;\n                ImGui::DragInt(\"drag int\", &i1, 1);\n                ImGui::SameLine(); ShowHelpMarker(\"Click and drag to edit value.\\nHold SHIFT/ALT for faster/slower edit.\\nDouble-click or CTRL+click to input value.\");\n\n                ImGui::DragInt(\"drag int 0..100\", &i2, 1, 0, 100, \"%.0f%%\");\n\n                static float f1=1.00f, f2=0.0067f;\n                ImGui::DragFloat(\"drag float\", &f1, 0.005f);\n                ImGui::DragFloat(\"drag small float\", &f2, 0.0001f, 0.0f, 0.0f, \"%.06f ns\");\n            }\n\n            {\n                static int i1=0;\n                ImGui::SliderInt(\"slider int\", &i1, -1, 3);\n                ImGui::SameLine(); ShowHelpMarker(\"CTRL+click to input value.\");\n\n                static float f1=0.123f, f2=0.0f;\n                ImGui::SliderFloat(\"slider float\", &f1, 0.0f, 1.0f, \"ratio = %.3f\");\n                ImGui::SliderFloat(\"slider log float\", &f2, -10.0f, 10.0f, \"%.4f\", 3.0f);\n                static float angle = 0.0f;\n                ImGui::SliderAngle(\"slider angle\", &angle);\n            }\n\n            static float col1[3] = { 1.0f,0.0f,0.2f };\n            static float col2[4] = { 0.4f,0.7f,0.0f,0.5f };\n            ImGui::ColorEdit3(\"color 1\", col1);\n            ImGui::SameLine(); ShowHelpMarker(\"Click on the colored square to open a color picker.\\nRight-click on the colored square to show options.\\nCTRL+click on individual component to input value.\\n\");\n\n            ImGui::ColorEdit4(\"color 2\", col2);\n\n            const char* listbox_items[] = { \"Apple\", \"Banana\", \"Cherry\", \"Kiwi\", \"Mango\", \"Orange\", \"Pineapple\", \"Strawberry\", \"Watermelon\" };\n            static int listbox_item_current = 1;\n            ImGui::ListBox(\"listbox\\n(single select)\", &listbox_item_current, listbox_items, IM_ARRAYSIZE(listbox_items), 4);\n\n            //static int listbox_item_current2 = 2;\n            //ImGui::PushItemWidth(-1);\n            //ImGui::ListBox(\"##listbox2\", &listbox_item_current2, listbox_items, IM_ARRAYSIZE(listbox_items), 4);\n            //ImGui::PopItemWidth();\n\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Trees\"))\n        {\n            if (ImGui::TreeNode(\"Basic trees\"))\n            {\n                for (int i = 0; i < 5; i++)\n                    if (ImGui::TreeNode((void*)(intptr_t)i, \"Child %d\", i))\n                    {\n                        ImGui::Text(\"blah blah\");\n                        ImGui::SameLine(); \n                        if (ImGui::SmallButton(\"print\")) printf(\"Child %d pressed\", i);\n                        ImGui::TreePop();\n                    }\n                ImGui::TreePop();\n            }\n\n            if (ImGui::TreeNode(\"Advanced, with Selectable nodes\"))\n            {\n                ShowHelpMarker(\"This is a more standard looking tree with selectable nodes.\\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open.\");\n                static bool align_label_with_current_x_position = false;\n                ImGui::Checkbox(\"Align label with current X position)\", &align_label_with_current_x_position);\n                ImGui::Text(\"Hello!\");\n                if (align_label_with_current_x_position)\n                    ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());\n\n                static int selection_mask = (1 << 2); // Dumb representation of what may be user-side selection state. You may carry selection state inside or outside your objects in whatever format you see fit.\n                int node_clicked = -1;                // Temporary storage of what node we have clicked to process selection at the end of the loop. May be a pointer to your own node type, etc.\n                ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, ImGui::GetFontSize()*3); // Increase spacing to differentiate leaves from expanded contents.\n                for (int i = 0; i < 6; i++)\n                {\n                    // Disable the default open on single-click behavior and pass in Selected flag according to our selection state.\n                    ImGuiTreeNodeFlags node_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ((selection_mask & (1 << i)) ? ImGuiTreeNodeFlags_Selected : 0);\n                    if (i < 3)\n                    {\n                        // Node\n                        bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, \"Selectable Node %d\", i);\n                        if (ImGui::IsItemClicked()) \n                            node_clicked = i;\n                        if (node_open)\n                        {\n                            ImGui::Text(\"Blah blah\\nBlah Blah\");\n                            ImGui::TreePop();\n                        }\n                    }\n                    else\n                    {\n                        // Leaf: The only reason we have a TreeNode at all is to allow selection of the leaf. Otherwise we can use BulletText() or TreeAdvanceToLabelPos()+Text().\n                        ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen, \"Selectable Leaf %d\", i);\n                        if (ImGui::IsItemClicked()) \n                            node_clicked = i;\n                    }\n                }\n                if (node_clicked != -1)\n                {\n                    // Update selection state. Process outside of tree loop to avoid visual inconsistencies during the clicking-frame.\n                    if (ImGui::GetIO().KeyCtrl)\n                        selection_mask ^= (1 << node_clicked);          // CTRL+click to toggle\n                    else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, this commented bit preserve selection when clicking on item that is part of the selection\n                        selection_mask = (1 << node_clicked);           // Click to single-select\n                }\n                ImGui::PopStyleVar();\n                if (align_label_with_current_x_position)\n                    ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());\n                ImGui::TreePop();\n            }\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Collapsing Headers\"))\n        {\n            static bool closable_group = true;\n            if (ImGui::CollapsingHeader(\"Header\"))\n            {\n                ImGui::Checkbox(\"Enable extra group\", &closable_group);\n                for (int i = 0; i < 5; i++)\n                    ImGui::Text(\"Some content %d\", i);\n            }\n            if (ImGui::CollapsingHeader(\"Header with a close button\", &closable_group))\n            {\n                for (int i = 0; i < 5; i++)\n                    ImGui::Text(\"More content %d\", i);\n            }\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Bullets\"))\n        {\n            ImGui::BulletText(\"Bullet point 1\");\n            ImGui::BulletText(\"Bullet point 2\\nOn multiple lines\");\n            ImGui::Bullet(); ImGui::Text(\"Bullet point 3 (two calls)\");\n            ImGui::Bullet(); ImGui::SmallButton(\"Button\");\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Text\"))\n        {\n            if (ImGui::TreeNode(\"Colored Text\"))\n            {\n                // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility.\n                ImGui::TextColored(ImVec4(1.0f,0.0f,1.0f,1.0f), \"Pink\");\n                ImGui::TextColored(ImVec4(1.0f,1.0f,0.0f,1.0f), \"Yellow\");\n                ImGui::TextDisabled(\"Disabled\");\n                ImGui::SameLine(); ShowHelpMarker(\"The TextDisabled color is stored in ImGuiStyle.\");\n                ImGui::TreePop();\n            }\n\n            if (ImGui::TreeNode(\"Word Wrapping\"))\n            {\n                // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility.\n                ImGui::TextWrapped(\"This text should automatically wrap on the edge of the window. The current implementation for text wrapping follows simple rules suitable for English and possibly other languages.\");\n                ImGui::Spacing();\n\n                static float wrap_width = 200.0f;\n                ImGui::SliderFloat(\"Wrap width\", &wrap_width, -20, 600, \"%.0f\");\n\n                ImGui::Text(\"Test paragraph 1:\");\n                ImVec2 pos = ImGui::GetCursorScreenPos();\n                ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255));\n                ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);\n                ImGui::Text(\"The lazy dog is a good dog. This paragraph is made to fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.\", wrap_width);\n                ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255));\n                ImGui::PopTextWrapPos();\n\n                ImGui::Text(\"Test paragraph 2:\");\n                pos = ImGui::GetCursorScreenPos();\n                ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255));\n                ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);\n                ImGui::Text(\"aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee   ffffffff. gggggggg!hhhhhhhh\");\n                ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255));\n                ImGui::PopTextWrapPos();\n\n                ImGui::TreePop();\n            }\n\n            if (ImGui::TreeNode(\"UTF-8 Text\"))\n            {\n                // UTF-8 test with Japanese characters\n                // (needs a suitable font, try Arial Unicode or M+ fonts http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html)\n                // - From C++11 you can use the u8\"my text\" syntax to encode literal strings as UTF-8\n                // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. Visual Studio save your file as 'UTF-8 without signature')\n                // - HOWEVER, FOR THIS DEMO FILE, BECAUSE WE WANT TO SUPPORT COMPILER, WE ARE *NOT* INCLUDING RAW UTF-8 CHARACTERS IN THIS SOURCE FILE.\n                //   Instead we are encoding a few string with hexadecimal constants. Don't do this in your application!\n                // Note that characters values are preserved even by InputText() if the font cannot be displayed, so you can safely copy & paste garbled characters into another application.\n                ImGui::TextWrapped(\"CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->LoadFromFileTTF() manually to load extra character ranges.\");\n                ImGui::Text(\"Hiragana: \\xe3\\x81\\x8b\\xe3\\x81\\x8d\\xe3\\x81\\x8f\\xe3\\x81\\x91\\xe3\\x81\\x93 (kakikukeko)\");\n                ImGui::Text(\"Kanjis: \\xe6\\x97\\xa5\\xe6\\x9c\\xac\\xe8\\xaa\\x9e (nihongo)\");\n                static char buf[32] = \"\\xe6\\x97\\xa5\\xe6\\x9c\\xac\\xe8\\xaa\\x9e\"; // \"nihongo\"\n                ImGui::InputText(\"UTF-8 input\", buf, IM_ARRAYSIZE(buf));\n                ImGui::TreePop();\n            }\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Images\"))\n        {\n            ImGui::TextWrapped(\"Below we are displaying the font texture (which is the only texture we have access to in this demo). Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. Hover the texture for a zoomed view!\");\n            ImVec2 tex_screen_pos = ImGui::GetCursorScreenPos();\n            float tex_w = (float)ImGui::GetIO().Fonts->TexWidth;\n            float tex_h = (float)ImGui::GetIO().Fonts->TexHeight;\n            ImTextureID tex_id = ImGui::GetIO().Fonts->TexID;\n            ImGui::Text(\"%.0fx%.0f\", tex_w, tex_h);\n            ImGui::Image(tex_id, ImVec2(tex_w, tex_h), ImVec2(0,0), ImVec2(1,1), ImColor(255,255,255,255), ImColor(255,255,255,128));\n            if (ImGui::IsItemHovered())\n            {\n                ImGui::BeginTooltip();\n                float focus_sz = 32.0f;\n                float focus_x = ImGui::GetMousePos().x - tex_screen_pos.x - focus_sz * 0.5f; if (focus_x < 0.0f) focus_x = 0.0f; else if (focus_x > tex_w - focus_sz) focus_x = tex_w - focus_sz;\n                float focus_y = ImGui::GetMousePos().y - tex_screen_pos.y - focus_sz * 0.5f; if (focus_y < 0.0f) focus_y = 0.0f; else if (focus_y > tex_h - focus_sz) focus_y = tex_h - focus_sz;\n                ImGui::Text(\"Min: (%.2f, %.2f)\", focus_x, focus_y);\n                ImGui::Text(\"Max: (%.2f, %.2f)\", focus_x + focus_sz, focus_y + focus_sz);\n                ImVec2 uv0 = ImVec2((focus_x) / tex_w, (focus_y) / tex_h);\n                ImVec2 uv1 = ImVec2((focus_x + focus_sz) / tex_w, (focus_y + focus_sz) / tex_h);\n                ImGui::Image(tex_id, ImVec2(128,128), uv0, uv1, ImColor(255,255,255,255), ImColor(255,255,255,128));\n                ImGui::EndTooltip();\n            }\n            ImGui::TextWrapped(\"And now some textured buttons..\");\n            static int pressed_count = 0;\n            for (int i = 0; i < 8; i++)\n            {\n                ImGui::PushID(i);\n                int frame_padding = -1 + i;     // -1 = uses default padding\n                if (ImGui::ImageButton(tex_id, ImVec2(32,32), ImVec2(0,0), ImVec2(32.0f/tex_w,32/tex_h), frame_padding, ImColor(0,0,0,255)))\n                    pressed_count += 1;\n                ImGui::PopID();\n                ImGui::SameLine();\n            }\n            ImGui::NewLine();\n            ImGui::Text(\"Pressed %d times.\", pressed_count);\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Selectables\"))\n        {\n            if (ImGui::TreeNode(\"Basic\"))\n            {\n                static bool selected[4] = { false, true, false, false };\n                ImGui::Selectable(\"1. I am selectable\", &selected[0]);\n                ImGui::Selectable(\"2. I am selectable\", &selected[1]);\n                ImGui::Text(\"3. I am not selectable\");\n                ImGui::Selectable(\"4. I am selectable\", &selected[2]);\n                if (ImGui::Selectable(\"5. I am double clickable\", selected[3], ImGuiSelectableFlags_AllowDoubleClick))\n                    if (ImGui::IsMouseDoubleClicked(0))\n                        selected[3] = !selected[3];\n                ImGui::TreePop();\n            }\n            if (ImGui::TreeNode(\"Rendering more text into the same block\"))\n            {\n                static bool selected[3] = { false, false, false };\n                ImGui::Selectable(\"main.c\", &selected[0]);    ImGui::SameLine(300); ImGui::Text(\" 2,345 bytes\");\n                ImGui::Selectable(\"Hello.cpp\", &selected[1]); ImGui::SameLine(300); ImGui::Text(\"12,345 bytes\");\n                ImGui::Selectable(\"Hello.h\", &selected[2]);   ImGui::SameLine(300); ImGui::Text(\" 2,345 bytes\");\n                ImGui::TreePop();\n            }\n            if (ImGui::TreeNode(\"In columns\"))\n            {\n                ImGui::Columns(3, NULL, false);\n                static bool selected[16] = { 0 };\n                for (int i = 0; i < 16; i++)\n                {\n                    char label[32]; sprintf(label, \"Item %d\", i);\n                    if (ImGui::Selectable(label, &selected[i])) {}\n                    ImGui::NextColumn();\n                }\n                ImGui::Columns(1);\n                ImGui::TreePop();\n            }\n            if (ImGui::TreeNode(\"Grid\"))\n            {\n                static bool selected[16] = { true, false, false, false, false, true, false, false, false, false, true, false, false, false, false, true };\n                for (int i = 0; i < 16; i++)\n                {\n                    ImGui::PushID(i);\n                    if (ImGui::Selectable(\"Sailor\", &selected[i], 0, ImVec2(50,50)))\n                    {\n                        int x = i % 4, y = i / 4;\n                        if (x > 0) selected[i - 1] ^= 1;\n                        if (x < 3) selected[i + 1] ^= 1;\n                        if (y > 0) selected[i - 4] ^= 1;\n                        if (y < 3) selected[i + 4] ^= 1;\n                    }\n                    if ((i % 4) < 3) ImGui::SameLine();\n                    ImGui::PopID();\n                }\n                ImGui::TreePop();\n            }\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Filtered Text Input\"))\n        {\n            static char buf1[64] = \"\"; ImGui::InputText(\"default\", buf1, 64);\n            static char buf2[64] = \"\"; ImGui::InputText(\"decimal\", buf2, 64, ImGuiInputTextFlags_CharsDecimal);\n            static char buf3[64] = \"\"; ImGui::InputText(\"hexadecimal\", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase);\n            static char buf4[64] = \"\"; ImGui::InputText(\"uppercase\", buf4, 64, ImGuiInputTextFlags_CharsUppercase);\n            static char buf5[64] = \"\"; ImGui::InputText(\"no blank\", buf5, 64, ImGuiInputTextFlags_CharsNoBlank);\n            struct TextFilters { static int FilterImGuiLetters(ImGuiTextEditCallbackData* data) { if (data->EventChar < 256 && strchr(\"imgui\", (char)data->EventChar)) return 0; return 1; } };\n            static char buf6[64] = \"\"; ImGui::InputText(\"\\\"imgui\\\" letters\", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);\n\n            ImGui::Text(\"Password input\");\n            static char bufpass[64] = \"password123\";\n            ImGui::InputText(\"password\", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank);\n            ImGui::SameLine(); ShowHelpMarker(\"Display all characters as '*'.\\nDisable clipboard cut and copy.\\nDisable logging.\\n\");\n            ImGui::InputText(\"password (clear)\", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank);\n\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Multi-line Text Input\"))\n        {\n            static bool read_only = false;\n            static char text[1024*16] =\n                \"/*\\n\"\n                \" The Pentium F00F bug, shorthand for F0 0F C7 C8,\\n\"\n                \" the hexadecimal encoding of one offending instruction,\\n\"\n                \" more formally, the invalid operand with locked CMPXCHG8B\\n\"\n                \" instruction bug, is a design flaw in the majority of\\n\"\n                \" Intel Pentium, Pentium MMX, and Pentium OverDrive\\n\"\n                \" processors (all in the P5 microarchitecture).\\n\"\n                \"*/\\n\\n\"\n                \"label:\\n\"\n                \"\\tlock cmpxchg8b eax\\n\";\n\n            ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0));\n            ImGui::Checkbox(\"Read-only\", &read_only);\n            ImGui::PopStyleVar();\n            ImGui::InputTextMultiline(\"##source\", text, IM_ARRAYSIZE(text), ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16), ImGuiInputTextFlags_AllowTabInput | (read_only ? ImGuiInputTextFlags_ReadOnly : 0));\n            ImGui::TreePop();\n        }\n\n\n        if (ImGui::TreeNode(\"Plots widgets\"))\n        {\n            static bool animate = true;\n            ImGui::Checkbox(\"Animate\", &animate);\n\n            static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };\n            ImGui::PlotLines(\"Frame Times\", arr, IM_ARRAYSIZE(arr));\n\n            // Create a dummy array of contiguous float values to plot\n            // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float and the sizeof() of your structure in the Stride parameter.\n            static float values[90] = { 0 };\n            static int values_offset = 0;\n            static float refresh_time = 0.0f;\n            if (!animate || refresh_time == 0.0f)\n                refresh_time = ImGui::GetTime();\n            while (refresh_time < ImGui::GetTime()) // Create dummy data at fixed 60 hz rate for the demo\n            {\n                static float phase = 0.0f;\n                values[values_offset] = cosf(phase);\n                values_offset = (values_offset+1) % IM_ARRAYSIZE(values);\n                phase += 0.10f*values_offset;\n                refresh_time += 1.0f/60.0f;\n            }\n            ImGui::PlotLines(\"Lines\", values, IM_ARRAYSIZE(values), values_offset, \"avg 0.0\", -1.0f, 1.0f, ImVec2(0,80));\n            ImGui::PlotHistogram(\"Histogram\", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0,80));\n\n            // Use functions to generate output\n            // FIXME: This is rather awkward because current plot API only pass in indices. We probably want an API passing floats and user provide sample rate/count.\n            struct Funcs\n            {\n                static float Sin(void*, int i) { return sinf(i * 0.1f); }\n                static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; }\n            };\n            static int func_type = 0, display_count = 70;\n            ImGui::Separator();\n            ImGui::PushItemWidth(100); ImGui::Combo(\"func\", &func_type, \"Sin\\0Saw\\0\"); ImGui::PopItemWidth();\n            ImGui::SameLine();\n            ImGui::SliderInt(\"Sample count\", &display_count, 1, 400);\n            float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw;\n            ImGui::PlotLines(\"Lines\", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0,80));\n            ImGui::PlotHistogram(\"Histogram\", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0,80));\n            ImGui::Separator();\n\n            // Animate a simple progress bar\n            static float progress = 0.0f, progress_dir = 1.0f;\n            if (animate)\n            {\n                progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime;\n                if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; }\n                if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; }\n            }\n\n            // Typically we would use ImVec2(-1.0f,0.0f) to use all available width, or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth.\n            ImGui::ProgressBar(progress, ImVec2(0.0f,0.0f));\n            ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);\n            ImGui::Text(\"Progress Bar\");\n\n            float progress_saturated = (progress < 0.0f) ? 0.0f : (progress > 1.0f) ? 1.0f : progress;\n            char buf[32];\n            sprintf(buf, \"%d/%d\", (int)(progress_saturated*1753), 1753);\n            ImGui::ProgressBar(progress, ImVec2(0.f,0.f), buf);\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Color/Picker Widgets\"))\n        {\n            static ImVec4 color = ImColor(114, 144, 154, 200);\n\n            static bool hdr = false;\n            static bool alpha_preview = true;\n            static bool alpha_half_preview = false;\n            static bool options_menu = true;\n            ImGui::Checkbox(\"With HDR\", &hdr); ImGui::SameLine(); ShowHelpMarker(\"Currently all this does is to lift the 0..1 limits on dragging widgets.\");\n            ImGui::Checkbox(\"With Alpha Preview\", &alpha_preview);\n            ImGui::Checkbox(\"With Half Alpha Preview\", &alpha_half_preview);\n            ImGui::Checkbox(\"With Options Menu\", &options_menu); ImGui::SameLine(); ShowHelpMarker(\"Right-click on the individual color widget to show options.\");\n            int misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions);\n\n            ImGui::Text(\"Color widget:\");\n            ImGui::SameLine(); ShowHelpMarker(\"Click on the colored square to open a color picker.\\nCTRL+click on individual component to input value.\\n\");\n            ImGui::ColorEdit3(\"MyColor##1\", (float*)&color, misc_flags);\n\n            ImGui::Text(\"Color widget HSV with Alpha:\");\n            ImGui::ColorEdit4(\"MyColor##2\", (float*)&color, ImGuiColorEditFlags_HSV | misc_flags);\n\n            ImGui::Text(\"Color widget with Float Display:\");\n            ImGui::ColorEdit4(\"MyColor##2f\", (float*)&color, ImGuiColorEditFlags_Float | misc_flags);\n\n            ImGui::Text(\"Color button with Picker:\");\n            ImGui::SameLine(); ShowHelpMarker(\"With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\\nWith the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only be used for the tooltip and picker popup.\");\n            ImGui::ColorEdit4(\"MyColor##3\", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags);\n\n            ImGui::Text(\"Color button with Custom Picker Popup:\");\n            static bool saved_palette_inited = false;\n            static ImVec4 saved_palette[32];\n            static ImVec4 backup_color;\n            if (!saved_palette_inited)\n                for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)\n                    ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, saved_palette[n].x, saved_palette[n].y, saved_palette[n].z);\n            bool open_popup = ImGui::ColorButton(\"MyColor##3b\", color, misc_flags);\n            ImGui::SameLine();\n            open_popup |= ImGui::Button(\"Palette\");\n            if (open_popup)\n            {\n                ImGui::OpenPopup(\"mypicker\");\n                backup_color = color;\n            }\n            if (ImGui::BeginPopup(\"mypicker\"))\n            {\n                // FIXME: Adding a drag and drop example here would be perfect!\n                ImGui::Text(\"MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!\");\n                ImGui::Separator();\n                ImGui::ColorPicker4(\"##picker\", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview);\n                ImGui::SameLine();\n                ImGui::BeginGroup();\n                ImGui::Text(\"Current\");\n                ImGui::ColorButton(\"##current\", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60,40));\n                ImGui::Text(\"Previous\");\n                if (ImGui::ColorButton(\"##previous\", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60,40)))\n                    color = backup_color;\n                ImGui::Separator();\n                ImGui::Text(\"Palette\");\n                for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)\n                {\n                    ImGui::PushID(n);\n                    if ((n % 8) != 0)\n                        ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y);\n                    if (ImGui::ColorButton(\"##palette\", saved_palette[n], ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip, ImVec2(20,20)))\n                        color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha!\n                    ImGui::PopID();\n                }\n                ImGui::EndGroup();\n                ImGui::EndPopup();\n            }\n\n            ImGui::Text(\"Color button only:\");\n            ImGui::ColorButton(\"MyColor##3b\", *(ImVec4*)&color, misc_flags, ImVec2(80,80));\n\n            ImGui::Text(\"Color picker:\");\n            static bool alpha = true;\n            static bool alpha_bar = true;\n            static bool side_preview = true;\n            static bool ref_color = false;\n            static ImVec4 ref_color_v(1.0f,0.0f,1.0f,0.5f);\n            static int inputs_mode = 2;\n            static int picker_mode = 0;\n            ImGui::Checkbox(\"With Alpha\", &alpha);\n            ImGui::Checkbox(\"With Alpha Bar\", &alpha_bar);\n            ImGui::Checkbox(\"With Side Preview\", &side_preview);\n            if (side_preview)\n            {\n                ImGui::SameLine();\n                ImGui::Checkbox(\"With Ref Color\", &ref_color);\n                if (ref_color)\n                {\n                    ImGui::SameLine();\n                    ImGui::ColorEdit4(\"##RefColor\", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags);\n                }\n            }\n            ImGui::Combo(\"Inputs Mode\", &inputs_mode, \"All Inputs\\0No Inputs\\0RGB Input\\0HSV Input\\0HEX Input\\0\");\n            ImGui::Combo(\"Picker Mode\", &picker_mode, \"Auto/Current\\0Hue bar + SV rect\\0Hue wheel + SV triangle\\0\");\n            ImGui::SameLine(); ShowHelpMarker(\"User can right-click the picker to change mode.\");\n            ImGuiColorEditFlags flags = misc_flags;\n            if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4()\n            if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar;\n            if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview;\n            if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar;\n            if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel;\n            if (inputs_mode == 1) flags |= ImGuiColorEditFlags_NoInputs;\n            if (inputs_mode == 2) flags |= ImGuiColorEditFlags_RGB;\n            if (inputs_mode == 3) flags |= ImGuiColorEditFlags_HSV;\n            if (inputs_mode == 4) flags |= ImGuiColorEditFlags_HEX;\n            ImGui::ColorPicker4(\"MyColor##4\", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL);\n\n            ImGui::Text(\"Programmatically set defaults/options:\");\n            ImGui::SameLine(); ShowHelpMarker(\"SetColorEditOptions() is designed to allow you to set boot-time default.\\nWe don't have Push/Pop functions because you can force options on a per-widget basis if needed, and the user can change non-forced ones with the options menu.\\nWe don't have a getter to avoid encouraging you to persistently save values that aren't forward-compatible.\");\n            if (ImGui::Button(\"Uint8 + HSV\"))\n                ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_HSV);\n            ImGui::SameLine();\n            if (ImGui::Button(\"Float + HDR\"))\n                ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_RGB);\n\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Range Widgets\"))\n        {\n            static float begin = 10, end = 90;\n            static int begin_i = 100, end_i = 1000;\n            ImGui::DragFloatRange2(\"range\", &begin, &end, 0.25f, 0.0f, 100.0f, \"Min: %.1f %%\", \"Max: %.1f %%\");\n            ImGui::DragIntRange2(\"range int (no bounds)\", &begin_i, &end_i, 5, 0, 0, \"Min: %.0f units\", \"Max: %.0f units\");\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Multi-component Widgets\"))\n        {\n            static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f };\n            static int vec4i[4] = { 1, 5, 100, 255 };\n\n            ImGui::InputFloat2(\"input float2\", vec4f);\n            ImGui::DragFloat2(\"drag float2\", vec4f, 0.01f, 0.0f, 1.0f);\n            ImGui::SliderFloat2(\"slider float2\", vec4f, 0.0f, 1.0f);\n            ImGui::DragInt2(\"drag int2\", vec4i, 1, 0, 255);\n            ImGui::InputInt2(\"input int2\", vec4i);\n            ImGui::SliderInt2(\"slider int2\", vec4i, 0, 255);\n            ImGui::Spacing();\n\n            ImGui::InputFloat3(\"input float3\", vec4f);\n            ImGui::DragFloat3(\"drag float3\", vec4f, 0.01f, 0.0f, 1.0f);\n            ImGui::SliderFloat3(\"slider float3\", vec4f, 0.0f, 1.0f);\n            ImGui::DragInt3(\"drag int3\", vec4i, 1, 0, 255);\n            ImGui::InputInt3(\"input int3\", vec4i);\n            ImGui::SliderInt3(\"slider int3\", vec4i, 0, 255);\n            ImGui::Spacing();\n\n            ImGui::InputFloat4(\"input float4\", vec4f);\n            ImGui::DragFloat4(\"drag float4\", vec4f, 0.01f, 0.0f, 1.0f);\n            ImGui::SliderFloat4(\"slider float4\", vec4f, 0.0f, 1.0f);\n            ImGui::InputInt4(\"input int4\", vec4i);\n            ImGui::DragInt4(\"drag int4\", vec4i, 1, 0, 255);\n            ImGui::SliderInt4(\"slider int4\", vec4i, 0, 255);\n\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Vertical Sliders\"))\n        {\n            const float spacing = 4;\n            ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing));\n\n            static int int_value = 0;\n            ImGui::VSliderInt(\"##int\", ImVec2(18,160), &int_value, 0, 5);\n            ImGui::SameLine();\n\n            static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f };\n            ImGui::PushID(\"set1\");\n            for (int i = 0; i < 7; i++)\n            {\n                if (i > 0) ImGui::SameLine();\n                ImGui::PushID(i);\n                ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i/7.0f, 0.5f, 0.5f));\n                ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i/7.0f, 0.6f, 0.5f));\n                ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i/7.0f, 0.7f, 0.5f));\n                ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i/7.0f, 0.9f, 0.9f));\n                ImGui::VSliderFloat(\"##v\", ImVec2(18,160), &values[i], 0.0f, 1.0f, \"\");\n                if (ImGui::IsItemActive() || ImGui::IsItemHovered())\n                    ImGui::SetTooltip(\"%.3f\", values[i]);\n                ImGui::PopStyleColor(4);\n                ImGui::PopID();\n            }\n            ImGui::PopID();\n\n            ImGui::SameLine();\n            ImGui::PushID(\"set2\");\n            static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f };\n            const int rows = 3;\n            const ImVec2 small_slider_size(18, (160.0f-(rows-1)*spacing)/rows);\n            for (int nx = 0; nx < 4; nx++)\n            {\n                if (nx > 0) ImGui::SameLine();\n                ImGui::BeginGroup();\n                for (int ny = 0; ny < rows; ny++)\n                {\n                    ImGui::PushID(nx*rows+ny);\n                    ImGui::VSliderFloat(\"##v\", small_slider_size, &values2[nx], 0.0f, 1.0f, \"\");\n                    if (ImGui::IsItemActive() || ImGui::IsItemHovered())\n                        ImGui::SetTooltip(\"%.3f\", values2[nx]);\n                    ImGui::PopID();\n                }\n                ImGui::EndGroup();\n            }\n            ImGui::PopID();\n\n            ImGui::SameLine();\n            ImGui::PushID(\"set3\");\n            for (int i = 0; i < 4; i++)\n            {\n                if (i > 0) ImGui::SameLine();\n                ImGui::PushID(i);\n                ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40);\n                ImGui::VSliderFloat(\"##v\", ImVec2(40,160), &values[i], 0.0f, 1.0f, \"%.2f\\nsec\");\n                ImGui::PopStyleVar();\n                ImGui::PopID();\n            }\n            ImGui::PopID();\n            ImGui::PopStyleVar();\n            ImGui::TreePop();\n        }\n    }\n\n    if (ImGui::CollapsingHeader(\"Layout\"))\n    {\n        if (ImGui::TreeNode(\"Child regions\"))\n        {\n            ImGui::Text(\"Without border\");\n            static int line = 50;\n            bool goto_line = ImGui::Button(\"Goto\");\n            ImGui::SameLine();\n            ImGui::PushItemWidth(100);\n            goto_line |= ImGui::InputInt(\"##Line\", &line, 0, 0, ImGuiInputTextFlags_EnterReturnsTrue);\n            ImGui::PopItemWidth();\n            ImGui::BeginChild(\"Sub1\", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f,300), false, ImGuiWindowFlags_HorizontalScrollbar);\n            for (int i = 0; i < 100; i++)\n            {\n                ImGui::Text(\"%04d: scrollable region\", i);\n                if (goto_line && line == i)\n                    ImGui::SetScrollHere();\n            }\n            if (goto_line && line >= 100)\n                ImGui::SetScrollHere();\n            ImGui::EndChild();\n\n            ImGui::SameLine();\n\n            ImGui::PushStyleVar(ImGuiStyleVar_ChildWindowRounding, 5.0f);\n            ImGui::BeginChild(\"Sub2\", ImVec2(0,300), true);\n            ImGui::Text(\"With border\");\n            ImGui::Columns(2);\n            for (int i = 0; i < 100; i++)\n            {\n                if (i == 50)\n                    ImGui::NextColumn();\n                char buf[32];\n                sprintf(buf, \"%08x\", i*5731);\n                ImGui::Button(buf, ImVec2(-1.0f, 0.0f));\n            }\n            ImGui::EndChild();\n            ImGui::PopStyleVar();\n\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Widgets Width\"))\n        {\n            static float f = 0.0f;\n            ImGui::Text(\"PushItemWidth(100)\");\n            ImGui::SameLine(); ShowHelpMarker(\"Fixed width.\");\n            ImGui::PushItemWidth(100);\n            ImGui::DragFloat(\"float##1\", &f);\n            ImGui::PopItemWidth();\n\n            ImGui::Text(\"PushItemWidth(GetWindowWidth() * 0.5f)\");\n            ImGui::SameLine(); ShowHelpMarker(\"Half of window width.\");\n            ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);\n            ImGui::DragFloat(\"float##2\", &f);\n            ImGui::PopItemWidth();\n\n            ImGui::Text(\"PushItemWidth(GetContentRegionAvailWidth() * 0.5f)\");\n            ImGui::SameLine(); ShowHelpMarker(\"Half of available width.\\n(~ right-cursor_pos)\\n(works within a column set)\");\n            ImGui::PushItemWidth(ImGui::GetContentRegionAvailWidth() * 0.5f);\n            ImGui::DragFloat(\"float##3\", &f);\n            ImGui::PopItemWidth();\n\n            ImGui::Text(\"PushItemWidth(-100)\");\n            ImGui::SameLine(); ShowHelpMarker(\"Align to right edge minus 100\");\n            ImGui::PushItemWidth(-100);\n            ImGui::DragFloat(\"float##4\", &f);\n            ImGui::PopItemWidth();\n\n            ImGui::Text(\"PushItemWidth(-1)\");\n            ImGui::SameLine(); ShowHelpMarker(\"Align to right edge\");\n            ImGui::PushItemWidth(-1);\n            ImGui::DragFloat(\"float##5\", &f);\n            ImGui::PopItemWidth();\n\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Basic Horizontal Layout\"))\n        {\n            ImGui::TextWrapped(\"(Use ImGui::SameLine() to keep adding items to the right of the preceding item)\");\n\n            // Text\n            ImGui::Text(\"Two items: Hello\"); ImGui::SameLine();\n            ImGui::TextColored(ImVec4(1,1,0,1), \"Sailor\");\n\n            // Adjust spacing\n            ImGui::Text(\"More spacing: Hello\"); ImGui::SameLine(0, 20);\n            ImGui::TextColored(ImVec4(1,1,0,1), \"Sailor\");\n\n            // Button\n            ImGui::AlignFirstTextHeightToWidgets();\n            ImGui::Text(\"Normal buttons\"); ImGui::SameLine();\n            ImGui::Button(\"Banana\"); ImGui::SameLine();\n            ImGui::Button(\"Apple\"); ImGui::SameLine();\n            ImGui::Button(\"Corniflower\");\n\n            // Button\n            ImGui::Text(\"Small buttons\"); ImGui::SameLine();\n            ImGui::SmallButton(\"Like this one\"); ImGui::SameLine();\n            ImGui::Text(\"can fit within a text block.\");\n\n            // Aligned to arbitrary position. Easy/cheap column.\n            ImGui::Text(\"Aligned\");\n            ImGui::SameLine(150); ImGui::Text(\"x=150\");\n            ImGui::SameLine(300); ImGui::Text(\"x=300\");\n            ImGui::Text(\"Aligned\");\n            ImGui::SameLine(150); ImGui::SmallButton(\"x=150\");\n            ImGui::SameLine(300); ImGui::SmallButton(\"x=300\");\n\n            // Checkbox\n            static bool c1=false,c2=false,c3=false,c4=false;\n            ImGui::Checkbox(\"My\", &c1); ImGui::SameLine();\n            ImGui::Checkbox(\"Tailor\", &c2); ImGui::SameLine();\n            ImGui::Checkbox(\"Is\", &c3); ImGui::SameLine();\n            ImGui::Checkbox(\"Rich\", &c4);\n\n            // Various\n            static float f0=1.0f, f1=2.0f, f2=3.0f;\n            ImGui::PushItemWidth(80);\n            const char* items[] = { \"AAAA\", \"BBBB\", \"CCCC\", \"DDDD\" };\n            static int item = -1;\n            ImGui::Combo(\"Combo\", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine();\n            ImGui::SliderFloat(\"X\", &f0, 0.0f,5.0f); ImGui::SameLine();\n            ImGui::SliderFloat(\"Y\", &f1, 0.0f,5.0f); ImGui::SameLine();\n            ImGui::SliderFloat(\"Z\", &f2, 0.0f,5.0f);\n            ImGui::PopItemWidth();\n\n            ImGui::PushItemWidth(80);\n            ImGui::Text(\"Lists:\");\n            static int selection[4] = { 0, 1, 2, 3 };\n            for (int i = 0; i < 4; i++)\n            {\n                if (i > 0) ImGui::SameLine();\n                ImGui::PushID(i);\n                ImGui::ListBox(\"\", &selection[i], items, IM_ARRAYSIZE(items));\n                ImGui::PopID();\n                //if (ImGui::IsItemHovered()) ImGui::SetTooltip(\"ListBox %d hovered\", i);\n            }\n            ImGui::PopItemWidth();\n\n            // Dummy\n            ImVec2 sz(30,30);\n            ImGui::Button(\"A\", sz); ImGui::SameLine();\n            ImGui::Dummy(sz); ImGui::SameLine();\n            ImGui::Button(\"B\", sz);\n\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Groups\"))\n        {\n            ImGui::TextWrapped(\"(Using ImGui::BeginGroup()/EndGroup() to layout items. BeginGroup() basically locks the horizontal position. EndGroup() bundles the whole group so that you can use functions such as IsItemHovered() on it.)\");\n            ImGui::BeginGroup();\n            {\n                ImGui::BeginGroup();\n                ImGui::Button(\"AAA\");\n                ImGui::SameLine();\n                ImGui::Button(\"BBB\");\n                ImGui::SameLine();\n                ImGui::BeginGroup();\n                ImGui::Button(\"CCC\");\n                ImGui::Button(\"DDD\");\n                ImGui::EndGroup();\n                if (ImGui::IsItemHovered())\n                    ImGui::SetTooltip(\"Group hovered\");\n                ImGui::SameLine();\n                ImGui::Button(\"EEE\");\n                ImGui::EndGroup();\n            }\n            // Capture the group size and create widgets using the same size\n            ImVec2 size = ImGui::GetItemRectSize();\n            const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f };\n            ImGui::PlotHistogram(\"##values\", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size);\n\n            ImGui::Button(\"ACTION\", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x)*0.5f,size.y));\n            ImGui::SameLine();\n            ImGui::Button(\"REACTION\", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x)*0.5f,size.y));\n            ImGui::EndGroup();\n            ImGui::SameLine();\n\n            ImGui::Button(\"LEVERAGE\\nBUZZWORD\", size);\n            ImGui::SameLine();\n\n            ImGui::ListBoxHeader(\"List\", size);\n            ImGui::Selectable(\"Selected\", true);\n            ImGui::Selectable(\"Not Selected\", false);\n            ImGui::ListBoxFooter();\n\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Text Baseline Alignment\"))\n        {\n            ImGui::TextWrapped(\"(This is testing the vertical alignment that occurs on text to keep it at the same baseline as widgets. Lines only composed of text or \\\"small\\\" widgets fit in less vertical spaces than lines with normal widgets)\");\n\n            ImGui::Text(\"One\\nTwo\\nThree\"); ImGui::SameLine();\n            ImGui::Text(\"Hello\\nWorld\"); ImGui::SameLine();\n            ImGui::Text(\"Banana\");\n\n            ImGui::Text(\"Banana\"); ImGui::SameLine();\n            ImGui::Text(\"Hello\\nWorld\"); ImGui::SameLine();\n            ImGui::Text(\"One\\nTwo\\nThree\");\n\n            ImGui::Button(\"HOP##1\"); ImGui::SameLine();\n            ImGui::Text(\"Banana\"); ImGui::SameLine();\n            ImGui::Text(\"Hello\\nWorld\"); ImGui::SameLine();\n            ImGui::Text(\"Banana\");\n\n            ImGui::Button(\"HOP##2\"); ImGui::SameLine();\n            ImGui::Text(\"Hello\\nWorld\"); ImGui::SameLine();\n            ImGui::Text(\"Banana\");\n\n            ImGui::Button(\"TEST##1\"); ImGui::SameLine();\n            ImGui::Text(\"TEST\"); ImGui::SameLine();\n            ImGui::SmallButton(\"TEST##2\");\n\n            ImGui::AlignFirstTextHeightToWidgets(); // If your line starts with text, call this to align it to upcoming widgets.\n            ImGui::Text(\"Text aligned to Widget\"); ImGui::SameLine();\n            ImGui::Button(\"Widget##1\"); ImGui::SameLine();\n            ImGui::Text(\"Widget\"); ImGui::SameLine();\n            ImGui::SmallButton(\"Widget##2\");\n\n            // Tree\n            const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;\n            ImGui::Button(\"Button##1\");\n            ImGui::SameLine(0.0f, spacing);\n            if (ImGui::TreeNode(\"Node##1\")) { for (int i = 0; i < 6; i++) ImGui::BulletText(\"Item %d..\", i); ImGui::TreePop(); }    // Dummy tree data\n\n            ImGui::AlignFirstTextHeightToWidgets();         // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit).\n            bool node_open = ImGui::TreeNode(\"Node##2\");  // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add child content.\n            ImGui::SameLine(0.0f, spacing); ImGui::Button(\"Button##2\");\n            if (node_open) { for (int i = 0; i < 6; i++) ImGui::BulletText(\"Item %d..\", i); ImGui::TreePop(); }   // Dummy tree data\n\n            // Bullet\n            ImGui::Button(\"Button##3\");\n            ImGui::SameLine(0.0f, spacing);\n            ImGui::BulletText(\"Bullet text\");\n\n            ImGui::AlignFirstTextHeightToWidgets();\n            ImGui::BulletText(\"Node\");\n            ImGui::SameLine(0.0f, spacing); ImGui::Button(\"Button##4\");\n\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Scrolling\"))\n        {\n            ImGui::TextWrapped(\"(Use SetScrollHere() or SetScrollFromPosY() to scroll to a given position.)\");\n            static bool track = true;\n            static int track_line = 50, scroll_to_px = 200;\n            ImGui::Checkbox(\"Track\", &track);\n            ImGui::PushItemWidth(100);\n            ImGui::SameLine(130); track |= ImGui::DragInt(\"##line\", &track_line, 0.25f, 0, 99, \"Line = %.0f\");\n            bool scroll_to = ImGui::Button(\"Scroll To Pos\");\n            ImGui::SameLine(130); scroll_to |= ImGui::DragInt(\"##pos_y\", &scroll_to_px, 1.00f, 0, 9999, \"Y = %.0f px\");\n            ImGui::PopItemWidth();\n            if (scroll_to) track = false;\n\n            for (int i = 0; i < 5; i++)\n            {\n                if (i > 0) ImGui::SameLine();\n                ImGui::BeginGroup();\n                ImGui::Text(\"%s\", i == 0 ? \"Top\" : i == 1 ? \"25%\" : i == 2 ? \"Center\" : i == 3 ? \"75%\" : \"Bottom\");\n                ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(ImGui::GetWindowWidth() * 0.17f, 200.0f), true);\n                if (scroll_to)\n                    ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_px, i * 0.25f);\n                for (int line = 0; line < 100; line++)\n                {\n                    if (track && line == track_line)\n                    {\n                        ImGui::TextColored(ImColor(255,255,0), \"Line %d\", line);\n                        ImGui::SetScrollHere(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom\n                    }\n                    else\n                    {\n                        ImGui::Text(\"Line %d\", line);\n                    }\n                }\n                float scroll_y = ImGui::GetScrollY(), scroll_max_y = ImGui::GetScrollMaxY();\n                ImGui::EndChild();\n                ImGui::Text(\"%.0f/%0.f\", scroll_y, scroll_max_y);\n                ImGui::EndGroup();\n            }\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Horizontal Scrolling\"))\n        {\n            ImGui::Bullet(); ImGui::TextWrapped(\"Horizontal scrolling for a window has to be enabled explicitly via the ImGuiWindowFlags_HorizontalScrollbar flag.\");\n            ImGui::Bullet(); ImGui::TextWrapped(\"You may want to explicitly specify content width by calling SetNextWindowContentWidth() before Begin().\");\n            static int lines = 7;\n            ImGui::SliderInt(\"Lines\", &lines, 1, 15);\n            ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f);\n            ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f));\n            ImGui::BeginChild(\"scrolling\", ImVec2(0, ImGui::GetItemsLineHeightWithSpacing()*7 + 30), true, ImGuiWindowFlags_HorizontalScrollbar);\n            for (int line = 0; line < lines; line++)\n            {\n                // Display random stuff (for the sake of this trivial demo we are using basic Button+SameLine. If you want to create your own time line for a real application you may be better off \n                // manipulating the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets yourself. You may also want to use the lower-level ImDrawList API)\n                int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3);\n                for (int n = 0; n < num_buttons; n++)\n                {\n                    if (n > 0) ImGui::SameLine();\n                    ImGui::PushID(n + line * 1000);\n                    char num_buf[16];\n                    const char* label = (!(n%15)) ? \"FizzBuzz\" : (!(n%3)) ? \"Fizz\" : (!(n%5)) ? \"Buzz\" : (sprintf(num_buf, \"%d\", n), num_buf);\n                    float hue = n*0.05f;\n                    ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f));\n                    ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f));\n                    ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f));\n                    ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f));\n                    ImGui::PopStyleColor(3);\n                    ImGui::PopID();\n                }\n            }\n            float scroll_x = ImGui::GetScrollX(), scroll_max_x = ImGui::GetScrollMaxX();\n            ImGui::EndChild();\n            ImGui::PopStyleVar(2);\n            float scroll_x_delta = 0.0f;\n            ImGui::SmallButton(\"<<\"); if (ImGui::IsItemActive()) scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; ImGui::SameLine(); \n            ImGui::Text(\"Scroll from code\"); ImGui::SameLine();\n            ImGui::SmallButton(\">>\"); if (ImGui::IsItemActive()) scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; ImGui::SameLine(); \n            ImGui::Text(\"%.0f/%.0f\", scroll_x, scroll_max_x);\n            if (scroll_x_delta != 0.0f)\n            {\n                ImGui::BeginChild(\"scrolling\"); // Demonstrate a trick: you can use Begin to set yourself in the context of another window (here we are already out of your child window)\n                ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta);\n                ImGui::End();\n            }\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Clipping\"))\n        {\n            static ImVec2 size(100, 100), offset(50, 20);\n            ImGui::TextWrapped(\"On a per-widget basis we are occasionally clipping text CPU-side if it won't fit in its frame. Otherwise we are doing coarser clipping + passing a scissor rectangle to the renderer. The system is designed to try minimizing both execution and CPU/GPU rendering cost.\");\n            ImGui::DragFloat2(\"size\", (float*)&size, 0.5f, 0.0f, 200.0f, \"%.0f\");\n            ImGui::TextWrapped(\"(Click and drag)\");\n            ImVec2 pos = ImGui::GetCursorScreenPos();\n            ImVec4 clip_rect(pos.x, pos.y, pos.x+size.x, pos.y+size.y);\n            ImGui::InvisibleButton(\"##dummy\", size);\n            if (ImGui::IsItemActive() && ImGui::IsMouseDragging()) { offset.x += ImGui::GetIO().MouseDelta.x; offset.y += ImGui::GetIO().MouseDelta.y; }\n            ImGui::GetWindowDrawList()->AddRectFilled(pos, ImVec2(pos.x+size.x,pos.y+size.y), ImColor(90,90,120,255));\n            ImGui::GetWindowDrawList()->AddText(ImGui::GetFont(), ImGui::GetFontSize()*2.0f, ImVec2(pos.x+offset.x,pos.y+offset.y), ImColor(255,255,255,255), \"Line 1 hello\\nLine 2 clip me!\", NULL, 0.0f, &clip_rect);\n            ImGui::TreePop();\n        }\n    }\n\n    if (ImGui::CollapsingHeader(\"Popups & Modal windows\"))\n    {\n        if (ImGui::TreeNode(\"Popups\"))\n        {\n            ImGui::TextWrapped(\"When a popup is active, it inhibits interacting with windows that are behind the popup. Clicking outside the popup closes it.\");\n\n            static int selected_fish = -1;\n            const char* names[] = { \"Bream\", \"Haddock\", \"Mackerel\", \"Pollock\", \"Tilefish\" };\n            static bool toggles[] = { true, false, false, false, false };\n\n            // Simple selection popup\n            // (If you want to show the current selection inside the Button itself, you may want to build a string using the \"###\" operator to preserve a constant ID with a variable label)\n            if (ImGui::Button(\"Select..\"))\n                ImGui::OpenPopup(\"select\");\n            ImGui::SameLine();\n            ImGui::Text(selected_fish == -1 ? \"<None>\" : names[selected_fish]);\n            if (ImGui::BeginPopup(\"select\"))\n            {\n                ImGui::Text(\"Aquarium\");\n                ImGui::Separator();\n                for (int i = 0; i < IM_ARRAYSIZE(names); i++)\n                    if (ImGui::Selectable(names[i]))\n                        selected_fish = i;\n                ImGui::EndPopup();\n            }\n\n            // Showing a menu with toggles\n            if (ImGui::Button(\"Toggle..\"))\n                ImGui::OpenPopup(\"toggle\");\n            if (ImGui::BeginPopup(\"toggle\"))\n            {\n                for (int i = 0; i < IM_ARRAYSIZE(names); i++)\n                    ImGui::MenuItem(names[i], \"\", &toggles[i]);\n                if (ImGui::BeginMenu(\"Sub-menu\"))\n                {\n                    ImGui::MenuItem(\"Click me\");\n                    ImGui::EndMenu();\n                }\n\n                ImGui::Separator();\n                ImGui::Text(\"Tooltip here\");\n                if (ImGui::IsItemHovered())\n                    ImGui::SetTooltip(\"I am a tooltip over a popup\");\n\n                if (ImGui::Button(\"Stacked Popup\"))\n                    ImGui::OpenPopup(\"another popup\");\n                if (ImGui::BeginPopup(\"another popup\"))\n                {\n                    for (int i = 0; i < IM_ARRAYSIZE(names); i++)\n                        ImGui::MenuItem(names[i], \"\", &toggles[i]);\n                    if (ImGui::BeginMenu(\"Sub-menu\"))\n                    {\n                        ImGui::MenuItem(\"Click me\");\n                        ImGui::EndMenu();\n                    }\n                    ImGui::EndPopup();\n                }\n                ImGui::EndPopup();\n            }\n\n            if (ImGui::Button(\"Popup Menu..\"))\n                ImGui::OpenPopup(\"FilePopup\");\n            if (ImGui::BeginPopup(\"FilePopup\"))\n            {\n                ShowExampleMenuFile();\n                ImGui::EndPopup();\n            }\n\n            ImGui::Spacing();\n            ImGui::TextWrapped(\"Below we are testing adding menu items to a regular window. It's rather unusual but should work!\");\n            ImGui::Separator();\n            // NB: As a quirk in this very specific example, we want to differentiate the parent of this menu from the parent of the various popup menus above.\n            // To do so we are encloding the items in a PushID()/PopID() block to make them two different menusets. If we don't, opening any popup above and hovering our menu here\n            // would open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it, which is the desired behavior for regular menus.\n            ImGui::PushID(\"foo\");\n            ImGui::MenuItem(\"Menu item\", \"CTRL+M\");\n            if (ImGui::BeginMenu(\"Menu inside a regular window\"))\n            {\n                ShowExampleMenuFile();\n                ImGui::EndMenu();\n            }\n            ImGui::PopID();\n            ImGui::Separator();\n\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Context menus\"))\n        {\n            static float value = 0.5f;\n            ImGui::Text(\"Value = %.3f (<-- right-click here)\", value);\n            if (ImGui::BeginPopupContextItem(\"item context menu\"))\n            {\n                if (ImGui::Selectable(\"Set to zero\")) value = 0.0f;\n                if (ImGui::Selectable(\"Set to PI\")) value = 3.1415f;\n                ImGui::DragFloat(\"Value\", &value, 0.1f, 0.0f, 0.0f);\n                ImGui::EndPopup();\n            }\n\n            static char name[32] = \"Label1\";\n            char buf[64]; sprintf(buf, \"Button: %s###Button\", name); // ### operator override ID ignoring the preceeding label\n            ImGui::Button(buf);\n            if (ImGui::BeginPopupContextItem(\"rename context menu\"))\n            {\n                ImGui::Text(\"Edit name:\");\n                ImGui::InputText(\"##edit\", name, IM_ARRAYSIZE(name));\n                if (ImGui::Button(\"Close\"))\n                    ImGui::CloseCurrentPopup();\n                ImGui::EndPopup();\n            }\n            ImGui::SameLine(); ImGui::Text(\"(<-- right-click here)\");\n\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Modals\"))\n        {\n            ImGui::TextWrapped(\"Modal windows are like popups but the user cannot close them by clicking outside the window.\");\n\n            if (ImGui::Button(\"Delete..\"))\n                ImGui::OpenPopup(\"Delete?\");\n            if (ImGui::BeginPopupModal(\"Delete?\", NULL, ImGuiWindowFlags_AlwaysAutoResize))\n            {\n                ImGui::Text(\"All those beautiful files will be deleted.\\nThis operation cannot be undone!\\n\\n\");\n                ImGui::Separator();\n\n                //static int dummy_i = 0;\n                //ImGui::Combo(\"Combo\", &dummy_i, \"Delete\\0Delete harder\\0\");\n\n                static bool dont_ask_me_next_time = false;\n                ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0));\n                ImGui::Checkbox(\"Don't ask me next time\", &dont_ask_me_next_time);\n                ImGui::PopStyleVar();\n\n                if (ImGui::Button(\"OK\", ImVec2(120,0))) { ImGui::CloseCurrentPopup(); }\n                ImGui::SameLine();\n                if (ImGui::Button(\"Cancel\", ImVec2(120,0))) { ImGui::CloseCurrentPopup(); }\n                ImGui::EndPopup();\n            }\n\n            if (ImGui::Button(\"Stacked modals..\"))\n                ImGui::OpenPopup(\"Stacked 1\");\n            if (ImGui::BeginPopupModal(\"Stacked 1\"))\n            {\n                ImGui::Text(\"Hello from Stacked The First\\nUsing style.Colors[ImGuiCol_ModalWindowDarkening] for darkening.\");\n                static int item = 1;\n                ImGui::Combo(\"Combo\", &item, \"aaaa\\0bbbb\\0cccc\\0dddd\\0eeee\\0\\0\");\n\n                if (ImGui::Button(\"Add another modal..\"))\n                    ImGui::OpenPopup(\"Stacked 2\");\n                if (ImGui::BeginPopupModal(\"Stacked 2\"))\n                {\n                    ImGui::Text(\"Hello from Stacked The Second\");\n                    if (ImGui::Button(\"Close\"))\n                        ImGui::CloseCurrentPopup();\n                    ImGui::EndPopup();\n                }\n\n                if (ImGui::Button(\"Close\"))\n                    ImGui::CloseCurrentPopup();\n                ImGui::EndPopup();\n            }\n\n            ImGui::TreePop();\n        }\n    }\n\n    if (ImGui::CollapsingHeader(\"Columns\"))\n    {\n        ImGui::PushID(\"Columns\");\n\n        // Basic columns\n        if (ImGui::TreeNode(\"Basic\"))\n        {\n            ImGui::Text(\"Without border:\");\n            ImGui::Columns(3, \"mycolumns3\", false);  // 3-ways, no border\n            ImGui::Separator();\n            for (int n = 0; n < 14; n++)\n            {\n                char label[32];\n                sprintf(label, \"Item %d\", n);\n                if (ImGui::Selectable(label)) {}\n                //if (ImGui::Button(label, ImVec2(-1,0))) {}\n                ImGui::NextColumn();\n            }\n            ImGui::Columns(1);\n            ImGui::Separator();\n\n            ImGui::Text(\"With border:\");\n            ImGui::Columns(4, \"mycolumns\"); // 4-ways, with border\n            ImGui::Separator();\n            ImGui::Text(\"ID\"); ImGui::NextColumn();\n            ImGui::Text(\"Name\"); ImGui::NextColumn();\n            ImGui::Text(\"Path\"); ImGui::NextColumn();\n            ImGui::Text(\"Flags\"); ImGui::NextColumn();\n            ImGui::Separator();\n            const char* names[3] = { \"One\", \"Two\", \"Three\" };\n            const char* paths[3] = { \"/path/one\", \"/path/two\", \"/path/three\" };\n            static int selected = -1;\n            for (int i = 0; i < 3; i++)\n            {\n                char label[32];\n                sprintf(label, \"%04d\", i);\n                if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns))\n                    selected = i;\n                ImGui::NextColumn();\n                ImGui::Text(names[i]); ImGui::NextColumn();\n                ImGui::Text(paths[i]); ImGui::NextColumn();\n                ImGui::Text(\"....\"); ImGui::NextColumn();\n            }\n            ImGui::Columns(1);\n            ImGui::Separator();\n            ImGui::TreePop();\n        }\n\n        // Create multiple items in a same cell before switching to next column\n        if (ImGui::TreeNode(\"Mixed items\"))\n        {\n            ImGui::Columns(3, \"mixed\");\n            ImGui::Separator();\n\n            ImGui::Text(\"Hello\");\n            ImGui::Button(\"Banana\");\n            ImGui::NextColumn();\n\n            ImGui::Text(\"ImGui\");\n            ImGui::Button(\"Apple\");\n            static float foo = 1.0f;\n            ImGui::InputFloat(\"red\", &foo, 0.05f, 0, 3);\n            ImGui::Text(\"An extra line here.\");\n            ImGui::NextColumn();\n\n                ImGui::Text(\"Sailor\");\n            ImGui::Button(\"Corniflower\");\n            static float bar = 1.0f;\n            ImGui::InputFloat(\"blue\", &bar, 0.05f, 0, 3);\n            ImGui::NextColumn();\n\n            if (ImGui::CollapsingHeader(\"Category A\")) ImGui::Text(\"Blah blah blah\"); ImGui::NextColumn();\n            if (ImGui::CollapsingHeader(\"Category B\")) ImGui::Text(\"Blah blah blah\"); ImGui::NextColumn();\n            if (ImGui::CollapsingHeader(\"Category C\")) ImGui::Text(\"Blah blah blah\"); ImGui::NextColumn();\n            ImGui::Columns(1);\n            ImGui::Separator();\n            ImGui::TreePop();\n        }\n\n        // Word wrapping\n        if (ImGui::TreeNode(\"Word-wrapping\"))\n        {\n            ImGui::Columns(2, \"word-wrapping\");\n            ImGui::Separator();\n            ImGui::TextWrapped(\"The quick brown fox jumps over the lazy dog.\");\n            ImGui::TextWrapped(\"Hello Left\");\n            ImGui::NextColumn();\n            ImGui::TextWrapped(\"The quick brown fox jumps over the lazy dog.\");\n            ImGui::TextWrapped(\"Hello Right\");\n            ImGui::Columns(1);\n            ImGui::Separator();\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Borders\"))\n        {\n            // NB: Future columns API should allow automatic horizontal borders.\n            static bool h_borders = true;\n            static bool v_borders = true;\n            ImGui::Checkbox(\"horizontal\", &h_borders);\n            ImGui::SameLine();\n            ImGui::Checkbox(\"vertical\", &v_borders);\n            ImGui::Columns(4, NULL, v_borders);\n            for (int i = 0; i < 4*3; i++)\n            {\n                if (h_borders && ImGui::GetColumnIndex() == 0)\n                    ImGui::Separator();\n                ImGui::Text(\"%c%c%c\", 'a'+i, 'a'+i, 'a'+i);\n                ImGui::Text(\"Width %.2f\\nOffset %.2f\", ImGui::GetColumnWidth(), ImGui::GetColumnOffset());\n                ImGui::NextColumn();\n            }\n            ImGui::Columns(1);\n            if (h_borders)\n                ImGui::Separator();\n            ImGui::TreePop();\n        }\n\n        // Scrolling columns\n        /*\n        if (ImGui::TreeNode(\"Vertical Scrolling\"))\n        {\n            ImGui::BeginChild(\"##header\", ImVec2(0, ImGui::GetTextLineHeightWithSpacing()+ImGui::GetStyle().ItemSpacing.y));\n            ImGui::Columns(3);\n            ImGui::Text(\"ID\"); ImGui::NextColumn();\n            ImGui::Text(\"Name\"); ImGui::NextColumn();\n            ImGui::Text(\"Path\"); ImGui::NextColumn();\n            ImGui::Columns(1);\n            ImGui::Separator();\n            ImGui::EndChild();\n            ImGui::BeginChild(\"##scrollingregion\", ImVec2(0, 60));\n            ImGui::Columns(3);\n            for (int i = 0; i < 10; i++)\n            {\n                ImGui::Text(\"%04d\", i); ImGui::NextColumn();\n                ImGui::Text(\"Foobar\"); ImGui::NextColumn();\n                ImGui::Text(\"/path/foobar/%04d/\", i); ImGui::NextColumn();\n            }\n            ImGui::Columns(1);\n            ImGui::EndChild();\n            ImGui::TreePop();\n        }\n        */\n\n        if (ImGui::TreeNode(\"Horizontal Scrolling\"))\n        {\n            ImGui::SetNextWindowContentWidth(1500);\n            ImGui::BeginChild(\"##scrollingregion\", ImVec2(0, 120), false, ImGuiWindowFlags_HorizontalScrollbar);\n            ImGui::Columns(10);\n            for (int i = 0; i < 20; i++)\n                for (int j = 0; j < 10; j++)\n                {\n                    ImGui::Text(\"Line %d Column %d...\", i, j);\n                    ImGui::NextColumn();\n                }\n            ImGui::Columns(1);\n            ImGui::EndChild();\n            ImGui::TreePop();\n        }\n\n        bool node_open = ImGui::TreeNode(\"Tree within single cell\");\n        ImGui::SameLine(); ShowHelpMarker(\"NB: Tree node must be poped before ending the cell. There's no storage of state per-cell.\");\n        if (node_open)\n        {\n            ImGui::Columns(2, \"tree items\");\n            ImGui::Separator();\n            if (ImGui::TreeNode(\"Hello\")) { ImGui::BulletText(\"Sailor\"); ImGui::TreePop(); } ImGui::NextColumn();\n            if (ImGui::TreeNode(\"Bonjour\")) { ImGui::BulletText(\"Marin\"); ImGui::TreePop(); } ImGui::NextColumn();\n            ImGui::Columns(1);\n            ImGui::Separator();\n            ImGui::TreePop();\n        }\n        ImGui::PopID();\n    }\n\n    if (ImGui::CollapsingHeader(\"Filtering\"))\n    {\n        static ImGuiTextFilter filter;\n        ImGui::Text(\"Filter usage:\\n\"\n                    \"  \\\"\\\"         display all lines\\n\"\n                    \"  \\\"xxx\\\"      display lines containing \\\"xxx\\\"\\n\"\n                    \"  \\\"xxx,yyy\\\"  display lines containing \\\"xxx\\\" or \\\"yyy\\\"\\n\"\n                    \"  \\\"-xxx\\\"     hide lines containing \\\"xxx\\\"\");\n        filter.Draw();\n        const char* lines[] = { \"aaa1.c\", \"bbb1.c\", \"ccc1.c\", \"aaa2.cpp\", \"bbb2.cpp\", \"ccc2.cpp\", \"abc.h\", \"hello, world\" };\n        for (int i = 0; i < IM_ARRAYSIZE(lines); i++)\n            if (filter.PassFilter(lines[i]))\n                ImGui::BulletText(\"%s\", lines[i]);\n    }\n\n    if (ImGui::CollapsingHeader(\"Inputs & Focus\"))\n    {\n        ImGuiIO& io = ImGui::GetIO();\n        ImGui::Checkbox(\"io.MouseDrawCursor\", &io.MouseDrawCursor);\n        ImGui::SameLine(); ShowHelpMarker(\"Request ImGui to render a mouse cursor for you in software. Note that a mouse cursor rendered via regular GPU rendering will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\");\n\n        ImGui::Text(\"WantCaptureMouse: %d\", io.WantCaptureMouse);\n        ImGui::Text(\"WantCaptureKeyboard: %d\", io.WantCaptureKeyboard);\n        ImGui::Text(\"WantTextInput: %d\", io.WantTextInput);\n\n        if (ImGui::TreeNode(\"Keyboard & Mouse State\"))\n        {\n            ImGui::Text(\"Mouse pos: (%g, %g)\", io.MousePos.x, io.MousePos.y);\n            ImGui::Text(\"Mouse down:\");     for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f)   { ImGui::SameLine(); ImGui::Text(\"b%d (%.02f secs)\", i, io.MouseDownDuration[i]); }\n            ImGui::Text(\"Mouse clicked:\");  for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i))          { ImGui::SameLine(); ImGui::Text(\"b%d\", i); }\n            ImGui::Text(\"Mouse dbl-clicked:\"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text(\"b%d\", i); }\n            ImGui::Text(\"Mouse released:\"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i))         { ImGui::SameLine(); ImGui::Text(\"b%d\", i); }\n            ImGui::Text(\"Mouse wheel: %.1f\", io.MouseWheel);\n\n            ImGui::Text(\"Keys down:\");      for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f)     { ImGui::SameLine(); ImGui::Text(\"%d (%.02f secs)\", i, io.KeysDownDuration[i]); }\n            ImGui::Text(\"Keys pressed:\");   for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i))             { ImGui::SameLine(); ImGui::Text(\"%d\", i); }\n            ImGui::Text(\"Keys release:\");   for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i))            { ImGui::SameLine(); ImGui::Text(\"%d\", i); }\n            ImGui::Text(\"Keys mods: %s%s%s%s\", io.KeyCtrl ? \"CTRL \" : \"\", io.KeyShift ? \"SHIFT \" : \"\", io.KeyAlt ? \"ALT \" : \"\", io.KeySuper ? \"SUPER \" : \"\");\n\n\n            ImGui::Button(\"Hovering me sets the\\nkeyboard capture flag\");\n            if (ImGui::IsItemHovered())\n                ImGui::CaptureKeyboardFromApp(true);\n            ImGui::SameLine();\n            ImGui::Button(\"Holding me clears the\\nthe keyboard capture flag\");\n            if (ImGui::IsItemActive())\n                ImGui::CaptureKeyboardFromApp(false);\n\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Tabbing\"))\n        {\n            ImGui::Text(\"Use TAB/SHIFT+TAB to cycle through keyboard editable fields.\");\n            static char buf[32] = \"dummy\";\n            ImGui::InputText(\"1\", buf, IM_ARRAYSIZE(buf));\n            ImGui::InputText(\"2\", buf, IM_ARRAYSIZE(buf));\n            ImGui::InputText(\"3\", buf, IM_ARRAYSIZE(buf));\n            ImGui::PushAllowKeyboardFocus(false);\n            ImGui::InputText(\"4 (tab skip)\", buf, IM_ARRAYSIZE(buf));\n            //ImGui::SameLine(); ShowHelperMarker(\"Use ImGui::PushAllowKeyboardFocus(bool)\\nto disable tabbing through certain widgets.\");\n            ImGui::PopAllowKeyboardFocus();\n            ImGui::InputText(\"5\", buf, IM_ARRAYSIZE(buf));\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Focus from code\"))\n        {\n            bool focus_1 = ImGui::Button(\"Focus on 1\"); ImGui::SameLine();\n            bool focus_2 = ImGui::Button(\"Focus on 2\"); ImGui::SameLine();\n            bool focus_3 = ImGui::Button(\"Focus on 3\");\n            int has_focus = 0;\n            static char buf[128] = \"click on a button to set focus\";\n\n            if (focus_1) ImGui::SetKeyboardFocusHere();\n            ImGui::InputText(\"1\", buf, IM_ARRAYSIZE(buf));\n            if (ImGui::IsItemActive()) has_focus = 1;\n\n            if (focus_2) ImGui::SetKeyboardFocusHere();\n            ImGui::InputText(\"2\", buf, IM_ARRAYSIZE(buf));\n            if (ImGui::IsItemActive()) has_focus = 2;\n\n            ImGui::PushAllowKeyboardFocus(false);\n            if (focus_3) ImGui::SetKeyboardFocusHere();\n            ImGui::InputText(\"3 (tab skip)\", buf, IM_ARRAYSIZE(buf));\n            if (ImGui::IsItemActive()) has_focus = 3;\n            ImGui::PopAllowKeyboardFocus();\n            if (has_focus)\n                ImGui::Text(\"Item with focus: %d\", has_focus);\n            else\n                ImGui::Text(\"Item with focus: <none>\");\n            ImGui::TextWrapped(\"Cursor & selection are preserved when refocusing last used item in code.\");\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Dragging\"))\n        {\n            ImGui::TextWrapped(\"You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget.\");\n            ImGui::Button(\"Drag Me\");\n            if (ImGui::IsItemActive())\n            {\n                // Draw a line between the button and the mouse cursor\n                ImDrawList* draw_list = ImGui::GetWindowDrawList();\n                draw_list->PushClipRectFullScreen();\n                draw_list->AddLine(ImGui::CalcItemRectClosestPoint(io.MousePos, true, -2.0f), io.MousePos, ImColor(ImGui::GetStyle().Colors[ImGuiCol_Button]), 4.0f);\n                draw_list->PopClipRect();\n                ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f);\n                ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0);\n                ImVec2 mouse_delta = io.MouseDelta;\n                ImGui::SameLine(); ImGui::Text(\"Raw (%.1f, %.1f), WithLockThresold (%.1f, %.1f), MouseDelta (%.1f, %.1f)\", value_raw.x, value_raw.y, value_with_lock_threshold.x, value_with_lock_threshold.y, mouse_delta.x, mouse_delta.y);\n            }\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Mouse cursors\"))\n        {\n            ImGui::Text(\"Hover to see mouse cursors:\");\n            ImGui::SameLine(); ShowHelpMarker(\"Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, otherwise your backend needs to handle it.\");\n            for (int i = 0; i < ImGuiMouseCursor_Count_; i++)\n            {\n                char label[32];\n                sprintf(label, \"Mouse cursor %d\", i);\n                ImGui::Bullet(); ImGui::Selectable(label, false);\n                if (ImGui::IsItemHovered())\n                    ImGui::SetMouseCursor(i);\n            }\n            ImGui::TreePop();\n        }\n    }\n\n    ImGui::End();\n}\n\nvoid ImGui::ShowStyleEditor(ImGuiStyle* ref)\n{\n    ImGuiStyle& style = ImGui::GetStyle();\n\n    // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it compares to the default style)\n    const ImGuiStyle default_style; // Default style\n    if (ImGui::Button(\"Revert Style\"))\n        style = ref ? *ref : default_style;\n\n    if (ref)\n    {\n        ImGui::SameLine();\n        if (ImGui::Button(\"Save Style\"))\n            *ref = style;\n    }\n\n    ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.55f);\n\n    if (ImGui::TreeNode(\"Rendering\"))\n    {\n        ImGui::Checkbox(\"Anti-aliased lines\", &style.AntiAliasedLines); ImGui::SameLine(); ShowHelpMarker(\"When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.\");\n        ImGui::Checkbox(\"Anti-aliased shapes\", &style.AntiAliasedShapes);\n        ImGui::PushItemWidth(100);\n        ImGui::DragFloat(\"Curve Tessellation Tolerance\", &style.CurveTessellationTol, 0.02f, 0.10f, FLT_MAX, NULL, 2.0f);\n        if (style.CurveTessellationTol < 0.0f) style.CurveTessellationTol = 0.10f;\n        ImGui::DragFloat(\"Global Alpha\", &style.Alpha, 0.005f, 0.20f, 1.0f, \"%.2f\"); // Not exposing zero here so user doesn't \"lose\" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero.\n        ImGui::PopItemWidth();\n        ImGui::TreePop();\n    }\n\n    if (ImGui::TreeNode(\"Settings\"))\n    {\n        ImGui::SliderFloat2(\"WindowPadding\", (float*)&style.WindowPadding, 0.0f, 20.0f, \"%.0f\");\n        ImGui::SliderFloat(\"WindowRounding\", &style.WindowRounding, 0.0f, 16.0f, \"%.0f\");\n        ImGui::SliderFloat(\"ChildWindowRounding\", &style.ChildWindowRounding, 0.0f, 16.0f, \"%.0f\");\n        ImGui::SliderFloat2(\"FramePadding\", (float*)&style.FramePadding, 0.0f, 20.0f, \"%.0f\");\n        ImGui::SliderFloat(\"FrameRounding\", &style.FrameRounding, 0.0f, 16.0f, \"%.0f\");\n        ImGui::SliderFloat2(\"ItemSpacing\", (float*)&style.ItemSpacing, 0.0f, 20.0f, \"%.0f\");\n        ImGui::SliderFloat2(\"ItemInnerSpacing\", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, \"%.0f\");\n        ImGui::SliderFloat2(\"TouchExtraPadding\", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, \"%.0f\");\n        ImGui::SliderFloat(\"IndentSpacing\", &style.IndentSpacing, 0.0f, 30.0f, \"%.0f\");\n        ImGui::SliderFloat(\"ScrollbarSize\", &style.ScrollbarSize, 1.0f, 20.0f, \"%.0f\");\n        ImGui::SliderFloat(\"ScrollbarRounding\", &style.ScrollbarRounding, 0.0f, 16.0f, \"%.0f\");\n        ImGui::SliderFloat(\"GrabMinSize\", &style.GrabMinSize, 1.0f, 20.0f, \"%.0f\");\n        ImGui::SliderFloat(\"GrabRounding\", &style.GrabRounding, 0.0f, 16.0f, \"%.0f\");\n        ImGui::Text(\"Alignment\");\n        ImGui::SliderFloat2(\"WindowTitleAlign\", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, \"%.2f\");\n        ImGui::SliderFloat2(\"ButtonTextAlign\", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, \"%.2f\"); ImGui::SameLine(); ShowHelpMarker(\"Alignment applies when a button is larger than its text content.