[
  {
    "path": ".gitignore",
    "content": "x64/\nDebug/\nRelease/\nLView/boost/\nLView/Debug/\nLView/Release/\nLView/x64/"
  },
  {
    "path": "GameplayScripts/auto_smite.py",
    "content": "from lview import *\n\nenable_key = 0\nshow_smitable = False\n\nenabled_autosmite = False\n\nlview_script_info = {\n\t\"script\": \"Auto Smite\",\n\t\"author\": \"leryss\",\n\t\"description\": \"Auto smites the jungle mob under the cursor\"\n}\n\ndef lview_load_cfg(cfg):\n\tglobal enable_key, show_smitable\n\tenable_key = cfg.get_int(\"enable_key\", 0)\n\tshow_smitable = cfg.get_bool(\"show_smitable\", True)\n\t\ndef lview_save_cfg(cfg):\n\tglobal enable_key, show_smitable\n\tcfg.set_int(\"enable_key\", enable_key)\n\tcfg.set_bool(\"show_smitable\", show_smitable)\n\t\ndef lview_draw_settings(game, ui):\n\tglobal enable_key, show_smitable\n\tshow_smitable = ui.checkbox(\"Show when to smite\", show_smitable)\n\tenable_key = ui.keyselect(\"Enable auto smite key\", enable_key)\n\t\ndef lview_update(game, ui):\n\tglobal enable_key, enabled_autosmite, show_smitable\n\t\n\tsmite = game.player.get_summoner_spell(SummonerSpellType.Smite)\n\tif smite == None: \n\t\treturn\n\n\tif game.was_key_pressed(enable_key):\n\t\tenabled_autosmite = ~enabled_autosmite\n\t\n\thovered = game.hovered_obj\n\tis_smitable = (hovered and (hovered.has_tags(UnitTag.Unit_Monster_Large) or hovered.has_tags(UnitTag.Unit_Monster_Epic)) and hovered.health - smite.value <= 0)\n\tif enabled_autosmite:\n\t\tp = game.world_to_screen(game.player.pos)\n\t\tp.y -= 50\n\t\tgame.draw_button(p, \"AutoSmiteOn\", Color.BLACK, Color.YELLOW, 10);\n\t\t\n\t\tif is_smitable:\n\t\t\tsmite.trigger()\n\t\n\tif show_smitable and is_smitable:\n\t\tgame.draw_circle_world(hovered.pos, hovered.gameplay_radius, 30, 3, Color.YELLOW)"
  },
  {
    "path": "GameplayScripts/auto_spell.py",
    "content": "from lview import *\nfrom commons.targeting import TargetingConfig\nfrom commons.skills import *\nimport json, time\nfrom pprint import pprint\n\nlview_script_info = {\n\t\"script\": \"Auto Spell\",\n\t\"author\": \"leryss\",\n\t\"description\": \"Automatically casts spells on targets. Skillshots are cast using movement speed prediction. Works great for MOST skills but fails miserably for a few (for example yuumis Q)\",\n}\n\ntargeting = TargetingConfig()\ncast_keys = {\n\t'Q': 0,\n\t'W': 0,\n\t'E': 0,\n\t'R': 0\n}\n\ndef lview_load_cfg(cfg):\n\tglobal targeting, cast_keys\n\ttargeting.load_from_cfg(cfg)\n\tcast_keys = json.loads(cfg.get_str('cast_keys', json.dumps(cast_keys)))\n\t\ndef lview_save_cfg(cfg):\n\tglobal targeting, cast_keys\n\ttargeting.save_to_cfg(cfg)\n\tcfg.set_str('cast_keys', json.dumps(cast_keys))\n\ndef lview_draw_settings(game, ui):\n\tglobal targeting, cast_keys\n\ttargeting.draw(ui)\n\tfor slot, key in cast_keys.items():\n\t\tcast_keys[slot] = ui.keyselect(f'Key to cast {slot}', key)\n\tdraw_prediction_info(game, ui)\n\t\ndef lview_update(game, ui):\n\tglobal targeting, cast_keys\n\n\tfor slot, key in cast_keys.items():\n\t\tif game.was_key_pressed(key):\n\t\t\tskill = getattr(game.player, slot)\n\t\t\tb_is_skillshot = is_skillshot(skill.name)\n\t\t\tskill_range = get_skillshot_range(game, skill.name) if b_is_skillshot else 1500.0\n\t\t\ttarget = targeting.get_target(game, skill_range)\n\t\t\t\n\t\t\tif target:\n\t\t\t\tif b_is_skillshot:\n\t\t\t\t\tcast_point = castpoint_for_collision(game, skill, game.player, target)\n\t\t\t\telse:\n\t\t\t\t\tcast_point = target.pos\n\t\t\t\t\t\n\t\t\t\tif cast_point:\n\t\t\t\t\tcast_point = game.world_to_screen(cast_point)\n\t\t\t\t\t\n\t\t\t\t\told_cpos = game.get_cursor()\n\t\t\t\t\tgame.move_cursor(cast_point)\n\t\t\t\t\t\n\t\t\t\t\tskill.trigger()\n\t\t\t\t\t\n\t\t\t\t\ttime.sleep(0.01)\n\t\t\t\t\tgame.move_cursor(old_cpos)"
  },
  {
    "path": "GameplayScripts/base_script.py",
    "content": "from lview import *\n\nlview_script_info = {\n\t\"script\": \"<script-name>\",\n\t\"author\": \"<author-name>\",\n\t\"description\": \"<script-description>\",\n\t\"target_champ\": \"none\"\n}\n\ndef lview_load_cfg(cfg):\n\tpass\n\t\ndef lview_save_cfg(cfg):\n\tpass\n\t\ndef lview_draw_settings(game, ui):\n\tpass\n\t\ndef lview_update(game, ui):\n\tpass"
  },
  {
    "path": "GameplayScripts/champ_tracker.py",
    "content": "from lview import *\nfrom time import time\n\nlview_script_info = {\n\t\"script\": \"Champion Tracker\",\n\t\"author\": \"leryss\",\n\t\"description\": \"Tracks a enemy throughout the map leaving a trail on the minimap. It will track the enemy jungler by default\"\n}\n\nfirst_iter = True\n\nchamp_ids = []\ntracks = {}\ntracked_champ_id = 0\n\nseconds_to_track = 3.0\nt_last_save_tracks = 0\n\ndef lview_load_cfg(cfg):\n\tglobal seconds_to_track\n\tseconds_to_track = cfg.get_float(\"seconds_to_track\", 10)\n\t\ndef lview_save_cfg(cfg):\n\tglobal seconds_to_track\n\tcfg.set_float(\"seconds_to_track\", seconds_to_track)\n\t\ndef lview_draw_settings(game, ui):\n\tglobal tracked_champ_id, seconds_to_track, tracks, champ_ids\n\t\n\tseconds_to_track = ui.dragfloat(\"Seconds to track\", seconds_to_track, 0.1, 3, 20)\n\ttracked_champ_id = ui.listbox(\"Champion to track\", [game.get_obj_by_netid(net_id).name for net_id in champ_ids], tracked_champ_id)\n\t\ndef lview_update(game, ui):\n\t\n\tglobal first_iter, champ_ids\n\tglobal tracks, tracked_champ_id, seconds_to_track, t_last_save_tracks\n\n\tif first_iter:\n\t\tfirst_iter = False\n\t\t\n\t\t# Populate tracks dict and find jungler to track\n\t\tfor champ in game.champs:\n\t\t\tif champ.is_ally_to(game.player):\n\t\t\t\tcontinue\n\t\t\t\t\n\t\t\tchamp_ids.append(champ.net_id)\n\t\t\tlast_idx = len(champ_ids) - 1\n\t\t\ttracks[last_idx] = []\n\t\t\tif champ.get_summoner_spell(SummonerSpellType.Smite) != None:\n\t\t\t\ttracked_champ_id = last_idx\n\t\t\n\t\t# If we didnt find a jungler we just track the first champ by default\n\t\tif tracked_champ_id == 0:\n\t\t\ttracked_champ_id = 0\n\t\n\tif len(tracks) == 0:\n\t\treturn\n\t\n\tnow = time()\n\tif now - t_last_save_tracks > 0.4:\n\t\tt_last_save_tracks = now\n\t\tfor idx, track in tracks.items():\n\t\t\tchamp = game.get_obj_by_netid(champ_ids[idx])\n\t\t\tif champ and champ.is_alive:\n\t\t\t\ttracks[idx].append((Vec3(champ.pos.x, champ.pos.y, champ.pos.z), now))\n\t\t\t\ttracks[idx] = list(filter(lambda t: now - t[1] < seconds_to_track, tracks[idx]))\n\t\t\n\tfor i, (pos, t) in enumerate(tracks[tracked_champ_id]):\n\t\tx = i/len(tracks[tracked_champ_id]) \n\t\tgreen = (1-2*(x-0.5)/1.0 if x > 0.5 else 1.0);\n\t\tred = (1.0 if x > 0.5 else 2*x/1.0);\n\n\t\tp = game.world_to_minimap(pos)\n\t\tgame.draw_circle_filled(p, 4, 4, Color(red, green, 0.0, 1.0))\n\t\t"
  },
  {
    "path": "GameplayScripts/commons/__init__.py",
    "content": ""
  },
  {
    "path": "GameplayScripts/commons/damage_calculator.py",
    "content": "import enum\nfrom typing import Optional\n\nclass DamageType(enum.Enum):\n    True_ = 0\n    Normal = 1\n    Magic = 2\n\nclass DamageSpecification:\n    damage_type: Optional[DamageType] = None\n\n    base_damage = 0.0\n\n    percent_ad = 0.0\n    percent_ap = 0.0\n\n    # Damage is increased by up to missing_health_multiplier based on missing enemy health. Maximum if enemy health is below missing_health_max_multiplier\n    missing_health_scale_multiplier = 0.0\n    missing_health_max_scale_multiplier = 1.0\n\n    # Damage increased by missing_health_multiplier * enemy_missing_health\n    missing_health_multiplier = 0.0\n    # Damage increased by max_health_multiplier * enemy_max_health\n    max_health_multiplier = 0.0\n\n    # damage dealt by source to target\n    def calculate_damage(self, source, target):\n        # Calculate resistance\n        resistance_value = 0.0\n        penetration_percent = 0.0\n        penetration_flat = 0.0\n        penetration_lethality = 0.0\n\n        if self.damage_type is None:\n            return 0\n        elif self.damage_type == DamageType.True_:\n            pass\n        elif self.damage_type == DamageType.Normal:\n            resistance_value = target.armour\n            penetration_percent = 0.0    # TODO\n            penetration_flat = 0.0       # TODO\n            penetration_lethality = 0.0  # TODO\n        elif self.damage_type == DamageType.Magic:\n            resistance_value = target.magic_resist\n            penetration_percent = 0.0    # TODO\n            penetration_flat = 0.0       # TODO\n            penetration_lethality = 0.0  # TODO\n\n        # Lethality calculation\n        penetration_flat += penetration_lethality * (0.6 + 0.4 * source.lvl / 18.0)\n\n        # Negative resistance is not affected by penetration\n        if(resistance_value > 0.0):\n            resistance_value = resistance_value * penetration_percent - penetration_flat\n            # Penetration cannot reduce resistance below 0\n            resistance_value = max(0.0, resistance_value)\n\n        # Damage multiplier for armor, magic resistance or true damage (resistance_value is zero for true damage)\n        if resistance_value >= 0.0:\n            damage_multiplier = 100.0 / (100.0 + resistance_value)\n        else:\n            damage_multiplier = 2.0 - 100.0 / (100.0 - resistance_value)\n\n        dealt_damage = (\n            self.base_damage\n            + self.missing_health_multiplier * (target.max_health - target.health)\n            + self.max_health_multiplier * target.max_health\n            + self.percent_ad * (source.base_atk + source.bonus_atk)\n            + self.percent_ap * source.ap\n        )\n\n        percent_current_health = target.health / target.max_health\n        if percent_current_health <= self.missing_health_max_scale_multiplier:\n            dealt_damage = dealt_damage * (1.0 + self.missing_health_scale_multiplier)\n        else:\n            dealt_damage = (dealt_damage *\n                (1.0 + self.missing_health_scale_multiplier - self.missing_health_scale_multiplier\n                 * ((percent_current_health - self.missing_health_max_scale_multiplier) / (1.0 - self.missing_health_max_scale_multiplier))))\n\n        # Multiplier for armor, magic resist or true damage\n        dealt_damage = damage_multiplier * dealt_damage\n\n        return dealt_damage\n\ndef get_damage_specification(champ) -> Optional[DamageSpecification]:\n    spec = DamageSpecification()\n\n    if champ.name == \"darius\":\n        # TODO: passive damage multiplier\n        spec.damage_type = DamageType.True_\n\n        spec.percent_ad = 0.75\n        if champ.R.level == 1:\n            spec.base_damage = 100.0\n        elif champ.R.level == 2:\n            spec.base_damage = 200.0\n        elif champ.R.level == 3:\n            spec.base_damage = 300.0\n\n    elif champ.name == \"garen\":\n        spec.damage_type = DamageType.True_\n\n        if champ.R.level == 1:\n            spec.base_damage = 150.0\n            spec.missing_health_multiplier = 0.20\n        elif champ.R.level == 2:\n            spec.base_damage = 300.0\n            spec.missing_health_multiplier = 0.25\n        elif champ.R.level == 3:\n            spec.base_damage = 450.0\n            spec.missing_health_multiplier = 0.30\n\n    elif champ.name == \"lux\":\n        spec.damage_type = DamageType.Magic\n\n        spec.percent_ap = 1.0\n        if champ.R.level == 1:\n            spec.base_damage = 300.0\n        elif champ.R.level == 2:\n            spec.base_damage = 400.0\n        elif champ.R.level == 3:\n            spec.base_damage = 500.0\n\n    elif champ.name == \"veigar\":\n        spec.damage_type = DamageType.Magic\n\n        spec.percent_ap = 0.75\n        spec.missing_health_scale_multiplier = 1.0\n        spec.missing_health_max_scale_multiplier = 0.33\n        if champ.R.level == 1:\n            spec.base_damage = 175.0\n        elif champ.R.level == 2:\n            spec.base_damage = 250.0\n        elif champ.R.level == 3:\n            spec.base_damage = 325.0\n\n    else:\n        return None\n\n    return spec\n"
  },
  {
    "path": "GameplayScripts/commons/items.py",
    "content": "from lview import *\n\ndef crit_from_items(items):\n\tcrit = 0.0\n\tfor item in items:\n\t\tcrit += item.crit\n\treturn crit\n\ndef onhit_guinsoo(src, target):\n\treturn crit_from_items(src.items) * 100.0 * 2.0\n\t\ndef onhit_rageknife(src, target):\n\treturn crit_from_items(src.items) * 100.0 * 1.75\n\ndef onhit_noonquiver(src, target):\n\treturn 0.0 if target.has_tags(UnitTag.Unit_Champion) else 20.0\n\t\ndef onhit_recurve_bow(src, target):\n\treturn 15.0\n\t\ndef onhit_botrk(src, target):\n\tdmg = target.health * (0.06 if src.is_ranged else 0.1)\n\tif dmg > 60.0 and not target.has_tags(UnitTag.Unit_Champion):\n\t\treturn 60.0\n\treturn dmg\n\t\ndef onhit_doran_ring(src, target):\n\treturn 5.0\n\t\ndef onhit_nashors(src, target):\n\treturn 15.0 + 0.2 * src.ap\n\t\ndef onhit_wits_end(src, target):\n\treturn 11.7 + 3.82 * src.lvl\n\nOnHit_Physical = {\n\t3124: onhit_guinsoo,\n\t6677: onhit_rageknife,\t\n\t6670: onhit_noonquiver,\n\t1043: onhit_recurve_bow,\n\t3153: onhit_botrk,\n\t1056: onhit_doran_ring\n}\n\nOnHit_Magical = {\n\t3115: onhit_nashors,\n\t3091: onhit_wits_end\n}\n\ndef get_onhit_physical(source, target):\n\tglobal OnHit_Physical\n\t\n\tphys = source.base_atk + source.bonus_atk\n\tfor item in source.items:\n\t\tif item.id in OnHit_Physical:\n\t\t\tphys += OnHit_Physical[item.id](source, target)\n\t\t\t\n\treturn phys\n\t\ndef get_onhit_magical(source, target):\n\tglobal OnHit_Magical\n\t\n\tmagical = 0.0\n\tfor item in source.items:\n\t\tif item.id in OnHit_Magical:\n\t\t\tmagical += OnHit_Magical[item.id](source, target)\n\t\t\t\n\treturn magical\n\t\t"
  },
  {
    "path": "GameplayScripts/commons/skills.py",
    "content": "from lview import *\nimport math, itertools, time\nfrom . import items\n\nVersion = \"experimental version\"\nMissileToSpell = {}\nSpells         = {}\nChampionSpells = {}\n\nclass SFlag:\n\tTargeted        = 1\n\tLine            = 2\n\tCone            = 4\n\tArea            = 8\n\t\n\tCollideWindwall = 16\n\tCollideChampion = 32\n\tCollideMob      = 64\n\t\n\t\n\tCollideGeneric   = CollideMob      | CollideChampion | CollideWindwall\n\tSkillshotLine    = CollideGeneric  | Line\n\t\nclass Spell:\n\tdef __init__(self, name, missile_names, flags, delay = 0.0):\n\t\tglobal MissileToSpell, Spells\n\t\t\n\t\tself.flags = flags\n\t\tself.name = name\n\t\tself.missiles = missile_names\n\t\tself.delay = delay\n\t\tSpells[name] = self\n\t\tfor missile in missile_names:\n\t\t\tMissileToSpell[missile] = self\n\t\t\t\n\tdelay    = 0.0\n\tflags    = 0\n\tname     = \"?\"\n\tmissiles = []\n\t\nChampionSpells = {\n\t\"aatrox\": [\n\t\tSpell(\"aatroxw\",                [\"aatroxw\"],                               SFlag.CollideGeneric)\n\t],\n\t\"aurelionsol\": [\n\t\tSpell(\"aurelionsolq\",           [\"aurelionsolqmissile\"],                   SFlag.SkillshotLine),\n\t\tSpell(\"aurelionsolr\",           [\"aurelionsolrbeammissile\"],               SFlag.Line | SFlag.CollideWindwall)\n\t],\n\t\"ahri\": [                                                                      \n\t\tSpell(\"ahriorbofdeception\",     [\"ahriorbmissile\"],                        SFlag.Line | SFlag.CollideWindwall),\n\t\tSpell(\"ahriseduce\",             [\"ahriseducemissile\"],                     SFlag.CollideGeneric)\n\t],\n\t\"ashe\": [                           \n\t\tSpell(\"volleyattack\",           [\"volleyattack\", \"volleyattackwithsound\"], SFlag.SkillshotLine),\n\t\tSpell(\"enchantedcrystalarrow\",  [\"enchantedcrystalarrow\"],                 SFlag.Line | SFlag.CollideWindwall | SFlag.CollideChampion)\n\t],\n\t\"brand\": [\n\t\tSpell(\"brandq\",                 [\"brandqmissile\"],                         SFlag.SkillshotLine),\n\t\tSpell(\"brandw\",                 [],                                        SFlag.Area)\n\t],\n\t\"caitlyn\": [\n\t\tSpell(\"caitlynpiltoverpeacemaker\", [\"caitlynpiltoverpeacemaker\", \"caitlynpiltoverpeacemaker2\"],          SFlag.Line | SFlag.CollideWindwall),\n\t\tSpell(\"caitlynyordletrap\",         [],                                                                   SFlag.Area),\n\t\tSpell(\"caitlynentrapment\",         [\"caitlynentrapmentmissile\"],                                         SFlag.SkillshotLine)\n\t],\n\t\"chogath\": [                        \n\t\tSpell(\"rupture\",                [],                                        SFlag.Area, delay = 0.627),\n\t\tSpell(\"feralscream\",            [],                                        SFlag.Cone | SFlag.CollideWindwall)\n\t],\n\t\"drmundo\": [\n\t\tSpell(\"infectedcleavermissilecast\", [\"infectedcleavermissile\"],            SFlag.SkillshotLine)\n\t],\n\t\"diana\": [\n\t\tSpell(\"dianaq\",                 [\"dianaqinnermissile\", \"dianaqoutermissile\"], SFlag.Area)\n\t],\n\t\"ekko\": [\n\t\tSpell(\"ekkoq\",                  [\"ekkoqmis\"],                              SFlag.Line | SFlag.CollideChampion),\n\t\tSpell(\"ekkow\",                  [\"ekkowmis\"],                              SFlag.Area, delay=3.0)\n\t],\n\t\"fizz\": [\n\t\tSpell(\"fizzr\",                  [\"fizzrmissile\"],                          SFlag.Line | SFlag.CollideChampion | SFlag.CollideWindwall)\n\t],\n\t\"irelia\": [\n\t\tSpell(\"ireliae\",                [\"ireliaemissile\"],                        SFlag.Area),\n\t\tSpell(\"ireliar\",                [\"ireliar\"],                               SFlag.SkillshotLine)\n\t],\n\t\"illaoi\": [\n\t\tSpell(\"illaoiq\",                [],                                        SFlag.Area),\n\t\tSpell(\"illaoie\",                [\"illaoiemis\"],                            SFlag.SkillshotLine)\n\t],\n\t\"jarvaniv\": [\n\t\tSpell(\"jarvanivdemacianstandard\", [],                                      SFlag.Area)\n\t],\n\t\"khazix\": [\n\t\tSpell(\"khazixw\",                [\"khazixwmissile\"],                        SFlag.SkillshotLine),\n\t\tSpell(\"khazixwlong\",            [\"khazixwmissile\"],                        SFlag.SkillshotLine)\n\t],\n\t\"ezreal\": [                         \n\t\tSpell(\"ezrealq\",                [\"ezrealq\"],                               SFlag.SkillshotLine),\n\t\tSpell(\"ezrealw\",                [\"ezrealw\"],                               SFlag.SkillshotLine),\n\t\tSpell(\"ezrealr\",                [\"ezrealr\"],                               SFlag.SkillshotLine)\n\t],\n\t\"evelynn\": [\n\t\tSpell(\"evelynnq\",               [\"evelynnq\"],                              SFlag.SkillshotLine)\n\t],\n\t\"graves\": [                         \n\t\tSpell(\"gravesqlinespell\",       [\"gravesqlinemis\", \"gravesqreturn\"],       SFlag.Line | SFlag.CollideChampion | SFlag.CollideWindwall),\n\t\tSpell(\"gravessmokegrenade\",     [\"gravessmokegrenadeboom\"],                SFlag.Area | SFlag.CollideWindwall),\n\t\tSpell(\"graveschargeshot\",       [\"graveschargeshotshot\"],                  SFlag.Line | SFlag.CollideWindwall)\n\t],\n\t\"twistedfate\": [                    \n\t\tSpell(\"wildcards\",              [\"sealfatemissile\"],                       SFlag.CollideWindwall | SFlag.Line)\n\t],\n\t\"leesin\": [                         \n\t\tSpell(\"blindmonkqone\",          [\"blindmonkqone\"],                         SFlag.SkillshotLine)\n\t],\n\t\"leona\": [\n\t\tSpell(\"leonazenithblade\",       [\"leonazenithblademissile\"],               SFlag.Line | SFlag.CollideChampion | SFlag.CollideWindwall),\n\t\tSpell(\"leonasolarflare\",        [],                                        SFlag.Area)\n\t],\n\t\"leblanc\": [\n\t\tSpell(\"leblancw\",               [],                                        SFlag.Area),\n\t\tSpell(\"leblancrw\",              [],                                        SFlag.Area),\n\t\tSpell(\"leblance\",               [\"leblancemissile\"],                       SFlag.SkillshotLine),\n\t\tSpell(\"leblancre\",              [\"leblancremissile\"],                      SFlag.SkillshotLine)\n\t],\n\t\"lucian\": [\n\t\tSpell(\"lucianw\",                [\"lucianwmissile\"],                          SFlag.SkillshotLine),\n\t\tSpell(\"lucianr\",                [\"lucianrmissile\", \"lucianrmissileoffhand\"], SFlag.SkillshotLine)\n\t],\n\t\"rengar\": [\n\t\tSpell(\"rengare\",                [\"rengaremis\"],                            SFlag.SkillshotLine),\n\t\tSpell(\"rengareemp\",             [\"rengareempmis\"],                         SFlag.SkillshotLine),\n\t],\n\t\"ryze\": [\n\t\tSpell(\"ryzeqwrapper\",           [\"ryzeq\"],                                 SFlag.SkillshotLine)\n\t],\n\t\"varus\": [\n\t\tSpell(\"varusq\",                 [\"varusqmissile\"],                         SFlag.Line | SFlag.CollideWindwall),\n\t\tSpell(\"varuse\",                 [\"varusemissile\"],                         SFlag.Area),\n\t\tSpell(\"varusr\",                 [\"varusrmissile\"],                         SFlag.Line | SFlag.CollideChampion | SFlag.CollideWindwall)\n\t],\n\t\"veigar\": [                         \n\t\tSpell(\"veigarbalefulstrike\",    [\"veigarbalefulstrikemis\"],                SFlag.SkillshotLine),\n\t\tSpell(\"veigardarkmatter\",       [],                                        SFlag.Area, delay=1.0),\n\t\tSpell(\"veigareventhorizon\",     [],                                        SFlag.Area, delay=0.5)\n\t], \n\t\"lux\": [                            \n\t\tSpell(\"luxlightbinding\",        [\"luxlightbindingmis\"],                    SFlag.SkillshotLine),\n\t\tSpell(\"luxlightstrikekugel\",    [\"luxlightstrikekugel\"],                   SFlag.Area | SFlag.CollideWindwall),\n\t\tSpell(\"luxmalicecannon\",        [\"luxmalicecannon\"],                       SFlag.Line)\n\t],\n\t\"ziggs\": [                          \n\t\tSpell(\"ziggsq\",                 [\"ziggsqspell\", \"ziggsqspell2\", \"ziggsqspell3\"],                              SFlag.Area | SFlag.CollideWindwall),\n\t\tSpell(\"ziggsw\",                 [\"ziggsw\"],                                                                   SFlag.Area | SFlag.CollideWindwall),\n\t\tSpell(\"ziggse\",                 [\"ziggse2\"],                                                                  SFlag.Area | SFlag.CollideWindwall),\n\t\tSpell(\"ziggsr\",                 [\"ziggsrboom\", \"ziggsrboommedium\", \"ziggsrboomlong\", \"ziggsrboomextralong\"],  SFlag.Area),\n\t],\n\t\"jhin\": [                           \n\t\tSpell(\"jhinw\",                  [\"jhinw\"],                                 SFlag.Line | SFlag.CollideChampion | SFlag.CollideWindwall, delay=0.5),\n\t\tSpell(\"jhine\",                  [\"jhinetrap\"],                             SFlag.Area | SFlag.CollideWindwall),\n\t\tSpell(\"jhinrshot\",              [\"jhinrshotmis\", \"jhinrshotmis4\"],         SFlag.Line | SFlag.CollideWindwall | SFlag.CollideChampion)\n\t],\n\t\"nasus\": [\n\t\tSpell(\"nasuse\",                 [],                                        SFlag.Area)\n\t],\n\t\"nami\": [\n\t\tSpell(\"namiq\",                  [\"namiqmissile\"],                          SFlag.Area),\n\t\tSpell(\"namir\",                  [\"namirmissile\"],                          SFlag.Line | SFlag.CollideWindwall)\n\t],\n\t\"nidalee\": [\n\t\tSpell(\"javelintoss\",            [\"javelintoss\"],                           SFlag.SkillshotLine),\n\t\tSpell(\"bushwhack\",              [],                                        SFlag.Area)\n\t],\n\t\"malphite\": [\n\t\tSpell(\"ufslash\",                [],                                        SFlag.Area)\n\t],\n\t\"thresh\": [\n\t\tSpell(\"threshq\",                [\"threshqmissile\"],                        SFlag.SkillshotLine),\n\t\tSpell(\"threshw\",                [\"threshwlanternout\"],                     SFlag.Area | SFlag.CollideWindwall)\n\t],\n\t\"morgana\": [                        \n\t\tSpell(\"morganaq\",               [\"morganaq\"],                              SFlag.SkillshotLine),\n\t\tSpell(\"morganaw\",               [],                                        SFlag.Area, delay=0.25)\n\t],\n\t\"missfortune\": [\n\t\tSpell(\"missfortunescattershot\", [],                                        SFlag.Area, delay=0.25),\n\t\tSpell(\"missfortunebullettime\",  [\"missfortunebullets\"],                    SFlag.Line | SFlag.CollideWindwall)\n\t],   \n\t\"pantheon\": [\n\t\tSpell(\"pantheonq\",              [\"pantheonqmissile\"],                      SFlag.Line | SFlag.CollideWindwall),\n\t\tSpell(\"pantheonr\",              [\"pantheonrmissile\"],                      SFlag.Area)\n\t],\n\t\"annie\": [                                                                     \n\t\tSpell(\"anniew\",                 [],                                        SFlag.Cone | SFlag.CollideWindwall),\n\t\tSpell(\"annier\",                 [],                                        SFlag.Area)\n\t],\n\t\"olaf\": [\n\t\tSpell(\"olafaxethrowcast\",       [\"olafaxethrow\"],                          SFlag.Line | SFlag.CollideWindwall)\n\t],\n\t\"anivia\": [\n\t\tSpell(\"flashfrost\",             [\"flashfrostspell\"],                       SFlag.Line | SFlag.CollideWindwall),\n\t\tSpell(\"crystallize\",            [],                                        SFlag.Area, delay=0.25),\n\t\tSpell(\"glacialstorm\",           [],                                        SFlag.Area)\n\t],\n\t\"urgot\": [\n\t\tSpell(\"urgotq\",                 [\"urgotqmissile\"],                         SFlag.Area | SFlag.CollideWindwall, delay = 0.2),\n\t\tSpell(\"urgotr\",                 [\"urgotr\"],                                SFlag.Line | SFlag.CollideWindwall | SFlag.CollideChampion)\n\t],\n\t\"senna\": [\n\t\tSpell(\"sennaw\",                 [\"sennaw\"],                                SFlag.SkillshotLine),\n\t\tSpell(\"sennar\",                 [\"sennar\"],                                SFlag.Line)\n\t],\n\t\"shyvana\": [\n\t\tSpell(\"shyvanafireball\",        [\"shyvanafireballmissile\"],                SFlag.Line | SFlag.CollideChampion | SFlag.CollideWindwall),\n\t\tSpell(\"shyvanafireballdragon2\", [\"shyvanafireballdragonmissile\"],          SFlag.Line | SFlag.Area | SFlag.CollideChampion | SFlag.CollideWindwall)\n\t],\n\t\"singed\": [\n\t\tSpell(\"megaadhesive\",           [\"singedwparticlemissile\"],                SFlag.Area)\n\t],\n\t\"sivir\": [\n\t\tSpell(\"sivirq\",                 [\"sivirqmissile\"],                         SFlag.Line | SFlag.CollideWindwall)\n\t],\n\t\"soraka\": [\n\t\tSpell(\"sorakaq\",                [\"sorakaqmissile\"],                        SFlag.Area),\n\t\tSpell(\"sorakae\",                [],                                        SFlag.Area)\n\t],\n\t\"sona\": [\n\t\tSpell(\"sonar\",                  [\"sonar\"],                                 SFlag.Line | SFlag.CollideWindwall)\n\t],\n\t\"kayle\": [\n\t\tSpell(\"kayleq\",                 [\"kayleqmis\"],                             SFlag.SkillshotLine)\n\t],\n\t\"zac\": [\n\t\tSpell(\"zacq\",                   [\"zacqmissile\"],                           SFlag.SkillshotLine),\n\t\tSpell(\"zace\",                   [],                                        SFlag.Area)\n\t],\n\t\"zyra\": [\n\t\tSpell(\"zyraq\",                  [],                                        SFlag.Area),\n\t\tSpell(\"zyraw\",                  [],                                        SFlag.Area),\n\t\tSpell(\"zyrae\",                  [\"zyrae\"],                                 SFlag.Line | SFlag.CollideWindwall),\n\t\tSpell(\"zyrar\",                  [],                                        SFlag.Area)\n\t],\n\t\"zilean\": [\n\t\tSpell(\"zileanq\",                [\"zileanqmissile\"],                        SFlag.Area | SFlag.CollideWindwall)\n\t],\n\t\"orianna\": [\n\t\tSpell(\"orianaizunacommand\",     [\"orianaizuna\"],                           SFlag.Line | SFlag.Area | SFlag.CollideWindwall)\n\t],\n\t\"warwick\": [\n\t\tSpell(\"warwickr\",               [],                                        SFlag.Area | SFlag.CollideChampion)\n\t]\n}\n\ndef draw_prediction_info(game, ui):\n\tglobal ChampionSpells, Version\n\t\n\tui.separator()\n\tui.text(\"Using LPrediction \" + Version, Color.PURPLE)\n\tif is_champ_supported(game.player):\n\t\tui.text(game.player.name.upper() + \" has skillshot prediction support\", Color.GREEN)\n\telse:\n\t\tui.text(game.player.name.upper() + \" doesnt have skillshot prediction support\", Color.RED)\n\t\n\tif ui.treenode(f'Supported Champions ({len(ChampionSpells)})'):\n\t\tfor champ, spells in sorted(ChampionSpells.items()):\n\t\t\tui.text(f\"{champ.upper()} {' '*(20 - len(champ))}: {str([spell.name for spell in spells])}\")\n\t\t\t\n\t\tui.treepop()\n\ndef get_skillshot_range(game, skill_name):\n\tglobal Spells\n\tif skill_name not in Spells:\n\t\traise Exception(\"Not a skillshot\")\n\t\n\t# Get the range of the missile if it has a missile\n\tskillshot = Spells[skill_name]\n\tif len(skillshot.missiles) > 0:\n\t\treturn game.get_spell_info(skillshot.missiles[0]).cast_range\n\t\t\n\t# If it doesnt have a missile get simply the cast_range from the skill\n\tinfo = game.get_spell_info(skill_name)\n\treturn info.cast_range*2.0 if is_skillshot_cone(skill_name) else info.cast_range\n\ndef is_skillshot(skill_name):\n\tglobal Spells, MissileToSpell\n\treturn skill_name in Spells or skill_name in MissileToSpell\n\t\ndef get_missile_parent_spell(missile_name):\n\tglobal MissileToSpell\n\treturn MissileToSpell.get(missile_name, None)\n\t\ndef is_champ_supported(champ):\n\tglobal ChampionSpells\n\treturn champ.name in ChampionSpells\n\t\ndef is_skillshot_cone(skill_name):\n\tif skill_name not in Spells:\n\t\treturn False\n\treturn Spells[skill_name].flags & SFlag.Cone\n\t\ndef is_last_hitable(game, player, enemy):\n\tmissile_speed = player.basic_missile_speed + 1\n\t\t\n\thit_dmg = items.get_onhit_physical(player, enemy) + items.get_onhit_magical(player, enemy)\n\t\n\thp = enemy.health\n\tatk_speed = player.base_atk_speed * player.atk_speed_multi\n\tt_until_basic_hits = game.distance(player, enemy)/missile_speed#(missile_speed*atk_speed/player.base_atk_speed)\n\n\tfor missile in game.missiles:\n\t\tif missile.dest_id == enemy.id:\n\t\t\tsrc = game.get_obj_by_id(missile.src_id)\n\t\t\tif src:\n\t\t\t\tt_until_missile_hits = game.distance(missile, enemy)/(missile.speed + 1)\n\t\t\t\n\t\t\t\tif t_until_missile_hits < t_until_basic_hits:\n\t\t\t\t\thp -= src.base_atk\n\n\treturn hp - hit_dmg <= 0\n\t\n# Returns a point where the mouse should click to cast a spells taking into account the targets movement speed\ndef castpoint_for_collision(game, spell, caster, target):\n\tglobal Spells\n\n\tprint('predicted')\n\tif spell.name not in Spells:\n\t\treturn None\n\t\n\t# Get extra data for spell that isnt provided by lview\n\tspell_extra = Spells[spell.name]\n\tif len(spell_extra.missiles) > 0:\n\t\tmissile = game.get_spell_info(spell_extra.missiles[0])\n\telse:\n\t\tmissile = spell\n\t\t\n\tt_delay = spell.delay + spell_extra.delay\n\tif missile.travel_time > 0.0:\n\t\tt_missile = missile.travel_time\n\telse:\n\t\tt_missile = (missile.cast_range / missile.speed) if len(spell_extra.missiles) > 0 and missile.speed > 0.0 else 0.0\n\t\t\t\n\t# Get direction of target\n\ttarget_dir = target.pos.sub(target.prev_pos).normalize()\n\tif math.isnan(target_dir.x):\n\t\ttarget_dir.x = 0.0\n\tif math.isnan(target_dir.y):\n\t\ttarget_dir.y = 0.0\n\tif math.isnan(target_dir.z):\n\t\ttarget_dir.z = 0.0\n\t#print(f'{target_dir.x} {target_dir.y} {target_dir.z}')\n\n\t# If the spell is a line we simulate the main missile to get the collision point\n\tif spell_extra.flags & SFlag.Line:\n\t\t\n\t\titerations = int(missile.cast_range/30.0)\n\t\tstep = t_missile/iterations\n\t\t\n\t\tlast_dist = 9999999\n\t\tlast_target_pos = None\n\t\tfor i in range(iterations):\n\t\t\tt = i*step\n\t\t\ttarget_future_pos = target.pos.add(target_dir.scale((t_delay + t)*target.movement_speed))\n\t\t\tspell_dir = target_future_pos.sub(caster.pos).normalize().scale(t*missile.speed)\n\t\t\tspell_future_pos = caster.pos.add(spell_dir)\n\t\t\t\n\t\t\tdist = target_future_pos.distance(spell_future_pos)\n\t\t\t#print(dist)\n\t\t\tif dist < missile.width/2.0:\n\t\t\t\treturn target_future_pos\n\t\t\telif dist > last_dist:\n\t\t\t\treturn last_target_pos\n\t\t\telse:\n\t\t\t\tlast_dist = dist\n\t\t\t\tlast_target_pos = target_future_pos\n\t\t\t\t\n\t\treturn None\n\t\t\n\t# If the spell is an area spell we return the position of the player when the spell procs\n\telif spell_extra.flags & SFlag.Area:\n\t\treturn target.pos.add(target_dir.scale((t_delay + t_missile)*target.movement_speed))\n\telse:\n\t\treturn target.pos\n\t\t"
  },
  {
    "path": "GameplayScripts/commons/targeting.py",
    "content": "from enum import Enum\n\nclass Target(Enum):\n\tClosestToPlayer = 0\n\tLowestHealth    = 1\n\tMostFed         = 2\n\nclass TargetingConfig:\n\ttargets = [ Target.ClosestToPlayer, Target.LowestHealth, Target.MostFed ]\n\ttargeting_lambdas = {\n\t\tTarget.ClosestToPlayer: (lambda player, enemy: player.pos.distance(enemy.pos)),\n\t\tTarget.LowestHealth:    (lambda player, enemy: enemy.health),\n\t\tTarget.MostFed:         (lambda player, enemy: -sum([item.cost for item in enemy.items]))\n\t}\n\tselected       = 0\n\ttarget_minions = False\n\ttarget_jungle  = False\n\t\n\tdef draw(self, ui):\n\t\tui.separator()\n\t\tself.selected       = ui.listbox(\"Target\", [str(target)[7:] for target in self.targets], self.selected)\n\t\tself.target_jungle  = ui.checkbox(\"Allow targeting jungle monsters\", self.target_jungle)\n\t\tself.target_minions = ui.checkbox(\"Allow targeting minions\", self.target_minions)\n\t\n\tdef get_target(self, game, range):\n\t\tplayer = game.player\n\t\t\n\t\ttarget_info = self.targets[self.selected]\n\t\ttarget = self.find_target(game, game.champs, range, self.targeting_lambdas[target_info])\n\t\tif not target:\n\t\t\tothers = []\n\t\t\tif self.target_jungle:\n\t\t\t\tothers.extend(game.jungle)\n\t\t\tif self.target_minions:\n\t\t\t\tothers.extend(game.minions)\n\t\t\t\t\n\t\t\tif len(others) > 0:\n\t\t\t\ttarget = self.find_target(game, others, range, self.targeting_lambdas[target_info])\n\n\t\treturn target\n\t\t\n\tdef find_target(self, game, array, range, value_extractor):\n\t\ttarget = None\n\t\tmin = 99999999\n\t\tfor obj in array:\n\t\t\t\n\t\t\tif not obj.is_alive or not obj.is_visible or obj.is_ally_to(game.player) or (game.distance(game.player, obj) - game.player.gameplay_radius - obj.gameplay_radius) > range:\n\t\t\t\tcontinue\n\t\t\t\t\n\t\t\tval = value_extractor(game.player, obj)\n\t\t\tif val < min:\n\t\t\t\tmin = val\n\t\t\t\ttarget = obj\n\t\t\n\t\treturn target\t\t\n\t\n\tdef load_from_cfg(self, cfg):\n\t\tself.selected       = cfg.get_int(\"targeting_target\", 0)\n\t\tself.target_jungle  = cfg.get_bool(\"target_jungle\", False)\n\t\tself.target_minions = cfg.get_bool(\"target_minions\", False)\n\t\t\n\tdef save_to_cfg(self, cfg):\n\t\tcfg.set_int(\"targeting_target\", self.selected)\n\t\tcfg.set_bool(\"target_jungle\",   self.target_jungle)\n\t\tcfg.set_bool(\"target_minions\",  self.target_minions)\n\t\n\t"
  },
  {
    "path": "GameplayScripts/drawings.py",
    "content": "### Note: \n### Currently the code to draw skillshots is disabled because there are way too many exceptions to make a general renderer. \n### Each skill must have flags/ranges defined separately. Maybe in the future ill make a separate python package with skillshot related things if im helped.\n\nfrom lview import *\nfrom time import time\nimport itertools, math\nfrom commons.skills import *\nfrom copy import copy\n\nlview_script_info = {\n\t\"script\": \"Drawings\",\n\t\"author\": \"leryss\",\n\t\"description\": \"Draws indicators for different things\"\n}\n\nturret_ranges   = False\nminion_last_hit = False\nattack_range    = False\n\nskillshots            = False\nskillshots_predict    = False\nskillshots_min_range  = 0\nskillshots_max_speed  = 0\nskillshots_show_ally  = False\nskillshots_show_enemy = False\n\ndef lview_load_cfg(cfg):\n\tglobal turret_ranges, minion_last_hit, attack_range\n\tglobal skillshots, skillshots_predict, skillshots_min_range, skillshots_max_speed, skillshots_show_ally, skillshots_show_enemy\n\tturret_ranges        = cfg.get_bool(\"turret_ranges\", True)\n\tminion_last_hit      = cfg.get_bool(\"minion_last_hit\", True)\n\tattack_range         = cfg.get_bool(\"attack_range\", True)\n\t                     \n\tskillshots            = cfg.get_bool(\"skillshots\", True)\n\tskillshots_show_ally  = cfg.get_bool(\"skillshots_show_ally\", True)\n\tskillshots_show_enemy = cfg.get_bool(\"skillshots_show_enemy\", True)\n\t#skillshots_predict   = cfg.get_bool(\"skillshots_predict\", True)\n\tskillshots_min_range  = cfg.get_float(\"skillshots_min_range\", 500)\n\tskillshots_max_speed  = cfg.get_float(\"skillshots_max_speed\", 2500)\n\t\ndef lview_save_cfg(cfg):\n\tglobal turret_ranges, minion_last_hit, attack_range\n\tglobal skillshots, skillshots_predict, skillshots_min_range, skillshots_max_speed, skillshots_show_ally, skillshots_show_enemy\n\tcfg.set_bool(\"turret_ranges\",         turret_ranges)\n\tcfg.set_bool(\"minion_last_hit\",       minion_last_hit)\n\tcfg.set_bool(\"attack_range\",          attack_range)\n\t\n\tcfg.set_bool(\"skillshots\",            skillshots)\n\tcfg.set_bool(\"skillshots_show_ally\",  skillshots_show_ally)\n\tcfg.set_bool(\"skillshots_show_enemy\", skillshots_show_enemy)\n\t#cfg.set_bool(\"skillshots_predict\",    skillshots_predict)\n\tcfg.set_float(\"skillshots_min_range\", skillshots_min_range)\n\tcfg.set_float(\"skillshots_max_speed\", skillshots_max_speed)\n\t\ndef lview_draw_settings(game, ui):\n\tglobal turret_ranges, minion_last_hit, attack_range\n\tglobal skillshots, skillshots_predict, skillshots_min_range, skillshots_max_speed, skillshots_show_ally, skillshots_show_enemy\n\tturret_ranges   = ui.checkbox(\"Turret ranges\", turret_ranges)\n\tminion_last_hit = ui.checkbox(\"Minion last hit\", minion_last_hit)\n\tattack_range    = ui.checkbox(\"Champion attack range\", attack_range)\n\t\n\tui.separator()\n\tui.text(\"Skillshots (Experimental)\")\n\tskillshots            = ui.checkbox(\"Draw skillshots\", skillshots)\n\tskillshots_show_ally  = ui.checkbox(\"Show for allies\", skillshots_show_ally)\n\tskillshots_show_enemy = ui.checkbox(\"Show for enemies\", skillshots_show_enemy)\n\t#skillshots_predict   = ui.checkbox(\"Use skillshot prediction\", skillshots_predict)\n\tskillshots_min_range  = ui.dragfloat(\"Minimum skillshot range\", skillshots_min_range, 100, 0, 3000)\n\tskillshots_max_speed  = ui.dragfloat(\"Maximum skillshot speed\", skillshots_max_speed, 100, 1000, 5000)\n\t\n\tdraw_prediction_info(game, ui)\n\ndef draw_rect(game, start_pos, end_pos, radius, color):\n\t\n\tdir = Vec3(end_pos.x - start_pos.x, 0, end_pos.z - start_pos.z).normalize()\n\t\t\t\t\n\tleft_dir = Vec3(dir.x, dir.y, dir.z).rotate_y(90).scale(radius)\n\tright_dir = Vec3(dir.x, dir.y, dir.z).rotate_y(-90).scale(radius)\n\t\n\tp1 = Vec3(start_pos.x + left_dir.x,  start_pos.y + left_dir.y,  start_pos.z + left_dir.z)\n\tp2 = Vec3(end_pos.x + left_dir.x,    end_pos.y + left_dir.y,    end_pos.z + left_dir.z)\n\tp3 = Vec3(end_pos.x + right_dir.x,   end_pos.y + right_dir.y,   end_pos.z + right_dir.z)\n\tp4 = Vec3(start_pos.x + right_dir.x, start_pos.y + right_dir.y, start_pos.z + right_dir.z)\n\t\n\tgame.draw_rect_world(p1, p2, p3, p4, 3, color)\n\ndef draw_atk_range(game, player):\n\tcolor = Color.GREEN\n\tcolor.a = 0.5\n\tgame.draw_circle_world(player.pos, player.base_atk_range + player.gameplay_radius, 100, 2, color)\n\ndef draw_turret_ranges(game, player):\n\tcolor = Color.RED\n\tcolor.a = 0.5\n\tfor turret in game.turrets:\n\t\tif turret.is_alive and turret.is_enemy_to(player) and game.is_point_on_screen(turret.pos):\n\t\t\trange = turret.base_atk_range + turret.gameplay_radius\n\t\t\tgame.draw_circle_world(turret.pos, range, 100, 2, color)\n\t\t\tdist = turret.pos.distance(player.pos) - range\n\t\t\tif dist <= player.gameplay_radius:\n\t\t\t\tgame.draw_circle_world(player.pos, player.gameplay_radius*2, 30, 3, Color.RED)\n\ndef draw_minion_last_hit(game, player):\n\tcolor = Color.CYAN\n\tfor minion in game.minions:\n\t\tif minion.is_visible and minion.is_alive and minion.is_enemy_to(player) and game.is_point_on_screen(minion.pos):\n\t\t\tif is_last_hitable(game, player, minion):\n\t\t\t\tp = game.hp_bar_pos(minion)\n\t\t\t\tgame.draw_rect(Vec4(p.x - 34, p.y - 9, p.x + 32, p.y + 1), Color.CYAN, 0, 2)\n\ndef draw_skillshots(game, player):\n\tglobal skillshots, skillshots_predict, skillshots_min_range, skillshots_max_speed, skillshots_show_ally, skillshots_show_enemy\n\t\n\tcolor = Color.WHITE\n\tfor missile in game.missiles:\n\t\tif not skillshots_show_ally and missile.is_ally_to(game.player):\n\t\t\tcontinue\n\t\tif not skillshots_show_enemy and missile.is_enemy_to(game.player):\n\t\t\tcontinue\n\t\t\n\t\tif not is_skillshot(missile.name) or missile.speed > skillshots_max_speed or missile.start_pos.distance(missile.end_pos) < skillshots_min_range:\n\t\t\tcontinue\n\t\t\n\t\tspell = get_missile_parent_spell(missile.name)\n\t\tif not spell:\n\t\t\tcontinue\n\t\t\n\t\tend_pos = missile.end_pos.clone()\n\t\tstart_pos = missile.start_pos.clone()\n\t\tcurr_pos = missile.pos.clone()\n\t\timpact_pos = None\n\t\t\n\t\tstart_pos.y = game.map.height_at(start_pos.x, start_pos.z) + missile.height\n\t\tend_pos.y = start_pos.y\n\t\tcurr_pos.y = start_pos.y\n\t\t\n\t\t\n\t\tif spell.flags & SFlag.Line:\n\t\t\tdraw_rect(game, curr_pos, end_pos, missile.width, color)\n\t\t\tgame.draw_circle_world_filled(curr_pos, missile.width, 20, Color.RED)\n\t\t\n\t\telif spell.flags & SFlag.Area:\n\t\t\tr = game.get_spell_info(spell.name).cast_radius\n\t\t\tend_pos.y = game.map.height_at(end_pos.x, end_pos.z)\n\t\t\tpercent_done = missile.start_pos.distance(curr_pos)/missile.start_pos.distance(end_pos)\n\t\t\tcolor = Color(1, 1.0 - percent_done, 0, 0.5)\n\t\t\t\n\t\t\tgame.draw_circle_world(end_pos, r, 40, 3, color)\n\t\t\tgame.draw_circle_world_filled(end_pos, r*percent_done, 40, color)\n\n\t\ndef lview_update(game, ui):\n\tglobal turret_ranges, minion_last_hit, attack_range, skillshots\n\t\n\tplayer = game.player\n\n\tif attack_range and game.is_point_on_screen(player.pos):\n\t\tdraw_atk_range(game, player)\n\t\n\tif turret_ranges:\n\t\tdraw_turret_ranges(game, player)\n\t\t\t\t\t\n\tif minion_last_hit:\n\t\tdraw_minion_last_hit(game, player)\n\t\t\t\t\n\tif skillshots:\n\t\tdraw_skillshots(game, player)\n\t\t\t\t\t\n\t\t\t\t"
  },
  {
    "path": "GameplayScripts/execution_notifier.py",
    "content": "from lview import *\nimport commons.damage_calculator as damage_calculator\n\nlview_script_info = {\n\t\"script\": \"Execution notifier\",\n\t\"author\": \"orkido\",\n\t\"description\": \"Shows message if a enemy champion can be executed with an ability\"\n}\n\n\ndef lview_load_cfg(cfg):\n\tpass\n\ndef lview_save_cfg(cfg):\n\tpass\n\ndef lview_draw_settings(game, ui):\n\tpass\n\ndef lview_update(game, ui):\n    damage_spec = damage_calculator.get_damage_specification(game.player)\n    if damage_spec is None:\n        # Current champion is not supported\n        return\n\n    for champ in game.champs:\n        if champ.is_enemy_to(game.player):\n            dmg = damage_spec.calculate_damage(game.player, champ)\n\n            if champ.health <= dmg:\n                game.draw_circle_filled(game.world_to_screen(champ.pos), 100.0, 100, Color.RED)\n"
  },
  {
    "path": "GameplayScripts/map_awareness.py",
    "content": "from lview import *\n\nlview_script_info = {\n\t\"script\": \"Map Awareness\",\n\t\"author\": \"leryss\",\n\t\"description\": \"Cheat that improves your map awareness.\"\n}\n\nbound_max = 0\nshow_alert_enemy_close      = False\nshow_last_enemy_pos         = False\nshow_last_enemy_pos_minimap = False\n\ndef lview_load_cfg(cfg):\n\tglobal bound_max, show_alert_enemy_close, show_last_enemy_pos, show_last_enemy_pos_minimap\n\tshow_alert_enemy_close      = cfg.get_bool(\"show_alert_enemy_close\", True)\n\tshow_last_enemy_pos         = cfg.get_bool(\"show_last_enemy_pos\", True)\n\tshow_last_enemy_pos_minimap = cfg.get_bool(\"show_last_enemy_pos_minimap\", True)\n\tbound_max                   = cfg.get_float(\"bound_max\", 4000)\n\t\ndef lview_save_cfg(cfg):\n\tglobal bound_max, show_alert_enemy_close, show_last_enemy_pos, show_last_enemy_pos_minimap\n\tcfg.set_float(\"bound_max\",                  bound_max)\n\tcfg.set_bool(\"show_alert_enemy_close\",      show_alert_enemy_close)\n\tcfg.set_bool(\"show_last_enemy_pos\",         show_last_enemy_pos)\n\tcfg.set_bool(\"show_last_enemy_pos_minimap\", show_last_enemy_pos_minimap)\n\t\ndef lview_draw_settings(game, ui):\n\tglobal bound_max, show_alert_enemy_close, show_last_enemy_pos, show_last_enemy_pos_minimap\n\t\n\tshow_last_enemy_pos = ui.checkbox(\"Show last position of champions\", show_last_enemy_pos)\n\tshow_last_enemy_pos_minimap = ui.checkbox(\"Show last position of champions on minimap\", show_last_enemy_pos_minimap)\n\t\n\tui.separator()\n\tshow_alert_enemy_close = ui.checkbox(\"Show champions that are getting close\", show_alert_enemy_close)\n\tbound_max = ui.dragfloat(\"Alert when distance less than\",    bound_max, 100.0, 500.0, 10000.0)\n\t\ndef draw_champ_world_icon(game, champ, pos, size, draw_distance = False, draw_hp_bar = False, draw_invisible_duration = False):\n\t\n\tsize_hp_bar = size/10.0\n\tpercent_hp = champ.health/champ.max_health\n\t\n\t# Draw champ icon\n\tpos.x -= size/2.0\n\tpos.y -= size/2.0\n\tgame.draw_image(champ.name.lower() + \"_square\", pos, pos.add(Vec2(size, size)), Color.WHITE if champ.is_visible else Color.GRAY, 100.0)\n\t\n\t# Draw hp bar\n\tif draw_hp_bar:\n\t\tpos.y += size\n\t\tgame.draw_rect_filled(Vec4(pos.x, pos.y, pos.x + size, pos.y + size_hp_bar), Color.BLACK)\n\t\tgame.draw_rect_filled(Vec4(pos.x + 1, pos.y + 1, pos.x + 1 + (size - 1)*percent_hp, pos.y + size_hp_bar - 1), Color.GREEN)\n\t\n\t# Draw distance\n\tif draw_distance:\n\t\tpos.x += size_hp_bar\n\t\tpos.y += size_hp_bar\n\t\tgame.draw_text(pos, '{:.0f}m'.format(game.distance(champ, game.player)), Color.WHITE)\n\t\t\n\tif not champ.is_visible and draw_invisible_duration:\n\t\tpos.x += 2*size_hp_bar\n\t\tpos.y += size_hp_bar\n\t\tgame.draw_text(pos, '{:.0f}'.format(game.time - champ.last_visible_at), Color.WHITE)\n\t\ndef show_alert(game, champ):\n\tif game.is_point_on_screen(champ.pos) or not champ.is_alive or not champ.is_visible or champ.is_ally_to(game.player):\n\t\treturn\n\t\n\tdist = champ.pos.distance(game.player.pos)\n\tif dist > bound_max:\n\t\treturn\n\t\n\tpos = game.world_to_screen(champ.pos.sub(game.player.pos).normalize().scale(500).add(game.player.pos))\n\tdraw_champ_world_icon(game, champ, pos, 48.0, True, True, False)\n\ndef show_last_pos_world(game, champ):\n\tif champ.is_visible or not champ.is_alive or not game.is_point_on_screen(champ.pos):\n\t\treturn\n\t\t\n\tdraw_champ_world_icon(game, champ, game.world_to_screen(champ.pos), 48.0, False, True, True)\n\t\ndef show_last_pos_minimap(game, champ):\n\tif champ.is_visible or not champ.is_alive:\n\t\treturn\n\t\t\n\tdraw_champ_world_icon(game, champ, game.world_to_minimap(champ.pos), 24.0, False, False, False)\n\t\ndef lview_update(game, ui):\n\tglobal bound_max, show_alert_enemy_close, show_last_enemy_pos, show_last_enemy_pos_minimap\n\tfor champ in game.champs:\n\t\tif show_alert_enemy_close:\n\t\t\tshow_alert(game, champ)\n\t\t\n\t\tif show_last_enemy_pos:\n\t\t\tshow_last_pos_world(game, champ)\n\t\t\t\n\t\tif show_last_enemy_pos_minimap:\n\t\t\tshow_last_pos_minimap(game, champ)\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t"
  },
  {
    "path": "GameplayScripts/object_viewer.py",
    "content": "from lview import *\nfrom pprint import pprint\n\nlview_script_info = {\n\t\"script\": \"Object Explorer\",\n\t\"author\": \"leryss\",\n\t\"description\": \"This is not a cheat. This just provides a way to explore ingame objects\"\n}\n\ndef draw_spell(spell, ui):\n\t\n\tif ui.treenode(str(spell.slot)):\n\t\tui.labeltext(\"name\",                 spell.name)\n\t\tui.labeltext(\"summmoner_spell_type\", str(spell.summoner_spell_type))\n\t\tui.dragint(\"level\",                  spell.level)\n\t\tui.dragfloat(\"ready_at\",             spell.ready_at)\n\t\tui.dragfloat(\"value\",                spell.value)\n\t\t\n\t\tui.separator()\n\t\tui.dragfloat(\"speed\",       spell.speed)\n\t\tui.dragfloat(\"cast_range\",  spell.cast_range)\n\t\tui.dragfloat(\"width\",       spell.width)\n\t\tui.dragfloat(\"cast_radius\", spell.cast_radius)\n\t\tui.dragfloat(\"height\",      spell.height)\n\t\tui.dragfloat(\"delay\",       spell.delay)\n\t\t\n\t\tui.treepop()\n\t\t\ndef draw_items(items, ui):\n\tfor item in items:\n\t\tif ui.treenode(str(item.id)):\n\t\t\t\n\t\t\tui.dragint(\"slot\", item.slot)\n\t\t\tif item.movement_speed > 0:         ui.dragfloat(\"movement_speed\", item.movement_speed) \n\t\t\tif item.health > 0:                 ui.dragfloat(\"health\", item.health)                                 \n\t\t\tif item.crit > 0:                   ui.dragfloat(\"crit\", item.crit)                                     \n\t\t\tif item.ability_power > 0:          ui.dragfloat(\"ability_power\", item.ability_power)                  \n\t\t\tif item.mana > 0:                   ui.dragfloat(\"mana\", item.mana)                                     \n\t\t\tif item.armour > 0:                 ui.dragfloat(\"armour\", item.armour)                                 \n\t\t\tif item.magic_resist > 0:           ui.dragfloat(\"magic_resist\", item.magic_resist)                     \n\t\t\tif item.physical_damage > 0:        ui.dragfloat(\"physical_damage\", item.physical_damage)               \n\t\t\tif item.attack_speed > 0:           ui.dragfloat(\"attack_speed\", item.attack_speed)                     \n\t\t\tif item.life_steal > 0:             ui.dragfloat(\"life_steal\", item.life_steal)                         \n\t\t\tif item.hp_regen > 0:               ui.dragfloat(\"hp_regen\", item.hp_regen)                             \n\t\t\tif item.movement_speed_percent > 0: ui.dragfloat(\"movement_speed_percent\", item.movement_speed_percent) \n\n\t\t\tui.treepop()\n\ndef draw_missile(obj, ui):\n\tif ui.treenode(\"{}_({}->{}) ({})\".format(obj.name, obj.src_id, obj.dest_id, hex(obj.address))):\n\t\tui.dragint(\"id\",       obj.id)\n\t\tui.labeltext(\"net_id\", hex(obj.net_id))\n\t\tui.dragint(\"team\",     obj.team)\n\t\t\n\t\tui.labeltext(\"start_pos\", f\"x={obj.start_pos.x:.2f}, y={obj.start_pos.y:.2f}, z={obj.start_pos.z:.2f}\")\n\t\tui.labeltext(\"end_pos\", f\"x={obj.end_pos.x:.2f}, y={obj.end_pos.y:.2f}, z={obj.end_pos.z:.2f}\")\n\t\tui.labeltext(\"pos\", f\"x={obj.pos.x:.2f}, y={obj.pos.y:.2f}, z={obj.pos.z:.2f}\")\n\t\tui.dragint(\"src_id\",   obj.src_id)\n\t\tui.dragint(\"dest_id\",  obj.dest_id)\n\t\t\n\t\tui.separator()\n\t\tui.dragfloat(\"speed\",       obj.speed)\n\t\tui.dragfloat(\"cast_range\",  obj.cast_range)\n\t\tui.dragfloat(\"width\",       obj.width)\n\t\tui.dragfloat(\"cast_radius\", obj.cast_radius)\n\t\tui.dragfloat(\"height\",      obj.height)\n\t\tui.dragfloat(\"delay\",       obj.delay)\n\t\tui.treepop()\n\ndef draw_game_object(obj, ui, additional_draw = None, set_open=False):\n\t\n\tif(obj == None):\n\t\tui.text(\"null\", Color.RED)\n\t\treturn\n\tif(set_open):\n\t\tui.opennext()\n\tif ui.treenode(\"{}_{} ({})\".format(obj.name, obj.id, hex(obj.address))):\n\t\tui.labeltext(\"address\", hex(obj.address))\n\t\tui.labeltext(\"net_id\", hex(obj.net_id))\n\t\tui.labeltext(\"name\", obj.name, Color.ORANGE)\n\t\tui.labeltext(\"pos\", f\"x={obj.pos.x:.2f}, y={obj.pos.y:.2f}, z={obj.pos.z:.2f}\")\n\t\tui.dragint(\"id\", obj.id)\n\t\t\n\t\tui.separator()\n\t\tui.dragfloat(\"health\", obj.health)\n\t\tui.checkbox(\"is_alive\", obj.is_alive)\n\t\t\n\t\tui.separator()\n\t\tui.dragfloat(\"base_atk\", obj.base_atk)\n\t\tui.dragfloat(\"bonus_atk\", obj.bonus_atk)\n\t\tui.dragfloat(\"armour\", obj.armour)\n\t\tui.dragfloat(\"magic_resist\", obj.magic_resist)\n\t\tui.dragfloat(\"ap\", obj.ap)\n\t\tui.dragfloat(\"crit\", obj.crit)\n\t\tui.dragfloat(\"crit_multi\", obj.crit_multi)\n\t\t\n\t\tui.separator()\n\t\tui.dragfloat(\"atk_range\", obj.atk_range)\n\t\tui.dragfloat(\"base_atk_range\", obj.base_atk_range)\n\t\tui.dragfloat(\"base_atk_speed\", obj.base_atk_speed)\n\t\tui.dragfloat(\"atk_speed_multi\", obj.atk_speed_multi)\n\t\tui.dragfloat(\"atk_speed_ratio\", obj.atk_speed_ratio)\n\t\tui.dragfloat(\"basic_missile_speed\", obj.basic_missile_speed)\n\t\tui.dragfloat(\"base_ms\", obj.base_ms)\n\t\tui.dragfloat(\"movement_speed\", obj.movement_speed)\n\t\t\n\t\tui.separator()\n\t\tui.dragfloat(\"selection_radius\", obj.selection_radius)\n\t\tui.dragfloat(\"gameplay_radius\", obj.gameplay_radius)\n\t\tui.dragfloat(\"pathing_radius\", obj.pathing_radius)\n\t\tui.dragfloat(\"acquisition_radius\", obj.acquisition_radius)\n\t\t\n\t\tui.separator()\n\t\tui.dragfloat(\"duration\", obj.duration)\n\t\tui.dragfloat(\"last_visible_at\", obj.last_visible_at)\n\t\tui.checkbox(\"is_visible\", obj.is_visible)\n\t\t\n\t\tif additional_draw != None:\n\t\t\tadditional_draw()\n\t\t\n\t\tui.treepop()\n\t\ndef draw_champion(obj, ui):\n\tdef draw_spells():\n\t\tui.dragint(\"Level\", obj.lvl)\n\t\t\t\n\t\tui.text(\"Items\")\n\t\tdraw_items(obj.items, ui)\n\t\t\n\t\tui.text(\"Skills\")\n\t\tdraw_spell(obj.Q, ui)\n\t\tdraw_spell(obj.W, ui)\n\t\tdraw_spell(obj.E, ui)\n\t\tdraw_spell(obj.R, ui)\n\t\tdraw_spell(obj.D, ui)\n\t\tdraw_spell(obj.F, ui)\n\t\t\n\tdraw_game_object(obj, ui, additional_draw = draw_spells)\n\t\ndef draw_list(label, objs, ui, draw_func):\n\tif ui.treenode(label):\n\t\tfor obj in objs:\n\t\t\tdraw_func(obj, ui)\n\t\tui.treepop()\n\t\ndef lview_load_cfg(cfg):\n\tpass\n\t\ndef lview_save_cfg(cfg):\n\tpass\n\t\ndef lview_draw_settings(objs, ui):\n\tpass\n\t\ndef lview_update(game, ui):\n\t\n\tui.begin(\"Object Viewer\")\n\t\n\tui.dragfloat(\"time\", game.time)\n\tif game.hovered_obj:\n\t\tui.labeltext(\"hovered_obj\", f\"{game.hovered_obj.name} ({hex(game.hovered_obj.address)})\")\n\telse:\n\t\tui.labeltext(\"hovered_obj\", \"none\")\n\t\n\tui.text(\"Local Champion\")\n\tdraw_champion(game.player, ui)\n\t\n\tui.text(\"Lists\")\n\tdraw_list(\"Champions\", game.champs,    ui, draw_champion)\n\tdraw_list(\"Minions\",   game.minions,   ui, draw_game_object)\n\tdraw_list(\"Jungle\",    game.jungle,    ui, draw_game_object)\n\tdraw_list(\"Turrets\",   game.turrets,   ui, draw_game_object)\n\tdraw_list(\"Missiles\",  game.missiles,  ui, draw_missile)\n\tdraw_list(\"Others\",    game.others,    ui, draw_game_object)\n\n\t\n\tui.end()\n\t"
  },
  {
    "path": "GameplayScripts/orb_walker.py",
    "content": "from lview import *\nfrom commons import skills\nfrom commons.targeting import TargetingConfig\nimport time, json\n\nlview_script_info = {\n\t\"script\": \"Orbwalker\",\n\t\"author\": \"leryss\",\n\t\"description\": \"Automatically kites enemies. Also has last hit built in\"\n}\n\nlast_attacked = 0\nlast_moved = 0\n\nkey_attack_move = 0\nkey_orbwalk = 0\nauto_last_hit = False\nmax_atk_speed = 0\n\ntoggle_mode = False\ntoggled = False\n\ntargeting = TargetingConfig() \n\ndef lview_load_cfg(cfg):\n\tglobal key_attack_move, key_orbwalk, max_atk_speed, auto_last_hit, toggle_mode\n\tglobal targeting\n\t\n\tkey_attack_move = cfg.get_int(\"key_attack_move\", 0)\t\n\tkey_orbwalk     = cfg.get_int(\"key_orbwalk\", 0)\t\n\tmax_atk_speed   = cfg.get_float(\"max_atk_speed\", 2.0)\n\tauto_last_hit   = cfg.get_bool(\"auto_last_hit\", True)\n\ttoggle_mode     = cfg.get_bool(\"toggle_mode\", False)\n\ttargeting.load_from_cfg(cfg)\n\t\ndef lview_save_cfg(cfg):\n\tglobal key_attack_move, key_orbwalk, max_atk_speed, auto_last_hit, toggle_mode\n\tglobal targeting\n\t\t\n\tcfg.set_int(\"key_attack_move\", key_attack_move)\n\tcfg.set_int(\"key_orbwalk\", key_orbwalk)\n\tcfg.set_float(\"max_atk_speed\", max_atk_speed)\n\tcfg.set_bool(\"auto_last_hit\", auto_last_hit)\n\tcfg.set_bool(\"toggle_mode\", toggle_mode)\n\ttargeting.save_to_cfg(cfg)\n\t\ndef lview_draw_settings(game, ui):\n\tglobal key_attack_move, key_orbwalk, max_atk_speed, auto_last_hit, toggle_mode\n\tglobal targeting\n\t\n\tchamp_name = game.player.name\n\tmax_atk_speed   = ui.sliderfloat(\"Max attack speed\", max_atk_speed, 1.5, 3.0)\n\tkey_attack_move = ui.keyselect(\"Attack move key\", key_attack_move)\n\tkey_orbwalk     = ui.keyselect(\"Orbwalk activate key\", key_orbwalk)\n\tauto_last_hit   = ui.checkbox(\"Last hit minions when no targets\", auto_last_hit)\n\ttoggle_mode     = ui.checkbox(\"Toggle mode\", toggle_mode)\n\ttargeting.draw(ui)\n\ndef find_minion_target(game):\n\tatk_range = game.player.base_atk_range + game.player.gameplay_radius\n\tmin_health = 9999999999\n\ttarget = None\n\tfor minion in game.minions:\n\t\tif minion.is_enemy_to(game.player) and minion.is_alive and minion.health < min_health and game.distance(game.player, minion) < atk_range and skills.is_last_hitable(game, game.player, minion):\n\t\t\ttarget = minion\n\t\t\tmin_health = minion.health\n\t\t\n\treturn target\n\t\ndef get_target(game):\n\tglobal auto_last_hit\n\t\n\ttarget = targeting.get_target(game, game.player.base_atk_range + game.player.gameplay_radius)\n\tif not target and auto_last_hit:\n\t\treturn find_minion_target(game)\n\t\n\treturn target\n\ndef lview_update(game, ui):\n\tglobal last_attacked, alternate, last_moved\n\tglobal key_attack_move, key_orbwalk, max_atk_speed\n\tglobal toggle_mode, toggled\n\t\n\tif toggle_mode:\n\t\tif game.was_key_pressed(key_orbwalk):\n\t\t\ttoggled = not toggled\n\t\tif not toggled:\n\t\t\treturn\n\t\t\t\n\telif not game.is_key_down(key_orbwalk):\n\t\treturn\n\t\n\tgame.draw_button(game.world_to_screen(game.player.pos), \"OrbWalking\", Color.BLACK, Color.WHITE)\n\n\t# Handle basic attacks\n\tself = game.player\n\t\n\tatk_speed = self.base_atk_speed * self.atk_speed_multi\n\tb_windup_time = (1.0/self.base_atk_speed)*game.player.basic_atk_windup\n\tc_atk_time = 1.0/atk_speed\n\tmax_atk_time = 1.0/max_atk_speed\n\n\ttarget = get_target(game)\n\tt = time.time()\n\tif t - last_attacked > max(c_atk_time, max_atk_time) and target:\n\t\tlast_attacked = t\n\t\t\n\t\tgame.press_key(key_attack_move)\n\t\tgame.click_at(True, game.world_to_screen(target.pos))\n\telse:\n\t\tdt = t - last_attacked\n\t\tif dt > b_windup_time and t - last_moved > 0.15:\n\t\t\tlast_moved = t\n\t\t\tgame.press_right_click()\n\t\t\n\t\t\n\t\n\t"
  },
  {
    "path": "GameplayScripts/spell_tracker.py",
    "content": "from lview import *\n\nshow_local_champ = False\nshow_allies = False\nshow_enemies = False\n\nlview_script_info = {\n\t\"script\": \"Spell Tracker\",\n\t\"author\": \"leryss\",\n\t\"description\": \"Tracks spell cooldowns and levels\"\n}\n\ndef get_color_for_cooldown(cooldown):\n\tif cooldown > 0.0:\n\t\treturn Color.DARK_RED\n\telse:\n\t\treturn Color(1, 1, 1, 1)\n\n\ndef draw_spell(game, spell, pos, size, show_lvl = True, show_cd = True):\n\t\n\tcooldown = spell.get_current_cooldown(game.time)\n\tcolor = get_color_for_cooldown(cooldown) if spell.level > 0 else Color.GRAY\n\t\n\tgame.draw_image(spell.icon, pos, pos.add(Vec2(size, size)), color, 10.0)\n\tif show_cd and cooldown > 0.0:\n\t\tgame.draw_text(pos.add(Vec2(4, 5)), str(int(cooldown)), Color.WHITE)\n\tif show_lvl:\n\t\tfor i in range(spell.level):\n\t\t\toffset = i*4\n\t\t\tgame.draw_rect_filled(Vec4(pos.x + offset, pos.y + 24, pos.x + offset + 3, pos.y + 26), Color.YELLOW)\n\ndef draw_overlay_on_champ(game, champ):\n\t\n\tp = game.hp_bar_pos(champ)\n\tp.x -= 70\n\tif not game.is_point_on_screen(p):\n\t\treturn\n\t\n\tp.x += 25\n\tdraw_spell(game, champ.Q, p, 24)\n\tp.x += 25\n\tdraw_spell(game, champ.W, p, 24)\n\tp.x += 25\n\tdraw_spell(game, champ.E, p, 24)\n\tp.x += 25\n\tdraw_spell(game, champ.R, p, 24)\n\t\n\tp.x += 37\n\tp.y -= 32\n\tdraw_spell(game, champ.D, p, 15, False, False)\n\tp.y += 16\n\tdraw_spell(game, champ.F, p, 15, False, False)\n\n\ndef lview_update(game, ui):\n\tglobal show_allies, show_enemies, show_local_champ\n\t\n\tfor champ in game.champs:\n\t\tif not champ.is_visible or not champ.is_alive:\n\t\t\tcontinue\n\t\tif champ == game.player and show_local_champ:\n\t\t\tdraw_overlay_on_champ(game, champ)\n\t\telif champ != game.player:\n\t\t\tif champ.is_ally_to(game.player) and show_allies:\n\t\t\t\tdraw_overlay_on_champ(game, champ)\n\t\t\telif champ.is_enemy_to(game.player) and show_enemies:\n\t\t\t\tdraw_overlay_on_champ(game, champ)\n\ndef lview_load_cfg(cfg):\n\tglobal show_allies, show_enemies, show_local_champ\n\t\n\tshow_allies = cfg.get_bool(\"show_allies\", False)\n\tshow_enemies = cfg.get_bool(\"show_enemies\", True)\n\tshow_local_champ = cfg.get_bool(\"show_local_champ\", False)\n\t\ndef lview_save_cfg(cfg):\n\tglobal show_allies, show_enemies, show_local_champ\n\t\n\tcfg.set_bool(\"show_allies\", show_allies)\n\tcfg.set_bool(\"show_enemies\", show_enemies)\n\tcfg.set_bool(\"show_local_champ\", show_local_champ)\n\t\ndef lview_draw_settings(game, ui):\n\tglobal show_allies, show_enemies, show_local_champ\n\t\n\tshow_allies = ui.checkbox(\"Show overlay on allies\", show_allies)\n\tshow_enemies = ui.checkbox(\"Show overlay on enemies\", show_enemies)\n\tshow_local_champ = ui.checkbox(\"Show overlay on self\", show_local_champ)\n\t\n"
  },
  {
    "path": "GameplayScripts/tf_card_picker.py",
    "content": "from lview import *\n\nlview_script_info = {\n\t\"script\": \"Twisted Fate Card Picker\",\n\t\"author\": \"leryss\",\n\t\"description\": \"Picks specific cards for twisted fate\",\n\t\"target_champ\": \"twistedfate\"\n}\n\nkey_blue, key_red, key_yellow = 0, 0, 0\ncard_to_lock = None\nkey_w = 17\n\ndef lview_load_cfg(cfg):\n\tglobal key_blue, key_red, key_yellow\n\tkey_blue   = cfg.get_int(\"key_blue\", 0)\n\tkey_red    = cfg.get_int(\"key_red\", 0)\n\tkey_yellow = cfg.get_int(\"key_yellow\", 0)\n\t\ndef lview_save_cfg(cfg):\n\tglobal key_blue, key_red, key_yellow\n\tcfg.set_int(\"key_blue\",   key_blue)\n\tcfg.set_int(\"key_red\",    key_red)\n\tcfg.set_int(\"key_yellow\", key_yellow)\n\t\ndef lview_draw_settings(game, ui):\n\tglobal key_blue, key_red, key_yellow\n\tkey_blue   = ui.keyselect(\"Key blue card\", key_blue)\n\tkey_red    = ui.keyselect(\"Key red card\", key_red)\n\tkey_yellow = ui.keyselect(\"Key yellow card\", key_yellow)\n\t\ndef lview_update(game, ui):\n\tglobal key_blue, key_red, key_yellow, key_w\n\tglobal card_to_lock\n\t\n\tif card_to_lock is not None:\n\t\tif card_to_lock == game.player.W.name:\n\t\t\tgame.press_key(key_w)\n\t\t\tcard_to_lock = None\n\telif game.player.W.name == 'pickacard' and game.player.W.get_current_cooldown(game.time) == 0.0:\n\t\tkey_to_press = None\n\t\tif game.was_key_pressed(key_blue):\n\t\t\tcard_to_lock = \"bluecardlock\"\n\t\t\tkey_to_press = key_blue\n\t\telif game.was_key_pressed(key_red):\n\t\t\tcard_to_lock = \"redcardlock\"\n\t\t\tkey_to_press = key_red\n\t\telif game.was_key_pressed(key_yellow):\n\t\t\tcard_to_lock = \"goldcardlock\"\n\t\t\tkey_to_press = key_yellow\n\t\tif key_to_press:\n\t\t\tgame.press_key(key_w)"
  },
  {
    "path": "GameplayScripts/util_make_heightmap.py____",
    "content": "\n\nfrom lview import *\nimport json, time, os\nfrom pprint import pformat\n\nlview_script_info = {\n\t\"script\": \"Util Make Height Map\",\n\t\"author\": \"<author-name>\",\n\t\"description\": \"<script-description>\"\n}\n\ndef lview_load_cfg(cfg):\n\tpass\n\t\ndef lview_save_cfg(cfg):\n\tpass\n\t\ndef lview_draw_settings(game, ui):\n\tglobal enable_draw\n\tif ui.button(\"Extrapolate\"):\n\t\textrapolate()\n\t\t\n\tenable_draw = ui.checkbox(\"Draw map\", enable_draw)\n\nenable_draw    = False\nsize           = 512\nm              = [[0 for i in range(size)] for i in range(size)]\n\nfile_name      = \"\"\ntime_last_save = 0\nfirst_iter     = True\n\ndef get_neighbours(m, i, j):\n\tneighbours = []\n\tif m[i - 1][j - 1] != 0:\n\t\tneighbours.append(m[i - 1][j - 1])\n\tif m[i - 1][j] != 0:\n\t\tneighbours.append(m[i - 1][j])\n\tif m[i - 1][j + 1] != 0:\n\t\tneighbours.append(m[i - 1][j + 1])\n\t\t\n\tif m[i][j - 1] != 0:\n\t\tneighbours.append(m[i][j - 1])\n\tif m[i][j + 1] != 0:\n\t\tneighbours.append(m[i][j + 1])\n\t\t\n\tif m[i + 1][j - 1] != 0:\n\t\tneighbours.append(m[i + 1][j - 1])\n\tif m[i + 1][j] != 0:\n\t\tneighbours.append(m[i + 1][j])\n\tif m[i + 1][j + 1] != 0:\n\t\tneighbours.append(m[i + 1][j + 1])\n\t\n\treturn neighbours\n\ndef extrapolate():\n\tglobal m, size\n\t\n\tto_modify = []\n\tfor i in range(1, size - 1):\n\t\tfor j in range(1, size - 1):\n\t\t\tif m[i][j] != 0:\n\t\t\t\tcontinue\n\t\t\t\t\n\t\t\tneighbours = get_neighbours(m, i, j)\n\t\t\tif len(neighbours) > 0:\n\t\t\t\tto_modify.append((i, j, sum(neighbours)/len(neighbours)))\n\t\n\tprint(f'Extrapolated {len(to_modify)} points')\n\tfor (i, j, h) in to_modify:\n\t\tm[i][j] = h\n\t\t\t\t\ndef save(s):\n\tglobal m\n\t\n\twith open(s, 'w') as f:\n\t\tf.write(json.dumps(m))\n\t\t\ndef load(s):\n\tglobal m\n\t\n\tif os.path.exists(s):\n\t\twith open(s, 'r') as f:\n\t\t\tm = json.loads(f.read())\n\t\ndef draw(game):\n\tglobal m, size\n\t\n\tc = game.player.pos.clone()\n\tc.scale(size/15000)\n\t\n\twindow = 50\n\tcx = int(c.x)\n\tcz = int(c.z)\n\tstartx = 0 if cx - window < 0 else cx - window\n\tendx = size if cx + window > size else cx + window\n\tstartz = 0 if cz - window < 0 else cz - window\n\tendz = size if cz + window > size else cz + window\n\t\n\tfor i in range(startx, endx):\n\t\tfor j in range(startz, endz):\n\t\t\tcolor = Color(0, 0, 0, 0)\n\t\t\tif m[i][j] != 0:\n\t\t\t\tcolor = Color(0, (m[i][j] + 300)/400, 0, 0.8)\n\t\t\tp = Vec3(i/size*15000, 0, j/size*15000)\n\t\t\tp2 = Vec3(i/size*15000, 100 + m[i][j], j/size*15000)\n\t\t\t#game.draw_line(game.world_to_screen(p), game.world_to_screen(p2), 2, color)\n\t\t\t#game.draw_circle_world_filled(p2, 10, 5, color)\n\t\t\t\n\t\t\tgame.draw_text(game.world_to_screen(p), f'{m[i][j]:.0f}', Color.GREEN)\n\t\t\t\nlast_launched_t = 0\nlast_moved_t = 0\n\ndef lview_update(game, ui):\n\tglobal m, size, enable_draw, time_last_save, first_iter\n\tglobal file_name\n\tglobal last_launched_t, last_moved_t\n\t\n\tif first_iter:\n\t\tfirst_iter = False\n\t\tfile_name = \"HeightMap_\" + str(game.map.type) + \".json\"\n\t\tload(file_name)\n\t\n\tif game.is_key_down(2):\n\t\tif  time.time() - last_launched_t > 0.01:\n\t\t\tgame.player.R.trigger()\n\t\t\tlast_launched_t = time.time()\n\t\t\t\n\tp = game.player.pos.clone()\n\tp.scale(size/15000)\n\t\n\t#game.draw_button(game.world_to_screen(game.player.pos), f'{abs(game.player.pos.y - m[int(p.x)][int(p.z)])}', Color.WHITE, Color.BLACK)\n\tgame.draw_button(game.world_to_screen(game.player.pos), f'{abs(game.player.pos.y - game.map.height_at(game.player.pos.x, game.player.pos.z))}', Color.WHITE, Color.BLACK)\n\t'''\n\tfor champ in game.champs:\n\t\tp = champ.pos.clone()\n\t\tp.scale(size/15000)\n\t\t\n\t\tif m[int(p.x)][int(p.z)] == 0:\n\t\t\tm[int(p.x)][int(p.z)] = champ.pos.y\n\t\telse:\n\t\t\tm[int(p.x)][int(p.z)] = min(champ.pos.y, m[int(p.x)][int(p.z)])\n\t'''\n\t\n\tfor missile in game.missiles:\n\t\tif missile.dest_id != 0:\n\t\t\tcontinue\n\t\tp = missile.pos.clone()\n\t\tp.scale(size/15000)\n\t\t\n\t\tpx, pz = int(p.x), int(p.z)\n\t\tif px < size and px > 0 and pz < size and pz > 0:\t\n\t\t\tif m[px][pz] == 0:\n\t\t\t\tm[px][pz] = missile.pos.y - 100\n\t\t\telse:\n\t\t\t\tm[px][pz] = min(missile.pos.y - 100, m[px][pz])\n\t\n\t\n\tif time.time() - time_last_save > 10:\n\t\tsave(file_name)\n\t\ttime_last_save = time.time()\n\t\n\tif enable_draw:\n\t\tdraw(game)\n\t\n\t"
  },
  {
    "path": "GameplayScripts/vision_tracker.py",
    "content": "from lview import *\nimport json\n\nlview_script_info = {\n\t\"script\": \"Vision Tracker\",\n\t\"author\": \"leryss\",\n\t\"description\": \"Tracks enemy invisible objects and clones\"\n}\n\nshow_clones, show_wards, show_traps = None, None, None\n\ntraps = {\n\t#Name -> (radius, show_radius_circle, show_radius_circle_minimap, icon)                      \n\t'caitlyntrap'          : [50,  True,  False, \"caitlyn_yordlesnaptrap\"],\n\t'jhintrap'             : [140, True,  False, \"jhin_e\"],\n\t'jinxmine'             : [50,  True,  False, \"jinx_e\"],\n\t'maokaisproutling'     : [50,  False, False, \"maokai_e\"],\n\t'nidaleespear'         : [50,  True,  False, \"nidalee_w1\"],\n\t'shacobox'             : [300, True,  False, \"jester_deathward\"],\n\t'teemomushroom'        : [75,  True,  True,  \"teemo_r\"]\n}\n\nwards = {\n\t'bluetrinket'          : [900, True, True, \"bluetrinket\"],\n\t'jammerdevice'         : [900, True, True, \"pinkward\"],\n\t'perkszombieward'      : [900, True, True, \"bluetrinket\"],\n\t'sightward'            : [900, True, True, \"sightward\"],\n\t'visionward'           : [900, True, True, \"sightward\"],\n\t'yellowtrinket'        : [900, True, True, \"yellowtrinket\"],\n\t'yellowtrinketupgrade' : [900, True, True, \"yellowtrinket\"],\n\t'ward'                 : [900, True, True, \"sightward\"],\n}\n\nclones = {\n\t'shaco'           : [0, False, False, \"shaco_square\"],\n\t'leblanc'         : [0, False, False, \"leblanc_square\"],\n\t'monkeyking'      : [0, False, False, \"monkeyking_square\"],\n\t'neeko'           : [0, False, False, \"neeko_square\"],\n\t'fiddlesticks'    : [0, False, False, \"fiddlesticks_square\"],\n}\n\n\ndef lview_load_cfg(cfg):\n\tglobal show_clones, show_wards, show_traps, traps, wards\n\n\tshow_clones = cfg.get_bool(\"show_clones\", True)\n\tshow_wards = cfg.get_bool(\"show_wards\", True)\n\tshow_traps = cfg.get_bool(\"show_traps\", True)\n\t\n\ttraps = json.loads(cfg.get_str(\"traps\", json.dumps(traps)))\n\twards = json.loads(cfg.get_str(\"wards\", json.dumps(wards)))\n\t\ndef lview_save_cfg(cfg):\n\tglobal show_clones, show_wards, show_traps, traps, wards\n\t\n\tcfg.set_bool(\"show_clones\", show_clones)\n\tcfg.set_bool(\"show_wards\", show_wards)\n\tcfg.set_bool(\"show_traps\", show_traps)\n\t\n\tcfg.set_str(\"traps\", json.dumps(traps))\n\tcfg.set_str(\"wards\", json.dumps(wards))\n\t\ndef lview_draw_settings(game, ui):\n\tglobal traps, wards\n\tglobal show_clones, show_wards, show_traps\n\t\n\tshow_clones = ui.checkbox(\"Show clones\", show_clones)\n\tshow_wards = ui.checkbox(\"Show wards\", show_wards)\n\tshow_traps = ui.checkbox(\"Show clones\", show_traps)\n\t\n\tui.text(\"Traps\")\n\tfor x in traps.keys():\n\t\tif ui.treenode(x):\n\t\t\ttraps[x][1] = ui.checkbox(\"Show range circles\", traps[x][1])\n\t\t\ttraps[x][2] = ui.checkbox(\"Show on minimap\", traps[x][2])\n\t\t\t\n\t\t\tui.treepop()\n\t\t\t\n\tui.text(\"Wards\")\n\tfor x in wards.keys():\n\t\tif ui.treenode(x):\n\t\t\twards[x][1] = ui.checkbox(\"Show range circles\", wards[x][1])\n\t\t\twards[x][2] = ui.checkbox(\"Show on minimap\", wards[x][2])\n\t\t\t\n\t\t\tui.treepop()\n\ndef draw(game, obj, radius, show_circle_world, show_circle_map, icon):\n\t\t\t\n\tsp = game.world_to_screen(obj.pos)\n\t\n\tif game.is_point_on_screen(sp):\n\t\tduration = obj.duration + obj.last_visible_at - game.time\n\t\tif duration > 0:\n\t\t\tgame.draw_text(sp.add(Vec2(5, 30)), f'{duration:.0f}', Color.WHITE)\t\n\t\tgame.draw_image(icon, sp, sp.add(Vec2(30, 30)), Color.WHITE, 10)\n\t\t\n\t\tif show_circle_world:\n\t\t\tgame.draw_circle_world(obj.pos, radius, 30, 3, Color.RED)\n\t\n\tif show_circle_map:\n\t\tp = game.world_to_minimap(obj.pos)\n\t\tgame.draw_circle(game.world_to_minimap(obj.pos), game.distance_to_minimap(radius), 15, 2, Color.RED)\n\ndef lview_update(game, ui):\n\t\n\tglobal show_clones, show_wards, show_traps\n\tglobal traps, wards, clones\n\t\n\tfor obj in game.others:\n\t\tif obj.is_ally_to(game.player) or not obj.is_alive:\n\t\t\tcontinue\n\t\t\n\t\tif show_wards and obj.has_tags(UnitTag.Unit_Ward) and obj.name in wards:\n\t\t\tdraw(game, obj, *(wards[obj.name]))\n\t\telif show_traps and obj.has_tags(UnitTag.Unit_Special_Trap) and obj.name in traps:\n\t\t\tdraw(game, obj, *(traps[obj.name]))\n\t\n\tif show_clones:\n\t\tfor champ in game.champs:\n\t\t\tif champ.is_ally_to(game.player) or not champ.is_alive:\n\t\t\t\tcontinue\n\t\t\tif champ.name in clones and champ.R.name == champ.D.name:\n\t\t\t\tdraw(game, champ, *(clones[champ.name]))\n\t\t"
  },
  {
    "path": "LView/AntiCrack.cpp",
    "content": "#include \"AntiCrack.h\"\n#include \"Windows.h\"\n#include <array>\n#include <unordered_map>\n#include <sstream>\n\nstd::string exec(const char* cmd) {\n\tstd::array<char, 128> buffer;\n\tstd::string result;\n\tstd::unique_ptr<FILE, decltype(&_pclose)> pipe(_popen(cmd, \"r\"), _pclose);\n\tif (!pipe) {\n\t\tthrow std::runtime_error(\"popen() failed!\");\n\t}\n\twhile (fgets(buffer.data(), buffer.size(), pipe.get()) != nullptr) {\n\t\tresult += buffer.data();\n\t}\n\treturn result;\n}\n\nstd::string HashHardwareComponents(std::string components) { \n\tstd::stringstream in(components);\n\tstd::stringstream out;\n\tstd::string buff;\n\tstd::hash<std::string> hasher;\n\n\twhile (std::getline(in, buff, '\\n')) {\n\t\tsize_t hash = hasher(buff);\n\t\tout << std::hex << hash;\n\t}\n\n\treturn out.str();\n}\n\nstd::string AntiCrack::GetHardwareID() {\n\n\tstd::string hwComponents = exec(\n\t\t\"wmic PATH Win32_VideoController GET PNPDeviceID    | more +1  | findstr /R \\\"[^\\\\n]\\\" &\"\n\t\t\"wmic PATH Win32_PhysicalMemory GET SerialNumber    | more +1  | findstr /R \\\"[^\\\\n]\\\" &\"\n\t\t\"wmic PATH Win32_LogicalDisk GET VolumeSerialNumber | more +1  | findstr /R \\\"[^\\\\n]\\\" &\" \n\t\t\"wmic PATH Win32_Processor GET ProcessorId          | more +1  | findstr /R \\\"[^\\\\n]\\\" &\"\n\t\t\"wmic PATH win32_computersystem GET name            | more +1  | findstr /R \\\"[^\\\\n]\\\"\");\n\t\n\n\treturn HashHardwareComponents(hwComponents);\n}"
  },
  {
    "path": "LView/AntiCrack.h",
    "content": "#pragma once\n#include <string>\n\n/// Utilities to prevent people from craking the cheat in 1 hour\nnamespace AntiCrack {\n\n\tstd::string GetHardwareID();\n};"
  },
  {
    "path": "LView/Benchmark.h",
    "content": "#pragma once\n\nstruct UIBenchmark {\n\tfloat renderTimeMs;\n\tfloat processTimeMs;\n};\n\nstruct ReadBenchmark {\n\tfloat readObjectsMs;\n\tfloat readRendererMs;\n};\n\nstruct ViewBenchmark {\n\tfloat drawSettingsMs;\n\tfloat drawPanelMs;\n\tfloat drawOverlayMs;\n};"
  },
  {
    "path": "LView/ConfigSet.cpp",
    "content": "#include \"ConfigSet.h\"\n#include <fstream>\n\nConfigSet* ConfigSet::instance = nullptr;\n\nvoid ConfigSet::LoadFromFile() {\n\tstd::string line;\n\tsize_t delimiterIdx;\n\n\tstd::ifstream file(\"config.ini\");\n\tif (file.is_open()) {\n\t\twhile (std::getline(file, line)) {\n\t\t\tdelimiterIdx = line.find(\"=\");\n\t\t\tif (delimiterIdx == std::string::npos)\n\t\t\t\tthrow std::runtime_error(std::string(\"Config file line does not contain delimiter `=`: \").append(line));\n\n\t\t\trawValues[line.substr(0, delimiterIdx)] = line.substr(delimiterIdx + 1, line.length());\n\t\t}\n\n\t\tfile.close();\n\t}\n}\n\nvoid ConfigSet::SetPrefixKey(std::string prefix) {\n\tprefixKey = prefix;\n}\n\nstd::string ConfigSet::GetPrefixKey() {\n\treturn prefixKey;\n}\n\nvoid ConfigSet::SaveToFile() {\n\n\tstd::ofstream file(\"config.ini\");\n\tif (!file.is_open())\n\t\tthrow std::runtime_error(\"Couldn't open file to save config set\");\n\n\tfor (auto it = rawValues.begin(); it != rawValues.end(); ++it) {\n\t\tfile << it->first << \"=\" << it->second << \"\\n\";\n\t}\n\n\tfile.close();\n}\n\nint ConfigSet::GetInt(const char* key, int defaultVal) {\n\tauto it = rawValues.find(prefixKey + \"::\" + key);\n\tif (it == rawValues.end())\n\t\treturn defaultVal;\n\n\tstd::string& val = it->second;\n\n\tif (val.substr(0, 2).compare(\"0x\") == 0)\n\t\treturn std::stoi(val, nullptr, 16);\n\treturn std::stoi(val);\n}\n\nfloat ConfigSet::GetFloat(const char* key, float defaultVal) {\n\tauto it = rawValues.find(prefixKey + \"::\" + key);\n\tif (it == rawValues.end())\n\t\treturn defaultVal;\n\n\tstd::string& val = it->second;\n\n\treturn std::stof(val);\n}\n\nbool ConfigSet::GetBool(const char* key, bool defaultVal) {\n\tauto it = rawValues.find(prefixKey + \"::\" + key);\n\tif (it == rawValues.end())\n\t\treturn defaultVal;\n\n\tstd::string& val = it->second;\n\n\treturn std::stod(val);\n}\n\nstd::string ConfigSet::GetStr(const char* key, const char* defaultVal) {\n\tauto it = rawValues.find(prefixKey + \"::\" + key);\n\tif (it == rawValues.end())\n\t\treturn defaultVal;\n\n\treturn it->second;\n}\n\nvoid ConfigSet::SetInt(const char* key, int value) {\n\trawValues[(prefixKey + \"::\" + key)] = std::to_string(value);\n}\n\nvoid ConfigSet::SetFloat(const char* key, float value) {\n\trawValues[(prefixKey + \"::\" + key)] = std::to_string(value);\n}\n\nvoid ConfigSet::SetBool(const char* key, bool value) {\n\trawValues[(prefixKey + \"::\" + key)] = std::to_string(value);\n}\n\nvoid ConfigSet::SetStr(const char* key, const char* value) {\n\trawValues[(prefixKey + \"::\" + key)] = value;\n}\n"
  },
  {
    "path": "LView/ConfigSet.h",
    "content": "#pragma once\n#include <string>\n#include <map>\n\n/// Class used to save and load configs\nclass ConfigSet {\n\npublic:\n\t/// Only made public for C++ to python bindings. Use ConfigSet::Get() to retrieve the singleton instance\n\tConfigSet() {};\n\n\tint            GetInt(const char* key, int defaultVal);\n\tbool           GetBool(const char* key, bool defaultVal);\n\tfloat          GetFloat(const char* key, float defaultVal);\n\tstd::string    GetStr(const char*, const char* defaultVal);\n\t\n\tvoid           SetInt(const char*, int val);\n\tvoid           SetBool(const char*, bool val);\n\tvoid           SetFloat(const char*, float val);\n\tvoid           SetStr(const char*, const char* val);\n\n\tvoid           LoadFromFile();\n\tvoid           SaveToFile();\n\n\t/// Sets a prefix to all the keys provided in all the Get/Set calls.\n\tvoid           SetPrefixKey(std::string prefixKey);\n\tstd::string    GetPrefixKey();\n\n\t/// Gets singleton instance\n\tstatic ConfigSet* Get() {\n\t\tif (instance == nullptr) {\n\t\t\tinstance = new ConfigSet();\n\t\t\tinstance->LoadFromFile();\n\t\t}\n\t\treturn instance;\n\t}\n\nprivate:\n\tstatic ConfigSet*                  instance;\n\n\tstd::string                        prefixKey;\n\tstd::map<std::string, std::string> rawValues;\n};\n"
  },
  {
    "path": "LView/GameData.cpp",
    "content": "#include \"GameData.h\"\n#include <boost/json.hpp>\n#include <fstream>\n#include <filesystem>\n#include \"Utils.h\"\n#include \"Overlay.h\"\n\nusing namespace std;\n\nUnitInfo*                         GameData::UnknownUnit  = new UnitInfo();\nSpellInfo*                        GameData::UnknownSpell = new SpellInfo();\nItemInfo*                         GameData::UnknownItem  = new ItemInfo();\nstd::map<std::string, UnitInfo*>  GameData::Units        = {};\nstd::map<std::string, SpellInfo*> GameData::Spells       = {};\nstd::map<std::string, Texture2D*> GameData::Images       = {};\nstd::map<int, ItemInfo*>          GameData::Items        = {};\n\nvoid GameData::Load(std::string& dataFolder)\n{\n\tstd::string unitData         = dataFolder + \"/UnitData.json\";\n\tstd::string spellData        = dataFolder + \"/SpellData.json\";\n\tstd::string spellDataCustom  = dataFolder + \"/SpellDataCustom.json\";\n\tstd::string itemData         = dataFolder + \"/ItemData.json\";\n\tstd::string spellIcons       = dataFolder + \"/icons_spells\";\n\tstd::string champIcons       = dataFolder + \"/icons_champs\";\n\tstd::string extraIcons       = dataFolder + \"/icons_extra\";\n\n\tprintf(\"\\r\tLoading item data    \\n\");\n\tLoadItemData(itemData);\n\n\tprintf(\"\\r\tLoading unit data    \\n\");\n\tLoadUnitData(unitData);\n\n\tprintf(\"\\r\tLoading spell data   \\n\");\n\tLoadSpellData(spellData);\n\tLoadSpellData(spellDataCustom);\n\n\tprintf(\"\\r\tLoading images      \\n\");\n\tLoadIcons(spellIcons);\n\tLoadIcons(champIcons);\n\tLoadIcons(extraIcons);\n\n\tprintf(\"\\r\tLoading complete                             \\n\");\n}\n\nUnitInfo * GameData::GetUnitInfoByName(std::string& name)\n{\n\tauto it = Units.find(name);\n\tif (it != Units.end())\n\t\treturn it->second;\n\treturn UnknownUnit;\n}\n\nSpellInfo * GameData::GetSpellInfoByName(std::string& name)\n{\n\tauto it = Spells.find(name);\n\tif (it != Spells.end())\n\t\treturn it->second;\n\treturn UnknownSpell;\n}\n\nItemInfo * GameData::GetItemInfoById(int id)\n{\n\tauto it = Items.find(id);\n\tif (it != Items.end())\n\t\treturn it->second;\n\treturn UnknownItem;\n}\n\nboost::json::value parse_json_file(std::string& path) {\n\tstd::ifstream inputData;\n\tinputData.open(path);\n\n\tif (!inputData.is_open())\n\t\tthrow std::runtime_error(\"Can't open unit data file\");\n\n\tboost::json::stream_parser p;\n\tboost::json::error_code ec;\n\tdo {\n\t\tchar buf[4096];\n\t\tinputData.read(buf, sizeof(buf));\n\t\tp.write(buf, inputData.gcount(), ec);\n\t} while (!inputData.eof());\n\tif (ec)\n\t\tthrow std::runtime_error(\"Failed to parse JSON file\");\n\tp.finish(ec);\n\tif (ec)\n\t\tthrow std::runtime_error(\"Failed to parse JSON file\");\n\n\tboost::json::value jv = p.release();\n\treturn jv;\n}\n\ndouble json_to_double(boost::json::value val) {\n\tif (val.is_int64())\n\t\treturn val.as_int64();\n\telse\n\t\treturn val.as_double();\n}\n\nvoid GameData::LoadUnitData(std::string&  path)\n{\n\tboost::json::value jv = parse_json_file(path);\n\tauto& units = jv.get_array();\n\tfor (auto& unit : units) {\n\t\tauto& unitObj = unit.get_object();\n\n\t\tUnitInfo* unit = new UnitInfo();\n\t\tunit->acquisitionRange         = (float)json_to_double(unitObj[\"acquisitionRange\"]);\n\t\tunit->attackSpeedRatio         = (float)json_to_double(unitObj[\"attackSpeedRatio\"]);\n\t\tunit->baseAttackRange          = (float)json_to_double(unitObj[\"attackRange\"]);\n\t\tunit->baseAttackSpeed          = (float)json_to_double(unitObj[\"attackSpeed\"]);\n\t\tunit->baseMovementSpeed        = (float)json_to_double(unitObj[\"baseMoveSpeed\"]);\n\t\tunit->basicAttackMissileSpeed  = (float)json_to_double(unitObj[\"basicAtkMissileSpeed\"]);\n\t\tunit->basicAttackWindup        = (float)json_to_double(unitObj[\"basicAtkWindup\"]);\n\t\tunit->gameplayRadius           = (float)json_to_double(unitObj[\"gameplayRadius\"]);\n\t\tunit->healthBarHeight          = (float)json_to_double(unitObj[\"healthBarHeight\"]);\n\t\tunit->name                     = Character::ToLower(std::string(unitObj[\"name\"].as_string().c_str()));\n\t\tunit->pathRadius               = (float)json_to_double(unitObj[\"pathingRadius\"]);\n\t\tunit->selectionRadius          = (float)json_to_double(unitObj[\"selectionRadius\"]);\n\n\t\tauto& tags = unitObj[\"tags\"].as_array();\n\t\tfor (auto& tag : tags)\n\t\t\tunit->SetTag(tag.as_string().c_str());\n\n\t\tUnits[unit->name] = unit;\n\t}\n}\n\nvoid GameData::LoadSpellData(std::string& path)\n{\n\tboost::json::value jv = parse_json_file(path);\n\tauto& spells = jv.as_array();\n\n\tfor (auto& spell : spells) {\n\t\tauto& spellObj = spell.as_object();\n\n\t\tSpellInfo* info = new SpellInfo();\n\t\tinfo->flags      = (SpellFlags)spellObj[\"flags\"].as_int64();\n\t\tinfo->delay      = (float)json_to_double(spellObj[\"delay\"]);\n\t\tinfo->height     = (float)json_to_double(spellObj[\"height\"]);\n\t\tinfo->icon       = Character::ToLower(std::string(spellObj[\"icon\"].as_string().c_str()));\n\t\tinfo->name       = Character::ToLower(std::string(spellObj[\"name\"].as_string().c_str()));\n\t\tinfo->width      = (float)json_to_double(spellObj[\"width\"]);\n\t\tinfo->castRange  = (float)json_to_double(spellObj[\"castRange\"]);\n\t\tinfo->castRadius = (float)json_to_double(spellObj[\"castRadius\"]);\n\t\tinfo->speed      = (float)json_to_double(spellObj[\"speed\"]);\n\t\tinfo->travelTime = (float)json_to_double(spellObj[\"travelTime\"]);\n\t\tinfo->flags      = (SpellFlags) (info->flags | (spellObj[\"projectDestination\"].as_bool() ? ProjectedDestination : 0));\n\n\t\tSpells[info->name] = info;\n\t}\n}\n\nvoid GameData::LoadIcons(std::string& path)\n{\n\tstd::string folder(path);\n\tWIN32_FIND_DATAA findData;\n\tHANDLE hFind;\n\n\t\n\tint nrFiles = std::distance(filesystem::directory_iterator(path), filesystem::directory_iterator());\n\tint nrFile = 0;\n\thFind = FindFirstFileA((folder + \"\\\\*.png\").c_str(), &findData);\n\tdo {\n\t\tif (hFind != INVALID_HANDLE_VALUE) {\n\t\t\tif(nrFile % 100 == 0)\n\t\t\t\tprintf(\"\\r\tLoading %d/%d      \", nrFile, nrFiles);\n\n\t\t\tstd::string filePath = folder + \"/\" + findData.cFileName;\n\t\t\tTexture2D* image = Texture2D::LoadFromFile(Overlay::GetDxDevice(), filePath);\n\t\t\tif (image == nullptr)\n\t\t\t\tprintf(\"Failed to load: %s\\n\", filePath.c_str());\n\t\t\telse {\n\t\t\t\tstd::string fileName(findData.cFileName);\n\t\t\t\tfileName.erase(fileName.find(\".png\"), 4);\n\t\t\t\tImages[Character::ToLower(fileName)] = image;\n\t\t\t}\n\t\t}\n\t\tnrFile++;\n\t} while (FindNextFileA(hFind, &findData));\n}\n\nvoid GameData::LoadItemData(std::string & path)\n{\n\tboost::json::value jv = parse_json_file(path);\n\tauto& items = jv.as_array();\n\tfor (auto& itemObj : items) {\n\t\tauto& item = itemObj.as_object();\n\t\tItemInfo* info = new ItemInfo();\n\n\t\tinfo->movementSpeed        = (float)json_to_double(item[\"movementSpeed\"]);\n\t\tinfo->health               = (float)json_to_double(item[\"health\"]);\n\t\tinfo->crit                 = (float)json_to_double(item[\"crit\"]);\n\t\tinfo->abilityPower         = (float)json_to_double(item[\"abilityPower\"]);\n\t\tinfo->mana                 = (float)json_to_double(item[\"mana\"]);\n\t\tinfo->armour               = (float)json_to_double(item[\"armour\"]);\n\t\tinfo->magicResist          = (float)json_to_double(item[\"magicResist\"]);\n\t\tinfo->physicalDamage       = (float)json_to_double(item[\"physicalDamage\"]);\n\t\tinfo->attackSpeed          = (float)json_to_double(item[\"attackSpeed\"]);\n\t\tinfo->lifeSteal            = (float)json_to_double(item[\"lifeSteal\"]);\n\t\tinfo->hpRegen              = (float)json_to_double(item[\"hpRegen\"]);\n\t\tinfo->movementSpeedPercent = (float)json_to_double(item[\"movementSpeedPercent\"]);\n\t\tinfo->cost                 = (float)json_to_double(item[\"cost\"]);\n\t\tinfo->id                   = item[\"id\"].as_int64();\n\n\t\tItems[info->id] = info;\n\t}\n}\n"
  },
  {
    "path": "LView/GameData.h",
    "content": "#pragma once\n#include <map>\n#include \"UnitInfo.h\"\n#include \"SpellInfo.h\"\n#include \"Texture2D.h\"\n#include \"ItemInfo.h\"\n\n/// Data that cant be read from memory or it is too inefficient to do so can be accessed with this class.\nclass GameData {\n\npublic:\n\tstatic void       Load(std::string& dataFolder);\n\tstatic UnitInfo*  GetUnitInfoByName(std::string& name);\n\tstatic SpellInfo* GetSpellInfoByName(std::string& name);\n\tstatic ItemInfo*  GetItemInfoById(int id);\nprivate:\n\tstatic void LoadUnitData(std::string& path);\n\tstatic void LoadSpellData(std::string& path);\n\tstatic void LoadIcons(std::string& path);\n\tstatic void LoadItemData(std::string& path);\n\npublic:\n\tstatic UnitInfo*                         UnknownUnit;\n\tstatic SpellInfo*                        UnknownSpell;\n\tstatic ItemInfo*                         UnknownItem;\n\n\tstatic std::map<std::string, UnitInfo*>  Units;\n\tstatic std::map<std::string, SpellInfo*> Spells;\n\tstatic std::map<std::string, Texture2D*> Images;\n\tstatic std::map<int, ItemInfo*>          Items;\n};"
  },
  {
    "path": "LView/GameObject.cpp",
    "content": "#include \"GameObject.h\"\n#include \"Utils.h\"\n#include \"Offsets.h\"\n#include \"Spell.h\"\n#include \"GameData.h\"\n\nBYTE  GameObject::buff[GameObject::sizeBuff]         = {};\nBYTE  GameObject::buffDeep[GameObject::sizeBuffDeep] = {};\n\nbool GameObject::HasUnitTags(const UnitTag& type1) const {\n\treturn unitInfo->tags.test(type1);\n}\n\nbool GameObject::IsEqualTo(const GameObject& other) const {\n\treturn this->objectIndex == other.objectIndex;\n}\n\nbool GameObject::IsNotEqualTo(const GameObject& other) const {\n\treturn this->objectIndex != other.objectIndex;\n}\n\nfloat GameObject::GetAcquisitionRadius() const\n{\n\treturn unitInfo->acquisitionRange;\n}\n\nfloat GameObject::GetSelectionRadius() const\n{\n\treturn unitInfo->selectionRadius;\n}\n\nfloat GameObject::GetPathingRadius() const\n{\n\treturn unitInfo->pathRadius;\n}\n\nfloat GameObject::GetGameplayRadius() const\n{\n\treturn unitInfo->gameplayRadius;\n}\n\nfloat GameObject::GetBasicAttackMissileSpeed() const\n{\n\treturn unitInfo->basicAttackMissileSpeed;\n}\n\nfloat GameObject::GetBasicAttackWindup() const\n{\n\treturn unitInfo->basicAttackWindup;\n}\n\nfloat GameObject::GetAttackSpeedRatio() const\n{\n\treturn unitInfo->attackSpeedRatio;\n}\n\nfloat GameObject::GetBaseMovementSpeed() const\n{\n\treturn unitInfo->baseMovementSpeed;\n}\n\nfloat GameObject::GetBaseAttackSpeed() const\n{\n\treturn unitInfo->baseAttackSpeed;\n}\n\nfloat GameObject::GetBaseAttackRange() const\n{\n\treturn unitInfo->baseAttackRange;\n}\n\nfloat GameObject::GetAttackRange()  const {\n\treturn GetBaseAttackRange() + GetGameplayRadius();\n}\n\nfloat GameObject::GetHpBarHeight() const\n{\n\treturn unitInfo->healthBarHeight;\n}\n\nbool GameObject::IsEnemyTo(const GameObject& other) const {\n\treturn this->team != other.team;\n}\n\nbool GameObject::IsAllyTo(const GameObject& other) const {\n\treturn this->team == other.team;\n}\n\nvoid GameObject::LoadFromMem(DWORD base, HANDLE hProcess, bool deepLoad) {\n\n\taddress = base;\n\tMem::Read(hProcess, base, buff, sizeBuff);\n\n\t// Store previous position once N milliseconds to avoid the case when position == previousPosition but the object is moving\n\tstd::chrono::duration<float, std::milli> timeDuration = high_resolution_clock::now() - timeSinceLastPreviousPosition;\n\tif (timeDuration.count() > 20) {\n\t\tpreviousPosition = position.clone();\n\t\ttimeSinceLastPreviousPosition = high_resolution_clock::now();\n\t}\n\n\tmemcpy(&team,          &buff[Offsets::ObjTeam],          sizeof(short));\n\tmemcpy(&position,      &buff[Offsets::ObjPos],           sizeof(Vector3));\n\tmemcpy(&health,        &buff[Offsets::ObjHealth],        sizeof(float));\n\tmemcpy(&maxHealth,     &buff[Offsets::ObjMaxHealth],     sizeof(float));\n\tmemcpy(&baseAttack,    &buff[Offsets::ObjBaseAtk],       sizeof(float));\n\tmemcpy(&bonusAttack,   &buff[Offsets::ObjBonusAtk],      sizeof(float));\n\tmemcpy(&armour,        &buff[Offsets::ObjArmor],         sizeof(float));\n\tmemcpy(&magicResist,   &buff[Offsets::ObjMagicRes],      sizeof(float));\n\tmemcpy(&duration,      &buff[Offsets::ObjExpiry],        sizeof(float));\n\tmemcpy(&isVisible,     &buff[Offsets::ObjVisibility],    sizeof(bool));\n\tmemcpy(&objectIndex,   &buff[Offsets::ObjIndex],         sizeof(short));\n\tmemcpy(&crit,          &buff[Offsets::ObjCrit],          sizeof(float));\n\tmemcpy(&critMulti,     &buff[Offsets::ObjCritMulti],     sizeof(float));\n\tmemcpy(&abilityPower,  &buff[Offsets::ObjAbilityPower],  sizeof(float));\n\tmemcpy(&atkSpeedMulti, &buff[Offsets::ObjAtkSpeedMulti], sizeof(float));\n\tmemcpy(&movementSpeed, &buff[Offsets::ObjMoveSpeed],     sizeof(float));\n\tmemcpy(&networkId,     &buff[Offsets::ObjNetworkID],     sizeof(DWORD));\n\n\t// Check if alive\n\tDWORD spawnCount;\n\tmemcpy(&spawnCount, &buff[Offsets::ObjSpawnCount], sizeof(int));\n\tisAlive = (spawnCount % 2 == 0);\n\n\tif (deepLoad) {\n\n\t\tchar nameBuff[50];\n\t\tMem::Read(hProcess, Mem::ReadDWORDFromBuffer(buff, Offsets::ObjName), nameBuff, 50);\n\n\t\tif (Character::ContainsOnlyASCII(nameBuff, 50))\n\t\t\tname = Character::ToLower(std::string(nameBuff));\n\t\telse\n\t\t\tname = std::string(\"\");\n\t\tunitInfo = GameData::GetUnitInfoByName(name);\n\t}\n\n\t// Read extension of object\n\tif (HasUnitTags(Unit_Champion)) {\n\t\tLoadChampionFromMem(base, hProcess, deepLoad);\n\t}\n\telse if(unitInfo == GameData::UnknownUnit) {\n\t\t// Try reading missile extension\n\t\tLoadMissileFromMem(base, hProcess, deepLoad);\n\t}\n}\n\n// Champion stuff\n\nDWORD GameObject::spellSlotPointerBuffer[6] = {};\nBYTE  GameObject::itemListBuffer[0x100] = {};\n\nvoid GameObject::LoadChampionFromMem(DWORD base, HANDLE hProcess, bool deepLoad) {\n\n\t// Read spells\n\tmemcpy(&spellSlotPointerBuffer, &buff[Offsets::ObjSpellBook], sizeof(DWORD) * 6);\n\n\tQ.LoadFromMem(spellSlotPointerBuffer[0], hProcess);\n\tW.LoadFromMem(spellSlotPointerBuffer[1], hProcess);\n\tE.LoadFromMem(spellSlotPointerBuffer[2], hProcess);\n\tR.LoadFromMem(spellSlotPointerBuffer[3], hProcess);\n\n\tD.LoadFromMem(spellSlotPointerBuffer[4], hProcess);\n\tF.LoadFromMem(spellSlotPointerBuffer[5], hProcess);\n\n\t// Read items\n\tDWORD ptrList = Mem::ReadDWORD(hProcess, address + Offsets::ObjItemList);\n\tMem::Read(hProcess, ptrList, itemListBuffer, 0x100);\n\n\tfor (int i = 0; i < 6; ++i) {\n\t\titemSlots[i].isEmpty = true;\n\t\titemSlots[i].slot = i;\n\n\t\tDWORD itemPtr = 0, itemInfoPtr = 0;\n\t\tmemcpy(&itemPtr, itemListBuffer + i * 0x10 + Offsets::ItemListItem, sizeof(DWORD));\n\t\tif (itemPtr == 0)\n\t\t\tcontinue;\n\n\t\titemInfoPtr = Mem::ReadDWORD(hProcess, itemPtr + Offsets::ItemInfo);\n\t\tif (itemInfoPtr == 0)\n\t\t\tcontinue;\n\t\t\n\t\tint id = Mem::ReadDWORD(hProcess, itemInfoPtr + Offsets::ItemInfoId);\n\t\titemSlots[i].isEmpty = false;\n\t\titemSlots[i].stats = GameData::GetItemInfoById(id);\n\t}\n\n\t// Read level\n\tlevel = Mem::ReadDWORD(hProcess, base + Offsets::ObjLvl);\n}\n\nfloat GameObject::GetBasicAttackDamage() {\n\treturn baseAttack + bonusAttack;\n}\n\nSpell* GameObject::GetSummonerSpell(SummonerSpellType type) {\n\tif (D.summonerSpellType == type)\n\t\treturn &D;\n\tif (F.summonerSpellType == type)\n\t\treturn &F;\n\treturn nullptr;\n}\n\nbool GameObject::IsRanged() {\n\treturn GetBaseAttackRange() >= 300.f;\n}\n\nlist GameObject::ItemsToPyList() {\n\tlist l;\n\tfor (int i = 0; i < 6; ++i){\n\t\tif (!itemSlots[i].isEmpty)\n\t\t\tl.append(boost::ref(itemSlots[i]));\n\t}\n\treturn l;\n}\n\n// Missile stuff\nvoid GameObject::LoadMissileFromMem(DWORD base, HANDLE hProcess, bool deepLoad) {\n\n\tif (!deepLoad)\n\t\treturn;\n\n\tDWORD spellInfoPtr = Mem::ReadDWORDFromBuffer(buff, Offsets::MissileSpellInfo);\n\tif (spellInfoPtr == 0)\n\t\treturn;\n\n\tDWORD spellDataPtr = Mem::ReadDWORD(hProcess, spellInfoPtr + Offsets::SpellInfoSpellData);\n\tif (spellDataPtr == 0)\n\t\treturn;\n\n\tmemcpy(&srcIndex,  buff + Offsets::MissileSrcIdx,   sizeof(short));\n\tmemcpy(&destIndex, buff + Offsets::MissileDestIdx,  sizeof(short));\n\tmemcpy(&startPos,  buff + Offsets::MissileStartPos, sizeof(Vector3));\n\tmemcpy(&endPos,    buff + Offsets::MissileEndPos,   sizeof(Vector3));\n\n\tMem::Read(hProcess, spellDataPtr, buff, 0x500);\n\n\t// Read name\n\tchar nameBuff[50];\n\tMem::Read(hProcess, Mem::ReadDWORD(hProcess, spellDataPtr + Offsets::SpellDataMissileName), nameBuff, 50);\n\tif (Character::ContainsOnlyASCII(nameBuff, 50))\n\t\tname = Character::ToLower(std::string(nameBuff));\n\telse\n\t\tname = std::string(\"\");\n\n\t// Find static data\n\tspellInfo = GameData::GetSpellInfoByName(name);\n\n\t// Some spells require their end position to be projected using the range of the spell\n\tif (spellInfo != GameData::UnknownSpell && HasSpellFlags(ProjectedDestination)) {\n\n\t\tstartPos.y += spellInfo->height;\n\n\t\t// Calculate direction vector and normalize\n\t\tendPos = Vector3(endPos.x - startPos.x, 0, endPos.z - startPos.z);\n\t\tendPos = endPos.normalize();\n\n\t\t// Update endposition using the height of the current position\n\t\tendPos.x = endPos.x*spellInfo->castRange + startPos.x;\n\t\tendPos.y = startPos.y;\n\t\tendPos.z = endPos.z*spellInfo->castRange + startPos.z;\n\t}\n}\n\nbool GameObject::EqualSpellFlags(SpellFlags flags) const\n{\n\treturn spellInfo->flags == flags;\n}\n\nbool GameObject::HasSpellFlags(SpellFlags flags) const\n{\n\treturn (spellInfo->flags & flags) == flags;\n}\n\nfloat GameObject::GetSpeed() const\n{\n\treturn spellInfo->speed;\n}\n\nfloat GameObject::GetCastRange() const\n{\n\treturn spellInfo->castRange;\n}\n\nfloat GameObject::GetWidth() const\n{\n\treturn spellInfo->width;\n}\n\nfloat GameObject::GetCastRadius() const\n{\n\treturn spellInfo->castRadius;\n}\n\nfloat GameObject::GetDelay() const\n{\n\treturn spellInfo->delay;\n}\n\nfloat GameObject::GetHeight() const\n{\n\treturn spellInfo->height;\n}\n\nfloat GameObject::GetTravelTime() const\n{\n\treturn spellInfo->travelTime;\n}\n\nstd::string GameObject::GetIcon() const\n{\n\treturn spellInfo->icon;\n}\n"