\");\n        ImGui::TreePop();\n    }\n\n    if (ImGui::TreeNode(\"Colors\"))\n    {\n        static int output_dest = 0;\n        static bool output_only_modified = false;\n        if (ImGui::Button(\"Copy Colors\"))\n        {\n            if (output_dest == 0)\n                ImGui::LogToClipboard();\n            else\n                ImGui::LogToTTY();\n            ImGui::LogText(\"ImGuiStyle& style = ImGui::GetStyle();\" IM_NEWLINE);\n            for (int i = 0; i < ImGuiCol_COUNT; i++)\n            {\n                const ImVec4& col = style.Colors[i];\n                const char* name = ImGui::GetStyleColorName(i);\n                if (!output_only_modified || memcmp(&col, (ref ? &ref->Colors[i] : &default_style.Colors[i]), sizeof(ImVec4)) != 0)\n                    ImGui::LogText(\"style.Colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);\" IM_NEWLINE, name, 22 - (int)strlen(name), \"\", col.x, col.y, col.z, col.w);\n            }\n            ImGui::LogFinish();\n        }\n        ImGui::SameLine(); ImGui::PushItemWidth(120); ImGui::Combo(\"##output_type\", &output_dest, \"To Clipboard\\0To TTY\\0\"); ImGui::PopItemWidth();\n        ImGui::SameLine(); ImGui::Checkbox(\"Only Modified Fields\", &output_only_modified);\n\n        ImGui::Text(\"Tip: Left-click on colored square to open color picker,\\nRight-click to open edit options menu.\");\n\n        static ImGuiTextFilter filter;\n        filter.Draw(\"Filter colors\", 200);\n\n        static ImGuiColorEditFlags alpha_flags = 0;\n        ImGui::RadioButton(\"Opaque\", &alpha_flags, 0); ImGui::SameLine(); \n        ImGui::RadioButton(\"Alpha\", &alpha_flags, ImGuiColorEditFlags_AlphaPreview); ImGui::SameLine(); \n        ImGui::RadioButton(\"Both\", &alpha_flags, ImGuiColorEditFlags_AlphaPreviewHalf);\n\n        ImGui::BeginChild(\"#colors\", ImVec2(0, 300), true, ImGuiWindowFlags_AlwaysVerticalScrollbar);\n        ImGui::PushItemWidth(-160);\n        for (int i = 0; i < ImGuiCol_COUNT; i++)\n        {\n            const char* name = ImGui::GetStyleColorName(i);\n            if (!filter.PassFilter(name))\n                continue;\n            ImGui::PushID(i);\n            ImGui::ColorEdit4(name, (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags);\n            if (memcmp(&style.Colors[i], (ref ? &ref->Colors[i] : &default_style.Colors[i]), sizeof(ImVec4)) != 0)\n            {\n                ImGui::SameLine(); if (ImGui::Button(\"Revert\")) style.Colors[i] = ref ? ref->Colors[i] : default_style.Colors[i];\n                if (ref) { ImGui::SameLine(); if (ImGui::Button(\"Save\")) ref->Colors[i] = style.Colors[i]; }\n            }\n            ImGui::PopID();\n        }\n        ImGui::PopItemWidth();\n        ImGui::EndChild();\n\n        ImGui::TreePop();\n    }\n\n    bool fonts_opened = ImGui::TreeNode(\"Fonts\", \"Fonts (%d)\", ImGui::GetIO().Fonts->Fonts.Size);\n    ImGui::SameLine(); ShowHelpMarker(\"Tip: Load fonts with io.Fonts->AddFontFromFileTTF()\\nbefore calling io.Fonts->GetTex* functions.\");\n    if (fonts_opened)\n    {\n        ImFontAtlas* atlas = ImGui::GetIO().Fonts;\n        if (ImGui::TreeNode(\"Atlas texture\", \"Atlas texture (%dx%d pixels)\", atlas->TexWidth, atlas->TexHeight))\n        {\n            ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0,0), ImVec2(1,1), ImColor(255,255,255,255), ImColor(255,255,255,128));\n            ImGui::TreePop();\n        }\n        ImGui::PushItemWidth(100);\n        for (int i = 0; i < atlas->Fonts.Size; i++)\n        {\n            ImFont* font = atlas->Fonts[i];\n            bool font_details_opened = ImGui::TreeNode(font, \"Font %d: \\'%s\\', %.2f px, %d glyphs\", i, font->ConfigData ? font->ConfigData[0].Name : \"\", font->FontSize, font->Glyphs.Size);\n            ImGui::SameLine(); if (ImGui::SmallButton(\"Set as default\")) ImGui::GetIO().FontDefault = font;\n            if (font_details_opened)\n            {\n                ImGui::PushFont(font);\n                ImGui::Text(\"The quick brown fox jumps over the lazy dog\");\n                ImGui::PopFont();\n                ImGui::DragFloat(\"Font scale\", &font->Scale, 0.005f, 0.3f, 2.0f, \"%.1f\");   // Scale only this font\n                ImGui::SameLine(); ShowHelpMarker(\"Note than the default embedded font is NOT meant to be scaled.\\n\\nFont are currently rendered into bitmaps at a given size at the time of building the atlas. You may oversample them to get some flexibility with scaling. You can also render at multiple sizes and select which one to use at runtime.\\n\\n(Glimmer of hope: the atlas system should hopefully be rewritten in the future to make scaling more natural and automatic.)\");\n                ImGui::Text(\"Ascent: %f, Descent: %f, Height: %f\", font->Ascent, font->Descent, font->Ascent - font->Descent);\n                ImGui::Text(\"Fallback character: '%c' (%d)\", font->FallbackChar, font->FallbackChar);\n                ImGui::Text(\"Texture surface: %d pixels (approx) ~ %dx%d\", font->MetricsTotalSurface, (int)sqrtf((float)font->MetricsTotalSurface), (int)sqrtf((float)font->MetricsTotalSurface));\n                for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)\n                {\n                    ImFontConfig* cfg = &font->ConfigData[config_i];\n                    ImGui::BulletText(\"Input %d: \\'%s\\', Oversample: (%d,%d), PixelSnapH: %d\", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH);\n                }\n                if (ImGui::TreeNode(\"Glyphs\", \"Glyphs (%d)\", font->Glyphs.Size))\n                {\n                    // Display all glyphs of the fonts in separate pages of 256 characters\n                    const ImFont::Glyph* glyph_fallback = font->FallbackGlyph; // Forcefully/dodgily make FindGlyph() return NULL on fallback, which isn't the default behavior.\n                    font->FallbackGlyph = NULL;\n                    for (int base = 0; base < 0x10000; base += 256)\n                    {\n                        int count = 0;\n                        for (int n = 0; n < 256; n++)\n                            count += font->FindGlyph((ImWchar)(base + n)) ? 1 : 0;\n                        if (count > 0 && ImGui::TreeNode((void*)(intptr_t)base, \"U+%04X..U+%04X (%d %s)\", base, base+255, count, count > 1 ? \"glyphs\" : \"glyph\"))\n                        {\n                            float cell_spacing = style.ItemSpacing.y;\n                            ImVec2 cell_size(font->FontSize * 1, font->FontSize * 1);\n                            ImVec2 base_pos = ImGui::GetCursorScreenPos();\n                            ImDrawList* draw_list = ImGui::GetWindowDrawList();\n                            for (int n = 0; n < 256; n++)\n                            {\n                                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size.x + cell_spacing), base_pos.y + (n / 16) * (cell_size.y + cell_spacing));\n                                ImVec2 cell_p2(cell_p1.x + cell_size.x, cell_p1.y + cell_size.y);\n                                const ImFont::Glyph* glyph = font->FindGlyph((ImWchar)(base+n));;\n                                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255,255,255,100) : IM_COL32(255,255,255,50));\n                                font->RenderChar(draw_list, cell_size.x, cell_p1, ImGui::GetColorU32(ImGuiCol_Text), (ImWchar)(base+n)); // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions available to generate a string.\n                                if (glyph && ImGui::IsMouseHoveringRect(cell_p1, cell_p2))\n                                {\n                                    ImGui::BeginTooltip();\n                                    ImGui::Text(\"Codepoint: U+%04X\", base+n);\n                                    ImGui::Separator();\n                                    ImGui::Text(\"XAdvance+1: %.1f\", glyph->XAdvance);\n                                    ImGui::Text(\"Pos: (%.2f,%.2f)->(%.2f,%.2f)\", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);\n                                    ImGui::Text(\"UV: (%.3f,%.3f)->(%.3f,%.3f)\", glyph->U0, glyph->V0, glyph->U1, glyph->V1);\n                                    ImGui::EndTooltip();\n                                }\n                            }\n                            ImGui::Dummy(ImVec2((cell_size.x + cell_spacing) * 16, (cell_size.y + cell_spacing) * 16));\n                            ImGui::TreePop();\n                        }\n                    }\n                    font->FallbackGlyph = glyph_fallback;\n                    ImGui::TreePop();\n                }\n                ImGui::TreePop();\n            }\n        }\n        static float window_scale = 1.0f;\n        ImGui::DragFloat(\"this window scale\", &window_scale, 0.005f, 0.3f, 2.0f, \"%.1f\");              // scale only this window\n        ImGui::DragFloat(\"global scale\", &ImGui::GetIO().FontGlobalScale, 0.005f, 0.3f, 2.0f, \"%.1f\"); // scale everything\n        ImGui::PopItemWidth();\n        ImGui::SetWindowFontScale(window_scale);\n        ImGui::TreePop();\n    }\n\n    ImGui::PopItemWidth();\n}\n\n// Demonstrate creating a fullscreen menu bar and populating it.\nstatic void ShowExampleAppMainMenuBar()\n{\n    if (ImGui::BeginMainMenuBar())\n    {\n        if (ImGui::BeginMenu(\"File\"))\n        {\n            ShowExampleMenuFile();\n            ImGui::EndMenu();\n        }\n        if (ImGui::BeginMenu(\"Edit\"))\n        {\n            if (ImGui::MenuItem(\"Undo\", \"CTRL+Z\")) {}\n            if (ImGui::MenuItem(\"Redo\", \"CTRL+Y\", false, false)) {}  // Disabled item\n            ImGui::Separator();\n            if (ImGui::MenuItem(\"Cut\", \"CTRL+X\")) {}\n            if (ImGui::MenuItem(\"Copy\", \"CTRL+C\")) {}\n            if (ImGui::MenuItem(\"Paste\", \"CTRL+V\")) {}\n            ImGui::EndMenu();\n        }\n        ImGui::EndMainMenuBar();\n    }\n}\n\nstatic void ShowExampleMenuFile()\n{\n    ImGui::MenuItem(\"(dummy menu)\", NULL, false, false);\n    if (ImGui::MenuItem(\"New\")) {}\n    if (ImGui::MenuItem(\"Open\", \"Ctrl+O\")) {}\n    if (ImGui::BeginMenu(\"Open Recent\"))\n    {\n        ImGui::MenuItem(\"fish_hat.c\");\n        ImGui::MenuItem(\"fish_hat.inl\");\n        ImGui::MenuItem(\"fish_hat.h\");\n        if (ImGui::BeginMenu(\"More..\"))\n        {\n            ImGui::MenuItem(\"Hello\");\n            ImGui::MenuItem(\"Sailor\");\n            if (ImGui::BeginMenu(\"Recurse..\"))\n            {\n                ShowExampleMenuFile();\n                ImGui::EndMenu();\n            }\n            ImGui::EndMenu();\n        }\n        ImGui::EndMenu();\n    }\n    if (ImGui::MenuItem(\"Save\", \"Ctrl+S\")) {}\n    if (ImGui::MenuItem(\"Save As..\")) {}\n    ImGui::Separator();\n    if (ImGui::BeginMenu(\"Options\"))\n    {\n        static bool enabled = true;\n        ImGui::MenuItem(\"Enabled\", \"\", &enabled);\n        ImGui::BeginChild(\"child\", ImVec2(0, 60), true);\n        for (int i = 0; i < 10; i++)\n            ImGui::Text(\"Scrolling Text %d\", i);\n        ImGui::EndChild();\n        static float f = 0.5f;\n        static int n = 0;\n        static bool b = true;\n        ImGui::SliderFloat(\"Value\", &f, 0.0f, 1.0f);\n        ImGui::InputFloat(\"Input\", &f, 0.1f);\n        ImGui::Combo(\"Combo\", &n, \"Yes\\0No\\0Maybe\\0\\0\");\n        ImGui::Checkbox(\"Check\", &b);\n        ImGui::EndMenu();\n    }\n    if (ImGui::BeginMenu(\"Colors\"))\n    {\n        for (int i = 0; i < ImGuiCol_COUNT; i++)\n            ImGui::MenuItem(ImGui::GetStyleColorName((ImGuiCol)i));\n        ImGui::EndMenu();\n    }\n    if (ImGui::BeginMenu(\"Disabled\", false)) // Disabled\n    {\n        IM_ASSERT(0);\n    }\n    if (ImGui::MenuItem(\"Checked\", NULL, true)) {}\n    if (ImGui::MenuItem(\"Quit\", \"Alt+F4\")) {}\n}\n\n// Demonstrate creating a window which gets auto-resized according to its content.\nstatic void ShowExampleAppAutoResize(bool* p_open)\n{\n    if (!ImGui::Begin(\"Example: Auto-resizing window\", p_open, ImGuiWindowFlags_AlwaysAutoResize))\n    {\n        ImGui::End();\n        return;\n    }\n\n    static int lines = 10;\n    ImGui::Text(\"Window will resize every-frame to the size of its content.\\nNote that you probably don't want to query the window size to\\noutput your content because that would create a feedback loop.\");\n    ImGui::SliderInt(\"Number of lines\", &lines, 1, 20);\n    for (int i = 0; i < lines; i++)\n        ImGui::Text(\"%*sThis is line %d\", i*4, \"\", i); // Pad with space to extend size horizontally\n    ImGui::End();\n}\n\n// Demonstrate creating a window with custom resize constraints.\nstatic void ShowExampleAppConstrainedResize(bool* p_open)\n{\n    struct CustomConstraints // Helper functions to demonstrate programmatic constraints\n    {\n        static void Square(ImGuiSizeConstraintCallbackData* data) { data->DesiredSize = ImVec2(IM_MAX(data->DesiredSize.x, data->DesiredSize.y), IM_MAX(data->DesiredSize.x, data->DesiredSize.y)); }\n        static void Step(ImGuiSizeConstraintCallbackData* data)   { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); }\n    };\n\n    static int type = 0;\n    if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0),    ImVec2(-1, FLT_MAX));      // Vertical only\n    if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1),    ImVec2(FLT_MAX, -1));      // Horizontal only\n    if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100\n    if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(300, 0),   ImVec2(400, FLT_MAX));     // Width 300-400\n    if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0),     ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square);          // Always Square\n    if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0),     ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)100);// Fixed Step\n\n    if (ImGui::Begin(\"Example: Constrained Resize\", p_open))\n    {\n        const char* desc[] = \n        {\n            \"Resize vertical only\",\n            \"Resize horizontal only\",\n            \"Width > 100, Height > 100\",\n            \"Width 300-400\",\n            \"Custom: Always Square\",\n            \"Custom: Fixed Steps (100)\",\n        };\n        ImGui::Combo(\"Constraint\", &type, desc, IM_ARRAYSIZE(desc)); \n        if (ImGui::Button(\"200x200\")) ImGui::SetWindowSize(ImVec2(200,200)); ImGui::SameLine();\n        if (ImGui::Button(\"500x500\")) ImGui::SetWindowSize(ImVec2(500,500)); ImGui::SameLine();\n        if (ImGui::Button(\"800x200\")) ImGui::SetWindowSize(ImVec2(800,200));\n        for (int i = 0; i < 10; i++) \n            ImGui::Text(\"Hello, sailor! Making this line long enough for the example.\");\n    }\n    ImGui::End();\n}\n\n// Demonstrate creating a simple static window with no decoration.\nstatic void ShowExampleAppFixedOverlay(bool* p_open)\n{\n    ImGui::SetNextWindowPos(ImVec2(10,10));\n    if (!ImGui::Begin(\"Example: Fixed Overlay\", p_open, ImVec2(0,0), 0.3f, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoSavedSettings))\n    {\n        ImGui::End();\n        return;\n    }\n    ImGui::Text(\"Simple overlay\\non the top-left side of the screen.\");\n    ImGui::Separator();\n    ImGui::Text(\"Mouse Position: (%.1f,%.1f)\", ImGui::GetIO().MousePos.x, ImGui::GetIO().MousePos.y);\n    ImGui::End();\n}\n\n// Demonstrate using \"##\" and \"###\" in identifiers to manipulate ID generation.\n// Read section \"How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs.\" about ID.\nstatic void ShowExampleAppManipulatingWindowTitle(bool*)\n{\n    // By default, Windows are uniquely identified by their title.\n    // You can use the \"##\" and \"###\" markers to manipulate the display/ID.\n\n    // Using \"##\" to display same title but have unique identifier.\n    ImGui::SetNextWindowPos(ImVec2(100,100), ImGuiCond_FirstUseEver);\n    ImGui::Begin(\"Same title as another window##1\");\n    ImGui::Text(\"This is window 1.\\nMy title is the same as window 2, but my identifier is unique.\");\n    ImGui::End();\n\n    ImGui::SetNextWindowPos(ImVec2(100,200), ImGuiCond_FirstUseEver);\n    ImGui::Begin(\"Same title as another window##2\");\n    ImGui::Text(\"This is window 2.\\nMy title is the same as window 1, but my identifier is unique.\");\n    ImGui::End();\n\n    // Using \"###\" to display a changing title but keep a static identifier \"AnimatedTitle\"\n    char buf[128];\n    sprintf(buf, \"Animated title %c %d###AnimatedTitle\", \"|/-\\\\\"[(int)(ImGui::GetTime()/0.25f)&3], rand());\n    ImGui::SetNextWindowPos(ImVec2(100,300), ImGuiCond_FirstUseEver);\n    ImGui::Begin(buf);\n    ImGui::Text(\"This window has a changing title.\");\n    ImGui::End();\n}\n\n// Demonstrate using the low-level ImDrawList to draw custom shapes. \nstatic void ShowExampleAppCustomRendering(bool* p_open)\n{\n    ImGui::SetNextWindowSize(ImVec2(350,560), ImGuiCond_FirstUseEver);\n    if (!ImGui::Begin(\"Example: Custom rendering\", p_open))\n    {\n        ImGui::End();\n        return;\n    }\n\n    // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of overloaded operators, etc.\n    // Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your types and ImVec2/ImVec4.\n    // ImGui defines overloaded operators but they are internal to imgui.cpp and not exposed outside (to avoid messing with your types)\n    // In this example we are not using the maths operators!\n    ImDrawList* draw_list = ImGui::GetWindowDrawList();\n\n    // Primitives\n    ImGui::Text(\"Primitives\");\n    static float sz = 36.0f;\n    static ImVec4 col = ImVec4(1.0f,1.0f,0.4f,1.0f);\n    ImGui::DragFloat(\"Size\", &sz, 0.2f, 2.0f, 72.0f, \"%.0f\");\n    ImGui::ColorEdit3(\"Color\", &col.x);\n    {\n        const ImVec2 p = ImGui::GetCursorScreenPos();\n        const ImU32 col32 = ImColor(col);\n        float x = p.x + 4.0f, y = p.y + 4.0f, spacing = 8.0f;\n        for (int n = 0; n < 2; n++)\n        {\n            float thickness = (n == 0) ? 1.0f : 4.0f;\n            draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 20, thickness); x += sz+spacing;\n            draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 0.0f, ~0, thickness); x += sz+spacing;\n            draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ~0, thickness); x += sz+spacing;\n            draw_list->AddTriangle(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32, thickness); x += sz+spacing;\n            draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y   ), col32, thickness); x += sz+spacing;\n            draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, thickness); x += sz+spacing;\n            draw_list->AddLine(ImVec2(x, y), ImVec2(x,    y+sz), col32, thickness); x += spacing;\n            draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x+sz*1.3f,y+sz*0.3f), ImVec2(x+sz-sz*1.3f,y+sz-sz*0.3f), ImVec2(x+sz, y+sz), col32, thickness);\n            x = p.x + 4;\n            y += sz+spacing;\n        }\n        draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 32); x += sz+spacing;\n        draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32); x += sz+spacing;\n        draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f); x += sz+spacing;\n        draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32); x += sz+spacing;\n        draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x+sz, y+sz), ImColor(0,0,0), ImColor(255,0,0), ImColor(255,255,0), ImColor(0,255,0));\n        ImGui::Dummy(ImVec2((sz+spacing)*8, (sz+spacing)*3));\n    }\n    ImGui::Separator();\n    {\n        static ImVector<ImVec2> points;\n        static bool adding_line = false;\n        ImGui::Text(\"Canvas example\");\n        if (ImGui::Button(\"Clear\")) points.clear();\n        if (points.Size >= 2) { ImGui::SameLine(); if (ImGui::Button(\"Undo\")) { points.pop_back(); points.pop_back(); } }\n        ImGui::Text(\"Left-click and drag to add lines,\\nRight-click to undo\");\n\n        // Here we are using InvisibleButton() as a convenience to 1) advance the cursor and 2) allows us to use IsItemHovered()\n        // However you can draw directly and poll mouse/keyboard by yourself. You can manipulate the cursor using GetCursorPos() and SetCursorPos().\n        // If you only use the ImDrawList API, you can notify the owner window of its extends by using SetCursorPos(max).\n        ImVec2 canvas_pos = ImGui::GetCursorScreenPos();            // ImDrawList API uses screen coordinates!\n        ImVec2 canvas_size = ImGui::GetContentRegionAvail();        // Resize canvas to what's available\n        if (canvas_size.x < 50.0f) canvas_size.x = 50.0f;\n        if (canvas_size.y < 50.0f) canvas_size.y = 50.0f;\n        draw_list->AddRectFilledMultiColor(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), ImColor(50,50,50), ImColor(50,50,60), ImColor(60,60,70), ImColor(50,50,60));\n        draw_list->AddRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), ImColor(255,255,255));\n\n        bool adding_preview = false;\n        ImGui::InvisibleButton(\"canvas\", canvas_size);\n        ImVec2 mouse_pos_in_canvas = ImVec2(ImGui::GetIO().MousePos.x - canvas_pos.x, ImGui::GetIO().MousePos.y - canvas_pos.y);\n        if (adding_line)\n        {\n            adding_preview = true;\n            points.push_back(mouse_pos_in_canvas);\n            if (!ImGui::GetIO().MouseDown[0])\n                adding_line = adding_preview = false;\n        }\n        if (ImGui::IsItemHovered())\n        {\n            if (!adding_line && ImGui::IsMouseClicked(0))\n            {\n                points.push_back(mouse_pos_in_canvas);\n                adding_line = true;\n            }\n            if (ImGui::IsMouseClicked(1) && !points.empty())\n            {\n                adding_line = adding_preview = false;\n                points.pop_back();\n                points.pop_back();\n            }\n        }\n        draw_list->PushClipRect(canvas_pos, ImVec2(canvas_pos.x+canvas_size.x, canvas_pos.y+canvas_size.y));      // clip lines within the canvas (if we resize it, etc.)\n        for (int i = 0; i < points.Size - 1; i += 2)\n            draw_list->AddLine(ImVec2(canvas_pos.x + points[i].x, canvas_pos.y + points[i].y), ImVec2(canvas_pos.x + points[i+1].x, canvas_pos.y + points[i+1].y), IM_COL32(255,255,0,255), 2.0f);\n        draw_list->PopClipRect();\n        if (adding_preview)\n            points.pop_back();\n    }\n    ImGui::End();\n}\n\n// Demonstrating creating a simple console window, with scrolling, filtering, completion and history.\n// For the console example, here we are using a more C++ like approach of declaring a class to hold the data and the functions.\nstruct ExampleAppConsole\n{\n    char                  InputBuf[256];\n    ImVector<char*>       Items;\n    bool                  ScrollToBottom;\n    ImVector<char*>       History;\n    int                   HistoryPos;    // -1: new line, 0..History.Size-1 browsing history.\n    ImVector<const char*> Commands;\n\n    ExampleAppConsole()\n    {\n        ClearLog();\n        memset(InputBuf, 0, sizeof(InputBuf));\n        HistoryPos = -1;\n        Commands.push_back(\"HELP\");\n        Commands.push_back(\"HISTORY\");\n        Commands.push_back(\"CLEAR\");\n        Commands.push_back(\"CLASSIFY\");  // \"classify\" is here to provide an example of \"C\"+[tab] completing to \"CL\" and displaying matches.\n        AddLog(\"Welcome to ImGui!\");\n    }\n    ~ExampleAppConsole()\n    {\n        ClearLog();\n        for (int i = 0; i < History.Size; i++)\n            free(History[i]);\n    }\n\n    // Portable helpers\n    static int   Stricmp(const char* str1, const char* str2)         { int d; while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; } return d; }\n    static int   Strnicmp(const char* str1, const char* str2, int n) { int d = 0; while (n > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; n--; } return d; }\n    static char* Strdup(const char *str)                             { size_t len = strlen(str) + 1; void* buff = malloc(len); return (char*)memcpy(buff, (const void*)str, len); }\n\n    void    ClearLog()\n    {\n        for (int i = 0; i < Items.Size; i++)\n            free(Items[i]);\n        Items.clear();\n        ScrollToBottom = true;\n    }\n\n    void    AddLog(const char* fmt, ...) IM_PRINTFARGS(2)\n    {\n        char buf[1024];\n        va_list args;\n        va_start(args, fmt);\n        vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args);\n        buf[IM_ARRAYSIZE(buf)-1] = 0;\n        va_end(args);\n        Items.push_back(Strdup(buf));\n        ScrollToBottom = true;\n    }\n\n    void    Draw(const char* title, bool* p_open)\n    {\n        ImGui::SetNextWindowSize(ImVec2(520,600), ImGuiCond_FirstUseEver);\n        if (!ImGui::Begin(title, p_open))\n        {\n            ImGui::End();\n            return;\n        }\n\n        ImGui::TextWrapped(\"This example implements a console with basic coloring, completion and history. A more elaborate implementation may want to store entries along with extra data such as timestamp, emitter, etc.\");\n        ImGui::TextWrapped(\"Enter 'HELP' for help, press TAB to use text completion.\");\n\n        // TODO: display items starting from the bottom\n\n        if (ImGui::SmallButton(\"Add Dummy Text\")) { AddLog(\"%d some text\", Items.Size); AddLog(\"some more text\"); AddLog(\"display very important message here!\"); } ImGui::SameLine();\n        if (ImGui::SmallButton(\"Add Dummy Error\")) AddLog(\"[error] something went wrong\"); ImGui::SameLine();\n        if (ImGui::SmallButton(\"Clear\")) ClearLog(); ImGui::SameLine();\n        bool copy_to_clipboard = ImGui::SmallButton(\"Copy\"); ImGui::SameLine();\n        if (ImGui::SmallButton(\"Scroll to bottom\")) ScrollToBottom = true;\n        //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog(\"Spam %f\", t); }\n\n        ImGui::Separator();\n\n        ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0));\n        static ImGuiTextFilter filter;\n        filter.Draw(\"Filter (\\\"incl,-excl\\\") (\\\"error\\\")\", 180);\n        ImGui::PopStyleVar();\n        ImGui::Separator();\n\n        ImGui::BeginChild(\"ScrollingRegion\", ImVec2(0,-ImGui::GetItemsLineHeightWithSpacing()), false, ImGuiWindowFlags_HorizontalScrollbar);\n        if (ImGui::BeginPopupContextWindow())\n        {\n            if (ImGui::Selectable(\"Clear\")) ClearLog();\n            ImGui::EndPopup();\n        }\n\n        // Display every line as a separate entry so we can change their color or add custom widgets. If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());\n        // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping to only process visible items.\n        // You can seek and display only the lines that are visible using the ImGuiListClipper helper, if your elements are evenly spaced and you have cheap random access to the elements.\n        // To use the clipper we could replace the 'for (int i = 0; i < Items.Size; i++)' loop with:\n        //     ImGuiListClipper clipper(Items.Size);\n        //     while (clipper.Step())\n        //         for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)\n        // However take note that you can not use this code as is if a filter is active because it breaks the 'cheap random-access' property. We would need random-access on the post-filtered list.\n        // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices that passed the filtering test, recomputing this array when user changes the filter,\n        // and appending newly elements as they are inserted. This is left as a task to the user until we can manage to improve this example code!\n        // If your items are of variable size you may want to implement code similar to what ImGuiListClipper does. Or split your data into fixed height items to allow random-seeking into your list.\n        ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4,1)); // Tighten spacing\n        if (copy_to_clipboard)\n            ImGui::LogToClipboard();\n        for (int i = 0; i < Items.Size; i++)\n        {\n            const char* item = Items[i];\n            if (!filter.PassFilter(item))\n                continue;\n            ImVec4 col = ImVec4(1.0f,1.0f,1.0f,1.0f); // A better implementation may store a type per-item. For the sample let's just parse the text.\n            if (strstr(item, \"[error]\")) col = ImColor(1.0f,0.4f,0.4f,1.0f);\n            else if (strncmp(item, \"# \", 2) == 0) col = ImColor(1.0f,0.78f,0.58f,1.0f);\n            ImGui::PushStyleColor(ImGuiCol_Text, col);\n            ImGui::TextUnformatted(item);\n            ImGui::PopStyleColor();\n        }\n        if (copy_to_clipboard)\n            ImGui::LogFinish();\n        if (ScrollToBottom)\n            ImGui::SetScrollHere();\n        ScrollToBottom = false;\n        ImGui::PopStyleVar();\n        ImGui::EndChild();\n        ImGui::Separator();\n\n        // Command-line\n        if (ImGui::InputText(\"Input\", InputBuf, IM_ARRAYSIZE(InputBuf), ImGuiInputTextFlags_EnterReturnsTrue|ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_CallbackHistory, &TextEditCallbackStub, (void*)this))\n        {\n            char* input_end = InputBuf+strlen(InputBuf);\n            while (input_end > InputBuf && input_end[-1] == ' ') input_end--; *input_end = 0;\n            if (InputBuf[0])\n                ExecCommand(InputBuf);\n            strcpy(InputBuf, \"\");\n        }\n\n        // Demonstrate keeping auto focus on the input box\n        if (ImGui::IsItemHovered() || (ImGui::IsRootWindowOrAnyChildFocused() && !ImGui::IsAnyItemActive() && !ImGui::IsMouseClicked(0)))\n            ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget\n\n        ImGui::End();\n    }\n\n    void    ExecCommand(const char* command_line)\n    {\n        AddLog(\"# %s\\n\", command_line);\n\n        // Insert into history. First find match and delete it so it can be pushed to the back. This isn't trying to be smart or optimal.\n        HistoryPos = -1;\n        for (int i = History.Size-1; i >= 0; i--)\n            if (Stricmp(History[i], command_line) == 0)\n            {\n                free(History[i]);\n                History.erase(History.begin() + i);\n                break;\n            }\n        History.push_back(Strdup(command_line));\n\n        // Process command\n        if (Stricmp(command_line, \"CLEAR\") == 0)\n        {\n            ClearLog();\n        }\n        else if (Stricmp(command_line, \"HELP\") == 0)\n        {\n            AddLog(\"Commands:\");\n            for (int i = 0; i < Commands.Size; i++)\n                AddLog(\"- %s\", Commands[i]);\n        }\n        else if (Stricmp(command_line, \"HISTORY\") == 0)\n        {\n            for (int i = History.Size >= 10 ? History.Size - 10 : 0; i < History.Size; i++)\n                AddLog(\"%3d: %s\\n\", i, History[i]);\n        }\n        else\n        {\n            AddLog(\"Unknown command: '%s'\\n\", command_line);\n        }\n    }\n\n    static int TextEditCallbackStub(ImGuiTextEditCallbackData* data) // In C++11 you are better off using lambdas for this sort of forwarding callbacks\n    {\n        ExampleAppConsole* console = (ExampleAppConsole*)data->UserData;\n        return console->TextEditCallback(data);\n    }\n\n    int     TextEditCallback(ImGuiTextEditCallbackData* data)\n    {\n        //AddLog(\"cursor: %d, selection: %d-%d\", data->CursorPos, data->SelectionStart, data->SelectionEnd);\n        switch (data->EventFlag)\n        {\n        case ImGuiInputTextFlags_CallbackCompletion:\n            {\n                // Example of TEXT COMPLETION\n\n                // Locate beginning of current word\n                const char* word_end = data->Buf + data->CursorPos;\n                const char* word_start = word_end;\n                while (word_start > data->Buf)\n                {\n                    const char c = word_start[-1];\n                    if (c == ' ' || c == '\\t' || c == ',' || c == ';')\n                        break;\n                    word_start--;\n                }\n\n                // Build a list of candidates\n                ImVector<const char*> candidates;\n                for (int i = 0; i < Commands.Size; i++)\n                    if (Strnicmp(Commands[i], word_start, (int)(word_end-word_start)) == 0)\n                        candidates.push_back(Commands[i]);\n\n                if (candidates.Size == 0)\n                {\n                    // No match\n                    AddLog(\"No match for \\\"%.*s\\\"!\\n\", (int)(word_end-word_start), word_start);\n                }\n                else if (candidates.Size == 1)\n                {\n                    // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing\n                    data->DeleteChars((int)(word_start-data->Buf), (int)(word_end-word_start));\n                    data->InsertChars(data->CursorPos, candidates[0]);\n                    data->InsertChars(data->CursorPos, \" \");\n                }\n                else\n                {\n                    // Multiple matches. Complete as much as we can, so inputing \"C\" will complete to \"CL\" and display \"CLEAR\" and \"CLASSIFY\"\n                    int match_len = (int)(word_end - word_start);\n                    for (;;)\n                    {\n                        int c = 0;\n                        bool all_candidates_matches = true;\n                        for (int i = 0; i < candidates.Size && all_candidates_matches; i++)\n                            if (i == 0)\n                                c = toupper(candidates[i][match_len]);\n                            else if (c == 0 || c != toupper(candidates[i][match_len]))\n                                all_candidates_matches = false;\n                        if (!all_candidates_matches)\n                            break;\n                        match_len++;\n                    }\n\n                    if (match_len > 0)\n                    {\n                        data->DeleteChars((int)(word_start - data->Buf), (int)(word_end-word_start));\n                        data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len);\n                    }\n\n                    // List matches\n                    AddLog(\"Possible matches:\\n\");\n                    for (int i = 0; i < candidates.Size; i++)\n                        AddLog(\"- %s\\n\", candidates[i]);\n                }\n\n                break;\n            }\n        case ImGuiInputTextFlags_CallbackHistory:\n            {\n                // Example of HISTORY\n                const int prev_history_pos = HistoryPos;\n                if (data->EventKey == ImGuiKey_UpArrow)\n                {\n                    if (HistoryPos == -1)\n                        HistoryPos = History.Size - 1;\n                    else if (HistoryPos > 0)\n                        HistoryPos--;\n                }\n                else if (data->EventKey == ImGuiKey_DownArrow)\n                {\n                    if (HistoryPos != -1)\n                        if (++HistoryPos >= History.Size)\n                            HistoryPos = -1;\n                }\n\n                // A better implementation would preserve the data on the current input line along with cursor position.\n                if (prev_history_pos != HistoryPos)\n                {\n                    data->CursorPos = data->SelectionStart = data->SelectionEnd = data->BufTextLen = (int)snprintf(data->Buf, (size_t)data->BufSize, \"%s\", (HistoryPos >= 0) ? History[HistoryPos] : \"\");\n                    data->BufDirty = true;\n                }\n            }\n        }\n        return 0;\n    }\n};\n\nstatic void ShowExampleAppConsole(bool* p_open)\n{\n    static ExampleAppConsole console;\n    console.Draw(\"Example: Console\", p_open);\n}\n\n// Usage:\n//  static ExampleAppLog my_log;\n//  my_log.AddLog(\"Hello %d world\\n\", 123);\n//  my_log.Draw(\"title\");\nstruct ExampleAppLog\n{\n    ImGuiTextBuffer     Buf;\n    ImGuiTextFilter     Filter;\n    ImVector<int>       LineOffsets;        // Index to lines offset\n    bool                ScrollToBottom;\n\n    void    Clear()     { Buf.clear(); LineOffsets.clear(); }\n\n    void    AddLog(const char* fmt, ...) IM_PRINTFARGS(2)\n    {\n        int old_size = Buf.size();\n        va_list args;\n        va_start(args, fmt);\n        Buf.appendv(fmt, args);\n        va_end(args);\n        for (int new_size = Buf.size(); old_size < new_size; old_size++)\n            if (Buf[old_size] == '\\n')\n                LineOffsets.push_back(old_size);\n        ScrollToBottom = true;\n    }\n\n    void    Draw(const char* title, bool* p_open = NULL)\n    {\n        ImGui::SetNextWindowSize(ImVec2(500,400), ImGuiCond_FirstUseEver);\n        ImGui::Begin(title, p_open);\n        if (ImGui::Button(\"Clear\")) Clear();\n        ImGui::SameLine();\n        bool copy = ImGui::Button(\"Copy\");\n        ImGui::SameLine();\n        Filter.Draw(\"Filter\", -100.0f);\n        ImGui::Separator();\n        ImGui::BeginChild(\"scrolling\", ImVec2(0,0), false, ImGuiWindowFlags_HorizontalScrollbar);\n        if (copy) ImGui::LogToClipboard();\n\n        if (Filter.IsActive())\n        {\n            const char* buf_begin = Buf.begin();\n            const char* line = buf_begin;\n            for (int line_no = 0; line != NULL; line_no++)\n            {\n                const char* line_end = (line_no < LineOffsets.Size) ? buf_begin + LineOffsets[line_no] : NULL;\n                if (Filter.PassFilter(line, line_end))\n                    ImGui::TextUnformatted(line, line_end);\n                line = line_end && line_end[1] ? line_end + 1 : NULL;\n            }\n        }\n        else\n        {\n            ImGui::TextUnformatted(Buf.begin());\n        }\n\n        if (ScrollToBottom)\n            ImGui::SetScrollHere(1.0f);\n        ScrollToBottom = false;\n        ImGui::EndChild();\n        ImGui::End();\n    }\n};\n\n// Demonstrate creating a simple log window with basic filtering.\nstatic void ShowExampleAppLog(bool* p_open)\n{\n    static ExampleAppLog log;\n\n    // Demo: add random items (unless Ctrl is held)\n    static float last_time = -1.0f;\n    float time = ImGui::GetTime();\n    if (time - last_time >= 0.20f && !ImGui::GetIO().KeyCtrl)\n    {\n        const char* random_words[] = { \"system\", \"info\", \"warning\", \"error\", \"fatal\", \"notice\", \"log\" };\n        log.AddLog(\"[%s] Hello, time is %.1f, rand() %d\\n\", random_words[rand() % IM_ARRAYSIZE(random_words)], time, (int)rand());\n        last_time = time;\n    }\n\n    log.Draw(\"Example: Log\", p_open);\n}\n\n// Demonstrate create a window with multiple child windows.\nstatic void ShowExampleAppLayout(bool* p_open)\n{\n    ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver);\n    if (ImGui::Begin(\"Example: Layout\", p_open, ImGuiWindowFlags_MenuBar))\n    {\n        if (ImGui::BeginMenuBar())\n        {\n            if (ImGui::BeginMenu(\"File\"))\n            {\n                if (ImGui::MenuItem(\"Close\")) *p_open = false;\n                ImGui::EndMenu();\n            }\n            ImGui::EndMenuBar();\n        }\n\n        // left\n        static int selected = 0;\n        ImGui::BeginChild(\"left pane\", ImVec2(150, 0), true);\n        for (int i = 0; i < 100; i++)\n        {\n            char label[128];\n            sprintf(label, \"MyObject %d\", i);\n            if (ImGui::Selectable(label, selected == i))\n                selected = i;\n        }\n        ImGui::EndChild();\n        ImGui::SameLine();\n\n        // right\n        ImGui::BeginGroup();\n            ImGui::BeginChild(\"item view\", ImVec2(0, -ImGui::GetItemsLineHeightWithSpacing())); // Leave room for 1 line below us\n                ImGui::Text(\"MyObject: %d\", selected);\n                ImGui::Separator();\n                ImGui::TextWrapped(\"Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. \");\n            ImGui::EndChild();\n            ImGui::BeginChild(\"buttons\");\n                if (ImGui::Button(\"Revert\")) {}\n                ImGui::SameLine();\n                if (ImGui::Button(\"Save\")) {}\n            ImGui::EndChild();\n        ImGui::EndGroup();\n    }\n    ImGui::End();\n}\n\n// Demonstrate create a simple property editor.\nstatic void ShowExampleAppPropertyEditor(bool* p_open)\n{\n    ImGui::SetNextWindowSize(ImVec2(430,450), ImGuiCond_FirstUseEver);\n    if (!ImGui::Begin(\"Example: Property editor\", p_open))\n    {\n        ImGui::End();\n        return;\n    }\n\n    ShowHelpMarker(\"This example shows how you may implement a property editor using two columns.\\nAll objects/fields data are dummies here.\\nRemember that in many simple cases, you can use ImGui::SameLine(xxx) to position\\nyour cursor horizontally instead of using the Columns() API.\");\n\n    ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2,2));\n    ImGui::Columns(2);\n    ImGui::Separator();\n\n    struct funcs\n    {\n        static void ShowDummyObject(const char* prefix, int uid)\n        {\n            ImGui::PushID(uid);                      // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID.\n            ImGui::AlignFirstTextHeightToWidgets();  // Text and Tree nodes are less high than regular widgets, here we add vertical spacing to make the tree lines equal high.\n            bool node_open = ImGui::TreeNode(\"Object\", \"%s_%u\", prefix, uid);\n            ImGui::NextColumn();\n            ImGui::AlignFirstTextHeightToWidgets();\n            ImGui::Text(\"my sailor is rich\");\n            ImGui::NextColumn();\n            if (node_open)\n            {\n                static float dummy_members[8] = { 0.0f,0.0f,1.0f,3.1416f,100.0f,999.0f };\n                for (int i = 0; i < 8; i++)\n                {\n                    ImGui::PushID(i); // Use field index as identifier.\n                    if (i < 2)\n                    {\n                        ShowDummyObject(\"Child\", 424242);\n                    }\n                    else\n                    {\n                        ImGui::AlignFirstTextHeightToWidgets();\n                        // Here we use a Selectable (instead of Text) to highlight on hover\n                        //ImGui::Text(\"Field_%d\", i);\n                        char label[32];\n                        sprintf(label, \"Field_%d\", i);\n                        ImGui::Bullet();\n                        ImGui::Selectable(label);\n                        ImGui::NextColumn();\n                        ImGui::PushItemWidth(-1);\n                        if (i >= 5)\n                            ImGui::InputFloat(\"##value\", &dummy_members[i], 1.0f);\n                        else\n                            ImGui::DragFloat(\"##value\", &dummy_members[i], 0.01f);\n                        ImGui::PopItemWidth();\n                        ImGui::NextColumn();\n                    }\n                    ImGui::PopID();\n                }\n                ImGui::TreePop();\n            }\n            ImGui::PopID();\n        }\n    };\n\n    // Iterate dummy objects with dummy members (all the same data)\n    for (int obj_i = 0; obj_i < 3; obj_i++)\n        funcs::ShowDummyObject(\"Object\", obj_i);\n\n    ImGui::Columns(1);\n    ImGui::Separator();\n    ImGui::PopStyleVar();\n    ImGui::End();\n}\n\n// Demonstrate/test rendering huge amount of text, and the incidence of clipping.\nstatic void ShowExampleAppLongText(bool* p_open)\n{\n    ImGui::SetNextWindowSize(ImVec2(520,600), ImGuiCond_FirstUseEver);\n    if (!ImGui::Begin(\"Example: Long text display\", p_open))\n    {\n        ImGui::End();\n        return;\n    }\n\n    static int test_type = 0;\n    static ImGuiTextBuffer log;\n    static int lines = 0;\n    ImGui::Text(\"Printing unusually long amount of text.\");\n    ImGui::Combo(\"Test type\", &test_type, \"Single call to TextUnformatted()\\0Multiple calls to Text(), clipped manually\\0Multiple calls to Text(), not clipped\\0\");\n    ImGui::Text(\"Buffer contents: %d lines, %d bytes\", lines, log.size());\n    if (ImGui::Button(\"Clear\")) { log.clear(); lines = 0; }\n    ImGui::SameLine();\n    if (ImGui::Button(\"Add 1000 lines\"))\n    {\n        for (int i = 0; i < 1000; i++)\n            log.append(\"%i The quick brown fox jumps over the lazy dog\\n\", lines+i);\n        lines += 1000;\n    }\n    ImGui::BeginChild(\"Log\");\n    switch (test_type)\n    {\n    case 0:\n        // Single call to TextUnformatted() with a big buffer\n        ImGui::TextUnformatted(log.begin(), log.end());\n        break;\n    case 1:\n        {\n            // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper.\n            ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0));\n            ImGuiListClipper clipper(lines);\n            while (clipper.Step())\n                for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)\n                    ImGui::Text(\"%i The quick brown fox jumps over the lazy dog\", i);\n            ImGui::PopStyleVar();\n            break;\n        }\n    case 2:\n        // Multiple calls to Text(), not clipped (slow)\n        ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0));\n        for (int i = 0; i < lines; i++)\n            ImGui::Text(\"%i The quick brown fox jumps over the lazy dog\", i);\n        ImGui::PopStyleVar();\n        break;\n    }\n    ImGui::EndChild();\n    ImGui::End();\n}\n\n// End of Demo code\n#else\n\nvoid ImGui::ShowTestWindow(bool*) {}\nvoid ImGui::ShowUserGuide() {}\nvoid ImGui::ShowStyleEditor(ImGuiStyle*) {}\n\n#endif\n"
  },
  {
    "path": "imgui/imgui_draw.cpp",
    "content": "// dear imgui, v1.51\n// (drawing and font code)\n\n// Contains implementation for\n// - ImDrawList\n// - ImDrawData\n// - ImFontAtlas\n// - ImFont\n// - Default font data\n\n#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)\n#define _CRT_SECURE_NO_WARNINGS\n#endif\n\n#include \"imgui.h\"\n#define IMGUI_DEFINE_MATH_OPERATORS\n#define IMGUI_DEFINE_PLACEMENT_NEW\n#include \"imgui_internal.h\"\n\n#include <stdio.h>      // vsnprintf, sscanf, printf\n#if !defined(alloca)\n#ifdef _WIN32\n#include <malloc.h>     // alloca\n#elif (defined(__FreeBSD__) || defined(FreeBSD_kernel) || defined(__DragonFly__)) && !defined(__GLIBC__)\n#include <stdlib.h>     // alloca. FreeBSD uses stdlib.h unless GLIBC\n#else\n#include <alloca.h>     // alloca\n#endif\n#endif\n\n#ifdef _MSC_VER\n#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)\n#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen\n#define snprintf _snprintf\n#endif\n\n#ifdef __clang__\n#pragma clang diagnostic ignored \"-Wold-style-cast\"         // warning : use of old-style cast                              // yes, they are more terse.\n#pragma clang diagnostic ignored \"-Wfloat-equal\"            // warning : comparing floating point with == or != is unsafe   // storing and comparing against same constants ok.\n#pragma clang diagnostic ignored \"-Wglobal-constructors\"    // warning : declaration requires a global destructor           // similar to above, not sure what the exact difference it.\n#pragma clang diagnostic ignored \"-Wsign-conversion\"        // warning : implicit conversion changes signedness             //\n#if __has_warning(\"-Wreserved-id-macro\")\n#pragma clang diagnostic ignored \"-Wreserved-id-macro\"      // warning : macro name is a reserved identifier                //\n#endif\n#elif defined(__GNUC__)\n#pragma GCC diagnostic ignored \"-Wunused-function\"          // warning: 'xxxx' defined but not used\n#pragma GCC diagnostic ignored \"-Wdouble-promotion\"         // warning: implicit conversion from 'float' to 'double' when passing argument to function\n#pragma GCC diagnostic ignored \"-Wconversion\"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value\n#pragma GCC diagnostic ignored \"-Wcast-qual\"                // warning: cast from type 'xxxx' to type 'xxxx' casts away qualifiers\n#endif\n\n//-------------------------------------------------------------------------\n// STB libraries implementation\n//-------------------------------------------------------------------------\n\n//#define IMGUI_STB_NAMESPACE     ImGuiStb\n//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION\n//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION\n\n#ifdef IMGUI_STB_NAMESPACE\nnamespace IMGUI_STB_NAMESPACE\n{\n#endif\n\n#ifdef _MSC_VER\n#pragma warning (push)\n#pragma warning (disable: 4456)                             // declaration of 'xx' hides previous local declaration\n#endif\n\n#ifdef __clang__\n#pragma clang diagnostic push\n#pragma clang diagnostic ignored \"-Wold-style-cast\"         // warning : use of old-style cast                              // yes, they are more terse.\n#pragma clang diagnostic ignored \"-Wunused-function\"\n#pragma clang diagnostic ignored \"-Wmissing-prototypes\"\n#endif\n\n#ifdef __GNUC__\n#pragma GCC diagnostic push\n#pragma GCC diagnostic ignored \"-Wtype-limits\"              // warning: comparison is always true due to limited range of data type [-Wtype-limits]\n#endif\n\n#define STBRP_ASSERT(x)    IM_ASSERT(x)\n#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION\n#define STBRP_STATIC\n#define STB_RECT_PACK_IMPLEMENTATION\n#endif\n#include \"stb_rect_pack.h\"\n\n#define STBTT_malloc(x,u)  ((void)(u), ImGui::MemAlloc(x))\n#define STBTT_free(x,u)    ((void)(u), ImGui::MemFree(x))\n#define STBTT_assert(x)    IM_ASSERT(x)\n#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION\n#define STBTT_STATIC\n#define STB_TRUETYPE_IMPLEMENTATION\n#else\n#define STBTT_DEF extern\n#endif\n#include \"stb_truetype.h\"\n\n#ifdef __GNUC__\n#pragma GCC diagnostic pop\n#endif\n\n#ifdef __clang__\n#pragma clang diagnostic pop\n#endif\n\n#ifdef _MSC_VER\n#pragma warning (pop)\n#endif\n\n#ifdef IMGUI_STB_NAMESPACE\n} // namespace ImGuiStb\nusing namespace IMGUI_STB_NAMESPACE;\n#endif\n\n//-----------------------------------------------------------------------------\n// ImDrawList\n//-----------------------------------------------------------------------------\n\nstatic const ImVec4 GNullClipRect(-8192.0f, -8192.0f, +8192.0f, +8192.0f); // Large values that are easy to encode in a few bits+shift\n\nvoid ImDrawList::Clear()\n{\n    CmdBuffer.resize(0);\n    IdxBuffer.resize(0);\n    VtxBuffer.resize(0);\n    _VtxCurrentIdx = 0;\n    _VtxWritePtr = NULL;\n    _IdxWritePtr = NULL;\n    _ClipRectStack.resize(0);\n    _TextureIdStack.resize(0);\n    _Path.resize(0);\n    _ChannelsCurrent = 0;\n    _ChannelsCount = 1;\n    // NB: Do not clear channels so our allocations are re-used after the first frame.\n}\n\nvoid ImDrawList::ClearFreeMemory()\n{\n    CmdBuffer.clear();\n    IdxBuffer.clear();\n    VtxBuffer.clear();\n    _VtxCurrentIdx = 0;\n    _VtxWritePtr = NULL;\n    _IdxWritePtr = NULL;\n    _ClipRectStack.clear();\n    _TextureIdStack.clear();\n    _Path.clear();\n    _ChannelsCurrent = 0;\n    _ChannelsCount = 1;\n    for (int i = 0; i < _Channels.Size; i++)\n    {\n        if (i == 0) memset(&_Channels[0], 0, sizeof(_Channels[0]));  // channel 0 is a copy of CmdBuffer/IdxBuffer, don't destruct again\n        _Channels[i].CmdBuffer.clear();\n        _Channels[i].IdxBuffer.clear();\n    }\n    _Channels.clear();\n}\n\n// Use macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug mode\n#define GetCurrentClipRect()    (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1]  : GNullClipRect)\n#define GetCurrentTextureId()   (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : NULL)\n\nvoid ImDrawList::AddDrawCmd()\n{\n    ImDrawCmd draw_cmd;\n    draw_cmd.ClipRect = GetCurrentClipRect();\n    draw_cmd.TextureId = GetCurrentTextureId();\n\n    IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);\n    CmdBuffer.push_back(draw_cmd);\n}\n\nvoid ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)\n{\n    ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;\n    if (!current_cmd || current_cmd->ElemCount != 0 || current_cmd->UserCallback != NULL)\n    {\n        AddDrawCmd();\n        current_cmd = &CmdBuffer.back();\n    }\n    current_cmd->UserCallback = callback;\n    current_cmd->UserCallbackData = callback_data;\n\n    AddDrawCmd(); // Force a new command after us (see comment below)\n}\n\n// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack.\n// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only.\nvoid ImDrawList::UpdateClipRect()\n{\n    // If current command is used with different settings we need to add a new command\n    const ImVec4 curr_clip_rect = GetCurrentClipRect();\n    ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size-1] : NULL;\n    if (!curr_cmd || (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) != 0) || curr_cmd->UserCallback != NULL)\n    {\n        AddDrawCmd();\n        return;\n    }\n\n    // Try to merge with previous command if it matches, else use current command\n    ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL;\n    if (curr_cmd->ElemCount == 0 && prev_cmd && memcmp(&prev_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) == 0 && prev_cmd->TextureId == GetCurrentTextureId() && prev_cmd->UserCallback == NULL)\n        CmdBuffer.pop_back();\n    else\n        curr_cmd->ClipRect = curr_clip_rect;\n}\n\nvoid ImDrawList::UpdateTextureID()\n{\n    // If current command is used with different settings we need to add a new command\n    const ImTextureID curr_texture_id = GetCurrentTextureId();\n    ImDrawCmd* curr_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;\n    if (!curr_cmd || (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != curr_texture_id) || curr_cmd->UserCallback != NULL)\n    {\n        AddDrawCmd();\n        return;\n    }\n\n    // Try to merge with previous command if it matches, else use current command\n    ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL;\n    if (prev_cmd && prev_cmd->TextureId == curr_texture_id && memcmp(&prev_cmd->ClipRect, &GetCurrentClipRect(), sizeof(ImVec4)) == 0 && prev_cmd->UserCallback == NULL)\n        CmdBuffer.pop_back();\n    else\n        curr_cmd->TextureId = curr_texture_id;\n}\n\n#undef GetCurrentClipRect\n#undef GetCurrentTextureId\n\n// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)\nvoid ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect)\n{\n    ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);\n    if (intersect_with_current_clip_rect && _ClipRectStack.Size)\n    {\n        ImVec4 current = _ClipRectStack.Data[_ClipRectStack.Size-1];\n        if (cr.x < current.x) cr.x = current.x;\n        if (cr.y < current.y) cr.y = current.y;\n        if (cr.z > current.z) cr.z = current.z;\n        if (cr.w > current.w) cr.w = current.w;\n    }\n    cr.z = ImMax(cr.x, cr.z);\n    cr.w = ImMax(cr.y, cr.w);\n\n    _ClipRectStack.push_back(cr);\n    UpdateClipRect();\n}\n\nvoid ImDrawList::PushClipRectFullScreen()\n{\n    PushClipRect(ImVec2(GNullClipRect.x, GNullClipRect.y), ImVec2(GNullClipRect.z, GNullClipRect.w));\n    //PushClipRect(GetVisibleRect());   // FIXME-OPT: This would be more correct but we're not supposed to access ImGuiContext from here?\n}\n\nvoid ImDrawList::PopClipRect()\n{\n    IM_ASSERT(_ClipRectStack.Size > 0);\n    _ClipRectStack.pop_back();\n    UpdateClipRect();\n}\n\nvoid ImDrawList::PushTextureID(const ImTextureID& texture_id)\n{\n    _TextureIdStack.push_back(texture_id);\n    UpdateTextureID();\n}\n\nvoid ImDrawList::PopTextureID()\n{\n    IM_ASSERT(_TextureIdStack.Size > 0);\n    _TextureIdStack.pop_back();\n    UpdateTextureID();\n}\n\nvoid ImDrawList::ChannelsSplit(int channels_count)\n{\n    IM_ASSERT(_ChannelsCurrent == 0 && _ChannelsCount == 1);\n    int old_channels_count = _Channels.Size;\n    if (old_channels_count < channels_count)\n        _Channels.resize(channels_count);\n    _ChannelsCount = channels_count;\n\n    // _Channels[] (24 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer\n    // The content of _Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to.\n    // When we switch to the next channel, we'll copy _CmdBuffer/_IdxBuffer into _Channels[0] and then _Channels[1] into _CmdBuffer/_IdxBuffer\n    memset(&_Channels[0], 0, sizeof(ImDrawChannel));\n    for (int i = 1; i < channels_count; i++)\n    {\n        if (i >= old_channels_count)\n        {\n            IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel();\n        }\n        else\n        {\n            _Channels[i].CmdBuffer.resize(0);\n            _Channels[i].IdxBuffer.resize(0);\n        }\n        if (_Channels[i].CmdBuffer.Size == 0)\n        {\n            ImDrawCmd draw_cmd;\n            draw_cmd.ClipRect = _ClipRectStack.back();\n            draw_cmd.TextureId = _TextureIdStack.back();\n            _Channels[i].CmdBuffer.push_back(draw_cmd);\n        }\n    }\n}\n\nvoid ImDrawList::ChannelsMerge()\n{\n    // Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.\n    if (_ChannelsCount <= 1)\n        return;\n\n    ChannelsSetCurrent(0);\n    if (CmdBuffer.Size && CmdBuffer.back().ElemCount == 0)\n        CmdBuffer.pop_back();\n\n    int new_cmd_buffer_count = 0, new_idx_buffer_count = 0;\n    for (int i = 1; i < _ChannelsCount; i++)\n    {\n        ImDrawChannel& ch = _Channels[i];\n        if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0)\n            ch.CmdBuffer.pop_back();\n        new_cmd_buffer_count += ch.CmdBuffer.Size;\n        new_idx_buffer_count += ch.IdxBuffer.Size;\n    }\n    CmdBuffer.resize(CmdBuffer.Size + new_cmd_buffer_count);\n    IdxBuffer.resize(IdxBuffer.Size + new_idx_buffer_count);\n\n    ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count;\n    _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count;\n    for (int i = 1; i < _ChannelsCount; i++)\n    {\n        ImDrawChannel& ch = _Channels[i];\n        if (int sz = ch.CmdBuffer.Size) { memcpy(cmd_write, ch.CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }\n        if (int sz = ch.IdxBuffer.Size) { memcpy(_IdxWritePtr, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); _IdxWritePtr += sz; }\n    }\n    AddDrawCmd();\n    _ChannelsCount = 1;\n}\n\nvoid ImDrawList::ChannelsSetCurrent(int idx)\n{\n    IM_ASSERT(idx < _ChannelsCount);\n    if (_ChannelsCurrent == idx) return;\n    memcpy(&_Channels.Data[_ChannelsCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer)); // copy 12 bytes, four times\n    memcpy(&_Channels.Data[_ChannelsCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer));\n    _ChannelsCurrent = idx;\n    memcpy(&CmdBuffer, &_Channels.Data[_ChannelsCurrent].CmdBuffer, sizeof(CmdBuffer));\n    memcpy(&IdxBuffer, &_Channels.Data[_ChannelsCurrent].IdxBuffer, sizeof(IdxBuffer));\n    _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size;\n}\n\n// NB: this can be called with negative count for removing primitives (as long as the result does not underflow)\nvoid ImDrawList::PrimReserve(int idx_count, int vtx_count)\n{\n    ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1];\n    draw_cmd.ElemCount += idx_count;\n\n    int vtx_buffer_old_size = VtxBuffer.Size;\n    VtxBuffer.resize(vtx_buffer_old_size + vtx_count);\n    _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size;\n\n    int idx_buffer_old_size = IdxBuffer.Size;\n    IdxBuffer.resize(idx_buffer_old_size + idx_count);\n    _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size;\n}\n\n// Fully unrolled with inline call to keep our debug builds decently fast.\nvoid ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)\n{\n    ImVec2 b(c.x, a.y), d(a.x, c.y), uv(GImGui->FontTexUvWhitePixel);\n    ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;\n    _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);\n    _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);\n    _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;\n    _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;\n    _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;\n    _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;\n    _VtxWritePtr += 4;\n    _VtxCurrentIdx += 4;\n    _IdxWritePtr += 6;\n}\n\nvoid ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col)\n{\n    ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y);\n    ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;\n    _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);\n    _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);\n    _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;\n    _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;\n    _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;\n    _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;\n    _VtxWritePtr += 4;\n    _VtxCurrentIdx += 4;\n    _IdxWritePtr += 6;\n}\n\nvoid ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)\n{\n    ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;\n    _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);\n    _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);\n    _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;\n    _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;\n    _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;\n    _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;\n    _VtxWritePtr += 4;\n    _VtxCurrentIdx += 4;\n    _IdxWritePtr += 6;\n}\n\n// TODO: Thickness anti-aliased lines cap are missing their AA fringe.\nvoid ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness, bool anti_aliased)\n{\n    if (points_count < 2)\n        return;\n\n    const ImVec2 uv = GImGui->FontTexUvWhitePixel;\n    anti_aliased &= GImGui->Style.AntiAliasedLines;\n    //if (ImGui::GetIO().KeyCtrl) anti_aliased = false; // Debug\n\n    int count = points_count;\n    if (!closed)\n        count = points_count-1;\n\n    const bool thick_line = thickness > 1.0f;\n    if (anti_aliased)\n    {\n        // Anti-aliased stroke\n        const float AA_SIZE = 1.0f;\n        const ImU32 col_trans = col & ~IM_COL32_A_MASK;\n\n        const int idx_count = thick_line ? count*18 : count*12;\n        const int vtx_count = thick_line ? points_count*4 : points_count*3;\n        PrimReserve(idx_count, vtx_count);\n\n        // Temporary buffer\n        ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2));\n        ImVec2* temp_points = temp_normals + points_count;\n\n        for (int i1 = 0; i1 < count; i1++)\n        {\n            const int i2 = (i1+1) == points_count ? 0 : i1+1;\n            ImVec2 diff = points[i2] - points[i1];\n            diff *= ImInvLength(diff, 1.0f);\n            temp_normals[i1].x = diff.y;\n            temp_normals[i1].y = -diff.x;\n        }\n        if (!closed)\n            temp_normals[points_count-1] = temp_normals[points_count-2];\n\n        if (!thick_line)\n        {\n            if (!closed)\n            {\n                temp_points[0] = points[0] + temp_normals[0] * AA_SIZE;\n                temp_points[1] = points[0] - temp_normals[0] * AA_SIZE;\n                temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * AA_SIZE;\n                temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * AA_SIZE;\n            }\n\n            // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.\n            unsigned int idx1 = _VtxCurrentIdx;\n            for (int i1 = 0; i1 < count; i1++)\n            {\n                const int i2 = (i1+1) == points_count ? 0 : i1+1;\n                unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+3;\n\n                // Average normals\n                ImVec2 dm = (temp_normals[i1] + temp_normals[i2]) * 0.5f;\n                float dmr2 = dm.x*dm.x + dm.y*dm.y;\n                if (dmr2 > 0.000001f)\n                {\n                    float scale = 1.0f / dmr2;\n                    if (scale > 100.0f) scale = 100.0f;\n                    dm *= scale;\n                }\n                dm *= AA_SIZE;\n                temp_points[i2*2+0] = points[i2] + dm;\n                temp_points[i2*2+1] = points[i2] - dm;\n\n                // Add indexes\n                _IdxWritePtr[0] = (ImDrawIdx)(idx2+0); _IdxWritePtr[1] = (ImDrawIdx)(idx1+0); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2);\n                _IdxWritePtr[3] = (ImDrawIdx)(idx1+2); _IdxWritePtr[4] = (ImDrawIdx)(idx2+2); _IdxWritePtr[5] = (ImDrawIdx)(idx2+0);\n                _IdxWritePtr[6] = (ImDrawIdx)(idx2+1); _IdxWritePtr[7] = (ImDrawIdx)(idx1+1); _IdxWritePtr[8] = (ImDrawIdx)(idx1+0);\n                _IdxWritePtr[9] = (ImDrawIdx)(idx1+0); _IdxWritePtr[10]= (ImDrawIdx)(idx2+0); _IdxWritePtr[11]= (ImDrawIdx)(idx2+1);\n                _IdxWritePtr += 12;\n\n                idx1 = idx2;\n            }\n\n            // Add vertexes\n            for (int i = 0; i < points_count; i++)\n            {\n                _VtxWritePtr[0].pos = points[i];          _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;\n                _VtxWritePtr[1].pos = temp_points[i*2+0]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans;\n                _VtxWritePtr[2].pos = temp_points[i*2+1]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col_trans;\n                _VtxWritePtr += 3;\n            }\n        }\n        else\n        {\n            const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f;\n            if (!closed)\n            {\n                temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE);\n                temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness);\n                temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness);\n                temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE);\n                temp_points[(points_count-1)*4+0] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE);\n                temp_points[(points_count-1)*4+1] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness);\n                temp_points[(points_count-1)*4+2] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness);\n                temp_points[(points_count-1)*4+3] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE);\n            }\n\n            // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.\n            unsigned int idx1 = _VtxCurrentIdx;\n            for (int i1 = 0; i1 < count; i1++)\n            {\n                const int i2 = (i1+1) == points_count ? 0 : i1+1;\n                unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+4;\n\n                // Average normals\n                ImVec2 dm = (temp_normals[i1] + temp_normals[i2]) * 0.5f;\n                float dmr2 = dm.x*dm.x + dm.y*dm.y;\n                if (dmr2 > 0.000001f)\n                {\n                    float scale = 1.0f / dmr2;\n                    if (scale > 100.0f) scale = 100.0f;\n                    dm *= scale;\n                }\n                ImVec2 dm_out = dm * (half_inner_thickness + AA_SIZE);\n                ImVec2 dm_in = dm * half_inner_thickness;\n                temp_points[i2*4+0] = points[i2] + dm_out;\n                temp_points[i2*4+1] = points[i2] + dm_in;\n                temp_points[i2*4+2] = points[i2] - dm_in;\n                temp_points[i2*4+3] = points[i2] - dm_out;\n\n                // Add indexes\n                _IdxWritePtr[0]  = (ImDrawIdx)(idx2+1); _IdxWritePtr[1]  = (ImDrawIdx)(idx1+1); _IdxWritePtr[2]  = (ImDrawIdx)(idx1+2);\n                _IdxWritePtr[3]  = (ImDrawIdx)(idx1+2); _IdxWritePtr[4]  = (ImDrawIdx)(idx2+2); _IdxWritePtr[5]  = (ImDrawIdx)(idx2+1);\n                _IdxWritePtr[6]  = (ImDrawIdx)(idx2+1); _IdxWritePtr[7]  = (ImDrawIdx)(idx1+1); _IdxWritePtr[8]  = (ImDrawIdx)(idx1+0);\n                _IdxWritePtr[9]  = (ImDrawIdx)(idx1+0); _IdxWritePtr[10] = (ImDrawIdx)(idx2+0); _IdxWritePtr[11] = (ImDrawIdx)(idx2+1);\n                _IdxWritePtr[12] = (ImDrawIdx)(idx2+2); _IdxWritePtr[13] = (ImDrawIdx)(idx1+2); _IdxWritePtr[14] = (ImDrawIdx)(idx1+3);\n                _IdxWritePtr[15] = (ImDrawIdx)(idx1+3); _IdxWritePtr[16] = (ImDrawIdx)(idx2+3); _IdxWritePtr[17] = (ImDrawIdx)(idx2+2);\n                _IdxWritePtr += 18;\n\n                idx1 = idx2;\n            }\n\n            // Add vertexes\n            for (int i = 0; i < points_count; i++)\n            {\n                _VtxWritePtr[0].pos = temp_points[i*4+0]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col_trans;\n                _VtxWritePtr[1].pos = temp_points[i*4+1]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;\n                _VtxWritePtr[2].pos = temp_points[i*4+2]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;\n                _VtxWritePtr[3].pos = temp_points[i*4+3]; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col_trans;\n                _VtxWritePtr += 4;\n            }\n        }\n        _VtxCurrentIdx += (ImDrawIdx)vtx_count;\n    }\n    else\n    {\n        // Non Anti-aliased Stroke\n        const int idx_count = count*6;\n        const int vtx_count = count*4;      // FIXME-OPT: Not sharing edges\n        PrimReserve(idx_count, vtx_count);\n\n        for (int i1 = 0; i1 < count; i1++)\n        {\n            const int i2 = (i1+1) == points_count ? 0 : i1+1;\n            const ImVec2& p1 = points[i1];\n            const ImVec2& p2 = points[i2];\n            ImVec2 diff = p2 - p1;\n            diff *= ImInvLength(diff, 1.0f);\n\n            const float dx = diff.x * (thickness * 0.5f);\n            const float dy = diff.y * (thickness * 0.5f);\n            _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;\n            _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;\n            _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;\n            _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;\n            _VtxWritePtr += 4;\n\n            _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2);\n            _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3);\n            _IdxWritePtr += 6;\n            _VtxCurrentIdx += 4;\n        }\n    }\n}\n\nvoid ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col, bool anti_aliased)\n{\n    const ImVec2 uv = GImGui->FontTexUvWhitePixel;\n    anti_aliased &= GImGui->Style.AntiAliasedShapes;\n    //if (ImGui::GetIO().KeyCtrl) anti_aliased = false; // Debug\n\n    if (anti_aliased)\n    {\n        // Anti-aliased Fill\n        const float AA_SIZE = 1.0f;\n        const ImU32 col_trans = col & ~IM_COL32_A_MASK;\n        const int idx_count = (points_count-2)*3 + points_count*6;\n        const int vtx_count = (points_count*2);\n        PrimReserve(idx_count, vtx_count);\n\n        // Add indexes for fill\n        unsigned int vtx_inner_idx = _VtxCurrentIdx;\n        unsigned int vtx_outer_idx = _VtxCurrentIdx+1;\n        for (int i = 2; i < points_count; i++)\n        {\n            _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+((i-1)<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx+(i<<1));\n            _IdxWritePtr += 3;\n        }\n\n        // Compute normals\n        ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2));\n        for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++)\n        {\n            const ImVec2& p0 = points[i0];\n            const ImVec2& p1 = points[i1];\n            ImVec2 diff = p1 - p0;\n            diff *= ImInvLength(diff, 1.0f);\n            temp_normals[i0].x = diff.y;\n            temp_normals[i0].y = -diff.x;\n        }\n\n        for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++)\n        {\n            // Average normals\n            const ImVec2& n0 = temp_normals[i0];\n            const ImVec2& n1 = temp_normals[i1];\n            ImVec2 dm = (n0 + n1) * 0.5f;\n            float dmr2 = dm.x*dm.x + dm.y*dm.y;\n            if (dmr2 > 0.000001f)\n            {\n                float scale = 1.0f / dmr2;\n                if (scale > 100.0f) scale = 100.0f;\n                dm *= scale;\n            }\n            dm *= AA_SIZE * 0.5f;\n\n            // Add vertices\n            _VtxWritePtr[0].pos = (points[i1] - dm); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;        // Inner\n            _VtxWritePtr[1].pos = (points[i1] + dm); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans;  // Outer\n            _VtxWritePtr += 2;\n\n            // Add indexes for fringes\n            _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx+(i1<<1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+(i0<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx+(i0<<1));\n            _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx+(i0<<1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx+(i1<<1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx+(i1<<1));\n            _IdxWritePtr += 6;\n        }\n        _VtxCurrentIdx += (ImDrawIdx)vtx_count;\n    }\n    else\n    {\n        // Non Anti-aliased Fill\n        const int idx_count = (points_count-2)*3;\n        const int vtx_count = points_count;\n        PrimReserve(idx_count, vtx_count);\n        for (int i = 0; i < vtx_count; i++)\n        {\n            _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;\n            _VtxWritePtr++;\n        }\n        for (int i = 2; i < points_count; i++)\n        {\n            _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+i-1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+i);\n            _IdxWritePtr += 3;\n        }\n        _VtxCurrentIdx += (ImDrawIdx)vtx_count;\n    }\n}\n\nvoid ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12)\n{\n    static ImVec2 circle_vtx[12];\n    static bool circle_vtx_builds = false;\n    const int circle_vtx_count = IM_ARRAYSIZE(circle_vtx);\n    if (!circle_vtx_builds)\n    {\n        for (int i = 0; i < circle_vtx_count; i++)\n        {\n            const float a = ((float)i / (float)circle_vtx_count) * 2*IM_PI;\n            circle_vtx[i].x = cosf(a);\n            circle_vtx[i].y = sinf(a);\n        }\n        circle_vtx_builds = true;\n    }\n\n    if (a_min_of_12 > a_max_of_12) return;\n    if (radius == 0.0f)\n    {\n        _Path.push_back(centre);\n    }\n    else\n    {\n        _Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1));\n        for (int a = a_min_of_12; a <= a_max_of_12; a++)\n        {\n            const ImVec2& c = circle_vtx[a % circle_vtx_count];\n            _Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius));\n        }\n    }\n}\n\nvoid ImDrawList::PathArcTo(const ImVec2& centre, float radius, float amin, float amax, int num_segments)\n{\n    if (radius == 0.0f)\n        _Path.push_back(centre);\n    _Path.reserve(_Path.Size + (num_segments + 1));\n    for (int i = 0; i <= num_segments; i++)\n    {\n        const float a = amin + ((float)i / (float)num_segments) * (amax - amin);\n        _Path.push_back(ImVec2(centre.x + cosf(a) * radius, centre.y + sinf(a) * radius));\n    }\n}\n\nstatic void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)\n{\n    float dx = x4 - x1;\n    float dy = y4 - y1;\n    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);\n    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);\n    d2 = (d2 >= 0) ? d2 : -d2;\n    d3 = (d3 >= 0) ? d3 : -d3;\n    if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy))\n    {\n        path->push_back(ImVec2(x4, y4));\n    }\n    else if (level < 10)\n    {\n        float x12 = (x1+x2)*0.5f,       y12 = (y1+y2)*0.5f;\n        float x23 = (x2+x3)*0.5f,       y23 = (y2+y3)*0.5f;\n        float x34 = (x3+x4)*0.5f,       y34 = (y3+y4)*0.5f;\n        float x123 = (x12+x23)*0.5f,    y123 = (y12+y23)*0.5f;\n        float x234 = (x23+x34)*0.5f,    y234 = (y23+y34)*0.5f;\n        float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f;\n\n        PathBezierToCasteljau(path, x1,y1,        x12,y12,    x123,y123,  x1234,y1234, tess_tol, level+1);\n        PathBezierToCasteljau(path, x1234,y1234,  x234,y234,  x34,y34,    x4,y4,       tess_tol, level+1);\n    }\n}\n\nvoid ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)\n{\n    ImVec2 p1 = _Path.back();\n    if (num_segments == 0)\n    {\n        // Auto-tessellated\n        PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, GImGui->Style.CurveTessellationTol, 0);\n    }\n    else\n    {\n        float t_step = 1.0f / (float)num_segments;\n        for (int i_step = 1; i_step <= num_segments; i_step++)\n        {\n            float t = t_step * i_step;\n            float u = 1.0f - t;\n            float w1 = u*u*u;\n            float w2 = 3*u*u*t;\n            float w3 = 3*u*t*t;\n            float w4 = t*t*t;\n            _Path.push_back(ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y));\n        }\n    }\n}\n\nvoid ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners)\n{\n    const int corners_top = ImGuiCorner_TopLeft | ImGuiCorner_TopRight;\n    const int corners_bottom = ImGuiCorner_BottomLeft | ImGuiCorner_BottomRight;\n    const int corners_left = ImGuiCorner_TopLeft | ImGuiCorner_BottomLeft;\n    const int corners_right = ImGuiCorner_TopRight | ImGuiCorner_BottomRight;\n\n    float r = rounding;\n    r = ImMin(r, fabsf(b.x-a.x) * ( ((rounding_corners & corners_top)  == corners_top)  || ((rounding_corners & corners_bottom) == corners_bottom) ? 0.5f : 1.0f ) - 1.0f);\n    r = ImMin(r, fabsf(b.y-a.y) * ( ((rounding_corners & corners_left) == corners_left) || ((rounding_corners & corners_right)  == corners_right)  ? 0.5f : 1.0f ) - 1.0f);\n\n    if (r <= 0.0f || rounding_corners == 0)\n    {\n        PathLineTo(a);\n        PathLineTo(ImVec2(b.x,a.y));\n        PathLineTo(b);\n        PathLineTo(ImVec2(a.x,b.y));\n    }\n    else\n    {\n        const float r0 = (rounding_corners & ImGuiCorner_TopLeft) ? r : 0.0f;\n        const float r1 = (rounding_corners & ImGuiCorner_TopRight) ? r : 0.0f;\n        const float r2 = (rounding_corners & ImGuiCorner_BottomRight) ? r : 0.0f;\n        const float r3 = (rounding_corners & ImGuiCorner_BottomLeft) ? r : 0.0f;\n        PathArcToFast(ImVec2(a.x+r0,a.y+r0), r0, 6, 9);\n        PathArcToFast(ImVec2(b.x-r1,a.y+r1), r1, 9, 12);\n        PathArcToFast(ImVec2(b.x-r2,b.y-r2), r2, 0, 3);\n        PathArcToFast(ImVec2(a.x+r3,b.y-r3), r3, 3, 6);\n    }\n}\n\nvoid ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n    PathLineTo(a + ImVec2(0.5f,0.5f));\n    PathLineTo(b + ImVec2(0.5f,0.5f));\n    PathStroke(col, false, thickness);\n}\n\n// a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly.\nvoid ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n    PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.5f,0.5f), rounding, rounding_corners_flags);\n    PathStroke(col, true, thickness);\n}\n\nvoid ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n    if (rounding > 0.0f)\n    {\n        PathRect(a, b, rounding, rounding_corners_flags);\n        PathFillConvex(col);\n    }\n    else\n    {\n        PrimReserve(6, 4);\n        PrimRect(a, b, col);\n    }\n}\n\nvoid ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)\n{\n    if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0)\n        return;\n\n    const ImVec2 uv = GImGui->FontTexUvWhitePixel;\n    PrimReserve(6, 4);\n    PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2));\n    PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3));\n    PrimWriteVtx(a, uv, col_upr_left);\n    PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right);\n    PrimWriteVtx(c, uv, col_bot_right);\n    PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left);\n}\n\nvoid ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    PathLineTo(a);\n    PathLineTo(b);\n    PathLineTo(c);\n    PathLineTo(d);\n    PathStroke(col, true, thickness);\n}\n\nvoid ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    PathLineTo(a);\n    PathLineTo(b);\n    PathLineTo(c);\n    PathLineTo(d);\n    PathFillConvex(col);\n}\n\nvoid ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    PathLineTo(a);\n    PathLineTo(b);\n    PathLineTo(c);\n    PathStroke(col, true, thickness);\n}\n\nvoid ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    PathLineTo(a);\n    PathLineTo(b);\n    PathLineTo(c);\n    PathFillConvex(col);\n}\n\nvoid ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;\n    PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments);\n    PathStroke(col, true, thickness);\n}\n\nvoid ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;\n    PathArcTo(centre, radius, 0.0f, a_max, num_segments);\n    PathFillConvex(col);\n}\n\nvoid ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    PathLineTo(pos0);\n    PathBezierCurveTo(cp0, cp1, pos1, num_segments);\n    PathStroke(col, false, thickness);\n}\n\nvoid ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    if (text_end == NULL)\n        text_end = text_begin + strlen(text_begin);\n    if (text_begin == text_end)\n        return;\n\n    // IMPORTANT: This is one of the few instance of breaking the encapsulation of ImDrawList, as we pull this from ImGui state, but it is just SO useful.\n    // Might just move Font/FontSize to ImDrawList?\n    if (font == NULL)\n        font = GImGui->Font;\n    if (font_size == 0.0f)\n        font_size = GImGui->FontSize;\n\n    IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back());  // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.\n\n    ImVec4 clip_rect = _ClipRectStack.back();\n    if (cpu_fine_clip_rect)\n    {\n        clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x);\n        clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y);\n        clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z);\n        clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w);\n    }\n    font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL);\n}\n\nvoid ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)\n{\n    AddText(NULL, 0.0f, pos, col, text_begin, text_end);\n}\n\nvoid ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    // FIXME-OPT: This is wasting draw calls.\n    const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();\n    if (push_texture_id)\n        PushTextureID(user_texture_id);\n\n    PrimReserve(6, 4);\n    PrimRectUV(a, b, uv_a, uv_b, col);\n\n    if (push_texture_id)\n        PopTextureID();\n}\n\nvoid ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();\n    if (push_texture_id)\n        PushTextureID(user_texture_id);\n\n    PrimReserve(6, 4);\n    PrimQuadUV(a, b, c, d, uv_a, uv_b, uv_c, uv_d, col);\n\n    if (push_texture_id)\n        PopTextureID();\n}\n\n//-----------------------------------------------------------------------------\n// ImDrawData\n//-----------------------------------------------------------------------------\n\n// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!\nvoid ImDrawData::DeIndexAllBuffers()\n{\n    ImVector<ImDrawVert> new_vtx_buffer;\n    TotalVtxCount = TotalIdxCount = 0;\n    for (int i = 0; i < CmdListsCount; i++)\n    {\n        ImDrawList* cmd_list = CmdLists[i];\n        if (cmd_list->IdxBuffer.empty())\n            continue;\n        new_vtx_buffer.resize(cmd_list->IdxBuffer.Size);\n        for (int j = 0; j < cmd_list->IdxBuffer.Size; j++)\n            new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]];\n        cmd_list->VtxBuffer.swap(new_vtx_buffer);\n        cmd_list->IdxBuffer.resize(0);\n        TotalVtxCount += cmd_list->VtxBuffer.Size;\n    }\n}\n\n// Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.\nvoid ImDrawData::ScaleClipRects(const ImVec2& scale)\n{\n    for (int i = 0; i < CmdListsCount; i++)\n    {\n        ImDrawList* cmd_list = CmdLists[i];\n        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)\n        {\n            ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i];\n            cmd->ClipRect = ImVec4(cmd->ClipRect.x * scale.x, cmd->ClipRect.y * scale.y, cmd->ClipRect.z * scale.x, cmd->ClipRect.w * scale.y);\n        }\n    }\n}\n\n//-----------------------------------------------------------------------------\n// ImFontConfig\n//-----------------------------------------------------------------------------\n\nImFontConfig::ImFontConfig()\n{\n    FontData = NULL;\n    FontDataSize = 0;\n    FontDataOwnedByAtlas = true;\n    FontNo = 0;\n    SizePixels = 0.0f;\n    OversampleH = 3;\n    OversampleV = 1;\n    PixelSnapH = false;\n    GlyphExtraSpacing = ImVec2(0.0f, 0.0f);\n    GlyphOffset = ImVec2(0.0f, 0.0f);\n    GlyphRanges = NULL;\n    MergeMode = false;\n    DstFont = NULL;\n    memset(Name, 0, sizeof(Name));\n}\n\n//-----------------------------------------------------------------------------\n// ImFontAtlas\n//-----------------------------------------------------------------------------\n\n// A work of art lies ahead! (. = white layer, X = black layer, others are blank)\n// The white texels on the top left are the ones we'll use everywhere in ImGui to render filled shapes.\nconst int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 90;\nconst int FONT_ATLAS_DEFAULT_TEX_DATA_H      = 27;\nconst int FONT_ATLAS_DEFAULT_TEX_DATA_ID     = 0xF0000;\nconst char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =\n{\n    \"..-         -XXXXXXX-    X    -           X           -XXXXXXX          -          XXXXXXX\"\n    \"..-         -X.....X-   X.X   -          X.X          -X.....X          -          X.....X\"\n    \"---         -XXX.XXX-  X...X  -         X...X         -X....X           -           X....X\"\n    \"X           -  X.X  - X.....X -        X.....X        -X...X            -            X...X\"\n    \"XX          -  X.X  -X.......X-       X.......X       -X..X.X           -           X.X..X\"\n    \"X.X         -  X.X  -XXXX.XXXX-       XXXX.XXXX       -X.X X.X          -          X.X X.X\"\n    \"X..X        -  X.X  -   X.X   -          X.X          -XX   X.X         -         X.X   XX\"\n    \"X...X       -  X.X  -   X.X   -    XX    X.X    XX    -      X.X        -        X.X      \"\n    \"X....X      -  X.X  -   X.X   -   X.X    X.X    X.X   -       X.X       -       X.X       \"\n    \"X.....X     -  X.X  -   X.X   -  X..X    X.X    X..X  -        X.X      -      X.X        \"\n    \"X......X    -  X.X  -   X.X   - X...XXXXXX.XXXXXX...X -         X.X   XX-XX   X.X         \"\n    \"X.......X   -  X.X  -   X.X   -X.....................X-          X.X X.X-X.X X.X          \"\n    \"X........X  -  X.X  -   X.X   - X...XXXXXX.XXXXXX...X -           X.X..X-X..X.X           \"\n    \"X.........X -XXX.XXX-   X.X   -  X..X    X.X    X..X  -            X...X-X...X            \"\n    \"X..........X-X.....X-   X.X   -   X.X    X.X    X.X   -           X....X-X....X           \"\n    \"X......XXXXX-XXXXXXX-   X.X   -    XX    X.X    XX    -          X.....X-X.....X          \"\n    \"X...X..X    ---------   X.X   -          X.X          -          XXXXXXX-XXXXXXX          \"\n    \"X..X X..X   -       -XXXX.XXXX-       XXXX.XXXX       ------------------------------------\"\n    \"X.X  X..X   -       -X.......X-       X.......X       -    XX           XX    -           \"\n    \"XX    X..X  -       - X.....X -        X.....X        -   X.X           X.X   -           \"\n    \"      X..X          -  X...X  -         X...X         -  X..X           X..X  -           \"\n    \"       XX           -   X.X   -          X.X          - X...XXXXXXXXXXXXX...X -           \"\n    \"------------        -    X    -           X           -X.....................X-           \"\n    \"                    ----------------------------------- X...XXXXXXXXXXXXX...X -           \"\n    \"                                                      -  X..X           X..X  -           \"\n    \"                                                      -   X.X           X.X   -           \"\n    \"                                                      -    XX           XX    -           \"\n};\n\nImFontAtlas::ImFontAtlas()\n{\n    TexID = NULL;\n    TexPixelsAlpha8 = NULL;\n    TexPixelsRGBA32 = NULL;\n    TexWidth = TexHeight = TexDesiredWidth = 0;\n    TexGlyphPadding = 1;\n    TexUvWhitePixel = ImVec2(0, 0);\n}\n\nImFontAtlas::~ImFontAtlas()\n{\n    Clear();\n}\n\nvoid    ImFontAtlas::ClearInputData()\n{\n    for (int i = 0; i < ConfigData.Size; i++)\n        if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas)\n        {\n            ImGui::MemFree(ConfigData[i].FontData);\n            ConfigData[i].FontData = NULL;\n        }\n\n    // When clearing this we lose access to the font name and other information used to build the font.\n    for (int i = 0; i < Fonts.Size; i++)\n        if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size)\n        {\n            Fonts[i]->ConfigData = NULL;\n            Fonts[i]->ConfigDataCount = 0;\n        }\n    ConfigData.clear();\n    CustomRects.clear();\n}\n\nvoid    ImFontAtlas::ClearTexData()\n{\n    if (TexPixelsAlpha8)\n        ImGui::MemFree(TexPixelsAlpha8);\n    if (TexPixelsRGBA32)\n        ImGui::MemFree(TexPixelsRGBA32);\n    TexPixelsAlpha8 = NULL;\n    TexPixelsRGBA32 = NULL;\n}\n\nvoid    ImFontAtlas::ClearFonts()\n{\n    for (int i = 0; i < Fonts.Size; i++)\n    {\n        Fonts[i]->~ImFont();\n        ImGui::MemFree(Fonts[i]);\n    }\n    Fonts.clear();\n}\n\nvoid    ImFontAtlas::Clear()\n{\n    ClearInputData();\n    ClearTexData();\n    ClearFonts();\n}\n\nvoid    ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)\n{\n    // Build atlas on demand\n    if (TexPixelsAlpha8 == NULL)\n    {\n        if (ConfigData.empty())\n            AddFontDefault();\n        Build();\n    }\n\n    *out_pixels = TexPixelsAlpha8;\n    if (out_width) *out_width = TexWidth;\n    if (out_height) *out_height = TexHeight;\n    if (out_bytes_per_pixel) *out_bytes_per_pixel = 1;\n}\n\nvoid    ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)\n{\n    // Convert to RGBA32 format on demand\n    // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp\n    if (!TexPixelsRGBA32)\n    {\n        unsigned char* pixels;\n        GetTexDataAsAlpha8(&pixels, NULL, NULL);\n        TexPixelsRGBA32 = (unsigned int*)ImGui::MemAlloc((size_t)(TexWidth * TexHeight * 4));\n        const unsigned char* src = pixels;\n        unsigned int* dst = TexPixelsRGBA32;\n        for (int n = TexWidth * TexHeight; n > 0; n--)\n            *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++));\n    }\n\n    *out_pixels = (unsigned char*)TexPixelsRGBA32;\n    if (out_width) *out_width = TexWidth;\n    if (out_height) *out_height = TexHeight;\n    if (out_bytes_per_pixel) *out_bytes_per_pixel = 4;\n}\n\nImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)\n{\n    IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0);\n    IM_ASSERT(font_cfg->SizePixels > 0.0f);\n\n    // Create new font\n    if (!font_cfg->MergeMode)\n    {\n        ImFont* font = (ImFont*)ImGui::MemAlloc(sizeof(ImFont));\n        IM_PLACEMENT_NEW(font) ImFont();\n        Fonts.push_back(font);\n    }\n    else\n    {\n        IM_ASSERT(!Fonts.empty()); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font.\n    }\n\n    ConfigData.push_back(*font_cfg);\n    ImFontConfig& new_font_cfg = ConfigData.back();\n    if (!new_font_cfg.DstFont)\n        new_font_cfg.DstFont = Fonts.back();\n    if (!new_font_cfg.FontDataOwnedByAtlas)\n    {\n        new_font_cfg.FontData = ImGui::MemAlloc(new_font_cfg.FontDataSize);\n        new_font_cfg.FontDataOwnedByAtlas = true;\n        memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize);\n    }\n\n    // Invalidate texture\n    ClearTexData();\n    return new_font_cfg.DstFont;\n}\n\n// Default font TTF is compressed with stb_compress then base85 encoded (see extra_fonts/binary_to_compressed_c.cpp for encoder)\nstatic unsigned int stb_decompress_length(unsigned char *input);\nstatic unsigned int stb_decompress(unsigned char *output, unsigned char *i, unsigned int length);\nstatic const char*  GetDefaultCompressedFontDataTTFBase85();\nstatic unsigned int Decode85Byte(char c)                                    { return c >= '\\\\' ? c-36 : c-35; }\nstatic void         Decode85(const unsigned char* src, unsigned char* dst)\n{\n    while (*src)\n    {\n        unsigned int tmp = Decode85Byte(src[0]) + 85*(Decode85Byte(src[1]) + 85*(Decode85Byte(src[2]) + 85*(Decode85Byte(src[3]) + 85*Decode85Byte(src[4]))));\n        dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF);   // We can't assume little-endianness.\n        src += 5;\n        dst += 4;\n    }\n}\n\n// Load embedded ProggyClean.ttf at size 13, disable oversampling\nImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)\n{\n    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();\n    if (!font_cfg_template)\n    {\n        font_cfg.OversampleH = font_cfg.OversampleV = 1;\n        font_cfg.PixelSnapH = true;\n    }\n    if (font_cfg.Name[0] == '\\0') strcpy(font_cfg.Name, \"ProggyClean.ttf, 13px\");\n    if (font_cfg.SizePixels <= 0.0f) font_cfg.SizePixels = 13.0f;\n\n    const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();\n    ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, GetGlyphRangesDefault());\n    return font;\n}\n\nImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)\n{\n    int data_size = 0;\n    void* data = ImFileLoadToMemory(filename, \"rb\", &data_size, 0);\n    if (!data)\n    {\n        IM_ASSERT(0); // Could not load file.\n        return NULL;\n    }\n    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();\n    if (font_cfg.Name[0] == '\\0')\n    {\n        // Store a short copy of filename into into the font name for convenience\n        const char* p;\n        for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\\\'; p--) {}\n        snprintf(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), \"%s, %.0fpx\", p, size_pixels);\n    }\n    return AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg, glyph_ranges);\n}\n\n// NBM Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build().\nImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)\n{\n    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();\n    IM_ASSERT(font_cfg.FontData == NULL);\n    font_cfg.FontData = ttf_data;\n    font_cfg.FontDataSize = ttf_size;\n    font_cfg.SizePixels = size_pixels;\n    if (glyph_ranges)\n        font_cfg.GlyphRanges = glyph_ranges;\n    return AddFont(&font_cfg);\n}\n\nImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)\n{\n    const unsigned int buf_decompressed_size = stb_decompress_length((unsigned char*)compressed_ttf_data);\n    unsigned char* buf_decompressed_data = (unsigned char *)ImGui::MemAlloc(buf_decompressed_size);\n    stb_decompress(buf_decompressed_data, (unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size);\n\n    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();\n    IM_ASSERT(font_cfg.FontData == NULL);\n    font_cfg.FontDataOwnedByAtlas = true;\n    return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges);\n}\n\nImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges)\n{\n    int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4;\n    void* compressed_ttf = ImGui::MemAlloc((size_t)compressed_ttf_size);\n    Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf);\n    ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges);\n    ImGui::MemFree(compressed_ttf);\n    return font;\n}\n\nint ImFontAtlas::CustomRectRegister(unsigned int id, int width, int height)\n{\n    IM_ASSERT(width > 0 && width <= 0xFFFF);\n    IM_ASSERT(height > 0 && height <= 0xFFFF);\n    CustomRect r;\n    r.ID = id;\n    r.Width = (unsigned short)width;\n    r.Height = (unsigned short)height;\n    CustomRects.push_back(r);\n    return CustomRects.Size - 1; // Return index\n}\n\nvoid ImFontAtlas::CustomRectCalcUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max)\n{\n    IM_ASSERT(TexWidth > 0 && TexHeight > 0);   // Font atlas needs to be built before we can calculate UV coordinates\n    IM_ASSERT(rect->IsPacked());                // Make sure the rectangle has been packed\n    *out_uv_min = ImVec2((float)rect->X / TexWidth, (float)rect->Y / TexHeight);\n    *out_uv_max = ImVec2((float)(rect->X + rect->Width) / TexWidth, (float)(rect->Y + rect->Height) / TexHeight);\n}\n\nbool    ImFontAtlas::Build()\n{\n    return ImFontAtlasBuildWithStbTruetype(this);\n}\n\nbool    ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)\n{\n    IM_ASSERT(atlas->ConfigData.Size > 0);\n\n    ImFontAtlasBuildRegisterDefaultCustomRects(atlas);\n\n    atlas->TexID = NULL;\n    atlas->TexWidth = atlas->TexHeight = 0;\n    atlas->TexUvWhitePixel = ImVec2(0, 0);\n    atlas->ClearTexData();\n\n    // Count glyphs/ranges\n    int total_glyphs_count = 0;\n    int total_ranges_count = 0;\n    for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)\n    {\n        ImFontConfig& cfg = atlas->ConfigData[input_i];\n        if (!cfg.GlyphRanges)\n            cfg.GlyphRanges = atlas->GetGlyphRangesDefault();\n        for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2, total_ranges_count++)\n            total_glyphs_count += (in_range[1] - in_range[0]) + 1;\n    }\n\n    // We need a width for the skyline algorithm. Using a dumb heuristic here to decide of width. User can override TexDesiredWidth and TexGlyphPadding if they wish.\n    // Width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.\n    atlas->TexWidth = (atlas->TexDesiredWidth > 0) ? atlas->TexDesiredWidth : (total_glyphs_count > 4000) ? 4096 : (total_glyphs_count > 2000) ? 2048 : (total_glyphs_count > 1000) ? 1024 : 512;\n    atlas->TexHeight = 0;\n\n    // Start packing\n    const int max_tex_height = 1024*32;\n    stbtt_pack_context spc;\n    stbtt_PackBegin(&spc, NULL, atlas->TexWidth, max_tex_height, 0, atlas->TexGlyphPadding, NULL);\n    stbtt_PackSetOversampling(&spc, 1, 1);\n\n    // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).\n    ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info);\n\n    // Initialize font information (so we can error without any cleanup)\n    struct ImFontTempBuildData\n    {\n        stbtt_fontinfo      FontInfo;\n        stbrp_rect*         Rects;\n        stbtt_pack_range*   Ranges;\n        int                 RangesCount;\n    };\n    ImFontTempBuildData* tmp_array = (ImFontTempBuildData*)ImGui::MemAlloc((size_t)atlas->ConfigData.Size * sizeof(ImFontTempBuildData));\n    for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)\n    {\n        ImFontConfig& cfg = atlas->ConfigData[input_i];\n        ImFontTempBuildData& tmp = tmp_array[input_i];\n        IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));\n\n        const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);\n        IM_ASSERT(font_offset >= 0);\n        if (!stbtt_InitFont(&tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))\n            return false;\n    }\n\n    // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)\n    int buf_packedchars_n = 0, buf_rects_n = 0, buf_ranges_n = 0;\n    stbtt_packedchar* buf_packedchars = (stbtt_packedchar*)ImGui::MemAlloc(total_glyphs_count * sizeof(stbtt_packedchar));\n    stbrp_rect* buf_rects = (stbrp_rect*)ImGui::MemAlloc(total_glyphs_count * sizeof(stbrp_rect));\n    stbtt_pack_range* buf_ranges = (stbtt_pack_range*)ImGui::MemAlloc(total_ranges_count * sizeof(stbtt_pack_range));\n    memset(buf_packedchars, 0, total_glyphs_count * sizeof(stbtt_packedchar));\n    memset(buf_rects, 0, total_glyphs_count * sizeof(stbrp_rect));              // Unnecessary but let's clear this for the sake of sanity.\n    memset(buf_ranges, 0, total_ranges_count * sizeof(stbtt_pack_range));\n\n    // First font pass: pack all glyphs (no rendering at this point, we are working with rectangles in an infinitely tall texture at this point)\n    for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)\n    {\n        ImFontConfig& cfg = atlas->ConfigData[input_i];\n        ImFontTempBuildData& tmp = tmp_array[input_i];\n\n        // Setup ranges\n        int font_glyphs_count = 0;\n        int font_ranges_count = 0;\n        for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2, font_ranges_count++)\n            font_glyphs_count += (in_range[1] - in_range[0]) + 1;\n        tmp.Ranges = buf_ranges + buf_ranges_n;\n        tmp.RangesCount = font_ranges_count;\n        buf_ranges_n += font_ranges_count;\n        for (int i = 0; i < font_ranges_count; i++)\n        {\n            const ImWchar* in_range = &cfg.GlyphRanges[i * 2];\n            stbtt_pack_range& range = tmp.Ranges[i];\n            range.font_size = cfg.SizePixels;\n            range.first_unicode_codepoint_in_range = in_range[0];\n            range.num_chars = (in_range[1] - in_range[0]) + 1;\n            range.chardata_for_range = buf_packedchars + buf_packedchars_n;\n            buf_packedchars_n += range.num_chars;\n        }\n\n        // Pack\n        tmp.Rects = buf_rects + buf_rects_n;\n        buf_rects_n += font_glyphs_count;\n        stbtt_PackSetOversampling(&spc, cfg.OversampleH, cfg.OversampleV);\n        int n = stbtt_PackFontRangesGatherRects(&spc, &tmp.FontInfo, tmp.Ranges, tmp.RangesCount, tmp.Rects);\n        IM_ASSERT(n == font_glyphs_count);\n        stbrp_pack_rects((stbrp_context*)spc.pack_info, tmp.Rects, n);\n\n        // Extend texture height\n        for (int i = 0; i < n; i++)\n            if (tmp.Rects[i].was_packed)\n                atlas->TexHeight = ImMax(atlas->TexHeight, tmp.Rects[i].y + tmp.Rects[i].h);\n    }\n    IM_ASSERT(buf_rects_n == total_glyphs_count);\n    IM_ASSERT(buf_packedchars_n == total_glyphs_count);\n    IM_ASSERT(buf_ranges_n == total_ranges_count);\n\n    // Create texture\n    atlas->TexHeight = ImUpperPowerOfTwo(atlas->TexHeight);\n    atlas->TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(atlas->TexWidth * atlas->TexHeight);\n    memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight);\n    spc.pixels = atlas->TexPixelsAlpha8;\n    spc.height = atlas->TexHeight;\n\n    // Second pass: render font characters\n    for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)\n    {\n        ImFontConfig& cfg = atlas->ConfigData[input_i];\n        ImFontTempBuildData& tmp = tmp_array[input_i];\n        stbtt_PackSetOversampling(&spc, cfg.OversampleH, cfg.OversampleV);\n        stbtt_PackFontRangesRenderIntoRects(&spc, &tmp.FontInfo, tmp.Ranges, tmp.RangesCount, tmp.Rects);\n        tmp.Rects = NULL;\n    }\n\n    // End packing\n    stbtt_PackEnd(&spc);\n    ImGui::MemFree(buf_rects);\n    buf_rects = NULL;\n\n    // Third pass: setup ImFont and glyphs for runtime\n    for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)\n    {\n        ImFontConfig& cfg = atlas->ConfigData[input_i];\n        ImFontTempBuildData& tmp = tmp_array[input_i];\n        ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true)\n\n        float font_scale = stbtt_ScaleForPixelHeight(&tmp.FontInfo, cfg.SizePixels);\n        int unscaled_ascent, unscaled_descent, unscaled_line_gap;\n        stbtt_GetFontVMetrics(&tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);\n\n        float ascent = unscaled_ascent * font_scale;\n        float descent = unscaled_descent * font_scale;\n        ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);\n        float off_x = cfg.GlyphOffset.x;\n        float off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f);\n\n        dst_font->FallbackGlyph = NULL; // Always clear fallback so FindGlyph can return NULL. It will be set again in BuildLookupTable()\n        for (int i = 0; i < tmp.RangesCount; i++)\n        {\n            stbtt_pack_range& range = tmp.Ranges[i];\n            for (int char_idx = 0; char_idx < range.num_chars; char_idx += 1)\n            {\n                const stbtt_packedchar& pc = range.chardata_for_range[char_idx];\n                if (!pc.x0 && !pc.x1 && !pc.y0 && !pc.y1)\n                    continue;\n\n                const int codepoint = range.first_unicode_codepoint_in_range + char_idx;\n                if (cfg.MergeMode && dst_font->FindGlyph((unsigned short)codepoint))\n                    continue;\n\n                stbtt_aligned_quad q;\n                float dummy_x = 0.0f, dummy_y = 0.0f;\n                stbtt_GetPackedQuad(range.chardata_for_range, atlas->TexWidth, atlas->TexHeight, char_idx, &dummy_x, &dummy_y, &q, 0);\n\n                dst_font->Glyphs.resize(dst_font->Glyphs.Size + 1);\n                ImFont::Glyph& glyph = dst_font->Glyphs.back();\n                glyph.Codepoint = (ImWchar)codepoint;\n                glyph.X0 = q.x0 + off_x; \n                glyph.Y0 = q.y0 + off_y; \n                glyph.X1 = q.x1 + off_x; \n                glyph.Y1 = q.y1 + off_y;\n                glyph.U0 = q.s0; \n                glyph.V0 = q.t0; \n                glyph.U1 = q.s1; \n                glyph.V1 = q.t1;\n                glyph.XAdvance = (pc.xadvance + cfg.GlyphExtraSpacing.x);  // Bake spacing into XAdvance\n\n                if (cfg.PixelSnapH)\n                    glyph.XAdvance = (float)(int)(glyph.XAdvance + 0.5f);\n                dst_font->MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * atlas->TexWidth + 1.99f) * (int)((glyph.V1 - glyph.V0) * atlas->TexHeight + 1.99f); // +1 to account for average padding, +0.99 to round\n            }\n        }\n        cfg.DstFont->BuildLookupTable();\n    }\n\n    // Cleanup temporaries\n    ImGui::MemFree(buf_packedchars);\n    ImGui::MemFree(buf_ranges);\n    ImGui::MemFree(tmp_array);\n\n    // Render into our custom data block\n    ImFontAtlasBuildRenderDefaultTexData(atlas);\n\n    return true;\n}\n\nvoid ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas)\n{\n    // FIXME-WIP: We should register in the constructor (but cannot because our static instances may not have allocator ready by the time they initialize). This needs to be fixed because we can expose CustomRects.\n    if (atlas->CustomRects.empty())\n        atlas->CustomRectRegister(FONT_ATLAS_DEFAULT_TEX_DATA_ID, FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF*2+1, FONT_ATLAS_DEFAULT_TEX_DATA_H);\n}\n\nvoid ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent)\n{\n    if (!font_config->MergeMode)\n    {\n        font->ContainerAtlas = atlas;\n        font->ConfigData = font_config;\n        font->ConfigDataCount = 0;\n        font->FontSize = font_config->SizePixels;\n        font->Ascent = ascent;\n        font->Descent = descent;\n        font->Glyphs.resize(0);\n        font->MetricsTotalSurface = 0;\n    }\n    font->ConfigDataCount++;\n}\n\nvoid ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* pack_context_opaque)\n{\n    stbrp_context* pack_context = (stbrp_context*)pack_context_opaque;\n\n    ImVector<ImFontAtlas::CustomRect>& user_rects = atlas->CustomRects;\n    ImVector<stbrp_rect> pack_rects;\n    pack_rects.resize(user_rects.Size);\n    memset(pack_rects.Data, 0, sizeof(stbrp_rect) * user_rects.Size);\n    for (int i = 0; i < user_rects.Size; i++)\n    {\n        pack_rects[i].w = user_rects[i].Width;\n        pack_rects[i].h = user_rects[i].Height;\n    }\n    stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size);\n    for (int i = 0; i < pack_rects.Size; i++)\n        if (pack_rects[i].was_packed)\n        {\n            user_rects[i].X = pack_rects[i].x;\n            user_rects[i].Y = pack_rects[i].y;\n            IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height);\n            atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h);\n        }\n}\n\nvoid ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)\n{\n    ImFontAtlas::CustomRect& r = atlas->CustomRects[0];\n    IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);\n    IM_ASSERT(r.Width == FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF*2+1);\n    IM_ASSERT(r.Height == FONT_ATLAS_DEFAULT_TEX_DATA_H);\n    IM_ASSERT(r.IsPacked());\n    IM_ASSERT(atlas->TexPixelsAlpha8 != NULL);\n\n    // Render/copy pixels\n    for (int y = 0, n = 0; y < FONT_ATLAS_DEFAULT_TEX_DATA_H; y++)\n        for (int x = 0; x < FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF; x++, n++)\n        {\n            const int offset0 = (int)(r.X + x) + (int)(r.Y + y) * atlas->TexWidth;\n            const int offset1 = offset0 + FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1;\n            atlas->TexPixelsAlpha8[offset0] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == '.' ? 0xFF : 0x00;\n            atlas->TexPixelsAlpha8[offset1] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == 'X' ? 0xFF : 0x00;\n        }\n    const ImVec2 tex_uv_scale(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);\n    atlas->TexUvWhitePixel = ImVec2((r.X + 0.5f) * tex_uv_scale.x, (r.Y + 0.5f) * tex_uv_scale.y);\n\n    // Setup mouse cursors\n    const ImVec2 cursor_datas[ImGuiMouseCursor_Count_][3] =\n    {\n        // Pos ........ Size ......... Offset ......\n        { ImVec2(0,3),  ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow\n        { ImVec2(13,0), ImVec2(7,16),  ImVec2( 4, 8) }, // ImGuiMouseCursor_TextInput\n        { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_Move\n        { ImVec2(21,0), ImVec2( 9,23), ImVec2( 5,11) }, // ImGuiMouseCursor_ResizeNS\n        { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 5) }, // ImGuiMouseCursor_ResizeEW\n        { ImVec2(73,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNESW\n        { ImVec2(55,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNWSE\n    };\n\n    for (int type = 0; type < ImGuiMouseCursor_Count_; type++)\n    {\n        ImGuiMouseCursorData& cursor_data = GImGui->MouseCursorData[type];\n        ImVec2 pos = cursor_datas[type][0] + ImVec2((float)r.X, (float)r.Y);\n        const ImVec2 size = cursor_datas[type][1];\n        cursor_data.Type = type;\n        cursor_data.Size = size;\n        cursor_data.HotOffset = cursor_datas[type][2];\n        cursor_data.TexUvMin[0] = (pos) * tex_uv_scale;\n        cursor_data.TexUvMax[0] = (pos + size) * tex_uv_scale;\n        pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1;\n        cursor_data.TexUvMin[1] = (pos) * tex_uv_scale;\n        cursor_data.TexUvMax[1] = (pos + size) * tex_uv_scale;\n    }\n}\n\n// Retrieve list of range (2 int per range, values are inclusive)\nconst ImWchar*   ImFontAtlas::GetGlyphRangesDefault()\n{\n    static const ImWchar ranges[] =\n    {\n        0x0020, 0x00FF, // Basic Latin + Latin Supplement\n        0,\n    };\n    return &ranges[0];\n}\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesKorean()\n{\n    static const ImWchar ranges[] =\n    {\n        0x0020, 0x00FF, // Basic Latin + Latin Supplement\n        0x3131, 0x3163, // Korean alphabets\n        0xAC00, 0xD79D, // Korean characters\n        0,\n    };\n    return &ranges[0];\n}\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesChinese()\n{\n    static const ImWchar ranges[] =\n    {\n        0x0020, 0x00FF, // Basic Latin + Latin Supplement\n        0x3000, 0x30FF, // Punctuations, Hiragana, Katakana\n        0x31F0, 0x31FF, // Katakana Phonetic Extensions\n        0xFF00, 0xFFEF, // Half-width characters\n        0x4e00, 0x9FAF, // CJK Ideograms\n        0,\n    };\n    return &ranges[0];\n}\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesJapanese()\n{\n    // Store the 1946 ideograms code points as successive offsets from the initial unicode codepoint 0x4E00. Each offset has an implicit +1.\n    // This encoding helps us reduce the source code size.\n    static const short offsets_from_0x4E00[] =\n    {\n        -1,0,1,3,0,0,0,0,1,0,5,1,1,0,7,4,6,10,0,1,9,9,7,1,3,19,1,10,7,1,0,1,0,5,1,0,6,4,2,6,0,0,12,6,8,0,3,5,0,1,0,9,0,0,8,1,1,3,4,5,13,0,0,8,2,17,\n        4,3,1,1,9,6,0,0,0,2,1,3,2,22,1,9,11,1,13,1,3,12,0,5,9,2,0,6,12,5,3,12,4,1,2,16,1,1,4,6,5,3,0,6,13,15,5,12,8,14,0,0,6,15,3,6,0,18,8,1,6,14,1,\n        5,4,12,24,3,13,12,10,24,0,0,0,1,0,1,1,2,9,10,2,2,0,0,3,3,1,0,3,8,0,3,2,4,4,1,6,11,10,14,6,15,3,4,15,1,0,0,5,2,2,0,0,1,6,5,5,6,0,3,6,5,0,0,1,0,\n        11,2,2,8,4,7,0,10,0,1,2,17,19,3,0,2,5,0,6,2,4,4,6,1,1,11,2,0,3,1,2,1,2,10,7,6,3,16,0,8,24,0,0,3,1,1,3,0,1,6,0,0,0,2,0,1,5,15,0,1,0,0,2,11,19,\n        1,4,19,7,6,5,1,0,0,0,0,5,1,0,1,9,0,0,5,0,2,0,1,0,3,0,11,3,0,2,0,0,0,0,0,9,3,6,4,12,0,14,0,0,29,10,8,0,14,37,13,0,31,16,19,0,8,30,1,20,8,3,48,\n        21,1,0,12,0,10,44,34,42,54,11,18,82,0,2,1,2,12,1,0,6,2,17,2,12,7,0,7,17,4,2,6,24,23,8,23,39,2,16,23,1,0,5,1,2,15,14,5,6,2,11,0,8,6,2,2,2,14,\n        20,4,15,3,4,11,10,10,2,5,2,1,30,2,1,0,0,22,5,5,0,3,1,5,4,1,0,0,2,2,21,1,5,1,2,16,2,1,3,4,0,8,4,0,0,5,14,11,2,16,1,13,1,7,0,22,15,3,1,22,7,14,\n        22,19,11,24,18,46,10,20,64,45,3,2,0,4,5,0,1,4,25,1,0,0,2,10,0,0,0,1,0,1,2,0,0,9,1,2,0,0,0,2,5,2,1,1,5,5,8,1,1,1,5,1,4,9,1,3,0,1,0,1,1,2,0,0,\n        2,0,1,8,22,8,1,0,0,0,0,4,2,1,0,9,8,5,0,9,1,30,24,2,6,4,39,0,14,5,16,6,26,179,0,2,1,1,0,0,0,5,2,9,6,0,2,5,16,7,5,1,1,0,2,4,4,7,15,13,14,0,0,\n        3,0,1,0,0,0,2,1,6,4,5,1,4,9,0,3,1,8,0,0,10,5,0,43,0,2,6,8,4,0,2,0,0,9,6,0,9,3,1,6,20,14,6,1,4,0,7,2,3,0,2,0,5,0,3,1,0,3,9,7,0,3,4,0,4,9,1,6,0,\n        9,0,0,2,3,10,9,28,3,6,2,4,1,2,32,4,1,18,2,0,3,1,5,30,10,0,2,2,2,0,7,9,8,11,10,11,7,2,13,7,5,10,0,3,40,2,0,1,6,12,0,4,5,1,5,11,11,21,4,8,3,7,\n        8,8,33,5,23,0,0,19,8,8,2,3,0,6,1,1,1,5,1,27,4,2,5,0,3,5,6,3,1,0,3,1,12,5,3,3,2,0,7,7,2,1,0,4,0,1,1,2,0,10,10,6,2,5,9,7,5,15,15,21,6,11,5,20,\n        4,3,5,5,2,5,0,2,1,0,1,7,28,0,9,0,5,12,5,5,18,30,0,12,3,3,21,16,25,32,9,3,14,11,24,5,66,9,1,2,0,5,9,1,5,1,8,0,8,3,3,0,1,15,1,4,8,1,2,7,0,7,2,\n        8,3,7,5,3,7,10,2,1,0,0,2,25,0,6,4,0,10,0,4,2,4,1,12,5,38,4,0,4,1,10,5,9,4,0,14,4,2,5,18,20,21,1,3,0,5,0,7,0,3,7,1,3,1,1,8,1,0,0,0,3,2,5,2,11,\n        6,0,13,1,3,9,1,12,0,16,6,2,1,0,2,1,12,6,13,11,2,0,28,1,7,8,14,13,8,13,0,2,0,5,4,8,10,2,37,42,19,6,6,7,4,14,11,18,14,80,7,6,0,4,72,12,36,27,\n        7,7,0,14,17,19,164,27,0,5,10,7,3,13,6,14,0,2,2,5,3,0,6,13,0,0,10,29,0,4,0,3,13,0,3,1,6,51,1,5,28,2,0,8,0,20,2,4,0,25,2,10,13,10,0,16,4,0,1,0,\n        2,1,7,0,1,8,11,0,0,1,2,7,2,23,11,6,6,4,16,2,2,2,0,22,9,3,3,5,2,0,15,16,21,2,9,20,15,15,5,3,9,1,0,0,1,7,7,5,4,2,2,2,38,24,14,0,0,15,5,6,24,14,\n        5,5,11,0,21,12,0,3,8,4,11,1,8,0,11,27,7,2,4,9,21,59,0,1,39,3,60,62,3,0,12,11,0,3,30,11,0,13,88,4,15,5,28,13,1,4,48,17,17,4,28,32,46,0,16,0,\n        18,11,1,8,6,38,11,2,6,11,38,2,0,45,3,11,2,7,8,4,30,14,17,2,1,1,65,18,12,16,4,2,45,123,12,56,33,1,4,3,4,7,0,0,0,3,2,0,16,4,2,4,2,0,7,4,5,2,26,\n        2,25,6,11,6,1,16,2,6,17,77,15,3,35,0,1,0,5,1,0,38,16,6,3,12,3,3,3,0,9,3,1,3,5,2,9,0,18,0,25,1,3,32,1,72,46,6,2,7,1,3,14,17,0,28,1,40,13,0,20,\n        15,40,6,38,24,12,43,1,1,9,0,12,6,0,6,2,4,19,3,7,1,48,0,9,5,0,5,6,9,6,10,15,2,11,19,3,9,2,0,1,10,1,27,8,1,3,6,1,14,0,26,0,27,16,3,4,9,6,2,23,\n        9,10,5,25,2,1,6,1,1,48,15,9,15,14,3,4,26,60,29,13,37,21,1,6,4,0,2,11,22,23,16,16,2,2,1,3,0,5,1,6,4,0,0,4,0,0,8,3,0,2,5,0,7,1,7,3,13,2,4,10,\n        3,0,2,31,0,18,3,0,12,10,4,1,0,7,5,7,0,5,4,12,2,22,10,4,2,15,2,8,9,0,23,2,197,51,3,1,1,4,13,4,3,21,4,19,3,10,5,40,0,4,1,1,10,4,1,27,34,7,21,\n        2,17,2,9,6,4,2,3,0,4,2,7,8,2,5,1,15,21,3,4,4,2,2,17,22,1,5,22,4,26,7,0,32,1,11,42,15,4,1,2,5,0,19,3,1,8,6,0,10,1,9,2,13,30,8,2,24,17,19,1,4,\n        4,25,13,0,10,16,11,39,18,8,5,30,82,1,6,8,18,77,11,13,20,75,11,112,78,33,3,0,0,60,17,84,9,1,1,12,30,10,49,5,32,158,178,5,5,6,3,3,1,3,1,4,7,6,\n        19,31,21,0,2,9,5,6,27,4,9,8,1,76,18,12,1,4,0,3,3,6,3,12,2,8,30,16,2,25,1,5,5,4,3,0,6,10,2,3,1,0,5,1,19,3,0,8,1,5,2,6,0,0,0,19,1,2,0,5,1,2,5,\n        1,3,7,0,4,12,7,3,10,22,0,9,5,1,0,2,20,1,1,3,23,30,3,9,9,1,4,191,14,3,15,6,8,50,0,1,0,0,4,0,0,1,0,2,4,2,0,2,3,0,2,0,2,2,8,7,0,1,1,1,3,3,17,11,\n        91,1,9,3,2,13,4,24,15,41,3,13,3,1,20,4,125,29,30,1,0,4,12,2,21,4,5,5,19,11,0,13,11,86,2,18,0,7,1,8,8,2,2,22,1,2,6,5,2,0,1,2,8,0,2,0,5,2,1,0,\n        2,10,2,0,5,9,2,1,2,0,1,0,4,0,0,10,2,5,3,0,6,1,0,1,4,4,33,3,13,17,3,18,6,4,7,1,5,78,0,4,1,13,7,1,8,1,0,35,27,15,3,0,0,0,1,11,5,41,38,15,22,6,\n        14,14,2,1,11,6,20,63,5,8,27,7,11,2,2,40,58,23,50,54,56,293,8,8,1,5,1,14,0,1,12,37,89,8,8,8,2,10,6,0,0,0,4,5,2,1,0,1,1,2,7,0,3,3,0,4,6,0,3,2,\n        19,3,8,0,0,0,4,4,16,0,4,1,5,1,3,0,3,4,6,2,17,10,10,31,6,4,3,6,10,126,7,3,2,2,0,9,0,0,5,20,13,0,15,0,6,0,2,5,8,64,50,3,2,12,2,9,0,0,11,8,20,\n        109,2,18,23,0,0,9,61,3,0,28,41,77,27,19,17,81,5,2,14,5,83,57,252,14,154,263,14,20,8,13,6,57,39,38,\n    };\n    static ImWchar base_ranges[] =\n    {\n        0x0020, 0x00FF, // Basic Latin + Latin Supplement\n        0x3000, 0x30FF, // Punctuations, Hiragana, Katakana\n        0x31F0, 0x31FF, // Katakana Phonetic Extensions\n        0xFF00, 0xFFEF, // Half-width characters\n    };\n    static bool full_ranges_unpacked = false;\n    static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(offsets_from_0x4E00)*2 + 1];\n    if (!full_ranges_unpacked)\n    {\n        // Unpack\n        int codepoint = 0x4e00;\n        memcpy(full_ranges, base_ranges, sizeof(base_ranges));\n        ImWchar* dst = full_ranges + IM_ARRAYSIZE(base_ranges);;\n        for (int n = 0; n < IM_ARRAYSIZE(offsets_from_0x4E00); n++, dst += 2)\n            dst[0] = dst[1] = (ImWchar)(codepoint += (offsets_from_0x4E00[n] + 1));\n        dst[0] = 0;\n        full_ranges_unpacked = true;\n    }\n    return &full_ranges[0];\n}\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesCyrillic()\n{\n    static const ImWchar ranges[] =\n    {\n        0x0020, 0x00FF, // Basic Latin + Latin Supplement\n        0x0400, 0x052F, // Cyrillic + Cyrillic Supplement\n        0x2DE0, 0x2DFF, // Cyrillic Extended-A\n        0xA640, 0xA69F, // Cyrillic Extended-B\n        0,\n    };\n    return &ranges[0];\n}\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesThai()\n{\n    static const ImWchar ranges[] =\n    {\n        0x0020, 0x00FF, // Basic Latin\n        0x0E00, 0x0E7F, // Thai\n        0,\n    };\n    return &ranges[0];\n}\n\n//-----------------------------------------------------------------------------\n// ImFontAtlas::GlyphRangesBuilder\n//-----------------------------------------------------------------------------\n\nvoid ImFontAtlas::GlyphRangesBuilder::AddText(const char* text, const char* text_end)\n{\n    while (text_end ? (text < text_end) : *text)\n    {\n        unsigned int c = 0;\n        int c_len = ImTextCharFromUtf8(&c, text, text_end);\n        text += c_len;\n        if (c_len == 0)\n            break;\n        if (c < 0x10000)\n            AddChar((ImWchar)c);\n    }\n}\n\nvoid ImFontAtlas::GlyphRangesBuilder::AddRanges(const ImWchar* ranges)\n{\n    for (; ranges[0]; ranges += 2)\n        for (ImWchar c = ranges[0]; c <= ranges[1]; c++)\n            AddChar(c);\n}\n\nvoid ImFontAtlas::GlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)\n{\n    for (int n = 0; n < 0x10000; n++)\n        if (GetBit(n))\n        {\n            out_ranges->push_back((ImWchar)n);\n            while (n < 0x10000 && GetBit(n + 1))\n                n++;\n            out_ranges->push_back((ImWchar)n);\n        }\n    out_ranges->push_back(0);\n}\n\n//-----------------------------------------------------------------------------\n// ImFont\n//-----------------------------------------------------------------------------\n\nImFont::ImFont()\n{\n    Scale = 1.0f;\n    FallbackChar = (ImWchar)'?';\n    Clear();\n}\n\nImFont::~ImFont()\n{\n    // Invalidate active font so that the user gets a clear crash instead of a dangling pointer.\n    // If you want to delete fonts you need to do it between Render() and NewFrame().\n    // FIXME-CLEANUP\n    /*\n    ImGuiContext& g = *GImGui;\n    if (g.Font == this)\n        g.Font = NULL;\n    */\n    Clear();\n}\n\nvoid    ImFont::Clear()\n{\n    FontSize = 0.0f;\n    DisplayOffset = ImVec2(0.0f, 1.0f);\n    Glyphs.clear();\n    IndexXAdvance.clear();\n    IndexLookup.clear();\n    FallbackGlyph = NULL;\n    FallbackXAdvance = 0.0f;\n    ConfigDataCount = 0;\n    ConfigData = NULL;\n    ContainerAtlas = NULL;\n    Ascent = Descent = 0.0f;\n    MetricsTotalSurface = 0;\n}\n\nvoid ImFont::BuildLookupTable()\n{\n    int max_codepoint = 0;\n    for (int i = 0; i != Glyphs.Size; i++)\n        max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);\n\n    IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved\n    IndexXAdvance.clear();\n    IndexLookup.clear();\n    GrowIndex(max_codepoint + 1);\n    for (int i = 0; i < Glyphs.Size; i++)\n    {\n        int codepoint = (int)Glyphs[i].Codepoint;\n        IndexXAdvance[codepoint] = Glyphs[i].XAdvance;\n        IndexLookup[codepoint] = (unsigned short)i;\n    }\n\n    // Create a glyph to handle TAB\n    // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at \"column 0\" ?)\n    if (FindGlyph((unsigned short)' '))\n    {\n        if (Glyphs.back().Codepoint != '\\t')   // So we can call this function multiple times\n            Glyphs.resize(Glyphs.Size + 1);\n        ImFont::Glyph& tab_glyph = Glyphs.back();\n        tab_glyph = *FindGlyph((unsigned short)' ');\n        tab_glyph.Codepoint = '\\t';\n        tab_glyph.XAdvance *= 4;\n        IndexXAdvance[(int)tab_glyph.Codepoint] = (float)tab_glyph.XAdvance;\n        IndexLookup[(int)tab_glyph.Codepoint] = (unsigned short)(Glyphs.Size-1);\n    }\n\n    FallbackGlyph = NULL;\n    FallbackGlyph = FindGlyph(FallbackChar);\n    FallbackXAdvance = FallbackGlyph ? FallbackGlyph->XAdvance : 0.0f;\n    for (int i = 0; i < max_codepoint + 1; i++)\n        if (IndexXAdvance[i] < 0.0f)\n            IndexXAdvance[i] = FallbackXAdvance;\n}\n\nvoid ImFont::SetFallbackChar(ImWchar c)\n{\n    FallbackChar = c;\n    BuildLookupTable();\n}\n\nvoid ImFont::GrowIndex(int new_size)\n{\n    IM_ASSERT(IndexXAdvance.Size == IndexLookup.Size);\n    int old_size = IndexLookup.Size;\n    if (new_size <= old_size)\n        return;\n    IndexXAdvance.resize(new_size);\n    IndexLookup.resize(new_size);\n    for (int i = old_size; i < new_size; i++)\n    {\n        IndexXAdvance[i] = -1.0f;\n        IndexLookup[i] = (unsigned short)-1;\n    }\n}\n\nvoid ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)\n{\n    IM_ASSERT(IndexLookup.Size > 0);    // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function.\n    int index_size = IndexLookup.Size;\n\n    if (dst < index_size && IndexLookup.Data[dst] == (unsigned short)-1 && !overwrite_dst) // 'dst' already exists\n        return;\n    if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op\n        return;\n\n    GrowIndex(dst + 1);\n    IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (unsigned short)-1;\n    IndexXAdvance[dst] = (src < index_size) ? IndexXAdvance.Data[src] : 1.0f;\n}\n\nconst ImFont::Glyph* ImFont::FindGlyph(unsigned short c) const\n{\n    if (c < IndexLookup.Size)\n    {\n        const unsigned short i = IndexLookup[c];\n        if (i != (unsigned short)-1)\n            return &Glyphs.Data[i];\n    }\n    return FallbackGlyph;\n}\n\nconst char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const\n{\n    // Simple word-wrapping for English, not full-featured. Please submit failing cases!\n    // FIXME: Much possible improvements (don't cut things like \"word !\", \"word!!!\" but cut within \"word,,,,\", more sensible support for punctuations, support for Unicode punctuations, etc.)\n\n    // For references, possible wrap point marked with ^\n    //  \"aaa bbb, ccc,ddd. eee   fff. ggg!\"\n    //      ^    ^    ^   ^   ^__    ^    ^\n\n    // List of hardcoded separators: .,;!?'\"\n\n    // Skip extra blanks after a line returns (that includes not counting them in width computation)\n    // e.g. \"Hello    world\" --> \"Hello\" \"World\"\n\n    // Cut words that cannot possibly fit within one line.\n    // e.g.: \"The tropical fish\" with ~5 characters worth of width --> \"The tr\" \"opical\" \"fish\"\n\n    float line_width = 0.0f;\n    float word_width = 0.0f;\n    float blank_width = 0.0f;\n    wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters\n\n    const char* word_end = text;\n    const char* prev_word_end = NULL;\n    bool inside_word = true;\n\n    const char* s = text;\n    while (s < text_end)\n    {\n        unsigned int c = (unsigned int)*s;\n        const char* next_s;\n        if (c < 0x80)\n            next_s = s + 1;\n        else\n            next_s = s + ImTextCharFromUtf8(&c, s, text_end);\n        if (c == 0)\n            break;\n\n        if (c < 32)\n        {\n            if (c == '\\n')\n            {\n                line_width = word_width = blank_width = 0.0f;\n                inside_word = true;\n                s = next_s;\n                continue;\n            }\n            if (c == '\\r')\n            {\n                s = next_s;\n                continue;\n            }\n        }\n\n        const float char_width = ((int)c < IndexXAdvance.Size ? IndexXAdvance[(int)c] : FallbackXAdvance);\n        if (ImCharIsSpace(c))\n        {\n            if (inside_word)\n            {\n                line_width += blank_width;\n                blank_width = 0.0f;\n                word_end = s;\n            }\n            blank_width += char_width;\n            inside_word = false;\n        }\n        else\n        {\n            word_width += char_width;\n            if (inside_word)\n            {\n                word_end = next_s;\n            }\n            else\n            {\n                prev_word_end = word_end;\n                line_width += word_width + blank_width;\n                word_width = blank_width = 0.0f;\n            }\n\n            // Allow wrapping after punctuation.\n            inside_word = !(c == '.' || c == ',' || c == ';' || c == '!' || c == '?' || c == '\\\"');\n        }\n\n        // We ignore blank width at the end of the line (they can be skipped)\n        if (line_width + word_width >= wrap_width)\n        {\n            // Words that cannot possibly fit within an entire line will be cut anywhere.\n            if (word_width < wrap_width)\n                s = prev_word_end ? prev_word_end : word_end;\n            break;\n        }\n\n        s = next_s;\n    }\n\n    return s;\n}\n\nImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const\n{\n    if (!text_end)\n        text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this.\n\n    const float line_height = size;\n    const float scale = size / FontSize;\n\n    ImVec2 text_size = ImVec2(0,0);\n    float line_width = 0.0f;\n\n    const bool word_wrap_enabled = (wrap_width > 0.0f);\n    const char* word_wrap_eol = NULL;\n\n    const char* s = text_begin;\n    while (s < text_end)\n    {\n        if (word_wrap_enabled)\n        {\n            // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.\n            if (!word_wrap_eol)\n            {\n                word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width);\n                if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.\n                    word_wrap_eol++;    // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below\n            }\n\n            if (s >= word_wrap_eol)\n            {\n                if (text_size.x < line_width)\n                    text_size.x = line_width;\n                text_size.y += line_height;\n                line_width = 0.0f;\n                word_wrap_eol = NULL;\n\n                // Wrapping skips upcoming blanks\n                while (s < text_end)\n                {\n                    const char c = *s;\n                    if (ImCharIsSpace(c)) { s++; } else if (c == '\\n') { s++; break; } else { break; }\n                }\n                continue;\n            }\n        }\n\n        // Decode and advance source\n        const char* prev_s = s;\n        unsigned int c = (unsigned int)*s;\n        if (c < 0x80)\n        {\n            s += 1;\n        }\n        else\n        {\n            s += ImTextCharFromUtf8(&c, s, text_end);\n            if (c == 0) // Malformed UTF-8?\n                break;\n        }\n\n        if (c < 32)\n        {\n            if (c == '\\n')\n            {\n                text_size.x = ImMax(text_size.x, line_width);\n                text_size.y += line_height;\n                line_width = 0.0f;\n                continue;\n            }\n            if (c == '\\r')\n                continue;\n        }\n\n        const float char_width = ((int)c < IndexXAdvance.Size ? IndexXAdvance[(int)c] : FallbackXAdvance) * scale;\n        if (line_width + char_width >= max_width)\n        {\n            s = prev_s;\n            break;\n        }\n\n        line_width += char_width;\n    }\n\n    if (text_size.x < line_width)\n        text_size.x = line_width;\n\n    if (line_width > 0 || text_size.y == 0.0f)\n        text_size.y += line_height;\n\n    if (remaining)\n        *remaining = s;\n\n    return text_size;\n}\n\nvoid ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const\n{\n    if (c == ' ' || c == '\\t' || c == '\\n' || c == '\\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded.\n        return;\n    if (const Glyph* glyph = FindGlyph(c))\n    {\n        float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;\n        pos.x = (float)(int)pos.x + DisplayOffset.x;\n        pos.y = (float)(int)pos.y + DisplayOffset.y;\n        draw_list->PrimReserve(6, 4);\n        draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);\n    }\n}\n\nvoid ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const\n{\n    if (!text_end)\n        text_end = text_begin + strlen(text_begin); // ImGui functions generally already provides a valid text_end, so this is merely to handle direct calls.\n\n    // Align to be pixel perfect\n    pos.x = (float)(int)pos.x + DisplayOffset.x;\n    pos.y = (float)(int)pos.y + DisplayOffset.y;\n    float x = pos.x;\n    float y = pos.y;\n    if (y > clip_rect.w)\n        return;\n\n    const float scale = size / FontSize;\n    const float line_height = FontSize * scale;\n    const bool word_wrap_enabled = (wrap_width > 0.0f);\n    const char* word_wrap_eol = NULL;\n\n    // Skip non-visible lines\n    const char* s = text_begin;\n    if (!word_wrap_enabled && y + line_height < clip_rect.y)\n        while (s < text_end && *s != '\\n')  // Fast-forward to next line\n            s++;\n\n    // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized)\n    const int vtx_count_max = (int)(text_end - s) * 4;\n    const int idx_count_max = (int)(text_end - s) * 6;\n    const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max;\n    draw_list->PrimReserve(idx_count_max, vtx_count_max);\n\n    ImDrawVert* vtx_write = draw_list->_VtxWritePtr;\n    ImDrawIdx* idx_write = draw_list->_IdxWritePtr;\n    unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx;\n\n    while (s < text_end)\n    {\n        if (word_wrap_enabled)\n        {\n            // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.\n            if (!word_wrap_eol)\n            {\n                word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x));\n                if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.\n                    word_wrap_eol++;    // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below\n            }\n\n            if (s >= word_wrap_eol)\n            {\n                x = pos.x;\n                y += line_height;\n                word_wrap_eol = NULL;\n\n                // Wrapping skips upcoming blanks\n                while (s < text_end)\n                {\n                    const char c = *s;\n                    if (ImCharIsSpace(c)) { s++; } else if (c == '\\n') { s++; break; } else { break; }\n                }\n                continue;\n            }\n        }\n\n        // Decode and advance source\n        unsigned int c = (unsigned int)*s;\n        if (c < 0x80)\n        {\n            s += 1;\n        }\n        else\n        {\n            s += ImTextCharFromUtf8(&c, s, text_end);\n            if (c == 0) // Malformed UTF-8?\n                break;\n        }\n\n        if (c < 32)\n        {\n            if (c == '\\n')\n            {\n                x = pos.x;\n                y += line_height;\n\n                if (y > clip_rect.w)\n                    break;\n                if (!word_wrap_enabled && y + line_height < clip_rect.y)\n                    while (s < text_end && *s != '\\n')  // Fast-forward to next line\n                        s++;\n                continue;\n            }\n            if (c == '\\r')\n                continue;\n        }\n\n        float char_width = 0.0f;\n        if (const Glyph* glyph = FindGlyph((unsigned short)c))\n        {\n            char_width = glyph->XAdvance * scale;\n\n            // Arbitrarily assume that both space and tabs are empty glyphs as an optimization\n            if (c != ' ' && c != '\\t')\n            {\n                // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w\n                float x1 = x + glyph->X0 * scale;\n                float x2 = x + glyph->X1 * scale;\n                float y1 = y + glyph->Y0 * scale;\n                float y2 = y + glyph->Y1 * scale;\n                if (x1 <= clip_rect.z && x2 >= clip_rect.x)\n                {\n                    // Render a character\n                    float u1 = glyph->U0;\n                    float v1 = glyph->V0;\n                    float u2 = glyph->U1;\n                    float v2 = glyph->V1;\n\n                    // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.\n                    if (cpu_fine_clip)\n                    {\n                        if (x1 < clip_rect.x)\n                        {\n                            u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1);\n                            x1 = clip_rect.x;\n                        }\n                        if (y1 < clip_rect.y)\n                        {\n                            v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1);\n                            y1 = clip_rect.y;\n                        }\n                        if (x2 > clip_rect.z)\n                        {\n                            u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1);\n                            x2 = clip_rect.z;\n                        }\n                        if (y2 > clip_rect.w)\n                        {\n                            v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);\n                            y2 = clip_rect.w;\n                        }\n                        if (y1 >= y2)\n                        {\n                            x += char_width;\n                            continue;\n                        }\n                    }\n\n                    // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:\n                    {\n                        idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);\n                        idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);\n                        vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;\n                        vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;\n                        vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;\n                        vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;\n                        vtx_write += 4;\n                        vtx_current_idx += 4;\n                        idx_write += 6;\n                    }\n                }\n            }\n        }\n\n        x += char_width;\n    }\n\n    // Give back unused vertices\n    draw_list->VtxBuffer.resize((int)(vtx_write - draw_list->VtxBuffer.Data));\n    draw_list->IdxBuffer.resize((int)(idx_write - draw_list->IdxBuffer.Data));\n    draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);\n    draw_list->_VtxWritePtr = vtx_write;\n    draw_list->_IdxWritePtr = idx_write;\n    draw_list->_VtxCurrentIdx = (unsigned int)draw_list->VtxBuffer.Size;\n}\n\n//-----------------------------------------------------------------------------\n// DEFAULT FONT DATA\n//-----------------------------------------------------------------------------\n// Compressed with stb_compress() then converted to a C array.\n// Use the program in extra_fonts/binary_to_compressed_c.cpp to create the array from a TTF file.\n// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h\n//-----------------------------------------------------------------------------\n\nstatic unsigned int stb_decompress_length(unsigned char *input)\n{\n    return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11];\n}\n\nstatic unsigned char *stb__barrier, *stb__barrier2, *stb__barrier3, *stb__barrier4;\nstatic unsigned char *stb__dout;\nstatic void stb__match(unsigned char *data, unsigned int length)\n{\n    // INVERSE of memmove... write each byte before copying the next...\n    IM_ASSERT (stb__dout + length <= stb__barrier);\n    if (stb__dout + length > stb__barrier) { stb__dout += length; return; }\n    if (data < stb__barrier4) { stb__dout = stb__barrier+1; return; }\n    while (length--) *stb__dout++ = *data++;\n}\n\nstatic void stb__lit(unsigned char *data, unsigned int length)\n{\n    IM_ASSERT (stb__dout + length <= stb__barrier);\n    if (stb__dout + length > stb__barrier) { stb__dout += length; return; }\n    if (data < stb__barrier2) { stb__dout = stb__barrier+1; return; }\n    memcpy(stb__dout, data, length);\n    stb__dout += length;\n}\n\n#define stb__in2(x)   ((i[x] << 8) + i[(x)+1])\n#define stb__in3(x)   ((i[x] << 16) + stb__in2((x)+1))\n#define stb__in4(x)   ((i[x] << 24) + stb__in3((x)+1))\n\nstatic unsigned char *stb_decompress_token(unsigned char *i)\n{\n    if (*i >= 0x20) { // use fewer if's for cases that expand small\n        if (*i >= 0x80)       stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2;\n        else if (*i >= 0x40)  stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3;\n        else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1);\n    } else { // more ifs for cases that expand large, since overhead is amortized\n        if (*i >= 0x18)       stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4;\n        else if (*i >= 0x10)  stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5;\n        else if (*i >= 0x08)  stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1);\n        else if (*i == 0x07)  stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1);\n        else if (*i == 0x06)  stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5;\n        else if (*i == 0x04)  stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6;\n    }\n    return i;\n}\n\nstatic unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen)\n{\n    const unsigned long ADLER_MOD = 65521;\n    unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;\n    unsigned long blocklen, i;\n\n    blocklen = buflen % 5552;\n    while (buflen) {\n        for (i=0; i + 7 < blocklen; i += 8) {\n            s1 += buffer[0], s2 += s1;\n            s1 += buffer[1], s2 += s1;\n            s1 += buffer[2], s2 += s1;\n            s1 += buffer[3], s2 += s1;\n            s1 += buffer[4], s2 += s1;\n            s1 += buffer[5], s2 += s1;\n            s1 += buffer[6], s2 += s1;\n            s1 += buffer[7], s2 += s1;\n\n            buffer += 8;\n        }\n\n        for (; i < blocklen; ++i)\n            s1 += *buffer++, s2 += s1;\n\n        s1 %= ADLER_MOD, s2 %= ADLER_MOD;\n        buflen -= blocklen;\n        blocklen = 5552;\n    }\n    return (unsigned int)(s2 << 16) + (unsigned int)s1;\n}\n\nstatic unsigned int stb_decompress(unsigned char *output, unsigned char *i, unsigned int length)\n{\n    unsigned int olen;\n    if (stb__in4(0) != 0x57bC0000) return 0;\n    if (stb__in4(4) != 0)          return 0; // error! stream is > 4GB\n    olen = stb_decompress_length(i);\n    stb__barrier2 = i;\n    stb__barrier3 = i+length;\n    stb__barrier = output + olen;\n    stb__barrier4 = output;\n    i += 16;\n\n    stb__dout = output;\n    for (;;) {\n        unsigned char *old_i = i;\n        i = stb_decompress_token(i);\n        if (i == old_i) {\n            if (*i == 0x05 && i[1] == 0xfa) {\n                IM_ASSERT(stb__dout == output + olen);\n                if (stb__dout != output + olen) return 0;\n                if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2))\n                    return 0;\n                return olen;\n            } else {\n                IM_ASSERT(0); /* NOTREACHED */\n                return 0;\n            }\n        }\n        IM_ASSERT(stb__dout <= output + olen);\n        if (stb__dout > output + olen)\n            return 0;\n    }\n}\n\n//-----------------------------------------------------------------------------\n// ProggyClean.ttf\n// Copyright (c) 2004, 2005 Tristan Grimmer\n// MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip)\n// Download and more information at http://upperbounds.net\n//-----------------------------------------------------------------------------\n// File: 'ProggyClean.ttf' (41208 bytes)\n// Exported using binary_to_compressed_c.cpp\n//-----------------------------------------------------------------------------\nstatic const char proggy_clean_ttf_compressed_data_base85[11980+1] =\n    \"7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/\"\n    \"2*>]b(MC;$jPfY.;h^`IWM9<Lh2TlS+f-s$o6Q<BWH`YiU.xfLq$N;$0iR/GX:U(jcW2p/W*q?-qmnUCI;jHSAiFWM.R*kU@C=GH?a9wp8f$e.-4^Qg1)Q-GL(lf(r/7GrRgwV%MS=C#\"\n    \"`8ND>Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1<q-UE31#^-V'8IRUo7Qf./L>=Ke$$'5F%)]0^#0X@U.a<r:QLtFsLcL6##lOj)#.Y5<-R&KgLwqJfLgN&;Q?gI^#DY2uL\"\n    \"i@^rMl9t=cWq6##weg>$FBjVQTSDgEKnIS7EM9>ZY9w0#L;>>#Mx&4Mvt//L[MkA#W@lK.N'[0#7RL_&#w+F%HtG9M#XL`N&.,GM4Pg;-<nLENhvx>-VsM.M0rJfLH2eTM`*oJMHRC`N\"\n    \"kfimM2J,W-jXS:)r0wK#@Fge$U>`w'N7G#$#fB#$E^$#:9:hk+eOe--6x)F7*E%?76%^GMHePW-Z5l'&GiF#$956:rS?dA#fiK:)Yr+`&#0j@'DbG&#^$PG.Ll+DNa<XCMKEV*N)LN/N\"\n    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\"Y(,p'H9rIVY-b,'%bCPF7.J<Up^,(dU1VY*5#WkTU>h19w,WQhLI)3S#f$2(eb,jr*b;3Vw]*7NH%$c4Vs,eD9>XW8?N]o+(*pgC%/72LV-u<Hp,3@e^9UB1J+ak9-TN/mhKPg+AJYd$\"\n    \"MlvAF_jCK*.O-^(63adMT->W%iewS8W6m2rtCpo'RS1R84=@paTKt)>=%&1[)*vp'u+x,VrwN;&]kuO9JDbg=pO$J*.jVe;u'm0dr9l,<*wMK*Oe=g8lV_KEBFkO'oU]^=[-792#ok,)\"\n    \"i]lR8qQ2oA8wcRCZ^7w/Njh;?.stX?Q1>S1q4Bn$)K1<-rGdO'$Wr.Lc.CG)$/*JL4tNR/,SVO3,aUw'DJN:)Ss;wGn9A32ijw%FL+Z0Fn.U9;reSq)bmI32U==5ALuG&#Vf1398/pVo\"\n    \"1*c-(aY168o<`JsSbk-,1N;$>0:OUas(3:8Z972LSfF8eb=c-;>SPw7.6hn3m`9^Xkn(r.qS[0;T%&Qc=+STRxX'q1BNk3&*eu2;&8q$&x>Q#Q7^Tf+6<(d%ZVmj2bDi%.3L2n+4W'$P\"\n    \"iDDG)g,r%+?,$@?uou5tSe2aN_AQU*<h`e-GI7)?OK2A.d7_c)?wQ5AS@DL3r#7fSkgl6-++D:'A,uq7SvlB$pcpH'q3n0#_%dY#xCpr-l<F0NR@-##FEV6NTF6##$l84N1w?AO>'IAO\"\n    \"URQ##V^Fv-XFbGM7Fl(N<3DhLGF%q.1rC$#:T__&Pi68%0xi_&[qFJ(77j_&JWoF.V735&T,[R*:xFR*K5>>#`bW-?4Ne_&6Ne_&6Ne_&n`kr-#GJcM6X;uM6X;uM(.a..^2TkL%oR(#\"\n    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\"TmD<#%JSMFove:CTBEXI:<eh2g)B,3h2^G3i;#d3jD>)4kMYD4lVu`4m`:&5niUA5@(A5BA1]PBB:xlBCC=2CDLXMCEUtiCf&0g2'tN?PGT4CPGT4CPGT4CPGT4CPGT4CPGT4CPGT4CP\"\n    \"GT4CPGT4CPGT4CPGT4CPGT4CPGT4CP-qekC`.9kEg^+F$kwViFJTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5o,^<-28ZI'O?;xp\"\n    \"O?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xp;7q-#lLYI:xvD=#\";\n\nstatic const char* GetDefaultCompressedFontDataTTFBase85()\n{\n    return proggy_clean_ttf_compressed_data_base85;\n}\n"
  },
  {
    "path": "imgui/imgui_impl_sdl_gl3.cpp",
    "content": "// ImGui SDL2 binding with OpenGL3\n// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.\n\n// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.\n// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().\n// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.\n// https://github.com/ocornut/imgui\n\n#include \"imgui.h\"\n#include \"imgui_impl_sdl_gl3.h\"\n\n// SDL,GL3W\n#include <SDL.h>\n#include <SDL_syswm.h>\n#include <GL/glew.h>    // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.\n\n// Data\nstatic double       g_Time = 0.0f;\nstatic bool         g_MousePressed[3] = { false, false, false };\nstatic float        g_MouseWheel = 0.0f;\nstatic GLuint       g_FontTexture = 0;\nstatic int          g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;\nstatic int          g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;\nstatic int          g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;\nstatic unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;\n\n// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)\n// If text or lines are blurry when integrating ImGui in your engine:\n// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)\nvoid ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)\n{\n    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)\n    ImGuiIO& io = ImGui::GetIO();\n    int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);\n    int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);\n    if (fb_width == 0 || fb_height == 0)\n        return;\n    draw_data->ScaleClipRects(io.DisplayFramebufferScale);\n\n    // Backup GL state\n    GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);\n    glActiveTexture(GL_TEXTURE0);\n    GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);\n    GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);\n    GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);\n    GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);\n    GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);\n    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);\n    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);\n    GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);\n    GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);\n    GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);\n    GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);\n    GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);\n    GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);\n    GLboolean last_enable_blend = glIsEnabled(GL_BLEND);\n    GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);\n    GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);\n    GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);\n\n    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled\n    glEnable(GL_BLEND);\n    glBlendEquation(GL_FUNC_ADD);\n    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\n    glDisable(GL_CULL_FACE);\n    glDisable(GL_DEPTH_TEST);\n    glEnable(GL_SCISSOR_TEST);\n\n    // Setup viewport, orthographic projection matrix\n    glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);\n    const float ortho_projection[4][4] =\n    {\n        { 2.0f/io.DisplaySize.x, 0.0f,                   0.0f, 0.0f },\n        { 0.0f,                  2.0f/-io.DisplaySize.y, 0.0f, 0.0f },\n        { 0.0f,                  0.0f,                  -1.0f, 0.0f },\n        {-1.0f,                  1.0f,                   0.0f, 1.0f },\n    };\n    glUseProgram(g_ShaderHandle);\n    glUniform1i(g_AttribLocationTex, 0);\n    glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);\n    glBindVertexArray(g_VaoHandle);\n\n    for (int n = 0; n < draw_data->CmdListsCount; n++)\n    {\n        const ImDrawList* cmd_list = draw_data->CmdLists[n];\n        const ImDrawIdx* idx_buffer_offset = 0;\n\n        glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);\n        glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);\n\n        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);\n        glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);\n\n        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)\n        {\n            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];\n            if (pcmd->UserCallback)\n            {\n                pcmd->UserCallback(cmd_list, pcmd);\n            }\n            else\n            {\n                glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);\n                glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));\n                glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);\n            }\n            idx_buffer_offset += pcmd->ElemCount;\n        }\n    }\n\n    // Restore modified GL state\n    glUseProgram(last_program);\n    glBindTexture(GL_TEXTURE_2D, last_texture);\n    glActiveTexture(last_active_texture);\n    glBindVertexArray(last_vertex_array);\n    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);\n    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);\n    glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);\n    glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);\n    if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);\n    if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);\n    if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);\n    if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);\n    glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);\n    glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);\n}\n\nstatic const char* ImGui_ImplSdlGL3_GetClipboardText(void*)\n{\n    return SDL_GetClipboardText();\n}\n\nstatic void ImGui_ImplSdlGL3_SetClipboardText(void*, const char* text)\n{\n    SDL_SetClipboardText(text);\n}\n\nbool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)\n{\n    ImGuiIO& io = ImGui::GetIO();\n    switch (event->type)\n    {\n    case SDL_MOUSEWHEEL:\n        {\n            if (event->wheel.y > 0)\n                g_MouseWheel = 1;\n            if (event->wheel.y < 0)\n                g_MouseWheel = -1;\n            return true;\n        }\n    case SDL_MOUSEBUTTONDOWN:\n        {\n            if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;\n            if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;\n            if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;\n            return true;\n        }\n    case SDL_TEXTINPUT:\n        {\n            io.AddInputCharactersUTF8(event->text.text);\n            return true;\n        }\n    case SDL_KEYDOWN:\n    case SDL_KEYUP:\n        {\n            int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;\n            io.KeysDown[key] = (event->type == SDL_KEYDOWN);\n            io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);\n            io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);\n            io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);\n            io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);\n            return true;\n        }\n    }\n    return false;\n}\n\nvoid ImGui_ImplSdlGL3_CreateFontsTexture()\n{\n    // Build texture atlas\n    ImGuiIO& io = ImGui::GetIO();\n    unsigned char* pixels;\n    int width, height;\n    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.\n\n    // Upload texture to graphics system\n    GLint last_texture;\n    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);\n    glGenTextures(1, &g_FontTexture);\n    glBindTexture(GL_TEXTURE_2D, g_FontTexture);\n    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\n    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\n    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);\n    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);\n\n    // Store our identifier\n    io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;\n\n    // Restore state\n    glBindTexture(GL_TEXTURE_2D, last_texture);\n}\n\nbool ImGui_ImplSdlGL3_CreateDeviceObjects()\n{\n    // Backup GL state\n    GLint last_texture, last_array_buffer, last_vertex_array;\n    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);\n    glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);\n    glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);\n\n    const GLchar *vertex_shader =\n        \"#version 330\\n\"\n        \"uniform mat4 ProjMtx;\\n\"\n        \"in vec2 Position;\\n\"\n        \"in vec2 UV;\\n\"\n        \"in vec4 Color;\\n\"\n        \"out vec2 Frag_UV;\\n\"\n        \"out vec4 Frag_Color;\\n\"\n        \"void main()\\n\"\n        \"{\\n\"\n        \"\tFrag_UV = UV;\\n\"\n        \"\tFrag_Color = Color;\\n\"\n        \"\tgl_Position = ProjMtx * vec4(Position.xy,0,1);\\n\"\n        \"}\\n\";\n\n    const GLchar* fragment_shader =\n        \"#version 330\\n\"\n        \"uniform sampler2D Texture;\\n\"\n        \"in vec2 Frag_UV;\\n\"\n        \"in vec4 Frag_Color;\\n\"\n        \"out vec4 Out_Color;\\n\"\n        \"void main()\\n\"\n        \"{\\n\"\n        \"\tOut_Color = Frag_Color * texture( Texture, Frag_UV.st);\\n\"\n        \"}\\n\";\n\n    g_ShaderHandle = glCreateProgram();\n    g_VertHandle = glCreateShader(GL_VERTEX_SHADER);\n    g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);\n    glShaderSource(g_VertHandle, 1, &vertex_shader, 0);\n    glShaderSource(g_FragHandle, 1, &fragment_shader, 0);\n    glCompileShader(g_VertHandle);\n    glCompileShader(g_FragHandle);\n    glAttachShader(g_ShaderHandle, g_VertHandle);\n    glAttachShader(g_ShaderHandle, g_FragHandle);\n    glLinkProgram(g_ShaderHandle);\n\n    g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, \"Texture\");\n    g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, \"ProjMtx\");\n    g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, \"Position\");\n    g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, \"UV\");\n    g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, \"Color\");\n\n    glGenBuffers(1, &g_VboHandle);\n    glGenBuffers(1, &g_ElementsHandle);\n\n    glGenVertexArrays(1, &g_VaoHandle);\n    glBindVertexArray(g_VaoHandle);\n    glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);\n    glEnableVertexAttribArray(g_AttribLocationPosition);\n    glEnableVertexAttribArray(g_AttribLocationUV);\n    glEnableVertexAttribArray(g_AttribLocationColor);\n\n#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))\n    glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));\n    glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));\n    glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));\n#undef OFFSETOF\n\n    ImGui_ImplSdlGL3_CreateFontsTexture();\n\n    // Restore modified GL state\n    glBindTexture(GL_TEXTURE_2D, last_texture);\n    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);\n    glBindVertexArray(last_vertex_array);\n\n    return true;\n}\n\nvoid    ImGui_ImplSdlGL3_InvalidateDeviceObjects()\n{\n    if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);\n    if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);\n    if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);\n    g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;\n\n    if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);\n    if (g_VertHandle) glDeleteShader(g_VertHandle);\n    g_VertHandle = 0;\n\n    if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);\n    if (g_FragHandle) glDeleteShader(g_FragHandle);\n    g_FragHandle = 0;\n\n    if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);\n    g_ShaderHandle = 0;\n\n    if (g_FontTexture)\n    {\n        glDeleteTextures(1, &g_FontTexture);\n        ImGui::GetIO().Fonts->TexID = 0;\n        g_FontTexture = 0;\n    }\n}\n\nbool    ImGui_ImplSdlGL3_Init(SDL_Window* window)\n{\n    ImGuiIO& io = ImGui::GetIO();\n    io.KeyMap[ImGuiKey_Tab] = SDLK_TAB;                     // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.\n    io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;\n    io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;\n    io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;\n    io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;\n    io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;\n    io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;\n    io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;\n    io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;\n    io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;\n    io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;\n    io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;\n    io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;\n    io.KeyMap[ImGuiKey_A] = SDLK_a;\n    io.KeyMap[ImGuiKey_C] = SDLK_c;\n    io.KeyMap[ImGuiKey_V] = SDLK_v;\n    io.KeyMap[ImGuiKey_X] = SDLK_x;\n    io.KeyMap[ImGuiKey_Y] = SDLK_y;\n    io.KeyMap[ImGuiKey_Z] = SDLK_z;\n\n    io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists;   // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.\n    io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;\n    io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;\n    io.ClipboardUserData = NULL;\n\n#ifdef _WIN32\n    SDL_SysWMinfo wmInfo;\n    SDL_VERSION(&wmInfo.version);\n    SDL_GetWindowWMInfo(window, &wmInfo);\n    io.ImeWindowHandle = wmInfo.info.win.window;\n#else\n    (void)window;\n#endif\n\n    return true;\n}\n\nvoid ImGui_ImplSdlGL3_Shutdown()\n{\n    ImGui_ImplSdlGL3_InvalidateDeviceObjects();\n    ImGui::Shutdown();\n}\n\nvoid ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)\n{\n    if (!g_FontTexture)\n        ImGui_ImplSdlGL3_CreateDeviceObjects();\n\n    ImGuiIO& io = ImGui::GetIO();\n\n    // Setup display size (every frame to accommodate for window resizing)\n    int w, h;\n    int display_w, display_h;\n    SDL_GetWindowSize(window, &w, &h);\n    SDL_GL_GetDrawableSize(window, &display_w, &display_h);\n    io.DisplaySize = ImVec2((float)w, (float)h);\n    io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);\n\n    // Setup time step\n    Uint32\ttime = SDL_GetTicks();\n    double current_time = time / 1000.0;\n    io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);\n    g_Time = current_time;\n\n    // Setup inputs\n    // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())\n    int mx, my;\n    Uint32 mouseMask = SDL_GetMouseState(&mx, &my);\n    if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)\n        io.MousePos = ImVec2((float)mx, (float)my);   // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)\n    else\n        io.MousePos = ImVec2(-1, -1);\n\n    io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0;\t\t// If a mouse press event came, always pass it as \"mouse held this frame\", so we don't miss click-release events that are shorter than 1 frame.\n    io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;\n    io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;\n    g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;\n\n    io.MouseWheel = g_MouseWheel;\n    g_MouseWheel = 0.0f;\n\n    // Hide OS mouse cursor if ImGui is drawing it\n    SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);\n\n    // Start the frame\n    ImGui::NewFrame();\n}\n"