  },
  {
    "path": "LView/GameObject.h",
    "content": "#pragma once\n#include <string>\n#include <map>\n#include <chrono>\n\n#include \"Vector.h\"\n#include \"windows.h\"\n#include \"MemoryLoadable.h\"\n#include \"UnitInfo.h\"\n#include \"GameData.h\"\n#include \"Spell.h\"\n#include \"SpellInterface.h\"\n#include \"ItemSlot.h\"\n\n#include <boost/python/suite/indexing/map_indexing_suite.hpp>\n#include <boost/python.hpp>\n\nusing namespace boost::python;\nusing namespace std::chrono;\n\n/// Base game object\n///\n/// Due to how league's game objects are implemented and to achieve good performance reading game objects\n/// this class doesnt use inheritance instead it packs all the types together in this class\nclass GameObject: MemoryLoadable, SpellInterface {\n\npublic:\n\t// Base\n\tvoid                  LoadFromMem(DWORD base, HANDLE hProcess, bool deepLoad = true);\n\t\t\t\t          \n\tbool                  HasUnitTags(const UnitTag& type1) const;\n\t\t\t\t          \n\tfloat                 GetAcquisitionRadius() const;\n\tfloat                 GetSelectionRadius() const;\n\tfloat                 GetPathingRadius() const;\n\tfloat                 GetGameplayRadius() const;\n\t\t\t\t          \n\tfloat                 GetBasicAttackMissileSpeed()  const;\n\tfloat                 GetBasicAttackWindup() const;\n\t\t\t\t          \n\tfloat                 GetAttackSpeedRatio() const;\n\tfloat                 GetBaseMovementSpeed() const;\n\tfloat                 GetBaseAttackSpeed() const;\n\tfloat                 GetBaseAttackRange() const;\n\tfloat                 GetAttackRange() const;\n\tfloat                 GetHpBarHeight() const;\n\t\t\t\t          \n\tbool                  IsEnemyTo(const GameObject& other) const;\n\tbool                  IsAllyTo(const GameObject& other) const;\n\tbool                  IsEqualTo(const GameObject& other) const;\n\tbool                  IsNotEqualTo(const GameObject& other) const;\n\t\t\t\t          \npublic:\t\t\t     \t \n\tfloat                 health;\n\tfloat                 maxHealth;\n\tfloat                 baseAttack;\n\tfloat                 bonusAttack;\n\tfloat                 armour;\n\tfloat                 magicResist;\n\tfloat                 crit;\n\tfloat                 critMulti;\n\tfloat                 abilityPower;\n\tfloat                 atkSpeedMulti;\n\tfloat                 movementSpeed;\n\tfloat                 duration;\n\t\t\t\t          \n\tshort                 objectIndex;\n\tshort                 team;\n\t\t\t\t          \n\tbool                  isVisible;\n\tbool                  isAlive;\n\tfloat                 lastVisibleAt;\n\t\t\t\t          \n\t\t\t\t          \n\tstd::string           name;\n\tVector3               position;\n\n\thigh_resolution_clock::time_point timeSinceLastPreviousPosition;\n\tVector3               previousPosition;\n\t\t\t\t          \n\tDWORD                 networkId;\n\tDWORD                 address;\n\t\t\t\t          \n\tUnitInfo*             unitInfo = GameData::UnknownUnit;\n\t\t\t\t\t\t \nprotected:\t\t\t\t \n\tstatic const SIZE_T   sizeBuff     = 0x4000;\n\tstatic const SIZE_T   sizeBuffDeep = 0x1000;\n\t\t\t\t\t\t \n\tstatic BYTE           buff[sizeBuff];\n\tstatic BYTE           buffDeep[sizeBuffDeep];\n\n\t// Champion related stuff\npublic:\n\tvoid                  LoadChampionFromMem(DWORD base, HANDLE hProcess, bool deepLoad = true);\n\tfloat                 GetBasicAttackDamage();\n\tSpell*                GetSummonerSpell(SummonerSpellType type);\n\t\t\t              \n\tbool                  IsRanged();\n\tlist                  ItemsToPyList();\n\t\t\t\t          \n\tSpell                 Q = Spell(SpellSlot::Q);\n\tSpell                 W = Spell(SpellSlot::W);\n\tSpell                 E = Spell(SpellSlot::E);\n\tSpell                 R = Spell(SpellSlot::R);\n\tSpell                 D = Spell(SpellSlot::D);\n\tSpell                 F = Spell(SpellSlot::F);\n\t\t\t\t          \n\tDWORD                 level;\n\tItemSlot              itemSlots[6];\nprivate:\t\t         \n\tstatic DWORD          spellSlotPointerBuffer[6];\n\tstatic BYTE           itemListBuffer[0x100];\n\n\t// Spell related stuff\npublic:\n\tvoid                  LoadMissileFromMem(DWORD base, HANDLE hProcess, bool deepLoad = true);\n\t\t                  \n\tbool                  HasSpellFlags(SpellFlags flags)   const override;\n\tbool                  EqualSpellFlags(SpellFlags flags) const override;\n\tfloat                 GetSpeed()                        const override;\n\tfloat                 GetCastRange()                    const override;\n\tfloat                 GetWidth()                        const override;\n\tfloat                 GetCastRadius()                   const override;\n\tfloat                 GetDelay()                        const override;\n\tfloat                 GetHeight()                       const override;\n\tfloat                 GetTravelTime()                   const override;\n\tstd::string           GetIcon()                         const override;\n\t\t\t\t\t\t  \n\tshort                 srcIndex;\n\tshort                 destIndex;\n\tVector3               startPos;\n\tVector3               endPos;\n\t\t\t\t          \n\tSpellInfo*            spellInfo = GameData::UnknownSpell;\n};"
  },
  {
    "path": "LView/GameRenderer.cpp",
    "content": "#include \"GameRenderer.h\"\n#include \"Offsets.h\"\n#include \"Utils.h\"\n#include \"MapObject.h\"\n#include <algorithm>\n\n\nvoid GameRenderer::LoadFromMem(DWORD_PTR renderBase, DWORD_PTR moduleBase, HANDLE hProcess) {\n\n\tchar buff[128];\n\tMem::Read(hProcess, renderBase, buff, 128);\n\tmemcpy(&width, &buff[Offsets::RendererWidth], sizeof(int));\n\tmemcpy(&height, &buff[Offsets::RendererHeight], sizeof(int));\n\n\tMem::Read(hProcess, moduleBase + Offsets::ViewProjMatrices, buff, 128);\n\tmemcpy(viewMatrix, buff, 16 * sizeof(float));\n\tmemcpy(projMatrix, &buff[16 * sizeof(float)], 16 * sizeof(float));\n\tMultiplyMatrices(viewProjMatrix, viewMatrix, 4, 4, projMatrix, 4, 4);\n}\n\n/* Multiply two matrices */\nvoid GameRenderer::MultiplyMatrices(float *out, float *a, int row1, int col1, float *b, int row2, int col2) {\n\tint size = row1 * col2;\n\tfor (int i = 0; i < row1; i++) {\n\t\tfor (int j = 0; j < col2; j++) {\n\t\t\tfloat sum = 0.f;\n\t\t\tfor (int k = 0; k < col1; k++)\n\t\t\t\tsum = sum + a[i * col1 + k] * b[k * col2 + j];\n\t\t\tout[i * col2 + j] = sum;\n\t\t}\n\t}\n}\n\nVector2 GameRenderer::WorldToScreen(const Vector3& pos) const {\n\t\n\tVector2 out = { 0.f, 0.f };\n\tVector2 screen = { (float)width, (float)height };\n\tstatic Vector4 clipCoords;\n\tclipCoords.x = pos.x * viewProjMatrix[0] + pos.y * viewProjMatrix[4] + pos.z * viewProjMatrix[8] + viewProjMatrix[12];\n\tclipCoords.y = pos.x * viewProjMatrix[1] + pos.y * viewProjMatrix[5] + pos.z * viewProjMatrix[9] + viewProjMatrix[13];\n\tclipCoords.z = pos.x * viewProjMatrix[2] + pos.y * viewProjMatrix[6] + pos.z * viewProjMatrix[10] + viewProjMatrix[14];\n\tclipCoords.w = pos.x * viewProjMatrix[3] + pos.y * viewProjMatrix[7] + pos.z * viewProjMatrix[11] + viewProjMatrix[15];\n\n\tif (clipCoords.w < 1.0f)\n\t\tclipCoords.w = 1.f;\n\n\tVector3 M;\n\tM.x = clipCoords.x / clipCoords.w;\n\tM.y = clipCoords.y / clipCoords.w;\n\tM.z = clipCoords.z / clipCoords.w;\n\n\tout.x = (screen.x / 2.f * M.x) + (M.x + screen.x / 2.f);\n\tout.y = -(screen.y / 2.f * M.y) + (M.y + screen.y / 2.f);\n\t\n\n\treturn out;\n}\n\nVector2 GameRenderer::WorldToMinimap(const Vector3& pos, const Vector2& wPos, const Vector2& wSize) const {\n\n\tVector2 result = { pos.x / 15000.f, pos.z / 15000.f };\n\tresult.x = wPos.x + result.x * wSize.x;\n\tresult.y = wPos.y + wSize.y - (result.y * wSize.y);\n\n\treturn result;\n}\n\nfloat GameRenderer::DistanceToMinimap(float dist, const Vector2& wSize) const {\n\n\t// This assumes that the minimap is a square !\n\treturn (dist / 15000.f) * wSize.x;\n}\n\nbool GameRenderer::IsScreenPointOnScreen(const Vector2& point, float offsetX, float offsetY) const {\n\treturn point.x > -offsetX && point.x < (width + offsetX) && point.y > -offsetY && point.y < (height + offsetY);\n}\n\nbool GameRenderer::IsWorldPointOnScreen(const Vector3& point, float offsetX, float offsetY) const {\n\treturn IsScreenPointOnScreen(WorldToScreen(point), offsetX, offsetY);\n}\n\nvoid GameRenderer::DrawCircleAt(ImDrawList* canvas, const Vector3& worldPos, float radius, bool filled, int numPoints, ImColor color, float thickness) const {\n\n\tif (numPoints >= 200)\n\t\treturn;\n\tstatic ImVec2 points[200];\n\n\tfloat step = 6.2831f / numPoints;\n\tfloat theta = 0.f;\n\tfor (int i = 0; i < numPoints; i++, theta += step) {\n\t\tVector3 worldSpace = { worldPos.x + radius * cos(theta), worldPos.y, worldPos.z - radius * sin(theta) };\n\t\tVector2 screenSpace = WorldToScreen(worldSpace);\n\n\t\tpoints[i].x = screenSpace.x;\n\t\tpoints[i].y = screenSpace.y;\n\t}\n\n\tif (filled)\n\t\tcanvas->AddConvexPolyFilled(points, numPoints, color);\n\telse\n\t\tcanvas->AddPolyline(points, numPoints, color, true, thickness);\n}"
  },
  {
    "path": "LView/GameRenderer.h",
    "content": "#pragma once\n#include \"Vector.h\"\n#include \"windows.h\"\n#include \"imgui.h\"\n\n/// Represents the state of the games renderer\nclass GameRenderer {\n\npublic:\n\tint      width, height;\n\n\tfloat    viewMatrix[16];\n\tfloat    projMatrix[16];\n\tfloat    viewProjMatrix[16];\n\n\tvoid     LoadFromMem(DWORD_PTR renderBase, DWORD_PTR moduleBase, HANDLE hProcess);\n\n\t/// Converts world coordinates to screen coordinates\n\tVector2  WorldToScreen(const Vector3& pos) const;\n\n\t/// Converts world coordinates to minimap coordinates\n\tVector2  WorldToMinimap(const Vector3& pos, const Vector2& wPos, const Vector2& wSize) const;\n\n\t/// Converts distances in world space to minimap space\n\tfloat    DistanceToMinimap(float dist, const Vector2& wSize) const;\n\n\t/// Draws a circle at the given coordinate. Coordinates and radius must be in world space \n\tvoid     DrawCircleAt(ImDrawList* canvas, const Vector3& worldPos, float radius, bool filled, int numPoints, ImColor color, float thickness = 3.f) const;\n\n\t/// Used to determine if a screen space point is on screen\n\tbool     IsScreenPointOnScreen(const Vector2& point, float offsetX = 0.f, float offsetY = 0.f) const;\n\n\t/// Used to determine if a world space point is on screen\n\tbool     IsWorldPointOnScreen(const Vector3& point, float offsetX = 0.f, float offsetY = 0.f) const;\n\nprivate:\n\tvoid     MultiplyMatrices(float *out, float *a, int row1, int col1, float *b, int row2, int col2);\n};"
  },
  {
    "path": "LView/Input.cpp",
    "content": "#include \"Input.h\"\n#include \"windows.h\"\n#include <chrono>\n#include \"Vector.h\"\n\nusing namespace std::chrono;\n\nvoid Input::PressKey(HKey key) {\n\tINPUT input;\n\tinput.type = INPUT_KEYBOARD;\n\tinput.ki.wScan = key;\n\tinput.ki.time = 0;\n\tinput.ki.dwExtraInfo = 0;\n\tinput.ki.wVk = 0;\n\tinput.ki.dwFlags = KEYEVENTF_SCANCODE;\n\tSendInput(1, &input, sizeof(INPUT));\n\n\tSleep(8);\n\tinput.ki.dwFlags = KEYEVENTF_SCANCODE | KEYEVENTF_KEYUP;\n\tSendInput(1, &input, sizeof(INPUT));\n}\n\nbool Input::WasKeyPressed(HKey key) {\n\n\tstatic high_resolution_clock::time_point nowTime;\n\tstatic high_resolution_clock::time_point lastTimePressed[300] = {high_resolution_clock::now()};\n\tstatic bool pressed[300] = { 0 };\n\n\tstatic duration<float, std::milli> timeDiff;\n\n\tint virtualKey = MapVirtualKeyA(key, MAPVK_VSC_TO_VK);\n\tif (virtualKey == 0)\n\t\treturn false;\n\n\tnowTime = high_resolution_clock::now();\n\ttimeDiff = nowTime - lastTimePressed[virtualKey];\n\tif (pressed[virtualKey]) {\n\n\t\tif (timeDiff.count() > 200)\n\t\t\tpressed[virtualKey] = false;\n\t\treturn false;\n\t}\n\t\t\n\tbool keyDown = GetAsyncKeyState(virtualKey) & 0x8000;\n\tif (keyDown) {\n\t\tlastTimePressed[virtualKey] = high_resolution_clock::now();\n\t\tpressed[virtualKey] = true;\n\t\treturn true;\n\t}\n\n\treturn false;\n}\n\nbool Input::IsKeyDown(HKey key) {\n\tint virtualKey = MapVirtualKeyA(key, MAPVK_VSC_TO_VK);\n\tif (virtualKey == 0)\n\t\treturn false;\n\n\treturn GetAsyncKeyState(virtualKey);\n}\n\nVector2 Input::GetCursorPosition()\n{\n\tPOINT pos;\n\tGetCursorPos(&pos);\n\treturn { (float)pos.x, (float)pos.y };\n}\n\nvoid Input::PressLeftClick()\n{\n\n\tINPUT input = {0};\n\tinput.type = INPUT_MOUSE;\n\tinput.mi.dwFlags = MOUSEEVENTF_LEFTDOWN;\n\tSendInput(1, &input, sizeof(INPUT));\n\n\tSleep(8);\n\n\tinput.mi.dwFlags = MOUSEEVENTF_LEFTUP;\n\tSendInput(1, &input, sizeof(INPUT));\n}\n\nvoid Input::PressRightClick()\n{\n\tINPUT input = { 0 };\n\tinput.type = INPUT_MOUSE;\n\tinput.mi.dwFlags = MOUSEEVENTF_RIGHTDOWN;\n\tSendInput(1, &input, sizeof(INPUT));\n\n\tSleep(8);\n\n\tinput.mi.dwFlags = MOUSEEVENTF_RIGHTUP;\n\tSendInput(1, &input, sizeof(INPUT));\n}\n\nvoid Input::ClickAt(bool leftClick, float x, float y)\n{\n\tstatic float fScreenWidth = (float)::GetSystemMetrics(SM_CXSCREEN) - 1;\n\tstatic float fScreenHeight = (float)::GetSystemMetrics(SM_CYSCREEN) - 1;\n\n\tPOINT oldPos;\n\tGetCursorPos(&oldPos);\n\n\tINPUT input = { 0 };\n\tinput.type = INPUT_MOUSE;\n\tinput.mi.dwFlags = MOUSEEVENTF_MOVE | MOUSEEVENTF_ABSOLUTE;\n\tinput.mi.dx = (LONG)(x * (65535.0f / fScreenWidth));\n\tinput.mi.dy = (LONG)(y * (65535.0f / fScreenHeight));\n\tSendInput(1, &input, sizeof(INPUT));\n\n\tinput.mi.dwFlags = (leftClick ? MOUSEEVENTF_LEFTDOWN : MOUSEEVENTF_RIGHTDOWN);\n\tSendInput(1, &input, sizeof(INPUT));\n\n\tSleep(8);\n\n\tinput.mi.dwFlags = (leftClick ? MOUSEEVENTF_LEFTUP: MOUSEEVENTF_RIGHTUP);\n\tSendInput(1, &input, sizeof(INPUT));\n\n\tinput.mi.dwFlags = MOUSEEVENTF_MOVE | MOUSEEVENTF_ABSOLUTE;\n\tinput.mi.dx = (LONG)(oldPos.x * (65535.0f / fScreenWidth));\n\tinput.mi.dy = (LONG)(oldPos.y * (65535.0f / fScreenHeight));\n\tSendInput(1, &input, sizeof(INPUT));\n\tSendInput(1, &input, sizeof(INPUT));\n}\n\nvoid Input::MoveCursorTo(float x, float y)\n{\n\tstatic float fScreenWidth = (float)::GetSystemMetrics(SM_CXSCREEN) - 1;\n\tstatic float fScreenHeight = (float)::GetSystemMetrics(SM_CYSCREEN) - 1;\n\n\tINPUT input = { 0 };\n\tinput.type = INPUT_MOUSE;\n\tinput.mi.dwFlags = MOUSEEVENTF_MOVE | MOUSEEVENTF_ABSOLUTE;\n\tinput.mi.dx = (LONG)(x * (65535.0f / fScreenWidth));\n\tinput.mi.dy = (LONG)(y * (65535.0f / fScreenHeight));\n\n\t// Sometimes this fails idk why the fuck but calling the function two times seems to solve it\n\tSendInput(1, &input, sizeof(INPUT));\n\tSendInput(1, &input, sizeof(INPUT));\n}\n"
  },
  {
    "path": "LView/Input.h",
    "content": "#pragma once\n#include \"Vector.h\"\n\n/* Took from https://www.millisecond.com/support/docs/v6/html/language/scancodes.htm */\nenum HKey {\n\tNO_KEY = 0, ESC, N_1, N_2, N_3, N_4, N_5, N_6, N_7, N_8, N_9, N_0, MINUS, EQUAL, BS, Tab, Q, W, E, R, T, Y, U, I, O, P, LBRACKET, RBRACKET, ENTER, CTRL, A, S, D, F, G,\n\tH, J, K, L, SEMICOLON, SINGLE_QUOTE, TILDE, LSHIFT, BACKSLASH, Z, X, C, V, B, N, M, COMMA, DOT, FRONTSLASH, RSHIFT, PRINT_SCREEN, ALT, SPACE,\tCAPS, F1, F2,\n\tF3, F4, F5, F6, F7, F8, F9, F10, NUM, SCROLL, HOME, UP, PAGE_UP, NUM_MINUS, LEFT, CENTER, RIGHT, PLUS, END, DOWN, PAGE_DOWN, INSERT, DEL\n};\n\nstatic const char* HKeyNames[] = {\n\t\"None\", \"Esc\", \"1\", \"2\", \"3\", \"4\", \"5\", \"6\", \"7\", \"8\", \"9\", \"0\", \"-\", \"=\", \"Backspace\", \"Tab\", \"Q\", \"W\", \"E\", \"R\", \"T\", \"Y\", \"U\", \"I\", \"O\", \"P\", \"[\", \"]\", \"Enter\", \"Ctrl\", \"A\", \"S\", \"D\", \"F\", \"G\",\n\t\"H\", \"J\", \"K\", \"L\", \";\", \"'\", \"`\", \"LShift\", \"\\\\\", \"Z\", \"X\", \"C\", \"V\", \"B\", \"N\", \"M\", \",\", \".\", \"/\", \"RShift\", \"PrtScrn\", \"Alt\", \"Space\", \"Caps\", \"F1\", \"F2\",\n\t\"F3\", \"F4\", \"F5\", \"F6\", \"F7\", \"F8\", \"F9\", \"F10\", \"Num\", \"Scrl\", \"Home\", \"Num8\", \"PgUp\", \"NumMinus\", \"Num4\", \"Num5\", \"Num6\", \"NumPlus\", \"End\", \"NumDown\", \"PgDown\", \"Insert\", \"Del\"\n};\n\n/// Keyboard/Mouse input related utilities. For keyboards the hardware key codes are used instead of the virtual ones.\nnamespace Input {\n\t/// Presses the specified hardware key\n\tvoid     PressKey(HKey key);\n\n\t/// Checks if a key was pressed recently. Only one caller can use this function for a given key.\n\tbool     WasKeyPressed(HKey key);\n\n\t/// Checks if the key is held down.\n\tbool     IsKeyDown(HKey key);\n\n\t/// Gets the cursor position in window coordinates\n\tVector2  GetCursorPosition();\n\n\t/// Sends a left click input\n\tvoid     PressLeftClick();\n\n\t/// Sends a right click input\n\tvoid     PressRightClick();\n\n\t/// Moves the cursor at the specified location, clicks and then moves the cursor back at the initial location\n\tvoid     ClickAt(bool leftClick, float x, float y);\n\n\t/// Moves the cursor to the specified window coordinates.\n\tvoid     MoveCursorTo(float x, float y);\n}"
  },
  {
    "path": "LView/ItemInfo.h",
    "content": "\n#pragma once\n#include <map>\n\nstruct ItemInfo {\n\npublic:\n\tint id;\n\tfloat cost;\n\tfloat movementSpeed;\n\tfloat health;\n\tfloat crit;\n\tfloat abilityPower;\n\tfloat mana;\n\tfloat armour;\n\tfloat magicResist;\n\tfloat physicalDamage;\n\tfloat attackSpeed;\n\tfloat lifeSteal;\n\tfloat hpRegen;\n\tfloat movementSpeedPercent;\n};\n"
  },
  {
    "path": "LView/ItemSlot.cpp",
    "content": "#include \"ItemSlot.h\"\n\nint ItemSlot::GetId()\n{\n\treturn stats->id;\n}\n\nfloat ItemSlot::GetCost()\n{\n\treturn stats->cost;\n}\n\nfloat ItemSlot::GetMovementSpeed()\n{\n\treturn stats->movementSpeed;\n}\n\nfloat ItemSlot::GetHealth()\n{\n\treturn stats->health;\n}\n\nfloat ItemSlot::GetCrit()\n{\n\treturn stats->crit;\n}\n\nfloat ItemSlot::GetAbilityPower()\n{\n\treturn stats->abilityPower;\n}\n\nfloat ItemSlot::GetMana()\n{\n\treturn stats->mana;\n}\n\nfloat ItemSlot::GetArmour()\n{\n\treturn stats->armour;\n}\n\nfloat ItemSlot::GetMagicResist()\n{\n\treturn stats->magicResist;\n}\n\nfloat ItemSlot::GetPhysicalDamage()\n{\n\treturn stats->physicalDamage;\n}\n\nfloat ItemSlot::GetAttackSpeed()\n{\n\treturn stats->attackSpeed;\n}\n\nfloat ItemSlot::GetLifeSteal()\n{\n\treturn stats->lifeSteal;\n}\n\nfloat ItemSlot::GetHpRegen()\n{\n\treturn stats->hpRegen;\n}\n\nfloat ItemSlot::GetMovementSpeedPercent()\n{\n\treturn stats->movementSpeed;\n}\n"
  },
  {
    "path": "LView/ItemSlot.h",
    "content": "#pragma once\n#include \"ItemInfo.h\"\n\nclass ItemSlot {\n\npublic:\n\tint GetId();\n\tfloat GetCost();\n\tfloat GetMovementSpeed();\n\tfloat GetHealth();\n\tfloat GetCrit();\n\tfloat GetAbilityPower();\n\tfloat GetMana();\n\tfloat GetArmour();\n\tfloat GetMagicResist();\n\tfloat GetPhysicalDamage();\n\tfloat GetAttackSpeed();\n\tfloat GetLifeSteal();\n\tfloat GetHpRegen();\n\tfloat GetMovementSpeedPercent();\n\npublic:\n\tbool      isEmpty = true;\n\tint       slot    = 0;\n\tItemInfo* stats   = nullptr;\n};"
  },
  {
    "path": "LView/LView.cpp",
    "content": "﻿#define BOOST_DEBUG_PYTHON \n#define USE_IMPORT_EXPORT\n#define USE_WINDOWS_DLL_SEMANTICS\n#define STB_IMAGE_IMPLEMENTATION\n\n#include \"PyStructs.h\"\n\n#include <iostream>\n#include \"windows.h\"\n#include \"Utils.h\"\n#include \"Structs.h\"\n#include \"LeagueMemoryReader.h\"\n#include \"Offsets.h\"\n#include \"AntiCrack.h\"\n#include \"MapObject.h\"\n#include \"GameData.h\"\n\n#include <chrono>\n#include \"Overlay.h\"\n#include <map>\n#include <list>\n#include <conio.h>\n\nusing namespace std::chrono;\n\n/* bool Authenticate(); */\nvoid MainLoop(Overlay& overlay, LeagueMemoryReader& reader);\n\nint main()\n{\n\tprintf(\n\t\t\"\t:::    :::     ::: ::::::::::: :::::::::: :::       ::: \\n\"\n\t\t\"\t:+:    :+:     :+:     :+:     :+:        :+:       :+: \\n\"\n\t\t\"\t+:+    +:+     +:+     +:+     +:+        +:+       +:+ \\n\"\n\t\t\"\t+#+    +#+     +:+     +#+     +#++:++#   +#+  +:+  +#+ \\n\"\n\t\t\"\t+#+     +#+   +#+      +#+     +#+        +#+ +#+#+ +#+ \\n\"\n\t\t\"\t#+#      #+#+#+#       #+#     #+#         #+#+# #+#+#  \\n\"\n\t\t\"\t########## ###     ########### ##########   ###   ###   \\n\\n\"\n\t);\n\n\tOverlay overlay = Overlay();\n\tLeagueMemoryReader reader = LeagueMemoryReader();\n\n\ttry {\n\t\tprintf(\"[+] Initializing PyModule\\n\");\n\t\tPyImport_AppendInittab(\"lview\", &PyInit_lview);\n\t\tPy_Initialize();\n\n\t\tprintf(\"[+] Initialising imgui and directx UI\\n\");\n\t\toverlay.Init();\n\n\t\tprintf(\"[+] Loading static map data\\n\\n\");\n\t\tMapObject::Get(MapType::SUMMONERS_RIFT)->Load(\"data/height_map_sru.bin\");\n\t\tMapObject::Get(MapType::HOWLING_ABYSS)->Load(\"data/height_map_ha.bin\");\n\n\t\tprintf(\"[+] Loading unit data\\n\");\n\t\tstd::string dataPath(\"data\");\n\t\tGameData::Load(dataPath);\n\n\t\tMainLoop(overlay, reader);\n\n\t\tPy_Finalize();\n\t}\n\tcatch (std::runtime_error exception) {\n\t\tstd::cout << exception.what() << std::endl;\n\t}\n\n\tprintf(\"Press any key to exit...\");\n\tgetch();\n}\n\nvoid MainLoop(Overlay& overlay, LeagueMemoryReader& reader) {\n\n\tMemSnapshot memSnapshot;\n\tbool rehook = true;\n\tbool firstIter = true;\n\n\tprintf(\"[i] Waiting for league process...\\n\");\n\twhile (true) {\n\n\t\tbool isLeagueWindowActive = reader.IsLeagueWindowActive();\n\t\tif (overlay.IsVisible()) {\n\t\t\t// One some systems the ingame cursor is replaced with the default Windows cursor\n\t\t\t// With the WS_EX_TRANSPARENT window flag enabled the cursor is as expected but the user cannot control the overlay\n\t\t\tif (Input::WasKeyPressed(HKey::F8)) {\n\t\t\t\toverlay.ToggleTransparent();\n\t\t\t}\n\t\t\tif (!isLeagueWindowActive) {\n\t\t\t\toverlay.Hide();\n\t\t\t}\n\t\t}\n\t\telse if (isLeagueWindowActive) {\n\t\t\toverlay.Show();\n\t\t}\n\n\t\ttry {\n\t\t\toverlay.StartFrame();\n\n\t\t\t// Try to find the league process and get its information necessary for reading\n\t\t\tif (rehook) {\n\t\t\t\treader.HookToProcess();\n\t\t\t\trehook = false;\n\t\t\t\tfirstIter = true;\n\t\t\t\tmemSnapshot = MemSnapshot();\n\t\t\t\tprintf(\"[i] Found league process. The UI will appear when the game stars.\\n\");\n\t\t\t}\n\t\t\telse {\n\n\t\t\t\tif (!reader.IsHookedToProcess()) {\n\t\t\t\t\trehook = true;\n\t\t\t\t\tprintf(\"[i] League process is dead.\\n\");\n\t\t\t\t\tprintf(\"[i] Waiting for league process...\\n\");\n\t\t\t\t}\n\t\t\t\treader.MakeSnapshot(memSnapshot);\n\n\t\t\t\t// If the game started\n\t\t\t\tif (memSnapshot.gameTime > 2.f) {\n\n\t\t\t\t\t// Tell the UI that a new game has started\n\t\t\t\t\tif (firstIter) {\n\t\t\t\t\t\toverlay.GameStart(memSnapshot);\n\t\t\t\t\t\tfirstIter = false;\n\t\t\t\t\t}\n\t\t\t\t\toverlay.Update(memSnapshot);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tcatch (WinApiException exception) {\n\t\t\t// This should trigger only when we don't find the league process.\n\t\t\trehook = true;\n\t\t}\n\t\tcatch (std::runtime_error exception) {\n\t\t\tprintf(\"[!] Unexpected error occured: \\n [!] %s \\n\", exception.what());\n\t\t\tbreak;\n\t\t}\n\t\toverlay.RenderFrame();\n\t}\n}\n\n/*\n\n#include <aws/core/Aws.h>\n#include <aws/lambda/LambdaClient.h>\n#include <aws/lambda/model/InvokeRequest.h>\n\n#include <aws/core/auth/AWSCredentials.h>\n#include <aws/core/client/ClientConfiguration.h>\n\n/// Authentication using AWS. Calls a lambda from AWS that will do the authentication.\nbool Authenticate() {\n\n\n\tAws::SDKOptions options;\n\tAws::InitAPI(options);\n\n\tConfigSet* cfg = ConfigSet::Get();\n\tcfg->SetPrefixKey(\"auth\");\n\tstd::string name = cfg->GetStr(\"user\", \"\");\n\tstd::string region = cfg->GetStr(\"region\", \"\");\n\tstd::string accessKey = cfg->GetStr(\"access_key\", \"\");\n\tstd::string secretKey = cfg->GetStr(\"secret_key\", \"\");\n\tcfg->SetPrefixKey(\"\");\n\n\tif (region.empty() || name.empty() || accessKey.empty() || secretKey.empty()) {\n\t\tprintf(\"[!] auth:: config fields are missing\");\n\t\treturn false;\n\t}\n\t\n\tAws::Auth::AWSCredentials credentials;\n\tcredentials.SetAWSAccessKeyId(accessKey.c_str());\n\tcredentials.SetAWSSecretKey(secretKey.c_str());\n\n\tAws::Client::ClientConfiguration config;\n\tconfig.region = Aws::String(region.c_str());\n\t\n\tstd::string hwid = AntiCrack::GetHardwareID();\n\n\tstd::shared_ptr<Aws::IOStream> payload = Aws::MakeShared<Aws::StringStream>(\"FunctionTest\");\n\tAws::Utils::Json::JsonValue json;\n\tjson.WithString(\"operation\", \"auth\");\n\tjson.WithString(\"name\", name.c_str());\n\tjson.WithString(\"secret_key\", secretKey.c_str());\n\tjson.WithString(\"access_key\", accessKey.c_str());\n\tjson.WithString(\"hwid\", hwid.c_str());\n\t*payload << json.View().WriteReadable();\n\n\tauto client = Aws::MakeShared<Aws::Lambda::LambdaClient>(\"alloc_tag\", credentials, config);\n\tAws::Lambda::Model::InvokeRequest invokeRequest;\n\tinvokeRequest.SetFunctionName(\"lview-auth\");\n\tinvokeRequest.SetInvocationType(Aws::Lambda::Model::InvocationType::RequestResponse);\n\tinvokeRequest.SetLogType(Aws::Lambda::Model::LogType::Tail);\n\tinvokeRequest.SetBody(payload);\n\tinvokeRequest.SetContentType(\"application/javascript\");\n\n\tauto outcome = client->Invoke(invokeRequest);\n\tif (!outcome.IsSuccess()) {\n\t\tprintf(\"[!] Access denied.\\n\");\n\n\t\tauto err = outcome.GetError();\n\t\tprintf(err.GetExceptionName().c_str());\n\t\treturn false;\n\t}\n\n\tauto& result = outcome.GetResult();\n\tAws::Utils::Json::JsonValue resultJson(result.GetPayload());\n\tint statusCode = resultJson.View().GetInteger(\"status\");\n\tAws::String msg = resultJson.View().GetString(\"msg\");\n\n\tif (statusCode != 200) {\n\t\tprintf(\"[!] Server authentication failed: %s\\n\", msg.c_str());\n\t\treturn false;\n\t}\n\tprintf(\"[+] Server authentication succeeded: %s\\n\", msg.c_str());\n\n\treturn true;\n}\n*/\n"
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    "path": "LView/LeagueMemoryReader.cpp",
    "content": "#include \"LeagueMemoryReader.h\"\n#include \"windows.h\"\n#include \"Utils.h\"\n#include \"Structs.h\"\n#include \"psapi.h\"\n#include <limits>\n#include <stdexcept>\n\nLeagueMemoryReader::LeagueMemoryReader()\n{\n\t// Some trash object not worth reading\n\tblacklistedObjectNames.insert(\"testcube\");\n\tblacklistedObjectNames.insert(\"testcuberender\");\n\tblacklistedObjectNames.insert(\"testcuberender10vision\");\n\tblacklistedObjectNames.insert(\"s5test_wardcorpse\");\n\tblacklistedObjectNames.insert(\"sru_camprespawnmarker\");\n\tblacklistedObjectNames.insert(\"sru_plantrespawnmarker\");\n\tblacklistedObjectNames.insert(\"preseason_turret_shield\");\n}\n\nbool LeagueMemoryReader::IsLeagueWindowActive() {\n\tHWND handle = GetForegroundWindow();\n\n\tDWORD h;\n\tGetWindowThreadProcessId(handle, &h);\n\treturn pid == h;\n}\n\nbool LeagueMemoryReader::IsHookedToProcess() {\n\treturn Process::IsProcessRunning(pid);\n}\n\nvoid LeagueMemoryReader::HookToProcess() {\n\n\t// Find the window\n\thWindow = FindWindowA(\"RiotWindowClass\", NULL);\n\tif (hWindow == NULL) {\n\t\tthrow WinApiException(\"League window not found\");\n\t}\n\n\t// Get the process ID\n\tGetWindowThreadProcessId(hWindow, &pid);\n\tif (pid == NULL) {\n\t\tthrow WinApiException(\"Couldn't retrieve league process id\");\n\t}\n\n\t// Open the process\n\thProcess = OpenProcess(PROCESS_ALL_ACCESS, FALSE, pid);\n\tif (hProcess == NULL) {\n\t\tthrow WinApiException(\"Couldn't open league process\");\n\t}\n\n\t// Check architecture\n\tif (0 == IsWow64Process(hProcess, &is64Bit)) {\n\t\tthrow WinApiException(\"Failed to identify if process has 32 or 64 bit architecture\");\n\t}\n\n\tHMODULE hMods[1024];\n\tDWORD cbNeeded;\n\tif (EnumProcessModules(hProcess, hMods, sizeof(hMods), &cbNeeded)) {\n\t\tmoduleBaseAddr = (DWORD_PTR)hMods[0];\n\t}\n\telse {\n\t\tthrow WinApiException(\"Couldn't retrieve league base address\");\n\t}\n\n\tblacklistedObjects.clear();\n}\n\n\nvoid LeagueMemoryReader::ReadRenderer(MemSnapshot& ms) {\n\thigh_resolution_clock::time_point readTimeBegin;\n\tduration<float, std::milli> readDuration;\n\treadTimeBegin = high_resolution_clock::now();\n\t\n\tDWORD rendererAddr = Mem::ReadDWORD(hProcess, moduleBaseAddr + Offsets::Renderer);\n\tms.renderer->LoadFromMem(rendererAddr, moduleBaseAddr, hProcess);\n\n\treadDuration = high_resolution_clock::now() - readTimeBegin;\n\tms.benchmark->readRendererMs = readDuration.count();\n}\n\nvoid LeagueMemoryReader::FindHoveredObject(MemSnapshot& ms) {\n\t\n\tint addrObj = Mem::ReadDWORD(hProcess, moduleBaseAddr + Offsets::UnderMouseObject);\n\tint netId = Mem::ReadDWORD(hProcess, addrObj + Offsets::ObjNetworkID);\n\t\n\tauto it = ms.objectMap.find(netId);\n\tif (it != ms.objectMap.end())\n\t\tms.hoveredObject = it->second;\n\telse\n\t\tms.hoveredObject = nullptr;\n}\n\n///\t\tThis method reads the game objects from memory. It reads the tree structure of a std::map<int, GameObject*>\n/// in this std::map reside Champions, Minions, Turrets, Missiles, Jungle mobs etc. Basically non static objects.\nvoid LeagueMemoryReader::ReadObjects(MemSnapshot& ms) {\n\n\tstatic const int maxObjects = 500;\n\tstatic int pointerArray[maxObjects];\n\n\thigh_resolution_clock::time_point readTimeBegin;\n\tduration<float, std::milli> readDuration;\n\treadTimeBegin = high_resolution_clock::now();\n\n\tms.champions.clear();\n\tms.minions.clear();\n\tms.jungle.clear();\n\tms.missiles.clear();\n\tms.turrets.clear();\n\tms.others.clear();\n\n\tint objectManager = Mem::ReadDWORD(hProcess, moduleBaseAddr + Offsets::ObjectManager);\n\t\n\tstatic char buff[0x500];\n\tMem::Read(hProcess, objectManager, buff, 0x100);\n\n\tint numMissiles, rootNode;\n\tmemcpy(&numMissiles, buff + Offsets::ObjectMapCount, sizeof(int));\n\tmemcpy(&rootNode, buff + Offsets::ObjectMapRoot, sizeof(int));\n\n\tstd::queue<int> nodesToVisit;\n\tstd::set<int> visitedNodes;\n\tnodesToVisit.push(rootNode);\n\n\t// Read object pointers from tree\n\tint nrObj = 0;\n\tint reads = 0;\n\tint childNode1, childNode2, childNode3, node;\n\twhile (reads < maxObjects && nodesToVisit.size() > 0) {\n\t\tnode = nodesToVisit.front();\n\t\tnodesToVisit.pop();\n\t\tif (visitedNodes.find(node) != visitedNodes.end())\n\t\t\tcontinue;\n\n\t\treads++;\n\t\tvisitedNodes.insert(node);\n\t\tMem::Read(hProcess, node, buff, 0x30);\n\n\t\tmemcpy(&childNode1, buff, sizeof(int));\n\t\tmemcpy(&childNode2, buff + 4, sizeof(int));\n\t\tmemcpy(&childNode3, buff + 8, sizeof(int));\n\n\t\tnodesToVisit.push(childNode1);\n\t\tnodesToVisit.push(childNode2);\n\t\tnodesToVisit.push(childNode3);\n\n\t\tunsigned int netId = 0;\n\t\tmemcpy(&netId, buff + Offsets::ObjectMapNodeNetId, sizeof(int));\n\n\t\t// Network ids of the objects we are interested in start from 0x40000000. We do this check for performance reasons.\n\t\tif (netId - (unsigned int)0x40000000 > 0x100000) \n\t\t\tcontinue;\n\n\t\tint addr;\n\t\tmemcpy(&addr, buff + Offsets::ObjectMapNodeObject, sizeof(int));\n\t\tif (addr == 0)\n\t\t\tcontinue;\n\n\t\tpointerArray[nrObj] = addr;\n\t\tnrObj++;\n\t}\n\n\t// Read objects from the pointers we just read\n\tfor (int i = 0; i < nrObj; ++i) {\n\t\tint netId;\n\t\tMem::Read(hProcess, pointerArray[i] + Offsets::ObjNetworkID, &netId, sizeof(int));\n\t\tif (blacklistedObjects.find(netId) != blacklistedObjects.end())\n\t\t\tcontinue;\n\n\t\tstd::shared_ptr<GameObject> obj;\n\t\tauto it = ms.objectMap.find(netId);\n\t\tif (it == ms.objectMap.end()) {\n\t\t\tobj = std::shared_ptr<GameObject>(new GameObject());\n\t\t\tobj->LoadFromMem(pointerArray[i], hProcess, true);\n\t\t\tms.objectMap[obj->networkId] = obj;\n\t\t}\n\t\telse {\n\t\t\tobj = it->second;\n\t\t\tobj->LoadFromMem(pointerArray[i], hProcess, false);\n\n\t\t\t// If the object changed its id for whatever the fuck reason then we update the map with the new index\n\t\t\tif (netId != obj->networkId) {\n\t\t\t\tms.objectMap[obj->networkId] = obj;\n\t\t\t}\n\t\t}\n\n\t\tif (obj->isVisible) {\n\t\t\tobj->lastVisibleAt = ms.gameTime;\n\t\t}\n\n\t\tif (obj->networkId != 0) {\n\t\t\tms.indexToNetId[obj->objectIndex] = obj->networkId;\n\t\t\tms.updatedThisFrame.insert(obj->networkId);\n\n\t\t\tif (obj->name.size() <= 2 || blacklistedObjectNames.find(obj->name) != blacklistedObjectNames.end())\n\t\t\t\tblacklistedObjects.insert(obj->networkId);\n\t\t\telse if (obj->HasUnitTags(Unit_Champion))\n\t\t\t\tms.champions.push_back(obj);\n\t\t\telse if (obj->HasUnitTags(Unit_Minion_Lane))\n\t\t\t\tms.minions.push_back(obj);\n\t\t\telse if (obj->HasUnitTags(Unit_Monster))\n\t\t\t\tms.jungle.push_back(obj);\n\t\t\telse if (obj->HasUnitTags(Unit_Structure_Turret))\n\t\t\t\tms.turrets.push_back(obj);\n\t\t\telse if (obj->spellInfo != GameData::UnknownSpell)\n\t\t\t\tms.missiles.push_back(obj);\n\t\t\telse\n\t\t\t\tms.others.push_back(obj);\n\t\t}\n\t}\n\n\treadDuration = high_resolution_clock::now() - readTimeBegin;\n\tms.benchmark->readObjectsMs = readDuration.count();\n}\n\nvoid LeagueMemoryReader::ReadMinimap(MemSnapshot & snapshot) {\n\tint minimapObj = Mem::ReadDWORD(hProcess, moduleBaseAddr + Offsets::MinimapObject);\n\tint minimapHud = Mem::ReadDWORD(hProcess, minimapObj + Offsets::MinimapObjectHud);\n\n\tstatic char buff[0x80];\n\tMem::Read(hProcess, minimapHud, buff, 0x80);\n\tmemcpy(&snapshot.minimapPos, buff + Offsets::MinimapHudPos, sizeof(Vector2));\n\tmemcpy(&snapshot.minimapSize, buff + Offsets::MinimapHudSize, sizeof(Vector2));\n}\n\nvoid LeagueMemoryReader::FindPlayerChampion(MemSnapshot & snapshot) {\n\tint netId = 0;\n\tMem::Read(hProcess, Mem::ReadDWORD(hProcess, moduleBaseAddr + Offsets::LocalPlayer) + Offsets::ObjNetworkID, &netId, sizeof(int));\n\t\n\tauto it = snapshot.objectMap.find(netId);\n\tif (it != snapshot.objectMap.end())\n\t\tsnapshot.player = it->second;\n\telse // If we can't find the local player either the offset is wrong or we are watching a replay\n\t\tsnapshot.player = (snapshot.champions.size() > 0 ? snapshot.champions[0] : nullptr);\n}\n\nvoid LeagueMemoryReader::ClearMissingObjects(MemSnapshot & ms) {\n\tauto it = ms.objectMap.begin();\n\twhile (it != ms.objectMap.end()) {\n\t\tif (ms.updatedThisFrame.find(it->first) == ms.updatedThisFrame.end()) {\n\t\t\tit = ms.objectMap.erase(it);\n\t\t}\n\t\telse\n\t\t\t++it;\n\t}\n}\n\nvoid LeagueMemoryReader::MakeSnapshot(MemSnapshot& ms) {\n\t\n\tMem::Read(hProcess, moduleBaseAddr + Offsets::GameTime, &ms.gameTime, sizeof(float));\n\n\tif (ms.gameTime > 2) {\n\t\tms.updatedThisFrame.clear();\n\t\tReadRenderer(ms);\n\t\tReadMinimap(ms);\n\t    ReadObjects(ms);\n\t\tClearMissingObjects(ms);\n\t\tFindPlayerChampion(ms);\n\t\tFindHoveredObject(ms);\n\n\t\tms.map = std::shared_ptr<MapObject>(MapObject::Get(ms.turrets.size() > 10 ? SUMMONERS_RIFT : HOWLING_ABYSS));\n\t}\n}"
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    "path": "LView/LeagueMemoryReader.h",
    "content": "#pragma once\n\n#include \"windows.h\"\n#include \"GameObject.h\"\n#include \"GameRenderer.h\"\n#include \"Offsets.h\"\n#include \"MemSnapshot.h\"\n#include <list>\n#include <vector>\n#include <set>\n#include <chrono>\n#include <queue>\n\nusing namespace std::chrono;\n\n/// Class used to read from leagues process memory\nclass LeagueMemoryReader {\n\npublic:\n         LeagueMemoryReader();\n\n\t/// Checks if leagues window is still active\n\tbool IsLeagueWindowActive();\n\n\t/// Checks to see if we have a league window stored\n\tbool IsHookedToProcess();\n\n\t/// Finds leagues window and stores it\n\tvoid HookToProcess();\n\n\t/// Creates an object with everything of iterest from the game\n\tvoid MakeSnapshot(MemSnapshot& ms);\nprivate:\n\n\t// Process related\n\tHANDLE                      hProcess = NULL;\n\tDWORD                       pid      = 0;\n\tHWND                        hWindow  = NULL;\n\t\t\t\t\t\t\t   \n\t// Memory related\t\t   \n\tDWORD_PTR                   moduleBaseAddr    = 0;\n\tDWORD                       moduleSize        = 0;\n\tBOOL                        is64Bit           = FALSE;\n\nprivate:\n\tfloat                       minDistanceToCursor;\n\n\t/// Blacklisted objects that we don't need to read for performance reasons. Set key is the object's network id\n\tstd::set<int>               blacklistedObjects;\n\tstd::set<std::string>       blacklistedObjectNames;\n\t\n\tvoid                        ReadRenderer(MemSnapshot& snapshot);\n\tvoid                        ReadObjects(MemSnapshot& snapshot);\n\tvoid                        ReadMinimap(MemSnapshot& snapshot);\n\tvoid                        FindPlayerChampion(MemSnapshot& snapshot);\n\tvoid                        ClearMissingObjects(MemSnapshot& snapshot);\n\tvoid                        FindHoveredObject(MemSnapshot& ms);\n\n};\n"
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  {
    "path": "LView/MapObject.cpp",
    "content": "#include \"MapObject.h\"\n#include <fstream>\n#include \"Utils.h\"\n\nstd::array<std::shared_ptr<MapObject>, 2> MapObject::maps = std::array<std::shared_ptr<MapObject>, 2>({ nullptr, nullptr });\nconst float                               MapObject::HEIGHT_MAP_SIZE_RATIO = SIZE_HEIGHT_MAP / 15000.f;\n\nvoid MapObject::Load(const char* heightMapFile)\n{\n\tstd::ifstream input(heightMapFile, std::ios::binary);\n\tif (!input.is_open())\n\t\tthrow std::runtime_error(\"No height_map.bin file\");\n\n\tfor (int i = 0; i < SIZE_HEIGHT_MAP; ++i) {\n\t\tinput.read((char*)heightMap[i].data(), SIZE_HEIGHT_MAP * sizeof(float));\n\t}\n}\n\nfloat MapObject::GetHeightAt(float x, float z)\n{\n\tint ix = Clamp( (int)(HEIGHT_MAP_SIZE_RATIO*x), 0, SIZE_HEIGHT_MAP - 1);\n\tint iz = Clamp( (int)(HEIGHT_MAP_SIZE_RATIO*z), 0, SIZE_HEIGHT_MAP - 1);\n\treturn heightMap[ix][iz];\n}\n\nstd::shared_ptr<MapObject>& MapObject::Get(MapType type)\n{\n\tif (maps[type] == nullptr) {\n\t\tmaps[type] = std::shared_ptr<MapObject>(new MapObject());\n\t\tmaps[type]->type = type;\n\t}\n\treturn maps[type];\n}\n"
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  {
    "path": "LView/MapObject.h",
    "content": "#pragma once\n#include <array>\n#include <memory>\n\nenum MapType {\n\tSUMMONERS_RIFT = 0,\n\tHOWLING_ABYSS  = 1\n};\n\nclass MapObject {\n\npublic:\n\t/// Loads map data from disk\n\tvoid                               Load(const char* heightMapFile);\n\t\n\t/// Returns the ground Y coordinate. Uses a preloaded height map.\n\tfloat                              GetHeightAt(float x, float z);\n\t\npublic:\n\tMapType type;\n\t\n\tstatic const int                                                SIZE_HEIGHT_MAP = 512;\n\tstatic const float                                              HEIGHT_MAP_SIZE_RATIO;\n\tstd::array<std::array<float, SIZE_HEIGHT_MAP>, SIZE_HEIGHT_MAP> heightMap;\n\n\tstatic std::shared_ptr<MapObject>& Get(MapType type);\n\nprivate:\n\tstatic std::array<std::shared_ptr<MapObject>, 2> maps;\n};"
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  {
    "path": "LView/MemSnapshot.h",
    "content": "#pragma once\n#include <vector>\n#include <set>\n#include <map>\n#include \"Benchmark.h\"\n#include \"GameRenderer.h\"\n#include \"GameObject.h\"\n#include \"MapObject.h\"\n\n/// Object encapsulating league's game state\nstruct MemSnapshot {\n\n\t/* Lists of objects by category */\n\tstd::vector<std::shared_ptr<GameObject>>      champions;\n\tstd::vector<std::shared_ptr<GameObject>>      minions;\n\tstd::vector<std::shared_ptr<GameObject>>      jungle;\n\tstd::vector<std::shared_ptr<GameObject>>      turrets;\n\tstd::vector<std::shared_ptr<GameObject>>      missiles;\n\tstd::vector<std::shared_ptr<GameObject>>      others;\n\n\t/* A map between the network id of the object and the object itself */\n\tstd::map<int, std::shared_ptr<GameObject>>    objectMap;\n\tstd::map<short, int>                          indexToNetId;\n\n\t/* Used to clear objectMap for objects that are no longer in game */\n\tstd::set<int>                                 updatedThisFrame;\n\n\t/* The champion of the player running the app */\n\tstd::shared_ptr<GameObject>                   player = nullptr;\n\n\t/* The object below the mouse */\n\tstd::shared_ptr<GameObject>                   hoveredObject = nullptr;\n\n\t/* Game renderer info */\n\tstd::unique_ptr<GameRenderer>                 renderer = std::unique_ptr<GameRenderer>(new GameRenderer());\n\n\t/* How many seconds have elapsed since the game started */\n\tfloat                                         gameTime = 0.f;\n\n\t/* Stuff about the map the players are currently on */\n\tstd::shared_ptr<MapObject>                    map;\n\t\t\t\t\t\t\t\t\t             \n\t/* Minimap related stuff */\t\t             \n\tVector2                                       minimapPos;\n\tVector2                                       minimapSize;\n\t\t\t\t\t\t\t\t\t             \n\t/* Memory reading benchmarks */\t             \n\tstd::unique_ptr<ReadBenchmark>                benchmark = std::unique_ptr<ReadBenchmark>(new ReadBenchmark());\n\n};"
  },
  {
    "path": "LView/MemoryLoadable.h",
    "content": "#pragma once\n#include \"windows.h\"\n\n/// Interface to be implemented by game objects that are read from memory\nclass MemoryLoadable {\n\n\tvirtual void LoadFromMem(DWORD base, HANDLE hProcess, bool deepLoad = true) = 0;\n};"
  },
  {
    "path": "LView/Offsets.cpp",
    "content": "#include \"Offsets.h\"\n\nOffsets::Offsets() {};\n\nint Offsets::GameTime = 0x30d2c58;\n\nint Offsets::ObjIndex = 0x20;\nint Offsets::ObjTeam = 0x4C;\nint Offsets::ObjNetworkID = 0xCC;\nint Offsets::ObjPos = 0x1d8;\nint Offsets::ObjVisibility = 0x0270;\nint Offsets::ObjSpawnCount = 0x218;\nint Offsets::ObjSrcIndex = 0x290;\nint Offsets::ObjMana = 0x0298;\nint Offsets::ObjHealth = 0xd98;\nint Offsets::ObjMaxHealth = 0xDA8;\nint Offsets::ObjArmor = 0x1890;\nint Offsets::ObjMagicRes = 0x12D4;\nint Offsets::ObjBaseAtk = 0x12A4;\nint Offsets::ObjBonusAtk = 0x121C;\nint Offsets::ObjMoveSpeed = 0x12E4;\nint Offsets::ObjSpellBook = 0x27C8;\nint Offsets::ObjName = 0x2bb4;\nint Offsets::ObjLvl = 0x3354;\nint Offsets::ObjExpiry = 0x298;\nint Offsets::ObjCrit = 0x12C8;\nint Offsets::ObjCritMulti = 0x12BC;\nint Offsets::ObjAbilityPower = 0x122C;\nint Offsets::ObjAtkSpeedMulti = 0x12A0;\nint Offsets::ObjItemList = 0x33A0;\n\nint Offsets::ItemListItem = 0xC;\nint Offsets::ItemInfo = 0x20;\nint Offsets::ItemInfoId = 0x68;\n\nint Offsets::ViewProjMatrices = 0x030ff708;\nint Offsets::Renderer = 0x0310257c;\nint Offsets::RendererWidth = 0xC;\nint Offsets::RendererHeight = 0x10;\n\nint Offsets::SpellSlotLevel = 0x20;\nint Offsets::SpellSlotTime = 0x28;\nint Offsets::SpellSlotDamage = 0x94;\nint Offsets::SpellSlotSpellInfo = 0x13C;\nint Offsets::SpellInfoSpellData = 0x44;\nint Offsets::SpellDataSpellName = 0x6C;\nint Offsets::SpellDataMissileName = 0x6C;\n\nint Offsets::ObjectManager = 0x0183e1a0;\nint Offsets::LocalPlayer = 0x030da914;\nint Offsets::UnderMouseObject = 0x180f208;\n\nint Offsets::ObjectMapCount = 0x2C;\nint Offsets::ObjectMapRoot = 0x28;\nint Offsets::ObjectMapNodeNetId = 0x10;\nint Offsets::ObjectMapNodeObject = 0x14;\n\nint Offsets::MissileSpellInfo = 0x258;\nint Offsets::MissileSrcIdx = 0x2B8;\nint Offsets::MissileDestIdx = 0x310;\nint Offsets::MissileStartPos = 0x2D4;\nint Offsets::MissileEndPos = 0x2E0;\n\nint Offsets::MinimapObject = 0000000000;\nint Offsets::MinimapObjectHud = 0x88;\nint Offsets::MinimapHudPos = 0x60;\nint Offsets::MinimapHudSize = 0x68;\n"
  },
  {
    "path": "LView/Offsets.h",
    "content": "#pragma once\n#include \"ConfigSet.h\"\n\n/// Defines offsets for reading structs from league of legends memory\nclass Offsets {\n\t\npublic:\n\tOffsets();\n\n\tstatic int GameTime;\n\n\tstatic int ObjIndex;\n\tstatic int ObjTeam;\n\tstatic int ObjNetworkID;\n\tstatic int ObjPos;\n\tstatic int ObjVisibility;\n\tstatic int ObjSpawnCount;\n\tstatic int ObjHealth;\n\tstatic int ObjMaxHealth;\n\tstatic int ObjMana;\n\tstatic int ObjArmor;\n\tstatic int ObjMagicRes;\n\tstatic int ObjBaseAtk;\n\tstatic int ObjBonusAtk;\n\tstatic int ObjMoveSpeed;\n\tstatic int ObjSpellBook;\n\tstatic int ObjName;\n\tstatic int ObjLvl;\n\tstatic int ObjExpiry;\n\tstatic int ObjCrit;\n\tstatic int ObjCritMulti;\n\tstatic int ObjAbilityPower;\n\tstatic int ObjAtkSpeedMulti;\n\tstatic int ObjItemList;\n\tstatic int ObjSrcIndex;\n\n\tstatic int ItemListItem;\n\tstatic int ItemInfo;\n\tstatic int ItemInfoId;\n\n\tstatic int ViewProjMatrices;\n\tstatic int Renderer;\n\tstatic int RendererWidth;\n\tstatic int RendererHeight;\n\n\tstatic int SpellSlotLevel;\n\tstatic int SpellSlotTime;\n\tstatic int SpellSlotDamage;\n\tstatic int SpellSlotSpellInfo;\n\tstatic int SpellInfoSpellData;\n\tstatic int SpellDataSpellName;\n\tstatic int SpellDataMissileName;\n\n\tstatic int ObjectManager;\n\tstatic int LocalPlayer;\n\tstatic int UnderMouseObject;\n\n\tstatic int ObjectMapCount;\n\tstatic int ObjectMapRoot;\n\tstatic int ObjectMapNodeNetId;\n\tstatic int ObjectMapNodeObject;\n\n\tstatic int MissileSpellInfo;\n\tstatic int MissileSrcIdx;\n\tstatic int MissileDestIdx;\n\tstatic int MissileStartPos;\n\tstatic int MissileEndPos;\n\n\tstatic int MinimapObject;\n\tstatic int MinimapObjectHud;\n\tstatic int MinimapHudPos;\n\tstatic int MinimapHudSize;\n};"
  },
  {
    "path": "LView/Overlay.cpp",
    "content": "#include \"Overlay.h\"\n#include \"Utils.h\"\n#include \"Structs.h\"\n#include \"LeagueMemoryReader.h\"\n#include \"Benchmark.h\"\n\n#include <string>\n#include <list>\n\n#define HCheck(x, m) if(x != S_OK) { throw std::runtime_error(Character::Format(\"DirectX: Failed at %s. Error code: %d\\n\", m, MAKE_HRESULT(1, _FACDXGI, X))); }\n\nID3D11Device*            Overlay::dxDevice            = NULL;\nID3D11DeviceContext*     Overlay::dxDeviceContext     = NULL;\nIDXGISwapChain1*         Overlay::dxSwapChain            = NULL;\nID3D11RenderTargetView*  Overlay::dxRenderTarget  = NULL;\n\nOverlay::Overlay(): configs(*(ConfigSet::Get())){\n}\n\nvoid Overlay::Init() {\n\n\t// Create transparent window\n\tstd::string windowClassName = Character::RandomString(10);\n\tstd::string windowName = Character::RandomString(10);\n\tSetConsoleTitleA(windowName.c_str());\n\t\n\t// Create window with random name & class name\n\tWNDCLASSEXA wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, windowClassName.c_str(), NULL };\n\tRegisterClassExA(&wc);\n\thWindow = CreateWindowExA(\n\t\tWS_EX_TOPMOST | WS_EX_NOACTIVATE | WS_EX_LAYERED,\n\t\twindowClassName.c_str(), windowName.c_str(),\n\t\tWS_POPUP,\n\t\t1, 1, GetSystemMetrics(SM_CXSCREEN), GetSystemMetrics(SM_CYSCREEN),\n\t\tnullptr, nullptr, GetModuleHandle(0), nullptr);\n\n\tif (hWindow == NULL) {\n\t\tthrow WinApiException(\"Failed to create overlay window\");\n\t}\n\t\n\tShowWindow(hWindow, SW_SHOW);\n\n\t// Initialize Direct3D\n\tif (!CreateDeviceD3D(hWindow))\n\t{\n\t\tCleanupDeviceD3D();\n\t\tthrow std::runtime_error(\"Failed to create D3D device\");\n\t}\n\n\t// Setup imgui context\n\tIMGUI_CHECKVERSION();\n\tImGui::CreateContext();\n\tImGuiIO& io = ImGui::GetIO(); (void)io;\n\tio.ConfigWindowsMoveFromTitleBarOnly = true;\n\n\t// Setup Dear ImGui style\n\tImGui::StyleColorsDark();\n\n\t// Setup Platform/Renderer backends\n\tImGui_ImplWin32_Init(hWindow);\n\tImGui_ImplDX11_Init(dxDevice, dxDeviceContext);\n\n\tImGui::GetStyle().Alpha = 1.f;\n}\n\nvoid Overlay::GameStart(MemSnapshot& memSnapshot)\n{\n\tscriptManager.LoadAll(configs.GetStr(\"scriptsFolder\", \".\"), memSnapshot.player->name);\n}\n\nvoid Overlay::StartFrame()\n{\n\tMSG msg;\n\tZeroMemory(&msg, sizeof(MSG));\n\n\tif (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))\n\t{\n\t\tTranslateMessage(&msg);\n\t\tDispatchMessage(&msg);\n\t}\n\n\tImGui_ImplDX11_NewFrame();\n\tImGui_ImplWin32_NewFrame();\n\tImGui::NewFrame();\n}\n\nvoid Overlay::Update(MemSnapshot& memSnapshot) {\n\n\t// Simple check to see if game ended\n\tif (memSnapshot.champions.size() == 0 || !isWindowVisible)\n\t\treturn;\n\n\tauto timeBefore = high_resolution_clock::now();\n\tPyGame state = PyGame::ConstructFromMemSnapshot(memSnapshot);\n\n\tDrawOverlayWindows(state);\n\tExecScripts(state);\n\tDrawUI(state, memSnapshot);\n\n\tduration<float, std::milli> timeDuration = high_resolution_clock::now() - timeBefore;\n\tprocessTimeMs = timeDuration.count();\n}\n\nvoid Overlay::RenderFrame()\n{\n\tstatic ImVec4 clear_color = ImVec4(0.f, 0.f, 0.f, 0.f);\n\n\t// Render\n\tauto timeBefore = high_resolution_clock::now();\n\n\tImGui::EndFrame();\n\tImGui::Render();\n\tdxDeviceContext->OMSetRenderTargets(1, &dxRenderTarget, NULL);\n\tdxDeviceContext->ClearRenderTargetView(dxRenderTarget, (float*)&clear_color);\n\tImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());\n\tdxSwapChain->Present(0, 0);\n\n\tduration<float, std::milli> timeDuration = high_resolution_clock::now() - timeBefore;\n\trenderTimeMs = timeDuration.count();\n}\n\nvoid Overlay::ExecScripts(PyGame & state)\n{\n\tfor (auto& script : scriptManager.activeScripts) {\n\t\tif (script->enabled && script->loadError.empty() && script->execError.empty())\n\t\t\tscript->ExecUpdate(state, imguiInterface);\n\t}\n}\n\nvoid Overlay::DrawUI(PyGame& state, MemSnapshot& memSnapshot) {\n\n\thigh_resolution_clock::time_point timeBefore;\n\n\tImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);\n\tImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver);\n\tif (!ImGui::Begin(\"LVIEW by leryss\")) {\n\t\tImGui::End();\n\t\treturn;\n\t}\n\n\tif (ImGui::BeginTabBar(\"LViewTabBar\", ImGuiTabBarFlags_None)) {\n\t\tif (ImGui::BeginTabItem(\"Scripts##ScriptsId\")) {\n\t\t\tDrawScriptSettings(state, memSnapshot);\n\t\t\tImGui::EndTabItem();\n\t\t}\n\t\tif (ImGui::BeginTabItem(\"Benchmarks##BenchmarksId\")) {\n\t\t\tDrawBenchmarks(memSnapshot);\n\t\t\tImGui::EndTabItem();\n\t\t}\n\t\tImGui::EndTabBar();\n\t}\n\tImGui::End();\n}\n\nvoid Overlay::DrawOverlayWindows(PyGame& state)\n{\n\t// Draw game overlay (used for primitive rendering)\n\tauto io = ImGui::GetIO();\n\tImGui::SetNextWindowSize(io.DisplaySize);\n\tImGui::SetNextWindowPos(ImVec2(0, 0));\n\tImGui::Begin(\"##Overlay\", nullptr,\n\t\tImGuiWindowFlags_NoTitleBar |\n\t\tImGuiWindowFlags_NoResize |\n\t\tImGuiWindowFlags_NoMove |\n\t\tImGuiWindowFlags_NoScrollbar |\n\t\tImGuiWindowFlags_NoSavedSettings |\n\t\tImGuiWindowFlags_NoInputs |\n\t\tImGuiWindowFlags_NoBackground\n\t);\n\tstate.overlay = ImGui::GetWindowDrawList();\n\tImGui::End();\n}\n\nvoid Overlay::DrawScriptSettings(PyGame& state, MemSnapshot& memSnapshot)\n{\n\tImGui::Text(\"Script Settings\");\n\tif (ImGui::Button(\"Save all script settings\")) {\n\t\tscriptManager.SaveAllScriptsConfigs();\n\t\tconfigs.SaveToFile();\n\t}\n\tImGui::SameLine();\n\tif (ImGui::Button(\"Reload all scripts\")) {\n\t\tGameStart(memSnapshot);\n\t}\n\n\tint idNode = 10000;\n\tfor (std::shared_ptr<Script>& script : scriptManager.activeScripts) {\n\t\tidNode++;\n\n\t\t// If we got any load/execution script error we should print it in bright red\n\t\tif (!script->loadError.empty() || !script->execError.empty()) {\n\t\t\tDrawScriptError(script);\n\t\t}\n\t\telse {\n\n\t\t\t// Gray out disabled cheat\n\t\t\tbool skippedExecution = false;\n\t\t\tif (!script->enabled) {\n\t\t\t\tImGui::PushStyleColor(ImGuiCol_Header, Colors::GRAY);\n\t\t\t\tskippedExecution = true;\n\t\t\t}\n\n\t\t\tif (ImGui::CollapsingHeader(script->name.c_str())) {\n\t\t\t\tImGui::Indent(16.0f);\n\n\t\t\t\tDrawScriptCommonSettings(script, idNode);\n\t\t\t\tscript->ExecDrawSettings(state, imguiInterface);\n\n\t\t\t\tImGui::Unindent();\n\t\t\t}\n\n\t\t\tif (skippedExecution)\n\t\t\t\tImGui::PopStyleColor();\n\t\t}\n\n\t}\n}\n\nvoid Overlay::DrawBenchmarks(MemSnapshot & memSnapshot)\n{\n\tImGui::Text(\"Benchmarks\");\n\tfloat readMemoryTime = memSnapshot.benchmark->readObjectsMs +\n\t\tmemSnapshot.benchmark->readRendererMs;\n\n\tfloat totalMs = readMemoryTime + renderTimeMs + processTimeMs;\n\n\tImGui::DragFloat(\"Total Time (ms)\", &totalMs);\n\tImGui::DragFloat(\"Render UI Time (ms)\", &renderTimeMs);\n\tImGui::DragFloat(\"Total Scripts Time (ms)\", &processTimeMs);\n\tImGui::DragFloat(\"Read Memory Time (ms)\", &readMemoryTime);\n\n\tif (ImGui::TreeNode(\"Memory read time (ms)\")) {\n\t\tImGui::DragFloat(\"Read objects\", &memSnapshot.benchmark->readObjectsMs);\n\t\tImGui::DragFloat(\"Read renderer\", &memSnapshot.benchmark->readRendererMs);\n\t\tImGui::TreePop();\n\t}\n\n\tif (ImGui::TreeNode(\"Script process time (ms)\")) {\n\t\tfor (std::shared_ptr<Script>& script : scriptManager.activeScripts) {\n\t\t\tfloat ms = script->updateTimeMs.count();\n\t\t\tImGui::DragFloat(script->name.c_str(), &ms);\n\t\t}\n\t\tImGui::TreePop();\n\t}\n}\n\nvoid Overlay::DrawScriptError(std::shared_ptr<Script>& script)\n{\n\tImGui::PushStyleColor(ImGuiCol_Header, Colors::RED);\n\tif (ImGui::CollapsingHeader(script->name.c_str())) {\n\t\tif (ImGui::Button(\"Reload script\"))\n\t\t\tscriptManager.ReloadScript(script);\n\n\t\tImGui::TextColored(Colors::RED, script->loadError.c_str());\n\t\tImGui::TextColored(Colors::RED, script->execError.c_str());\n\t}\n\tImGui::PopStyleColor();\n}\n\nvoid Overlay::DrawScriptCommonSettings(std::shared_ptr<Script>& script, int id)\n{\n\tif (ImGui::TreeNode(&id, \"About\")) {\n\t\tImGui::LabelText(\"Author\", script->author.c_str());\n\t\tImGui::TextWrapped(script->description.c_str());\n\t\tImGui::TreePop();\n\t}\n\tif (ImGui::Button(\"Reload script\"))\n\t\tscriptManager.ReloadScript(script);\n\tImGui::SameLine();\n\tif (ImGui::Button(\"Save settings\")) {\n\t\tscriptManager.SaveScriptConfigs(script);\n\t\tconfigs.SaveToFile();\n\t}\n\tImGui::Checkbox(\"Enabled\", &script->enabled);\n\tImGui::Separator();\n}\n\nbool Overlay::IsVisible()\n{\n\treturn isWindowVisible;\n}\n\nvoid Overlay::Hide()\n{\n\tShowWindow(hWindow, SW_HIDE);\n\tisWindowVisible = false;\n}\n\nvoid Overlay::Show()\n{\n\tShowWindow(hWindow, SW_SHOW);\n\tisWindowVisible = true;\n}\n\nvoid Overlay::ToggleTransparent()\n{\n\tLONG ex_style = GetWindowLong(hWindow, GWL_EXSTYLE);\n\tex_style = (ex_style & WS_EX_TRANSPARENT) ? (ex_style & ~WS_EX_TRANSPARENT) : (ex_style | WS_EX_TRANSPARENT);\n\tSetWindowLong(hWindow, GWL_EXSTYLE, ex_style);\n}\n\nID3D11Device * Overlay::GetDxDevice()\n{\n\treturn dxDevice;\n}\n\nbool Overlay::CreateDeviceD3D(HWND hWnd)\n{\n\tconst D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };\n\tHCheck(D3D11CreateDevice(\n\t\tnullptr,    // Adapter\n\t\tD3D_DRIVER_TYPE_HARDWARE,\n\t\tnullptr,    // Module\n\t\tD3D11_CREATE_DEVICE_BGRA_SUPPORT ,\n\t\tnullptr, 0, // Highest available feature level\n\t\tD3D11_SDK_VERSION,\n\t\t&dxDevice,\n\t\tnullptr,    // Actual feature level\n\t\t&dxDeviceContext), \"Creating device\");\n\n\tIDXGIDevice* dxgiDevice;\n\tHCheck(dxDevice->QueryInterface(__uuidof(IDXGIDevice), (void **)& dxgiDevice), \"Query DXGI Device\");\n\n\tIDXGIAdapter * dxgiAdapter = 0;\n\tHCheck(dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void **)& dxgiAdapter), \"Get DXGI Adapter\");\n\n\tIDXGIFactory2 * dxgiFactory = 0;\n\tHCheck(dxgiAdapter->GetParent(__uuidof(IDXGIFactory2), (void **)& dxgiFactory), \"Get DXGI Factory\");\n\n\t// Create swap chain with alpha mode premultiplied\n\tDXGI_SWAP_CHAIN_DESC1 description = {};\n\tdescription.Format = DXGI_FORMAT_B8G8R8A8_UNORM;\n\tdescription.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;\n\tdescription.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;\n\tdescription.BufferCount = 2;\n\tdescription.SampleDesc.Count = 1;\n\tdescription.AlphaMode = DXGI_ALPHA_MODE_PREMULTIPLIED;\n\tdescription.Scaling = DXGI_SCALING_STRETCH;\n\tRECT rect = {};\n\tGetClientRect(hWnd, &rect);\n\tdescription.Width = rect.right - rect.left;\n\tdescription.Height = rect.bottom - rect.top;\n\n\tHCheck(dxgiFactory->CreateSwapChainForComposition(dxgiDevice,\n\t\t&description,\n\t\tnullptr,\n\t\t&dxSwapChain), \"Create swap chain\");\n\t\t\n\t// Create Direct Composition layer\n\tIDCompositionDevice* dcompDevice;\n\tDCompositionCreateDevice(\n\t\tdxgiDevice,\n\t\t__uuidof(dcompDevice),\n\t\t(void**)&dcompDevice);\n\n\tIDCompositionTarget* target;\n\tdcompDevice->CreateTargetForHwnd(hWnd,\n\t\ttrue,\n\t\t&target);\n\n\tIDCompositionVisual* visual;\n\tdcompDevice->CreateVisual(&visual);\n\tvisual->SetContent(dxSwapChain);\n\ttarget->SetRoot(visual);\n\tdcompDevice->Commit();\n\n\tCreateRenderTarget();\n\treturn true;\n}\n\nvoid Overlay::CleanupDeviceD3D()\n{\n\tCleanupRenderTarget();\n\tif (dxSwapChain) { dxSwapChain->Release(); dxSwapChain = NULL; }\n\tif (dxDeviceContext) { dxDeviceContext->Release(); dxDeviceContext = NULL; }\n\tif (dxDevice) { dxDevice->Release(); dxDevice = NULL; }\n}\n\nvoid Overlay::CreateRenderTarget()\n{\n\tID3D11Resource* pBackBuffer;\n\tif(S_OK != dxSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)))\n\t\tthrow std::runtime_error(\"Failed to retrieve DX11 swap chain buffer\");\n\tif (S_OK != dxDevice->CreateRenderTargetView(pBackBuffer, NULL, &dxRenderTarget))\n\t\tthrow std::runtime_error(\"Failed to create DX11 render target\");\n\tpBackBuffer->Release();\n}\n\nvoid Overlay::CleanupRenderTarget()\n{\n\tif (dxRenderTarget) { dxRenderTarget->Release(); dxRenderTarget = NULL; }\n}\n\nextern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);\nLRESULT WINAPI Overlay::WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)\n{\n\tif (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))\n\t\treturn true;\n\n\tswitch (msg)\n\t{\n\tcase WM_SIZE:\n\t\tif (dxDevice != NULL && wParam != SIZE_MINIMIZED)\n\t\t{\n\t\t\tCleanupRenderTarget();\n\t\t\tdxSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);\n\t\t\tCreateRenderTarget();\n\t\t}\n\t\treturn 0;\n\tcase WM_SYSCOMMAND:\n\t\tif ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu\n\t\t\treturn 0;\n\t\tbreak;\n\tcase WM_DESTROY:\n\t\t::PostQuitMessage(0);\n\t\treturn 0;\n\t}\n\treturn ::DefWindowProc(hWnd, msg, wParam, lParam);\n}"
  },
  {
    "path": "LView/Overlay.h",
    "content": "#pragma once\n#include \"Structs.h\"\n#include \"LeagueMemoryReader.h\"\n\n#include <chrono>\n#include <map>\n#include <list>\n\n#include \"windows.h\"\n#include \"imgui.h\"\n#include \"imgui_impl_dx11.h\"\n#include \"imgui_impl_win32.h\"\n\n#include <boost/python.hpp>\n#include \"Python.h\"\n\n#include \"ConfigSet.h\"\n#include \"ScriptManager.h\"\n#include \"PyGame.h\"\n\n#include <dinput.h>\n#include <dxgi1_3.h>\n#include <d3d11_2.h>\n#include <dcomp.h>\n\n#include \"PyImguiInterface.h\"\n\nusing namespace std::chrono;\nusing namespace boost::python;\n\n/// Manages the overlay of the cheat. Also manages the executing scripts.\nclass Overlay {\n\npublic:\n\t                      Overlay();\n\tvoid                  Init();\n\tvoid                  GameStart(MemSnapshot& memSnapshot);\n\t\t\t\t          \n\tvoid                  StartFrame();\n\tvoid                  Update(MemSnapshot& memSnapshot);\n\tvoid                  RenderFrame();\n\t\t\t\t          \n\tbool                  IsVisible();\n\tvoid                  Hide();\n\tvoid                  Show();\n\tvoid                  ToggleTransparent();\n\n\tstatic ID3D11Device*  GetDxDevice();\n\nprivate:\n\tvoid           DrawUI(PyGame& state, MemSnapshot& memSnapshot);\n\tvoid           ExecScripts(PyGame& state);\n\n\tvoid           DrawOverlayWindows(PyGame& state);\n\tvoid           DrawScriptSettings(PyGame& state, MemSnapshot& memSnapshot);\n\tvoid           DrawBenchmarks(MemSnapshot& memSnapshot);\n\t\n\tvoid           DrawScriptError(std::shared_ptr<Script>& script);\n\tvoid           DrawScriptCommonSettings(std::shared_ptr<Script>& script, int id);\n\n\tstatic bool    CreateDeviceD3D(HWND hWnd);\n\tstatic void    CleanupDeviceD3D();\n\tstatic void    CreateRenderTarget();\n\tstatic void    CleanupRenderTarget();\n\tstatic LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);\n\n\nprivate: \n\tHWND                               hWindow;\n\tbool                               isWindowVisible = true;\n\n\t// DirectX stuff\n\tstatic ID3D11Device*               dxDevice;\n\tstatic ID3D11DeviceContext*        dxDeviceContext;\n\tstatic IDXGISwapChain1*            dxSwapChain;\n\tstatic ID3D11RenderTargetView*     dxRenderTarget;\n\n\tConfigSet&                         configs;\n\n\tScriptManager                      scriptManager;\n\tPyImguiInterface                   imguiInterface;\n\n\t// Some simple benchmarks\n\tfloat                              renderTimeMs;\n\tfloat                              processTimeMs;\n\n\t// Some imgui flags\n\tbool drawSettings = true;\n\tbool drawBenchmarks = false;\n};"
  },
  {
    "path": "LView/PyGame.h",
    "content": "#pragma once\n#include <boost/python.hpp>\n#include \"MemSnapshot.h\"\n#include \"Utils.h\"\n\nusing namespace boost::python;\n\n/// Interface used by python scripts for game related stuff\nclass PyGame {\n\npublic:\n\tstd::map<int, float>  distanceCache;\n\tMemSnapshot*          ms;\n\tImDrawList*           overlay;\n\npublic:\n\tPyGame() {}\n\n\t// Exposed Fields\n\tlist                  champs, minions, turrets, jungle, missiles, others;\n\tfloat                 gameTime;\n\t\t\t\t\t      \n\tMapObject*            map;\n\tGameObject*           hoveredObject;\n\tGameObject*           localChampion;\n\n\tobject GetHoveredObject() { \n\t\tif (hoveredObject == nullptr)\n\t\t\treturn object();\n\t\treturn object(boost::ref(*hoveredObject)); \n\t}\n\n\tobject GetLocalChampion() { \n\t\tif (localChampion == nullptr)\n\t\t\treturn object();\n\t\treturn object(boost::ref(*localChampion)); \n\t};\n\n\tobject GetMap() {\n\t\treturn object(boost::ref(*map));\n\t}\n\n\t//Exposed methods\n\tVector2 WorldToScreen(const Vector3& pos) {\n\t\treturn ms->renderer->WorldToScreen(pos);\n\t}\n\n\tVector2 WorldToMinimap(const Vector3& pos) {\n\t\treturn ms->renderer->WorldToMinimap(pos, ms->minimapPos, ms->minimapSize);\n\t}\n\n\tfloat DistanceToMinimap(float dist) {\n\t\treturn ms->renderer->DistanceToMinimap(dist, ms->minimapSize);\n\t}\n\n\tBOOST_PYTHON_MEMBER_FUNCTION_OVERLOADS(IsScreenPointOnScreenOverloads, IsScreenPointOnScreen, 1, 3);\n\tbool IsScreenPointOnScreen(const Vector2& point, float offsetX = 0.f, float offsetY = 0.f) {\n\t\treturn ms->renderer->IsScreenPointOnScreen(point, offsetX, offsetY);\n\t}\n\n\tBOOST_PYTHON_MEMBER_FUNCTION_OVERLOADS(IsWorldPointOnScreenOverloads, IsWorldPointOnScreen, 1, 3);\n\tbool IsWorldPointOnScreen(const Vector3& point, float offsetX = 0.f, float offsetY = 0.f) {\n\t\treturn ms->renderer->IsWorldPointOnScreen(point, offsetX, offsetY);\n\t}\n\n\tvoid DrawCircle(const Vector2& center, float radius, int numPoints, float thickness, const ImVec4& color) {\n\t\toverlay->AddCircle(ImVec2(center.x, center.y), radius, ImColor(color), numPoints, thickness);\n\t}\n\n\tvoid DrawCircleFilled(const Vector2& center, float radius, int numPoints, const ImVec4& color) {\n\t\toverlay->AddCircleFilled(ImVec2(center.x, center.y), radius, ImColor(color), numPoints);\n\t}\n\n\tvoid DrawTxt(const Vector2& pos, const char* text, const ImVec4& color) {\n\t\toverlay->AddText(ImVec2(pos.x, pos.y), ImColor(color), text);\n\t}\n\n\tBOOST_PYTHON_MEMBER_FUNCTION_OVERLOADS(DrawRectOverloads, DrawRect, 2, 4);\n\tvoid DrawRect(const Vector4& box, const ImVec4& color, float rounding = 0, float thickness = 1.0) {\n\t\toverlay->AddRect(ImVec2(box.x, box.y), ImVec2(box.z, box.w), ImColor(color), rounding, 15, thickness);\n\t}\n\n\tBOOST_PYTHON_MEMBER_FUNCTION_OVERLOADS(DrawRectFilledOverloads, DrawRectFilled, 2, 3);\n\tvoid DrawRectFilled(const Vector4& box, const ImVec4& color, float rounding = 0) {\n\t\toverlay->AddRectFilled(ImVec2(box.x, box.y), ImVec2(box.z, box.w), ImColor(color), rounding);\n\t}\n\n\tvoid DrawRectWorld(const Vector3& p1, const Vector3& p2, const Vector3& p3, const Vector3& p4, float thickness, const ImVec4& color) {\n\t\tstatic Vector2 points[4];\n\t\tpoints[0] = ms->renderer->WorldToScreen(p1);\n\t\tpoints[1] = ms->renderer->WorldToScreen(p2);\n\t\tpoints[2] = ms->renderer->WorldToScreen(p3);\n\t\tpoints[3] = ms->renderer->WorldToScreen(p4);\n\n\t\toverlay->AddPolyline((ImVec2*)points, 4, ImColor(color), true, thickness);\n\t}\n\n\tvoid DrawTriangleWorld(const Vector3& p1, const Vector3& p2, const Vector3& p3, float thickness, const ImVec4& color) {\n\t\toverlay->AddTriangle(\n\t\t\t(ImVec2&)ms->renderer->WorldToScreen(p1), \n\t\t\t(ImVec2&)ms->renderer->WorldToScreen(p2),\n\t\t\t(ImVec2&)ms->renderer->WorldToScreen(p3), ImColor(color), thickness);\n\t}\n\n\tvoid DrawTriangleWorldFilled(const Vector3& p1, const Vector3& p2, const Vector3& p3, const ImVec4& color) {\n\t\toverlay->AddTriangleFilled(\n\t\t\t(ImVec2&)ms->renderer->WorldToScreen(p1), \n\t\t\t(ImVec2&)ms->renderer->WorldToScreen(p2),\n\t\t\t(ImVec2&)ms->renderer->WorldToScreen(p3), ImColor(color));\n\t}\n\n\tvoid DrawCircleWorld (const Vector3& center, float radius, int numPoints, float thickness, const ImVec4& color) {\n\t\tms->renderer->DrawCircleAt(overlay, center, radius, false, numPoints, ImColor(color), thickness);\n\t}\n\n\tvoid DrawCircleWorldFilled(const Vector3& center, float radius, int numPoints, const ImVec4& color) {\n\t\tms->renderer->DrawCircleAt(overlay, center, radius, true, numPoints, ImColor(color));\n\t}\n\n\tvoid DrawLine(const Vector2& start, const Vector2& end, float thickness, const ImVec4& color) {\n\t\toverlay->AddLine((const ImVec2&)start, (const ImVec2&)end, ImColor(color), thickness);\n\t}\n\n\tvoid DrawImage(const char* img, const Vector2& start, const Vector2& end, const ImVec4& color) {\n\t\tstatic ImVec2 zero = ImVec2(0.f, 0.f);\n\t\tstatic ImVec2 one = ImVec2(1.f, 1.f);\n\n\t\tauto it = GameData::Images.find(std::string(img));\n\t\tif (it == GameData::Images.end())\n\t\t\treturn;\n\t\toverlay->AddImage(it->second->resourceView, (ImVec2&)start, (ImVec2&)end, zero, one, ImColor(color));\n\t}\n\n\tvoid DrawImageRounded(const char* img, const Vector2& start, const Vector2& end, const ImVec4& color, float rounding) {\n\t\tstatic ImVec2 zero = ImVec2(0.f, 0.f);\n\t\tstatic ImVec2 one = ImVec2(1.f, 1.f);\n\n\t\tauto it = GameData::Images.find(std::string(img));\n\t\tif (it == GameData::Images.end())\n\t\t\treturn;\n\t\toverlay->AddImageRounded(it->second->resourceView, (ImVec2&)start, (ImVec2&)end, zero, one, ImColor(color), rounding);\n\t\t\n\t}\n\n\tBOOST_PYTHON_MEMBER_FUNCTION_OVERLOADS(DrawButtonOverloads, DrawButton, 4, 5);\n\tvoid DrawButton(const Vector2& p, const char* text, ImVec4& colorButton, ImVec4& colorText, float rounding = 0) {\n\t\tint txtSize = strlen(text);\n\t\toverlay->AddRectFilled(ImVec2(p.x, p.y), ImVec2(p.x + txtSize * 7.2f + 5, p.y + 17), ImColor(colorButton), rounding);\n\t\toverlay->AddText(ImVec2(p.x + 5, p.y + 2), ImColor(colorText), text);\n\t}\n\n\tVector2 HpBarPos(GameObject& obj) {\n\t\tVector3 pos = obj.position.clone();\n\t\tpos.y += obj.GetHpBarHeight();\n\n\t\tVector2 w2s = ms->renderer->WorldToScreen(pos);\n\t\tw2s.y -= (ms->renderer->height * 0.00083333335f * obj.GetHpBarHeight());\n\n\t\treturn w2s;\n\t}\n\n\tvoid PressKey(int key) {\n\t\tInput::PressKey((HKey)key);\n\t}\n\n\tbool WasKeyPressed(int key) {\n\t\treturn Input::WasKeyPressed((HKey)key);\n\t}\n\n\tvoid PressLeftClick() {\n\t\tInput::PressLeftClick();\n\t}\n\n\tvoid PressRightClick() {\n\t\tInput::PressRightClick();\n\t}\n\n\tvoid ClickAt(bool leftClick, const Vector2& pos) {\n\t\tInput::ClickAt(leftClick, pos.x, pos.y);\n\t}\n\n\tbool IsKeyDown(int key) {\n\t\treturn Input::IsKeyDown((HKey)key);\n\t}\n\n\tVector2 GetCursor() {\n\t\treturn Input::GetCursorPosition();\n\t}\n\n\tSpellInfo* GetSpellInfo(const char* spellName) {\n\t\tstd::string name(spellName);\n\t\treturn GameData::GetSpellInfoByName(name);\n\t}\n\n\tVector2 LinearCollision(const Vector2& p1, const Vector2& d1, const Vector2& p2, const Vector2& d2, float radius) {\n\t\t\n\t\tstatic float Ax, Bx, Cx, Ay, By, Cy;\n\t\tstatic float a, b, c, delta;\n\t\tstatic float sqrt_d, t1, t2;\n\n\t\tAx = pow((d1.x - d2.x), 2.f);\n\t\tBx = p1.x*d1.x - p1.x*d2.x - p2.x*d1.x + p2.x*d2.x;\n\t\tCx = pow((p1.x - p2.x), 2.f);\n\n\t\tAy = pow((d1.y - d2.y), 2.f);\n\t\tBy = p1.y*d1.y - p1.y*d2.y - p2.y*d1.y + p2.y*d2.y;\n\t\tCy = pow((p1.y - p2.y), 2.f);\n\n\t\ta = Ax + Ay;\n\t\tb = 2.f*(Bx + By);\n\t\tc = Cx + Cy - pow(radius, 2.f);\n\t\tdelta = b * b - 4.f*a*c;\n\n\t\tif (a == 0.f || delta < 0.f)\n\t\t\treturn Vector2(-1.f, -1.f);\n\n\t\tsqrt_d = sqrt(delta);\n\t\tt1 = (-b + sqrt_d) / (2.f*a);\n\t\tt2 = (-b - sqrt_d) / (2.f*a);\n\n\t\treturn Vector2(t1, t2);\n\t}\n\n\tvoid MoveCursor(const Vector2& pos) {\n\t\tInput::MoveCursorTo(pos.x, pos.y);\n\t}\n\n\tfloat Distance(GameObject* first, GameObject* second) {\n\t\t\n\t\tint key = (first->objectIndex > second->objectIndex) ?\n\t\t\t(first->objectIndex << 16) | second->objectIndex : \n\t\t\t(second->objectIndex << 16) | first->objectIndex;\n\n\t\tauto it = distanceCache.find(key);\n\t\tif (it != distanceCache.end())\n\t\t\treturn it->second;\n\n\t\tfloat dist = first->position.distance(second->position);\n\t\tdistanceCache[key] = dist;\n\n\t\treturn dist;\n\t}\n\n\tGameObject* GetObjectByIndex(short index) {\n\t\tauto it = ms->indexToNetId.find(index);\n\t\tif (it == ms->indexToNetId.end())\n\t\t\treturn nullptr;\n\n\t\tauto it2 = ms->objectMap.find(it->second);\n\t\tif (it2 == ms->objectMap.end())\n\t\t\treturn nullptr;\n\n\t\treturn it2->second.get();\n\t}\n\n\tGameObject* GetObjectByNetId(int net_id) {\n\t\tauto it = ms->objectMap.find(net_id);\n\t\treturn (it != ms->objectMap.end()) ? it->second.get() : nullptr;\n\t}\n\n\tstatic PyGame ConstructFromMemSnapshot(MemSnapshot& snapshot) {\n\t\tPyGame gs;\n\n\t\tgs.ms = &snapshot;\n\t\tgs.gameTime = snapshot.gameTime;\n\t\tgs.hoveredObject = snapshot.hoveredObject.get();\n\t\tgs.localChampion = snapshot.player.get();\n\t\tgs.map = snapshot.map.get();\n\n\t\tfor (auto it = snapshot.champions.begin(); it != snapshot.champions.end(); ++it) {\n\t\t\tgs.champs.append(boost::ref(**it));\n\t\t}\n\t\tfor (auto it = snapshot.minions.begin(); it != snapshot.minions.end(); ++it) {\n\t\t\tgs.minions.append(boost::ref(**it));\n\t\t}\n\t\tfor (auto it = snapshot.turrets.begin(); it != snapshot.turrets.end(); ++it) {\n\t\t\tgs.turrets.append(boost::ref(**it));\n\t\t}\n\t\tfor (auto it = snapshot.jungle.begin(); it != snapshot.jungle.end(); ++it) {\n\t\t\tgs.jungle.append(boost::ref(**it));\n\t\t}\n\t\tfor (auto it = snapshot.missiles.begin(); it != snapshot.missiles.end(); ++it) {\n\t\t\tgs.missiles.append(boost::ref(**it));\n\t\t}\n\t\tfor (auto it = snapshot.others.begin(); it != snapshot.others.end(); ++it) {\n\t\t\tgs.others.append(boost::ref(**it));\n\t\t}\n\t\treturn gs;\n\t}\n};"
  },
  {
    "path": "LView/PyImguiInterface.h",
    "content": "#pragma once\n#include \"imgui.h\"\n#include <boost/python.hpp>\nusing namespace boost::python;\n\n/// Interface used by python scripts for creating UIs with imgui.\nclass PyImguiInterface {\n\npublic:\n\n\tvoid Begin(const char* name) {\n\t\tImGui::Begin(name);\n\t}\n\n\tvoid End() {\n\t\tImGui::End();\n\t}\n\n\tbool Button(const char* text) {\n\t\treturn ImGui::Button(text);\n\t}\n\t\n\tbool ColorButton(const char* text, object color) {\n\t\treturn ImGui::ColorButton(text, extract<ImVec4>(color));\n\t}\n\n\tbool Checkbox(const char* text, bool enabled) {\n\t\tImGui::Checkbox(text, &enabled);\n\t\treturn enabled;\n\t}\n\n\tvoid Text(const char* text) {\n\t\tImGui::Text(text);\n\t}\n\n\tvoid TextColored(const char* text, object color) {\n\t\tImGui::TextColored(extract<ImVec4>(color), text);\n\t}\n\n\tvoid LabelText(const char* label, const char* text) {\n\t\tImGui::LabelText(label, text);\n\t}\n\n\tvoid LabelTextColored(const char* label, const char* text, object color) {\n\t\tImVec4 col = extract<ImVec4>(color);\n\n\t\tImGui::PushStyleColor(ImGuiCol_Text, col);\n\t\tImGui::LabelText(label, text);\n\t\tImGui::PopStyleColor();\n\t}\n\n\tImVec4 ColorPicker(const char* label, object color) {\n\t\tImVec4 col = extract<ImVec4>(color);\n\t\tImGui::ColorPicker4(label, (float*)&col);\n\t\treturn col;\n\t} \n\n\tBOOST_PYTHON_MEMBER_FUNCTION_OVERLOADS(DragIntOverloads, DragInt, 2, 5);\n\tint DragInt(const char* text, int i, int step = 1, int minVal = 0, int maxVal = 0) {\n\t\tImGui::DragInt(text, &i, (float)step, minVal, maxVal);\n\t\treturn i;\n\t}\n\n\tBOOST_PYTHON_MEMBER_FUNCTION_OVERLOADS(DragFloatOverloads, DragFloat, 2, 5);\n\tfloat DragFloat(const char* text, float i, float step = 1, float minVal = 0, float maxVal = 0) {\n\t\tImGui::DragFloat(text, &i, step, minVal, maxVal);\n\t\treturn i;\n\t}\n\n\tfloat SliderFloat(const char* label, float val, float valMin, float valMax) {\n\t\tImGui::SliderFloat(label, &val, valMin, valMax);\n\t\treturn val;\n\t}\n\n\tvoid Separator() {\n\t\tImGui::Separator();\n\t}\n\n\tbool CollapsingHeader(const char* text) {\n\t\treturn ImGui::CollapsingHeader(text);\n\t}\n\n\tbool TreeNode(const char* text) {\n\t\treturn ImGui::TreeNode(text);\n\t}\n\n\tvoid SetNextItemOpen() {\n\t\tImGui::SetNextItemOpen(true, ImGuiCond_Once);\n\t}\n\n\tvoid TreePop() {\n\t\tImGui::TreePop();\n\t}\n\n\tvoid SameLine() {\n\t\tImGui::SameLine();\n\t}\n\n\tvoid BeginGroup() {\n\t\tImGui::BeginGroup();\n\t}\n\n\tvoid EndGroup() {\n\t\tImGui::EndGroup();\n\t}\n\n\tint ListBox(const char* label, list items, int chosen) {\n\t\tstatic std::vector<const char*> buffer;\n\t\t\n\t\tbuffer.clear();\n\t\tint size = len(items);\n\t\tfor (int i = 0; i < size; ++i)\n\t\t\tbuffer.push_back(extract<const char*>(str(items[i])));\n\n\t\tImGui::ListBox(label, &chosen, buffer.data(), size, size);\n\n\t\treturn chosen;\n\t}\n\n\t// Key selector stuff\n\tvoid DrawButton(HKey key, HKey& clickedBtn, bool& wasClicked) {\n\t\tif (ImGui::Button(HKeyNames[key])) {\n\t\t\tclickedBtn = key;\n\t\t\twasClicked = true;\n\t\t}\n\t\tImGui::SameLine();\n\t}\n\n\tint KeySelect(const char* label, int key) {\n\t\tstatic int callNum = 0;\n\n\t\tImGui::PushID(label);\n\t\tImGui::BeginGroup();\n\t\tif (ImGui::Button(HKeyNames[key])) {\n\t\t\tImGui::OpenPopup(\"Keys\");\n\t\t}\n\t\tImGui::SameLine();\n\t\tImGui::Text(label);\n\t\tImGui::EndGroup();\n\n\n\t\tif (ImGui::BeginPopup(\"Keys\")) {\n\n\t\t\tHKey clickedBtn = HKey::NO_KEY;\n\t\t\tbool wasClicked = false;\n\n\t\t\tImGui::BeginGroup();\n\t\t\tDrawButton(HKey::ESC, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::F1, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::F2, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::F3, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::F4, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::F6, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::F6, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::F7, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::F8, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::F9, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::F10, clickedBtn, wasClicked);\n\t\t\tImGui::EndGroup();\n\n\t\t\tImGui::BeginGroup();\n\t\t\tDrawButton(HKey::TILDE, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::N_1, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::N_2, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::N_3, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::N_4, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::N_5, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::N_6, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::N_7, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::N_8, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::N_9, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::N_0, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::MINUS, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::EQUAL, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::BS, clickedBtn, wasClicked);\n\t\t\tImGui::EndGroup();\n\n\t\t\tImGui::BeginGroup();\n\t\t\tDrawButton(HKey::Tab, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::Q, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::W, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::E, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::R, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::T, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::Y, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::U, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::I, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::O, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::P, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::LBRACKET, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::RBRACKET, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::ENTER, clickedBtn, wasClicked);\n\t\t\tImGui::EndGroup();\n\n\t\t\tImGui::BeginGroup();\n\t\t\tDrawButton(HKey::CAPS, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::A, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::S, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::D, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::F, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::G, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::H, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::J, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::K, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::L, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::SEMICOLON, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::SINGLE_QUOTE, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::BACKSLASH, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::NO_KEY, clickedBtn, wasClicked);\n\t\t\tImGui::EndGroup();\n\n\t\t\tImGui::BeginGroup();\n\t\t\tDrawButton(HKey::LSHIFT, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::Z, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::X, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::C, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::V, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::B, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::N, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::M, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::COMMA, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::DOT, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::FRONTSLASH, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::RSHIFT, clickedBtn, wasClicked);\n\t\t\tImGui::EndGroup();\n\n\t\t\tImGui::BeginGroup();\n\t\t\tDrawButton(HKey::CTRL, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::ALT, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::SPACE, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::HOME, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::INSERT, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::END, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::PAGE_DOWN, clickedBtn, wasClicked);\n\t\t\tDrawButton(HKey::PAGE_UP, clickedBtn, wasClicked);\n\t\t\tImGui::EndGroup();\n\n\t\t\tif (wasClicked) {\n\t\t\t\tkey = clickedBtn;\n\t\t\t\tImGui::CloseCurrentPopup();\n\t\t\t}\n\t\t\tImGui::EndPopup();\n\t\t}\n\t\tImGui::PopID();\n\t\treturn key;\n\t}\n};"
  },
  {
    "path": "LView/PyStructs.h",
    "content": "#pragma once\n\n#include <boost/python/suite/indexing/map_indexing_suite.hpp>\n#include <boost/python.hpp>\n\n#include \"GameObject.h\"\n#include \"ConfigSet.h\"\n#include \"Spell.h\"\n#include \"PyGame.h\"\n#include \"ItemInfo.h\"\n\n#include \"PyImguiInterface.h\"\n#include \"Utils.h\"\n\nusing namespace boost::python;\n\n/// Defines the mapping between the C++ and Python classes\nBOOST_PYTHON_MODULE(lview) {\n\n\tclass_<SpellInfo>(\"SpellInfo\")\n\t\t.def_readonly(\"width\",                &SpellInfo::width)\n\t\t.def_readonly(\"cast_radius\",          &SpellInfo::castRadius)\n\t\t.def_readonly(\"speed\",                &SpellInfo::speed)\n\t\t.def_readonly(\"cast_range\",           &SpellInfo::castRange)\n\t\t.def_readonly(\"delay\",                &SpellInfo::delay)\n\t\t.def_readonly(\"height\",               &SpellInfo::height)\n\t\t.def_readonly(\"icon\",                 &SpellInfo::icon)\n\t\t.def_readonly(\"travel_time\",          &SpellInfo::travelTime)\n\t\t;\n\n\tclass_<ItemSlot>(\"Item\")\n\t\t.def_readonly(\"slot\",                   &ItemSlot::slot)\n\t\t.def_readonly(\"id\",                     &ItemSlot::GetId)\n\t\t.def_readonly(\"cost\",                   &ItemSlot::GetCost)\n\t\t.def_readonly(\"movement_speed\",         &ItemSlot::GetMovementSpeed)\n\t\t.def_readonly(\"health\",                 &ItemSlot::GetHealth)\n\t\t.def_readonly(\"crit\",                   &ItemSlot::GetCrit)\n\t\t.def_readonly(\"ability_power\",          &ItemSlot::GetAbilityPower)\n\t\t.def_readonly(\"mana\",                   &ItemSlot::GetMana)\n\t\t.def_readonly(\"armour\",                 &ItemSlot::GetArmour)\n\t\t.def_readonly(\"magic_resist\",           &ItemSlot::GetMagicResist)\n\t\t.def_readonly(\"physical_damage\",        &ItemSlot::GetPhysicalDamage)\n\t\t.def_readonly(\"attack_speed\",           &ItemSlot::GetAttackSpeed)\n\t\t.def_readonly(\"life_steal\",             &ItemSlot::GetLifeSteal)\n\t\t.def_readonly(\"hp_regen\",               &ItemSlot::GetHpRegen)\n\t\t.def_readonly(\"movement_speed_percent\", &ItemSlot::GetMovementSpeedPercent)\n\t\t;\n\n\tclass_<Spell>(\"Spell\", init<SpellSlot>())\n\t\t.def_readonly(\"name\",                   &Spell::name)\n\t\t.def_readonly(\"slot\",                   &Spell::slot)\n\t\t.def_readonly(\"summoner_spell_type\",    &Spell::summonerSpellType)\n\t\t.def_readonly(\"level\",                  &Spell::level)\n\t\t.def_readonly(\"ready_at\",               &Spell::readyAt)\n\t\t.def_readonly(\"value\",                  &Spell::value)\n\t\t\t\t\t\t\t\t\t\t\t    \n\t\t.def(\"get_current_cooldown\",            &Spell::GetRemainingCooldown)\n\t\t.def(\"trigger\",                         &Spell::Trigger)\n\n\t\t.def_readonly(\"width\",                  &Spell::GetWidth)\n\t\t.def_readonly(\"cast_radius\",            &Spell::GetCastRadius)\n\t\t.def_readonly(\"speed\",                  &Spell::GetSpeed)\n\t\t.def_readonly(\"cast_range\",             &Spell::GetCastRange)\n\t\t.def_readonly(\"delay\",                  &Spell::GetDelay)\n\t\t.def_readonly(\"height\",                 &Spell::GetHeight)\n\t\t.def_readonly(\"icon\",                   &Spell::GetIcon)\n\t\t.def_readonly(\"travel_time\",            &Spell::GetTravelTime)\n\t\t.def(\"has_tags\",                        &Spell::HasSpellFlags)\n\t\t.def(\"equal_tags\",                      &Spell::EqualSpellFlags)\n\t\t;\n\n\tclass_<GameObject>(\"Obj\")\n\t\t.def_readonly(\"address\",              &GameObject::address)\n\t\t.def_readonly(\"health\",               &GameObject::health)\n\t\t.def_readonly(\"max_health\",           &GameObject::maxHealth)\n\t\t.def_readonly(\"base_atk\",             &GameObject::baseAttack)\n\t\t.def_readonly(\"bonus_atk\",            &GameObject::bonusAttack)\n\t\t.def_readonly(\"armour\",               &GameObject::armour)\n\t\t.def_readonly(\"magic_resist\",         &GameObject::magicResist)\n\t\t.def_readonly(\"movement_speed\",       &GameObject::movementSpeed)\n\t\t.def_readonly(\"is_alive\",             &GameObject::isAlive)\n\t\t.def_readonly(\"name\",                 &GameObject::name)\n\t\t.def_readonly(\"pos\",                  &GameObject::position)\n\t\t.def_readonly(\"prev_pos\",             &GameObject::previousPosition)\n\t\t.def_readonly(\"duration\",             &GameObject::duration)\n\t\t.def_readonly(\"is_visible\",           &GameObject::isVisible)\n\t\t.def_readonly(\"last_visible_at\",      &GameObject::lastVisibleAt)\n\t\t.def_readonly(\"id\",                   &GameObject::objectIndex)\n\t\t.def_readonly(\"net_id\",               &GameObject::networkId)\n\t\t.def_readonly(\"crit\",                 &GameObject::crit)\n\t\t.def_readonly(\"crit_multi\",           &GameObject::critMulti)\n\t\t.def_readonly(\"ap\",                   &GameObject::abilityPower)\n\t\t.def_readonly(\"atk_speed_multi\",      &GameObject::atkSpeedMulti)\n\t\t.def_readonly(\"team\",                 &GameObject::team)\n\n\t\t.def_readonly(\"acquisition_radius\",   &GameObject::GetAcquisitionRadius)\n\t\t.def_readonly(\"selection_radius\",     &GameObject::GetSelectionRadius)\n\t\t.def_readonly(\"pathing_radius\",       &GameObject::GetPathingRadius)\n\t\t.def_readonly(\"gameplay_radius\",      &GameObject::GetGameplayRadius)\n\n\t\t.def_readonly(\"basic_missile_speed\",  &GameObject::GetBasicAttackMissileSpeed)\n\t\t.def_readonly(\"basic_atk_windup\",     &GameObject::GetBasicAttackWindup)\n\n\t\t.def_readonly(\"atk_speed_ratio\",      &GameObject::GetAttackSpeedRatio)\n\t\t.def_readonly(\"base_ms\",              &GameObject::GetBaseMovementSpeed)\n\t\t.def_readonly(\"base_atk_speed\",       &GameObject::GetBaseAttackSpeed)\n\t\t.def_readonly(\"base_atk_range\",       &GameObject::GetBaseAttackRange)\n\t\t.def_readonly(\"atk_range\",            &GameObject::GetAttackRange)\n\t\t.def_readonly(\"is_ranged\",            &GameObject::IsRanged)\n\n\t\t.def(\"__eq__\",                        &GameObject::IsEqualTo)\n\t\t.def(\"__ne__\",                        &GameObject::IsNotEqualTo)\n\t\t.def(\"is_ally_to\",                    &GameObject::IsAllyTo)\n\t\t.def(\"is_enemy_to\",                   &GameObject::IsEnemyTo)\n\t\t.def(\"has_tags\",                      &GameObject::HasUnitTags)\n\n\t\t// Champion\n\t\t.def_readonly(\"Q\",                    &GameObject::Q)\n\t\t.def_readonly(\"W\",                    &GameObject::W)\n\t\t.def_readonly(\"E\",                    &GameObject::E)\n\t\t.def_readonly(\"R\",                    &GameObject::R)\n\t\t.def_readonly(\"D\",                    &GameObject::D)\n\t\t.def_readonly(\"F\",                    &GameObject::F)\n\t\t.def_readonly(\"items\",                &GameObject::ItemsToPyList)\n\t\t.def_readonly(\"lvl\",                  &GameObject::level)\n\t\t\t\t\t\t\t\t              \n\t\t.def(\"get_summoner_spell\",            &GameObject::GetSummonerSpell, return_value_policy<reference_existing_object>())\n\t\t\t\t\t\t\t\t\t          \n\t\t// Missile\t\t\t\t\t          \n\t\t.def_readonly(\"src_id\",               &GameObject::srcIndex)\n\t\t.def_readonly(\"dest_id\",              &GameObject::destIndex)\n\t\t.def_readonly(\"start_pos\",            &GameObject::startPos)\n\t\t.def_readonly(\"end_pos\",              &GameObject::endPos)\n\t\t\t\t\n\t\t// Spell\n\t\t.def_readonly(\"width\",                &GameObject::GetWidth)\n\t\t.def_readonly(\"cast_radius\",          &GameObject::GetCastRadius)\n\t\t.def_readonly(\"speed\",                &GameObject::GetSpeed)\n\t\t.def_readonly(\"cast_range\",           &GameObject::GetCastRange)\n\t\t.def_readonly(\"delay\",                &GameObject::GetDelay)\n\t\t.def_readonly(\"height\",               &GameObject::GetHeight)\n\t\t.def_readonly(\"icon\",                 &GameObject::GetIcon)\n\t\t.def_readonly(\"travel_time\",          &GameObject::GetTravelTime)\n\t\t.def(\"has_tags\",                      &GameObject::HasSpellFlags)\n\t\t.def(\"equal_tags\",                    &GameObject::EqualSpellFlags)\n\t\t;\n\n\tenum_<SpellFlags>(\"SpellFlag\")\n\t\t.value(\"AffectAllyChampion\",        SpellFlags::AffectAllyChampion)\n\t\t.value(\"AffectEnemyChampion\",       SpellFlags::AffectEnemyChampion)\n\t\t.value(\"AffectAllyLaneMinion\",      SpellFlags::AffectAllyLaneMinion)\n\t\t.value(\"AffectEnemyLaneMinion\",     SpellFlags::AffectEnemyLaneMinion)\n\t\t.value(\"AffectAllyWard\",            SpellFlags::AffectAllyWard)\n\t\t.value(\"AffectEnemyWard\",           SpellFlags::AffectEnemyWard)\n\t\t.value(\"AffectAllyTurret\",          SpellFlags::AffectAllyTurret)\n\t\t.value(\"AffectEnemyTurret\",         SpellFlags::AffectEnemyTurret)\n\t\t.value(\"AffectAllyInhibs\",          SpellFlags::AffectAllyInhibs)\n\t\t.value(\"AffectEnemyInhibs\",         SpellFlags::AffectEnemyInhibs)\n\t\t.value(\"AffectAllyNonLaneMinion\",   SpellFlags::AffectAllyNonLaneMinion)\n\t\t.value(\"AffectJungleMonster\",       SpellFlags::AffectJungleMonster)\n\t\t.value(\"AffectEnemyNonLaneMinion\",  SpellFlags::AffectEnemyNonLaneMinion)\n\t\t.value(\"AffectAlwaysSelf\",          SpellFlags::AffectAlwaysSelf)\n\t\t.value(\"AffectNeverSelf\",           SpellFlags::AffectNeverSelf)\n\n\t\t.value(\"ProjectDestination\",        SpellFlags::ProjectedDestination)\n\n\t\t.value(\"AffectAllyMob\",             SpellFlags::AffectAllyMob)\n\t\t.value(\"AffectEnemyMob\",            SpellFlags::AffectEnemyMob)\n\t\t.value(\"AffectAllyGeneric\",         SpellFlags::AffectAllyGeneric)\n\t\t.value(\"AffectEnemyGeneric\",        SpellFlags::AffectEnemyGeneric)\n\t\t;\n\n\tclass_<PyGame>(\"Game\")\n\t\t.def_readonly(\"champs\",             &PyGame::champs)\n\t\t.def_readonly(\"minions\",            &PyGame::minions)\n\t\t.def_readonly(\"jungle\",             &PyGame::jungle)\n\t\t.def_readonly(\"turrets\",            &PyGame::turrets)\n\t\t.def_readonly(\"missiles\",           &PyGame::missiles)\n\t\t.def_readonly(\"others\",             &PyGame::others)\n\t\t.def_readonly(\"hovered_obj\",        &PyGame::GetHoveredObject)\n\t\t.def_readonly(\"player\",             &PyGame::GetLocalChampion)\n\t\t.def_readonly(\"time\",               &PyGame::gameTime)\n\t\t.def_readonly(\"map\",                &PyGame::GetMap)\n\t\t\t\t\t\t\t\t\t\t    \n\t\t.def(\"get_obj_by_id\",               &PyGame::GetObjectByIndex, return_value_policy<reference_existing_object>())\n\t\t.def(\"get_obj_by_netid\",            &PyGame::GetObjectByNetId, return_value_policy<reference_existing_object>())\n\t\t\t\t\t\t\t\t\t\t    \n\t\t.def(\"is_point_on_screen\",          &PyGame::IsScreenPointOnScreen, PyGame::IsScreenPointOnScreenOverloads())\n\t\t.def(\"is_point_on_screen\",          &PyGame::IsWorldPointOnScreen,  PyGame::IsWorldPointOnScreenOverloads())\n\t\t.def(\"world_to_screen\",             &PyGame::WorldToScreen)\n\t\t.def(\"world_to_minimap\",            &PyGame::WorldToMinimap)\n\t\t.def(\"distance_to_minimap\",         &PyGame::DistanceToMinimap)\n\t\t.def(\"distance\",                    &PyGame::Distance)\n\t\t\t\t\t\t\t\t\t\t    \n\t\t.def(\"draw_line\",                   &PyGame::DrawLine)\n\t\t.def(\"draw_circle\",                 &PyGame::DrawCircle)\n\t\t.def(\"draw_circle_filled\",          &PyGame::DrawCircleFilled)\n\t\t.def(\"draw_circle_world\",           &PyGame::DrawCircleWorld)\n\t\t.def(\"draw_circle_world_filled\",    &PyGame::DrawCircleWorldFilled)\n\t\t.def(\"draw_text\",                   &PyGame::DrawTxt)\n\t\t.def(\"draw_rect\",                   &PyGame::DrawRect,             PyGame::DrawRectOverloads())\n\t\t.def(\"draw_rect_filled\",            &PyGame::DrawRectFilled,       PyGame::DrawRectFilledOverloads())\n\t\t.def(\"draw_rect_world\",             &PyGame::DrawRectWorld)\n\t\t.def(\"draw_triangle_world\",         &PyGame::DrawTriangleWorld)\n\t\t.def(\"draw_triangle_world_filled\",  &PyGame::DrawTriangleWorldFilled)\n\t\t.def(\"draw_button\",                 &PyGame::DrawButton,           PyGame::DrawButtonOverloads())\n\t\t.def(\"draw_image\",                  &PyGame::DrawImage)\n\t\t.def(\"draw_image\",                  &PyGame::DrawImageRounded)\n\t\t\t\t\t\t\t\t\t\t    \n\t\t.def(\"get_spell_info\",              &PyGame::GetSpellInfo, return_value_policy<reference_existing_object>())\n\t\t.def(\"linear_collision\",            &PyGame::LinearCollision)\n\t\t.def(\"hp_bar_pos\",                  &PyGame::HpBarPos)\n\t\t\t\t\t\t\t\t\t\t    \n\t\t.def(\"was_key_pressed\",             &PyGame::WasKeyPressed)\n\t\t.def(\"is_key_down\",                 &PyGame::IsKeyDown)\n\t\t.def(\"press_key\",                   &PyGame::PressKey)\n\t\t.def(\"press_left_click\",            &PyGame::PressLeftClick)\n\t\t.def(\"press_right_click\",           &PyGame::PressRightClick)\n\t\t.def(\"click_at\",                    &PyGame::ClickAt)\n\t\t.def(\"move_cursor\",                 &PyGame::MoveCursor)\n\t\t.def(\"get_cursor\",                  &PyGame::GetCursor)\n\t\t;\n\n\tenum_<MapType>(\"MapType\")\n\t\t.value(\"SummonersRift\",             MapType::SUMMONERS_RIFT)\n\t\t.value(\"HowlingAbyss\",              MapType::HOWLING_ABYSS)\n\t\t;\n\n\tclass_<MapObject>(\"Map\")\n\t\t.def(\"height_at\",                   &MapObject::GetHeightAt)\n\t\t.def_readonly(\"type\",               &MapObject::type)\n\t\t;\n\n\tclass_<PyImguiInterface>(\"UI\")\n\t\t.def(\"begin\",                       &PyImguiInterface::Begin)\n\t\t.def(\"end\",                         &PyImguiInterface::End)\n\t\t\t\t\t\t                    \n\t\t.def(\"button\",                      &PyImguiInterface::Button)\n\t\t.def(\"colorbutton\",                 &PyImguiInterface::ColorButton)\n\t\t.def(\"colorpick\",                   &PyImguiInterface::ColorPicker)\n\t\t.def(\"checkbox\",                    &PyImguiInterface::Checkbox)\n\t\t.def(\"text\",                        &PyImguiInterface::Text)\n\t\t.def(\"text\",                        &PyImguiInterface::TextColored)\n\t\t.def(\"labeltext\",                   &PyImguiInterface::LabelText)\n\t\t.def(\"labeltext\",                   &PyImguiInterface::LabelTextColored)\n\t\t.def(\"separator\",                   &PyImguiInterface::Separator)\n\t\t.def(\"dragint\",                     &PyImguiInterface::DragInt,   PyImguiInterface::DragIntOverloads())\n\t\t.def(\"dragfloat\",                   &PyImguiInterface::DragFloat, PyImguiInterface::DragFloatOverloads())\n\t\t.def(\"keyselect\",                   &PyImguiInterface::KeySelect)\n\t\t.def(\"sliderfloat\",                 &PyImguiInterface::SliderFloat)\n\t\t\t\t\t\t                    \n\t\t.def(\"header\",                      &PyImguiInterface::CollapsingHeader)\n\t\t.def(\"treenode\",                    &PyImguiInterface::TreeNode)\n\t\t.def(\"treepop\",                     &PyImguiInterface::TreePop)\n\t\t.def(\"opennext\",                    &PyImguiInterface::SetNextItemOpen)\n\t\t\t\t\t\t                    \n\t\t.def(\"sameline\",                    &PyImguiInterface::SameLine)\n\t\t.def(\"begingroup\",                  &PyImguiInterface::BeginGroup)\n\t\t.def(\"endgroup\",                    &PyImguiInterface::EndGroup)\n\t\t\t\t\t\t                    \n\t\t.def(\"listbox\",                     &PyImguiInterface::ListBox)\n\t\t;\n\n\tclass_<ImVec4>(\"Color\", init<float, float, float, float>())\n\t\t.def_readonly(\"BLACK\",              &Colors::BLACK)\n\t\t.def_readonly(\"WHITE\",              &Colors::WHITE)\n\t\t.def_readonly(\"RED\",                &Colors::RED)\n\t\t.def_readonly(\"DARK_RED\",           &Colors::DARK_RED)\n\t\t.def_readonly(\"GREEN\",              &Colors::GREEN)\n\t\t.def_readonly(\"DARK_GREEN\",         &Colors::DARK_GREEN)\n\t\t.def_readonly(\"YELLOW\",             &Colors::YELLOW)\n\t\t.def_readonly(\"DARK_YELLOW\",        &Colors::DARK_YELLOW)\n\t\t.def_readonly(\"CYAN\",               &Colors::CYAN)\n\t\t.def_readonly(\"PURPLE\",             &Colors::PURPLE)\n\t\t.def_readonly(\"GRAY\",               &Colors::GRAY)\n\t\t.def_readonly(\"ORANGE\",             &Colors::ORANGE)\n\t\t.def_readonly(\"BLUE\",               &Colors::BLUE)\n\t\t.def_readonly(\"BROWN\",              &Colors::BROWN)\n\n\t\t.def_readwrite(\"r\",                 &ImVec4::x)\n\t\t.def_readwrite(\"g\",                 &ImVec4::y)\n\t\t.def_readwrite(\"b\",                 &ImVec4::z)\n\t\t.def_readwrite(\"a\",                 &ImVec4::w)\n\t\t;\n\n\tclass_<Vector4>(\"Vec4\", init<float, float, float, float>())\n\t\t.def_readwrite(\"x\",                 &Vector4::x)\n\t\t.def_readwrite(\"y\",                 &Vector4::y)\n\t\t.def_readwrite(\"z\",                 &Vector4::z)\n\t\t.def_readwrite(\"w\",                 &Vector4::w)\n\t\t.def(\"length\",                      &Vector4::length)\n\t\t.def(\"normalize\",                   &Vector4::normalize)\n\t\t.def(\"distance\",                    &Vector4::distance)\n\t\t.def(\"scale\",                       &Vector4::scale)\n\t\t.def(\"scale\",                       &Vector4::vscale)\n\t\t.def(\"add\",                         &Vector4::add)\n\t\t.def(\"sub\",                         &Vector4::sub)\n\t\t.def(\"clone\",                       &Vector4::clone)\n\t\t;\n\n\tclass_<Vector3>(\"Vec3\", init<float, float, float>())\n\t\t.def_readwrite(\"x\",                 &Vector3::x)\n\t\t.def_readwrite(\"y\",                 &Vector3::y)\n\t\t.def_readwrite(\"z\",                 &Vector3::z)\n\t\t.def(\"length\",                      &Vector3::length)\n\t\t.def(\"normalize\",                   &Vector3::normalize)\n\t\t.def(\"distance\",                    &Vector3::distance)\n\t\t.def(\"scale\",                       &Vector3::scale)\n\t\t.def(\"scale\",                       &Vector3::vscale)\n\t\t.def(\"rotate_x\",                    &Vector3::rotate_x)\n\t\t.def(\"rotate_y\",                    &Vector3::rotate_y)\n\t\t.def(\"rotate_z\",                    &Vector3::rotate_z)\n\t\t.def(\"add\",                         &Vector3::add)\n\t\t.def(\"sub\",                         &Vector3::sub)\n\t\t.def(\"clone\",                       &Vector3::clone)\n\t\t;\n\n\tclass_<Vector2>(\"Vec2\", init<float, float>())\n\t\t.def_readwrite(\"x\",                 &Vector2::x)\n\t\t.def_readwrite(\"y\",                 &Vector2::y)\n\t\t.def(\"length\",                      &Vector2::length)\n\t\t.def(\"normalize\",                   &Vector2::normalize)\n\t\t.def(\"distance\",                    &Vector2::distance)\n\t\t.def(\"scale\",                       &Vector2::scale)\n\t\t.def(\"scale\",                       &Vector2::vscale)\n\t\t.def(\"add\",                         &Vector2::add)\n\t\t.def(\"sub\",                         &Vector2::sub)\n\t\t.def(\"clone\",                       &Vector2::clone)\n\t\t;\n\n\tclass_<ConfigSet>(\"Config\")\n\t\t.def(\"set_int\",                     &ConfigSet::SetInt)\n\t\t.def(\"set_bool\",                    &ConfigSet::SetBool)\n\t\t.def(\"set_float\",                   &ConfigSet::SetFloat)\n\t\t.def(\"set_str\",                     &ConfigSet::SetStr)\n\t\t.def(\"get_int\",                     &ConfigSet::GetInt)\n\t\t.def(\"get_bool\",                    &ConfigSet::GetBool)\n\t\t.def(\"get_float\",                   &ConfigSet::GetFloat)\n\t\t.def(\"get_str\",                     &ConfigSet::GetStr)\n\t\t;\n\n\tenum_<SpellSlot>(\"SpellSlot\")\n\t\t.value(\"Q\",                         SpellSlot::Q)\n\t\t.value(\"W\",                         SpellSlot::W)\n\t\t.value(\"E\",                         SpellSlot::E)\n\t\t.value(\"R\",                         SpellSlot::R)\n\t\t.value(\"D\",                         SpellSlot::D)\n\t\t.value(\"F\",                         SpellSlot::F)\n\t\t;\n\n\tenum_<SummonerSpellType>(\"SummonerSpellType\")\n\t\t.value(\"Ghost\",                     SummonerSpellType::GHOST)\n\t\t.value(\"Heal\",                      SummonerSpellType::HEAL)\n\t\t.value(\"Barrier\",                   SummonerSpellType::BARRIER)\n\t\t.value(\"Exhaust\",                   SummonerSpellType::EXHAUST)\n\t\t.value(\"Clarity\",                   SummonerSpellType::CLARITY)\n\t\t.value(\"Snowball\",                  SummonerSpellType::SNOWBALL)\n\t\t.value(\"Flash\",                     SummonerSpellType::FLASH)\n\t\t.value(\"Teleport\",                  SummonerSpellType::TELEPORT)\n\t\t.value(\"Cleanse\",                   SummonerSpellType::CLEANSE)\n\t\t.value(\"Ignite\",                    SummonerSpellType::IGNITE)\n\t\t.value(\"Smite\",                     SummonerSpellType::SMITE)\n\t\t.value(\"None\",                      SummonerSpellType::NONE)\n\t\t;\n\n\tenum_<UnitTag>(\"UnitTag\")\n\t\t.value(\"Unit_Champion\",                      UnitTag::Unit_Champion)\n\t\t.value(\"Unit_Champion_Clone\",                UnitTag::Unit_Champion_Clone)\n\t\t.value(\"Unit_IsolationNonImpacting\",         UnitTag::Unit_IsolationNonImpacting)\n\t\t.value(\"Unit_KingPoro\",                      UnitTag::Unit_KingPoro)\n\t\t.value(\"Unit_Minion\",                        UnitTag::Unit_Minion)\n\t\t.value(\"Unit_Minion_Lane\",                   UnitTag::Unit_Minion_Lane)\n\t\t.value(\"Unit_Minion_Lane_Melee\",             UnitTag::Unit_Minion_Lane_Melee)\n\t\t.value(\"Unit_Minion_Lane_Ranged\",            UnitTag::Unit_Minion_Lane_Ranged)\n\t\t.value(\"Unit_Minion_Lane_Siege\",             UnitTag::Unit_Minion_Lane_Siege)\n\t\t.value(\"Unit_Minion_Lane_Super\",             UnitTag::Unit_Minion_Lane_Super)\n\t\t.value(\"Unit_Minion_Summon\",                 UnitTag::Unit_Minion_Summon)\n\t\t.value(\"Unit_Minion_Summon_Large\",           UnitTag::Unit_Minion_Summon_Large)\n\t\t.value(\"Unit_Monster\",                       UnitTag::Unit_Monster)\n\t\t.value(\"Unit_Monster_Blue\",                  UnitTag::Unit_Monster_Blue)\n\t\t.value(\"Unit_Monster_Buff\",                  UnitTag::Unit_Monster_Buff)\n\t\t.value(\"Unit_Monster_Camp\",                  UnitTag::Unit_Monster_Camp)\n\t\t.value(\"Unit_Monster_Crab\",                  UnitTag::Unit_Monster_Crab)\n\t\t.value(\"Unit_Monster_Dragon\",                UnitTag::Unit_Monster_Dragon)\n\t\t.value(\"Unit_Monster_Epic\",                  UnitTag::Unit_Monster_Epic)\n\t\t.value(\"Unit_Monster_Gromp\",                 UnitTag::Unit_Monster_Gromp)\n\t\t.value(\"Unit_Monster_Krug\",                  UnitTag::Unit_Monster_Krug)\n\t\t.value(\"Unit_Monster_Large\",                 UnitTag::Unit_Monster_Large)\n\t\t.value(\"Unit_Monster_Medium\",                UnitTag::Unit_Monster_Medium)\n\t\t.value(\"Unit_Monster_Raptor\",                UnitTag::Unit_Monster_Raptor)\n\t\t.value(\"Unit_Monster_Red\",                   UnitTag::Unit_Monster_Red)\n\t\t.value(\"Unit_Monster_Wolf\",                  UnitTag::Unit_Monster_Wolf)\n\t\t.value(\"Unit_Plant\",                         UnitTag::Unit_Plant)\n\t\t.value(\"Unit_Special\",                       UnitTag::Unit_Special)\n\t\t.value(\"Unit_Special_AzirR\",                 UnitTag::Unit_Special_AzirR)\n\t\t.value(\"Unit_Special_AzirW\",                 UnitTag::Unit_Special_AzirW)\n\t\t.value(\"Unit_Special_CorkiBomb\",             UnitTag::Unit_Special_CorkiBomb)\n\t\t.value(\"Unit_Special_EpicMonsterIgnores\",    UnitTag::Unit_Special_EpicMonsterIgnores)\n\t\t.value(\"Unit_Special_KPMinion\",              UnitTag::Unit_Special_KPMinion)\n\t\t.value(\"Unit_Special_MonsterIgnores\",        UnitTag::Unit_Special_MonsterIgnores)\n\t\t.value(\"Unit_Special_Peaceful\",              UnitTag::Unit_Special_Peaceful)\n\t\t.value(\"Unit_Special_SyndraSphere\",          UnitTag::Unit_Special_SyndraSphere)\n\t\t.value(\"Unit_Special_TeleportTarget\",        UnitTag::Unit_Special_TeleportTarget)\n\t\t.value(\"Unit_Special_Trap\",                  UnitTag::Unit_Special_Trap)\n\t\t.value(\"Unit_Special_Tunnel\",                UnitTag::Unit_Special_Tunnel)\n\t\t.value(\"Unit_Special_TurretIgnores\",         UnitTag::Unit_Special_TurretIgnores)\n\t\t.value(\"Unit_Special_UntargetableBySpells\",  UnitTag::Unit_Special_UntargetableBySpells)\n\t\t.value(\"Unit_Special_Void\",                  UnitTag::Unit_Special_Void)\n\t\t.value(\"Unit_Special_YorickW\",               UnitTag::Unit_Special_YorickW)\n\t\t.value(\"Unit_Structure\",                     UnitTag::Unit_Structure)\n\t\t.value(\"Unit_Structure_Inhibitor\",           UnitTag::Unit_Structure_Inhibitor)\n\t\t.value(\"Unit_Structure_Nexus\",               UnitTag::Unit_Structure_Nexus)\n\t\t.value(\"Unit_Structure_Turret\",              UnitTag::Unit_Structure_Turret)\n\t\t.value(\"Unit_Structure_Turret_Inhib\",        UnitTag::Unit_Structure_Turret_Inhib)\n\t\t.value(\"Unit_Structure_Turret_Inner\",        UnitTag::Unit_Structure_Turret_Inner)\n\t\t.value(\"Unit_Structure_Turret_Nexus\",        UnitTag::Unit_Structure_Turret_Nexus)\n\t\t.value(\"Unit_Structure_Turret_Outer\",        UnitTag::Unit_Structure_Turret_Outer)\n\t\t.value(\"Unit_Structure_Turret_Shrine\",       UnitTag::Unit_Structure_Turret_Shrine)\n\t\t.value(\"Unit_Ward\",                          UnitTag::Unit_Ward)\n\t\t;\n}\n"