  },
  {
    "path": "imgui/imgui_impl_sdl_gl3.h",
    "content": "// ImGui SDL2 binding with OpenGL3\n// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.\n\n// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.\n// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().\n// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.\n// https://github.com/ocornut/imgui\n\nstruct SDL_Window;\ntypedef union SDL_Event SDL_Event;\n\nIMGUI_API bool        ImGui_ImplSdlGL3_Init(SDL_Window* window);\nIMGUI_API void        ImGui_ImplSdlGL3_Shutdown();\nIMGUI_API void        ImGui_ImplSdlGL3_NewFrame(SDL_Window* window);\nIMGUI_API bool        ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event);\n\n// Use if you want to reset your rendering device without losing ImGui state.\nIMGUI_API void        ImGui_ImplSdlGL3_InvalidateDeviceObjects();\nIMGUI_API bool        ImGui_ImplSdlGL3_CreateDeviceObjects();\n"
  },
  {
    "path": "imgui/imgui_internal.h",
    "content": "// dear imgui, v1.51\n// (internals)\n\n// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!\n// Implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators)\n//   #define IMGUI_DEFINE_MATH_OPERATORS\n// Define IM_PLACEMENT_NEW() macro helper.\n//   #define IMGUI_DEFINE_PLACEMENT_NEW\n\n#pragma once\n\n#ifndef IMGUI_VERSION\n#error Must include imgui.h before imgui_internal.h\n#endif\n\n#include <stdio.h>      // FILE*\n#include <math.h>       // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf\n\n#ifdef _MSC_VER\n#pragma warning (push)\n#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)\n#endif\n\n#ifdef __clang__\n#pragma clang diagnostic push\n#pragma clang diagnostic ignored \"-Wunused-function\"        // for stb_textedit.h\n#pragma clang diagnostic ignored \"-Wmissing-prototypes\"     // for stb_textedit.h\n#pragma clang diagnostic ignored \"-Wold-style-cast\"\n#endif\n\n//-----------------------------------------------------------------------------\n// Forward Declarations\n//-----------------------------------------------------------------------------\n\nstruct ImRect;\nstruct ImGuiColMod;\nstruct ImGuiStyleMod;\nstruct ImGuiGroupData;\nstruct ImGuiSimpleColumns;\nstruct ImGuiDrawContext;\nstruct ImGuiTextEditState;\nstruct ImGuiIniData;\nstruct ImGuiMouseCursorData;\nstruct ImGuiPopupRef;\nstruct ImGuiWindow;\n\ntypedef int ImGuiLayoutType;      // enum ImGuiLayoutType_\ntypedef int ImGuiButtonFlags;     // enum ImGuiButtonFlags_\ntypedef int ImGuiTreeNodeFlags;   // enum ImGuiTreeNodeFlags_\ntypedef int ImGuiSliderFlags;     // enum ImGuiSliderFlags_\n\n//-------------------------------------------------------------------------\n// STB libraries\n//-------------------------------------------------------------------------\n\nnamespace ImGuiStb\n{\n\n#undef STB_TEXTEDIT_STRING\n#undef STB_TEXTEDIT_CHARTYPE\n#define STB_TEXTEDIT_STRING             ImGuiTextEditState\n#define STB_TEXTEDIT_CHARTYPE           ImWchar\n#define STB_TEXTEDIT_GETWIDTH_NEWLINE   -1.0f\n#include \"stb_textedit.h\"\n\n} // namespace ImGuiStb\n\n//-----------------------------------------------------------------------------\n// Context\n//-----------------------------------------------------------------------------\n\n#ifndef GImGui\nextern IMGUI_API ImGuiContext* GImGui;  // Current implicit ImGui context pointer\n#endif\n\n//-----------------------------------------------------------------------------\n// Helpers\n//-----------------------------------------------------------------------------\n\n#define IM_ARRAYSIZE(_ARR)      ((int)(sizeof(_ARR)/sizeof(*_ARR)))\n#define IM_PI                   3.14159265358979323846f\n#define IM_OFFSETOF(_TYPE,_ELM) ((size_t)&(((_TYPE*)0)->_ELM))\n\n// Helpers: UTF-8 <> wchar\nIMGUI_API int           ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end);      // return output UTF-8 bytes count\nIMGUI_API int           ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end);          // return input UTF-8 bytes count\nIMGUI_API int           ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL);   // return input UTF-8 bytes count\nIMGUI_API int           ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end);                            // return number of UTF-8 code-points (NOT bytes count)\nIMGUI_API int           ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end);                   // return number of bytes to express string as UTF-8 code-points\n\n// Helpers: Misc\nIMGUI_API ImU32         ImHash(const void* data, int data_size, ImU32 seed = 0);    // Pass data_size==0 for zero-terminated strings\nIMGUI_API void*         ImFileLoadToMemory(const char* filename, const char* file_open_mode, int* out_file_size = NULL, int padding_bytes = 0);\nIMGUI_API FILE*         ImFileOpen(const char* filename, const char* file_open_mode);\nstatic inline bool      ImCharIsSpace(int c)            { return c == ' ' || c == '\\t' || c == 0x3000; }\nstatic inline bool      ImIsPowerOfTwo(int v)           { return v != 0 && (v & (v - 1)) == 0; }\nstatic inline int       ImUpperPowerOfTwo(int v)        { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }\n\n// Helpers: Geometry\nIMGUI_API ImVec2        ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);\nIMGUI_API bool          ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);\nIMGUI_API ImVec2        ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);\nIMGUI_API void          ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w);\n\n// Helpers: String\nIMGUI_API int           ImStricmp(const char* str1, const char* str2);\nIMGUI_API int           ImStrnicmp(const char* str1, const char* str2, int count);\nIMGUI_API char*         ImStrdup(const char* str);\nIMGUI_API int           ImStrlenW(const ImWchar* str);\nIMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line\nIMGUI_API const char*   ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end);\nIMGUI_API int           ImFormatString(char* buf, int buf_size, const char* fmt, ...) IM_PRINTFARGS(3);\nIMGUI_API int           ImFormatStringV(char* buf, int buf_size, const char* fmt, va_list args);\n\n// Helpers: Math\n// We are keeping those not leaking to the user by default, in the case the user has implicit cast operators between ImVec2 and its own types (when IM_VEC2_CLASS_EXTRA is defined)\n#ifdef IMGUI_DEFINE_MATH_OPERATORS\nstatic inline ImVec2 operator*(const ImVec2& lhs, const float rhs)              { return ImVec2(lhs.x*rhs, lhs.y*rhs); }\nstatic inline ImVec2 operator/(const ImVec2& lhs, const float rhs)              { return ImVec2(lhs.x/rhs, lhs.y/rhs); }\nstatic inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs)            { return ImVec2(lhs.x+rhs.x, lhs.y+rhs.y); }\nstatic inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs)            { return ImVec2(lhs.x-rhs.x, lhs.y-rhs.y); }\nstatic inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs)            { return ImVec2(lhs.x*rhs.x, lhs.y*rhs.y); }\nstatic inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs)            { return ImVec2(lhs.x/rhs.x, lhs.y/rhs.y); }\nstatic inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs)                { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }\nstatic inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs)                { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }\nstatic inline ImVec2& operator*=(ImVec2& lhs, const float rhs)                  { lhs.x *= rhs; lhs.y *= rhs; return lhs; }\nstatic inline ImVec2& operator/=(ImVec2& lhs, const float rhs)                  { lhs.x /= rhs; lhs.y /= rhs; return lhs; }\nstatic inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs)            { return ImVec4(lhs.x-rhs.x, lhs.y-rhs.y, lhs.z-rhs.z, lhs.w-rhs.w); }\n#endif\n\nstatic inline int    ImMin(int lhs, int rhs)                                    { return lhs < rhs ? lhs : rhs; }\nstatic inline int    ImMax(int lhs, int rhs)                                    { return lhs >= rhs ? lhs : rhs; }\nstatic inline float  ImMin(float lhs, float rhs)                                { return lhs < rhs ? lhs : rhs; }\nstatic inline float  ImMax(float lhs, float rhs)                                { return lhs >= rhs ? lhs : rhs; }\nstatic inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(ImMin(lhs.x,rhs.x), ImMin(lhs.y,rhs.y)); }\nstatic inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(ImMax(lhs.x,rhs.x), ImMax(lhs.y,rhs.y)); }\nstatic inline int    ImClamp(int v, int mn, int mx)                             { return (v < mn) ? mn : (v > mx) ? mx : v; }\nstatic inline float  ImClamp(float v, float mn, float mx)                       { return (v < mn) ? mn : (v > mx) ? mx : v; }\nstatic inline ImVec2 ImClamp(const ImVec2& f, const ImVec2& mn, ImVec2 mx)      { return ImVec2(ImClamp(f.x,mn.x,mx.x), ImClamp(f.y,mn.y,mx.y)); }\nstatic inline float  ImSaturate(float f)                                        { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }\nstatic inline int    ImLerp(int a, int b, float t)                              { return (int)(a + (b - a) * t); }\nstatic inline float  ImLerp(float a, float b, float t)                          { return a + (b - a) * t; }\nstatic inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t)          { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); }\nstatic inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t)  { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }\nstatic inline float  ImLengthSqr(const ImVec2& lhs)                             { return lhs.x*lhs.x + lhs.y*lhs.y; }\nstatic inline float  ImLengthSqr(const ImVec4& lhs)                             { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; }\nstatic inline float  ImInvLength(const ImVec2& lhs, float fail_value)           { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / sqrtf(d); return fail_value; }\nstatic inline float  ImFloor(float f)                                           { return (float)(int)f; }\nstatic inline ImVec2 ImFloor(const ImVec2& v)                                   { return ImVec2((float)(int)v.x, (float)(int)v.y); }\nstatic inline float  ImDot(const ImVec2& a, const ImVec2& b)                    { return a.x * b.x + a.y * b.y; }\nstatic inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a)        { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }\n\n// We call C++ constructor on own allocated memory via the placement \"new(ptr) Type()\" syntax.\n// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.\n#ifdef IMGUI_DEFINE_PLACEMENT_NEW\nstruct ImPlacementNewDummy {};\ninline void* operator new(size_t, ImPlacementNewDummy, void* ptr) { return ptr; }\ninline void operator delete(void*, ImPlacementNewDummy, void*) {}\n#define IM_PLACEMENT_NEW(_PTR)  new(ImPlacementNewDummy(), _PTR)\n#endif\n\n//-----------------------------------------------------------------------------\n// Types\n//-----------------------------------------------------------------------------\n\nenum ImGuiButtonFlags_\n{\n    ImGuiButtonFlags_Repeat                 = 1 << 0,   // hold to repeat\n    ImGuiButtonFlags_PressedOnClickRelease  = 1 << 1,   // (default) return pressed on click+release on same item (default if no PressedOn** flag is set)\n    ImGuiButtonFlags_PressedOnClick         = 1 << 2,   // return pressed on click (default requires click+release)\n    ImGuiButtonFlags_PressedOnRelease       = 1 << 3,   // return pressed on release (default requires click+release)\n    ImGuiButtonFlags_PressedOnDoubleClick   = 1 << 4,   // return pressed on double-click (default requires click+release)\n    ImGuiButtonFlags_FlattenChilds          = 1 << 5,   // allow interaction even if a child window is overlapping\n    ImGuiButtonFlags_DontClosePopups        = 1 << 6,   // disable automatically closing parent popup on press\n    ImGuiButtonFlags_Disabled               = 1 << 7,   // disable interaction\n    ImGuiButtonFlags_AlignTextBaseLine      = 1 << 8,   // vertically align button to match text baseline - ButtonEx() only\n    ImGuiButtonFlags_NoKeyModifiers         = 1 << 9,   // disable interaction if a key modifier is held\n    ImGuiButtonFlags_AllowOverlapMode       = 1 << 10   // require previous frame HoveredId to either match id or be null before being usable\n};\n\nenum ImGuiSliderFlags_\n{\n    ImGuiSliderFlags_Vertical               = 1 << 0\n};\n\nenum ImGuiColumnsFlags_\n{\n    // Default: 0\n    ImGuiColumnsFlags_NoBorder              = 1 << 0,   // Disable column dividers\n    ImGuiColumnsFlags_NoResize              = 1 << 1,   // Disable resizing columns when clicking on the dividers\n    ImGuiColumnsFlags_NoPreserveWidths      = 1 << 2,   // Disable column width preservation when adjusting columns\n    ImGuiColumnsFlags_NoForceWithinWindow   = 1 << 3    // Disable forcing columns to fit within window\n};\n\nenum ImGuiSelectableFlagsPrivate_\n{\n    // NB: need to be in sync with last value of ImGuiSelectableFlags_\n    ImGuiSelectableFlags_Menu               = 1 << 3,\n    ImGuiSelectableFlags_MenuItem           = 1 << 4,\n    ImGuiSelectableFlags_Disabled           = 1 << 5,\n    ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 6\n};\n\n// FIXME: this is in development, not exposed/functional as a generic feature yet.\nenum ImGuiLayoutType_\n{\n    ImGuiLayoutType_Vertical,\n    ImGuiLayoutType_Horizontal\n};\n\nenum ImGuiPlotType\n{\n    ImGuiPlotType_Lines,\n    ImGuiPlotType_Histogram\n};\n\nenum ImGuiDataType\n{\n    ImGuiDataType_Int,\n    ImGuiDataType_Float,\n    ImGuiDataType_Float2,\n};\n\nenum ImGuiDir\n{\n    ImGuiDir_None    = -1,\n    ImGuiDir_Left    = 0,\n    ImGuiDir_Right   = 1,\n    ImGuiDir_Up      = 2,\n    ImGuiDir_Down    = 3,\n};\n\nenum ImGuiCorner\n{\n    ImGuiCorner_TopLeft     = 1 << 0, // 1\n    ImGuiCorner_TopRight    = 1 << 1, // 2\n    ImGuiCorner_BottomRight = 1 << 2, // 4\n    ImGuiCorner_BottomLeft  = 1 << 3, // 8\n    ImGuiCorner_All         = 0x0F\n};\n\n// 2D axis aligned bounding-box\n// NB: we can't rely on ImVec2 math operators being available here\nstruct IMGUI_API ImRect\n{\n    ImVec2      Min;    // Upper-left\n    ImVec2      Max;    // Lower-right\n\n    ImRect()                                        : Min(FLT_MAX,FLT_MAX), Max(-FLT_MAX,-FLT_MAX)  {}\n    ImRect(const ImVec2& min, const ImVec2& max)    : Min(min), Max(max)                            {}\n    ImRect(const ImVec4& v)                         : Min(v.x, v.y), Max(v.z, v.w)                  {}\n    ImRect(float x1, float y1, float x2, float y2)  : Min(x1, y1), Max(x2, y2)                      {}\n\n    ImVec2      GetCenter() const               { return ImVec2((Min.x+Max.x)*0.5f, (Min.y+Max.y)*0.5f); }\n    ImVec2      GetSize() const                 { return ImVec2(Max.x-Min.x, Max.y-Min.y); }\n    float       GetWidth() const                { return Max.x-Min.x; }\n    float       GetHeight() const               { return Max.y-Min.y; }\n    ImVec2      GetTL() const                   { return Min; }                   // Top-left\n    ImVec2      GetTR() const                   { return ImVec2(Max.x, Min.y); }  // Top-right\n    ImVec2      GetBL() const                   { return ImVec2(Min.x, Max.y); }  // Bottom-left\n    ImVec2      GetBR() const                   { return Max; }                   // Bottom-right\n    bool        Contains(const ImVec2& p) const { return p.x >= Min.x     && p.y >= Min.y     && p.x < Max.x     && p.y < Max.y; }\n    bool        Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x < Max.x && r.Max.y < Max.y; }\n    bool        Overlaps(const ImRect& r) const { return r.Min.y < Max.y  && r.Max.y > Min.y  && r.Min.x < Max.x && r.Max.x > Min.x; }\n    void        Add(const ImVec2& rhs)          { if (Min.x > rhs.x)     Min.x = rhs.x;     if (Min.y > rhs.y) Min.y = rhs.y;         if (Max.x < rhs.x) Max.x = rhs.x;         if (Max.y < rhs.y) Max.y = rhs.y; }\n    void        Add(const ImRect& rhs)          { if (Min.x > rhs.Min.x) Min.x = rhs.Min.x; if (Min.y > rhs.Min.y) Min.y = rhs.Min.y; if (Max.x < rhs.Max.x) Max.x = rhs.Max.x; if (Max.y < rhs.Max.y) Max.y = rhs.Max.y; }\n    void        Expand(const float amount)      { Min.x -= amount;   Min.y -= amount;   Max.x += amount;   Max.y += amount; }\n    void        Expand(const ImVec2& amount)    { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }\n    void        Translate(const ImVec2& v)      { Min.x += v.x; Min.y += v.y; Max.x += v.x; Max.y += v.y; }\n    void        ClipWith(const ImRect& clip)    { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; }\n    void        Floor()                         { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }\n    ImVec2      GetClosestPoint(ImVec2 p, bool on_edge) const\n    {\n        if (!on_edge && Contains(p))\n            return p;\n        if (p.x > Max.x) p.x = Max.x;\n        else if (p.x < Min.x) p.x = Min.x;\n        if (p.y > Max.y) p.y = Max.y;\n        else if (p.y < Min.y) p.y = Min.y;\n        return p;\n    }\n};\n\n// Stacked color modifier, backup of modified data so we can restore it\nstruct ImGuiColMod\n{\n    ImGuiCol    Col;\n    ImVec4      BackupValue;\n};\n\n// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable.\nstruct ImGuiStyleMod\n{\n    ImGuiStyleVar   VarIdx;\n    union           { int BackupInt[2]; float BackupFloat[2]; };\n    ImGuiStyleMod(ImGuiStyleVar idx, int v)     { VarIdx = idx; BackupInt[0] = v; }\n    ImGuiStyleMod(ImGuiStyleVar idx, float v)   { VarIdx = idx; BackupFloat[0] = v; }\n    ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v)  { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }\n};\n\n// Stacked data for BeginGroup()/EndGroup()\nstruct ImGuiGroupData\n{\n    ImVec2      BackupCursorPos;\n    ImVec2      BackupCursorMaxPos;\n    float       BackupIndentX;\n    float       BackupGroupOffsetX;\n    float       BackupCurrentLineHeight;\n    float       BackupCurrentLineTextBaseOffset;\n    float       BackupLogLinePosY;\n    bool        BackupActiveIdIsAlive;\n    bool        AdvanceCursor;\n};\n\n// Per column data for Columns()\nstruct ImGuiColumnData\n{\n    float       OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)\n    ImRect      ClipRect;\n    //float     IndentX;\n};\n\n// Simple column measurement currently used for MenuItem() only. This is very short-sighted/throw-away code and NOT a generic helper.\nstruct IMGUI_API ImGuiSimpleColumns\n{\n    int         Count;\n    float       Spacing;\n    float       Width, NextWidth;\n    float       Pos[8], NextWidths[8];\n\n    ImGuiSimpleColumns();\n    void        Update(int count, float spacing, bool clear);\n    float       DeclColumns(float w0, float w1, float w2);\n    float       CalcExtraSpace(float avail_w);\n};\n\n// Internal state of the currently focused/edited text input box\nstruct IMGUI_API ImGuiTextEditState\n{\n    ImGuiID             Id;                         // widget id owning the text state\n    ImVector<ImWchar>   Text;                       // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.\n    ImVector<char>      InitialText;                // backup of end-user buffer at the time of focus (in UTF-8, unaltered)\n    ImVector<char>      TempTextBuffer;\n    int                 CurLenA, CurLenW;           // we need to maintain our buffer length in both UTF-8 and wchar format.\n    int                 BufSizeA;                   // end-user buffer size\n    float               ScrollX;\n    ImGuiStb::STB_TexteditState   StbState;\n    float               CursorAnim;\n    bool                CursorFollow;\n    bool                SelectedAllMouseLock;\n\n    ImGuiTextEditState()                            { memset(this, 0, sizeof(*this)); }\n    void                CursorAnimReset()           { CursorAnim = -0.30f; }                                   // After a user-input the cursor stays on for a while without blinking\n    void                CursorClamp()               { StbState.cursor = ImMin(StbState.cursor, CurLenW); StbState.select_start = ImMin(StbState.select_start, CurLenW); StbState.select_end = ImMin(StbState.select_end, CurLenW); }\n    bool                HasSelection() const        { return StbState.select_start != StbState.select_end; }\n    void                ClearSelection()            { StbState.select_start = StbState.select_end = StbState.cursor; }\n    void                SelectAll()                 { StbState.select_start = 0; StbState.select_end = CurLenW; StbState.cursor = StbState.select_end; StbState.has_preferred_x = false; }\n    void                OnKeyPressed(int key);\n};\n\n// Data saved in imgui.ini file\nstruct ImGuiIniData\n{\n    char*       Name;\n    ImGuiID     Id;\n    ImVec2      Pos;\n    ImVec2      Size;\n    bool        Collapsed;\n};\n\n// Mouse cursor data (used when io.MouseDrawCursor is set)\nstruct ImGuiMouseCursorData\n{\n    ImGuiMouseCursor    Type;\n    ImVec2              HotOffset;\n    ImVec2              Size;\n    ImVec2              TexUvMin[2];\n    ImVec2              TexUvMax[2];\n};\n\n// Storage for current popup stack\nstruct ImGuiPopupRef\n{\n    ImGuiID         PopupId;        // Set on OpenPopup()\n    ImGuiWindow*    Window;         // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()\n    ImGuiWindow*    ParentWindow;   // Set on OpenPopup()\n    ImGuiID         ParentMenuSet;  // Set on OpenPopup()\n    ImVec2          MousePosOnOpen; // Copy of mouse position at the time of opening popup\n\n    ImGuiPopupRef(ImGuiID id, ImGuiWindow* parent_window, ImGuiID parent_menu_set, const ImVec2& mouse_pos) { PopupId = id; Window = NULL; ParentWindow = parent_window; ParentMenuSet = parent_menu_set; MousePosOnOpen = mouse_pos; }\n};\n\n// Main state for ImGui\nstruct ImGuiContext\n{\n    bool                    Initialized;\n    ImGuiIO                 IO;\n    ImGuiStyle              Style;\n    ImFont*                 Font;                               // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()\n    float                   FontSize;                           // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.\n    float                   FontBaseSize;                       // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.\n    ImVec2                  FontTexUvWhitePixel;                // (Shortcut) == Font->TexUvWhitePixel\n\n    float                   Time;\n    int                     FrameCount;\n    int                     FrameCountEnded;\n    int                     FrameCountRendered;\n    ImVector<ImGuiWindow*>  Windows;\n    ImVector<ImGuiWindow*>  WindowsSortBuffer;\n    ImVector<ImGuiWindow*>  CurrentWindowStack;\n    ImGuiWindow*            CurrentWindow;                      // Being drawn into\n    ImGuiWindow*            NavWindow;                          // Nav/focused window for navigation\n    ImGuiWindow*            HoveredWindow;                      // Will catch mouse inputs\n    ImGuiWindow*            HoveredRootWindow;                  // Will catch mouse inputs (for focus/move only)\n    ImGuiID                 HoveredId;                          // Hovered widget\n    bool                    HoveredIdAllowOverlap;\n    ImGuiID                 HoveredIdPreviousFrame;\n    ImGuiID                 ActiveId;                           // Active widget\n    ImGuiID                 ActiveIdPreviousFrame;\n    bool                    ActiveIdIsAlive;                    // Active widget has been seen this frame\n    bool                    ActiveIdIsJustActivated;            // Set at the time of activation for one frame\n    bool                    ActiveIdAllowOverlap;               // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)\n\n    ImVec2                  ActiveIdClickOffset;                // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)\n    ImGuiWindow*            ActiveIdWindow;\n    ImGuiWindow*            MovedWindow;                        // Track the child window we clicked on to move a window.\n    ImGuiID                 MovedWindowMoveId;                  // == MovedWindow->RootWindow->MoveId\n    ImVector<ImGuiIniData>  Settings;                           // .ini Settings\n    float                   SettingsDirtyTimer;                 // Save .ini Settings on disk when time reaches zero\n    ImVector<ImGuiColMod>   ColorModifiers;                     // Stack for PushStyleColor()/PopStyleColor()\n    ImVector<ImGuiStyleMod> StyleModifiers;                     // Stack for PushStyleVar()/PopStyleVar()\n    ImVector<ImFont*>       FontStack;                          // Stack for PushFont()/PopFont()\n    ImVector<ImGuiPopupRef> OpenPopupStack;                     // Which popups are open (persistent)\n    ImVector<ImGuiPopupRef> CurrentPopupStack;                  // Which level of BeginPopup() we are in (reset every frame)\n\n    // Storage for SetNexWindow** and SetNextTreeNode*** functions\n    ImVec2                  SetNextWindowPosVal;\n    ImVec2                  SetNextWindowSizeVal;\n    ImVec2                  SetNextWindowContentSizeVal;\n    bool                    SetNextWindowCollapsedVal;\n    ImGuiCond               SetNextWindowPosCond;\n    ImGuiCond               SetNextWindowSizeCond;\n    ImGuiCond               SetNextWindowContentSizeCond;\n    ImGuiCond               SetNextWindowCollapsedCond;\n    ImRect                  SetNextWindowSizeConstraintRect;           // Valid if 'SetNextWindowSizeConstraint' is true\n    ImGuiSizeConstraintCallback SetNextWindowSizeConstraintCallback;\n    void*                   SetNextWindowSizeConstraintCallbackUserData;\n    bool                    SetNextWindowSizeConstraint;\n    bool                    SetNextWindowFocus;\n    bool                    SetNextTreeNodeOpenVal;\n    ImGuiCond               SetNextTreeNodeOpenCond;\n\n    // Render\n    ImDrawData              RenderDrawData;                     // Main ImDrawData instance to pass render information to the user\n    ImVector<ImDrawList*>   RenderDrawLists[3];\n    float                   ModalWindowDarkeningRatio;\n    ImDrawList              OverlayDrawList;                    // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays\n    ImGuiMouseCursor        MouseCursor;\n    ImGuiMouseCursorData    MouseCursorData[ImGuiMouseCursor_Count_];\n\n    // Widget state\n    ImGuiTextEditState      InputTextState;\n    ImFont                  InputTextPasswordFont;\n    ImGuiID                 ScalarAsInputTextId;                // Temporary text input when CTRL+clicking on a slider, etc.\n    ImGuiColorEditFlags     ColorEditOptions;                   // Store user options for color edit widgets\n    ImVec4                  ColorPickerRef;\n    float                   DragCurrentValue;                   // Currently dragged value, always float, not rounded by end-user precision settings\n    ImVec2                  DragLastMouseDelta;\n    float                   DragSpeedDefaultRatio;              // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio\n    float                   DragSpeedScaleSlow;\n    float                   DragSpeedScaleFast;\n    ImVec2                  ScrollbarClickDeltaToGrabCenter;    // Distance between mouse and center of grab box, normalized in parent space. Use storage?\n    int                     TooltipOverrideCount;\n    ImVector<char>          PrivateClipboard;                   // If no custom clipboard handler is defined\n    ImVec2                  OsImePosRequest, OsImePosSet;       // Cursor position request & last passed to the OS Input Method Editor\n\n    // Logging\n    bool                    LogEnabled;\n    FILE*                   LogFile;                            // If != NULL log to stdout/ file\n    ImGuiTextBuffer*        LogClipboard;                       // Else log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.\n    int                     LogStartDepth;\n    int                     LogAutoExpandMaxDepth;\n\n    // Misc\n    float                   FramerateSecPerFrame[120];          // calculate estimate of framerate for user\n    int                     FramerateSecPerFrameIdx;\n    float                   FramerateSecPerFrameAccum;\n    int                     CaptureMouseNextFrame;              // explicit capture via CaptureInputs() sets those flags\n    int                     CaptureKeyboardNextFrame;\n    char                    TempBuffer[1024*3+1];               // temporary text buffer\n\n    ImGuiContext()\n    {\n        Initialized = false;\n        Font = NULL;\n        FontSize = FontBaseSize = 0.0f;\n        FontTexUvWhitePixel = ImVec2(0.0f, 0.0f);\n\n        Time = 0.0f;\n        FrameCount = 0;\n        FrameCountEnded = FrameCountRendered = -1;\n        CurrentWindow = NULL;\n        NavWindow = NULL;\n        HoveredWindow = NULL;\n        HoveredRootWindow = NULL;\n        HoveredId = 0;\n        HoveredIdAllowOverlap = false;\n        HoveredIdPreviousFrame = 0;\n        ActiveId = 0;\n        ActiveIdPreviousFrame = 0;\n        ActiveIdIsAlive = false;\n        ActiveIdIsJustActivated = false;\n        ActiveIdAllowOverlap = false;\n        ActiveIdClickOffset = ImVec2(-1,-1);\n        ActiveIdWindow = NULL;\n        MovedWindow = NULL;\n        MovedWindowMoveId = 0;\n        SettingsDirtyTimer = 0.0f;\n\n        SetNextWindowPosVal = ImVec2(0.0f, 0.0f);\n        SetNextWindowSizeVal = ImVec2(0.0f, 0.0f);\n        SetNextWindowCollapsedVal = false;\n        SetNextWindowPosCond = 0;\n        SetNextWindowSizeCond = 0;\n        SetNextWindowContentSizeCond = 0;\n        SetNextWindowCollapsedCond = 0;\n        SetNextWindowSizeConstraintRect = ImRect();\n        SetNextWindowSizeConstraintCallback = NULL;\n        SetNextWindowSizeConstraintCallbackUserData = NULL;\n        SetNextWindowSizeConstraint = false;\n        SetNextWindowFocus = false;\n        SetNextTreeNodeOpenVal = false;\n        SetNextTreeNodeOpenCond = 0;\n\n        ScalarAsInputTextId = 0;\n        ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;\n        DragCurrentValue = 0.0f;\n        DragLastMouseDelta = ImVec2(0.0f, 0.0f);\n        DragSpeedDefaultRatio = 1.0f / 100.0f;\n        DragSpeedScaleSlow = 0.01f;\n        DragSpeedScaleFast = 10.0f;\n        ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);\n        TooltipOverrideCount = 0;\n        OsImePosRequest = OsImePosSet = ImVec2(-1.0f, -1.0f);\n\n        ModalWindowDarkeningRatio = 0.0f;\n        OverlayDrawList._OwnerName = \"##Overlay\"; // Give it a name for debugging\n        MouseCursor = ImGuiMouseCursor_Arrow;\n        memset(MouseCursorData, 0, sizeof(MouseCursorData));\n\n        LogEnabled = false;\n        LogFile = NULL;\n        LogClipboard = NULL;\n        LogStartDepth = 0;\n        LogAutoExpandMaxDepth = 2;\n\n        memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));\n        FramerateSecPerFrameIdx = 0;\n        FramerateSecPerFrameAccum = 0.0f;\n        CaptureMouseNextFrame = CaptureKeyboardNextFrame = -1;\n        memset(TempBuffer, 0, sizeof(TempBuffer));\n    }\n};\n\n// Transient per-window data, reset at the beginning of the frame\n// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiDrawContext is quite tenuous and could be reconsidered.\nstruct IMGUI_API ImGuiDrawContext\n{\n    ImVec2                  CursorPos;\n    ImVec2                  CursorPosPrevLine;\n    ImVec2                  CursorStartPos;\n    ImVec2                  CursorMaxPos;           // Implicitly calculate the size of our contents, always extending. Saved into window->SizeContents at the end of the frame\n    float                   CurrentLineHeight;\n    float                   CurrentLineTextBaseOffset;\n    float                   PrevLineHeight;\n    float                   PrevLineTextBaseOffset;\n    float                   LogLinePosY;\n    int                     TreeDepth;\n    ImGuiID                 LastItemId;\n    ImRect                  LastItemRect;\n    bool                    LastItemHoveredAndUsable;  // Item rectangle is hovered, and its window is currently interactable with (not blocked by a popup preventing access to the window)\n    bool                    LastItemHoveredRect;       // Item rectangle is hovered, but its window may or not be currently interactable with (might be blocked by a popup preventing access to the window)\n    bool                    MenuBarAppending;\n    float                   MenuBarOffsetX;\n    ImVector<ImGuiWindow*>  ChildWindows;\n    ImGuiStorage*           StateStorage;\n    ImGuiLayoutType         LayoutType;\n\n    // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.\n    float                   ItemWidth;              // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window\n    float                   TextWrapPos;            // == TextWrapPosStack.back() [empty == -1.0f]\n    bool                    AllowKeyboardFocus;     // == AllowKeyboardFocusStack.back() [empty == true]\n    bool                    ButtonRepeat;           // == ButtonRepeatStack.back() [empty == false]\n    ImVector<float>         ItemWidthStack;\n    ImVector<float>         TextWrapPosStack;\n    ImVector<bool>          AllowKeyboardFocusStack;\n    ImVector<bool>          ButtonRepeatStack;\n    ImVector<ImGuiGroupData>GroupStack;\n    int                     StackSizesBackup[6];    // Store size of various stacks for asserting\n\n    float                   IndentX;                // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)\n    float                   GroupOffsetX;\n    float                   ColumnsOffsetX;         // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.\n    int                     ColumnsCurrent;\n    int                     ColumnsCount;\n    float                   ColumnsMinX;\n    float                   ColumnsMaxX;\n    float                   ColumnsStartPosY;\n    float                   ColumnsStartMaxPosX;   // Backup of CursorMaxPos\n    float                   ColumnsCellMinY;\n    float                   ColumnsCellMaxY;\n    ImGuiColumnsFlags       ColumnsFlags;\n    ImGuiID                 ColumnsSetId;\n    ImVector<ImGuiColumnData> ColumnsData;\n\n    ImGuiDrawContext()\n    {\n        CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);\n        CurrentLineHeight = PrevLineHeight = 0.0f;\n        CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;\n        LogLinePosY = -1.0f;\n        TreeDepth = 0;\n        LastItemId = 0;\n        LastItemRect = ImRect(0.0f,0.0f,0.0f,0.0f);\n        LastItemHoveredAndUsable = LastItemHoveredRect = false;\n        MenuBarAppending = false;\n        MenuBarOffsetX = 0.0f;\n        StateStorage = NULL;\n        LayoutType = ImGuiLayoutType_Vertical;\n        ItemWidth = 0.0f;\n        ButtonRepeat = false;\n        AllowKeyboardFocus = true;\n        TextWrapPos = -1.0f;\n        memset(StackSizesBackup, 0, sizeof(StackSizesBackup));\n\n        IndentX = 0.0f;\n        GroupOffsetX = 0.0f;\n        ColumnsOffsetX = 0.0f;\n        ColumnsCurrent = 0;\n        ColumnsCount = 1;\n        ColumnsMinX = ColumnsMaxX = 0.0f;\n        ColumnsStartPosY = 0.0f;\n        ColumnsStartMaxPosX = 0.0f;\n        ColumnsCellMinY = ColumnsCellMaxY = 0.0f;\n        ColumnsFlags = 0;\n        ColumnsSetId = 0;\n    }\n};\n\n// Windows data\nstruct IMGUI_API ImGuiWindow\n{\n    char*                   Name;\n    ImGuiID                 ID;                                 // == ImHash(Name)\n    ImGuiWindowFlags        Flags;                              // See enum ImGuiWindowFlags_\n    int                     OrderWithinParent;                  // Order within immediate parent window, if we are a child window. Otherwise 0.\n    ImVec2                  PosFloat;\n    ImVec2                  Pos;                                // Position rounded-up to nearest pixel\n    ImVec2                  Size;                               // Current size (==SizeFull or collapsed title bar size)\n    ImVec2                  SizeFull;                           // Size when non collapsed\n    ImVec2                  SizeContents;                       // Size of contents (== extents reach of the drawing cursor) from previous frame\n    ImVec2                  SizeContentsExplicit;               // Size of contents explicitly set by the user via SetNextWindowContentSize()\n    ImRect                  ContentsRegionRect;                 // Maximum visible content position in window coordinates. ~~ (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis\n    ImVec2                  WindowPadding;                      // Window padding at the time of begin. We need to lock it, in particular manipulation of the ShowBorder would have an effect\n    ImGuiID                 MoveId;                             // == window->GetID(\"#MOVE\")\n    ImVec2                  Scroll;\n    ImVec2                  ScrollTarget;                       // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)\n    ImVec2                  ScrollTargetCenterRatio;            // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered\n    bool                    ScrollbarX, ScrollbarY;\n    ImVec2                  ScrollbarSizes;\n    float                   BorderSize;\n    bool                    Active;                             // Set to true on Begin()\n    bool                    WasActive;\n    bool                    Accessed;                           // Set to true when any widget access the current window\n    bool                    Collapsed;                          // Set when collapsing window to become only title-bar\n    bool                    SkipItems;                          // == Visible && !Collapsed\n    int                     BeginCount;                         // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)\n    ImGuiID                 PopupId;                            // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)\n    int                     AutoFitFramesX, AutoFitFramesY;\n    bool                    AutoFitOnlyGrows;\n    int                     AutoFitChildAxises;\n    int                     AutoPosLastDirection;\n    int                     HiddenFrames;\n    ImGuiCond               SetWindowPosAllowFlags;             // store condition flags for next SetWindowPos() call.\n    ImGuiCond               SetWindowSizeAllowFlags;            // store condition flags for next SetWindowSize() call.\n    ImGuiCond               SetWindowCollapsedAllowFlags;       // store condition flags for next SetWindowCollapsed() call.\n    bool                    SetWindowPosCenterWanted;\n\n    ImGuiDrawContext        DC;                                 // Temporary per-window data, reset at the beginning of the frame\n    ImVector<ImGuiID>       IDStack;                            // ID stack. ID are hashes seeded with the value at the top of the stack\n    ImRect                  ClipRect;                           // = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.\n    ImRect                  WindowRectClipped;                  // = WindowRect just after setup in Begin(). == window->Rect() for root window.\n    int                     LastFrameActive;\n    float                   ItemWidthDefault;\n    ImGuiSimpleColumns      MenuColumns;                        // Simplified columns storage for menu items\n    ImGuiStorage            StateStorage;\n    float                   FontWindowScale;                    // Scale multiplier per-window\n    ImDrawList*             DrawList;\n    ImGuiWindow*            RootWindow;                         // If we are a child window, this is pointing to the first non-child parent window. Else point to ourself.\n    ImGuiWindow*            RootNonPopupWindow;                 // If we are a child window, this is pointing to the first non-child non-popup parent window. Else point to ourself.\n    ImGuiWindow*            ParentWindow;                       // If we are a child window, this is pointing to our parent window. Else point to NULL.\n\n    // Navigation / Focus\n    int                     FocusIdxAllCounter;                 // Start at -1 and increase as assigned via FocusItemRegister()\n    int                     FocusIdxTabCounter;                 // (same, but only count widgets which you can Tab through)\n    int                     FocusIdxAllRequestCurrent;          // Item being requested for focus\n    int                     FocusIdxTabRequestCurrent;          // Tab-able item being requested for focus\n    int                     FocusIdxAllRequestNext;             // Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame)\n    int                     FocusIdxTabRequestNext;             // \"\n\npublic:\n    ImGuiWindow(const char* name);\n    ~ImGuiWindow();\n\n    ImGuiID     GetID(const char* str, const char* str_end = NULL);\n    ImGuiID     GetID(const void* ptr);\n    ImGuiID     GetIDNoKeepAlive(const char* str, const char* str_end = NULL);\n\n    ImRect      Rect() const                            { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); }\n    float       CalcFontSize() const                    { return GImGui->FontBaseSize * FontWindowScale; }\n    float       TitleBarHeight() const                  { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f; }\n    ImRect      TitleBarRect() const                    { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }\n    float       MenuBarHeight() const                   { return (Flags & ImGuiWindowFlags_MenuBar) ? CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; }\n    ImRect      MenuBarRect() const                     { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }\n};\n\n//-----------------------------------------------------------------------------\n// Internal API\n// No guarantee of forward compatibility here.\n//-----------------------------------------------------------------------------\n\nnamespace ImGui\n{\n    // We should always have a CurrentWindow in the stack (there is an implicit \"Debug\" window)\n    // If this ever crash because g.CurrentWindow is NULL it means that either\n    // - ImGui::NewFrame() has never been called, which is illegal.\n    // - You are calling ImGui functions after ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.\n    inline    ImGuiWindow*  GetCurrentWindowRead()      { ImGuiContext& g = *GImGui; return g.CurrentWindow; }\n    inline    ImGuiWindow*  GetCurrentWindow()          { ImGuiContext& g = *GImGui; g.CurrentWindow->Accessed = true; return g.CurrentWindow; }\n    IMGUI_API ImGuiWindow*  GetParentWindow();\n    IMGUI_API ImGuiWindow*  FindWindowByName(const char* name);\n    IMGUI_API void          FocusWindow(ImGuiWindow* window);\n\n    IMGUI_API void          EndFrame();                 // Ends the ImGui frame. Automatically called by Render()! you most likely don't need to ever call that yourself directly. If you don't need to render you can call EndFrame() but you'll have wasted CPU already. If you don't need to render, don't create any windows instead!\n\n    IMGUI_API void          SetActiveID(ImGuiID id, ImGuiWindow* window);\n    IMGUI_API void          ClearActiveID();\n    IMGUI_API void          SetHoveredID(ImGuiID id);\n    IMGUI_API void          KeepAliveID(ImGuiID id);\n\n    IMGUI_API void          ItemSize(const ImVec2& size, float text_offset_y = 0.0f);\n    IMGUI_API void          ItemSize(const ImRect& bb, float text_offset_y = 0.0f);\n    IMGUI_API bool          ItemAdd(const ImRect& bb, const ImGuiID* id);\n    IMGUI_API bool          IsClippedEx(const ImRect& bb, const ImGuiID* id, bool clip_even_when_logged);\n    IMGUI_API bool          IsHovered(const ImRect& bb, ImGuiID id, bool flatten_childs = false);\n    IMGUI_API bool          FocusableItemRegister(ImGuiWindow* window, bool is_active, bool tab_stop = true);      // Return true if focus is requested\n    IMGUI_API void          FocusableItemUnregister(ImGuiWindow* window);\n    IMGUI_API ImVec2        CalcItemSize(ImVec2 size, float default_x, float default_y);\n    IMGUI_API float         CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);\n\n    IMGUI_API void          OpenPopupEx(ImGuiID id, bool reopen_existing);\n    IMGUI_API bool          IsPopupOpen(ImGuiID id);\n\n    // New Columns API\n    IMGUI_API void          BeginColumns(const char* id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().\n    IMGUI_API void          EndColumns();                                                         // close columns\n    IMGUI_API void          PushColumnClipRect(int column_index = -1);\n\n    // NB: All position are in absolute pixels coordinates (never using window coordinates internally)\n    // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.\n    IMGUI_API void          RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);\n    IMGUI_API void          RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);\n    IMGUI_API void          RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL);\n    IMGUI_API void          RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);\n    IMGUI_API void          RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);\n    IMGUI_API void          RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0);\n    IMGUI_API void          RenderCollapseTriangle(ImVec2 pos, bool is_open, float scale = 1.0f);\n    IMGUI_API void          RenderBullet(ImVec2 pos);\n    IMGUI_API void          RenderCheckMark(ImVec2 pos, ImU32 col);\n    IMGUI_API const char*   FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.\n\n    IMGUI_API bool          ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);\n    IMGUI_API bool          ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);\n    IMGUI_API bool          CloseButton(ImGuiID id, const ImVec2& pos, float radius);\n\n    IMGUI_API bool          SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderFloatN(const char* label, float* v, int components, float v_min, float v_max, const char* display_format, float power);\n    IMGUI_API bool          SliderIntN(const char* label, int* v, int components, int v_min, int v_max, const char* display_format);\n\n    IMGUI_API bool          DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_speed, float v_min, float v_max, int decimal_precision, float power);\n    IMGUI_API bool          DragFloatN(const char* label, float* v, int components, float v_speed, float v_min, float v_max, const char* display_format, float power);\n    IMGUI_API bool          DragIntN(const char* label, int* v, int components, float v_speed, int v_min, int v_max, const char* display_format);\n\n    IMGUI_API bool          InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);\n    IMGUI_API bool          InputFloatN(const char* label, float* v, int components, int decimal_precision, ImGuiInputTextFlags extra_flags);\n    IMGUI_API bool          InputIntN(const char* label, int* v, int components, ImGuiInputTextFlags extra_flags);\n    IMGUI_API bool          InputScalarEx(const char* label, ImGuiDataType data_type, void* data_ptr, void* step_ptr, void* step_fast_ptr, const char* scalar_format, ImGuiInputTextFlags extra_flags);\n    IMGUI_API bool          InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label, ImGuiDataType data_type, void* data_ptr, ImGuiID id, int decimal_precision);\n\n    IMGUI_API void          ColorTooltip(const char* text, const float col[4], ImGuiColorEditFlags flags);\n\n    IMGUI_API bool          TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);\n    IMGUI_API bool          TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0);                     // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging\n    IMGUI_API void          TreePushRawID(ImGuiID id);\n\n    IMGUI_API void          PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size);\n\n    IMGUI_API int           ParseFormatPrecision(const char* fmt, int default_value);\n    IMGUI_API float         RoundScalar(float value, int decimal_precision);\n\n} // namespace ImGui\n\n// ImFontAtlas internals\nIMGUI_API bool              ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas);\nIMGUI_API void              ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas);\nIMGUI_API void              ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); \nIMGUI_API void              ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* spc);\nIMGUI_API void              ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas);\n\n#ifdef __clang__\n#pragma clang diagnostic pop\n#endif\n\n#ifdef _MSC_VER\n#pragma warning (pop)\n#endif\n"
  },
  {
    "path": "imgui/stb_rect_pack.h",
    "content": "// stb_rect_pack.h - v0.10 - public domain - rectangle packing\n// Sean Barrett 2014\n//\n// Useful for e.g. packing rectangular textures into an atlas.\n// Does not do rotation.\n//\n// Not necessarily the awesomest packing method, but better than\n// the totally naive one in stb_truetype (which is primarily what\n// this is meant to replace).\n//\n// Has only had a few tests run, may have issues.\n//\n// More docs to come.\n//\n// No memory allocations; uses qsort() and assert() from stdlib.\n// Can override those by defining STBRP_SORT and STBRP_ASSERT.\n//\n// This library currently uses the Skyline Bottom-Left algorithm.\n//\n// Please note: better rectangle packers are welcome! Please\n// implement them to the same API, but with a different init\n// function.\n//\n// Credits\n//\n//  Library\n//    Sean Barrett\n//  Minor features\n//    Martins Mozeiko\n//  Bugfixes / warning fixes\n//    Jeremy Jaussaud\n//\n// Version history:\n//\n//     0.10  (2016-10-25)  remove cast-away-const to avoid warnings\n//     0.09  (2016-08-27)  fix compiler warnings\n//     0.08  (2015-09-13)  really fix bug with empty rects (w=0 or h=0)\n//     0.07  (2015-09-13)  fix bug with empty rects (w=0 or h=0)\n//     0.06  (2015-04-15)  added STBRP_SORT to allow replacing qsort\n//     0.05:  added STBRP_ASSERT to allow replacing assert\n//     0.04:  fixed minor bug in STBRP_LARGE_RECTS support\n//     0.01:  initial release\n//\n// LICENSE\n//\n//   This software is dual-licensed to the public domain and under the following\n//   license: you are granted a perpetual, irrevocable license to copy, modify,\n//   publish, and distribute this file as you see fit.\n\n//////////////////////////////////////////////////////////////////////////////\n//\n//       INCLUDE SECTION\n//\n\n#ifndef STB_INCLUDE_STB_RECT_PACK_H\n#define STB_INCLUDE_STB_RECT_PACK_H\n\n#define STB_RECT_PACK_VERSION  1\n\n#ifdef STBRP_STATIC\n#define STBRP_DEF static\n#else\n#define STBRP_DEF extern\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\ntypedef struct stbrp_context stbrp_context;\ntypedef struct stbrp_node    stbrp_node;\ntypedef struct stbrp_rect    stbrp_rect;\n\n#ifdef STBRP_LARGE_RECTS\ntypedef int            stbrp_coord;\n#else\ntypedef unsigned short stbrp_coord;\n#endif\n\nSTBRP_DEF void stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);\n// Assign packed locations to rectangles. The rectangles are of type\n// 'stbrp_rect' defined below, stored in the array 'rects', and there\n// are 'num_rects' many of them.\n//\n// Rectangles which are successfully packed have the 'was_packed' flag\n// set to a non-zero value and 'x' and 'y' store the minimum location\n// on each axis (i.e. bottom-left in cartesian coordinates, top-left\n// if you imagine y increasing downwards). Rectangles which do not fit\n// have the 'was_packed' flag set to 0.\n//\n// You should not try to access the 'rects' array from another thread\n// while this function is running, as the function temporarily reorders\n// the array while it executes.\n//\n// To pack into another rectangle, you need to call stbrp_init_target\n// again. To continue packing into the same rectangle, you can call\n// this function again. Calling this multiple times with multiple rect\n// arrays will probably produce worse packing results than calling it\n// a single time with the full rectangle array, but the option is\n// available.\n\nstruct stbrp_rect\n{\n   // reserved for your use:\n   int            id;\n\n   // input:\n   stbrp_coord    w, h;\n\n   // output:\n   stbrp_coord    x, y;\n   int            was_packed;  // non-zero if valid packing\n\n}; // 16 bytes, nominally\n\n\nSTBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);\n// Initialize a rectangle packer to:\n//    pack a rectangle that is 'width' by 'height' in dimensions\n//    using temporary storage provided by the array 'nodes', which is 'num_nodes' long\n//\n// You must call this function every time you start packing into a new target.\n//\n// There is no \"shutdown\" function. The 'nodes' memory must stay valid for\n// the following stbrp_pack_rects() call (or calls), but can be freed after\n// the call (or calls) finish.\n//\n// Note: to guarantee best results, either:\n//       1. make sure 'num_nodes' >= 'width'\n//   or  2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'\n//\n// If you don't do either of the above things, widths will be quantized to multiples\n// of small integers to guarantee the algorithm doesn't run out of temporary storage.\n//\n// If you do #2, then the non-quantized algorithm will be used, but the algorithm\n// may run out of temporary storage and be unable to pack some rectangles.\n\nSTBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);\n// Optionally call this function after init but before doing any packing to\n// change the handling of the out-of-temp-memory scenario, described above.\n// If you call init again, this will be reset to the default (false).\n\n\nSTBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);\n// Optionally select which packing heuristic the library should use. Different\n// heuristics will produce better/worse results for different data sets.\n// If you call init again, this will be reset to the default.\n\nenum\n{\n   STBRP_HEURISTIC_Skyline_default=0,\n   STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,\n   STBRP_HEURISTIC_Skyline_BF_sortHeight\n};\n\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// the details of the following structures don't matter to you, but they must\n// be visible so you can handle the memory allocations for them\n\nstruct stbrp_node\n{\n   stbrp_coord  x,y;\n   stbrp_node  *next;\n};\n\nstruct stbrp_context\n{\n   int width;\n   int height;\n   int align;\n   int init_mode;\n   int heuristic;\n   int num_nodes;\n   stbrp_node *active_head;\n   stbrp_node *free_head;\n   stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'\n};\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif\n\n//////////////////////////////////////////////////////////////////////////////\n//\n//     IMPLEMENTATION SECTION\n//\n\n#ifdef STB_RECT_PACK_IMPLEMENTATION\n#ifndef STBRP_SORT\n#include <stdlib.h>\n#define STBRP_SORT qsort\n#endif\n\n#ifndef STBRP_ASSERT\n#include <assert.h>\n#define STBRP_ASSERT assert\n#endif\n\n#ifdef _MSC_VER\n#define STBRP__NOTUSED(v)  (void)(v)\n#else\n#define STBRP__NOTUSED(v)  (void)sizeof(v)\n#endif\n\nenum\n{\n   STBRP__INIT_skyline = 1\n};\n\nSTBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)\n{\n   switch (context->init_mode) {\n      case STBRP__INIT_skyline:\n         STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);\n         context->heuristic = heuristic;\n         break;\n      default:\n         STBRP_ASSERT(0);\n   }\n}\n\nSTBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)\n{\n   if (allow_out_of_mem)\n      // if it's ok to run out of memory, then don't bother aligning them;\n      // this gives better packing, but may fail due to OOM (even though\n      // the rectangles easily fit). @TODO a smarter approach would be to only\n      // quantize once we've hit OOM, then we could get rid of this parameter.\n      context->align = 1;\n   else {\n      // if it's not ok to run out of memory, then quantize the widths\n      // so that num_nodes is always enough nodes.\n      //\n      // I.e. num_nodes * align >= width\n      //                  align >= width / num_nodes\n      //                  align = ceil(width/num_nodes)\n\n      context->align = (context->width + context->num_nodes-1) / context->num_nodes;\n   }\n}\n\nSTBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)\n{\n   int i;\n#ifndef STBRP_LARGE_RECTS\n   STBRP_ASSERT(width <= 0xffff && height <= 0xffff);\n#endif\n\n   for (i=0; i < num_nodes-1; ++i)\n      nodes[i].next = &nodes[i+1];\n   nodes[i].next = NULL;\n   context->init_mode = STBRP__INIT_skyline;\n   context->heuristic = STBRP_HEURISTIC_Skyline_default;\n   context->free_head = &nodes[0];\n   context->active_head = &context->extra[0];\n   context->width = width;\n   context->height = height;\n   context->num_nodes = num_nodes;\n   stbrp_setup_allow_out_of_mem(context, 0);\n\n   // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)\n   context->extra[0].x = 0;\n   context->extra[0].y = 0;\n   context->extra[0].next = &context->extra[1];\n   context->extra[1].x = (stbrp_coord) width;\n#ifdef STBRP_LARGE_RECTS\n   context->extra[1].y = (1<<30);\n#else\n   context->extra[1].y = 65535;\n#endif\n   context->extra[1].next = NULL;\n}\n\n// find minimum y position if it starts at x1\nstatic int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)\n{\n   stbrp_node *node = first;\n   int x1 = x0 + width;\n   int min_y, visited_width, waste_area;\n\n   STBRP__NOTUSED(c);\n\n   STBRP_ASSERT(first->x <= x0);\n\n   #if 0\n   // skip in case we're past the node\n   while (node->next->x <= x0)\n      ++node;\n   #else\n   STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency\n   #endif\n\n   STBRP_ASSERT(node->x <= x0);\n\n   min_y = 0;\n   waste_area = 0;\n   visited_width = 0;\n   while (node->x < x1) {\n      if (node->y > min_y) {\n         // raise min_y higher.\n         // we've accounted for all waste up to min_y,\n         // but we'll now add more waste for everything we've visted\n         waste_area += visited_width * (node->y - min_y);\n         min_y = node->y;\n         // the first time through, visited_width might be reduced\n         if (node->x < x0)\n            visited_width += node->next->x - x0;\n         else\n            visited_width += node->next->x - node->x;\n      } else {\n         // add waste area\n         int under_width = node->next->x - node->x;\n         if (under_width + visited_width > width)\n            under_width = width - visited_width;\n         waste_area += under_width * (min_y - node->y);\n         visited_width += under_width;\n      }\n      node = node->next;\n   }\n\n   *pwaste = waste_area;\n   return min_y;\n}\n\ntypedef struct\n{\n   int x,y;\n   stbrp_node **prev_link;\n} stbrp__findresult;\n\nstatic stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)\n{\n   int best_waste = (1<<30), best_x, best_y = (1 << 30);\n   stbrp__findresult fr;\n   stbrp_node **prev, *node, *tail, **best = NULL;\n\n   // align to multiple of c->align\n   width = (width + c->align - 1);\n   width -= width % c->align;\n   STBRP_ASSERT(width % c->align == 0);\n\n   node = c->active_head;\n   prev = &c->active_head;\n   while (node->x + width <= c->width) {\n      int y,waste;\n      y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);\n      if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL\n         // bottom left\n         if (y < best_y) {\n            best_y = y;\n            best = prev;\n         }\n      } else {\n         // best-fit\n         if (y + height <= c->height) {\n            // can only use it if it first vertically\n            if (y < best_y || (y == best_y && waste < best_waste)) {\n               best_y = y;\n               best_waste = waste;\n               best = prev;\n            }\n         }\n      }\n      prev = &node->next;\n      node = node->next;\n   }\n\n   best_x = (best == NULL) ? 0 : (*best)->x;\n\n   // if doing best-fit (BF), we also have to try aligning right edge to each node position\n   //\n   // e.g, if fitting\n   //\n   //     ____________________\n   //    |____________________|\n   //\n   //            into\n   //\n   //   |                         |\n   //   |             ____________|\n   //   |____________|\n   //\n   // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned\n   //\n   // This makes BF take about 2x the time\n\n   if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {\n      tail = c->active_head;\n      node = c->active_head;\n      prev = &c->active_head;\n      // find first node that's admissible\n      while (tail->x < width)\n         tail = tail->next;\n      while (tail) {\n         int xpos = tail->x - width;\n         int y,waste;\n         STBRP_ASSERT(xpos >= 0);\n         // find the left position that matches this\n         while (node->next->x <= xpos) {\n            prev = &node->next;\n            node = node->next;\n         }\n         STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);\n         y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);\n         if (y + height < c->height) {\n            if (y <= best_y) {\n               if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {\n                  best_x = xpos;\n                  STBRP_ASSERT(y <= best_y);\n                  best_y = y;\n                  best_waste = waste;\n                  best = prev;\n               }\n            }\n         }\n         tail = tail->next;\n      }         \n   }\n\n   fr.prev_link = best;\n   fr.x = best_x;\n   fr.y = best_y;\n   return fr;\n}\n\nstatic stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)\n{\n   // find best position according to heuristic\n   stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);\n   stbrp_node *node, *cur;\n\n   // bail if:\n   //    1. it failed\n   //    2. the best node doesn't fit (we don't always check this)\n   //    3. we're out of memory\n   if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {\n      res.prev_link = NULL;\n      return res;\n   }\n\n   // on success, create new node\n   node = context->free_head;\n   node->x = (stbrp_coord) res.x;\n   node->y = (stbrp_coord) (res.y + height);\n\n   context->free_head = node->next;\n\n   // insert the new node into the right starting point, and\n   // let 'cur' point to the remaining nodes needing to be\n   // stiched back in\n\n   cur = *res.prev_link;\n   if (cur->x < res.x) {\n      // preserve the existing one, so start testing with the next one\n      stbrp_node *next = cur->next;\n      cur->next = node;\n      cur = next;\n   } else {\n      *res.prev_link = node;\n   }\n\n   // from here, traverse cur and free the nodes, until we get to one\n   // that shouldn't be freed\n   while (cur->next && cur->next->x <= res.x + width) {\n      stbrp_node *next = cur->next;\n      // move the current node to the free list\n      cur->next = context->free_head;\n      context->free_head = cur;\n      cur = next;\n   }\n\n   // stitch the list back in\n   node->next = cur;\n\n   if (cur->x < res.x + width)\n      cur->x = (stbrp_coord) (res.x + width);\n\n#ifdef _DEBUG\n   cur = context->active_head;\n   while (cur->x < context->width) {\n      STBRP_ASSERT(cur->x < cur->next->x);\n      cur = cur->next;\n   }\n   STBRP_ASSERT(cur->next == NULL);\n\n   {\n      stbrp_node *L1 = NULL, *L2 = NULL;\n      int count=0;\n      cur = context->active_head;\n      while (cur) {\n         L1 = cur;\n         cur = cur->next;\n         ++count;\n      }\n      cur = context->free_head;\n      while (cur) {\n         L2 = cur;\n         cur = cur->next;\n         ++count;\n      }\n      STBRP_ASSERT(count == context->num_nodes+2);\n   }\n#endif\n\n   return res;\n}\n\nstatic int rect_height_compare(const void *a, const void *b)\n{\n   const stbrp_rect *p = (const stbrp_rect *) a;\n   const stbrp_rect *q = (const stbrp_rect *) b;\n   if (p->h > q->h)\n      return -1;\n   if (p->h < q->h)\n      return  1;\n   return (p->w > q->w) ? -1 : (p->w < q->w);\n}\n\nstatic int rect_width_compare(const void *a, const void *b)\n{\n   const stbrp_rect *p = (const stbrp_rect *) a;\n   const stbrp_rect *q = (const stbrp_rect *) b;\n   if (p->w > q->w)\n      return -1;\n   if (p->w < q->w)\n      return  1;\n   return (p->h > q->h) ? -1 : (p->h < q->h);\n}\n\nstatic int rect_original_order(const void *a, const void *b)\n{\n   const stbrp_rect *p = (const stbrp_rect *) a;\n   const stbrp_rect *q = (const stbrp_rect *) b;\n   return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);\n}\n\n#ifdef STBRP_LARGE_RECTS\n#define STBRP__MAXVAL  0xffffffff\n#else\n#define STBRP__MAXVAL  0xffff\n#endif\n\nSTBRP_DEF void stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)\n{\n   int i;\n\n   // we use the 'was_packed' field internally to allow sorting/unsorting\n   for (i=0; i < num_rects; ++i) {\n      rects[i].was_packed = i;\n      #ifndef STBRP_LARGE_RECTS\n      STBRP_ASSERT(rects[i].w <= 0xffff && rects[i].h <= 0xffff);\n      #endif\n   }\n\n   // sort according to heuristic\n   STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);\n\n   for (i=0; i < num_rects; ++i) {\n      if (rects[i].w == 0 || rects[i].h == 0) {\n         rects[i].x = rects[i].y = 0;  // empty rect needs no space\n      } else {\n         stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);\n         if (fr.prev_link) {\n            rects[i].x = (stbrp_coord) fr.x;\n            rects[i].y = (stbrp_coord) fr.y;\n         } else {\n            rects[i].x = rects[i].y = STBRP__MAXVAL;\n         }\n      }\n   }\n\n   // unsort\n   STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);\n\n   // set was_packed flags\n   for (i=0; i < num_rects; ++i)\n      rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);\n}\n#endif\n"
  },
  {
    "path": "imgui/stb_textedit.h",
    "content": "// [ImGui] this is a slightly modified version of stb_truetype.h 1.9. Those changes would need to be pushed into nothings/sb\n// [ImGui] - fixed linestart handler when over last character of multi-line buffer + simplified existing code (#588, #815)\n// [ImGui] - fixed a state corruption/crash bug in stb_text_redo and stb_textedit_discard_redo (#715)\n// [ImGui] - fixed a crash bug in stb_textedit_discard_redo (#681)\n// [ImGui] - fixed some minor warnings\n\n// stb_textedit.h - v1.9  - public domain - Sean Barrett\n// Development of this library was sponsored by RAD Game Tools\n//\n// This C header file implements the guts of a multi-line text-editing\n// widget; you implement display, word-wrapping, and low-level string\n// insertion/deletion, and stb_textedit will map user inputs into\n// insertions & deletions, plus updates to the cursor position,\n// selection state, and undo state.\n//\n// It is intended for use in games and other systems that need to build\n// their own custom widgets and which do not have heavy text-editing\n// requirements (this library is not recommended for use for editing large\n// texts, as its performance does not scale and it has limited undo).\n//\n// Non-trivial behaviors are modelled after Windows text controls.\n// \n//\n// LICENSE\n//\n//   This software is dual-licensed to the public domain and under the following\n//   license: you are granted a perpetual, irrevocable license to copy, modify,\n//   publish, and distribute this file as you see fit.\n//\n//\n// DEPENDENCIES\n//\n// Uses the C runtime function 'memmove', which you can override\n// by defining STB_TEXTEDIT_memmove before the implementation.\n// Uses no other functions. Performs no runtime allocations.\n//\n//\n// VERSION HISTORY\n//\n//   1.9  (2016-08-27) customizable move-by-word\n//   1.8  (2016-04-02) better keyboard handling when mouse button is down\n//   1.7  (2015-09-13) change y range handling in case baseline is non-0\n//   1.6  (2015-04-15) allow STB_TEXTEDIT_memmove\n//   1.5  (2014-09-10) add support for secondary keys for OS X\n//   1.4  (2014-08-17) fix signed/unsigned warnings\n//   1.3  (2014-06-19) fix mouse clicking to round to nearest char boundary\n//   1.2  (2014-05-27) fix some RAD types that had crept into the new code\n//   1.1  (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE )\n//   1.0  (2012-07-26) improve documentation, initial public release\n//   0.3  (2012-02-24) bugfixes, single-line mode; insert mode\n//   0.2  (2011-11-28) fixes to undo/redo\n//   0.1  (2010-07-08) initial version\n//\n// ADDITIONAL CONTRIBUTORS\n//\n//   Ulf Winklemann: move-by-word in 1.1\n//   Fabian Giesen: secondary key inputs in 1.5\n//   Martins Mozeiko: STB_TEXTEDIT_memmove\n//\n//   Bugfixes:\n//      Scott Graham\n//      Daniel Keller\n//      Omar Cornut\n//\n// USAGE\n//\n// This file behaves differently depending on what symbols you define\n// before including it.\n//\n//\n// Header-file mode:\n//\n//   If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this,\n//   it will operate in \"header file\" mode. In this mode, it declares a\n//   single public symbol, STB_TexteditState, which encapsulates the current\n//   state of a text widget (except for the string, which you will store\n//   separately).\n//\n//   To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a\n//   primitive type that defines a single character (e.g. char, wchar_t, etc).\n//\n//   To save space or increase undo-ability, you can optionally define the\n//   following things that are used by the undo system:\n//\n//      STB_TEXTEDIT_POSITIONTYPE         small int type encoding a valid cursor position\n//      STB_TEXTEDIT_UNDOSTATECOUNT       the number of undo states to allow\n//      STB_TEXTEDIT_UNDOCHARCOUNT        the number of characters to store in the undo buffer\n//\n//   If you don't define these, they are set to permissive types and\n//   moderate sizes. The undo system does no memory allocations, so\n//   it grows STB_TexteditState by the worst-case storage which is (in bytes):\n//\n//        [4 + sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATE_COUNT\n//      +      sizeof(STB_TEXTEDIT_CHARTYPE)      * STB_TEXTEDIT_UNDOCHAR_COUNT\n//\n//\n// Implementation mode:\n//\n//   If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it\n//   will compile the implementation of the text edit widget, depending\n//   on a large number of symbols which must be defined before the include.\n//\n//   The implementation is defined only as static functions. You will then\n//   need to provide your own APIs in the same file which will access the\n//   static functions.\n//\n//   The basic concept is that you provide a \"string\" object which\n//   behaves like an array of characters. stb_textedit uses indices to\n//   refer to positions in the string, implicitly representing positions\n//   in the displayed textedit. This is true for both plain text and\n//   rich text; even with rich text stb_truetype interacts with your\n//   code as if there was an array of all the displayed characters.\n//\n// Symbols that must be the same in header-file and implementation mode:\n//\n//     STB_TEXTEDIT_CHARTYPE             the character type\n//     STB_TEXTEDIT_POSITIONTYPE         small type that a valid cursor position\n//     STB_TEXTEDIT_UNDOSTATECOUNT       the number of undo states to allow\n//     STB_TEXTEDIT_UNDOCHARCOUNT        the number of characters to store in the undo buffer\n//\n// Symbols you must define for implementation mode:\n//\n//    STB_TEXTEDIT_STRING               the type of object representing a string being edited,\n//                                      typically this is a wrapper object with other data you need\n//\n//    STB_TEXTEDIT_STRINGLEN(obj)       the length of the string (ideally O(1))\n//    STB_TEXTEDIT_LAYOUTROW(&r,obj,n)  returns the results of laying out a line of characters\n//                                        starting from character #n (see discussion below)\n//    STB_TEXTEDIT_GETWIDTH(obj,n,i)    returns the pixel delta from the xpos of the i'th character\n//                                        to the xpos of the i+1'th char for a line of characters\n//                                        starting at character #n (i.e. accounts for kerning\n//                                        with previous char)\n//    STB_TEXTEDIT_KEYTOTEXT(k)         maps a keyboard input to an insertable character\n//                                        (return type is int, -1 means not valid to insert)\n//    STB_TEXTEDIT_GETCHAR(obj,i)       returns the i'th character of obj, 0-based\n//    STB_TEXTEDIT_NEWLINE              the character returned by _GETCHAR() we recognize\n//                                        as manually wordwrapping for end-of-line positioning\n//\n//    STB_TEXTEDIT_DELETECHARS(obj,i,n)      delete n characters starting at i\n//    STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n)   insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*)\n//\n//    STB_TEXTEDIT_K_SHIFT       a power of two that is or'd in to a keyboard input to represent the shift key\n//\n//    STB_TEXTEDIT_K_LEFT        keyboard input to move cursor left\n//    STB_TEXTEDIT_K_RIGHT       keyboard input to move cursor right\n//    STB_TEXTEDIT_K_UP          keyboard input to move cursor up\n//    STB_TEXTEDIT_K_DOWN        keyboard input to move cursor down\n//    STB_TEXTEDIT_K_LINESTART   keyboard input to move cursor to start of line  // e.g. HOME\n//    STB_TEXTEDIT_K_LINEEND     keyboard input to move cursor to end of line    // e.g. END\n//    STB_TEXTEDIT_K_TEXTSTART   keyboard input to move cursor to start of text  // e.g. ctrl-HOME\n//    STB_TEXTEDIT_K_TEXTEND     keyboard input to move cursor to end of text    // e.g. ctrl-END\n//    STB_TEXTEDIT_K_DELETE      keyboard input to delete selection or character under cursor\n//    STB_TEXTEDIT_K_BACKSPACE   keyboard input to delete selection or character left of cursor\n//    STB_TEXTEDIT_K_UNDO        keyboard input to perform undo\n//    STB_TEXTEDIT_K_REDO        keyboard input to perform redo\n//\n// Optional:\n//    STB_TEXTEDIT_K_INSERT              keyboard input to toggle insert mode\n//    STB_TEXTEDIT_IS_SPACE(ch)          true if character is whitespace (e.g. 'isspace'),\n//                                          required for default WORDLEFT/WORDRIGHT handlers\n//    STB_TEXTEDIT_MOVEWORDLEFT(obj,i)   custom handler for WORDLEFT, returns index to move cursor to\n//    STB_TEXTEDIT_MOVEWORDRIGHT(obj,i)  custom handler for WORDRIGHT, returns index to move cursor to\n//    STB_TEXTEDIT_K_WORDLEFT            keyboard input to move cursor left one word // e.g. ctrl-LEFT\n//    STB_TEXTEDIT_K_WORDRIGHT           keyboard input to move cursor right one word // e.g. ctrl-RIGHT\n//    STB_TEXTEDIT_K_LINESTART2          secondary keyboard input to move cursor to start of line\n//    STB_TEXTEDIT_K_LINEEND2            secondary keyboard input to move cursor to end of line\n//    STB_TEXTEDIT_K_TEXTSTART2          secondary keyboard input to move cursor to start of text\n//    STB_TEXTEDIT_K_TEXTEND2            secondary keyboard input to move cursor to end of text\n//\n// Todo:\n//    STB_TEXTEDIT_K_PGUP        keyboard input to move cursor up a page\n//    STB_TEXTEDIT_K_PGDOWN      keyboard input to move cursor down a page\n//\n// Keyboard input must be encoded as a single integer value; e.g. a character code\n// and some bitflags that represent shift states. to simplify the interface, SHIFT must\n// be a bitflag, so we can test the shifted state of cursor movements to allow selection,\n// i.e. (STB_TEXTED_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow.\n//\n// You can encode other things, such as CONTROL or ALT, in additional bits, and\n// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example,\n// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN\n// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit,\n// and I pass both WM_KEYDOWN and WM_CHAR events to the \"key\" function in the\n// API below. The control keys will only match WM_KEYDOWN events because of the\n// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN\n// bit so it only decodes WM_CHAR events.\n//\n// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed\n// row of characters assuming they start on the i'th character--the width and\n// the height and the number of characters consumed. This allows this library\n// to traverse the entire layout incrementally. You need to compute word-wrapping\n// here.\n//\n// Each textfield keeps its own insert mode state, which is not how normal\n// applications work. To keep an app-wide insert mode, update/copy the\n// \"insert_mode\" field of STB_TexteditState before/after calling API functions.\n//\n// API\n//\n//    void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line)\n//\n//    void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)\n//    void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)\n//    int  stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)\n//    int  stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len)\n//    void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int key)\n//\n//    Each of these functions potentially updates the string and updates the\n//    state.\n//\n//      initialize_state:\n//          set the textedit state to a known good default state when initially\n//          constructing the textedit.\n//\n//      click:\n//          call this with the mouse x,y on a mouse down; it will update the cursor\n//          and reset the selection start/end to the cursor point. the x,y must\n//          be relative to the text widget, with (0,0) being the top left.\n//     \n//      drag:\n//          call this with the mouse x,y on a mouse drag/up; it will update the\n//          cursor and the selection end point\n//     \n//      cut:\n//          call this to delete the current selection; returns true if there was\n//          one. you should FIRST copy the current selection to the system paste buffer.\n//          (To copy, just copy the current selection out of the string yourself.)\n//     \n//      paste:\n//          call this to paste text at the current cursor point or over the current\n//          selection if there is one.\n//     \n//      key:\n//          call this for keyboard inputs sent to the textfield. you can use it\n//          for \"key down\" events or for \"translated\" key events. if you need to\n//          do both (as in Win32), or distinguish Unicode characters from control\n//          inputs, set a high bit to distinguish the two; then you can define the\n//          various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit\n//          set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is\n//          clear.\n//     \n//   When rendering, you can read the cursor position and selection state from\n//   the STB_TexteditState.\n//\n//\n// Notes:\n//\n// This is designed to be usable in IMGUI, so it allows for the possibility of\n// running in an IMGUI that has NOT cached the multi-line layout. For this\n// reason, it provides an interface that is compatible with computing the\n// layout incrementally--we try to make sure we make as few passes through\n// as possible. (For example, to locate the mouse pointer in the text, we\n// could define functions that return the X and Y positions of characters\n// and binary search Y and then X, but if we're doing dynamic layout this\n// will run the layout algorithm many times, so instead we manually search\n// forward in one pass. Similar logic applies to e.g. up-arrow and\n// down-arrow movement.)\n//\n// If it's run in a widget that *has* cached the layout, then this is less\n// efficient, but it's not horrible on modern computers. But you wouldn't\n// want to edit million-line files with it.\n\n\n////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////\n////\n////   Header-file mode\n////\n////\n\n#ifndef INCLUDE_STB_TEXTEDIT_H\n#define INCLUDE_STB_TEXTEDIT_H\n\n////////////////////////////////////////////////////////////////////////\n//\n//     STB_TexteditState\n//\n// Definition of STB_TexteditState which you should store\n// per-textfield; it includes cursor position, selection state,\n// and undo state.\n//\n\n#ifndef STB_TEXTEDIT_UNDOSTATECOUNT\n#define STB_TEXTEDIT_UNDOSTATECOUNT   99\n#endif\n#ifndef STB_TEXTEDIT_UNDOCHARCOUNT\n#define STB_TEXTEDIT_UNDOCHARCOUNT   999\n#endif\n#ifndef STB_TEXTEDIT_CHARTYPE\n#define STB_TEXTEDIT_CHARTYPE        int\n#endif\n#ifndef STB_TEXTEDIT_POSITIONTYPE\n#define STB_TEXTEDIT_POSITIONTYPE    int\n#endif\n\ntypedef struct\n{\n   // private data\n   STB_TEXTEDIT_POSITIONTYPE  where;\n   short           insert_length;\n   short           delete_length;\n   short           char_storage;\n} StbUndoRecord;\n\ntypedef struct\n{\n   // private data\n   StbUndoRecord          undo_rec [STB_TEXTEDIT_UNDOSTATECOUNT];\n   STB_TEXTEDIT_CHARTYPE  undo_char[STB_TEXTEDIT_UNDOCHARCOUNT];\n   short undo_point, redo_point;\n   short undo_char_point, redo_char_point;\n} StbUndoState;\n\ntypedef struct\n{\n   /////////////////////\n   //\n   // public data\n   //\n\n   int cursor;\n   // position of the text cursor within the string\n\n   int select_start;          // selection start point\n   int select_end;\n   // selection start and end point in characters; if equal, no selection.\n   // note that start may be less than or greater than end (e.g. when\n   // dragging the mouse, start is where the initial click was, and you\n   // can drag in either direction)\n\n   unsigned char insert_mode;\n   // each textfield keeps its own insert mode state. to keep an app-wide\n   // insert mode, copy this value in/out of the app state\n\n   /////////////////////\n   //\n   // private data\n   //\n   unsigned char cursor_at_end_of_line; // not implemented yet\n   unsigned char initialized;\n   unsigned char has_preferred_x;\n   unsigned char single_line;\n   unsigned char padding1, padding2, padding3;\n   float preferred_x; // this determines where the cursor up/down tries to seek to along x\n   StbUndoState undostate;\n} STB_TexteditState;\n\n\n////////////////////////////////////////////////////////////////////////\n//\n//     StbTexteditRow\n//\n// Result of layout query, used by stb_textedit to determine where\n// the text in each row is.\n\n// result of layout query\ntypedef struct\n{\n   float x0,x1;             // starting x location, end x location (allows for align=right, etc)\n   float baseline_y_delta;  // position of baseline relative to previous row's baseline\n   float ymin,ymax;         // height of row above and below baseline\n   int num_chars;\n} StbTexteditRow;\n#endif //INCLUDE_STB_TEXTEDIT_H\n\n\n////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////\n////\n////   Implementation mode\n////\n////\n\n\n// implementation isn't include-guarded, since it might have indirectly\n// included just the \"header\" portion\n#ifdef STB_TEXTEDIT_IMPLEMENTATION\n\n#ifndef STB_TEXTEDIT_memmove\n#include <string.h>\n#define STB_TEXTEDIT_memmove memmove\n#endif\n\n\n/////////////////////////////////////////////////////////////////////////////\n//\n//      Mouse input handling\n//\n\n// traverse the layout to locate the nearest character to a display position\nstatic int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y)\n{\n   StbTexteditRow r;\n   int n = STB_TEXTEDIT_STRINGLEN(str);\n   float base_y = 0, prev_x;\n   int i=0, k;\n\n   r.x0 = r.x1 = 0;\n   r.ymin = r.ymax = 0;\n   r.num_chars = 0;\n\n   // search rows to find one that straddles 'y'\n   while (i < n) {\n      STB_TEXTEDIT_LAYOUTROW(&r, str, i);\n      if (r.num_chars <= 0)\n         return n;\n\n      if (i==0 && y < base_y + r.ymin)\n         return 0;\n\n      if (y < base_y + r.ymax)\n         break;\n\n      i += r.num_chars;\n      base_y += r.baseline_y_delta;\n   }\n\n   // below all text, return 'after' last character\n   if (i >= n)\n      return n;\n\n   // check if it's before the beginning of the line\n   if (x < r.x0)\n      return i;\n\n   // check if it's before the end of the line\n   if (x < r.x1) {\n      // search characters in row for one that straddles 'x'\n      prev_x = r.x0;\n      for (k=0; k < r.num_chars; ++k) {\n         float w = STB_TEXTEDIT_GETWIDTH(str, i, k);\n         if (x < prev_x+w) {\n            if (x < prev_x+w/2)\n               return k+i;\n            else\n               return k+i+1;\n         }\n         prev_x += w;\n      }\n      // shouldn't happen, but if it does, fall through to end-of-line case\n   }\n\n   // if the last character is a newline, return that. otherwise return 'after' the last character\n   if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE)\n      return i+r.num_chars-1;\n   else\n      return i+r.num_chars;\n}\n\n// API click: on mouse down, move the cursor to the clicked location, and reset the selection\nstatic void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)\n{\n   state->cursor = stb_text_locate_coord(str, x, y);\n   state->select_start = state->cursor;\n   state->select_end = state->cursor;\n   state->has_preferred_x = 0;\n}\n\n// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location\nstatic void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)\n{\n   int p = stb_text_locate_coord(str, x, y);\n   if (state->select_start == state->select_end)\n      state->select_start = state->cursor;\n   state->cursor = state->select_end = p;\n}\n\n/////////////////////////////////////////////////////////////////////////////\n//\n//      Keyboard input handling\n//\n\n// forward declarations\nstatic void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state);\nstatic void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state);\nstatic void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length);\nstatic void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length);\nstatic void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length);\n\ntypedef struct\n{\n   float x,y;    // position of n'th character\n   float height; // height of line\n   int first_char, length; // first char of row, and length\n   int prev_first;  // first char of previous row\n} StbFindState;\n\n// find the x/y location of a character, and remember info about the previous row in\n// case we get a move-up event (for page up, we'll have to rescan)\nstatic void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *str, int n, int single_line)\n{\n   StbTexteditRow r;\n   int prev_start = 0;\n   int z = STB_TEXTEDIT_STRINGLEN(str);\n   int i=0, first;\n\n   if (n == z) {\n      // if it's at the end, then find the last line -- simpler than trying to\n      // explicitly handle this case in the regular code\n      if (single_line) {\n         STB_TEXTEDIT_LAYOUTROW(&r, str, 0);\n         find->y = 0;\n         find->first_char = 0;\n         find->length = z;\n         find->height = r.ymax - r.ymin;\n         find->x = r.x1;\n      } else {\n         find->y = 0;\n         find->x = 0;\n         find->height = 1;\n         while (i < z) {\n            STB_TEXTEDIT_LAYOUTROW(&r, str, i);\n            prev_start = i;\n            i += r.num_chars;\n         }\n         find->first_char = i;\n         find->length = 0;\n         find->prev_first = prev_start;\n      }\n      return;\n   }\n\n   // search rows to find the one that straddles character n\n   find->y = 0;\n\n   for(;;) {\n      STB_TEXTEDIT_LAYOUTROW(&r, str, i);\n      if (n < i + r.num_chars)\n         break;\n      prev_start = i;\n      i += r.num_chars;\n      find->y += r.baseline_y_delta;\n   }\n\n   find->first_char = first = i;\n   find->length = r.num_chars;\n   find->height = r.ymax - r.ymin;\n   find->prev_first = prev_start;\n\n   // now scan to find xpos\n   find->x = r.x0;\n   i = 0;\n   for (i=0; first+i < n; ++i)\n      find->x += STB_TEXTEDIT_GETWIDTH(str, first, i);\n}\n\n#define STB_TEXT_HAS_SELECTION(s)   ((s)->select_start != (s)->select_end)\n\n// make the selection/cursor state valid if client altered the string\nstatic void stb_textedit_clamp(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)\n{\n   int n = STB_TEXTEDIT_STRINGLEN(str);\n   if (STB_TEXT_HAS_SELECTION(state)) {\n      if (state->select_start > n) state->select_start = n;\n      if (state->select_end   > n) state->select_end = n;\n      // if clamping forced them to be equal, move the cursor to match\n      if (state->select_start == state->select_end)\n         state->cursor = state->select_start;\n   }\n   if (state->cursor > n) state->cursor = n;\n}\n\n// delete characters while updating undo\nstatic void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len)\n{\n   stb_text_makeundo_delete(str, state, where, len);\n   STB_TEXTEDIT_DELETECHARS(str, where, len);\n   state->has_preferred_x = 0;\n}\n\n// delete the section\nstatic void stb_textedit_delete_selection(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)\n{\n   stb_textedit_clamp(str, state);\n   if (STB_TEXT_HAS_SELECTION(state)) {\n      if (state->select_start < state->select_end) {\n         stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start);\n         state->select_end = state->cursor = state->select_start;\n      } else {\n         stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end);\n         state->select_start = state->cursor = state->select_end;\n      }\n      state->has_preferred_x = 0;\n   }\n}\n\n// canoncialize the selection so start <= end\nstatic void stb_textedit_sortselection(STB_TexteditState *state)\n{\n   if (state->select_end < state->select_start) {\n      int temp = state->select_end;\n      state->select_end = state->select_start;\n      state->select_start = temp;\n   }\n}\n\n// move cursor to first character of selection\nstatic void stb_textedit_move_to_first(STB_TexteditState *state)\n{\n   if (STB_TEXT_HAS_SELECTION(state)) {\n      stb_textedit_sortselection(state);\n      state->cursor = state->select_start;\n      state->select_end = state->select_start;\n      state->has_preferred_x = 0;\n   }\n}\n\n// move cursor to last character of selection\nstatic void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)\n{\n   if (STB_TEXT_HAS_SELECTION(state)) {\n      stb_textedit_sortselection(state);\n      stb_textedit_clamp(str, state);\n      state->cursor = state->select_end;\n      state->select_start = state->select_end;\n      state->has_preferred_x = 0;\n   }\n}\n\n#ifdef STB_TEXTEDIT_IS_SPACE\nstatic int is_word_boundary( STB_TEXTEDIT_STRING *str, int idx )\n{\n   return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1;\n}\n\n#ifndef STB_TEXTEDIT_MOVEWORDLEFT\nstatic int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c )\n{\n   --c; // always move at least one character\n   while( c >= 0 && !is_word_boundary( str, c ) )\n      --c;\n\n   if( c < 0 )\n      c = 0;\n\n   return c;\n}\n#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous\n#endif\n\n#ifndef STB_TEXTEDIT_MOVEWORDRIGHT\nstatic int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *str, int c )\n{\n   const int len = STB_TEXTEDIT_STRINGLEN(str);\n   ++c; // always move at least one character\n   while( c < len && !is_word_boundary( str, c ) )\n      ++c;\n\n   if( c > len )\n      c = len;\n\n   return c;\n}\n#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next\n#endif\n\n#endif\n\n// update selection and cursor to match each other\nstatic void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state)\n{\n   if (!STB_TEXT_HAS_SELECTION(state))\n      state->select_start = state->select_end = state->cursor;\n   else\n      state->cursor = state->select_end;\n}\n\n// API cut: delete selection\nstatic int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)\n{\n   if (STB_TEXT_HAS_SELECTION(state)) {\n      stb_textedit_delete_selection(str,state); // implicity clamps\n      state->has_preferred_x = 0;\n      return 1;\n   }\n   return 0;\n}\n\n// API paste: replace existing selection with passed-in text\nstatic int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *ctext, int len)\n{\n   STB_TEXTEDIT_CHARTYPE *text = (STB_TEXTEDIT_CHARTYPE *) ctext;\n   // if there's a selection, the paste should delete it\n   stb_textedit_clamp(str, state);\n   stb_textedit_delete_selection(str,state);\n   // try to insert the characters\n   if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) {\n      stb_text_makeundo_insert(state, state->cursor, len);\n      state->cursor += len;\n      state->has_preferred_x = 0;\n      return 1;\n   }\n   // remove the undo since we didn't actually insert the characters\n   if (state->undostate.undo_point)\n      --state->undostate.undo_point;\n   return 0;\n}\n\n// API key: process a keyboard input\nstatic void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int key)\n{\nretry:\n   switch (key) {\n      default: {\n         int c = STB_TEXTEDIT_KEYTOTEXT(key);\n         if (c > 0) {\n            STB_TEXTEDIT_CHARTYPE ch = (STB_TEXTEDIT_CHARTYPE) c;\n\n            // can't add newline in single-line mode\n            if (c == '\\n' && state->single_line)\n               break;\n\n            if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) {\n               stb_text_makeundo_replace(str, state, state->cursor, 1, 1);\n               STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1);\n               if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {\n                  ++state->cursor;\n                  state->has_preferred_x = 0;\n               }\n            } else {\n               stb_textedit_delete_selection(str,state); // implicity clamps\n               if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {\n                  stb_text_makeundo_insert(state, state->cursor, 1);\n                  ++state->cursor;\n                  state->has_preferred_x = 0;\n               }\n            }\n         }\n         break;\n      }\n\n#ifdef STB_TEXTEDIT_K_INSERT\n      case STB_TEXTEDIT_K_INSERT:\n         state->insert_mode = !state->insert_mode;\n         break;\n#endif\n         \n      case STB_TEXTEDIT_K_UNDO:\n         stb_text_undo(str, state);\n         state->has_preferred_x = 0;\n         break;\n\n      case STB_TEXTEDIT_K_REDO:\n         stb_text_redo(str, state);\n         state->has_preferred_x = 0;\n         break;\n\n      case STB_TEXTEDIT_K_LEFT:\n         // if currently there's a selection, move cursor to start of selection\n         if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_move_to_first(state);\n         else \n            if (state->cursor > 0)\n               --state->cursor;\n         state->has_preferred_x = 0;\n         break;\n\n      case STB_TEXTEDIT_K_RIGHT:\n         // if currently there's a selection, move cursor to end of selection\n         if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_move_to_last(str, state);\n         else\n            ++state->cursor;\n         stb_textedit_clamp(str, state);\n         state->has_preferred_x = 0;\n         break;\n\n      case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT:\n         stb_textedit_clamp(str, state);\n         stb_textedit_prep_selection_at_cursor(state);\n         // move selection left\n         if (state->select_end > 0)\n            --state->select_end;\n         state->cursor = state->select_end;\n         state->has_preferred_x = 0;\n         break;\n\n#ifdef STB_TEXTEDIT_MOVEWORDLEFT\n      case STB_TEXTEDIT_K_WORDLEFT:\n         if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_move_to_first(state);\n         else {\n            state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor);\n            stb_textedit_clamp( str, state );\n         }\n         break;\n\n      case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT:\n         if( !STB_TEXT_HAS_SELECTION( state ) )\n            stb_textedit_prep_selection_at_cursor(state);\n\n         state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor);\n         state->select_end = state->cursor;\n\n         stb_textedit_clamp( str, state );\n         break;\n#endif\n\n#ifdef STB_TEXTEDIT_MOVEWORDRIGHT\n      case STB_TEXTEDIT_K_WORDRIGHT:\n         if (STB_TEXT_HAS_SELECTION(state)) \n            stb_textedit_move_to_last(str, state);\n         else {\n            state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor);\n            stb_textedit_clamp( str, state );\n         }\n         break;\n\n      case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT:\n         if( !STB_TEXT_HAS_SELECTION( state ) )\n            stb_textedit_prep_selection_at_cursor(state);\n\n         state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor);\n         state->select_end = state->cursor;\n\n         stb_textedit_clamp( str, state );\n         break;\n#endif\n\n      case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT:\n         stb_textedit_prep_selection_at_cursor(state);\n         // move selection right\n         ++state->select_end;\n         stb_textedit_clamp(str, state);\n         state->cursor = state->select_end;\n         state->has_preferred_x = 0;\n         break;\n\n      case STB_TEXTEDIT_K_DOWN:\n      case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: {\n         StbFindState find;\n         StbTexteditRow row;\n         int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;\n\n         if (state->single_line) {\n            // on windows, up&down in single-line behave like left&right\n            key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT);\n            goto retry;\n         }\n\n         if (sel)\n            stb_textedit_prep_selection_at_cursor(state);\n         else if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_move_to_last(str,state);\n\n         // compute current position of cursor point\n         stb_textedit_clamp(str, state);\n         stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);\n\n         // now find character position down a row\n         if (find.length) {\n            float goal_x = state->has_preferred_x ? state->preferred_x : find.x;\n            float x;\n            int start = find.first_char + find.length;\n            state->cursor = start;\n            STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);\n            x = row.x0;\n            for (i=0; i < row.num_chars; ++i) {\n               float dx = STB_TEXTEDIT_GETWIDTH(str, start, i);\n               #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE\n               if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE)\n                  break;\n               #endif\n               x += dx;\n               if (x > goal_x)\n                  break;\n               ++state->cursor;\n            }\n            stb_textedit_clamp(str, state);\n\n            state->has_preferred_x = 1;\n            state->preferred_x = goal_x;\n\n            if (sel)\n               state->select_end = state->cursor;\n         }\n         break;\n      }\n         \n      case STB_TEXTEDIT_K_UP:\n      case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: {\n         StbFindState find;\n         StbTexteditRow row;\n         int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;\n\n         if (state->single_line) {\n            // on windows, up&down become left&right\n            key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT);\n            goto retry;\n         }\n\n         if (sel)\n            stb_textedit_prep_selection_at_cursor(state);\n         else if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_move_to_first(state);\n\n         // compute current position of cursor point\n         stb_textedit_clamp(str, state);\n         stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);\n\n         // can only go up if there's a previous row\n         if (find.prev_first != find.first_char) {\n            // now find character position up a row\n            float goal_x = state->has_preferred_x ? state->preferred_x : find.x;\n            float x;\n            state->cursor = find.prev_first;\n            STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);\n            x = row.x0;\n            for (i=0; i < row.num_chars; ++i) {\n               float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i);\n               #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE\n               if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE)\n                  break;\n               #endif\n               x += dx;\n               if (x > goal_x)\n                  break;\n               ++state->cursor;\n            }\n            stb_textedit_clamp(str, state);\n\n            state->has_preferred_x = 1;\n            state->preferred_x = goal_x;\n\n            if (sel)\n               state->select_end = state->cursor;\n         }\n         break;\n      }\n\n      case STB_TEXTEDIT_K_DELETE:\n      case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT:\n         if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_delete_selection(str, state);\n         else {\n            int n = STB_TEXTEDIT_STRINGLEN(str);\n            if (state->cursor < n)\n               stb_textedit_delete(str, state, state->cursor, 1);\n         }\n         state->has_preferred_x = 0;\n         break;\n\n      case STB_TEXTEDIT_K_BACKSPACE:\n      case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT:\n         if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_delete_selection(str, state);\n         else {\n            stb_textedit_clamp(str, state);\n            if (state->cursor > 0) {\n               stb_textedit_delete(str, state, state->cursor-1, 1);\n               --state->cursor;\n            }\n         }\n         state->has_preferred_x = 0;\n         break;\n         \n#ifdef STB_TEXTEDIT_K_TEXTSTART2\n      case STB_TEXTEDIT_K_TEXTSTART2:\n#endif\n      case STB_TEXTEDIT_K_TEXTSTART:\n         state->cursor = state->select_start = state->select_end = 0;\n         state->has_preferred_x = 0;\n         break;\n\n#ifdef STB_TEXTEDIT_K_TEXTEND2\n      case STB_TEXTEDIT_K_TEXTEND2:\n#endif\n      case STB_TEXTEDIT_K_TEXTEND:\n         state->cursor = STB_TEXTEDIT_STRINGLEN(str);\n         state->select_start = state->select_end = 0;\n         state->has_preferred_x = 0;\n         break;\n        \n#ifdef STB_TEXTEDIT_K_TEXTSTART2\n      case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT:\n#endif\n      case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT:\n         stb_textedit_prep_selection_at_cursor(state);\n         state->cursor = state->select_end = 0;\n         state->has_preferred_x = 0;\n         break;\n\n#ifdef STB_TEXTEDIT_K_TEXTEND2\n      case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT:\n#endif\n      case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT:\n         stb_textedit_prep_selection_at_cursor(state);\n         state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str);\n         state->has_preferred_x = 0;\n         break;\n\n\n#ifdef STB_TEXTEDIT_K_LINESTART2\n      case STB_TEXTEDIT_K_LINESTART2:\n#endif\n      case STB_TEXTEDIT_K_LINESTART:\n         stb_textedit_clamp(str, state);\n         stb_textedit_move_to_first(state);\n         if (state->single_line)\n            state->cursor = 0;\n         else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)\n            --state->cursor;\n         state->has_preferred_x = 0;\n         break;\n\n#ifdef STB_TEXTEDIT_K_LINEEND2\n      case STB_TEXTEDIT_K_LINEEND2:\n#endif\n      case STB_TEXTEDIT_K_LINEEND: {\n         int n = STB_TEXTEDIT_STRINGLEN(str);\n         stb_textedit_clamp(str, state);\n         stb_textedit_move_to_first(state);\n         if (state->single_line)\n             state->cursor = n;\n         else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)\n             ++state->cursor;\n         state->has_preferred_x = 0;\n         break;\n      }\n\n#ifdef STB_TEXTEDIT_K_LINESTART2\n      case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT:\n#endif\n      case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT:\n         stb_textedit_clamp(str, state);\n         stb_textedit_prep_selection_at_cursor(state);\n         if (state->single_line)\n            state->cursor = 0;\n         else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)\n            --state->cursor;\n         state->select_end = state->cursor;\n         state->has_preferred_x = 0;\n         break;\n\n#ifdef STB_TEXTEDIT_K_LINEEND2\n      case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT:\n#endif\n      case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: {\n         int n = STB_TEXTEDIT_STRINGLEN(str);\n         stb_textedit_clamp(str, state);\n         stb_textedit_prep_selection_at_cursor(state);\n         if (state->single_line)\n             state->cursor = n;\n         else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)\n            ++state->cursor;\n         state->select_end = state->cursor;\n         state->has_preferred_x = 0;\n         break;\n      }\n\n// @TODO:\n//    STB_TEXTEDIT_K_PGUP      - move cursor up a page\n//    STB_TEXTEDIT_K_PGDOWN    - move cursor down a page\n   }\n}\n\n/////////////////////////////////////////////////////////////////////////////\n//\n//      Undo processing\n//\n// @OPTIMIZE: the undo/redo buffer should be circular\n\nstatic void stb_textedit_flush_redo(StbUndoState *state)\n{\n   state->redo_point = STB_TEXTEDIT_UNDOSTATECOUNT;\n   state->redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT;\n}\n\n// discard the oldest entry in the undo list\nstatic void stb_textedit_discard_undo(StbUndoState *state)\n{\n   if (state->undo_point > 0) {\n      // if the 0th undo state has characters, clean those up\n      if (state->undo_rec[0].char_storage >= 0) {\n         int n = state->undo_rec[0].insert_length, i;\n         // delete n characters from all other records\n         state->undo_char_point = state->undo_char_point - (short) n;  // vsnet05\n         STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) ((size_t)state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE)));\n         for (i=0; i < state->undo_point; ++i)\n            if (state->undo_rec[i].char_storage >= 0)\n               state->undo_rec[i].char_storage = state->undo_rec[i].char_storage - (short) n; // vsnet05 // @OPTIMIZE: get rid of char_storage and infer it\n      }\n      --state->undo_point;\n      STB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) ((size_t)state->undo_point*sizeof(state->undo_rec[0])));\n   }\n}\n\n// discard the oldest entry in the redo list--it's bad if this\n// ever happens, but because undo & redo have to store the actual\n// characters in different cases, the redo character buffer can\n// fill up even though the undo buffer didn't\nstatic void stb_textedit_discard_redo(StbUndoState *state)\n{\n   int k = STB_TEXTEDIT_UNDOSTATECOUNT-1;\n\n   if (state->redo_point <= k) {\n      // if the k'th undo state has characters, clean those up\n      if (state->undo_rec[k].char_storage >= 0) {\n         int n = state->undo_rec[k].insert_length, i;\n         // delete n characters from all other records\n         state->redo_char_point = state->redo_char_point + (short) n; // vsnet05\n         STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((size_t)(STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE)));\n         for (i=state->redo_point; i < k; ++i)\n            if (state->undo_rec[i].char_storage >= 0)\n               state->undo_rec[i].char_storage = state->undo_rec[i].char_storage + (short) n; // vsnet05\n      }\n      STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point, state->undo_rec + state->redo_point-1, (size_t) ((size_t)(STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point)*sizeof(state->undo_rec[0])));\n      ++state->redo_point;\n   }\n}\n\nstatic StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars)\n{\n   // any time we create a new undo record, we discard redo\n   stb_textedit_flush_redo(state);\n\n   // if we have no free records, we have to make room, by sliding the\n   // existing records down\n   if (state->undo_point == STB_TEXTEDIT_UNDOSTATECOUNT)\n      stb_textedit_discard_undo(state);\n\n   // if the characters to store won't possibly fit in the buffer, we can't undo\n   if (numchars > STB_TEXTEDIT_UNDOCHARCOUNT) {\n      state->undo_point = 0;\n      state->undo_char_point = 0;\n      return NULL;\n   }\n\n   // if we don't have enough free characters in the buffer, we have to make room\n   while (state->undo_char_point + numchars > STB_TEXTEDIT_UNDOCHARCOUNT)\n      stb_textedit_discard_undo(state);\n\n   return &state->undo_rec[state->undo_point++];\n}\n\nstatic STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len)\n{\n   StbUndoRecord *r = stb_text_create_undo_record(state, insert_len);\n   if (r == NULL)\n      return NULL;\n\n   r->where = pos;\n   r->insert_length = (short) insert_len;\n   r->delete_length = (short) delete_len;\n\n   if (insert_len == 0) {\n      r->char_storage = -1;\n      return NULL;\n   } else {\n      r->char_storage = state->undo_char_point;\n      state->undo_char_point = state->undo_char_point + (short) insert_len;\n      return &state->undo_char[r->char_storage];\n   }\n}\n\nstatic void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)\n{\n   StbUndoState *s = &state->undostate;\n   StbUndoRecord u, *r;\n   if (s->undo_point == 0)\n      return;\n\n   // we need to do two things: apply the undo record, and create a redo record\n   u = s->undo_rec[s->undo_point-1];\n   r = &s->undo_rec[s->redo_point-1];\n   r->char_storage = -1;\n\n   r->insert_length = u.delete_length;\n   r->delete_length = u.insert_length;\n   r->where = u.where;\n\n   if (u.delete_length) {\n      // if the undo record says to delete characters, then the redo record will\n      // need to re-insert the characters that get deleted, so we need to store\n      // them.\n\n      // there are three cases:\n      //    there's enough room to store the characters\n      //    characters stored for *redoing* don't leave room for redo\n      //    characters stored for *undoing* don't leave room for redo\n      // if the last is true, we have to bail\n\n      if (s->undo_char_point + u.delete_length >= STB_TEXTEDIT_UNDOCHARCOUNT) {\n         // the undo records take up too much character space; there's no space to store the redo characters\n         r->insert_length = 0;\n      } else {\n         int i;\n\n         // there's definitely room to store the characters eventually\n         while (s->undo_char_point + u.delete_length > s->redo_char_point) {\n            // there's currently not enough room, so discard a redo record\n            stb_textedit_discard_redo(s);\n            // should never happen:\n            if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT)\n               return;\n         }\n         r = &s->undo_rec[s->redo_point-1];\n\n         r->char_storage = s->redo_char_point - u.delete_length;\n         s->redo_char_point = s->redo_char_point - (short) u.delete_length;\n\n         // now save the characters\n         for (i=0; i < u.delete_length; ++i)\n            s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i);\n      }\n\n      // now we can carry out the deletion\n      STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length);\n   }\n\n   // check type of recorded action:\n   if (u.insert_length) {\n      // easy case: was a deletion, so we need to insert n characters\n      STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length);\n      s->undo_char_point -= u.insert_length;\n   }\n\n   state->cursor = u.where + u.insert_length;\n\n   s->undo_point--;\n   s->redo_point--;\n}\n\nstatic void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)\n{\n   StbUndoState *s = &state->undostate;\n   StbUndoRecord *u, r;\n   if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT)\n      return;\n\n   // we need to do two things: apply the redo record, and create an undo record\n   u = &s->undo_rec[s->undo_point];\n   r = s->undo_rec[s->redo_point];\n\n   // we KNOW there must be room for the undo record, because the redo record\n   // was derived from an undo record\n\n   u->delete_length = r.insert_length;\n   u->insert_length = r.delete_length;\n   u->where = r.where;\n   u->char_storage = -1;\n\n   if (r.delete_length) {\n      // the redo record requires us to delete characters, so the undo record\n      // needs to store the characters\n\n      if (s->undo_char_point + u->insert_length > s->redo_char_point) {\n         u->insert_length = 0;\n         u->delete_length = 0;\n      } else {\n         int i;\n         u->char_storage = s->undo_char_point;\n         s->undo_char_point = s->undo_char_point + u->insert_length;\n\n         // now save the characters\n         for (i=0; i < u->insert_length; ++i)\n            s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i);\n      }\n\n      STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length);\n   }\n\n   if (r.insert_length) {\n      // easy case: need to insert n characters\n      STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length);\n      s->redo_char_point += r.insert_length;\n   }\n\n   state->cursor = r.where + r.insert_length;\n\n   s->undo_point++;\n   s->redo_point++;\n}\n\nstatic void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length)\n{\n   stb_text_createundo(&state->undostate, where, 0, length);\n}\n\nstatic void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length)\n{\n   int i;\n   STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0);\n   if (p) {\n      for (i=0; i < length; ++i)\n         p[i] = STB_TEXTEDIT_GETCHAR(str, where+i);\n   }\n}\n\nstatic void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length)\n{\n   int i;\n   STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length);\n   if (p) {\n      for (i=0; i < old_length; ++i)\n         p[i] = STB_TEXTEDIT_GETCHAR(str, where+i);\n   }\n}\n\n// reset the state to default\nstatic void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line)\n{\n   state->undostate.undo_point = 0;\n   state->undostate.undo_char_point = 0;\n   state->undostate.redo_point = STB_TEXTEDIT_UNDOSTATECOUNT;\n   state->undostate.redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT;\n   state->select_end = state->select_start = 0;\n   state->cursor = 0;\n   state->has_preferred_x = 0;\n   state->preferred_x = 0;\n   state->cursor_at_end_of_line = 0;\n   state->initialized = 1;\n   state->single_line = (unsigned char) is_single_line;\n   state->insert_mode = 0;\n}\n\n// API initialize\nstatic void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line)\n{\n   stb_textedit_clear_state(state, is_single_line);\n}\n#endif//STB_TEXTEDIT_IMPLEMENTATION\n"
  },
  {
    "path": "imgui/stb_truetype.h",
    "content": "// stb_truetype.h - v1.14 - public domain\n// authored from 2009-2016 by Sean Barrett / RAD Game Tools\n//\n//   This library processes TrueType files:\n//        parse files\n//        extract glyph metrics\n//        extract glyph shapes\n//        render glyphs to one-channel bitmaps with antialiasing (box filter)\n//\n//   Todo:\n//        non-MS cmaps\n//        crashproof on bad data\n//        hinting? (no longer patented)\n//        cleartype-style AA?\n//        optimize: use simple memory allocator for intermediates\n//        optimize: build edge-list directly from curves\n//        optimize: rasterize directly from curves?\n//\n// ADDITIONAL CONTRIBUTORS\n//\n//   Mikko Mononen: compound shape support, more cmap formats\n//   Tor Andersson: kerning, subpixel rendering\n//   Dougall Johnson: OpenType / Type 2 font handling\n//\n//   Misc other:\n//       Ryan Gordon\n//       Simon Glass\n//       github:IntellectualKitty\n//\n//   Bug/warning reports/fixes:\n//       \"Zer\" on mollyrocket (with fix)\n//       Cass Everitt\n//       stoiko (Haemimont Games)\n//       Brian Hook \n//       Walter van Niftrik\n//       David Gow\n//       David Given\n//       Ivan-Assen Ivanov\n//       Anthony Pesch\n//       Johan Duparc\n//       Hou Qiming\n//       Fabian \"ryg\" Giesen\n//       Martins Mozeiko\n//       Cap Petschulat\n//       Omar Cornut\n//       github:aloucks\n//       Peter LaValle\n//       Sergey Popov\n//       Giumo X. Clanjor\n//       Higor Euripedes\n//       Thomas Fields\n//       Derek Vinyard\n//\n// VERSION HISTORY\n//\n//   1.13 (2017-01-02) support OpenType fonts, certain Apple fonts, num-fonts-in-TTC function\n//   1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual\n//   1.11 (2016-04-02) fix unused-variable warning\n//   1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef\n//   1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly\n//   1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges\n//   1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints;\n//                     variant PackFontRanges to pack and render in separate phases;\n//                     fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?);\n//                     fixed an assert() bug in the new rasterizer\n//                     replace assert() with STBTT_assert() in new rasterizer\n//\n//   Full history can be found at the end of this file.\n//\n// LICENSE\n//\n//   This software is dual-licensed to the public domain and under the following\n//   license: you are granted a perpetual, irrevocable license to copy, modify,\n//   publish, and distribute this file as you see fit.\n//\n// USAGE\n//\n//   Include this file in whatever places neeed to refer to it. In ONE C/C++\n//   file, write:\n//      #define STB_TRUETYPE_IMPLEMENTATION\n//   before the #include of this file. This expands out the actual\n//   implementation into that C/C++ file.\n//\n//   To make the implementation private to the file that generates the implementation,\n//      #define STBTT_STATIC\n//\n//   Simple 3D API (don't ship this, but it's fine for tools and quick start)\n//           stbtt_BakeFontBitmap()               -- bake a font to a bitmap for use as texture\n//           stbtt_GetBakedQuad()                 -- compute quad to draw for a given char\n//\n//   Improved 3D API (more shippable):\n//           #include \"stb_rect_pack.h\"           -- optional, but you really want it\n//           stbtt_PackBegin()\n//           stbtt_PackSetOversample()            -- for improved quality on small fonts\n//           stbtt_PackFontRanges()               -- pack and renders\n//           stbtt_PackEnd()\n//           stbtt_GetPackedQuad()\n//\n//   \"Load\" a font file from a memory buffer (you have to keep the buffer loaded)\n//           stbtt_InitFont()\n//           stbtt_GetFontOffsetForIndex()        -- indexing for TTC font collections\n//           stbtt_GetNumberOfFonts()             -- number of fonts for TTC font collections\n//\n//   Render a unicode codepoint to a bitmap\n//           stbtt_GetCodepointBitmap()           -- allocates and returns a bitmap\n//           stbtt_MakeCodepointBitmap()          -- renders into bitmap you provide\n//           stbtt_GetCodepointBitmapBox()        -- how big the bitmap must be\n//\n//   Character advance/positioning\n//           stbtt_GetCodepointHMetrics()\n//           stbtt_GetFontVMetrics()\n//           stbtt_GetCodepointKernAdvance()\n//\n//   Starting with version 1.06, the rasterizer was replaced with a new,\n//   faster and generally-more-precise rasterizer. The new rasterizer more\n//   accurately measures pixel coverage for anti-aliasing, except in the case\n//   where multiple shapes overlap, in which case it overestimates the AA pixel\n//   coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If\n//   this turns out to be a problem, you can re-enable the old rasterizer with\n//        #define STBTT_RASTERIZER_VERSION 1\n//   which will incur about a 15% speed hit.\n//\n// ADDITIONAL DOCUMENTATION\n//\n//   Immediately after this block comment are a series of sample programs.\n//\n//   After the sample programs is the \"header file\" section. This section\n//   includes documentation for each API function.\n//\n//   Some important concepts to understand to use this library:\n//\n//      Codepoint\n//         Characters are defined by unicode codepoints, e.g. 65 is\n//         uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is\n//         the hiragana for \"ma\".\n//\n//      Glyph\n//         A visual character shape (every codepoint is rendered as\n//         some glyph)\n//\n//      Glyph index\n//         A font-specific integer ID representing a glyph\n//\n//      Baseline\n//         Glyph shapes are defined relative to a baseline, which is the\n//         bottom of uppercase characters. Characters extend both above\n//         and below the baseline.\n//\n//      Current Point\n//         As you draw text to the screen, you keep track of a \"current point\"\n//         which is the origin of each character. The current point's vertical\n//         position is the baseline. Even \"baked fonts\" use this model.\n//\n//      Vertical Font Metrics\n//         The vertical qualities of the font, used to vertically position\n//         and space the characters. See docs for stbtt_GetFontVMetrics.\n//\n//      Font Size in Pixels or Points\n//         The preferred interface for specifying font sizes in stb_truetype\n//         is to specify how tall the font's vertical extent should be in pixels.\n//         If that sounds good enough, skip the next paragraph.\n//\n//         Most font APIs instead use \"points\", which are a common typographic\n//         measurement for describing font size, defined as 72 points per inch.\n//         stb_truetype provides a point API for compatibility. However, true\n//         \"per inch\" conventions don't make much sense on computer displays\n//         since they different monitors have different number of pixels per\n//         inch. For example, Windows traditionally uses a convention that\n//         there are 96 pixels per inch, thus making 'inch' measurements have\n//         nothing to do with inches, and thus effectively defining a point to\n//         be 1.333 pixels. Additionally, the TrueType font data provides\n//         an explicit scale factor to scale a given font's glyphs to points,\n//         but the author has observed that this scale factor is often wrong\n//         for non-commercial fonts, thus making fonts scaled in points\n//         according to the TrueType spec incoherently sized in practice.\n//\n// ADVANCED USAGE\n//\n//   Quality:\n//\n//    - Use the functions with Subpixel at the end to allow your characters\n//      to have subpixel positioning. Since the font is anti-aliased, not\n//      hinted, this is very import for quality. (This is not possible with\n//      baked fonts.)\n//\n//    - Kerning is now supported, and if you're supporting subpixel rendering\n//      then kerning is worth using to give your text a polished look.\n//\n//   Performance:\n//\n//    - Convert Unicode codepoints to glyph indexes and operate on the glyphs;\n//      if you don't do this, stb_truetype is forced to do the conversion on\n//      every call.\n//\n//    - There are a lot of memory allocations. We should modify it to take\n//      a temp buffer and allocate from the temp buffer (without freeing),\n//      should help performance a lot.\n//\n// NOTES\n//\n//   The system uses the raw data found in the .ttf file without changing it\n//   and without building auxiliary data structures. This is a bit inefficient\n//   on little-endian systems (the data is big-endian), but assuming you're\n//   caching the bitmaps or glyph shapes this shouldn't be a big deal.\n//\n//   It appears to be very hard to programmatically determine what font a\n//   given file is in a general way. I provide an API for this, but I don't\n//   recommend it.\n//\n//\n// SOURCE STATISTICS (based on v0.6c, 2050 LOC)\n//\n//   Documentation & header file        520 LOC  \\___ 660 LOC documentation\n//   Sample code                        140 LOC  /\n//   Truetype parsing                   620 LOC  ---- 620 LOC TrueType\n//   Software rasterization             240 LOC  \\                           .\n//   Curve tesselation                  120 LOC   \\__ 550 LOC Bitmap creation\n//   Bitmap management                  100 LOC   /\n//   Baked bitmap interface              70 LOC  /\n//   Font name matching & access        150 LOC  ---- 150 \n//   C runtime library abstraction       60 LOC  ----  60\n//\n//\n// PERFORMANCE MEASUREMENTS FOR 1.06:\n//\n//                      32-bit     64-bit\n//   Previous release:  8.83 s     7.68 s\n//   Pool allocations:  7.72 s     6.34 s\n//   Inline sort     :  6.54 s     5.65 s\n//   New rasterizer  :  5.63 s     5.00 s\n\n//////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////\n////\n////  SAMPLE PROGRAMS\n////\n//\n//  Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless\n//\n#if 0\n#define STB_TRUETYPE_IMPLEMENTATION  // force following include to generate implementation\n#include \"stb_truetype.h\"\n\nunsigned char ttf_buffer[1<<20];\nunsigned char temp_bitmap[512*512];\n\nstbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs\nGLuint ftex;\n\nvoid my_stbtt_initfont(void)\n{\n   fread(ttf_buffer, 1, 1<<20, fopen(\"c:/windows/fonts/times.ttf\", \"rb\"));\n   stbtt_BakeFontBitmap(ttf_buffer,0, 32.0, temp_bitmap,512,512, 32,96, cdata); // no guarantee this fits!\n   // can free ttf_buffer at this point\n   glGenTextures(1, &ftex);\n   glBindTexture(GL_TEXTURE_2D, ftex);\n   glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 512,512, 0, GL_ALPHA, GL_UNSIGNED_BYTE, temp_bitmap);\n   // can free temp_bitmap at this point\n   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\n}\n\nvoid my_stbtt_print(float x, float y, char *text)\n{\n   // assume orthographic projection with units = screen pixels, origin at top left\n   glEnable(GL_TEXTURE_2D);\n   glBindTexture(GL_TEXTURE_2D, ftex);\n   glBegin(GL_QUADS);\n   while (*text) {\n      if (*text >= 32 && *text < 128) {\n         stbtt_aligned_quad q;\n         stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9\n         glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y0);\n         glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y0);\n         glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y1);\n         glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y1);\n      }\n      ++text;\n   }\n   glEnd();\n}\n#endif\n//\n//\n//////////////////////////////////////////////////////////////////////////////\n//\n// Complete program (this compiles): get a single bitmap, print as ASCII art\n//\n#if 0\n#include <stdio.h>\n#define STB_TRUETYPE_IMPLEMENTATION  // force following include to generate implementation\n#include \"stb_truetype.h\"\n\nchar ttf_buffer[1<<25];\n\nint main(int argc, char **argv)\n{\n   stbtt_fontinfo font;\n   unsigned char *bitmap;\n   int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20);\n\n   fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : \"c:/windows/fonts/arialbd.ttf\", \"rb\"));\n\n   stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0));\n   bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0);\n\n   for (j=0; j < h; ++j) {\n      for (i=0; i < w; ++i)\n         putchar(\" .:ioVM@\"[bitmap[j*w+i]>>5]);\n      putchar('\\n');\n   }\n   return 0;\n}\n#endif \n//\n// Output:\n//\n//     .ii.\n//    @@@@@@.\n//   V@Mio@@o\n//   :i.  V@V\n//     :oM@@M\n//   :@@@MM@M\n//   @@o  o@M\n//  :@@.  M@M\n//   @@@o@@@@\n//   :M@@V:@@.\n//  \n//////////////////////////////////////////////////////////////////////////////\n// \n// Complete program: print \"Hello World!\" banner, with bugs\n//\n#if 0\nchar buffer[24<<20];\nunsigned char screen[20][79];\n\nint main(int arg, char **argv)\n{\n   stbtt_fontinfo font;\n   int i,j,ascent,baseline,ch=0;\n   float scale, xpos=2; // leave a little padding in case the character extends left\n   char *text = \"Heljo World!\"; // intentionally misspelled to show 'lj' brokenness\n\n   fread(buffer, 1, 1000000, fopen(\"c:/windows/fonts/arialbd.ttf\", \"rb\"));\n   stbtt_InitFont(&font, buffer, 0);\n\n   scale = stbtt_ScaleForPixelHeight(&font, 15);\n   stbtt_GetFontVMetrics(&font, &ascent,0,0);\n   baseline = (int) (ascent*scale);\n\n   while (text[ch]) {\n      int advance,lsb,x0,y0,x1,y1;\n      float x_shift = xpos - (float) floor(xpos);\n      stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb);\n      stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1);\n      stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]);\n      // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong\n      // because this API is really for baking character bitmaps into textures. if you want to render\n      // a sequence of characters, you really need to render each bitmap to a temp buffer, then\n      // \"alpha blend\" that into the working buffer\n      xpos += (advance * scale);\n      if (text[ch+1])\n         xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]);\n      ++ch;\n   }\n\n   for (j=0; j < 20; ++j) {\n      for (i=0; i < 78; ++i)\n         putchar(\" .:ioVM@\"[screen[j][i]>>5]);\n      putchar('\\n');\n   }\n\n   return 0;\n}\n#endif\n\n\n//////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////\n////\n////   INTEGRATION WITH YOUR CODEBASE\n////\n////   The following sections allow you to supply alternate definitions\n////   of C library functions used by stb_truetype.\n\n#ifdef STB_TRUETYPE_IMPLEMENTATION\n   // #define your own (u)stbtt_int8/16/32 before including to override this\n   #ifndef stbtt_uint8\n   typedef unsigned char   stbtt_uint8;\n   typedef signed   char   stbtt_int8;\n   typedef unsigned short  stbtt_uint16;\n   typedef signed   short  stbtt_int16;\n   typedef unsigned int    stbtt_uint32;\n   typedef signed   int    stbtt_int32;\n   #endif\n\n   typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1];\n   typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1];\n\n   // #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h\n   #ifndef STBTT_ifloor\n   #include <math.h>\n   #define STBTT_ifloor(x)   ((int) floor(x))\n   #define STBTT_iceil(x)    ((int) ceil(x))\n   #endif\n\n   #ifndef STBTT_sqrt\n   #include <math.h>\n   #define STBTT_sqrt(x)      sqrt(x)\n   #endif\n\n   #ifndef STBTT_fabs\n   #include <math.h>\n   #define STBTT_fabs(x)      fabs(x)\n   #endif\n\n   // #define your own functions \"STBTT_malloc\" / \"STBTT_free\" to avoid malloc.h\n   #ifndef STBTT_malloc\n   #include <stdlib.h>\n   #define STBTT_malloc(x,u)  ((void)(u),malloc(x))\n   #define STBTT_free(x,u)    ((void)(u),free(x))\n   #endif\n\n   #ifndef STBTT_assert\n   #include <assert.h>\n   #define STBTT_assert(x)    assert(x)\n   #endif\n\n   #ifndef STBTT_strlen\n   #include <string.h>\n   #define STBTT_strlen(x)    strlen(x)\n   #endif\n\n   #ifndef STBTT_memcpy\n   #include <memory.h>\n   #define STBTT_memcpy       memcpy\n   #define STBTT_memset       memset\n   #endif\n#endif\n\n///////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////\n////\n////   INTERFACE\n////\n////\n\n#ifndef __STB_INCLUDE_STB_TRUETYPE_H__\n#define __STB_INCLUDE_STB_TRUETYPE_H__\n\n#ifdef STBTT_STATIC\n#define STBTT_DEF static\n#else\n#define STBTT_DEF extern\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n// private structure\ntypedef struct\n{\n   unsigned char *data;\n   int cursor;\n   int size;\n} stbtt__buf;\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// TEXTURE BAKING API\n//\n// If you use this API, you only have to call two functions ever.\n//\n\ntypedef struct\n{\n   unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap\n   float xoff,yoff,xadvance;\n} stbtt_bakedchar;\n\nSTBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset,  // font location (use offset=0 for plain .ttf)\n                                float pixel_height,                     // height of font in pixels\n                                unsigned char *pixels, int pw, int ph,  // bitmap to be filled in\n                                int first_char, int num_chars,          // characters to bake\n                                stbtt_bakedchar *chardata);             // you allocate this, it's num_chars long\n// if return is positive, the first unused row of the bitmap\n// if return is negative, returns the negative of the number of characters that fit\n// if return is 0, no characters fit and no rows were used\n// This uses a very crappy packing.\n\ntypedef struct\n{\n   float x0,y0,s0,t0; // top-left\n   float x1,y1,s1,t1; // bottom-right\n} stbtt_aligned_quad;\n\nSTBTT_DEF void stbtt_GetBakedQuad(stbtt_bakedchar *chardata, int pw, int ph,  // same data as above\n                               int char_index,             // character to display\n                               float *xpos, float *ypos,   // pointers to current position in screen pixel space\n                               stbtt_aligned_quad *q,      // output: quad to draw\n                               int opengl_fillrule);       // true if opengl fill rule; false if DX9 or earlier\n// Call GetBakedQuad with char_index = 'character - first_char', and it\n// creates the quad you need to draw and advances the current position.\n//\n// The coordinate system used assumes y increases downwards.\n//\n// Characters will extend both above and below the current position;\n// see discussion of \"BASELINE\" above.\n//\n// It's inefficient; you might want to c&p it and optimize it.\n\n\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// NEW TEXTURE BAKING API\n//\n// This provides options for packing multiple fonts into one atlas, not\n// perfectly but better than nothing.\n\ntypedef struct\n{\n   unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap\n   float xoff,yoff,xadvance;\n   float xoff2,yoff2;\n} stbtt_packedchar;\n\ntypedef struct stbtt_pack_context stbtt_pack_context;\ntypedef struct stbtt_fontinfo stbtt_fontinfo;\n#ifndef STB_RECT_PACK_VERSION\ntypedef struct stbrp_rect stbrp_rect;\n#endif\n\nSTBTT_DEF int  stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context);\n// Initializes a packing context stored in the passed-in stbtt_pack_context.\n// Future calls using this context will pack characters into the bitmap passed\n// in here: a 1-channel bitmap that is width * height. stride_in_bytes is\n// the distance from one row to the next (or 0 to mean they are packed tightly\n// together). \"padding\" is the amount of padding to leave between each\n// character (normally you want '1' for bitmaps you'll use as textures with\n// bilinear filtering).\n//\n// Returns 0 on failure, 1 on success.\n\nSTBTT_DEF void stbtt_PackEnd  (stbtt_pack_context *spc);\n// Cleans up the packing context and frees all memory.\n\n#define STBTT_POINT_SIZE(x)   (-(x))\n\nSTBTT_DEF int  stbtt_PackFontRange(stbtt_pack_context *spc, unsigned char *fontdata, int font_index, float font_size,\n                                int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range);\n// Creates character bitmaps from the font_index'th font found in fontdata (use\n// font_index=0 if you don't know what that is). It creates num_chars_in_range\n// bitmaps for characters with unicode values starting at first_unicode_char_in_range\n// and increasing. Data for how to render them is stored in chardata_for_range;\n// pass these to stbtt_GetPackedQuad to get back renderable quads.\n//\n// font_size is the full height of the character from ascender to descender,\n// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed\n// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE()\n// and pass that result as 'font_size':\n//       ...,                  20 , ... // font max minus min y is 20 pixels tall\n//       ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall\n\ntypedef struct\n{\n   float font_size;\n   int first_unicode_codepoint_in_range;  // if non-zero, then the chars are continuous, and this is the first codepoint\n   int *array_of_unicode_codepoints;       // if non-zero, then this is an array of unicode codepoints\n   int num_chars;\n   stbtt_packedchar *chardata_for_range; // output\n   unsigned char h_oversample, v_oversample; // don't set these, they're used internally\n} stbtt_pack_range;\n\nSTBTT_DEF int  stbtt_PackFontRanges(stbtt_pack_context *spc, unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges);\n// Creates character bitmaps from multiple ranges of characters stored in\n// ranges. This will usually create a better-packed bitmap than multiple\n// calls to stbtt_PackFontRange. Note that you can call this multiple\n// times within a single PackBegin/PackEnd.\n\nSTBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample);\n// Oversampling a font increases the quality by allowing higher-quality subpixel\n// positioning, and is especially valuable at smaller text sizes.\n//\n// This function sets the amount of oversampling for all following calls to\n// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given\n// pack context. The default (no oversampling) is achieved by h_oversample=1\n// and v_oversample=1. The total number of pixels required is\n// h_oversample*v_oversample larger than the default; for example, 2x2\n// oversampling requires 4x the storage of 1x1. For best results, render\n// oversampled textures with bilinear filtering. Look at the readme in\n// stb/tests/oversample for information about oversampled fonts\n//\n// To use with PackFontRangesGather etc., you must set it before calls\n// call to PackFontRangesGatherRects.\n\nSTBTT_DEF void stbtt_GetPackedQuad(stbtt_packedchar *chardata, int pw, int ph,  // same data as above\n                               int char_index,             // character to display\n                               float *xpos, float *ypos,   // pointers to current position in screen pixel space\n                               stbtt_aligned_quad *q,      // output: quad to draw\n                               int align_to_integer);\n\nSTBTT_DEF int  stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects);\nSTBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects);\nSTBTT_DEF int  stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects);\n// Calling these functions in sequence is roughly equivalent to calling\n// stbtt_PackFontRanges(). If you more control over the packing of multiple\n// fonts, or if you want to pack custom data into a font texture, take a look\n// at the source to of stbtt_PackFontRanges() and create a custom version \n// using these functions, e.g. call GatherRects multiple times,\n// building up a single array of rects, then call PackRects once,\n// then call RenderIntoRects repeatedly. This may result in a\n// better packing than calling PackFontRanges multiple times\n// (or it may not).\n\n// this is an opaque structure that you shouldn't mess with which holds\n// all the context needed from PackBegin to PackEnd.\nstruct stbtt_pack_context {\n   void *user_allocator_context;\n   void *pack_info;\n   int   width;\n   int   height;\n   int   stride_in_bytes;\n   int   padding;\n   unsigned int   h_oversample, v_oversample;\n   unsigned char *pixels;\n   void  *nodes;\n};\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// FONT LOADING\n//\n//\n\nSTBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data);\n// This function will determine the number of fonts in a font file.  TrueType\n// collection (.ttc) files may contain multiple fonts, while TrueType font\n// (.ttf) files only contain one font. The number of fonts can be used for\n// indexing with the previous function where the index is between zero and one\n// less than the total fonts. If an error occurs, -1 is returned.\n\nSTBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index);\n// Each .ttf/.ttc file may have more than one font. Each font has a sequential\n// index number starting from 0. Call this function to get the font offset for\n// a given index; it returns -1 if the index is out of range. A regular .ttf\n// file will only define one font and it always be at offset 0, so it will\n// return '0' for index 0, and -1 for all other indices.\n\n// The following structure is defined publically so you can declare one on\n// the stack or as a global or etc, but you should treat it as opaque.\nstruct stbtt_fontinfo\n{\n   void           * userdata;\n   unsigned char  * data;              // pointer to .ttf file\n   int              fontstart;         // offset of start of font\n\n   int numGlyphs;                     // number of glyphs, needed for range checking\n\n   int loca,head,glyf,hhea,hmtx,kern; // table locations as offset from start of .ttf\n   int index_map;                     // a cmap mapping for our chosen character encoding\n   int indexToLocFormat;              // format needed to map from glyph index to glyph\n\n   stbtt__buf cff;                    // cff font data\n   stbtt__buf charstrings;            // the charstring index\n   stbtt__buf gsubrs;                 // global charstring subroutines index\n   stbtt__buf subrs;                  // private charstring subroutines index\n   stbtt__buf fontdicts;              // array of font dicts\n   stbtt__buf fdselect;               // map from glyph to fontdict\n};\n\nSTBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset);\n// Given an offset into the file that defines a font, this function builds\n// the necessary cached info for the rest of the system. You must allocate\n// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't\n// need to do anything special to free it, because the contents are pure\n// value data with no additional data structures. Returns 0 on failure.\n\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// CHARACTER TO GLYPH-INDEX CONVERSIOn\n\nSTBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint);\n// If you're going to perform multiple operations on the same character\n// and you want a speed-up, call this function with the character you're\n// going to process, then use glyph-based functions instead of the\n// codepoint-based functions.\n\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// CHARACTER PROPERTIES\n//\n\nSTBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels);\n// computes a scale factor to produce a font whose \"height\" is 'pixels' tall.\n// Height is measured as the distance from the highest ascender to the lowest\n// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics\n// and computing:\n//       scale = pixels / (ascent - descent)\n// so if you prefer to measure height by the ascent only, use a similar calculation.\n\nSTBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels);\n// computes a scale factor to produce a font whose EM size is mapped to\n// 'pixels' tall. This is probably what traditional APIs compute, but\n// I'm not positive.\n\nSTBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap);\n// ascent is the coordinate above the baseline the font extends; descent\n// is the coordinate below the baseline the font extends (i.e. it is typically negative)\n// lineGap is the spacing between one row's descent and the next row's ascent...\n// so you should advance the vertical position by \"*ascent - *descent + *lineGap\"\n//   these are expressed in unscaled coordinates, so you must multiply by\n//   the scale factor for a given size\n\nSTBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1);\n// the bounding box around all possible characters\n\nSTBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing);\n// leftSideBearing is the offset from the current horizontal position to the left edge of the character\n// advanceWidth is the offset from the current horizontal position to the next horizontal position\n//   these are expressed in unscaled coordinates\n\nSTBTT_DEF int  stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2);\n// an additional amount to add to the 'advance' value between ch1 and ch2\n\nSTBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1);\n// Gets the bounding box of the visible part of the glyph, in unscaled coordinates\n\nSTBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing);\nSTBTT_DEF int  stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2);\nSTBTT_DEF int  stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1);\n// as above, but takes one or more glyph indices for greater efficiency\n\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// GLYPH SHAPES (you probably don't need these, but they have to go before\n// the bitmaps for C declaration-order reasons)\n//\n\n#ifndef STBTT_vmove // you can predefine these to use different values (but why?)\n   enum {\n      STBTT_vmove=1,\n      STBTT_vline,\n      STBTT_vcurve,\n      STBTT_vcubic\n   };\n#endif\n\n#ifndef stbtt_vertex // you can predefine this to use different values\n                   // (we share this with other code at RAD)\n   #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file\n   typedef struct\n   {\n      stbtt_vertex_type x,y,cx,cy,cx1,cy1;\n      unsigned char type,padding;\n   } stbtt_vertex;\n#endif\n\nSTBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index);\n// returns non-zero if nothing is drawn for this glyph\n\nSTBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices);\nSTBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices);\n// returns # of vertices and fills *vertices with the pointer to them\n//   these are expressed in \"unscaled\" coordinates\n//\n// The shape is a series of countours. Each one starts with\n// a STBTT_moveto, then consists of a series of mixed\n// STBTT_lineto and STBTT_curveto segments. A lineto\n// draws a line from previous endpoint to its x,y; a curveto\n// draws a quadratic bezier from previous endpoint to\n// its x,y, using cx,cy as the bezier control point.\n\nSTBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices);\n// frees the data allocated above\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// BITMAP RENDERING\n//\n\nSTBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata);\n// frees the bitmap allocated below\n\nSTBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff);\n// allocates a large-enough single-channel 8bpp bitmap and renders the\n// specified character/glyph at the specified scale into it, with\n// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque).\n// *width & *height are filled out with the width & height of the bitmap,\n// which is stored left-to-right, top-to-bottom.\n//\n// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap\n\nSTBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff);\n// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel\n// shift for the character\n\nSTBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint);\n// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap\n// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap\n// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the\n// width and height and positioning info for it first.\n\nSTBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint);\n// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel\n// shift for the character\n\nSTBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1);\n// get the bbox of the bitmap centered around the glyph origin; so the\n// bitmap width is ix1-ix0, height is iy1-iy0, and location to place\n// the bitmap top left is (leftSideBearing*scale,iy0).