  },
  {
    "path": "LView/Script.cpp",
    "content": "#include \"Script.h\"\n#include <stdio.h>\n\nstd::string GetPyError()\n{\n\tPyObject *exc, *val, *tb;\n\tPyErr_Fetch(&exc, &val, &tb);\n\tPyErr_NormalizeException(&exc, &val, &tb);\n\n\tPyObject* errValStr = PyObject_Str(val);\n\tPyObject* errExcLineNum = PyObject_Str(PyObject_GetAttrString(tb, \"tb_lineno\"));\n\tPyObject* errExcType = PyObject_Str(exc);\n\n\tstd::string returnVal = \"Exception \";\n\treturnVal.append(extract<std::string>(errExcType));\n\treturnVal.append(\" occured on line: \");\n\treturnVal.append(extract<std::string>(errExcLineNum));\n\treturnVal.append(\"\\n\");\n\treturnVal.append(extract<std::string>(errValStr));\n\n\treturn returnVal;\n}\n\nbool Script::LoadFunc(PyObject** loadInto, const char* funcName) {\n\tPyObject* pyFuncName = PyUnicode_FromString(funcName);\n\t*loadInto = PyObject_GetAttr(moduleObj, pyFuncName);\n\tPy_DECREF(pyFuncName);\n\n\treturn *loadInto != NULL;\n}\n\nbool Script::LoadInfo() {\n\tPyObject* dictName = PyUnicode_FromString(\"lview_script_info\");\n\tPyObject* dictAttr = PyObject_GetAttr(moduleObj, dictName);\n\tPy_DECREF(dictName);\n\n\tif (dictAttr == NULL) {\n\t\tloadError = std::string(\"No `lview_script_info` dictionary found in script\");\n\t\treturn false;\n\t}\n\n\tdict d;\n\ttry {\n\t\td = dict(handle<>(dictAttr));\n\n\t\tauthor = extract<std::string>(d.get(\"author\"));\n\t\tdescription = extract<std::string>(d.get(\"description\"));\n\t\tname = extract<std::string>(d.get(\"script\"));\n\t}\n\tcatch (error_already_set) {\n\t\t\n\t\tloadError = std::string(\"Script info dictionary contains wrong values types or missing values\");\n\t\treturn false;\n\t}\n\n\ttry {\n\t\ttargetChampion = extract<std::string>(d.get(\"target_champ\"));\n\t}\n\tcatch (error_already_set) {}\n\t\n\treturn true;\n}\n\nvoid Script::Load(const char * file)\n{ \n\tname = std::string(file);\n\tprintf(\"[+] Loading script %s\\n\", file);\n\t\n\tif (NULL != moduleObj)\n\t\tmoduleObj = PyImport_ReloadModule(moduleObj);\n\telse\n\t\tmoduleObj = PyImport_ImportModule(file);\n\n\tif (NULL == moduleObj) {\n\t\tprintf(\"   [!] Error loading %s\\n\", file);\n\n\t\tPyObject *ptype, *pvalue, *ptraceback;\n\t\tPyErr_Fetch(&ptype, &pvalue, &ptraceback);\n\n\t\tloadError = extract<std::string>(PyObject_Str(pvalue));\n\t}\n\telse {\n\t\tif (LoadInfo() &&\n\t\t\tLoadFunc(&updateFunc, \"lview_update\") &&\n\t\t\tLoadFunc(&drawSettingsFunc, \"lview_draw_settings\") &&\n\t\t\tLoadFunc(&loadCfgFunc, \"lview_load_cfg\") &&\n\t\t\tLoadFunc(&saveCfgFunc, \"lview_save_cfg\")) {\n\n\t\t\tloadError.clear();\n\t\t}\n\t}\n}\n\nvoid Script::ExecUpdate(const PyGame & state, const PyImguiInterface & ui)\n{\n\ttry {\n\t\tif (NULL != updateFunc) {\n\t\t\thigh_resolution_clock::time_point beforeUpdate = high_resolution_clock::now();\n\n\t\t\tcall<void>(updateFunc, boost::ref(state), boost::ref(ui));\n\n\t\t\tupdateTimeMs = high_resolution_clock::now() - beforeUpdate;\n\t\t}\n\t}\n\tcatch (error_already_set) {\n\t\tloadError = GetPyError();\n\t}\n}\n\nvoid Script::ExecDrawSettings(const PyGame & state, const PyImguiInterface & ui)\n{\n\ttry {\n\t\tif (NULL != drawSettingsFunc) {\n\t\t\tcall<void>(drawSettingsFunc, boost::ref(state), boost::ref(ui));\n\t\t}\n\t}\n\tcatch (error_already_set) {\n\t\tloadError = GetPyError();\n\t}\n}\n\nvoid Script::ExecLoadCfg()\n{\n\ttry {\n\t\tif (NULL != drawSettingsFunc) {\n\t\t\tcall<void>(loadCfgFunc, boost::ref(*ConfigSet::Get()));\n\t\t}\n\t}\n\tcatch (error_already_set) {\n\t\tloadError = GetPyError();\n\t}\n}\n\nvoid Script::ExecSaveCfg()\n{\n\ttry {\n\t\tif (NULL != drawSettingsFunc) {\n\t\t\tcall<void>(saveCfgFunc, boost::ref(*ConfigSet::Get()));\n\t\t}\n\t}\n\tcatch (error_already_set) {\n\t\tloadError = GetPyError();\n\t}\n}\n\nScript::~Script()\n{\n\tPy_DECREF(moduleObj);\n\tPy_DECREF(updateFunc);\n\tPy_DECREF(drawSettingsFunc);\n\tPy_DECREF(loadCfgFunc);\n\tPy_DECREF(saveCfgFunc);\n}\n"
  },
  {
    "path": "LView/Script.h",
    "content": "#pragma once\n#include \"PyGame.h\"\n#include \"PyImguiInterface.h\"\n#include \"Python.h\"\n#include \"ConfigSet.h\"\n#include <chrono>\n\nusing namespace std::chrono;\n\n/// Represents a python gameplay script\nclass Script {\n\npublic:\n\tvoid Load(const char* file);\n\tvoid ExecUpdate(const PyGame& state, const PyImguiInterface& ui);\n\tvoid ExecDrawSettings(const PyGame& state, const PyImguiInterface& ui);\n\tvoid ExecLoadCfg();\n\tvoid ExecSaveCfg();\n\n\t~Script();\n\nprivate:\n\tbool LoadFunc(PyObject** loadInto, const char* funcName);\n\tbool LoadInfo();\n\npublic:\n\tstd::string                  description;\n\tstd::string                  author;\n\tstd::string                  name;\n\tstd::string                  targetChampion;\n\n\tstd::string                  loadError;\n\tstd::string                  execError; \n\n\tduration<float, std::milli>  updateTimeMs;\n\n\tbool                         enabled;\n\nprivate:\n\tPyObject* moduleObj;\n\tPyObject* updateFunc;\n\tPyObject* drawSettingsFunc;\n\tPyObject* loadCfgFunc;\n\tPyObject* saveCfgFunc;\n};"
  },
  {
    "path": "LView/ScriptManager.cpp",
    "content": "#include \"ScriptManager.h\"\n#include <filesystem>\n\nvoid ScriptManager::LoadAll(std::string scriptsLocation, std::string& champion)\n{\n\ttry {\n\t\tactiveScripts.clear();\n\t\tinactiveScripts.clear();\n\n\t\tobject sys = import(\"sys\");\n\t\tsys.attr(\"path\").attr(\"insert\")(0, scriptsLocation.c_str());\n\n\t\tWIN32_FIND_DATAA findData;\n\t\tHANDLE hFind;\n\n\t\thFind = FindFirstFileA((scriptsLocation + \"\\\\*.py\").c_str(), &findData);\n\t\tdo {\n\t\t\tif (hFind != INVALID_HANDLE_VALUE) {\n\t\t\t\tstd::string fileName = findData.cFileName;\n\t\t\t\tfileName.erase(fileName.find(\".py\"), 3);\n\n\t\t\t\tstd::shared_ptr<Script> script;\n\t\t\t\tauto it = allScripts.find(fileName);\n\t\t\t\tif (it != allScripts.end())\n\t\t\t\t\tscript = it->second;\n\t\t\t\telse {\n\t\t\t\t\tscript = std::shared_ptr<Script>(new Script());\n\t\t\t\t\tallScripts[fileName] = script;\n\t\t\t\t}\n\n\t\t\t\tscript->Load(fileName.c_str());\n\t\t\t\tif (script->loadError.empty())\n\t\t\t\t\tReloadScriptConfigs(script);\n\t\t\t\tif (script->targetChampion.size() > 0 && script->targetChampion.compare(champion) != 0)\n\t\t\t\t\tinactiveScripts.push_back(script);\n\t\t\t\telse\n\t\t\t\t\tactiveScripts.push_back(script);\n\t\t\t}\n\t\t} while (FindNextFileA(hFind, &findData));\n\t}\n\tcatch (...) {\n\t\tPyErr_Print();\n\t}\n}\n\nvoid ScriptManager::ReloadScript(std::shared_ptr<Script>& script)\n{\n\tscript->Load(script->name.c_str());\n\tif(script->loadError.empty())\n\t\tReloadScriptConfigs(script);\n}\n\nvoid ScriptManager::SaveAllScriptsConfigs() {\n\tfor (auto it = activeScripts.begin(); it != activeScripts.end(); ++it) {\n\t\tSaveScriptConfigs(*it);\n\t}\n}\n\nvoid ScriptManager::SaveScriptConfigs(std::shared_ptr<Script>& script)\n{\n\tConfigSet& configs = *(ConfigSet::Get());\n\n\tconfigs.SetPrefixKey(script->name);\n\tconfigs.SetBool(\"enabled\", script->enabled);\n\tscript->ExecSaveCfg();\n\tconfigs.SetPrefixKey(\"\");\n}\n\nvoid ScriptManager::ReloadScriptConfigs(std::shared_ptr<Script>& script)\n{\n\tConfigSet& configs = *(ConfigSet::Get());\n\n\tconfigs.SetPrefixKey(script->name);\n\tscript->enabled = configs.GetBool(\"enabled\", true);\n\tscript->ExecLoadCfg();\n\tconfigs.SetPrefixKey(\"\");\n}\n"
  },
  {
    "path": "LView/ScriptManager.h",
    "content": "#pragma once\n#include <string>\n#include \"Script.h\"\n\n/// Manages gameplay scripts executed in Python\nclass ScriptManager {\n\npublic:\n\tvoid LoadAll(std::string scriptsLocation, std::string& champion);\n\tvoid ReloadScript(std::shared_ptr<Script>& script);\n\tvoid SaveAllScriptsConfigs();\n\n\n\tvoid SaveScriptConfigs(std::shared_ptr<Script>& script);\n\tvoid ReloadScriptConfigs(std::shared_ptr<Script>& script);\n\npublic:\n\tstd::vector<std::shared_ptr<Script>> activeScripts;\n\tstd::vector<std::shared_ptr<Script>> inactiveScripts;\n\n\tstd::map<std::string, std::shared_ptr<Script>> allScripts;\n};"
  },
  {
    "path": "LView/Spell.cpp",
    "content": "#include \"Spell.h\"\n#include \"Utils.h\"\n#include \"Offsets.h\"\n#include \"GameData.h\"\n\nBYTE Spell::buffer[0x150];\nconst char* Spell::spellTypeName[6] = { \"Q\", \"W\", \"E\", \"R\", \"D\", \"F\"};\nconst HKey   Spell::spellSlotKey[6]  = { HKey::Q, HKey::W, HKey::E, HKey::R, HKey::D, HKey::F };\n\nstd::map<std::string, SummonerSpellType> Spell::summonerSpellTypeDict = {\n\t{std::string(\"summonerhaste\"),                   SummonerSpellType::GHOST},\n\t{std::string(\"summonerheal\"),                    SummonerSpellType::HEAL},\n\t{std::string(\"summonerbarrier\"),                 SummonerSpellType::BARRIER},\n\t{std::string(\"summonerexhaust\"),                 SummonerSpellType::EXHAUST},\n\t{std::string(\"summonermana\"),                    SummonerSpellType::CLARITY},\n\t{std::string(\"summonermark\"),                SummonerSpellType::SNOWBALL},\n\t{std::string(\"summonerflash\"),                   SummonerSpellType::FLASH},\n\t{std::string(\"summonerteleport\"),                SummonerSpellType::TELEPORT},\n\t{std::string(\"summonerboost\"),                   SummonerSpellType::CLEANSE},\n\t{std::string(\"summonerdot\"),                     SummonerSpellType::IGNITE},\n\t{std::string(\"summonersmite\"),                   SummonerSpellType::SMITE},\n\t{std::string(\"s5_summonersmiteplayerganker\"),    SummonerSpellType::SMITE},\n\t{std::string(\"s5_summonersmiteduel\"),            SummonerSpellType::SMITE},\n\n};\n\nfloat Spell::GetRemainingCooldown(float gameTime) {\n\treturn (readyAt > gameTime ? readyAt - gameTime : 0.f);\n}\n\nconst char* Spell::GetTypeStr() {\n\treturn spellTypeName[(int)slot];\n}\n\nvoid Spell::Trigger() {\n\tInput::PressKey(spellSlotKey[(int)slot]);\n}\n\nvoid Spell::LoadFromMem(DWORD base, HANDLE hProcess, bool deepLoad) {\n\n\taddressSlot = base;\n\tMem::Read(hProcess, base, buffer, 0x150);\n\n\tmemcpy(&readyAt, buffer + Offsets::SpellSlotTime, sizeof(float));\n\tmemcpy(&level, buffer + Offsets::SpellSlotLevel, sizeof(int));\n\tmemcpy(&value, buffer + Offsets::SpellSlotDamage, sizeof(float));\n\n\tDWORD spellInfoPtr;\n\tmemcpy(&spellInfoPtr, buffer + Offsets::SpellSlotSpellInfo, sizeof(DWORD));\n\t\n\tDWORD spellDataPtr = Mem::ReadDWORD(hProcess, spellInfoPtr + Offsets::SpellInfoSpellData);\n\tDWORD spellNamePtr = Mem::ReadDWORD(hProcess, spellDataPtr + Offsets::SpellDataSpellName);\n\n\tchar buff[50];\n\tMem::Read(hProcess, spellNamePtr, buff, 50);\n\tname = Character::ToLower(std::string(buff));\n\n\tauto it = summonerSpellTypeDict.find(name.c_str());\n\tif (it != summonerSpellTypeDict.end())\n\t\tsummonerSpellType = it->second;\n\n\tinfo = GameData::GetSpellInfoByName(name);\n}\n\nbool Spell::EqualSpellFlags(SpellFlags flags) const\n{\n\treturn info->flags == flags;\n}\n\nbool Spell::HasSpellFlags(SpellFlags flags) const\n{\n\treturn (info->flags & flags) == flags;\n}\n\nfloat Spell::GetSpeed() const\n{\n\treturn info->speed;\n}\n\nfloat Spell::GetCastRange() const\n{\n\treturn info->castRange;\n}\n\nfloat Spell::GetWidth() const\n{\n\treturn info->width;\n}\n\nfloat Spell::GetCastRadius() const\n{\n\treturn info->castRadius;\n}\n\nfloat Spell::GetDelay() const\n{\n\treturn info->delay;\n}\n\nfloat Spell::GetHeight() const\n{\n\treturn info->height;\n}\n\nfloat Spell::GetTravelTime() const\n{\n\treturn info->travelTime;\n}\n\nstd::string Spell::GetIcon() const\n{\n\treturn info->icon;\n}\n"
  },
  {
    "path": "LView/Spell.h",
    "content": "#pragma once\n#include <string>\n#include \"windows.h\"\n#include <map>\n#include \"Input.h\"\n#include \"MemoryLoadable.h\"\n#include \"SpellInfo.h\"\n#include \"SpellInterface.h\"\n\n/// The slot that the champion spell is on\nenum class SpellSlot {\n\tQ = 0, W, E, R, D, F, NONE\n};\n\n/// Type of summoner spell\nenum class SummonerSpellType {\n\tNONE, GHOST, HEAL, BARRIER, EXHAUST, CLARITY, SNOWBALL, FLASH, TELEPORT, CLEANSE, IGNITE, SMITE\n};\n\n/// Class that represents a spell some of this data is loaded from disk and the rest is read from memory\nclass Spell: MemoryLoadable, SpellInterface {\n\npublic:\n\tSpell(SpellSlot slot) :slot(slot) {}\n\n\n\tfloat               GetRemainingCooldown(float gameTime);\n\tconst char*         GetTypeStr();\n\tvoid                LoadFromMem(DWORD base, HANDLE hProcess, bool deepLoad = true);\n\tvoid                Trigger();\n\t\t\t            \n\tbool                HasSpellFlags(SpellFlags flags)   const override;\n\tbool                EqualSpellFlags(SpellFlags flags) const override;\n\tfloat               GetSpeed()                        const override;\n\tfloat               GetCastRange()                    const override;\n\tfloat               GetWidth()                        const override;\n\tfloat               GetCastRadius()                   const override;\n\tfloat               GetDelay()                        const override;\n\tfloat               GetHeight()                       const override;\n\tfloat               GetTravelTime()                   const override;\n\tstd::string         GetIcon()                         const override;\n\npublic:\n\tstd::string       name;\n\tSpellSlot         slot;\n\tSummonerSpellType summonerSpellType;\n\tint               level = 0;\n\tfloat             readyAt = 0.f;\n\tfloat             value = 0.f;\n\n\tDWORD             addressSlot;\n\tSpellInfo*        info;\n\nprivate:\n\tstatic BYTE                                        buffer[0x150];\n\tstatic const char*                                 spellTypeName[6];\n\tstatic const HKey                                  spellSlotKey[6];\n\tstatic std::map<std::string, SummonerSpellType>    summonerSpellTypeDict;\n};"
  },
  {
    "path": "LView/SpellInfo.cpp",
    "content": "#include \"SpellInfo.h\"\n\n\nSpellInfo * SpellInfo::AddFlags(SpellFlags flags)\n{\n\tthis->flags = (SpellFlags)(this->flags | flags);\n\treturn this;\n}"
  },
  {
    "path": "LView/SpellInfo.h",
    "content": "#pragma once\n#include <string>\n#include <map>\n\n/// Flags of a spell/missile (they are the same thing anyway)\nenum SpellFlags {\n\n\t// Flags from the game data files\n\tAffectAllyChampion        = 1,\n\tAffectEnemyChampion       = 1 << 1,\n\tAffectAllyLaneMinion      = 1 << 2,\n\tAffectEnemyLaneMinion     = 1 << 3,\n\tAffectAllyWard            = 1 << 4,\n\tAffectEnemyWard           = 1 << 5,\n\tAffectAllyTurret          = 1 << 6,\n\tAffectEnemyTurret         = 1 << 7,\n\tAffectAllyInhibs          = 1 << 8,\n\tAffectEnemyInhibs         = 1 << 9,\n\tAffectAllyNonLaneMinion   = 1 << 10,\n\tAffectJungleMonster       = 1 << 11,\n\tAffectEnemyNonLaneMinion  = 1 << 12,\n\tAffectAlwaysSelf          = 1 << 13,\n\tAffectNeverSelf           = 1 << 14,\n\n\t// Custom flags set by us. These flags cant be unpacked from the game files (exception Targeted flag).\t\t\t\t\t      \n\tProjectedDestination      = 1 << 22,\n\n\tAffectAllyMob             = AffectAllyLaneMinion  | AffectAllyNonLaneMinion,\n\tAffectEnemyMob            = AffectEnemyLaneMinion | AffectEnemyNonLaneMinion | AffectJungleMonster,\n\tAffectAllyGeneric         = AffectAllyMob         | AffectAllyChampion,\n\tAffectEnemyGeneric        = AffectEnemyMob        | AffectEnemyChampion,\n};\n\n/// Static data of a spell that we load from disk\nclass SpellInfo {\n\npublic:\n\tSpellInfo* AddFlags(SpellFlags flags);\npublic:\n\t// Values from game's data files\n\tstd::string name;\n\tstd::string icon;\n\n\tSpellFlags flags;\n\tfloat delay;\n\tfloat castRange;\n\tfloat castRadius;\n\tfloat width;\n\tfloat height;\n\tfloat speed;\n\tfloat travelTime;\n};\n\n"
  },
  {
    "path": "LView/SpellInterface.h",
    "content": "#pragma once\n#include \"SpellInfo.h\"\n\n/// Used to expose spell information to python\nclass SpellInterface {\n\n\tvirtual bool        HasSpellFlags(SpellFlags flags) const = 0;\n\tvirtual bool        EqualSpellFlags(SpellFlags flags) const = 0;\n\tvirtual float       GetSpeed() const = 0;\n\tvirtual float       GetCastRange() const = 0;\n\tvirtual float       GetWidth() const = 0;\n\tvirtual float       GetCastRadius() const = 0;\n\tvirtual float       GetDelay() const = 0;\n\tvirtual float       GetHeight() const = 0;\n\tvirtual float       GetTravelTime() const = 0;\n\tvirtual std::string GetIcon() const = 0;\n};"
  },
  {
    "path": "LView/Structs.cpp",
    "content": "#include \"Structs.h\"\n#include <ctype.h>\n\n\n\n\n\n\n\n\n"
  },
  {
    "path": "LView/Structs.h",
    "content": "#pragma once\n\n#include \"windows.h\"\n#include \"Offsets.h\"\n#include \"Utils.h\"\n#include \"imgui.h\"\n#include <string>\n#include <sstream>\n#include <ctime>\n\n\n"
  },
  {
    "path": "LView/Texture2D.cpp",
    "content": "#include \"Texture2D.h\"\n\nTexture2D* Texture2D::LoadFromFile(ID3D11Device* dxDevice, std::string file)\n{\n\tTexture2D* texture = new Texture2D();\n\n\t// Load from disk into a raw RGBA buffer\n\tint image_width = 0;\n\tint image_height = 0;\n\tunsigned char* image_data = stbi_load(file.c_str(), &image_width, &image_height, NULL, 4);\n\tif (image_data == NULL)\n\t\treturn nullptr;\n\n\t// Create texture\n\tD3D11_TEXTURE2D_DESC desc;\n\tZeroMemory(&desc, sizeof(desc));\n\tdesc.Width = image_width;\n\tdesc.Height = image_height;\n\tdesc.MipLevels = 1;\n\tdesc.ArraySize = 1;\n\tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;\n\tdesc.SampleDesc.Count = 1;\n\tdesc.Usage = D3D11_USAGE_DEFAULT;\n\tdesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;\n\tdesc.CPUAccessFlags = 0;\n\n\tID3D11Texture2D *pTexture = NULL;\n\tD3D11_SUBRESOURCE_DATA subResource;\n\tsubResource.pSysMem = image_data;\n\tsubResource.SysMemPitch = desc.Width * 4;\n\tsubResource.SysMemSlicePitch = 0;\n\tdxDevice->CreateTexture2D(&desc, &subResource, &pTexture);\n\n\t// Create texture view\n\tD3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;\n\tZeroMemory(&srvDesc, sizeof(srvDesc));\n\tsrvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;\n\tsrvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;\n\tsrvDesc.Texture2D.MipLevels = desc.MipLevels;\n\tsrvDesc.Texture2D.MostDetailedMip = 0;\n\tdxDevice->CreateShaderResourceView(pTexture, &srvDesc, &texture->resourceView);\n\tpTexture->Release();\n\n\ttexture->width = image_width;\n\ttexture->height = image_height;\n\tstbi_image_free(image_data);\n\n\treturn texture;\n}\n"
  },
  {
    "path": "LView/Texture2D.h",
    "content": "#pragma once\n#include \"stb_image.h\"\n#include <d3d11.h>\n#include <functional>\n\nclass Texture2D {\n\npublic:\n\tstatic Texture2D* LoadFromFile(ID3D11Device* dxDevice, std::string file);\npublic:\n\tID3D11ShaderResourceView* resourceView;\n\tint width, height;\n};"
  },
  {
    "path": "LView/UnitInfo.cpp",
    "content": "#include \"UnitInfo.h\"\n\nstd::map<std::string, UnitTag> UnitInfo::TagMapping = {\n\t{std::string(\"Unit_\"), Unit_},\n\t{std::string(\"Unit_Champion\"), Unit_Champion},\n\t{std::string(\"Unit_Champion_Clone\"), Unit_Champion_Clone},\n\t{std::string(\"Unit_IsolationNonImpacting\"), Unit_IsolationNonImpacting},\n\t{std::string(\"Unit_KingPoro\"), Unit_KingPoro},\n\t{std::string(\"Unit_Minion\"), Unit_Minion},\n\t{std::string(\"Unit_Minion_Lane\"), Unit_Minion_Lane},\n\t{std::string(\"Unit_Minion_Lane_Melee\"), Unit_Minion_Lane_Melee},\n\t{std::string(\"Unit_Minion_Lane_Ranged\"), Unit_Minion_Lane_Ranged},\n\t{std::string(\"Unit_Minion_Lane_Siege\"), Unit_Minion_Lane_Siege},\n\t{std::string(\"Unit_Minion_Lane_Super\"), Unit_Minion_Lane_Super},\n\t{std::string(\"Unit_Minion_Summon\"), Unit_Minion_Summon},\n\t{std::string(\"Unit_Minion_SummonName_game_character_displayname_ZyraSeed\"), Unit_Minion_SummonName_game_character_displayname_ZyraSeed},\n\t{std::string(\"Unit_Minion_Summon_Large\"), Unit_Minion_Summon_Large},\n\t{std::string(\"Unit_Monster\"), Unit_Monster},\n\t{std::string(\"Unit_Monster_Blue\"), Unit_Monster_Blue},\n\t{std::string(\"Unit_Monster_Buff\"), Unit_Monster_Buff},\n\t{std::string(\"Unit_Monster_Camp\"), Unit_Monster_Camp},\n\t{std::string(\"Unit_Monster_Crab\"), Unit_Monster_Crab},\n\t{std::string(\"Unit_Monster_Dragon\"), Unit_Monster_Dragon},\n\t{std::string(\"Unit_Monster_Epic\"), Unit_Monster_Epic},\n\t{std::string(\"Unit_Monster_Gromp\"), Unit_Monster_Gromp},\n\t{std::string(\"Unit_Monster_Krug\"), Unit_Monster_Krug},\n\t{std::string(\"Unit_Monster_Large\"), Unit_Monster_Large},\n\t{std::string(\"Unit_Monster_Medium\"), Unit_Monster_Medium},\n\t{std::string(\"Unit_Monster_Raptor\"), Unit_Monster_Raptor},\n\t{std::string(\"Unit_Monster_Red\"), Unit_Monster_Red},\n\t{std::string(\"Unit_Monster_Wolf\"), Unit_Monster_Wolf},\n\t{std::string(\"Unit_Plant\"), Unit_Plant},\n\t{std::string(\"Unit_Special\"), Unit_Special},\n\t{std::string(\"Unit_Special_AzirR\"), Unit_Special_AzirR},\n\t{std::string(\"Unit_Special_AzirW\"), Unit_Special_AzirW},\n\t{std::string(\"Unit_Special_CorkiBomb\"), Unit_Special_CorkiBomb},\n\t{std::string(\"Unit_Special_EpicMonsterIgnores\"), Unit_Special_EpicMonsterIgnores},\n\t{std::string(\"Unit_Special_KPMinion\"), Unit_Special_KPMinion},\n\t{std::string(\"Unit_Special_MonsterIgnores\"), Unit_Special_MonsterIgnores},\n\t{std::string(\"Unit_Special_Peaceful\"), Unit_Special_Peaceful},\n\t{std::string(\"Unit_Special_SyndraSphere\"), Unit_Special_SyndraSphere},\n\t{std::string(\"Unit_Special_TeleportTarget\"), Unit_Special_TeleportTarget},\n\t{std::string(\"Unit_Special_Trap\"), Unit_Special_Trap},\n\t{std::string(\"Unit_Special_Tunnel\"), Unit_Special_Tunnel},\n\t{std::string(\"Unit_Special_TurretIgnores\"), Unit_Special_TurretIgnores},\n\t{std::string(\"Unit_Special_UntargetableBySpells\"), Unit_Special_UntargetableBySpells},\n\t{std::string(\"Unit_Special_Void\"), Unit_Special_Void},\n\t{std::string(\"Unit_Special_YorickW\"), Unit_Special_YorickW},\n\t{std::string(\"Unit_Structure\"), Unit_Structure},\n\t{std::string(\"Unit_Structure_Inhibitor\"), Unit_Structure_Inhibitor},\n\t{std::string(\"Unit_Structure_Nexus\"), Unit_Structure_Nexus},\n\t{std::string(\"Unit_Structure_Turret\"), Unit_Structure_Turret},\n\t{std::string(\"Unit_Structure_Turret_Inhib\"), Unit_Structure_Turret_Inhib},\n\t{std::string(\"Unit_Structure_Turret_Inner\"), Unit_Structure_Turret_Inner},\n\t{std::string(\"Unit_Structure_Turret_Nexus\"), Unit_Structure_Turret_Nexus},\n\t{std::string(\"Unit_Structure_Turret_Outer\"), Unit_Structure_Turret_Outer},\n\t{std::string(\"Unit_Structure_Turret_Shrine\"), Unit_Structure_Turret_Shrine},\n\t{std::string(\"Unit_Ward\"), Unit_Ward},\n};\n\n\nvoid UnitInfo::SetTag(const char * tagStr)\n{\n\ttags.set(TagMapping[std::string(tagStr)]);\n}\n"
  },
  {
    "path": "LView/UnitInfo.h",
    "content": "\n#pragma once\n#include <map>\n#include <string>\n#include <bitset>\n#include <array>\n\n\nenum UnitTag {\n\tUnit_ = 1,\n\tUnit_Champion = 2,\n\tUnit_Champion_Clone = 3,\n\tUnit_IsolationNonImpacting = 4,\n\tUnit_KingPoro = 5,\n\tUnit_Minion = 6,\n\tUnit_Minion_Lane = 7,\n\tUnit_Minion_Lane_Melee = 8,\n\tUnit_Minion_Lane_Ranged = 9,\n\tUnit_Minion_Lane_Siege = 10,\n\tUnit_Minion_Lane_Super = 11,\n\tUnit_Minion_Summon = 12,\n\tUnit_Minion_SummonName_game_character_displayname_ZyraSeed = 13,\n\tUnit_Minion_Summon_Large = 14,\n\tUnit_Monster = 15,\n\tUnit_Monster_Blue = 16,\n\tUnit_Monster_Buff = 17,\n\tUnit_Monster_Camp = 18,\n\tUnit_Monster_Crab = 19,\n\tUnit_Monster_Dragon = 20,\n\tUnit_Monster_Epic = 21,\n\tUnit_Monster_Gromp = 22,\n\tUnit_Monster_Krug = 23,\n\tUnit_Monster_Large = 24,\n\tUnit_Monster_Medium = 25,\n\tUnit_Monster_Raptor = 26,\n\tUnit_Monster_Red = 27,\n\tUnit_Monster_Wolf = 28,\n\tUnit_Plant = 29,\n\tUnit_Special = 30,\n\tUnit_Special_AzirR = 31,\n\tUnit_Special_AzirW = 32,\n\tUnit_Special_CorkiBomb = 33,\n\tUnit_Special_EpicMonsterIgnores = 34,\n\tUnit_Special_KPMinion = 35,\n\tUnit_Special_MonsterIgnores = 36,\n\tUnit_Special_Peaceful = 37,\n\tUnit_Special_SyndraSphere = 38,\n\tUnit_Special_TeleportTarget = 39,\n\tUnit_Special_Trap = 40,\n\tUnit_Special_Tunnel = 41,\n\tUnit_Special_TurretIgnores = 42,\n\tUnit_Special_UntargetableBySpells = 43,\n\tUnit_Special_Void = 44,\n\tUnit_Special_YorickW = 45,\n\tUnit_Structure = 46,\n\tUnit_Structure_Inhibitor = 47,\n\tUnit_Structure_Nexus = 48,\n\tUnit_Structure_Turret = 49,\n\tUnit_Structure_Turret_Inhib = 50,\n\tUnit_Structure_Turret_Inner = 51,\n\tUnit_Structure_Turret_Nexus = 52,\n\tUnit_Structure_Turret_Outer = 53,\n\tUnit_Structure_Turret_Shrine = 54,\n\tUnit_Ward = 55,\n};\n\n/// Static data for game units\nstruct UnitInfo {\n\npublic:\n\tstd::string name;\n\tfloat healthBarHeight;\n\tfloat baseMovementSpeed;\n\tfloat baseAttackRange;\n\tfloat baseAttackSpeed;\n\tfloat attackSpeedRatio;\n\t\n\tfloat acquisitionRange;\n\tfloat selectionRadius;\n\tfloat pathRadius;\n\tfloat gameplayRadius;\n\t\n\tfloat basicAttackMissileSpeed;\n\tfloat basicAttackWindup;\n\t\n\tstd::bitset<128> tags;\n\npublic:\n\tvoid SetTag(const char* tagStr);\nprivate:\n\tstatic std::map<std::string, UnitTag> TagMapping;\n};"
  },
  {
    "path": "LView/Utils.cpp",
    "content": "#include \"Utils.h\"\n#include <algorithm>\n#include <cmath>\n#include <ctime>\n\nDWORD Mem::ReadDWORD(HANDLE hProcess, DWORD addr) {\n\tDWORD_PTR ptr = NULL;\n\tSIZE_T bytesRead = 0;\n\n\tReadProcessMemory(hProcess, (DWORD*)addr, &ptr, 4, &bytesRead);\n\n\treturn ptr;\n}\n\n\nvoid Mem::Read(HANDLE hProcess, DWORD addr, void* structure, int size) {\n\tSIZE_T bytesRead = 0;\n\n\tReadProcessMemory(hProcess, (DWORD*)addr, structure, size, &bytesRead);\n}\n\nDWORD Mem::ReadDWORDFromBuffer(void* buff, int position) {\n\tDWORD result;\n\tmemcpy(&result, (char*)buff + position, 4);\n\treturn result;\n}\n\nBOOL Process::IsProcessRunning(DWORD pid)\n{\n\tHANDLE process = OpenProcess(SYNCHRONIZE, FALSE, pid);\n\tDWORD ret = WaitForSingleObject(process, 0);\n\tCloseHandle(process);\n\treturn ret == WAIT_TIMEOUT;\n}\n\nbool Character::ContainsOnlyASCII(const char* buff, int maxSize) {\n\tfor (int i = 0; i < maxSize; ++i) {\n\t\tif (buff[i] == 0)\n\t\t\treturn true;\n\t\tif ((unsigned char)buff[i] > 127)\n\t\t\treturn false;\n\t}\n\treturn true;\n}\n\nstd::string Character::ToLower(std::string str)\n{\n\tstd::string strLower;\n\tstrLower.resize(str.size());\n\n\tstd::transform(str.begin(),\n\t\tstr.end(),\n\t\tstrLower.begin(),\n\t\t::tolower);\n\n\treturn strLower;\n}\n\nstd::string Character::Format(const char* c, const char* args...) {\n\tchar buff[200];\n\tsprintf_s(buff, c, args);\n\n\treturn std::string(buff);\n}\n\nstd::string Character::RandomString(const int len) {\n\n\tstd::string tmp_s;\n\tstatic const char alphanum[] =\n\t\t\"0123456789\"\n\t\t\"ABCDEFGHIJKLMNOPQRSTUVWXYZ\"\n\t\t\"abcdefghijklmnopqrstuvwxyz\";\n\n\tsrand((unsigned int)time(0));\n\ttmp_s.reserve(len);\n\n\tfor (int i = 0; i < len; ++i)\n\t\ttmp_s += alphanum[rand() % (sizeof(alphanum) - 1)];\n\n\n\treturn tmp_s;\n}\n\n\nfloat League::EffectiveHP(float health, float armour) {\n\treturn (1.f + armour / 100.f) * health;\n}\n\nfloat League::EffectiveDamage(float damage, float armour)\n{\n\tif (armour >= 0)\n\t\treturn damage * 100.f / (100.f + armour);\n\treturn damage * (2.f - (100.f/(100.f - armour)));\n}\n\n"
  },
  {
    "path": "LView/Utils.h",
    "content": "#pragma once\n\n#include <string>\n#include <stdexcept>\n#include \"windows.h\"\n#include \"imgui.h\"\n\n#include \"Input.h\"\n#include \"Vector.h\"\n\n#define Clamp(val, lo, hi) (val < lo) ? lo : (hi < val) ? hi : val\n\nclass WinApiException : public std::runtime_error {\n\npublic:\n\tWinApiException(const char* message)\n\t\t:std::runtime_error(message){\n\n\t\terrorCode = GetLastError();\n\t\tthis->message = message;\n\t}\n\n\tstd::string GetErrorMessage() {\n\t\tstd::string msg = std::string(message);\n\n\t\tif (errorCode > 0) {\n\t\t\tchar winapiError[255];\n\t\t\tFormatMessageA(\n\t\t\t\tFORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS,\n\t\t\t\tNULL,\n\t\t\t\terrorCode,\n\t\t\t\tMAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT),\n\t\t\t\twinapiError,\n\t\t\t\t(sizeof(winapiError) / sizeof(wchar_t)),\n\t\t\t\tNULL);\n\n\t\t\tmsg.append(\"(\");\n\t\t\tmsg.append(winapiError);\n\t\t\tmsg.append(\")\");\n\t\t}\n\n\t\treturn msg;\n\t}\n\nprivate:\n\tconst char*    message = nullptr;\n\tint            errorCode = 0;\n};\n\n/// Utilities used for realing process memory\nnamespace Mem {\n\n\t/// Reads a DWORD at the specified memory location\n\tDWORD          ReadDWORD(HANDLE hProcess, DWORD addr);\n\n\t/// Reads an arbitrary struct at the specified memory location\n\tvoid           Read(HANDLE hProcess, DWORD addr, void* structure, int size);\n\n\t/// Reads a DWORD at the specified location in a given buffer\n\tDWORD          ReadDWORDFromBuffer(void* buff, int position);\n};\n\n/// WINAPI process utilities\nnamespace Process {\n\tBOOL           IsProcessRunning(DWORD pid);\n};\n\n/// League related algorithms\nnamespace League {\n\tfloat          EffectiveHP(float health, float armour);\n\tfloat          EffectiveDamage(float damage, float armour);\n}\n\n/// String related algorithms\nnamespace Character {\n\tbool        ContainsOnlyASCII(const char* buff, int maxSize);\n\tstd::string ToLower(std::string str);\n\tstd::string RandomString(const int len);\n\tstd::string Format(const char* c, const char* args...);\n}\n\n/// Some basic colors\nnamespace Colors {\n\tstatic const ImVec4 BLACK       = ImVec4(0.06f, 0.06f, 0.06f, 1.f);\n\tstatic const ImVec4 WHITE       = ImVec4(1.f,   1.f,   1.f,   1.f);\n\tstatic const ImVec4 RED         = ImVec4(1.f,   0.f,   0.f,   1.f);\n\tstatic const ImVec4 DARK_RED    = ImVec4(0.6f,  0.f,   0.f,   1.f);\n\tstatic const ImVec4 GREEN       = ImVec4(0.f,   1.f,   0.f,   1.f);\n\tstatic const ImVec4 DARK_GREEN  = ImVec4(0.f,   0.6f,  0.f,   1.f);\n\tstatic const ImVec4 YELLOW      = ImVec4(1.f,   1.f,   0.f,   1.f);\n\tstatic const ImVec4 DARK_YELLOW = ImVec4(0.6f,  0.6f,  0.f,   1.f);\n\tstatic const ImVec4 CYAN        = ImVec4(0.f,   1.f,   1.f,   1.f);\n\tstatic const ImVec4 PURPLE      = ImVec4(1.f,   0.f,   1.f,   1.f);\n\tstatic const ImVec4 GRAY        = ImVec4(0.5f,  0.5f,  0.5f,  1.f);\n\tstatic const ImVec4 ORANGE      = ImVec4(1.f,   0.54f, 0.f,   1.f);\n\tstatic const ImVec4 BLUE        = ImVec4(0.f,   0.f,   1.f,   1.f);\n\tstatic const ImVec4 BROWN       = ImVec4(0.54f, 0.27f, 0.06f, 1.f);\n}"
  },
  {
    "path": "LView/Vector.h",
    "content": "#pragma once\n#include <cmath>\n\nstruct Vector2 {\n\tVector2() {};\n\tVector2(float _x, float _y) {\n\t\tx = _x;\n\t\ty = _y; \n\t}\n\n\tfloat x;\n\tfloat y;\n\n\tfloat length() {\n\t\treturn sqrt(x*x + y * y);\n\t}\n\n\tfloat distance(const Vector2& o) {\n\t\treturn sqrt(pow(x - o.x, 2) + pow(y - o.y, 2));\n\t}\n\n\tVector2 vscale(const Vector2& s) {\n\t\treturn Vector2(x*s.x, y*s.y);\n\t}\n\n\tVector2 scale(float s) {\n\t\treturn Vector2(x*s, y*s);\n\t}\n\n\tVector2 normalize() {\n\t\tfloat l = length();\n\t\treturn Vector2(x / l, y / l);\n\t}\n\n\tVector2 add(const Vector2& o) {\n\t\treturn Vector2(x + o.x, y + o.y);\n\t}\n\n\tVector2 sub(const Vector2& o) {\n\t\treturn Vector2(x - o.x, y - o.y);\n\t}\n\n\tVector2 clone() {\n\t\treturn Vector2(x, y);\n\t}\n};\n\nstruct Vector3 {\n\tVector3() {};\n\tVector3(float _x, float _y, float _z) {\n\t\tx = _x; \n\t\ty = _y;\n\t\tz = _z; \n\t}\n\n\tfloat x;\n\tfloat y;\n\tfloat z;\n\n\tfloat length() {\n\t\treturn sqrt(x*x + y*y + z*z);\n\t}\n\n\tfloat distance(const Vector3& o) {\n\t\treturn sqrt(pow(x - o.x, 2) + pow(y - o.y, 2) + pow(z - o.z, 2));\n\t}\n\n\tVector3 rotate_x(float angle) {\n\t\treturn Vector3(\n\t\t\tx,\n\t\t\ty * cos(angle) - z * sin(angle),\n\t\t\ty * sin(angle) + z * cos(angle)\n\t\t);\n\t}\n\n\tVector3 rotate_y(float angle) {\n\t\treturn Vector3(\n\t\t\tx * cos(angle) + z * sin(angle),\n\t\t\ty,\n\t\t\t-x * sin(angle) + z * cos(angle)\n\t\t);\n\t}\n\n\tVector3 rotate_z(float angle) {\n\t\treturn Vector3(\n\t\t\tx * cos(angle) - y * sin(angle),\n\t\t\tx * sin(angle) + y * cos(angle),\n\t\t\tz\n\t\t);\n\t}\t\n\n\tVector3 vscale(const Vector3& s) {\n\t\treturn Vector3(x*s.x, y*s.y, z*s.z);\n\t}\n\t\n\tVector3 scale(float s) {\n\t\treturn Vector3(x*s, y*s, z*s);\n\t}\n\n\tVector3 normalize() {\n\t\tfloat l = length();\n\t\treturn Vector3(x / l, y / l, z / l);\n\t}\n\n\tVector3 add(const Vector3& o) {\n\t\treturn Vector3(x + o.x, y + o.y, z + o.z);\n\t}\n\n\tVector3 sub(const Vector3& o) {\n\t\treturn Vector3(x - o.x, y - o.y, z - o.z);\n\t}\n\n\tVector3 clone() {\n\t\treturn Vector3(x, y, z);\n\t}\n};\n\nstruct Vector4 {\n\tVector4() {};\n\tVector4(float _x, float _y, float _z, float _w) { \n\t\tx = _x; \n\t\ty = _y; \n\t\tz = _z; \n\t\tw = _w; \n\t}\n\n\tfloat x;\n\tfloat y;\n\tfloat z;\n\tfloat w;\n\n\tfloat length() {\n\t\treturn sqrt(x*x + y*y + z*z + w*w);\n\t}\n\n\tfloat distance(const Vector4& o) {\n\t\treturn sqrt(pow(x - o.x, 2) + pow(y - o.y, 2) + pow(z - o.z, 2) + pow(w - o.w, 2));\n\t}\n\n\tVector4 vscale(const Vector4& s) {\n\t\treturn Vector4(x*s.x, y*s.y, z*s.z, w*s.w);\n\t}\n\n\tVector4 scale(float s) {\n\t\treturn Vector4(x*s, y*s, z*s, w*s);\n\t}\n\n\tVector4 normalize() {\n\t\tfloat l = length();\n\t\treturn Vector4(x / l, y / l, z / l, w / l);\n\t}\n\n\tVector4 add(const Vector4& o) {\n\t\treturn Vector4(x + o.x, y + o.y, z + o.z, w + o.w);\n\t}\n\n\tVector4 sub(const Vector4& o) {\n\t\treturn Vector4(x - o.x, y - o.y, z - o.z, w - o.w);\n\t}\n\n\tVector4 clone() {\n\t\treturn Vector4(x, y, z, w);\n\t}\n};"
  },
  {
    "path": "LView/config.ini",
    "content": "::scriptsFolder=F:\\Github\\LViewLoL\\GameplayScripts\nAuto Smite::enable_key=41\nAuto Smite::enabled=1\nAuto Smite::show_smitable=1\nAuto Spell::cast_keys={\"Q\": 2, \"W\": 3, \"E\": 4, \"R\": 5}\nAuto Spell::enabled=1\nAuto Spell::target_jungle=1\nAuto Spell::target_minions=1\nAuto Spell::targeting_target=1\nChampion Tracker::enabled=1\nChampion Tracker::seconds_to_track=15.000000\nDrawings::attack_range=1\nDrawings::enabled=1\nDrawings::minion_last_hit=1\nDrawings::skillshots=1\nDrawings::skillshots_max_speed=5000.000000\nDrawings::skillshots_min_range=0.000000\nDrawings::skillshots_predict=0\nDrawings::skillshots_show_ally=1\nDrawings::skillshots_show_enemy=1\nDrawings::turret_ranges=1\nMap Awareness::bound_max=4000.000000\nMap Awareness::enabled=1\nObject Explorer::enabled=1\nOrbwalker::auto_last_hit=1\nOrbwalker::enabled=1\nOrbwalker::key_attack_move=30\nOrbwalker::key_orbwalk=57\nOrbwalker::max_atk_speed=2.322000\nOrbwalker::targeting_target=1\nOrbwalker::toggle_mode=0\nSpell Tracker::enabled=1\nSpell Tracker::show_allies=0\nSpell Tracker::show_enemies=1\nSpell Tracker::show_local_champ=0\nTwisted Fate Card Picker::enabled=1\nTwisted Fate Card Picker::key_blue=0\nTwisted Fate Card Picker::key_red=46\nTwisted Fate Card Picker::key_yellow=18\nVision Tracker::enabled=1\nVision Tracker::show_clones=1\nVision Tracker::show_traps=1\nVision Tracker::show_wards=1\nVision Tracker::traps={\"caitlyntrap\": [50, true, false, \"caitlyn_yordlesnaptrap\"], \"jhintrap\": [140, true, false, \"jhin_e\"], \"jinxmine\": [50, true, false, \"jinx_e\"], \"maokaisproutling\": [50, false, false, \"maokai_e\"], \"nidaleespear\": [50, true, false, \"nidalee_w1\"], \"shacobox\": [300, true, false, \"jester_deathward\"], \"teemomushroom\": [75, true, true, \"teemo_r\"]}\nVision Tracker::wards={\"bluetrinket\": [900, true, true, \"bluetrinket\"], \"jammerdevice\": [900, true, true, \"pinkward\"], \"perkszombieward\": [900, true, true, \"bluetrinket\"], \"sightward\": [900, true, true, \"sightward\"], \"visionward\": [900, true, true, \"sightward\"], \"yellowtrinket\": [900, true, true, \"yellowtrinket\"], \"yellowtrinketupgrade\": [900, true, true, \"yellowtrinket\"], \"ward\": [900, true, true, \"sightward\"]}"
  },
  {
    "path": "LView/data/ItemData.json",
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\"projectDestination\": false\n    },\n    {\n        \"name\": \"GarenECancel\",\n        \"icon\": \"Garen_E2\",\n        \"flags\": 1029,\n        \"delay\": 0.5,\n        \"castRange\": 0.0,\n        \"castRadius\": 100.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 0.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"GnarBigE\",\n        \"icon\": \"GnarBig_E\",\n        \"flags\": 6154,\n        \"delay\": 0.25,\n        \"castRange\": 675.0,\n        \"castRadius\": 175.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 0.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"GnarBasicAttack2\",\n        \"icon\": \"\",\n        \"flags\": 24527,\n        \"delay\": 0.0,\n        \"castRange\": 387.5,\n        \"castRadius\": 100.0,\n        \"width\": 0.0,\n        \"height\": 100.0,\n        \"speed\": 1500.0,\n        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\"height\": 100.0,\n        \"speed\": 1500.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"GnarParticleTest\",\n        \"icon\": \"Tristana_headshot\",\n        \"flags\": 9221,\n        \"delay\": 0.5,\n        \"castRange\": 20.0,\n        \"castRadius\": 210.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 1450.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"GnarBigQMissile\",\n        \"icon\": \"GnarBig_Q\",\n        \"flags\": 6154,\n        \"delay\": 0.5,\n        \"castRange\": 1125.0,\n        \"castRadius\": 100.0,\n        \"width\": 90.0,\n        \"height\": 100.0,\n        \"speed\": 2100.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"GnarQMissileReturn\",\n        \"icon\": \"Ahri_OrbofDeception\",\n        \"flags\": 14346,\n        \"delay\": 0.25,\n        \"castRange\": 25000.0,\n        \"castRadius\": 275.0,\n        \"width\": 75.0,\n        \"height\": 100.0,\n        \"speed\": 60.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"GnarCritAttack2\",\n        \"icon\": \"\",\n        \"flags\": 24527,\n        \"delay\": 0.0,\n        \"castRange\": 387.5,\n        \"castRadius\": 100.0,\n        \"width\": 0.0,\n        \"height\": 100.0,\n        \"speed\": 1500.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"GnarPassive\",\n        \"icon\": \"Gnar_Passive\",\n        \"flags\": 0,\n        \"delay\": 0.5,\n        \"castRange\": 0.0,\n        \"castRadius\": 0.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 0.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"GnarBigAttackTower\",\n        \"icon\": \"\",\n        \"flags\": 5327,\n 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\"castRadius\": 60.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 20.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"MalzaharQMissile\",\n        \"icon\": \"Malzahar_Q\",\n        \"flags\": 6154,\n        \"delay\": 0.6000000238418579,\n        \"castRange\": 750.0,\n        \"castRadius\": 120.0,\n        \"width\": 85.0,\n        \"height\": 100.0,\n        \"speed\": 1600.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": true\n    },\n    {\n        \"name\": \"MalzaharPassive\",\n        \"icon\": \"Malzahar_Passive\",\n        \"flags\": 0,\n        \"delay\": 0.5,\n        \"castRange\": 0.0,\n        \"castRadius\": 0.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 0.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"MalzaharBasicAttack2\",\n        \"icon\": \"\",\n        \"flags\": 24527,\n  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\"travelTime\": 0.0,\n        \"projectDestination\": true\n    },\n    {\n        \"name\": \"MaokaiEMissileBrushTiny\",\n        \"icon\": \"\",\n        \"flags\": 6154,\n        \"delay\": 0.25,\n        \"castRange\": 25000.0,\n        \"castRadius\": 0.0,\n        \"width\": 120.0,\n        \"height\": 60.0,\n        \"speed\": 1500.0,\n        \"travelTime\": 0.3499999940395355,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"MaokaiBasicAttack2\",\n        \"icon\": \"\",\n        \"flags\": 5327,\n        \"delay\": 0.4166499972343445,\n        \"castRange\": 200.0,\n        \"castRadius\": 100.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 0.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"MaokaiE\",\n        \"icon\": \"Maokai_E\",\n        \"flags\": 6154,\n        \"delay\": 0.25,\n        \"castRange\": 1100.0,\n        \"castRadius\": 0.0,\n        \"width\": 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{\n        \"name\": \"NautilusSplashZoneSplash\",\n        \"icon\": \"Nautilus_RippleEffect\",\n        \"flags\": 7375,\n        \"delay\": 0.25,\n        \"castRange\": 925.0,\n        \"castRadius\": 210.0,\n        \"width\": 85.0,\n        \"height\": 100.0,\n        \"speed\": 450.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": true\n    },\n    {\n        \"name\": \"NautilusAnchorDragMissile\",\n        \"icon\": \"\",\n        \"flags\": 6154,\n        \"delay\": 0.25,\n        \"castRange\": 925.0,\n        \"castRadius\": 25000.0,\n        \"width\": 90.0,\n        \"height\": 100.0,\n        \"speed\": 2000.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": true\n    },\n    {\n        \"name\": \"NautilusWDoT\",\n        \"icon\": \"Nautilus_Wrath\",\n        \"flags\": 15567,\n        \"delay\": 0.25,\n        \"castRange\": 350.0,\n        \"castRadius\": 225.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 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\"height\": 0.0,\n        \"speed\": 4000.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"RekSaiQSpellPassive\",\n        \"icon\": \"RekSai_Q1\",\n        \"flags\": 9221,\n        \"delay\": 0.25,\n        \"castRange\": 325.0,\n        \"castRadius\": 100.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 1600.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"RekSaiW\",\n        \"icon\": \"RekSai_W1\",\n        \"flags\": 15567,\n        \"delay\": 0.25,\n        \"castRange\": 1650.0,\n        \"castRadius\": 100.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 1600.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"RekSaiQ\",\n        \"icon\": \"RekSai_Q1\",\n        \"flags\": 9221,\n        \"delay\": 0.25,\n        \"castRange\": 325.0,\n        \"castRadius\": 100.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 1600.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"RekSaiR\",\n        \"icon\": \"RekSai_R\",\n        \"flags\": 4106,\n        \"delay\": 0.3499999940395355,\n        \"castRange\": 1500.0,\n        \"castRadius\": 0.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 0.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"RekSaiESpellPassive\",\n        \"icon\": \"RekSai_E1\",\n        \"flags\": 6154,\n        \"delay\": 0.25,\n        \"castRange\": 250.0,\n        \"castRadius\": 250.0,\n        \"width\": 60.0,\n        \"height\": 0.0,\n        \"speed\": 4000.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"RekSaiWBurrowed\",\n        \"icon\": \"RekSai_W2\",\n        \"flags\": 7183,\n    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\"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 0.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"RellR\",\n        \"icon\": \"RellR.DarkSupport\",\n        \"flags\": 8192,\n        \"delay\": 0.25,\n        \"castRange\": 200.0,\n        \"castRadius\": 0.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 0.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"RellE\",\n        \"icon\": \"RellE.DarkSupport\",\n        \"flags\": 6155,\n        \"delay\": 0.25,\n        \"castRange\": 1500.0,\n        \"castRadius\": 0.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 0.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"RellWEmpoweredAttack\",\n        \"icon\": \"\",\n        \"flags\": 23210,\n        \"delay\": 0.5,\n        \"castRange\": 125.0,\n     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\"icon\": \"Seraphine_E2.EllipsisMage\",\n        \"flags\": 0,\n        \"delay\": 0.5,\n        \"castRange\": 0.0,\n        \"castRadius\": 0.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 0.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"SeraphinePassiveAttack\",\n        \"icon\": \"\",\n        \"flags\": 6826,\n        \"delay\": 0.5,\n        \"castRange\": 550.0,\n        \"castRadius\": 0.0,\n        \"width\": 0.0,\n        \"height\": 100.0,\n        \"speed\": 1800.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"SeraphineWHaste\",\n        \"icon\": \"Seraphine_W1.EllipsisMage\",\n        \"flags\": 0,\n        \"delay\": 0.5,\n        \"castRange\": 0.0,\n        \"castRadius\": 0.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 0.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n 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\"projectDestination\": false\n    },\n    {\n        \"name\": \"SeraphinePassiveNotesMissileToAlly\",\n        \"icon\": \"\",\n        \"flags\": 1,\n        \"delay\": 0.5,\n        \"castRange\": 25000.0,\n        \"castRadius\": 0.0,\n        \"width\": 0.0,\n        \"height\": 100.0,\n        \"speed\": 0.0,\n        \"travelTime\": 0.25,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"SettPassive\",\n        \"icon\": \"Sett_P.Sett\",\n        \"flags\": 0,\n        \"delay\": 0.5,\n        \"castRange\": 0.0,\n        \"castRadius\": 0.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 0.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"SettSlow\",\n        \"icon\": \"Sett_Buff.Sett\",\n        \"flags\": 0,\n        \"delay\": 0.5,\n        \"castRange\": 0.0,\n        \"castRadius\": 0.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 0.0,\n   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\"castRange\": 925.0,\n        \"castRadius\": 260.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 0.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"SorakaQReturnMissile\",\n        \"icon\": \"\",\n        \"flags\": 7375,\n        \"delay\": 0.5,\n        \"castRange\": 2500.0,\n        \"castRadius\": 0.0,\n        \"width\": 0.0,\n        \"height\": 100.0,\n        \"speed\": 1400.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"SorakaBasicAttack\",\n        \"icon\": \"\",\n        \"flags\": 5327,\n        \"delay\": 0.4437500014901161,\n        \"castRange\": 622.7000122070312,\n        \"castRadius\": 100.0,\n        \"width\": 0.0,\n        \"height\": 100.0,\n        \"speed\": 1000.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"Consecration_Self\",\n        \"icon\": 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\"projectDestination\": false\n    },\n    {\n        \"name\": \"ZoeEMisAudio\",\n        \"icon\": \"Zoe_E\",\n        \"flags\": 0,\n        \"delay\": 0.0,\n        \"castRange\": 800.0,\n        \"castRadius\": 250.0,\n        \"width\": 1.0,\n        \"height\": 100.0,\n        \"speed\": 1700.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"ZoeW_S5_SummonerSmiteDuel\",\n        \"icon\": \"Smite_Red\",\n        \"flags\": 6154,\n        \"delay\": 0.5,\n        \"castRange\": 500.0,\n        \"castRadius\": 210.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 20.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"ZoeW_SummonerTeleport\",\n        \"icon\": \"Summoner_teleport\",\n        \"flags\": 1108,\n        \"delay\": 0.5,\n        \"castRange\": 25000.0,\n        \"castRadius\": 240.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 20.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"ZoeBasicAttack\",\n        \"icon\": \"\",\n        \"flags\": 7375,\n        \"delay\": 1.0,\n        \"castRange\": 300.0,\n        \"castRadius\": 0.0,\n        \"width\": 60.0,\n        \"height\": 100.0,\n        \"speed\": 1600.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"ZoeW_SummonerBarrier\",\n        \"icon\": \"SummonerBarrier_Zoe\",\n        \"flags\": 15567,\n        \"delay\": 0.5,\n        \"castRange\": 1200.0,\n        \"castRadius\": 600.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 0.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"ZoeQMis2Warning2\",\n        \"icon\": \"FallenAngel_DarkBinding\",\n        \"flags\": 0,\n        \"delay\": 0.0,\n        \"castRange\": 1175.0,\n        \"castRadius\": 100.0,\n        \"width\": 60.0,\n        \"height\": 100.0,\n        \"speed\": 2500.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"ZoeEDistanceSolver\",\n        \"icon\": \"\",\n        \"flags\": 0,\n        \"delay\": 0.0,\n        \"castRange\": 800.0,\n        \"castRadius\": 250.0,\n        \"width\": 40.0,\n        \"height\": 100.0,\n        \"speed\": 1700.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": true\n    },\n    {\n        \"name\": \"ZyraW\",\n        \"icon\": \"ZyraW\",\n        \"flags\": 1028,\n        \"delay\": 0.24320000410079956,\n        \"castRange\": 850.0,\n        \"castRadius\": 45.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 2200.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"ZyraQ\",\n        \"icon\": \"ZyraQ\",\n        \"flags\": 7183,\n        \"delay\": 0.25,\n        \"castRange\": 800.0,\n        \"castRadius\": 430.0,\n        \"width\": 85.0,\n        \"height\": 100.0,\n        \"speed\": 1400.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": true\n    },\n    {\n        \"name\": \"ZyraP\",\n        \"icon\": \"ZyraP\",\n        \"flags\": 6154,\n        \"delay\": 0.25,\n        \"castRange\": 1200.0,\n        \"castRadius\": 1200.0,\n        \"width\": 0.0,\n        \"height\": 100.0,\n        \"speed\": 1500.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"ZyraR\",\n        \"icon\": \"ZyraR\",\n        \"flags\": 6154,\n        \"delay\": 0.25,\n        \"castRange\": 700.0,\n        \"castRadius\": 500.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 20.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"ZyraRSplash\",\n        \"icon\": \"ZyraR\",\n        \"flags\": 6154,\n        \"delay\": 0.2418999969959259,\n        \"castRange\": 925.0,\n        \"castRadius\": 400.0,\n        \"width\": 85.0,\n        \"height\": 100.0,\n        \"speed\": 650.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": true\n    },\n    {\n        \"name\": \"ZyraCritAttack\",\n        \"icon\": \"\",\n        \"flags\": 8143,\n        \"delay\": 0.29385000467300415,\n        \"castRange\": 650.0,\n        \"castRadius\": 0.0,\n        \"width\": 0.0,\n        \"height\": 100.0,\n        \"speed\": 2000.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"ZyraE\",\n        \"icon\": \"ZyraE\",\n        \"flags\": 7183,\n        \"delay\": 0.25,\n        \"castRange\": 1100.0,\n        \"castRadius\": 100.0,\n        \"width\": 70.0,\n        \"height\": 100.0,\n        \"speed\": 1150.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": true\n    },\n    {\n        \"name\": \"ZyraQPlantMissileOnSpawn\",\n        \"icon\": \"ZyraQ\",\n        \"flags\": 6794,\n        \"delay\": 0.25,\n        \"castRange\": 675.0,\n        \"castRadius\": 710.0,\n        \"width\": 0.0,\n        \"height\": 100.0,\n        \"speed\": 1200.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"ZyraQPlantMissile\",\n        \"icon\": \"ZyraQ\",\n        \"flags\": 6794,\n        \"delay\": 0.25,\n        \"castRange\": 675.0,\n        \"castRadius\": 710.0,\n        \"width\": 0.0,\n        \"height\": 100.0,\n        \"speed\": 1200.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"ZyraQPlant\",\n        \"icon\": \"ZyraQ\",\n        \"flags\": 7183,\n        \"delay\": 0.25,\n        \"castRange\": 0.0,\n        \"castRadius\": 300.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 1800.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"ZyraBasicAttack2\",\n        \"icon\": \"\",\n        \"flags\": 8143,\n        \"delay\": 0.29385000467300415,\n        \"castRange\": 650.0,\n        \"castRadius\": 0.0,\n        \"width\": 0.0,\n        \"height\": 150.0,\n        \"speed\": 1700.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"ZyraSeedTrapVision\",\n        \"icon\": \"ZyraW\",\n        \"flags\": 7183,\n        \"delay\": 0.25,\n        \"castRange\": 675.0,\n        \"castRadius\": 300.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 1800.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"ZyraPassiveDeathManager\",\n        \"icon\": \"ZyraPQ\",\n        \"flags\": 1024,\n        \"delay\": 0.5,\n        \"castRange\": 1000.0,\n        \"castRadius\": 0.0,\n        \"width\": 70.0,\n        \"height\": 0.0,\n        \"speed\": 1900.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"ZyraEPlantAttack2\",\n        \"icon\": \"ZyraE\",\n        \"flags\": 6794,\n        \"delay\": 0.25,\n        \"castRange\": 675.0,\n        \"castRadius\": 710.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 0.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"ZyraEPlant\",\n        \"icon\": \"ZyraE\",\n        \"flags\": 7183,\n        \"delay\": 0.25,\n        \"castRange\": 0.0,\n        \"castRadius\": 300.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 1800.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"ZyraBasicAttack\",\n        \"icon\": \"\",\n        \"flags\": 8143,\n        \"delay\": 0.29385000467300415,\n        \"castRange\": 650.0,\n        \"castRadius\": 0.0,\n        \"width\": 0.0,\n        \"height\": 150.0,\n        \"speed\": 1700.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"ZyraPQueenOfThorns\",\n        \"icon\": \"\",\n        \"flags\": 6154,\n        \"delay\": 0.25,\n        \"castRange\": 600.0,\n        \"castRadius\": 1000.0,\n        \"width\": 0.0,\n        \"height\": 100.0,\n        \"speed\": 1500.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"ZyraPSeedMis\",\n        \"icon\": \"\",\n        \"flags\": 1024,\n        \"delay\": 0.29385000467300415,\n        \"castRange\": 4000.0,\n        \"castRadius\": 0.0,\n        \"width\": 0.0,\n        \"height\": 100.0,\n        \"speed\": 7500.0,\n        \"travelTime\": 1.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"ZyraEPlantAttack\",\n        \"icon\": \"ZyraE\",\n        \"flags\": 6794,\n        \"delay\": 0.25,\n        \"castRange\": 675.0,\n        \"castRadius\": 710.0,\n        \"width\": 0.0,\n        \"height\": 0.0,\n        \"speed\": 0.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    },\n    {\n        \"name\": \"ZyraWSeedMis\",\n        \"icon\": \"\",\n        \"flags\": 1024,\n        \"delay\": 0.29385000467300415,\n        \"castRange\": 4000.0,\n        \"castRadius\": 0.0,\n        \"width\": 0.0,\n        \"height\": 100.0,\n        \"speed\": 7500.0,\n        \"travelTime\": 0.0,\n        \"projectDestination\": false\n    }\n]"
  },
  {
    "path": "LView/data/SpellDataCustom.json",
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  },
  {
    "path": "LView/data/UnitData.json",
    "content": "[\n    {\n        \"name\": \"aatrox\",\n        \"healthBarHeight\": 140.0,\n        \"baseMoveSpeed\": 345.0,\n        \"attackRange\": 175.0,\n        \"attackSpeed\": 0.6510000228881836,\n        \"attackSpeedRatio\": 0.6510000228881836,\n        \"acquisitionRange\": 475.0,\n        \"selectionRadius\": 135.0,\n        \"pathingRadius\": 35.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 347.79998779296875,\n        \"basicAtkWindup\": 0.19736843137199542,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"ahri\",\n        \"healthBarHeight\": 94.0,\n        \"baseMoveSpeed\": 330.0,\n        \"attackRange\": 550.0,\n        \"attackSpeed\": 0.6679999828338623,\n        \"attackSpeedRatio\": 0.6679999828338623,\n        \"acquisitionRange\": 525.0,\n        \"selectionRadius\": 100.0,\n        \"pathingRadius\": 35.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 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80.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.3,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"amumu\",\n        \"healthBarHeight\": 68.0,\n        \"baseMoveSpeed\": 335.0,\n        \"attackRange\": 125.0,\n        \"attackSpeed\": 0.7360000014305115,\n        \"attackSpeedRatio\": 0.6380000114440918,\n        \"acquisitionRange\": 600.0,\n        \"selectionRadius\": 100.0,\n        \"pathingRadius\": 30.0,\n        \"gameplayRadius\": 55.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.23384353816509246,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"anivia\",\n        \"healthBarHeight\": 120.0,\n        \"baseMoveSpeed\": 325.0,\n        \"attackRange\": 600.0,\n        \"attackSpeed\": 0.625,\n        \"attackSpeedRatio\": 0.625,\n        \"acquisitionRange\": 600.0,\n        \"selectionRadius\": 140.0,\n        \"pathingRadius\": 35.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 1500.0,\n        \"basicAtkWindup\": 0.19999999850988387,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"aniviaegg\",\n        \"healthBarHeight\": 120.0,\n        \"baseMoveSpeed\": 325.0,\n        \"attackRange\": 600.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 600.0,\n        \"selectionRadius\": 80.0,\n        \"pathingRadius\": 54.400001525878906,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.2082999974489212,\n        \"tags\": [\n            \"Unit_\"\n        ]\n    },\n    {\n        \"name\": \"aniviaiceblock\",\n        \"healthBarHeight\": 100.0,\n        \"baseMoveSpeed\": 0.0,\n        \"attackRange\": 0.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 0.0,\n        \"selectionRadius\": 130.0,\n        \"pathingRadius\": 100.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.3957999974489212,\n        \"tags\": [\n            \"Unit_\"\n        ]\n    },\n    {\n        \"name\": \"annie\",\n        \"healthBarHeight\": 85.0,\n        \"baseMoveSpeed\": 335.0,\n        \"attackRange\": 625.0,\n        \"attackSpeed\": 0.5789999961853027,\n        \"attackSpeedRatio\": 0.5789999961853027,\n        \"acquisitionRange\": 625.0,\n        \"selectionRadius\": 100.0,\n        \"pathingRadius\": 30.0,\n        \"gameplayRadius\": 55.0,\n        \"basicAtkMissileSpeed\": 1200.0,\n        \"basicAtkWindup\": 0.19579475671052932,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"annietibbers\",\n        \"healthBarHeight\": 92.0,\n        \"baseMoveSpeed\": 350.0,\n        \"attackRange\": 150.0,\n        \"attackSpeed\": 1.7359999418258667,\n      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\"pathingRadius\": 30.0,\n        \"gameplayRadius\": 40.0,\n        \"basicAtkMissileSpeed\": 750.0,\n        \"basicAtkWindup\": 0.23952096780813728,\n        \"tags\": [\n            \"Unit_Monster_Red\",\n            \"Unit_Monster\",\n            \"Unit_Monster_Camp\"\n        ]\n    },\n    {\n        \"name\": \"sru_riftherald\",\n        \"healthBarHeight\": 170.0,\n        \"baseMoveSpeed\": 325.0,\n        \"attackRange\": 250.0,\n        \"attackSpeed\": 0.4000000059604645,\n        \"attackSpeedRatio\": 0.5,\n        \"acquisitionRange\": 0.0,\n        \"selectionRadius\": 120.0,\n        \"pathingRadius\": 110.0,\n        \"gameplayRadius\": 110.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.25,\n        \"tags\": [\n            \"Unit_Monster_Epic\",\n            \"Unit_Monster\",\n            \"Unit_Special_Void\",\n            \"Unit_Monster_Camp\"\n        ]\n    },\n    {\n        \"name\": \"sru_riftherald_mercenary\",\n        \"healthBarHeight\": 147.0,\n        \"baseMoveSpeed\": 325.0,\n        \"attackRange\": 250.0,\n        \"attackSpeed\": 0.5,\n        \"attackSpeedRatio\": 0.5,\n        \"acquisitionRange\": 0.0,\n        \"selectionRadius\": 120.0,\n        \"pathingRadius\": 110.0,\n        \"gameplayRadius\": 110.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.25,\n        \"tags\": [\n            \"Unit_Monster_Epic\",\n            \"Unit_Monster\",\n            \"Unit_Special_Void\",\n            \"Unit_Monster_Large\"\n        ]\n    },\n    {\n        \"name\": \"sru_riftherald_relic\",\n        \"healthBarHeight\": 100.0,\n        \"baseMoveSpeed\": 350.0,\n        \"attackRange\": 0.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 0.0,\n        \"selectionRadius\": 1.0,\n        \"pathingRadius\": 1.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 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\"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.20833333134651183,\n        \"tags\": [\n            \"Unit_\"\n        ]\n    },\n    {\n        \"name\": \"sru_storekeepernorth\",\n        \"healthBarHeight\": 100.0,\n        \"baseMoveSpeed\": 0.0,\n        \"attackRange\": 0.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 0.0,\n        \"selectionRadius\": 0.0,\n        \"pathingRadius\": 0.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.0,\n        \"tags\": [\n            \"Unit_\"\n        ]\n    },\n    {\n        \"name\": \"sru_storekeepersouth\",\n        \"healthBarHeight\": 100.0,\n        \"baseMoveSpeed\": 0.0,\n        \"attackRange\": 0.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 0.0,\n        \"selectionRadius\": 0.0,\n        \"pathingRadius\": 0.0,\n        \"gameplayRadius\": 65.0,\n 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\"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.20833333134651183,\n        \"tags\": [\n            \"Unit_\"\n        ]\n    },\n    {\n        \"name\": \"srx_banner_vertical\",\n        \"healthBarHeight\": 100.0,\n        \"baseMoveSpeed\": 345.0,\n        \"attackRange\": 175.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 600.0,\n        \"selectionRadius\": 250.0,\n        \"pathingRadius\": 30.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.20833333134651183,\n        \"tags\": [\n            \"Unit_\"\n        ]\n    },\n    {\n        \"name\": \"srx_banner_verticalthin\",\n        \"healthBarHeight\": 100.0,\n        \"baseMoveSpeed\": 345.0,\n        \"attackRange\": 175.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 600.0,\n        \"selectionRadius\": 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\"acquisitionRange\": 500.0,\n        \"selectionRadius\": 100.0,\n        \"pathingRadius\": 35.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.19999999850988387,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"sylas\",\n        \"healthBarHeight\": 100.0,\n        \"baseMoveSpeed\": 340.0,\n        \"attackRange\": 175.0,\n        \"attackSpeed\": 0.6449999809265137,\n        \"attackSpeedRatio\": 0.6449999809265137,\n        \"acquisitionRange\": 525.0,\n        \"selectionRadius\": 100.0,\n        \"pathingRadius\": 35.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 1750.0,\n        \"basicAtkWindup\": 0.1677419344914939,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"syndra\",\n        \"healthBarHeight\": 130.0,\n        \"baseMoveSpeed\": 330.0,\n        \"attackRange\": 550.0,\n        \"attackSpeed\": 0.625,\n        \"attackSpeedRatio\": 0.625,\n        \"acquisitionRange\": 575.0,\n        \"selectionRadius\": 125.0,\n        \"pathingRadius\": 35.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 1800.0,\n        \"basicAtkWindup\": 0.18750000298023223,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"syndraorbs\",\n        \"healthBarHeight\": 100.0,\n        \"baseMoveSpeed\": 310.0,\n        \"attackRange\": 550.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 575.0,\n        \"selectionRadius\": 130.0,\n        \"pathingRadius\": 0.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.18750000298023223,\n        \"tags\": [\n            \"Unit_\"\n        ]\n    },\n    {\n        \"name\": \"syndrasphere\",\n        \"healthBarHeight\": 100.0,\n        \"baseMoveSpeed\": 475.0,\n        \"attackRange\": 20.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 600.0,\n        \"selectionRadius\": 110.0,\n        \"pathingRadius\": 0.0,\n        \"gameplayRadius\": 48.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.0,\n        \"tags\": [\n            \"Unit_Special_SyndraSphere\",\n            \"Unit_Special\"\n        ]\n    },\n    {\n        \"name\": \"tahmkench\",\n        \"healthBarHeight\": 105.0,\n        \"baseMoveSpeed\": 335.0,\n        \"attackRange\": 175.0,\n        \"attackSpeed\": 0.6579999923706055,\n        \"attackSpeedRatio\": 0.6579999923706055,\n        \"acquisitionRange\": 600.0,\n        \"selectionRadius\": 125.0,\n        \"pathingRadius\": 50.0,\n        \"gameplayRadius\": 80.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.2501645700272541,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": 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\"basicAtkWindup\": 0.0,\n        \"tags\": [\n            \"Unit_Special_TeleportTarget\",\n            \"Unit_Special_TurretIgnores\",\n            \"Unit_Special\",\n            \"Unit_Special_Trap\",\n            \"Unit_Special_UntargetableBySpells\",\n            \"Unit_IsolationNonImpacting\"\n        ]\n    },\n    {\n        \"name\": \"testcube\",\n        \"healthBarHeight\": 100.0,\n        \"baseMoveSpeed\": 325.0,\n        \"attackRange\": 0.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 0.0,\n        \"selectionRadius\": 1.0,\n        \"pathingRadius\": 1.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.3595000013709068,\n        \"tags\": [\n            \"Unit_\"\n        ]\n    },\n    {\n        \"name\": \"testcuberender\",\n        \"healthBarHeight\": 100.0,\n        \"baseMoveSpeed\": 350.0,\n        \"attackRange\": 0.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 0.0,\n        \"selectionRadius\": 1.0,\n        \"pathingRadius\": 1.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.3595000013709068,\n        \"tags\": [\n            \"Unit_\"\n        ]\n    },\n    {\n        \"name\": \"testcuberender10vision\",\n        \"healthBarHeight\": 100.0,\n        \"baseMoveSpeed\": 350.0,\n        \"attackRange\": 0.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 0.0,\n        \"selectionRadius\": 1.0,\n        \"pathingRadius\": 1.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.3595000013709068,\n        \"tags\": [\n            \"Unit_\"\n        ]\n    },\n    {\n        \"name\": \"testcuberenderwcollision\",\n        \"healthBarHeight\": 100.0,\n        \"baseMoveSpeed\": 350.0,\n        \"attackRange\": 0.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 0.0,\n        \"selectionRadius\": 1.0,\n        \"pathingRadius\": 80.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.3595000013709068,\n        \"tags\": [\n            \"Unit_\"\n        ]\n    },\n    {\n        \"name\": \"tft4b_diana\",\n        \"healthBarHeight\": 200.0,\n        \"baseMoveSpeed\": 500.0,\n        \"attackRange\": 180.0,\n        \"attackSpeed\": 0.699999988079071,\n        \"attackSpeedRatio\": 0.699999988079071,\n        \"acquisitionRange\": 0.0,\n        \"selectionRadius\": 150.0,\n        \"pathingRadius\": 0.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 347.79998779296875,\n        \"basicAtkWindup\": 0.0,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"tft4b_kindred\",\n        \"healthBarHeight\": 200.0,\n        \"baseMoveSpeed\": 550.0,\n        \"attackRange\": 660.0,\n        \"attackSpeed\": 0.800000011920929,\n        \"attackSpeedRatio\": 0.800000011920929,\n        \"acquisitionRange\": 0.0,\n        \"selectionRadius\": 120.0,\n        \"pathingRadius\": 0.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 2000.0,\n        \"basicAtkWindup\": 0.3,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"tft4b_morgana\",\n        \"healthBarHeight\": 210.0,\n        \"baseMoveSpeed\": 500.0,\n        \"attackRange\": 420.0,\n        \"attackSpeed\": 0.699999988079071,\n        \"attackSpeedRatio\": 0.699999988079071,\n        \"acquisitionRange\": 0.0,\n        \"selectionRadius\": 120.0,\n        \"pathingRadius\": 0.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 1600.0,\n        \"basicAtkWindup\": 0.0,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"tft4b_zed\",\n        \"healthBarHeight\": 210.0,\n        \"baseMoveSpeed\": 500.0,\n        \"attackRange\": 180.0,\n        \"attackSpeed\": 0.800000011920929,\n        \"attackSpeedRatio\": 0.800000011920929,\n        \"acquisitionRange\": 0.0,\n        \"selectionRadius\": 120.0,\n        \"pathingRadius\": 0.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 467.0,\n        \"basicAtkWindup\": 0.0,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"tftchampion\",\n        \"healthBarHeight\": 65.0,\n        \"baseMoveSpeed\": 375.0,\n        \"attackRange\": 1.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 0.0,\n        \"selectionRadius\": 0.0,\n        \"pathingRadius\": 0.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.0,\n        \"tags\": [\n            \"Unit_\"\n        ]\n    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\"Unit_Special_EpicMonsterIgnores\"\n        ]\n    },\n    {\n        \"name\": \"voidspawntracer\",\n        \"healthBarHeight\": 100.0,\n        \"baseMoveSpeed\": 2200.0,\n        \"attackRange\": 125.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 800.0,\n        \"selectionRadius\": 70.0,\n        \"pathingRadius\": 20.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.3,\n        \"tags\": [\n            \"Unit_\"\n        ]\n    },\n    {\n        \"name\": \"volibear\",\n        \"healthBarHeight\": 124.0,\n        \"baseMoveSpeed\": 340.0,\n        \"attackRange\": 150.0,\n        \"attackSpeed\": 0.625,\n        \"attackSpeedRatio\": 0.699999988079071,\n        \"acquisitionRange\": 400.0,\n        \"selectionRadius\": 125.0,\n        \"pathingRadius\": 50.0,\n        \"gameplayRadius\": 80.0,\n        \"basicAtkMissileSpeed\": 467.0,\n        \"basicAtkWindup\": 0.3,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"warwick\",\n        \"healthBarHeight\": 100.0,\n        \"baseMoveSpeed\": 335.0,\n        \"attackRange\": 125.0,\n        \"attackSpeed\": 0.6380000114440918,\n        \"attackSpeedRatio\": 0.6380000114440918,\n        \"acquisitionRange\": 400.0,\n        \"selectionRadius\": 111.11109924316406,\n        \"pathingRadius\": 35.0,\n        \"gameplayRadius\": 55.0,\n        \"basicAtkMissileSpeed\": 347.79998779296875,\n        \"basicAtkWindup\": 0.175,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"xayah\",\n        \"healthBarHeight\": 105.0,\n        \"baseMoveSpeed\": 325.0,\n        \"attackRange\": 525.0,\n        \"attackSpeed\": 0.625,\n        \"attackSpeedRatio\": 0.625,\n        \"acquisitionRange\": 800.0,\n        \"selectionRadius\": 120.0,\n        \"pathingRadius\": 35.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 2500.0,\n        \"basicAtkWindup\": 0.17687499259598563,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"xerath\",\n        \"healthBarHeight\": 120.0,\n        \"baseMoveSpeed\": 340.0,\n        \"attackRange\": 525.0,\n        \"attackSpeed\": 0.625,\n        \"attackSpeedRatio\": 0.625,\n        \"acquisitionRange\": 600.0,\n        \"selectionRadius\": 88.88890075683594,\n        \"pathingRadius\": 35.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 2000.0,\n        \"basicAtkWindup\": 0.250739998370409,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"xinzhao\",\n        \"healthBarHeight\": 92.0,\n        \"baseMoveSpeed\": 345.0,\n        \"attackRange\": 175.0,\n        \"attackSpeed\": 0.6449999809265137,\n        \"attackSpeedRatio\": 0.6449999809265137,\n        \"acquisitionRange\": 600.0,\n        \"selectionRadius\": 108.33329772949219,\n        \"pathingRadius\": 35.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 20.0,\n        \"basicAtkWindup\": 0.1870967745656898,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"yasuo\",\n        \"healthBarHeight\": 103.0,\n        \"baseMoveSpeed\": 345.0,\n        \"attackRange\": 175.0,\n        \"attackSpeed\": 0.6970000267028809,\n        \"attackSpeedRatio\": 0.6700000166893005,\n        \"acquisitionRange\": 400.0,\n        \"selectionRadius\": 75.0,\n        \"pathingRadius\": 32.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 347.79998779296875,\n        \"basicAtkWindup\": 0.22000000178813933,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"yellowtrinket\",\n        \"healthBarHeight\": 180.0,\n        \"baseMoveSpeed\": 0.0,\n        \"attackRange\": 0.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 0.0,\n        \"selectionRadius\": 0.0,\n        \"pathingRadius\": 5.0,\n        \"gameplayRadius\": 1.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.0,\n        \"tags\": [\n            \"Unit_Special_TurretIgnores\",\n            \"Unit_Special\",\n            \"Unit_Ward\"\n        ]\n    },\n    {\n        \"name\": \"yellowtrinketupgrade\",\n        \"healthBarHeight\": 180.0,\n        \"baseMoveSpeed\": 0.0,\n        \"attackRange\": 0.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 0.0,\n        \"selectionRadius\": 0.0,\n        \"pathingRadius\": 5.0,\n        \"gameplayRadius\": 1.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.0,\n        \"tags\": [\n            \"Unit_Special_TurretIgnores\",\n            \"Unit_Special\",\n            \"Unit_Ward\"\n        ]\n    },\n    {\n        \"name\": \"yone\",\n        \"healthBarHeight\": 103.0,\n        \"baseMoveSpeed\": 345.0,\n        \"attackRange\": 175.0,\n        \"attackSpeed\": 0.625,\n        \"attackSpeedRatio\": 0.625,\n        \"acquisitionRange\": 400.0,\n        \"selectionRadius\": 75.0,\n        \"pathingRadius\": 32.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 347.79998779296875,\n        \"basicAtkWindup\": 0.22000000178813933,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"yorick\",\n        \"healthBarHeight\": 110.0,\n        \"baseMoveSpeed\": 340.0,\n        \"attackRange\": 175.0,\n        \"attackSpeed\": 0.625,\n        \"attackSpeedRatio\": 0.625,\n        \"acquisitionRange\": 400.0,\n        \"selectionRadius\": 125.0,\n        \"pathingRadius\": 50.0,\n        \"gameplayRadius\": 80.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.2062500051222741,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"yorickbigghoul\",\n        \"healthBarHeight\": 80.0,\n        \"baseMoveSpeed\": 300.0,\n        \"attackRange\": 600.0,\n        \"attackSpeed\": 1.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 700.0,\n        \"selectionRadius\": 90.0,\n        \"pathingRadius\": 40.0,\n        \"gameplayRadius\": 20.0,\n        \"basicAtkMissileSpeed\": 1200.0,\n        \"basicAtkWindup\": 0.25,\n        \"tags\": [\n            \"Unit_Minion\",\n            \"Unit_Minion_Summon_Large\",\n            \"Unit_Minion_Summon\"\n        ]\n    },\n    {\n        \"name\": \"yorickghoulmelee\",\n        \"healthBarHeight\": 30.0,\n        \"baseMoveSpeed\": 300.0,\n        \"attackRange\": 125.0,\n        \"attackSpeed\": 0.5,\n        \"attackSpeedRatio\": 0.5,\n        \"acquisitionRange\": 0.0,\n        \"selectionRadius\": 70.0,\n        \"pathingRadius\": 20.0,\n        \"gameplayRadius\": 1.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.25,\n        \"tags\": [\n            \"Unit_Minion\",\n            \"Unit_Minion_Summon\"\n        ]\n    },\n    {\n        \"name\": \"yorickwghoul\",\n        \"healthBarHeight\": 30.0,\n        \"baseMoveSpeed\": 325.0,\n        \"attackRange\": 250.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 0.0,\n        \"selectionRadius\": 90.0,\n        \"pathingRadius\": 80.0,\n        \"gameplayRadius\": 20.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.13157894901951928,\n        \"tags\": [\n            \"Unit_\"\n        ]\n    },\n    {\n        \"name\": \"yorickwinvisible\",\n        \"healthBarHeight\": 100.0,\n        \"baseMoveSpeed\": 350.0,\n        \"attackRange\": 0.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 0.0,\n        \"selectionRadius\": 90.0,\n        \"pathingRadius\": 80.0,\n        \"gameplayRadius\": 20.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.3595000013709068,\n        \"tags\": [\n            \"Unit_IsolationNonImpacting\",\n            \"Unit_Special_YorickW\",\n            \"Unit_Special_UntargetableBySpells\"\n        ]\n    },\n    {\n        \"name\": \"yuumi\",\n        \"healthBarHeight\": 100.0,\n        \"baseMoveSpeed\": 330.0,\n        \"attackRange\": 500.0,\n        \"attackSpeed\": 0.625,\n        \"attackSpeedRatio\": 0.625,\n        \"acquisitionRange\": 550.0,\n        \"selectionRadius\": 120.0,\n        \"pathingRadius\": 35.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 1500.0,\n        \"basicAtkWindup\": 0.1562499976716936,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"zac\",\n        \"healthBarHeight\": 113.0,\n        \"baseMoveSpeed\": 340.0,\n        \"attackRange\": 175.0,\n        \"attackSpeed\": 0.7360000014305115,\n        \"attackSpeedRatio\": 0.6380000114440918,\n        \"acquisitionRange\": 400.0,\n        \"selectionRadius\": 90.0,\n        \"pathingRadius\": 43.07490158081055,\n        \"gameplayRadius\": 80.0,\n        \"basicAtkMissileSpeed\": 1000.0,\n        \"basicAtkWindup\": 0.23150511159259435,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"zacrebirthbloblet\",\n        \"healthBarHeight\": 30.0,\n        \"baseMoveSpeed\": 290.0,\n        \"attackRange\": 600.0,\n        \"attackSpeed\": 0.625,\n        \"attackSpeedRatio\": 0.625,\n        \"acquisitionRange\": 600.0,\n        \"selectionRadius\": 130.0,\n        \"pathingRadius\": 54.400001525878906,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.2082999974489212,\n        \"tags\": [\n            \"Unit_Minion\",\n            \"Unit_Minion_Summon\"\n        ]\n    },\n    {\n        \"name\": \"zed\",\n        \"healthBarHeight\": 95.0,\n        \"baseMoveSpeed\": 345.0,\n        \"attackRange\": 125.0,\n        \"attackSpeed\": 0.6510000228881836,\n        \"attackSpeedRatio\": 0.6510000228881836,\n        \"acquisitionRange\": 400.0,\n        \"selectionRadius\": 100.0,\n        \"pathingRadius\": 35.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 467.0,\n        \"basicAtkWindup\": 0.19759449660778045,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"zedshadow\",\n        \"healthBarHeight\": 100.0,\n        \"baseMoveSpeed\": 325.0,\n        \"attackRange\": 125.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 400.0,\n        \"selectionRadius\": 100.0,\n        \"pathingRadius\": 35.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.21929824650287627,\n        \"tags\": [\n            \"Unit_\"\n        ]\n    },\n    {\n        \"name\": \"ziggs\",\n        \"healthBarHeight\": 78.0,\n        \"baseMoveSpeed\": 325.0,\n        \"attackRange\": 550.0,\n        \"attackSpeed\": 0.656000018119812,\n        \"attackSpeedRatio\": 0.656000018119812,\n        \"acquisitionRange\": 800.0,\n        \"selectionRadius\": 100.0,\n        \"pathingRadius\": 30.0,\n        \"gameplayRadius\": 55.0,\n        \"basicAtkMissileSpeed\": 1500.0,\n        \"basicAtkWindup\": 0.20833333134651183,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"zilean\",\n        \"healthBarHeight\": 108.0,\n        \"baseMoveSpeed\": 335.0,\n        \"attackRange\": 550.0,\n        \"attackSpeed\": 0.625,\n        \"attackSpeedRatio\": 0.625,\n        \"acquisitionRange\": 550.0,\n        \"selectionRadius\": 135.0,\n        \"pathingRadius\": 35.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 1200.0,\n        \"basicAtkWindup\": 0.180000002682209,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"zoe\",\n        \"healthBarHeight\": 110.0,\n        \"baseMoveSpeed\": 340.0,\n        \"attackRange\": 550.0,\n        \"attackSpeed\": 0.625,\n        \"attackSpeedRatio\": 0.625,\n        \"acquisitionRange\": 550.0,\n        \"selectionRadius\": 120.0,\n        \"pathingRadius\": 35.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 1600.0,\n        \"basicAtkWindup\": 0.16145833134651183,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"zoeorbs\",\n        \"healthBarHeight\": 100.0,\n        \"baseMoveSpeed\": 310.0,\n        \"attackRange\": 0.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 0.0,\n        \"selectionRadius\": 130.0,\n        \"pathingRadius\": 0.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.0,\n        \"tags\": [\n            \"Unit_\"\n        ]\n    },\n    {\n        \"name\": \"zyra\",\n        \"healthBarHeight\": 100.0,\n        \"baseMoveSpeed\": 340.0,\n        \"attackRange\": 575.0,\n        \"attackSpeed\": 0.625,\n        \"attackSpeedRatio\": 0.625,\n        \"acquisitionRange\": 575.0,\n        \"selectionRadius\": 120.0,\n        \"pathingRadius\": 35.0,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 1700.0,\n        \"basicAtkWindup\": 0.14583333134651183,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"zyragraspingplant\",\n        \"healthBarHeight\": 240.0,\n        \"baseMoveSpeed\": 0.0,\n        \"attackRange\": 175.0,\n        \"attackSpeed\": 0.800000011920929,\n        \"attackSpeedRatio\": 0.800000011920929,\n        \"acquisitionRange\": 600.0,\n        \"selectionRadius\": 80.0,\n        \"pathingRadius\": 8.5,\n        \"gameplayRadius\": 20.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.17544000148773192,\n        \"tags\": [\n            \"Unit_Minion\",\n            \"Unit_Minion_Summon\"\n        ]\n    },\n    {\n        \"name\": \"zyrapassive\",\n        \"healthBarHeight\": 100.0,\n        \"baseMoveSpeed\": 0.0,\n        \"attackRange\": 600.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 600.0,\n        \"selectionRadius\": 80.0,\n        \"pathingRadius\": 8.5,\n        \"gameplayRadius\": 20.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.21929824650287627,\n        \"tags\": [\n            \"Unit_Champion\"\n        ]\n    },\n    {\n        \"name\": \"zyraseed\",\n        \"healthBarHeight\": 100.0,\n        \"baseMoveSpeed\": 0.0,\n        \"attackRange\": 600.0,\n        \"attackSpeed\": 0.0,\n        \"attackSpeedRatio\": 0.0,\n        \"acquisitionRange\": 600.0,\n        \"selectionRadius\": 40.0,\n        \"pathingRadius\": 54.400001525878906,\n        \"gameplayRadius\": 65.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.2082999974489212,\n        \"tags\": [\n            \"Unit_Minion\",\n            \"Unit_Minion_SummonName_game_character_displayname_ZyraSeed\"\n        ]\n    },\n    {\n        \"name\": \"zyrathornplant\",\n        \"healthBarHeight\": 215.0,\n        \"baseMoveSpeed\": 0.0,\n        \"attackRange\": 600.0,\n        \"attackSpeed\": 0.800000011920929,\n        \"attackSpeedRatio\": 0.800000011920929,\n        \"acquisitionRange\": 600.0,\n        \"selectionRadius\": 80.0,\n        \"pathingRadius\": 8.5,\n        \"gameplayRadius\": 20.0,\n        \"basicAtkMissileSpeed\": 0.0,\n        \"basicAtkWindup\": 0.21929824650287627,\n        \"tags\": [\n            \"Unit_Minion\",\n            \"Unit_Minion_Summon\"\n        ]\n    }\n]"
  },
  {
    "path": "LView/external_includes/Python-ast.h",