\n// (Note that the bitmap uses y-increases-down, but the shape uses\n// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.)\n\nSTBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1);\n// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel\n// shift for the character\n\n// the following functions are equivalent to the above functions, but operate\n// on glyph indices instead of Unicode codepoints (for efficiency)\nSTBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff);\nSTBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff);\nSTBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph);\nSTBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph);\nSTBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1);\nSTBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1);\n\n\n// @TODO: don't expose this structure\ntypedef struct\n{\n   int w,h,stride;\n   unsigned char *pixels;\n} stbtt__bitmap;\n\n// rasterize a shape with quadratic beziers into a bitmap\nSTBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result,        // 1-channel bitmap to draw into\n                               float flatness_in_pixels,     // allowable error of curve in pixels\n                               stbtt_vertex *vertices,       // array of vertices defining shape\n                               int num_verts,                // number of vertices in above array\n                               float scale_x, float scale_y, // scale applied to input vertices\n                               float shift_x, float shift_y, // translation applied to input vertices\n                               int x_off, int y_off,         // another translation applied to input\n                               int invert,                   // if non-zero, vertically flip shape\n                               void *userdata);              // context for to STBTT_MALLOC\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// Finding the right font...\n//\n// You should really just solve this offline, keep your own tables\n// of what font is what, and don't try to get it out of the .ttf file.\n// That's because getting it out of the .ttf file is really hard, because\n// the names in the file can appear in many possible encodings, in many\n// possible languages, and e.g. if you need a case-insensitive comparison,\n// the details of that depend on the encoding & language in a complex way\n// (actually underspecified in truetype, but also gigantic).\n//\n// But you can use the provided functions in two possible ways:\n//     stbtt_FindMatchingFont() will use *case-sensitive* comparisons on\n//             unicode-encoded names to try to find the font you want;\n//             you can run this before calling stbtt_InitFont()\n//\n//     stbtt_GetFontNameString() lets you get any of the various strings\n//             from the file yourself and do your own comparisons on them.\n//             You have to have called stbtt_InitFont() first.\n\n\nSTBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags);\n// returns the offset (not index) of the font that matches, or -1 if none\n//   if you use STBTT_MACSTYLE_DONTCARE, use a font name like \"Arial Bold\".\n//   if you use any other flag, use a font name like \"Arial\"; this checks\n//     the 'macStyle' header field; i don't know if fonts set this consistently\n#define STBTT_MACSTYLE_DONTCARE     0\n#define STBTT_MACSTYLE_BOLD         1\n#define STBTT_MACSTYLE_ITALIC       2\n#define STBTT_MACSTYLE_UNDERSCORE   4\n#define STBTT_MACSTYLE_NONE         8   // <= not same as 0, this makes us check the bitfield is 0\n\nSTBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2);\n// returns 1/0 whether the first string interpreted as utf8 is identical to\n// the second string interpreted as big-endian utf16... useful for strings from next func\n\nSTBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID);\n// returns the string (which may be big-endian double byte, e.g. for unicode)\n// and puts the length in bytes in *length.\n//\n// some of the values for the IDs are below; for more see the truetype spec:\n//     http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html\n//     http://www.microsoft.com/typography/otspec/name.htm\n\nenum { // platformID\n   STBTT_PLATFORM_ID_UNICODE   =0,\n   STBTT_PLATFORM_ID_MAC       =1,\n   STBTT_PLATFORM_ID_ISO       =2,\n   STBTT_PLATFORM_ID_MICROSOFT =3\n};\n\nenum { // encodingID for STBTT_PLATFORM_ID_UNICODE\n   STBTT_UNICODE_EID_UNICODE_1_0    =0,\n   STBTT_UNICODE_EID_UNICODE_1_1    =1,\n   STBTT_UNICODE_EID_ISO_10646      =2,\n   STBTT_UNICODE_EID_UNICODE_2_0_BMP=3,\n   STBTT_UNICODE_EID_UNICODE_2_0_FULL=4\n};\n\nenum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT\n   STBTT_MS_EID_SYMBOL        =0,\n   STBTT_MS_EID_UNICODE_BMP   =1,\n   STBTT_MS_EID_SHIFTJIS      =2,\n   STBTT_MS_EID_UNICODE_FULL  =10\n};\n\nenum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes\n   STBTT_MAC_EID_ROMAN        =0,   STBTT_MAC_EID_ARABIC       =4,\n   STBTT_MAC_EID_JAPANESE     =1,   STBTT_MAC_EID_HEBREW       =5,\n   STBTT_MAC_EID_CHINESE_TRAD =2,   STBTT_MAC_EID_GREEK        =6,\n   STBTT_MAC_EID_KOREAN       =3,   STBTT_MAC_EID_RUSSIAN      =7\n};\n\nenum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID...\n       // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs\n   STBTT_MS_LANG_ENGLISH     =0x0409,   STBTT_MS_LANG_ITALIAN     =0x0410,\n   STBTT_MS_LANG_CHINESE     =0x0804,   STBTT_MS_LANG_JAPANESE    =0x0411,\n   STBTT_MS_LANG_DUTCH       =0x0413,   STBTT_MS_LANG_KOREAN      =0x0412,\n   STBTT_MS_LANG_FRENCH      =0x040c,   STBTT_MS_LANG_RUSSIAN     =0x0419,\n   STBTT_MS_LANG_GERMAN      =0x0407,   STBTT_MS_LANG_SPANISH     =0x0409,\n   STBTT_MS_LANG_HEBREW      =0x040d,   STBTT_MS_LANG_SWEDISH     =0x041D\n};\n\nenum { // languageID for STBTT_PLATFORM_ID_MAC\n   STBTT_MAC_LANG_ENGLISH      =0 ,   STBTT_MAC_LANG_JAPANESE     =11,\n   STBTT_MAC_LANG_ARABIC       =12,   STBTT_MAC_LANG_KOREAN       =23,\n   STBTT_MAC_LANG_DUTCH        =4 ,   STBTT_MAC_LANG_RUSSIAN      =32,\n   STBTT_MAC_LANG_FRENCH       =1 ,   STBTT_MAC_LANG_SPANISH      =6 ,\n   STBTT_MAC_LANG_GERMAN       =2 ,   STBTT_MAC_LANG_SWEDISH      =5 ,\n   STBTT_MAC_LANG_HEBREW       =10,   STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33,\n   STBTT_MAC_LANG_ITALIAN      =3 ,   STBTT_MAC_LANG_CHINESE_TRAD =19\n};\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif // __STB_INCLUDE_STB_TRUETYPE_H__\n\n///////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////\n////\n////   IMPLEMENTATION\n////\n////\n\n#ifdef STB_TRUETYPE_IMPLEMENTATION\n\n#ifndef STBTT_MAX_OVERSAMPLE\n#define STBTT_MAX_OVERSAMPLE   8\n#endif\n\n#if STBTT_MAX_OVERSAMPLE > 255\n#error \"STBTT_MAX_OVERSAMPLE cannot be > 255\"\n#endif\n\ntypedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1];\n\n#ifndef STBTT_RASTERIZER_VERSION\n#define STBTT_RASTERIZER_VERSION 2\n#endif\n\n#ifdef _MSC_VER\n#define STBTT__NOTUSED(v)  (void)(v)\n#else\n#define STBTT__NOTUSED(v)  (void)sizeof(v)\n#endif\n\n//////////////////////////////////////////////////////////////////////////\n//\n// stbtt__buf helpers to parse data from file\n//\n\nstatic stbtt_uint8 stbtt__buf_get8(stbtt__buf *b)\n{\n   if (b->cursor >= b->size)\n      return 0;\n   return b->data[b->cursor++];\n}\n\nstatic stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b)\n{\n   if (b->cursor >= b->size)\n      return 0;\n   return b->data[b->cursor];\n}\n\nstatic void stbtt__buf_seek(stbtt__buf *b, int o)\n{\n   STBTT_assert(!(o > b->size || o < 0));\n   b->cursor = (o > b->size || o < 0) ? b->size : o;\n}\n\nstatic void stbtt__buf_skip(stbtt__buf *b, int o)\n{\n   stbtt__buf_seek(b, b->cursor + o);\n}\n\nstatic stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n)\n{\n   stbtt_uint32 v = 0;\n   int i;\n   STBTT_assert(n >= 1 && n <= 4);\n   for (i = 0; i < n; i++)\n      v = (v << 8) | stbtt__buf_get8(b);\n   return v;\n}\n\nstatic stbtt__buf stbtt__new_buf(const void *p, size_t size)\n{\n   stbtt__buf r;\n   STBTT_assert(size < 0x40000000);\n   r.data = (stbtt_uint8*) p;\n   r.size = (int) size;\n   r.cursor = 0;\n   return r;\n}\n\n#define stbtt__buf_get16(b)  stbtt__buf_get((b), 2)\n#define stbtt__buf_get32(b)  stbtt__buf_get((b), 4)\n\nstatic stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s)\n{\n   stbtt__buf r = stbtt__new_buf(NULL, 0);\n   if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r;\n   r.data = b->data + o;\n   r.size = s;\n   return r;\n}\n\nstatic stbtt__buf stbtt__cff_get_index(stbtt__buf *b)\n{\n   int count, start, offsize;\n   start = b->cursor;\n   count = stbtt__buf_get16(b);\n   if (count) {\n      offsize = stbtt__buf_get8(b);\n      STBTT_assert(offsize >= 1 && offsize <= 4);\n      stbtt__buf_skip(b, offsize * count);\n      stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1);\n   }\n   return stbtt__buf_range(b, start, b->cursor - start);\n}\n\nstatic stbtt_uint32 stbtt__cff_int(stbtt__buf *b)\n{\n   int b0 = stbtt__buf_get8(b);\n   if (b0 >= 32 && b0 <= 246)       return b0 - 139;\n   else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108;\n   else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108;\n   else if (b0 == 28)               return stbtt__buf_get16(b);\n   else if (b0 == 29)               return stbtt__buf_get32(b);\n   STBTT_assert(0);\n   return 0;\n}\n\nstatic void stbtt__cff_skip_operand(stbtt__buf *b) {\n   int v, b0 = stbtt__buf_peek8(b);\n   STBTT_assert(b0 >= 28);\n   if (b0 == 30) {\n      stbtt__buf_skip(b, 1);\n      while (b->cursor < b->size) {\n         v = stbtt__buf_get8(b);\n         if ((v & 0xF) == 0xF || (v >> 4) == 0xF)\n            break;\n      }\n   } else {\n      stbtt__cff_int(b);\n   }\n}\n\nstatic stbtt__buf stbtt__dict_get(stbtt__buf *b, int key)\n{\n   stbtt__buf_seek(b, 0);\n   while (b->cursor < b->size) {\n      int start = b->cursor, end, op;\n      while (stbtt__buf_peek8(b) >= 28)\n         stbtt__cff_skip_operand(b);\n      end = b->cursor;\n      op = stbtt__buf_get8(b);\n      if (op == 12)  op = stbtt__buf_get8(b) | 0x100;\n      if (op == key) return stbtt__buf_range(b, start, end-start);\n   }\n   return stbtt__buf_range(b, 0, 0);\n}\n\nstatic void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out)\n{\n   int i;\n   stbtt__buf operands = stbtt__dict_get(b, key);\n   for (i = 0; i < outcount && operands.cursor < operands.size; i++)\n      out[i] = stbtt__cff_int(&operands);\n}\n\nstatic int stbtt__cff_index_count(stbtt__buf *b)\n{\n   stbtt__buf_seek(b, 0);\n   return stbtt__buf_get16(b);\n}\n\nstatic stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i)\n{\n   int count, offsize, start, end;\n   stbtt__buf_seek(&b, 0);\n   count = stbtt__buf_get16(&b);\n   offsize = stbtt__buf_get8(&b);\n   STBTT_assert(i >= 0 && i < count);\n   STBTT_assert(offsize >= 1 && offsize <= 4);\n   stbtt__buf_skip(&b, i*offsize);\n   start = stbtt__buf_get(&b, offsize);\n   end = stbtt__buf_get(&b, offsize);\n   return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start);\n}\n\n//////////////////////////////////////////////////////////////////////////\n//\n// accessors to parse data from file\n//\n\n// on platforms that don't allow misaligned reads, if we want to allow\n// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE\n\n#define ttBYTE(p)     (* (stbtt_uint8 *) (p))\n#define ttCHAR(p)     (* (stbtt_int8 *) (p))\n#define ttFixed(p)    ttLONG(p)\n\nstatic stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; }\nstatic stbtt_int16 ttSHORT(stbtt_uint8 *p)   { return p[0]*256 + p[1]; }\nstatic stbtt_uint32 ttULONG(stbtt_uint8 *p)  { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; }\nstatic stbtt_int32 ttLONG(stbtt_uint8 *p)    { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; }\n\n#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3))\n#define stbtt_tag(p,str)           stbtt_tag4(p,str[0],str[1],str[2],str[3])\n\nstatic int stbtt__isfont(stbtt_uint8 *font)\n{\n   // check the version number\n   if (stbtt_tag4(font, '1',0,0,0))  return 1; // TrueType 1\n   if (stbtt_tag(font, \"typ1\"))   return 1; // TrueType with type 1 font -- we don't support this!\n   if (stbtt_tag(font, \"OTTO\"))   return 1; // OpenType with CFF\n   if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0\n   if (stbtt_tag(font, \"true\"))   return 1; // Apple specification for TrueType fonts\n   return 0;\n}\n\n// @OPTIMIZE: binary search\nstatic stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag)\n{\n   stbtt_int32 num_tables = ttUSHORT(data+fontstart+4);\n   stbtt_uint32 tabledir = fontstart + 12;\n   stbtt_int32 i;\n   for (i=0; i < num_tables; ++i) {\n      stbtt_uint32 loc = tabledir + 16*i;\n      if (stbtt_tag(data+loc+0, tag))\n         return ttULONG(data+loc+8);\n   }\n   return 0;\n}\n\nstatic int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index)\n{\n   // if it's just a font, there's only one valid index\n   if (stbtt__isfont(font_collection))\n      return index == 0 ? 0 : -1;\n\n   // check if it's a TTC\n   if (stbtt_tag(font_collection, \"ttcf\")) {\n      // version 1?\n      if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) {\n         stbtt_int32 n = ttLONG(font_collection+8);\n         if (index >= n)\n            return -1;\n         return ttULONG(font_collection+12+index*4);\n      }\n   }\n   return -1;\n}\n\nstatic int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection)\n{\n   // if it's just a font, there's only one valid font\n   if (stbtt__isfont(font_collection))\n      return 1;\n\n   // check if it's a TTC\n   if (stbtt_tag(font_collection, \"ttcf\")) {\n      // version 1?\n      if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) {\n         return ttLONG(font_collection+8);\n      }\n   }\n   return 0;\n}\n\nstatic stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict)\n{\n   stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 };\n   stbtt__buf pdict;\n   stbtt__dict_get_ints(&fontdict, 18, 2, private_loc);\n   if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0);\n   pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]);\n   stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff);\n   if (!subrsoff) return stbtt__new_buf(NULL, 0);\n   stbtt__buf_seek(&cff, private_loc[1]+subrsoff);\n   return stbtt__cff_get_index(&cff);\n}\n\nstatic int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart)\n{\n   stbtt_uint32 cmap, t;\n   stbtt_int32 i,numTables;\n\n   info->data = data;\n   info->fontstart = fontstart;\n   info->cff = stbtt__new_buf(NULL, 0);\n\n   cmap = stbtt__find_table(data, fontstart, \"cmap\");       // required\n   info->loca = stbtt__find_table(data, fontstart, \"loca\"); // required\n   info->head = stbtt__find_table(data, fontstart, \"head\"); // required\n   info->glyf = stbtt__find_table(data, fontstart, \"glyf\"); // required\n   info->hhea = stbtt__find_table(data, fontstart, \"hhea\"); // required\n   info->hmtx = stbtt__find_table(data, fontstart, \"hmtx\"); // required\n   info->kern = stbtt__find_table(data, fontstart, \"kern\"); // not required\n\n   if (!cmap || !info->head || !info->hhea || !info->hmtx)\n      return 0;\n   if (info->glyf) {\n      // required for truetype\n      if (!info->loca) return 0;\n   } else {\n      // initialization for CFF / Type2 fonts (OTF)\n      stbtt__buf b, topdict, topdictidx;\n      stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0;\n      stbtt_uint32 cff;\n\n      cff = stbtt__find_table(data, fontstart, \"CFF \");\n      if (!cff) return 0;\n\n      info->fontdicts = stbtt__new_buf(NULL, 0);\n      info->fdselect = stbtt__new_buf(NULL, 0);\n\n      // @TODO this should use size from table (not 512MB)\n      info->cff = stbtt__new_buf(data+cff, 512*1024*1024);\n      b = info->cff;\n\n      // read the header\n      stbtt__buf_skip(&b, 2);\n      stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize\n\n      // @TODO the name INDEX could list multiple fonts,\n      // but we just use the first one.\n      stbtt__cff_get_index(&b);  // name INDEX\n      topdictidx = stbtt__cff_get_index(&b);\n      topdict = stbtt__cff_index_get(topdictidx, 0);\n      stbtt__cff_get_index(&b);  // string INDEX\n      info->gsubrs = stbtt__cff_get_index(&b);\n\n      stbtt__dict_get_ints(&topdict, 17, 1, &charstrings);\n      stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype);\n      stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff);\n      stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff);\n      info->subrs = stbtt__get_subrs(b, topdict);\n\n      // we only support Type 2 charstrings\n      if (cstype != 2) return 0;\n      if (charstrings == 0) return 0;\n\n      if (fdarrayoff) {\n         // looks like a CID font\n         if (!fdselectoff) return 0;\n         stbtt__buf_seek(&b, fdarrayoff);\n         info->fontdicts = stbtt__cff_get_index(&b);\n         info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff);\n      }\n\n      stbtt__buf_seek(&b, charstrings);\n      info->charstrings = stbtt__cff_get_index(&b);\n   }\n\n   t = stbtt__find_table(data, fontstart, \"maxp\");\n   if (t)\n      info->numGlyphs = ttUSHORT(data+t+4);\n   else\n      info->numGlyphs = 0xffff;\n\n   // find a cmap encoding table we understand *now* to avoid searching\n   // later. (todo: could make this installable)\n   // the same regardless of glyph.\n   numTables = ttUSHORT(data + cmap + 2);\n   info->index_map = 0;\n   for (i=0; i < numTables; ++i) {\n      stbtt_uint32 encoding_record = cmap + 4 + 8 * i;\n      // find an encoding we understand:\n      switch(ttUSHORT(data+encoding_record)) {\n         case STBTT_PLATFORM_ID_MICROSOFT:\n            switch (ttUSHORT(data+encoding_record+2)) {\n               case STBTT_MS_EID_UNICODE_BMP:\n               case STBTT_MS_EID_UNICODE_FULL:\n                  // MS/Unicode\n                  info->index_map = cmap + ttULONG(data+encoding_record+4);\n                  break;\n            }\n            break;\n        case STBTT_PLATFORM_ID_UNICODE:\n            // Mac/iOS has these\n            // all the encodingIDs are unicode, so we don't bother to check it\n            info->index_map = cmap + ttULONG(data+encoding_record+4);\n            break;\n      }\n   }\n   if (info->index_map == 0)\n      return 0;\n\n   info->indexToLocFormat = ttUSHORT(data+info->head + 50);\n   return 1;\n}\n\nSTBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint)\n{\n   stbtt_uint8 *data = info->data;\n   stbtt_uint32 index_map = info->index_map;\n\n   stbtt_uint16 format = ttUSHORT(data + index_map + 0);\n   if (format == 0) { // apple byte encoding\n      stbtt_int32 bytes = ttUSHORT(data + index_map + 2);\n      if (unicode_codepoint < bytes-6)\n         return ttBYTE(data + index_map + 6 + unicode_codepoint);\n      return 0;\n   } else if (format == 6) {\n      stbtt_uint32 first = ttUSHORT(data + index_map + 6);\n      stbtt_uint32 count = ttUSHORT(data + index_map + 8);\n      if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count)\n         return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2);\n      return 0;\n   } else if (format == 2) {\n      STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean\n      return 0;\n   } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges\n      stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1;\n      stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1;\n      stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10);\n      stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1;\n\n      // do a binary search of the segments\n      stbtt_uint32 endCount = index_map + 14;\n      stbtt_uint32 search = endCount;\n\n      if (unicode_codepoint > 0xffff)\n         return 0;\n\n      // they lie from endCount .. endCount + segCount\n      // but searchRange is the nearest power of two, so...\n      if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2))\n         search += rangeShift*2;\n\n      // now decrement to bias correctly to find smallest\n      search -= 2;\n      while (entrySelector) {\n         stbtt_uint16 end;\n         searchRange >>= 1;\n         end = ttUSHORT(data + search + searchRange*2);\n         if (unicode_codepoint > end)\n            search += searchRange*2;\n         --entrySelector;\n      }\n      search += 2;\n\n      {\n         stbtt_uint16 offset, start;\n         stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1);\n\n         STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2*item));\n         start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item);\n         if (unicode_codepoint < start)\n            return 0;\n\n         offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item);\n         if (offset == 0)\n            return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item));\n\n         return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item);\n      }\n   } else if (format == 12 || format == 13) {\n      stbtt_uint32 ngroups = ttULONG(data+index_map+12);\n      stbtt_int32 low,high;\n      low = 0; high = (stbtt_int32)ngroups;\n      // Binary search the right group.\n      while (low < high) {\n         stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high\n         stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12);\n         stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4);\n         if ((stbtt_uint32) unicode_codepoint < start_char)\n            high = mid;\n         else if ((stbtt_uint32) unicode_codepoint > end_char)\n            low = mid+1;\n         else {\n            stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8);\n            if (format == 12)\n               return start_glyph + unicode_codepoint-start_char;\n            else // format == 13\n               return start_glyph;\n         }\n      }\n      return 0; // not found\n   }\n   // @TODO\n   STBTT_assert(0);\n   return 0;\n}\n\nSTBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices)\n{\n   return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices);\n}\n\nstatic void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy)\n{\n   v->type = type;\n   v->x = (stbtt_int16) x;\n   v->y = (stbtt_int16) y;\n   v->cx = (stbtt_int16) cx;\n   v->cy = (stbtt_int16) cy;\n}\n\nstatic int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index)\n{\n   int g1,g2;\n\n   STBTT_assert(!info->cff.size);\n\n   if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range\n   if (info->indexToLocFormat >= 2)    return -1; // unknown index->glyph map format\n\n   if (info->indexToLocFormat == 0) {\n      g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2;\n      g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2;\n   } else {\n      g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4);\n      g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4);\n   }\n\n   return g1==g2 ? -1 : g1; // if length is 0, return -1\n}\n\nstatic int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1);\n\nSTBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1)\n{\n   if (info->cff.size) {\n      stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1);\n   } else {\n      int g = stbtt__GetGlyfOffset(info, glyph_index);\n      if (g < 0) return 0;\n\n      if (x0) *x0 = ttSHORT(info->data + g + 2);\n      if (y0) *y0 = ttSHORT(info->data + g + 4);\n      if (x1) *x1 = ttSHORT(info->data + g + 6);\n      if (y1) *y1 = ttSHORT(info->data + g + 8);\n   }\n   return 1;\n}\n\nSTBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1)\n{\n   return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1);\n}\n\nSTBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index)\n{\n   stbtt_int16 numberOfContours;\n   int g;\n   if (info->cff.size)\n      return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0;\n   g = stbtt__GetGlyfOffset(info, glyph_index);\n   if (g < 0) return 1;\n   numberOfContours = ttSHORT(info->data + g);\n   return numberOfContours == 0;\n}\n\nstatic int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off,\n    stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy)\n{\n   if (start_off) {\n      if (was_off)\n         stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy);\n      stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy);\n   } else {\n      if (was_off)\n         stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy);\n      else\n         stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0);\n   }\n   return num_vertices;\n}\n\nstatic int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)\n{\n   stbtt_int16 numberOfContours;\n   stbtt_uint8 *endPtsOfContours;\n   stbtt_uint8 *data = info->data;\n   stbtt_vertex *vertices=0;\n   int num_vertices=0;\n   int g = stbtt__GetGlyfOffset(info, glyph_index);\n\n   *pvertices = NULL;\n\n   if (g < 0) return 0;\n\n   numberOfContours = ttSHORT(data + g);\n\n   if (numberOfContours > 0) {\n      stbtt_uint8 flags=0,flagcount;\n      stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0;\n      stbtt_int32 x,y,cx,cy,sx,sy, scx,scy;\n      stbtt_uint8 *points;\n      endPtsOfContours = (data + g + 10);\n      ins = ttUSHORT(data + g + 10 + numberOfContours * 2);\n      points = data + g + 10 + numberOfContours * 2 + 2 + ins;\n\n      n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2);\n\n      m = n + 2*numberOfContours;  // a loose bound on how many vertices we might need\n      vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata);\n      if (vertices == 0)\n         return 0;\n\n      next_move = 0;\n      flagcount=0;\n\n      // in first pass, we load uninterpreted data into the allocated array\n      // above, shifted to the end of the array so we won't overwrite it when\n      // we create our final data starting from the front\n\n      off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated\n\n      // first load flags\n\n      for (i=0; i < n; ++i) {\n         if (flagcount == 0) {\n            flags = *points++;\n            if (flags & 8)\n               flagcount = *points++;\n         } else\n            --flagcount;\n         vertices[off+i].type = flags;\n      }\n\n      // now load x coordinates\n      x=0;\n      for (i=0; i < n; ++i) {\n         flags = vertices[off+i].type;\n         if (flags & 2) {\n            stbtt_int16 dx = *points++;\n            x += (flags & 16) ? dx : -dx; // ???\n         } else {\n            if (!(flags & 16)) {\n               x = x + (stbtt_int16) (points[0]*256 + points[1]);\n               points += 2;\n            }\n         }\n         vertices[off+i].x = (stbtt_int16) x;\n      }\n\n      // now load y coordinates\n      y=0;\n      for (i=0; i < n; ++i) {\n         flags = vertices[off+i].type;\n         if (flags & 4) {\n            stbtt_int16 dy = *points++;\n            y += (flags & 32) ? dy : -dy; // ???\n         } else {\n            if (!(flags & 32)) {\n               y = y + (stbtt_int16) (points[0]*256 + points[1]);\n               points += 2;\n            }\n         }\n         vertices[off+i].y = (stbtt_int16) y;\n      }\n\n      // now convert them to our format\n      num_vertices=0;\n      sx = sy = cx = cy = scx = scy = 0;\n      for (i=0; i < n; ++i) {\n         flags = vertices[off+i].type;\n         x     = (stbtt_int16) vertices[off+i].x;\n         y     = (stbtt_int16) vertices[off+i].y;\n\n         if (next_move == i) {\n            if (i != 0)\n               num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy);\n\n            // now start the new one               \n            start_off = !(flags & 1);\n            if (start_off) {\n               // if we start off with an off-curve point, then when we need to find a point on the curve\n               // where we can start, and we need to save some state for when we wraparound.\n               scx = x;\n               scy = y;\n               if (!(vertices[off+i+1].type & 1)) {\n                  // next point is also a curve point, so interpolate an on-point curve\n                  sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1;\n                  sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1;\n               } else {\n                  // otherwise just use the next point as our start point\n                  sx = (stbtt_int32) vertices[off+i+1].x;\n                  sy = (stbtt_int32) vertices[off+i+1].y;\n                  ++i; // we're using point i+1 as the starting point, so skip it\n               }\n            } else {\n               sx = x;\n               sy = y;\n            }\n            stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0);\n            was_off = 0;\n            next_move = 1 + ttUSHORT(endPtsOfContours+j*2);\n            ++j;\n         } else {\n            if (!(flags & 1)) { // if it's a curve\n               if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint\n                  stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy);\n               cx = x;\n               cy = y;\n               was_off = 1;\n            } else {\n               if (was_off)\n                  stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy);\n               else\n                  stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0);\n               was_off = 0;\n            }\n         }\n      }\n      num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy);\n   } else if (numberOfContours == -1) {\n      // Compound shapes.\n      int more = 1;\n      stbtt_uint8 *comp = data + g + 10;\n      num_vertices = 0;\n      vertices = 0;\n      while (more) {\n         stbtt_uint16 flags, gidx;\n         int comp_num_verts = 0, i;\n         stbtt_vertex *comp_verts = 0, *tmp = 0;\n         float mtx[6] = {1,0,0,1,0,0}, m, n;\n         \n         flags = ttSHORT(comp); comp+=2;\n         gidx = ttSHORT(comp); comp+=2;\n\n         if (flags & 2) { // XY values\n            if (flags & 1) { // shorts\n               mtx[4] = ttSHORT(comp); comp+=2;\n               mtx[5] = ttSHORT(comp); comp+=2;\n            } else {\n               mtx[4] = ttCHAR(comp); comp+=1;\n               mtx[5] = ttCHAR(comp); comp+=1;\n            }\n         }\n         else {\n            // @TODO handle matching point\n            STBTT_assert(0);\n         }\n         if (flags & (1<<3)) { // WE_HAVE_A_SCALE\n            mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;\n            mtx[1] = mtx[2] = 0;\n         } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE\n            mtx[0] = ttSHORT(comp)/16384.0f; comp+=2;\n            mtx[1] = mtx[2] = 0;\n            mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;\n         } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO\n            mtx[0] = ttSHORT(comp)/16384.0f; comp+=2;\n            mtx[1] = ttSHORT(comp)/16384.0f; comp+=2;\n            mtx[2] = ttSHORT(comp)/16384.0f; comp+=2;\n            mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;\n         }\n         \n         // Find transformation scales.\n         m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]);\n         n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]);\n\n         // Get indexed glyph.\n         comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts);\n         if (comp_num_verts > 0) {\n            // Transform vertices.\n            for (i = 0; i < comp_num_verts; ++i) {\n               stbtt_vertex* v = &comp_verts[i];\n               stbtt_vertex_type x,y;\n               x=v->x; y=v->y;\n               v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4]));\n               v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5]));\n               x=v->cx; y=v->cy;\n               v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4]));\n               v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5]));\n            }\n            // Append vertices.\n            tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata);\n            if (!tmp) {\n               if (vertices) STBTT_free(vertices, info->userdata);\n               if (comp_verts) STBTT_free(comp_verts, info->userdata);\n               return 0;\n            }\n            if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex));\n            STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex));\n            if (vertices) STBTT_free(vertices, info->userdata);\n            vertices = tmp;\n            STBTT_free(comp_verts, info->userdata);\n            num_vertices += comp_num_verts;\n         }\n         // More components ?\n         more = flags & (1<<5);\n      }\n   } else if (numberOfContours < 0) {\n      // @TODO other compound variations?\n      STBTT_assert(0);\n   } else {\n      // numberOfCounters == 0, do nothing\n   }\n\n   *pvertices = vertices;\n   return num_vertices;\n}\n\ntypedef struct\n{\n   int bounds;\n   int started;\n   float first_x, first_y;\n   float x, y;\n   stbtt_int32 min_x, max_x, min_y, max_y;\n\n   stbtt_vertex *pvertices;\n   int num_vertices;\n} stbtt__csctx;\n\n#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0}\n\nstatic void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y)\n{\n   if (x > c->max_x || !c->started) c->max_x = x;\n   if (y > c->max_y || !c->started) c->max_y = y;\n   if (x < c->min_x || !c->started) c->min_x = x;\n   if (y < c->min_y || !c->started) c->min_y = y;\n   c->started = 1;\n}\n\nstatic void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1)\n{\n   if (c->bounds) {\n      stbtt__track_vertex(c, x, y);\n      if (type == STBTT_vcubic) {\n         stbtt__track_vertex(c, cx, cy);\n         stbtt__track_vertex(c, cx1, cy1);\n      }\n   } else {\n      stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy);\n      c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1;\n      c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1;\n   }\n   c->num_vertices++;\n}\n\nstatic void stbtt__csctx_close_shape(stbtt__csctx *ctx)\n{\n   if (ctx->first_x != ctx->x || ctx->first_y != ctx->y)\n      stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0);\n}\n\nstatic void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy)\n{\n   stbtt__csctx_close_shape(ctx);\n   ctx->first_x = ctx->x = ctx->x + dx;\n   ctx->first_y = ctx->y = ctx->y + dy;\n   stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0);\n}\n\nstatic void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy)\n{\n   ctx->x += dx;\n   ctx->y += dy;\n   stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0);\n}\n\nstatic void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3)\n{\n   float cx1 = ctx->x + dx1;\n   float cy1 = ctx->y + dy1;\n   float cx2 = cx1 + dx2;\n   float cy2 = cy1 + dy2;\n   ctx->x = cx2 + dx3;\n   ctx->y = cy2 + dy3;\n   stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2);\n}\n\nstatic stbtt__buf stbtt__get_subr(stbtt__buf idx, int n)\n{\n   int count = stbtt__cff_index_count(&idx);\n   int bias = 107;\n   if (count >= 33900)\n      bias = 32768;\n   else if (count >= 1240)\n      bias = 1131;\n   n += bias;\n   if (n < 0 || n >= count)\n      return stbtt__new_buf(NULL, 0);\n   return stbtt__cff_index_get(idx, n);\n}\n\nstatic stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index)\n{\n   stbtt__buf fdselect = info->fdselect;\n   int nranges, start, end, v, fmt, fdselector = -1, i;\n\n   stbtt__buf_seek(&fdselect, 0);\n   fmt = stbtt__buf_get8(&fdselect);\n   if (fmt == 0) {\n      // untested\n      stbtt__buf_skip(&fdselect, glyph_index);\n      fdselector = stbtt__buf_get8(&fdselect);\n   } else if (fmt == 3) {\n      nranges = stbtt__buf_get16(&fdselect);\n      start = stbtt__buf_get16(&fdselect);\n      for (i = 0; i < nranges; i++) {\n         v = stbtt__buf_get8(&fdselect);\n         end = stbtt__buf_get16(&fdselect);\n         if (glyph_index >= start && glyph_index < end) {\n            fdselector = v;\n            break;\n         }\n         start = end;\n      }\n   }\n   if (fdselector == -1) stbtt__new_buf(NULL, 0);\n   return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector));\n}\n\nstatic int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c)\n{\n   int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0;\n   int has_subrs = 0, clear_stack;\n   float s[48];\n   stbtt__buf subr_stack[10], subrs = info->subrs, b;\n   float f;\n\n#define STBTT__CSERR(s) (0)\n\n   // this currently ignores the initial width value, which isn't needed if we have hmtx\n   b = stbtt__cff_index_get(info->charstrings, glyph_index);\n   while (b.cursor < b.size) {\n      i = 0;\n      clear_stack = 1;\n      b0 = stbtt__buf_get8(&b);\n      switch (b0) {\n      // @TODO implement hinting\n      case 0x13: // hintmask\n      case 0x14: // cntrmask\n         if (in_header)\n            maskbits += (sp / 2); // implicit \"vstem\"\n         in_header = 0;\n         stbtt__buf_skip(&b, (maskbits + 7) / 8);\n         break;\n\n      case 0x01: // hstem\n      case 0x03: // vstem\n      case 0x12: // hstemhm\n      case 0x17: // vstemhm\n         maskbits += (sp / 2);\n         break;\n\n      case 0x15: // rmoveto\n         in_header = 0;\n         if (sp < 2) return STBTT__CSERR(\"rmoveto stack\");\n         stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]);\n         break;\n      case 0x04: // vmoveto\n         in_header = 0;\n         if (sp < 1) return STBTT__CSERR(\"vmoveto stack\");\n         stbtt__csctx_rmove_to(c, 0, s[sp-1]);\n         break;\n      case 0x16: // hmoveto\n         in_header = 0;\n         if (sp < 1) return STBTT__CSERR(\"hmoveto stack\");\n         stbtt__csctx_rmove_to(c, s[sp-1], 0);\n         break;\n\n      case 0x05: // rlineto\n         if (sp < 2) return STBTT__CSERR(\"rlineto stack\");\n         for (; i + 1 < sp; i += 2)\n            stbtt__csctx_rline_to(c, s[i], s[i+1]);\n         break;\n\n      // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical\n      // starting from a different place.\n\n      case 0x07: // vlineto\n         if (sp < 1) return STBTT__CSERR(\"vlineto stack\");\n         goto vlineto;\n      case 0x06: // hlineto\n         if (sp < 1) return STBTT__CSERR(\"hlineto stack\");\n         for (;;) {\n            if (i >= sp) break;\n            stbtt__csctx_rline_to(c, s[i], 0);\n            i++;\n      vlineto:\n            if (i >= sp) break;\n            stbtt__csctx_rline_to(c, 0, s[i]);\n            i++;\n         }\n         break;\n\n      case 0x1F: // hvcurveto\n         if (sp < 4) return STBTT__CSERR(\"hvcurveto stack\");\n         goto hvcurveto;\n      case 0x1E: // vhcurveto\n         if (sp < 4) return STBTT__CSERR(\"vhcurveto stack\");\n         for (;;) {\n            if (i + 3 >= sp) break;\n            stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f);\n            i += 4;\n      hvcurveto:\n            if (i + 3 >= sp) break;\n            stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]);\n            i += 4;\n         }\n         break;\n\n      case 0x08: // rrcurveto\n         if (sp < 6) return STBTT__CSERR(\"rcurveline stack\");\n         for (; i + 5 < sp; i += 6)\n            stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);\n         break;\n\n      case 0x18: // rcurveline\n         if (sp < 8) return STBTT__CSERR(\"rcurveline stack\");\n         for (; i + 5 < sp - 2; i += 6)\n            stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);\n         if (i + 1 >= sp) return STBTT__CSERR(\"rcurveline stack\");\n         stbtt__csctx_rline_to(c, s[i], s[i+1]);\n         break;\n\n      case 0x19: // rlinecurve\n         if (sp < 8) return STBTT__CSERR(\"rlinecurve stack\");\n         for (; i + 1 < sp - 6; i += 2)\n            stbtt__csctx_rline_to(c, s[i], s[i+1]);\n         if (i + 5 >= sp) return STBTT__CSERR(\"rlinecurve stack\");\n         stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);\n         break;\n\n      case 0x1A: // vvcurveto\n      case 0x1B: // hhcurveto\n         if (sp < 4) return STBTT__CSERR(\"(vv|hh)curveto stack\");\n         f = 0.0;\n         if (sp & 1) { f = s[i]; i++; }\n         for (; i + 3 < sp; i += 4) {\n            if (b0 == 0x1B)\n               stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0);\n            else\n               stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]);\n            f = 0.0;\n         }\n         break;\n\n      case 0x0A: // callsubr\n         if (!has_subrs) {\n            if (info->fdselect.size)\n               subrs = stbtt__cid_get_glyph_subrs(info, glyph_index);\n            has_subrs = 1;\n         }\n         // fallthrough\n      case 0x1D: // callgsubr\n         if (sp < 1) return STBTT__CSERR(\"call(g|)subr stack\");\n         v = (int) s[--sp];\n         if (subr_stack_height >= 10) return STBTT__CSERR(\"recursion limit\");\n         subr_stack[subr_stack_height++] = b;\n         b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v);\n         if (b.size == 0) return STBTT__CSERR(\"subr not found\");\n         b.cursor = 0;\n         clear_stack = 0;\n         break;\n\n      case 0x0B: // return\n         if (subr_stack_height <= 0) return STBTT__CSERR(\"return outside subr\");\n         b = subr_stack[--subr_stack_height];\n         clear_stack = 0;\n         break;\n\n      case 0x0E: // endchar\n         stbtt__csctx_close_shape(c);\n         return 1;\n\n      case 0x0C: { // two-byte escape\n         float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6;\n         float dx, dy;\n         int b1 = stbtt__buf_get8(&b);\n         switch (b1) {\n         // @TODO These \"flex\" implementations ignore the flex-depth and resolution,\n         // and always draw beziers.\n         case 0x22: // hflex\n            if (sp < 7) return STBTT__CSERR(\"hflex stack\");\n            dx1 = s[0];\n            dx2 = s[1];\n            dy2 = s[2];\n            dx3 = s[3];\n            dx4 = s[4];\n            dx5 = s[5];\n            dx6 = s[6];\n            stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0);\n            stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0);\n            break;\n\n         case 0x23: // flex\n            if (sp < 13) return STBTT__CSERR(\"flex stack\");\n            dx1 = s[0];\n            dy1 = s[1];\n            dx2 = s[2];\n            dy2 = s[3];\n            dx3 = s[4];\n            dy3 = s[5];\n            dx4 = s[6];\n            dy4 = s[7];\n            dx5 = s[8];\n            dy5 = s[9];\n            dx6 = s[10];\n            dy6 = s[11];\n            //fd is s[12]\n            stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3);\n            stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6);\n            break;\n\n         case 0x24: // hflex1\n            if (sp < 9) return STBTT__CSERR(\"hflex1 stack\");\n            dx1 = s[0];\n            dy1 = s[1];\n            dx2 = s[2];\n            dy2 = s[3];\n            dx3 = s[4];\n            dx4 = s[5];\n            dx5 = s[6];\n            dy5 = s[7];\n            dx6 = s[8];\n            stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0);\n            stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5));\n            break;\n\n         case 0x25: // flex1\n            if (sp < 11) return STBTT__CSERR(\"flex1 stack\");\n            dx1 = s[0];\n            dy1 = s[1];\n            dx2 = s[2];\n            dy2 = s[3];\n            dx3 = s[4];\n            dy3 = s[5];\n            dx4 = s[6];\n            dy4 = s[7];\n            dx5 = s[8];\n            dy5 = s[9];\n            dx6 = dy6 = s[10];\n            dx = dx1+dx2+dx3+dx4+dx5;\n            dy = dy1+dy2+dy3+dy4+dy5;\n            if (STBTT_fabs(dx) > STBTT_fabs(dy))\n               dy6 = -dy;\n            else\n               dx6 = -dx;\n            stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3);\n            stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6);\n            break;\n\n         default:\n            return STBTT__CSERR(\"unimplemented\");\n         }\n      } break;\n\n      default:\n         if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254))\n            return STBTT__CSERR(\"reserved operator\");\n\n         // push immediate\n         if (b0 == 255) {\n            f = (float)stbtt__buf_get32(&b) / 0x10000;\n         } else {\n            stbtt__buf_skip(&b, -1);\n            f = (float)(stbtt_int16)stbtt__cff_int(&b);\n         }\n         if (sp >= 48) return STBTT__CSERR(\"push stack overflow\");\n         s[sp++] = f;\n         clear_stack = 0;\n         break;\n      }\n      if (clear_stack) sp = 0;\n   }\n   return STBTT__CSERR(\"no endchar\");\n\n#undef STBTT__CSERR\n}\n\nstatic int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)\n{\n   // runs the charstring twice, once to count and once to output (to avoid realloc)\n   stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1);\n   stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0);\n   if (stbtt__run_charstring(info, glyph_index, &count_ctx)) {\n      *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata);\n      output_ctx.pvertices = *pvertices;\n      if (stbtt__run_charstring(info, glyph_index, &output_ctx)) {\n         STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices);\n         return output_ctx.num_vertices;\n      }\n   }\n   *pvertices = NULL;\n   return 0;\n}\n\nstatic int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1)\n{\n   stbtt__csctx c = STBTT__CSCTX_INIT(1);\n   int r = stbtt__run_charstring(info, glyph_index, &c);\n   if (x0) {\n      *x0 = r ? c.min_x : 0;\n      *y0 = r ? c.min_y : 0;\n      *x1 = r ? c.max_x : 0;\n      *y1 = r ? c.max_y : 0;\n   }\n   return r ? c.num_vertices : 0;\n}\n\nSTBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)\n{\n   if (!info->cff.size)\n      return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices);\n   else\n      return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices);\n}\n\nSTBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing)\n{\n   stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34);\n   if (glyph_index < numOfLongHorMetrics) {\n      if (advanceWidth)     *advanceWidth    = ttSHORT(info->data + info->hmtx + 4*glyph_index);\n      if (leftSideBearing)  *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2);\n   } else {\n      if (advanceWidth)     *advanceWidth    = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1));\n      if (leftSideBearing)  *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics));\n   }\n}\n\nSTBTT_DEF int  stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2)\n{\n   stbtt_uint8 *data = info->data + info->kern;\n   stbtt_uint32 needle, straw;\n   int l, r, m;\n\n   // we only look at the first table. it must be 'horizontal' and format 0.\n   if (!info->kern)\n      return 0;\n   if (ttUSHORT(data+2) < 1) // number of tables, need at least 1\n      return 0;\n   if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format\n      return 0;\n\n   l = 0;\n   r = ttUSHORT(data+10) - 1;\n   needle = glyph1 << 16 | glyph2;\n   while (l <= r) {\n      m = (l + r) >> 1;\n      straw = ttULONG(data+18+(m*6)); // note: unaligned read\n      if (needle < straw)\n         r = m - 1;\n      else if (needle > straw)\n         l = m + 1;\n      else\n         return ttSHORT(data+22+(m*6));\n   }\n   return 0;\n}\n\nSTBTT_DEF int  stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2)\n{\n   if (!info->kern) // if no kerning table, don't waste time looking up both codepoint->glyphs\n      return 0;\n   return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2));\n}\n\nSTBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing)\n{\n   stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing);\n}\n\nSTBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap)\n{\n   if (ascent ) *ascent  = ttSHORT(info->data+info->hhea + 4);\n   if (descent) *descent = ttSHORT(info->data+info->hhea + 6);\n   if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8);\n}\n\nSTBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1)\n{\n   *x0 = ttSHORT(info->data + info->head + 36);\n   *y0 = ttSHORT(info->data + info->head + 38);\n   *x1 = ttSHORT(info->data + info->head + 40);\n   *y1 = ttSHORT(info->data + info->head + 42);\n}\n\nSTBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height)\n{\n   int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6);\n   return (float) height / fheight;\n}\n\nSTBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels)\n{\n   int unitsPerEm = ttUSHORT(info->data + info->head + 18);\n   return pixels / unitsPerEm;\n}\n\nSTBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v)\n{\n   STBTT_free(v, info->userdata);\n}\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// antialiasing software rasterizer\n//\n\nSTBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1)\n{\n   int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning\n   if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) {\n      // e.g. space character\n      if (ix0) *ix0 = 0;\n      if (iy0) *iy0 = 0;\n      if (ix1) *ix1 = 0;\n      if (iy1) *iy1 = 0;\n   } else {\n      // move to integral bboxes (treating pixels as little squares, what pixels get touched)?\n      if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x);\n      if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y);\n      if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x);\n      if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y);\n   }\n}\n\nSTBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1)\n{\n   stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1);\n}\n\nSTBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1)\n{\n   stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1);\n}\n\nSTBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1)\n{\n   stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1);\n}\n\n//////////////////////////////////////////////////////////////////////////////\n//\n//  Rasterizer\n\ntypedef struct stbtt__hheap_chunk\n{\n   struct stbtt__hheap_chunk *next;\n} stbtt__hheap_chunk;\n\ntypedef struct stbtt__hheap\n{\n   struct stbtt__hheap_chunk *head;\n   void   *first_free;\n   int    num_remaining_in_head_chunk;\n} stbtt__hheap;\n\nstatic void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata)\n{\n   if (hh->first_free) {\n      void *p = hh->first_free;\n      hh->first_free = * (void **) p;\n      return p;\n   } else {\n      if (hh->num_remaining_in_head_chunk == 0) {\n         int count = (size < 32 ? 2000 : size < 128 ? 800 : 100);\n         stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata);\n         if (c == NULL)\n            return NULL;\n         c->next = hh->head;\n         hh->head = c;\n         hh->num_remaining_in_head_chunk = count;\n      }\n      --hh->num_remaining_in_head_chunk;\n      return (char *) (hh->head) + size * hh->num_remaining_in_head_chunk;\n   }\n}\n\nstatic void stbtt__hheap_free(stbtt__hheap *hh, void *p)\n{\n   *(void **) p = hh->first_free;\n   hh->first_free = p;\n}\n\nstatic void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata)\n{\n   stbtt__hheap_chunk *c = hh->head;\n   while (c) {\n      stbtt__hheap_chunk *n = c->next;\n      STBTT_free(c, userdata);\n      c = n;\n   }\n}\n\ntypedef struct stbtt__edge {\n   float x0,y0, x1,y1;\n   int invert;\n} stbtt__edge;\n\n\ntypedef struct stbtt__active_edge\n{\n   struct stbtt__active_edge *next;\n   #if STBTT_RASTERIZER_VERSION==1\n   int x,dx;\n   float ey;\n   int direction;\n   #elif STBTT_RASTERIZER_VERSION==2\n   float fx,fdx,fdy;\n   float direction;\n   float sy;\n   float ey;\n   #else\n   #error \"Unrecognized value of STBTT_RASTERIZER_VERSION\"\n   #endif\n} stbtt__active_edge;\n\n#if STBTT_RASTERIZER_VERSION == 1\n#define STBTT_FIXSHIFT   10\n#define STBTT_FIX        (1 << STBTT_FIXSHIFT)\n#define STBTT_FIXMASK    (STBTT_FIX-1)\n\nstatic stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata)\n{\n   stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata);\n   float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0);\n   STBTT_assert(z != NULL);\n   if (!z) return z;\n   \n   // round dx down to avoid overshooting\n   if (dxdy < 0)\n      z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy);\n   else\n      z->dx = STBTT_ifloor(STBTT_FIX * dxdy);\n\n   z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount\n   z->x -= off_x * STBTT_FIX;\n\n   z->ey = e->y1;\n   z->next = 0;\n   z->direction = e->invert ? 1 : -1;\n   return z;\n}\n#elif STBTT_RASTERIZER_VERSION == 2\nstatic stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata)\n{\n   stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata);\n   float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0);\n   STBTT_assert(z != NULL);\n   //STBTT_assert(e->y0 <= start_point);\n   if (!z) return z;\n   z->fdx = dxdy;\n   z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f;\n   z->fx = e->x0 + dxdy * (start_point - e->y0);\n   z->fx -= off_x;\n   z->direction = e->invert ? 1.0f : -1.0f;\n   z->sy = e->y0;\n   z->ey = e->y1;\n   z->next = 0;\n   return z;\n}\n#else\n#error \"Unrecognized value of STBTT_RASTERIZER_VERSION\"\n#endif\n\n#if STBTT_RASTERIZER_VERSION == 1\n// note: this routine clips fills that extend off the edges... ideally this\n// wouldn't happen, but it could happen if the truetype glyph bounding boxes\n// are wrong, or if the user supplies a too-small bitmap\nstatic void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight)\n{\n   // non-zero winding fill\n   int x0=0, w=0;\n\n   while (e) {\n      if (w == 0) {\n         // if we're currently at zero, we need to record the edge start point\n         x0 = e->x; w += e->direction;\n      } else {\n         int x1 = e->x; w += e->direction;\n         // if we went to zero, we need to draw\n         if (w == 0) {\n            int i = x0 >> STBTT_FIXSHIFT;\n            int j = x1 >> STBTT_FIXSHIFT;\n\n            if (i < len && j >= 0) {\n               if (i == j) {\n                  // x0,x1 are the same pixel, so compute combined coverage\n                  scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT);\n               } else {\n                  if (i >= 0) // add antialiasing for x0\n                     scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT);\n                  else\n                     i = -1; // clip\n\n                  if (j < len) // add antialiasing for x1\n                     scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT);\n                  else\n                     j = len; // clip\n\n                  for (++i; i < j; ++i) // fill pixels between x0 and x1\n                     scanline[i] = scanline[i] + (stbtt_uint8) max_weight;\n               }\n            }\n         }\n      }\n      \n      e = e->next;\n   }\n}\n\nstatic void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata)\n{\n   stbtt__hheap hh = { 0, 0, 0 };\n   stbtt__active_edge *active = NULL;\n   int y,j=0;\n   int max_weight = (255 / vsubsample);  // weight per vertical scanline\n   int s; // vertical subsample index\n   unsigned char scanline_data[512], *scanline;\n\n   if (result->w > 512)\n      scanline = (unsigned char *) STBTT_malloc(result->w, userdata);\n   else\n      scanline = scanline_data;\n\n   y = off_y * vsubsample;\n   e[n].y0 = (off_y + result->h) * (float) vsubsample + 1;\n\n   while (j < result->h) {\n      STBTT_memset(scanline, 0, result->w);\n      for (s=0; s < vsubsample; ++s) {\n         // find center of pixel for this scanline\n         float scan_y = y + 0.5f;\n         stbtt__active_edge **step = &active;\n\n         // update all active edges;\n         // remove all active edges that terminate before the center of this scanline\n         while (*step) {\n            stbtt__active_edge * z = *step;\n            if (z->ey <= scan_y) {\n               *step = z->next; // delete from list\n               STBTT_assert(z->direction);\n               z->direction = 0;\n               stbtt__hheap_free(&hh, z);\n            } else {\n               z->x += z->dx; // advance to position for current scanline\n               step = &((*step)->next); // advance through list\n            }\n         }\n\n         // resort the list if needed\n         for(;;) {\n            int changed=0;\n            step = &active;\n            while (*step && (*step)->next) {\n               if ((*step)->x > (*step)->next->x) {\n                  stbtt__active_edge *t = *step;\n                  stbtt__active_edge *q = t->next;\n\n                  t->next = q->next;\n                  q->next = t;\n                  *step = q;\n                  changed = 1;\n               }\n               step = &(*step)->next;\n            }\n            if (!changed) break;\n         }\n\n         // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline\n         while (e->y0 <= scan_y) {\n            if (e->y1 > scan_y) {\n               stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata);\n               if (z != NULL) {\n                  // find insertion point\n                  if (active == NULL)\n                     active = z;\n                  else if (z->x < active->x) {\n                     // insert at front\n                     z->next = active;\n                     active = z;\n                  } else {\n                     // find thing to insert AFTER\n                     stbtt__active_edge *p = active;\n                     while (p->next && p->next->x < z->x)\n                        p = p->next;\n                     // at this point, p->next->x is NOT < z->x\n                     z->next = p->next;\n                     p->next = z;\n                  }\n               }\n            }\n            ++e;\n         }\n\n         // now process all active edges in XOR fashion\n         if (active)\n            stbtt__fill_active_edges(scanline, result->w, active, max_weight);\n\n         ++y;\n      }\n      STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w);\n      ++j;\n   }\n\n   stbtt__hheap_cleanup(&hh, userdata);\n\n   if (scanline != scanline_data)\n      STBTT_free(scanline, userdata);\n}\n\n#elif STBTT_RASTERIZER_VERSION == 2\n\n// the edge passed in here does not cross the vertical line at x or the vertical line at x+1\n// (i.e. it has already been clipped to those)\nstatic void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1)\n{\n   if (y0 == y1) return;\n   STBTT_assert(y0 < y1);\n   STBTT_assert(e->sy <= e->ey);\n   if (y0 > e->ey) return;\n   if (y1 < e->sy) return;\n   if (y0 < e->sy) {\n      x0 += (x1-x0) * (e->sy - y0) / (y1-y0);\n      y0 = e->sy;\n   }\n   if (y1 > e->ey) {\n      x1 += (x1-x0) * (e->ey - y1) / (y1-y0);\n      y1 = e->ey;\n   }\n\n   if (x0 == x)\n      STBTT_assert(x1 <= x+1);\n   else if (x0 == x+1)\n      STBTT_assert(x1 >= x);\n   else if (x0 <= x)\n      STBTT_assert(x1 <= x);\n   else if (x0 >= x+1)\n      STBTT_assert(x1 >= x+1);\n   else\n      STBTT_assert(x1 >= x && x1 <= x+1);\n\n   if (x0 <= x && x1 <= x)\n      scanline[x] += e->direction * (y1-y0);\n   else if (x0 >= x+1 && x1 >= x+1)\n      ;\n   else {\n      STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1);\n      scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position\n   }\n}\n\nstatic void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top)\n{\n   float y_bottom = y_top+1;\n\n   while (e) {\n      // brute force every pixel\n\n      // compute intersection points with top & bottom\n      STBTT_assert(e->ey >= y_top);\n\n      if (e->fdx == 0) {\n         float x0 = e->fx;\n         if (x0 < len) {\n            if (x0 >= 0) {\n               stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom);\n               stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom);\n            } else {\n               stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom);\n            }\n         }\n      } else {\n         float x0 = e->fx;\n         float dx = e->fdx;\n         float xb = x0 + dx;\n         float x_top, x_bottom;\n         float sy0,sy1;\n         float dy = e->fdy;\n         STBTT_assert(e->sy <= y_bottom && e->ey >= y_top);\n\n         // compute endpoints of line segment clipped to this scanline (if the\n         // line segment starts on this scanline. x0 is the intersection of the\n         // line with y_top, but that may be off the line segment.\n         if (e->sy > y_top) {\n            x_top = x0 + dx * (e->sy - y_top);\n            sy0 = e->sy;\n         } else {\n            x_top = x0;\n            sy0 = y_top;\n         }\n         if (e->ey < y_bottom) {\n            x_bottom = x0 + dx * (e->ey - y_top);\n            sy1 = e->ey;\n         } else {\n            x_bottom = xb;\n            sy1 = y_bottom;\n         }\n\n         if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) {\n            // from here on, we don't have to range check x values\n\n            if ((int) x_top == (int) x_bottom) {\n               float height;\n               // simple case, only spans one pixel\n               int x = (int) x_top;\n               height = sy1 - sy0;\n               STBTT_assert(x >= 0 && x < len);\n               scanline[x] += e->direction * (1-((x_top - x) + (x_bottom-x))/2)  * height;\n               scanline_fill[x] += e->direction * height; // everything right of this pixel is filled\n            } else {\n               int x,x1,x2;\n               float y_crossing, step, sign, area;\n               // covers 2+ pixels\n               if (x_top > x_bottom) {\n                  // flip scanline vertically; signed area is the same\n                  float t;\n                  sy0 = y_bottom - (sy0 - y_top);\n                  sy1 = y_bottom - (sy1 - y_top);\n                  t = sy0, sy0 = sy1, sy1 = t;\n                  t = x_bottom, x_bottom = x_top, x_top = t;\n                  dx = -dx;\n                  dy = -dy;\n                  t = x0, x0 = xb, xb = t;\n               }\n\n               x1 = (int) x_top;\n               x2 = (int) x_bottom;\n               // compute intersection with y axis at x1+1\n               y_crossing = (x1+1 - x0) * dy + y_top;\n\n               sign = e->direction;\n               // area of the rectangle covered from y0..y_crossing\n               area = sign * (y_crossing-sy0);\n               // area of the triangle (x_top,y0), (x+1,y0), (x+1,y_crossing)\n               scanline[x1] += area * (1-((x_top - x1)+(x1+1-x1))/2);\n\n               step = sign * dy;\n               for (x = x1+1; x < x2; ++x) {\n                  scanline[x] += area + step/2;\n                  area += step;\n               }\n               y_crossing += dy * (x2 - (x1+1));\n\n               STBTT_assert(STBTT_fabs(area) <= 1.01f);\n\n               scanline[x2] += area + sign * (1-((x2-x2)+(x_bottom-x2))/2) * (sy1-y_crossing);\n\n               scanline_fill[x2] += sign * (sy1-sy0);\n            }\n         } else {\n            // if edge goes outside of box we're drawing, we require\n            // clipping logic. since this does not match the intended use\n            // of this library, we use a different, very slow brute\n            // force implementation\n            int x;\n            for (x=0; x < len; ++x) {\n               // cases:\n               //\n               // there can be up to two intersections with the pixel. any intersection\n               // with left or right edges can be handled by splitting into two (or three)\n               // regions. intersections with top & bottom do not necessitate case-wise logic.\n               //\n               // the old way of doing this found the intersections with the left & right edges,\n               // then used some simple logic to produce up to three segments in sorted order\n               // from top-to-bottom. however, this had a problem: if an x edge was epsilon\n               // across the x border, then the corresponding y position might not be distinct\n               // from the other y segment, and it might ignored as an empty segment. to avoid\n               // that, we need to explicitly produce segments based on x positions.\n\n               // rename variables to clear pairs\n               float y0 = y_top;\n               float x1 = (float) (x);\n               float x2 = (float) (x+1);\n               float x3 = xb;\n               float y3 = y_bottom;\n               float y1,y2;\n\n               // x = e->x + e->dx * (y-y_top)\n               // (y-y_top) = (x - e->x) / e->dx\n               // y = (x - e->x) / e->dx + y_top\n               y1 = (x - x0) / dx + y_top;\n               y2 = (x+1 - x0) / dx + y_top;\n\n               if (x0 < x1 && x3 > x2) {         // three segments descending down-right\n                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);\n                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2);\n                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);\n               } else if (x3 < x1 && x0 > x2) {  // three segments descending down-left\n                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);\n                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1);\n                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);\n               } else if (x0 < x1 && x3 > x1) {  // two segments across x, down-right\n                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);\n                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);\n               } else if (x3 < x1 && x0 > x1) {  // two segments across x, down-left\n                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);\n                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);\n               } else if (x0 < x2 && x3 > x2) {  // two segments across x+1, down-right\n                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);\n                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);\n               } else if (x3 < x2 && x0 > x2) {  // two segments across x+1, down-left\n                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);\n                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);\n               } else {  // one segment\n                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3);\n               }\n            }\n         }\n      }\n      e = e->next;\n   }\n}\n\n// directly AA rasterize edges w/o supersampling\nstatic void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata)\n{\n   stbtt__hheap hh = { 0, 0, 0 };\n   stbtt__active_edge *active = NULL;\n   int y,j=0, i;\n   float scanline_data[129], *scanline, *scanline2;\n\n   STBTT__NOTUSED(vsubsample);\n\n   if (result->w > 64)\n      scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata);\n   else\n      scanline = scanline_data;\n\n   scanline2 = scanline + result->w;\n\n   y = off_y;\n   e[n].y0 = (float) (off_y + result->h) + 1;\n\n   while (j < result->h) {\n      // find center of pixel for this scanline\n      float scan_y_top    = y + 0.0f;\n      float scan_y_bottom = y + 1.0f;\n      stbtt__active_edge **step = &active;\n\n      STBTT_memset(scanline , 0, result->w*sizeof(scanline[0]));\n      STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0]));\n\n      // update all active edges;\n      // remove all active edges that terminate before the top of this scanline\n      while (*step) {\n         stbtt__active_edge * z = *step;\n         if (z->ey <= scan_y_top) {\n            *step = z->next; // delete from list\n            STBTT_assert(z->direction);\n            z->direction = 0;\n            stbtt__hheap_free(&hh, z);\n         } else {\n            step = &((*step)->next); // advance through list\n         }\n      }\n\n      // insert all edges that start before the bottom of this scanline\n      while (e->y0 <= scan_y_bottom) {\n         if (e->y0 != e->y1) {\n            stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata);\n            if (z != NULL) {\n               STBTT_assert(z->ey >= scan_y_top);\n               // insert at front\n               z->next = active;\n               active = z;\n            }\n         }\n         ++e;\n      }\n\n      // now process all active edges\n      if (active)\n         stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top);\n\n      {\n         float sum = 0;\n         for (i=0; i < result->w; ++i) {\n            float k;\n            int m;\n            sum += scanline2[i];\n            k = scanline[i] + sum;\n            k = (float) STBTT_fabs(k)*255 + 0.5f;\n            m = (int) k;\n            if (m > 255) m = 255;\n            result->pixels[j*result->stride + i] = (unsigned char) m;\n         }\n      }\n      // advance all the edges\n      step = &active;\n      while (*step) {\n         stbtt__active_edge *z = *step;\n         z->fx += z->fdx; // advance to position for current scanline\n         step = &((*step)->next); // advance through list\n      }\n\n      ++y;\n      ++j;\n   }\n\n   stbtt__hheap_cleanup(&hh, userdata);\n\n   if (scanline != scanline_data)\n      STBTT_free(scanline, userdata);\n}\n#else\n#error \"Unrecognized value of STBTT_RASTERIZER_VERSION\"\n#endif\n\n#define STBTT__COMPARE(a,b)  ((a)->y0 < (b)->y0)\n\nstatic void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n)\n{\n   int i,j;\n   for (i=1; i < n; ++i) {\n      stbtt__edge t = p[i], *a = &t;\n      j = i;\n      while (j > 0) {\n         stbtt__edge *b = &p[j-1];\n         int c = STBTT__COMPARE(a,b);\n         if (!c) break;\n         p[j] = p[j-1];\n         --j;\n      }\n      if (i != j)\n         p[j] = t;\n   }\n}\n\nstatic void stbtt__sort_edges_quicksort(stbtt__edge *p, int n)\n{\n   /* threshhold for transitioning to insertion sort */\n   while (n > 12) {\n      stbtt__edge t;\n      int c01,c12,c,m,i,j;\n\n      /* compute median of three */\n      m = n >> 1;\n      c01 = STBTT__COMPARE(&p[0],&p[m]);\n      c12 = STBTT__COMPARE(&p[m],&p[n-1]);\n      /* if 0 >= mid >= end, or 0 < mid < end, then use mid */\n      if (c01 != c12) {\n         /* otherwise, we'll need to swap something else to middle */\n         int z;\n         c = STBTT__COMPARE(&p[0],&p[n-1]);\n         /* 0>mid && mid<n:  0>n => n; 0<n => 0 */\n         /* 0<mid && mid>n:  0>n => 0; 0<n => n */\n         z = (c == c12) ? 0 : n-1;\n         t = p[z];\n         p[z] = p[m];\n         p[m] = t;\n      }\n      /* now p[m] is the median-of-three */\n      /* swap it to the beginning so it won't move around */\n      t = p[0];\n      p[0] = p[m];\n      p[m] = t;\n\n      /* partition loop */\n      i=1;\n      j=n-1;\n      for(;;) {\n         /* handling of equality is crucial here */\n         /* for sentinels & efficiency with duplicates */\n         for (;;++i) {\n            if (!STBTT__COMPARE(&p[i], &p[0])) break;\n         }\n         for (;;--j) {\n            if (!STBTT__COMPARE(&p[0], &p[j])) break;\n         }\n         /* make sure we haven't crossed */\n         if (i >= j) break;\n         t = p[i];\n         p[i] = p[j];\n         p[j] = t;\n\n         ++i;\n         --j;\n      }\n      /* recurse on smaller side, iterate on larger */\n      if (j < (n-i)) {\n         stbtt__sort_edges_quicksort(p,j);\n         p = p+i;\n         n = n-i;\n      } else {\n         stbtt__sort_edges_quicksort(p+i, n-i);\n         n = j;\n      }\n   }\n}\n\nstatic void stbtt__sort_edges(stbtt__edge *p, int n)\n{\n   stbtt__sort_edges_quicksort(p, n);\n   stbtt__sort_edges_ins_sort(p, n);\n}\n\ntypedef struct\n{\n   float x,y;\n} stbtt__point;\n\nstatic void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata)\n{\n   float y_scale_inv = invert ? -scale_y : scale_y;\n   stbtt__edge *e;\n   int n,i,j,k,m;\n#if STBTT_RASTERIZER_VERSION == 1\n   int vsubsample = result->h < 8 ? 15 : 5;\n#elif STBTT_RASTERIZER_VERSION == 2\n   int vsubsample = 1;\n#else\n   #error \"Unrecognized value of STBTT_RASTERIZER_VERSION\"\n#endif\n   // vsubsample should divide 255 evenly; otherwise we won't reach full opacity\n\n   // now we have to blow out the windings into explicit edge lists\n   n = 0;\n   for (i=0; i < windings; ++i)\n      n += wcount[i];\n\n   e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel\n   if (e == 0) return;\n   n = 0;\n\n   m=0;\n   for (i=0; i < windings; ++i) {\n      stbtt__point *p = pts + m;\n      m += wcount[i];\n      j = wcount[i]-1;\n      for (k=0; k < wcount[i]; j=k++) {\n         int a=k,b=j;\n         // skip the edge if horizontal\n         if (p[j].y == p[k].y)\n            continue;\n         // add edge from j to k to the list\n         e[n].invert = 0;\n         if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) {\n            e[n].invert = 1;\n            a=j,b=k;\n         }\n         e[n].x0 = p[a].x * scale_x + shift_x;\n         e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample;\n         e[n].x1 = p[b].x * scale_x + shift_x;\n         e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample;\n         ++n;\n      }\n   }\n\n   // now sort the edges by their highest point (should snap to integer, and then by x)\n   //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare);\n   stbtt__sort_edges(e, n);\n\n   // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule\n   stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata);\n\n   STBTT_free(e, userdata);\n}\n\nstatic void stbtt__add_point(stbtt__point *points, int n, float x, float y)\n{\n   if (!points) return; // during first pass, it's unallocated\n   points[n].x = x;\n   points[n].y = y;\n}\n\n// tesselate until threshhold p is happy... @TODO warped to compensate for non-linear stretching\nstatic int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n)\n{\n   // midpoint\n   float mx = (x0 + 2*x1 + x2)/4;\n   float my = (y0 + 2*y1 + y2)/4;\n   // versus directly drawn line\n   float dx = (x0+x2)/2 - mx;\n   float dy = (y0+y2)/2 - my;\n   if (n > 16) // 65536 segments on one curve better be enough!\n      return 1;\n   if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA\n      stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1);\n      stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1);\n   } else {\n      stbtt__add_point(points, *num_points,x2,y2);\n      *num_points = *num_points+1;\n   }\n   return 1;\n}\n\nstatic void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n)\n{\n   // @TODO this \"flatness\" calculation is just made-up nonsense that seems to work well enough\n   float dx0 = x1-x0;\n   float dy0 = y1-y0;\n   float dx1 = x2-x1;\n   float dy1 = y2-y1;\n   float dx2 = x3-x2;\n   float dy2 = y3-y2;\n   float dx = x3-x0;\n   float dy = y3-y0;\n   float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2));\n   float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy);\n   float flatness_squared = longlen*longlen-shortlen*shortlen;\n\n   if (n > 16) // 65536 segments on one curve better be enough!