    "content": "/* File automatically generated by Parser/asdl_c.py. */\n\n#ifndef Py_PYTHON_AST_H\n#define Py_PYTHON_AST_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_LIMITED_API\n#include \"asdl.h\"\n\n#undef Yield   /* undefine macro conflicting with <winbase.h> */\n\ntypedef struct _mod *mod_ty;\n\ntypedef struct _stmt *stmt_ty;\n\ntypedef struct _expr *expr_ty;\n\ntypedef enum _expr_context { Load=1, Store=2, Del=3 } expr_context_ty;\n\ntypedef enum _boolop { And=1, Or=2 } boolop_ty;\n\ntypedef enum _operator { Add=1, Sub=2, Mult=3, MatMult=4, Div=5, Mod=6, Pow=7,\n                         LShift=8, RShift=9, BitOr=10, BitXor=11, BitAnd=12,\n                         FloorDiv=13 } operator_ty;\n\ntypedef enum _unaryop { Invert=1, Not=2, UAdd=3, USub=4 } unaryop_ty;\n\ntypedef enum _cmpop { Eq=1, NotEq=2, Lt=3, LtE=4, Gt=5, GtE=6, Is=7, IsNot=8,\n                      In=9, NotIn=10 } cmpop_ty;\n\ntypedef struct _comprehension *comprehension_ty;\n\ntypedef struct _excepthandler *excepthandler_ty;\n\ntypedef struct _arguments *arguments_ty;\n\ntypedef struct _arg *arg_ty;\n\ntypedef struct _keyword *keyword_ty;\n\ntypedef struct _alias *alias_ty;\n\ntypedef struct _withitem *withitem_ty;\n\ntypedef struct _type_ignore *type_ignore_ty;\n\n\nenum _mod_kind {Module_kind=1, Interactive_kind=2, Expression_kind=3,\n                 FunctionType_kind=4};\nstruct _mod {\n    enum _mod_kind kind;\n    union {\n        struct {\n            asdl_seq *body;\n            asdl_seq *type_ignores;\n        } Module;\n\n        struct {\n            asdl_seq *body;\n        } Interactive;\n\n        struct {\n            expr_ty body;\n        } Expression;\n\n        struct {\n            asdl_seq *argtypes;\n            expr_ty returns;\n        } FunctionType;\n\n    } v;\n};\n\nenum _stmt_kind {FunctionDef_kind=1, AsyncFunctionDef_kind=2, ClassDef_kind=3,\n                  Return_kind=4, Delete_kind=5, Assign_kind=6,\n                  AugAssign_kind=7, AnnAssign_kind=8, For_kind=9,\n                  AsyncFor_kind=10, While_kind=11, If_kind=12, With_kind=13,\n                  AsyncWith_kind=14, Raise_kind=15, Try_kind=16,\n                  Assert_kind=17, Import_kind=18, ImportFrom_kind=19,\n                  Global_kind=20, Nonlocal_kind=21, Expr_kind=22, Pass_kind=23,\n                  Break_kind=24, Continue_kind=25};\nstruct _stmt {\n    enum _stmt_kind kind;\n    union {\n        struct {\n            identifier name;\n            arguments_ty args;\n            asdl_seq *body;\n            asdl_seq *decorator_list;\n            expr_ty returns;\n            string type_comment;\n        } FunctionDef;\n\n        struct {\n            identifier name;\n            arguments_ty args;\n            asdl_seq *body;\n            asdl_seq *decorator_list;\n            expr_ty returns;\n            string type_comment;\n        } AsyncFunctionDef;\n\n        struct {\n            identifier name;\n            asdl_seq *bases;\n            asdl_seq *keywords;\n            asdl_seq *body;\n            asdl_seq *decorator_list;\n        } ClassDef;\n\n        struct {\n            expr_ty value;\n        } Return;\n\n        struct {\n            asdl_seq *targets;\n        } Delete;\n\n        struct {\n            asdl_seq *targets;\n            expr_ty value;\n            string type_comment;\n        } Assign;\n\n        struct {\n            expr_ty target;\n            operator_ty op;\n            expr_ty value;\n        } AugAssign;\n\n        struct {\n            expr_ty target;\n            expr_ty annotation;\n            expr_ty value;\n            int simple;\n        } AnnAssign;\n\n        struct {\n            expr_ty target;\n            expr_ty iter;\n            asdl_seq *body;\n            asdl_seq *orelse;\n            string type_comment;\n        } For;\n\n        struct {\n            expr_ty target;\n            expr_ty iter;\n            asdl_seq *body;\n            asdl_seq *orelse;\n            string type_comment;\n        } AsyncFor;\n\n        struct {\n            expr_ty test;\n            asdl_seq *body;\n            asdl_seq *orelse;\n        } While;\n\n        struct {\n            expr_ty test;\n            asdl_seq *body;\n            asdl_seq *orelse;\n        } If;\n\n        struct {\n            asdl_seq *items;\n            asdl_seq *body;\n            string type_comment;\n        } With;\n\n        struct {\n            asdl_seq *items;\n            asdl_seq *body;\n            string type_comment;\n        } AsyncWith;\n\n        struct {\n            expr_ty exc;\n            expr_ty cause;\n        } Raise;\n\n        struct {\n            asdl_seq *body;\n            asdl_seq *handlers;\n            asdl_seq *orelse;\n            asdl_seq *finalbody;\n        } Try;\n\n        struct {\n            expr_ty test;\n            expr_ty msg;\n        } Assert;\n\n        struct {\n            asdl_seq *names;\n        } Import;\n\n        struct {\n            identifier module;\n            asdl_seq *names;\n            int level;\n        } ImportFrom;\n\n        struct {\n            asdl_seq *names;\n        } Global;\n\n        struct {\n            asdl_seq *names;\n        } Nonlocal;\n\n        struct {\n            expr_ty value;\n        } Expr;\n\n    } v;\n    int lineno;\n    int col_offset;\n    int end_lineno;\n    int end_col_offset;\n};\n\nenum _expr_kind {BoolOp_kind=1, NamedExpr_kind=2, BinOp_kind=3, UnaryOp_kind=4,\n                  Lambda_kind=5, IfExp_kind=6, Dict_kind=7, Set_kind=8,\n                  ListComp_kind=9, SetComp_kind=10, DictComp_kind=11,\n                  GeneratorExp_kind=12, Await_kind=13, Yield_kind=14,\n                  YieldFrom_kind=15, Compare_kind=16, Call_kind=17,\n                  FormattedValue_kind=18, JoinedStr_kind=19, Constant_kind=20,\n                  Attribute_kind=21, Subscript_kind=22, Starred_kind=23,\n                  Name_kind=24, List_kind=25, Tuple_kind=26, Slice_kind=27};\nstruct _expr {\n    enum _expr_kind kind;\n    union {\n        struct {\n            boolop_ty op;\n            asdl_seq *values;\n        } BoolOp;\n\n        struct {\n            expr_ty target;\n            expr_ty value;\n        } NamedExpr;\n\n        struct {\n            expr_ty left;\n            operator_ty op;\n            expr_ty right;\n        } BinOp;\n\n        struct {\n            unaryop_ty op;\n            expr_ty operand;\n        } UnaryOp;\n\n        struct {\n            arguments_ty args;\n            expr_ty body;\n        } Lambda;\n\n        struct {\n            expr_ty test;\n            expr_ty body;\n            expr_ty orelse;\n        } IfExp;\n\n        struct {\n            asdl_seq *keys;\n            asdl_seq *values;\n        } Dict;\n\n        struct {\n            asdl_seq *elts;\n        } Set;\n\n        struct {\n            expr_ty elt;\n            asdl_seq *generators;\n        } ListComp;\n\n        struct {\n            expr_ty elt;\n            asdl_seq *generators;\n        } SetComp;\n\n        struct {\n            expr_ty key;\n            expr_ty value;\n            asdl_seq *generators;\n        } DictComp;\n\n        struct {\n            expr_ty elt;\n            asdl_seq *generators;\n        } GeneratorExp;\n\n        struct {\n            expr_ty value;\n        } Await;\n\n        struct {\n            expr_ty value;\n        } Yield;\n\n        struct {\n            expr_ty value;\n        } YieldFrom;\n\n        struct {\n            expr_ty left;\n            asdl_int_seq *ops;\n            asdl_seq *comparators;\n        } Compare;\n\n        struct {\n            expr_ty func;\n            asdl_seq *args;\n            asdl_seq *keywords;\n        } Call;\n\n        struct {\n            expr_ty value;\n            int conversion;\n            expr_ty format_spec;\n        } FormattedValue;\n\n        struct {\n            asdl_seq *values;\n        } JoinedStr;\n\n        struct {\n            constant value;\n            string kind;\n        } Constant;\n\n        struct {\n            expr_ty value;\n            identifier attr;\n            expr_context_ty ctx;\n        } Attribute;\n\n        struct {\n            expr_ty value;\n            expr_ty slice;\n            expr_context_ty ctx;\n        } Subscript;\n\n        struct {\n            expr_ty value;\n            expr_context_ty ctx;\n        } Starred;\n\n        struct {\n            identifier id;\n            expr_context_ty ctx;\n        } Name;\n\n        struct {\n            asdl_seq *elts;\n            expr_context_ty ctx;\n        } List;\n\n        struct {\n            asdl_seq *elts;\n            expr_context_ty ctx;\n        } Tuple;\n\n        struct {\n            expr_ty lower;\n            expr_ty upper;\n            expr_ty step;\n        } Slice;\n\n    } v;\n    int lineno;\n    int col_offset;\n    int end_lineno;\n    int end_col_offset;\n};\n\nstruct _comprehension {\n    expr_ty target;\n    expr_ty iter;\n    asdl_seq *ifs;\n    int is_async;\n};\n\nenum _excepthandler_kind {ExceptHandler_kind=1};\nstruct _excepthandler {\n    enum _excepthandler_kind kind;\n    union {\n        struct {\n            expr_ty type;\n            identifier name;\n            asdl_seq *body;\n        } ExceptHandler;\n\n    } v;\n    int lineno;\n    int col_offset;\n    int end_lineno;\n    int end_col_offset;\n};\n\nstruct _arguments {\n    asdl_seq *posonlyargs;\n    asdl_seq *args;\n    arg_ty vararg;\n    asdl_seq *kwonlyargs;\n    asdl_seq *kw_defaults;\n    arg_ty kwarg;\n    asdl_seq *defaults;\n};\n\nstruct _arg {\n    identifier arg;\n    expr_ty annotation;\n    string type_comment;\n    int lineno;\n    int col_offset;\n    int end_lineno;\n    int end_col_offset;\n};\n\nstruct _keyword {\n    identifier arg;\n    expr_ty value;\n    int lineno;\n    int col_offset;\n    int end_lineno;\n    int end_col_offset;\n};\n\nstruct _alias {\n    identifier name;\n    identifier asname;\n};\n\nstruct _withitem {\n    expr_ty context_expr;\n    expr_ty optional_vars;\n};\n\nenum _type_ignore_kind {TypeIgnore_kind=1};\nstruct _type_ignore {\n    enum _type_ignore_kind kind;\n    union {\n        struct {\n            int lineno;\n            string tag;\n        } TypeIgnore;\n\n    } v;\n};\n\n\n// Note: these macros affect function definitions, not only call sites.\n#define Module(a0, a1, a2) _Py_Module(a0, a1, a2)\nmod_ty _Py_Module(asdl_seq * body, asdl_seq * type_ignores, PyArena *arena);\n#define Interactive(a0, a1) _Py_Interactive(a0, a1)\nmod_ty _Py_Interactive(asdl_seq * body, PyArena *arena);\n#define Expression(a0, a1) _Py_Expression(a0, a1)\nmod_ty _Py_Expression(expr_ty body, PyArena *arena);\n#define FunctionType(a0, a1, a2) _Py_FunctionType(a0, a1, a2)\nmod_ty _Py_FunctionType(asdl_seq * argtypes, expr_ty returns, PyArena *arena);\n#define FunctionDef(a0, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10) _Py_FunctionDef(a0, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10)\nstmt_ty _Py_FunctionDef(identifier name, arguments_ty args, asdl_seq * body,\n                        asdl_seq * decorator_list, expr_ty returns, string\n                        type_comment, int lineno, int col_offset, int\n                        end_lineno, int end_col_offset, PyArena *arena);\n#define AsyncFunctionDef(a0, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10) _Py_AsyncFunctionDef(a0, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10)\nstmt_ty _Py_AsyncFunctionDef(identifier name, arguments_ty args, asdl_seq *\n                             body, asdl_seq * decorator_list, expr_ty returns,\n                             string type_comment, int lineno, int col_offset,\n                             int end_lineno, int end_col_offset, PyArena\n                             *arena);\n#define ClassDef(a0, a1, a2, a3, a4, a5, a6, a7, a8, a9) _Py_ClassDef(a0, a1, a2, a3, a4, a5, a6, a7, a8, a9)\nstmt_ty _Py_ClassDef(identifier name, asdl_seq * bases, asdl_seq * keywords,\n                     asdl_seq * body, asdl_seq * decorator_list, int lineno,\n                     int col_offset, int end_lineno, int end_col_offset,\n                     PyArena *arena);\n#define Return(a0, a1, a2, a3, a4, a5) _Py_Return(a0, a1, a2, a3, a4, a5)\nstmt_ty _Py_Return(expr_ty value, int lineno, int col_offset, int end_lineno,\n                   int end_col_offset, PyArena *arena);\n#define Delete(a0, a1, a2, a3, a4, a5) _Py_Delete(a0, a1, a2, a3, a4, a5)\nstmt_ty _Py_Delete(asdl_seq * targets, int lineno, int col_offset, int\n                   end_lineno, int end_col_offset, PyArena *arena);\n#define Assign(a0, a1, a2, a3, a4, a5, a6, a7) _Py_Assign(a0, a1, a2, a3, a4, a5, a6, a7)\nstmt_ty _Py_Assign(asdl_seq * targets, expr_ty value, string type_comment, int\n                   lineno, int col_offset, int end_lineno, int end_col_offset,\n                   PyArena *arena);\n#define AugAssign(a0, a1, a2, a3, a4, a5, a6, a7) _Py_AugAssign(a0, a1, a2, a3, a4, a5, a6, a7)\nstmt_ty _Py_AugAssign(expr_ty target, operator_ty op, expr_ty value, int\n                      lineno, int col_offset, int end_lineno, int\n                      end_col_offset, PyArena *arena);\n#define AnnAssign(a0, a1, a2, a3, a4, a5, a6, a7, a8) _Py_AnnAssign(a0, a1, a2, a3, a4, a5, a6, a7, a8)\nstmt_ty _Py_AnnAssign(expr_ty target, expr_ty annotation, expr_ty value, int\n                      simple, int lineno, int col_offset, int end_lineno, int\n                      end_col_offset, PyArena *arena);\n#define For(a0, a1, a2, a3, a4, a5, a6, a7, a8, a9) _Py_For(a0, a1, a2, a3, a4, a5, a6, a7, a8, a9)\nstmt_ty _Py_For(expr_ty target, expr_ty iter, asdl_seq * body, asdl_seq *\n                orelse, string type_comment, int lineno, int col_offset, int\n                end_lineno, int end_col_offset, PyArena *arena);\n#define AsyncFor(a0, a1, a2, a3, a4, a5, a6, a7, a8, a9) _Py_AsyncFor(a0, a1, a2, a3, a4, a5, a6, a7, a8, a9)\nstmt_ty _Py_AsyncFor(expr_ty target, expr_ty iter, asdl_seq * body, asdl_seq *\n                     orelse, string type_comment, int lineno, int col_offset,\n                     int end_lineno, int end_col_offset, PyArena *arena);\n#define While(a0, a1, a2, a3, a4, a5, a6, a7) _Py_While(a0, a1, a2, a3, a4, a5, a6, a7)\nstmt_ty _Py_While(expr_ty test, asdl_seq * body, asdl_seq * orelse, int lineno,\n                  int col_offset, int end_lineno, int end_col_offset, PyArena\n                  *arena);\n#define If(a0, a1, a2, a3, a4, a5, a6, a7) _Py_If(a0, a1, a2, a3, a4, a5, a6, a7)\nstmt_ty _Py_If(expr_ty test, asdl_seq * body, asdl_seq * orelse, int lineno,\n               int col_offset, int end_lineno, int end_col_offset, PyArena\n               *arena);\n#define With(a0, a1, a2, a3, a4, a5, a6, a7) _Py_With(a0, a1, a2, a3, a4, a5, a6, a7)\nstmt_ty _Py_With(asdl_seq * items, asdl_seq * body, string type_comment, int\n                 lineno, int col_offset, int end_lineno, int end_col_offset,\n                 PyArena *arena);\n#define AsyncWith(a0, a1, a2, a3, a4, a5, a6, a7) _Py_AsyncWith(a0, a1, a2, a3, a4, a5, a6, a7)\nstmt_ty _Py_AsyncWith(asdl_seq * items, asdl_seq * body, string type_comment,\n                      int lineno, int col_offset, int end_lineno, int\n                      end_col_offset, PyArena *arena);\n#define Raise(a0, a1, a2, a3, a4, a5, a6) _Py_Raise(a0, a1, a2, a3, a4, a5, a6)\nstmt_ty _Py_Raise(expr_ty exc, expr_ty cause, int lineno, int col_offset, int\n                  end_lineno, int end_col_offset, PyArena *arena);\n#define Try(a0, a1, a2, a3, a4, a5, a6, a7, a8) _Py_Try(a0, a1, a2, a3, a4, a5, a6, a7, a8)\nstmt_ty _Py_Try(asdl_seq * body, asdl_seq * handlers, asdl_seq * orelse,\n                asdl_seq * finalbody, int lineno, int col_offset, int\n                end_lineno, int end_col_offset, PyArena *arena);\n#define Assert(a0, a1, a2, a3, a4, a5, a6) _Py_Assert(a0, a1, a2, a3, a4, a5, a6)\nstmt_ty _Py_Assert(expr_ty test, expr_ty msg, int lineno, int col_offset, int\n                   end_lineno, int end_col_offset, PyArena *arena);\n#define Import(a0, a1, a2, a3, a4, a5) _Py_Import(a0, a1, a2, a3, a4, a5)\nstmt_ty _Py_Import(asdl_seq * names, int lineno, int col_offset, int\n                   end_lineno, int end_col_offset, PyArena *arena);\n#define ImportFrom(a0, a1, a2, a3, a4, a5, a6, a7) _Py_ImportFrom(a0, a1, a2, a3, a4, a5, a6, a7)\nstmt_ty _Py_ImportFrom(identifier module, asdl_seq * names, int level, int\n                       lineno, int col_offset, int end_lineno, int\n                       end_col_offset, PyArena *arena);\n#define Global(a0, a1, a2, a3, a4, a5) _Py_Global(a0, a1, a2, a3, a4, a5)\nstmt_ty _Py_Global(asdl_seq * names, int lineno, int col_offset, int\n                   end_lineno, int end_col_offset, PyArena *arena);\n#define Nonlocal(a0, a1, a2, a3, a4, a5) _Py_Nonlocal(a0, a1, a2, a3, a4, a5)\nstmt_ty _Py_Nonlocal(asdl_seq * names, int lineno, int col_offset, int\n                     end_lineno, int end_col_offset, PyArena *arena);\n#define Expr(a0, a1, a2, a3, a4, a5) _Py_Expr(a0, a1, a2, a3, a4, a5)\nstmt_ty _Py_Expr(expr_ty value, int lineno, int col_offset, int end_lineno, int\n                 end_col_offset, PyArena *arena);\n#define Pass(a0, a1, a2, a3, a4) _Py_Pass(a0, a1, a2, a3, a4)\nstmt_ty _Py_Pass(int lineno, int col_offset, int end_lineno, int\n                 end_col_offset, PyArena *arena);\n#define Break(a0, a1, a2, a3, a4) _Py_Break(a0, a1, a2, a3, a4)\nstmt_ty _Py_Break(int lineno, int col_offset, int end_lineno, int\n                  end_col_offset, PyArena *arena);\n#define Continue(a0, a1, a2, a3, a4) _Py_Continue(a0, a1, a2, a3, a4)\nstmt_ty _Py_Continue(int lineno, int col_offset, int end_lineno, int\n                     end_col_offset, PyArena *arena);\n#define BoolOp(a0, a1, a2, a3, a4, a5, a6) _Py_BoolOp(a0, a1, a2, a3, a4, a5, a6)\nexpr_ty _Py_BoolOp(boolop_ty op, asdl_seq * values, int lineno, int col_offset,\n                   int end_lineno, int end_col_offset, PyArena *arena);\n#define NamedExpr(a0, a1, a2, a3, a4, a5, a6) _Py_NamedExpr(a0, a1, a2, a3, a4, a5, a6)\nexpr_ty _Py_NamedExpr(expr_ty target, expr_ty value, int lineno, int\n                      col_offset, int end_lineno, int end_col_offset, PyArena\n                      *arena);\n#define BinOp(a0, a1, a2, a3, a4, a5, a6, a7) _Py_BinOp(a0, a1, a2, a3, a4, a5, a6, a7)\nexpr_ty _Py_BinOp(expr_ty left, operator_ty op, expr_ty right, int lineno, int\n                  col_offset, int end_lineno, int end_col_offset, PyArena\n                  *arena);\n#define UnaryOp(a0, a1, a2, a3, a4, a5, a6) _Py_UnaryOp(a0, a1, a2, a3, a4, a5, a6)\nexpr_ty _Py_UnaryOp(unaryop_ty op, expr_ty operand, int lineno, int col_offset,\n                    int end_lineno, int end_col_offset, PyArena *arena);\n#define Lambda(a0, a1, a2, a3, a4, a5, a6) _Py_Lambda(a0, a1, a2, a3, a4, a5, a6)\nexpr_ty _Py_Lambda(arguments_ty args, expr_ty body, int lineno, int col_offset,\n                   int end_lineno, int end_col_offset, PyArena *arena);\n#define IfExp(a0, a1, a2, a3, a4, a5, a6, a7) _Py_IfExp(a0, a1, a2, a3, a4, a5, a6, a7)\nexpr_ty _Py_IfExp(expr_ty test, expr_ty body, expr_ty orelse, int lineno, int\n                  col_offset, int end_lineno, int end_col_offset, PyArena\n                  *arena);\n#define Dict(a0, a1, a2, a3, a4, a5, a6) _Py_Dict(a0, a1, a2, a3, a4, a5, a6)\nexpr_ty _Py_Dict(asdl_seq * keys, asdl_seq * values, int lineno, int\n                 col_offset, int end_lineno, int end_col_offset, PyArena\n                 *arena);\n#define Set(a0, a1, a2, a3, a4, a5) _Py_Set(a0, a1, a2, a3, a4, a5)\nexpr_ty _Py_Set(asdl_seq * elts, int lineno, int col_offset, int end_lineno,\n                int end_col_offset, PyArena *arena);\n#define ListComp(a0, a1, a2, a3, a4, a5, a6) _Py_ListComp(a0, a1, a2, a3, a4, a5, a6)\nexpr_ty _Py_ListComp(expr_ty elt, asdl_seq * generators, int lineno, int\n                     col_offset, int end_lineno, int end_col_offset, PyArena\n                     *arena);\n#define SetComp(a0, a1, a2, a3, a4, a5, a6) _Py_SetComp(a0, a1, a2, a3, a4, a5, a6)\nexpr_ty _Py_SetComp(expr_ty elt, asdl_seq * generators, int lineno, int\n                    col_offset, int end_lineno, int end_col_offset, PyArena\n                    *arena);\n#define DictComp(a0, a1, a2, a3, a4, a5, a6, a7) _Py_DictComp(a0, a1, a2, a3, a4, a5, a6, a7)\nexpr_ty _Py_DictComp(expr_ty key, expr_ty value, asdl_seq * generators, int\n                     lineno, int col_offset, int end_lineno, int\n                     end_col_offset, PyArena *arena);\n#define GeneratorExp(a0, a1, a2, a3, a4, a5, a6) _Py_GeneratorExp(a0, a1, a2, a3, a4, a5, a6)\nexpr_ty _Py_GeneratorExp(expr_ty elt, asdl_seq * generators, int lineno, int\n                         col_offset, int end_lineno, int end_col_offset,\n                         PyArena *arena);\n#define Await(a0, a1, a2, a3, a4, a5) _Py_Await(a0, a1, a2, a3, a4, a5)\nexpr_ty _Py_Await(expr_ty value, int lineno, int col_offset, int end_lineno,\n                  int end_col_offset, PyArena *arena);\n#define Yield(a0, a1, a2, a3, a4, a5) _Py_Yield(a0, a1, a2, a3, a4, a5)\nexpr_ty _Py_Yield(expr_ty value, int lineno, int col_offset, int end_lineno,\n                  int end_col_offset, PyArena *arena);\n#define YieldFrom(a0, a1, a2, a3, a4, a5) _Py_YieldFrom(a0, a1, a2, a3, a4, a5)\nexpr_ty _Py_YieldFrom(expr_ty value, int lineno, int col_offset, int\n                      end_lineno, int end_col_offset, PyArena *arena);\n#define Compare(a0, a1, a2, a3, a4, a5, a6, a7) _Py_Compare(a0, a1, a2, a3, a4, a5, a6, a7)\nexpr_ty _Py_Compare(expr_ty left, asdl_int_seq * ops, asdl_seq * comparators,\n                    int lineno, int col_offset, int end_lineno, int\n                    end_col_offset, PyArena *arena);\n#define Call(a0, a1, a2, a3, a4, a5, a6, a7) _Py_Call(a0, a1, a2, a3, a4, a5, a6, a7)\nexpr_ty _Py_Call(expr_ty func, asdl_seq * args, asdl_seq * keywords, int\n                 lineno, int col_offset, int end_lineno, int end_col_offset,\n                 PyArena *arena);\n#define FormattedValue(a0, a1, a2, a3, a4, a5, a6, a7) _Py_FormattedValue(a0, a1, a2, a3, a4, a5, a6, a7)\nexpr_ty _Py_FormattedValue(expr_ty value, int conversion, expr_ty format_spec,\n                           int lineno, int col_offset, int end_lineno, int\n                           end_col_offset, PyArena *arena);\n#define JoinedStr(a0, a1, a2, a3, a4, a5) _Py_JoinedStr(a0, a1, a2, a3, a4, a5)\nexpr_ty _Py_JoinedStr(asdl_seq * values, int lineno, int col_offset, int\n                      end_lineno, int end_col_offset, PyArena *arena);\n#define Constant(a0, a1, a2, a3, a4, a5, a6) _Py_Constant(a0, a1, a2, a3, a4, a5, a6)\nexpr_ty _Py_Constant(constant value, string kind, int lineno, int col_offset,\n                     int end_lineno, int end_col_offset, PyArena *arena);\n#define Attribute(a0, a1, a2, a3, a4, a5, a6, a7) _Py_Attribute(a0, a1, a2, a3, a4, a5, a6, a7)\nexpr_ty _Py_Attribute(expr_ty value, identifier attr, expr_context_ty ctx, int\n                      lineno, int col_offset, int end_lineno, int\n                      end_col_offset, PyArena *arena);\n#define Subscript(a0, a1, a2, a3, a4, a5, a6, a7) _Py_Subscript(a0, a1, a2, a3, a4, a5, a6, a7)\nexpr_ty _Py_Subscript(expr_ty value, expr_ty slice, expr_context_ty ctx, int\n                      lineno, int col_offset, int end_lineno, int\n                      end_col_offset, PyArena *arena);\n#define Starred(a0, a1, a2, a3, a4, a5, a6) _Py_Starred(a0, a1, a2, a3, a4, a5, a6)\nexpr_ty _Py_Starred(expr_ty value, expr_context_ty ctx, int lineno, int\n                    col_offset, int end_lineno, int end_col_offset, PyArena\n                    *arena);\n#define Name(a0, a1, a2, a3, a4, a5, a6) _Py_Name(a0, a1, a2, a3, a4, a5, a6)\nexpr_ty _Py_Name(identifier id, expr_context_ty ctx, int lineno, int\n                 col_offset, int end_lineno, int end_col_offset, PyArena\n                 *arena);\n#define List(a0, a1, a2, a3, a4, a5, a6) _Py_List(a0, a1, a2, a3, a4, a5, a6)\nexpr_ty _Py_List(asdl_seq * elts, expr_context_ty ctx, int lineno, int\n                 col_offset, int end_lineno, int end_col_offset, PyArena\n                 *arena);\n#define Tuple(a0, a1, a2, a3, a4, a5, a6) _Py_Tuple(a0, a1, a2, a3, a4, a5, a6)\nexpr_ty _Py_Tuple(asdl_seq * elts, expr_context_ty ctx, int lineno, int\n                  col_offset, int end_lineno, int end_col_offset, PyArena\n                  *arena);\n#define Slice(a0, a1, a2, a3, a4, a5, a6, a7) _Py_Slice(a0, a1, a2, a3, a4, a5, a6, a7)\nexpr_ty _Py_Slice(expr_ty lower, expr_ty upper, expr_ty step, int lineno, int\n                  col_offset, int end_lineno, int end_col_offset, PyArena\n                  *arena);\n#define comprehension(a0, a1, a2, a3, a4) _Py_comprehension(a0, a1, a2, a3, a4)\ncomprehension_ty _Py_comprehension(expr_ty target, expr_ty iter, asdl_seq *\n                                   ifs, int is_async, PyArena *arena);\n#define ExceptHandler(a0, a1, a2, a3, a4, a5, a6, a7) _Py_ExceptHandler(a0, a1, a2, a3, a4, a5, a6, a7)\nexcepthandler_ty _Py_ExceptHandler(expr_ty type, identifier name, asdl_seq *\n                                   body, int lineno, int col_offset, int\n                                   end_lineno, int end_col_offset, PyArena\n                                   *arena);\n#define arguments(a0, a1, a2, a3, a4, a5, a6, a7) _Py_arguments(a0, a1, a2, a3, a4, a5, a6, a7)\narguments_ty _Py_arguments(asdl_seq * posonlyargs, asdl_seq * args, arg_ty\n                           vararg, asdl_seq * kwonlyargs, asdl_seq *\n                           kw_defaults, arg_ty kwarg, asdl_seq * defaults,\n                           PyArena *arena);\n#define arg(a0, a1, a2, a3, a4, a5, a6, a7) _Py_arg(a0, a1, a2, a3, a4, a5, a6, a7)\narg_ty _Py_arg(identifier arg, expr_ty annotation, string type_comment, int\n               lineno, int col_offset, int end_lineno, int end_col_offset,\n               PyArena *arena);\n#define keyword(a0, a1, a2, a3, a4, a5, a6) _Py_keyword(a0, a1, a2, a3, a4, a5, a6)\nkeyword_ty _Py_keyword(identifier arg, expr_ty value, int lineno, int\n                       col_offset, int end_lineno, int end_col_offset, PyArena\n                       *arena);\n#define alias(a0, a1, a2) _Py_alias(a0, a1, a2)\nalias_ty _Py_alias(identifier name, identifier asname, PyArena *arena);\n#define withitem(a0, a1, a2) _Py_withitem(a0, a1, a2)\nwithitem_ty _Py_withitem(expr_ty context_expr, expr_ty optional_vars, PyArena\n                         *arena);\n#define TypeIgnore(a0, a1, a2) _Py_TypeIgnore(a0, a1, a2)\ntype_ignore_ty _Py_TypeIgnore(int lineno, string tag, PyArena *arena);\n\nPyObject* PyAST_mod2obj(mod_ty t);\nmod_ty PyAST_obj2mod(PyObject* ast, PyArena* arena, int mode);\nint PyAST_Check(PyObject* obj);\n#endif /* !Py_LIMITED_API */\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_PYTHON_AST_H */\n"
  },
  {
    "path": "LView/external_includes/Python.h",
    "content": "#ifndef Py_PYTHON_H\n#define Py_PYTHON_H\n/* Since this is a \"meta-include\" file, no #ifdef __cplusplus / extern \"C\" { */\n\n/* Include nearly all Python header files */\n\n#include \"patchlevel.h\"\n#include \"pyconfig.h\"\n#include \"pymacconfig.h\"\n\n#include <limits.h>\n\n#ifndef UCHAR_MAX\n#error \"Something's broken.  UCHAR_MAX should be defined in limits.h.\"\n#endif\n\n#if UCHAR_MAX != 255\n#error \"Python's source code assumes C's unsigned char is an 8-bit type.\"\n#endif\n\n#if defined(__sgi) && !defined(_SGI_MP_SOURCE)\n#define _SGI_MP_SOURCE\n#endif\n\n#include <stdio.h>\n#ifndef NULL\n#   error \"Python.h requires that stdio.h define NULL.\"\n#endif\n\n#include <string.h>\n#ifdef HAVE_ERRNO_H\n#include <errno.h>\n#endif\n#include <stdlib.h>\n#ifndef MS_WINDOWS\n#include <unistd.h>\n#endif\n#ifdef HAVE_CRYPT_H\n#if defined(HAVE_CRYPT_R) && !defined(_GNU_SOURCE)\n/* Required for glibc to expose the crypt_r() function prototype. */\n#  define _GNU_SOURCE\n#  define _Py_GNU_SOURCE_FOR_CRYPT\n#endif\n#include <crypt.h>\n#ifdef _Py_GNU_SOURCE_FOR_CRYPT\n/* Don't leak the _GNU_SOURCE define to other headers. */\n#  undef _GNU_SOURCE\n#  undef _Py_GNU_SOURCE_FOR_CRYPT\n#endif\n#endif\n\n/* For size_t? */\n#ifdef HAVE_STDDEF_H\n#include <stddef.h>\n#endif\n\n/* CAUTION:  Build setups should ensure that NDEBUG is defined on the\n * compiler command line when building Python in release mode; else\n * assert() calls won't be removed.\n */\n#include <assert.h>\n\n#include \"pyport.h\"\n#include \"pymacro.h\"\n\n/* A convenient way for code to know if clang's memory sanitizer is enabled. */\n#if defined(__has_feature)\n#  if __has_feature(memory_sanitizer)\n#    if !defined(_Py_MEMORY_SANITIZER)\n#      define _Py_MEMORY_SANITIZER\n#    endif\n#  endif\n#endif\n\n/* Debug-mode build with pymalloc implies PYMALLOC_DEBUG.\n *  PYMALLOC_DEBUG is in error if pymalloc is not in use.\n */\n#if defined(Py_DEBUG) && defined(WITH_PYMALLOC) && !defined(PYMALLOC_DEBUG)\n#define PYMALLOC_DEBUG\n#endif\n#if defined(PYMALLOC_DEBUG) && !defined(WITH_PYMALLOC)\n#error \"PYMALLOC_DEBUG requires WITH_PYMALLOC\"\n#endif\n#include \"pymath.h\"\n#include \"pytime.h\"\n#include \"pymem.h\"\n\n#include \"object.h\"\n#include \"objimpl.h\"\n#include \"typeslots.h\"\n#include \"pyhash.h\"\n\n#include \"pydebug.h\"\n\n#include \"bytearrayobject.h\"\n#include \"bytesobject.h\"\n#include \"unicodeobject.h\"\n#include \"longobject.h\"\n#include \"longintrepr.h\"\n#include \"boolobject.h\"\n#include \"floatobject.h\"\n#include \"complexobject.h\"\n#include \"rangeobject.h\"\n#include \"memoryobject.h\"\n#include \"tupleobject.h\"\n#include \"listobject.h\"\n#include \"dictobject.h\"\n#include \"odictobject.h\"\n#include \"enumobject.h\"\n#include \"setobject.h\"\n#include \"methodobject.h\"\n#include \"moduleobject.h\"\n#include \"funcobject.h\"\n#include \"classobject.h\"\n#include \"fileobject.h\"\n#include \"pycapsule.h\"\n#include \"code.h\"\n#include \"pyframe.h\"\n#include \"traceback.h\"\n#include \"sliceobject.h\"\n#include \"cellobject.h\"\n#include \"iterobject.h\"\n#include \"genobject.h\"\n#include \"descrobject.h\"\n#include \"genericaliasobject.h\"\n#include \"warnings.h\"\n#include \"weakrefobject.h\"\n#include \"structseq.h\"\n#include \"namespaceobject.h\"\n#include \"picklebufobject.h\"\n\n#include \"codecs.h\"\n#include \"pyerrors.h\"\n\n#include \"cpython/initconfig.h\"\n#include \"pythread.h\"\n#include \"pystate.h\"\n#include \"context.h\"\n\n#include \"pyarena.h\"\n#include \"modsupport.h\"\n#include \"compile.h\"\n#include \"pythonrun.h\"\n#include \"pylifecycle.h\"\n#include \"ceval.h\"\n#include \"sysmodule.h\"\n#include \"osmodule.h\"\n#include \"intrcheck.h\"\n#include \"import.h\"\n\n#include \"abstract.h\"\n#include \"bltinmodule.h\"\n\n#include \"eval.h\"\n\n#include \"pyctype.h\"\n#include \"pystrtod.h\"\n#include \"pystrcmp.h\"\n#include \"fileutils.h\"\n#include \"pyfpe.h\"\n#include \"tracemalloc.h\"\n\n#endif /* !Py_PYTHON_H */\n"
  },
  {
    "path": "LView/external_includes/abstract.h",
    "content": "/* Abstract Object Interface (many thanks to Jim Fulton) */\n\n#ifndef Py_ABSTRACTOBJECT_H\n#define Py_ABSTRACTOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* === Object Protocol ================================================== */\n\n/* Implemented elsewhere:\n\n   int PyObject_Print(PyObject *o, FILE *fp, int flags);\n\n   Print an object 'o' on file 'fp'.  Returns -1 on error. The flags argument\n   is used to enable certain printing options. The only option currently\n   supported is Py_Print_RAW.\n\n   (What should be said about Py_Print_RAW?). */\n\n\n/* Implemented elsewhere:\n\n   int PyObject_HasAttrString(PyObject *o, const char *attr_name);\n\n   Returns 1 if object 'o' has the attribute attr_name, and 0 otherwise.\n\n   This is equivalent to the Python expression: hasattr(o,attr_name).\n\n   This function always succeeds. */\n\n\n/* Implemented elsewhere:\n\n   PyObject* PyObject_GetAttrString(PyObject *o, const char *attr_name);\n\n   Retrieve an attributed named attr_name form object o.\n   Returns the attribute value on success, or NULL on failure.\n\n   This is the equivalent of the Python expression: o.attr_name. */\n\n\n/* Implemented elsewhere:\n\n   int PyObject_HasAttr(PyObject *o, PyObject *attr_name);\n\n   Returns 1 if o has the attribute attr_name, and 0 otherwise.\n\n   This is equivalent to the Python expression: hasattr(o,attr_name).\n\n   This function always succeeds. */\n\n/* Implemented elsewhere:\n\n   PyObject* PyObject_GetAttr(PyObject *o, PyObject *attr_name);\n\n   Retrieve an attributed named 'attr_name' form object 'o'.\n   Returns the attribute value on success, or NULL on failure.\n\n   This is the equivalent of the Python expression: o.attr_name. */\n\n\n/* Implemented elsewhere:\n\n   int PyObject_SetAttrString(PyObject *o, const char *attr_name, PyObject *v);\n\n   Set the value of the attribute named attr_name, for object 'o',\n   to the value 'v'. Raise an exception and return -1 on failure; return 0 on\n   success.\n\n   This is the equivalent of the Python statement o.attr_name=v. */\n\n\n/* Implemented elsewhere:\n\n   int PyObject_SetAttr(PyObject *o, PyObject *attr_name, PyObject *v);\n\n   Set the value of the attribute named attr_name, for object 'o', to the value\n   'v'. an exception and return -1 on failure; return 0 on success.\n\n   This is the equivalent of the Python statement o.attr_name=v. */\n\n/* Implemented as a macro:\n\n   int PyObject_DelAttrString(PyObject *o, const char *attr_name);\n\n   Delete attribute named attr_name, for object o. Returns\n   -1 on failure.\n\n   This is the equivalent of the Python statement: del o.attr_name. */\n#define PyObject_DelAttrString(O,A) PyObject_SetAttrString((O),(A), NULL)\n\n\n/* Implemented as a macro:\n\n   int PyObject_DelAttr(PyObject *o, PyObject *attr_name);\n\n   Delete attribute named attr_name, for object o. Returns -1\n   on failure.  This is the equivalent of the Python\n   statement: del o.attr_name. */\n#define  PyObject_DelAttr(O,A) PyObject_SetAttr((O),(A), NULL)\n\n\n/* Implemented elsewhere:\n\n   PyObject *PyObject_Repr(PyObject *o);\n\n   Compute the string representation of object 'o'.  Returns the\n   string representation on success, NULL on failure.\n\n   This is the equivalent of the Python expression: repr(o).\n\n   Called by the repr() built-in function. */\n\n\n/* Implemented elsewhere:\n\n   PyObject *PyObject_Str(PyObject *o);\n\n   Compute the string representation of object, o.  Returns the\n   string representation on success, NULL on failure.\n\n   This is the equivalent of the Python expression: str(o).\n\n   Called by the str() and print() built-in functions. */\n\n\n/* Declared elsewhere\n\n   PyAPI_FUNC(int) PyCallable_Check(PyObject *o);\n\n   Determine if the object, o, is callable.  Return 1 if the object is callable\n   and 0 otherwise.\n\n   This function always succeeds. */\n\n\n#ifdef PY_SSIZE_T_CLEAN\n#  define PyObject_CallFunction _PyObject_CallFunction_SizeT\n#  define PyObject_CallMethod _PyObject_CallMethod_SizeT\n#endif\n\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03090000\n/* Call a callable Python object without any arguments */\nPyAPI_FUNC(PyObject *) PyObject_CallNoArgs(PyObject *func);\n#endif\n\n\n/* Call a callable Python object 'callable' with arguments given by the\n   tuple 'args' and keywords arguments given by the dictionary 'kwargs'.\n\n   'args' must not be NULL, use an empty tuple if no arguments are\n   needed. If no named arguments are needed, 'kwargs' can be NULL.\n\n   This is the equivalent of the Python expression:\n   callable(*args, **kwargs). */\nPyAPI_FUNC(PyObject *) PyObject_Call(PyObject *callable,\n                                     PyObject *args, PyObject *kwargs);\n\n\n/* Call a callable Python object 'callable', with arguments given by the\n   tuple 'args'.  If no arguments are needed, then 'args' can be NULL.\n\n   Returns the result of the call on success, or NULL on failure.\n\n   This is the equivalent of the Python expression:\n   callable(*args). */\nPyAPI_FUNC(PyObject *) PyObject_CallObject(PyObject *callable,\n                                           PyObject *args);\n\n/* Call a callable Python object, callable, with a variable number of C\n   arguments. The C arguments are described using a mkvalue-style format\n   string.\n\n   The format may be NULL, indicating that no arguments are provided.\n\n   Returns the result of the call on success, or NULL on failure.\n\n   This is the equivalent of the Python expression:\n   callable(arg1, arg2, ...). */\nPyAPI_FUNC(PyObject *) PyObject_CallFunction(PyObject *callable,\n                                             const char *format, ...);\n\n/* Call the method named 'name' of object 'obj' with a variable number of\n   C arguments.  The C arguments are described by a mkvalue format string.\n\n   The format can be NULL, indicating that no arguments are provided.\n\n   Returns the result of the call on success, or NULL on failure.\n\n   This is the equivalent of the Python expression:\n   obj.name(arg1, arg2, ...). */\nPyAPI_FUNC(PyObject *) PyObject_CallMethod(PyObject *obj,\n                                           const char *name,\n                                           const char *format, ...);\n\nPyAPI_FUNC(PyObject *) _PyObject_CallFunction_SizeT(PyObject *callable,\n                                                    const char *format,\n                                                    ...);\n\nPyAPI_FUNC(PyObject *) _PyObject_CallMethod_SizeT(PyObject *obj,\n                                                  const char *name,\n                                                  const char *format,\n                                                  ...);\n\n/* Call a callable Python object 'callable' with a variable number of C\n   arguments. The C arguments are provided as PyObject* values, terminated\n   by a NULL.\n\n   Returns the result of the call on success, or NULL on failure.\n\n   This is the equivalent of the Python expression:\n   callable(arg1, arg2, ...). */\nPyAPI_FUNC(PyObject *) PyObject_CallFunctionObjArgs(PyObject *callable,\n                                                    ...);\n\n/* Call the method named 'name' of object 'obj' with a variable number of\n   C arguments.  The C arguments are provided as PyObject* values, terminated\n   by NULL.\n\n   Returns the result of the call on success, or NULL on failure.\n\n   This is the equivalent of the Python expression: obj.name(*args). */\n\nPyAPI_FUNC(PyObject *) PyObject_CallMethodObjArgs(\n    PyObject *obj,\n    PyObject *name,\n    ...);\n\n\n/* Implemented elsewhere:\n\n   Py_hash_t PyObject_Hash(PyObject *o);\n\n   Compute and return the hash, hash_value, of an object, o.  On\n   failure, return -1.\n\n   This is the equivalent of the Python expression: hash(o). */\n\n\n/* Implemented elsewhere:\n\n   int PyObject_IsTrue(PyObject *o);\n\n   Returns 1 if the object, o, is considered to be true, 0 if o is\n   considered to be false and -1 on failure.\n\n   This is equivalent to the Python expression: not not o. */\n\n\n/* Implemented elsewhere:\n\n   int PyObject_Not(PyObject *o);\n\n   Returns 0 if the object, o, is considered to be true, 1 if o is\n   considered to be false and -1 on failure.\n\n   This is equivalent to the Python expression: not o. */\n\n\n/* Get the type of an object.\n\n   On success, returns a type object corresponding to the object type of object\n   'o'. On failure, returns NULL.\n\n   This is equivalent to the Python expression: type(o) */\nPyAPI_FUNC(PyObject *) PyObject_Type(PyObject *o);\n\n\n/* Return the size of object 'o'.  If the object 'o' provides both sequence and\n   mapping protocols, the sequence size is returned.\n\n   On error, -1 is returned.\n\n   This is the equivalent to the Python expression: len(o) */\nPyAPI_FUNC(Py_ssize_t) PyObject_Size(PyObject *o);\n\n\n/* For DLL compatibility */\n#undef PyObject_Length\nPyAPI_FUNC(Py_ssize_t) PyObject_Length(PyObject *o);\n#define PyObject_Length PyObject_Size\n\n/* Return element of 'o' corresponding to the object 'key'. Return NULL\n  on failure.\n\n  This is the equivalent of the Python expression: o[key] */\nPyAPI_FUNC(PyObject *) PyObject_GetItem(PyObject *o, PyObject *key);\n\n\n/* Map the object 'key' to the value 'v' into 'o'.\n\n   Raise an exception and return -1 on failure; return 0 on success.\n\n   This is the equivalent of the Python statement: o[key]=v. */\nPyAPI_FUNC(int) PyObject_SetItem(PyObject *o, PyObject *key, PyObject *v);\n\n/* Remove the mapping for the string 'key' from the object 'o'.\n   Returns -1 on failure.\n\n   This is equivalent to the Python statement: del o[key]. */\nPyAPI_FUNC(int) PyObject_DelItemString(PyObject *o, const char *key);\n\n/* Delete the mapping for the object 'key' from the object 'o'.\n   Returns -1 on failure.\n\n   This is the equivalent of the Python statement: del o[key]. */\nPyAPI_FUNC(int) PyObject_DelItem(PyObject *o, PyObject *key);\n\n\n/* === Old Buffer API ============================================ */\n\n/* FIXME:  usage of these should all be replaced in Python itself\n   but for backwards compatibility we will implement them.\n   Their usage without a corresponding \"unlock\" mechanism\n   may create issues (but they would already be there). */\n\n/* Takes an arbitrary object which must support the (character, single segment)\n   buffer interface and returns a pointer to a read-only memory location\n   useable as character based input for subsequent processing.\n\n   Return 0 on success.  buffer and buffer_len are only set in case no error\n   occurs. Otherwise, -1 is returned and an exception set. */\nPy_DEPRECATED(3.0)\nPyAPI_FUNC(int) PyObject_AsCharBuffer(PyObject *obj,\n                                      const char **buffer,\n                                      Py_ssize_t *buffer_len);\n\n/* Checks whether an arbitrary object supports the (character, single segment)\n   buffer interface.\n\n   Returns 1 on success, 0 on failure. */\nPy_DEPRECATED(3.0) PyAPI_FUNC(int) PyObject_CheckReadBuffer(PyObject *obj);\n\n/* Same as PyObject_AsCharBuffer() except that this API expects (readable,\n   single segment) buffer interface and returns a pointer to a read-only memory\n   location which can contain arbitrary data.\n\n   0 is returned on success.  buffer and buffer_len are only set in case no\n   error occurs.  Otherwise, -1 is returned and an exception set. */\nPy_DEPRECATED(3.0)\nPyAPI_FUNC(int) PyObject_AsReadBuffer(PyObject *obj,\n                                      const void **buffer,\n                                      Py_ssize_t *buffer_len);\n\n/* Takes an arbitrary object which must support the (writable, single segment)\n   buffer interface and returns a pointer to a writable memory location in\n   buffer of size 'buffer_len'.\n\n   Return 0 on success.  buffer and buffer_len are only set in case no error\n   occurs. Otherwise, -1 is returned and an exception set. */\nPy_DEPRECATED(3.0)\nPyAPI_FUNC(int) PyObject_AsWriteBuffer(PyObject *obj,\n                                       void **buffer,\n                                       Py_ssize_t *buffer_len);\n\n\n/* === New Buffer API ============================================ */\n\n/* Takes an arbitrary object and returns the result of calling\n   obj.__format__(format_spec). */\nPyAPI_FUNC(PyObject *) PyObject_Format(PyObject *obj,\n                                       PyObject *format_spec);\n\n\n/* ==== Iterators ================================================ */\n\n/* Takes an object and returns an iterator for it.\n   This is typically a new iterator but if the argument is an iterator, this\n   returns itself. */\nPyAPI_FUNC(PyObject *) PyObject_GetIter(PyObject *);\n\n/* Returns 1 if the object 'obj' provides iterator protocols, and 0 otherwise.\n\n   This function always succeeds. */\nPyAPI_FUNC(int) PyIter_Check(PyObject *);\n\n/* Takes an iterator object and calls its tp_iternext slot,\n   returning the next value.\n\n   If the iterator is exhausted, this returns NULL without setting an\n   exception.\n\n   NULL with an exception means an error occurred. */\nPyAPI_FUNC(PyObject *) PyIter_Next(PyObject *);\n\n\n/* === Number Protocol ================================================== */\n\n/* Returns 1 if the object 'o' provides numeric protocols, and 0 otherwise.\n\n   This function always succeeds. */\nPyAPI_FUNC(int) PyNumber_Check(PyObject *o);\n\n/* Returns the result of adding o1 and o2, or NULL on failure.\n\n   This is the equivalent of the Python expression: o1 + o2. */\nPyAPI_FUNC(PyObject *) PyNumber_Add(PyObject *o1, PyObject *o2);\n\n/* Returns the result of subtracting o2 from o1, or NULL on failure.\n\n   This is the equivalent of the Python expression: o1 - o2. */\nPyAPI_FUNC(PyObject *) PyNumber_Subtract(PyObject *o1, PyObject *o2);\n\n/* Returns the result of multiplying o1 and o2, or NULL on failure.\n\n   This is the equivalent of the Python expression: o1 * o2. */\nPyAPI_FUNC(PyObject *) PyNumber_Multiply(PyObject *o1, PyObject *o2);\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03050000\n/* This is the equivalent of the Python expression: o1 @ o2. */\nPyAPI_FUNC(PyObject *) PyNumber_MatrixMultiply(PyObject *o1, PyObject *o2);\n#endif\n\n/* Returns the result of dividing o1 by o2 giving an integral result,\n   or NULL on failure.\n\n   This is the equivalent of the Python expression: o1 // o2. */\nPyAPI_FUNC(PyObject *) PyNumber_FloorDivide(PyObject *o1, PyObject *o2);\n\n/* Returns the result of dividing o1 by o2 giving a float result, or NULL on\n   failure.\n\n   This is the equivalent of the Python expression: o1 / o2. */\nPyAPI_FUNC(PyObject *) PyNumber_TrueDivide(PyObject *o1, PyObject *o2);\n\n/* Returns the remainder of dividing o1 by o2, or NULL on failure.\n\n   This is the equivalent of the Python expression: o1 % o2. */\nPyAPI_FUNC(PyObject *) PyNumber_Remainder(PyObject *o1, PyObject *o2);\n\n/* See the built-in function divmod.\n\n   Returns NULL on failure.\n\n   This is the equivalent of the Python expression: divmod(o1, o2). */\nPyAPI_FUNC(PyObject *) PyNumber_Divmod(PyObject *o1, PyObject *o2);\n\n/* See the built-in function pow. Returns NULL on failure.\n\n   This is the equivalent of the Python expression: pow(o1, o2, o3),\n   where o3 is optional. */\nPyAPI_FUNC(PyObject *) PyNumber_Power(PyObject *o1, PyObject *o2,\n                                      PyObject *o3);\n\n/* Returns the negation of o on success, or NULL on failure.\n\n This is the equivalent of the Python expression: -o. */\nPyAPI_FUNC(PyObject *) PyNumber_Negative(PyObject *o);\n\n/* Returns the positive of o on success, or NULL on failure.\n\n   This is the equivalent of the Python expression: +o. */\nPyAPI_FUNC(PyObject *) PyNumber_Positive(PyObject *o);\n\n/* Returns the absolute value of 'o', or NULL on failure.\n\n   This is the equivalent of the Python expression: abs(o). */\nPyAPI_FUNC(PyObject *) PyNumber_Absolute(PyObject *o);\n\n/* Returns the bitwise negation of 'o' on success, or NULL on failure.\n\n   This is the equivalent of the Python expression: ~o. */\nPyAPI_FUNC(PyObject *) PyNumber_Invert(PyObject *o);\n\n/* Returns the result of left shifting o1 by o2 on success, or NULL on failure.\n\n   This is the equivalent of the Python expression: o1 << o2. */\nPyAPI_FUNC(PyObject *) PyNumber_Lshift(PyObject *o1, PyObject *o2);\n\n/* Returns the result of right shifting o1 by o2 on success, or NULL on\n   failure.\n\n   This is the equivalent of the Python expression: o1 >> o2. */\nPyAPI_FUNC(PyObject *) PyNumber_Rshift(PyObject *o1, PyObject *o2);\n\n/* Returns the result of bitwise and of o1 and o2 on success, or NULL on\n   failure.\n\n   This is the equivalent of the Python expression: o1 & o2. */\nPyAPI_FUNC(PyObject *) PyNumber_And(PyObject *o1, PyObject *o2);\n\n/* Returns the bitwise exclusive or of o1 by o2 on success, or NULL on failure.\n\n   This is the equivalent of the Python expression: o1 ^ o2. */\nPyAPI_FUNC(PyObject *) PyNumber_Xor(PyObject *o1, PyObject *o2);\n\n/* Returns the result of bitwise or on o1 and o2 on success, or NULL on\n   failure.\n\n   This is the equivalent of the Python expression: o1 | o2. */\nPyAPI_FUNC(PyObject *) PyNumber_Or(PyObject *o1, PyObject *o2);\n\n/* Returns 1 if obj is an index integer (has the nb_index slot of the\n   tp_as_number structure filled in), and 0 otherwise. */\nPyAPI_FUNC(int) PyIndex_Check(PyObject *);\n\n/* Returns the object 'o' converted to a Python int, or NULL with an exception\n   raised on failure. */\nPyAPI_FUNC(PyObject *) PyNumber_Index(PyObject *o);\n\n/* Returns the object 'o' converted to Py_ssize_t by going through\n   PyNumber_Index() first.\n\n   If an overflow error occurs while converting the int to Py_ssize_t, then the\n   second argument 'exc' is the error-type to return.  If it is NULL, then the\n   overflow error is cleared and the value is clipped. */\nPyAPI_FUNC(Py_ssize_t) PyNumber_AsSsize_t(PyObject *o, PyObject *exc);\n\n/* Returns the object 'o' converted to an integer object on success, or NULL\n   on failure.\n\n   This is the equivalent of the Python expression: int(o). */\nPyAPI_FUNC(PyObject *) PyNumber_Long(PyObject *o);\n\n/* Returns the object 'o' converted to a float object on success, or NULL\n  on failure.\n\n  This is the equivalent of the Python expression: float(o). */\nPyAPI_FUNC(PyObject *) PyNumber_Float(PyObject *o);\n\n\n/* --- In-place variants of (some of) the above number protocol functions -- */\n\n/* Returns the result of adding o2 to o1, possibly in-place, or NULL\n   on failure.\n\n   This is the equivalent of the Python expression: o1 += o2. */\nPyAPI_FUNC(PyObject *) PyNumber_InPlaceAdd(PyObject *o1, PyObject *o2);\n\n/* Returns the result of subtracting o2 from o1, possibly in-place or\n   NULL on failure.\n\n   This is the equivalent of the Python expression: o1 -= o2. */\nPyAPI_FUNC(PyObject *) PyNumber_InPlaceSubtract(PyObject *o1, PyObject *o2);\n\n/* Returns the result of multiplying o1 by o2, possibly in-place, or NULL on\n   failure.\n\n   This is the equivalent of the Python expression: o1 *= o2. */\nPyAPI_FUNC(PyObject *) PyNumber_InPlaceMultiply(PyObject *o1, PyObject *o2);\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03050000\n/* This is the equivalent of the Python expression: o1 @= o2. */\nPyAPI_FUNC(PyObject *) PyNumber_InPlaceMatrixMultiply(PyObject *o1, PyObject *o2);\n#endif\n\n/* Returns the result of dividing o1 by o2 giving an integral result, possibly\n   in-place, or NULL on failure.\n\n   This is the equivalent of the Python expression: o1 /= o2. */\nPyAPI_FUNC(PyObject *) PyNumber_InPlaceFloorDivide(PyObject *o1,\n                                                   PyObject *o2);\n\n/* Returns the result of dividing o1 by o2 giving a float result, possibly\n   in-place, or null on failure.\n\n   This is the equivalent of the Python expression: o1 /= o2. */\nPyAPI_FUNC(PyObject *) PyNumber_InPlaceTrueDivide(PyObject *o1,\n                                                  PyObject *o2);\n\n/* Returns the remainder of dividing o1 by o2, possibly in-place, or NULL on\n   failure.\n\n   This is the equivalent of the Python expression: o1 %= o2. */\nPyAPI_FUNC(PyObject *) PyNumber_InPlaceRemainder(PyObject *o1, PyObject *o2);\n\n/* Returns the result of raising o1 to the power of o2, possibly in-place,\n   or NULL on failure.\n\n   This is the equivalent of the Python expression: o1 **= o2,\n   or o1 = pow(o1, o2, o3) if o3 is present. */\nPyAPI_FUNC(PyObject *) PyNumber_InPlacePower(PyObject *o1, PyObject *o2,\n                                             PyObject *o3);\n\n/* Returns the result of left shifting o1 by o2, possibly in-place, or NULL\n   on failure.\n\n   This is the equivalent of the Python expression: o1 <<= o2. */\nPyAPI_FUNC(PyObject *) PyNumber_InPlaceLshift(PyObject *o1, PyObject *o2);\n\n/* Returns the result of right shifting o1 by o2, possibly in-place or NULL\n   on failure.\n\n   This is the equivalent of the Python expression: o1 >>= o2. */\nPyAPI_FUNC(PyObject *) PyNumber_InPlaceRshift(PyObject *o1, PyObject *o2);\n\n/* Returns the result of bitwise and of o1 and o2, possibly in-place, or NULL\n   on failure.\n\n   This is the equivalent of the Python expression: o1 &= o2. */\nPyAPI_FUNC(PyObject *) PyNumber_InPlaceAnd(PyObject *o1, PyObject *o2);\n\n/* Returns the bitwise exclusive or of o1 by o2, possibly in-place, or NULL\n   on failure.\n\n   This is the equivalent of the Python expression: o1 ^= o2. */\nPyAPI_FUNC(PyObject *) PyNumber_InPlaceXor(PyObject *o1, PyObject *o2);\n\n/* Returns the result of bitwise or of o1 and o2, possibly in-place,\n   or NULL on failure.\n\n   This is the equivalent of the Python expression: o1 |= o2. */\nPyAPI_FUNC(PyObject *) PyNumber_InPlaceOr(PyObject *o1, PyObject *o2);\n\n/* Returns the integer n converted to a string with a base, with a base\n   marker of 0b, 0o or 0x prefixed if applicable.\n\n   If n is not an int object, it is converted with PyNumber_Index first. */\nPyAPI_FUNC(PyObject *) PyNumber_ToBase(PyObject *n, int base);\n\n\n/* === Sequence protocol ================================================ */\n\n/* Return 1 if the object provides sequence protocol, and zero\n   otherwise.\n\n   This function always succeeds. */\nPyAPI_FUNC(int) PySequence_Check(PyObject *o);\n\n/* Return the size of sequence object o, or -1 on failure. */\nPyAPI_FUNC(Py_ssize_t) PySequence_Size(PyObject *o);\n\n/* For DLL compatibility */\n#undef PySequence_Length\nPyAPI_FUNC(Py_ssize_t) PySequence_Length(PyObject *o);\n#define PySequence_Length PySequence_Size\n\n\n/* Return the concatenation of o1 and o2 on success, and NULL on failure.\n\n   This is the equivalent of the Python expression: o1 + o2. */\nPyAPI_FUNC(PyObject *) PySequence_Concat(PyObject *o1, PyObject *o2);\n\n/* Return the result of repeating sequence object 'o' 'count' times,\n  or NULL on failure.\n\n  This is the equivalent of the Python expression: o * count. */\nPyAPI_FUNC(PyObject *) PySequence_Repeat(PyObject *o, Py_ssize_t count);\n\n/* Return the ith element of o, or NULL on failure.\n\n   This is the equivalent of the Python expression: o[i]. */\nPyAPI_FUNC(PyObject *) PySequence_GetItem(PyObject *o, Py_ssize_t i);\n\n/* Return the slice of sequence object o between i1 and i2, or NULL on failure.\n\n   This is the equivalent of the Python expression: o[i1:i2]. */\nPyAPI_FUNC(PyObject *) PySequence_GetSlice(PyObject *o, Py_ssize_t i1, Py_ssize_t i2);\n\n/* Assign object 'v' to the ith element of the sequence 'o'. Raise an exception\n   and return -1 on failure; return 0 on success.\n\n   This is the equivalent of the Python statement o[i] = v. */\nPyAPI_FUNC(int) PySequence_SetItem(PyObject *o, Py_ssize_t i, PyObject *v);\n\n/* Delete the 'i'-th element of the sequence 'v'. Returns -1 on failure.\n\n   This is the equivalent of the Python statement: del o[i]. */\nPyAPI_FUNC(int) PySequence_DelItem(PyObject *o, Py_ssize_t i);\n\n/* Assign the sequence object 'v' to the slice in sequence object 'o',\n   from 'i1' to 'i2'. Returns -1 on failure.\n\n   This is the equivalent of the Python statement: o[i1:i2] = v. */\nPyAPI_FUNC(int) PySequence_SetSlice(PyObject *o, Py_ssize_t i1, Py_ssize_t i2,\n                                    PyObject *v);\n\n/* Delete the slice in sequence object 'o' from 'i1' to 'i2'.\n   Returns -1 on failure.\n\n   This is the equivalent of the Python statement: del o[i1:i2]. */\nPyAPI_FUNC(int) PySequence_DelSlice(PyObject *o, Py_ssize_t i1, Py_ssize_t i2);\n\n/* Returns the sequence 'o' as a tuple on success, and NULL on failure.\n\n   This is equivalent to the Python expression: tuple(o). */\nPyAPI_FUNC(PyObject *) PySequence_Tuple(PyObject *o);\n\n/* Returns the sequence 'o' as a list on success, and NULL on failure.\n   This is equivalent to the Python expression: list(o) */\nPyAPI_FUNC(PyObject *) PySequence_List(PyObject *o);\n\n/* Return the sequence 'o' as a list, unless it's already a tuple or list.\n\n   Use PySequence_Fast_GET_ITEM to access the members of this list, and\n   PySequence_Fast_GET_SIZE to get its length.\n\n   Returns NULL on failure.  If the object does not support iteration, raises a\n   TypeError exception with 'm' as the message text. */\nPyAPI_FUNC(PyObject *) PySequence_Fast(PyObject *o, const char* m);\n\n/* Return the size of the sequence 'o', assuming that 'o' was returned by\n   PySequence_Fast and is not NULL. */\n#define PySequence_Fast_GET_SIZE(o) \\\n    (PyList_Check(o) ? PyList_GET_SIZE(o) : PyTuple_GET_SIZE(o))\n\n/* Return the 'i'-th element of the sequence 'o', assuming that o was returned\n   by PySequence_Fast, and that i is within bounds. */\n#define PySequence_Fast_GET_ITEM(o, i)\\\n     (PyList_Check(o) ? PyList_GET_ITEM(o, i) : PyTuple_GET_ITEM(o, i))\n\n/* Return a pointer to the underlying item array for\n   an object returned by PySequence_Fast */\n#define PySequence_Fast_ITEMS(sf) \\\n    (PyList_Check(sf) ? ((PyListObject *)(sf))->ob_item \\\n                      : ((PyTupleObject *)(sf))->ob_item)\n\n/* Return the number of occurrences on value on 'o', that is, return\n   the number of keys for which o[key] == value.\n\n   On failure, return -1.  This is equivalent to the Python expression:\n   o.count(value). */\nPyAPI_FUNC(Py_ssize_t) PySequence_Count(PyObject *o, PyObject *value);\n\n/* Return 1 if 'ob' is in the sequence 'seq'; 0 if 'ob' is not in the sequence\n   'seq'; -1 on error.\n\n   Use __contains__ if possible, else _PySequence_IterSearch(). */\nPyAPI_FUNC(int) PySequence_Contains(PyObject *seq, PyObject *ob);\n\n/* For DLL-level backwards compatibility */\n#undef PySequence_In\n/* Determine if the sequence 'o' contains 'value'. If an item in 'o' is equal\n   to 'value', return 1, otherwise return 0. On error, return -1.\n\n   This is equivalent to the Python expression: value in o. */\nPyAPI_FUNC(int) PySequence_In(PyObject *o, PyObject *value);\n\n/* For source-level backwards compatibility */\n#define PySequence_In PySequence_Contains\n\n\n/* Return the first index for which o[i] == value.\n   On error, return -1.\n\n   This is equivalent to the Python expression: o.index(value). */\nPyAPI_FUNC(Py_ssize_t) PySequence_Index(PyObject *o, PyObject *value);\n\n\n/* --- In-place versions of some of the above Sequence functions --- */\n\n/* Append sequence 'o2' to sequence 'o1', in-place when possible. Return the\n   resulting object, which could be 'o1', or NULL on failure.\n\n  This is the equivalent of the Python expression: o1 += o2. */\nPyAPI_FUNC(PyObject *) PySequence_InPlaceConcat(PyObject *o1, PyObject *o2);\n\n/* Repeat sequence 'o' by 'count', in-place when possible. Return the resulting\n   object, which could be 'o', or NULL on failure.\n\n   This is the equivalent of the Python expression: o1 *= count.  */\nPyAPI_FUNC(PyObject *) PySequence_InPlaceRepeat(PyObject *o, Py_ssize_t count);\n\n\n/* === Mapping protocol ================================================= */\n\n/* Return 1 if the object provides mapping protocol, and 0 otherwise.\n\n   This function always succeeds. */\nPyAPI_FUNC(int) PyMapping_Check(PyObject *o);\n\n/* Returns the number of keys in mapping object 'o' on success, and -1 on\n  failure. This is equivalent to the Python expression: len(o). */\nPyAPI_FUNC(Py_ssize_t) PyMapping_Size(PyObject *o);\n\n/* For DLL compatibility */\n#undef PyMapping_Length\nPyAPI_FUNC(Py_ssize_t) PyMapping_Length(PyObject *o);\n#define PyMapping_Length PyMapping_Size\n\n\n/* Implemented as a macro:\n\n   int PyMapping_DelItemString(PyObject *o, const char *key);\n\n   Remove the mapping for the string 'key' from the mapping 'o'. Returns -1 on\n   failure.\n\n   This is equivalent to the Python statement: del o[key]. */\n#define PyMapping_DelItemString(O,K) PyObject_DelItemString((O),(K))\n\n/* Implemented as a macro:\n\n   int PyMapping_DelItem(PyObject *o, PyObject *key);\n\n   Remove the mapping for the object 'key' from the mapping object 'o'.\n   Returns -1 on failure.\n\n   This is equivalent to the Python statement: del o[key]. */\n#define PyMapping_DelItem(O,K) PyObject_DelItem((O),(K))\n\n/* On success, return 1 if the mapping object 'o' has the key 'key',\n   and 0 otherwise.\n\n   This is equivalent to the Python expression: key in o.\n\n   This function always succeeds. */\nPyAPI_FUNC(int) PyMapping_HasKeyString(PyObject *o, const char *key);\n\n/* Return 1 if the mapping object has the key 'key', and 0 otherwise.\n\n   This is equivalent to the Python expression: key in o.\n\n   This function always succeeds. */\nPyAPI_FUNC(int) PyMapping_HasKey(PyObject *o, PyObject *key);\n\n/* On success, return a list or tuple of the keys in mapping object 'o'.\n   On failure, return NULL. */\nPyAPI_FUNC(PyObject *) PyMapping_Keys(PyObject *o);\n\n/* On success, return a list or tuple of the values in mapping object 'o'.\n   On failure, return NULL. */\nPyAPI_FUNC(PyObject *) PyMapping_Values(PyObject *o);\n\n/* On success, return a list or tuple of the items in mapping object 'o',\n   where each item is a tuple containing a key-value pair. On failure, return\n   NULL. */\nPyAPI_FUNC(PyObject *) PyMapping_Items(PyObject *o);\n\n/* Return element of 'o' corresponding to the string 'key' or NULL on failure.\n\n   This is the equivalent of the Python expression: o[key]. */\nPyAPI_FUNC(PyObject *) PyMapping_GetItemString(PyObject *o,\n                                               const char *key);\n\n/* Map the string 'key' to the value 'v' in the mapping 'o'.\n   Returns -1 on failure.\n\n   This is the equivalent of the Python statement: o[key]=v. */\nPyAPI_FUNC(int) PyMapping_SetItemString(PyObject *o, const char *key,\n                                        PyObject *value);\n\n/* isinstance(object, typeorclass) */\nPyAPI_FUNC(int) PyObject_IsInstance(PyObject *object, PyObject *typeorclass);\n\n/* issubclass(object, typeorclass) */\nPyAPI_FUNC(int) PyObject_IsSubclass(PyObject *object, PyObject *typeorclass);\n\n#ifndef Py_LIMITED_API\n#  define Py_CPYTHON_ABSTRACTOBJECT_H\n#  include  \"cpython/abstract.h\"\n#  undef Py_CPYTHON_ABSTRACTOBJECT_H\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* Py_ABSTRACTOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/asdl.h",
    "content": "#ifndef Py_LIMITED_API\n#ifndef Py_ASDL_H\n#define Py_ASDL_H\n\ntypedef PyObject * identifier;\ntypedef PyObject * string;\ntypedef PyObject * object;\ntypedef PyObject * constant;\n\n/* It would be nice if the code generated by asdl_c.py was completely\n   independent of Python, but it is a goal the requires too much work\n   at this stage.  So, for example, I'll represent identifiers as\n   interned Python strings.\n*/\n\n/* XXX A sequence should be typed so that its use can be typechecked. */\n\ntypedef struct {\n    Py_ssize_t size;\n    void *elements[1];\n} asdl_seq;\n\ntypedef struct {\n    Py_ssize_t size;\n    int elements[1];\n} asdl_int_seq;\n\nasdl_seq *_Py_asdl_seq_new(Py_ssize_t size, PyArena *arena);\nasdl_int_seq *_Py_asdl_int_seq_new(Py_ssize_t size, PyArena *arena);\n\n#define asdl_seq_GET(S, I) (S)->elements[(I)]\n#define asdl_seq_LEN(S) ((S) == NULL ? 0 : (S)->size)\n#ifdef Py_DEBUG\n#define asdl_seq_SET(S, I, V) \\\n    do { \\\n        Py_ssize_t _asdl_i = (I); \\\n        assert((S) != NULL); \\\n        assert(0 <= _asdl_i && _asdl_i < (S)->size); \\\n        (S)->elements[_asdl_i] = (V); \\\n    } while (0)\n#else\n#define asdl_seq_SET(S, I, V) (S)->elements[I] = (V)\n#endif\n\n#endif /* !Py_ASDL_H */\n#endif /* Py_LIMITED_API */\n"
  },
  {
    "path": "LView/external_includes/ast.h",
    "content": "#ifndef Py_LIMITED_API\n#ifndef Py_AST_H\n#define Py_AST_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#include \"Python-ast.h\"   /* mod_ty */\n#include \"node.h\"         /* node */\n\nPyAPI_FUNC(int) PyAST_Validate(mod_ty);\nPyAPI_FUNC(mod_ty) PyAST_FromNode(\n    const node *n,\n    PyCompilerFlags *flags,\n    const char *filename,       /* decoded from the filesystem encoding */\n    PyArena *arena);\nPyAPI_FUNC(mod_ty) PyAST_FromNodeObject(\n    const node *n,\n    PyCompilerFlags *flags,\n    PyObject *filename,\n    PyArena *arena);\n\n/* _PyAST_ExprAsUnicode is defined in ast_unparse.c */\nPyAPI_FUNC(PyObject *) _PyAST_ExprAsUnicode(expr_ty);\n\n/* Return the borrowed reference to the first literal string in the\n   sequence of statements or NULL if it doesn't start from a literal string.\n   Doesn't set exception. */\nPyAPI_FUNC(PyObject *) _PyAST_GetDocString(asdl_seq *);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_AST_H */\n#endif /* !Py_LIMITED_API */\n"
  },
  {
    "path": "LView/external_includes/bitset.h",
    "content": "\n#ifndef Py_BITSET_H\n#define Py_BITSET_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* Bitset interface */\n\n#define BYTE            char\ntypedef BYTE *bitset;\n\n#define testbit(ss, ibit) (((ss)[BIT2BYTE(ibit)] & BIT2MASK(ibit)) != 0)\n\n#define BITSPERBYTE     (8*sizeof(BYTE))\n#define BIT2BYTE(ibit)  ((ibit) / BITSPERBYTE)\n#define BIT2SHIFT(ibit) ((ibit) % BITSPERBYTE)\n#define BIT2MASK(ibit)  (1 << BIT2SHIFT(ibit))\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_BITSET_H */\n"
  },
  {
    "path": "LView/external_includes/bltinmodule.h",
    "content": "#ifndef Py_BLTINMODULE_H\n#define Py_BLTINMODULE_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\nPyAPI_DATA(PyTypeObject) PyFilter_Type;\nPyAPI_DATA(PyTypeObject) PyMap_Type;\nPyAPI_DATA(PyTypeObject) PyZip_Type;\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_BLTINMODULE_H */\n"
  },
  {
    "path": "LView/external_includes/boolobject.h",
    "content": "/* Boolean object interface */\n\n#ifndef Py_BOOLOBJECT_H\n#define Py_BOOLOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n\nPyAPI_DATA(PyTypeObject) PyBool_Type;\n\n#define PyBool_Check(x) Py_IS_TYPE(x, &PyBool_Type)\n\n/* Py_False and Py_True are the only two bools in existence.\nDon't forget to apply Py_INCREF() when returning either!!! */\n\n/* Don't use these directly */\nPyAPI_DATA(struct _longobject) _Py_FalseStruct, _Py_TrueStruct;\n\n/* Use these macros */\n#define Py_False ((PyObject *) &_Py_FalseStruct)\n#define Py_True ((PyObject *) &_Py_TrueStruct)\n\n/* Macros for returning Py_True or Py_False, respectively */\n#define Py_RETURN_TRUE return Py_INCREF(Py_True), Py_True\n#define Py_RETURN_FALSE return Py_INCREF(Py_False), Py_False\n\n/* Function to return a bool from a C long */\nPyAPI_FUNC(PyObject *) PyBool_FromLong(long);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_BOOLOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/bytearrayobject.h",
    "content": "/* ByteArray object interface */\n\n#ifndef Py_BYTEARRAYOBJECT_H\n#define Py_BYTEARRAYOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#include <stdarg.h>\n\n/* Type PyByteArrayObject represents a mutable array of bytes.\n * The Python API is that of a sequence;\n * the bytes are mapped to ints in [0, 256).\n * Bytes are not characters; they may be used to encode characters.\n * The only way to go between bytes and str/unicode is via encoding\n * and decoding.\n * For the convenience of C programmers, the bytes type is considered\n * to contain a char pointer, not an unsigned char pointer.\n */\n\n/* Type object */\nPyAPI_DATA(PyTypeObject) PyByteArray_Type;\nPyAPI_DATA(PyTypeObject) PyByteArrayIter_Type;\n\n/* Type check macros */\n#define PyByteArray_Check(self) PyObject_TypeCheck(self, &PyByteArray_Type)\n#define PyByteArray_CheckExact(self) Py_IS_TYPE(self, &PyByteArray_Type)\n\n/* Direct API functions */\nPyAPI_FUNC(PyObject *) PyByteArray_FromObject(PyObject *);\nPyAPI_FUNC(PyObject *) PyByteArray_Concat(PyObject *, PyObject *);\nPyAPI_FUNC(PyObject *) PyByteArray_FromStringAndSize(const char *, Py_ssize_t);\nPyAPI_FUNC(Py_ssize_t) PyByteArray_Size(PyObject *);\nPyAPI_FUNC(char *) PyByteArray_AsString(PyObject *);\nPyAPI_FUNC(int) PyByteArray_Resize(PyObject *, Py_ssize_t);\n\n#ifndef Py_LIMITED_API\n#  define Py_CPYTHON_BYTEARRAYOBJECT_H\n#  include  \"cpython/bytearrayobject.h\"\n#  undef Py_CPYTHON_BYTEARRAYOBJECT_H\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_BYTEARRAYOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/bytesobject.h",
    "content": "\n/* Bytes (String) object interface */\n\n#ifndef Py_BYTESOBJECT_H\n#define Py_BYTESOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#include <stdarg.h>\n\n/*\nType PyBytesObject represents a character string.  An extra zero byte is\nreserved at the end to ensure it is zero-terminated, but a size is\npresent so strings with null bytes in them can be represented.  This\nis an immutable object type.\n\nThere are functions to create new string objects, to test\nan object for string-ness, and to get the\nstring value.  The latter function returns a null pointer\nif the object is not of the proper type.\nThere is a variant that takes an explicit size as well as a\nvariant that assumes a zero-terminated string.  Note that none of the\nfunctions should be applied to nil objects.\n*/\n\n/* Caching the hash (ob_shash) saves recalculation of a string's hash value.\n   This significantly speeds up dict lookups. */\n\nPyAPI_DATA(PyTypeObject) PyBytes_Type;\nPyAPI_DATA(PyTypeObject) PyBytesIter_Type;\n\n#define PyBytes_Check(op) \\\n                 PyType_FastSubclass(Py_TYPE(op), Py_TPFLAGS_BYTES_SUBCLASS)\n#define PyBytes_CheckExact(op) Py_IS_TYPE(op, &PyBytes_Type)\n\nPyAPI_FUNC(PyObject *) PyBytes_FromStringAndSize(const char *, Py_ssize_t);\nPyAPI_FUNC(PyObject *) PyBytes_FromString(const char *);\nPyAPI_FUNC(PyObject *) PyBytes_FromObject(PyObject *);\nPyAPI_FUNC(PyObject *) PyBytes_FromFormatV(const char*, va_list)\n                                Py_GCC_ATTRIBUTE((format(printf, 1, 0)));\nPyAPI_FUNC(PyObject *) PyBytes_FromFormat(const char*, ...)\n                                Py_GCC_ATTRIBUTE((format(printf, 1, 2)));\nPyAPI_FUNC(Py_ssize_t) PyBytes_Size(PyObject *);\nPyAPI_FUNC(char *) PyBytes_AsString(PyObject *);\nPyAPI_FUNC(PyObject *) PyBytes_Repr(PyObject *, int);\nPyAPI_FUNC(void) PyBytes_Concat(PyObject **, PyObject *);\nPyAPI_FUNC(void) PyBytes_ConcatAndDel(PyObject **, PyObject *);\nPyAPI_FUNC(PyObject *) PyBytes_DecodeEscape(const char *, Py_ssize_t,\n                                            const char *, Py_ssize_t,\n                                            const char *);\n\n/* Provides access to the internal data buffer and size of a string\n   object or the default encoded version of a Unicode object. Passing\n   NULL as *len parameter will force the string buffer to be\n   0-terminated (passing a string with embedded NULL characters will\n   cause an exception).  */\nPyAPI_FUNC(int) PyBytes_AsStringAndSize(\n    PyObject *obj,      /* string or Unicode object */\n    char **s,           /* pointer to buffer variable */\n    Py_ssize_t *len     /* pointer to length variable or NULL\n                           (only possible for 0-terminated\n                           strings) */\n    );\n\n/* Flags used by string formatting */\n#define F_LJUST (1<<0)\n#define F_SIGN  (1<<1)\n#define F_BLANK (1<<2)\n#define F_ALT   (1<<3)\n#define F_ZERO  (1<<4)\n\n#ifndef Py_LIMITED_API\n#  define Py_CPYTHON_BYTESOBJECT_H\n#  include  \"cpython/bytesobject.h\"\n#  undef Py_CPYTHON_BYTESOBJECT_H\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_BYTESOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/cellobject.h",
    "content": "/* Cell object interface */\n#ifndef Py_LIMITED_API\n#ifndef Py_CELLOBJECT_H\n#define Py_CELLOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\ntypedef struct {\n    PyObject_HEAD\n    PyObject *ob_ref;       /* Content of the cell or NULL when empty */\n} PyCellObject;\n\nPyAPI_DATA(PyTypeObject) PyCell_Type;\n\n#define PyCell_Check(op) Py_IS_TYPE(op, &PyCell_Type)\n\nPyAPI_FUNC(PyObject *) PyCell_New(PyObject *);\nPyAPI_FUNC(PyObject *) PyCell_Get(PyObject *);\nPyAPI_FUNC(int) PyCell_Set(PyObject *, PyObject *);\n\n#define PyCell_GET(op) (((PyCellObject *)(op))->ob_ref)\n#define PyCell_SET(op, v) (((PyCellObject *)(op))->ob_ref = v)\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_TUPLEOBJECT_H */\n#endif /* Py_LIMITED_API */\n"
  },
  {
    "path": "LView/external_includes/ceval.h",
    "content": "#ifndef Py_CEVAL_H\n#define Py_CEVAL_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n\n/* Interface to random parts in ceval.c */\n\n/* PyEval_CallObjectWithKeywords(), PyEval_CallObject(), PyEval_CallFunction\n * and PyEval_CallMethod are deprecated. Since they are officially part of the\n * stable ABI (PEP 384), they must be kept for backward compatibility.\n * PyObject_Call(), PyObject_CallFunction() and PyObject_CallMethod() are\n * recommended to call a callable object.\n */\n\nPy_DEPRECATED(3.9) PyAPI_FUNC(PyObject *) PyEval_CallObjectWithKeywords(\n    PyObject *callable,\n    PyObject *args,\n    PyObject *kwargs);\n\n/* Deprecated since PyEval_CallObjectWithKeywords is deprecated */\n#define PyEval_CallObject(callable, arg) \\\n    PyEval_CallObjectWithKeywords(callable, arg, (PyObject *)NULL)\n\nPy_DEPRECATED(3.9) PyAPI_FUNC(PyObject *) PyEval_CallFunction(\n    PyObject *callable, const char *format, ...);\nPy_DEPRECATED(3.9) PyAPI_FUNC(PyObject *) PyEval_CallMethod(\n    PyObject *obj, const char *name, const char *format, ...);\n\nPyAPI_FUNC(PyObject *) PyEval_GetBuiltins(void);\nPyAPI_FUNC(PyObject *) PyEval_GetGlobals(void);\nPyAPI_FUNC(PyObject *) PyEval_GetLocals(void);\nPyAPI_FUNC(PyFrameObject *) PyEval_GetFrame(void);\n\nPyAPI_FUNC(int) Py_AddPendingCall(int (*func)(void *), void *arg);\nPyAPI_FUNC(int) Py_MakePendingCalls(void);\n\n/* Protection against deeply nested recursive calls\n\n   In Python 3.0, this protection has two levels:\n   * normal anti-recursion protection is triggered when the recursion level\n     exceeds the current recursion limit. It raises a RecursionError, and sets\n     the \"overflowed\" flag in the thread state structure. This flag\n     temporarily *disables* the normal protection; this allows cleanup code\n     to potentially outgrow the recursion limit while processing the\n     RecursionError.\n   * \"last chance\" anti-recursion protection is triggered when the recursion\n     level exceeds \"current recursion limit + 50\". By construction, this\n     protection can only be triggered when the \"overflowed\" flag is set. It\n     means the cleanup code has itself gone into an infinite loop, or the\n     RecursionError has been mistakingly ignored. When this protection is\n     triggered, the interpreter aborts with a Fatal Error.\n\n   In addition, the \"overflowed\" flag is automatically reset when the\n   recursion level drops below \"current recursion limit - 50\". This heuristic\n   is meant to ensure that the normal anti-recursion protection doesn't get\n   disabled too long.\n\n   Please note: this scheme has its own limitations. See:\n   http://mail.python.org/pipermail/python-dev/2008-August/082106.html\n   for some observations.\n*/\nPyAPI_FUNC(void) Py_SetRecursionLimit(int);\nPyAPI_FUNC(int) Py_GetRecursionLimit(void);\n\nPyAPI_FUNC(int) Py_EnterRecursiveCall(const char *where);\nPyAPI_FUNC(void) Py_LeaveRecursiveCall(void);\n\n#define Py_ALLOW_RECURSION \\\n  do { unsigned char _old = PyThreadState_GET()->recursion_critical;\\\n    PyThreadState_GET()->recursion_critical = 1;\n\n#define Py_END_ALLOW_RECURSION \\\n    PyThreadState_GET()->recursion_critical = _old; \\\n  } while(0);\n\nPyAPI_FUNC(const char *) PyEval_GetFuncName(PyObject *);\nPyAPI_FUNC(const char *) PyEval_GetFuncDesc(PyObject *);\n\nPyAPI_FUNC(PyObject *) PyEval_EvalFrame(PyFrameObject *);\nPyAPI_FUNC(PyObject *) PyEval_EvalFrameEx(PyFrameObject *f, int exc);\n\n/* Interface for threads.\n\n   A module that plans to do a blocking system call (or something else\n   that lasts a long time and doesn't touch Python data) can allow other\n   threads to run as follows:\n\n    ...preparations here...\n    Py_BEGIN_ALLOW_THREADS\n    ...blocking system call here...\n    Py_END_ALLOW_THREADS\n    ...interpret result here...\n\n   The Py_BEGIN_ALLOW_THREADS/Py_END_ALLOW_THREADS pair expands to a\n   {}-surrounded block.\n   To leave the block in the middle (e.g., with return), you must insert\n   a line containing Py_BLOCK_THREADS before the return, e.g.\n\n    if (...premature_exit...) {\n        Py_BLOCK_THREADS\n        PyErr_SetFromErrno(PyExc_OSError);\n        return NULL;\n    }\n\n   An alternative is:\n\n    Py_BLOCK_THREADS\n    if (...premature_exit...) {\n        PyErr_SetFromErrno(PyExc_OSError);\n        return NULL;\n    }\n    Py_UNBLOCK_THREADS\n\n   For convenience, that the value of 'errno' is restored across\n   Py_END_ALLOW_THREADS and Py_BLOCK_THREADS.\n\n   WARNING: NEVER NEST CALLS TO Py_BEGIN_ALLOW_THREADS AND\n   Py_END_ALLOW_THREADS!!!\n\n   Note that not yet all candidates have been converted to use this\n   mechanism!\n*/\n\nPyAPI_FUNC(PyThreadState *) PyEval_SaveThread(void);\nPyAPI_FUNC(void) PyEval_RestoreThread(PyThreadState *);\n\nPy_DEPRECATED(3.9) PyAPI_FUNC(int) PyEval_ThreadsInitialized(void);\nPy_DEPRECATED(3.9) PyAPI_FUNC(void) PyEval_InitThreads(void);\n/* PyEval_AcquireLock() and PyEval_ReleaseLock() are part of stable ABI.\n * They will be removed from this header file in the future version.\n * But they will be remained in ABI until Python 4.0.\n */\nPy_DEPRECATED(3.2) PyAPI_FUNC(void) PyEval_AcquireLock(void);\nPy_DEPRECATED(3.2) PyAPI_FUNC(void) PyEval_ReleaseLock(void);\nPyAPI_FUNC(void) PyEval_AcquireThread(PyThreadState *tstate);\nPyAPI_FUNC(void) PyEval_ReleaseThread(PyThreadState *tstate);\n\n#define Py_BEGIN_ALLOW_THREADS { \\\n                        PyThreadState *_save; \\\n                        _save = PyEval_SaveThread();\n#define Py_BLOCK_THREADS        PyEval_RestoreThread(_save);\n#define Py_UNBLOCK_THREADS      _save = PyEval_SaveThread();\n#define Py_END_ALLOW_THREADS    PyEval_RestoreThread(_save); \\\n                 }\n\n/* Masks and values used by FORMAT_VALUE opcode. */\n#define FVC_MASK      0x3\n#define FVC_NONE      0x0\n#define FVC_STR       0x1\n#define FVC_REPR      0x2\n#define FVC_ASCII     0x3\n#define FVS_MASK      0x4\n#define FVS_HAVE_SPEC 0x4\n\n#ifndef Py_LIMITED_API\n#  define Py_CPYTHON_CEVAL_H\n#  include  \"cpython/ceval.h\"\n#  undef Py_CPYTHON_CEVAL_H\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_CEVAL_H */\n"
  },
  {
    "path": "LView/external_includes/classobject.h",
    "content": "/* Former class object interface -- now only bound methods are here  */\n\n/* Revealing some structures (not for general use) */\n\n#ifndef Py_LIMITED_API\n#ifndef Py_CLASSOBJECT_H\n#define Py_CLASSOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\ntypedef struct {\n    PyObject_HEAD\n    PyObject *im_func;   /* The callable object implementing the method */\n    PyObject *im_self;   /* The instance it is bound to */\n    PyObject *im_weakreflist; /* List of weak references */\n    vectorcallfunc vectorcall;\n} PyMethodObject;\n\nPyAPI_DATA(PyTypeObject) PyMethod_Type;\n\n#define PyMethod_Check(op) Py_IS_TYPE(op, &PyMethod_Type)\n\nPyAPI_FUNC(PyObject *) PyMethod_New(PyObject *, PyObject *);\n\nPyAPI_FUNC(PyObject *) PyMethod_Function(PyObject *);\nPyAPI_FUNC(PyObject *) PyMethod_Self(PyObject *);\n\n/* Macros for direct access to these values. Type checks are *not*\n   done, so use with care. */\n#define PyMethod_GET_FUNCTION(meth) \\\n        (((PyMethodObject *)meth) -> im_func)\n#define PyMethod_GET_SELF(meth) \\\n        (((PyMethodObject *)meth) -> im_self)\n\ntypedef struct {\n    PyObject_HEAD\n    PyObject *func;\n} PyInstanceMethodObject;\n\nPyAPI_DATA(PyTypeObject) PyInstanceMethod_Type;\n\n#define PyInstanceMethod_Check(op) Py_IS_TYPE(op, &PyInstanceMethod_Type)\n\nPyAPI_FUNC(PyObject *) PyInstanceMethod_New(PyObject *);\nPyAPI_FUNC(PyObject *) PyInstanceMethod_Function(PyObject *);\n\n/* Macros for direct access to these values. Type checks are *not*\n   done, so use with care. */\n#define PyInstanceMethod_GET_FUNCTION(meth) \\\n        (((PyInstanceMethodObject *)meth) -> func)\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_CLASSOBJECT_H */\n#endif /* Py_LIMITED_API */\n"
  },
  {
    "path": "LView/external_includes/code.h",
    "content": "/* Definitions for bytecode */\n\n#ifndef Py_CODE_H\n#define Py_CODE_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\ntypedef struct PyCodeObject PyCodeObject;\n\n#ifndef Py_LIMITED_API\n#  define Py_CPYTHON_CODE_H\n#  include  \"cpython/code.h\"\n#  undef Py_CPYTHON_CODE_H\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_CODE_H */\n"
  },
  {
    "path": "LView/external_includes/codecs.h",
    "content": "#ifndef Py_CODECREGISTRY_H\n#define Py_CODECREGISTRY_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* ------------------------------------------------------------------------\n\n   Python Codec Registry and support functions\n\n\nWritten by Marc-Andre Lemburg (mal@lemburg.com).\n\nCopyright (c) Corporation for National Research Initiatives.\n\n   ------------------------------------------------------------------------ */\n\n/* Register a new codec search function.\n\n   As side effect, this tries to load the encodings package, if not\n   yet done, to make sure that it is always first in the list of\n   search functions.\n\n   The search_function's refcount is incremented by this function. */\n\nPyAPI_FUNC(int) PyCodec_Register(\n       PyObject *search_function\n       );\n\n/* Codec registry lookup API.\n\n   Looks up the given encoding and returns a CodecInfo object with\n   function attributes which implement the different aspects of\n   processing the encoding.\n\n   The encoding string is looked up converted to all lower-case\n   characters. This makes encodings looked up through this mechanism\n   effectively case-insensitive.\n\n   If no codec is found, a KeyError is set and NULL returned.\n\n   As side effect, this tries to load the encodings package, if not\n   yet done. This is part of the lazy load strategy for the encodings\n   package.\n\n */\n\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(PyObject *) _PyCodec_Lookup(\n       const char *encoding\n       );\n\nPyAPI_FUNC(int) _PyCodec_Forget(\n       const char *encoding\n       );\n#endif\n\n/* Codec registry encoding check API.\n\n   Returns 1/0 depending on whether there is a registered codec for\n   the given encoding.\n\n*/\n\nPyAPI_FUNC(int) PyCodec_KnownEncoding(\n       const char *encoding\n       );\n\n/* Generic codec based encoding API.\n\n   object is passed through the encoder function found for the given\n   encoding using the error handling method defined by errors. errors\n   may be NULL to use the default method defined for the codec.\n\n   Raises a LookupError in case no encoder can be found.\n\n */\n\nPyAPI_FUNC(PyObject *) PyCodec_Encode(\n       PyObject *object,\n       const char *encoding,\n       const char *errors\n       );\n\n/* Generic codec based decoding API.\n\n   object is passed through the decoder function found for the given\n   encoding using the error handling method defined by errors. errors\n   may be NULL to use the default method defined for the codec.\n\n   Raises a LookupError in case no encoder can be found.\n\n */\n\nPyAPI_FUNC(PyObject *) PyCodec_Decode(\n       PyObject *object,\n       const char *encoding,\n       const char *errors\n       );\n\n#ifndef Py_LIMITED_API\n/* Text codec specific encoding and decoding API.\n\n   Checks the encoding against a list of codecs which do not\n   implement a str<->bytes encoding before attempting the\n   operation.\n\n   Please note that these APIs are internal and should not\n   be used in Python C extensions.\n\n   XXX (ncoghlan): should we make these, or something like them, public\n   in Python 3.5+?\n\n */\nPyAPI_FUNC(PyObject *) _PyCodec_LookupTextEncoding(\n       const char *encoding,\n       const char *alternate_command\n       );\n\nPyAPI_FUNC(PyObject *) _PyCodec_EncodeText(\n       PyObject *object,\n       const char *encoding,\n       const char *errors\n       );\n\nPyAPI_FUNC(PyObject *) _PyCodec_DecodeText(\n       PyObject *object,\n       const char *encoding,\n       const char *errors\n       );\n\n/* These two aren't actually text encoding specific, but _io.TextIOWrapper\n * is the only current API consumer.\n */\nPyAPI_FUNC(PyObject *) _PyCodecInfo_GetIncrementalDecoder(\n       PyObject *codec_info,\n       const char *errors\n       );\n\nPyAPI_FUNC(PyObject *) _PyCodecInfo_GetIncrementalEncoder(\n       PyObject *codec_info,\n       const char *errors\n       );\n#endif\n\n\n\n/* --- Codec Lookup APIs --------------------------------------------------\n\n   All APIs return a codec object with incremented refcount and are\n   based on _PyCodec_Lookup().  The same comments w/r to the encoding\n   name also apply to these APIs.\n\n*/\n\n/* Get an encoder function for the given encoding. */\n\nPyAPI_FUNC(PyObject *) PyCodec_Encoder(\n       const char *encoding\n       );\n\n/* Get a decoder function for the given encoding. */\n\nPyAPI_FUNC(PyObject *) PyCodec_Decoder(\n       const char *encoding\n       );\n\n/* Get an IncrementalEncoder object for the given encoding. */\n\nPyAPI_FUNC(PyObject *) PyCodec_IncrementalEncoder(\n       const char *encoding,\n       const char *errors\n       );\n\n/* Get an IncrementalDecoder object function for the given encoding. */\n\nPyAPI_FUNC(PyObject *) PyCodec_IncrementalDecoder(\n       const char *encoding,\n       const char *errors\n       );\n\n/* Get a StreamReader factory function for the given encoding. */\n\nPyAPI_FUNC(PyObject *) PyCodec_StreamReader(\n       const char *encoding,\n       PyObject *stream,\n       const char *errors\n       );\n\n/* Get a StreamWriter factory function for the given encoding. */\n\nPyAPI_FUNC(PyObject *) PyCodec_StreamWriter(\n       const char *encoding,\n       PyObject *stream,\n       const char *errors\n       );\n\n/* Unicode encoding error handling callback registry API */\n\n/* Register the error handling callback function error under the given\n   name. This function will be called by the codec when it encounters\n   unencodable characters/undecodable bytes and doesn't know the\n   callback name, when name is specified as the error parameter\n   in the call to the encode/decode function.\n   Return 0 on success, -1 on error */\nPyAPI_FUNC(int) PyCodec_RegisterError(const char *name, PyObject *error);\n\n/* Lookup the error handling callback function registered under the given\n   name. As a special case NULL can be passed, in which case\n   the error handling callback for \"strict\" will be returned. */\nPyAPI_FUNC(PyObject *) PyCodec_LookupError(const char *name);\n\n/* raise exc as an exception */\nPyAPI_FUNC(PyObject *) PyCodec_StrictErrors(PyObject *exc);\n\n/* ignore the unicode error, skipping the faulty input */\nPyAPI_FUNC(PyObject *) PyCodec_IgnoreErrors(PyObject *exc);\n\n/* replace the unicode encode error with ? or U+FFFD */\nPyAPI_FUNC(PyObject *) PyCodec_ReplaceErrors(PyObject *exc);\n\n/* replace the unicode encode error with XML character references */\nPyAPI_FUNC(PyObject *) PyCodec_XMLCharRefReplaceErrors(PyObject *exc);\n\n/* replace the unicode encode error with backslash escapes (\\x, \\u and \\U) */\nPyAPI_FUNC(PyObject *) PyCodec_BackslashReplaceErrors(PyObject *exc);\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03050000\n/* replace the unicode encode error with backslash escapes (\\N, \\x, \\u and \\U) */\nPyAPI_FUNC(PyObject *) PyCodec_NameReplaceErrors(PyObject *exc);\n#endif\n\n#ifndef Py_LIMITED_API\nPyAPI_DATA(const char *) Py_hexdigits;\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_CODECREGISTRY_H */\n"
  },
  {
    "path": "LView/external_includes/compile.h",
    "content": "#ifndef Py_COMPILE_H\n#define Py_COMPILE_H\n\n#ifndef Py_LIMITED_API\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* Public interface */\nstruct _node; /* Declare the existence of this type */\n#ifndef Py_BUILD_CORE\nPy_DEPRECATED(3.9)\n#endif\nPyAPI_FUNC(PyCodeObject *) PyNode_Compile(struct _node *, const char *);\n/* XXX (ncoghlan): Unprefixed type name in a public API! */\n\n#define PyCF_MASK (CO_FUTURE_DIVISION | CO_FUTURE_ABSOLUTE_IMPORT | \\\n                   CO_FUTURE_WITH_STATEMENT | CO_FUTURE_PRINT_FUNCTION | \\\n                   CO_FUTURE_UNICODE_LITERALS | CO_FUTURE_BARRY_AS_BDFL | \\\n                   CO_FUTURE_GENERATOR_STOP | CO_FUTURE_ANNOTATIONS)\n#define PyCF_MASK_OBSOLETE (CO_NESTED)\n\n/* bpo-39562: CO_FUTURE_ and PyCF_ constants must be kept unique.\n   PyCF_ constants can use bits from 0x0100 to 0x10000.\n   CO_FUTURE_ constants use bits starting at 0x20000. */\n#define PyCF_SOURCE_IS_UTF8  0x0100\n#define PyCF_DONT_IMPLY_DEDENT 0x0200\n#define PyCF_ONLY_AST 0x0400\n#define PyCF_IGNORE_COOKIE 0x0800\n#define PyCF_TYPE_COMMENTS 0x1000\n#define PyCF_ALLOW_TOP_LEVEL_AWAIT 0x2000\n#define PyCF_COMPILE_MASK (PyCF_ONLY_AST | PyCF_ALLOW_TOP_LEVEL_AWAIT | \\\n                           PyCF_TYPE_COMMENTS | PyCF_DONT_IMPLY_DEDENT)\n\n#ifndef Py_LIMITED_API\ntypedef struct {\n    int cf_flags;  /* bitmask of CO_xxx flags relevant to future */\n    int cf_feature_version;  /* minor Python version (PyCF_ONLY_AST) */\n} PyCompilerFlags;\n\n#define _PyCompilerFlags_INIT \\\n    (PyCompilerFlags){.cf_flags = 0, .cf_feature_version = PY_MINOR_VERSION}\n#endif\n\n/* Future feature support */\n\ntypedef struct {\n    int ff_features;      /* flags set by future statements */\n    int ff_lineno;        /* line number of last future statement */\n} PyFutureFeatures;\n\n#define FUTURE_NESTED_SCOPES \"nested_scopes\"\n#define FUTURE_GENERATORS \"generators\"\n#define FUTURE_DIVISION \"division\"\n#define FUTURE_ABSOLUTE_IMPORT \"absolute_import\"\n#define FUTURE_WITH_STATEMENT \"with_statement\"\n#define FUTURE_PRINT_FUNCTION \"print_function\"\n#define FUTURE_UNICODE_LITERALS \"unicode_literals\"\n#define FUTURE_BARRY_AS_BDFL \"barry_as_FLUFL\"\n#define FUTURE_GENERATOR_STOP \"generator_stop\"\n#define FUTURE_ANNOTATIONS \"annotations\"\n\nstruct _mod; /* Declare the existence of this type */\n#define PyAST_Compile(mod, s, f, ar) PyAST_CompileEx(mod, s, f, -1, ar)\nPyAPI_FUNC(PyCodeObject *) PyAST_CompileEx(\n    struct _mod *mod,\n    const char *filename,       /* decoded from the filesystem encoding */\n    PyCompilerFlags *flags,\n    int optimize,\n    PyArena *arena);\nPyAPI_FUNC(PyCodeObject *) PyAST_CompileObject(\n    struct _mod *mod,\n    PyObject *filename,\n    PyCompilerFlags *flags,\n    int optimize,\n    PyArena *arena);\nPyAPI_FUNC(PyFutureFeatures *) PyFuture_FromAST(\n    struct _mod * mod,\n    const char *filename        /* decoded from the filesystem encoding */\n    );\nPyAPI_FUNC(PyFutureFeatures *) PyFuture_FromASTObject(\n    struct _mod * mod,\n    PyObject *filename\n    );\n\n/* _Py_Mangle is defined in compile.c */\nPyAPI_FUNC(PyObject*) _Py_Mangle(PyObject *p, PyObject *name);\n\n#define PY_INVALID_STACK_EFFECT INT_MAX\nPyAPI_FUNC(int) PyCompile_OpcodeStackEffect(int opcode, int oparg);\nPyAPI_FUNC(int) PyCompile_OpcodeStackEffectWithJump(int opcode, int oparg, int jump);\n\ntypedef struct {\n    int optimize;\n    int ff_features;\n} _PyASTOptimizeState;\n\nPyAPI_FUNC(int) _PyAST_Optimize(struct _mod *, PyArena *arena, _PyASTOptimizeState *state);\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif /* !Py_LIMITED_API */\n\n/* These definitions must match corresponding definitions in graminit.h. */\n#define Py_single_input 256\n#define Py_file_input 257\n#define Py_eval_input 258\n#define Py_func_type_input 345\n\n/* This doesn't need to match anything */\n#define Py_fstring_input 800\n\n#endif /* !Py_COMPILE_H */\n"
  },
  {
    "path": "LView/external_includes/complexobject.h",
    "content": "/* Complex number structure */\n\n#ifndef Py_COMPLEXOBJECT_H\n#define Py_COMPLEXOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_LIMITED_API\ntypedef struct {\n    double real;\n    double imag;\n} Py_complex;\n\n/* Operations on complex numbers from complexmodule.c */\n\nPyAPI_FUNC(Py_complex) _Py_c_sum(Py_complex, Py_complex);\nPyAPI_FUNC(Py_complex) _Py_c_diff(Py_complex, Py_complex);\nPyAPI_FUNC(Py_complex) _Py_c_neg(Py_complex);\nPyAPI_FUNC(Py_complex) _Py_c_prod(Py_complex, Py_complex);\nPyAPI_FUNC(Py_complex) _Py_c_quot(Py_complex, Py_complex);\nPyAPI_FUNC(Py_complex) _Py_c_pow(Py_complex, Py_complex);\nPyAPI_FUNC(double) _Py_c_abs(Py_complex);\n#endif\n\n/* Complex object interface */\n\n/*\nPyComplexObject represents a complex number with double-precision\nreal and imaginary parts.\n*/\n#ifndef Py_LIMITED_API\ntypedef struct {\n    PyObject_HEAD\n    Py_complex cval;\n} PyComplexObject;\n#endif\n\nPyAPI_DATA(PyTypeObject) PyComplex_Type;\n\n#define PyComplex_Check(op) PyObject_TypeCheck(op, &PyComplex_Type)\n#define PyComplex_CheckExact(op) Py_IS_TYPE(op, &PyComplex_Type)\n\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(PyObject *) PyComplex_FromCComplex(Py_complex);\n#endif\nPyAPI_FUNC(PyObject *) PyComplex_FromDoubles(double real, double imag);\n\nPyAPI_FUNC(double) PyComplex_RealAsDouble(PyObject *op);\nPyAPI_FUNC(double) PyComplex_ImagAsDouble(PyObject *op);\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(Py_complex) PyComplex_AsCComplex(PyObject *op);\n#endif\n\n/* Format the object based on the format_spec, as defined in PEP 3101\n   (Advanced String Formatting). */\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(int) _PyComplex_FormatAdvancedWriter(\n    _PyUnicodeWriter *writer,\n    PyObject *obj,\n    PyObject *format_spec,\n    Py_ssize_t start,\n    Py_ssize_t end);\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_COMPLEXOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/context.h",
    "content": "#ifndef Py_CONTEXT_H\n#define Py_CONTEXT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_LIMITED_API\n\n\nPyAPI_DATA(PyTypeObject) PyContext_Type;\ntypedef struct _pycontextobject PyContext;\n\nPyAPI_DATA(PyTypeObject) PyContextVar_Type;\ntypedef struct _pycontextvarobject PyContextVar;\n\nPyAPI_DATA(PyTypeObject) PyContextToken_Type;\ntypedef struct _pycontexttokenobject PyContextToken;\n\n\n#define PyContext_CheckExact(o) Py_IS_TYPE(o, &PyContext_Type)\n#define PyContextVar_CheckExact(o) Py_IS_TYPE(o, &PyContextVar_Type)\n#define PyContextToken_CheckExact(o) Py_IS_TYPE(o, &PyContextToken_Type)\n\n\nPyAPI_FUNC(PyObject *) PyContext_New(void);\nPyAPI_FUNC(PyObject *) PyContext_Copy(PyObject *);\nPyAPI_FUNC(PyObject *) PyContext_CopyCurrent(void);\n\nPyAPI_FUNC(int) PyContext_Enter(PyObject *);\nPyAPI_FUNC(int) PyContext_Exit(PyObject *);\n\n\n/* Create a new context variable.\n\n   default_value can be NULL.\n*/\nPyAPI_FUNC(PyObject *) PyContextVar_New(\n    const char *name, PyObject *default_value);\n\n\n/* Get a value for the variable.\n\n   Returns -1 if an error occurred during lookup.\n\n   Returns 0 if value either was or was not found.\n\n   If value was found, *value will point to it.\n   If not, it will point to:\n\n   - default_value, if not NULL;\n   - the default value of \"var\", if not NULL;\n   - NULL.\n\n   '*value' will be a new ref, if not NULL.\n*/\nPyAPI_FUNC(int) PyContextVar_Get(\n    PyObject *var, PyObject *default_value, PyObject **value);\n\n\n/* Set a new value for the variable.\n   Returns NULL if an error occurs.\n*/\nPyAPI_FUNC(PyObject *) PyContextVar_Set(PyObject *var, PyObject *value);\n\n\n/* Reset a variable to its previous value.\n   Returns 0 on success, -1 on error.\n*/\nPyAPI_FUNC(int) PyContextVar_Reset(PyObject *var, PyObject *token);\n\n\n/* This method is exposed only for CPython tests. Don not use it. */\nPyAPI_FUNC(PyObject *) _PyContext_NewHamtForTests(void);\n\n\n#endif /* !Py_LIMITED_API */\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_CONTEXT_H */\n"
  },
  {
    "path": "LView/external_includes/cpython/abstract.h",