\n      return;\n\n   if (flatness_squared > objspace_flatness_squared) {\n      float x01 = (x0+x1)/2;\n      float y01 = (y0+y1)/2;\n      float x12 = (x1+x2)/2;\n      float y12 = (y1+y2)/2;\n      float x23 = (x2+x3)/2;\n      float y23 = (y2+y3)/2;\n\n      float xa = (x01+x12)/2;\n      float ya = (y01+y12)/2;\n      float xb = (x12+x23)/2;\n      float yb = (y12+y23)/2;\n\n      float mx = (xa+xb)/2;\n      float my = (ya+yb)/2;\n\n      stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1);\n      stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1);\n   } else {\n      stbtt__add_point(points, *num_points,x3,y3);\n      *num_points = *num_points+1;\n   }\n}\n\n// returns number of contours\nstatic stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata)\n{\n   stbtt__point *points=0;\n   int num_points=0;\n\n   float objspace_flatness_squared = objspace_flatness * objspace_flatness;\n   int i,n=0,start=0, pass;\n\n   // count how many \"moves\" there are to get the contour count\n   for (i=0; i < num_verts; ++i)\n      if (vertices[i].type == STBTT_vmove)\n         ++n;\n\n   *num_contours = n;\n   if (n == 0) return 0;\n\n   *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata);\n\n   if (*contour_lengths == 0) {\n      *num_contours = 0;\n      return 0;\n   }\n\n   // make two passes through the points so we don't need to realloc\n   for (pass=0; pass < 2; ++pass) {\n      float x=0,y=0;\n      if (pass == 1) {\n         points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata);\n         if (points == NULL) goto error;\n      }\n      num_points = 0;\n      n= -1;\n      for (i=0; i < num_verts; ++i) {\n         switch (vertices[i].type) {\n            case STBTT_vmove:\n               // start the next contour\n               if (n >= 0)\n                  (*contour_lengths)[n] = num_points - start;\n               ++n;\n               start = num_points;\n\n               x = vertices[i].x, y = vertices[i].y;\n               stbtt__add_point(points, num_points++, x,y);\n               break;\n            case STBTT_vline:\n               x = vertices[i].x, y = vertices[i].y;\n               stbtt__add_point(points, num_points++, x, y);\n               break;\n            case STBTT_vcurve:\n               stbtt__tesselate_curve(points, &num_points, x,y,\n                                        vertices[i].cx, vertices[i].cy,\n                                        vertices[i].x,  vertices[i].y,\n                                        objspace_flatness_squared, 0);\n               x = vertices[i].x, y = vertices[i].y;\n               break;\n            case STBTT_vcubic:\n               stbtt__tesselate_cubic(points, &num_points, x,y,\n                                        vertices[i].cx, vertices[i].cy,\n                                        vertices[i].cx1, vertices[i].cy1,\n                                        vertices[i].x,  vertices[i].y,\n                                        objspace_flatness_squared, 0);\n               x = vertices[i].x, y = vertices[i].y;\n               break;\n         }\n      }\n      (*contour_lengths)[n] = num_points - start;\n   }\n\n   return points;\nerror:\n   STBTT_free(points, userdata);\n   STBTT_free(*contour_lengths, userdata);\n   *contour_lengths = 0;\n   *num_contours = 0;\n   return NULL;\n}\n\nSTBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata)\n{\n   float scale = scale_x > scale_y ? scale_y : scale_x;\n   int winding_count, *winding_lengths;\n   stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata);\n   if (windings) {\n      stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata);\n      STBTT_free(winding_lengths, userdata);\n      STBTT_free(windings, userdata);\n   }\n}\n\nSTBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata)\n{\n   STBTT_free(bitmap, userdata);\n}\n\nSTBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff)\n{\n   int ix0,iy0,ix1,iy1;\n   stbtt__bitmap gbm;\n   stbtt_vertex *vertices;   \n   int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices);\n\n   if (scale_x == 0) scale_x = scale_y;\n   if (scale_y == 0) {\n      if (scale_x == 0) {\n         STBTT_free(vertices, info->userdata);\n         return NULL;\n      }\n      scale_y = scale_x;\n   }\n\n   stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1);\n\n   // now we get the size\n   gbm.w = (ix1 - ix0);\n   gbm.h = (iy1 - iy0);\n   gbm.pixels = NULL; // in case we error\n\n   if (width ) *width  = gbm.w;\n   if (height) *height = gbm.h;\n   if (xoff  ) *xoff   = ix0;\n   if (yoff  ) *yoff   = iy0;\n   \n   if (gbm.w && gbm.h) {\n      gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata);\n      if (gbm.pixels) {\n         gbm.stride = gbm.w;\n\n         stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata);\n      }\n   }\n   STBTT_free(vertices, info->userdata);\n   return gbm.pixels;\n}   \n\nSTBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff)\n{\n   return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff);\n}\n\nSTBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph)\n{\n   int ix0,iy0;\n   stbtt_vertex *vertices;\n   int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices);\n   stbtt__bitmap gbm;   \n\n   stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0);\n   gbm.pixels = output;\n   gbm.w = out_w;\n   gbm.h = out_h;\n   gbm.stride = out_stride;\n\n   if (gbm.w && gbm.h)\n      stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata);\n\n   STBTT_free(vertices, info->userdata);\n}\n\nSTBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph)\n{\n   stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph);\n}\n\nSTBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff)\n{\n   return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff);\n}   \n\nSTBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint)\n{\n   stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint));\n}\n\nSTBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff)\n{\n   return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff);\n}   \n\nSTBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint)\n{\n   stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint);\n}\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// bitmap baking\n//\n// This is SUPER-CRAPPY packing to keep source code small\n\nstatic int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset,  // font location (use offset=0 for plain .ttf)\n                                float pixel_height,                     // height of font in pixels\n                                unsigned char *pixels, int pw, int ph,  // bitmap to be filled in\n                                int first_char, int num_chars,          // characters to bake\n                                stbtt_bakedchar *chardata)\n{\n   float scale;\n   int x,y,bottom_y, i;\n   stbtt_fontinfo f;\n   f.userdata = NULL;\n   if (!stbtt_InitFont(&f, data, offset))\n      return -1;\n   STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels\n   x=y=1;\n   bottom_y = 1;\n\n   scale = stbtt_ScaleForPixelHeight(&f, pixel_height);\n\n   for (i=0; i < num_chars; ++i) {\n      int advance, lsb, x0,y0,x1,y1,gw,gh;\n      int g = stbtt_FindGlyphIndex(&f, first_char + i);\n      stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb);\n      stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1);\n      gw = x1-x0;\n      gh = y1-y0;\n      if (x + gw + 1 >= pw)\n         y = bottom_y, x = 1; // advance to next row\n      if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row\n         return -i;\n      STBTT_assert(x+gw < pw);\n      STBTT_assert(y+gh < ph);\n      stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g);\n      chardata[i].x0 = (stbtt_int16) x;\n      chardata[i].y0 = (stbtt_int16) y;\n      chardata[i].x1 = (stbtt_int16) (x + gw);\n      chardata[i].y1 = (stbtt_int16) (y + gh);\n      chardata[i].xadvance = scale * advance;\n      chardata[i].xoff     = (float) x0;\n      chardata[i].yoff     = (float) y0;\n      x = x + gw + 1;\n      if (y+gh+1 > bottom_y)\n         bottom_y = y+gh+1;\n   }\n   return bottom_y;\n}\n\nSTBTT_DEF void stbtt_GetBakedQuad(stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule)\n{\n   float d3d_bias = opengl_fillrule ? 0 : -0.5f;\n   float ipw = 1.0f / pw, iph = 1.0f / ph;\n   stbtt_bakedchar *b = chardata + char_index;\n   int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f);\n   int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f);\n\n   q->x0 = round_x + d3d_bias;\n   q->y0 = round_y + d3d_bias;\n   q->x1 = round_x + b->x1 - b->x0 + d3d_bias;\n   q->y1 = round_y + b->y1 - b->y0 + d3d_bias;\n\n   q->s0 = b->x0 * ipw;\n   q->t0 = b->y0 * iph;\n   q->s1 = b->x1 * ipw;\n   q->t1 = b->y1 * iph;\n\n   *xpos += b->xadvance;\n}\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// rectangle packing replacement routines if you don't have stb_rect_pack.h\n//\n\n#ifndef STB_RECT_PACK_VERSION\n\ntypedef int stbrp_coord;\n\n////////////////////////////////////////////////////////////////////////////////////\n//                                                                                //\n//                                                                                //\n// COMPILER WARNING ?!?!?                                                         //\n//                                                                                //\n//                                                                                //\n// if you get a compile warning due to these symbols being defined more than      //\n// once, move #include \"stb_rect_pack.h\" before #include \"stb_truetype.h\"         //\n//                                                                                //\n////////////////////////////////////////////////////////////////////////////////////\n\ntypedef struct\n{\n   int width,height;\n   int x,y,bottom_y;\n} stbrp_context;\n\ntypedef struct\n{\n   unsigned char x;\n} stbrp_node;\n\nstruct stbrp_rect\n{\n   stbrp_coord x,y;\n   int id,w,h,was_packed;\n};\n\nstatic void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes)\n{\n   con->width  = pw;\n   con->height = ph;\n   con->x = 0;\n   con->y = 0;\n   con->bottom_y = 0;\n   STBTT__NOTUSED(nodes);\n   STBTT__NOTUSED(num_nodes);   \n}\n\nstatic void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects)\n{\n   int i;\n   for (i=0; i < num_rects; ++i) {\n      if (con->x + rects[i].w > con->width) {\n         con->x = 0;\n         con->y = con->bottom_y;\n      }\n      if (con->y + rects[i].h > con->height)\n         break;\n      rects[i].x = con->x;\n      rects[i].y = con->y;\n      rects[i].was_packed = 1;\n      con->x += rects[i].w;\n      if (con->y + rects[i].h > con->bottom_y)\n         con->bottom_y = con->y + rects[i].h;\n   }\n   for (   ; i < num_rects; ++i)\n      rects[i].was_packed = 0;\n}\n#endif\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// bitmap baking\n//\n// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If\n// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy.\n\nSTBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context)\n{\n   stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context)            ,alloc_context);\n   int            num_nodes = pw - padding;\n   stbrp_node    *nodes   = (stbrp_node    *) STBTT_malloc(sizeof(*nodes  ) * num_nodes,alloc_context);\n\n   if (context == NULL || nodes == NULL) {\n      if (context != NULL) STBTT_free(context, alloc_context);\n      if (nodes   != NULL) STBTT_free(nodes  , alloc_context);\n      return 0;\n   }\n\n   spc->user_allocator_context = alloc_context;\n   spc->width = pw;\n   spc->height = ph;\n   spc->pixels = pixels;\n   spc->pack_info = context;\n   spc->nodes = nodes;\n   spc->padding = padding;\n   spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw;\n   spc->h_oversample = 1;\n   spc->v_oversample = 1;\n\n   stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes);\n\n   if (pixels)\n      STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels\n\n   return 1;\n}\n\nSTBTT_DEF void stbtt_PackEnd  (stbtt_pack_context *spc)\n{\n   STBTT_free(spc->nodes    , spc->user_allocator_context);\n   STBTT_free(spc->pack_info, spc->user_allocator_context);\n}\n\nSTBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample)\n{\n   STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE);\n   STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE);\n   if (h_oversample <= STBTT_MAX_OVERSAMPLE)\n      spc->h_oversample = h_oversample;\n   if (v_oversample <= STBTT_MAX_OVERSAMPLE)\n      spc->v_oversample = v_oversample;\n}\n\n#define STBTT__OVER_MASK  (STBTT_MAX_OVERSAMPLE-1)\n\nstatic void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width)\n{\n   unsigned char buffer[STBTT_MAX_OVERSAMPLE];\n   int safe_w = w - kernel_width;\n   int j;\n   STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze\n   for (j=0; j < h; ++j) {\n      int i;\n      unsigned int total;\n      STBTT_memset(buffer, 0, kernel_width);\n\n      total = 0;\n\n      // make kernel_width a constant in common cases so compiler can optimize out the divide\n      switch (kernel_width) {\n         case 2:\n            for (i=0; i <= safe_w; ++i) {\n               total += pixels[i] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];\n               pixels[i] = (unsigned char) (total / 2);\n            }\n            break;\n         case 3:\n            for (i=0; i <= safe_w; ++i) {\n               total += pixels[i] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];\n               pixels[i] = (unsigned char) (total / 3);\n            }\n            break;\n         case 4:\n            for (i=0; i <= safe_w; ++i) {\n               total += pixels[i] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];\n               pixels[i] = (unsigned char) (total / 4);\n            }\n            break;\n         case 5:\n            for (i=0; i <= safe_w; ++i) {\n               total += pixels[i] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];\n               pixels[i] = (unsigned char) (total / 5);\n            }\n            break;\n         default:\n            for (i=0; i <= safe_w; ++i) {\n               total += pixels[i] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];\n               pixels[i] = (unsigned char) (total / kernel_width);\n            }\n            break;\n      }\n\n      for (; i < w; ++i) {\n         STBTT_assert(pixels[i] == 0);\n         total -= buffer[i & STBTT__OVER_MASK];\n         pixels[i] = (unsigned char) (total / kernel_width);\n      }\n\n      pixels += stride_in_bytes;\n   }\n}\n\nstatic void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width)\n{\n   unsigned char buffer[STBTT_MAX_OVERSAMPLE];\n   int safe_h = h - kernel_width;\n   int j;\n   STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze\n   for (j=0; j < w; ++j) {\n      int i;\n      unsigned int total;\n      STBTT_memset(buffer, 0, kernel_width);\n\n      total = 0;\n\n      // make kernel_width a constant in common cases so compiler can optimize out the divide\n      switch (kernel_width) {\n         case 2:\n            for (i=0; i <= safe_h; ++i) {\n               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];\n               pixels[i*stride_in_bytes] = (unsigned char) (total / 2);\n            }\n            break;\n         case 3:\n            for (i=0; i <= safe_h; ++i) {\n               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];\n               pixels[i*stride_in_bytes] = (unsigned char) (total / 3);\n            }\n            break;\n         case 4:\n            for (i=0; i <= safe_h; ++i) {\n               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];\n               pixels[i*stride_in_bytes] = (unsigned char) (total / 4);\n            }\n            break;\n         case 5:\n            for (i=0; i <= safe_h; ++i) {\n               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];\n               pixels[i*stride_in_bytes] = (unsigned char) (total / 5);\n            }\n            break;\n         default:\n            for (i=0; i <= safe_h; ++i) {\n               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];\n               pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width);\n            }\n            break;\n      }\n\n      for (; i < h; ++i) {\n         STBTT_assert(pixels[i*stride_in_bytes] == 0);\n         total -= buffer[i & STBTT__OVER_MASK];\n         pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width);\n      }\n\n      pixels += 1;\n   }\n}\n\nstatic float stbtt__oversample_shift(int oversample)\n{\n   if (!oversample)\n      return 0.0f;\n\n   // The prefilter is a box filter of width \"oversample\",\n   // which shifts phase by (oversample - 1)/2 pixels in\n   // oversampled space. We want to shift in the opposite\n   // direction to counter this.\n   return (float)-(oversample - 1) / (2.0f * (float)oversample);\n}\n\n// rects array must be big enough to accommodate all characters in the given ranges\nSTBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects)\n{\n   int i,j,k;\n\n   k=0;\n   for (i=0; i < num_ranges; ++i) {\n      float fh = ranges[i].font_size;\n      float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh);\n      ranges[i].h_oversample = (unsigned char) spc->h_oversample;\n      ranges[i].v_oversample = (unsigned char) spc->v_oversample;\n      for (j=0; j < ranges[i].num_chars; ++j) {\n         int x0,y0,x1,y1;\n         int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];\n         int glyph = stbtt_FindGlyphIndex(info, codepoint);\n         stbtt_GetGlyphBitmapBoxSubpixel(info,glyph,\n                                         scale * spc->h_oversample,\n                                         scale * spc->v_oversample,\n                                         0,0,\n                                         &x0,&y0,&x1,&y1);\n         rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1);\n         rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1);\n         ++k;\n      }\n   }\n\n   return k;\n}\n\n// rects array must be big enough to accommodate all characters in the given ranges\nSTBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects)\n{\n   int i,j,k, return_value = 1;\n\n   // save current values\n   int old_h_over = spc->h_oversample;\n   int old_v_over = spc->v_oversample;\n\n   k = 0;\n   for (i=0; i < num_ranges; ++i) {\n      float fh = ranges[i].font_size;\n      float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh);\n      float recip_h,recip_v,sub_x,sub_y;\n      spc->h_oversample = ranges[i].h_oversample;\n      spc->v_oversample = ranges[i].v_oversample;\n      recip_h = 1.0f / spc->h_oversample;\n      recip_v = 1.0f / spc->v_oversample;\n      sub_x = stbtt__oversample_shift(spc->h_oversample);\n      sub_y = stbtt__oversample_shift(spc->v_oversample);\n      for (j=0; j < ranges[i].num_chars; ++j) {\n         stbrp_rect *r = &rects[k];\n         if (r->was_packed) {\n            stbtt_packedchar *bc = &ranges[i].chardata_for_range[j];\n            int advance, lsb, x0,y0,x1,y1;\n            int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];\n            int glyph = stbtt_FindGlyphIndex(info, codepoint);\n            stbrp_coord pad = (stbrp_coord) spc->padding;\n\n            // pad on left and top\n            r->x += pad;\n            r->y += pad;\n            r->w -= pad;\n            r->h -= pad;\n            stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb);\n            stbtt_GetGlyphBitmapBox(info, glyph,\n                                    scale * spc->h_oversample,\n                                    scale * spc->v_oversample,\n                                    &x0,&y0,&x1,&y1);\n            stbtt_MakeGlyphBitmapSubpixel(info,\n                                          spc->pixels + r->x + r->y*spc->stride_in_bytes,\n                                          r->w - spc->h_oversample+1,\n                                          r->h - spc->v_oversample+1,\n                                          spc->stride_in_bytes,\n                                          scale * spc->h_oversample,\n                                          scale * spc->v_oversample,\n                                          0,0,\n                                          glyph);\n\n            if (spc->h_oversample > 1)\n               stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes,\n                                  r->w, r->h, spc->stride_in_bytes,\n                                  spc->h_oversample);\n\n            if (spc->v_oversample > 1)\n               stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes,\n                                  r->w, r->h, spc->stride_in_bytes,\n                                  spc->v_oversample);\n\n            bc->x0       = (stbtt_int16)  r->x;\n            bc->y0       = (stbtt_int16)  r->y;\n            bc->x1       = (stbtt_int16) (r->x + r->w);\n            bc->y1       = (stbtt_int16) (r->y + r->h);\n            bc->xadvance =                scale * advance;\n            bc->xoff     =       (float)  x0 * recip_h + sub_x;\n            bc->yoff     =       (float)  y0 * recip_v + sub_y;\n            bc->xoff2    =                (x0 + r->w) * recip_h + sub_x;\n            bc->yoff2    =                (y0 + r->h) * recip_v + sub_y;\n         } else {\n            return_value = 0; // if any fail, report failure\n         }\n\n         ++k;\n      }\n   }\n\n   // restore original values\n   spc->h_oversample = old_h_over;\n   spc->v_oversample = old_v_over;\n\n   return return_value;\n}\n\nSTBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects)\n{\n   stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects);\n}\n\nSTBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges)\n{\n   stbtt_fontinfo info;\n   int i,j,n, return_value = 1;\n   //stbrp_context *context = (stbrp_context *) spc->pack_info;\n   stbrp_rect    *rects;\n\n   // flag all characters as NOT packed\n   for (i=0; i < num_ranges; ++i)\n      for (j=0; j < ranges[i].num_chars; ++j)\n         ranges[i].chardata_for_range[j].x0 =\n         ranges[i].chardata_for_range[j].y0 =\n         ranges[i].chardata_for_range[j].x1 =\n         ranges[i].chardata_for_range[j].y1 = 0;\n\n   n = 0;\n   for (i=0; i < num_ranges; ++i)\n      n += ranges[i].num_chars;\n         \n   rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context);\n   if (rects == NULL)\n      return 0;\n\n   info.userdata = spc->user_allocator_context;\n   stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index));\n\n   n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects);\n\n   stbtt_PackFontRangesPackRects(spc, rects, n);\n  \n   return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects);\n\n   STBTT_free(rects, spc->user_allocator_context);\n   return return_value;\n}\n\nSTBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, unsigned char *fontdata, int font_index, float font_size,\n            int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range)\n{\n   stbtt_pack_range range;\n   range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range;\n   range.array_of_unicode_codepoints = NULL;\n   range.num_chars                   = num_chars_in_range;\n   range.chardata_for_range          = chardata_for_range;\n   range.font_size                   = font_size;\n   return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1);\n}\n\nSTBTT_DEF void stbtt_GetPackedQuad(stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer)\n{\n   float ipw = 1.0f / pw, iph = 1.0f / ph;\n   stbtt_packedchar *b = chardata + char_index;\n\n   if (align_to_integer) {\n      float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f);\n      float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f);\n      q->x0 = x;\n      q->y0 = y;\n      q->x1 = x + b->xoff2 - b->xoff;\n      q->y1 = y + b->yoff2 - b->yoff;\n   } else {\n      q->x0 = *xpos + b->xoff;\n      q->y0 = *ypos + b->yoff;\n      q->x1 = *xpos + b->xoff2;\n      q->y1 = *ypos + b->yoff2;\n   }\n\n   q->s0 = b->x0 * ipw;\n   q->t0 = b->y0 * iph;\n   q->s1 = b->x1 * ipw;\n   q->t1 = b->y1 * iph;\n\n   *xpos += b->xadvance;\n}\n\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// font name matching -- recommended not to use this\n//\n\n// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string\nstatic stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) \n{\n   stbtt_int32 i=0;\n\n   // convert utf16 to utf8 and compare the results while converting\n   while (len2) {\n      stbtt_uint16 ch = s2[0]*256 + s2[1];\n      if (ch < 0x80) {\n         if (i >= len1) return -1;\n         if (s1[i++] != ch) return -1;\n      } else if (ch < 0x800) {\n         if (i+1 >= len1) return -1;\n         if (s1[i++] != 0xc0 + (ch >> 6)) return -1;\n         if (s1[i++] != 0x80 + (ch & 0x3f)) return -1;\n      } else if (ch >= 0xd800 && ch < 0xdc00) {\n         stbtt_uint32 c;\n         stbtt_uint16 ch2 = s2[2]*256 + s2[3];\n         if (i+3 >= len1) return -1;\n         c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000;\n         if (s1[i++] != 0xf0 + (c >> 18)) return -1;\n         if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1;\n         if (s1[i++] != 0x80 + ((c >>  6) & 0x3f)) return -1;\n         if (s1[i++] != 0x80 + ((c      ) & 0x3f)) return -1;\n         s2 += 2; // plus another 2 below\n         len2 -= 2;\n      } else if (ch >= 0xdc00 && ch < 0xe000) {\n         return -1;\n      } else {\n         if (i+2 >= len1) return -1;\n         if (s1[i++] != 0xe0 + (ch >> 12)) return -1;\n         if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1;\n         if (s1[i++] != 0x80 + ((ch     ) & 0x3f)) return -1;\n      }\n      s2 += 2;\n      len2 -= 2;\n   }\n   return i;\n}\n\nstatic int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) \n{\n   return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2);\n}\n\n// returns results in whatever encoding you request... but note that 2-byte encodings\n// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare\nSTBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID)\n{\n   stbtt_int32 i,count,stringOffset;\n   stbtt_uint8 *fc = font->data;\n   stbtt_uint32 offset = font->fontstart;\n   stbtt_uint32 nm = stbtt__find_table(fc, offset, \"name\");\n   if (!nm) return NULL;\n\n   count = ttUSHORT(fc+nm+2);\n   stringOffset = nm + ttUSHORT(fc+nm+4);\n   for (i=0; i < count; ++i) {\n      stbtt_uint32 loc = nm + 6 + 12 * i;\n      if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2)\n          && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) {\n         *length = ttUSHORT(fc+loc+8);\n         return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10));\n      }\n   }\n   return NULL;\n}\n\nstatic int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id)\n{\n   stbtt_int32 i;\n   stbtt_int32 count = ttUSHORT(fc+nm+2);\n   stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4);\n\n   for (i=0; i < count; ++i) {\n      stbtt_uint32 loc = nm + 6 + 12 * i;\n      stbtt_int32 id = ttUSHORT(fc+loc+6);\n      if (id == target_id) {\n         // find the encoding\n         stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4);\n\n         // is this a Unicode encoding?\n         if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) {\n            stbtt_int32 slen = ttUSHORT(fc+loc+8);\n            stbtt_int32 off = ttUSHORT(fc+loc+10);\n\n            // check if there's a prefix match\n            stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen);\n            if (matchlen >= 0) {\n               // check for target_id+1 immediately following, with same encoding & language\n               if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) {\n                  slen = ttUSHORT(fc+loc+12+8);\n                  off = ttUSHORT(fc+loc+12+10);\n                  if (slen == 0) {\n                     if (matchlen == nlen)\n                        return 1;\n                  } else if (matchlen < nlen && name[matchlen] == ' ') {\n                     ++matchlen;\n                     if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen))\n                        return 1;\n                  }\n               } else {\n                  // if nothing immediately following\n                  if (matchlen == nlen)\n                     return 1;\n               }\n            }\n         }\n\n         // @TODO handle other encodings\n      }\n   }\n   return 0;\n}\n\nstatic int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags)\n{\n   stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name);\n   stbtt_uint32 nm,hd;\n   if (!stbtt__isfont(fc+offset)) return 0;\n\n   // check italics/bold/underline flags in macStyle...\n   if (flags) {\n      hd = stbtt__find_table(fc, offset, \"head\");\n      if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0;\n   }\n\n   nm = stbtt__find_table(fc, offset, \"name\");\n   if (!nm) return 0;\n\n   if (flags) {\n      // if we checked the macStyle flags, then just check the family and ignore the subfamily\n      if (stbtt__matchpair(fc, nm, name, nlen, 16, -1))  return 1;\n      if (stbtt__matchpair(fc, nm, name, nlen,  1, -1))  return 1;\n      if (stbtt__matchpair(fc, nm, name, nlen,  3, -1))  return 1;\n   } else {\n      if (stbtt__matchpair(fc, nm, name, nlen, 16, 17))  return 1;\n      if (stbtt__matchpair(fc, nm, name, nlen,  1,  2))  return 1;\n      if (stbtt__matchpair(fc, nm, name, nlen,  3, -1))  return 1;\n   }\n\n   return 0;\n}\n\nstatic int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags)\n{\n   stbtt_int32 i;\n   for (i=0;;++i) {\n      stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i);\n      if (off < 0) return off;\n      if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags))\n         return off;\n   }\n}\n\n#if defined(__GNUC__) || defined(__clang__)\n#pragma GCC diagnostic push\n#pragma GCC diagnostic ignored \"-Wcast-qual\"\n#endif\n\nSTBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset,\n                                float pixel_height, unsigned char *pixels, int pw, int ph,\n                                int first_char, int num_chars, stbtt_bakedchar *chardata)\n{\n   return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata);\n}\n\nSTBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index)\n{\n   return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index);   \n}\n\nSTBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data)\n{\n   return stbtt_GetNumberOfFonts_internal((unsigned char *) data);\n}\n\nSTBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset)\n{\n   return stbtt_InitFont_internal(info, (unsigned char *) data, offset);\n}\n\nSTBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags)\n{\n   return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags);\n}\n\nSTBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2)\n{\n   return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2);\n}\n\n#if defined(__GNUC__) || defined(__clang__)\n#pragma GCC diagnostic pop\n#endif\n\n#endif // STB_TRUETYPE_IMPLEMENTATION\n\n\n// FULL VERSION HISTORY\n//\n//   1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual\n//   1.11 (2016-04-02) fix unused-variable warning\n//   1.10 (2016-04-02) allow user-defined fabs() replacement\n//                     fix memory leak if fontsize=0.0\n//                     fix warning from duplicate typedef\n//   1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges\n//   1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges\n//   1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints;\n//                     allow PackFontRanges to pack and render in separate phases;\n//                     fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?);\n//                     fixed an assert() bug in the new rasterizer\n//                     replace assert() with STBTT_assert() in new rasterizer\n//   1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine)\n//                     also more precise AA rasterizer, except if shapes overlap\n//                     remove need for STBTT_sort\n//   1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC\n//   1.04 (2015-04-15) typo in example\n//   1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes\n//   1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++\n//   1.01 (2014-12-08) fix subpixel position when oversampling to exactly match\n//                        non-oversampled; STBTT_POINT_SIZE for packed case only\n//   1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling\n//   0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg)\n//   0.9  (2014-08-07) support certain mac/iOS fonts without an MS platformID\n//   0.8b (2014-07-07) fix a warning\n//   0.8  (2014-05-25) fix a few more warnings\n//   0.7  (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back\n//   0.6c (2012-07-24) improve documentation\n//   0.6b (2012-07-20) fix a few more warnings\n//   0.6  (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels,\n//                        stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty\n//   0.5  (2011-12-09) bugfixes:\n//                        subpixel glyph renderer computed wrong bounding box\n//                        first vertex of shape can be off-curve (FreeSans)\n//   0.4b (2011-12-03) fixed an error in the font baking example\n//   0.4  (2011-12-01) kerning, subpixel rendering (tor)\n//                    bugfixes for:\n//                        codepoint-to-glyph conversion using table fmt=12\n//                        codepoint-to-glyph conversion using table fmt=4\n//                        stbtt_GetBakedQuad with non-square texture (Zer)\n//                    updated Hello World! sample to use kerning and subpixel\n//                    fixed some warnings\n//   0.3  (2009-06-24) cmap fmt=12, compound shapes (MM)\n//                    userdata, malloc-from-userdata, non-zero fill (stb)\n//   0.2  (2009-03-11) Fix unsigned/signed char warnings\n//   0.1  (2009-03-09) First public release\n//\n"
  },
  {
    "path": "imgui.ini",
    "content": "[Debug]\nPos=60,60\nSize=400,400\nCollapsed=0\n\n[Live Analysis]\nPos=16,66\nSize=542,396\nCollapsed=0\n\n[Recent Tweets]\nPos=994,11\nSize=356,453\nCollapsed=0\n\n[Twitter App]\nPos=18,11\nSize=328,50\nCollapsed=0\n\n[Word Cloud]\nPos=832,12\nSize=552,334\nCollapsed=0\n\n[Tweets from group]\nPos=563,11\nSize=428,453\nCollapsed=0\n\n[Top Words from group]\nPos=17,468\nSize=541,332\nCollapsed=0\n\n[Word Cloud from group]\nPos=562,468\nSize=791,333\nCollapsed=0\n\n[Controls]\nPos=350,11\nSize=208,51\nCollapsed=0\n\n[Output]\nPos=350,11\nSize=209,50\nCollapsed=0\n\n"
  },
  {
    "path": "main.cpp",
    "content": "/*\n * Getting timelines by Twitter Streaming API\n */\n#include <iostream>\n#include <stdio.h>\n#include <stdlib.h>\n#include <unistd.h>\n\n#include <sstream>\n#include <fstream>\n#include <regex>\n#include <deque>\n#include <map>\n#include <unordered_map>\n#include <random>\n#include <chrono>\n\nusing namespace std;\nusing namespace std::chrono;\n\n#include \"imgui/imgui.h\"\n\n#include \"imgui/imgui_internal.h\"\n\n#include \"imgui/imgui_impl_sdl_gl3.h\"\n#include <GL/glew.h>\n#include <SDL.h>\n#include <SDL2/SDL_mixer.h>\n\n#include <oauth.h>\n#include <curl/curl.h>\n\n#include <range/v3/all.hpp>\n\n#include <rxcpp/rx.hpp>\nusing namespace rxcpp;\nusing namespace rxcpp::rxo;\nusing namespace rxcpp::rxs;\n\n#include <nlohmann/json.hpp>\nusing json=nlohmann::json;\n\n#include \"rxcurl.h\"\nusing namespace rxcurl;\n\n#include \"rximgui.h\"\nusing namespace rximgui;\n\n#include \"util.h\"\nusing namespace ::util;\n\n#include \"model.h\"\nusing namespace model;\n\n#include \"tweets.h\"\nusing namespace tweets;\n\n\nconst ImVec4 clear_color = ImColor(114, 144, 154);\n\nconst auto length = milliseconds(60000);\n// Time granularity for periodicity of tweet groups\nconst auto every = milliseconds(5000);\n// For how long the tweet groups should be retained\nauto keep = minutes(10);\n\n// Create tweet groups for the period from 'timestamp'-'windows' till 'timestamp' and\n// delete the ones that are too old to keep\ntemplate<class F>\ninline void updategroups(Model& model, milliseconds timestamp, milliseconds window, F&& f) {\n\n    auto& md = model.data;\n\n    auto& m = *md;\n\n    // We are interested in tweets no older than 'window' milliseconds from 'timestamp' ...\n    auto searchbegin = duration_cast<minutes>(duration_cast<minutes>(timestamp) - window);\n    // ... and not newer than 'timestamp'\n    auto searchend = timestamp;\n    for (auto offset = milliseconds(0);\n         searchbegin + offset < searchend;\n         offset += duration_cast<milliseconds>(every)) {\n        // Calculate current time period\n        auto key = TimeRange{searchbegin+offset, searchbegin+offset+length};\n        auto it = m.groupedtweets.find(key);\n        // If the current time period does not exist in the groups yet\n        if (it == m.groupedtweets.end()) {\n            // Append current group's period to deque of groups in the model\n            m.groups.push_back(key);\n            // Ensure the group deque is sorted\n            m.groups |= ranges::actions::sort(less<TimeRange>{});\n            // Create a tweet group for the current period and insert it into the map\n            it = m.groupedtweets.insert(make_pair(key, make_shared<TweetGroup>())).first;\n        }\n\n        // Regardless of whether the group already existed or not, apply f function\n        // to tweet group.\n        // TODO: Try to remove the condition as it is an artefact from previous revisions\n        if (searchbegin+offset <= timestamp && timestamp < searchbegin+offset+length) {\n            f(*it->second);\n        }\n    }\n\n    // Drop tweet groups that are older than the period for which tweet groups should be retained\n    while(!m.groups.empty() && m.groups.front().begin + keep < m.groups.back().begin) {\n        // remove group\n        m.groupedtweets.erase(m.groups.front());\n        m.groups.pop_front();\n    }\n}\n\nstring settingsFile;\njson settings;\n\nint main(int argc, const char *argv[])\n{\n    // ==== Parse args\n\n    auto command = string{};\n    for(auto cursor=argv,end=argv+argc; cursor!=end; ++cursor) {\n        command += string{*cursor};\n    }\n\n    cerr << \"command = \" << command.c_str() << endl;\n\n    auto exefile = string{argv[0]};\n    \n    cerr << \"exe = \" << exefile.c_str() << endl;\n\n    auto exedir = exefile.substr(0, exefile.find_last_of('/'));\n\n    cerr << \"dir = \" << exedir.c_str() << endl;\n\n    auto exeparent = exedir.substr(0, exedir.find_last_of('/'));\n\n    cerr << \"parent = \" << exeparent.c_str() << endl;\n\n    auto selector = string{tolower(argc > 1 ? argv[1] : \"\")};\n\n    const bool playback = argc == 3 && selector == \"playback\";\n    const bool gui = argc == 6;\n\n    bool dumpjson = argc == 7 && selector == \"dumpjson\";\n    bool dumptext = argc == 7 && selector == \"dumptext\";\n\n    string inifile = exeparent + \"/Resources/imgui.ini\";\n\n    cerr << \"dir = \" << exedir.c_str() << endl;\n    \n    bool setting = false;\n    settingsFile = exedir + \"/settings.json\";\n\n    if (argc == 2 && ifstream(argv[1]).good()) {\n        setting = true;\n        settingsFile = argv[1];\n    } else if (!playback && argc == 3 && selector == \"setting\") {\n        setting = true;\n        settingsFile = argv[2];\n    } else if (argc == 1 || argc == 2) {\n        setting = true;\n    } \n\n    if (setting) {\n\n        cerr << \"settings = \" << settingsFile.c_str() << endl;\n\n        ifstream i(settingsFile);\n        if (i.good()) {\n            i >> settings;\n        }\n    }\n\n    if (!playback &&\n        !dumptext &&\n        !dumpjson &&\n        !gui &&\n        !setting) {\n        printf(\"twitter <settings file path>\\n\");\n        printf(\"twitter SETTING <settings file path>\\n\");\n        printf(\"twitter PLAYBACK <json file path>\\n\");\n        printf(\"twitter DUMPJSON <CONS_KEY> <CONS_SECRET> <ATOK_KEY> <ATOK_SECRET> [sample.json | filter.json?track=<topic>]\\n\");\n        printf(\"twitter DUMPTEXT <CONS_KEY> <CONS_SECRET> <ATOK_KEY> <ATOK_SECRET> [sample.json | filter.json?track=<topic>]\\n\");\n        printf(\"twitter          <CONS_KEY> <CONS_SECRET> <ATOK_KEY> <ATOK_SECRET> [sample.json | filter.json?track=<topic>]\\n\");\n        return -1;\n    }\n\n    int argoffset = 1;\n    if (gui) {\n        argoffset = 0;\n    }\n\n    if (settings.count(\"Keep\") == 0) {\n        settings[\"Keep\"] = keep.count();\n    } else {\n        keep = minutes(settings[\"Keep\"].get<int>());\n    }\n\n    if (settings.count(\"Query\") == 0) {\n        settings[\"Query\"] = json::parse(R\"({\"Action\": \"sample\"})\");\n    }\n\n    if (settings.count(\"WordFilter\") == 0) {\n        settings[\"WordFilter\"] = \"-http,-expletive\";\n    }\n\n    if (settings.count(\"TweetFilter\") == 0) {\n        settings[\"TweetFilter\"] = \"\";\n    }\n\n    if (settings.count(\"Language\") == 0) {\n        settings[\"Language\"] = \"en\";\n    }\n\n    // twitter api creds\n    if (settings.count(\"ConsumerKey\") == 0) {\n        settings[\"ConsumerKey\"] = string{};\n    }\n    if (settings.count(\"ConsumerSecret\") == 0) {\n        settings[\"ConsumerSecret\"] = string{};\n    }\n    if (settings.count(\"AccessTokenKey\") == 0) {\n        settings[\"AccessTokenKey\"] = string{};\n    }\n    if (settings.count(\"AccessTokenSecret\") == 0) {\n        settings[\"AccessTokenSecret\"] = string{};\n    }\n\n    // azure ml api creds\n    if (settings.count(\"SentimentUrl\") == 0) {\n        settings[\"SentimentUrl\"] = string{};\n    }\n    if (settings.count(\"SentimentKey\") == 0) {\n        settings[\"SentimentKey\"] = string{};\n    }\n\n    if (settings.count(\"SentimentRequests\") == 0) {\n        settings[\"SentimentRequests\"] = \"Off\";\n    }\n\n    // google api creds\n    if (settings.count(\"PerspectiveUrl\") == 0) {\n        settings[\"PerspectiveUrl\"] = string{};\n    }\n    if (settings.count(\"PerspectiveKey\") == 0) {\n        settings[\"PerspectiveKey\"] = string{};\n    }\n\n    if (settings.count(\"PerspectiveRequests\") == 0) {\n        settings[\"PerspectiveRequests\"] = \"Off\";\n    }\n\n    //cerr << setw(2) << settings << endl;\n\n    // ==== Constants - paths\n    const string URL = \"https://stream.twitter.com/1.1/statuses/\";\n    string url = URL;\n    string filepath;\n    if (!playback) {\n        if (!setting) {\n            // read from args\n\n            url += argv[5 + argoffset];\n\n            // ==== Twitter keys\n            const char *CONS_KEY = argv[1 + argoffset];\n            const char *CONS_SEC = argv[2 + argoffset];\n            const char *ATOK_KEY = argv[3 + argoffset];\n            const char *ATOK_SEC = argv[4 + argoffset];\n\n            settings[\"ConsumerKey\"] = string(CONS_KEY);\n            settings[\"ConsumerSecret\"] = string(CONS_SEC);\n            settings[\"AccessTokenKey\"] = string(ATOK_KEY);\n            settings[\"AccessTokenSecret\"] = string(ATOK_SEC);\n        } \n    } else {\n        filepath = argv[1 + argoffset];\n        cerr << \"file = \" << filepath.c_str() << endl;\n    }\n\n    // Setup SDL\n    if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO|SDL_INIT_TIMER) != 0)\n    {\n        printf(\"SDL_Init Error: %s\\n\", SDL_GetError());\n        return -1;\n    }\n\n    // Setup audio\n    if (Mix_OpenAudio( 22050, MIX_DEFAULT_FORMAT, 2, 4096 ) == -1) \n    {\n        printf(\"Mix_OpenAudio - Error: %s\\n\", SDL_GetError());\n        return -1;\n    }\n\n    Mix_Chunk *dot = Mix_LoadWAV((exeparent + \"/Resources/dot.wav\").c_str());\n    if (dot == NULL)\n    {\n        printf(\"Mix_LoadWAV dot - Error: %s\\n\", SDL_GetError());\n        return -1;\n    }\n\n    // Setup window\n    SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);\n    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);\n    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);\n    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);\n    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);\n    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);\n    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);\n    SDL_DisplayMode current;\n    SDL_GetCurrentDisplayMode(0, &current);\n    SDL_Window *window = SDL_CreateWindow(\"Twitter Analysis (ImGui SDL2+OpenGL3)\", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);\n    SDL_GLContext glcontext = SDL_GL_CreateContext(window);\n    glewInit();\n\n    // Setup ImGui binding\n    ImGui_ImplSdlGL3_Init(window);\n\n\n    ImGuiIO& io = ImGui::GetIO();\n\n    io.IniFilename = inifile.c_str();\n\n    // Setup Fonts\n\n    int fontsadded = 0;\n\n    static const ImWchar noto[] = { \n        0x0020, 0x0513,\n        0x1e00, 0x1f4d,\n        0x2000, 0x25ca,\n        0xfb01, 0xfb04,\n        0xfeff, 0xfffd, \n        0 };\n    if (ifstream(exedir + \"/NotoMono-Regular.ttf\").good()) {\n        ++fontsadded;\n        io.Fonts->AddFontFromFileTTF((exedir + \"/NotoMono-Regular.ttf\").c_str(), 13.0f, nullptr, noto);\n    } else if (ifstream(exeparent + \"/Resources/NotoMono-Regular.ttf\").good()) {\n        ++fontsadded;\n        io.Fonts->AddFontFromFileTTF((exeparent + \"/Resources/NotoMono-Regular.ttf\").c_str(), 13.0f, nullptr, noto);\n    }\n\n    static ImFontConfig config;\n    config.MergeMode = true;\n    static const ImWchar symbols[] = { \n        0x20a0, 0x2e3b, \n        0x3008, 0x3009, \n        0x4dc0, 0x4dff, \n        0xa700, 0xa71f, \n        0 };\n    if (ifstream(exedir + \"/NotoSansSymbols-Regular.ttf\").good()) {\n        ++fontsadded;\n        io.Fonts->AddFontFromFileTTF((exedir + \"/NotoSansSymbols-Regular.ttf\").c_str(), 13.0f, &config, symbols);\n    } else if (ifstream(exeparent + \"/Resources/NotoSansSymbols-Regular.ttf\").good()) {\n        ++fontsadded;\n        io.Fonts->AddFontFromFileTTF((exeparent + \"/Resources/NotoSansSymbols-Regular.ttf\").c_str(), 13.0f, &config, symbols);\n    }\n\n    if (fontsadded) {\n        io.Fonts->Build();\n    }\n\n    /* Define deinitialization procedure for graphic user interface in a SafeGuard pattern.\n       The closure supplied as the parameter to unwinder macro is run in a destructor of a\n       local var when it goes out of scope.\n\n       More details on Unwinder (SageGuard pattern implementation):\n       http://kirkshoop.github.io/2011/09/27/unwinder-should-be-in-standard-library.html\n     */\n    RXCPP_UNWIND_AUTO([&](){\n        ImGui_ImplSdlGL3_Shutdown();\n        SDL_GL_DeleteContext(glcontext);\n        SDL_DestroyWindow(window);\n        Mix_FreeChunk(dot);\n\t    Mix_CloseAudio();\n        SDL_Quit();\n    });\n\n    /* In Rx concurrency model is defined by scheduling. To specify, which thread on_next() calls are\n       made on, observe_on_xxx functions are used in RxCpp. These function return 'coordination' factories.\n       \n       General explanation of schedulers in Rx:\n         http://reactivex.io/documentation/scheduler.html\n       Detailed explanation of ObserveOn (C#):\n         http://www.introtorx.com/Content/v1.0.10621.0/15_SchedulingAndThreading.html#SubscribeOnObserveOn\n       Details on coordination and how scheduling is implemented in RxCpp:\n         https://github.com/Reactive-Extensions/RxCpp/blob/master/DeveloperManual.md\n       More on scheduling design in RxCpp:\n         https://github.com/Reactive-Extensions/RxCpp/issues/105#issuecomment-87294867\n         https://github.com/Reactive-Extensions/RxCpp/issues/9\n    */\n    auto mainthreadid = this_thread::get_id();\n    /* Create coordination for observing on UI thread\n       Variable rl is defined in rximgui.h\n    \n       More info on observe_on_run_loop:\n         https://github.com/Reactive-Extensions/RxCpp/issues/151\n         https://github.com/Reactive-Extensions/RxCpp/pull/154\n    */\n    auto mainthread = observe_on_run_loop(rl);\n\n    /* Thread to download tweets from Twitter and perform initial parsing\n       Example of observe_on_new_thread with explanation:\n         http://rxcpp.codeplex.com/discussions/620779\n     */\n    auto tweetthread = observe_on_new_thread();\n    /* \"The event_loop scheduler is a simple round-robin fixed-size thread pool.\"\n          http://rxcpp.codeplex.com/discussions/635113\n     */\n    auto poolthread = observe_on_event_loop();\n\n    // Create a factory that returns observable of http responses from Twitter\n    auto factory = create_rxcurl();\n\n    composite_subscription lifetime;\n\n    /* make changes to settings observable\n\n       This allows setting changes to be composed into the expressions to reconfigure them.\n    */\n    rxsub::replay<json, decltype(mainthread)> setting_update(1, mainthread, lifetime);\n    auto setting_updates = setting_update.get_observable();\n    auto sendsettings = setting_update.get_subscriber();\n    auto sf = settingsFile;\n    // call update_settings() to save changes and trigger parties interested in the change\n    auto update_settings = [sendsettings, sf](json s){\n        ofstream o(sf);\n        o << setw(4) << s;\n        if (sendsettings.is_subscribed()){\n            sendsettings.on_next(s);\n        }\n    };\n\n    // initial update\n    update_settings(settings);\n\n    /* filter settings updates to changes in the sentiment api settings.\n\n       debounce is used to wait until the updates pause before signaling a change.\n\n       distinct_until_changed is used to filter out settings updates that do not change the value\n    */\n    auto useSentimentApi = setting_updates |\n    rxo::map([=](const json& settings){\n        string use = tolower(settings[\"SentimentRequests\"].get<std::string>());\n        bool haveurl = settings.count(\"SentimentUrl\") > 0 && !settings[\"SentimentUrl\"].get<std::string>().empty();\n        bool havekey = settings.count(\"SentimentKey\") > 0 && !settings[\"SentimentKey\"].get<std::string>().empty();\n        return use == \"on\" && haveurl && havekey;\n    }) |\n    debounce(milliseconds(500), mainthread) |\n    distinct_until_changed() |\n    replay(1) |\n    ref_count() |\n    as_dynamic();\n\n    /* filter settings updates to changes in the perspective api settings.\n\n       debounce is used to wait until the updates pause before signaling a change.\n\n       distinct_until_changed is used to filter out settings updates that do not change the value\n    */\n    auto usePerspectiveApi = setting_updates |\n    rxo::map([=](const json& settings){\n        string use = tolower(settings[\"PerspectiveRequests\"].get<std::string>());\n        bool haveurl = settings.count(\"PerspectiveUrl\") > 0 && !settings[\"PerspectiveUrl\"].get<std::string>().empty();\n        bool havekey = settings.count(\"PerspectiveKey\") > 0 && !settings[\"PerspectiveKey\"].get<std::string>().empty();\n        return use == \"on\" && haveurl && havekey;\n    }) |\n    debounce(milliseconds(500), mainthread) |\n    distinct_until_changed() |\n    replay(1) |\n    ref_count() |\n    as_dynamic();\n\n\n    /* filter settings updates to changes that change the url for the twitter stream.\n\n       distinct_until_changed is used to filter out settings updates that do not change the url\n\n       debounce is used to wait until the updates pause before signaling the url has changed. \n         this is important since typing in keywords would cause many intermediate changes to the url\n         and twitter rate limits the user if there are too many fast restarts.\n    */    \n    auto urlchanges = setting_updates |\n        rxo::map([=](const json& settings){\n            string url = URL + settings[\"Query\"][\"Action\"].get<std::string>() + \".json?\";\n            if (settings.count(\"Language\") > 0) {\n                url += \"language=\" + settings[\"Language\"].get<std::string>() + \"&\";\n            }\n            if (settings[\"Query\"].count(\"Keywords\") > 0 && settings[\"Query\"][\"Keywords\"].is_array()) {\n                url += \"track=\";\n                for (auto& kw : settings[\"Query\"][\"Keywords\"]) {\n                    url += kw.get<std::string>() + \",\";\n                }\n            }\n            return url;\n        }) |\n        debounce(milliseconds(1000), mainthread) |\n        distinct_until_changed() |\n        tap([](string url){\n            cerr << \"url = \" << url.c_str() << endl;\n        }) |\n        replay(1) |\n        ref_count() |\n        as_dynamic();\n\n    // ==== Tweets\n\n    observable<string> chunks;\n\n    // request tweets\n    if (playback) {\n        chunks = filechunks(tweetthread, filepath);\n    } else {\n        // switch to new connection whenever the url changes\n        chunks = urlchanges |\n            rxo::map([&](const string& url){\n                // ==== Constants - flags\n                const bool isFilter = url.find(\"/statuses/filter\") != string::npos;\n                string method = isFilter ? \"POST\" : \"GET\";\n\n                /*  Create new http request for a stream of tweets\n\n                    If an error is encountered, function on_error_resume_next ensures the error\n                    item is replaced with some correct observable value. \n                    \n                    In this case return never, which never completes and never emits a value.\n                    The never will be cancelled when the url changes\n                */\n                return twitterrequest(tweetthread, factory, url, method, settings[\"ConsumerKey\"], settings[\"ConsumerSecret\"], settings[\"AccessTokenKey\"], settings[\"AccessTokenSecret\"]) |\n                    // handle invalid requests by waiting for a trigger to try again\n                    on_error_resume_next([](std::exception_ptr ep){\n                        cerr << rxu::what(ep) << endl;\n                        return rxs::never<string>();\n                    });\n            }) |\n            switch_on_next();\n    }\n\n    // parse tweets\n    auto tweets = chunks | \n        parsetweets(poolthread, tweetthread) |\n        rxo::map([](parsedtweets p){\n            p.errors |\n                tap([](parseerror e){\n                    cerr << rxu::what(e.ep) << endl;\n                }) | \n                subscribe<parseerror>();\n            return p.tweets;\n        }) | \n        merge(tweetthread);\n\n    /* Take tweets, make sure that any error is ignored, and publish them\n       as a stream of observables available to multiple on-demand subscribers.\n\n       Publish creates a connectable observable that can be subscribed to later and that\n       starts operating when a consumer requests it\n       ref_count provides interface to connectable observable to consumers that\n       take ordinary observable. It also keeps the track, how many consumers are\n       connected to the observable, hence the name.\n       Retry repeats the input given number of times when it fails. When no count is \n       given it will repeat infinitely when it fails.\n\n       OnErrorResumeNext:\n         https://github.com/ReactiveX/RxJava/wiki/Error-Handling-Operators\n       Publish:\n         http://reactivex.io/documentation/operators/publish.html\n       RefCount:\n         http://reactivex.io/documentation/operators/refcount.html\n       Detailed explanation on Publish and RefCount (C#):\n         http://www.introtorx.com/content/v1.0.10621.0/14_HotAndColdObservables.html\n     */\n    auto ts = tweets |\n        retry() |\n        publish() |\n        ref_count() |\n        as_dynamic();\n\n    // ==== Model\n\n    /* Reducer is a function that takes Model and returns new Model. The operation of taking a sequence of something\n       and aggregating that sequence into single instance of something, is traditionally called reduce.\n       In STL traditionally term \"accumulate\" is used; other languages use term \"fold\" for similar operation.\n       Each reducer here represents a mini-pipeline that listens for incomming data of interest and calculates\n       result from them and/or produce side effect.\n\n       Definition of reduce in Rx:\n         http://reactivex.io/documentation/operators/reduce.html \n    */\n    vector<observable<Reducer>> reducers;\n\n    // Create new ofstream with current time epoch as filename. Twits will be dumped there, if the JSON dump mode is activated\n    auto newJsonFile = [exedir]() -> unique_ptr<ofstream> {\n        return unique_ptr<ofstream>{new ofstream(exedir + \"/\" + to_string(time_point_cast<milliseconds>(system_clock::now()).time_since_epoch().count()) + \".json\")};\n    };\n    // The json dump file is created always\n    auto jsonfile = newJsonFile();\n\n    /* Generate a stream of booleans when the json dumping setting is changed.\n       Function interval emits incremented long value with time granularity\n       specified by 'every' with 'tweetthread' scheduler.\n       Function map converts each long value into bool value equal to\n       current state of dumpjson variable.\n       Function distinct_until_changed replaces groups of equal items in the\n       stream that go together with single item, thus filtering repeated values\n       \n       Interval:\n         http://reactivex.io/documentation/operators/interval.html\n         http://www.introtorx.com/content/v1.0.10621.0/04_CreatingObservableSequences.html#ObservableInterval\n       Map:\n         http://reactivex.io/documentation/operators/map.html\n       DistinctUntilChanged:\n         http://www.introtorx.com/content/v1.0.10621.0/05_Filtering.html#Distinct\n     */\n    auto dumpjsonchanged = interval(every, tweetthread) |\n        rxo::map([&](long){return dumpjson;}) |\n        distinct_until_changed() |\n        publish() |\n        ref_count();\n\n    /* Process tweets grouped by packs arrived during 'every' time granularity,\n       delaying emission by 'length' time\n       \"publish and connect_forever ensure that the work is done even if nothing subscribes the result'\n         (http://kirkshoop.github.io/2013/09/05/deferoperation.html)\n       Detailed explanation of buffering with time:\n         http://www.introtorx.com/content/v1.0.10621.0/17_SequencesOfCoincidence.html\n       Delay:\n         http://reactivex.io/documentation/operators/delay.html\n    */\n    auto delayed_tweets = ts |\n        buffer_with_time(every, tweetthread) |\n        delay(length, tweetthread) |\n        publish(lifetime) |\n        connect_forever();\n\n    /* Whenever jsonchanged becomes true, generate an observable that consists of\n       of a sequence of packs of tweets. This sequence should continue only until jsonchanged becomes false,\n       Then such sequence is fed to a reducer that takes tweet data and prints it\n       to stdout.\n\n       filter emits only those elements of input sequence for which the supplied\n       predicate is true.\n       take_until passes the elements of input sequence forward until the\n       it's argument emits an element of it's own or is terminated.\n       switch_on_next combines sequences into a single sequence, ignoring all the results\n       that come from sequences that emitted after the first emission of the latest sequence\n       start_with specifies the first element for the sequence to start with\n\n       Filter:\n         http://reactivex.io/documentation/operators/filter.html\n       TakeUntil:\n         http://reactivex.io/documentation/operators/takeuntil.html\n       Switch (switch_on_next):\n         http://reactivex.io/documentation/operators/switch.html\n         http://www.introtorx.com/Content/v1.0.10621.0/12_CombiningSequences.html#Switch\n       StartWith:\n         http://reactivex.io/documentation/operators/startwith.html\n     */\n    reducers.push_back(\n        dumpjsonchanged |\n        filter([](bool dj){ return dj; }) |\n        rxo::map([&](bool) -> observable<Reducer> {\n            return delayed_tweets | \n                take_until(\n                    dumpjsonchanged | \n                    filter([](bool dj){ return !dj; }) | \n                    delay(length, tweetthread)) |\n                rxo::map([&](const vector<Tweet>& tws){\n                    return Reducer([&, tws](Model& m){\n                        for (auto& tw: tws) {\n                            auto& tweet = tw.data->tweet;\n                            auto json = tweet.dump();\n                            cout << json << \"\\r\\n\";\n                            *jsonfile << json << \"\\r\\n\";\n                        }\n                        *jsonfile << flush;\n                        return std::move(m);\n                    });\n                });\n        }) |\n        switch_on_next(tweetthread) |\n        nooponerror() |\n        start_with(noop));\n\n    /* Store current url in the model\n        Take changes to the url and save the current url in the model.\n    */\n    reducers.push_back(\n        urlchanges | \n        rxo::map([=](string url){\n            return Reducer([=](Model& m){\n                m.data->url = url;\n                return std::move(m);\n            });\n        }) |\n        nooponerror() |\n        start_with(noop));\n\n    /* Dump text to cout\n       Take tweets, use filter to pass them forward in the chain only if dumptext is true.\n       Tap (do) function lets the programmer listen to sequence and possibly make side-effects on it.\n       Here we listen to each tweet and just print them to stdout\n       \n       Do (aka Tap): http://www.introtorx.com/content/v1.0.10621.0/09_SideEffects.html#Do\n     */\n    reducers.push_back(\n        ts |\n        onlytweets() |\n        filter([&](const Tweet&){\n            return dumptext;\n        }) |\n        tap([=](const Tweet& tw){\n            auto& tweet = tw.data->tweet;\n            if (tweet[\"user\"][\"name\"].is_string() && tweet[\"user\"][\"screen_name\"].is_string()) {\n                cout << \"------------------------------------\" << endl;\n                cout << tweet[\"user\"][\"name\"].get<string>() << \" (\" << tweet[\"user\"][\"screen_name\"].get<string>() << \")\" << endl;\n                cout << tweettext(tweet) << endl;\n            }\n        }) |\n        noopandignore() |\n        start_with(noop));\n\n    if (!playback) {\n        // update groups on time interval so that minutes with no tweets are recorded.\n        reducers.push_back(\n            observable<>::interval(milliseconds(500), poolthread) |\n            rxo::map([=](long){\n                return Reducer([=](Model& m){\n                    auto rangebegin = time_point_cast<milliseconds>(system_clock::now()).time_since_epoch();\n                    updategroups(m, rangebegin, keep, [](TweetGroup&){});\n                    return std::move(m);\n                });\n            }) |\n            nooponerror() |\n            start_with(noop));\n    }\n\n    //\n    // send tweet text to sentiment api service.\n    //\n\n    auto sentimentupdates = ts |\n        onlytweets() |\n        buffer_with_time(milliseconds(500), tweetthread) |\n        filter([](const vector<Tweet>& tws){ return !tws.empty(); }) |\n        rxo::map([=](const vector<Tweet>& tws) -> observable<Reducer> {\n            vector<string> text = tws | \n                ranges::views::transform([](Tweet tw){\n                    auto& tweet = tw.data->tweet;\n                    return tweettext(tweet);\n                }) |\n                ranges::to_vector;\n            return sentimentrequest(poolthread, factory, settings[\"SentimentUrl\"].get<string>(), settings[\"SentimentKey\"].get<string>(), text) |\n                rxo::map([=](const string& body){\n                    auto response = json::parse(body);\n                    return Reducer([=](Model& m){\n                        auto combined = ranges::views::zip(response[\"Results\"][\"output1\"], tws);\n                        ranges::for_each(combined, [&](const auto& b) {\n                            auto sentiment = get<0>(b);\n                            auto tweet = get<1>(b).data->tweet;\n                            auto ts = timestamp_ms(get<1>(b));\n                            bool isNeg = sentiment[\"Sentiment\"] == \"negative\";\n                            bool isPos = sentiment[\"Sentiment\"] == \"positive\";\n\n                            m.data->sentiment[tweet[\"id_str\"]] = sentiment[\"Sentiment\"];\n\n                            for (auto& word: get<1>(b).data->words) {\n                                isNeg && ++m.data->negativewords[word];\n                                isPos && ++m.data->positivewords[word];\n                            }\n\n                            updategroups(m, ts, length, [&](TweetGroup& tg){\n                                isNeg && ++tg.negative;\n                                isPos && ++tg.positive;\n                            });\n                        });\n                        return std::move(m);\n                    });\n                });\n        }) |\n        merge() |\n        nooponerror(\"sentiment\") |\n        start_with(noop) | \n        as_dynamic();\n\n    reducers.push_back(\n        useSentimentApi |\n            rxo::map([=](bool use){\n                return use ? sentimentupdates : just(noop) | as_dynamic();\n            }) |\n            switch_on_next()\n    );\n\n    //\n    // send tweet text to perspective api service.\n    //\n    \n    auto perspectiveupdates = ts |\n        onlytweets() |\n        // perspective api has 10 QPS limit (eval @ 100s)\n        window_with_time(seconds(1), poolthread) |\n        rxo::map([](observable<Tweet> tws){\n            // take only first 10 from each second\n            return tws.take(10);\n        }) |\n        merge() |\n        rxo::map([=](const Tweet& tw) -> observable<Reducer> {\n            auto text = tweettext(tw.data->tweet);\n            auto ts = timestamp_ms(tw);\n            return perspectiverequest(poolthread, factory, settings[\"PerspectiveUrl\"].get<string>(), settings[\"PerspectiveKey\"].get<string>(), text) |\n                rxo::map([=](const string& body){\n                    auto response = json::parse(body);\n\n                    return Reducer([=](Model& m){\n                        auto& scores = response[\"attributeScores\"];\n\n                        Perspective result{\n                            scores[\"TOXICITY\"][\"summaryScore\"][\"value\"].get<float>(), \n                            scores[\"SPAM\"][\"summaryScore\"][\"value\"].get<float>(), \n                            scores[\"INFLAMMATORY\"][\"summaryScore\"][\"value\"].get<float>()\n                        };\n\n                        m.data->perspective[tw.data->tweet[\"id_str\"]] = result;\n\n                        auto toxic = result.toxicity > 0.7f;\n\n                        for (auto& word: tw.data->words) {\n                            toxic && ++m.data->toxicwords[word];\n                        }\n\n                        updategroups(m, ts, length, [&](TweetGroup& tg){\n                            toxic && ++tg.toxic;\n                        });\n\n                        return std::move(m);\n                    });\n                });\n        }) |\n        merge() |\n        nooponerror(\"perspective\") |\n        start_with(noop) | \n        as_dynamic();\n\n    reducers.push_back(\n        usePerspectiveApi |\n            rxo::map([=](bool use){\n                return use ? perspectiveupdates : just(noop) | as_dynamic();\n            }) |\n            switch_on_next()\n    );\n\n    // group tweets, that arrive, by the timestamp_ms value\n    reducers.push_back(\n        ts |\n        onlytweets() |\n        observe_on(poolthread) |\n        rxo::map([=](const Tweet& tw){\n            auto& tweet = tw.data->tweet;\n\n            auto text = tweettext(tweet);\n\n            auto words = splitwords(text);\n\n            return Reducer([=](Model& m){\n                auto t = timestamp_ms(tw);\n\n                for (auto& word: words) {\n                    ++m.data->allwords[word];\n                }\n\n                updategroups(m, t, length, [&](TweetGroup& tg){\n                    tg.tweets.push_back(tw);\n\n                    for (auto& word: words) {\n                        ++tg.words[word];\n                    }\n                });\n\n                return std::move(m);\n            });\n        }) |\n        nooponerror() |\n        start_with(noop));\n\n    // window tweets by the time that they arrive\n    auto tsw = ts |\n        onlytweets() |\n        window_with_time(length, every, poolthread) |\n        publish() |\n        ref_count() |\n        as_dynamic();\n\n    reducers.push_back(\n        tsw |\n        rxo::map([=](observable<Tweet> source){\n            auto rangebegin = time_point_cast<seconds>(system_clock::now()).time_since_epoch();\n            auto tweetsperminute = source | \n                start_with(Tweet{}) |\n                rxo::map([=](const Tweet& tw) {\n                    return Reducer([=](Model& md){\n                        auto& m = *(md.data);\n\n                        auto maxsize = duration_cast<seconds>(keep).count()/duration_cast<seconds>(every).count();\n\n                        if (m.tweetsperminute.size() == 0) {\n                            m.tweetsstart = duration_cast<seconds>(rangebegin + length);\n                        }\n                        \n                        if (static_cast<long long>(m.tweetsperminute.size()) < maxsize) {\n                            // fill in missing history\n                            while (maxsize > static_cast<long long>(m.tweetsperminute.size())) {\n                                m.tweetsperminute.push_front(0);\n                                m.tweetsstart -= duration_cast<seconds>(every);\n                            }\n                        }\n\n                        if (rangebegin >= m.tweetsstart) {\n\n                            const auto i = duration_cast<seconds>(rangebegin - m.tweetsstart).count()/duration_cast<seconds>(every).count();\n\n                            // add future buckets\n                            while(i >= static_cast<long long>(m.tweetsperminute.size())) {\n                                m.tweetsperminute.push_back(0);\n                            }\n\n                            if (tw.data->words.size() > 0) {\n                                ++m.tweetsperminute[i];\n                            }\n                        }\n\n                        // discard expired data\n                        while(static_cast<long long>(m.tweetsperminute.size()) > maxsize) {\n                            m.tweetsstart += duration_cast<seconds>(every);\n                            m.tweetsperminute.pop_front();\n                        }\n\n                        return std::move(md);\n                    });\n                });\n            return tweetsperminute;\n        }) |\n        merge() |\n        nooponerror() |\n        start_with(noop));\n\n    // window tweets by the timestamp_ms embedded in each tweet\n    auto window_timestamp = ts |\n        onlytweets() |\n        // for each tweet emit duplicates of that tweet for each time window\n        rxo::map([](Tweet tw){\n            auto e_s = duration_cast<seconds>(every).count();\n            auto l_s = duration_cast<seconds>(length).count();\n            auto t_s = std::chrono::floor<seconds>(timestamp_ms(tw)).count();\n            auto te_s = t_s - (t_s % e_s);\n            auto tstart_s = te_s - (l_s - e_s);\n            auto tfinish_s = te_s + e_s;\n            int begin = 0;\n            int end = (tfinish_s - tstart_s) / e_s;\n            return iterate(\n                ranges::views::ints(begin, end) | \n                ranges::views::transform([=](int s){\n                    return make_tuple(tstart_s + (e_s * s), tw);\n                }));\n        }) |\n        merge() |\n        // group tweets from the same window\n        group_by(rxu::apply_to([](int64_t s, Tweet){\n            return s;\n        }), rxu::apply_to([](int64_t, Tweet tw){\n            return tw;\n        })) |\n        rxo::map([=](grouped_observable<int64_t, Tweet> source){\n            return source | \n                // stop each window after a full window interval occurs without a new tweet\n                timeout(every) | \n                on_error_resume_next([](std::exception_ptr){\n                    return empty<Tweet>();\n                });\n        }) |\n        publish() |\n        ref_count() |\n        as_dynamic();\n\n    // play sounds for up and down inflections in the count of tweets per minute\n    reducers.push_back(window_timestamp |\n        rxo::map([=](observable<Tweet> source){\n            return source | count();\n        }) |\n        merge() |\n        rxo::window(6, 1) |\n        rxo::map([=](observable<int> counts){\n            return counts | average() |\n                zip(counts | rxo::last(), counts | rxo::first()) |\n                filter(rxu::apply_to([](double avg, long last, long first){\n                    // only keep if the average of three counts is less than \n                    // the last count and greater than the first count.\n                    // should only keep when there is a inflection up or down.\n                    return avg < last && avg > first;\n                })) |\n                rxo::map(rxu::apply_to([=](double , long , long ){\n                    return Reducer([=](Model& md){\n                        Mix_PlayChannel(-1, dot, 0);\n                        return std::move(md);\n                    });\n                }));\n        }) |\n        merge() |\n        nooponerror() |\n        start_with(noop));\n\n    // keep recent tweets\n    reducers.push_back(\n        ts |\n        onlytweets() |\n        // batch the tweets to be more efficient about model updates\n        // the trade off is adding latency to the model updates\n        buffer_with_time(milliseconds(200), poolthread) |\n        filter([](const vector<Tweet>& tws){ return !tws.empty(); }) |\n        rxo::map([=](const vector<Tweet>& tws){\n            return Reducer([=](Model& md){\n                auto& m = *(md.data);\n                m.tweets.insert(m.tweets.end(), tws.begin(), tws.end());\n                auto last = m.tweets.empty() ? milliseconds(0) : timestamp_ms(m.tweets.back());\n                auto first = last - (keep + length);\n                auto end = find_if(m.tweets.begin(), m.tweets.end(), [=](const Tweet& tw){\n                    auto t = timestamp_ms(tw);\n                    return t > first;\n                });\n                auto cursor=m.tweets.begin();\n                for (;cursor!=end; ++cursor) {\n                    auto sentiment = m.sentiment[cursor->data->tweet[\"id_str\"].get<string>()];\n                    m.sentiment.erase(cursor->data->tweet[\"id_str\"].get<string>());\n                    auto perspective = m.perspective[cursor->data->tweet[\"id_str\"].get<string>()];\n                    for (auto& word: cursor->data->words) {\n                        if (--m.allwords[word] == 0)\n                        {\n                            m.allwords.erase(word);\n                        }\n                        if (sentiment == \"negative\" && --m.negativewords[word] == 0)\n                        {\n                            m.negativewords.erase(word);\n                        }\n                        if (sentiment == \"positive\" && --m.positivewords[word] == 0)\n                        {\n                            m.positivewords.erase(word);\n                        }\n                        if (perspective.toxicity > 0.7f && --m.toxicwords[word] == 0)\n                        {\n                            m.toxicwords.erase(word);\n                        }\n                    }\n                }\n                m.tweets.erase(m.tweets.begin(), end);\n                return std::move(md);\n            });\n        }) |\n        nooponerror() |\n        start_with(noop));\n\n    // record total number of tweets that have arrived\n    reducers.push_back(\n        ts |\n        onlytweets() |\n        // batch the tweets to be more efficient about model updates\n        // the trade off is adding latency to the model updates\n        window_with_time(milliseconds(200), poolthread) |\n        rxo::map([](observable<Tweet> source){\n            auto tweetsperminute = source | count() | rxo::map([](int count){\n                return Reducer([=](Model& md){\n                    auto& m = *(md.data);\n                    m.total += count;\n                    return std::move(md);\n                });\n            });\n            return tweetsperminute;\n        }) |\n        merge() |\n        nooponerror() |\n        start_with(noop));\n\n    // combine things that modify the model\n    auto actions = iterate(reducers) |\n        // give the reducers to the UX\n        merge(mainthread);\n\n    //\n    // apply reducers to the model (Flux architecture)\n    //\n\n    auto models = actions |\n        // apply things that modify the model\n        scan(Model{}, [=](Model& m, Reducer& f){\n            try {\n                auto r = f(m);\n                r.data->timestamp = mainthread.now();\n                return r;\n            } catch (const std::exception& e) {\n                cerr << e.what() << endl;\n                return std::move(m);\n            }\n        }) | \n        // only view model updates every 200ms\n        sample_with_time(milliseconds(200), mainthread) |\n        publish() |\n        ref_count() |\n        as_dynamic();\n\n    // ==== View\n\n    auto viewModels = models |\n        // if the processing of the model takes too long, skip until caught up\n        filter([=](const Model& m){\n            return m.data->timestamp <= mainthread.now();\n        }) |\n        start_with(Model{}) |\n        rxo::map([](Model& m){\n            return ViewModel{m};\n        }) |\n        as_dynamic();\n\n    auto draw = frames |\n        with_latest_from(rxu::take_at<1>(), viewModels) |\n        tap([=](const ViewModel&){\n            auto renderthreadid = this_thread::get_id();\n            if (mainthreadid != renderthreadid) {\n                cerr << \"render on wrong thread!