    "content": "#ifndef Py_CPYTHON_ABSTRACTOBJECT_H\n#  error \"this header file must not be included directly\"\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* === Object Protocol ================================================== */\n\n#ifdef PY_SSIZE_T_CLEAN\n#  define _PyObject_CallMethodId _PyObject_CallMethodId_SizeT\n#endif\n\n/* Convert keyword arguments from the FASTCALL (stack: C array, kwnames: tuple)\n   format to a Python dictionary (\"kwargs\" dict).\n\n   The type of kwnames keys is not checked. The final function getting\n   arguments is responsible to check if all keys are strings, for example using\n   PyArg_ParseTupleAndKeywords() or PyArg_ValidateKeywordArguments().\n\n   Duplicate keys are merged using the last value. If duplicate keys must raise\n   an exception, the caller is responsible to implement an explicit keys on\n   kwnames. */\nPyAPI_FUNC(PyObject *) _PyStack_AsDict(\n    PyObject *const *values,\n    PyObject *kwnames);\n\n/* Suggested size (number of positional arguments) for arrays of PyObject*\n   allocated on a C stack to avoid allocating memory on the heap memory. Such\n   array is used to pass positional arguments to call functions of the\n   PyObject_Vectorcall() family.\n\n   The size is chosen to not abuse the C stack and so limit the risk of stack\n   overflow. The size is also chosen to allow using the small stack for most\n   function calls of the Python standard library. On 64-bit CPU, it allocates\n   40 bytes on the stack. */\n#define _PY_FASTCALL_SMALL_STACK 5\n\nPyAPI_FUNC(PyObject *) _Py_CheckFunctionResult(\n    PyThreadState *tstate,\n    PyObject *callable,\n    PyObject *result,\n    const char *where);\n\n/* === Vectorcall protocol (PEP 590) ============================= */\n\n/* Call callable using tp_call. Arguments are like PyObject_Vectorcall()\n   or PyObject_FastCallDict() (both forms are supported),\n   except that nargs is plainly the number of arguments without flags. */\nPyAPI_FUNC(PyObject *) _PyObject_MakeTpCall(\n    PyThreadState *tstate,\n    PyObject *callable,\n    PyObject *const *args, Py_ssize_t nargs,\n    PyObject *keywords);\n\n#define PY_VECTORCALL_ARGUMENTS_OFFSET ((size_t)1 << (8 * sizeof(size_t) - 1))\n\nstatic inline Py_ssize_t\nPyVectorcall_NARGS(size_t n)\n{\n    return n & ~PY_VECTORCALL_ARGUMENTS_OFFSET;\n}\n\nstatic inline vectorcallfunc\nPyVectorcall_Function(PyObject *callable)\n{\n    PyTypeObject *tp;\n    Py_ssize_t offset;\n    vectorcallfunc *ptr;\n\n    assert(callable != NULL);\n    tp = Py_TYPE(callable);\n    if (!PyType_HasFeature(tp, Py_TPFLAGS_HAVE_VECTORCALL)) {\n        return NULL;\n    }\n    assert(PyCallable_Check(callable));\n    offset = tp->tp_vectorcall_offset;\n    assert(offset > 0);\n    ptr = (vectorcallfunc *)(((char *)callable) + offset);\n    return *ptr;\n}\n\n/* Call the callable object 'callable' with the \"vectorcall\" calling\n   convention.\n\n   args is a C array for positional arguments.\n\n   nargsf is the number of positional arguments plus optionally the flag\n   PY_VECTORCALL_ARGUMENTS_OFFSET which means that the caller is allowed to\n   modify args[-1].\n\n   kwnames is a tuple of keyword names. The values of the keyword arguments\n   are stored in \"args\" after the positional arguments (note that the number\n   of keyword arguments does not change nargsf). kwnames can also be NULL if\n   there are no keyword arguments.\n\n   keywords must only contain strings and all keys must be unique.\n\n   Return the result on success. Raise an exception and return NULL on\n   error. */\nstatic inline PyObject *\n_PyObject_VectorcallTstate(PyThreadState *tstate, PyObject *callable,\n                           PyObject *const *args, size_t nargsf,\n                           PyObject *kwnames)\n{\n    vectorcallfunc func;\n    PyObject *res;\n\n    assert(kwnames == NULL || PyTuple_Check(kwnames));\n    assert(args != NULL || PyVectorcall_NARGS(nargsf) == 0);\n\n    func = PyVectorcall_Function(callable);\n    if (func == NULL) {\n        Py_ssize_t nargs = PyVectorcall_NARGS(nargsf);\n        return _PyObject_MakeTpCall(tstate, callable, args, nargs, kwnames);\n    }\n    res = func(callable, args, nargsf, kwnames);\n    return _Py_CheckFunctionResult(tstate, callable, res, NULL);\n}\n\nstatic inline PyObject *\nPyObject_Vectorcall(PyObject *callable, PyObject *const *args,\n                     size_t nargsf, PyObject *kwnames)\n{\n    PyThreadState *tstate = PyThreadState_GET();\n    return _PyObject_VectorcallTstate(tstate, callable,\n                                      args, nargsf, kwnames);\n}\n\n// Backwards compatibility aliases for API that was provisional in Python 3.8\n#define _PyObject_Vectorcall PyObject_Vectorcall\n#define _PyObject_VectorcallMethod PyObject_VectorcallMethod\n#define _PyObject_FastCallDict PyObject_VectorcallDict\n#define _PyVectorcall_Function PyVectorcall_Function\n#define _PyObject_CallOneArg PyObject_CallOneArg\n#define _PyObject_CallMethodNoArgs PyObject_CallMethodNoArgs\n#define _PyObject_CallMethodOneArg PyObject_CallMethodOneArg\n\n/* Same as PyObject_Vectorcall except that keyword arguments are passed as\n   dict, which may be NULL if there are no keyword arguments. */\nPyAPI_FUNC(PyObject *) PyObject_VectorcallDict(\n    PyObject *callable,\n    PyObject *const *args,\n    size_t nargsf,\n    PyObject *kwargs);\n\n/* Call \"callable\" (which must support vectorcall) with positional arguments\n   \"tuple\" and keyword arguments \"dict\". \"dict\" may also be NULL */\nPyAPI_FUNC(PyObject *) PyVectorcall_Call(PyObject *callable, PyObject *tuple, PyObject *dict);\n\nstatic inline PyObject *\n_PyObject_FastCallTstate(PyThreadState *tstate, PyObject *func, PyObject *const *args, Py_ssize_t nargs)\n{\n    return _PyObject_VectorcallTstate(tstate, func, args, (size_t)nargs, NULL);\n}\n\n/* Same as PyObject_Vectorcall except without keyword arguments */\nstatic inline PyObject *\n_PyObject_FastCall(PyObject *func, PyObject *const *args, Py_ssize_t nargs)\n{\n    PyThreadState *tstate = PyThreadState_GET();\n    return _PyObject_FastCallTstate(tstate, func, args, nargs);\n}\n\n/* Call a callable without any arguments\n   Private static inline function variant of public function\n   PyObject_CallNoArgs(). */\nstatic inline PyObject *\n_PyObject_CallNoArg(PyObject *func) {\n    PyThreadState *tstate = PyThreadState_GET();\n    return _PyObject_VectorcallTstate(tstate, func, NULL, 0, NULL);\n}\n\nstatic inline PyObject *\nPyObject_CallOneArg(PyObject *func, PyObject *arg)\n{\n    PyObject *_args[2];\n    PyObject **args;\n    PyThreadState *tstate;\n    size_t nargsf;\n\n    assert(arg != NULL);\n    args = _args + 1;  // For PY_VECTORCALL_ARGUMENTS_OFFSET\n    args[0] = arg;\n    tstate = PyThreadState_GET();\n    nargsf = 1 | PY_VECTORCALL_ARGUMENTS_OFFSET;\n    return _PyObject_VectorcallTstate(tstate, func, args, nargsf, NULL);\n}\n\nPyAPI_FUNC(PyObject *) PyObject_VectorcallMethod(\n    PyObject *name, PyObject *const *args,\n    size_t nargsf, PyObject *kwnames);\n\nstatic inline PyObject *\nPyObject_CallMethodNoArgs(PyObject *self, PyObject *name)\n{\n    return PyObject_VectorcallMethod(name, &self,\n           1 | PY_VECTORCALL_ARGUMENTS_OFFSET, NULL);\n}\n\nstatic inline PyObject *\nPyObject_CallMethodOneArg(PyObject *self, PyObject *name, PyObject *arg)\n{\n    PyObject *args[2] = {self, arg};\n\n    assert(arg != NULL);\n    return PyObject_VectorcallMethod(name, args,\n           2 | PY_VECTORCALL_ARGUMENTS_OFFSET, NULL);\n}\n\n/* Like PyObject_CallMethod(), but expect a _Py_Identifier*\n   as the method name. */\nPyAPI_FUNC(PyObject *) _PyObject_CallMethodId(PyObject *obj,\n                                              _Py_Identifier *name,\n                                              const char *format, ...);\n\nPyAPI_FUNC(PyObject *) _PyObject_CallMethodId_SizeT(PyObject *obj,\n                                                    _Py_Identifier *name,\n                                                    const char *format,\n                                                    ...);\n\nPyAPI_FUNC(PyObject *) _PyObject_CallMethodIdObjArgs(\n    PyObject *obj,\n    struct _Py_Identifier *name,\n    ...);\n\nstatic inline PyObject *\n_PyObject_VectorcallMethodId(\n    _Py_Identifier *name, PyObject *const *args,\n    size_t nargsf, PyObject *kwnames)\n{\n    PyObject *oname = _PyUnicode_FromId(name); /* borrowed */\n    if (!oname) {\n        return NULL;\n    }\n    return PyObject_VectorcallMethod(oname, args, nargsf, kwnames);\n}\n\nstatic inline PyObject *\n_PyObject_CallMethodIdNoArgs(PyObject *self, _Py_Identifier *name)\n{\n    return _PyObject_VectorcallMethodId(name, &self,\n           1 | PY_VECTORCALL_ARGUMENTS_OFFSET, NULL);\n}\n\nstatic inline PyObject *\n_PyObject_CallMethodIdOneArg(PyObject *self, _Py_Identifier *name, PyObject *arg)\n{\n    PyObject *args[2] = {self, arg};\n\n    assert(arg != NULL);\n    return _PyObject_VectorcallMethodId(name, args,\n           2 | PY_VECTORCALL_ARGUMENTS_OFFSET, NULL);\n}\n\nPyAPI_FUNC(int) _PyObject_HasLen(PyObject *o);\n\n/* Guess the size of object 'o' using len(o) or o.__length_hint__().\n   If neither of those return a non-negative value, then return the default\n   value.  If one of the calls fails, this function returns -1. */\nPyAPI_FUNC(Py_ssize_t) PyObject_LengthHint(PyObject *o, Py_ssize_t);\n\n/* === New Buffer API ============================================ */\n\n/* Return 1 if the getbuffer function is available, otherwise return 0. */\nPyAPI_FUNC(int) PyObject_CheckBuffer(PyObject *obj);\n\n/* This is a C-API version of the getbuffer function call.  It checks\n   to make sure object has the required function pointer and issues the\n   call.\n\n   Returns -1 and raises an error on failure and returns 0 on success. */\nPyAPI_FUNC(int) PyObject_GetBuffer(PyObject *obj, Py_buffer *view,\n                                   int flags);\n\n/* Get the memory area pointed to by the indices for the buffer given.\n   Note that view->ndim is the assumed size of indices. */\nPyAPI_FUNC(void *) PyBuffer_GetPointer(Py_buffer *view, Py_ssize_t *indices);\n\n/* Return the implied itemsize of the data-format area from a\n   struct-style description. */\nPyAPI_FUNC(Py_ssize_t) PyBuffer_SizeFromFormat(const char *format);\n\n/* Implementation in memoryobject.c */\nPyAPI_FUNC(int) PyBuffer_ToContiguous(void *buf, Py_buffer *view,\n                                      Py_ssize_t len, char order);\n\nPyAPI_FUNC(int) PyBuffer_FromContiguous(Py_buffer *view, void *buf,\n                                        Py_ssize_t len, char order);\n\n/* Copy len bytes of data from the contiguous chunk of memory\n   pointed to by buf into the buffer exported by obj.  Return\n   0 on success and return -1 and raise a PyBuffer_Error on\n   error (i.e. the object does not have a buffer interface or\n   it is not working).\n\n   If fort is 'F', then if the object is multi-dimensional,\n   then the data will be copied into the array in\n   Fortran-style (first dimension varies the fastest).  If\n   fort is 'C', then the data will be copied into the array\n   in C-style (last dimension varies the fastest).  If fort\n   is 'A', then it does not matter and the copy will be made\n   in whatever way is more efficient. */\nPyAPI_FUNC(int) PyObject_CopyData(PyObject *dest, PyObject *src);\n\n/* Copy the data from the src buffer to the buffer of destination. */\nPyAPI_FUNC(int) PyBuffer_IsContiguous(const Py_buffer *view, char fort);\n\n/*Fill the strides array with byte-strides of a contiguous\n  (Fortran-style if fort is 'F' or C-style otherwise)\n  array of the given shape with the given number of bytes\n  per element. */\nPyAPI_FUNC(void) PyBuffer_FillContiguousStrides(int ndims,\n                                               Py_ssize_t *shape,\n                                               Py_ssize_t *strides,\n                                               int itemsize,\n                                               char fort);\n\n/* Fills in a buffer-info structure correctly for an exporter\n   that can only share a contiguous chunk of memory of\n   \"unsigned bytes\" of the given length.\n\n   Returns 0 on success and -1 (with raising an error) on error. */\nPyAPI_FUNC(int) PyBuffer_FillInfo(Py_buffer *view, PyObject *o, void *buf,\n                                  Py_ssize_t len, int readonly,\n                                  int flags);\n\n/* Releases a Py_buffer obtained from getbuffer ParseTuple's \"s*\". */\nPyAPI_FUNC(void) PyBuffer_Release(Py_buffer *view);\n\n/* ==== Iterators ================================================ */\n\n#define PyIter_Check(obj) \\\n    (Py_TYPE(obj)->tp_iternext != NULL && \\\n     Py_TYPE(obj)->tp_iternext != &_PyObject_NextNotImplemented)\n\n/* === Sequence protocol ================================================ */\n\n/* Assume tp_as_sequence and sq_item exist and that 'i' does not\n   need to be corrected for a negative index. */\n#define PySequence_ITEM(o, i)\\\n    ( Py_TYPE(o)->tp_as_sequence->sq_item(o, i) )\n\n#define PY_ITERSEARCH_COUNT    1\n#define PY_ITERSEARCH_INDEX    2\n#define PY_ITERSEARCH_CONTAINS 3\n\n/* Iterate over seq.\n\n   Result depends on the operation:\n\n   PY_ITERSEARCH_COUNT:  return # of times obj appears in seq; -1 if\n     error.\n   PY_ITERSEARCH_INDEX:  return 0-based index of first occurrence of\n     obj in seq; set ValueError and return -1 if none found;\n     also return -1 on error.\n   PY_ITERSEARCH_CONTAINS:  return 1 if obj in seq, else 0; -1 on\n     error. */\nPyAPI_FUNC(Py_ssize_t) _PySequence_IterSearch(PyObject *seq,\n                                              PyObject *obj, int operation);\n\n/* === Mapping protocol ================================================= */\n\nPyAPI_FUNC(int) _PyObject_RealIsInstance(PyObject *inst, PyObject *cls);\n\nPyAPI_FUNC(int) _PyObject_RealIsSubclass(PyObject *derived, PyObject *cls);\n\nPyAPI_FUNC(char *const *) _PySequence_BytesToCharpArray(PyObject* self);\n\nPyAPI_FUNC(void) _Py_FreeCharPArray(char *const array[]);\n\n/* For internal use by buffer API functions */\nPyAPI_FUNC(void) _Py_add_one_to_index_F(int nd, Py_ssize_t *index,\n                                        const Py_ssize_t *shape);\nPyAPI_FUNC(void) _Py_add_one_to_index_C(int nd, Py_ssize_t *index,\n                                        const Py_ssize_t *shape);\n\n/* Convert Python int to Py_ssize_t. Do nothing if the argument is None. */\nPyAPI_FUNC(int) _Py_convert_optional_to_ssize_t(PyObject *, void *);\n\n#ifdef __cplusplus\n}\n#endif\n"
  },
  {
    "path": "LView/external_includes/cpython/bytearrayobject.h",
    "content": "#ifndef Py_CPYTHON_BYTEARRAYOBJECT_H\n#  error \"this header file must not be included directly\"\n#endif\n\n/* Object layout */\ntypedef struct {\n    PyObject_VAR_HEAD\n    Py_ssize_t ob_alloc;   /* How many bytes allocated in ob_bytes */\n    char *ob_bytes;        /* Physical backing buffer */\n    char *ob_start;        /* Logical start inside ob_bytes */\n    Py_ssize_t ob_exports; /* How many buffer exports */\n} PyByteArrayObject;\n\n/* Macros, trading safety for speed */\n#define PyByteArray_AS_STRING(self) \\\n    (assert(PyByteArray_Check(self)), \\\n     Py_SIZE(self) ? ((PyByteArrayObject *)(self))->ob_start : _PyByteArray_empty_string)\n#define PyByteArray_GET_SIZE(self) (assert(PyByteArray_Check(self)), Py_SIZE(self))\n\nPyAPI_DATA(char) _PyByteArray_empty_string[];\n"
  },
  {
    "path": "LView/external_includes/cpython/bytesobject.h",
    "content": "#ifndef Py_CPYTHON_BYTESOBJECT_H\n#  error \"this header file must not be included directly\"\n#endif\n\ntypedef struct {\n    PyObject_VAR_HEAD\n    Py_hash_t ob_shash;\n    char ob_sval[1];\n\n    /* Invariants:\n     *     ob_sval contains space for 'ob_size+1' elements.\n     *     ob_sval[ob_size] == 0.\n     *     ob_shash is the hash of the string or -1 if not computed yet.\n     */\n} PyBytesObject;\n\nPyAPI_FUNC(int) _PyBytes_Resize(PyObject **, Py_ssize_t);\nPyAPI_FUNC(PyObject*) _PyBytes_FormatEx(\n    const char *format,\n    Py_ssize_t format_len,\n    PyObject *args,\n    int use_bytearray);\nPyAPI_FUNC(PyObject*) _PyBytes_FromHex(\n    PyObject *string,\n    int use_bytearray);\n\n/* Helper for PyBytes_DecodeEscape that detects invalid escape chars. */\nPyAPI_FUNC(PyObject *) _PyBytes_DecodeEscape(const char *, Py_ssize_t,\n                                             const char *, const char **);\n\n/* Macro, trading safety for speed */\n#define PyBytes_AS_STRING(op) (assert(PyBytes_Check(op)), \\\n                                (((PyBytesObject *)(op))->ob_sval))\n#define PyBytes_GET_SIZE(op)  (assert(PyBytes_Check(op)),Py_SIZE(op))\n\n/* _PyBytes_Join(sep, x) is like sep.join(x).  sep must be PyBytesObject*,\n   x must be an iterable object. */\nPyAPI_FUNC(PyObject *) _PyBytes_Join(PyObject *sep, PyObject *x);\n\n\n/* The _PyBytesWriter structure is big: it contains an embedded \"stack buffer\".\n   A _PyBytesWriter variable must be declared at the end of variables in a\n   function to optimize the memory allocation on the stack. */\ntypedef struct {\n    /* bytes, bytearray or NULL (when the small buffer is used) */\n    PyObject *buffer;\n\n    /* Number of allocated size. */\n    Py_ssize_t allocated;\n\n    /* Minimum number of allocated bytes,\n       incremented by _PyBytesWriter_Prepare() */\n    Py_ssize_t min_size;\n\n    /* If non-zero, use a bytearray instead of a bytes object for buffer. */\n    int use_bytearray;\n\n    /* If non-zero, overallocate the buffer (default: 0).\n       This flag must be zero if use_bytearray is non-zero. */\n    int overallocate;\n\n    /* Stack buffer */\n    int use_small_buffer;\n    char small_buffer[512];\n} _PyBytesWriter;\n\n/* Initialize a bytes writer\n\n   By default, the overallocation is disabled. Set the overallocate attribute\n   to control the allocation of the buffer. */\nPyAPI_FUNC(void) _PyBytesWriter_Init(_PyBytesWriter *writer);\n\n/* Get the buffer content and reset the writer.\n   Return a bytes object, or a bytearray object if use_bytearray is non-zero.\n   Raise an exception and return NULL on error. */\nPyAPI_FUNC(PyObject *) _PyBytesWriter_Finish(_PyBytesWriter *writer,\n    void *str);\n\n/* Deallocate memory of a writer (clear its internal buffer). */\nPyAPI_FUNC(void) _PyBytesWriter_Dealloc(_PyBytesWriter *writer);\n\n/* Allocate the buffer to write size bytes.\n   Return the pointer to the beginning of buffer data.\n   Raise an exception and return NULL on error. */\nPyAPI_FUNC(void*) _PyBytesWriter_Alloc(_PyBytesWriter *writer,\n    Py_ssize_t size);\n\n/* Ensure that the buffer is large enough to write *size* bytes.\n   Add size to the writer minimum size (min_size attribute).\n\n   str is the current pointer inside the buffer.\n   Return the updated current pointer inside the buffer.\n   Raise an exception and return NULL on error. */\nPyAPI_FUNC(void*) _PyBytesWriter_Prepare(_PyBytesWriter *writer,\n    void *str,\n    Py_ssize_t size);\n\n/* Resize the buffer to make it larger.\n   The new buffer may be larger than size bytes because of overallocation.\n   Return the updated current pointer inside the buffer.\n   Raise an exception and return NULL on error.\n\n   Note: size must be greater than the number of allocated bytes in the writer.\n\n   This function doesn't use the writer minimum size (min_size attribute).\n\n   See also _PyBytesWriter_Prepare().\n   */\nPyAPI_FUNC(void*) _PyBytesWriter_Resize(_PyBytesWriter *writer,\n    void *str,\n    Py_ssize_t size);\n\n/* Write bytes.\n   Raise an exception and return NULL on error. */\nPyAPI_FUNC(void*) _PyBytesWriter_WriteBytes(_PyBytesWriter *writer,\n    void *str,\n    const void *bytes,\n    Py_ssize_t size);\n"
  },
  {
    "path": "LView/external_includes/cpython/ceval.h",
    "content": "#ifndef Py_CPYTHON_CEVAL_H\n#  error \"this header file must not be included directly\"\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\nPyAPI_FUNC(void) PyEval_SetProfile(Py_tracefunc, PyObject *);\nPyAPI_DATA(int) _PyEval_SetProfile(PyThreadState *tstate, Py_tracefunc func, PyObject *arg);\nPyAPI_FUNC(void) PyEval_SetTrace(Py_tracefunc, PyObject *);\nPyAPI_FUNC(int) _PyEval_SetTrace(PyThreadState *tstate, Py_tracefunc func, PyObject *arg);\nPyAPI_FUNC(int) _PyEval_GetCoroutineOriginTrackingDepth(void);\nPyAPI_FUNC(int) _PyEval_SetAsyncGenFirstiter(PyObject *);\nPyAPI_FUNC(PyObject *) _PyEval_GetAsyncGenFirstiter(void);\nPyAPI_FUNC(int) _PyEval_SetAsyncGenFinalizer(PyObject *);\nPyAPI_FUNC(PyObject *) _PyEval_GetAsyncGenFinalizer(void);\n\n/* Helper to look up a builtin object */\nPyAPI_FUNC(PyObject *) _PyEval_GetBuiltinId(_Py_Identifier *);\n/* Look at the current frame's (if any) code's co_flags, and turn on\n   the corresponding compiler flags in cf->cf_flags.  Return 1 if any\n   flag was set, else return 0. */\nPyAPI_FUNC(int) PyEval_MergeCompilerFlags(PyCompilerFlags *cf);\n\nPyAPI_FUNC(PyObject *) _PyEval_EvalFrameDefault(PyThreadState *tstate, PyFrameObject *f, int exc);\n\nPyAPI_FUNC(void) _PyEval_SetSwitchInterval(unsigned long microseconds);\nPyAPI_FUNC(unsigned long) _PyEval_GetSwitchInterval(void);\n\nPyAPI_FUNC(Py_ssize_t) _PyEval_RequestCodeExtraIndex(freefunc);\n\nPyAPI_FUNC(int) _PyEval_SliceIndex(PyObject *, Py_ssize_t *);\nPyAPI_FUNC(int) _PyEval_SliceIndexNotNone(PyObject *, Py_ssize_t *);\n\n#ifdef __cplusplus\n}\n#endif\n"
  },
  {
    "path": "LView/external_includes/cpython/code.h",
    "content": "#ifndef Py_CPYTHON_CODE_H\n#  error \"this header file must not be included directly\"\n#endif\n\ntypedef uint16_t _Py_CODEUNIT;\n\n#ifdef WORDS_BIGENDIAN\n#  define _Py_OPCODE(word) ((word) >> 8)\n#  define _Py_OPARG(word) ((word) & 255)\n#else\n#  define _Py_OPCODE(word) ((word) & 255)\n#  define _Py_OPARG(word) ((word) >> 8)\n#endif\n\ntypedef struct _PyOpcache _PyOpcache;\n\n/* Bytecode object */\nstruct PyCodeObject {\n    PyObject_HEAD\n    int co_argcount;            /* #arguments, except *args */\n    int co_posonlyargcount;     /* #positional only arguments */\n    int co_kwonlyargcount;      /* #keyword only arguments */\n    int co_nlocals;             /* #local variables */\n    int co_stacksize;           /* #entries needed for evaluation stack */\n    int co_flags;               /* CO_..., see below */\n    int co_firstlineno;         /* first source line number */\n    PyObject *co_code;          /* instruction opcodes */\n    PyObject *co_consts;        /* list (constants used) */\n    PyObject *co_names;         /* list of strings (names used) */\n    PyObject *co_varnames;      /* tuple of strings (local variable names) */\n    PyObject *co_freevars;      /* tuple of strings (free variable names) */\n    PyObject *co_cellvars;      /* tuple of strings (cell variable names) */\n    /* The rest aren't used in either hash or comparisons, except for co_name,\n       used in both. This is done to preserve the name and line number\n       for tracebacks and debuggers; otherwise, constant de-duplication\n       would collapse identical functions/lambdas defined on different lines.\n    */\n    Py_ssize_t *co_cell2arg;    /* Maps cell vars which are arguments. */\n    PyObject *co_filename;      /* unicode (where it was loaded from) */\n    PyObject *co_name;          /* unicode (name, for reference) */\n    PyObject *co_lnotab;        /* string (encoding addr<->lineno mapping) See\n                                   Objects/lnotab_notes.txt for details. */\n    void *co_zombieframe;       /* for optimization only (see frameobject.c) */\n    PyObject *co_weakreflist;   /* to support weakrefs to code objects */\n    /* Scratch space for extra data relating to the code object.\n       Type is a void* to keep the format private in codeobject.c to force\n       people to go through the proper APIs. */\n    void *co_extra;\n\n    /* Per opcodes just-in-time cache\n     *\n     * To reduce cache size, we use indirect mapping from opcode index to\n     * cache object:\n     *   cache = co_opcache[co_opcache_map[next_instr - first_instr] - 1]\n     */\n\n    // co_opcache_map is indexed by (next_instr - first_instr).\n    //  * 0 means there is no cache for this opcode.\n    //  * n > 0 means there is cache in co_opcache[n-1].\n    unsigned char *co_opcache_map;\n    _PyOpcache *co_opcache;\n    int co_opcache_flag;  // used to determine when create a cache.\n    unsigned char co_opcache_size;  // length of co_opcache.\n};\n\n/* Masks for co_flags above */\n#define CO_OPTIMIZED    0x0001\n#define CO_NEWLOCALS    0x0002\n#define CO_VARARGS      0x0004\n#define CO_VARKEYWORDS  0x0008\n#define CO_NESTED       0x0010\n#define CO_GENERATOR    0x0020\n/* The CO_NOFREE flag is set if there are no free or cell variables.\n   This information is redundant, but it allows a single flag test\n   to determine whether there is any extra work to be done when the\n   call frame it setup.\n*/\n#define CO_NOFREE       0x0040\n\n/* The CO_COROUTINE flag is set for coroutine functions (defined with\n   ``async def`` keywords) */\n#define CO_COROUTINE            0x0080\n#define CO_ITERABLE_COROUTINE   0x0100\n#define CO_ASYNC_GENERATOR      0x0200\n\n/* bpo-39562: These constant values are changed in Python 3.9\n   to prevent collision with compiler flags. CO_FUTURE_ and PyCF_\n   constants must be kept unique. PyCF_ constants can use bits from\n   0x0100 to 0x10000. CO_FUTURE_ constants use bits starting at 0x20000. */\n#define CO_FUTURE_DIVISION      0x20000\n#define CO_FUTURE_ABSOLUTE_IMPORT 0x40000 /* do absolute imports by default */\n#define CO_FUTURE_WITH_STATEMENT  0x80000\n#define CO_FUTURE_PRINT_FUNCTION  0x100000\n#define CO_FUTURE_UNICODE_LITERALS 0x200000\n\n#define CO_FUTURE_BARRY_AS_BDFL  0x400000\n#define CO_FUTURE_GENERATOR_STOP  0x800000\n#define CO_FUTURE_ANNOTATIONS    0x1000000\n\n/* This value is found in the co_cell2arg array when the associated cell\n   variable does not correspond to an argument. */\n#define CO_CELL_NOT_AN_ARG (-1)\n\n/* This should be defined if a future statement modifies the syntax.\n   For example, when a keyword is added.\n*/\n#define PY_PARSER_REQUIRES_FUTURE_KEYWORD\n\n#define CO_MAXBLOCKS 20 /* Max static block nesting within a function */\n\nPyAPI_DATA(PyTypeObject) PyCode_Type;\n\n#define PyCode_Check(op) Py_IS_TYPE(op, &PyCode_Type)\n#define PyCode_GetNumFree(op) (PyTuple_GET_SIZE((op)->co_freevars))\n\n/* Public interface */\nPyAPI_FUNC(PyCodeObject *) PyCode_New(\n        int, int, int, int, int, PyObject *, PyObject *,\n        PyObject *, PyObject *, PyObject *, PyObject *,\n        PyObject *, PyObject *, int, PyObject *);\n\nPyAPI_FUNC(PyCodeObject *) PyCode_NewWithPosOnlyArgs(\n        int, int, int, int, int, int, PyObject *, PyObject *,\n        PyObject *, PyObject *, PyObject *, PyObject *,\n        PyObject *, PyObject *, int, PyObject *);\n        /* same as struct above */\n\n/* Creates a new empty code object with the specified source location. */\nPyAPI_FUNC(PyCodeObject *)\nPyCode_NewEmpty(const char *filename, const char *funcname, int firstlineno);\n\n/* Return the line number associated with the specified bytecode index\n   in this code object.  If you just need the line number of a frame,\n   use PyFrame_GetLineNumber() instead. */\nPyAPI_FUNC(int) PyCode_Addr2Line(PyCodeObject *, int);\n\n/* for internal use only */\ntypedef struct _addr_pair {\n        int ap_lower;\n        int ap_upper;\n} PyAddrPair;\n\n/* Update *bounds to describe the first and one-past-the-last instructions in the\n   same line as lasti.  Return the number of that line.\n*/\nPyAPI_FUNC(int) _PyCode_CheckLineNumber(PyCodeObject* co,\n                                        int lasti, PyAddrPair *bounds);\n\n/* Create a comparable key used to compare constants taking in account the\n * object type. It is used to make sure types are not coerced (e.g., float and\n * complex) _and_ to distinguish 0.0 from -0.0 e.g. on IEEE platforms\n *\n * Return (type(obj), obj, ...): a tuple with variable size (at least 2 items)\n * depending on the type and the value. The type is the first item to not\n * compare bytes and str which can raise a BytesWarning exception. */\nPyAPI_FUNC(PyObject*) _PyCode_ConstantKey(PyObject *obj);\n\nPyAPI_FUNC(PyObject*) PyCode_Optimize(PyObject *code, PyObject* consts,\n                                      PyObject *names, PyObject *lnotab);\n\n\nPyAPI_FUNC(int) _PyCode_GetExtra(PyObject *code, Py_ssize_t index,\n                                 void **extra);\nPyAPI_FUNC(int) _PyCode_SetExtra(PyObject *code, Py_ssize_t index,\n                                 void *extra);\n"
  },
  {
    "path": "LView/external_includes/cpython/dictobject.h",
    "content": "#ifndef Py_CPYTHON_DICTOBJECT_H\n#  error \"this header file must not be included directly\"\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\ntypedef struct _dictkeysobject PyDictKeysObject;\n\n/* The ma_values pointer is NULL for a combined table\n * or points to an array of PyObject* for a split table\n */\ntypedef struct {\n    PyObject_HEAD\n\n    /* Number of items in the dictionary */\n    Py_ssize_t ma_used;\n\n    /* Dictionary version: globally unique, value change each time\n       the dictionary is modified */\n    uint64_t ma_version_tag;\n\n    PyDictKeysObject *ma_keys;\n\n    /* If ma_values is NULL, the table is \"combined\": keys and values\n       are stored in ma_keys.\n\n       If ma_values is not NULL, the table is splitted:\n       keys are stored in ma_keys and values are stored in ma_values */\n    PyObject **ma_values;\n} PyDictObject;\n\nPyAPI_FUNC(PyObject *) _PyDict_GetItem_KnownHash(PyObject *mp, PyObject *key,\n                                       Py_hash_t hash);\nPyAPI_FUNC(PyObject *) _PyDict_GetItemIdWithError(PyObject *dp,\n                                                  struct _Py_Identifier *key);\nPyAPI_FUNC(PyObject *) _PyDict_GetItemStringWithError(PyObject *, const char *);\nPyAPI_FUNC(PyObject *) PyDict_SetDefault(\n    PyObject *mp, PyObject *key, PyObject *defaultobj);\nPyAPI_FUNC(int) _PyDict_SetItem_KnownHash(PyObject *mp, PyObject *key,\n                                          PyObject *item, Py_hash_t hash);\nPyAPI_FUNC(int) _PyDict_DelItem_KnownHash(PyObject *mp, PyObject *key,\n                                          Py_hash_t hash);\nPyAPI_FUNC(int) _PyDict_DelItemIf(PyObject *mp, PyObject *key,\n                                  int (*predicate)(PyObject *value));\nPyDictKeysObject *_PyDict_NewKeysForClass(void);\nPyAPI_FUNC(PyObject *) PyObject_GenericGetDict(PyObject *, void *);\nPyAPI_FUNC(int) _PyDict_Next(\n    PyObject *mp, Py_ssize_t *pos, PyObject **key, PyObject **value, Py_hash_t *hash);\n\n/* Get the number of items of a dictionary. */\n#define PyDict_GET_SIZE(mp)  (assert(PyDict_Check(mp)),((PyDictObject *)mp)->ma_used)\nPyAPI_FUNC(int) _PyDict_Contains(PyObject *mp, PyObject *key, Py_hash_t hash);\nPyAPI_FUNC(PyObject *) _PyDict_NewPresized(Py_ssize_t minused);\nPyAPI_FUNC(void) _PyDict_MaybeUntrack(PyObject *mp);\nPyAPI_FUNC(int) _PyDict_HasOnlyStringKeys(PyObject *mp);\nPy_ssize_t _PyDict_KeysSize(PyDictKeysObject *keys);\nPyAPI_FUNC(Py_ssize_t) _PyDict_SizeOf(PyDictObject *);\nPyAPI_FUNC(PyObject *) _PyDict_Pop(PyObject *, PyObject *, PyObject *);\nPyObject *_PyDict_Pop_KnownHash(PyObject *, PyObject *, Py_hash_t, PyObject *);\nPyObject *_PyDict_FromKeys(PyObject *, PyObject *, PyObject *);\n#define _PyDict_HasSplitTable(d) ((d)->ma_values != NULL)\n\n/* Like PyDict_Merge, but override can be 0, 1 or 2.  If override is 0,\n   the first occurrence of a key wins, if override is 1, the last occurrence\n   of a key wins, if override is 2, a KeyError with conflicting key as\n   argument is raised.\n*/\nPyAPI_FUNC(int) _PyDict_MergeEx(PyObject *mp, PyObject *other, int override);\nPyAPI_FUNC(PyObject *) _PyDict_GetItemId(PyObject *dp, struct _Py_Identifier *key);\nPyAPI_FUNC(int) _PyDict_SetItemId(PyObject *dp, struct _Py_Identifier *key, PyObject *item);\n\nPyAPI_FUNC(int) _PyDict_DelItemId(PyObject *mp, struct _Py_Identifier *key);\nPyAPI_FUNC(void) _PyDict_DebugMallocStats(FILE *out);\n\nint _PyObjectDict_SetItem(PyTypeObject *tp, PyObject **dictptr, PyObject *name, PyObject *value);\nPyObject *_PyDict_LoadGlobal(PyDictObject *, PyDictObject *, PyObject *);\n\n/* _PyDictView */\n\ntypedef struct {\n    PyObject_HEAD\n    PyDictObject *dv_dict;\n} _PyDictViewObject;\n\nPyAPI_FUNC(PyObject *) _PyDictView_New(PyObject *, PyTypeObject *);\nPyAPI_FUNC(PyObject *) _PyDictView_Intersect(PyObject* self, PyObject *other);\n\n#ifdef __cplusplus\n}\n#endif\n"
  },
  {
    "path": "LView/external_includes/cpython/fileobject.h",
    "content": "#ifndef Py_CPYTHON_FILEOBJECT_H\n#  error \"this header file must not be included directly\"\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\nPyAPI_FUNC(char *) Py_UniversalNewlineFgets(char *, int, FILE*, PyObject *);\n\n/* The std printer acts as a preliminary sys.stderr until the new io\n   infrastructure is in place. */\nPyAPI_FUNC(PyObject *) PyFile_NewStdPrinter(int);\nPyAPI_DATA(PyTypeObject) PyStdPrinter_Type;\n\ntypedef PyObject * (*Py_OpenCodeHookFunction)(PyObject *, void *);\n\nPyAPI_FUNC(PyObject *) PyFile_OpenCode(const char *utf8path);\nPyAPI_FUNC(PyObject *) PyFile_OpenCodeObject(PyObject *path);\nPyAPI_FUNC(int) PyFile_SetOpenCodeHook(Py_OpenCodeHookFunction hook, void *userData);\n\n#ifdef __cplusplus\n}\n#endif\n"
  },
  {
    "path": "LView/external_includes/cpython/fileutils.h",
    "content": "#ifndef Py_CPYTHON_FILEUTILS_H\n#  error \"this header file must not be included directly\"\n#endif\n\ntypedef enum {\n    _Py_ERROR_UNKNOWN=0,\n    _Py_ERROR_STRICT,\n    _Py_ERROR_SURROGATEESCAPE,\n    _Py_ERROR_REPLACE,\n    _Py_ERROR_IGNORE,\n    _Py_ERROR_BACKSLASHREPLACE,\n    _Py_ERROR_SURROGATEPASS,\n    _Py_ERROR_XMLCHARREFREPLACE,\n    _Py_ERROR_OTHER\n} _Py_error_handler;\n\nPyAPI_FUNC(_Py_error_handler) _Py_GetErrorHandler(const char *errors);\n\nPyAPI_FUNC(int) _Py_DecodeLocaleEx(\n    const char *arg,\n    wchar_t **wstr,\n    size_t *wlen,\n    const char **reason,\n    int current_locale,\n    _Py_error_handler errors);\n\nPyAPI_FUNC(int) _Py_EncodeLocaleEx(\n    const wchar_t *text,\n    char **str,\n    size_t *error_pos,\n    const char **reason,\n    int current_locale,\n    _Py_error_handler errors);\n\n\nPyAPI_FUNC(PyObject *) _Py_device_encoding(int);\n\n#if defined(MS_WINDOWS) || defined(__APPLE__)\n    /* On Windows, the count parameter of read() is an int (bpo-9015, bpo-9611).\n       On macOS 10.13, read() and write() with more than INT_MAX bytes\n       fail with EINVAL (bpo-24658). */\n#   define _PY_READ_MAX  INT_MAX\n#   define _PY_WRITE_MAX INT_MAX\n#else\n    /* write() should truncate the input to PY_SSIZE_T_MAX bytes,\n       but it's safer to do it ourself to have a portable behaviour */\n#   define _PY_READ_MAX  PY_SSIZE_T_MAX\n#   define _PY_WRITE_MAX PY_SSIZE_T_MAX\n#endif\n\n#ifdef MS_WINDOWS\nstruct _Py_stat_struct {\n    unsigned long st_dev;\n    uint64_t st_ino;\n    unsigned short st_mode;\n    int st_nlink;\n    int st_uid;\n    int st_gid;\n    unsigned long st_rdev;\n    __int64 st_size;\n    time_t st_atime;\n    int st_atime_nsec;\n    time_t st_mtime;\n    int st_mtime_nsec;\n    time_t st_ctime;\n    int st_ctime_nsec;\n    unsigned long st_file_attributes;\n    unsigned long st_reparse_tag;\n};\n#else\n#  define _Py_stat_struct stat\n#endif\n\nPyAPI_FUNC(int) _Py_fstat(\n    int fd,\n    struct _Py_stat_struct *status);\n\nPyAPI_FUNC(int) _Py_fstat_noraise(\n    int fd,\n    struct _Py_stat_struct *status);\n\nPyAPI_FUNC(int) _Py_stat(\n    PyObject *path,\n    struct stat *status);\n\nPyAPI_FUNC(int) _Py_open(\n    const char *pathname,\n    int flags);\n\nPyAPI_FUNC(int) _Py_open_noraise(\n    const char *pathname,\n    int flags);\n\nPyAPI_FUNC(FILE *) _Py_wfopen(\n    const wchar_t *path,\n    const wchar_t *mode);\n\nPyAPI_FUNC(FILE*) _Py_fopen(\n    const char *pathname,\n    const char *mode);\n\nPyAPI_FUNC(FILE*) _Py_fopen_obj(\n    PyObject *path,\n    const char *mode);\n\nPyAPI_FUNC(Py_ssize_t) _Py_read(\n    int fd,\n    void *buf,\n    size_t count);\n\nPyAPI_FUNC(Py_ssize_t) _Py_write(\n    int fd,\n    const void *buf,\n    size_t count);\n\nPyAPI_FUNC(Py_ssize_t) _Py_write_noraise(\n    int fd,\n    const void *buf,\n    size_t count);\n\n#ifdef HAVE_READLINK\nPyAPI_FUNC(int) _Py_wreadlink(\n    const wchar_t *path,\n    wchar_t *buf,\n    /* Number of characters of 'buf' buffer\n       including the trailing NUL character */\n    size_t buflen);\n#endif\n\n#ifdef HAVE_REALPATH\nPyAPI_FUNC(wchar_t*) _Py_wrealpath(\n    const wchar_t *path,\n    wchar_t *resolved_path,\n    /* Number of characters of 'resolved_path' buffer\n       including the trailing NUL character */\n    size_t resolved_path_len);\n#endif\n\n#ifndef MS_WINDOWS\nPyAPI_FUNC(int) _Py_isabs(const wchar_t *path);\n#endif\n\nPyAPI_FUNC(int) _Py_abspath(const wchar_t *path, wchar_t **abspath_p);\n\nPyAPI_FUNC(wchar_t*) _Py_wgetcwd(\n    wchar_t *buf,\n    /* Number of characters of 'buf' buffer\n       including the trailing NUL character */\n    size_t buflen);\n\nPyAPI_FUNC(int) _Py_get_inheritable(int fd);\n\nPyAPI_FUNC(int) _Py_set_inheritable(int fd, int inheritable,\n                                    int *atomic_flag_works);\n\nPyAPI_FUNC(int) _Py_set_inheritable_async_safe(int fd, int inheritable,\n                                               int *atomic_flag_works);\n\nPyAPI_FUNC(int) _Py_dup(int fd);\n\n#ifndef MS_WINDOWS\nPyAPI_FUNC(int) _Py_get_blocking(int fd);\n\nPyAPI_FUNC(int) _Py_set_blocking(int fd, int blocking);\n#endif   /* !MS_WINDOWS */\n"
  },
  {
    "path": "LView/external_includes/cpython/frameobject.h",
    "content": "/* Frame object interface */\n\n#ifndef Py_CPYTHON_FRAMEOBJECT_H\n#  error \"this header file must not be included directly\"\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\ntypedef struct {\n    int b_type;                 /* what kind of block this is */\n    int b_handler;              /* where to jump to find handler */\n    int b_level;                /* value stack level to pop to */\n} PyTryBlock;\n\nstruct _frame {\n    PyObject_VAR_HEAD\n    struct _frame *f_back;      /* previous frame, or NULL */\n    PyCodeObject *f_code;       /* code segment */\n    PyObject *f_builtins;       /* builtin symbol table (PyDictObject) */\n    PyObject *f_globals;        /* global symbol table (PyDictObject) */\n    PyObject *f_locals;         /* local symbol table (any mapping) */\n    PyObject **f_valuestack;    /* points after the last local */\n    /* Next free slot in f_valuestack.  Frame creation sets to f_valuestack.\n       Frame evaluation usually NULLs it, but a frame that yields sets it\n       to the current stack top. */\n    PyObject **f_stacktop;\n    PyObject *f_trace;          /* Trace function */\n    char f_trace_lines;         /* Emit per-line trace events? */\n    char f_trace_opcodes;       /* Emit per-opcode trace events? */\n\n    /* Borrowed reference to a generator, or NULL */\n    PyObject *f_gen;\n\n    int f_lasti;                /* Last instruction if called */\n    /* Call PyFrame_GetLineNumber() instead of reading this field\n       directly.  As of 2.3 f_lineno is only valid when tracing is\n       active (i.e. when f_trace is set).  At other times we use\n       PyCode_Addr2Line to calculate the line from the current\n       bytecode index. */\n    int f_lineno;               /* Current line number */\n    int f_iblock;               /* index in f_blockstack */\n    char f_executing;           /* whether the frame is still executing */\n    PyTryBlock f_blockstack[CO_MAXBLOCKS]; /* for try and loop blocks */\n    PyObject *f_localsplus[1];  /* locals+stack, dynamically sized */\n};\n\n\n/* Standard object interface */\n\nPyAPI_DATA(PyTypeObject) PyFrame_Type;\n\n#define PyFrame_Check(op) Py_IS_TYPE(op, &PyFrame_Type)\n\nPyAPI_FUNC(PyFrameObject *) PyFrame_New(PyThreadState *, PyCodeObject *,\n                                        PyObject *, PyObject *);\n\n/* only internal use */\nPyFrameObject* _PyFrame_New_NoTrack(PyThreadState *, PyCodeObject *,\n                                    PyObject *, PyObject *);\n\n\n/* The rest of the interface is specific for frame objects */\n\n/* Block management functions */\n\nPyAPI_FUNC(void) PyFrame_BlockSetup(PyFrameObject *, int, int, int);\nPyAPI_FUNC(PyTryBlock *) PyFrame_BlockPop(PyFrameObject *);\n\n/* Conversions between \"fast locals\" and locals in dictionary */\n\nPyAPI_FUNC(void) PyFrame_LocalsToFast(PyFrameObject *, int);\n\nPyAPI_FUNC(int) PyFrame_FastToLocalsWithError(PyFrameObject *f);\nPyAPI_FUNC(void) PyFrame_FastToLocals(PyFrameObject *);\n\nPyAPI_FUNC(void) _PyFrame_DebugMallocStats(FILE *out);\n\nPyAPI_FUNC(PyFrameObject *) PyFrame_GetBack(PyFrameObject *frame);\n\n#ifdef __cplusplus\n}\n#endif\n"
  },
  {
    "path": "LView/external_includes/cpython/import.h",
    "content": "#ifndef Py_CPYTHON_IMPORT_H\n#  error \"this header file must not be included directly\"\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\nPyMODINIT_FUNC PyInit__imp(void);\n\nPyAPI_FUNC(int) _PyImport_IsInitialized(PyInterpreterState *);\n\nPyAPI_FUNC(PyObject *) _PyImport_GetModuleId(struct _Py_Identifier *name);\nPyAPI_FUNC(int) _PyImport_SetModule(PyObject *name, PyObject *module);\nPyAPI_FUNC(int) _PyImport_SetModuleString(const char *name, PyObject* module);\n\nPyAPI_FUNC(void) _PyImport_AcquireLock(void);\nPyAPI_FUNC(int) _PyImport_ReleaseLock(void);\n\nPyAPI_FUNC(PyObject *) _PyImport_FindExtensionObject(PyObject *, PyObject *);\n\nPyAPI_FUNC(int) _PyImport_FixupBuiltin(\n    PyObject *mod,\n    const char *name,            /* UTF-8 encoded string */\n    PyObject *modules\n    );\nPyAPI_FUNC(int) _PyImport_FixupExtensionObject(PyObject*, PyObject *,\n                                               PyObject *, PyObject *);\n\nstruct _inittab {\n    const char *name;           /* ASCII encoded string */\n    PyObject* (*initfunc)(void);\n};\nPyAPI_DATA(struct _inittab *) PyImport_Inittab;\nPyAPI_FUNC(int) PyImport_ExtendInittab(struct _inittab *newtab);\n\nstruct _frozen {\n    const char *name;                 /* ASCII encoded string */\n    const unsigned char *code;\n    int size;\n};\n\n/* Embedding apps may change this pointer to point to their favorite\n   collection of frozen modules: */\n\nPyAPI_DATA(const struct _frozen *) PyImport_FrozenModules;\n\n#ifdef __cplusplus\n}\n#endif\n"
  },
  {
    "path": "LView/external_includes/cpython/initconfig.h",
    "content": "#ifndef Py_PYCORECONFIG_H\n#define Py_PYCORECONFIG_H\n#ifndef Py_LIMITED_API\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* --- PyStatus ----------------------------------------------- */\n\ntypedef struct {\n    enum {\n        _PyStatus_TYPE_OK=0,\n        _PyStatus_TYPE_ERROR=1,\n        _PyStatus_TYPE_EXIT=2\n    } _type;\n    const char *func;\n    const char *err_msg;\n    int exitcode;\n} PyStatus;\n\nPyAPI_FUNC(PyStatus) PyStatus_Ok(void);\nPyAPI_FUNC(PyStatus) PyStatus_Error(const char *err_msg);\nPyAPI_FUNC(PyStatus) PyStatus_NoMemory(void);\nPyAPI_FUNC(PyStatus) PyStatus_Exit(int exitcode);\nPyAPI_FUNC(int) PyStatus_IsError(PyStatus err);\nPyAPI_FUNC(int) PyStatus_IsExit(PyStatus err);\nPyAPI_FUNC(int) PyStatus_Exception(PyStatus err);\n\n/* --- PyWideStringList ------------------------------------------------ */\n\ntypedef struct {\n    /* If length is greater than zero, items must be non-NULL\n       and all items strings must be non-NULL */\n    Py_ssize_t length;\n    wchar_t **items;\n} PyWideStringList;\n\nPyAPI_FUNC(PyStatus) PyWideStringList_Append(PyWideStringList *list,\n    const wchar_t *item);\nPyAPI_FUNC(PyStatus) PyWideStringList_Insert(PyWideStringList *list,\n    Py_ssize_t index,\n    const wchar_t *item);\n\n\n/* --- PyPreConfig ----------------------------------------------- */\n\ntypedef struct {\n    int _config_init;     /* _PyConfigInitEnum value */\n\n    /* Parse Py_PreInitializeFromBytesArgs() arguments?\n       See PyConfig.parse_argv */\n    int parse_argv;\n\n    /* If greater than 0, enable isolated mode: sys.path contains\n       neither the script's directory nor the user's site-packages directory.\n\n       Set to 1 by the -I command line option. If set to -1 (default), inherit\n       Py_IsolatedFlag value. */\n    int isolated;\n\n    /* If greater than 0: use environment variables.\n       Set to 0 by -E command line option. If set to -1 (default), it is\n       set to !Py_IgnoreEnvironmentFlag. */\n    int use_environment;\n\n    /* Set the LC_CTYPE locale to the user preferred locale? If equals to 0,\n       set coerce_c_locale and coerce_c_locale_warn to 0. */\n    int configure_locale;\n\n    /* Coerce the LC_CTYPE locale if it's equal to \"C\"? (PEP 538)\n\n       Set to 0 by PYTHONCOERCECLOCALE=0. Set to 1 by PYTHONCOERCECLOCALE=1.\n       Set to 2 if the user preferred LC_CTYPE locale is \"C\".\n\n       If it is equal to 1, LC_CTYPE locale is read to decide if it should be\n       coerced or not (ex: PYTHONCOERCECLOCALE=1). Internally, it is set to 2\n       if the LC_CTYPE locale must be coerced.\n\n       Disable by default (set to 0). Set it to -1 to let Python decide if it\n       should be enabled or not. */\n    int coerce_c_locale;\n\n    /* Emit a warning if the LC_CTYPE locale is coerced?\n\n       Set to 1 by PYTHONCOERCECLOCALE=warn.\n\n       Disable by default (set to 0). Set it to -1 to let Python decide if it\n       should be enabled or not. */\n    int coerce_c_locale_warn;\n\n#ifdef MS_WINDOWS\n    /* If greater than 1, use the \"mbcs\" encoding instead of the UTF-8\n       encoding for the filesystem encoding.\n\n       Set to 1 if the PYTHONLEGACYWINDOWSFSENCODING environment variable is\n       set to a non-empty string. If set to -1 (default), inherit\n       Py_LegacyWindowsFSEncodingFlag value.\n\n       See PEP 529 for more details. */\n    int legacy_windows_fs_encoding;\n#endif\n\n    /* Enable UTF-8 mode? (PEP 540)\n\n       Disabled by default (equals to 0).\n\n       Set to 1 by \"-X utf8\" and \"-X utf8=1\" command line options.\n       Set to 1 by PYTHONUTF8=1 environment variable.\n\n       Set to 0 by \"-X utf8=0\" and PYTHONUTF8=0.\n\n       If equals to -1, it is set to 1 if the LC_CTYPE locale is \"C\" or\n       \"POSIX\", otherwise it is set to 0. Inherit Py_UTF8Mode value value. */\n    int utf8_mode;\n\n    /* If non-zero, enable the Python Development Mode.\n\n       Set to 1 by the -X dev command line option. Set by the PYTHONDEVMODE\n       environment variable. */\n    int dev_mode;\n\n    /* Memory allocator: PYTHONMALLOC env var.\n       See PyMemAllocatorName for valid values. */\n    int allocator;\n} PyPreConfig;\n\nPyAPI_FUNC(void) PyPreConfig_InitPythonConfig(PyPreConfig *config);\nPyAPI_FUNC(void) PyPreConfig_InitIsolatedConfig(PyPreConfig *config);\n\n\n/* --- PyConfig ---------------------------------------------- */\n\ntypedef struct {\n    int _config_init;     /* _PyConfigInitEnum value */\n\n    int isolated;         /* Isolated mode? see PyPreConfig.isolated */\n    int use_environment;  /* Use environment variables? see PyPreConfig.use_environment */\n    int dev_mode;         /* Python Development Mode? See PyPreConfig.dev_mode */\n\n    /* Install signal handlers? Yes by default. */\n    int install_signal_handlers;\n\n    int use_hash_seed;      /* PYTHONHASHSEED=x */\n    unsigned long hash_seed;\n\n    /* Enable faulthandler?\n       Set to 1 by -X faulthandler and PYTHONFAULTHANDLER. -1 means unset. */\n    int faulthandler;\n\n    /* Enable PEG parser?\n       1 by default, set to 0 by -X oldparser and PYTHONOLDPARSER */\n    int _use_peg_parser;\n\n    /* Enable tracemalloc?\n       Set by -X tracemalloc=N and PYTHONTRACEMALLOC. -1 means unset */\n    int tracemalloc;\n\n    int import_time;        /* PYTHONPROFILEIMPORTTIME, -X importtime */\n    int show_ref_count;     /* -X showrefcount */\n    int dump_refs;          /* PYTHONDUMPREFS */\n    int malloc_stats;       /* PYTHONMALLOCSTATS */\n\n    /* Python filesystem encoding and error handler:\n       sys.getfilesystemencoding() and sys.getfilesystemencodeerrors().\n\n       Default encoding and error handler:\n\n       * if Py_SetStandardStreamEncoding() has been called: they have the\n         highest priority;\n       * PYTHONIOENCODING environment variable;\n       * The UTF-8 Mode uses UTF-8/surrogateescape;\n       * If Python forces the usage of the ASCII encoding (ex: C locale\n         or POSIX locale on FreeBSD or HP-UX), use ASCII/surrogateescape;\n       * locale encoding: ANSI code page on Windows, UTF-8 on Android and\n         VxWorks, LC_CTYPE locale encoding on other platforms;\n       * On Windows, \"surrogateescape\" error handler;\n       * \"surrogateescape\" error handler if the LC_CTYPE locale is \"C\" or \"POSIX\";\n       * \"surrogateescape\" error handler if the LC_CTYPE locale has been coerced\n         (PEP 538);\n       * \"strict\" error handler.\n\n       Supported error handlers: \"strict\", \"surrogateescape\" and\n       \"surrogatepass\". The surrogatepass error handler is only supported\n       if Py_DecodeLocale() and Py_EncodeLocale() use directly the UTF-8 codec;\n       it's only used on Windows.\n\n       initfsencoding() updates the encoding to the Python codec name.\n       For example, \"ANSI_X3.4-1968\" is replaced with \"ascii\".\n\n       On Windows, sys._enablelegacywindowsfsencoding() sets the\n       encoding/errors to mbcs/replace at runtime.\n\n\n       See Py_FileSystemDefaultEncoding and Py_FileSystemDefaultEncodeErrors.\n       */\n    wchar_t *filesystem_encoding;\n    wchar_t *filesystem_errors;\n\n    wchar_t *pycache_prefix;  /* PYTHONPYCACHEPREFIX, -X pycache_prefix=PATH */\n    int parse_argv;           /* Parse argv command line arguments? */\n\n    /* Command line arguments (sys.argv).\n\n       Set parse_argv to 1 to parse argv as Python command line arguments\n       and then strip Python arguments from argv.\n\n       If argv is empty, an empty string is added to ensure that sys.argv\n       always exists and is never empty. */\n    PyWideStringList argv;\n\n    /* Program name:\n\n       - If Py_SetProgramName() was called, use its value.\n       - On macOS, use PYTHONEXECUTABLE environment variable if set.\n       - If WITH_NEXT_FRAMEWORK macro is defined, use __PYVENV_LAUNCHER__\n         environment variable is set.\n       - Use argv[0] if available and non-empty.\n       - Use \"python\" on Windows, or \"python3 on other platforms. */\n    wchar_t *program_name;\n\n    PyWideStringList xoptions;     /* Command line -X options */\n\n    /* Warnings options: lowest to highest priority. warnings.filters\n       is built in the reverse order (highest to lowest priority). */\n    PyWideStringList warnoptions;\n\n    /* If equal to zero, disable the import of the module site and the\n       site-dependent manipulations of sys.path that it entails. Also disable\n       these manipulations if site is explicitly imported later (call\n       site.main() if you want them to be triggered).\n\n       Set to 0 by the -S command line option. If set to -1 (default), it is\n       set to !Py_NoSiteFlag. */\n    int site_import;\n\n    /* Bytes warnings:\n\n       * If equal to 1, issue a warning when comparing bytes or bytearray with\n         str or bytes with int.\n       * If equal or greater to 2, issue an error.\n\n       Incremented by the -b command line option. If set to -1 (default), inherit\n       Py_BytesWarningFlag value. */\n    int bytes_warning;\n\n    /* If greater than 0, enable inspect: when a script is passed as first\n       argument or the -c option is used, enter interactive mode after\n       executing the script or the command, even when sys.stdin does not appear\n       to be a terminal.\n\n       Incremented by the -i command line option. Set to 1 if the PYTHONINSPECT\n       environment variable is non-empty. If set to -1 (default), inherit\n       Py_InspectFlag value. */\n    int inspect;\n\n    /* If greater than 0: enable the interactive mode (REPL).\n\n       Incremented by the -i command line option. If set to -1 (default),\n       inherit Py_InteractiveFlag value. */\n    int interactive;\n\n    /* Optimization level.\n\n       Incremented by the -O command line option. Set by the PYTHONOPTIMIZE\n       environment variable. If set to -1 (default), inherit Py_OptimizeFlag\n       value. */\n    int optimization_level;\n\n    /* If greater than 0, enable the debug mode: turn on parser debugging\n       output (for expert only, depending on compilation options).\n\n       Incremented by the -d command line option. Set by the PYTHONDEBUG\n       environment variable. If set to -1 (default), inherit Py_DebugFlag\n       value. */\n    int parser_debug;\n\n    /* If equal to 0, Python won't try to write ``.pyc`` files on the\n       import of source modules.\n\n       Set to 0 by the -B command line option and the PYTHONDONTWRITEBYTECODE\n       environment variable. If set to -1 (default), it is set to\n       !Py_DontWriteBytecodeFlag. */\n    int write_bytecode;\n\n    /* If greater than 0, enable the verbose mode: print a message each time a\n       module is initialized, showing the place (filename or built-in module)\n       from which it is loaded.\n\n       If greater or equal to 2, print a message for each file that is checked\n       for when searching for a module. Also provides information on module\n       cleanup at exit.\n\n       Incremented by the -v option. Set by the PYTHONVERBOSE environment\n       variable. If set to -1 (default), inherit Py_VerboseFlag value. */\n    int verbose;\n\n    /* If greater than 0, enable the quiet mode: Don't display the copyright\n       and version messages even in interactive mode.\n\n       Incremented by the -q option. If set to -1 (default), inherit\n       Py_QuietFlag value. */\n    int quiet;\n\n   /* If greater than 0, don't add the user site-packages directory to\n      sys.path.\n\n      Set to 0 by the -s and -I command line options , and the PYTHONNOUSERSITE\n      environment variable. If set to -1 (default), it is set to\n      !Py_NoUserSiteDirectory. */\n    int user_site_directory;\n\n    /* If non-zero, configure C standard steams (stdio, stdout,\n       stderr):\n\n       - Set O_BINARY mode on Windows.\n       - If buffered_stdio is equal to zero, make streams unbuffered.\n         Otherwise, enable streams buffering if interactive is non-zero. */\n    int configure_c_stdio;\n\n    /* If equal to 0, enable unbuffered mode: force the stdout and stderr\n       streams to be unbuffered.\n\n       Set to 0 by the -u option. Set by the PYTHONUNBUFFERED environment\n       variable.\n       If set to -1 (default), it is set to !Py_UnbufferedStdioFlag. */\n    int buffered_stdio;\n\n    /* Encoding of sys.stdin, sys.stdout and sys.stderr.\n       Value set from PYTHONIOENCODING environment variable and\n       Py_SetStandardStreamEncoding() function.\n       See also 'stdio_errors' attribute. */\n    wchar_t *stdio_encoding;\n\n    /* Error handler of sys.stdin and sys.stdout.\n       Value set from PYTHONIOENCODING environment variable and\n       Py_SetStandardStreamEncoding() function.\n       See also 'stdio_encoding' attribute. */\n    wchar_t *stdio_errors;\n\n#ifdef MS_WINDOWS\n    /* If greater than zero, use io.FileIO instead of WindowsConsoleIO for sys\n       standard streams.\n\n       Set to 1 if the PYTHONLEGACYWINDOWSSTDIO environment variable is set to\n       a non-empty string. If set to -1 (default), inherit\n       Py_LegacyWindowsStdioFlag value.\n\n       See PEP 528 for more details. */\n    int legacy_windows_stdio;\n#endif\n\n    /* Value of the --check-hash-based-pycs command line option:\n\n       - \"default\" means the 'check_source' flag in hash-based pycs\n         determines invalidation\n       - \"always\" causes the interpreter to hash the source file for\n         invalidation regardless of value of 'check_source' bit\n       - \"never\" causes the interpreter to always assume hash-based pycs are\n         valid\n\n       The default value is \"default\".\n\n       See PEP 552 \"Deterministic pycs\" for more details. */\n    wchar_t *check_hash_pycs_mode;\n\n    /* --- Path configuration inputs ------------ */\n\n    /* If greater than 0, suppress _PyPathConfig_Calculate() warnings on Unix.\n       The parameter has no effect on Windows.\n\n       If set to -1 (default), inherit !Py_FrozenFlag value. */\n    int pathconfig_warnings;\n\n    wchar_t *pythonpath_env; /* PYTHONPATH environment variable */\n    wchar_t *home;          /* PYTHONHOME environment variable,\n                               see also Py_SetPythonHome(). */\n\n    /* --- Path configuration outputs ----------- */\n\n    int module_search_paths_set;  /* If non-zero, use module_search_paths */\n    PyWideStringList module_search_paths;  /* sys.path paths. Computed if\n                                       module_search_paths_set is equal\n                                       to zero. */\n\n    wchar_t *executable;        /* sys.executable */\n    wchar_t *base_executable;   /* sys._base_executable */\n    wchar_t *prefix;            /* sys.prefix */\n    wchar_t *base_prefix;       /* sys.base_prefix */\n    wchar_t *exec_prefix;       /* sys.exec_prefix */\n    wchar_t *base_exec_prefix;  /* sys.base_exec_prefix */\n    wchar_t *platlibdir;        /* sys.platlibdir */\n\n    /* --- Parameter only used by Py_Main() ---------- */\n\n    /* Skip the first line of the source ('run_filename' parameter), allowing use of non-Unix forms of\n       \"#!cmd\".  This is intended for a DOS specific hack only.\n\n       Set by the -x command line option. */\n    int skip_source_first_line;\n\n    wchar_t *run_command;   /* -c command line argument */\n    wchar_t *run_module;    /* -m command line argument */\n    wchar_t *run_filename;  /* Trailing command line argument without -c or -m */\n\n    /* --- Private fields ---------------------------- */\n\n    /* Install importlib? If set to 0, importlib is not initialized at all.\n       Needed by freeze_importlib. */\n    int _install_importlib;\n\n    /* If equal to 0, stop Python initialization before the \"main\" phase */\n    int _init_main;\n\n    /* If non-zero, disallow threads, subprocesses, and fork.\n       Default: 0. */\n    int _isolated_interpreter;\n\n    /* Original command line arguments. If _orig_argv is empty and _argv is\n       not equal to [''], PyConfig_Read() copies the configuration 'argv' list\n       into '_orig_argv' list before modifying 'argv' list (if parse_argv\n       is non-zero).\n\n       _PyConfig_Write() initializes Py_GetArgcArgv() to this list. */\n    PyWideStringList _orig_argv;\n} PyConfig;\n\nPyAPI_FUNC(void) PyConfig_InitPythonConfig(PyConfig *config);\nPyAPI_FUNC(void) PyConfig_InitIsolatedConfig(PyConfig *config);\nPyAPI_FUNC(void) PyConfig_Clear(PyConfig *);\nPyAPI_FUNC(PyStatus) PyConfig_SetString(\n    PyConfig *config,\n    wchar_t **config_str,\n    const wchar_t *str);\nPyAPI_FUNC(PyStatus) PyConfig_SetBytesString(\n    PyConfig *config,\n    wchar_t **config_str,\n    const char *str);\nPyAPI_FUNC(PyStatus) PyConfig_Read(PyConfig *config);\nPyAPI_FUNC(PyStatus) PyConfig_SetBytesArgv(\n    PyConfig *config,\n    Py_ssize_t argc,\n    char * const *argv);\nPyAPI_FUNC(PyStatus) PyConfig_SetArgv(PyConfig *config,\n    Py_ssize_t argc,\n    wchar_t * const *argv);\nPyAPI_FUNC(PyStatus) PyConfig_SetWideStringList(PyConfig *config,\n    PyWideStringList *list,\n    Py_ssize_t length, wchar_t **items);\n\n\n/* --- Helper functions --------------------------------------- */\n\n/* Get the original command line arguments, before Python modified them.\n\n   See also PyConfig._orig_argv. */\nPyAPI_FUNC(void) Py_GetArgcArgv(int *argc, wchar_t ***argv);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_LIMITED_API */\n#endif /* !Py_PYCORECONFIG_H */\n"
  },
  {
    "path": "LView/external_includes/cpython/interpreteridobject.h",
    "content": "#ifndef Py_CPYTHON_INTERPRETERIDOBJECT_H\n#  error \"this header file must not be included directly\"\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* Interpreter ID Object */\n\nPyAPI_DATA(PyTypeObject) _PyInterpreterID_Type;\n\nPyAPI_FUNC(PyObject *) _PyInterpreterID_New(int64_t);\nPyAPI_FUNC(PyObject *) _PyInterpreterState_GetIDObject(PyInterpreterState *);\nPyAPI_FUNC(PyInterpreterState *) _PyInterpreterID_LookUp(PyObject *);\n\n#ifdef __cplusplus\n}\n#endif\n"
  },
  {
    "path": "LView/external_includes/cpython/listobject.h",
    "content": "#ifndef Py_CPYTHON_LISTOBJECT_H\n#  error \"this header file must not be included directly\"\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\ntypedef struct {\n    PyObject_VAR_HEAD\n    /* Vector of pointers to list elements.  list[0] is ob_item[0], etc. */\n    PyObject **ob_item;\n\n    /* ob_item contains space for 'allocated' elements.  The number\n     * currently in use is ob_size.\n     * Invariants:\n     *     0 <= ob_size <= allocated\n     *     len(list) == ob_size\n     *     ob_item == NULL implies ob_size == allocated == 0\n     * list.sort() temporarily sets allocated to -1 to detect mutations.\n     *\n     * Items must normally not be NULL, except during construction when\n     * the list is not yet visible outside the function that builds it.\n     */\n    Py_ssize_t allocated;\n} PyListObject;\n\nPyAPI_FUNC(PyObject *) _PyList_Extend(PyListObject *, PyObject *);\nPyAPI_FUNC(void) _PyList_DebugMallocStats(FILE *out);\n\n/* Macro, trading safety for speed */\n\n/* Cast argument to PyTupleObject* type. */\n#define _PyList_CAST(op) (assert(PyList_Check(op)), (PyListObject *)(op))\n\n#define PyList_GET_ITEM(op, i) (_PyList_CAST(op)->ob_item[i])\n#define PyList_SET_ITEM(op, i, v) (_PyList_CAST(op)->ob_item[i] = (v))\n#define PyList_GET_SIZE(op)    Py_SIZE(_PyList_CAST(op))\n#define _PyList_ITEMS(op)      (_PyList_CAST(op)->ob_item)\n\n#ifdef __cplusplus\n}\n#endif\n"
  },
  {
    "path": "LView/external_includes/cpython/methodobject.h",
    "content": "#ifndef Py_CPYTHON_METHODOBJECT_H\n#  error \"this header file must not be included directly\"\n#endif\n\nPyAPI_DATA(PyTypeObject) PyCMethod_Type;\n\n#define PyCMethod_CheckExact(op) Py_IS_TYPE(op, &PyCMethod_Type)\n#define PyCMethod_Check(op) PyObject_TypeCheck(op, &PyCMethod_Type)\n\n/* Macros for direct access to these values. Type checks are *not*\n   done, so use with care. */\n#define PyCFunction_GET_FUNCTION(func) \\\n        (((PyCFunctionObject *)func) -> m_ml -> ml_meth)\n#define PyCFunction_GET_SELF(func) \\\n        (((PyCFunctionObject *)func) -> m_ml -> ml_flags & METH_STATIC ? \\\n         NULL : ((PyCFunctionObject *)func) -> m_self)\n#define PyCFunction_GET_FLAGS(func) \\\n        (((PyCFunctionObject *)func) -> m_ml -> ml_flags)\n#define PyCFunction_GET_CLASS(func) \\\n    (((PyCFunctionObject *)func) -> m_ml -> ml_flags & METH_METHOD ? \\\n         ((PyCMethodObject *)func) -> mm_class : NULL)\n\ntypedef struct {\n    PyObject_HEAD\n    PyMethodDef *m_ml; /* Description of the C function to call */\n    PyObject    *m_self; /* Passed as 'self' arg to the C func, can be NULL */\n    PyObject    *m_module; /* The __module__ attribute, can be anything */\n    PyObject    *m_weakreflist; /* List of weak references */\n    vectorcallfunc vectorcall;\n} PyCFunctionObject;\n\ntypedef struct {\n    PyCFunctionObject func;\n    PyTypeObject *mm_class; /* Class that defines this method */\n} PyCMethodObject;\n"
  },
  {
    "path": "LView/external_includes/cpython/object.h",
    "content": "#ifndef Py_CPYTHON_OBJECT_H\n#  error \"this header file must not be included directly\"\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\nPyAPI_FUNC(void) _Py_NewReference(PyObject *op);\n\n#ifdef Py_TRACE_REFS\n/* Py_TRACE_REFS is such major surgery that we call external routines. */\nPyAPI_FUNC(void) _Py_ForgetReference(PyObject *);\n#endif\n\n/* Update the Python traceback of an object. This function must be called\n   when a memory block is reused from a free list. */\nPyAPI_FUNC(int) _PyTraceMalloc_NewReference(PyObject *op);\n\n#ifdef Py_REF_DEBUG\nPyAPI_FUNC(Py_ssize_t) _Py_GetRefTotal(void);\n#endif\n\n\n/********************* String Literals ****************************************/\n/* This structure helps managing static strings. The basic usage goes like this:\n   Instead of doing\n\n       r = PyObject_CallMethod(o, \"foo\", \"args\", ...);\n\n   do\n\n       _Py_IDENTIFIER(foo);\n       ...\n       r = _PyObject_CallMethodId(o, &PyId_foo, \"args\", ...);\n\n   PyId_foo is a static variable, either on block level or file level. On first\n   usage, the string \"foo\" is interned, and the structures are linked. On interpreter\n   shutdown, all strings are released.\n\n   Alternatively, _Py_static_string allows choosing the variable name.\n   _PyUnicode_FromId returns a borrowed reference to the interned string.\n   _PyObject_{Get,Set,Has}AttrId are __getattr__ versions using _Py_Identifier*.\n*/\ntypedef struct _Py_Identifier {\n    struct _Py_Identifier *next;\n    const char* string;\n    PyObject *object;\n} _Py_Identifier;\n\n#define _Py_static_string_init(value) { .next = NULL, .string = value, .object = NULL }\n#define _Py_static_string(varname, value)  static _Py_Identifier varname = _Py_static_string_init(value)\n#define _Py_IDENTIFIER(varname) _Py_static_string(PyId_##varname, #varname)\n\n/* buffer interface */\ntypedef struct bufferinfo {\n    void *buf;\n    PyObject *obj;        /* owned reference */\n    Py_ssize_t len;\n    Py_ssize_t itemsize;  /* This is Py_ssize_t so it can be\n                             pointed to by strides in simple case.*/\n    int readonly;\n    int ndim;\n    char *format;\n    Py_ssize_t *shape;\n    Py_ssize_t *strides;\n    Py_ssize_t *suboffsets;\n    void *internal;\n} Py_buffer;\n\ntypedef int (*getbufferproc)(PyObject *, Py_buffer *, int);\ntypedef void (*releasebufferproc)(PyObject *, Py_buffer *);\n\ntypedef PyObject *(*vectorcallfunc)(PyObject *callable, PyObject *const *args,\n                                    size_t nargsf, PyObject *kwnames);\n\n/* Maximum number of dimensions */\n#define PyBUF_MAX_NDIM 64\n\n/* Flags for getting buffers */\n#define PyBUF_SIMPLE 0\n#define PyBUF_WRITABLE 0x0001\n/*  we used to include an E, backwards compatible alias  */\n#define PyBUF_WRITEABLE PyBUF_WRITABLE\n#define PyBUF_FORMAT 0x0004\n#define PyBUF_ND 0x0008\n#define PyBUF_STRIDES (0x0010 | PyBUF_ND)\n#define PyBUF_C_CONTIGUOUS (0x0020 | PyBUF_STRIDES)\n#define PyBUF_F_CONTIGUOUS (0x0040 | PyBUF_STRIDES)\n#define PyBUF_ANY_CONTIGUOUS (0x0080 | PyBUF_STRIDES)\n#define PyBUF_INDIRECT (0x0100 | PyBUF_STRIDES)\n\n#define PyBUF_CONTIG (PyBUF_ND | PyBUF_WRITABLE)\n#define PyBUF_CONTIG_RO (PyBUF_ND)\n\n#define PyBUF_STRIDED (PyBUF_STRIDES | PyBUF_WRITABLE)\n#define PyBUF_STRIDED_RO (PyBUF_STRIDES)\n\n#define PyBUF_RECORDS (PyBUF_STRIDES | PyBUF_WRITABLE | PyBUF_FORMAT)\n#define PyBUF_RECORDS_RO (PyBUF_STRIDES | PyBUF_FORMAT)\n\n#define PyBUF_FULL (PyBUF_INDIRECT | PyBUF_WRITABLE | PyBUF_FORMAT)\n#define PyBUF_FULL_RO (PyBUF_INDIRECT | PyBUF_FORMAT)\n\n\n#define PyBUF_READ  0x100\n#define PyBUF_WRITE 0x200\n/* End buffer interface */\n\n\ntypedef struct {\n    /* Number implementations must check *both*\n       arguments for proper type and implement the necessary conversions\n       in the slot functions themselves. */\n\n    binaryfunc nb_add;\n    binaryfunc nb_subtract;\n    binaryfunc nb_multiply;\n    binaryfunc nb_remainder;\n    binaryfunc nb_divmod;\n    ternaryfunc nb_power;\n    unaryfunc nb_negative;\n    unaryfunc nb_positive;\n    unaryfunc nb_absolute;\n    inquiry nb_bool;\n    unaryfunc nb_invert;\n    binaryfunc nb_lshift;\n    binaryfunc nb_rshift;\n    binaryfunc nb_and;\n    binaryfunc nb_xor;\n    binaryfunc nb_or;\n    unaryfunc nb_int;\n    void *nb_reserved;  /* the slot formerly known as nb_long */\n    unaryfunc nb_float;\n\n    binaryfunc nb_inplace_add;\n    binaryfunc nb_inplace_subtract;\n    binaryfunc nb_inplace_multiply;\n    binaryfunc nb_inplace_remainder;\n    ternaryfunc nb_inplace_power;\n    binaryfunc nb_inplace_lshift;\n    binaryfunc nb_inplace_rshift;\n    binaryfunc nb_inplace_and;\n    binaryfunc nb_inplace_xor;\n    binaryfunc nb_inplace_or;\n\n    binaryfunc nb_floor_divide;\n    binaryfunc nb_true_divide;\n    binaryfunc nb_inplace_floor_divide;\n    binaryfunc nb_inplace_true_divide;\n\n    unaryfunc nb_index;\n\n    binaryfunc nb_matrix_multiply;\n    binaryfunc nb_inplace_matrix_multiply;\n} PyNumberMethods;\n\ntypedef struct {\n    lenfunc sq_length;\n    binaryfunc sq_concat;\n    ssizeargfunc sq_repeat;\n    ssizeargfunc sq_item;\n    void *was_sq_slice;\n    ssizeobjargproc sq_ass_item;\n    void *was_sq_ass_slice;\n    objobjproc sq_contains;\n\n    binaryfunc sq_inplace_concat;\n    ssizeargfunc sq_inplace_repeat;\n} PySequenceMethods;\n\ntypedef struct {\n    lenfunc mp_length;\n    binaryfunc mp_subscript;\n    objobjargproc mp_ass_subscript;\n} PyMappingMethods;\n\ntypedef struct {\n    unaryfunc am_await;\n    unaryfunc am_aiter;\n    unaryfunc am_anext;\n} PyAsyncMethods;\n\ntypedef struct {\n     getbufferproc bf_getbuffer;\n     releasebufferproc bf_releasebuffer;\n} PyBufferProcs;\n\n/* Allow printfunc in the tp_vectorcall_offset slot for\n * backwards-compatibility */\ntypedef Py_ssize_t printfunc;\n\nstruct _typeobject {\n    PyObject_VAR_HEAD\n    const char *tp_name; /* For printing, in format \"<module>.<name>\" */\n    Py_ssize_t tp_basicsize, tp_itemsize; /* For allocation */\n\n    /* Methods to implement standard operations */\n\n    destructor tp_dealloc;\n    Py_ssize_t tp_vectorcall_offset;\n    getattrfunc tp_getattr;\n    setattrfunc tp_setattr;\n    PyAsyncMethods *tp_as_async; /* formerly known as tp_compare (Python 2)\n                                    or tp_reserved (Python 3) */\n    reprfunc tp_repr;\n\n    /* Method suites for standard classes */\n\n    PyNumberMethods *tp_as_number;\n    PySequenceMethods *tp_as_sequence;\n    PyMappingMethods *tp_as_mapping;\n\n    /* More standard operations (here for binary compatibility) */\n\n    hashfunc tp_hash;\n    ternaryfunc tp_call;\n    reprfunc tp_str;\n    getattrofunc tp_getattro;\n    setattrofunc tp_setattro;\n\n    /* Functions to access object as input/output buffer */\n    PyBufferProcs *tp_as_buffer;\n\n    /* Flags to define presence of optional/expanded features */\n    unsigned long tp_flags;\n\n    const char *tp_doc; /* Documentation string */\n\n    /* Assigned meaning in release 2.0 */\n    /* call function for all accessible objects */\n    traverseproc tp_traverse;\n\n    /* delete references to contained objects */\n    inquiry tp_clear;\n\n    /* Assigned meaning in release 2.1 */\n    /* rich comparisons */\n    richcmpfunc tp_richcompare;\n\n    /* weak reference enabler */\n    Py_ssize_t tp_weaklistoffset;\n\n    /* Iterators */\n    getiterfunc tp_iter;\n    iternextfunc tp_iternext;\n\n    /* Attribute descriptor and subclassing stuff */\n    struct PyMethodDef *tp_methods;\n    struct PyMemberDef *tp_members;\n    struct PyGetSetDef *tp_getset;\n    struct _typeobject *tp_base;\n    PyObject *tp_dict;\n    descrgetfunc tp_descr_get;\n    descrsetfunc tp_descr_set;\n    Py_ssize_t tp_dictoffset;\n    initproc tp_init;\n    allocfunc tp_alloc;\n    newfunc tp_new;\n    freefunc tp_free; /* Low-level free-memory routine */\n    inquiry tp_is_gc; /* For PyObject_IS_GC */\n    PyObject *tp_bases;\n    PyObject *tp_mro; /* method resolution order */\n    PyObject *tp_cache;\n    PyObject *tp_subclasses;\n    PyObject *tp_weaklist;\n    destructor tp_del;\n\n    /* Type attribute cache version tag. Added in version 2.6 */\n    unsigned int tp_version_tag;\n\n    destructor tp_finalize;\n    vectorcallfunc tp_vectorcall;\n};\n\n/* The *real* layout of a type object when allocated on the heap */\ntypedef struct _heaptypeobject {\n    /* Note: there's a dependency on the order of these members\n       in slotptr() in typeobject.c . */\n    PyTypeObject ht_type;\n    PyAsyncMethods as_async;\n    PyNumberMethods as_number;\n    PyMappingMethods as_mapping;\n    PySequenceMethods as_sequence; /* as_sequence comes after as_mapping,\n                                      so that the mapping wins when both\n                                      the mapping and the sequence define\n                                      a given operator (e.g. __getitem__).\n                                      see add_operators() in typeobject.c . */\n    PyBufferProcs as_buffer;\n    PyObject *ht_name, *ht_slots, *ht_qualname;\n    struct _dictkeysobject *ht_cached_keys;\n    PyObject *ht_module;\n    /* here are optional user slots, followed by the members. */\n} PyHeapTypeObject;\n\n/* access macro to the members which are floating \"behind\" the object */\n#define PyHeapType_GET_MEMBERS(etype) \\\n    ((PyMemberDef *)(((char *)etype) + Py_TYPE(etype)->tp_basicsize))\n\nPyAPI_FUNC(const char *) _PyType_Name(PyTypeObject *);\nPyAPI_FUNC(PyObject *) _PyType_Lookup(PyTypeObject *, PyObject *);\nPyAPI_FUNC(PyObject *) _PyType_LookupId(PyTypeObject *, _Py_Identifier *);\nPyAPI_FUNC(PyObject *) _PyObject_LookupSpecial(PyObject *, _Py_Identifier *);\nPyAPI_FUNC(PyTypeObject *) _PyType_CalculateMetaclass(PyTypeObject *, PyObject *);\nPyAPI_FUNC(PyObject *) _PyType_GetDocFromInternalDoc(const char *, const char *);\nPyAPI_FUNC(PyObject *) _PyType_GetTextSignatureFromInternalDoc(const char *, const char *);\n\nstruct _Py_Identifier;\nPyAPI_FUNC(int) PyObject_Print(PyObject *, FILE *, int);\nPyAPI_FUNC(void) _Py_BreakPoint(void);\nPyAPI_FUNC(void) _PyObject_Dump(PyObject *);\nPyAPI_FUNC(int) _PyObject_IsFreed(PyObject *);\n\nPyAPI_FUNC(int) _PyObject_IsAbstract(PyObject *);\nPyAPI_FUNC(PyObject *) _PyObject_GetAttrId(PyObject *, struct _Py_Identifier *);\nPyAPI_FUNC(int) _PyObject_SetAttrId(PyObject *, struct _Py_Identifier *, PyObject *);\nPyAPI_FUNC(int) _PyObject_HasAttrId(PyObject *, struct _Py_Identifier *);\n/* Replacements of PyObject_GetAttr() and _PyObject_GetAttrId() which\n   don't raise AttributeError.\n\n   Return 1 and set *result != NULL if an attribute is found.\n   Return 0 and set *result == NULL if an attribute is not found;\n   an AttributeError is silenced.\n   Return -1 and set *result == NULL if an error other than AttributeError\n   is raised.\n*/\nPyAPI_FUNC(int) _PyObject_LookupAttr(PyObject *, PyObject *, PyObject **);\nPyAPI_FUNC(int) _PyObject_LookupAttrId(PyObject *, struct _Py_Identifier *, PyObject **);\n\nPyAPI_FUNC(int) _PyObject_GetMethod(PyObject *obj, PyObject *name, PyObject **method);\n\nPyAPI_FUNC(PyObject **) _PyObject_GetDictPtr(PyObject *);\nPyAPI_FUNC(PyObject *) _PyObject_NextNotImplemented(PyObject *);\nPyAPI_FUNC(void) PyObject_CallFinalizer(PyObject *);\nPyAPI_FUNC(int) PyObject_CallFinalizerFromDealloc(PyObject *);\n\n/* Same as PyObject_Generic{Get,Set}Attr, but passing the attributes\n   dict as the last parameter. */\nPyAPI_FUNC(PyObject *)\n_PyObject_GenericGetAttrWithDict(PyObject *, PyObject *, PyObject *, int);\nPyAPI_FUNC(int)\n_PyObject_GenericSetAttrWithDict(PyObject *, PyObject *,\n                                 PyObject *, PyObject *);\n\nPyAPI_FUNC(PyObject *) _PyObject_FunctionStr(PyObject *);\n\n/* Safely decref `op` and set `op` to `op2`.\n *\n * As in case of Py_CLEAR \"the obvious\" code can be deadly:\n *\n *     Py_DECREF(op);\n *     op = op2;\n *\n * The safe way is:\n *\n *      Py_SETREF(op, op2);\n *\n * That arranges to set `op` to `op2` _before_ decref'ing, so that any code\n * triggered as a side-effect of `op` getting torn down no longer believes\n * `op` points to a valid object.\n *\n * Py_XSETREF is a variant of Py_SETREF that uses Py_XDECREF instead of\n * Py_DECREF.\n */\n\n#define Py_SETREF(op, op2)                      \\\n    do {                                        \\\n        PyObject *_py_tmp = _PyObject_CAST(op); \\\n        (op) = (op2);                           \\\n        Py_DECREF(_py_tmp);                     \\\n    } while (0)\n\n#define Py_XSETREF(op, op2)                     \\\n    do {                                        \\\n        PyObject *_py_tmp = _PyObject_CAST(op); \\\n        (op) = (op2);                           \\\n        Py_XDECREF(_py_tmp);                    \\\n    } while (0)\n\n\nPyAPI_DATA(PyTypeObject) _PyNone_Type;\nPyAPI_DATA(PyTypeObject) _PyNotImplemented_Type;\n\n/* Maps Py_LT to Py_GT, ..., Py_GE to Py_LE.\n * Defined in object.c.\n */\nPyAPI_DATA(int) _Py_SwappedOp[];\n\nPyAPI_FUNC(void)\n_PyDebugAllocatorStats(FILE *out, const char *block_name, int num_blocks,\n                       size_t sizeof_block);\nPyAPI_FUNC(void)\n_PyObject_DebugTypeStats(FILE *out);\n\n/* Define a pair of assertion macros:\n   _PyObject_ASSERT_FROM(), _PyObject_ASSERT_WITH_MSG() and _PyObject_ASSERT().\n\n   These work like the regular C assert(), in that they will abort the\n   process with a message on stderr if the given condition fails to hold,\n   but compile away to nothing if NDEBUG is defined.\n\n   However, before aborting, Python will also try to call _PyObject_Dump() on\n   the given object.  This may be of use when investigating bugs in which a\n   particular object is corrupt (e.g. buggy a tp_visit method in an extension\n   module breaking the garbage collector), to help locate the broken objects.\n\n   The WITH_MSG variant allows you to supply an additional message that Python\n   will attempt to print to stderr, after the object dump. */\n#ifdef NDEBUG\n   /* No debugging: compile away the assertions: */\n#  define _PyObject_ASSERT_FROM(obj, expr, msg, filename, lineno, func) \\\n    ((void)0)\n#else\n   /* With debugging: generate checks: */\n#  define _PyObject_ASSERT_FROM(obj, expr, msg, filename, lineno, func) \\\n    ((expr) \\\n      ? (void)(0) \\\n      : _PyObject_AssertFailed((obj), Py_STRINGIFY(expr), \\\n                               (msg), (filename), (lineno), (func)))\n#endif\n\n#define _PyObject_ASSERT_WITH_MSG(obj, expr, msg) \\\n    _PyObject_ASSERT_FROM(obj, expr, msg, __FILE__, __LINE__, __func__)\n#define _PyObject_ASSERT(obj, expr) \\\n    _PyObject_ASSERT_WITH_MSG(obj, expr, NULL)\n\n#define _PyObject_ASSERT_FAILED_MSG(obj, msg) \\\n    _PyObject_AssertFailed((obj), NULL, (msg), __FILE__, __LINE__, __func__)\n\n/* Declare and define _PyObject_AssertFailed() even when NDEBUG is defined,\n   to avoid causing compiler/linker errors when building extensions without\n   NDEBUG against a Python built with NDEBUG defined.\n\n   msg, expr and function can be NULL. */\nPyAPI_FUNC(void) _Py_NO_RETURN _PyObject_AssertFailed(\n    PyObject *obj,\n    const char *expr,\n    const char *msg,\n    const char *file,\n    int line,\n    const char *function);\n\n/* Check if an object is consistent. For example, ensure that the reference\n   counter is greater than or equal to 1, and ensure that ob_type is not NULL.\n\n   Call _PyObject_AssertFailed() if the object is inconsistent.\n\n   If check_content is zero, only check header fields: reduce the overhead.\n\n   The function always return 1. The return value is just here to be able to\n   write:\n\n   assert(_PyObject_CheckConsistency(obj, 1)); */\nPyAPI_FUNC(int) _PyObject_CheckConsistency(\n    PyObject *op,\n    int check_content);\n\n\n/* Trashcan mechanism, thanks to Christian Tismer.\n\nWhen deallocating a container object, it's possible to trigger an unbounded\nchain of deallocations, as each Py_DECREF in turn drops the refcount on \"the\nnext\" object in the chain to 0.  This can easily lead to stack overflows,\nespecially in threads (which typically have less stack space to work with).\n\nA container object can avoid this by bracketing the body of its tp_dealloc\nfunction with a pair of macros:\n\nstatic void\nmytype_dealloc(mytype *p)\n{\n    ... declarations go here ...\n\n    PyObject_GC_UnTrack(p);        // must untrack first\n    Py_TRASHCAN_BEGIN(p, mytype_dealloc)\n    ... The body of the deallocator goes here, including all calls ...\n    ... to Py_DECREF on contained objects.                         ...\n    Py_TRASHCAN_END                // there should be no code after this\n}\n\nCAUTION:  Never return from the middle of the body!  If the body needs to\n\"get out early\", put a label immediately before the Py_TRASHCAN_END\ncall, and goto it.  Else the call-depth counter (see below) will stay\nabove 0 forever, and the trashcan will never get emptied.\n\nHow it works:  The BEGIN macro increments a call-depth counter.  So long\nas this counter is small, the body of the deallocator is run directly without\nfurther ado.  But if the counter gets large, it instead adds p to a list of\nobjects to be deallocated later, skips the body of the deallocator, and\nresumes execution after the END macro.  The tp_dealloc routine then returns\nwithout deallocating anything (and so unbounded call-stack depth is avoided).\n\nWhen the call stack finishes unwinding again, code generated by the END macro\nnotices this, and calls another routine to deallocate all the objects that\nmay have been added to the list of deferred deallocations.  In effect, a\nchain of N deallocations is broken into (N-1)/(PyTrash_UNWIND_LEVEL-1) pieces,\nwith the call stack never exceeding a depth of PyTrash_UNWIND_LEVEL.\n\nSince the tp_dealloc of a subclass typically calls the tp_dealloc of the base\nclass, we need to ensure that the trashcan is only triggered on the tp_dealloc\nof the actual class being deallocated. Otherwise we might end up with a\npartially-deallocated object. To check this, the tp_dealloc function must be\npassed as second argument to Py_TRASHCAN_BEGIN().\n*/\n\n/* This is the old private API, invoked by the macros before 3.2.4.\n   Kept for binary compatibility of extensions using the stable ABI. */\nPyAPI_FUNC(void) _PyTrash_deposit_object(PyObject*);\nPyAPI_FUNC(void) _PyTrash_destroy_chain(void);\n\n/* This is the old private API, invoked by the macros before 3.9.\n   Kept for binary compatibility of extensions using the stable ABI. */\nPyAPI_FUNC(void) _PyTrash_thread_deposit_object(PyObject*);\nPyAPI_FUNC(void) _PyTrash_thread_destroy_chain(void);\n\n/* Forward declarations for PyThreadState */\nstruct _ts;\n\n/* Python 3.9 private API, invoked by the macros below. */\nPyAPI_FUNC(int) _PyTrash_begin(struct _ts *tstate, PyObject *op);\nPyAPI_FUNC(void) _PyTrash_end(struct _ts *tstate);\n\n#define PyTrash_UNWIND_LEVEL 50\n\n#define Py_TRASHCAN_BEGIN_CONDITION(op, cond) \\\n    do { \\\n        PyThreadState *_tstate = NULL; \\\n        /* If \"cond\" is false, then _tstate remains NULL and the deallocator \\\n         * is run normally without involving the trashcan */ \\\n        if (cond) { \\\n            _tstate = PyThreadState_GET(); \\\n            if (_PyTrash_begin(_tstate, _PyObject_CAST(op))) { \\\n                break; \\\n            } \\\n        }\n        /* The body of the deallocator is here. */\n#define Py_TRASHCAN_END \\\n        if (_tstate) { \\\n            _PyTrash_end(_tstate); \\\n        } \\\n    } while (0);\n\n#define Py_TRASHCAN_BEGIN(op, dealloc) \\\n    Py_TRASHCAN_BEGIN_CONDITION(op, \\\n        Py_TYPE(op)->tp_dealloc == (destructor)(dealloc))\n\n/* For backwards compatibility, these macros enable the trashcan\n * unconditionally */\n#define Py_TRASHCAN_SAFE_BEGIN(op) Py_TRASHCAN_BEGIN_CONDITION(op, 1)\n#define Py_TRASHCAN_SAFE_END(op) Py_TRASHCAN_END\n\n#ifdef __cplusplus\n}\n#endif\n"
  },
  {
    "path": "LView/external_includes/cpython/objimpl.h",
    "content": "#ifndef Py_CPYTHON_OBJIMPL_H\n#  error \"this header file must not be included directly\"\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#define _PyObject_SIZE(typeobj) ( (typeobj)->tp_basicsize )\n\n/* _PyObject_VAR_SIZE returns the number of bytes (as size_t) allocated for a\n   vrbl-size object with nitems items, exclusive of gc overhead (if any).  The\n   value is rounded up to the closest multiple of sizeof(void *), in order to\n   ensure that pointer fields at the end of the object are correctly aligned\n   for the platform (this is of special importance for subclasses of, e.g.,\n   str or int, so that pointers can be stored after the embedded data).\n\n   Note that there's no memory wastage in doing this, as malloc has to\n   return (at worst) pointer-aligned memory anyway.\n*/\n#if ((SIZEOF_VOID_P - 1) & SIZEOF_VOID_P) != 0\n#   error \"_PyObject_VAR_SIZE requires SIZEOF_VOID_P be a power of 2\"\n#endif\n\n#define _PyObject_VAR_SIZE(typeobj, nitems)     \\\n    _Py_SIZE_ROUND_UP((typeobj)->tp_basicsize + \\\n        (nitems)*(typeobj)->tp_itemsize,        \\\n        SIZEOF_VOID_P)\n\n\n/* This example code implements an object constructor with a custom\n   allocator, where PyObject_New is inlined, and shows the important\n   distinction between two steps (at least):\n       1) the actual allocation of the object storage;\n       2) the initialization of the Python specific fields\n      in this storage with PyObject_{Init, InitVar}.\n\n   PyObject *\n   YourObject_New(...)\n   {\n       PyObject *op;\n\n       op = (PyObject *) Your_Allocator(_PyObject_SIZE(YourTypeStruct));\n       if (op == NULL)\n       return PyErr_NoMemory();\n\n       PyObject_Init(op, &YourTypeStruct);\n\n       op->ob_field = value;\n       ...\n       return op;\n   }\n\n   Note that in C++, the use of the new operator usually implies that\n   the 1st step is performed automatically for you, so in a C++ class\n   constructor you would start directly with PyObject_Init/InitVar. */\n\n\n/* Inline functions trading binary compatibility for speed:\n   PyObject_INIT() is the fast version of PyObject_Init(), and\n   PyObject_INIT_VAR() is the fast version of PyObject_InitVar().\n\n   These inline functions must not be called with op=NULL. */\nstatic inline PyObject*\n_PyObject_INIT(PyObject *op, PyTypeObject *typeobj)\n{\n    assert(op != NULL);\n    Py_SET_TYPE(op, typeobj);\n    if (PyType_GetFlags(typeobj) & Py_TPFLAGS_HEAPTYPE) {\n        Py_INCREF(typeobj);\n    }\n    _Py_NewReference(op);\n    return op;\n}\n\n#define PyObject_INIT(op, typeobj) \\\n    _PyObject_INIT(_PyObject_CAST(op), (typeobj))\n\nstatic inline PyVarObject*\n_PyObject_INIT_VAR(PyVarObject *op, PyTypeObject *typeobj, Py_ssize_t size)\n{\n    assert(op != NULL);\n    Py_SET_SIZE(op, size);\n    PyObject_INIT((PyObject *)op, typeobj);\n    return op;\n}\n\n#define PyObject_INIT_VAR(op, typeobj, size) \\\n    _PyObject_INIT_VAR(_PyVarObject_CAST(op), (typeobj), (size))\n\n\n/* This function returns the number of allocated memory blocks, regardless of size */\nPyAPI_FUNC(Py_ssize_t) _Py_GetAllocatedBlocks(void);\n\n/* Macros */\n#ifdef WITH_PYMALLOC\nPyAPI_FUNC(int) _PyObject_DebugMallocStats(FILE *out);\n#endif\n\n\ntypedef struct {\n    /* user context passed as the first argument to the 2 functions */\n    void *ctx;\n\n    /* allocate an arena of size bytes */\n    void* (*alloc) (void *ctx, size_t size);\n\n    /* free an arena */\n    void (*free) (void *ctx, void *ptr, size_t size);\n} PyObjectArenaAllocator;\n\n/* Get the arena allocator. */\nPyAPI_FUNC(void) PyObject_GetArenaAllocator(PyObjectArenaAllocator *allocator);\n\n/* Set the arena allocator. */\nPyAPI_FUNC(void) PyObject_SetArenaAllocator(PyObjectArenaAllocator *allocator);\n\n\nPyAPI_FUNC(Py_ssize_t) _PyGC_CollectNoFail(void);\nPyAPI_FUNC(Py_ssize_t) _PyGC_CollectIfEnabled(void);\n\n\n/* Test if an object implements the garbage collector protocol */\nPyAPI_FUNC(int) PyObject_IS_GC(PyObject *obj);\n\n\n/* Code built with Py_BUILD_CORE must include pycore_gc.h instead which\n   defines a different _PyGC_FINALIZED() macro. */\n#ifndef Py_BUILD_CORE\n   // Kept for backward compatibility with Python 3.8\n#  define _PyGC_FINALIZED(o) PyObject_GC_IsFinalized(o)\n#endif\n\nPyAPI_FUNC(PyObject *) _PyObject_GC_Malloc(size_t size);\nPyAPI_FUNC(PyObject *) _PyObject_GC_Calloc(size_t size);\n\n\n/* Test if a type supports weak references */\n#define PyType_SUPPORTS_WEAKREFS(t) ((t)->tp_weaklistoffset > 0)\n\nPyAPI_FUNC(PyObject **) PyObject_GET_WEAKREFS_LISTPTR(PyObject *op);\n\n#ifdef __cplusplus\n}\n#endif\n"
  },
  {
    "path": "LView/external_includes/cpython/pyerrors.h",
    "content": "#ifndef Py_CPYTHON_ERRORS_H\n#  error \"this header file must not be included directly\"\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* Error objects */\n\n/* PyException_HEAD defines the initial segment of every exception class. */\n#define PyException_HEAD PyObject_HEAD PyObject *dict;\\\n             PyObject *args; PyObject *traceback;\\\n             PyObject *context; PyObject *cause;\\\n             char suppress_context;\n\ntypedef struct {\n    PyException_HEAD\n} PyBaseExceptionObject;\n\ntypedef struct {\n    PyException_HEAD\n    PyObject *msg;\n    PyObject *filename;\n    PyObject *lineno;\n    PyObject *offset;\n    PyObject *text;\n    PyObject *print_file_and_line;\n} PySyntaxErrorObject;\n\ntypedef struct {\n    PyException_HEAD\n    PyObject *msg;\n    PyObject *name;\n    PyObject *path;\n} PyImportErrorObject;\n\ntypedef struct {\n    PyException_HEAD\n    PyObject *encoding;\n    PyObject *object;\n    Py_ssize_t start;\n    Py_ssize_t end;\n    PyObject *reason;\n} PyUnicodeErrorObject;\n\ntypedef struct {\n    PyException_HEAD\n    PyObject *code;\n} PySystemExitObject;\n\ntypedef struct {\n    PyException_HEAD\n    PyObject *myerrno;\n    PyObject *strerror;\n    PyObject *filename;\n    PyObject *filename2;\n#ifdef MS_WINDOWS\n    PyObject *winerror;\n#endif\n    Py_ssize_t written;   /* only for BlockingIOError, -1 otherwise */\n} PyOSErrorObject;\n\ntypedef struct {\n    PyException_HEAD\n    PyObject *value;\n} PyStopIterationObject;\n\n/* Compatibility typedefs */\ntypedef PyOSErrorObject PyEnvironmentErrorObject;\n#ifdef MS_WINDOWS\ntypedef PyOSErrorObject PyWindowsErrorObject;\n#endif\n\n/* Error handling definitions */\n\nPyAPI_FUNC(void) _PyErr_SetKeyError(PyObject *);\nPyAPI_FUNC(_PyErr_StackItem*) _PyErr_GetTopmostException(PyThreadState *tstate);\nPyAPI_FUNC(void) _PyErr_GetExcInfo(PyThreadState *, PyObject **, PyObject **, PyObject **);\n\n/* Context manipulation (PEP 3134) */\n\nPyAPI_FUNC(void) _PyErr_ChainExceptions(PyObject *, PyObject *, PyObject *);\n\n/* */\n\n#define PyExceptionClass_Name(x)  (((PyTypeObject*)(x))->tp_name)\n\n/* Convenience functions */\n\n#ifdef MS_WINDOWS\nPy_DEPRECATED(3.3)\nPyAPI_FUNC(PyObject *) PyErr_SetFromErrnoWithUnicodeFilename(\n    PyObject *, const Py_UNICODE *);\n#endif /* MS_WINDOWS */\n\n/* Like PyErr_Format(), but saves current exception as __context__ and\n   __cause__.\n */\nPyAPI_FUNC(PyObject *) _PyErr_FormatFromCause(\n    PyObject *exception,\n    const char *format,   /* ASCII-encoded string  */\n    ...\n    );\n\n#ifdef MS_WINDOWS\n/* XXX redeclare to use WSTRING */\nPy_DEPRECATED(3.3)\nPyAPI_FUNC(PyObject *) PyErr_SetFromWindowsErrWithUnicodeFilename(\n    int, const Py_UNICODE *);\nPy_DEPRECATED(3.3)\nPyAPI_FUNC(PyObject *) PyErr_SetExcFromWindowsErrWithUnicodeFilename(\n    PyObject *,int, const Py_UNICODE *);\n#endif\n\n/* In exceptions.c */\n\n/* Helper that attempts to replace the current exception with one of the\n * same type but with a prefix added to the exception text. The resulting\n * exception description looks like:\n *\n *     prefix (exc_type: original_exc_str)\n *\n * Only some exceptions can be safely replaced. If the function determines\n * it isn't safe to perform the replacement, it will leave the original\n * unmodified exception in place.\n *\n * Returns a borrowed reference to the new exception (if any), NULL if the\n * existing exception was left in place.\n */\nPyAPI_FUNC(PyObject *) _PyErr_TrySetFromCause(\n    const char *prefix_format,   /* ASCII-encoded string  */\n    ...\n    );\n\n/* In signalmodule.c */\n\nint PySignal_SetWakeupFd(int fd);\nPyAPI_FUNC(int) _PyErr_CheckSignals(void);\n\n/* Support for adding program text to SyntaxErrors */\n\nPyAPI_FUNC(void) PyErr_SyntaxLocationObject(\n    PyObject *filename,\n    int lineno,\n    int col_offset);\n\nPyAPI_FUNC(PyObject *) PyErr_ProgramTextObject(\n    PyObject *filename,\n    int lineno);\n\n/* Create a UnicodeEncodeError object.\n *\n * TODO: This API will be removed in Python 3.11.\n */\nPy_DEPRECATED(3.3) PyAPI_FUNC(PyObject *) PyUnicodeEncodeError_Create(\n    const char *encoding,       /* UTF-8 encoded string */\n    const Py_UNICODE *object,\n    Py_ssize_t length,\n    Py_ssize_t start,\n    Py_ssize_t end,\n    const char *reason          /* UTF-8 encoded string */\n    );\n\n/* Create a UnicodeTranslateError object.\n *\n * TODO: This API will be removed in Python 3.11.\n */\nPy_DEPRECATED(3.3) PyAPI_FUNC(PyObject *) PyUnicodeTranslateError_Create(\n    const Py_UNICODE *object,\n    Py_ssize_t length,\n    Py_ssize_t start,\n    Py_ssize_t end,\n    const char *reason          /* UTF-8 encoded string */\n    );\nPyAPI_FUNC(PyObject *) _PyUnicodeTranslateError_Create(\n    PyObject *object,\n    Py_ssize_t start,\n    Py_ssize_t end,\n    const char *reason          /* UTF-8 encoded string */\n    );\n\nPyAPI_FUNC(void) _PyErr_WriteUnraisableMsg(\n    const char *err_msg,\n    PyObject *obj);\n\nPyAPI_FUNC(void) _Py_NO_RETURN _Py_FatalErrorFunc(\n    const char *func,\n    const char *message);\n\nPyAPI_FUNC(void) _Py_NO_RETURN _Py_FatalErrorFormat(\n    const char *func,\n    const char *format,\n    ...);\n\n#define Py_FatalError(message) _Py_FatalErrorFunc(__func__, message)\n\n#ifdef __cplusplus\n}\n#endif\n"
  },
  {
    "path": "LView/external_includes/cpython/pylifecycle.h",
    "content": "#ifndef Py_CPYTHON_PYLIFECYCLE_H\n#  error \"this header file must not be included directly\"\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* Only used by applications that embed the interpreter and need to\n * override the standard encoding determination mechanism\n */\nPyAPI_FUNC(int) Py_SetStandardStreamEncoding(const char *encoding,\n                                             const char *errors);\n\n/* PEP 432 Multi-phase initialization API (Private while provisional!) */\n\nPyAPI_FUNC(PyStatus) Py_PreInitialize(\n    const PyPreConfig *src_config);\nPyAPI_FUNC(PyStatus) Py_PreInitializeFromBytesArgs(\n    const PyPreConfig *src_config,\n    Py_ssize_t argc,\n    char **argv);\nPyAPI_FUNC(PyStatus) Py_PreInitializeFromArgs(\n    const PyPreConfig *src_config,\n    Py_ssize_t argc,\n    wchar_t **argv);\n\nPyAPI_FUNC(int) _Py_IsCoreInitialized(void);\n\n\n/* Initialization and finalization */\n\nPyAPI_FUNC(PyStatus) Py_InitializeFromConfig(\n    const PyConfig *config);\nPyAPI_FUNC(PyStatus) _Py_InitializeMain(void);\n\nPyAPI_FUNC(int) Py_RunMain(void);\n\n\nPyAPI_FUNC(void) _Py_NO_RETURN Py_ExitStatusException(PyStatus err);\n\n/* Py_PyAtExit is for the atexit module, Py_AtExit is for low-level\n * exit functions.\n */\nPyAPI_FUNC(void) _Py_PyAtExit(void (*func)(PyObject *), PyObject *);\n\n/* Restore signals that the interpreter has called SIG_IGN on to SIG_DFL. */\nPyAPI_FUNC(void) _Py_RestoreSignals(void);\n\nPyAPI_FUNC(int) Py_FdIsInteractive(FILE *, const char *);\n\nPyAPI_FUNC(void) _Py_SetProgramFullPath(const wchar_t *);\n\nPyAPI_FUNC(const char *) _Py_gitidentifier(void);\nPyAPI_FUNC(const char *) _Py_gitversion(void);\n\nPyAPI_FUNC(int) _Py_IsFinalizing(void);\n\n/* Random */\nPyAPI_FUNC(int) _PyOS_URandom(void *buffer, Py_ssize_t size);\nPyAPI_FUNC(int) _PyOS_URandomNonblock(void *buffer, Py_ssize_t size);\n\n/* Legacy locale support */\nPyAPI_FUNC(int) _Py_CoerceLegacyLocale(int warn);\nPyAPI_FUNC(int) _Py_LegacyLocaleDetected(int warn);\nPyAPI_FUNC(char *) _Py_SetLocaleFromEnv(int category);\n\nPyAPI_FUNC(PyThreadState *) _Py_NewInterpreter(int isolated_subinterpreter);\n\n#ifdef __cplusplus\n}\n#endif\n"