\" << endl;\n                terminate();\n            }\n        }) |\n        replay(1) |\n        ref_count() |\n        as_dynamic();\n\n    vector<observable<ViewModel>> renderers;\n\n    // render analysis\n    renderers.push_back(\n        draw |\n        tap([=](const ViewModel& vm){\n            auto& m = *vm.m.data;\n\n            static ImGuiTextFilter wordfilter(settings[\"WordFilter\"].get<string>().c_str());\n\n            static ImVec4 neutralcolor = ImColor(250, 150, 0);\n            static ImVec4 positivecolor = ImColor(50, 230, 50);\n            static ImVec4 negativecolor = ImColor(240, 33, 33);\n            \n            ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);\n            if (ImGui::Begin(\"Live Analysis\")) {\n                RXCPP_UNWIND(End, [](){\n                    ImGui::End();\n                });\n\n                ImGui::TextWrapped(\"url: %s\", m.url.c_str());\n\n                {\n                    ImGui::Columns(2);\n                    RXCPP_UNWIND_AUTO([](){\n                        ImGui::Columns(1);\n                    });\n\n                    ImGui::Text(\"Now: %s\", utctextfrom().c_str()); ImGui::NextColumn();\n                    ImGui::Text(\"Total Tweets: %d\", m.total);\n                }\n\n                if (ImGui::CollapsingHeader(\"Settings\", ImGuiTreeNodeFlags_Framed))\n                {\n                    bool changed = false;\n\n                    ImGui::Text(\"%s\", settingsFile.c_str());\n\n                    if (ImGui::CollapsingHeader(\"Keys\"))\n                    {\n                        static bool showkeys = false;\n                        int textflags = ImGuiInputTextFlags_CharsNoBlank;\n                        if (!showkeys) {\n                            if (ImGui::Button(\"Show Keys\")) {\n                                showkeys = true;\n                            } else {\n                                textflags |= ImGuiInputTextFlags_Password;\n                            }\n                        } else {\n                            if (ImGui::Button(\"Hide Keys\")) {\n                                showkeys = false;\n                            }\n                        }\n\n                        static string ckey(settings.count(\"ConsumerKey\") > 0 ? settings[\"ConsumerKey\"].get<string>() : string{});\n                        ckey.reserve(128);\n                        if (ImGui::InputText(\"Consumer Key\", &ckey[0], ckey.capacity(), textflags)) {\n                            ckey.resize(strlen(&ckey[0]));\n                            settings[\"ConsumerKey\"] = ckey;\n                            changed = true;\n                        }\n\n                        static string csecret(settings.count(\"ConsumerSecret\") > 0 ? settings[\"ConsumerSecret\"].get<string>() : string{});\n                        csecret.reserve(128);\n                        if (ImGui::InputText(\"Consumer Secret\", &csecret[0], csecret.capacity(), textflags)) {\n                            csecret.resize(strlen(&csecret[0]));\n                            settings[\"ConsumerSecret\"] = csecret;\n                            changed = true;\n                        }\n\n                        static string atkey(settings.count(\"AccessTokenKey\") > 0 ? settings[\"AccessTokenKey\"].get<string>() : string{});\n                        atkey.reserve(128);\n                        if (ImGui::InputText(\"Access Token Key\", &atkey[0], atkey.capacity(), textflags)){\n                            atkey.resize(strlen(&atkey[0]));\n                            settings[\"AccessTokenKey\"] = atkey;\n                            changed = true;\n                        }\n\n                        static string atsecret(settings.count(\"AccessTokenSecret\") > 0 ? settings[\"AccessTokenSecret\"].get<string>() : string{});\n                        atsecret.reserve(128);\n                        if (ImGui::InputText(\"Access Token Secret\", &atsecret[0], atsecret.capacity(), textflags)) {\n                            atsecret.resize(strlen(&atsecret[0]));\n                            settings[\"AccessTokenSecret\"] = atsecret;\n                            changed = true;\n                        }\n\n                        static string sentimenturl(settings.count(\"SentimentUrl\") > 0 ? settings[\"SentimentUrl\"].get<string>() : string{});\n                        sentimenturl.reserve(1024);\n                        if (ImGui::InputText(\"Sentiment Url\", &sentimenturl[0], sentimenturl.capacity())) {\n                            sentimenturl.resize(strlen(&sentimenturl[0]));\n                            settings[\"SentimentUrl\"] = sentimenturl;\n                            changed = true;\n                        }\n\n                        static string sentimentkey(settings.count(\"SentimentKey\") > 0 ? settings[\"SentimentKey\"].get<string>() : string{});\n                        sentimentkey.reserve(1024);\n                        if (ImGui::InputText(\"Sentiment Key\", &sentimentkey[0], sentimentkey.capacity(), textflags)) {\n                            sentimentkey.resize(strlen(&sentimentkey[0]));\n                            settings[\"SentimentKey\"] = sentimentkey;\n                            changed = true;\n                        }\n\n                        static string perspectiveurl(settings.count(\"PerspectiveUrl\") > 0 ? settings[\"PerspectiveUrl\"].get<string>() : string{});\n                        perspectiveurl.reserve(1024);\n                        if (ImGui::InputText(\"Perspective Url\", &perspectiveurl[0], perspectiveurl.capacity())) {\n                            perspectiveurl.resize(strlen(&perspectiveurl[0]));\n                            settings[\"PerspectiveUrl\"] = perspectiveurl;\n                            changed = true;\n                        }\n\n                        static string perspectivekey(settings.count(\"PerspectiveKey\") > 0 ? settings[\"PerspectiveKey\"].get<string>() : string{});\n                        perspectivekey.reserve(1024);\n                        if (ImGui::InputText(\"Perspective Key\", &perspectivekey[0], perspectivekey.capacity(), textflags)) {\n                            perspectivekey.resize(strlen(&perspectivekey[0]));\n                            settings[\"PerspectiveKey\"] = perspectivekey;\n                            changed = true;\n                        }\n                    }\n\n                    static int minutestokeep = keep.count();\n                    ImGui::InputInt(\"minutes to keep\", &minutestokeep);\n                    changed |= keep.count() != minutestokeep;\n                    keep = minutes(minutestokeep);\n                    settings[\"Keep\"] = keep.count();\n\n                    // capture size of previous control\n                    ImVec2 linesize = ImGui::GetItemRectSize();\n\n                    ImGui::Separator();\n\n                    // make room for three\n                    linesize.y *= 3;\n\n                    ImGui::ListBoxHeader(\"Query\", linesize);\n                    if (ImGui::Selectable(\"Sample\", settings[\"Query\"][\"Action\"].get<std::string>() == \"sample\")) {\n                        settings[\"Query\"][\"Action\"] = \"sample\";\n                        settings[\"Query\"].erase(\"Keywords\");\n                        changed = true;\n                    }\n                    if (ImGui::Selectable(\"Filter\", settings[\"Query\"][\"Action\"].get<std::string>() == \"filter\")) {\n                        settings[\"Query\"][\"Action\"] = \"filter\";\n                        settings[\"Query\"][\"Keywords\"] = json::array();\n                        changed = true;\n                    }\n                    ImGui::ListBoxFooter();\n\n                    if (tolower(settings[\"Query\"][\"Action\"].get<std::string>()) == \"filter\") {\n                        ImGui::Indent();\n                        RXCPP_UNWIND(Unindent, [](){\n                            ImGui::Unindent();\n                        });\n                        auto keyword_list = ranges::accumulate(settings[\"Query\"][\"Keywords\"].get<std::vector<string>>(), string(), [](string acc, string kw){ return acc + kw + \", \";});\n                        keyword_list.reserve(128);\n                        if (ImGui::InputText(\"Keywords\", &keyword_list[0], keyword_list.capacity())) {\n                            keyword_list.resize(strlen(&keyword_list[0]));\n                            settings[\"Query\"][\"Keywords\"] = ranges::actions::split(keyword_list, ranges::views::c_str(\",\"));\n                            changed = true;\n                        }\n                    }\n\n                    static string language(settings.count(\"Language\") > 0 ? settings[\"Language\"].get<string>() : string{});\n                    language.reserve(64);\n                    if (ImGui::InputText(\"Language\", &language[0], language.capacity())) {\n                        language.resize(strlen(&language[0]));\n                        settings[\"Language\"] = language;\n                        changed = true;\n                    }\n\n\n                    static bool sentimentRequests(settings.count(\"SentimentRequests\") > 0 && tolower(settings[\"SentimentRequests\"].get<string>()) == \"on\");\n                    if (ImGui::Checkbox(\"Call Sentiment Api\", &sentimentRequests)) {\n                        settings[\"SentimentRequests\"] = sentimentRequests ? \"On\" : \"Off\";\n                        changed = true;\n                    }\n\n                    static bool perspectiveRequests(settings.count(\"PerspectiveRequests\") > 0 && tolower(settings[\"PerspectiveRequests\"].get<string>()) == \"on\");\n                    if (ImGui::Checkbox(\"Call Perspective Api\", &perspectiveRequests)) {\n                        settings[\"PerspectiveRequests\"] = perspectiveRequests ? \"On\" : \"Off\";\n                        changed = true;\n                    }\n\n                    if (changed) {\n                        update_settings(settings);\n                    }\n                }\n\n                // by window\n                if (ImGui::CollapsingHeader(\"Tweets Per Minute (windowed by arrival time)\", ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_DefaultOpen))\n                {\n                    static vector<float> tpm;\n                    tpm.clear();\n                    tpm = m.tweetsperminute |\n                        ranges::views::transform([](int count){return static_cast<float>(count);}) |\n                        ranges::to_vector;\n                    ImVec2 plotextent(ImGui::GetContentRegionAvailWidth(),100);\n                    if (!m.tweetsperminute.empty()) {\n                        ImGui::Text(\"%s -> %s\", \n                            utctextfrom(duration_cast<seconds>(m.tweetsstart)).c_str(),\n                            utctextfrom(duration_cast<seconds>(m.tweetsstart + length + (every * m.tweetsperminute.size()))).c_str());\n                    }\n                    ImGui::PlotLines(\"\", &tpm[0], tpm.size(), 0, nullptr, 0.0f, fltmax, plotextent);\n                }\n\n                // by group\n\n                if (ImGui::CollapsingHeader(\"Toxic Tweets Per Minute\", ImGuiTreeNodeFlags_Framed))\n                {\n                    auto& tpm = vm.data->toxictpm;\n                    ImVec2 plotextent(ImGui::GetContentRegionAvailWidth(),100);\n                    ImGui::PushStyleColor(ImGuiCol_PlotLines, negativecolor);\n                    // perspective api limits to 10 QPS so the max for the graph cannot exceed 10 * 60 TPM\n                    ImGui::PlotLines(\"\", &tpm[0], tpm.size(), 0, nullptr, 0.0f, std::min(vm.data->maxtpm, 10.0f * 60), plotextent);\n                    ImGui::PopStyleColor(1);\n                }\n\n                if (ImGui::CollapsingHeader(\"Negative Tweets Per Minute\", ImGuiTreeNodeFlags_Framed))\n                {\n                    auto& tpm = vm.data->negativetpm;\n                    ImVec2 plotextent(ImGui::GetContentRegionAvailWidth(),100);\n                    ImGui::PushStyleColor(ImGuiCol_PlotLines, negativecolor);\n                    ImGui::PlotLines(\"\", &tpm[0], tpm.size(), 0, nullptr, 0.0f, vm.data->maxtpm, plotextent);\n                    ImGui::PopStyleColor(1);\n                }\n\n                if (ImGui::CollapsingHeader(\"Positive Tweets Per Minute\", ImGuiTreeNodeFlags_Framed))\n                {\n                    auto& tpm = vm.data->positivetpm;\n                    ImVec2 plotextent(ImGui::GetContentRegionAvailWidth(),100);\n                    ImGui::PushStyleColor(ImGuiCol_PlotLines, positivecolor);\n                    ImGui::PlotLines(\"\", &tpm[0], tpm.size(), 0, nullptr, 0.0f, vm.data->maxtpm, plotextent);\n                    ImGui::PopStyleColor(1);\n                }\n\n                if (ImGui::CollapsingHeader(\"Tweets Per Minute (grouped by timestamp_ms)\", ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_DefaultOpen))\n                {\n                    auto& tpm = vm.data->groupedtpm;\n\n                    if (!m.groupedtweets.empty()) {\n                        ImGui::Text(\"%s -> %s\", \n                            utctextfrom(duration_cast<seconds>(m.groups.front().begin)).c_str(),\n                            utctextfrom(duration_cast<seconds>(m.groups.back().end)).c_str());\n                    }\n                    ImVec2 plotposition = ImGui::GetCursorScreenPos();\n                    ImVec2 plotextent(ImGui::GetContentRegionAvailWidth(),100);\n                    ImGui::PlotLines(\"\", &tpm[0], tpm.size(), 0, nullptr, 0.0f, vm.data->maxtpm, plotextent);\n                    if (tpm.size() == m.groups.size() && ImGui::IsItemHovered()) {\n                        const float t = Clamp((ImGui::GetMousePos().x - plotposition.x) / plotextent.x, 0.0f, 0.9999f);\n                        idx = (int)(t * (m.groups.size() - 1));\n                    }\n                    idx = min(idx, int(m.groups.size()) - 1);\n                    int defaultGroupIndex = (keep / every) - ((length / every) - 1);\n                    if (idx == -1 && int(m.groups.size()) > defaultGroupIndex) {\n                        idx = defaultGroupIndex;\n                    }\n\n                    ImGui::PushItemWidth(ImGui::GetContentRegionAvailWidth());\n                    ImGui::SliderInt(\"\", &idx, 0, m.groups.size() - 1);\n                }\n                End.dismiss();\n            }\n            ImGui::End();\n\n            ImGui::SetNextWindowSize(ImVec2(100,200), ImGuiSetCond_FirstUseEver);\n            if (ImGui::Begin(\"Top Words from group\")) {\n                RXCPP_UNWIND(End, [](){\n                    ImGui::End();\n                });\n\n                ImGui::RadioButton(\"Selected\", &model::scope, scope_selected); ImGui::SameLine();\n                ImGui::RadioButton(\"All -\", &model::scope, scope_all_negative); ImGui::SameLine();\n                ImGui::RadioButton(\"All +\", &model::scope, scope_all_positive); ImGui::SameLine();\n                ImGui::RadioButton(\"All \\u2620\", &model::scope, scope_all_toxic); ImGui::SameLine();\n                ImGui::RadioButton(\"All\", &model::scope, scope_all);\n\n                ImGui::Text(\"%s -> %s\", vm.data->scope_begin.c_str(), vm.data->scope_end.c_str());\n\n                {\n                    ImGui::Columns(2);\n                    RXCPP_UNWIND_AUTO([](){\n                        ImGui::Columns(1);\n                    });\n                    ImGui::Text(\"Tweets: %ld\", vm.data->scope_tweets->size()); ImGui::NextColumn();\n                    ImGui::Text(\"Words : %ld\", vm.data->scope_words->size());\n                }\n\n                wordfilter.Draw();\n\n                if (settings[\"WordFilter\"].get<string>() != wordfilter.InputBuf) {\n                    settings[\"WordFilter\"] = string{wordfilter.InputBuf};\n                    ofstream o(settingsFile);\n                    o << setw(4) << settings;\n                }\n                \n                static vector<WordCount> top;\n                top.clear();\n                top = *vm.data->scope_words |\n                    ranges::views::filter([&](const WordCount& w){ return wordfilter.PassFilter(w.word.c_str()); }) |\n                    ranges::views::take(10) |\n                    ranges::to_vector;\n\n                float maxCount = 0.0f;\n                for(auto& w : m.groups) {\n                    auto& g = m.groupedtweets.at(w);\n                    auto end = g->words.end();\n                    for(auto& word : top) {\n                        auto wrd = g->words.find(word.word);\n                        float count = 0.0f;\n                        if (wrd != end) {\n                            count = static_cast<float>(wrd->second);\n                        }\n                        maxCount = count > maxCount ? count : maxCount;\n                        word.all.push_back(count);\n                    }\n                }\n\n                for (auto& w : top) {\n\n                    auto total = m.allwords[w.word];\n                    ImGui::Text(\"%4.d,\", total); ImGui::SameLine();\n                    auto positive = m.positivewords[w.word];\n                    ImGui::TextColored(positivecolor, \" +%4.d,\", positive); ImGui::SameLine();\n                    auto negative = m.negativewords[w.word];\n                    ImGui::TextColored(negativecolor, \" -%4.d\", negative); ImGui::SameLine();\n                    auto toxic = m.toxicwords[w.word];\n                    ImGui::TextColored(negativecolor, \" \\u2620%4.d\", toxic); ImGui::SameLine();\n                    if (negative > positive) {\n                        ImGui::TextColored(negativecolor, \" -%6.2fx\", negative / std::max(float(positive), 1.0f)); ImGui::SameLine();\n                    } else {\n                        ImGui::TextColored(positivecolor, \" +%6.2fx\", positive / std::max(float(negative), 1.0f)); ImGui::SameLine();\n                    }\n                    ImGui::Text(\" \\u2620%6.2fx\", toxic / std::max(float(std::min(total, 10 * 60)-toxic), 1.0f)); ImGui::SameLine();\n                    ImGui::Text(\" - %s\", w.word.c_str());\n\n                    ImVec2 plotextent(ImGui::GetContentRegionAvailWidth(),100);\n                    ImGui::PlotLines(\"\", &w.all[0], w.all.size(), 0, nullptr, 0.0f, maxCount, plotextent);\n                }\n\n                End.dismiss();\n            }\n            ImGui::End();\n\n            ImGui::SetNextWindowSize(ImVec2(100,200), ImGuiSetCond_FirstUseEver);\n            if (ImGui::Begin(\"Word Cloud from group\")) {\n                RXCPP_UNWIND(End, [](){\n                    ImGui::End();\n                });\n\n                static const ImVec4 textcolor = ImGui::GetStyle().Colors[ImGuiCol_Text];\n                if (ImGui::BeginPopupContextWindow())\n                {\n                    RXCPP_UNWIND_AUTO([](){\n                        ImGui::EndPopup();\n                    });\n\n                    ImGui::ColorEdit3(\"positivecolor\", reinterpret_cast<float*>(&positivecolor), ImGuiColorEditFlags_Float);\n                    ImGui::ColorEdit3(\"neutralcolor\", reinterpret_cast<float*>(&neutralcolor), ImGuiColorEditFlags_Float);\n                    ImGui::ColorEdit3(\"negativecolor\", reinterpret_cast<float*>(&negativecolor), ImGuiColorEditFlags_Float);\n\n                    if (ImGui::Button(\"Close\"))\n                        ImGui::CloseCurrentPopup();\n                }\n\n                auto origin = ImGui::GetCursorScreenPos();\n                auto area = ImGui::GetContentRegionAvail();\n                auto clip = ImVec4(origin.x, origin.y, origin.x + area.x, origin.y + area.y);\n\n                auto font = ImGui::GetFont();\n                auto scale = 4.0f;\n\n                static vector<ImRect> taken;\n                taken.clear();\n\n                // start a reproducible series each frame.\n                mt19937 source;\n\n                auto maxCount = 0;\n                auto cursor = vm.data->scope_words->begin();\n                auto end = vm.data->scope_words->end();\n                for(;cursor != end; ++cursor) {\n                    if (!wordfilter.PassFilter(cursor->word.c_str())) continue;\n\n                    maxCount = max(maxCount, cursor->count);\n\n                    auto neutral = m.allwords[cursor->word] - (m.negativewords[cursor->word] + m.positivewords[cursor->word]);\n                    using CountedColor = pair<int, ImVec4>;\n                    auto color = (std::array<CountedColor, 4>{{\n                        {neutral, textcolor}, \n                        {m.negativewords[cursor->word], negativecolor},\n                        {m.positivewords[cursor->word], positivecolor},\n                        {m.toxicwords[cursor->word], negativecolor}\n                    }} |\n                    ranges::actions::sort([](const CountedColor& l, const CountedColor& r){\n                        return l.first > r.first;\n                    }))[0].second;\n    \n                    auto place = Clamp(static_cast<float>(cursor->count)/maxCount, 0.0f, 0.9999f);\n                    auto size = Clamp(font->FontSize*scale*place, font->FontSize*scale*0.25f, font->FontSize*scale);\n                    auto extent = font->CalcTextSizeA(size, fltmax, 0.0f, &cursor->word[0], &cursor->word[0] + cursor->word.size(), nullptr);\n\n                    auto offsetx = uniform_int_distribution<>(0, area.x - extent.x);\n                    auto offsety = uniform_int_distribution<>(0, area.y - extent.y);\n\n                    ImRect bound;\n                    int checked = -1;\n                    int trys = 10;\n                    for (;checked < int(taken.size()) && trys > 0;--trys){\n                        checked = 0;\n                        auto position = ImVec2(origin.x + offsetx(source), origin.y + offsety(source));\n                        bound = ImRect(position.x, position.y, position.x + extent.x, position.y + extent.y);\n                        for(auto& t : taken) {\n                            if (t.Overlaps(bound)) break;\n                            ++checked;\n                        }\n                    }\n\n                    if (checked < int(taken.size()) && trys == 0) {\n                        //word did not fit\n                        break;\n                    }\n\n                    ImGui::GetWindowDrawList()->AddText(font, size, bound.Min, ImColor(color), &cursor->word[0], &cursor->word[0] + cursor->word.size(), 0.0f, &clip);\n                    taken.push_back(bound);\n                }\n                End.dismiss();\n            }\n            ImGui::End();\n\n            ImGui::SetNextWindowSize(ImVec2(100,200), ImGuiSetCond_FirstUseEver);\n            if (ImGui::Begin(\"Tweets from group\")) {\n                RXCPP_UNWIND(End, [](){\n                    ImGui::End();\n                });\n\n                if (ImGui::BeginPopupContextWindow())\n                {\n                    RXCPP_UNWIND_AUTO([](){\n                        ImGui::EndPopup();\n                    });\n\n                    ImGui::ColorEdit3(\"positivecolor\", reinterpret_cast<float*>(&positivecolor), ImGuiColorEditFlags_Float);\n                    ImGui::ColorEdit3(\"neutralcolor\", reinterpret_cast<float*>(&neutralcolor), ImGuiColorEditFlags_Float);\n                    ImGui::ColorEdit3(\"negativecolor\", reinterpret_cast<float*>(&negativecolor), ImGuiColorEditFlags_Float);\n                    \n                    if (ImGui::Button(\"Close\"))\n                        ImGui::CloseCurrentPopup();\n                }\n\n                static ImGuiTextFilter filter(settings[\"TweetFilter\"].get<string>().c_str());\n\n                filter.Draw();\n\n                if (settings[\"TweetFilter\"].get<string>() != filter.InputBuf) {\n                    settings[\"TweetFilter\"] = string{filter.InputBuf};\n                    ofstream o(settingsFile);\n                    o << setw(4) << settings;\n                }\n\n                auto cursor = vm.data->scope_tweets->rbegin();\n                auto end = vm.data->scope_tweets->rend();\n                for(int remaining = 50;cursor != end && remaining > 0; ++cursor) {\n                    auto& tweet = cursor->data->tweet;\n                    if (tweet[\"user\"][\"name\"].is_string() && tweet[\"user\"][\"screen_name\"].is_string()) {\n                        auto name = tweet[\"user\"][\"name\"].get<string>();\n                        auto screenName = tweet[\"user\"][\"screen_name\"].get<string>();\n                        auto sentiment = m.sentiment[tweet[\"id_str\"]];\n                        auto perspective = m.perspective[tweet[\"id_str\"]];\n                        auto color = sentiment == \"positive\" ? positivecolor : sentiment == \"negative\" ? negativecolor : neutralcolor;\n                        auto text = tweettext(tweet);\n                        auto passSentiment = model::scope == scope_all_negative ? sentiment == \"negative\" : model::scope == scope_all_positive ? sentiment == \"positive\" : true;\n                        auto passPerspective = model::scope == scope_all_toxic ? perspective.toxicity > 0.7f : true;\n                        if (passSentiment && passPerspective && (filter.PassFilter(name.c_str()) || filter.PassFilter(screenName.c_str()) || filter.PassFilter(text.c_str()))) {\n                            --remaining;\n                            ImGui::Separator();\n                            ImGui::Text(\"%s (@%s) - \", name.c_str() , screenName.c_str() ); ImGui::SameLine();\n                            ImGui::TextColored(color, \"%s\", sentiment.c_str()); ImGui::SameLine();\n                            ImGui::Text(\" \\u2620%6.2f, %6.2f, %6.2f\", perspective.toxicity, perspective.spam, perspective.inflammatory);\n                            ImGui::TextWrapped(\"%s\", text.c_str());\n                        }\n                    }\n                }\n\n                End.dismiss();\n            }\n            ImGui::End();\n        }) |\n        reportandrepeat());\n\n    // render recent\n    renderers.push_back(\n        draw |\n        tap([=](const ViewModel& vm){\n            auto& m = *vm.m.data;\n\n            ImGui::SetNextWindowSize(ImVec2(100,200), ImGuiSetCond_FirstUseEver);\n            if (ImGui::Begin(\"Recent Tweets\")) {\n                RXCPP_UNWIND(End, [](){\n                    ImGui::End();\n                });\n\n                ImGui::TextWrapped(\"url: %s\", m.url.c_str());\n                ImGui::Text(\"Total Tweets: %d\", m.total);\n\n                if (!m.tweets.empty()) {\n                    // smoothly scroll through tweets.\n\n                    auto& front = m.tweets.front().data->tweet;\n\n                    static auto remove = 0.0f;\n                    static auto ratio = 1.0f;\n                    static auto oldestid = front[\"id_str\"].is_string() ? front[\"id_str\"].get<string>() : string{};\n\n                    // find first tweet to display\n                    auto cursor = m.tweets.rbegin();\n                    auto end = m.tweets.rend();\n                    cursor = find_if(cursor, end, [&](const Tweet& tw){\n                        auto& tweet = tw.data->tweet;\n                        auto id = tweet[\"id_str\"].is_string() ? tweet[\"id_str\"].get<string>() : string{};\n                        return id == oldestid;\n                    });\n\n                    auto remaining = cursor - m.tweets.rbegin();\n\n                    // scale display speed from 1 new tweet a frame to zero new tweets per frame\n                    ratio = float(remaining) / 50;\n                    remove += ratio;\n\n                    auto const count = end - cursor;\n                    if (count == 0) {\n                        // reset top tweet after discontinuity\n                        remove = 0.0f;\n                        oldestid = front[\"id_str\"].is_string() ? front[\"id_str\"].get<string>() : string{};\n                    } else if (remove > .999f) {\n                        // reset to display next tweet\n                        auto it = cursor;\n                        while (remove > .999f && (end - it) < int(m.tweets.size()) ) {\n                            remove -= 1.0f;\n                            --it;\n                            oldestid = it->data->tweet[\"id_str\"].is_string() ? it->data->tweet[\"id_str\"].get<string>() : string{};\n                        }\n                        remove = 0.0f;\n                    }\n\n                    {\n                        ImGui::Columns(2);\n                        RXCPP_UNWIND_AUTO([](){\n                            ImGui::Columns(1);\n                        });\n                        ImGui::Text(\"scroll speed: %.2f\", ratio); ImGui::NextColumn();\n                        ImGui::Text(\"pending: %ld\", remaining);\n                    }\n\n                    // display no more than 50 at a time\n                    while(end - cursor > 50) --end;\n\n                    // display tweets\n                    for(;cursor != end; ++cursor) {\n                        auto& tweet = cursor->data->tweet;\n                        if (tweet[\"user\"][\"name\"].is_string() && tweet[\"user\"][\"screen_name\"].is_string()) {\n                            ImGui::Separator();\n                            ImGui::Text(\"%s (@%s)\", tweet[\"user\"][\"name\"].get<string>().c_str() , tweet[\"user\"][\"screen_name\"].get<string>().c_str() );\n                            ImGui::TextWrapped(\"%s\", tweettext(tweet).c_str());\n                        }\n                    }\n                }\n                End.dismiss();\n            }\n            ImGui::End();\n        }) |\n        reportandrepeat());\n\n    // render controls\n    renderers.push_back(\n        draw |\n        tap([=, &jsonfile, &dumptext, &dumpjson](const ViewModel&){\n\n            ImGui::SetNextWindowSize(ImVec2(100,200), ImGuiSetCond_FirstUseEver);\n            if (ImGui::Begin(\"Output\")) {\n                RXCPP_UNWIND(End, [](){\n                    ImGui::End();\n                });\n\n                static int dumpmode = dumptext ? 1 : dumpjson ? 2 : 0;\n                ImGui::RadioButton(\"None\", &dumpmode, 0); ImGui::SameLine();\n                ImGui::RadioButton(\"Text\", &dumpmode, 1); ImGui::SameLine();\n                ImGui::RadioButton(\"Json\", &dumpmode, 2);\n                dumptext = dumpmode == 1;\n                if (!dumpjson && dumpmode == 2) {\n                    jsonfile = newJsonFile();\n                }\n                dumpjson = dumpmode == 2;\n\n                End.dismiss();\n            }\n            ImGui::End();\n        }) |\n        reportandrepeat());\n\n    // render framerate\n    renderers.push_back(\n        draw |\n        tap([=](const ViewModel&){\n\n            ImGui::SetNextWindowSize(ImVec2(100,200), ImGuiSetCond_FirstUseEver);\n            if (ImGui::Begin(\"Twitter App\")) {\n                RXCPP_UNWIND(End, [](){\n                    ImGui::End();\n                });\n\n                ImGui::Text(\"Application average %.3f ms/frame (%.1f FPS)\", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);\n                End.dismiss();\n            }\n            ImGui::End();\n        }) |\n        reportandrepeat());\n\n    // subscribe to everything!\n    iterate(renderers) |\n        merge() |\n        subscribe<ViewModel>(lifetime, [](const ViewModel&){});\n\n    // ==== Main\n\n    // main loop\n    while(lifetime.is_subscribed()) {\n        SDL_Event event;\n        while (SDL_PollEvent(&event))\n        {\n            ImGui_ImplSdlGL3_ProcessEvent(&event);\n            if (event.type == SDL_QUIT) {\n                lifetime.unsubscribe();\n                break;\n            }\n        }\n\n        if (!lifetime.is_subscribed()) {\n            break;\n        }\n\n        Mix_PlayingMusic();\n\n        ImGui_ImplSdlGL3_NewFrame(window);\n\n        while (!rl.empty() && rl.peek().when < rl.now()) {\n            rl.dispatch();\n        }\n\n        sendframe();\n\n        while (!rl.empty() && rl.peek().when < rl.now()) {\n            rl.dispatch();\n        }\n\n        // Rendering\n        glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);\n        glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);\n        glClear(GL_COLOR_BUFFER_BIT);\n        ImGui::Render();\n        SDL_GL_SwapWindow(window);\n    }\n\n    return 0;\n}\n"
  },
  {
    "path": "model.h",
    "content": "#pragma once\n\nnamespace model {\n\ninline string tweettext(const json& tweet) {\n    if (!!tweet.count(\"extended_tweet\")) {\n        auto ex = tweet[\"extended_tweet\"];\n        if (!!ex.count(\"full_text\") && ex[\"full_text\"].is_string()) {\n            return ex[\"full_text\"];\n        }\n    }\n    if (!!tweet.count(\"text\") && tweet[\"text\"].is_string()) {\n        return tweet[\"text\"];\n    }\n    return {};\n}\n\ninline vector<string> splitwords(const string& text) {\n\n    static const unordered_set<string> ignoredWords{\n    // added\n    \"rt\", \"like\", \"just\", \"tomorrow\", \"new\", \"year\", \"month\", \"day\", \"today\", \"make\", \"let\", \"want\", \"did\", \"going\", \"good\", \"really\", \"know\", \"people\", \"got\", \"life\", \"need\", \"say\", \"doing\", \"great\", \"right\", \"time\", \"best\", \"happy\", \"stop\", \"think\", \"world\", \"watch\", \"gonna\", \"remember\", \"way\",\n    \"better\", \"team\", \"check\", \"feel\", \"talk\", \"hurry\", \"look\", \"live\", \"home\", \"game\", \"run\", \"i'm\", \"you're\", \"person\", \"house\", \"real\", \"thing\", \"lol\", \"has\", \"things\", \"that's\", \"thats\", \"fine\", \"i've\", \"you've\", \"y'all\", \"didn't\", \"said\", \"come\", \"coming\", \"haven't\", \"won't\", \"can't\", \"don't\", \n    \"shouldn't\", \"hasn't\", \"doesn't\", \"i'd\", \"it's\", \"i'll\", \"what's\", \"we're\", \"you'll\", \"let's'\", \"lets\", \"vs\", \"win\", \"says\", \"tell\", \"follow\", \"comes\", \"look\", \"looks\", \"post\", \"join\", \"add\", \"does\", \"went\", \"sure\", \"wait\", \"seen\", \"told\", \"yes\", \"video\", \"lot\", \"looks\", \"long\",\n    \"e280a6\", \"\\xe2\\x80\\xa6\",\n    // http://xpo6.com/list-of-english-stop-words/\n    \"a\", \"about\", \"above\", \"above\", \"across\", \"after\", \"afterwards\", \"again\", \"against\", \"all\", \"almost\", \"alone\", \"along\", \"already\", \"also\",\"although\",\"always\",\"am\",\"among\", \"amongst\", \"amoungst\", \"amount\",  \"an\", \"and\", \"another\", \"any\",\"anyhow\",\"anyone\",\"anything\",\"anyway\", \"anywhere\", \"are\", \"around\", \"as\",  \"at\", \"back\",\"be\",\"became\", \"because\",\"become\",\"becomes\", \"becoming\", \"been\", \"before\", \"beforehand\", \"behind\", \"being\", \"below\", \"beside\", \"besides\", \"between\", \"beyond\", \"bill\", \"both\", \"bottom\",\"but\", \"by\", \"call\", \"can\", \"cannot\", \"cant\", \"co\", \"con\", \"could\", \"couldnt\", \"cry\", \"de\", \"describe\", \"detail\", \"do\", \"done\", \"down\", \"due\", \"during\", \"each\", \"eg\", \"eight\", \"either\", \"eleven\",\"else\", \"elsewhere\", \"empty\", \"enough\", \"etc\", \"even\", \"ever\", \"every\", \"everyone\", \"everything\", \"everywhere\", \"except\", \"few\", \"fifteen\", \"fify\", \"fill\", \"find\", \"fire\", \"first\", \"five\", \"for\", \"former\", \"formerly\", \"forty\", \"found\", \"four\", \"from\", \"front\", \"full\", \"further\", \"get\", \"give\", \"go\", \"had\", \"has\", \"hasnt\", \"have\", \"he\", \"hence\", \"her\", \"here\", \"hereafter\", \"hereby\", \"herein\", \"hereupon\", \"hers\", \"herself\", \"him\", \"himself\", \"his\", \"how\", \"however\", \"hundred\", \"ie\", \"if\", \"in\", \"inc\", \"indeed\", \"interest\", \"into\", \"is\", \"it\", \"its\", \"itself\", \"keep\", \"last\", \"latter\", \"latterly\", \"least\", \"less\", \"ltd\", \"made\", \"many\", \"may\", \"me\", \"meanwhile\", \"might\", \"mill\", \"mine\", \"more\", \"moreover\", \"most\", \"mostly\", \"move\", \"much\", \"must\", \"my\", \"myself\", \"name\", \"namely\", \"neither\", \"never\", \"nevertheless\", \"next\", \"nine\", \"no\", \"nobody\", \"none\", \"noone\", \"nor\", \"not\", \"nothing\", \"now\", \"nowhere\", \"of\", \"off\", \"often\", \"on\", \"once\", \"one\", \"only\", \"onto\", \"or\", \"other\", \"others\", \"otherwise\", \"our\", \"ours\", \"ourselves\", \"out\", \"over\", \"own\",\"part\", \"per\", \"perhaps\", \"please\", \"put\", \"rather\", \"re\", \"same\", \"see\", \"seem\", \"seemed\", \"seeming\", \"seems\", \"serious\", \"several\", \"she\", \"should\", \"show\", \"side\", \"since\", \"sincere\", \"six\", \"sixty\", \"so\", \"some\", \"somehow\", \"someone\", \"something\", \"sometime\", \"sometimes\", \"somewhere\", \"still\", \"such\", \"system\", \"take\", \"ten\", \"than\", \"that\", \"the\", \"their\", \"them\", \"themselves\", \"then\", \"thence\", \"there\", \"thereafter\", \"thereby\", \"therefore\", \"therein\", \"thereupon\", \"these\", \"they\", \"thickv\", \"thin\", \"third\", \"this\", \"those\", \"though\", \"three\", \"through\", \"throughout\", \"thru\", \"thus\", \"to\", \"together\", \"too\", \"top\", \"toward\", \"towards\", \"twelve\", \"twenty\", \"two\", \"un\", \"under\", \"until\", \"up\", \"upon\", \"us\", \"very\", \"via\", \"was\", \"we\", \"well\", \"were\", \"what\", \"whatever\", \"when\", \"whence\", \"whenever\", \"where\", \"whereafter\", \"whereas\", \"whereby\", \"wherein\", \"whereupon\", \"wherever\", \"whether\", \"which\", \"while\", \"whither\", \"who\", \"whoever\", \"whole\", \"whom\", \"whose\", \"why\", \"will\", \"with\", \"within\", \"without\", \"would\", \"yet\", \"you\", \"your\", \"yours\", \"yourself\", \"yourselves\", \"the\"};\n\n    static const string delimiters = R\"(\\s+)\";\n    auto words = split(text, delimiters, Split::RemoveDelimiter);\n\n    // exclude entities, urls and some punct from this words list\n\n    static const regex ignore(R\"((\\xe2\\x80\\xa6)|(&[\\w]+;)|((http|ftp|https)://[\\w-]+(.[\\w-]+)+([\\w.,@?^=%&:/~+#-]*[\\w@?^=%&/~+#-])?))\");\n    static const regex expletives(R\"(\\x66\\x75\\x63\\x6B|\\x73\\x68\\x69\\x74|\\x64\\x61\\x6D\\x6E)\");\n\n    for (auto& word: words) {\n        while (!word.empty() && (word.front() == '.' || word.front() == '(' || word.front() == '\\'' || word.front() == '\\\"')) word.erase(word.begin());\n        while (!word.empty() && (word.back() == ':' || word.back() == ',' || word.back() == ')' || word.back() == '\\'' || word.back() == '\\\"')) word.resize(word.size() - 1);\n        if (!word.empty() && word.front() == '@') continue;\n        word = regex_replace(tolower(word), ignore, \"\");\n        if (!word.empty() && word.front() != '#') {\n            while (!word.empty() && ispunct(word.front())) word.erase(word.begin());\n            while (!word.empty() && ispunct(word.back())) word.resize(word.size() - 1);\n        }\n        word = regex_replace(word, expletives, \"<expletive>\");\n    }\n\n    words.erase(std::remove_if(words.begin(), words.end(), [=](const string& w){\n        return !(w.size() > 2 && ignoredWords.find(w) == ignoredWords.end());\n    }), words.end());\n\n    words |= \n        ranges::actions::sort |\n        ranges::actions::unique;\n\n    return words;\n}\n\nstruct TimeRange\n{\n    using timestamp = milliseconds;\n\n    timestamp begin;\n    timestamp end;\n};\nbool operator<(const TimeRange& lhs, const TimeRange& rhs){\n    return lhs.begin < rhs.begin && lhs.end < rhs.end;\n}\n\nusing WordCountMap = unordered_map<string, int>;\n\nstruct Tweet\n{\n    Tweet() {}\n    explicit Tweet(const json& tweet) \n        : data(make_shared<shared>(shared{tweet})) \n    {}\n    struct shared \n    {\n        shared() {}\n        explicit shared(const json& t) \n            : tweet(t)\n            , words(splitwords(tweettext(tweet)))\n        {}\n        json tweet;\n        vector<string> words;\n    };\n    shared_ptr<const shared> data = make_shared<shared>();\n};\n\nstruct TweetGroup\n{\n    deque<Tweet> tweets;\n    WordCountMap words;\n    int positive = 0;\n    int negative = 0;\n    int toxic = 0;\n};\n\nstruct Perspective\n{\n    float toxicity;\n    float spam;\n    float inflammatory;\n};\n\nstruct Model\n{\n    struct shared \n    {\n        string url;\n        rxsc::scheduler::clock_type::time_point timestamp;\n        int total = 0;\n        deque<TimeRange> groups;\n        std::map<TimeRange, shared_ptr<TweetGroup>> groupedtweets;\n        seconds tweetsstart;\n        deque<int> tweetsperminute;\n        deque<Tweet> tweets;\n        WordCountMap allwords;\n        WordCountMap positivewords;\n        WordCountMap negativewords;\n        WordCountMap toxicwords;\n        unordered_map<string, string> sentiment;\n        unordered_map<string, Perspective> perspective;\n    };\n    shared_ptr<shared> data = make_shared<shared>();\n};\n\nusing Reducer = function<Model(Model&)>;\n\nauto noop = Reducer([](Model& m){return std::move(m);});\n\ninline function<observable<Reducer>(observable<Reducer>)> nooponerror(string from = string{}) {\n    return [=](observable<Reducer> s){\n        return s | \n            on_error_resume_next([=](std::exception_ptr ep){\n                if (!from.empty()) {\n                    cerr << from << \" - \";\n                }\n                cerr << rxu::what(ep) << endl;\n                return observable<>::empty<Reducer>();\n            }) | \n            repeat();\n    };\n}\n\ninline function<observable<Reducer>(observable<Tweet>)> noopandignore() {\n    return [](observable<Tweet> s){\n        return s.map([=](const Tweet&){return noop;}).op(nooponerror()).ignore_elements();\n    };\n}\n\nstruct WordCount\n{\n    string word;\n    int count;\n    vector<float> all;\n};\n\nint idx = 0;\n\nconst int scope_all = 1;\nconst int scope_all_negative = 2;\nconst int scope_all_positive = 3;\nconst int scope_all_toxic = 4;\nconst int scope_selected = 5;\nstatic int scope = scope_selected;\n\nstruct ViewModel\n{\n    ViewModel() {}\n    explicit ViewModel(Model& m) : m(m) {\n        auto& model = *m.data;\n\n        if (scope == scope_selected && idx >= 0 && idx < int(model.groups.size())) {\n            assert(model.groups.size() <= model.groupedtweets.size());\n            \n            auto& window = model.groups.at(idx);\n            auto& group = model.groupedtweets.at(window);\n\n            data->scope_words = &data->words;\n            data->scope_tweets = &group->tweets;\n            data->scope_begin = utctextfrom(duration_cast<seconds>(window.begin));\n            data->scope_end = utctextfrom(duration_cast<seconds>(window.end));\n\n            data->words = group->words |\n                ranges::views::transform([&](const pair<string, int>& word){\n                    return WordCount{word.first, word.second, {}};\n                }) |\n                ranges::to_vector;\n\n            data->words |=\n                ranges::actions::sort([](const WordCount& l, const WordCount& r){\n                    return l.count > r.count;\n                });\n        } else {\n\n            if (scope == scope_all_negative) {\n                data->scope_words = &data->negativewords;\n                data->negativewords = model.negativewords |\n                    ranges::views::transform([&](const pair<string, int>& word){\n                        return WordCount{word.first, word.second, {}};\n                    }) |\n                ranges::to_vector;\n\n                data->negativewords |=\n                    ranges::actions::sort([](const WordCount& l, const WordCount& r){\n                        return l.count > r.count;\n                    });\n            } else if (scope == scope_all_positive) {\n                data->scope_words = &data->positivewords;\n                data->positivewords = model.positivewords |\n                    ranges::views::transform([&](const pair<string, int>& word){\n                        return WordCount{word.first, word.second, {}};\n                    }) |\n                ranges::to_vector;\n\n                data->positivewords |=\n                    ranges::actions::sort([](const WordCount& l, const WordCount& r){\n                        return l.count > r.count;\n                    });\n            } else if (scope == scope_all_toxic) {\n                data->scope_words = &data->toxicwords;\n                data->toxicwords = model.toxicwords |\n                    ranges::views::transform([&](const pair<string, int>& word){\n                        return WordCount{word.first, word.second, {}};\n                    }) |\n                ranges::to_vector;\n\n                data->toxicwords |=\n                    ranges::actions::sort([](const WordCount& l, const WordCount& r){\n                        return l.count > r.count;\n                    });\n            } else {\n                data->scope_words = &data->allwords;\n            }\n\n            data->allwords = model.allwords |\n                ranges::views::transform([&](const pair<string, int>& word){\n                    return WordCount{word.first, word.second, {}};\n                }) |\n                ranges::to_vector;\n\n            data->allwords |=\n                ranges::actions::sort([](const WordCount& l, const WordCount& r){\n                    return l.count > r.count;\n                });\n\n            data->scope_tweets = &model.tweets;\n            data->scope_begin = model.groups.empty() ? string{} : utctextfrom(duration_cast<seconds>(model.groups.front().begin));\n            data->scope_end = model.groups.empty() ? string{} : utctextfrom(duration_cast<seconds>(model.groups.back().end));\n        }\n\n        {\n            vector<pair<milliseconds, float>> groups = model.groupedtweets |\n                ranges::views::transform([&](const pair<TimeRange, shared_ptr<TweetGroup>>& group){\n                    return make_pair(group.first.begin, static_cast<float>(group.second->tweets.size()));\n                }) |\n                ranges::to_vector;\n\n            groups |=\n                ranges::actions::sort([](const pair<milliseconds, float>& l, const pair<milliseconds, float>& r){\n                    return l.first < r.first;\n                });\n\n            data->groupedtpm = groups |\n                ranges::views::transform([&](const pair<milliseconds, float>& group){\n                    return group.second;\n                }) |\n                ranges::to_vector;\n\n            data->maxtpm = data->groupedtpm.size() > 0 ? *ranges::max_element(data->groupedtpm) : 0.0f;\n        }\n\n        {\n            vector<pair<milliseconds, float>> groups = model.groupedtweets |\n                ranges::views::transform([&](const pair<TimeRange, shared_ptr<TweetGroup>>& group){\n                    return make_pair(group.first.begin, static_cast<float>(group.second->positive));\n                }) |\n                ranges::to_vector;\n\n            groups |=\n                ranges::actions::sort([](const pair<milliseconds, float>& l, const pair<milliseconds, float>& r){\n                    return l.first < r.first;\n                });\n\n            data->positivetpm = groups |\n                ranges::views::transform([&](const pair<milliseconds, float>& group){\n                    return group.second;\n                }) |\n                ranges::to_vector;\n        }\n\n        {\n            vector<pair<milliseconds, float>> groups = model.groupedtweets |\n                ranges::views::transform([&](const pair<TimeRange, shared_ptr<TweetGroup>>& group){\n                    return make_pair(group.first.begin, static_cast<float>(group.second->negative));\n                }) |\n                ranges::to_vector;\n\n            groups |=\n                ranges::actions::sort([](const pair<milliseconds, float>& l, const pair<milliseconds, float>& r){\n                    return l.first < r.first;\n                });\n\n            data->negativetpm = groups |\n                ranges::views::transform([&](const pair<milliseconds, float>& group){\n                    return group.second;\n                }) |\n                ranges::to_vector;\n        }\n\n        {\n            vector<pair<milliseconds, float>> groups = model.groupedtweets |\n                ranges::views::transform([&](const pair<TimeRange, shared_ptr<TweetGroup>>& group){\n                    return make_pair(group.first.begin, static_cast<float>(group.second->toxic));\n                }) |\n                ranges::to_vector;\n\n            groups |=\n                ranges::actions::sort([](const pair<milliseconds, float>& l, const pair<milliseconds, float>& r){\n                    return l.first < r.first;\n                });\n\n            data->toxictpm = groups |\n                ranges::views::transform([&](const pair<milliseconds, float>& group){\n                    return group.second;\n                }) |\n                ranges::to_vector;\n        }\n    }\n\n    Model m;\n\n    struct shared\n    {\n        vector<WordCount> words;\n        vector<WordCount> allwords;\n        vector<WordCount> negativewords;\n        vector<WordCount> positivewords;\n        vector<WordCount> toxicwords;\n        \n        vector<float> groupedtpm;\n        vector<float> positivetpm;\n        vector<float> negativetpm;\n        vector<float> toxictpm;\n        float maxtpm = 0.0f;\n\n        string scope_begin = {};\n        string scope_end = {};\n        const vector<WordCount>* scope_words = nullptr;\n        const deque<Tweet>* scope_tweets = nullptr;\n    };\n\n    shared_ptr<shared> data = make_shared<shared>();\n};\n\n\ninline function<observable<ViewModel>(observable<ViewModel>)> reportandrepeat() {\n    return [](observable<ViewModel> s){\n        return s | \n            on_error_resume_next([](std::exception_ptr ep){\n                cerr << rxu::what(ep) << endl;\n                return observable<>::empty<ViewModel>();\n            }) | \n            repeat();\n    };\n}\n\n}\n"
  },
  {
    "path": "rxcurl.h",
    "content": "#pragma once\n\nnamespace rxcurl {\n\nstruct rxcurl_state\n{\n    ~rxcurl_state(){\n        if (!!curlm) {\n            worker.as_blocking().subscribe();\n            curl_multi_cleanup(curlm);\n            curlm = nullptr;\n        }\n    }\n    rxcurl_state() : thread(observe_on_new_thread()), worker(), curlm(curl_multi_init()) {\n        worker = observable<>::create<CURLMsg*>([this](subscriber<CURLMsg*> out){\n                while(out.is_subscribed()) {\n                    int running = 0;\n                    curl_multi_perform(curlm, &running);\n                    for(;;) {\n                        CURLMsg *message = nullptr;\n                        int remaining = 0;\n                        message = curl_multi_info_read(curlm, &remaining);\n                        out.on_next(message);\n                        if (!!message && remaining > 0) {\n                            continue;\n                        }\n                        break;\n                    }\n                    int handlecount = 0;\n                    curl_multi_wait(curlm, nullptr, 0, 500, &handlecount);\n                    if (handlecount == 0) {\n                        this_thread::sleep_for(milliseconds(100));\n                    }\n                }\n                out.on_completed();\n            }) |\n            subscribe_on(thread) |\n            finally([](){cerr << \"rxcurl worker exit\" << endl;}) |\n            publish() |\n            connect_forever();\n    }\n    rxcurl_state(const rxcurl_state&) = delete;\n    rxcurl_state& operator=(const rxcurl_state&) = delete;\n    rxcurl_state(rxcurl_state&&) = delete;\n    rxcurl_state& operator=(rxcurl_state&&) = delete;\n\n    observe_on_one_worker thread;\n    observable<CURLMsg*> worker;\n    CURLM* curlm;\n};\nstruct http_request\n{\n    string url;\n    string method;\n    std::map<string, string> headers;\n    string body;\n};\nstruct http_state\n{\n    ~http_state() {\n        if (!!curl) {\n            // remove on worker thread\n            auto localcurl = curl;\n            auto localheaders = headers;\n            auto localrxcurl = rxcurl;\n            auto localRequest = request;\n            chunkbus.get_subscription().unsubscribe();\n            subscriber<string>* localChunkout = chunkout.release();\n            rxcurl->worker\n                .take(1)\n                .tap([=](CURLMsg*){\n                    //cerr << \"rxcurl request destroy: \" << localRequest.method << \" - \" << localRequest.url << endl;\n                    curl_multi_remove_handle(localrxcurl->curlm, localcurl);\n                    curl_easy_cleanup(localcurl);\n                    curl_slist_free_all(localheaders);\n                    delete localChunkout;\n                })\n                .subscribe();\n\n            curl = nullptr;\n            headers = nullptr;\n        }\n    }\n    explicit http_state(shared_ptr<rxcurl_state> m, http_request r) : rxcurl(m), request(r), code(CURLE_OK), httpStatus(0), curl(nullptr), headers(nullptr) {\n        error.resize(CURL_ERROR_SIZE);\n    }\n    http_state(const http_state&) = delete;\n    http_state& operator=(const http_state&) = delete;\n    http_state(http_state&&) = delete;\n    http_state& operator=(http_state&&) = delete;\n\n    shared_ptr<rxcurl_state> rxcurl;\n    http_request request;\n    string error;\n    CURLcode code;\n    int httpStatus;\n    subjects::subject<string> chunkbus;\n    unique_ptr<subscriber<string>> chunkout;\n    CURL* curl;\n    struct curl_slist *headers;\n    vector<string> strings;\n};\nstruct http_exception : runtime_error\n{\n    explicit http_exception(const shared_ptr<http_state>& s) : runtime_error(s->error), state(s) {\n    }\n\n    CURLcode code() const {\n        return state->code;\n    }\n    int httpStatus() const {\n        return state->httpStatus;\n    }\n\n    shared_ptr<http_state> state;\n};\nstruct http_body\n{\n    observable<string> chunks;\n    observable<string> complete;\n};\nstruct http_response\n{\n    const http_request request;\n    http_body body;\n\n    CURLcode code() const {\n        return state->code;\n    }\n    int httpStatus() const {\n        return state->httpStatus;\n    }\n\n    shared_ptr<http_state> state;\n};\n\nsize_t rxcurlhttpCallback(char* ptr, size_t size, size_t nmemb, subscriber<string>* out) {\n    int iRealSize = size * nmemb;\n\n    string chunk;\n    chunk.assign(ptr, iRealSize);\n    out->on_next(chunk);\n\n    return iRealSize;\n}\n\nstruct rxcurl\n{\n    shared_ptr<rxcurl_state> state;\n\n    observable<http_response> create(http_request request) const {\n        return observable<>::create<http_response>([=](subscriber<http_response>& out){\n\n            auto requestState = make_shared<http_state>(state, request);\n\n            http_response r{request, http_body{}, requestState};\n\n            r.body.chunks = r.state->chunkbus.get_observable()\n                .tap([requestState](const string&){}); // keep connection alive\n\n            r.body.complete = r.state->chunkbus.get_observable()\n                .tap([requestState](const string&){}) // keep connection alive\n                .start_with(string{})\n                .sum() \n                .replay(1)\n                .ref_count();\n            \n            // subscriber must subscribe during the on_next call to receive all marbles\n            out.on_next(r);\n            out.on_completed();\n\n            auto localState = state;\n\n            // start on worker thread\n            state->worker\n                .take(1)\n                .tap([r, localState](CURLMsg*){\n\n                    auto curl = curl_easy_init();\n\n                    auto& request = r.state->request;\n\n                    //cerr << \"rxcurl request: \" << request.method << \" - \" << request.url << endl;\n\n                    // ==== cURL Setting\n                    curl_easy_setopt(curl, CURLOPT_URL, request.url.c_str());\n\n                    if (request.method == \"POST\") {\n                        // - POST data\n                        curl_easy_setopt(curl, CURLOPT_POST, 1L);\n                        // - specify the POST data\n                        curl_easy_setopt(curl, CURLOPT_POSTFIELDS, request.body.c_str());\n                    }\n\n                    auto& strings = r.state->strings;\n                    auto& headers = r.state->headers;\n                    for (auto& h : request.headers) {\n                        strings.push_back(h.first + \": \" + h.second);\n                        headers = curl_slist_append(headers, strings.back().c_str());\n                    }\n\n                    if (!!headers) {\n                        /* set our custom set of headers */ \n                        curl_easy_setopt(curl, CURLOPT_HTTPHEADER, headers);\n                    }\n    \n                    // - User agent name\n                    curl_easy_setopt(curl, CURLOPT_USERAGENT, \"rxcpp curl client 1.1\");\n                    // - HTTP STATUS >=400 ---> ERROR\n                    curl_easy_setopt(curl, CURLOPT_FAILONERROR, 1);\n\n                    // - Callback function\n                    curl_easy_setopt(curl, CURLOPT_WRITEFUNCTION, rxcurlhttpCallback);\n                    // - Write data\n                    r.state->chunkout.reset(new subscriber<string>(r.state->chunkbus.get_subscriber()));\n                    curl_easy_setopt(curl, CURLOPT_WRITEDATA, (void *)r.state->chunkout.get());\n\n                    // - keep error messages\n                    curl_easy_setopt(curl, CURLOPT_ERRORBUFFER, &r.state->error[0]); \n\n                    r.state->curl = curl;\n                    curl_multi_add_handle(localState->curlm, curl);\n                })\n                .subscribe();\n\n            weak_ptr<http_state> wrs = requestState;\n\n            // extract completion and result\n            state->worker\n                .filter([wrs](CURLMsg* message){\n                    auto rs = wrs.lock();\n                    return !!rs && !!message && message->easy_handle == rs->curl && message->msg == CURLMSG_DONE;\n                })\n                .take(1)\n                .tap([wrs](CURLMsg* message){\n                    auto rs = wrs.lock();\n                    if (!rs) {\n                        return;\n                    }\n\n                    rs->error.resize(strlen(&rs->error[0]));\n\n                    auto chunkout = rs->chunkbus.get_subscriber();\n\n                    long httpStatus = 0;\n\n                    curl_easy_getinfo(rs->curl, CURLINFO_RESPONSE_CODE, &httpStatus);\n                    rs->httpStatus = httpStatus;\n\n                    if(message->data.result != CURLE_OK) {\n                        rs->code = message->data.result;\n                        if (rs->error.empty()) {\n                            rs->error = curl_easy_strerror(message->data.result);\n                        }\n                        //cerr << \"rxcurl request fail: \" << httpStatus << \" - \" << rs->error << endl;\n                        observable<>::error<string>(http_exception(rs)).subscribe(chunkout);\n                        return;\n                    } else if (httpStatus > 499) {\n                        //cerr << \"rxcurl request http fail: \" << httpStatus << \" - \" << rs->error << endl;\n                        observable<>::error<string>(http_exception(rs)).subscribe(chunkout);\n                        return;\n                    }\n\n                    //cerr << \"rxcurl request complete: \" << httpStatus << \" - \" << rs->error << endl;\n                    chunkout.on_completed();\n                })\n                .subscribe();\n        });\n    }\n};\n\nrxcurl create_rxcurl() {\n    rxcurl r{make_shared<rxcurl_state>()};\n    return r;\n};\n\n}\n"
  },
  {
    "path": "rximgui.h",
    "content": "#pragma once\n\nnamespace rximgui {\n\ninline float  Clamp(float v, float mn, float mx)                       { return (v < mn) ? mn : (v > mx) ? mx : v; }\ninline ImVec2 Clamp(const ImVec2& f, const ImVec2& mn, ImVec2 mx)      { return ImVec2(Clamp(f.x,mn.x,mx.x), Clamp(f.y,mn.y,mx.y)); }\n\nsubjects::subject<int> framebus;\nauto frameout = framebus.get_subscriber();\nauto sendframe = []() {\n    frameout.on_next(1);\n};\nauto frames = framebus.get_observable();\n\nschedulers::run_loop rl;\n\n}\n"
  },
  {
    "path": "shared.cmake",
    "content": "FIND_PACKAGE(Threads)\n\n# define some compiler settings\n\nMESSAGE( STATUS \"CMAKE_CXX_COMPILER_ID: \" ${CMAKE_CXX_COMPILER_ID} )\n\nif (CMAKE_CXX_COMPILER_ID MATCHES \"Clang\")\n    MESSAGE( STATUS \"using clang settings\" )\n    set(SHARED_COMPILE_OPTIONS\n        -Wall -Wextra -Werror -Wunused\n        -stdlib=libc++\n        -ftemplate-depth=1024\n        )\nelseif (CMAKE_CXX_COMPILER_ID MATCHES \"GNU\")\n    MESSAGE( STATUS \"using gnu settings\" )\n    set(SHARED_COMPILE_OPTIONS\n        -Wall -Wextra -Werror -Wunused\n        )\nelseif (CMAKE_CXX_COMPILER_ID MATCHES \"MSVC\")\n    MESSAGE( STATUS \"using msvc settings\" )\n    set(SHARED_COMPILE_OPTIONS\n        /W4 /WX\n        /wd4503 # truncated symbol\n        /wd4702 # unreachable code\n        /bigobj\n        /DUNICODE /D_UNICODE # it is a new millenium\n        )\nendif()\n\nset(SHARED_COMPILE_FEATURES\n    cxx_auto_type\n    cxx_nullptr\n    cxx_decltype\n    cxx_lambdas\n    cxx_range_for\n    cxx_right_angle_brackets\n    cxx_rvalue_references\n    cxx_static_assert\n    cxx_trailing_return_types\n    cxx_alias_templates\n    cxx_variadic_templates\n    cxx_template_template_parameters\n    cxx_generic_lambdas\n    )\n"
  },
  {
    "path": "tweets.h",
    "content": "#pragma once\n\nnamespace tweets {\n\ninline milliseconds timestamp_ms(const Tweet& tw) {\n    auto& tweet = tw.data->tweet;\n    auto t = milliseconds(stoll(tweet[\"timestamp_ms\"].get<string>()));\n    return t;\n}\n\nauto isEndOfTweet = [](const string& s){\n    if (s.size() < 2) return false;\n    auto it0 = s.begin() + (s.size() - 2);\n    auto it1 = s.begin() + (s.size() - 1);\n    return *it0 == '\\r' && *it1 == '\\n';\n};\n\nstruct parseerror {\n    std::exception_ptr ep;\n};\nstruct parsedtweets {\n    observable<Tweet> tweets;\n    observable<parseerror> errors;  \n};\ninline auto parsetweets(observe_on_one_worker worker, observe_on_one_worker tweetthread) -> function<observable<parsedtweets>(observable<string>)> {\n    return [=](observable<string> chunks) -> observable<parsedtweets> {\n        return rxs::create<parsedtweets>([=](subscriber<parsedtweets> out){\n            // create strings split on \\r\n            auto strings = chunks |\n                concat_map([](const string& s){\n                    auto splits = split(s, \"\\r\\n\");\n                    return iterate(move(splits));\n                }) |\n                filter([](const string& s){\n                    return !s.empty();\n                }) |\n                publish() |\n                ref_count();\n\n            // filter to last string in each line\n            auto closes = strings |\n                filter(isEndOfTweet) |\n                rxo::map([](const string&){return 0;});\n\n            // group strings by line\n            auto linewindows = strings |\n                window_toggle(closes | start_with(0), [=](int){return closes;});\n\n            // reduce the strings for a line into one string\n            auto lines = linewindows |\n                flat_map([](const observable<string>& w) {\n                    return w | start_with<string>(\"\") | sum();\n                });\n\n            int count = 0;\n            rxsub::subject<parseerror> errorconduit;\n            observable<Tweet> tweets = lines |\n                filter([](const string& s){\n                    return s.size() > 2 && s.find_first_not_of(\"\\r\\n\") != string::npos;\n                }) | \n                group_by([count](const string&) mutable -> int {\n                    return ++count % std::thread::hardware_concurrency();}) |\n                rxo::map([=](observable<string> shard) {\n                    return shard | \n                        observe_on(worker) | \n                        rxo::map([=](const string& line) -> observable<Tweet> {\n                            try {\n                                auto tweet = json::parse(line);\n                                return rxs::from(Tweet(tweet));\n                            } catch (...) {\n                                errorconduit.get_subscriber().on_next(parseerror{std::current_exception()});\n                            }\n                            return rxs::empty<Tweet>();\n                        }) |\n                        merge() |\n                        as_dynamic();\n                }) |\n                merge(tweetthread) |\n                tap([](const Tweet&){},[=](){\n                    errorconduit.get_subscriber().on_completed();\n                }) |\n                finally([=](){\n                    errorconduit.get_subscriber().unsubscribe();\n                });\n\n            out.on_next(parsedtweets{tweets, errorconduit.get_observable()});\n            out.on_completed();\n\n            return out.get_subscription();\n        });\n    };\n}\n\ninline auto onlytweets() -> function<observable<Tweet>(observable<Tweet>)> {\n    return [](observable<Tweet> s){\n        return s | filter([](const Tweet& tw){\n            auto& tweet = tw.data->tweet;\n            return !!tweet.count(\"timestamp_ms\");\n        });\n    };\n}\n\nenum class errorcodeclass {\n    Invalid,\n    TcpRetry,\n    ErrorRetry,\n    StatusRetry,\n    RateLimited\n};\n\ninline errorcodeclass errorclassfrom(const http_exception& ex) {\n    switch(ex.code()) {\n        case CURLE_COULDNT_RESOLVE_HOST:\n        case CURLE_COULDNT_CONNECT:\n        case CURLE_OPERATION_TIMEDOUT:\n        case CURLE_BAD_CONTENT_ENCODING:\n        case CURLE_REMOTE_FILE_NOT_FOUND:\n            return errorcodeclass::ErrorRetry;\n        case CURLE_GOT_NOTHING:\n        case CURLE_PARTIAL_FILE:\n        case CURLE_SEND_ERROR:\n        case CURLE_RECV_ERROR:\n            return errorcodeclass::TcpRetry;\n        default:\n            if (ex.code() == CURLE_HTTP_RETURNED_ERROR || ex.httpStatus() > 200) {\n                if (ex.httpStatus() == 420) {\n                    return errorcodeclass::RateLimited;\n                } else if (ex.httpStatus() == 404 ||\n                    ex.httpStatus() == 406 ||\n                    ex.httpStatus() == 413 ||\n                    ex.httpStatus() == 416) {\n                    return errorcodeclass::Invalid;\n                }\n            }\n    };\n    return errorcodeclass::StatusRetry;\n}\n\nauto filechunks = [](observe_on_one_worker tweetthread, string filepath) {\n    return observable<>::create<string>([=](subscriber<string> out){\n\n        auto values = make_tuple(ifstream{filepath}, string{});\n        auto state = make_shared<decltype(values)>(move(values));\n\n        // creates a worker whose lifetime is the same as this subscription\n        auto coordinator = tweetthread.create_coordinator(out.get_subscription());\n\n        auto controller = coordinator.get_worker();\n\n        auto producer = [out, state](const rxsc::schedulable& self) {\n\n            if (!out.is_subscribed()) {\n                // terminate loop\n                return;\n            }\n\n            if (getline(get<0>(*state), get<1>(*state)))\n            {\n                get<1>(*state)+=\"\\r\\n\";\n                out.on_next(get<1>(*state));\n            } else {\n                out.on_completed();\n                return;\n            }\n\n            // tail recurse this same action to continue loop\n            self();\n        };\n\n        controller.schedule(coordinator.act(producer));\n    });\n};\n\nauto twitter_stream_reconnection = [](observe_on_one_worker tweetthread){\n    return [=](observable<string> chunks){\n        return chunks |\n            // https://dev.twitter.com/streaming/overview/connecting\n            timeout(seconds(90), tweetthread) |\n            on_error_resume_next([=](std::exception_ptr ep) -> observable<string> {\n                try {rethrow_exception(ep);}\n                catch (const http_exception& ex) {\n                    cerr << ex.what() << endl;\n                    switch(errorclassfrom(ex)) {\n                        case errorcodeclass::TcpRetry:\n                            cerr << \"reconnecting after TCP error\" << endl;\n                            return observable<>::empty<string>();\n                        case errorcodeclass::ErrorRetry:\n                            cerr << \"error code (\" << ex.code() << \") - \";\n                        case errorcodeclass::StatusRetry:\n                            cerr << \"http status (\" << ex.httpStatus() << \") - waiting to retry..\" << endl;\n                            return observable<>::timer(seconds(5), tweetthread) | stringandignore();\n                        case errorcodeclass::RateLimited:\n                            cerr << \"rate limited - waiting to retry..\" << endl;\n                            return observable<>::timer(minutes(1), tweetthread) | stringandignore();\n                        case errorcodeclass::Invalid:\n                            cerr << \"invalid request - propagate\" << endl;\n                        default:\n                            cerr << \"unrecognized error - propagate\" << endl;\n                    };\n                }\n                catch (const timeout_error& ex) {\n                    cerr << \"reconnecting after timeout\" << endl;\n                    return observable<>::empty<string>();\n                }\n                catch (const exception& ex) {\n                    cerr << \"unknown exception - terminate\" << endl;\n                    cerr << ex.what() << endl;\n                    terminate();\n                }\n                catch (...) {\n                    cerr << \"unknown exception - not derived from std::exception - terminate\" << endl;\n                    terminate();\n                }\n                return observable<>::error<string>(ep, tweetthread);\n            }) |\n            repeat();\n    };\n};\n\nauto twitterrequest = [](observe_on_one_worker tweetthread, ::rxcurl::rxcurl factory, string URL, string method, string CONS_KEY, string CONS_SEC, string ATOK_KEY, string ATOK_SEC){\n\n    return observable<>::defer([=](){\n\n        string url;\n        {\n            char* signedurl = nullptr;\n            RXCPP_UNWIND_AUTO([&](){\n                if (!!signedurl) {\n                    free(signedurl);\n                }\n            });\n            signedurl = oauth_sign_url2(\n                URL.c_str(), NULL, OA_HMAC, method.c_str(),\n                CONS_KEY.c_str(), CONS_SEC.c_str(), ATOK_KEY.c_str(), ATOK_SEC.c_str()\n            );\n            url = signedurl;\n        }\n\n        cerr << \"start twitter stream request\" << endl;\n\n        return factory.create(http_request{url, method, {}, {}}) |\n            rxo::map([](http_response r){\n                return r.body.chunks;\n            }) |\n            finally([](){cerr << \"end twitter stream request\" << endl;}) |\n            merge(tweetthread);\n    }) |\n    twitter_stream_reconnection(tweetthread);\n};\n\nauto sentimentrequest = [](observe_on_one_worker worker, ::rxcurl::rxcurl factory, string url, string key, vector<string> text) -> observable<string> {\n\n    std::map<string, string> headers;\n    headers[\"Content-Type\"] = \"application/json\";\n    headers[\"Authorization\"] = \"Bearer \" + key;\n\n    auto body = json::parse(R\"({\"Inputs\":{\"input1\":[]},\"GlobalParameters\":{}})\");\n\n    static const regex nonascii(R\"([^A-Za-z0-9])\");\n\n    auto& input1 = body[\"Inputs\"][\"input1\"];\n    for(auto& t : text) {\n\n        auto ascii = regex_replace(t, nonascii, \" \");\n\n        input1.push_back({{\"tweet_text\", ascii}});\n    }\n\n    return observable<>::defer([=]() -> observable<string> {\n        return factory.create(http_request{url, \"POST\", headers, body.dump()}) |\n            rxo::map([](http_response r){\n                return r.body.complete;\n            }) |\n            merge(worker) |\n            tap([=](exception_ptr){\n                cout << body << endl;\n            });\n    });\n};\n\nauto perspectiverequest = [](observe_on_one_worker worker, ::rxcurl::rxcurl factory, string url, string key, string text) -> observable<string> {\n\n    std::map<string, string> headers;\n    headers[\"Content-Type\"] = \"application/json\";\n\n    url += \"?key=\" + key;\n\n    auto body = json::parse(R\"({\"comment\": {\"text\": \"\"}, \"languages\": [\"en\"], \"requestedAttributes\": {\"TOXICITY\":{}, \"INFLAMMATORY\":{}, \"SPAM\":{}}, \"doNotStore\": true })\");\n\n    body[\"comment\"][\"text\"] = text;\n\n    return observable<>::defer([=]() -> observable<string> {\n\n        return factory.create(http_request{url, \"POST\", headers, body.dump()}) |\n            rxo::map([](http_response r){\n                return r.body.complete;\n            }) |\n            merge(worker) |\n            tap([=](exception_ptr){\n                cout << body << endl;\n            });\n    });\n};\n    \n\n}\n"
  },
  {
    "path": "tweetsample.txt",
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  {
    "path": "util.h",
    "content": "#pragma once\n\nnamespace util {\n\nconst float fltmax = numeric_limits<float>::max();\n\ninline string tolower(string s) {\n    transform(s.begin(), s.end(), s.begin(), [=](char c){return std::tolower(c);});\n    return s;\n}\n\nenum class Split {\n    KeepDelimiter,\n    RemoveDelimiter,\n    OnlyDelimiter\n};\nauto split = [](string s, string d, Split m = Split::KeepDelimiter){\n    regex delim(d);\n    cregex_token_iterator cursor(&s[0], &s[0] + s.size(), delim, m == Split::KeepDelimiter ? initializer_list<int>({-1, 0}) : (m == Split::RemoveDelimiter ? initializer_list<int>({-1}) : initializer_list<int>({0})));\n    cregex_token_iterator end;\n    vector<string> splits(cursor, end);\n    return splits;\n};\n\ninline string utctextfrom(seconds time) {\n    stringstream buffer;\n    time_t tb = time.count();\n    struct tm* tmb = gmtime(&tb);\n    buffer << put_time(tmb, \"%a %b %d %H:%M:%S %Y\");\n    return buffer.str();\n}\ninline string utctextfrom(system_clock::time_point time = system_clock::now()) {\n    return utctextfrom(time_point_cast<seconds>(time).time_since_epoch());\n}\n\ninline function<observable<string>(observable<long>)> stringandignore() {\n    return [](observable<long> s){\n        return s.map([](long){return string{};}).ignore_elements();\n    };\n}\n\ntemplate <class To, class Rep, class Period>\nTo floor(const duration<Rep, Period>& d)\n{\n    To t = std::chrono::duration_cast<To>(d);\n    if (t > d)\n        return t - To{1};\n    return t;\n}\n    \n}\n"
  }
]