  },
  {
    "path": "LView/external_includes/cpython/pymem.h",
    "content": "#ifndef Py_CPYTHON_PYMEM_H\n#  error \"this header file must not be included directly\"\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\nPyAPI_FUNC(void *) PyMem_RawMalloc(size_t size);\nPyAPI_FUNC(void *) PyMem_RawCalloc(size_t nelem, size_t elsize);\nPyAPI_FUNC(void *) PyMem_RawRealloc(void *ptr, size_t new_size);\nPyAPI_FUNC(void) PyMem_RawFree(void *ptr);\n\n/* Try to get the allocators name set by _PyMem_SetupAllocators(). */\nPyAPI_FUNC(const char*) _PyMem_GetCurrentAllocatorName(void);\n\nPyAPI_FUNC(void *) PyMem_Calloc(size_t nelem, size_t elsize);\n\n/* strdup() using PyMem_RawMalloc() */\nPyAPI_FUNC(char *) _PyMem_RawStrdup(const char *str);\n\n/* strdup() using PyMem_Malloc() */\nPyAPI_FUNC(char *) _PyMem_Strdup(const char *str);\n\n/* wcsdup() using PyMem_RawMalloc() */\nPyAPI_FUNC(wchar_t*) _PyMem_RawWcsdup(const wchar_t *str);\n\n\ntypedef enum {\n    /* PyMem_RawMalloc(), PyMem_RawRealloc() and PyMem_RawFree() */\n    PYMEM_DOMAIN_RAW,\n\n    /* PyMem_Malloc(), PyMem_Realloc() and PyMem_Free() */\n    PYMEM_DOMAIN_MEM,\n\n    /* PyObject_Malloc(), PyObject_Realloc() and PyObject_Free() */\n    PYMEM_DOMAIN_OBJ\n} PyMemAllocatorDomain;\n\ntypedef enum {\n    PYMEM_ALLOCATOR_NOT_SET = 0,\n    PYMEM_ALLOCATOR_DEFAULT = 1,\n    PYMEM_ALLOCATOR_DEBUG = 2,\n    PYMEM_ALLOCATOR_MALLOC = 3,\n    PYMEM_ALLOCATOR_MALLOC_DEBUG = 4,\n#ifdef WITH_PYMALLOC\n    PYMEM_ALLOCATOR_PYMALLOC = 5,\n    PYMEM_ALLOCATOR_PYMALLOC_DEBUG = 6,\n#endif\n} PyMemAllocatorName;\n\n\ntypedef struct {\n    /* user context passed as the first argument to the 4 functions */\n    void *ctx;\n\n    /* allocate a memory block */\n    void* (*malloc) (void *ctx, size_t size);\n\n    /* allocate a memory block initialized by zeros */\n    void* (*calloc) (void *ctx, size_t nelem, size_t elsize);\n\n    /* allocate or resize a memory block */\n    void* (*realloc) (void *ctx, void *ptr, size_t new_size);\n\n    /* release a memory block */\n    void (*free) (void *ctx, void *ptr);\n} PyMemAllocatorEx;\n\n/* Get the memory block allocator of the specified domain. */\nPyAPI_FUNC(void) PyMem_GetAllocator(PyMemAllocatorDomain domain,\n                                    PyMemAllocatorEx *allocator);\n\n/* Set the memory block allocator of the specified domain.\n\n   The new allocator must return a distinct non-NULL pointer when requesting\n   zero bytes.\n\n   For the PYMEM_DOMAIN_RAW domain, the allocator must be thread-safe: the GIL\n   is not held when the allocator is called.\n\n   If the new allocator is not a hook (don't call the previous allocator), the\n   PyMem_SetupDebugHooks() function must be called to reinstall the debug hooks\n   on top on the new allocator. */\nPyAPI_FUNC(void) PyMem_SetAllocator(PyMemAllocatorDomain domain,\n                                    PyMemAllocatorEx *allocator);\n\n/* Setup hooks to detect bugs in the following Python memory allocator\n   functions:\n\n   - PyMem_RawMalloc(), PyMem_RawRealloc(), PyMem_RawFree()\n   - PyMem_Malloc(), PyMem_Realloc(), PyMem_Free()\n   - PyObject_Malloc(), PyObject_Realloc() and PyObject_Free()\n\n   Newly allocated memory is filled with the byte 0xCB, freed memory is filled\n   with the byte 0xDB. Additional checks:\n\n   - detect API violations, ex: PyObject_Free() called on a buffer allocated\n     by PyMem_Malloc()\n   - detect write before the start of the buffer (buffer underflow)\n   - detect write after the end of the buffer (buffer overflow)\n\n   The function does nothing if Python is not compiled is debug mode. */\nPyAPI_FUNC(void) PyMem_SetupDebugHooks(void);\n\n#ifdef __cplusplus\n}\n#endif\n"
  },
  {
    "path": "LView/external_includes/cpython/pystate.h",
    "content": "#ifndef Py_CPYTHON_PYSTATE_H\n#  error \"this header file must not be included directly\"\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#include \"cpython/initconfig.h\"\n\nPyAPI_FUNC(int) _PyInterpreterState_RequiresIDRef(PyInterpreterState *);\nPyAPI_FUNC(void) _PyInterpreterState_RequireIDRef(PyInterpreterState *, int);\n\nPyAPI_FUNC(PyObject *) _PyInterpreterState_GetMainModule(PyInterpreterState *);\n\n/* State unique per thread */\n\n/* Py_tracefunc return -1 when raising an exception, or 0 for success. */\ntypedef int (*Py_tracefunc)(PyObject *, PyFrameObject *, int, PyObject *);\n\n/* The following values are used for 'what' for tracefunc functions\n *\n * To add a new kind of trace event, also update \"trace_init\" in\n * Python/sysmodule.c to define the Python level event name\n */\n#define PyTrace_CALL 0\n#define PyTrace_EXCEPTION 1\n#define PyTrace_LINE 2\n#define PyTrace_RETURN 3\n#define PyTrace_C_CALL 4\n#define PyTrace_C_EXCEPTION 5\n#define PyTrace_C_RETURN 6\n#define PyTrace_OPCODE 7\n\n\ntypedef struct _err_stackitem {\n    /* This struct represents an entry on the exception stack, which is a\n     * per-coroutine state. (Coroutine in the computer science sense,\n     * including the thread and generators).\n     * This ensures that the exception state is not impacted by \"yields\"\n     * from an except handler.\n     */\n    PyObject *exc_type, *exc_value, *exc_traceback;\n\n    struct _err_stackitem *previous_item;\n\n} _PyErr_StackItem;\n\n\n// The PyThreadState typedef is in Include/pystate.h.\nstruct _ts {\n    /* See Python/ceval.c for comments explaining most fields */\n\n    struct _ts *prev;\n    struct _ts *next;\n    PyInterpreterState *interp;\n\n    /* Borrowed reference to the current frame (it can be NULL) */\n    PyFrameObject *frame;\n    int recursion_depth;\n    char overflowed; /* The stack has overflowed. Allow 50 more calls\n                        to handle the runtime error. */\n    char recursion_critical; /* The current calls must not cause\n                                a stack overflow. */\n    int stackcheck_counter;\n\n    /* 'tracing' keeps track of the execution depth when tracing/profiling.\n       This is to prevent the actual trace/profile code from being recorded in\n       the trace/profile. */\n    int tracing;\n    int use_tracing;\n\n    Py_tracefunc c_profilefunc;\n    Py_tracefunc c_tracefunc;\n    PyObject *c_profileobj;\n    PyObject *c_traceobj;\n\n    /* The exception currently being raised */\n    PyObject *curexc_type;\n    PyObject *curexc_value;\n    PyObject *curexc_traceback;\n\n    /* The exception currently being handled, if no coroutines/generators\n     * are present. Always last element on the stack referred to be exc_info.\n     */\n    _PyErr_StackItem exc_state;\n\n    /* Pointer to the top of the stack of the exceptions currently\n     * being handled */\n    _PyErr_StackItem *exc_info;\n\n    PyObject *dict;  /* Stores per-thread state */\n\n    int gilstate_counter;\n\n    PyObject *async_exc; /* Asynchronous exception to raise */\n    unsigned long thread_id; /* Thread id where this tstate was created */\n\n    int trash_delete_nesting;\n    PyObject *trash_delete_later;\n\n    /* Called when a thread state is deleted normally, but not when it\n     * is destroyed after fork().\n     * Pain:  to prevent rare but fatal shutdown errors (issue 18808),\n     * Thread.join() must wait for the join'ed thread's tstate to be unlinked\n     * from the tstate chain.  That happens at the end of a thread's life,\n     * in pystate.c.\n     * The obvious way doesn't quite work:  create a lock which the tstate\n     * unlinking code releases, and have Thread.join() wait to acquire that\n     * lock.  The problem is that we _are_ at the end of the thread's life:\n     * if the thread holds the last reference to the lock, decref'ing the\n     * lock will delete the lock, and that may trigger arbitrary Python code\n     * if there's a weakref, with a callback, to the lock.  But by this time\n     * _PyRuntime.gilstate.tstate_current is already NULL, so only the simplest\n     * of C code can be allowed to run (in particular it must not be possible to\n     * release the GIL).\n     * So instead of holding the lock directly, the tstate holds a weakref to\n     * the lock:  that's the value of on_delete_data below.  Decref'ing a\n     * weakref is harmless.\n     * on_delete points to _threadmodule.c's static release_sentinel() function.\n     * After the tstate is unlinked, release_sentinel is called with the\n     * weakref-to-lock (on_delete_data) argument, and release_sentinel releases\n     * the indirectly held lock.\n     */\n    void (*on_delete)(void *);\n    void *on_delete_data;\n\n    int coroutine_origin_tracking_depth;\n\n    PyObject *async_gen_firstiter;\n    PyObject *async_gen_finalizer;\n\n    PyObject *context;\n    uint64_t context_ver;\n\n    /* Unique thread state id. */\n    uint64_t id;\n\n    /* XXX signal handlers should also be here */\n\n};\n\n// Alias for backward compatibility with Python 3.8\n#define _PyInterpreterState_Get PyInterpreterState_Get\n\nPyAPI_FUNC(PyThreadState *) _PyThreadState_Prealloc(PyInterpreterState *);\n\n/* Similar to PyThreadState_Get(), but don't issue a fatal error\n * if it is NULL. */\nPyAPI_FUNC(PyThreadState *) _PyThreadState_UncheckedGet(void);\n\nPyAPI_FUNC(PyObject *) _PyThreadState_GetDict(PyThreadState *tstate);\n\n/* PyGILState */\n\n/* Helper/diagnostic function - return 1 if the current thread\n   currently holds the GIL, 0 otherwise.\n\n   The function returns 1 if _PyGILState_check_enabled is non-zero. */\nPyAPI_FUNC(int) PyGILState_Check(void);\n\n/* Get the single PyInterpreterState used by this process' GILState\n   implementation.\n\n   This function doesn't check for error. Return NULL before _PyGILState_Init()\n   is called and after _PyGILState_Fini() is called.\n\n   See also _PyInterpreterState_Get() and _PyInterpreterState_GET(). */\nPyAPI_FUNC(PyInterpreterState *) _PyGILState_GetInterpreterStateUnsafe(void);\n\n/* The implementation of sys._current_frames()  Returns a dict mapping\n   thread id to that thread's current frame.\n*/\nPyAPI_FUNC(PyObject *) _PyThread_CurrentFrames(void);\n\n/* Routines for advanced debuggers, requested by David Beazley.\n   Don't use unless you know what you are doing! */\nPyAPI_FUNC(PyInterpreterState *) PyInterpreterState_Main(void);\nPyAPI_FUNC(PyInterpreterState *) PyInterpreterState_Head(void);\nPyAPI_FUNC(PyInterpreterState *) PyInterpreterState_Next(PyInterpreterState *);\nPyAPI_FUNC(PyThreadState *) PyInterpreterState_ThreadHead(PyInterpreterState *);\nPyAPI_FUNC(PyThreadState *) PyThreadState_Next(PyThreadState *);\nPyAPI_FUNC(void) PyThreadState_DeleteCurrent(void);\n\n/* Frame evaluation API */\n\ntypedef PyObject* (*_PyFrameEvalFunction)(PyThreadState *tstate, PyFrameObject *, int);\n\nPyAPI_FUNC(_PyFrameEvalFunction) _PyInterpreterState_GetEvalFrameFunc(\n    PyInterpreterState *interp);\nPyAPI_FUNC(void) _PyInterpreterState_SetEvalFrameFunc(\n    PyInterpreterState *interp,\n    _PyFrameEvalFunction eval_frame);\n\nPyAPI_FUNC(const PyConfig*) _PyInterpreterState_GetConfig(PyInterpreterState *interp);\n\n// Get the configuration of the currrent interpreter.\n// The caller must hold the GIL.\nPyAPI_FUNC(const PyConfig*) _Py_GetConfig(void);\n\n\n/* cross-interpreter data */\n\nstruct _xid;\n\n// _PyCrossInterpreterData is similar to Py_buffer as an effectively\n// opaque struct that holds data outside the object machinery.  This\n// is necessary to pass safely between interpreters in the same process.\ntypedef struct _xid {\n    // data is the cross-interpreter-safe derivation of a Python object\n    // (see _PyObject_GetCrossInterpreterData).  It will be NULL if the\n    // new_object func (below) encodes the data.\n    void *data;\n    // obj is the Python object from which the data was derived.  This\n    // is non-NULL only if the data remains bound to the object in some\n    // way, such that the object must be \"released\" (via a decref) when\n    // the data is released.  In that case the code that sets the field,\n    // likely a registered \"crossinterpdatafunc\", is responsible for\n    // ensuring it owns the reference (i.e. incref).\n    PyObject *obj;\n    // interp is the ID of the owning interpreter of the original\n    // object.  It corresponds to the active interpreter when\n    // _PyObject_GetCrossInterpreterData() was called.  This should only\n    // be set by the cross-interpreter machinery.\n    //\n    // We use the ID rather than the PyInterpreterState to avoid issues\n    // with deleted interpreters.  Note that IDs are never re-used, so\n    // each one will always correspond to a specific interpreter\n    // (whether still alive or not).\n    int64_t interp;\n    // new_object is a function that returns a new object in the current\n    // interpreter given the data.  The resulting object (a new\n    // reference) will be equivalent to the original object.  This field\n    // is required.\n    PyObject *(*new_object)(struct _xid *);\n    // free is called when the data is released.  If it is NULL then\n    // nothing will be done to free the data.  For some types this is\n    // okay (e.g. bytes) and for those types this field should be set\n    // to NULL.  However, for most the data was allocated just for\n    // cross-interpreter use, so it must be freed when\n    // _PyCrossInterpreterData_Release is called or the memory will\n    // leak.  In that case, at the very least this field should be set\n    // to PyMem_RawFree (the default if not explicitly set to NULL).\n    // The call will happen with the original interpreter activated.\n    void (*free)(void *);\n} _PyCrossInterpreterData;\n\nPyAPI_FUNC(int) _PyObject_GetCrossInterpreterData(PyObject *, _PyCrossInterpreterData *);\nPyAPI_FUNC(PyObject *) _PyCrossInterpreterData_NewObject(_PyCrossInterpreterData *);\nPyAPI_FUNC(void) _PyCrossInterpreterData_Release(_PyCrossInterpreterData *);\n\nPyAPI_FUNC(int) _PyObject_CheckCrossInterpreterData(PyObject *);\n\n/* cross-interpreter data registry */\n\ntypedef int (*crossinterpdatafunc)(PyObject *, struct _xid *);\n\nPyAPI_FUNC(int) _PyCrossInterpreterData_RegisterClass(PyTypeObject *, crossinterpdatafunc);\nPyAPI_FUNC(crossinterpdatafunc) _PyCrossInterpreterData_Lookup(PyObject *);\n\n#ifdef __cplusplus\n}\n#endif\n"
  },
  {
    "path": "LView/external_includes/cpython/sysmodule.h",
    "content": "#ifndef Py_CPYTHON_SYSMODULE_H\n#  error \"this header file must not be included directly\"\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\nPyAPI_FUNC(PyObject *) _PySys_GetObjectId(_Py_Identifier *key);\nPyAPI_FUNC(int) _PySys_SetObjectId(_Py_Identifier *key, PyObject *);\n\nPyAPI_FUNC(size_t) _PySys_GetSizeOf(PyObject *);\n\ntypedef int(*Py_AuditHookFunction)(const char *, PyObject *, void *);\n\nPyAPI_FUNC(int) PySys_Audit(\n    const char *event,\n    const char *argFormat,\n    ...);\nPyAPI_FUNC(int) PySys_AddAuditHook(Py_AuditHookFunction, void*);\n\n#ifdef __cplusplus\n}\n#endif\n"
  },
  {
    "path": "LView/external_includes/cpython/traceback.h",
    "content": "#ifndef Py_CPYTHON_TRACEBACK_H\n#  error \"this header file must not be included directly\"\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\ntypedef struct _traceback {\n    PyObject_HEAD\n    struct _traceback *tb_next;\n    PyFrameObject *tb_frame;\n    int tb_lasti;\n    int tb_lineno;\n} PyTracebackObject;\n\nPyAPI_FUNC(int) _Py_DisplaySourceLine(PyObject *, PyObject *, int, int);\nPyAPI_FUNC(void) _PyTraceback_Add(const char *, const char *, int);\n\n#ifdef __cplusplus\n}\n#endif\n"
  },
  {
    "path": "LView/external_includes/cpython/tupleobject.h",
    "content": "#ifndef Py_CPYTHON_TUPLEOBJECT_H\n#  error \"this header file must not be included directly\"\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\ntypedef struct {\n    PyObject_VAR_HEAD\n    /* ob_item contains space for 'ob_size' elements.\n       Items must normally not be NULL, except during construction when\n       the tuple is not yet visible outside the function that builds it. */\n    PyObject *ob_item[1];\n} PyTupleObject;\n\nPyAPI_FUNC(int) _PyTuple_Resize(PyObject **, Py_ssize_t);\nPyAPI_FUNC(void) _PyTuple_MaybeUntrack(PyObject *);\n\n/* Macros trading safety for speed */\n\n/* Cast argument to PyTupleObject* type. */\n#define _PyTuple_CAST(op) (assert(PyTuple_Check(op)), (PyTupleObject *)(op))\n\n#define PyTuple_GET_SIZE(op)    Py_SIZE(_PyTuple_CAST(op))\n\n#define PyTuple_GET_ITEM(op, i) (_PyTuple_CAST(op)->ob_item[i])\n\n/* Macro, *only* to be used to fill in brand new tuples */\n#define PyTuple_SET_ITEM(op, i, v) (_PyTuple_CAST(op)->ob_item[i] = v)\n\nPyAPI_FUNC(void) _PyTuple_DebugMallocStats(FILE *out);\n\n#ifdef __cplusplus\n}\n#endif\n"
  },
  {
    "path": "LView/external_includes/cpython/unicodeobject.h",
    "content": "#ifndef Py_CPYTHON_UNICODEOBJECT_H\n#  error \"this header file must not be included directly\"\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* Py_UNICODE was the native Unicode storage format (code unit) used by\n   Python and represents a single Unicode element in the Unicode type.\n   With PEP 393, Py_UNICODE is deprecated and replaced with a\n   typedef to wchar_t. */\n#define PY_UNICODE_TYPE wchar_t\n/* Py_DEPRECATED(3.3) */ typedef wchar_t Py_UNICODE;\n\n/* --- Internal Unicode Operations ---------------------------------------- */\n\n/* Since splitting on whitespace is an important use case, and\n   whitespace in most situations is solely ASCII whitespace, we\n   optimize for the common case by using a quick look-up table\n   _Py_ascii_whitespace (see below) with an inlined check.\n\n */\n#define Py_UNICODE_ISSPACE(ch) \\\n    ((ch) < 128U ? _Py_ascii_whitespace[(ch)] : _PyUnicode_IsWhitespace(ch))\n\n#define Py_UNICODE_ISLOWER(ch) _PyUnicode_IsLowercase(ch)\n#define Py_UNICODE_ISUPPER(ch) _PyUnicode_IsUppercase(ch)\n#define Py_UNICODE_ISTITLE(ch) _PyUnicode_IsTitlecase(ch)\n#define Py_UNICODE_ISLINEBREAK(ch) _PyUnicode_IsLinebreak(ch)\n\n#define Py_UNICODE_TOLOWER(ch) _PyUnicode_ToLowercase(ch)\n#define Py_UNICODE_TOUPPER(ch) _PyUnicode_ToUppercase(ch)\n#define Py_UNICODE_TOTITLE(ch) _PyUnicode_ToTitlecase(ch)\n\n#define Py_UNICODE_ISDECIMAL(ch) _PyUnicode_IsDecimalDigit(ch)\n#define Py_UNICODE_ISDIGIT(ch) _PyUnicode_IsDigit(ch)\n#define Py_UNICODE_ISNUMERIC(ch) _PyUnicode_IsNumeric(ch)\n#define Py_UNICODE_ISPRINTABLE(ch) _PyUnicode_IsPrintable(ch)\n\n#define Py_UNICODE_TODECIMAL(ch) _PyUnicode_ToDecimalDigit(ch)\n#define Py_UNICODE_TODIGIT(ch) _PyUnicode_ToDigit(ch)\n#define Py_UNICODE_TONUMERIC(ch) _PyUnicode_ToNumeric(ch)\n\n#define Py_UNICODE_ISALPHA(ch) _PyUnicode_IsAlpha(ch)\n\n#define Py_UNICODE_ISALNUM(ch) \\\n       (Py_UNICODE_ISALPHA(ch) || \\\n    Py_UNICODE_ISDECIMAL(ch) || \\\n    Py_UNICODE_ISDIGIT(ch) || \\\n    Py_UNICODE_ISNUMERIC(ch))\n\nPy_DEPRECATED(3.3) static inline void\nPy_UNICODE_COPY(Py_UNICODE *target, const Py_UNICODE *source, Py_ssize_t length) {\n    memcpy(target, source, (size_t)(length) * sizeof(Py_UNICODE));\n}\n\nPy_DEPRECATED(3.3) static inline void\nPy_UNICODE_FILL(Py_UNICODE *target, Py_UNICODE value, Py_ssize_t length) {\n    Py_ssize_t i;\n    for (i = 0; i < length; i++) {\n        target[i] = value;\n    }\n}\n\n/* macros to work with surrogates */\n#define Py_UNICODE_IS_SURROGATE(ch) (0xD800 <= (ch) && (ch) <= 0xDFFF)\n#define Py_UNICODE_IS_HIGH_SURROGATE(ch) (0xD800 <= (ch) && (ch) <= 0xDBFF)\n#define Py_UNICODE_IS_LOW_SURROGATE(ch) (0xDC00 <= (ch) && (ch) <= 0xDFFF)\n/* Join two surrogate characters and return a single Py_UCS4 value. */\n#define Py_UNICODE_JOIN_SURROGATES(high, low)  \\\n    (((((Py_UCS4)(high) & 0x03FF) << 10) |      \\\n      ((Py_UCS4)(low) & 0x03FF)) + 0x10000)\n/* high surrogate = top 10 bits added to D800 */\n#define Py_UNICODE_HIGH_SURROGATE(ch) (0xD800 - (0x10000 >> 10) + ((ch) >> 10))\n/* low surrogate = bottom 10 bits added to DC00 */\n#define Py_UNICODE_LOW_SURROGATE(ch) (0xDC00 + ((ch) & 0x3FF))\n\n/* --- Unicode Type ------------------------------------------------------- */\n\n/* ASCII-only strings created through PyUnicode_New use the PyASCIIObject\n   structure. state.ascii and state.compact are set, and the data\n   immediately follow the structure. utf8_length and wstr_length can be found\n   in the length field; the utf8 pointer is equal to the data pointer. */\ntypedef struct {\n    /* There are 4 forms of Unicode strings:\n\n       - compact ascii:\n\n         * structure = PyASCIIObject\n         * test: PyUnicode_IS_COMPACT_ASCII(op)\n         * kind = PyUnicode_1BYTE_KIND\n         * compact = 1\n         * ascii = 1\n         * ready = 1\n         * (length is the length of the utf8 and wstr strings)\n         * (data starts just after the structure)\n         * (since ASCII is decoded from UTF-8, the utf8 string are the data)\n\n       - compact:\n\n         * structure = PyCompactUnicodeObject\n         * test: PyUnicode_IS_COMPACT(op) && !PyUnicode_IS_ASCII(op)\n         * kind = PyUnicode_1BYTE_KIND, PyUnicode_2BYTE_KIND or\n           PyUnicode_4BYTE_KIND\n         * compact = 1\n         * ready = 1\n         * ascii = 0\n         * utf8 is not shared with data\n         * utf8_length = 0 if utf8 is NULL\n         * wstr is shared with data and wstr_length=length\n           if kind=PyUnicode_2BYTE_KIND and sizeof(wchar_t)=2\n           or if kind=PyUnicode_4BYTE_KIND and sizeof(wchar_t)=4\n         * wstr_length = 0 if wstr is NULL\n         * (data starts just after the structure)\n\n       - legacy string, not ready:\n\n         * structure = PyUnicodeObject\n         * test: kind == PyUnicode_WCHAR_KIND\n         * length = 0 (use wstr_length)\n         * hash = -1\n         * kind = PyUnicode_WCHAR_KIND\n         * compact = 0\n         * ascii = 0\n         * ready = 0\n         * interned = SSTATE_NOT_INTERNED\n         * wstr is not NULL\n         * data.any is NULL\n         * utf8 is NULL\n         * utf8_length = 0\n\n       - legacy string, ready:\n\n         * structure = PyUnicodeObject structure\n         * test: !PyUnicode_IS_COMPACT(op) && kind != PyUnicode_WCHAR_KIND\n         * kind = PyUnicode_1BYTE_KIND, PyUnicode_2BYTE_KIND or\n           PyUnicode_4BYTE_KIND\n         * compact = 0\n         * ready = 1\n         * data.any is not NULL\n         * utf8 is shared and utf8_length = length with data.any if ascii = 1\n         * utf8_length = 0 if utf8 is NULL\n         * wstr is shared with data.any and wstr_length = length\n           if kind=PyUnicode_2BYTE_KIND and sizeof(wchar_t)=2\n           or if kind=PyUnicode_4BYTE_KIND and sizeof(wchar_4)=4\n         * wstr_length = 0 if wstr is NULL\n\n       Compact strings use only one memory block (structure + characters),\n       whereas legacy strings use one block for the structure and one block\n       for characters.\n\n       Legacy strings are created by PyUnicode_FromUnicode() and\n       PyUnicode_FromStringAndSize(NULL, size) functions. They become ready\n       when PyUnicode_READY() is called.\n\n       See also _PyUnicode_CheckConsistency().\n    */\n    PyObject_HEAD\n    Py_ssize_t length;          /* Number of code points in the string */\n    Py_hash_t hash;             /* Hash value; -1 if not set */\n    struct {\n        /*\n           SSTATE_NOT_INTERNED (0)\n           SSTATE_INTERNED_MORTAL (1)\n           SSTATE_INTERNED_IMMORTAL (2)\n\n           If interned != SSTATE_NOT_INTERNED, the two references from the\n           dictionary to this object are *not* counted in ob_refcnt.\n         */\n        unsigned int interned:2;\n        /* Character size:\n\n           - PyUnicode_WCHAR_KIND (0):\n\n             * character type = wchar_t (16 or 32 bits, depending on the\n               platform)\n\n           - PyUnicode_1BYTE_KIND (1):\n\n             * character type = Py_UCS1 (8 bits, unsigned)\n             * all characters are in the range U+0000-U+00FF (latin1)\n             * if ascii is set, all characters are in the range U+0000-U+007F\n               (ASCII), otherwise at least one character is in the range\n               U+0080-U+00FF\n\n           - PyUnicode_2BYTE_KIND (2):\n\n             * character type = Py_UCS2 (16 bits, unsigned)\n             * all characters are in the range U+0000-U+FFFF (BMP)\n             * at least one character is in the range U+0100-U+FFFF\n\n           - PyUnicode_4BYTE_KIND (4):\n\n             * character type = Py_UCS4 (32 bits, unsigned)\n             * all characters are in the range U+0000-U+10FFFF\n             * at least one character is in the range U+10000-U+10FFFF\n         */\n        unsigned int kind:3;\n        /* Compact is with respect to the allocation scheme. Compact unicode\n           objects only require one memory block while non-compact objects use\n           one block for the PyUnicodeObject struct and another for its data\n           buffer. */\n        unsigned int compact:1;\n        /* The string only contains characters in the range U+0000-U+007F (ASCII)\n           and the kind is PyUnicode_1BYTE_KIND. If ascii is set and compact is\n           set, use the PyASCIIObject structure. */\n        unsigned int ascii:1;\n        /* The ready flag indicates whether the object layout is initialized\n           completely. This means that this is either a compact object, or\n           the data pointer is filled out. The bit is redundant, and helps\n           to minimize the test in PyUnicode_IS_READY(). */\n        unsigned int ready:1;\n        /* Padding to ensure that PyUnicode_DATA() is always aligned to\n           4 bytes (see issue #19537 on m68k). */\n        unsigned int :24;\n    } state;\n    wchar_t *wstr;              /* wchar_t representation (null-terminated) */\n} PyASCIIObject;\n\n/* Non-ASCII strings allocated through PyUnicode_New use the\n   PyCompactUnicodeObject structure. state.compact is set, and the data\n   immediately follow the structure. */\ntypedef struct {\n    PyASCIIObject _base;\n    Py_ssize_t utf8_length;     /* Number of bytes in utf8, excluding the\n                                 * terminating \\0. */\n    char *utf8;                 /* UTF-8 representation (null-terminated) */\n    Py_ssize_t wstr_length;     /* Number of code points in wstr, possible\n                                 * surrogates count as two code points. */\n} PyCompactUnicodeObject;\n\n/* Strings allocated through PyUnicode_FromUnicode(NULL, len) use the\n   PyUnicodeObject structure. The actual string data is initially in the wstr\n   block, and copied into the data block using _PyUnicode_Ready. */\ntypedef struct {\n    PyCompactUnicodeObject _base;\n    union {\n        void *any;\n        Py_UCS1 *latin1;\n        Py_UCS2 *ucs2;\n        Py_UCS4 *ucs4;\n    } data;                     /* Canonical, smallest-form Unicode buffer */\n} PyUnicodeObject;\n\nPyAPI_FUNC(int) _PyUnicode_CheckConsistency(\n    PyObject *op,\n    int check_content);\n\n/* Fast access macros */\n\n/* Returns the deprecated Py_UNICODE representation's size in code units\n   (this includes surrogate pairs as 2 units).\n   If the Py_UNICODE representation is not available, it will be computed\n   on request.  Use PyUnicode_GET_LENGTH() for the length in code points. */\n\n/* Py_DEPRECATED(3.3) */\n#define PyUnicode_GET_SIZE(op)                       \\\n    (assert(PyUnicode_Check(op)),                    \\\n     (((PyASCIIObject *)(op))->wstr) ?               \\\n      PyUnicode_WSTR_LENGTH(op) :                    \\\n      ((void)PyUnicode_AsUnicode(_PyObject_CAST(op)),\\\n       assert(((PyASCIIObject *)(op))->wstr),        \\\n       PyUnicode_WSTR_LENGTH(op)))\n\n/* Py_DEPRECATED(3.3) */\n#define PyUnicode_GET_DATA_SIZE(op) \\\n    (PyUnicode_GET_SIZE(op) * Py_UNICODE_SIZE)\n\n/* Alias for PyUnicode_AsUnicode().  This will create a wchar_t/Py_UNICODE\n   representation on demand.  Using this macro is very inefficient now,\n   try to port your code to use the new PyUnicode_*BYTE_DATA() macros or\n   use PyUnicode_WRITE() and PyUnicode_READ(). */\n\n/* Py_DEPRECATED(3.3) */\n#define PyUnicode_AS_UNICODE(op) \\\n    (assert(PyUnicode_Check(op)), \\\n     (((PyASCIIObject *)(op))->wstr) ? (((PyASCIIObject *)(op))->wstr) : \\\n      PyUnicode_AsUnicode(_PyObject_CAST(op)))\n\n/* Py_DEPRECATED(3.3) */\n#define PyUnicode_AS_DATA(op) \\\n    ((const char *)(PyUnicode_AS_UNICODE(op)))\n\n\n/* --- Flexible String Representation Helper Macros (PEP 393) -------------- */\n\n/* Values for PyASCIIObject.state: */\n\n/* Interning state. */\n#define SSTATE_NOT_INTERNED 0\n#define SSTATE_INTERNED_MORTAL 1\n#define SSTATE_INTERNED_IMMORTAL 2\n\n/* Return true if the string contains only ASCII characters, or 0 if not. The\n   string may be compact (PyUnicode_IS_COMPACT_ASCII) or not, but must be\n   ready. */\n#define PyUnicode_IS_ASCII(op)                   \\\n    (assert(PyUnicode_Check(op)),                \\\n     assert(PyUnicode_IS_READY(op)),             \\\n     ((PyASCIIObject*)op)->state.ascii)\n\n/* Return true if the string is compact or 0 if not.\n   No type checks or Ready calls are performed. */\n#define PyUnicode_IS_COMPACT(op) \\\n    (((PyASCIIObject*)(op))->state.compact)\n\n/* Return true if the string is a compact ASCII string (use PyASCIIObject\n   structure), or 0 if not.  No type checks or Ready calls are performed. */\n#define PyUnicode_IS_COMPACT_ASCII(op)                 \\\n    (((PyASCIIObject*)op)->state.ascii && PyUnicode_IS_COMPACT(op))\n\nenum PyUnicode_Kind {\n/* String contains only wstr byte characters.  This is only possible\n   when the string was created with a legacy API and _PyUnicode_Ready()\n   has not been called yet.  */\n    PyUnicode_WCHAR_KIND = 0,\n/* Return values of the PyUnicode_KIND() macro: */\n    PyUnicode_1BYTE_KIND = 1,\n    PyUnicode_2BYTE_KIND = 2,\n    PyUnicode_4BYTE_KIND = 4\n};\n\n/* Return pointers to the canonical representation cast to unsigned char,\n   Py_UCS2, or Py_UCS4 for direct character access.\n   No checks are performed, use PyUnicode_KIND() before to ensure\n   these will work correctly. */\n\n#define PyUnicode_1BYTE_DATA(op) ((Py_UCS1*)PyUnicode_DATA(op))\n#define PyUnicode_2BYTE_DATA(op) ((Py_UCS2*)PyUnicode_DATA(op))\n#define PyUnicode_4BYTE_DATA(op) ((Py_UCS4*)PyUnicode_DATA(op))\n\n/* Return one of the PyUnicode_*_KIND values defined above. */\n#define PyUnicode_KIND(op) \\\n    (assert(PyUnicode_Check(op)), \\\n     assert(PyUnicode_IS_READY(op)),            \\\n     ((PyASCIIObject *)(op))->state.kind)\n\n/* Return a void pointer to the raw unicode buffer. */\n#define _PyUnicode_COMPACT_DATA(op)                     \\\n    (PyUnicode_IS_ASCII(op) ?                   \\\n     ((void*)((PyASCIIObject*)(op) + 1)) :              \\\n     ((void*)((PyCompactUnicodeObject*)(op) + 1)))\n\n#define _PyUnicode_NONCOMPACT_DATA(op)                  \\\n    (assert(((PyUnicodeObject*)(op))->data.any),        \\\n     ((((PyUnicodeObject *)(op))->data.any)))\n\n#define PyUnicode_DATA(op) \\\n    (assert(PyUnicode_Check(op)), \\\n     PyUnicode_IS_COMPACT(op) ? _PyUnicode_COMPACT_DATA(op) :   \\\n     _PyUnicode_NONCOMPACT_DATA(op))\n\n/* In the access macros below, \"kind\" may be evaluated more than once.\n   All other macro parameters are evaluated exactly once, so it is safe\n   to put side effects into them (such as increasing the index). */\n\n/* Write into the canonical representation, this macro does not do any sanity\n   checks and is intended for usage in loops.  The caller should cache the\n   kind and data pointers obtained from other macro calls.\n   index is the index in the string (starts at 0) and value is the new\n   code point value which should be written to that location. */\n#define PyUnicode_WRITE(kind, data, index, value) \\\n    do { \\\n        switch ((kind)) { \\\n        case PyUnicode_1BYTE_KIND: { \\\n            ((Py_UCS1 *)(data))[(index)] = (Py_UCS1)(value); \\\n            break; \\\n        } \\\n        case PyUnicode_2BYTE_KIND: { \\\n            ((Py_UCS2 *)(data))[(index)] = (Py_UCS2)(value); \\\n            break; \\\n        } \\\n        default: { \\\n            assert((kind) == PyUnicode_4BYTE_KIND); \\\n            ((Py_UCS4 *)(data))[(index)] = (Py_UCS4)(value); \\\n        } \\\n        } \\\n    } while (0)\n\n/* Read a code point from the string's canonical representation.  No checks\n   or ready calls are performed. */\n#define PyUnicode_READ(kind, data, index) \\\n    ((Py_UCS4) \\\n    ((kind) == PyUnicode_1BYTE_KIND ? \\\n        ((const Py_UCS1 *)(data))[(index)] : \\\n        ((kind) == PyUnicode_2BYTE_KIND ? \\\n            ((const Py_UCS2 *)(data))[(index)] : \\\n            ((const Py_UCS4 *)(data))[(index)] \\\n        ) \\\n    ))\n\n/* PyUnicode_READ_CHAR() is less efficient than PyUnicode_READ() because it\n   calls PyUnicode_KIND() and might call it twice.  For single reads, use\n   PyUnicode_READ_CHAR, for multiple consecutive reads callers should\n   cache kind and use PyUnicode_READ instead. */\n#define PyUnicode_READ_CHAR(unicode, index) \\\n    (assert(PyUnicode_Check(unicode)),          \\\n     assert(PyUnicode_IS_READY(unicode)),       \\\n     (Py_UCS4)                                  \\\n        (PyUnicode_KIND((unicode)) == PyUnicode_1BYTE_KIND ? \\\n            ((const Py_UCS1 *)(PyUnicode_DATA((unicode))))[(index)] : \\\n            (PyUnicode_KIND((unicode)) == PyUnicode_2BYTE_KIND ? \\\n                ((const Py_UCS2 *)(PyUnicode_DATA((unicode))))[(index)] : \\\n                ((const Py_UCS4 *)(PyUnicode_DATA((unicode))))[(index)] \\\n            ) \\\n        ))\n\n/* Returns the length of the unicode string. The caller has to make sure that\n   the string has it's canonical representation set before calling\n   this macro.  Call PyUnicode_(FAST_)Ready to ensure that. */\n#define PyUnicode_GET_LENGTH(op)                \\\n    (assert(PyUnicode_Check(op)),               \\\n     assert(PyUnicode_IS_READY(op)),            \\\n     ((PyASCIIObject *)(op))->length)\n\n\n/* Fast check to determine whether an object is ready. Equivalent to\n   PyUnicode_IS_COMPACT(op) || ((PyUnicodeObject*)(op))->data.any) */\n\n#define PyUnicode_IS_READY(op) (((PyASCIIObject*)op)->state.ready)\n\n/* PyUnicode_READY() does less work than _PyUnicode_Ready() in the best\n   case.  If the canonical representation is not yet set, it will still call\n   _PyUnicode_Ready().\n   Returns 0 on success and -1 on errors. */\n#define PyUnicode_READY(op)                        \\\n    (assert(PyUnicode_Check(op)),                       \\\n     (PyUnicode_IS_READY(op) ?                          \\\n      0 : _PyUnicode_Ready(_PyObject_CAST(op))))\n\n/* Return a maximum character value which is suitable for creating another\n   string based on op.  This is always an approximation but more efficient\n   than iterating over the string. */\n#define PyUnicode_MAX_CHAR_VALUE(op) \\\n    (assert(PyUnicode_IS_READY(op)),                                    \\\n     (PyUnicode_IS_ASCII(op) ?                                          \\\n      (0x7f) :                                                          \\\n      (PyUnicode_KIND(op) == PyUnicode_1BYTE_KIND ?                     \\\n       (0xffU) :                                                        \\\n       (PyUnicode_KIND(op) == PyUnicode_2BYTE_KIND ?                    \\\n        (0xffffU) :                                                     \\\n        (0x10ffffU)))))\n\nPy_DEPRECATED(3.3)\nstatic inline Py_ssize_t _PyUnicode_get_wstr_length(PyObject *op) {\n    return PyUnicode_IS_COMPACT_ASCII(op) ?\n            ((PyASCIIObject*)op)->length :\n            ((PyCompactUnicodeObject*)op)->wstr_length;\n}\n#define PyUnicode_WSTR_LENGTH(op) _PyUnicode_get_wstr_length((PyObject*)op)\n\n/* === Public API ========================================================= */\n\n/* --- Plain Py_UNICODE --------------------------------------------------- */\n\n/* With PEP 393, this is the recommended way to allocate a new unicode object.\n   This function will allocate the object and its buffer in a single memory\n   block.  Objects created using this function are not resizable. */\nPyAPI_FUNC(PyObject*) PyUnicode_New(\n    Py_ssize_t size,            /* Number of code points in the new string */\n    Py_UCS4 maxchar             /* maximum code point value in the string */\n    );\n\n/* Initializes the canonical string representation from the deprecated\n   wstr/Py_UNICODE representation. This function is used to convert Unicode\n   objects which were created using the old API to the new flexible format\n   introduced with PEP 393.\n\n   Don't call this function directly, use the public PyUnicode_READY() macro\n   instead. */\nPyAPI_FUNC(int) _PyUnicode_Ready(\n    PyObject *unicode           /* Unicode object */\n    );\n\n/* Get a copy of a Unicode string. */\nPyAPI_FUNC(PyObject*) _PyUnicode_Copy(\n    PyObject *unicode\n    );\n\n/* Copy character from one unicode object into another, this function performs\n   character conversion when necessary and falls back to memcpy() if possible.\n\n   Fail if to is too small (smaller than *how_many* or smaller than\n   len(from)-from_start), or if kind(from[from_start:from_start+how_many]) >\n   kind(to), or if *to* has more than 1 reference.\n\n   Return the number of written character, or return -1 and raise an exception\n   on error.\n\n   Pseudo-code:\n\n       how_many = min(how_many, len(from) - from_start)\n       to[to_start:to_start+how_many] = from[from_start:from_start+how_many]\n       return how_many\n\n   Note: The function doesn't write a terminating null character.\n   */\nPyAPI_FUNC(Py_ssize_t) PyUnicode_CopyCharacters(\n    PyObject *to,\n    Py_ssize_t to_start,\n    PyObject *from,\n    Py_ssize_t from_start,\n    Py_ssize_t how_many\n    );\n\n/* Unsafe version of PyUnicode_CopyCharacters(): don't check arguments and so\n   may crash if parameters are invalid (e.g. if the output string\n   is too short). */\nPyAPI_FUNC(void) _PyUnicode_FastCopyCharacters(\n    PyObject *to,\n    Py_ssize_t to_start,\n    PyObject *from,\n    Py_ssize_t from_start,\n    Py_ssize_t how_many\n    );\n\n/* Fill a string with a character: write fill_char into\n   unicode[start:start+length].\n\n   Fail if fill_char is bigger than the string maximum character, or if the\n   string has more than 1 reference.\n\n   Return the number of written character, or return -1 and raise an exception\n   on error. */\nPyAPI_FUNC(Py_ssize_t) PyUnicode_Fill(\n    PyObject *unicode,\n    Py_ssize_t start,\n    Py_ssize_t length,\n    Py_UCS4 fill_char\n    );\n\n/* Unsafe version of PyUnicode_Fill(): don't check arguments and so may crash\n   if parameters are invalid (e.g. if length is longer than the string). */\nPyAPI_FUNC(void) _PyUnicode_FastFill(\n    PyObject *unicode,\n    Py_ssize_t start,\n    Py_ssize_t length,\n    Py_UCS4 fill_char\n    );\n\n/* Create a Unicode Object from the Py_UNICODE buffer u of the given\n   size.\n\n   u may be NULL which causes the contents to be undefined. It is the\n   user's responsibility to fill in the needed data afterwards. Note\n   that modifying the Unicode object contents after construction is\n   only allowed if u was set to NULL.\n\n   The buffer is copied into the new object. */\nPy_DEPRECATED(3.3) PyAPI_FUNC(PyObject*) PyUnicode_FromUnicode(\n    const Py_UNICODE *u,        /* Unicode buffer */\n    Py_ssize_t size             /* size of buffer */\n    );\n\n/* Create a new string from a buffer of Py_UCS1, Py_UCS2 or Py_UCS4 characters.\n   Scan the string to find the maximum character. */\nPyAPI_FUNC(PyObject*) PyUnicode_FromKindAndData(\n    int kind,\n    const void *buffer,\n    Py_ssize_t size);\n\n/* Create a new string from a buffer of ASCII characters.\n   WARNING: Don't check if the string contains any non-ASCII character. */\nPyAPI_FUNC(PyObject*) _PyUnicode_FromASCII(\n    const char *buffer,\n    Py_ssize_t size);\n\n/* Compute the maximum character of the substring unicode[start:end].\n   Return 127 for an empty string. */\nPyAPI_FUNC(Py_UCS4) _PyUnicode_FindMaxChar (\n    PyObject *unicode,\n    Py_ssize_t start,\n    Py_ssize_t end);\n\n/* Return a read-only pointer to the Unicode object's internal\n   Py_UNICODE buffer.\n   If the wchar_t/Py_UNICODE representation is not yet available, this\n   function will calculate it. */\nPy_DEPRECATED(3.3) PyAPI_FUNC(Py_UNICODE *) PyUnicode_AsUnicode(\n    PyObject *unicode           /* Unicode object */\n    );\n\n/* Similar to PyUnicode_AsUnicode(), but raises a ValueError if the string\n   contains null characters. */\nPy_DEPRECATED(3.3) PyAPI_FUNC(const Py_UNICODE *) _PyUnicode_AsUnicode(\n    PyObject *unicode           /* Unicode object */\n    );\n\n/* Return a read-only pointer to the Unicode object's internal\n   Py_UNICODE buffer and save the length at size.\n   If the wchar_t/Py_UNICODE representation is not yet available, this\n   function will calculate it. */\n\nPy_DEPRECATED(3.3) PyAPI_FUNC(Py_UNICODE *) PyUnicode_AsUnicodeAndSize(\n    PyObject *unicode,          /* Unicode object */\n    Py_ssize_t *size            /* location where to save the length */\n    );\n\n/* Get the maximum ordinal for a Unicode character. */\nPy_DEPRECATED(3.3) PyAPI_FUNC(Py_UNICODE) PyUnicode_GetMax(void);\n\n\n/* --- _PyUnicodeWriter API ----------------------------------------------- */\n\ntypedef struct {\n    PyObject *buffer;\n    void *data;\n    enum PyUnicode_Kind kind;\n    Py_UCS4 maxchar;\n    Py_ssize_t size;\n    Py_ssize_t pos;\n\n    /* minimum number of allocated characters (default: 0) */\n    Py_ssize_t min_length;\n\n    /* minimum character (default: 127, ASCII) */\n    Py_UCS4 min_char;\n\n    /* If non-zero, overallocate the buffer (default: 0). */\n    unsigned char overallocate;\n\n    /* If readonly is 1, buffer is a shared string (cannot be modified)\n       and size is set to 0. */\n    unsigned char readonly;\n} _PyUnicodeWriter ;\n\n/* Initialize a Unicode writer.\n *\n * By default, the minimum buffer size is 0 character and overallocation is\n * disabled. Set min_length, min_char and overallocate attributes to control\n * the allocation of the buffer. */\nPyAPI_FUNC(void)\n_PyUnicodeWriter_Init(_PyUnicodeWriter *writer);\n\n/* Prepare the buffer to write 'length' characters\n   with the specified maximum character.\n\n   Return 0 on success, raise an exception and return -1 on error. */\n#define _PyUnicodeWriter_Prepare(WRITER, LENGTH, MAXCHAR)             \\\n    (((MAXCHAR) <= (WRITER)->maxchar                                  \\\n      && (LENGTH) <= (WRITER)->size - (WRITER)->pos)                  \\\n     ? 0                                                              \\\n     : (((LENGTH) == 0)                                               \\\n        ? 0                                                           \\\n        : _PyUnicodeWriter_PrepareInternal((WRITER), (LENGTH), (MAXCHAR))))\n\n/* Don't call this function directly, use the _PyUnicodeWriter_Prepare() macro\n   instead. */\nPyAPI_FUNC(int)\n_PyUnicodeWriter_PrepareInternal(_PyUnicodeWriter *writer,\n                                 Py_ssize_t length, Py_UCS4 maxchar);\n\n/* Prepare the buffer to have at least the kind KIND.\n   For example, kind=PyUnicode_2BYTE_KIND ensures that the writer will\n   support characters in range U+000-U+FFFF.\n\n   Return 0 on success, raise an exception and return -1 on error. */\n#define _PyUnicodeWriter_PrepareKind(WRITER, KIND)                    \\\n    (assert((KIND) != PyUnicode_WCHAR_KIND),                          \\\n     (KIND) <= (WRITER)->kind                                         \\\n     ? 0                                                              \\\n     : _PyUnicodeWriter_PrepareKindInternal((WRITER), (KIND)))\n\n/* Don't call this function directly, use the _PyUnicodeWriter_PrepareKind()\n   macro instead. */\nPyAPI_FUNC(int)\n_PyUnicodeWriter_PrepareKindInternal(_PyUnicodeWriter *writer,\n                                     enum PyUnicode_Kind kind);\n\n/* Append a Unicode character.\n   Return 0 on success, raise an exception and return -1 on error. */\nPyAPI_FUNC(int)\n_PyUnicodeWriter_WriteChar(_PyUnicodeWriter *writer,\n    Py_UCS4 ch\n    );\n\n/* Append a Unicode string.\n   Return 0 on success, raise an exception and return -1 on error. */\nPyAPI_FUNC(int)\n_PyUnicodeWriter_WriteStr(_PyUnicodeWriter *writer,\n    PyObject *str               /* Unicode string */\n    );\n\n/* Append a substring of a Unicode string.\n   Return 0 on success, raise an exception and return -1 on error. */\nPyAPI_FUNC(int)\n_PyUnicodeWriter_WriteSubstring(_PyUnicodeWriter *writer,\n    PyObject *str,              /* Unicode string */\n    Py_ssize_t start,\n    Py_ssize_t end\n    );\n\n/* Append an ASCII-encoded byte string.\n   Return 0 on success, raise an exception and return -1 on error. */\nPyAPI_FUNC(int)\n_PyUnicodeWriter_WriteASCIIString(_PyUnicodeWriter *writer,\n    const char *str,           /* ASCII-encoded byte string */\n    Py_ssize_t len             /* number of bytes, or -1 if unknown */\n    );\n\n/* Append a latin1-encoded byte string.\n   Return 0 on success, raise an exception and return -1 on error. */\nPyAPI_FUNC(int)\n_PyUnicodeWriter_WriteLatin1String(_PyUnicodeWriter *writer,\n    const char *str,           /* latin1-encoded byte string */\n    Py_ssize_t len             /* length in bytes */\n    );\n\n/* Get the value of the writer as a Unicode string. Clear the\n   buffer of the writer. Raise an exception and return NULL\n   on error. */\nPyAPI_FUNC(PyObject *)\n_PyUnicodeWriter_Finish(_PyUnicodeWriter *writer);\n\n/* Deallocate memory of a writer (clear its internal buffer). */\nPyAPI_FUNC(void)\n_PyUnicodeWriter_Dealloc(_PyUnicodeWriter *writer);\n\n\n/* Format the object based on the format_spec, as defined in PEP 3101\n   (Advanced String Formatting). */\nPyAPI_FUNC(int) _PyUnicode_FormatAdvancedWriter(\n    _PyUnicodeWriter *writer,\n    PyObject *obj,\n    PyObject *format_spec,\n    Py_ssize_t start,\n    Py_ssize_t end);\n\n/* --- Manage the default encoding ---------------------------------------- */\n\n/* Returns a pointer to the default encoding (UTF-8) of the\n   Unicode object unicode and the size of the encoded representation\n   in bytes stored in *size.\n\n   In case of an error, no *size is set.\n\n   This function caches the UTF-8 encoded string in the unicodeobject\n   and subsequent calls will return the same string.  The memory is released\n   when the unicodeobject is deallocated.\n\n   _PyUnicode_AsStringAndSize is a #define for PyUnicode_AsUTF8AndSize to\n   support the previous internal function with the same behaviour.\n*/\n\nPyAPI_FUNC(const char *) PyUnicode_AsUTF8AndSize(\n    PyObject *unicode,\n    Py_ssize_t *size);\n\n#define _PyUnicode_AsStringAndSize PyUnicode_AsUTF8AndSize\n\n/* Returns a pointer to the default encoding (UTF-8) of the\n   Unicode object unicode.\n\n   Like PyUnicode_AsUTF8AndSize(), this also caches the UTF-8 representation\n   in the unicodeobject.\n\n   _PyUnicode_AsString is a #define for PyUnicode_AsUTF8 to\n   support the previous internal function with the same behaviour.\n\n   Use of this API is DEPRECATED since no size information can be\n   extracted from the returned data.\n\n   *** This API is for interpreter INTERNAL USE ONLY and will likely\n   *** be removed or changed for Python 3.1.\n\n   *** If you need to access the Unicode object as UTF-8 bytes string,\n   *** please use PyUnicode_AsUTF8String() instead.\n\n*/\n\nPyAPI_FUNC(const char *) PyUnicode_AsUTF8(PyObject *unicode);\n\n#define _PyUnicode_AsString PyUnicode_AsUTF8\n\n/* --- Generic Codecs ----------------------------------------------------- */\n\n/* Encodes a Py_UNICODE buffer of the given size and returns a\n   Python string object. */\nPy_DEPRECATED(3.3) PyAPI_FUNC(PyObject*) PyUnicode_Encode(\n    const Py_UNICODE *s,        /* Unicode char buffer */\n    Py_ssize_t size,            /* number of Py_UNICODE chars to encode */\n    const char *encoding,       /* encoding */\n    const char *errors          /* error handling */\n    );\n\n/* --- UTF-7 Codecs ------------------------------------------------------- */\n\nPy_DEPRECATED(3.3) PyAPI_FUNC(PyObject*) PyUnicode_EncodeUTF7(\n    const Py_UNICODE *data,     /* Unicode char buffer */\n    Py_ssize_t length,          /* number of Py_UNICODE chars to encode */\n    int base64SetO,             /* Encode RFC2152 Set O characters in base64 */\n    int base64WhiteSpace,       /* Encode whitespace (sp, ht, nl, cr) in base64 */\n    const char *errors          /* error handling */\n    );\n\nPyAPI_FUNC(PyObject*) _PyUnicode_EncodeUTF7(\n    PyObject *unicode,          /* Unicode object */\n    int base64SetO,             /* Encode RFC2152 Set O characters in base64 */\n    int base64WhiteSpace,       /* Encode whitespace (sp, ht, nl, cr) in base64 */\n    const char *errors          /* error handling */\n    );\n\n/* --- UTF-8 Codecs ------------------------------------------------------- */\n\nPyAPI_FUNC(PyObject*) _PyUnicode_AsUTF8String(\n    PyObject *unicode,\n    const char *errors);\n\nPy_DEPRECATED(3.3) PyAPI_FUNC(PyObject*) PyUnicode_EncodeUTF8(\n    const Py_UNICODE *data,     /* Unicode char buffer */\n    Py_ssize_t length,          /* number of Py_UNICODE chars to encode */\n    const char *errors          /* error handling */\n    );\n\n/* --- UTF-32 Codecs ------------------------------------------------------ */\n\nPy_DEPRECATED(3.3) PyAPI_FUNC(PyObject*) PyUnicode_EncodeUTF32(\n    const Py_UNICODE *data,     /* Unicode char buffer */\n    Py_ssize_t length,          /* number of Py_UNICODE chars to encode */\n    const char *errors,         /* error handling */\n    int byteorder               /* byteorder to use 0=BOM+native;-1=LE,1=BE */\n    );\n\nPyAPI_FUNC(PyObject*) _PyUnicode_EncodeUTF32(\n    PyObject *object,           /* Unicode object */\n    const char *errors,         /* error handling */\n    int byteorder               /* byteorder to use 0=BOM+native;-1=LE,1=BE */\n    );\n\n/* --- UTF-16 Codecs ------------------------------------------------------ */\n\n/* Returns a Python string object holding the UTF-16 encoded value of\n   the Unicode data.\n\n   If byteorder is not 0, output is written according to the following\n   byte order:\n\n   byteorder == -1: little endian\n   byteorder == 0:  native byte order (writes a BOM mark)\n   byteorder == 1:  big endian\n\n   If byteorder is 0, the output string will always start with the\n   Unicode BOM mark (U+FEFF). In the other two modes, no BOM mark is\n   prepended.\n\n   Note that Py_UNICODE data is being interpreted as UTF-16 reduced to\n   UCS-2. This trick makes it possible to add full UTF-16 capabilities\n   at a later point without compromising the APIs.\n\n*/\nPy_DEPRECATED(3.3) PyAPI_FUNC(PyObject*) PyUnicode_EncodeUTF16(\n    const Py_UNICODE *data,     /* Unicode char buffer */\n    Py_ssize_t length,          /* number of Py_UNICODE chars to encode */\n    const char *errors,         /* error handling */\n    int byteorder               /* byteorder to use 0=BOM+native;-1=LE,1=BE */\n    );\n\nPyAPI_FUNC(PyObject*) _PyUnicode_EncodeUTF16(\n    PyObject* unicode,          /* Unicode object */\n    const char *errors,         /* error handling */\n    int byteorder               /* byteorder to use 0=BOM+native;-1=LE,1=BE */\n    );\n\n/* --- Unicode-Escape Codecs ---------------------------------------------- */\n\n/* Helper for PyUnicode_DecodeUnicodeEscape that detects invalid escape\n   chars. */\nPyAPI_FUNC(PyObject*) _PyUnicode_DecodeUnicodeEscape(\n        const char *string,     /* Unicode-Escape encoded string */\n        Py_ssize_t length,      /* size of string */\n        const char *errors,     /* error handling */\n        const char **first_invalid_escape  /* on return, points to first\n                                              invalid escaped char in\n                                              string. */\n);\n\nPy_DEPRECATED(3.3) PyAPI_FUNC(PyObject*) PyUnicode_EncodeUnicodeEscape(\n    const Py_UNICODE *data,     /* Unicode char buffer */\n    Py_ssize_t length           /* Number of Py_UNICODE chars to encode */\n    );\n\n/* --- Raw-Unicode-Escape Codecs ------------------------------------------ */\n\nPy_DEPRECATED(3.3) PyAPI_FUNC(PyObject*) PyUnicode_EncodeRawUnicodeEscape(\n    const Py_UNICODE *data,     /* Unicode char buffer */\n    Py_ssize_t length           /* Number of Py_UNICODE chars to encode */\n    );\n\n/* --- Latin-1 Codecs ----------------------------------------------------- */\n\nPyAPI_FUNC(PyObject*) _PyUnicode_AsLatin1String(\n    PyObject* unicode,\n    const char* errors);\n\nPy_DEPRECATED(3.3) PyAPI_FUNC(PyObject*) PyUnicode_EncodeLatin1(\n    const Py_UNICODE *data,     /* Unicode char buffer */\n    Py_ssize_t length,          /* Number of Py_UNICODE chars to encode */\n    const char *errors          /* error handling */\n    );\n\n/* --- ASCII Codecs ------------------------------------------------------- */\n\nPyAPI_FUNC(PyObject*) _PyUnicode_AsASCIIString(\n    PyObject* unicode,\n    const char* errors);\n\nPy_DEPRECATED(3.3) PyAPI_FUNC(PyObject*) PyUnicode_EncodeASCII(\n    const Py_UNICODE *data,     /* Unicode char buffer */\n    Py_ssize_t length,          /* Number of Py_UNICODE chars to encode */\n    const char *errors          /* error handling */\n    );\n\n/* --- Character Map Codecs ----------------------------------------------- */\n\nPy_DEPRECATED(3.3) PyAPI_FUNC(PyObject*) PyUnicode_EncodeCharmap(\n    const Py_UNICODE *data,     /* Unicode char buffer */\n    Py_ssize_t length,          /* Number of Py_UNICODE chars to encode */\n    PyObject *mapping,          /* encoding mapping */\n    const char *errors          /* error handling */\n    );\n\nPyAPI_FUNC(PyObject*) _PyUnicode_EncodeCharmap(\n    PyObject *unicode,          /* Unicode object */\n    PyObject *mapping,          /* encoding mapping */\n    const char *errors          /* error handling */\n    );\n\n/* Translate a Py_UNICODE buffer of the given length by applying a\n   character mapping table to it and return the resulting Unicode\n   object.\n\n   The mapping table must map Unicode ordinal integers to Unicode strings,\n   Unicode ordinal integers or None (causing deletion of the character).\n\n   Mapping tables may be dictionaries or sequences. Unmapped character\n   ordinals (ones which cause a LookupError) are left untouched and\n   are copied as-is.\n\n*/\nPy_DEPRECATED(3.3) PyAPI_FUNC(PyObject *) PyUnicode_TranslateCharmap(\n    const Py_UNICODE *data,     /* Unicode char buffer */\n    Py_ssize_t length,          /* Number of Py_UNICODE chars to encode */\n    PyObject *table,            /* Translate table */\n    const char *errors          /* error handling */\n    );\n\n/* --- MBCS codecs for Windows -------------------------------------------- */\n\n#ifdef MS_WINDOWS\nPy_DEPRECATED(3.3) PyAPI_FUNC(PyObject*) PyUnicode_EncodeMBCS(\n    const Py_UNICODE *data,     /* Unicode char buffer */\n    Py_ssize_t length,          /* number of Py_UNICODE chars to encode */\n    const char *errors          /* error handling */\n    );\n#endif\n\n/* --- Decimal Encoder ---------------------------------------------------- */\n\n/* Takes a Unicode string holding a decimal value and writes it into\n   an output buffer using standard ASCII digit codes.\n\n   The output buffer has to provide at least length+1 bytes of storage\n   area. The output string is 0-terminated.\n\n   The encoder converts whitespace to ' ', decimal characters to their\n   corresponding ASCII digit and all other Latin-1 characters except\n   \\0 as-is. Characters outside this range (Unicode ordinals 1-256)\n   are treated as errors. This includes embedded NULL bytes.\n\n   Error handling is defined by the errors argument:\n\n      NULL or \"strict\": raise a ValueError\n      \"ignore\": ignore the wrong characters (these are not copied to the\n                output buffer)\n      \"replace\": replaces illegal characters with '?'\n\n   Returns 0 on success, -1 on failure.\n\n*/\n\nPy_DEPRECATED(3.3) PyAPI_FUNC(int) PyUnicode_EncodeDecimal(\n    Py_UNICODE *s,              /* Unicode buffer */\n    Py_ssize_t length,          /* Number of Py_UNICODE chars to encode */\n    char *output,               /* Output buffer; must have size >= length */\n    const char *errors          /* error handling */\n    );\n\n/* Transforms code points that have decimal digit property to the\n   corresponding ASCII digit code points.\n\n   Returns a new Unicode string on success, NULL on failure.\n*/\n\nPy_DEPRECATED(3.3)\nPyAPI_FUNC(PyObject*) PyUnicode_TransformDecimalToASCII(\n    Py_UNICODE *s,              /* Unicode buffer */\n    Py_ssize_t length           /* Number of Py_UNICODE chars to transform */\n    );\n\n/* Coverts a Unicode object holding a decimal value to an ASCII string\n   for using in int, float and complex parsers.\n   Transforms code points that have decimal digit property to the\n   corresponding ASCII digit code points.  Transforms spaces to ASCII.\n   Transforms code points starting from the first non-ASCII code point that\n   is neither a decimal digit nor a space to the end into '?'. */\n\nPyAPI_FUNC(PyObject*) _PyUnicode_TransformDecimalAndSpaceToASCII(\n    PyObject *unicode           /* Unicode object */\n    );\n\n/* --- Methods & Slots ---------------------------------------------------- */\n\nPyAPI_FUNC(PyObject *) _PyUnicode_JoinArray(\n    PyObject *separator,\n    PyObject *const *items,\n    Py_ssize_t seqlen\n    );\n\n/* Test whether a unicode is equal to ASCII identifier.  Return 1 if true,\n   0 otherwise.  The right argument must be ASCII identifier.\n   Any error occurs inside will be cleared before return. */\nPyAPI_FUNC(int) _PyUnicode_EqualToASCIIId(\n    PyObject *left,             /* Left string */\n    _Py_Identifier *right       /* Right identifier */\n    );\n\n/* Test whether a unicode is equal to ASCII string.  Return 1 if true,\n   0 otherwise.  The right argument must be ASCII-encoded string.\n   Any error occurs inside will be cleared before return. */\nPyAPI_FUNC(int) _PyUnicode_EqualToASCIIString(\n    PyObject *left,\n    const char *right           /* ASCII-encoded string */\n    );\n\n/* Externally visible for str.strip(unicode) */\nPyAPI_FUNC(PyObject *) _PyUnicode_XStrip(\n    PyObject *self,\n    int striptype,\n    PyObject *sepobj\n    );\n\n/* Using explicit passed-in values, insert the thousands grouping\n   into the string pointed to by buffer.  For the argument descriptions,\n   see Objects/stringlib/localeutil.h */\nPyAPI_FUNC(Py_ssize_t) _PyUnicode_InsertThousandsGrouping(\n    _PyUnicodeWriter *writer,\n    Py_ssize_t n_buffer,\n    PyObject *digits,\n    Py_ssize_t d_pos,\n    Py_ssize_t n_digits,\n    Py_ssize_t min_width,\n    const char *grouping,\n    PyObject *thousands_sep,\n    Py_UCS4 *maxchar);\n\n/* === Characters Type APIs =============================================== */\n\n/* Helper array used by Py_UNICODE_ISSPACE(). */\n\nPyAPI_DATA(const unsigned char) _Py_ascii_whitespace[];\n\n/* These should not be used directly. Use the Py_UNICODE_IS* and\n   Py_UNICODE_TO* macros instead.\n\n   These APIs are implemented in Objects/unicodectype.c.\n\n*/\n\nPyAPI_FUNC(int) _PyUnicode_IsLowercase(\n    Py_UCS4 ch       /* Unicode character */\n    );\n\nPyAPI_FUNC(int) _PyUnicode_IsUppercase(\n    Py_UCS4 ch       /* Unicode character */\n    );\n\nPyAPI_FUNC(int) _PyUnicode_IsTitlecase(\n    Py_UCS4 ch       /* Unicode character */\n    );\n\nPyAPI_FUNC(int) _PyUnicode_IsXidStart(\n    Py_UCS4 ch       /* Unicode character */\n    );\n\nPyAPI_FUNC(int) _PyUnicode_IsXidContinue(\n    Py_UCS4 ch       /* Unicode character */\n    );\n\nPyAPI_FUNC(int) _PyUnicode_IsWhitespace(\n    const Py_UCS4 ch         /* Unicode character */\n    );\n\nPyAPI_FUNC(int) _PyUnicode_IsLinebreak(\n    const Py_UCS4 ch         /* Unicode character */\n    );\n\n/* Py_DEPRECATED(3.3) */ PyAPI_FUNC(Py_UCS4) _PyUnicode_ToLowercase(\n    Py_UCS4 ch       /* Unicode character */\n    );\n\n/* Py_DEPRECATED(3.3) */ PyAPI_FUNC(Py_UCS4) _PyUnicode_ToUppercase(\n    Py_UCS4 ch       /* Unicode character */\n    );\n\nPy_DEPRECATED(3.3) PyAPI_FUNC(Py_UCS4) _PyUnicode_ToTitlecase(\n    Py_UCS4 ch       /* Unicode character */\n    );\n\nPyAPI_FUNC(int) _PyUnicode_ToLowerFull(\n    Py_UCS4 ch,       /* Unicode character */\n    Py_UCS4 *res\n    );\n\nPyAPI_FUNC(int) _PyUnicode_ToTitleFull(\n    Py_UCS4 ch,       /* Unicode character */\n    Py_UCS4 *res\n    );\n\nPyAPI_FUNC(int) _PyUnicode_ToUpperFull(\n    Py_UCS4 ch,       /* Unicode character */\n    Py_UCS4 *res\n    );\n\nPyAPI_FUNC(int) _PyUnicode_ToFoldedFull(\n    Py_UCS4 ch,       /* Unicode character */\n    Py_UCS4 *res\n    );\n\nPyAPI_FUNC(int) _PyUnicode_IsCaseIgnorable(\n    Py_UCS4 ch         /* Unicode character */\n    );\n\nPyAPI_FUNC(int) _PyUnicode_IsCased(\n    Py_UCS4 ch         /* Unicode character */\n    );\n\nPyAPI_FUNC(int) _PyUnicode_ToDecimalDigit(\n    Py_UCS4 ch       /* Unicode character */\n    );\n\nPyAPI_FUNC(int) _PyUnicode_ToDigit(\n    Py_UCS4 ch       /* Unicode character */\n    );\n\nPyAPI_FUNC(double) _PyUnicode_ToNumeric(\n    Py_UCS4 ch       /* Unicode character */\n    );\n\nPyAPI_FUNC(int) _PyUnicode_IsDecimalDigit(\n    Py_UCS4 ch       /* Unicode character */\n    );\n\nPyAPI_FUNC(int) _PyUnicode_IsDigit(\n    Py_UCS4 ch       /* Unicode character */\n    );\n\nPyAPI_FUNC(int) _PyUnicode_IsNumeric(\n    Py_UCS4 ch       /* Unicode character */\n    );\n\nPyAPI_FUNC(int) _PyUnicode_IsPrintable(\n    Py_UCS4 ch       /* Unicode character */\n    );\n\nPyAPI_FUNC(int) _PyUnicode_IsAlpha(\n    Py_UCS4 ch       /* Unicode character */\n    );\n\nPy_DEPRECATED(3.3) PyAPI_FUNC(size_t) Py_UNICODE_strlen(\n    const Py_UNICODE *u\n    );\n\nPy_DEPRECATED(3.3) PyAPI_FUNC(Py_UNICODE*) Py_UNICODE_strcpy(\n    Py_UNICODE *s1,\n    const Py_UNICODE *s2);\n\nPy_DEPRECATED(3.3) PyAPI_FUNC(Py_UNICODE*) Py_UNICODE_strcat(\n    Py_UNICODE *s1, const Py_UNICODE *s2);\n\nPy_DEPRECATED(3.3) PyAPI_FUNC(Py_UNICODE*) Py_UNICODE_strncpy(\n    Py_UNICODE *s1,\n    const Py_UNICODE *s2,\n    size_t n);\n\nPy_DEPRECATED(3.3) PyAPI_FUNC(int) Py_UNICODE_strcmp(\n    const Py_UNICODE *s1,\n    const Py_UNICODE *s2\n    );\n\nPy_DEPRECATED(3.3) PyAPI_FUNC(int) Py_UNICODE_strncmp(\n    const Py_UNICODE *s1,\n    const Py_UNICODE *s2,\n    size_t n\n    );\n\nPy_DEPRECATED(3.3) PyAPI_FUNC(Py_UNICODE*) Py_UNICODE_strchr(\n    const Py_UNICODE *s,\n    Py_UNICODE c\n    );\n\nPy_DEPRECATED(3.3) PyAPI_FUNC(Py_UNICODE*) Py_UNICODE_strrchr(\n    const Py_UNICODE *s,\n    Py_UNICODE c\n    );\n\nPyAPI_FUNC(PyObject*) _PyUnicode_FormatLong(PyObject *, int, int, int);\n\n/* Create a copy of a unicode string ending with a nul character. Return NULL\n   and raise a MemoryError exception on memory allocation failure, otherwise\n   return a new allocated buffer (use PyMem_Free() to free the buffer). */\n\nPy_DEPRECATED(3.3) PyAPI_FUNC(Py_UNICODE*) PyUnicode_AsUnicodeCopy(\n    PyObject *unicode\n    );\n\n/* Return an interned Unicode object for an Identifier; may fail if there is no memory.*/\nPyAPI_FUNC(PyObject*) _PyUnicode_FromId(_Py_Identifier*);\n\n/* Fast equality check when the inputs are known to be exact unicode types\n   and where the hash values are equal (i.e. a very probable match) */\nPyAPI_FUNC(int) _PyUnicode_EQ(PyObject *, PyObject *);\n\nPyAPI_FUNC(Py_ssize_t) _PyUnicode_ScanIdentifier(PyObject *);\n\n#ifdef __cplusplus\n}\n#endif\n"
  },
  {
    "path": "LView/external_includes/datetime.h",
    "content": "/*  datetime.h\n */\n#ifndef Py_LIMITED_API\n#ifndef DATETIME_H\n#define DATETIME_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* Fields are packed into successive bytes, each viewed as unsigned and\n * big-endian, unless otherwise noted:\n *\n * byte offset\n *  0           year     2 bytes, 1-9999\n *  2           month    1 byte, 1-12\n *  3           day      1 byte, 1-31\n *  4           hour     1 byte, 0-23\n *  5           minute   1 byte, 0-59\n *  6           second   1 byte, 0-59\n *  7           usecond  3 bytes, 0-999999\n * 10\n */\n\n/* # of bytes for year, month, and day. */\n#define _PyDateTime_DATE_DATASIZE 4\n\n/* # of bytes for hour, minute, second, and usecond. */\n#define _PyDateTime_TIME_DATASIZE 6\n\n/* # of bytes for year, month, day, hour, minute, second, and usecond. */\n#define _PyDateTime_DATETIME_DATASIZE 10\n\n\ntypedef struct\n{\n    PyObject_HEAD\n    Py_hash_t hashcode;         /* -1 when unknown */\n    int days;                   /* -MAX_DELTA_DAYS <= days <= MAX_DELTA_DAYS */\n    int seconds;                /* 0 <= seconds < 24*3600 is invariant */\n    int microseconds;           /* 0 <= microseconds < 1000000 is invariant */\n} PyDateTime_Delta;\n\ntypedef struct\n{\n    PyObject_HEAD               /* a pure abstract base class */\n} PyDateTime_TZInfo;\n\n\n/* The datetime and time types have hashcodes, and an optional tzinfo member,\n * present if and only if hastzinfo is true.\n */\n#define _PyTZINFO_HEAD          \\\n    PyObject_HEAD               \\\n    Py_hash_t hashcode;         \\\n    char hastzinfo;             /* boolean flag */\n\n/* No _PyDateTime_BaseTZInfo is allocated; it's just to have something\n * convenient to cast to, when getting at the hastzinfo member of objects\n * starting with _PyTZINFO_HEAD.\n */\ntypedef struct\n{\n    _PyTZINFO_HEAD\n} _PyDateTime_BaseTZInfo;\n\n/* All time objects are of PyDateTime_TimeType, but that can be allocated\n * in two ways, with or without a tzinfo member.  Without is the same as\n * tzinfo == None, but consumes less memory.  _PyDateTime_BaseTime is an\n * internal struct used to allocate the right amount of space for the\n * \"without\" case.\n */\n#define _PyDateTime_TIMEHEAD    \\\n    _PyTZINFO_HEAD              \\\n    unsigned char data[_PyDateTime_TIME_DATASIZE];\n\ntypedef struct\n{\n    _PyDateTime_TIMEHEAD\n} _PyDateTime_BaseTime;         /* hastzinfo false */\n\ntypedef struct\n{\n    _PyDateTime_TIMEHEAD\n    unsigned char fold;\n    PyObject *tzinfo;\n} PyDateTime_Time;              /* hastzinfo true */\n\n\n/* All datetime objects are of PyDateTime_DateTimeType, but that can be\n * allocated in two ways too, just like for time objects above.  In addition,\n * the plain date type is a base class for datetime, so it must also have\n * a hastzinfo member (although it's unused there).\n */\ntypedef struct\n{\n    _PyTZINFO_HEAD\n    unsigned char data[_PyDateTime_DATE_DATASIZE];\n} PyDateTime_Date;\n\n#define _PyDateTime_DATETIMEHEAD        \\\n    _PyTZINFO_HEAD                      \\\n    unsigned char data[_PyDateTime_DATETIME_DATASIZE];\n\ntypedef struct\n{\n    _PyDateTime_DATETIMEHEAD\n} _PyDateTime_BaseDateTime;     /* hastzinfo false */\n\ntypedef struct\n{\n    _PyDateTime_DATETIMEHEAD\n    unsigned char fold;\n    PyObject *tzinfo;\n} PyDateTime_DateTime;          /* hastzinfo true */\n\n\n/* Apply for date and datetime instances. */\n#define PyDateTime_GET_YEAR(o)     ((((PyDateTime_Date*)o)->data[0] << 8) | \\\n                     ((PyDateTime_Date*)o)->data[1])\n#define PyDateTime_GET_MONTH(o)    (((PyDateTime_Date*)o)->data[2])\n#define PyDateTime_GET_DAY(o)      (((PyDateTime_Date*)o)->data[3])\n\n#define PyDateTime_DATE_GET_HOUR(o)        (((PyDateTime_DateTime*)o)->data[4])\n#define PyDateTime_DATE_GET_MINUTE(o)      (((PyDateTime_DateTime*)o)->data[5])\n#define PyDateTime_DATE_GET_SECOND(o)      (((PyDateTime_DateTime*)o)->data[6])\n#define PyDateTime_DATE_GET_MICROSECOND(o)              \\\n    ((((PyDateTime_DateTime*)o)->data[7] << 16) |       \\\n     (((PyDateTime_DateTime*)o)->data[8] << 8)  |       \\\n      ((PyDateTime_DateTime*)o)->data[9])\n#define PyDateTime_DATE_GET_FOLD(o)        (((PyDateTime_DateTime*)o)->fold)\n\n/* Apply for time instances. */\n#define PyDateTime_TIME_GET_HOUR(o)        (((PyDateTime_Time*)o)->data[0])\n#define PyDateTime_TIME_GET_MINUTE(o)      (((PyDateTime_Time*)o)->data[1])\n#define PyDateTime_TIME_GET_SECOND(o)      (((PyDateTime_Time*)o)->data[2])\n#define PyDateTime_TIME_GET_MICROSECOND(o)              \\\n    ((((PyDateTime_Time*)o)->data[3] << 16) |           \\\n     (((PyDateTime_Time*)o)->data[4] << 8)  |           \\\n      ((PyDateTime_Time*)o)->data[5])\n#define PyDateTime_TIME_GET_FOLD(o)        (((PyDateTime_Time*)o)->fold)\n\n/* Apply for time delta instances */\n#define PyDateTime_DELTA_GET_DAYS(o)         (((PyDateTime_Delta*)o)->days)\n#define PyDateTime_DELTA_GET_SECONDS(o)      (((PyDateTime_Delta*)o)->seconds)\n#define PyDateTime_DELTA_GET_MICROSECONDS(o)            \\\n    (((PyDateTime_Delta*)o)->microseconds)\n\n\n/* Define structure for C API. */\ntypedef struct {\n    /* type objects */\n    PyTypeObject *DateType;\n    PyTypeObject *DateTimeType;\n    PyTypeObject *TimeType;\n    PyTypeObject *DeltaType;\n    PyTypeObject *TZInfoType;\n\n    /* singletons */\n    PyObject *TimeZone_UTC;\n\n    /* constructors */\n    PyObject *(*Date_FromDate)(int, int, int, PyTypeObject*);\n    PyObject *(*DateTime_FromDateAndTime)(int, int, int, int, int, int, int,\n        PyObject*, PyTypeObject*);\n    PyObject *(*Time_FromTime)(int, int, int, int, PyObject*, PyTypeObject*);\n    PyObject *(*Delta_FromDelta)(int, int, int, int, PyTypeObject*);\n    PyObject *(*TimeZone_FromTimeZone)(PyObject *offset, PyObject *name);\n\n    /* constructors for the DB API */\n    PyObject *(*DateTime_FromTimestamp)(PyObject*, PyObject*, PyObject*);\n    PyObject *(*Date_FromTimestamp)(PyObject*, PyObject*);\n\n    /* PEP 495 constructors */\n    PyObject *(*DateTime_FromDateAndTimeAndFold)(int, int, int, int, int, int, int,\n        PyObject*, int, PyTypeObject*);\n    PyObject *(*Time_FromTimeAndFold)(int, int, int, int, PyObject*, int, PyTypeObject*);\n\n} PyDateTime_CAPI;\n\n#define PyDateTime_CAPSULE_NAME \"datetime.datetime_CAPI\"\n\n\n/* This block is only used as part of the public API and should not be\n * included in _datetimemodule.c, which does not use the C API capsule.\n * See bpo-35081 for more details.\n * */\n#ifndef _PY_DATETIME_IMPL\n/* Define global variable for the C API and a macro for setting it. */\nstatic PyDateTime_CAPI *PyDateTimeAPI = NULL;\n\n#define PyDateTime_IMPORT \\\n    PyDateTimeAPI = (PyDateTime_CAPI *)PyCapsule_Import(PyDateTime_CAPSULE_NAME, 0)\n\n/* Macro for access to the UTC singleton */\n#define PyDateTime_TimeZone_UTC PyDateTimeAPI->TimeZone_UTC\n\n/* Macros for type checking when not building the Python core. */\n#define PyDate_Check(op) PyObject_TypeCheck(op, PyDateTimeAPI->DateType)\n#define PyDate_CheckExact(op) Py_IS_TYPE(op, PyDateTimeAPI->DateType)\n\n#define PyDateTime_Check(op) PyObject_TypeCheck(op, PyDateTimeAPI->DateTimeType)\n#define PyDateTime_CheckExact(op) Py_IS_TYPE(op, PyDateTimeAPI->DateTimeType)\n\n#define PyTime_Check(op) PyObject_TypeCheck(op, PyDateTimeAPI->TimeType)\n#define PyTime_CheckExact(op) Py_IS_TYPE(op, PyDateTimeAPI->TimeType)\n\n#define PyDelta_Check(op) PyObject_TypeCheck(op, PyDateTimeAPI->DeltaType)\n#define PyDelta_CheckExact(op) Py_IS_TYPE(op, PyDateTimeAPI->DeltaType)\n\n#define PyTZInfo_Check(op) PyObject_TypeCheck(op, PyDateTimeAPI->TZInfoType)\n#define PyTZInfo_CheckExact(op) Py_IS_TYPE(op, PyDateTimeAPI->TZInfoType)\n\n\n/* Macros for accessing constructors in a simplified fashion. */\n#define PyDate_FromDate(year, month, day) \\\n    PyDateTimeAPI->Date_FromDate(year, month, day, PyDateTimeAPI->DateType)\n\n#define PyDateTime_FromDateAndTime(year, month, day, hour, min, sec, usec) \\\n    PyDateTimeAPI->DateTime_FromDateAndTime(year, month, day, hour, \\\n        min, sec, usec, Py_None, PyDateTimeAPI->DateTimeType)\n\n#define PyDateTime_FromDateAndTimeAndFold(year, month, day, hour, min, sec, usec, fold) \\\n    PyDateTimeAPI->DateTime_FromDateAndTimeAndFold(year, month, day, hour, \\\n        min, sec, usec, Py_None, fold, PyDateTimeAPI->DateTimeType)\n\n#define PyTime_FromTime(hour, minute, second, usecond) \\\n    PyDateTimeAPI->Time_FromTime(hour, minute, second, usecond, \\\n        Py_None, PyDateTimeAPI->TimeType)\n\n#define PyTime_FromTimeAndFold(hour, minute, second, usecond, fold) \\\n    PyDateTimeAPI->Time_FromTimeAndFold(hour, minute, second, usecond, \\\n        Py_None, fold, PyDateTimeAPI->TimeType)\n\n#define PyDelta_FromDSU(days, seconds, useconds) \\\n    PyDateTimeAPI->Delta_FromDelta(days, seconds, useconds, 1, \\\n        PyDateTimeAPI->DeltaType)\n\n#define PyTimeZone_FromOffset(offset) \\\n    PyDateTimeAPI->TimeZone_FromTimeZone(offset, NULL)\n\n#define PyTimeZone_FromOffsetAndName(offset, name) \\\n    PyDateTimeAPI->TimeZone_FromTimeZone(offset, name)\n\n/* Macros supporting the DB API. */\n#define PyDateTime_FromTimestamp(args) \\\n    PyDateTimeAPI->DateTime_FromTimestamp( \\\n        (PyObject*) (PyDateTimeAPI->DateTimeType), args, NULL)\n\n#define PyDate_FromTimestamp(args) \\\n    PyDateTimeAPI->Date_FromTimestamp( \\\n        (PyObject*) (PyDateTimeAPI->DateType), args)\n\n#endif   /* !defined(_PY_DATETIME_IMPL) */\n\n#ifdef __cplusplus\n}\n#endif\n#endif\n#endif /* !Py_LIMITED_API */\n"
  },
  {
    "path": "LView/external_includes/descrobject.h",
    "content": "/* Descriptors */\n#ifndef Py_DESCROBJECT_H\n#define Py_DESCROBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\ntypedef PyObject *(*getter)(PyObject *, void *);\ntypedef int (*setter)(PyObject *, PyObject *, void *);\n\ntypedef struct PyGetSetDef {\n    const char *name;\n    getter get;\n    setter set;\n    const char *doc;\n    void *closure;\n} PyGetSetDef;\n\n#ifndef Py_LIMITED_API\ntypedef PyObject *(*wrapperfunc)(PyObject *self, PyObject *args,\n                                 void *wrapped);\n\ntypedef PyObject *(*wrapperfunc_kwds)(PyObject *self, PyObject *args,\n                                      void *wrapped, PyObject *kwds);\n\nstruct wrapperbase {\n    const char *name;\n    int offset;\n    void *function;\n    wrapperfunc wrapper;\n    const char *doc;\n    int flags;\n    PyObject *name_strobj;\n};\n\n/* Flags for above struct */\n#define PyWrapperFlag_KEYWORDS 1 /* wrapper function takes keyword args */\n\n/* Various kinds of descriptor objects */\n\ntypedef struct {\n    PyObject_HEAD\n    PyTypeObject *d_type;\n    PyObject *d_name;\n    PyObject *d_qualname;\n} PyDescrObject;\n\n#define PyDescr_COMMON PyDescrObject d_common\n\n#define PyDescr_TYPE(x) (((PyDescrObject *)(x))->d_type)\n#define PyDescr_NAME(x) (((PyDescrObject *)(x))->d_name)\n\ntypedef struct {\n    PyDescr_COMMON;\n    PyMethodDef *d_method;\n    vectorcallfunc vectorcall;\n} PyMethodDescrObject;\n\ntypedef struct {\n    PyDescr_COMMON;\n    struct PyMemberDef *d_member;\n} PyMemberDescrObject;\n\ntypedef struct {\n    PyDescr_COMMON;\n    PyGetSetDef *d_getset;\n} PyGetSetDescrObject;\n\ntypedef struct {\n    PyDescr_COMMON;\n    struct wrapperbase *d_base;\n    void *d_wrapped; /* This can be any function pointer */\n} PyWrapperDescrObject;\n#endif /* Py_LIMITED_API */\n\nPyAPI_DATA(PyTypeObject) PyClassMethodDescr_Type;\nPyAPI_DATA(PyTypeObject) PyGetSetDescr_Type;\nPyAPI_DATA(PyTypeObject) PyMemberDescr_Type;\nPyAPI_DATA(PyTypeObject) PyMethodDescr_Type;\nPyAPI_DATA(PyTypeObject) PyWrapperDescr_Type;\nPyAPI_DATA(PyTypeObject) PyDictProxy_Type;\n#ifndef Py_LIMITED_API\nPyAPI_DATA(PyTypeObject) _PyMethodWrapper_Type;\n#endif /* Py_LIMITED_API */\n\nPyAPI_FUNC(PyObject *) PyDescr_NewMethod(PyTypeObject *, PyMethodDef *);\nPyAPI_FUNC(PyObject *) PyDescr_NewClassMethod(PyTypeObject *, PyMethodDef *);\nstruct PyMemberDef; /* forward declaration for following prototype */\nPyAPI_FUNC(PyObject *) PyDescr_NewMember(PyTypeObject *,\n                                               struct PyMemberDef *);\nPyAPI_FUNC(PyObject *) PyDescr_NewGetSet(PyTypeObject *,\n                                               struct PyGetSetDef *);\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(PyObject *) PyDescr_NewWrapper(PyTypeObject *,\n                                                struct wrapperbase *, void *);\n#define PyDescr_IsData(d) (Py_TYPE(d)->tp_descr_set != NULL)\n#endif\n\nPyAPI_FUNC(PyObject *) PyDictProxy_New(PyObject *);\nPyAPI_FUNC(PyObject *) PyWrapper_New(PyObject *, PyObject *);\n\n\nPyAPI_DATA(PyTypeObject) PyProperty_Type;\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_DESCROBJECT_H */\n\n"
  },
  {
    "path": "LView/external_includes/dictobject.h",
    "content": "#ifndef Py_DICTOBJECT_H\n#define Py_DICTOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* Dictionary object type -- mapping from hashable object to object */\n\n/* The distribution includes a separate file, Objects/dictnotes.txt,\n   describing explorations into dictionary design and optimization.\n   It covers typical dictionary use patterns, the parameters for\n   tuning dictionaries, and several ideas for possible optimizations.\n*/\n\nPyAPI_DATA(PyTypeObject) PyDict_Type;\n\n#define PyDict_Check(op) \\\n                 PyType_FastSubclass(Py_TYPE(op), Py_TPFLAGS_DICT_SUBCLASS)\n#define PyDict_CheckExact(op) Py_IS_TYPE(op, &PyDict_Type)\n\nPyAPI_FUNC(PyObject *) PyDict_New(void);\nPyAPI_FUNC(PyObject *) PyDict_GetItem(PyObject *mp, PyObject *key);\nPyAPI_FUNC(PyObject *) PyDict_GetItemWithError(PyObject *mp, PyObject *key);\nPyAPI_FUNC(int) PyDict_SetItem(PyObject *mp, PyObject *key, PyObject *item);\nPyAPI_FUNC(int) PyDict_DelItem(PyObject *mp, PyObject *key);\nPyAPI_FUNC(void) PyDict_Clear(PyObject *mp);\nPyAPI_FUNC(int) PyDict_Next(\n    PyObject *mp, Py_ssize_t *pos, PyObject **key, PyObject **value);\nPyAPI_FUNC(PyObject *) PyDict_Keys(PyObject *mp);\nPyAPI_FUNC(PyObject *) PyDict_Values(PyObject *mp);\nPyAPI_FUNC(PyObject *) PyDict_Items(PyObject *mp);\nPyAPI_FUNC(Py_ssize_t) PyDict_Size(PyObject *mp);\nPyAPI_FUNC(PyObject *) PyDict_Copy(PyObject *mp);\nPyAPI_FUNC(int) PyDict_Contains(PyObject *mp, PyObject *key);\n\n/* PyDict_Update(mp, other) is equivalent to PyDict_Merge(mp, other, 1). */\nPyAPI_FUNC(int) PyDict_Update(PyObject *mp, PyObject *other);\n\n/* PyDict_Merge updates/merges from a mapping object (an object that\n   supports PyMapping_Keys() and PyObject_GetItem()).  If override is true,\n   the last occurrence of a key wins, else the first.  The Python\n   dict.update(other) is equivalent to PyDict_Merge(dict, other, 1).\n*/\nPyAPI_FUNC(int) PyDict_Merge(PyObject *mp,\n                             PyObject *other,\n                             int override);\n\n/* PyDict_MergeFromSeq2 updates/merges from an iterable object producing\n   iterable objects of length 2.  If override is true, the last occurrence\n   of a key wins, else the first.  The Python dict constructor dict(seq2)\n   is equivalent to dict={}; PyDict_MergeFromSeq(dict, seq2, 1).\n*/\nPyAPI_FUNC(int) PyDict_MergeFromSeq2(PyObject *d,\n                                     PyObject *seq2,\n                                     int override);\n\nPyAPI_FUNC(PyObject *) PyDict_GetItemString(PyObject *dp, const char *key);\nPyAPI_FUNC(int) PyDict_SetItemString(PyObject *dp, const char *key, PyObject *item);\nPyAPI_FUNC(int) PyDict_DelItemString(PyObject *dp, const char *key);\n\n/* Dictionary (keys, values, items) views */\n\nPyAPI_DATA(PyTypeObject) PyDictKeys_Type;\nPyAPI_DATA(PyTypeObject) PyDictValues_Type;\nPyAPI_DATA(PyTypeObject) PyDictItems_Type;\n\n#define PyDictKeys_Check(op) PyObject_TypeCheck(op, &PyDictKeys_Type)\n#define PyDictValues_Check(op) PyObject_TypeCheck(op, &PyDictValues_Type)\n#define PyDictItems_Check(op) PyObject_TypeCheck(op, &PyDictItems_Type)\n/* This excludes Values, since they are not sets. */\n# define PyDictViewSet_Check(op) \\\n    (PyDictKeys_Check(op) || PyDictItems_Check(op))\n\n/* Dictionary (key, value, items) iterators */\n\nPyAPI_DATA(PyTypeObject) PyDictIterKey_Type;\nPyAPI_DATA(PyTypeObject) PyDictIterValue_Type;\nPyAPI_DATA(PyTypeObject) PyDictIterItem_Type;\n\nPyAPI_DATA(PyTypeObject) PyDictRevIterKey_Type;\nPyAPI_DATA(PyTypeObject) PyDictRevIterItem_Type;\nPyAPI_DATA(PyTypeObject) PyDictRevIterValue_Type;\n\n\n#ifndef Py_LIMITED_API\n#  define Py_CPYTHON_DICTOBJECT_H\n#  include  \"cpython/dictobject.h\"\n#  undef Py_CPYTHON_DICTOBJECT_H\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_DICTOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/dynamic_annotations.h",
    "content": "/* Copyright (c) 2008-2009, Google Inc.\n * All rights reserved.\n *\n * Redistribution and use in source and binary forms, with or without\n * modification, are permitted provided that the following conditions are\n * met:\n *\n *     * Redistributions of source code must retain the above copyright\n * notice, this list of conditions and the following disclaimer.\n *     * Neither the name of Google Inc. nor the names of its\n * contributors may be used to endorse or promote products derived from\n * this software without specific prior written permission.\n *\n * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n * \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n *\n * ---\n * Author: Kostya Serebryany\n * Copied to CPython by Jeffrey Yasskin, with all macros renamed to\n * start with _Py_ to avoid colliding with users embedding Python, and\n * with deprecated macros removed.\n */\n\n/* This file defines dynamic annotations for use with dynamic analysis\n   tool such as valgrind, PIN, etc.\n\n   Dynamic annotation is a source code annotation that affects\n   the generated code (that is, the annotation is not a comment).\n   Each such annotation is attached to a particular\n   instruction and/or to a particular object (address) in the program.\n\n   The annotations that should be used by users are macros in all upper-case\n   (e.g., _Py_ANNOTATE_NEW_MEMORY).\n\n   Actual implementation of these macros may differ depending on the\n   dynamic analysis tool being used.\n\n   See http://code.google.com/p/data-race-test/  for more information.\n\n   This file supports the following dynamic analysis tools:\n   - None (DYNAMIC_ANNOTATIONS_ENABLED is not defined or zero).\n      Macros are defined empty.\n   - ThreadSanitizer, Helgrind, DRD (DYNAMIC_ANNOTATIONS_ENABLED is 1).\n      Macros are defined as calls to non-inlinable empty functions\n      that are intercepted by Valgrind. */\n\n#ifndef __DYNAMIC_ANNOTATIONS_H__\n#define __DYNAMIC_ANNOTATIONS_H__\n\n#ifndef DYNAMIC_ANNOTATIONS_ENABLED\n# define DYNAMIC_ANNOTATIONS_ENABLED 0\n#endif\n\n#if DYNAMIC_ANNOTATIONS_ENABLED != 0\n\n  /* -------------------------------------------------------------\n     Annotations useful when implementing condition variables such as CondVar,\n     using conditional critical sections (Await/LockWhen) and when constructing\n     user-defined synchronization mechanisms.\n\n     The annotations _Py_ANNOTATE_HAPPENS_BEFORE() and\n     _Py_ANNOTATE_HAPPENS_AFTER() can be used to define happens-before arcs in\n     user-defined synchronization mechanisms: the race detector will infer an\n     arc from the former to the latter when they share the same argument\n     pointer.\n\n     Example 1 (reference counting):\n\n     void Unref() {\n       _Py_ANNOTATE_HAPPENS_BEFORE(&refcount_);\n       if (AtomicDecrementByOne(&refcount_) == 0) {\n         _Py_ANNOTATE_HAPPENS_AFTER(&refcount_);\n         delete this;\n       }\n     }\n\n     Example 2 (message queue):\n\n     void MyQueue::Put(Type *e) {\n       MutexLock lock(&mu_);\n       _Py_ANNOTATE_HAPPENS_BEFORE(e);\n       PutElementIntoMyQueue(e);\n     }\n\n     Type *MyQueue::Get() {\n       MutexLock lock(&mu_);\n       Type *e = GetElementFromMyQueue();\n       _Py_ANNOTATE_HAPPENS_AFTER(e);\n       return e;\n     }\n\n     Note: when possible, please use the existing reference counting and message\n     queue implementations instead of inventing new ones. */\n\n  /* Report that wait on the condition variable at address \"cv\" has succeeded\n     and the lock at address \"lock\" is held. */\n#define _Py_ANNOTATE_CONDVAR_LOCK_WAIT(cv, lock) \\\n    AnnotateCondVarWait(__FILE__, __LINE__, cv, lock)\n\n  /* Report that wait on the condition variable at \"cv\" has succeeded.  Variant\n     w/o lock. */\n#define _Py_ANNOTATE_CONDVAR_WAIT(cv) \\\n    AnnotateCondVarWait(__FILE__, __LINE__, cv, NULL)\n\n  /* Report that we are about to signal on the condition variable at address\n     \"cv\". */\n#define _Py_ANNOTATE_CONDVAR_SIGNAL(cv) \\\n    AnnotateCondVarSignal(__FILE__, __LINE__, cv)\n\n  /* Report that we are about to signal_all on the condition variable at \"cv\". */\n#define _Py_ANNOTATE_CONDVAR_SIGNAL_ALL(cv) \\\n    AnnotateCondVarSignalAll(__FILE__, __LINE__, cv)\n\n  /* Annotations for user-defined synchronization mechanisms. */\n#define _Py_ANNOTATE_HAPPENS_BEFORE(obj) _Py_ANNOTATE_CONDVAR_SIGNAL(obj)\n#define _Py_ANNOTATE_HAPPENS_AFTER(obj)  _Py_ANNOTATE_CONDVAR_WAIT(obj)\n\n  /* Report that the bytes in the range [pointer, pointer+size) are about\n     to be published safely. The race checker will create a happens-before\n     arc from the call _Py_ANNOTATE_PUBLISH_MEMORY_RANGE(pointer, size) to\n     subsequent accesses to this memory.\n     Note: this annotation may not work properly if the race detector uses\n     sampling, i.e. does not observe all memory accesses.\n     */\n#define _Py_ANNOTATE_PUBLISH_MEMORY_RANGE(pointer, size) \\\n    AnnotatePublishMemoryRange(__FILE__, __LINE__, pointer, size)\n\n  /* Instruct the tool to create a happens-before arc between mu->Unlock() and\n     mu->Lock(). This annotation may slow down the race detector and hide real\n     races. Normally it is used only when it would be difficult to annotate each\n     of the mutex's critical sections individually using the annotations above.\n     This annotation makes sense only for hybrid race detectors. For pure\n     happens-before detectors this is a no-op. For more details see\n     http://code.google.com/p/data-race-test/wiki/PureHappensBeforeVsHybrid . */\n#define _Py_ANNOTATE_PURE_HAPPENS_BEFORE_MUTEX(mu) \\\n    AnnotateMutexIsUsedAsCondVar(__FILE__, __LINE__, mu)\n\n  /* -------------------------------------------------------------\n     Annotations useful when defining memory allocators, or when memory that\n     was protected in one way starts to be protected in another. */\n\n  /* Report that a new memory at \"address\" of size \"size\" has been allocated.\n     This might be used when the memory has been retrieved from a free list and\n     is about to be reused, or when the locking discipline for a variable\n     changes. */\n#define _Py_ANNOTATE_NEW_MEMORY(address, size) \\\n    AnnotateNewMemory(__FILE__, __LINE__, address, size)\n\n  /* -------------------------------------------------------------\n     Annotations useful when defining FIFO queues that transfer data between\n     threads. */\n\n  /* Report that the producer-consumer queue (such as ProducerConsumerQueue) at\n     address \"pcq\" has been created.  The _Py_ANNOTATE_PCQ_* annotations should\n     be used only for FIFO queues.  For non-FIFO queues use\n     _Py_ANNOTATE_HAPPENS_BEFORE (for put) and _Py_ANNOTATE_HAPPENS_AFTER (for\n     get). */\n#define _Py_ANNOTATE_PCQ_CREATE(pcq) \\\n    AnnotatePCQCreate(__FILE__, __LINE__, pcq)\n\n  /* Report that the queue at address \"pcq\" is about to be destroyed. */\n#define _Py_ANNOTATE_PCQ_DESTROY(pcq) \\\n    AnnotatePCQDestroy(__FILE__, __LINE__, pcq)\n\n  /* Report that we are about to put an element into a FIFO queue at address\n     \"pcq\". */\n#define _Py_ANNOTATE_PCQ_PUT(pcq) \\\n    AnnotatePCQPut(__FILE__, __LINE__, pcq)\n\n  /* Report that we've just got an element from a FIFO queue at address \"pcq\". */\n#define _Py_ANNOTATE_PCQ_GET(pcq) \\\n    AnnotatePCQGet(__FILE__, __LINE__, pcq)\n\n  /* -------------------------------------------------------------\n     Annotations that suppress errors.  It is usually better to express the\n     program's synchronization using the other annotations, but these can\n     be used when all else fails. */\n\n  /* Report that we may have a benign race at \"pointer\", with size\n     \"sizeof(*(pointer))\". \"pointer\" must be a non-void* pointer.  Insert at the\n     point where \"pointer\" has been allocated, preferably close to the point\n     where the race happens.  See also _Py_ANNOTATE_BENIGN_RACE_STATIC. */\n#define _Py_ANNOTATE_BENIGN_RACE(pointer, description) \\\n    AnnotateBenignRaceSized(__FILE__, __LINE__, pointer, \\\n                            sizeof(*(pointer)), description)\n\n  /* Same as _Py_ANNOTATE_BENIGN_RACE(address, description), but applies to\n     the memory range [address, address+size). */\n#define _Py_ANNOTATE_BENIGN_RACE_SIZED(address, size, description) \\\n    AnnotateBenignRaceSized(__FILE__, __LINE__, address, size, description)\n\n  /* Request the analysis tool to ignore all reads in the current thread\n     until _Py_ANNOTATE_IGNORE_READS_END is called.\n     Useful to ignore intentional racey reads, while still checking\n     other reads and all writes.\n     See also _Py_ANNOTATE_UNPROTECTED_READ. */\n#define _Py_ANNOTATE_IGNORE_READS_BEGIN() \\\n    AnnotateIgnoreReadsBegin(__FILE__, __LINE__)\n\n  /* Stop ignoring reads. */\n#define _Py_ANNOTATE_IGNORE_READS_END() \\\n    AnnotateIgnoreReadsEnd(__FILE__, __LINE__)\n\n  /* Similar to _Py_ANNOTATE_IGNORE_READS_BEGIN, but ignore writes. */\n#define _Py_ANNOTATE_IGNORE_WRITES_BEGIN() \\\n    AnnotateIgnoreWritesBegin(__FILE__, __LINE__)\n\n  /* Stop ignoring writes. */\n#define _Py_ANNOTATE_IGNORE_WRITES_END() \\\n    AnnotateIgnoreWritesEnd(__FILE__, __LINE__)\n\n  /* Start ignoring all memory accesses (reads and writes). */\n#define _Py_ANNOTATE_IGNORE_READS_AND_WRITES_BEGIN() \\\n    do {\\\n      _Py_ANNOTATE_IGNORE_READS_BEGIN();\\\n      _Py_ANNOTATE_IGNORE_WRITES_BEGIN();\\\n    }while(0)\\\n\n  /* Stop ignoring all memory accesses. */\n#define _Py_ANNOTATE_IGNORE_READS_AND_WRITES_END() \\\n    do {\\\n      _Py_ANNOTATE_IGNORE_WRITES_END();\\\n      _Py_ANNOTATE_IGNORE_READS_END();\\\n    }while(0)\\\n\n  /* Similar to _Py_ANNOTATE_IGNORE_READS_BEGIN, but ignore synchronization events:\n     RWLOCK* and CONDVAR*. */\n#define _Py_ANNOTATE_IGNORE_SYNC_BEGIN() \\\n    AnnotateIgnoreSyncBegin(__FILE__, __LINE__)\n\n  /* Stop ignoring sync events. */\n#define _Py_ANNOTATE_IGNORE_SYNC_END() \\\n    AnnotateIgnoreSyncEnd(__FILE__, __LINE__)\n\n\n  /* Enable (enable!=0) or disable (enable==0) race detection for all threads.\n     This annotation could be useful if you want to skip expensive race analysis\n     during some period of program execution, e.g. during initialization. */\n#define _Py_ANNOTATE_ENABLE_RACE_DETECTION(enable) \\\n    AnnotateEnableRaceDetection(__FILE__, __LINE__, enable)\n\n  /* -------------------------------------------------------------\n     Annotations useful for debugging. */\n\n  /* Request to trace every access to \"address\". */\n#define _Py_ANNOTATE_TRACE_MEMORY(address) \\\n    AnnotateTraceMemory(__FILE__, __LINE__, address)\n\n  /* Report the current thread name to a race detector. */\n#define _Py_ANNOTATE_THREAD_NAME(name) \\\n    AnnotateThreadName(__FILE__, __LINE__, name)\n\n  /* -------------------------------------------------------------\n     Annotations useful when implementing locks.  They are not\n     normally needed by modules that merely use locks.\n     The \"lock\" argument is a pointer to the lock object. */\n\n  /* Report that a lock has been created at address \"lock\". */\n#define _Py_ANNOTATE_RWLOCK_CREATE(lock) \\\n    AnnotateRWLockCreate(__FILE__, __LINE__, lock)\n\n  /* Report that the lock at address \"lock\" is about to be destroyed. */\n#define _Py_ANNOTATE_RWLOCK_DESTROY(lock) \\\n    AnnotateRWLockDestroy(__FILE__, __LINE__, lock)\n\n  /* Report that the lock at address \"lock\" has been acquired.\n     is_w=1 for writer lock, is_w=0 for reader lock. */\n#define _Py_ANNOTATE_RWLOCK_ACQUIRED(lock, is_w) \\\n    AnnotateRWLockAcquired(__FILE__, __LINE__, lock, is_w)\n\n  /* Report that the lock at address \"lock\" is about to be released. */\n#define _Py_ANNOTATE_RWLOCK_RELEASED(lock, is_w) \\\n    AnnotateRWLockReleased(__FILE__, __LINE__, lock, is_w)\n\n  /* -------------------------------------------------------------\n     Annotations useful when implementing barriers.  They are not\n     normally needed by modules that merely use barriers.\n     The \"barrier\" argument is a pointer to the barrier object. */\n\n  /* Report that the \"barrier\" has been initialized with initial \"count\".\n   If 'reinitialization_allowed' is true, initialization is allowed to happen\n   multiple times w/o calling barrier_destroy() */\n#define _Py_ANNOTATE_BARRIER_INIT(barrier, count, reinitialization_allowed) \\\n    AnnotateBarrierInit(__FILE__, __LINE__, barrier, count, \\\n                        reinitialization_allowed)\n\n  /* Report that we are about to enter barrier_wait(\"barrier\"). */\n#define _Py_ANNOTATE_BARRIER_WAIT_BEFORE(barrier) \\\n    AnnotateBarrierWaitBefore(__FILE__, __LINE__, barrier)\n\n  /* Report that we just exited barrier_wait(\"barrier\"). */\n#define _Py_ANNOTATE_BARRIER_WAIT_AFTER(barrier) \\\n    AnnotateBarrierWaitAfter(__FILE__, __LINE__, barrier)\n\n  /* Report that the \"barrier\" has been destroyed. */\n#define _Py_ANNOTATE_BARRIER_DESTROY(barrier) \\\n    AnnotateBarrierDestroy(__FILE__, __LINE__, barrier)\n\n  /* -------------------------------------------------------------\n     Annotations useful for testing race detectors. */\n\n  /* Report that we expect a race on the variable at \"address\".\n     Use only in unit tests for a race detector. */\n#define _Py_ANNOTATE_EXPECT_RACE(address, description) \\\n    AnnotateExpectRace(__FILE__, __LINE__, address, description)\n\n  /* A no-op. Insert where you like to test the interceptors. */\n#define _Py_ANNOTATE_NO_OP(arg) \\\n    AnnotateNoOp(__FILE__, __LINE__, arg)\n\n  /* Force the race detector to flush its state. The actual effect depends on\n   * the implementation of the detector. */\n#define _Py_ANNOTATE_FLUSH_STATE() \\\n    AnnotateFlushState(__FILE__, __LINE__)\n\n\n#else  /* DYNAMIC_ANNOTATIONS_ENABLED == 0 */\n\n#define _Py_ANNOTATE_RWLOCK_CREATE(lock) /* empty */\n#define _Py_ANNOTATE_RWLOCK_DESTROY(lock) /* empty */\n#define _Py_ANNOTATE_RWLOCK_ACQUIRED(lock, is_w) /* empty */\n#define _Py_ANNOTATE_RWLOCK_RELEASED(lock, is_w) /* empty */\n#define _Py_ANNOTATE_BARRIER_INIT(barrier, count, reinitialization_allowed) /* */\n#define _Py_ANNOTATE_BARRIER_WAIT_BEFORE(barrier) /* empty */\n#define _Py_ANNOTATE_BARRIER_WAIT_AFTER(barrier) /* empty */\n#define _Py_ANNOTATE_BARRIER_DESTROY(barrier) /* empty */\n#define _Py_ANNOTATE_CONDVAR_LOCK_WAIT(cv, lock) /* empty */\n#define _Py_ANNOTATE_CONDVAR_WAIT(cv) /* empty */\n#define _Py_ANNOTATE_CONDVAR_SIGNAL(cv) /* empty */\n#define _Py_ANNOTATE_CONDVAR_SIGNAL_ALL(cv) /* empty */\n#define _Py_ANNOTATE_HAPPENS_BEFORE(obj) /* empty */\n#define _Py_ANNOTATE_HAPPENS_AFTER(obj) /* empty */\n#define _Py_ANNOTATE_PUBLISH_MEMORY_RANGE(address, size) /* empty */\n#define _Py_ANNOTATE_UNPUBLISH_MEMORY_RANGE(address, size)  /* empty */\n#define _Py_ANNOTATE_SWAP_MEMORY_RANGE(address, size)  /* empty */\n#define _Py_ANNOTATE_PCQ_CREATE(pcq) /* empty */\n#define _Py_ANNOTATE_PCQ_DESTROY(pcq) /* empty */\n#define _Py_ANNOTATE_PCQ_PUT(pcq) /* empty */\n#define _Py_ANNOTATE_PCQ_GET(pcq) /* empty */\n#define _Py_ANNOTATE_NEW_MEMORY(address, size) /* empty */\n#define _Py_ANNOTATE_EXPECT_RACE(address, description) /* empty */\n#define _Py_ANNOTATE_BENIGN_RACE(address, description) /* empty */\n#define _Py_ANNOTATE_BENIGN_RACE_SIZED(address, size, description) /* empty */\n#define _Py_ANNOTATE_PURE_HAPPENS_BEFORE_MUTEX(mu) /* empty */\n#define _Py_ANNOTATE_MUTEX_IS_USED_AS_CONDVAR(mu) /* empty */\n#define _Py_ANNOTATE_TRACE_MEMORY(arg) /* empty */\n#define _Py_ANNOTATE_THREAD_NAME(name) /* empty */\n#define _Py_ANNOTATE_IGNORE_READS_BEGIN() /* empty */\n#define _Py_ANNOTATE_IGNORE_READS_END() /* empty */\n#define _Py_ANNOTATE_IGNORE_WRITES_BEGIN() /* empty */\n#define _Py_ANNOTATE_IGNORE_WRITES_END() /* empty */\n#define _Py_ANNOTATE_IGNORE_READS_AND_WRITES_BEGIN() /* empty */\n#define _Py_ANNOTATE_IGNORE_READS_AND_WRITES_END() /* empty */\n#define _Py_ANNOTATE_IGNORE_SYNC_BEGIN() /* empty */\n#define _Py_ANNOTATE_IGNORE_SYNC_END() /* empty */\n#define _Py_ANNOTATE_ENABLE_RACE_DETECTION(enable) /* empty */\n#define _Py_ANNOTATE_NO_OP(arg) /* empty */\n#define _Py_ANNOTATE_FLUSH_STATE() /* empty */\n\n#endif  /* DYNAMIC_ANNOTATIONS_ENABLED */\n\n/* Use the macros above rather than using these functions directly. */\n#ifdef __cplusplus\nextern \"C\" {\n#endif\nvoid AnnotateRWLockCreate(const char *file, int line,\n                          const volatile void *lock);\nvoid AnnotateRWLockDestroy(const char *file, int line,\n                           const volatile void *lock);\nvoid AnnotateRWLockAcquired(const char *file, int line,\n                            const volatile void *lock, long is_w);\nvoid AnnotateRWLockReleased(const char *file, int line,\n                            const volatile void *lock, long is_w);\nvoid AnnotateBarrierInit(const char *file, int line,\n                         const volatile void *barrier, long count,\n                         long reinitialization_allowed);\nvoid AnnotateBarrierWaitBefore(const char *file, int line,\n                               const volatile void *barrier);\nvoid AnnotateBarrierWaitAfter(const char *file, int line,\n                              const volatile void *barrier);\nvoid AnnotateBarrierDestroy(const char *file, int line,\n                            const volatile void *barrier);\nvoid AnnotateCondVarWait(const char *file, int line,\n                         const volatile void *cv,\n                         const volatile void *lock);\nvoid AnnotateCondVarSignal(const char *file, int line,\n                           const volatile void *cv);\nvoid AnnotateCondVarSignalAll(const char *file, int line,\n                              const volatile void *cv);\nvoid AnnotatePublishMemoryRange(const char *file, int line,\n                                const volatile void *address,\n                                long size);\nvoid AnnotateUnpublishMemoryRange(const char *file, int line,\n                                  const volatile void *address,\n                                  long size);\nvoid AnnotatePCQCreate(const char *file, int line,\n                       const volatile void *pcq);\nvoid AnnotatePCQDestroy(const char *file, int line,\n                        const volatile void *pcq);\nvoid AnnotatePCQPut(const char *file, int line,\n                    const volatile void *pcq);\nvoid AnnotatePCQGet(const char *file, int line,\n                    const volatile void *pcq);\nvoid AnnotateNewMemory(const char *file, int line,\n                       const volatile void *address,\n                       long size);\nvoid AnnotateExpectRace(const char *file, int line,\n                        const volatile void *address,\n                        const char *description);\nvoid AnnotateBenignRace(const char *file, int line,\n                        const volatile void *address,\n                        const char *description);\nvoid AnnotateBenignRaceSized(const char *file, int line,\n                        const volatile void *address,\n                        long size,\n                        const char *description);\nvoid AnnotateMutexIsUsedAsCondVar(const char *file, int line,\n                                  const volatile void *mu);\nvoid AnnotateTraceMemory(const char *file, int line,\n                         const volatile void *arg);\nvoid AnnotateThreadName(const char *file, int line,\n                        const char *name);\nvoid AnnotateIgnoreReadsBegin(const char *file, int line);\nvoid AnnotateIgnoreReadsEnd(const char *file, int line);\nvoid AnnotateIgnoreWritesBegin(const char *file, int line);\nvoid AnnotateIgnoreWritesEnd(const char *file, int line);\nvoid AnnotateEnableRaceDetection(const char *file, int line, int enable);\nvoid AnnotateNoOp(const char *file, int line,\n                  const volatile void *arg);\nvoid AnnotateFlushState(const char *file, int line);\n\n/* Return non-zero value if running under valgrind.\n\n  If \"valgrind.h\" is included into dynamic_annotations.c,\n  the regular valgrind mechanism will be used.\n  See http://valgrind.org/docs/manual/manual-core-adv.html about\n  RUNNING_ON_VALGRIND and other valgrind \"client requests\".\n  The file \"valgrind.h\" may be obtained by doing\n     svn co svn://svn.valgrind.org/valgrind/trunk/include\n\n  If for some reason you can't use \"valgrind.h\" or want to fake valgrind,\n  there are two ways to make this function return non-zero:\n    - Use environment variable: export RUNNING_ON_VALGRIND=1\n    - Make your tool intercept the function RunningOnValgrind() and\n      change its return value.\n */\nint RunningOnValgrind(void);\n\n#ifdef __cplusplus\n}\n#endif\n\n#if DYNAMIC_ANNOTATIONS_ENABLED != 0 && defined(__cplusplus)\n\n  /* _Py_ANNOTATE_UNPROTECTED_READ is the preferred way to annotate racey reads.\n\n     Instead of doing\n        _Py_ANNOTATE_IGNORE_READS_BEGIN();\n        ... = x;\n        _Py_ANNOTATE_IGNORE_READS_END();\n     one can use\n        ... = _Py_ANNOTATE_UNPROTECTED_READ(x); */\n  template <class T>\n  inline T _Py_ANNOTATE_UNPROTECTED_READ(const volatile T &x) {\n    _Py_ANNOTATE_IGNORE_READS_BEGIN();\n    T res = x;\n    _Py_ANNOTATE_IGNORE_READS_END();\n    return res;\n  }\n  /* Apply _Py_ANNOTATE_BENIGN_RACE_SIZED to a static variable. */\n#define _Py_ANNOTATE_BENIGN_RACE_STATIC(static_var, description)        \\\n    namespace {                                                       \\\n      class static_var ## _annotator {                                \\\n       public:                                                        \\\n        static_var ## _annotator() {                                  \\\n          _Py_ANNOTATE_BENIGN_RACE_SIZED(&static_var,                     \\\n                                      sizeof(static_var),             \\\n            # static_var \": \" description);                           \\\n        }                                                             \\\n      };                                                              \\\n      static static_var ## _annotator the ## static_var ## _annotator;\\\n    }\n#else /* DYNAMIC_ANNOTATIONS_ENABLED == 0 */\n\n#define _Py_ANNOTATE_UNPROTECTED_READ(x) (x)\n#define _Py_ANNOTATE_BENIGN_RACE_STATIC(static_var, description)  /* empty */\n\n#endif /* DYNAMIC_ANNOTATIONS_ENABLED */\n\n#endif  /* __DYNAMIC_ANNOTATIONS_H__ */\n"
  },
  {
    "path": "LView/external_includes/enumobject.h",
    "content": "#ifndef Py_ENUMOBJECT_H\n#define Py_ENUMOBJECT_H\n\n/* Enumerate Object */\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\nPyAPI_DATA(PyTypeObject) PyEnum_Type;\nPyAPI_DATA(PyTypeObject) PyReversed_Type;\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif /* !Py_ENUMOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/errcode.h",
    "content": "#ifndef Py_ERRCODE_H\n#define Py_ERRCODE_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n\n/* Error codes passed around between file input, tokenizer, parser and\n   interpreter.  This is necessary so we can turn them into Python\n   exceptions at a higher level.  Note that some errors have a\n   slightly different meaning when passed from the tokenizer to the\n   parser than when passed from the parser to the interpreter; e.g.\n   the parser only returns E_EOF when it hits EOF immediately, and it\n   never returns E_OK. */\n\n#define E_OK            10      /* No error */\n#define E_EOF           11      /* End Of File */\n#define E_INTR          12      /* Interrupted */\n#define E_TOKEN         13      /* Bad token */\n#define E_SYNTAX        14      /* Syntax error */\n#define E_NOMEM         15      /* Ran out of memory */\n#define E_DONE          16      /* Parsing complete */\n#define E_ERROR         17      /* Execution error */\n#define E_TABSPACE      18      /* Inconsistent mixing of tabs and spaces */\n#define E_OVERFLOW      19      /* Node had too many children */\n#define E_TOODEEP       20      /* Too many indentation levels */\n#define E_DEDENT        21      /* No matching outer block for dedent */\n#define E_DECODE        22      /* Error in decoding into Unicode */\n#define E_EOFS          23      /* EOF in triple-quoted string */\n#define E_EOLS          24      /* EOL in single-quoted string */\n#define E_LINECONT      25      /* Unexpected characters after a line continuation */\n#define E_BADSINGLE     27      /* Ill-formed single statement input */\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_ERRCODE_H */\n"
  },
  {
    "path": "LView/external_includes/eval.h",
    "content": "\n/* Interface to execute compiled code */\n\n#ifndef Py_EVAL_H\n#define Py_EVAL_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\nPyAPI_FUNC(PyObject *) PyEval_EvalCode(PyObject *, PyObject *, PyObject *);\n\nPyAPI_FUNC(PyObject *) PyEval_EvalCodeEx(PyObject *co,\n                                         PyObject *globals,\n                                         PyObject *locals,\n                                         PyObject *const *args, int argc,\n                                         PyObject *const *kwds, int kwdc,\n                                         PyObject *const *defs, int defc,\n                                         PyObject *kwdefs, PyObject *closure);\n\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(PyObject *) _PyEval_EvalCodeWithName(\n    PyObject *co,\n    PyObject *globals, PyObject *locals,\n    PyObject *const *args, Py_ssize_t argcount,\n    PyObject *const *kwnames, PyObject *const *kwargs,\n    Py_ssize_t kwcount, int kwstep,\n    PyObject *const *defs, Py_ssize_t defcount,\n    PyObject *kwdefs, PyObject *closure,\n    PyObject *name, PyObject *qualname);\n\nPyAPI_FUNC(PyObject *) _PyEval_CallTracing(PyObject *func, PyObject *args);\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_EVAL_H */\n"
  },
  {
    "path": "LView/external_includes/exports.h",
    "content": "#ifndef Py_EXPORTS_H\n#define Py_EXPORTS_H\n\n#if defined(_WIN32) || defined(__CYGWIN__)\n    #define Py_IMPORTED_SYMBOL __declspec(dllimport)\n    #define Py_EXPORTED_SYMBOL __declspec(dllexport)\n    #define Py_LOCAL_SYMBOL\n#else\n/*\n * If we only ever used gcc >= 5, we could use __has_attribute(visibility)\n * as a cross-platform way to determine if visibility is supported. However,\n * we may still need to support gcc >= 4, as some Ubuntu LTS and Centos versions\n * have 4 < gcc < 5.\n */\n    #ifndef __has_attribute\n      #define __has_attribute(x) 0  // Compatibility with non-clang compilers.\n    #endif\n    #if (defined(__GNUC__) && (__GNUC__ >= 4)) ||\\\n        (defined(__clang__) && __has_attribute(visibility))\n        #define Py_IMPORTED_SYMBOL __attribute__ ((visibility (\"default\")))\n        #define Py_EXPORTED_SYMBOL __attribute__ ((visibility (\"default\")))\n        #define Py_LOCAL_SYMBOL  __attribute__ ((visibility (\"hidden\")))\n    #else\n        #define Py_IMPORTED_SYMBOL\n        #define Py_EXPORTED_SYMBOL\n        #define Py_LOCAL_SYMBOL\n    #endif\n#endif\n\n#endif /* Py_EXPORTS_H */\n"
  },
  {
    "path": "LView/external_includes/fileobject.h",
    "content": "/* File object interface (what's left of it -- see io.py) */\n\n#ifndef Py_FILEOBJECT_H\n#define Py_FILEOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#define PY_STDIOTEXTMODE \"b\"\n\nPyAPI_FUNC(PyObject *) PyFile_FromFd(int, const char *, const char *, int,\n                                     const char *, const char *,\n                                     const char *, int);\nPyAPI_FUNC(PyObject *) PyFile_GetLine(PyObject *, int);\nPyAPI_FUNC(int) PyFile_WriteObject(PyObject *, PyObject *, int);\nPyAPI_FUNC(int) PyFile_WriteString(const char *, PyObject *);\nPyAPI_FUNC(int) PyObject_AsFileDescriptor(PyObject *);\n\n/* The default encoding used by the platform file system APIs\n   If non-NULL, this is different than the default encoding for strings\n*/\nPyAPI_DATA(const char *) Py_FileSystemDefaultEncoding;\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03060000\nPyAPI_DATA(const char *) Py_FileSystemDefaultEncodeErrors;\n#endif\nPyAPI_DATA(int) Py_HasFileSystemDefaultEncoding;\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03070000\nPyAPI_DATA(int) Py_UTF8Mode;\n#endif\n\n/* A routine to check if a file descriptor can be select()-ed. */\n#ifdef _MSC_VER\n    /* On Windows, any socket fd can be select()-ed, no matter how high */\n    #define _PyIsSelectable_fd(FD) (1)\n#else\n    #define _PyIsSelectable_fd(FD) ((unsigned int)(FD) < (unsigned int)FD_SETSIZE)\n#endif\n\n#ifndef Py_LIMITED_API\n#  define Py_CPYTHON_FILEOBJECT_H\n#  include  \"cpython/fileobject.h\"\n#  undef Py_CPYTHON_FILEOBJECT_H\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_FILEOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/fileutils.h",
    "content": "#ifndef Py_FILEUTILS_H\n#define Py_FILEUTILS_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03050000\nPyAPI_FUNC(wchar_t *) Py_DecodeLocale(\n    const char *arg,\n    size_t *size);\n\nPyAPI_FUNC(char*) Py_EncodeLocale(\n    const wchar_t *text,\n    size_t *error_pos);\n\nPyAPI_FUNC(char*) _Py_EncodeLocaleRaw(\n    const wchar_t *text,\n    size_t *error_pos);\n#endif\n\n#ifndef Py_LIMITED_API\n#  define Py_CPYTHON_FILEUTILS_H\n#  include  \"cpython/fileutils.h\"\n#  undef Py_CPYTHON_FILEUTILS_H\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_FILEUTILS_H */\n"
  },
  {
    "path": "LView/external_includes/floatobject.h",
    "content": "\n/* Float object interface */\n\n/*\nPyFloatObject represents a (double precision) floating point number.\n*/\n\n#ifndef Py_FLOATOBJECT_H\n#define Py_FLOATOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_LIMITED_API\ntypedef struct {\n    PyObject_HEAD\n    double ob_fval;\n} PyFloatObject;\n#endif\n\nPyAPI_DATA(PyTypeObject) PyFloat_Type;\n\n#define PyFloat_Check(op) PyObject_TypeCheck(op, &PyFloat_Type)\n#define PyFloat_CheckExact(op) Py_IS_TYPE(op, &PyFloat_Type)\n\n#ifdef Py_NAN\n#define Py_RETURN_NAN return PyFloat_FromDouble(Py_NAN)\n#endif\n\n#define Py_RETURN_INF(sign) do                     \\\n    if (copysign(1., sign) == 1.) {                \\\n        return PyFloat_FromDouble(Py_HUGE_VAL);    \\\n    } else {                        \\\n        return PyFloat_FromDouble(-Py_HUGE_VAL);   \\\n    } while(0)\n\nPyAPI_FUNC(double) PyFloat_GetMax(void);\nPyAPI_FUNC(double) PyFloat_GetMin(void);\nPyAPI_FUNC(PyObject *) PyFloat_GetInfo(void);\n\n/* Return Python float from string PyObject. */\nPyAPI_FUNC(PyObject *) PyFloat_FromString(PyObject*);\n\n/* Return Python float from C double. */\nPyAPI_FUNC(PyObject *) PyFloat_FromDouble(double);\n\n/* Extract C double from Python float.  The macro version trades safety for\n   speed. */\nPyAPI_FUNC(double) PyFloat_AsDouble(PyObject *);\n#ifndef Py_LIMITED_API\n#define PyFloat_AS_DOUBLE(op) (((PyFloatObject *)(op))->ob_fval)\n#endif\n\n#ifndef Py_LIMITED_API\n/* _PyFloat_{Pack,Unpack}{4,8}\n *\n * The struct and pickle (at least) modules need an efficient platform-\n * independent way to store floating-point values as byte strings.\n * The Pack routines produce a string from a C double, and the Unpack\n * routines produce a C double from such a string.  The suffix (4 or 8)\n * specifies the number of bytes in the string.\n *\n * On platforms that appear to use (see _PyFloat_Init()) IEEE-754 formats\n * these functions work by copying bits.  On other platforms, the formats the\n * 4- byte format is identical to the IEEE-754 single precision format, and\n * the 8-byte format to the IEEE-754 double precision format, although the\n * packing of INFs and NaNs (if such things exist on the platform) isn't\n * handled correctly, and attempting to unpack a string containing an IEEE\n * INF or NaN will raise an exception.\n *\n * On non-IEEE platforms with more precision, or larger dynamic range, than\n * 754 supports, not all values can be packed; on non-IEEE platforms with less\n * precision, or smaller dynamic range, not all values can be unpacked.  What\n * happens in such cases is partly accidental (alas).\n */\n\n/* The pack routines write 2, 4 or 8 bytes, starting at p.  le is a bool\n * argument, true if you want the string in little-endian format (exponent\n * last, at p+1, p+3 or p+7), false if you want big-endian format (exponent\n * first, at p).\n * Return value:  0 if all is OK, -1 if error (and an exception is\n * set, most likely OverflowError).\n * There are two problems on non-IEEE platforms:\n * 1):  What this does is undefined if x is a NaN or infinity.\n * 2):  -0.0 and +0.0 produce the same string.\n */\nPyAPI_FUNC(int) _PyFloat_Pack2(double x, unsigned char *p, int le);\nPyAPI_FUNC(int) _PyFloat_Pack4(double x, unsigned char *p, int le);\nPyAPI_FUNC(int) _PyFloat_Pack8(double x, unsigned char *p, int le);\n\n/* The unpack routines read 2, 4 or 8 bytes, starting at p.  le is a bool\n * argument, true if the string is in little-endian format (exponent\n * last, at p+1, p+3 or p+7), false if big-endian (exponent first, at p).\n * Return value:  The unpacked double.  On error, this is -1.0 and\n * PyErr_Occurred() is true (and an exception is set, most likely\n * OverflowError).  Note that on a non-IEEE platform this will refuse\n * to unpack a string that represents a NaN or infinity.\n */\nPyAPI_FUNC(double) _PyFloat_Unpack2(const unsigned char *p, int le);\nPyAPI_FUNC(double) _PyFloat_Unpack4(const unsigned char *p, int le);\nPyAPI_FUNC(double) _PyFloat_Unpack8(const unsigned char *p, int le);\n\nPyAPI_FUNC(void) _PyFloat_DebugMallocStats(FILE* out);\n\n/* Format the object based on the format_spec, as defined in PEP 3101\n   (Advanced String Formatting). */\nPyAPI_FUNC(int) _PyFloat_FormatAdvancedWriter(\n    _PyUnicodeWriter *writer,\n    PyObject *obj,\n    PyObject *format_spec,\n    Py_ssize_t start,\n    Py_ssize_t end);\n#endif /* Py_LIMITED_API */\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_FLOATOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/frameobject.h",
    "content": "/* Frame object interface */\n\n#ifndef Py_FRAMEOBJECT_H\n#define Py_FRAMEOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#include \"pyframe.h\"\n\n#ifndef Py_LIMITED_API\n#  define Py_CPYTHON_FRAMEOBJECT_H\n#  include  \"cpython/frameobject.h\"\n#  undef Py_CPYTHON_FRAMEOBJECT_H\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_FRAMEOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/funcobject.h",
    "content": "\n/* Function object interface */\n#ifndef Py_LIMITED_API\n#ifndef Py_FUNCOBJECT_H\n#define Py_FUNCOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* Function objects and code objects should not be confused with each other:\n *\n * Function objects are created by the execution of the 'def' statement.\n * They reference a code object in their __code__ attribute, which is a\n * purely syntactic object, i.e. nothing more than a compiled version of some\n * source code lines.  There is one code object per source code \"fragment\",\n * but each code object can be referenced by zero or many function objects\n * depending only on how many times the 'def' statement in the source was\n * executed so far.\n */\n\ntypedef struct {\n    PyObject_HEAD\n    PyObject *func_code;        /* A code object, the __code__ attribute */\n    PyObject *func_globals;     /* A dictionary (other mappings won't do) */\n    PyObject *func_defaults;    /* NULL or a tuple */\n    PyObject *func_kwdefaults;  /* NULL or a dict */\n    PyObject *func_closure;     /* NULL or a tuple of cell objects */\n    PyObject *func_doc;         /* The __doc__ attribute, can be anything */\n    PyObject *func_name;        /* The __name__ attribute, a string object */\n    PyObject *func_dict;        /* The __dict__ attribute, a dict or NULL */\n    PyObject *func_weakreflist; /* List of weak references */\n    PyObject *func_module;      /* The __module__ attribute, can be anything */\n    PyObject *func_annotations; /* Annotations, a dict or NULL */\n    PyObject *func_qualname;    /* The qualified name */\n    vectorcallfunc vectorcall;\n\n    /* Invariant:\n     *     func_closure contains the bindings for func_code->co_freevars, so\n     *     PyTuple_Size(func_closure) == PyCode_GetNumFree(func_code)\n     *     (func_closure may be NULL if PyCode_GetNumFree(func_code) == 0).\n     */\n} PyFunctionObject;\n\nPyAPI_DATA(PyTypeObject) PyFunction_Type;\n\n#define PyFunction_Check(op) Py_IS_TYPE(op, &PyFunction_Type)\n\nPyAPI_FUNC(PyObject *) PyFunction_New(PyObject *, PyObject *);\nPyAPI_FUNC(PyObject *) PyFunction_NewWithQualName(PyObject *, PyObject *, PyObject *);\nPyAPI_FUNC(PyObject *) PyFunction_GetCode(PyObject *);\nPyAPI_FUNC(PyObject *) PyFunction_GetGlobals(PyObject *);\nPyAPI_FUNC(PyObject *) PyFunction_GetModule(PyObject *);\nPyAPI_FUNC(PyObject *) PyFunction_GetDefaults(PyObject *);\nPyAPI_FUNC(int) PyFunction_SetDefaults(PyObject *, PyObject *);\nPyAPI_FUNC(PyObject *) PyFunction_GetKwDefaults(PyObject *);\nPyAPI_FUNC(int) PyFunction_SetKwDefaults(PyObject *, PyObject *);\nPyAPI_FUNC(PyObject *) PyFunction_GetClosure(PyObject *);\nPyAPI_FUNC(int) PyFunction_SetClosure(PyObject *, PyObject *);\nPyAPI_FUNC(PyObject *) PyFunction_GetAnnotations(PyObject *);\nPyAPI_FUNC(int) PyFunction_SetAnnotations(PyObject *, PyObject *);\n\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(PyObject *) _PyFunction_Vectorcall(\n    PyObject *func,\n    PyObject *const *stack,\n    size_t nargsf,\n    PyObject *kwnames);\n#endif\n\n/* Macros for direct access to these values. Type checks are *not*\n   done, so use with care. */\n#define PyFunction_GET_CODE(func) \\\n        (((PyFunctionObject *)func) -> func_code)\n#define PyFunction_GET_GLOBALS(func) \\\n        (((PyFunctionObject *)func) -> func_globals)\n#define PyFunction_GET_MODULE(func) \\\n        (((PyFunctionObject *)func) -> func_module)\n#define PyFunction_GET_DEFAULTS(func) \\\n        (((PyFunctionObject *)func) -> func_defaults)\n#define PyFunction_GET_KW_DEFAULTS(func) \\\n        (((PyFunctionObject *)func) -> func_kwdefaults)\n#define PyFunction_GET_CLOSURE(func) \\\n        (((PyFunctionObject *)func) -> func_closure)\n#define PyFunction_GET_ANNOTATIONS(func) \\\n        (((PyFunctionObject *)func) -> func_annotations)\n\n/* The classmethod and staticmethod types lives here, too */\nPyAPI_DATA(PyTypeObject) PyClassMethod_Type;\nPyAPI_DATA(PyTypeObject) PyStaticMethod_Type;\n\nPyAPI_FUNC(PyObject *) PyClassMethod_New(PyObject *);\nPyAPI_FUNC(PyObject *) PyStaticMethod_New(PyObject *);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_FUNCOBJECT_H */\n#endif /* Py_LIMITED_API */\n"
  },
  {
    "path": "LView/external_includes/genericaliasobject.h",
    "content": "// Implementation of PEP 585: support list[int] etc.\n#ifndef Py_GENERICALIASOBJECT_H\n#define Py_GENERICALIASOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\nPyAPI_FUNC(PyObject *) Py_GenericAlias(PyObject *, PyObject *);\nPyAPI_DATA(PyTypeObject) Py_GenericAliasType;\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_GENERICALIASOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/genobject.h",
    "content": "\n/* Generator object interface */\n\n#ifndef Py_LIMITED_API\n#ifndef Py_GENOBJECT_H\n#define Py_GENOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#include \"pystate.h\"   /* _PyErr_StackItem */\n\n/* _PyGenObject_HEAD defines the initial segment of generator\n   and coroutine objects. */\n#define _PyGenObject_HEAD(prefix)                                           \\\n    PyObject_HEAD                                                           \\\n    /* Note: gi_frame can be NULL if the generator is \"finished\" */         \\\n    PyFrameObject *prefix##_frame;                                          \\\n    /* True if generator is being executed. */                              \\\n    char prefix##_running;                                                  \\\n    /* The code object backing the generator */                             \\\n    PyObject *prefix##_code;                                                \\\n    /* List of weak reference. */                                           \\\n    PyObject *prefix##_weakreflist;                                         \\\n    /* Name of the generator. */                                            \\\n    PyObject *prefix##_name;                                                \\\n    /* Qualified name of the generator. */                                  \\\n    PyObject *prefix##_qualname;                                            \\\n    _PyErr_StackItem prefix##_exc_state;\n\ntypedef struct {\n    /* The gi_ prefix is intended to remind of generator-iterator. */\n    _PyGenObject_HEAD(gi)\n} PyGenObject;\n\nPyAPI_DATA(PyTypeObject) PyGen_Type;\n\n#define PyGen_Check(op) PyObject_TypeCheck(op, &PyGen_Type)\n#define PyGen_CheckExact(op) Py_IS_TYPE(op, &PyGen_Type)\n\nPyAPI_FUNC(PyObject *) PyGen_New(PyFrameObject *);\nPyAPI_FUNC(PyObject *) PyGen_NewWithQualName(PyFrameObject *,\n    PyObject *name, PyObject *qualname);\nPyAPI_FUNC(int) _PyGen_SetStopIterationValue(PyObject *);\nPyAPI_FUNC(int) _PyGen_FetchStopIterationValue(PyObject **);\nPyAPI_FUNC(PyObject *) _PyGen_Send(PyGenObject *, PyObject *);\nPyObject *_PyGen_yf(PyGenObject *);\nPyAPI_FUNC(void) _PyGen_Finalize(PyObject *self);\n\n#ifndef Py_LIMITED_API\ntypedef struct {\n    _PyGenObject_HEAD(cr)\n    PyObject *cr_origin;\n} PyCoroObject;\n\nPyAPI_DATA(PyTypeObject) PyCoro_Type;\nPyAPI_DATA(PyTypeObject) _PyCoroWrapper_Type;\n\n#define PyCoro_CheckExact(op) Py_IS_TYPE(op, &PyCoro_Type)\nPyObject *_PyCoro_GetAwaitableIter(PyObject *o);\nPyAPI_FUNC(PyObject *) PyCoro_New(PyFrameObject *,\n    PyObject *name, PyObject *qualname);\n\n/* Asynchronous Generators */\n\ntypedef struct {\n    _PyGenObject_HEAD(ag)\n    PyObject *ag_finalizer;\n\n    /* Flag is set to 1 when hooks set up by sys.set_asyncgen_hooks\n       were called on the generator, to avoid calling them more\n       than once. */\n    int ag_hooks_inited;\n\n    /* Flag is set to 1 when aclose() is called for the first time, or\n       when a StopAsyncIteration exception is raised. */\n    int ag_closed;\n\n    int ag_running_async;\n} PyAsyncGenObject;\n\nPyAPI_DATA(PyTypeObject) PyAsyncGen_Type;\nPyAPI_DATA(PyTypeObject) _PyAsyncGenASend_Type;\nPyAPI_DATA(PyTypeObject) _PyAsyncGenWrappedValue_Type;\nPyAPI_DATA(PyTypeObject) _PyAsyncGenAThrow_Type;\n\nPyAPI_FUNC(PyObject *) PyAsyncGen_New(PyFrameObject *,\n    PyObject *name, PyObject *qualname);\n\n#define PyAsyncGen_CheckExact(op) Py_IS_TYPE(op, &PyAsyncGen_Type)\n\nPyObject *_PyAsyncGenValueWrapperNew(PyObject *);\n\n#endif\n\n#undef _PyGenObject_HEAD\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_GENOBJECT_H */\n#endif /* Py_LIMITED_API */\n"
  },
  {
    "path": "LView/external_includes/graminit.h",
    "content": "/* Generated by Parser/pgen */\n\n#define single_input 256\n#define file_input 257\n#define eval_input 258\n#define decorator 259\n#define decorators 260\n#define decorated 261\n#define async_funcdef 262\n#define funcdef 263\n#define parameters 264\n#define typedargslist 265\n#define tfpdef 266\n#define varargslist 267\n#define vfpdef 268\n#define stmt 269\n#define simple_stmt 270\n#define small_stmt 271\n#define expr_stmt 272\n#define annassign 273\n#define testlist_star_expr 274\n#define augassign 275\n#define del_stmt 276\n#define pass_stmt 277\n#define flow_stmt 278\n#define break_stmt 279\n#define continue_stmt 280\n#define return_stmt 281\n#define yield_stmt 282\n#define raise_stmt 283\n#define import_stmt 284\n#define import_name 285\n#define import_from 286\n#define import_as_name 287\n#define dotted_as_name 288\n#define import_as_names 289\n#define dotted_as_names 290\n#define dotted_name 291\n#define global_stmt 292\n#define nonlocal_stmt 293\n#define assert_stmt 294\n#define compound_stmt 295\n#define async_stmt 296\n#define if_stmt 297\n#define while_stmt 298\n#define for_stmt 299\n#define try_stmt 300\n#define with_stmt 301\n#define with_item 302\n#define except_clause 303\n#define suite 304\n#define namedexpr_test 305\n#define test 306\n#define test_nocond 307\n#define lambdef 308\n#define lambdef_nocond 309\n#define or_test 310\n#define and_test 311\n#define not_test 312\n#define comparison 313\n#define comp_op 314\n#define star_expr 315\n#define expr 316\n#define xor_expr 317\n#define and_expr 318\n#define shift_expr 319\n#define arith_expr 320\n#define term 321\n#define factor 322\n#define power 323\n#define atom_expr 324\n#define atom 325\n#define testlist_comp 326\n#define trailer 327\n#define subscriptlist 328\n#define subscript 329\n#define sliceop 330\n#define exprlist 331\n#define testlist 332\n#define dictorsetmaker 333\n#define classdef 334\n#define arglist 335\n#define argument 336\n#define comp_iter 337\n#define sync_comp_for 338\n#define comp_for 339\n#define comp_if 340\n#define encoding_decl 341\n#define yield_expr 342\n#define yield_arg 343\n#define func_body_suite 344\n#define func_type_input 345\n#define func_type 346\n#define typelist 347\n"
  },
  {
    "path": "LView/external_includes/grammar.h",
    "content": "\n/* Grammar interface */\n\n#ifndef Py_GRAMMAR_H\n#define Py_GRAMMAR_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#include \"bitset.h\" /* Sigh... */\n\n/* A label of an arc */\n\ntypedef struct {\n    int          lb_type;\n    const char  *lb_str;\n} label;\n\n#define EMPTY 0         /* Label number 0 is by definition the empty label */\n\n/* A list of labels */\n\ntypedef struct {\n    int          ll_nlabels;\n    const label *ll_label;\n} labellist;\n\n/* An arc from one state to another */\n\ntypedef struct {\n    short       a_lbl;          /* Label of this arc */\n    short       a_arrow;        /* State where this arc goes to */\n} arc;\n\n/* A state in a DFA */\n\ntypedef struct {\n    int          s_narcs;\n    const arc   *s_arc;         /* Array of arcs */\n\n    /* Optional accelerators */\n    int          s_lower;       /* Lowest label index */\n    int          s_upper;       /* Highest label index */\n    int         *s_accel;       /* Accelerator */\n    int          s_accept;      /* Nonzero for accepting state */\n} state;\n\n/* A DFA */\n\ntypedef struct {\n    int          d_type;        /* Non-terminal this represents */\n    char        *d_name;        /* For printing */\n    int          d_nstates;\n    state       *d_state;       /* Array of states */\n    bitset       d_first;\n} dfa;\n\n/* A grammar */\n\ntypedef struct {\n    int          g_ndfas;\n    const dfa   *g_dfa;         /* Array of DFAs */\n    const labellist g_ll;\n    int          g_start;       /* Start symbol of the grammar */\n    int          g_accel;       /* Set if accelerators present */\n} grammar;\n\n/* FUNCTIONS */\nconst dfa *PyGrammar_FindDFA(grammar *g, int type);\nconst char *PyGrammar_LabelRepr(label *lb);\nvoid PyGrammar_AddAccelerators(grammar *g);\nvoid PyGrammar_RemoveAccelerators(grammar *);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_GRAMMAR_H */\n"
  },
  {
    "path": "LView/external_includes/import.h",
    "content": "/* Module definition and import interface */\n\n#ifndef Py_IMPORT_H\n#define Py_IMPORT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\nPyAPI_FUNC(long) PyImport_GetMagicNumber(void);\nPyAPI_FUNC(const char *) PyImport_GetMagicTag(void);\nPyAPI_FUNC(PyObject *) PyImport_ExecCodeModule(\n    const char *name,           /* UTF-8 encoded string */\n    PyObject *co\n    );\nPyAPI_FUNC(PyObject *) PyImport_ExecCodeModuleEx(\n    const char *name,           /* UTF-8 encoded string */\n    PyObject *co,\n    const char *pathname        /* decoded from the filesystem encoding */\n    );\nPyAPI_FUNC(PyObject *) PyImport_ExecCodeModuleWithPathnames(\n    const char *name,           /* UTF-8 encoded string */\n    PyObject *co,\n    const char *pathname,       /* decoded from the filesystem encoding */\n    const char *cpathname       /* decoded from the filesystem encoding */\n    );\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\nPyAPI_FUNC(PyObject *) PyImport_ExecCodeModuleObject(\n    PyObject *name,\n    PyObject *co,\n    PyObject *pathname,\n    PyObject *cpathname\n    );\n#endif\nPyAPI_FUNC(PyObject *) PyImport_GetModuleDict(void);\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03070000\nPyAPI_FUNC(PyObject *) PyImport_GetModule(PyObject *name);\n#endif\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\nPyAPI_FUNC(PyObject *) PyImport_AddModuleObject(\n    PyObject *name\n    );\n#endif\nPyAPI_FUNC(PyObject *) PyImport_AddModule(\n    const char *name            /* UTF-8 encoded string */\n    );\nPyAPI_FUNC(PyObject *) PyImport_ImportModule(\n    const char *name            /* UTF-8 encoded string */\n    );\nPyAPI_FUNC(PyObject *) PyImport_ImportModuleNoBlock(\n    const char *name            /* UTF-8 encoded string */\n    );\nPyAPI_FUNC(PyObject *) PyImport_ImportModuleLevel(\n    const char *name,           /* UTF-8 encoded string */\n    PyObject *globals,\n    PyObject *locals,\n    PyObject *fromlist,\n    int level\n    );\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03050000\nPyAPI_FUNC(PyObject *) PyImport_ImportModuleLevelObject(\n    PyObject *name,\n    PyObject *globals,\n    PyObject *locals,\n    PyObject *fromlist,\n    int level\n    );\n#endif\n\n#define PyImport_ImportModuleEx(n, g, l, f) \\\n    PyImport_ImportModuleLevel(n, g, l, f, 0)\n\nPyAPI_FUNC(PyObject *) PyImport_GetImporter(PyObject *path);\nPyAPI_FUNC(PyObject *) PyImport_Import(PyObject *name);\nPyAPI_FUNC(PyObject *) PyImport_ReloadModule(PyObject *m);\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\nPyAPI_FUNC(int) PyImport_ImportFrozenModuleObject(\n    PyObject *name\n    );\n#endif\nPyAPI_FUNC(int) PyImport_ImportFrozenModule(\n    const char *name            /* UTF-8 encoded string */\n    );\n\nPyAPI_FUNC(int) PyImport_AppendInittab(\n    const char *name,           /* ASCII encoded string */\n    PyObject* (*initfunc)(void)\n    );\n\n#ifndef Py_LIMITED_API\n#  define Py_CPYTHON_IMPORT_H\n#  include  \"cpython/import.h\"\n#  undef Py_CPYTHON_IMPORT_H\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_IMPORT_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pegen_interface.h",
    "content": "#ifndef Py_PEGENINTERFACE\n#define Py_PEGENINTERFACE\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n#include \"Python.h\"\n#include \"Python-ast.h\"\n\nPyAPI_FUNC(mod_ty) PyPegen_ASTFromString(\n    const char *str,\n    const char *filename,\n    int mode,\n    PyCompilerFlags *flags,\n    PyArena *arena);\nPyAPI_FUNC(mod_ty) PyPegen_ASTFromStringObject(\n    const char *str,\n    PyObject* filename,\n    int mode,\n    PyCompilerFlags *flags,\n    PyArena *arena);\nPyAPI_FUNC(mod_ty) PyPegen_ASTFromFileObject(\n    FILE *fp,\n    PyObject *filename_ob,\n    int mode,\n    const char *enc,\n    const char *ps1,\n    const char *ps2,\n    PyCompilerFlags *flags,\n    int *errcode,\n    PyArena *arena);\nPyAPI_FUNC(mod_ty) PyPegen_ASTFromFilename(\n    const char *filename,\n    int mode,\n    PyCompilerFlags *flags,\n    PyArena *arena);\n\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_PEGENINTERFACE*/\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_abstract.h",
    "content": "#ifndef Py_INTERNAL_ABSTRACT_H\n#define Py_INTERNAL_ABSTRACT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n// Fast inlined version of PyIndex_Check()\nstatic inline int\n_PyIndex_Check(PyObject *obj)\n{\n    PyNumberMethods *tp_as_number = Py_TYPE(obj)->tp_as_number;\n    return (tp_as_number != NULL && tp_as_number->nb_index != NULL);\n}\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERNAL_ABSTRACT_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_accu.h",
    "content": "#ifndef Py_LIMITED_API\n#ifndef Py_INTERNAL_ACCU_H\n#define Py_INTERNAL_ACCU_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/*** This is a private API for use by the interpreter and the stdlib.\n *** Its definition may be changed or removed at any moment.\n ***/\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n/*\n * A two-level accumulator of unicode objects that avoids both the overhead\n * of keeping a huge number of small separate objects, and the quadratic\n * behaviour of using a naive repeated concatenation scheme.\n */\n\n#undef small /* defined by some Windows headers */\n\ntypedef struct {\n    PyObject *large;  /* A list of previously accumulated large strings */\n    PyObject *small;  /* Pending small strings */\n} _PyAccu;\n\nPyAPI_FUNC(int) _PyAccu_Init(_PyAccu *acc);\nPyAPI_FUNC(int) _PyAccu_Accumulate(_PyAccu *acc, PyObject *unicode);\nPyAPI_FUNC(PyObject *) _PyAccu_FinishAsList(_PyAccu *acc);\nPyAPI_FUNC(PyObject *) _PyAccu_Finish(_PyAccu *acc);\nPyAPI_FUNC(void) _PyAccu_Destroy(_PyAccu *acc);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERNAL_ACCU_H */\n#endif /* !Py_LIMITED_API */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_atomic.h",
    "content": "#ifndef Py_ATOMIC_H\n#define Py_ATOMIC_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n#include \"dynamic_annotations.h\"   /* _Py_ANNOTATE_MEMORY_ORDER */\n#include \"pyconfig.h\"\n\n#if defined(HAVE_STD_ATOMIC)\n#include <stdatomic.h>\n#endif\n\n\n#if defined(_MSC_VER)\n#include <intrin.h>\n#if defined(_M_IX86) || defined(_M_X64)\n#  include <immintrin.h>\n#endif\n#endif\n\n/* This is modeled after the atomics interface from C1x, according to\n * the draft at\n * http://www.open-std.org/JTC1/SC22/wg14/www/docs/n1425.pdf.\n * Operations and types are named the same except with a _Py_ prefix\n * and have the same semantics.\n *\n * Beware, the implementations here are deep magic.\n */\n\n#if defined(HAVE_STD_ATOMIC)\n\ntypedef enum _Py_memory_order {\n    _Py_memory_order_relaxed = memory_order_relaxed,\n    _Py_memory_order_acquire = memory_order_acquire,\n    _Py_memory_order_release = memory_order_release,\n    _Py_memory_order_acq_rel = memory_order_acq_rel,\n    _Py_memory_order_seq_cst = memory_order_seq_cst\n} _Py_memory_order;\n\ntypedef struct _Py_atomic_address {\n    atomic_uintptr_t _value;\n} _Py_atomic_address;\n\ntypedef struct _Py_atomic_int {\n    atomic_int _value;\n} _Py_atomic_int;\n\n#define _Py_atomic_signal_fence(/*memory_order*/ ORDER) \\\n    atomic_signal_fence(ORDER)\n\n#define _Py_atomic_thread_fence(/*memory_order*/ ORDER) \\\n    atomic_thread_fence(ORDER)\n\n#define _Py_atomic_store_explicit(ATOMIC_VAL, NEW_VAL, ORDER) \\\n    atomic_store_explicit(&((ATOMIC_VAL)->_value), NEW_VAL, ORDER)\n\n#define _Py_atomic_load_explicit(ATOMIC_VAL, ORDER) \\\n    atomic_load_explicit(&((ATOMIC_VAL)->_value), ORDER)\n\n/* Use builtin atomic operations in GCC >= 4.7 */\n#elif defined(HAVE_BUILTIN_ATOMIC)\n\ntypedef enum _Py_memory_order {\n    _Py_memory_order_relaxed = __ATOMIC_RELAXED,\n    _Py_memory_order_acquire = __ATOMIC_ACQUIRE,\n    _Py_memory_order_release = __ATOMIC_RELEASE,\n    _Py_memory_order_acq_rel = __ATOMIC_ACQ_REL,\n    _Py_memory_order_seq_cst = __ATOMIC_SEQ_CST\n} _Py_memory_order;\n\ntypedef struct _Py_atomic_address {\n    uintptr_t _value;\n} _Py_atomic_address;\n\ntypedef struct _Py_atomic_int {\n    int _value;\n} _Py_atomic_int;\n\n#define _Py_atomic_signal_fence(/*memory_order*/ ORDER) \\\n    __atomic_signal_fence(ORDER)\n\n#define _Py_atomic_thread_fence(/*memory_order*/ ORDER) \\\n    __atomic_thread_fence(ORDER)\n\n#define _Py_atomic_store_explicit(ATOMIC_VAL, NEW_VAL, ORDER) \\\n    (assert((ORDER) == __ATOMIC_RELAXED                       \\\n            || (ORDER) == __ATOMIC_SEQ_CST                    \\\n            || (ORDER) == __ATOMIC_RELEASE),                  \\\n     __atomic_store_n(&((ATOMIC_VAL)->_value), NEW_VAL, ORDER))\n\n#define _Py_atomic_load_explicit(ATOMIC_VAL, ORDER)           \\\n    (assert((ORDER) == __ATOMIC_RELAXED                       \\\n            || (ORDER) == __ATOMIC_SEQ_CST                    \\\n            || (ORDER) == __ATOMIC_ACQUIRE                    \\\n            || (ORDER) == __ATOMIC_CONSUME),                  \\\n     __atomic_load_n(&((ATOMIC_VAL)->_value), ORDER))\n\n/* Only support GCC (for expression statements) and x86 (for simple\n * atomic semantics) and MSVC x86/x64/ARM */\n#elif defined(__GNUC__) && (defined(__i386__) || defined(__amd64))\ntypedef enum _Py_memory_order {\n    _Py_memory_order_relaxed,\n    _Py_memory_order_acquire,\n    _Py_memory_order_release,\n    _Py_memory_order_acq_rel,\n    _Py_memory_order_seq_cst\n} _Py_memory_order;\n\ntypedef struct _Py_atomic_address {\n    uintptr_t _value;\n} _Py_atomic_address;\n\ntypedef struct _Py_atomic_int {\n    int _value;\n} _Py_atomic_int;\n\n\nstatic __inline__ void\n_Py_atomic_signal_fence(_Py_memory_order order)\n{\n    if (order != _Py_memory_order_relaxed)\n        __asm__ volatile(\"\":::\"memory\");\n}\n\nstatic __inline__ void\n_Py_atomic_thread_fence(_Py_memory_order order)\n{\n    if (order != _Py_memory_order_relaxed)\n        __asm__ volatile(\"mfence\":::\"memory\");\n}\n\n/* Tell the race checker about this operation's effects. */\nstatic __inline__ void\n_Py_ANNOTATE_MEMORY_ORDER(const volatile void *address, _Py_memory_order order)\n{\n    (void)address;              /* shut up -Wunused-parameter */\n    switch(order) {\n    case _Py_memory_order_release:\n    case _Py_memory_order_acq_rel:\n    case _Py_memory_order_seq_cst:\n        _Py_ANNOTATE_HAPPENS_BEFORE(address);\n        break;\n    case _Py_memory_order_relaxed:\n    case _Py_memory_order_acquire:\n        break;\n    }\n    switch(order) {\n    case _Py_memory_order_acquire:\n    case _Py_memory_order_acq_rel:\n    case _Py_memory_order_seq_cst:\n        _Py_ANNOTATE_HAPPENS_AFTER(address);\n        break;\n    case _Py_memory_order_relaxed:\n    case _Py_memory_order_release:\n        break;\n    }\n}\n\n#define _Py_atomic_store_explicit(ATOMIC_VAL, NEW_VAL, ORDER) \\\n    __extension__ ({ \\\n        __typeof__(ATOMIC_VAL) atomic_val = ATOMIC_VAL; \\\n        __typeof__(atomic_val->_value) new_val = NEW_VAL;\\\n        volatile __typeof__(new_val) *volatile_data = &atomic_val->_value; \\\n        _Py_memory_order order = ORDER; \\\n        _Py_ANNOTATE_MEMORY_ORDER(atomic_val, order); \\\n        \\\n        /* Perform the operation. */ \\\n        _Py_ANNOTATE_IGNORE_WRITES_BEGIN(); \\\n        switch(order) { \\\n        case _Py_memory_order_release: \\\n            _Py_atomic_signal_fence(_Py_memory_order_release); \\\n            /* fallthrough */ \\\n        case _Py_memory_order_relaxed: \\\n            *volatile_data = new_val; \\\n            break; \\\n        \\\n        case _Py_memory_order_acquire: \\\n        case _Py_memory_order_acq_rel: \\\n        case _Py_memory_order_seq_cst: \\\n            __asm__ volatile(\"xchg %0, %1\" \\\n                         : \"+r\"(new_val) \\\n                         : \"m\"(atomic_val->_value) \\\n                         : \"memory\"); \\\n            break; \\\n        } \\\n        _Py_ANNOTATE_IGNORE_WRITES_END(); \\\n    })\n\n#define _Py_atomic_load_explicit(ATOMIC_VAL, ORDER) \\\n    __extension__ ({  \\\n        __typeof__(ATOMIC_VAL) atomic_val = ATOMIC_VAL; \\\n        __typeof__(atomic_val->_value) result; \\\n        volatile __typeof__(result) *volatile_data = &atomic_val->_value; \\\n        _Py_memory_order order = ORDER; \\\n        _Py_ANNOTATE_MEMORY_ORDER(atomic_val, order); \\\n        \\\n        /* Perform the operation. */ \\\n        _Py_ANNOTATE_IGNORE_READS_BEGIN(); \\\n        switch(order) { \\\n        case _Py_memory_order_release: \\\n        case _Py_memory_order_acq_rel: \\\n        case _Py_memory_order_seq_cst: \\\n            /* Loads on x86 are not releases by default, so need a */ \\\n            /* thread fence. */ \\\n            _Py_atomic_thread_fence(_Py_memory_order_release); \\\n            break; \\\n        default: \\\n            /* No fence */ \\\n            break; \\\n        } \\\n        result = *volatile_data; \\\n        switch(order) { \\\n        case _Py_memory_order_acquire: \\\n        case _Py_memory_order_acq_rel: \\\n        case _Py_memory_order_seq_cst: \\\n            /* Loads on x86 are automatically acquire operations so */ \\\n            /* can get by with just a compiler fence. */ \\\n            _Py_atomic_signal_fence(_Py_memory_order_acquire); \\\n            break; \\\n        default: \\\n            /* No fence */ \\\n            break; \\\n        } \\\n        _Py_ANNOTATE_IGNORE_READS_END(); \\\n        result; \\\n    })\n\n#elif defined(_MSC_VER)\n/*  _Interlocked* functions provide a full memory barrier and are therefore\n    enough for acq_rel and seq_cst. If the HLE variants aren't available\n    in hardware they will fall back to a full memory barrier as well.\n\n    This might affect performance but likely only in some very specific and\n    hard to meassure scenario.\n*/\n#if defined(_M_IX86) || defined(_M_X64)\ntypedef enum _Py_memory_order {\n    _Py_memory_order_relaxed,\n    _Py_memory_order_acquire,\n    _Py_memory_order_release,\n    _Py_memory_order_acq_rel,\n    _Py_memory_order_seq_cst\n} _Py_memory_order;\n\ntypedef struct _Py_atomic_address {\n    volatile uintptr_t _value;\n} _Py_atomic_address;\n\ntypedef struct _Py_atomic_int {\n    volatile int _value;\n} _Py_atomic_int;\n\n\n#if defined(_M_X64)\n#define _Py_atomic_store_64bit(ATOMIC_VAL, NEW_VAL, ORDER) \\\n    switch (ORDER) { \\\n    case _Py_memory_order_acquire: \\\n      _InterlockedExchange64_HLEAcquire((__int64 volatile*)&((ATOMIC_VAL)->_value), (__int64)(NEW_VAL)); \\\n      break; \\\n    case _Py_memory_order_release: \\\n      _InterlockedExchange64_HLERelease((__int64 volatile*)&((ATOMIC_VAL)->_value), (__int64)(NEW_VAL)); \\\n      break; \\\n    default: \\\n      _InterlockedExchange64((__int64 volatile*)&((ATOMIC_VAL)->_value), (__int64)(NEW_VAL)); \\\n      break; \\\n  }\n#else\n#define _Py_atomic_store_64bit(ATOMIC_VAL, NEW_VAL, ORDER) ((void)0);\n#endif\n\n#define _Py_atomic_store_32bit(ATOMIC_VAL, NEW_VAL, ORDER) \\\n  switch (ORDER) { \\\n  case _Py_memory_order_acquire: \\\n    _InterlockedExchange_HLEAcquire((volatile long*)&((ATOMIC_VAL)->_value), (int)(NEW_VAL)); \\\n    break; \\\n  case _Py_memory_order_release: \\\n    _InterlockedExchange_HLERelease((volatile long*)&((ATOMIC_VAL)->_value), (int)(NEW_VAL)); \\\n    break; \\\n  default: \\\n    _InterlockedExchange((volatile long*)&((ATOMIC_VAL)->_value), (int)(NEW_VAL)); \\\n    break; \\\n  }\n\n#if defined(_M_X64)\n/*  This has to be an intptr_t for now.\n    gil_created() uses -1 as a sentinel value, if this returns\n    a uintptr_t it will do an unsigned compare and crash\n*/\ninline intptr_t _Py_atomic_load_64bit_impl(volatile uintptr_t* value, int order) {\n    __int64 old;\n    switch (order) {\n    case _Py_memory_order_acquire:\n    {\n      do {\n        old = *value;\n      } while(_InterlockedCompareExchange64_HLEAcquire((volatile __int64*)value, old, old) != old);\n      break;\n    }\n    case _Py_memory_order_release:\n    {\n      do {\n        old = *value;\n      } while(_InterlockedCompareExchange64_HLERelease((volatile __int64*)value, old, old) != old);\n      break;\n    }\n    case _Py_memory_order_relaxed:\n      old = *value;\n      break;\n    default:\n    {\n      do {\n        old = *value;\n      } while(_InterlockedCompareExchange64((volatile __int64*)value, old, old) != old);\n      break;\n    }\n    }\n    return old;\n}\n\n#define _Py_atomic_load_64bit(ATOMIC_VAL, ORDER) \\\n    _Py_atomic_load_64bit_impl((volatile uintptr_t*)&((ATOMIC_VAL)->_value), (ORDER))\n\n#else\n#define _Py_atomic_load_64bit(ATOMIC_VAL, ORDER) ((ATOMIC_VAL)->_value)\n#endif\n\ninline int _Py_atomic_load_32bit_impl(volatile int* value, int order) {\n    long old;\n    switch (order) {\n    case _Py_memory_order_acquire:\n    {\n      do {\n        old = *value;\n      } while(_InterlockedCompareExchange_HLEAcquire((volatile long*)value, old, old) != old);\n      break;\n    }\n    case _Py_memory_order_release:\n    {\n      do {\n        old = *value;\n      } while(_InterlockedCompareExchange_HLERelease((volatile long*)value, old, old) != old);\n      break;\n    }\n    case _Py_memory_order_relaxed:\n      old = *value;\n      break;\n    default:\n    {\n      do {\n        old = *value;\n      } while(_InterlockedCompareExchange((volatile long*)value, old, old) != old);\n      break;\n    }\n    }\n    return old;\n}\n\n#define _Py_atomic_load_32bit(ATOMIC_VAL, ORDER) \\\n    _Py_atomic_load_32bit_impl((volatile int*)&((ATOMIC_VAL)->_value), (ORDER))\n\n#define _Py_atomic_store_explicit(ATOMIC_VAL, NEW_VAL, ORDER) \\\n  if (sizeof((ATOMIC_VAL)->_value) == 8) { \\\n    _Py_atomic_store_64bit((ATOMIC_VAL), NEW_VAL, ORDER) } else { \\\n    _Py_atomic_store_32bit((ATOMIC_VAL), NEW_VAL, ORDER) }\n\n#define _Py_atomic_load_explicit(ATOMIC_VAL, ORDER) \\\n  ( \\\n    sizeof((ATOMIC_VAL)->_value) == 8 ? \\\n    _Py_atomic_load_64bit((ATOMIC_VAL), ORDER) : \\\n    _Py_atomic_load_32bit((ATOMIC_VAL), ORDER) \\\n  )\n#elif defined(_M_ARM) || defined(_M_ARM64)\ntypedef enum _Py_memory_order {\n    _Py_memory_order_relaxed,\n    _Py_memory_order_acquire,\n    _Py_memory_order_release,\n    _Py_memory_order_acq_rel,\n    _Py_memory_order_seq_cst\n} _Py_memory_order;\n\ntypedef struct _Py_atomic_address {\n    volatile uintptr_t _value;\n} _Py_atomic_address;\n\ntypedef struct _Py_atomic_int {\n    volatile int _value;\n} _Py_atomic_int;\n\n\n#if defined(_M_ARM64)\n#define _Py_atomic_store_64bit(ATOMIC_VAL, NEW_VAL, ORDER) \\\n    switch (ORDER) { \\\n    case _Py_memory_order_acquire: \\\n      _InterlockedExchange64_acq((__int64 volatile*)&((ATOMIC_VAL)->_value), (__int64)NEW_VAL); \\\n      break; \\\n    case _Py_memory_order_release: \\\n      _InterlockedExchange64_rel((__int64 volatile*)&((ATOMIC_VAL)->_value), (__int64)NEW_VAL); \\\n      break; \\\n    default: \\\n      _InterlockedExchange64((__int64 volatile*)&((ATOMIC_VAL)->_value), (__int64)NEW_VAL); \\\n      break; \\\n  }\n#else\n#define _Py_atomic_store_64bit(ATOMIC_VAL, NEW_VAL, ORDER) ((void)0);\n#endif\n\n#define _Py_atomic_store_32bit(ATOMIC_VAL, NEW_VAL, ORDER) \\\n  switch (ORDER) { \\\n  case _Py_memory_order_acquire: \\\n    _InterlockedExchange_acq((volatile long*)&((ATOMIC_VAL)->_value), (int)NEW_VAL); \\\n    break; \\\n  case _Py_memory_order_release: \\\n    _InterlockedExchange_rel((volatile long*)&((ATOMIC_VAL)->_value), (int)NEW_VAL); \\\n    break; \\\n  default: \\\n    _InterlockedExchange((volatile long*)&((ATOMIC_VAL)->_value), (int)NEW_VAL); \\\n    break; \\\n  }\n\n#if defined(_M_ARM64)\n/*  This has to be an intptr_t for now.\n    gil_created() uses -1 as a sentinel value, if this returns\n    a uintptr_t it will do an unsigned compare and crash\n*/\ninline intptr_t _Py_atomic_load_64bit_impl(volatile uintptr_t* value, int order) {\n    uintptr_t old;\n    switch (order) {\n    case _Py_memory_order_acquire:\n    {\n      do {\n        old = *value;\n      } while(_InterlockedCompareExchange64_acq(value, old, old) != old);\n      break;\n    }\n    case _Py_memory_order_release:\n    {\n      do {\n        old = *value;\n      } while(_InterlockedCompareExchange64_rel(value, old, old) != old);\n      break;\n    }\n    case _Py_memory_order_relaxed:\n      old = *value;\n      break;\n    default:\n    {\n      do {\n        old = *value;\n      } while(_InterlockedCompareExchange64(value, old, old) != old);\n      break;\n    }\n    }\n    return old;\n}\n\n#define _Py_atomic_load_64bit(ATOMIC_VAL, ORDER) \\\n    _Py_atomic_load_64bit_impl((volatile uintptr_t*)&((ATOMIC_VAL)->_value), (ORDER))\n\n#else\n#define _Py_atomic_load_64bit(ATOMIC_VAL, ORDER) ((ATOMIC_VAL)->_value)\n#endif\n\ninline int _Py_atomic_load_32bit_impl(volatile int* value, int order) {\n    int old;\n    switch (order) {\n    case _Py_memory_order_acquire:\n    {\n      do {\n        old = *value;\n      } while(_InterlockedCompareExchange_acq(value, old, old) != old);\n      break;\n    }\n    case _Py_memory_order_release:\n    {\n      do {\n        old = *value;\n      } while(_InterlockedCompareExchange_rel(value, old, old) != old);\n      break;\n    }\n    case _Py_memory_order_relaxed:\n      old = *value;\n      break;\n    default:\n    {\n      do {\n        old = *value;\n      } while(_InterlockedCompareExchange(value, old, old) != old);\n      break;\n    }\n    }\n    return old;\n}\n\n#define _Py_atomic_load_32bit(ATOMIC_VAL, ORDER) \\\n    _Py_atomic_load_32bit_impl((volatile int*)&((ATOMIC_VAL)->_value), (ORDER))\n\n#define _Py_atomic_store_explicit(ATOMIC_VAL, NEW_VAL, ORDER) \\\n  if (sizeof((ATOMIC_VAL)->_value) == 8) { \\\n    _Py_atomic_store_64bit((ATOMIC_VAL), (NEW_VAL), (ORDER)) } else { \\\n    _Py_atomic_store_32bit((ATOMIC_VAL), (NEW_VAL), (ORDER)) }\n\n#define _Py_atomic_load_explicit(ATOMIC_VAL, ORDER) \\\n  ( \\\n    sizeof((ATOMIC_VAL)->_value) == 8 ? \\\n    _Py_atomic_load_64bit((ATOMIC_VAL), (ORDER)) : \\\n    _Py_atomic_load_32bit((ATOMIC_VAL), (ORDER)) \\\n  )\n#endif\n#else  /* !gcc x86  !_msc_ver */\ntypedef enum _Py_memory_order {\n    _Py_memory_order_relaxed,\n    _Py_memory_order_acquire,\n    _Py_memory_order_release,\n    _Py_memory_order_acq_rel,\n    _Py_memory_order_seq_cst\n} _Py_memory_order;\n\ntypedef struct _Py_atomic_address {\n    uintptr_t _value;\n} _Py_atomic_address;\n\ntypedef struct _Py_atomic_int {\n    int _value;\n} _Py_atomic_int;\n/* Fall back to other compilers and processors by assuming that simple\n   volatile accesses are atomic.  This is false, so people should port\n   this. */\n#define _Py_atomic_signal_fence(/*memory_order*/ ORDER) ((void)0)\n#define _Py_atomic_thread_fence(/*memory_order*/ ORDER) ((void)0)\n#define _Py_atomic_store_explicit(ATOMIC_VAL, NEW_VAL, ORDER) \\\n    ((ATOMIC_VAL)->_value = NEW_VAL)\n#define _Py_atomic_load_explicit(ATOMIC_VAL, ORDER) \\\n    ((ATOMIC_VAL)->_value)\n#endif\n\n/* Standardized shortcuts. */\n#define _Py_atomic_store(ATOMIC_VAL, NEW_VAL) \\\n    _Py_atomic_store_explicit((ATOMIC_VAL), (NEW_VAL), _Py_memory_order_seq_cst)\n#define _Py_atomic_load(ATOMIC_VAL) \\\n    _Py_atomic_load_explicit((ATOMIC_VAL), _Py_memory_order_seq_cst)\n\n/* Python-local extensions */\n\n#define _Py_atomic_store_relaxed(ATOMIC_VAL, NEW_VAL) \\\n    _Py_atomic_store_explicit((ATOMIC_VAL), (NEW_VAL), _Py_memory_order_relaxed)\n#define _Py_atomic_load_relaxed(ATOMIC_VAL) \\\n    _Py_atomic_load_explicit((ATOMIC_VAL), _Py_memory_order_relaxed)\n\n#ifdef __cplusplus\n}\n#endif\n#endif  /* Py_ATOMIC_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_bytes_methods.h",
    "content": "#ifndef Py_LIMITED_API\n#ifndef Py_BYTES_CTYPE_H\n#define Py_BYTES_CTYPE_H\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n/*\n * The internal implementation behind PyBytes (bytes) and PyByteArray (bytearray)\n * methods of the given names, they operate on ASCII byte strings.\n */\nextern PyObject* _Py_bytes_isspace(const char *cptr, Py_ssize_t len);\nextern PyObject* _Py_bytes_isalpha(const char *cptr, Py_ssize_t len);\nextern PyObject* _Py_bytes_isalnum(const char *cptr, Py_ssize_t len);\nextern PyObject* _Py_bytes_isascii(const char *cptr, Py_ssize_t len);\nextern PyObject* _Py_bytes_isdigit(const char *cptr, Py_ssize_t len);\nextern PyObject* _Py_bytes_islower(const char *cptr, Py_ssize_t len);\nextern PyObject* _Py_bytes_isupper(const char *cptr, Py_ssize_t len);\nextern PyObject* _Py_bytes_istitle(const char *cptr, Py_ssize_t len);\n\n/* These store their len sized answer in the given preallocated *result arg. */\nextern void _Py_bytes_lower(char *result, const char *cptr, Py_ssize_t len);\nextern void _Py_bytes_upper(char *result, const char *cptr, Py_ssize_t len);\nextern void _Py_bytes_title(char *result, const char *s, Py_ssize_t len);\nextern void _Py_bytes_capitalize(char *result, const char *s, Py_ssize_t len);\nextern void _Py_bytes_swapcase(char *result, const char *s, Py_ssize_t len);\n\nextern PyObject *_Py_bytes_find(const char *str, Py_ssize_t len, PyObject *args);\nextern PyObject *_Py_bytes_index(const char *str, Py_ssize_t len, PyObject *args);\nextern PyObject *_Py_bytes_rfind(const char *str, Py_ssize_t len, PyObject *args);\nextern PyObject *_Py_bytes_rindex(const char *str, Py_ssize_t len, PyObject *args);\nextern PyObject *_Py_bytes_count(const char *str, Py_ssize_t len, PyObject *args);\nextern int _Py_bytes_contains(const char *str, Py_ssize_t len, PyObject *arg);\nextern PyObject *_Py_bytes_startswith(const char *str, Py_ssize_t len, PyObject *args);\nextern PyObject *_Py_bytes_endswith(const char *str, Py_ssize_t len, PyObject *args);\n\n/* The maketrans() static method. */\nextern PyObject* _Py_bytes_maketrans(Py_buffer *frm, Py_buffer *to);\n\n/* Shared __doc__ strings. */\nextern const char _Py_isspace__doc__[];\nextern const char _Py_isalpha__doc__[];\nextern const char _Py_isalnum__doc__[];\nextern const char _Py_isascii__doc__[];\nextern const char _Py_isdigit__doc__[];\nextern const char _Py_islower__doc__[];\nextern const char _Py_isupper__doc__[];\nextern const char _Py_istitle__doc__[];\nextern const char _Py_lower__doc__[];\nextern const char _Py_upper__doc__[];\nextern const char _Py_title__doc__[];\nextern const char _Py_capitalize__doc__[];\nextern const char _Py_swapcase__doc__[];\nextern const char _Py_count__doc__[];\nextern const char _Py_find__doc__[];\nextern const char _Py_index__doc__[];\nextern const char _Py_rfind__doc__[];\nextern const char _Py_rindex__doc__[];\nextern const char _Py_startswith__doc__[];\nextern const char _Py_endswith__doc__[];\nextern const char _Py_maketrans__doc__[];\nextern const char _Py_expandtabs__doc__[];\nextern const char _Py_ljust__doc__[];\nextern const char _Py_rjust__doc__[];\nextern const char _Py_center__doc__[];\nextern const char _Py_zfill__doc__[];\n\n/* this is needed because some docs are shared from the .o, not static */\n#define PyDoc_STRVAR_shared(name,str) const char name[] = PyDoc_STR(str)\n\n#endif /* !Py_BYTES_CTYPE_H */\n#endif /* !Py_LIMITED_API */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_byteswap.h",
    "content": "/* Bytes swap functions, reverse order of bytes:\n\n   - _Py_bswap16(uint16_t)\n   - _Py_bswap32(uint32_t)\n   - _Py_bswap64(uint64_t)\n*/\n\n#ifndef Py_INTERNAL_BSWAP_H\n#define Py_INTERNAL_BSWAP_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n#if defined(__GNUC__) \\\n      && ((__GNUC__ >= 5) || (__GNUC__ == 4) && (__GNUC_MINOR__ >= 8))\n   /* __builtin_bswap16() is available since GCC 4.8,\n      __builtin_bswap32() is available since GCC 4.3,\n      __builtin_bswap64() is available since GCC 4.3. */\n#  define _PY_HAVE_BUILTIN_BSWAP\n#endif\n\n#ifdef _MSC_VER\n   /* Get _byteswap_ushort(), _byteswap_ulong(), _byteswap_uint64() */\n#  include <intrin.h>\n#endif\n\nstatic inline uint16_t\n_Py_bswap16(uint16_t word)\n{\n#if defined(_PY_HAVE_BUILTIN_BSWAP) || _Py__has_builtin(__builtin_bswap16)\n    return __builtin_bswap16(word);\n#elif defined(_MSC_VER)\n    Py_BUILD_ASSERT(sizeof(word) == sizeof(unsigned short));\n    return _byteswap_ushort(word);\n#else\n    // Portable implementation which doesn't rely on circular bit shift\n    return ( ((word & UINT16_C(0x00FF)) << 8)\n           | ((word & UINT16_C(0xFF00)) >> 8));\n#endif\n}\n\nstatic inline uint32_t\n_Py_bswap32(uint32_t word)\n{\n#if defined(_PY_HAVE_BUILTIN_BSWAP) || _Py__has_builtin(__builtin_bswap32)\n    return __builtin_bswap32(word);\n#elif defined(_MSC_VER)\n    Py_BUILD_ASSERT(sizeof(word) == sizeof(unsigned long));\n    return _byteswap_ulong(word);\n#else\n    // Portable implementation which doesn't rely on circular bit shift\n    return ( ((word & UINT32_C(0x000000FF)) << 24)\n           | ((word & UINT32_C(0x0000FF00)) <<  8)\n           | ((word & UINT32_C(0x00FF0000)) >>  8)\n           | ((word & UINT32_C(0xFF000000)) >> 24));\n#endif\n}\n\nstatic inline uint64_t\n_Py_bswap64(uint64_t word)\n{\n#if defined(_PY_HAVE_BUILTIN_BSWAP) || _Py__has_builtin(__builtin_bswap64)\n    return __builtin_bswap64(word);\n#elif defined(_MSC_VER)\n    return _byteswap_uint64(word);\n#else\n    // Portable implementation which doesn't rely on circular bit shift\n    return ( ((word & UINT64_C(0x00000000000000FF)) << 56)\n           | ((word & UINT64_C(0x000000000000FF00)) << 40)\n           | ((word & UINT64_C(0x0000000000FF0000)) << 24)\n           | ((word & UINT64_C(0x00000000FF000000)) <<  8)\n           | ((word & UINT64_C(0x000000FF00000000)) >>  8)\n           | ((word & UINT64_C(0x0000FF0000000000)) >> 24)\n           | ((word & UINT64_C(0x00FF000000000000)) >> 40)\n           | ((word & UINT64_C(0xFF00000000000000)) >> 56));\n#endif\n}\n\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERNAL_BSWAP_H */\n\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_call.h",
    "content": "#ifndef Py_INTERNAL_CALL_H\n#define Py_INTERNAL_CALL_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\nPyAPI_FUNC(PyObject *) _PyObject_Call_Prepend(\n    PyThreadState *tstate,\n    PyObject *callable,\n    PyObject *obj,\n    PyObject *args,\n    PyObject *kwargs);\n\nPyAPI_FUNC(PyObject *) _PyObject_FastCallDictTstate(\n    PyThreadState *tstate,\n    PyObject *callable,\n    PyObject *const *args,\n    size_t nargsf,\n    PyObject *kwargs);\n\nPyAPI_FUNC(PyObject *) _PyObject_Call(\n    PyThreadState *tstate,\n    PyObject *callable,\n    PyObject *args,\n    PyObject *kwargs);\n\nstatic inline PyObject *\n_PyObject_CallNoArgTstate(PyThreadState *tstate, PyObject *func) {\n    return _PyObject_VectorcallTstate(tstate, func, NULL, 0, NULL);\n}\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERNAL_CALL_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_ceval.h",
    "content": "#ifndef Py_INTERNAL_CEVAL_H\n#define Py_INTERNAL_CEVAL_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n/* Forward declarations */\nstruct pyruntimestate;\nstruct _ceval_runtime_state;\n\n#include \"pycore_interp.h\"   /* PyInterpreterState.eval_frame */\n\nextern void _Py_FinishPendingCalls(PyThreadState *tstate);\nextern void _PyEval_InitRuntimeState(struct _ceval_runtime_state *);\nextern int _PyEval_InitState(struct _ceval_state *ceval);\nextern void _PyEval_FiniState(struct _ceval_state *ceval);\nPyAPI_FUNC(void) _PyEval_SignalReceived(PyInterpreterState *interp);\nPyAPI_FUNC(int) _PyEval_AddPendingCall(\n    PyInterpreterState *interp,\n    int (*func)(void *),\n    void *arg);\nPyAPI_FUNC(void) _PyEval_SignalAsyncExc(PyThreadState *tstate);\n#ifdef HAVE_FORK\nextern void _PyEval_ReInitThreads(struct pyruntimestate *runtime);\n#endif\nPyAPI_FUNC(void) _PyEval_SetCoroutineOriginTrackingDepth(\n    PyThreadState *tstate,\n    int new_depth);\n\n/* Private function */\nvoid _PyEval_Fini(void);\n\nstatic inline PyObject*\n_PyEval_EvalFrame(PyThreadState *tstate, PyFrameObject *f, int throwflag)\n{\n    return tstate->interp->eval_frame(tstate, f, throwflag);\n}\n\nextern PyObject *_PyEval_EvalCode(\n    PyThreadState *tstate,\n    PyObject *_co, PyObject *globals, PyObject *locals,\n    PyObject *const *args, Py_ssize_t argcount,\n    PyObject *const *kwnames, PyObject *const *kwargs,\n    Py_ssize_t kwcount, int kwstep,\n    PyObject *const *defs, Py_ssize_t defcount,\n    PyObject *kwdefs, PyObject *closure,\n    PyObject *name, PyObject *qualname);\n\nextern int _PyEval_ThreadsInitialized(struct pyruntimestate *runtime);\nextern PyStatus _PyEval_InitGIL(PyThreadState *tstate);\nextern void _PyEval_FiniGIL(PyThreadState *tstate);\n\nextern void _PyEval_ReleaseLock(PyThreadState *tstate);\n\n\n/* --- _Py_EnterRecursiveCall() ----------------------------------------- */\n\nPyAPI_DATA(int) _Py_CheckRecursionLimit;\n\n#ifdef USE_STACKCHECK\n/* With USE_STACKCHECK macro defined, trigger stack checks in\n   _Py_CheckRecursiveCall() on every 64th call to Py_EnterRecursiveCall. */\nstatic inline int _Py_MakeRecCheck(PyThreadState *tstate)  {\n    return (++tstate->recursion_depth > tstate->interp->ceval.recursion_limit\n            || ++tstate->stackcheck_counter > 64);\n}\n#else\nstatic inline int _Py_MakeRecCheck(PyThreadState *tstate) {\n    return (++tstate->recursion_depth > tstate->interp->ceval.recursion_limit);\n}\n#endif\n\nPyAPI_FUNC(int) _Py_CheckRecursiveCall(\n    PyThreadState *tstate,\n    const char *where);\n\nstatic inline int _Py_EnterRecursiveCall(PyThreadState *tstate,\n                                         const char *where) {\n    return (_Py_MakeRecCheck(tstate) && _Py_CheckRecursiveCall(tstate, where));\n}\n\nstatic inline int _Py_EnterRecursiveCall_inline(const char *where) {\n    PyThreadState *tstate = PyThreadState_GET();\n    return _Py_EnterRecursiveCall(tstate, where);\n}\n\n#define Py_EnterRecursiveCall(where) _Py_EnterRecursiveCall_inline(where)\n\n/* Compute the \"lower-water mark\" for a recursion limit. When\n * Py_LeaveRecursiveCall() is called with a recursion depth below this mark,\n * the overflowed flag is reset to 0. */\nstatic inline int _Py_RecursionLimitLowerWaterMark(int limit) {\n    if (limit > 200) {\n        return (limit - 50);\n    }\n    else {\n        return (3 * (limit >> 2));\n    }\n}\n\nstatic inline void _Py_LeaveRecursiveCall(PyThreadState *tstate)  {\n    tstate->recursion_depth--;\n    int limit = tstate->interp->ceval.recursion_limit;\n    if (tstate->recursion_depth < _Py_RecursionLimitLowerWaterMark(limit)) {\n        tstate->overflowed = 0;\n    }\n}\n\nstatic inline void _Py_LeaveRecursiveCall_inline(void)  {\n    PyThreadState *tstate = PyThreadState_GET();\n    _Py_LeaveRecursiveCall(tstate);\n}\n\n#define Py_LeaveRecursiveCall() _Py_LeaveRecursiveCall_inline()\n\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERNAL_CEVAL_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_code.h",
    "content": "#ifndef Py_INTERNAL_CODE_H\n#define Py_INTERNAL_CODE_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n \ntypedef struct {\n    PyObject *ptr;  /* Cached pointer (borrowed reference) */\n    uint64_t globals_ver;  /* ma_version of global dict */\n    uint64_t builtins_ver; /* ma_version of builtin dict */\n} _PyOpcache_LoadGlobal;\n\nstruct _PyOpcache {\n    union {\n        _PyOpcache_LoadGlobal lg;\n    } u;\n    char optimized;\n};\n\n/* Private API */\nint _PyCode_InitOpcache(PyCodeObject *co);\n\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERNAL_CODE_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_condvar.h",
    "content": "#ifndef Py_INTERNAL_CONDVAR_H\n#define Py_INTERNAL_CONDVAR_H\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n#ifndef _POSIX_THREADS\n/* This means pthreads are not implemented in libc headers, hence the macro\n   not present in unistd.h. But they still can be implemented as an external\n   library (e.g. gnu pth in pthread emulation) */\n# ifdef HAVE_PTHREAD_H\n#  include <pthread.h> /* _POSIX_THREADS */\n# endif\n#endif\n\n#ifdef _POSIX_THREADS\n/*\n * POSIX support\n */\n#define Py_HAVE_CONDVAR\n\n#include <pthread.h>\n\n#define PyMUTEX_T pthread_mutex_t\n#define PyCOND_T pthread_cond_t\n\n#elif defined(NT_THREADS)\n/*\n * Windows (XP, 2003 server and later, as well as (hopefully) CE) support\n *\n * Emulated condition variables ones that work with XP and later, plus\n * example native support on VISTA and onwards.\n */\n#define Py_HAVE_CONDVAR\n\n/* include windows if it hasn't been done before */\n#define WIN32_LEAN_AND_MEAN\n#include <windows.h>\n\n/* options */\n/* non-emulated condition variables are provided for those that want\n * to target Windows Vista.  Modify this macro to enable them.\n */\n#ifndef _PY_EMULATED_WIN_CV\n#define _PY_EMULATED_WIN_CV 1  /* use emulated condition variables */\n#endif\n\n/* fall back to emulation if not targeting Vista */\n#if !defined NTDDI_VISTA || NTDDI_VERSION < NTDDI_VISTA\n#undef _PY_EMULATED_WIN_CV\n#define _PY_EMULATED_WIN_CV 1\n#endif\n\n#if _PY_EMULATED_WIN_CV\n\ntypedef CRITICAL_SECTION PyMUTEX_T;\n\n/* The ConditionVariable object.  From XP onwards it is easily emulated\n   with a Semaphore.\n   Semaphores are available on Windows XP (2003 server) and later.\n   We use a Semaphore rather than an auto-reset event, because although\n   an auto-resent event might appear to solve the lost-wakeup bug (race\n   condition between releasing the outer lock and waiting) because it\n   maintains state even though a wait hasn't happened, there is still\n   a lost wakeup problem if more than one thread are interrupted in the\n   critical place.  A semaphore solves that, because its state is\n   counted, not Boolean.\n   Because it is ok to signal a condition variable with no one\n   waiting, we need to keep track of the number of\n   waiting threads.  Otherwise, the semaphore's state could rise\n   without bound.  This also helps reduce the number of \"spurious wakeups\"\n   that would otherwise happen.\n */\n\ntypedef struct _PyCOND_T\n{\n    HANDLE sem;\n    int waiting; /* to allow PyCOND_SIGNAL to be a no-op */\n} PyCOND_T;\n\n#else /* !_PY_EMULATED_WIN_CV */\n\n/* Use native Win7 primitives if build target is Win7 or higher */\n\n/* SRWLOCK is faster and better than CriticalSection */\ntypedef SRWLOCK PyMUTEX_T;\n\ntypedef CONDITION_VARIABLE  PyCOND_T;\n\n#endif /* _PY_EMULATED_WIN_CV */\n\n#endif /* _POSIX_THREADS, NT_THREADS */\n\n#endif /* Py_INTERNAL_CONDVAR_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_context.h",
    "content": "#ifndef Py_INTERNAL_CONTEXT_H\n#define Py_INTERNAL_CONTEXT_H\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n#include \"pycore_hamt.h\"   /* PyHamtObject */\n\nstruct _pycontextobject {\n    PyObject_HEAD\n    PyContext *ctx_prev;\n    PyHamtObject *ctx_vars;\n    PyObject *ctx_weakreflist;\n    int ctx_entered;\n};\n\n\nstruct _pycontextvarobject {\n    PyObject_HEAD\n    PyObject *var_name;\n    PyObject *var_default;\n    PyObject *var_cached;\n    uint64_t var_cached_tsid;\n    uint64_t var_cached_tsver;\n    Py_hash_t var_hash;\n};\n\n\nstruct _pycontexttokenobject {\n    PyObject_HEAD\n    PyContext *tok_ctx;\n    PyContextVar *tok_var;\n    PyObject *tok_oldval;\n    int tok_used;\n};\n\n\nint _PyContext_Init(void);\nvoid _PyContext_Fini(void);\n\n#endif /* !Py_INTERNAL_CONTEXT_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_dtoa.h",
    "content": "#ifndef PY_NO_SHORT_FLOAT_REPR\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n/* These functions are used by modules compiled as C extension like math:\n   they must be exported. */\n\nPyAPI_FUNC(double) _Py_dg_strtod(const char *str, char **ptr);\nPyAPI_FUNC(char *) _Py_dg_dtoa(double d, int mode, int ndigits,\n                        int *decpt, int *sign, char **rve);\nPyAPI_FUNC(void) _Py_dg_freedtoa(char *s);\nPyAPI_FUNC(double) _Py_dg_stdnan(int sign);\nPyAPI_FUNC(double) _Py_dg_infinity(int sign);\n\n#ifdef __cplusplus\n}\n#endif\n#endif   /* !PY_NO_SHORT_FLOAT_REPR */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_fileutils.h",
    "content": "#ifndef Py_INTERNAL_FILEUTILS_H\n#define Py_INTERNAL_FILEUTILS_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"Py_BUILD_CORE must be defined to include this header\"\n#endif\n\n#include <locale.h>   /* struct lconv */\n\nPyAPI_DATA(int) _Py_HasFileSystemDefaultEncodeErrors;\n\nPyAPI_FUNC(int) _Py_DecodeUTF8Ex(\n    const char *arg,\n    Py_ssize_t arglen,\n    wchar_t **wstr,\n    size_t *wlen,\n    const char **reason,\n    _Py_error_handler errors);\n\nPyAPI_FUNC(int) _Py_EncodeUTF8Ex(\n    const wchar_t *text,\n    char **str,\n    size_t *error_pos,\n    const char **reason,\n    int raw_malloc,\n    _Py_error_handler errors);\n\nPyAPI_FUNC(wchar_t*) _Py_DecodeUTF8_surrogateescape(\n    const char *arg,\n    Py_ssize_t arglen,\n    size_t *wlen);\n\nPyAPI_FUNC(int) _Py_GetForceASCII(void);\n\n/* Reset \"force ASCII\" mode (if it was initialized).\n\n   This function should be called when Python changes the LC_CTYPE locale,\n   so the \"force ASCII\" mode can be detected again on the new locale\n   encoding. */\nPyAPI_FUNC(void) _Py_ResetForceASCII(void);\n\n\nPyAPI_FUNC(int) _Py_GetLocaleconvNumeric(\n    struct lconv *lc,\n    PyObject **decimal_point,\n    PyObject **thousands_sep);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERNAL_FILEUTILS_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_gc.h",
    "content": "#ifndef Py_INTERNAL_GC_H\n#define Py_INTERNAL_GC_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n/* GC information is stored BEFORE the object structure. */\ntypedef struct {\n    // Pointer to next object in the list.\n    // 0 means the object is not tracked\n    uintptr_t _gc_next;\n\n    // Pointer to previous object in the list.\n    // Lowest two bits are used for flags documented later.\n    uintptr_t _gc_prev;\n} PyGC_Head;\n\n#define _Py_AS_GC(o) ((PyGC_Head *)(o)-1)\n\n/* True if the object is currently tracked by the GC. */\n#define _PyObject_GC_IS_TRACKED(o) (_Py_AS_GC(o)->_gc_next != 0)\n\n/* True if the object may be tracked by the GC in the future, or already is.\n   This can be useful to implement some optimizations. */\n#define _PyObject_GC_MAY_BE_TRACKED(obj) \\\n    (PyObject_IS_GC(obj) && \\\n        (!PyTuple_CheckExact(obj) || _PyObject_GC_IS_TRACKED(obj)))\n\n\n/* Bit flags for _gc_prev */\n/* Bit 0 is set when tp_finalize is called */\n#define _PyGC_PREV_MASK_FINALIZED  (1)\n/* Bit 1 is set when the object is in generation which is GCed currently. */\n#define _PyGC_PREV_MASK_COLLECTING (2)\n/* The (N-2) most significant bits contain the real address. */\n#define _PyGC_PREV_SHIFT           (2)\n#define _PyGC_PREV_MASK            (((uintptr_t) -1) << _PyGC_PREV_SHIFT)\n\n// Lowest bit of _gc_next is used for flags only in GC.\n// But it is always 0 for normal code.\n#define _PyGCHead_NEXT(g)        ((PyGC_Head*)(g)->_gc_next)\n#define _PyGCHead_SET_NEXT(g, p) ((g)->_gc_next = (uintptr_t)(p))\n\n// Lowest two bits of _gc_prev is used for _PyGC_PREV_MASK_* flags.\n#define _PyGCHead_PREV(g) ((PyGC_Head*)((g)->_gc_prev & _PyGC_PREV_MASK))\n#define _PyGCHead_SET_PREV(g, p) do { \\\n    assert(((uintptr_t)p & ~_PyGC_PREV_MASK) == 0); \\\n    (g)->_gc_prev = ((g)->_gc_prev & ~_PyGC_PREV_MASK) \\\n        | ((uintptr_t)(p)); \\\n    } while (0)\n\n#define _PyGCHead_FINALIZED(g) \\\n    (((g)->_gc_prev & _PyGC_PREV_MASK_FINALIZED) != 0)\n#define _PyGCHead_SET_FINALIZED(g) \\\n    ((g)->_gc_prev |= _PyGC_PREV_MASK_FINALIZED)\n\n#define _PyGC_FINALIZED(o) \\\n    _PyGCHead_FINALIZED(_Py_AS_GC(o))\n#define _PyGC_SET_FINALIZED(o) \\\n    _PyGCHead_SET_FINALIZED(_Py_AS_GC(o))\n\n\n/* GC runtime state */\n\n/* If we change this, we need to change the default value in the\n   signature of gc.collect. */\n#define NUM_GENERATIONS 3\n/*\n   NOTE: about untracking of mutable objects.\n\n   Certain types of container cannot participate in a reference cycle, and\n   so do not need to be tracked by the garbage collector. Untracking these\n   objects reduces the cost of garbage collections. However, determining\n   which objects may be untracked is not free, and the costs must be\n   weighed against the benefits for garbage collection.\n\n   There are two possible strategies for when to untrack a container:\n\n   i) When the container is created.\n   ii) When the container is examined by the garbage collector.\n\n   Tuples containing only immutable objects (integers, strings etc, and\n   recursively, tuples of immutable objects) do not need to be tracked.\n   The interpreter creates a large number of tuples, many of which will\n   not survive until garbage collection. It is therefore not worthwhile\n   to untrack eligible tuples at creation time.\n\n   Instead, all tuples except the empty tuple are tracked when created.\n   During garbage collection it is determined whether any surviving tuples\n   can be untracked. A tuple can be untracked if all of its contents are\n   already not tracked. Tuples are examined for untracking in all garbage\n   collection cycles. It may take more than one cycle to untrack a tuple.\n\n   Dictionaries containing only immutable objects also do not need to be\n   tracked. Dictionaries are untracked when created. If a tracked item is\n   inserted into a dictionary (either as a key or value), the dictionary\n   becomes tracked. During a full garbage collection (all generations),\n   the collector will untrack any dictionaries whose contents are not\n   tracked.\n\n   The module provides the python function is_tracked(obj), which returns\n   the CURRENT tracking status of the object. Subsequent garbage\n   collections may change the tracking status of the object.\n\n   Untracking of certain containers was introduced in issue #4688, and\n   the algorithm was refined in response to issue #14775.\n*/\n\nstruct gc_generation {\n    PyGC_Head head;\n    int threshold; /* collection threshold */\n    int count; /* count of allocations or collections of younger\n                  generations */\n};\n\n/* Running stats per generation */\nstruct gc_generation_stats {\n    /* total number of collections */\n    Py_ssize_t collections;\n    /* total number of collected objects */\n    Py_ssize_t collected;\n    /* total number of uncollectable objects (put into gc.garbage) */\n    Py_ssize_t uncollectable;\n};\n\nstruct _gc_runtime_state {\n    /* List of objects that still need to be cleaned up, singly linked\n     * via their gc headers' gc_prev pointers.  */\n    PyObject *trash_delete_later;\n    /* Current call-stack depth of tp_dealloc calls. */\n    int trash_delete_nesting;\n\n    int enabled;\n    int debug;\n    /* linked lists of container objects */\n    struct gc_generation generations[NUM_GENERATIONS];\n    PyGC_Head *generation0;\n    /* a permanent generation which won't be collected */\n    struct gc_generation permanent_generation;\n    struct gc_generation_stats generation_stats[NUM_GENERATIONS];\n    /* true if we are currently running the collector */\n    int collecting;\n    /* list of uncollectable objects */\n    PyObject *garbage;\n    /* a list of callbacks to be invoked when collection is performed */\n    PyObject *callbacks;\n    /* This is the number of objects that survived the last full\n       collection. It approximates the number of long lived objects\n       tracked by the GC.\n\n       (by \"full collection\", we mean a collection of the oldest\n       generation). */\n    Py_ssize_t long_lived_total;\n    /* This is the number of objects that survived all \"non-full\"\n       collections, and are awaiting to undergo a full collection for\n       the first time. */\n    Py_ssize_t long_lived_pending;\n};\n\nPyAPI_FUNC(void) _PyGC_InitState(struct _gc_runtime_state *);\n\n\n// Functions to clear types free lists\nextern void _PyFrame_ClearFreeList(void);\nextern void _PyTuple_ClearFreeList(void);\nextern void _PyFloat_ClearFreeList(void);\nextern void _PyList_ClearFreeList(void);\nextern void _PyDict_ClearFreeList(void);\nextern void _PyAsyncGen_ClearFreeLists(void);\nextern void _PyContext_ClearFreeList(void);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERNAL_GC_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_getopt.h",
    "content": "#ifndef Py_INTERNAL_PYGETOPT_H\n#define Py_INTERNAL_PYGETOPT_H\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\nextern int _PyOS_opterr;\nextern Py_ssize_t _PyOS_optind;\nextern const wchar_t *_PyOS_optarg;\n\nextern void _PyOS_ResetGetOpt(void);\n\ntypedef struct {\n    const wchar_t *name;\n    int has_arg;\n    int val;\n} _PyOS_LongOption;\n\nextern int _PyOS_GetOpt(Py_ssize_t argc, wchar_t * const *argv, int *longindex);\n\n#endif /* !Py_INTERNAL_PYGETOPT_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_gil.h",
    "content": "#ifndef Py_INTERNAL_GIL_H\n#define Py_INTERNAL_GIL_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n#include \"pycore_atomic.h\"    /* _Py_atomic_address */\n#include \"pycore_condvar.h\"   /* PyCOND_T */\n\n#ifndef Py_HAVE_CONDVAR\n#  error You need either a POSIX-compatible or a Windows system!\n#endif\n\n/* Enable if you want to force the switching of threads at least\n   every `interval`. */\n#undef FORCE_SWITCHING\n#define FORCE_SWITCHING\n\nstruct _gil_runtime_state {\n    /* microseconds (the Python API uses seconds, though) */\n    unsigned long interval;\n    /* Last PyThreadState holding / having held the GIL. This helps us\n       know whether anyone else was scheduled after we dropped the GIL. */\n    _Py_atomic_address last_holder;\n    /* Whether the GIL is already taken (-1 if uninitialized). This is\n       atomic because it can be read without any lock taken in ceval.c. */\n    _Py_atomic_int locked;\n    /* Number of GIL switches since the beginning. */\n    unsigned long switch_number;\n    /* This condition variable allows one or several threads to wait\n       until the GIL is released. In addition, the mutex also protects\n       the above variables. */\n    PyCOND_T cond;\n    PyMUTEX_T mutex;\n#ifdef FORCE_SWITCHING\n    /* This condition variable helps the GIL-releasing thread wait for\n       a GIL-awaiting thread to be scheduled and take the GIL. */\n    PyCOND_T switch_cond;\n    PyMUTEX_T switch_mutex;\n#endif\n};\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERNAL_GIL_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_hamt.h",
    "content": "#ifndef Py_INTERNAL_HAMT_H\n#define Py_INTERNAL_HAMT_H\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n#define _Py_HAMT_MAX_TREE_DEPTH 7\n\n\n#define PyHamt_Check(o) Py_IS_TYPE(o, &_PyHamt_Type)\n\n\n/* Abstract tree node. */\ntypedef struct {\n    PyObject_HEAD\n} PyHamtNode;\n\n\n/* An HAMT immutable mapping collection. */\ntypedef struct {\n    PyObject_HEAD\n    PyHamtNode *h_root;\n    PyObject *h_weakreflist;\n    Py_ssize_t h_count;\n} PyHamtObject;\n\n\n/* A struct to hold the state of depth-first traverse of the tree.\n\n   HAMT is an immutable collection.  Iterators will hold a strong reference\n   to it, and every node in the HAMT has strong references to its children.\n\n   So for iterators, we can implement zero allocations and zero reference\n   inc/dec depth-first iteration.\n\n   - i_nodes: an array of seven pointers to tree nodes\n   - i_level: the current node in i_nodes\n   - i_pos: an array of positions within nodes in i_nodes.\n*/\ntypedef struct {\n    PyHamtNode *i_nodes[_Py_HAMT_MAX_TREE_DEPTH];\n    Py_ssize_t i_pos[_Py_HAMT_MAX_TREE_DEPTH];\n    int8_t i_level;\n} PyHamtIteratorState;\n\n\n/* Base iterator object.\n\n   Contains the iteration state, a pointer to the HAMT tree,\n   and a pointer to the 'yield function'.  The latter is a simple\n   function that returns a key/value tuple for the 'Items' iterator,\n   just a key for the 'Keys' iterator, and a value for the 'Values'\n   iterator.\n*/\ntypedef struct {\n    PyObject_HEAD\n    PyHamtObject *hi_obj;\n    PyHamtIteratorState hi_iter;\n    binaryfunc hi_yield;\n} PyHamtIterator;\n\n\nPyAPI_DATA(PyTypeObject) _PyHamt_Type;\nPyAPI_DATA(PyTypeObject) _PyHamt_ArrayNode_Type;\nPyAPI_DATA(PyTypeObject) _PyHamt_BitmapNode_Type;\nPyAPI_DATA(PyTypeObject) _PyHamt_CollisionNode_Type;\nPyAPI_DATA(PyTypeObject) _PyHamtKeys_Type;\nPyAPI_DATA(PyTypeObject) _PyHamtValues_Type;\nPyAPI_DATA(PyTypeObject) _PyHamtItems_Type;\n\n\n/* Create a new HAMT immutable mapping. */\nPyHamtObject * _PyHamt_New(void);\n\n/* Return a new collection based on \"o\", but with an additional\n   key/val pair. */\nPyHamtObject * _PyHamt_Assoc(PyHamtObject *o, PyObject *key, PyObject *val);\n\n/* Return a new collection based on \"o\", but without \"key\". */\nPyHamtObject * _PyHamt_Without(PyHamtObject *o, PyObject *key);\n\n/* Find \"key\" in the \"o\" collection.\n\n   Return:\n   - -1: An error occurred.\n   - 0: \"key\" wasn't found in \"o\".\n   - 1: \"key\" is in \"o\"; \"*val\" is set to its value (a borrowed ref).\n*/\nint _PyHamt_Find(PyHamtObject *o, PyObject *key, PyObject **val);\n\n/* Check if \"v\" is equal to \"w\".\n\n   Return:\n   - 0: v != w\n   - 1: v == w\n   - -1: An error occurred.\n*/\nint _PyHamt_Eq(PyHamtObject *v, PyHamtObject *w);\n\n/* Return the size of \"o\"; equivalent of \"len(o)\". */\nPy_ssize_t _PyHamt_Len(PyHamtObject *o);\n\n/* Return a Keys iterator over \"o\". */\nPyObject * _PyHamt_NewIterKeys(PyHamtObject *o);\n\n/* Return a Values iterator over \"o\". */\nPyObject * _PyHamt_NewIterValues(PyHamtObject *o);\n\n/* Return a Items iterator over \"o\". */\nPyObject * _PyHamt_NewIterItems(PyHamtObject *o);\n\nint _PyHamt_Init(void);\nvoid _PyHamt_Fini(void);\n\n#endif /* !Py_INTERNAL_HAMT_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_hashtable.h",
    "content": "#ifndef Py_INTERNAL_HASHTABLE_H\n#define Py_INTERNAL_HASHTABLE_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n/* Single linked list */\n\ntypedef struct _Py_slist_item_s {\n    struct _Py_slist_item_s *next;\n} _Py_slist_item_t;\n\ntypedef struct {\n    _Py_slist_item_t *head;\n} _Py_slist_t;\n\n#define _Py_SLIST_ITEM_NEXT(ITEM) (((_Py_slist_item_t *)ITEM)->next)\n\n#define _Py_SLIST_HEAD(SLIST) (((_Py_slist_t *)SLIST)->head)\n\n\n/* _Py_hashtable: table entry */\n\ntypedef struct {\n    /* used by _Py_hashtable_t.buckets to link entries */\n    _Py_slist_item_t _Py_slist_item;\n\n    Py_uhash_t key_hash;\n    void *key;\n    void *value;\n} _Py_hashtable_entry_t;\n\n\n/* _Py_hashtable: prototypes */\n\n/* Forward declaration */\nstruct _Py_hashtable_t;\ntypedef struct _Py_hashtable_t _Py_hashtable_t;\n\ntypedef Py_uhash_t (*_Py_hashtable_hash_func) (const void *key);\ntypedef int (*_Py_hashtable_compare_func) (const void *key1, const void *key2);\ntypedef void (*_Py_hashtable_destroy_func) (void *key);\ntypedef _Py_hashtable_entry_t* (*_Py_hashtable_get_entry_func)(_Py_hashtable_t *ht,\n                                                               const void *key);\n\ntypedef struct {\n    // Allocate a memory block\n    void* (*malloc) (size_t size);\n\n    // Release a memory block\n    void (*free) (void *ptr);\n} _Py_hashtable_allocator_t;\n\n\n/* _Py_hashtable: table */\nstruct _Py_hashtable_t {\n    size_t nentries; // Total number of entries in the table\n    size_t nbuckets;\n    _Py_slist_t *buckets;\n\n    _Py_hashtable_get_entry_func get_entry_func;\n    _Py_hashtable_hash_func hash_func;\n    _Py_hashtable_compare_func compare_func;\n    _Py_hashtable_destroy_func key_destroy_func;\n    _Py_hashtable_destroy_func value_destroy_func;\n    _Py_hashtable_allocator_t alloc;\n};\n\n/* Hash a pointer (void*) */\nPyAPI_FUNC(Py_uhash_t) _Py_hashtable_hash_ptr(const void *key);\n\n/* Comparison using memcmp() */\nPyAPI_FUNC(int) _Py_hashtable_compare_direct(\n    const void *key1,\n    const void *key2);\n\nPyAPI_FUNC(_Py_hashtable_t *) _Py_hashtable_new(\n    _Py_hashtable_hash_func hash_func,\n    _Py_hashtable_compare_func compare_func);\n\nPyAPI_FUNC(_Py_hashtable_t *) _Py_hashtable_new_full(\n    _Py_hashtable_hash_func hash_func,\n    _Py_hashtable_compare_func compare_func,\n    _Py_hashtable_destroy_func key_destroy_func,\n    _Py_hashtable_destroy_func value_destroy_func,\n    _Py_hashtable_allocator_t *allocator);\n\nPyAPI_FUNC(void) _Py_hashtable_destroy(_Py_hashtable_t *ht);\n\nPyAPI_FUNC(void) _Py_hashtable_clear(_Py_hashtable_t *ht);\n\ntypedef int (*_Py_hashtable_foreach_func) (_Py_hashtable_t *ht,\n                                           const void *key, const void *value,\n                                           void *user_data);\n\n/* Call func() on each entry of the hashtable.\n   Iteration stops if func() result is non-zero, in this case it's the result\n   of the call. Otherwise, the function returns 0. */\nPyAPI_FUNC(int) _Py_hashtable_foreach(\n    _Py_hashtable_t *ht,\n    _Py_hashtable_foreach_func func,\n    void *user_data);\n\nPyAPI_FUNC(size_t) _Py_hashtable_size(const _Py_hashtable_t *ht);\n\n/* Add a new entry to the hash. The key must not be present in the hash table.\n   Return 0 on success, -1 on memory error. */\nPyAPI_FUNC(int) _Py_hashtable_set(\n    _Py_hashtable_t *ht,\n    const void *key,\n    void *value);\n\n\n/* Get an entry.\n   Return NULL if the key does not exist. */\nstatic inline _Py_hashtable_entry_t *\n_Py_hashtable_get_entry(_Py_hashtable_t *ht, const void *key)\n{\n    return ht->get_entry_func(ht, key);\n}\n\n\n/* Get value from an entry.\n   Return NULL if the entry is not found.\n\n   Use _Py_hashtable_get_entry() to distinguish entry value equal to NULL\n   and entry not found. */\nPyAPI_FUNC(void*) _Py_hashtable_get(_Py_hashtable_t *ht, const void *key);\n\n\n/* Remove a key and its associated value without calling key and value destroy\n   functions.\n\n   Return the removed value if the key was found.\n   Return NULL if the key was not found. */\nPyAPI_FUNC(void*) _Py_hashtable_steal(\n    _Py_hashtable_t *ht,\n    const void *key);\n\n\n#ifdef __cplusplus\n}\n#endif\n#endif   /* !Py_INTERNAL_HASHTABLE_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_import.h",
    "content": "#ifndef Py_LIMITED_API\n#ifndef Py_INTERNAL_IMPORT_H\n#define Py_INTERNAL_IMPORT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\nPyAPI_FUNC(PyObject *) _PyImport_FindBuiltin(\n    PyThreadState *tstate,\n    const char *name             /* UTF-8 encoded string */\n    );\n\n#ifdef HAVE_FORK\nextern void _PyImport_ReInitLock(void);\n#endif\nextern void _PyImport_Cleanup(PyThreadState *tstate);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERNAL_IMPORT_H */\n#endif /* !Py_LIMITED_API */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_initconfig.h",
    "content": "#ifndef Py_INTERNAL_CORECONFIG_H\n#define Py_INTERNAL_CORECONFIG_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n/* Forward declaration */\nstruct pyruntimestate;\n\n/* --- PyStatus ----------------------------------------------- */\n\n/* Almost all errors causing Python initialization to fail */\n#ifdef _MSC_VER\n   /* Visual Studio 2015 doesn't implement C99 __func__ in C */\n#  define _PyStatus_GET_FUNC() __FUNCTION__\n#else\n#  define _PyStatus_GET_FUNC() __func__\n#endif\n\n#define _PyStatus_OK() \\\n    (PyStatus){._type = _PyStatus_TYPE_OK,}\n    /* other fields are set to 0 */\n#define _PyStatus_ERR(ERR_MSG) \\\n    (PyStatus){ \\\n        ._type = _PyStatus_TYPE_ERROR, \\\n        .func = _PyStatus_GET_FUNC(), \\\n        .err_msg = (ERR_MSG)}\n        /* other fields are set to 0 */\n#define _PyStatus_NO_MEMORY() _PyStatus_ERR(\"memory allocation failed\")\n#define _PyStatus_EXIT(EXITCODE) \\\n    (PyStatus){ \\\n        ._type = _PyStatus_TYPE_EXIT, \\\n        .exitcode = (EXITCODE)}\n#define _PyStatus_IS_ERROR(err) \\\n    (err._type == _PyStatus_TYPE_ERROR)\n#define _PyStatus_IS_EXIT(err) \\\n    (err._type == _PyStatus_TYPE_EXIT)\n#define _PyStatus_EXCEPTION(err) \\\n    (err._type != _PyStatus_TYPE_OK)\n#define _PyStatus_UPDATE_FUNC(err) \\\n    do { err.func = _PyStatus_GET_FUNC(); } while (0)\n\n/* --- PyWideStringList ------------------------------------------------ */\n\n#define _PyWideStringList_INIT (PyWideStringList){.length = 0, .items = NULL}\n\n#ifndef NDEBUG\nPyAPI_FUNC(int) _PyWideStringList_CheckConsistency(const PyWideStringList *list);\n#endif\nPyAPI_FUNC(void) _PyWideStringList_Clear(PyWideStringList *list);\nPyAPI_FUNC(int) _PyWideStringList_Copy(PyWideStringList *list,\n    const PyWideStringList *list2);\nPyAPI_FUNC(PyStatus) _PyWideStringList_Extend(PyWideStringList *list,\n    const PyWideStringList *list2);\nPyAPI_FUNC(PyObject*) _PyWideStringList_AsList(const PyWideStringList *list);\n\n\n/* --- _PyArgv ---------------------------------------------------- */\n\ntypedef struct _PyArgv {\n    Py_ssize_t argc;\n    int use_bytes_argv;\n    char * const *bytes_argv;\n    wchar_t * const *wchar_argv;\n} _PyArgv;\n\nPyAPI_FUNC(PyStatus) _PyArgv_AsWstrList(const _PyArgv *args,\n    PyWideStringList *list);\n\n\n/* --- Helper functions ------------------------------------------- */\n\nPyAPI_FUNC(int) _Py_str_to_int(\n    const char *str,\n    int *result);\nPyAPI_FUNC(const wchar_t*) _Py_get_xoption(\n    const PyWideStringList *xoptions,\n    const wchar_t *name);\nPyAPI_FUNC(const char*) _Py_GetEnv(\n    int use_environment,\n    const char *name);\nPyAPI_FUNC(void) _Py_get_env_flag(\n    int use_environment,\n    int *flag,\n    const char *name);\n\n/* Py_GetArgcArgv() helper */\nPyAPI_FUNC(void) _Py_ClearArgcArgv(void);\n\n\n/* --- _PyPreCmdline ------------------------------------------------- */\n\ntypedef struct {\n    PyWideStringList argv;\n    PyWideStringList xoptions;     /* \"-X value\" option */\n    int isolated;             /* -I option */\n    int use_environment;      /* -E option */\n    int dev_mode;             /* -X dev and PYTHONDEVMODE */\n} _PyPreCmdline;\n\n#define _PyPreCmdline_INIT \\\n    (_PyPreCmdline){ \\\n        .use_environment = -1, \\\n        .isolated = -1, \\\n        .dev_mode = -1}\n/* Note: _PyPreCmdline_INIT sets other fields to 0/NULL */\n\nextern void _PyPreCmdline_Clear(_PyPreCmdline *cmdline);\nextern PyStatus _PyPreCmdline_SetArgv(_PyPreCmdline *cmdline,\n    const _PyArgv *args);\nextern PyStatus _PyPreCmdline_SetConfig(\n    const _PyPreCmdline *cmdline,\n    PyConfig *config);\nextern PyStatus _PyPreCmdline_Read(_PyPreCmdline *cmdline,\n    const PyPreConfig *preconfig);\n\n\n/* --- PyPreConfig ----------------------------------------------- */\n\nPyAPI_FUNC(void) _PyPreConfig_InitCompatConfig(PyPreConfig *preconfig);\nextern void _PyPreConfig_InitFromConfig(\n    PyPreConfig *preconfig,\n    const PyConfig *config);\nextern PyStatus _PyPreConfig_InitFromPreConfig(\n    PyPreConfig *preconfig,\n    const PyPreConfig *config2);\nextern PyObject* _PyPreConfig_AsDict(const PyPreConfig *preconfig);\nextern void _PyPreConfig_GetConfig(PyPreConfig *preconfig,\n    const PyConfig *config);\nextern PyStatus _PyPreConfig_Read(PyPreConfig *preconfig,\n    const _PyArgv *args);\nextern PyStatus _PyPreConfig_Write(const PyPreConfig *preconfig);\n\n\n/* --- PyConfig ---------------------------------------------- */\n\ntypedef enum {\n    /* Py_Initialize() API: backward compatibility with Python 3.6 and 3.7 */\n    _PyConfig_INIT_COMPAT = 1,\n    _PyConfig_INIT_PYTHON = 2,\n    _PyConfig_INIT_ISOLATED = 3\n} _PyConfigInitEnum;\n\nPyAPI_FUNC(void) _PyConfig_InitCompatConfig(PyConfig *config);\nextern PyStatus _PyConfig_Copy(\n    PyConfig *config,\n    const PyConfig *config2);\nextern PyStatus _PyConfig_InitPathConfig(PyConfig *config);\nextern PyStatus _PyConfig_Write(const PyConfig *config,\n    struct pyruntimestate *runtime);\nextern PyStatus _PyConfig_SetPyArgv(\n    PyConfig *config,\n    const _PyArgv *args);\n\n\n/* --- Function used for testing ---------------------------------- */\n\nPyAPI_FUNC(PyObject*) _Py_GetConfigsAsDict(void);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERNAL_CORECONFIG_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_interp.h",
    "content": "#ifndef Py_INTERNAL_INTERP_H\n#define Py_INTERNAL_INTERP_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n#include \"pycore_atomic.h\"    /* _Py_atomic_address */\n#include \"pycore_gil.h\"       /* struct _gil_runtime_state  */\n#include \"pycore_gc.h\"        /* struct _gc_runtime_state */\n#include \"pycore_warnings.h\"  /* struct _warnings_runtime_state */\n\n/* ceval state */\n\nstruct _pending_calls {\n    PyThread_type_lock lock;\n    /* Request for running pending calls. */\n    _Py_atomic_int calls_to_do;\n    /* Request for looking at the `async_exc` field of the current\n       thread state.\n       Guarded by the GIL. */\n    int async_exc;\n#define NPENDINGCALLS 32\n    struct {\n        int (*func)(void *);\n        void *arg;\n    } calls[NPENDINGCALLS];\n    int first;\n    int last;\n};\n\nstruct _ceval_state {\n    int recursion_limit;\n    /* Records whether tracing is on for any thread.  Counts the number\n       of threads for which tstate->c_tracefunc is non-NULL, so if the\n       value is 0, we know we don't have to check this thread's\n       c_tracefunc.  This speeds up the if statement in\n       _PyEval_EvalFrameDefault() after fast_next_opcode. */\n    int tracing_possible;\n    /* This single variable consolidates all requests to break out of\n       the fast path in the eval loop. */\n    _Py_atomic_int eval_breaker;\n    /* Request for dropping the GIL */\n    _Py_atomic_int gil_drop_request;\n    struct _pending_calls pending;\n};\n\n/* fs_codec.encoding is initialized to NULL.\n   Later, it is set to a non-NULL string by _PyUnicode_InitEncodings(). */\nstruct _Py_unicode_fs_codec {\n    char *encoding;   // Filesystem encoding (encoded to UTF-8)\n    int utf8;         // encoding==\"utf-8\"?\n    char *errors;     // Filesystem errors (encoded to UTF-8)\n    _Py_error_handler error_handler;\n};\n\nstruct _Py_unicode_state {\n    struct _Py_unicode_fs_codec fs_codec;\n};\n\n\n/* interpreter state */\n\n#define _PY_NSMALLPOSINTS           257\n#define _PY_NSMALLNEGINTS           5\n\n// The PyInterpreterState typedef is in Include/pystate.h.\nstruct _is {\n\n    struct _is *next;\n    struct _ts *tstate_head;\n\n    /* Reference to the _PyRuntime global variable. This field exists\n       to not have to pass runtime in addition to tstate to a function.\n       Get runtime from tstate: tstate->interp->runtime. */\n    struct pyruntimestate *runtime;\n\n    int64_t id;\n    int64_t id_refcount;\n    int requires_idref;\n    PyThread_type_lock id_mutex;\n\n    int finalizing;\n\n    struct _ceval_state ceval;\n    struct _gc_runtime_state gc;\n\n    PyObject *modules;\n    PyObject *modules_by_index;\n    PyObject *sysdict;\n    PyObject *builtins;\n    PyObject *importlib;\n\n    /* Used in Modules/_threadmodule.c. */\n    long num_threads;\n    /* Support for runtime thread stack size tuning.\n       A value of 0 means using the platform's default stack size\n       or the size specified by the THREAD_STACK_SIZE macro. */\n    /* Used in Python/thread.c. */\n    size_t pythread_stacksize;\n\n    PyObject *codec_search_path;\n    PyObject *codec_search_cache;\n    PyObject *codec_error_registry;\n    int codecs_initialized;\n\n    struct _Py_unicode_state unicode;\n\n    PyConfig config;\n#ifdef HAVE_DLOPEN\n    int dlopenflags;\n#endif\n\n    PyObject *dict;  /* Stores per-interpreter state */\n\n    PyObject *builtins_copy;\n    PyObject *import_func;\n    /* Initialized to PyEval_EvalFrameDefault(). */\n    _PyFrameEvalFunction eval_frame;\n\n    Py_ssize_t co_extra_user_count;\n    freefunc co_extra_freefuncs[MAX_CO_EXTRA_USERS];\n\n#ifdef HAVE_FORK\n    PyObject *before_forkers;\n    PyObject *after_forkers_parent;\n    PyObject *after_forkers_child;\n#endif\n    /* AtExit module */\n    void (*pyexitfunc)(PyObject *);\n    PyObject *pyexitmodule;\n\n    uint64_t tstate_next_unique_id;\n\n    struct _warnings_runtime_state warnings;\n\n    PyObject *audit_hooks;\n\n    struct {\n        struct {\n            int level;\n            int atbol;\n        } listnode;\n    } parser;\n\n#if _PY_NSMALLNEGINTS + _PY_NSMALLPOSINTS > 0\n    /* Small integers are preallocated in this array so that they\n       can be shared.\n       The integers that are preallocated are those in the range\n       -_PY_NSMALLNEGINTS (inclusive) to _PY_NSMALLPOSINTS (not inclusive).\n    */\n    PyLongObject* small_ints[_PY_NSMALLNEGINTS + _PY_NSMALLPOSINTS];\n#endif\n};\n\n/* Used by _PyImport_Cleanup() */\nextern void _PyInterpreterState_ClearModules(PyInterpreterState *interp);\n\nextern PyStatus _PyInterpreterState_SetConfig(\n    PyInterpreterState *interp,\n    const PyConfig *config);\n\n\n\n/* cross-interpreter data registry */\n\n/* For now we use a global registry of shareable classes.  An\n   alternative would be to add a tp_* slot for a class's\n   crossinterpdatafunc. It would be simpler and more efficient. */\n\nstruct _xidregitem;\n\nstruct _xidregitem {\n    PyTypeObject *cls;\n    crossinterpdatafunc getdata;\n    struct _xidregitem *next;\n};\n\nPyAPI_FUNC(struct _is*) _PyInterpreterState_LookUpID(int64_t);\n\nPyAPI_FUNC(int) _PyInterpreterState_IDInitref(struct _is *);\nPyAPI_FUNC(void) _PyInterpreterState_IDIncref(struct _is *);\nPyAPI_FUNC(void) _PyInterpreterState_IDDecref(struct _is *);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERNAL_INTERP_H */\n\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_object.h",
    "content": "#ifndef Py_INTERNAL_OBJECT_H\n#define Py_INTERNAL_OBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n#include \"pycore_gc.h\"         // _PyObject_GC_IS_TRACKED()\n#include \"pycore_interp.h\"     // PyInterpreterState.gc\n#include \"pycore_pystate.h\"    // _PyThreadState_GET()\n\nPyAPI_FUNC(int) _PyType_CheckConsistency(PyTypeObject *type);\nPyAPI_FUNC(int) _PyDict_CheckConsistency(PyObject *mp, int check_content);\n\n/* Tell the GC to track this object.\n *\n * NB: While the object is tracked by the collector, it must be safe to call the\n * ob_traverse method.\n *\n * Internal note: interp->gc.generation0->_gc_prev doesn't have any bit flags\n * because it's not object header.  So we don't use _PyGCHead_PREV() and\n * _PyGCHead_SET_PREV() for it to avoid unnecessary bitwise operations.\n *\n * The PyObject_GC_Track() function is the public version of this macro.\n */\nstatic inline void _PyObject_GC_TRACK_impl(const char *filename, int lineno,\n                                           PyObject *op)\n{\n    _PyObject_ASSERT_FROM(op, !_PyObject_GC_IS_TRACKED(op),\n                          \"object already tracked by the garbage collector\",\n                          filename, lineno, \"_PyObject_GC_TRACK\");\n\n    PyGC_Head *gc = _Py_AS_GC(op);\n    _PyObject_ASSERT_FROM(op,\n                          (gc->_gc_prev & _PyGC_PREV_MASK_COLLECTING) == 0,\n                          \"object is in generation which is garbage collected\",\n                          filename, lineno, \"_PyObject_GC_TRACK\");\n\n    PyThreadState *tstate = _PyThreadState_GET();\n    PyGC_Head *generation0 = tstate->interp->gc.generation0;\n    PyGC_Head *last = (PyGC_Head*)(generation0->_gc_prev);\n    _PyGCHead_SET_NEXT(last, gc);\n    _PyGCHead_SET_PREV(gc, last);\n    _PyGCHead_SET_NEXT(gc, generation0);\n    generation0->_gc_prev = (uintptr_t)gc;\n}\n\n#define _PyObject_GC_TRACK(op) \\\n    _PyObject_GC_TRACK_impl(__FILE__, __LINE__, _PyObject_CAST(op))\n\n/* Tell the GC to stop tracking this object.\n *\n * Internal note: This may be called while GC. So _PyGC_PREV_MASK_COLLECTING\n * must be cleared. But _PyGC_PREV_MASK_FINALIZED bit is kept.\n *\n * The object must be tracked by the GC.\n *\n * The PyObject_GC_UnTrack() function is the public version of this macro.\n */\nstatic inline void _PyObject_GC_UNTRACK_impl(const char *filename, int lineno,\n                                             PyObject *op)\n{\n    _PyObject_ASSERT_FROM(op, _PyObject_GC_IS_TRACKED(op),\n                          \"object not tracked by the garbage collector\",\n                          filename, lineno, \"_PyObject_GC_UNTRACK\");\n\n    PyGC_Head *gc = _Py_AS_GC(op);\n    PyGC_Head *prev = _PyGCHead_PREV(gc);\n    PyGC_Head *next = _PyGCHead_NEXT(gc);\n    _PyGCHead_SET_NEXT(prev, next);\n    _PyGCHead_SET_PREV(next, prev);\n    gc->_gc_next = 0;\n    gc->_gc_prev &= _PyGC_PREV_MASK_FINALIZED;\n}\n\n#define _PyObject_GC_UNTRACK(op) \\\n    _PyObject_GC_UNTRACK_impl(__FILE__, __LINE__, _PyObject_CAST(op))\n\n#ifdef Py_REF_DEBUG\nextern void _PyDebug_PrintTotalRefs(void);\n#endif\n\n#ifdef Py_TRACE_REFS\nextern void _Py_AddToAllObjects(PyObject *op, int force);\nextern void _Py_PrintReferences(FILE *);\nextern void _Py_PrintReferenceAddresses(FILE *);\n#endif\n\nstatic inline PyObject **\n_PyObject_GET_WEAKREFS_LISTPTR(PyObject *op)\n{\n    Py_ssize_t offset = Py_TYPE(op)->tp_weaklistoffset;\n    return (PyObject **)((char *)op + offset);\n}\n\n// Fast inlined version of PyType_HasFeature()\nstatic inline int\n_PyType_HasFeature(PyTypeObject *type, unsigned long feature) {\n    return ((type->tp_flags & feature) != 0);\n}\n\n// Fast inlined version of PyObject_IS_GC()\nstatic inline int\n_PyObject_IS_GC(PyObject *obj)\n{\n    return (PyType_IS_GC(Py_TYPE(obj))\n            && (Py_TYPE(obj)->tp_is_gc == NULL\n                || Py_TYPE(obj)->tp_is_gc(obj)));\n}\n\n// Fast inlined version of PyType_IS_GC()\n#define _PyType_IS_GC(t) _PyType_HasFeature((t), Py_TPFLAGS_HAVE_GC)\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERNAL_OBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_pathconfig.h",
    "content": "#ifndef Py_INTERNAL_PATHCONFIG_H\n#define Py_INTERNAL_PATHCONFIG_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\ntypedef struct _PyPathConfig {\n    /* Full path to the Python program */\n    wchar_t *program_full_path;\n    wchar_t *prefix;\n    wchar_t *exec_prefix;\n    /* Set by Py_SetPath(), or computed by _PyConfig_InitPathConfig() */\n    wchar_t *module_search_path;\n    /* Python program name */\n    wchar_t *program_name;\n    /* Set by Py_SetPythonHome() or PYTHONHOME environment variable */\n    wchar_t *home;\n#ifdef MS_WINDOWS\n    /* isolated and site_import are used to set Py_IsolatedFlag and\n       Py_NoSiteFlag flags on Windows in read_pth_file(). These fields\n       are ignored when their value are equal to -1 (unset). */\n    int isolated;\n    int site_import;\n    /* Set when a venv is detected */\n    wchar_t *base_executable;\n#endif\n} _PyPathConfig;\n\n#ifdef MS_WINDOWS\n#  define _PyPathConfig_INIT \\\n      {.module_search_path = NULL, \\\n       .isolated = -1, \\\n       .site_import = -1}\n#else\n#  define _PyPathConfig_INIT \\\n      {.module_search_path = NULL}\n#endif\n/* Note: _PyPathConfig_INIT sets other fields to 0/NULL */\n\nPyAPI_DATA(_PyPathConfig) _Py_path_config;\n#ifdef MS_WINDOWS\nPyAPI_DATA(wchar_t*) _Py_dll_path;\n#endif\n\nextern void _PyPathConfig_ClearGlobal(void);\n\nextern PyStatus _PyPathConfig_Calculate(\n    _PyPathConfig *pathconfig,\n    const PyConfig *config);\nextern int _PyPathConfig_ComputeSysPath0(\n    const PyWideStringList *argv,\n    PyObject **path0);\nextern PyStatus _Py_FindEnvConfigValue(\n    FILE *env_file,\n    const wchar_t *key,\n    wchar_t **value_p);\n\n#ifdef MS_WINDOWS\nextern wchar_t* _Py_GetDLLPath(void);\n#endif\n\nextern PyStatus _PyConfig_WritePathConfig(const PyConfig *config);\nextern void _Py_DumpPathConfig(PyThreadState *tstate);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERNAL_PATHCONFIG_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_pyerrors.h",
    "content": "#ifndef Py_INTERNAL_PYERRORS_H\n#define Py_INTERNAL_PYERRORS_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\nstatic inline PyObject* _PyErr_Occurred(PyThreadState *tstate)\n{\n    assert(tstate != NULL);\n    return tstate->curexc_type;\n}\n\nstatic inline void _PyErr_ClearExcState(_PyErr_StackItem *exc_state)\n{\n    PyObject *t, *v, *tb;\n    t = exc_state->exc_type;\n    v = exc_state->exc_value;\n    tb = exc_state->exc_traceback;\n    exc_state->exc_type = NULL;\n    exc_state->exc_value = NULL;\n    exc_state->exc_traceback = NULL;\n    Py_XDECREF(t);\n    Py_XDECREF(v);\n    Py_XDECREF(tb);\n}\n\n\nPyAPI_FUNC(void) _PyErr_Fetch(\n    PyThreadState *tstate,\n    PyObject **type,\n    PyObject **value,\n    PyObject **traceback);\n\nPyAPI_FUNC(int) _PyErr_ExceptionMatches(\n    PyThreadState *tstate,\n    PyObject *exc);\n\nPyAPI_FUNC(void) _PyErr_Restore(\n    PyThreadState *tstate,\n    PyObject *type,\n    PyObject *value,\n    PyObject *traceback);\n\nPyAPI_FUNC(void) _PyErr_SetObject(\n    PyThreadState *tstate,\n    PyObject *type,\n    PyObject *value);\n\nPyAPI_FUNC(void) _PyErr_ChainStackItem(\n    _PyErr_StackItem *exc_info);\n\nPyAPI_FUNC(void) _PyErr_Clear(PyThreadState *tstate);\n\nPyAPI_FUNC(void) _PyErr_SetNone(PyThreadState *tstate, PyObject *exception);\n\nPyAPI_FUNC(PyObject *) _PyErr_NoMemory(PyThreadState *tstate);\n\nPyAPI_FUNC(void) _PyErr_SetString(\n    PyThreadState *tstate,\n    PyObject *exception,\n    const char *string);\n\nPyAPI_FUNC(PyObject *) _PyErr_Format(\n    PyThreadState *tstate,\n    PyObject *exception,\n    const char *format,\n    ...);\n\nPyAPI_FUNC(void) _PyErr_NormalizeException(\n    PyThreadState *tstate,\n    PyObject **exc,\n    PyObject **val,\n    PyObject **tb);\n\nPyAPI_FUNC(PyObject *) _PyErr_FormatFromCauseTstate(\n    PyThreadState *tstate,\n    PyObject *exception,\n    const char *format,\n    ...);\n\nPyAPI_FUNC(int) _PyErr_CheckSignalsTstate(PyThreadState *tstate);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERNAL_PYERRORS_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_pyhash.h",
    "content": "#ifndef Py_INTERNAL_HASH_H\n#define Py_INTERNAL_HASH_H\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\nuint64_t _Py_KeyedHash(uint64_t, const char *, Py_ssize_t);\n\n#endif\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_pylifecycle.h",
    "content": "#ifndef Py_INTERNAL_LIFECYCLE_H\n#define Py_INTERNAL_LIFECYCLE_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n/* Forward declarations */\nstruct _PyArgv;\nstruct pyruntimestate;\n\n/* True if the main interpreter thread exited due to an unhandled\n * KeyboardInterrupt exception, suggesting the user pressed ^C. */\nPyAPI_DATA(int) _Py_UnhandledKeyboardInterrupt;\n\nextern int _Py_SetFileSystemEncoding(\n    const char *encoding,\n    const char *errors);\nextern void _Py_ClearFileSystemEncoding(void);\nextern PyStatus _PyUnicode_InitEncodings(PyThreadState *tstate);\n#ifdef MS_WINDOWS\nextern int _PyUnicode_EnableLegacyWindowsFSEncoding(void);\n#endif\n\nPyAPI_FUNC(void) _Py_ClearStandardStreamEncoding(void);\n\nPyAPI_FUNC(int) _Py_IsLocaleCoercionTarget(const char *ctype_loc);\n\n/* Various one-time initializers */\n\nextern PyStatus _PyUnicode_Init(void);\nextern int _PyStructSequence_Init(void);\nextern int _PyLong_Init(PyThreadState *tstate);\nextern PyStatus _PyFaulthandler_Init(int enable);\nextern int _PyTraceMalloc_Init(int enable);\nextern PyObject * _PyBuiltin_Init(PyThreadState *tstate);\nextern PyStatus _PySys_Create(\n    PyThreadState *tstate,\n    PyObject **sysmod_p);\nextern PyStatus _PySys_ReadPreinitWarnOptions(PyWideStringList *options);\nextern PyStatus _PySys_ReadPreinitXOptions(PyConfig *config);\nextern int _PySys_InitMain(PyThreadState *tstate);\nextern PyStatus _PyExc_Init(void);\nextern PyStatus _PyErr_Init(void);\nextern PyStatus _PyBuiltins_AddExceptions(PyObject * bltinmod);\nextern PyStatus _PyImportHooks_Init(PyThreadState *tstate);\nextern int _PyFloat_Init(void);\nextern PyStatus _Py_HashRandomization_Init(const PyConfig *);\n\nextern PyStatus _PyTypes_Init(void);\nextern PyStatus _PyTypes_InitSlotDefs(void);\nextern PyStatus _PyImportZip_Init(PyThreadState *tstate);\nextern PyStatus _PyGC_Init(PyThreadState *tstate);\n\n\n/* Various internal finalizers */\n\nextern void _PyFrame_Fini(void);\nextern void _PyDict_Fini(void);\nextern void _PyTuple_Fini(void);\nextern void _PyList_Fini(void);\nextern void _PySet_Fini(void);\nextern void _PyBytes_Fini(void);\nextern void _PyFloat_Fini(void);\nextern void _PySlice_Fini(void);\nextern void _PyAsyncGen_Fini(void);\n\nextern int _PySignal_Init(int install_signal_handlers);\nextern void PyOS_FiniInterrupts(void);\n\nextern void _PyExc_Fini(void);\nextern void _PyImport_Fini(void);\nextern void _PyImport_Fini2(void);\nextern void _PyGC_Fini(PyThreadState *tstate);\nextern void _PyType_Fini(void);\nextern void _Py_HashRandomization_Fini(void);\nextern void _PyUnicode_Fini(PyThreadState *tstate);\nextern void _PyLong_Fini(PyThreadState *tstate);\nextern void _PyFaulthandler_Fini(void);\nextern void _PyHash_Fini(void);\nextern void _PyTraceMalloc_Fini(void);\nextern void _PyWarnings_Fini(PyInterpreterState *interp);\nextern void _PyAST_Fini(void);\n\nextern PyStatus _PyGILState_Init(PyThreadState *tstate);\nextern void _PyGILState_Fini(PyThreadState *tstate);\n\nPyAPI_FUNC(void) _PyGC_DumpShutdownStats(PyThreadState *tstate);\n\nPyAPI_FUNC(PyStatus) _Py_PreInitializeFromPyArgv(\n    const PyPreConfig *src_config,\n    const struct _PyArgv *args);\nPyAPI_FUNC(PyStatus) _Py_PreInitializeFromConfig(\n    const PyConfig *config,\n    const struct _PyArgv *args);\n\n\nPyAPI_FUNC(int) _Py_HandleSystemExit(int *exitcode_p);\n\nPyAPI_FUNC(PyObject*) _PyErr_WriteUnraisableDefaultHook(PyObject *unraisable);\n\nPyAPI_FUNC(void) _PyErr_Print(PyThreadState *tstate);\nPyAPI_FUNC(void) _PyErr_Display(PyObject *file, PyObject *exception,\n                                PyObject *value, PyObject *tb);\n\nPyAPI_FUNC(void) _PyThreadState_DeleteCurrent(PyThreadState *tstate);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERNAL_LIFECYCLE_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_pymem.h",
    "content": "#ifndef Py_INTERNAL_PYMEM_H\n#define Py_INTERNAL_PYMEM_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n#include \"pymem.h\"      // PyMemAllocatorName\n\n\n/* Set the memory allocator of the specified domain to the default.\n   Save the old allocator into *old_alloc if it's non-NULL.\n   Return on success, or return -1 if the domain is unknown. */\nPyAPI_FUNC(int) _PyMem_SetDefaultAllocator(\n    PyMemAllocatorDomain domain,\n    PyMemAllocatorEx *old_alloc);\n\n/* Special bytes broadcast into debug memory blocks at appropriate times.\n   Strings of these are unlikely to be valid addresses, floats, ints or\n   7-bit ASCII.\n\n   - PYMEM_CLEANBYTE: clean (newly allocated) memory\n   - PYMEM_DEADBYTE dead (newly freed) memory\n   - PYMEM_FORBIDDENBYTE: untouchable bytes at each end of a block\n\n   Byte patterns 0xCB, 0xDB and 0xFB have been replaced with 0xCD, 0xDD and\n   0xFD to use the same values than Windows CRT debug malloc() and free().\n   If modified, _PyMem_IsPtrFreed() should be updated as well. */\n#define PYMEM_CLEANBYTE      0xCD\n#define PYMEM_DEADBYTE       0xDD\n#define PYMEM_FORBIDDENBYTE  0xFD\n\n/* Heuristic checking if a pointer value is newly allocated\n   (uninitialized), newly freed or NULL (is equal to zero).\n\n   The pointer is not dereferenced, only the pointer value is checked.\n\n   The heuristic relies on the debug hooks on Python memory allocators which\n   fills newly allocated memory with CLEANBYTE (0xCD) and newly freed memory\n   with DEADBYTE (0xDD). Detect also \"untouchable bytes\" marked\n   with FORBIDDENBYTE (0xFD). */\nstatic inline int _PyMem_IsPtrFreed(void *ptr)\n{\n    uintptr_t value = (uintptr_t)ptr;\n#if SIZEOF_VOID_P == 8\n    return (value == 0\n            || value == (uintptr_t)0xCDCDCDCDCDCDCDCD\n            || value == (uintptr_t)0xDDDDDDDDDDDDDDDD\n            || value == (uintptr_t)0xFDFDFDFDFDFDFDFD);\n#elif SIZEOF_VOID_P == 4\n    return (value == 0\n            || value == (uintptr_t)0xCDCDCDCD\n            || value == (uintptr_t)0xDDDDDDDD\n            || value == (uintptr_t)0xFDFDFDFD);\n#else\n#  error \"unknown pointer size\"\n#endif\n}\n\nPyAPI_FUNC(int) _PyMem_GetAllocatorName(\n    const char *name,\n    PyMemAllocatorName *allocator);\n\n/* Configure the Python memory allocators.\n   Pass PYMEM_ALLOCATOR_DEFAULT to use default allocators.\n   PYMEM_ALLOCATOR_NOT_SET does nothing. */\nPyAPI_FUNC(int) _PyMem_SetupAllocators(PyMemAllocatorName allocator);\n\n/* bpo-35053: Expose _Py_tracemalloc_config for _Py_NewReference()\n   which access directly _Py_tracemalloc_config.tracing for best\n   performances. */\nstruct _PyTraceMalloc_Config {\n    /* Module initialized?\n       Variable protected by the GIL */\n    enum {\n        TRACEMALLOC_NOT_INITIALIZED,\n        TRACEMALLOC_INITIALIZED,\n        TRACEMALLOC_FINALIZED\n    } initialized;\n\n    /* Is tracemalloc tracing memory allocations?\n       Variable protected by the GIL */\n    int tracing;\n\n    /* limit of the number of frames in a traceback, 1 by default.\n       Variable protected by the GIL. */\n    int max_nframe;\n};\n\n#define _PyTraceMalloc_Config_INIT \\\n    {.initialized = TRACEMALLOC_NOT_INITIALIZED, \\\n     .tracing = 0, \\\n     .max_nframe = 1}\n\nPyAPI_DATA(struct _PyTraceMalloc_Config) _Py_tracemalloc_config;\n\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERNAL_PYMEM_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_pystate.h",
    "content": "#ifndef Py_INTERNAL_PYSTATE_H\n#define Py_INTERNAL_PYSTATE_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n#include \"pycore_runtime.h\"   /* PyRuntimeState */\n\n\n/* Check if the current thread is the main thread.\n   Use _Py_IsMainInterpreter() to check if it's the main interpreter. */\nstatic inline int\n_Py_IsMainThread(void)\n{\n    unsigned long thread = PyThread_get_thread_ident();\n    return (thread == _PyRuntime.main_thread);\n}\n\n\nstatic inline int\n_Py_IsMainInterpreter(PyThreadState* tstate)\n{\n    /* Use directly _PyRuntime rather than tstate->interp->runtime, since\n       this function is used in performance critical code path (ceval) */\n    return (tstate->interp == _PyRuntime.interpreters.main);\n}\n\n\n/* Only handle signals on the main thread of the main interpreter. */\nstatic inline int\n_Py_ThreadCanHandleSignals(PyInterpreterState *interp)\n{\n    return (_Py_IsMainThread() && interp == _PyRuntime.interpreters.main);\n}\n\n\n/* Only execute pending calls on the main thread. */\nstatic inline int\n_Py_ThreadCanHandlePendingCalls(void)\n{\n    return _Py_IsMainThread();\n}\n\n\n/* Variable and macro for in-line access to current thread\n   and interpreter state */\n\nstatic inline PyThreadState*\n_PyRuntimeState_GetThreadState(_PyRuntimeState *runtime)\n{\n    return (PyThreadState*)_Py_atomic_load_relaxed(&runtime->gilstate.tstate_current);\n}\n\n/* Get the current Python thread state.\n\n   Efficient macro reading directly the 'gilstate.tstate_current' atomic\n   variable. The macro is unsafe: it does not check for error and it can\n   return NULL.\n\n   The caller must hold the GIL.\n\n   See also PyThreadState_Get() and PyThreadState_GET(). */\nstatic inline PyThreadState*\n_PyThreadState_GET(void)\n{\n    return _PyRuntimeState_GetThreadState(&_PyRuntime);\n}\n\n/* Redefine PyThreadState_GET() as an alias to _PyThreadState_GET() */\n#undef PyThreadState_GET\n#define PyThreadState_GET() _PyThreadState_GET()\n\nPyAPI_FUNC(void) _Py_NO_RETURN _Py_FatalError_TstateNULL(const char *func);\n\nstatic inline void\n_Py_EnsureFuncTstateNotNULL(const char *func, PyThreadState *tstate)\n{\n    if (tstate == NULL) {\n        _Py_FatalError_TstateNULL(func);\n    }\n}\n\n// Call Py_FatalError() if tstate is NULL\n#define _Py_EnsureTstateNotNULL(tstate) \\\n    _Py_EnsureFuncTstateNotNULL(__func__, tstate)\n\n\n/* Get the current interpreter state.\n\n   The macro is unsafe: it does not check for error and it can return NULL.\n\n   The caller must hold the GIL.\n\n   See also _PyInterpreterState_Get()\n   and _PyGILState_GetInterpreterStateUnsafe(). */\nstatic inline PyInterpreterState* _PyInterpreterState_GET(void) {\n    PyThreadState *tstate = _PyThreadState_GET();\n#ifdef Py_DEBUG\n    _Py_EnsureTstateNotNULL(tstate);\n#endif\n    return tstate->interp;\n}\n\n\n/* Other */\n\nPyAPI_FUNC(void) _PyThreadState_Init(\n    PyThreadState *tstate);\nPyAPI_FUNC(void) _PyThreadState_DeleteExcept(\n    _PyRuntimeState *runtime,\n    PyThreadState *tstate);\n\nPyAPI_FUNC(PyThreadState *) _PyThreadState_Swap(\n    struct _gilstate_runtime_state *gilstate,\n    PyThreadState *newts);\n\nPyAPI_FUNC(PyStatus) _PyInterpreterState_Enable(_PyRuntimeState *runtime);\nPyAPI_FUNC(void) _PyInterpreterState_DeleteExceptMain(_PyRuntimeState *runtime);\n\nPyAPI_FUNC(void) _PyGILState_Reinit(_PyRuntimeState *runtime);\n\n\nPyAPI_FUNC(int) _PyState_AddModule(\n    PyThreadState *tstate,\n    PyObject* module,\n    struct PyModuleDef* def);\n\n\nPyAPI_FUNC(int) _PyOS_InterruptOccurred(PyThreadState *tstate);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERNAL_PYSTATE_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_runtime.h",
    "content": "#ifndef Py_INTERNAL_RUNTIME_H\n#define Py_INTERNAL_RUNTIME_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n#include \"pycore_atomic.h\"    /* _Py_atomic_address */\n#include \"pycore_gil.h\"       // struct _gil_runtime_state\n\n/* ceval state */\n\nstruct _ceval_runtime_state {\n    /* Request for checking signals. It is shared by all interpreters (see\n       bpo-40513). Any thread of any interpreter can receive a signal, but only\n       the main thread of the main interpreter can handle signals: see\n       _Py_ThreadCanHandleSignals(). */\n    _Py_atomic_int signals_pending;\n    struct _gil_runtime_state gil;\n};\n\n/* GIL state */\n\nstruct _gilstate_runtime_state {\n    /* bpo-26558: Flag to disable PyGILState_Check().\n       If set to non-zero, PyGILState_Check() always return 1. */\n    int check_enabled;\n    /* Assuming the current thread holds the GIL, this is the\n       PyThreadState for the current thread. */\n    _Py_atomic_address tstate_current;\n    /* The single PyInterpreterState used by this process'\n       GILState implementation\n    */\n    /* TODO: Given interp_main, it may be possible to kill this ref */\n    PyInterpreterState *autoInterpreterState;\n    Py_tss_t autoTSSkey;\n};\n\n/* Runtime audit hook state */\n\ntypedef struct _Py_AuditHookEntry {\n    struct _Py_AuditHookEntry *next;\n    Py_AuditHookFunction hookCFunction;\n    void *userData;\n} _Py_AuditHookEntry;\n\n/* Full Python runtime state */\n\ntypedef struct pyruntimestate {\n    /* Is running Py_PreInitialize()? */\n    int preinitializing;\n\n    /* Is Python preinitialized? Set to 1 by Py_PreInitialize() */\n    int preinitialized;\n\n    /* Is Python core initialized? Set to 1 by _Py_InitializeCore() */\n    int core_initialized;\n\n    /* Is Python fully initialized? Set to 1 by Py_Initialize() */\n    int initialized;\n\n    /* Set by Py_FinalizeEx(). Only reset to NULL if Py_Initialize()\n       is called again.\n\n       Use _PyRuntimeState_GetFinalizing() and _PyRuntimeState_SetFinalizing()\n       to access it, don't access it directly. */\n    _Py_atomic_address _finalizing;\n\n    struct pyinterpreters {\n        PyThread_type_lock mutex;\n        PyInterpreterState *head;\n        PyInterpreterState *main;\n        /* _next_interp_id is an auto-numbered sequence of small\n           integers.  It gets initialized in _PyInterpreterState_Init(),\n           which is called in Py_Initialize(), and used in\n           PyInterpreterState_New().  A negative interpreter ID\n           indicates an error occurred.  The main interpreter will\n           always have an ID of 0.  Overflow results in a RuntimeError.\n           If that becomes a problem later then we can adjust, e.g. by\n           using a Python int. */\n        int64_t next_id;\n    } interpreters;\n    // XXX Remove this field once we have a tp_* slot.\n    struct _xidregistry {\n        PyThread_type_lock mutex;\n        struct _xidregitem *head;\n    } xidregistry;\n\n    unsigned long main_thread;\n\n#define NEXITFUNCS 32\n    void (*exitfuncs[NEXITFUNCS])(void);\n    int nexitfuncs;\n\n    struct _ceval_runtime_state ceval;\n    struct _gilstate_runtime_state gilstate;\n\n    PyPreConfig preconfig;\n\n    Py_OpenCodeHookFunction open_code_hook;\n    void *open_code_userdata;\n    _Py_AuditHookEntry *audit_hook_head;\n\n    // XXX Consolidate globals found via the check-c-globals script.\n} _PyRuntimeState;\n\n#define _PyRuntimeState_INIT \\\n    {.preinitialized = 0, .core_initialized = 0, .initialized = 0}\n/* Note: _PyRuntimeState_INIT sets other fields to 0/NULL */\n\n\nPyAPI_DATA(_PyRuntimeState) _PyRuntime;\n\nPyAPI_FUNC(PyStatus) _PyRuntimeState_Init(_PyRuntimeState *runtime);\nPyAPI_FUNC(void) _PyRuntimeState_Fini(_PyRuntimeState *runtime);\n\n#ifdef HAVE_FORK\nPyAPI_FUNC(void) _PyRuntimeState_ReInitThreads(_PyRuntimeState *runtime);\n#endif\n\n/* Initialize _PyRuntimeState.\n   Return NULL on success, or return an error message on failure. */\nPyAPI_FUNC(PyStatus) _PyRuntime_Initialize(void);\n\nPyAPI_FUNC(void) _PyRuntime_Finalize(void);\n\n\nstatic inline PyThreadState*\n_PyRuntimeState_GetFinalizing(_PyRuntimeState *runtime) {\n    return (PyThreadState*)_Py_atomic_load_relaxed(&runtime->_finalizing);\n}\n\nstatic inline void\n_PyRuntimeState_SetFinalizing(_PyRuntimeState *runtime, PyThreadState *tstate) {\n    _Py_atomic_store_relaxed(&runtime->_finalizing, (uintptr_t)tstate);\n}\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERNAL_RUNTIME_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_sysmodule.h",
    "content": "#ifndef Py_INTERNAL_SYSMODULE_H\n#define Py_INTERNAL_SYSMODULE_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\nPyAPI_FUNC(int) _PySys_Audit(\n    PyThreadState *tstate,\n    const char *event,\n    const char *argFormat,\n    ...);\n\n/* We want minimal exposure of this function, so use extern rather than\n   PyAPI_FUNC() to not export the symbol. */\nextern void _PySys_ClearAuditHooks(PyThreadState *tstate);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERNAL_SYSMODULE_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_traceback.h",
    "content": "#ifndef Py_INTERNAL_TRACEBACK_H\n#define Py_INTERNAL_TRACEBACK_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n/* Forward declaration */\nstruct _is;\n\n/* Write the Python traceback into the file 'fd'. For example:\n\n       Traceback (most recent call first):\n         File \"xxx\", line xxx in <xxx>\n         File \"xxx\", line xxx in <xxx>\n         ...\n         File \"xxx\", line xxx in <xxx>\n\n   This function is written for debug purpose only, to dump the traceback in\n   the worst case: after a segmentation fault, at fatal error, etc. That's why,\n   it is very limited. Strings are truncated to 100 characters and encoded to\n   ASCII with backslashreplace. It doesn't write the source code, only the\n   function name, filename and line number of each frame. Write only the first\n   100 frames: if the traceback is truncated, write the line \" ...\".\n\n   This function is signal safe. */\n\nPyAPI_FUNC(void) _Py_DumpTraceback(\n    int fd,\n    PyThreadState *tstate);\n\n/* Write the traceback of all threads into the file 'fd'. current_thread can be\n   NULL.\n\n   Return NULL on success, or an error message on error.\n\n   This function is written for debug purpose only. It calls\n   _Py_DumpTraceback() for each thread, and so has the same limitations. It\n   only write the traceback of the first 100 threads: write \"...\" if there are\n   more threads.\n\n   If current_tstate is NULL, the function tries to get the Python thread state\n   of the current thread. It is not an error if the function is unable to get\n   the current Python thread state.\n\n   If interp is NULL, the function tries to get the interpreter state from\n   the current Python thread state, or from\n   _PyGILState_GetInterpreterStateUnsafe() in last resort.\n\n   It is better to pass NULL to interp and current_tstate, the function tries\n   different options to retrieve these informations.\n\n   This function is signal safe. */\n\nPyAPI_FUNC(const char*) _Py_DumpTracebackThreads(\n    int fd,\n    struct _is *interp,\n    PyThreadState *current_tstate);\n\n/* Write a Unicode object into the file descriptor fd. Encode the string to\n   ASCII using the backslashreplace error handler.\n\n   Do nothing if text is not a Unicode object. The function accepts Unicode\n   string which is not ready (PyUnicode_WCHAR_KIND).\n\n   This function is signal safe. */\nPyAPI_FUNC(void) _Py_DumpASCII(int fd, PyObject *text);\n\n/* Format an integer as decimal into the file descriptor fd.\n\n   This function is signal safe. */\nPyAPI_FUNC(void) _Py_DumpDecimal(\n    int fd,\n    unsigned long value);\n\n/* Format an integer as hexadecimal into the file descriptor fd with at least\n   width digits.\n\n   The maximum width is sizeof(unsigned long)*2 digits.\n\n   This function is signal safe. */\nPyAPI_FUNC(void) _Py_DumpHexadecimal(\n    int fd,\n    unsigned long value,\n    Py_ssize_t width);\n\nPyAPI_FUNC(PyObject*) _PyTraceBack_FromFrame(\n    PyObject *tb_next,\n    PyFrameObject *frame);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERNAL_TRACEBACK_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_tupleobject.h",
    "content": "#ifndef Py_INTERNAL_TUPLEOBJECT_H\n#define Py_INTERNAL_TUPLEOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\n#include \"tupleobject.h\"   /* _PyTuple_CAST() */\n\n#define _PyTuple_ITEMS(op) (_PyTuple_CAST(op)->ob_item)\nPyAPI_FUNC(PyObject *) _PyTuple_FromArray(PyObject *const *, Py_ssize_t);\n\n#ifdef __cplusplus\n}\n#endif\n#endif   /* !Py_INTERNAL_TUPLEOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/internal/pycore_warnings.h",
    "content": "#ifndef Py_INTERNAL_WARNINGS_H\n#define Py_INTERNAL_WARNINGS_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_BUILD_CORE\n#  error \"this header requires Py_BUILD_CORE define\"\n#endif\n\nstruct _warnings_runtime_state {\n    /* Both 'filters' and 'onceregistry' can be set in warnings.py;\n       get_warnings_attr() will reset these variables accordingly. */\n    PyObject *filters;  /* List */\n    PyObject *once_registry;  /* Dict */\n    PyObject *default_action; /* String */\n    long filters_version;\n};\n\nextern PyStatus _PyWarnings_InitState(PyThreadState *tstate);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERNAL_WARNINGS_H */\n"
  },
  {
    "path": "LView/external_includes/interpreteridobject.h",
    "content": "#ifndef Py_INTERPRETERIDOBJECT_H\n#define Py_INTERPRETERIDOBJECT_H\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_LIMITED_API\n#  define Py_CPYTHON_INTERPRETERIDOBJECT_H\n#  include  \"cpython/interpreteridobject.h\"\n#  undef Py_CPYTHON_INTERPRETERIDOBJECT_H\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTERPRETERIDOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/intrcheck.h",
    "content": "\n#ifndef Py_INTRCHECK_H\n#define Py_INTRCHECK_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\nPyAPI_FUNC(int) PyOS_InterruptOccurred(void);\nPyAPI_FUNC(void) PyOS_InitInterrupts(void);\n#ifdef HAVE_FORK\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03070000\nPyAPI_FUNC(void) PyOS_BeforeFork(void);\nPyAPI_FUNC(void) PyOS_AfterFork_Parent(void);\nPyAPI_FUNC(void) PyOS_AfterFork_Child(void);\n#endif\n#endif\n/* Deprecated, please use PyOS_AfterFork_Child() instead */\nPy_DEPRECATED(3.7) PyAPI_FUNC(void) PyOS_AfterFork(void);\n\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(int) _PyOS_IsMainThread(void);\nPyAPI_FUNC(void) _PySignal_AfterFork(void);\n\n#ifdef MS_WINDOWS\n/* windows.h is not included by Python.h so use void* instead of HANDLE */\nPyAPI_FUNC(void*) _PyOS_SigintEvent(void);\n#endif\n#endif /* !Py_LIMITED_API */\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_INTRCHECK_H */\n"
  },
  {
    "path": "LView/external_includes/iterobject.h",
    "content": "#ifndef Py_ITEROBJECT_H\n#define Py_ITEROBJECT_H\n/* Iterators (the basic kind, over a sequence) */\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\nPyAPI_DATA(PyTypeObject) PySeqIter_Type;\nPyAPI_DATA(PyTypeObject) PyCallIter_Type;\n\n#define PySeqIter_Check(op) Py_IS_TYPE(op, &PySeqIter_Type)\n\nPyAPI_FUNC(PyObject *) PySeqIter_New(PyObject *);\n\n\n#define PyCallIter_Check(op) Py_IS_TYPE(op, &PyCallIter_Type)\n\nPyAPI_FUNC(PyObject *) PyCallIter_New(PyObject *, PyObject *);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_ITEROBJECT_H */\n\n"
  },
  {
    "path": "LView/external_includes/listobject.h",
    "content": "/* List object interface\n\n   Another generally useful object type is a list of object pointers.\n   This is a mutable type: the list items can be changed, and items can be\n   added or removed. Out-of-range indices or non-list objects are ignored.\n\n   WARNING: PyList_SetItem does not increment the new item's reference count,\n   but does decrement the reference count of the item it replaces, if not nil.\n   It does *decrement* the reference count if it is *not* inserted in the list.\n   Similarly, PyList_GetItem does not increment the returned item's reference\n   count.\n*/\n\n#ifndef Py_LISTOBJECT_H\n#define Py_LISTOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\nPyAPI_DATA(PyTypeObject) PyList_Type;\nPyAPI_DATA(PyTypeObject) PyListIter_Type;\nPyAPI_DATA(PyTypeObject) PyListRevIter_Type;\n\n#define PyList_Check(op) \\\n    PyType_FastSubclass(Py_TYPE(op), Py_TPFLAGS_LIST_SUBCLASS)\n#define PyList_CheckExact(op) Py_IS_TYPE(op, &PyList_Type)\n\nPyAPI_FUNC(PyObject *) PyList_New(Py_ssize_t size);\nPyAPI_FUNC(Py_ssize_t) PyList_Size(PyObject *);\n\nPyAPI_FUNC(PyObject *) PyList_GetItem(PyObject *, Py_ssize_t);\nPyAPI_FUNC(int) PyList_SetItem(PyObject *, Py_ssize_t, PyObject *);\nPyAPI_FUNC(int) PyList_Insert(PyObject *, Py_ssize_t, PyObject *);\nPyAPI_FUNC(int) PyList_Append(PyObject *, PyObject *);\n\nPyAPI_FUNC(PyObject *) PyList_GetSlice(PyObject *, Py_ssize_t, Py_ssize_t);\nPyAPI_FUNC(int) PyList_SetSlice(PyObject *, Py_ssize_t, Py_ssize_t, PyObject *);\n\nPyAPI_FUNC(int) PyList_Sort(PyObject *);\nPyAPI_FUNC(int) PyList_Reverse(PyObject *);\nPyAPI_FUNC(PyObject *) PyList_AsTuple(PyObject *);\n\n#ifndef Py_LIMITED_API\n#  define Py_CPYTHON_LISTOBJECT_H\n#  include  \"cpython/listobject.h\"\n#  undef Py_CPYTHON_LISTOBJECT_H\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_LISTOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/longintrepr.h",
    "content": "#ifndef Py_LIMITED_API\n#ifndef Py_LONGINTREPR_H\n#define Py_LONGINTREPR_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n\n/* This is published for the benefit of \"friends\" marshal.c and _decimal.c. */\n\n/* Parameters of the integer representation.  There are two different\n   sets of parameters: one set for 30-bit digits, stored in an unsigned 32-bit\n   integer type, and one set for 15-bit digits with each digit stored in an\n   unsigned short.  The value of PYLONG_BITS_IN_DIGIT, defined either at\n   configure time or in pyport.h, is used to decide which digit size to use.\n\n   Type 'digit' should be able to hold 2*PyLong_BASE-1, and type 'twodigits'\n   should be an unsigned integer type able to hold all integers up to\n   PyLong_BASE*PyLong_BASE-1.  x_sub assumes that 'digit' is an unsigned type,\n   and that overflow is handled by taking the result modulo 2**N for some N >\n   PyLong_SHIFT.  The majority of the code doesn't care about the precise\n   value of PyLong_SHIFT, but there are some notable exceptions:\n\n   - long_pow() requires that PyLong_SHIFT be divisible by 5\n\n   - PyLong_{As,From}ByteArray require that PyLong_SHIFT be at least 8\n\n   - long_hash() requires that PyLong_SHIFT is *strictly* less than the number\n     of bits in an unsigned long, as do the PyLong <-> long (or unsigned long)\n     conversion functions\n\n   - the Python int <-> size_t/Py_ssize_t conversion functions expect that\n     PyLong_SHIFT is strictly less than the number of bits in a size_t\n\n   - the marshal code currently expects that PyLong_SHIFT is a multiple of 15\n\n   - NSMALLNEGINTS and NSMALLPOSINTS should be small enough to fit in a single\n     digit; with the current values this forces PyLong_SHIFT >= 9\n\n  The values 15 and 30 should fit all of the above requirements, on any\n  platform.\n*/\n\n#if PYLONG_BITS_IN_DIGIT == 30\ntypedef uint32_t digit;\ntypedef int32_t sdigit; /* signed variant of digit */\ntypedef uint64_t twodigits;\ntypedef int64_t stwodigits; /* signed variant of twodigits */\n#define PyLong_SHIFT    30\n#define _PyLong_DECIMAL_SHIFT   9 /* max(e such that 10**e fits in a digit) */\n#define _PyLong_DECIMAL_BASE    ((digit)1000000000) /* 10 ** DECIMAL_SHIFT */\n#elif PYLONG_BITS_IN_DIGIT == 15\ntypedef unsigned short digit;\ntypedef short sdigit; /* signed variant of digit */\ntypedef unsigned long twodigits;\ntypedef long stwodigits; /* signed variant of twodigits */\n#define PyLong_SHIFT    15\n#define _PyLong_DECIMAL_SHIFT   4 /* max(e such that 10**e fits in a digit) */\n#define _PyLong_DECIMAL_BASE    ((digit)10000) /* 10 ** DECIMAL_SHIFT */\n#else\n#error \"PYLONG_BITS_IN_DIGIT should be 15 or 30\"\n#endif\n#define PyLong_BASE     ((digit)1 << PyLong_SHIFT)\n#define PyLong_MASK     ((digit)(PyLong_BASE - 1))\n\n#if PyLong_SHIFT % 5 != 0\n#error \"longobject.c requires that PyLong_SHIFT be divisible by 5\"\n#endif\n\n/* Long integer representation.\n   The absolute value of a number is equal to\n        SUM(for i=0 through abs(ob_size)-1) ob_digit[i] * 2**(SHIFT*i)\n   Negative numbers are represented with ob_size < 0;\n   zero is represented by ob_size == 0.\n   In a normalized number, ob_digit[abs(ob_size)-1] (the most significant\n   digit) is never zero.  Also, in all cases, for all valid i,\n        0 <= ob_digit[i] <= MASK.\n   The allocation function takes care of allocating extra memory\n   so that ob_digit[0] ... ob_digit[abs(ob_size)-1] are actually available.\n\n   CAUTION:  Generic code manipulating subtypes of PyVarObject has to\n   aware that ints abuse  ob_size's sign bit.\n*/\n\nstruct _longobject {\n    PyObject_VAR_HEAD\n    digit ob_digit[1];\n};\n\nPyAPI_FUNC(PyLongObject *) _PyLong_New(Py_ssize_t);\n\n/* Return a copy of src. */\nPyAPI_FUNC(PyObject *) _PyLong_Copy(PyLongObject *src);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_LONGINTREPR_H */\n#endif /* Py_LIMITED_API */\n"
  },
  {
    "path": "LView/external_includes/longobject.h",
    "content": "#ifndef Py_LONGOBJECT_H\n#define Py_LONGOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n\n/* Long (arbitrary precision) integer object interface */\n\ntypedef struct _longobject PyLongObject; /* Revealed in longintrepr.h */\n\nPyAPI_DATA(PyTypeObject) PyLong_Type;\n\n#define PyLong_Check(op) \\\n        PyType_FastSubclass(Py_TYPE(op), Py_TPFLAGS_LONG_SUBCLASS)\n#define PyLong_CheckExact(op) Py_IS_TYPE(op, &PyLong_Type)\n\nPyAPI_FUNC(PyObject *) PyLong_FromLong(long);\nPyAPI_FUNC(PyObject *) PyLong_FromUnsignedLong(unsigned long);\nPyAPI_FUNC(PyObject *) PyLong_FromSize_t(size_t);\nPyAPI_FUNC(PyObject *) PyLong_FromSsize_t(Py_ssize_t);\nPyAPI_FUNC(PyObject *) PyLong_FromDouble(double);\nPyAPI_FUNC(long) PyLong_AsLong(PyObject *);\nPyAPI_FUNC(long) PyLong_AsLongAndOverflow(PyObject *, int *);\nPyAPI_FUNC(Py_ssize_t) PyLong_AsSsize_t(PyObject *);\nPyAPI_FUNC(size_t) PyLong_AsSize_t(PyObject *);\nPyAPI_FUNC(unsigned long) PyLong_AsUnsignedLong(PyObject *);\nPyAPI_FUNC(unsigned long) PyLong_AsUnsignedLongMask(PyObject *);\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(int) _PyLong_AsInt(PyObject *);\n#endif\nPyAPI_FUNC(PyObject *) PyLong_GetInfo(void);\n\n/* It may be useful in the future. I've added it in the PyInt -> PyLong\n   cleanup to keep the extra information. [CH] */\n#define PyLong_AS_LONG(op) PyLong_AsLong(op)\n\n/* Issue #1983: pid_t can be longer than a C long on some systems */\n#if !defined(SIZEOF_PID_T) || SIZEOF_PID_T == SIZEOF_INT\n#define _Py_PARSE_PID \"i\"\n#define PyLong_FromPid PyLong_FromLong\n#define PyLong_AsPid PyLong_AsLong\n#elif SIZEOF_PID_T == SIZEOF_LONG\n#define _Py_PARSE_PID \"l\"\n#define PyLong_FromPid PyLong_FromLong\n#define PyLong_AsPid PyLong_AsLong\n#elif defined(SIZEOF_LONG_LONG) && SIZEOF_PID_T == SIZEOF_LONG_LONG\n#define _Py_PARSE_PID \"L\"\n#define PyLong_FromPid PyLong_FromLongLong\n#define PyLong_AsPid PyLong_AsLongLong\n#else\n#error \"sizeof(pid_t) is neither sizeof(int), sizeof(long) or sizeof(long long)\"\n#endif /* SIZEOF_PID_T */\n\n#if SIZEOF_VOID_P == SIZEOF_INT\n#  define _Py_PARSE_INTPTR \"i\"\n#  define _Py_PARSE_UINTPTR \"I\"\n#elif SIZEOF_VOID_P == SIZEOF_LONG\n#  define _Py_PARSE_INTPTR \"l\"\n#  define _Py_PARSE_UINTPTR \"k\"\n#elif defined(SIZEOF_LONG_LONG) && SIZEOF_VOID_P == SIZEOF_LONG_LONG\n#  define _Py_PARSE_INTPTR \"L\"\n#  define _Py_PARSE_UINTPTR \"K\"\n#else\n#  error \"void* different in size from int, long and long long\"\n#endif /* SIZEOF_VOID_P */\n\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(int) _PyLong_UnsignedShort_Converter(PyObject *, void *);\nPyAPI_FUNC(int) _PyLong_UnsignedInt_Converter(PyObject *, void *);\nPyAPI_FUNC(int) _PyLong_UnsignedLong_Converter(PyObject *, void *);\nPyAPI_FUNC(int) _PyLong_UnsignedLongLong_Converter(PyObject *, void *);\nPyAPI_FUNC(int) _PyLong_Size_t_Converter(PyObject *, void *);\n#endif\n\n/* Used by Python/mystrtoul.c, _PyBytes_FromHex(),\n   _PyBytes_DecodeEscape(), etc. */\n#ifndef Py_LIMITED_API\nPyAPI_DATA(unsigned char) _PyLong_DigitValue[256];\n#endif\n\n/* _PyLong_Frexp returns a double x and an exponent e such that the\n   true value is approximately equal to x * 2**e.  e is >= 0.  x is\n   0.0 if and only if the input is 0 (in which case, e and x are both\n   zeroes); otherwise, 0.5 <= abs(x) < 1.0.  On overflow, which is\n   possible if the number of bits doesn't fit into a Py_ssize_t, sets\n   OverflowError and returns -1.0 for x, 0 for e. */\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(double) _PyLong_Frexp(PyLongObject *a, Py_ssize_t *e);\n#endif\n\nPyAPI_FUNC(double) PyLong_AsDouble(PyObject *);\nPyAPI_FUNC(PyObject *) PyLong_FromVoidPtr(void *);\nPyAPI_FUNC(void *) PyLong_AsVoidPtr(PyObject *);\n\nPyAPI_FUNC(PyObject *) PyLong_FromLongLong(long long);\nPyAPI_FUNC(PyObject *) PyLong_FromUnsignedLongLong(unsigned long long);\nPyAPI_FUNC(long long) PyLong_AsLongLong(PyObject *);\nPyAPI_FUNC(unsigned long long) PyLong_AsUnsignedLongLong(PyObject *);\nPyAPI_FUNC(unsigned long long) PyLong_AsUnsignedLongLongMask(PyObject *);\nPyAPI_FUNC(long long) PyLong_AsLongLongAndOverflow(PyObject *, int *);\n\nPyAPI_FUNC(PyObject *) PyLong_FromString(const char *, char **, int);\n#ifndef Py_LIMITED_API\nPy_DEPRECATED(3.3)\nPyAPI_FUNC(PyObject *) PyLong_FromUnicode(Py_UNICODE*, Py_ssize_t, int);\nPyAPI_FUNC(PyObject *) PyLong_FromUnicodeObject(PyObject *u, int base);\nPyAPI_FUNC(PyObject *) _PyLong_FromBytes(const char *, Py_ssize_t, int);\n#endif\n\n#ifndef Py_LIMITED_API\n/* _PyLong_Sign.  Return 0 if v is 0, -1 if v < 0, +1 if v > 0.\n   v must not be NULL, and must be a normalized long.\n   There are no error cases.\n*/\nPyAPI_FUNC(int) _PyLong_Sign(PyObject *v);\n\n\n/* _PyLong_NumBits.  Return the number of bits needed to represent the\n   absolute value of a long.  For example, this returns 1 for 1 and -1, 2\n   for 2 and -2, and 2 for 3 and -3.  It returns 0 for 0.\n   v must not be NULL, and must be a normalized long.\n   (size_t)-1 is returned and OverflowError set if the true result doesn't\n   fit in a size_t.\n*/\nPyAPI_FUNC(size_t) _PyLong_NumBits(PyObject *v);\n\n/* _PyLong_DivmodNear.  Given integers a and b, compute the nearest\n   integer q to the exact quotient a / b, rounding to the nearest even integer\n   in the case of a tie.  Return (q, r), where r = a - q*b.  The remainder r\n   will satisfy abs(r) <= abs(b)/2, with equality possible only if q is\n   even.\n*/\nPyAPI_FUNC(PyObject *) _PyLong_DivmodNear(PyObject *, PyObject *);\n\n/* _PyLong_FromByteArray:  View the n unsigned bytes as a binary integer in\n   base 256, and return a Python int with the same numeric value.\n   If n is 0, the integer is 0.  Else:\n   If little_endian is 1/true, bytes[n-1] is the MSB and bytes[0] the LSB;\n   else (little_endian is 0/false) bytes[0] is the MSB and bytes[n-1] the\n   LSB.\n   If is_signed is 0/false, view the bytes as a non-negative integer.\n   If is_signed is 1/true, view the bytes as a 2's-complement integer,\n   non-negative if bit 0x80 of the MSB is clear, negative if set.\n   Error returns:\n   + Return NULL with the appropriate exception set if there's not\n     enough memory to create the Python int.\n*/\nPyAPI_FUNC(PyObject *) _PyLong_FromByteArray(\n    const unsigned char* bytes, size_t n,\n    int little_endian, int is_signed);\n\n/* _PyLong_AsByteArray: Convert the least-significant 8*n bits of long\n   v to a base-256 integer, stored in array bytes.  Normally return 0,\n   return -1 on error.\n   If little_endian is 1/true, store the MSB at bytes[n-1] and the LSB at\n   bytes[0]; else (little_endian is 0/false) store the MSB at bytes[0] and\n   the LSB at bytes[n-1].\n   If is_signed is 0/false, it's an error if v < 0; else (v >= 0) n bytes\n   are filled and there's nothing special about bit 0x80 of the MSB.\n   If is_signed is 1/true, bytes is filled with the 2's-complement\n   representation of v's value.  Bit 0x80 of the MSB is the sign bit.\n   Error returns (-1):\n   + is_signed is 0 and v < 0.  TypeError is set in this case, and bytes\n     isn't altered.\n   + n isn't big enough to hold the full mathematical value of v.  For\n     example, if is_signed is 0 and there are more digits in the v than\n     fit in n; or if is_signed is 1, v < 0, and n is just 1 bit shy of\n     being large enough to hold a sign bit.  OverflowError is set in this\n     case, but bytes holds the least-significant n bytes of the true value.\n*/\nPyAPI_FUNC(int) _PyLong_AsByteArray(PyLongObject* v,\n    unsigned char* bytes, size_t n,\n    int little_endian, int is_signed);\n\n/* _PyLong_FromNbInt: Convert the given object to a PyLongObject\n   using the nb_int slot, if available.  Raise TypeError if either the\n   nb_int slot is not available or the result of the call to nb_int\n   returns something not of type int.\n*/\nPyAPI_FUNC(PyObject *) _PyLong_FromNbInt(PyObject *);\n\n/* Convert the given object to a PyLongObject using the nb_index or\n   nb_int slots, if available (the latter is deprecated).\n   Raise TypeError if either nb_index and nb_int slots are not\n   available or the result of the call to nb_index or nb_int\n   returns something not of type int.\n   Should be replaced with PyNumber_Index after the end of the\n   deprecation period.\n*/\nPyAPI_FUNC(PyObject *) _PyLong_FromNbIndexOrNbInt(PyObject *);\n\n/* _PyLong_Format: Convert the long to a string object with given base,\n   appending a base prefix of 0[box] if base is 2, 8 or 16. */\nPyAPI_FUNC(PyObject *) _PyLong_Format(PyObject *obj, int base);\n\nPyAPI_FUNC(int) _PyLong_FormatWriter(\n    _PyUnicodeWriter *writer,\n    PyObject *obj,\n    int base,\n    int alternate);\n\nPyAPI_FUNC(char*) _PyLong_FormatBytesWriter(\n    _PyBytesWriter *writer,\n    char *str,\n    PyObject *obj,\n    int base,\n    int alternate);\n\n/* Format the object based on the format_spec, as defined in PEP 3101\n   (Advanced String Formatting). */\nPyAPI_FUNC(int) _PyLong_FormatAdvancedWriter(\n    _PyUnicodeWriter *writer,\n    PyObject *obj,\n    PyObject *format_spec,\n    Py_ssize_t start,\n    Py_ssize_t end);\n#endif /* Py_LIMITED_API */\n\n/* These aren't really part of the int object, but they're handy. The\n   functions are in Python/mystrtoul.c.\n */\nPyAPI_FUNC(unsigned long) PyOS_strtoul(const char *, char **, int);\nPyAPI_FUNC(long) PyOS_strtol(const char *, char **, int);\n\n#ifndef Py_LIMITED_API\n/* For use by the gcd function in mathmodule.c */\nPyAPI_FUNC(PyObject *) _PyLong_GCD(PyObject *, PyObject *);\n#endif /* !Py_LIMITED_API */\n\n#ifndef Py_LIMITED_API\nPyAPI_DATA(PyObject *) _PyLong_Zero;\nPyAPI_DATA(PyObject *) _PyLong_One;\n\nPyAPI_FUNC(PyObject *) _PyLong_Rshift(PyObject *, size_t);\nPyAPI_FUNC(PyObject *) _PyLong_Lshift(PyObject *, size_t);\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_LONGOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/marshal.h",
    "content": "\n/* Interface for marshal.c */\n\n#ifndef Py_MARSHAL_H\n#define Py_MARSHAL_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#define Py_MARSHAL_VERSION 4\n\nPyAPI_FUNC(void) PyMarshal_WriteLongToFile(long, FILE *, int);\nPyAPI_FUNC(void) PyMarshal_WriteObjectToFile(PyObject *, FILE *, int);\nPyAPI_FUNC(PyObject *) PyMarshal_WriteObjectToString(PyObject *, int);\n\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(long) PyMarshal_ReadLongFromFile(FILE *);\nPyAPI_FUNC(int) PyMarshal_ReadShortFromFile(FILE *);\nPyAPI_FUNC(PyObject *) PyMarshal_ReadObjectFromFile(FILE *);\nPyAPI_FUNC(PyObject *) PyMarshal_ReadLastObjectFromFile(FILE *);\n#endif\nPyAPI_FUNC(PyObject *) PyMarshal_ReadObjectFromString(const char *,\n                                                      Py_ssize_t);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_MARSHAL_H */\n"
  },
  {
    "path": "LView/external_includes/memoryobject.h",
    "content": "/* Memory view object. In Python this is available as \"memoryview\". */\n\n#ifndef Py_MEMORYOBJECT_H\n#define Py_MEMORYOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_LIMITED_API\nPyAPI_DATA(PyTypeObject) _PyManagedBuffer_Type;\n#endif\nPyAPI_DATA(PyTypeObject) PyMemoryView_Type;\n\n#define PyMemoryView_Check(op) Py_IS_TYPE(op, &PyMemoryView_Type)\n\n#ifndef Py_LIMITED_API\n/* Get a pointer to the memoryview's private copy of the exporter's buffer. */\n#define PyMemoryView_GET_BUFFER(op) (&((PyMemoryViewObject *)(op))->view)\n/* Get a pointer to the exporting object (this may be NULL!). */\n#define PyMemoryView_GET_BASE(op) (((PyMemoryViewObject *)(op))->view.obj)\n#endif\n\nPyAPI_FUNC(PyObject *) PyMemoryView_FromObject(PyObject *base);\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\nPyAPI_FUNC(PyObject *) PyMemoryView_FromMemory(char *mem, Py_ssize_t size,\n                                               int flags);\n#endif\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(PyObject *) PyMemoryView_FromBuffer(Py_buffer *info);\n#endif\nPyAPI_FUNC(PyObject *) PyMemoryView_GetContiguous(PyObject *base,\n                                                  int buffertype,\n                                                  char order);\n\n\n/* The structs are declared here so that macros can work, but they shouldn't\n   be considered public. Don't access their fields directly, use the macros\n   and functions instead! */\n#ifndef Py_LIMITED_API\n#define _Py_MANAGED_BUFFER_RELEASED    0x001  /* access to exporter blocked */\n#define _Py_MANAGED_BUFFER_FREE_FORMAT 0x002  /* free format */\ntypedef struct {\n    PyObject_HEAD\n    int flags;          /* state flags */\n    Py_ssize_t exports; /* number of direct memoryview exports */\n    Py_buffer master; /* snapshot buffer obtained from the original exporter */\n} _PyManagedBufferObject;\n\n\n/* memoryview state flags */\n#define _Py_MEMORYVIEW_RELEASED    0x001  /* access to master buffer blocked */\n#define _Py_MEMORYVIEW_C           0x002  /* C-contiguous layout */\n#define _Py_MEMORYVIEW_FORTRAN     0x004  /* Fortran contiguous layout */\n#define _Py_MEMORYVIEW_SCALAR      0x008  /* scalar: ndim = 0 */\n#define _Py_MEMORYVIEW_PIL         0x010  /* PIL-style layout */\n\ntypedef struct {\n    PyObject_VAR_HEAD\n    _PyManagedBufferObject *mbuf; /* managed buffer */\n    Py_hash_t hash;               /* hash value for read-only views */\n    int flags;                    /* state flags */\n    Py_ssize_t exports;           /* number of buffer re-exports */\n    Py_buffer view;               /* private copy of the exporter's view */\n    PyObject *weakreflist;\n    Py_ssize_t ob_array[1];       /* shape, strides, suboffsets */\n} PyMemoryViewObject;\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_MEMORYOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/methodobject.h",
    "content": "\n/* Method object interface */\n\n#ifndef Py_METHODOBJECT_H\n#define Py_METHODOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* This is about the type 'builtin_function_or_method',\n   not Python methods in user-defined classes.  See classobject.h\n   for the latter. */\n\nPyAPI_DATA(PyTypeObject) PyCFunction_Type;\n\n#define PyCFunction_CheckExact(op) Py_IS_TYPE(op, &PyCFunction_Type)\n#define PyCFunction_Check(op) PyObject_TypeCheck(op, &PyCFunction_Type)\n\ntypedef PyObject *(*PyCFunction)(PyObject *, PyObject *);\ntypedef PyObject *(*_PyCFunctionFast) (PyObject *, PyObject *const *, Py_ssize_t);\ntypedef PyObject *(*PyCFunctionWithKeywords)(PyObject *, PyObject *,\n                                             PyObject *);\ntypedef PyObject *(*_PyCFunctionFastWithKeywords) (PyObject *,\n                                                   PyObject *const *, Py_ssize_t,\n                                                   PyObject *);\ntypedef PyObject *(*PyCMethod)(PyObject *, PyTypeObject *, PyObject *const *,\n                               size_t, PyObject *);\n\nPyAPI_FUNC(PyCFunction) PyCFunction_GetFunction(PyObject *);\nPyAPI_FUNC(PyObject *) PyCFunction_GetSelf(PyObject *);\nPyAPI_FUNC(int) PyCFunction_GetFlags(PyObject *);\n\nPy_DEPRECATED(3.9) PyAPI_FUNC(PyObject *) PyCFunction_Call(PyObject *, PyObject *, PyObject *);\n\nstruct PyMethodDef {\n    const char  *ml_name;   /* The name of the built-in function/method */\n    PyCFunction ml_meth;    /* The C function that implements it */\n    int         ml_flags;   /* Combination of METH_xxx flags, which mostly\n                               describe the args expected by the C func */\n    const char  *ml_doc;    /* The __doc__ attribute, or NULL */\n};\ntypedef struct PyMethodDef PyMethodDef;\n\n#define PyCFunction_New(ML, SELF) PyCFunction_NewEx((ML), (SELF), NULL)\nPyAPI_FUNC(PyObject *) PyCFunction_NewEx(PyMethodDef *, PyObject *,\n                                         PyObject *);\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03090000\n#define PyCFunction_NewEx(ML, SELF, MOD) PyCMethod_New((ML), (SELF), (MOD), NULL)\nPyAPI_FUNC(PyObject *) PyCMethod_New(PyMethodDef *, PyObject *,\n                                     PyObject *, PyTypeObject *);\n#endif\n\n\n/* Flag passed to newmethodobject */\n/* #define METH_OLDARGS  0x0000   -- unsupported now */\n#define METH_VARARGS  0x0001\n#define METH_KEYWORDS 0x0002\n/* METH_NOARGS and METH_O must not be combined with the flags above. */\n#define METH_NOARGS   0x0004\n#define METH_O        0x0008\n\n/* METH_CLASS and METH_STATIC are a little different; these control\n   the construction of methods for a class.  These cannot be used for\n   functions in modules. */\n#define METH_CLASS    0x0010\n#define METH_STATIC   0x0020\n\n/* METH_COEXIST allows a method to be entered even though a slot has\n   already filled the entry.  When defined, the flag allows a separate\n   method, \"__contains__\" for example, to coexist with a defined\n   slot like sq_contains. */\n\n#define METH_COEXIST   0x0040\n\n#ifndef Py_LIMITED_API\n#define METH_FASTCALL  0x0080\n#endif\n\n/* This bit is preserved for Stackless Python */\n#ifdef STACKLESS\n#define METH_STACKLESS 0x0100\n#else\n#define METH_STACKLESS 0x0000\n#endif\n\n/* METH_METHOD means the function stores an\n * additional reference to the class that defines it;\n * both self and class are passed to it.\n * It uses PyCMethodObject instead of PyCFunctionObject.\n * May not be combined with METH_NOARGS, METH_O, METH_CLASS or METH_STATIC.\n */\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03090000\n#define METH_METHOD 0x0200\n#endif\n\n\n#ifndef Py_LIMITED_API\n\n#define Py_CPYTHON_METHODOBJECT_H\n#include  \"cpython/methodobject.h\"\n#undef Py_CPYTHON_METHODOBJECT_H\n\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_METHODOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/modsupport.h",
    "content": "\n#ifndef Py_MODSUPPORT_H\n#define Py_MODSUPPORT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* Module support interface */\n\n#include <stdarg.h>\n\n/* If PY_SSIZE_T_CLEAN is defined, each functions treats #-specifier\n   to mean Py_ssize_t */\n#ifdef PY_SSIZE_T_CLEAN\n#define PyArg_Parse                     _PyArg_Parse_SizeT\n#define PyArg_ParseTuple                _PyArg_ParseTuple_SizeT\n#define PyArg_ParseTupleAndKeywords     _PyArg_ParseTupleAndKeywords_SizeT\n#define PyArg_VaParse                   _PyArg_VaParse_SizeT\n#define PyArg_VaParseTupleAndKeywords   _PyArg_VaParseTupleAndKeywords_SizeT\n#define Py_BuildValue                   _Py_BuildValue_SizeT\n#define Py_VaBuildValue                 _Py_VaBuildValue_SizeT\n#ifndef Py_LIMITED_API\n#define _Py_VaBuildStack                _Py_VaBuildStack_SizeT\n#endif\n#else\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(PyObject *) _Py_VaBuildValue_SizeT(const char *, va_list);\nPyAPI_FUNC(PyObject **) _Py_VaBuildStack_SizeT(\n    PyObject **small_stack,\n    Py_ssize_t small_stack_len,\n    const char *format,\n    va_list va,\n    Py_ssize_t *p_nargs);\n#endif /* !Py_LIMITED_API */\n#endif\n\n/* Due to a glitch in 3.2, the _SizeT versions weren't exported from the DLL. */\n#if !defined(PY_SSIZE_T_CLEAN) || !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\nPyAPI_FUNC(int) PyArg_Parse(PyObject *, const char *, ...);\nPyAPI_FUNC(int) PyArg_ParseTuple(PyObject *, const char *, ...);\nPyAPI_FUNC(int) PyArg_ParseTupleAndKeywords(PyObject *, PyObject *,\n                                                  const char *, char **, ...);\nPyAPI_FUNC(int) PyArg_VaParse(PyObject *, const char *, va_list);\nPyAPI_FUNC(int) PyArg_VaParseTupleAndKeywords(PyObject *, PyObject *,\n                                                  const char *, char **, va_list);\n#endif\nPyAPI_FUNC(int) PyArg_ValidateKeywordArguments(PyObject *);\nPyAPI_FUNC(int) PyArg_UnpackTuple(PyObject *, const char *, Py_ssize_t, Py_ssize_t, ...);\nPyAPI_FUNC(PyObject *) Py_BuildValue(const char *, ...);\nPyAPI_FUNC(PyObject *) _Py_BuildValue_SizeT(const char *, ...);\n\n\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(int) _PyArg_UnpackStack(\n    PyObject *const *args,\n    Py_ssize_t nargs,\n    const char *name,\n    Py_ssize_t min,\n    Py_ssize_t max,\n    ...);\n\nPyAPI_FUNC(int) _PyArg_NoKeywords(const char *funcname, PyObject *kwargs);\nPyAPI_FUNC(int) _PyArg_NoKwnames(const char *funcname, PyObject *kwnames);\nPyAPI_FUNC(int) _PyArg_NoPositional(const char *funcname, PyObject *args);\n#define _PyArg_NoKeywords(funcname, kwargs) \\\n    ((kwargs) == NULL || _PyArg_NoKeywords((funcname), (kwargs)))\n#define _PyArg_NoKwnames(funcname, kwnames) \\\n    ((kwnames) == NULL || _PyArg_NoKwnames((funcname), (kwnames)))\n#define _PyArg_NoPositional(funcname, args) \\\n    ((args) == NULL || _PyArg_NoPositional((funcname), (args)))\n\nPyAPI_FUNC(void) _PyArg_BadArgument(const char *, const char *, const char *, PyObject *);\nPyAPI_FUNC(int) _PyArg_CheckPositional(const char *, Py_ssize_t,\n                                       Py_ssize_t, Py_ssize_t);\n#define _PyArg_CheckPositional(funcname, nargs, min, max) \\\n    (((min) <= (nargs) && (nargs) <= (max)) \\\n     || _PyArg_CheckPositional((funcname), (nargs), (min), (max)))\n\n#endif\n\nPyAPI_FUNC(PyObject *) Py_VaBuildValue(const char *, va_list);\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(PyObject **) _Py_VaBuildStack(\n    PyObject **small_stack,\n    Py_ssize_t small_stack_len,\n    const char *format,\n    va_list va,\n    Py_ssize_t *p_nargs);\n#endif\n\n#ifndef Py_LIMITED_API\ntypedef struct _PyArg_Parser {\n    const char *format;\n    const char * const *keywords;\n    const char *fname;\n    const char *custom_msg;\n    int pos;            /* number of positional-only arguments */\n    int min;            /* minimal number of arguments */\n    int max;            /* maximal number of positional arguments */\n    PyObject *kwtuple;  /* tuple of keyword parameter names */\n    struct _PyArg_Parser *next;\n} _PyArg_Parser;\n#ifdef PY_SSIZE_T_CLEAN\n#define _PyArg_ParseTupleAndKeywordsFast  _PyArg_ParseTupleAndKeywordsFast_SizeT\n#define _PyArg_ParseStack  _PyArg_ParseStack_SizeT\n#define _PyArg_ParseStackAndKeywords  _PyArg_ParseStackAndKeywords_SizeT\n#define _PyArg_VaParseTupleAndKeywordsFast  _PyArg_VaParseTupleAndKeywordsFast_SizeT\n#endif\nPyAPI_FUNC(int) _PyArg_ParseTupleAndKeywordsFast(PyObject *, PyObject *,\n                                                 struct _PyArg_Parser *, ...);\nPyAPI_FUNC(int) _PyArg_ParseStack(\n    PyObject *const *args,\n    Py_ssize_t nargs,\n    const char *format,\n    ...);\nPyAPI_FUNC(int) _PyArg_ParseStackAndKeywords(\n    PyObject *const *args,\n    Py_ssize_t nargs,\n    PyObject *kwnames,\n    struct _PyArg_Parser *,\n    ...);\nPyAPI_FUNC(int) _PyArg_VaParseTupleAndKeywordsFast(PyObject *, PyObject *,\n                                                   struct _PyArg_Parser *, va_list);\nPyAPI_FUNC(PyObject * const *) _PyArg_UnpackKeywords(\n        PyObject *const *args, Py_ssize_t nargs,\n        PyObject *kwargs, PyObject *kwnames,\n        struct _PyArg_Parser *parser,\n        int minpos, int maxpos, int minkw,\n        PyObject **buf);\n#define _PyArg_UnpackKeywords(args, nargs, kwargs, kwnames, parser, minpos, maxpos, minkw, buf) \\\n    (((minkw) == 0 && (kwargs) == NULL && (kwnames) == NULL && \\\n      (minpos) <= (nargs) && (nargs) <= (maxpos) && args != NULL) ? (args) : \\\n     _PyArg_UnpackKeywords((args), (nargs), (kwargs), (kwnames), (parser), \\\n                           (minpos), (maxpos), (minkw), (buf)))\n\nvoid _PyArg_Fini(void);\n#endif   /* Py_LIMITED_API */\n\nPyAPI_FUNC(int) PyModule_AddObject(PyObject *, const char *, PyObject *);\nPyAPI_FUNC(int) PyModule_AddIntConstant(PyObject *, const char *, long);\nPyAPI_FUNC(int) PyModule_AddStringConstant(PyObject *, const char *, const char *);\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03090000\n/* New in 3.9 */\nPyAPI_FUNC(int) PyModule_AddType(PyObject *module, PyTypeObject *type);\n#endif /* Py_LIMITED_API */\n#define PyModule_AddIntMacro(m, c) PyModule_AddIntConstant(m, #c, c)\n#define PyModule_AddStringMacro(m, c) PyModule_AddStringConstant(m, #c, c)\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03050000\n/* New in 3.5 */\nPyAPI_FUNC(int) PyModule_SetDocString(PyObject *, const char *);\nPyAPI_FUNC(int) PyModule_AddFunctions(PyObject *, PyMethodDef *);\nPyAPI_FUNC(int) PyModule_ExecDef(PyObject *module, PyModuleDef *def);\n#endif\n\n#define Py_CLEANUP_SUPPORTED 0x20000\n\n#define PYTHON_API_VERSION 1013\n#define PYTHON_API_STRING \"1013\"\n/* The API version is maintained (independently from the Python version)\n   so we can detect mismatches between the interpreter and dynamically\n   loaded modules.  These are diagnosed by an error message but\n   the module is still loaded (because the mismatch can only be tested\n   after loading the module).  The error message is intended to\n   explain the core dump a few seconds later.\n\n   The symbol PYTHON_API_STRING defines the same value as a string\n   literal.  *** PLEASE MAKE SURE THE DEFINITIONS MATCH. ***\n\n   Please add a line or two to the top of this log for each API\n   version change:\n\n   22-Feb-2006  MvL     1013    PEP 353 - long indices for sequence lengths\n\n   19-Aug-2002  GvR     1012    Changes to string object struct for\n                                interning changes, saving 3 bytes.\n\n   17-Jul-2001  GvR     1011    Descr-branch, just to be on the safe side\n\n   25-Jan-2001  FLD     1010    Parameters added to PyCode_New() and\n                                PyFrame_New(); Python 2.1a2\n\n   14-Mar-2000  GvR     1009    Unicode API added\n\n   3-Jan-1999   GvR     1007    Decided to change back!  (Don't reuse 1008!)\n\n   3-Dec-1998   GvR     1008    Python 1.5.2b1\n\n   18-Jan-1997  GvR     1007    string interning and other speedups\n\n   11-Oct-1996  GvR     renamed Py_Ellipses to Py_Ellipsis :-(\n\n   30-Jul-1996  GvR     Slice and ellipses syntax added\n\n   23-Jul-1996  GvR     For 1.4 -- better safe than sorry this time :-)\n\n   7-Nov-1995   GvR     Keyword arguments (should've been done at 1.3 :-( )\n\n   10-Jan-1995  GvR     Renamed globals to new naming scheme\n\n   9-Jan-1995   GvR     Initial version (incompatible with older API)\n*/\n\n/* The PYTHON_ABI_VERSION is introduced in PEP 384. For the lifetime of\n   Python 3, it will stay at the value of 3; changes to the limited API\n   must be performed in a strictly backwards-compatible manner. */\n#define PYTHON_ABI_VERSION 3\n#define PYTHON_ABI_STRING \"3\"\n\n#ifdef Py_TRACE_REFS\n /* When we are tracing reference counts, rename module creation functions so\n    modules compiled with incompatible settings will generate a\n    link-time error. */\n #define PyModule_Create2 PyModule_Create2TraceRefs\n #define PyModule_FromDefAndSpec2 PyModule_FromDefAndSpec2TraceRefs\n#endif\n\nPyAPI_FUNC(PyObject *) PyModule_Create2(struct PyModuleDef*,\n                                     int apiver);\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(PyObject *) _PyModule_CreateInitialized(struct PyModuleDef*,\n                                                   int apiver);\n#endif\n\n#ifdef Py_LIMITED_API\n#define PyModule_Create(module) \\\n        PyModule_Create2(module, PYTHON_ABI_VERSION)\n#else\n#define PyModule_Create(module) \\\n        PyModule_Create2(module, PYTHON_API_VERSION)\n#endif\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03050000\n/* New in 3.5 */\nPyAPI_FUNC(PyObject *) PyModule_FromDefAndSpec2(PyModuleDef *def,\n                                                PyObject *spec,\n                                                int module_api_version);\n\n#ifdef Py_LIMITED_API\n#define PyModule_FromDefAndSpec(module, spec) \\\n    PyModule_FromDefAndSpec2(module, spec, PYTHON_ABI_VERSION)\n#else\n#define PyModule_FromDefAndSpec(module, spec) \\\n    PyModule_FromDefAndSpec2(module, spec, PYTHON_API_VERSION)\n#endif /* Py_LIMITED_API */\n#endif /* New in 3.5 */\n\n#ifndef Py_LIMITED_API\nPyAPI_DATA(const char *) _Py_PackageContext;\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_MODSUPPORT_H */\n"
  },
  {
    "path": "LView/external_includes/moduleobject.h",
    "content": "\n/* Module object interface */\n\n#ifndef Py_MODULEOBJECT_H\n#define Py_MODULEOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\nPyAPI_DATA(PyTypeObject) PyModule_Type;\n\n#define PyModule_Check(op) PyObject_TypeCheck(op, &PyModule_Type)\n#define PyModule_CheckExact(op) Py_IS_TYPE(op, &PyModule_Type)\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\nPyAPI_FUNC(PyObject *) PyModule_NewObject(\n    PyObject *name\n    );\n#endif\nPyAPI_FUNC(PyObject *) PyModule_New(\n    const char *name            /* UTF-8 encoded string */\n    );\nPyAPI_FUNC(PyObject *) PyModule_GetDict(PyObject *);\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\nPyAPI_FUNC(PyObject *) PyModule_GetNameObject(PyObject *);\n#endif\nPyAPI_FUNC(const char *) PyModule_GetName(PyObject *);\nPy_DEPRECATED(3.2) PyAPI_FUNC(const char *) PyModule_GetFilename(PyObject *);\nPyAPI_FUNC(PyObject *) PyModule_GetFilenameObject(PyObject *);\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(void) _PyModule_Clear(PyObject *);\nPyAPI_FUNC(void) _PyModule_ClearDict(PyObject *);\nPyAPI_FUNC(int) _PyModuleSpec_IsInitializing(PyObject *);\n#endif\nPyAPI_FUNC(struct PyModuleDef*) PyModule_GetDef(PyObject*);\nPyAPI_FUNC(void*) PyModule_GetState(PyObject*);\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03050000\n/* New in 3.5 */\nPyAPI_FUNC(PyObject *) PyModuleDef_Init(struct PyModuleDef*);\nPyAPI_DATA(PyTypeObject) PyModuleDef_Type;\n#endif\n\ntypedef struct PyModuleDef_Base {\n  PyObject_HEAD\n  PyObject* (*m_init)(void);\n  Py_ssize_t m_index;\n  PyObject* m_copy;\n} PyModuleDef_Base;\n\n#define PyModuleDef_HEAD_INIT { \\\n    PyObject_HEAD_INIT(NULL)    \\\n    NULL, /* m_init */          \\\n    0,    /* m_index */         \\\n    NULL, /* m_copy */          \\\n  }\n\nstruct PyModuleDef_Slot;\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03050000\n/* New in 3.5 */\ntypedef struct PyModuleDef_Slot{\n    int slot;\n    void *value;\n} PyModuleDef_Slot;\n\n#define Py_mod_create 1\n#define Py_mod_exec 2\n\n#ifndef Py_LIMITED_API\n#define _Py_mod_LAST_SLOT 2\n#endif\n\n#endif /* New in 3.5 */\n\ntypedef struct PyModuleDef{\n  PyModuleDef_Base m_base;\n  const char* m_name;\n  const char* m_doc;\n  Py_ssize_t m_size;\n  PyMethodDef *m_methods;\n  struct PyModuleDef_Slot* m_slots;\n  traverseproc m_traverse;\n  inquiry m_clear;\n  freefunc m_free;\n} PyModuleDef;\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_MODULEOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/namespaceobject.h",
    "content": "\n/* simple namespace object interface */\n\n#ifndef NAMESPACEOBJECT_H\n#define NAMESPACEOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_LIMITED_API\nPyAPI_DATA(PyTypeObject) _PyNamespace_Type;\n\nPyAPI_FUNC(PyObject *) _PyNamespace_New(PyObject *kwds);\n#endif /* !Py_LIMITED_API */\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !NAMESPACEOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/node.h",
    "content": "\n/* Parse tree node interface */\n\n#ifndef Py_NODE_H\n#define Py_NODE_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\ntypedef struct _node {\n    short               n_type;\n    char                *n_str;\n    int                 n_lineno;\n    int                 n_col_offset;\n    int                 n_nchildren;\n    struct _node        *n_child;\n    int                 n_end_lineno;\n    int                 n_end_col_offset;\n} node;\n\nPyAPI_FUNC(node *) PyNode_New(int type);\nPyAPI_FUNC(int) PyNode_AddChild(node *n, int type,\n                                char *str, int lineno, int col_offset,\n                                int end_lineno, int end_col_offset);\nPyAPI_FUNC(void) PyNode_Free(node *n);\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(Py_ssize_t) _PyNode_SizeOf(node *n);\n#endif\n\n/* Node access functions */\n#define NCH(n)          ((n)->n_nchildren)\n\n#define CHILD(n, i)     (&(n)->n_child[i])\n#define TYPE(n)         ((n)->n_type)\n#define STR(n)          ((n)->n_str)\n#define LINENO(n)       ((n)->n_lineno)\n\n/* Assert that the type of a node is what we expect */\n#define REQ(n, type) assert(TYPE(n) == (type))\n\nPyAPI_FUNC(void) PyNode_ListTree(node *);\nvoid _PyNode_FinalizeEndPos(node *n);  // helper also used in parsetok.c\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_NODE_H */\n"
  },
  {
    "path": "LView/external_includes/object.h",
    "content": "#ifndef Py_OBJECT_H\n#define Py_OBJECT_H\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n\n/* Object and type object interface */\n\n/*\nObjects are structures allocated on the heap.  Special rules apply to\nthe use of objects to ensure they are properly garbage-collected.\nObjects are never allocated statically or on the stack; they must be\naccessed through special macros and functions only.  (Type objects are\nexceptions to the first rule; the standard types are represented by\nstatically initialized type objects, although work on type/class unification\nfor Python 2.2 made it possible to have heap-allocated type objects too).\n\nAn object has a 'reference count' that is increased or decreased when a\npointer to the object is copied or deleted; when the reference count\nreaches zero there are no references to the object left and it can be\nremoved from the heap.\n\nAn object has a 'type' that determines what it represents and what kind\nof data it contains.  An object's type is fixed when it is created.\nTypes themselves are represented as objects; an object contains a\npointer to the corresponding type object.  The type itself has a type\npointer pointing to the object representing the type 'type', which\ncontains a pointer to itself!.\n\nObjects do not float around in memory; once allocated an object keeps\nthe same size and address.  Objects that must hold variable-size data\ncan contain pointers to variable-size parts of the object.  Not all\nobjects of the same type have the same size; but the size cannot change\nafter allocation.  (These restrictions are made so a reference to an\nobject can be simply a pointer -- moving an object would require\nupdating all the pointers, and changing an object's size would require\nmoving it if there was another object right next to it.)\n\nObjects are always accessed through pointers of the type 'PyObject *'.\nThe type 'PyObject' is a structure that only contains the reference count\nand the type pointer.  The actual memory allocated for an object\ncontains other data that can only be accessed after casting the pointer\nto a pointer to a longer structure type.  This longer type must start\nwith the reference count and type fields; the macro PyObject_HEAD should be\nused for this (to accommodate for future changes).  The implementation\nof a particular object type can cast the object pointer to the proper\ntype and back.\n\nA standard interface exists for objects that contain an array of items\nwhose size is determined when the object is allocated.\n*/\n\n/* Py_DEBUG implies Py_REF_DEBUG. */\n#if defined(Py_DEBUG) && !defined(Py_REF_DEBUG)\n#define Py_REF_DEBUG\n#endif\n\n#if defined(Py_LIMITED_API) && defined(Py_REF_DEBUG)\n#error Py_LIMITED_API is incompatible with Py_DEBUG, Py_TRACE_REFS, and Py_REF_DEBUG\n#endif\n\n/* PyTypeObject structure is defined in cpython/object.h.\n   In Py_LIMITED_API, PyTypeObject is an opaque structure. */\ntypedef struct _typeobject PyTypeObject;\n\n#ifdef Py_TRACE_REFS\n/* Define pointers to support a doubly-linked list of all live heap objects. */\n#define _PyObject_HEAD_EXTRA            \\\n    struct _object *_ob_next;           \\\n    struct _object *_ob_prev;\n\n#define _PyObject_EXTRA_INIT 0, 0,\n\n#else\n#define _PyObject_HEAD_EXTRA\n#define _PyObject_EXTRA_INIT\n#endif\n\n/* PyObject_HEAD defines the initial segment of every PyObject. */\n#define PyObject_HEAD                   PyObject ob_base;\n\n#define PyObject_HEAD_INIT(type)        \\\n    { _PyObject_EXTRA_INIT              \\\n    1, type },\n\n#define PyVarObject_HEAD_INIT(type, size)       \\\n    { PyObject_HEAD_INIT(type) size },\n\n/* PyObject_VAR_HEAD defines the initial segment of all variable-size\n * container objects.  These end with a declaration of an array with 1\n * element, but enough space is malloc'ed so that the array actually\n * has room for ob_size elements.  Note that ob_size is an element count,\n * not necessarily a byte count.\n */\n#define PyObject_VAR_HEAD      PyVarObject ob_base;\n#define Py_INVALID_SIZE (Py_ssize_t)-1\n\n/* Nothing is actually declared to be a PyObject, but every pointer to\n * a Python object can be cast to a PyObject*.  This is inheritance built\n * by hand.  Similarly every pointer to a variable-size Python object can,\n * in addition, be cast to PyVarObject*.\n */\ntypedef struct _object {\n    _PyObject_HEAD_EXTRA\n    Py_ssize_t ob_refcnt;\n    PyTypeObject *ob_type;\n} PyObject;\n\n/* Cast argument to PyObject* type. */\n#define _PyObject_CAST(op) ((PyObject*)(op))\n#define _PyObject_CAST_CONST(op) ((const PyObject*)(op))\n\ntypedef struct {\n    PyObject ob_base;\n    Py_ssize_t ob_size; /* Number of items in variable part */\n} PyVarObject;\n\n/* Cast argument to PyVarObject* type. */\n#define _PyVarObject_CAST(op) ((PyVarObject*)(op))\n\n#define Py_REFCNT(ob)           (_PyObject_CAST(ob)->ob_refcnt)\n#define Py_TYPE(ob)             (_PyObject_CAST(ob)->ob_type)\n#define Py_SIZE(ob)             (_PyVarObject_CAST(ob)->ob_size)\n\nstatic inline int _Py_IS_TYPE(const PyObject *ob, const PyTypeObject *type) {\n    return ob->ob_type == type;\n}\n#define Py_IS_TYPE(ob, type) _Py_IS_TYPE(_PyObject_CAST_CONST(ob), type)\n\nstatic inline void _Py_SET_REFCNT(PyObject *ob, Py_ssize_t refcnt) {\n    ob->ob_refcnt = refcnt;\n}\n#define Py_SET_REFCNT(ob, refcnt) _Py_SET_REFCNT(_PyObject_CAST(ob), refcnt)\n\nstatic inline void _Py_SET_TYPE(PyObject *ob, PyTypeObject *type) {\n    ob->ob_type = type;\n}\n#define Py_SET_TYPE(ob, type) _Py_SET_TYPE(_PyObject_CAST(ob), type)\n\nstatic inline void _Py_SET_SIZE(PyVarObject *ob, Py_ssize_t size) {\n    ob->ob_size = size;\n}\n#define Py_SET_SIZE(ob, size) _Py_SET_SIZE(_PyVarObject_CAST(ob), size)\n\n\n/*\nType objects contain a string containing the type name (to help somewhat\nin debugging), the allocation parameters (see PyObject_New() and\nPyObject_NewVar()),\nand methods for accessing objects of the type.  Methods are optional, a\nnil pointer meaning that particular kind of access is not available for\nthis type.  The Py_DECREF() macro uses the tp_dealloc method without\nchecking for a nil pointer; it should always be implemented except if\nthe implementation can guarantee that the reference count will never\nreach zero (e.g., for statically allocated type objects).\n\nNB: the methods for certain type groups are now contained in separate\nmethod blocks.\n*/\n\ntypedef PyObject * (*unaryfunc)(PyObject *);\ntypedef PyObject * (*binaryfunc)(PyObject *, PyObject *);\ntypedef PyObject * (*ternaryfunc)(PyObject *, PyObject *, PyObject *);\ntypedef int (*inquiry)(PyObject *);\ntypedef Py_ssize_t (*lenfunc)(PyObject *);\ntypedef PyObject *(*ssizeargfunc)(PyObject *, Py_ssize_t);\ntypedef PyObject *(*ssizessizeargfunc)(PyObject *, Py_ssize_t, Py_ssize_t);\ntypedef int(*ssizeobjargproc)(PyObject *, Py_ssize_t, PyObject *);\ntypedef int(*ssizessizeobjargproc)(PyObject *, Py_ssize_t, Py_ssize_t, PyObject *);\ntypedef int(*objobjargproc)(PyObject *, PyObject *, PyObject *);\n\ntypedef int (*objobjproc)(PyObject *, PyObject *);\ntypedef int (*visitproc)(PyObject *, void *);\ntypedef int (*traverseproc)(PyObject *, visitproc, void *);\n\n\ntypedef void (*freefunc)(void *);\ntypedef void (*destructor)(PyObject *);\ntypedef PyObject *(*getattrfunc)(PyObject *, char *);\ntypedef PyObject *(*getattrofunc)(PyObject *, PyObject *);\ntypedef int (*setattrfunc)(PyObject *, char *, PyObject *);\ntypedef int (*setattrofunc)(PyObject *, PyObject *, PyObject *);\ntypedef PyObject *(*reprfunc)(PyObject *);\ntypedef Py_hash_t (*hashfunc)(PyObject *);\ntypedef PyObject *(*richcmpfunc) (PyObject *, PyObject *, int);\ntypedef PyObject *(*getiterfunc) (PyObject *);\ntypedef PyObject *(*iternextfunc) (PyObject *);\ntypedef PyObject *(*descrgetfunc) (PyObject *, PyObject *, PyObject *);\ntypedef int (*descrsetfunc) (PyObject *, PyObject *, PyObject *);\ntypedef int (*initproc)(PyObject *, PyObject *, PyObject *);\ntypedef PyObject *(*newfunc)(PyTypeObject *, PyObject *, PyObject *);\ntypedef PyObject *(*allocfunc)(PyTypeObject *, Py_ssize_t);\n\ntypedef struct{\n    int slot;    /* slot id, see below */\n    void *pfunc; /* function pointer */\n} PyType_Slot;\n\ntypedef struct{\n    const char* name;\n    int basicsize;\n    int itemsize;\n    unsigned int flags;\n    PyType_Slot *slots; /* terminated by slot==0. */\n} PyType_Spec;\n\nPyAPI_FUNC(PyObject*) PyType_FromSpec(PyType_Spec*);\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\nPyAPI_FUNC(PyObject*) PyType_FromSpecWithBases(PyType_Spec*, PyObject*);\n#endif\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03040000\nPyAPI_FUNC(void*) PyType_GetSlot(PyTypeObject*, int);\n#endif\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03090000\nPyAPI_FUNC(PyObject*) PyType_FromModuleAndSpec(PyObject *, PyType_Spec *, PyObject *);\nPyAPI_FUNC(PyObject *) PyType_GetModule(struct _typeobject *);\nPyAPI_FUNC(void *) PyType_GetModuleState(struct _typeobject *);\n#endif\n\n/* Generic type check */\nPyAPI_FUNC(int) PyType_IsSubtype(PyTypeObject *, PyTypeObject *);\n#define PyObject_TypeCheck(ob, tp) \\\n    (Py_IS_TYPE(ob, tp) || PyType_IsSubtype(Py_TYPE(ob), (tp)))\n\nPyAPI_DATA(PyTypeObject) PyType_Type; /* built-in 'type' */\nPyAPI_DATA(PyTypeObject) PyBaseObject_Type; /* built-in 'object' */\nPyAPI_DATA(PyTypeObject) PySuper_Type; /* built-in 'super' */\n\nPyAPI_FUNC(unsigned long) PyType_GetFlags(PyTypeObject*);\n\nPyAPI_FUNC(int) PyType_Ready(PyTypeObject *);\nPyAPI_FUNC(PyObject *) PyType_GenericAlloc(PyTypeObject *, Py_ssize_t);\nPyAPI_FUNC(PyObject *) PyType_GenericNew(PyTypeObject *,\n                                               PyObject *, PyObject *);\nPyAPI_FUNC(unsigned int) PyType_ClearCache(void);\nPyAPI_FUNC(void) PyType_Modified(PyTypeObject *);\n\n/* Generic operations on objects */\nPyAPI_FUNC(PyObject *) PyObject_Repr(PyObject *);\nPyAPI_FUNC(PyObject *) PyObject_Str(PyObject *);\nPyAPI_FUNC(PyObject *) PyObject_ASCII(PyObject *);\nPyAPI_FUNC(PyObject *) PyObject_Bytes(PyObject *);\nPyAPI_FUNC(PyObject *) PyObject_RichCompare(PyObject *, PyObject *, int);\nPyAPI_FUNC(int) PyObject_RichCompareBool(PyObject *, PyObject *, int);\nPyAPI_FUNC(PyObject *) PyObject_GetAttrString(PyObject *, const char *);\nPyAPI_FUNC(int) PyObject_SetAttrString(PyObject *, const char *, PyObject *);\nPyAPI_FUNC(int) PyObject_HasAttrString(PyObject *, const char *);\nPyAPI_FUNC(PyObject *) PyObject_GetAttr(PyObject *, PyObject *);\nPyAPI_FUNC(int) PyObject_SetAttr(PyObject *, PyObject *, PyObject *);\nPyAPI_FUNC(int) PyObject_HasAttr(PyObject *, PyObject *);\nPyAPI_FUNC(PyObject *) PyObject_SelfIter(PyObject *);\nPyAPI_FUNC(PyObject *) PyObject_GenericGetAttr(PyObject *, PyObject *);\nPyAPI_FUNC(int) PyObject_GenericSetAttr(PyObject *, PyObject *, PyObject *);\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\nPyAPI_FUNC(int) PyObject_GenericSetDict(PyObject *, PyObject *, void *);\n#endif\nPyAPI_FUNC(Py_hash_t) PyObject_Hash(PyObject *);\nPyAPI_FUNC(Py_hash_t) PyObject_HashNotImplemented(PyObject *);\nPyAPI_FUNC(int) PyObject_IsTrue(PyObject *);\nPyAPI_FUNC(int) PyObject_Not(PyObject *);\nPyAPI_FUNC(int) PyCallable_Check(PyObject *);\nPyAPI_FUNC(void) PyObject_ClearWeakRefs(PyObject *);\n\n/* PyObject_Dir(obj) acts like Python builtins.dir(obj), returning a\n   list of strings.  PyObject_Dir(NULL) is like builtins.dir(),\n   returning the names of the current locals.  In this case, if there are\n   no current locals, NULL is returned, and PyErr_Occurred() is false.\n*/\nPyAPI_FUNC(PyObject *) PyObject_Dir(PyObject *);\n\n\n/* Helpers for printing recursive container types */\nPyAPI_FUNC(int) Py_ReprEnter(PyObject *);\nPyAPI_FUNC(void) Py_ReprLeave(PyObject *);\n\n/* Flag bits for printing: */\n#define Py_PRINT_RAW    1       /* No string quotes etc. */\n\n/*\nType flags (tp_flags)\n\nThese flags are used to change expected features and behavior for a\nparticular type.\n\nArbitration of the flag bit positions will need to be coordinated among\nall extension writers who publicly release their extensions (this will\nbe fewer than you might expect!).\n\nMost flags were removed as of Python 3.0 to make room for new flags.  (Some\nflags are not for backwards compatibility but to indicate the presence of an\noptional feature; these flags remain of course.)\n\nType definitions should use Py_TPFLAGS_DEFAULT for their tp_flags value.\n\nCode can use PyType_HasFeature(type_ob, flag_value) to test whether the\ngiven type object has a specified feature.\n*/\n\n/* Set if the type object is dynamically allocated */\n#define Py_TPFLAGS_HEAPTYPE (1UL << 9)\n\n/* Set if the type allows subclassing */\n#define Py_TPFLAGS_BASETYPE (1UL << 10)\n\n/* Set if the type implements the vectorcall protocol (PEP 590) */\n#ifndef Py_LIMITED_API\n#define Py_TPFLAGS_HAVE_VECTORCALL (1UL << 11)\n// Backwards compatibility alias for API that was provisional in Python 3.8\n#define _Py_TPFLAGS_HAVE_VECTORCALL Py_TPFLAGS_HAVE_VECTORCALL\n#endif\n\n/* Set if the type is 'ready' -- fully initialized */\n#define Py_TPFLAGS_READY (1UL << 12)\n\n/* Set while the type is being 'readied', to prevent recursive ready calls */\n#define Py_TPFLAGS_READYING (1UL << 13)\n\n/* Objects support garbage collection (see objimpl.h) */\n#define Py_TPFLAGS_HAVE_GC (1UL << 14)\n\n/* These two bits are preserved for Stackless Python, next after this is 17 */\n#ifdef STACKLESS\n#define Py_TPFLAGS_HAVE_STACKLESS_EXTENSION (3UL << 15)\n#else\n#define Py_TPFLAGS_HAVE_STACKLESS_EXTENSION 0\n#endif\n\n/* Objects behave like an unbound method */\n#define Py_TPFLAGS_METHOD_DESCRIPTOR (1UL << 17)\n\n/* Objects support type attribute cache */\n#define Py_TPFLAGS_HAVE_VERSION_TAG   (1UL << 18)\n#define Py_TPFLAGS_VALID_VERSION_TAG  (1UL << 19)\n\n/* Type is abstract and cannot be instantiated */\n#define Py_TPFLAGS_IS_ABSTRACT (1UL << 20)\n\n/* These flags are used to determine if a type is a subclass. */\n#define Py_TPFLAGS_LONG_SUBCLASS        (1UL << 24)\n#define Py_TPFLAGS_LIST_SUBCLASS        (1UL << 25)\n#define Py_TPFLAGS_TUPLE_SUBCLASS       (1UL << 26)\n#define Py_TPFLAGS_BYTES_SUBCLASS       (1UL << 27)\n#define Py_TPFLAGS_UNICODE_SUBCLASS     (1UL << 28)\n#define Py_TPFLAGS_DICT_SUBCLASS        (1UL << 29)\n#define Py_TPFLAGS_BASE_EXC_SUBCLASS    (1UL << 30)\n#define Py_TPFLAGS_TYPE_SUBCLASS        (1UL << 31)\n\n#define Py_TPFLAGS_DEFAULT  ( \\\n                 Py_TPFLAGS_HAVE_STACKLESS_EXTENSION | \\\n                 Py_TPFLAGS_HAVE_VERSION_TAG | \\\n                0)\n\n/* NOTE: The following flags reuse lower bits (removed as part of the\n * Python 3.0 transition). */\n\n/* The following flag is kept for compatibility. Starting with 3.8,\n * binary compatibility of C extensions across feature releases of\n * Python is not supported anymore, except when using the stable ABI.\n */\n\n/* Type structure has tp_finalize member (3.4) */\n#define Py_TPFLAGS_HAVE_FINALIZE (1UL << 0)\n\n\n/*\nThe macros Py_INCREF(op) and Py_DECREF(op) are used to increment or decrement\nreference counts.  Py_DECREF calls the object's deallocator function when\nthe refcount falls to 0; for\nobjects that don't contain references to other objects or heap memory\nthis can be the standard function free().  Both macros can be used\nwherever a void expression is allowed.  The argument must not be a\nNULL pointer.  If it may be NULL, use Py_XINCREF/Py_XDECREF instead.\nThe macro _Py_NewReference(op) initialize reference counts to 1, and\nin special builds (Py_REF_DEBUG, Py_TRACE_REFS) performs additional\nbookkeeping appropriate to the special build.\n\nWe assume that the reference count field can never overflow; this can\nbe proven when the size of the field is the same as the pointer size, so\nwe ignore the possibility.  Provided a C int is at least 32 bits (which\nis implicitly assumed in many parts of this code), that's enough for\nabout 2**31 references to an object.\n\nXXX The following became out of date in Python 2.2, but I'm not sure\nXXX what the full truth is now.  Certainly, heap-allocated type objects\nXXX can and should be deallocated.\nType objects should never be deallocated; the type pointer in an object\nis not considered to be a reference to the type object, to save\ncomplications in the deallocation function.  (This is actually a\ndecision that's up to the implementer of each new type so if you want,\nyou can count such references to the type object.)\n*/\n\n#ifdef Py_REF_DEBUG\nPyAPI_DATA(Py_ssize_t) _Py_RefTotal;\nPyAPI_FUNC(void) _Py_NegativeRefcount(const char *filename, int lineno,\n                                      PyObject *op);\n#endif /* Py_REF_DEBUG */\n\nPyAPI_FUNC(void) _Py_Dealloc(PyObject *);\n\nstatic inline void _Py_INCREF(PyObject *op)\n{\n#ifdef Py_REF_DEBUG\n    _Py_RefTotal++;\n#endif\n    op->ob_refcnt++;\n}\n\n#define Py_INCREF(op) _Py_INCREF(_PyObject_CAST(op))\n\nstatic inline void _Py_DECREF(\n#ifdef Py_REF_DEBUG\n    const char *filename, int lineno,\n#endif\n    PyObject *op)\n{\n#ifdef Py_REF_DEBUG\n    _Py_RefTotal--;\n#endif\n    if (--op->ob_refcnt != 0) {\n#ifdef Py_REF_DEBUG\n        if (op->ob_refcnt < 0) {\n            _Py_NegativeRefcount(filename, lineno, op);\n        }\n#endif\n    }\n    else {\n        _Py_Dealloc(op);\n    }\n}\n\n#ifdef Py_REF_DEBUG\n#  define Py_DECREF(op) _Py_DECREF(__FILE__, __LINE__, _PyObject_CAST(op))\n#else\n#  define Py_DECREF(op) _Py_DECREF(_PyObject_CAST(op))\n#endif\n\n\n/* Safely decref `op` and set `op` to NULL, especially useful in tp_clear\n * and tp_dealloc implementations.\n *\n * Note that \"the obvious\" code can be deadly:\n *\n *     Py_XDECREF(op);\n *     op = NULL;\n *\n * Typically, `op` is something like self->containee, and `self` is done\n * using its `containee` member.  In the code sequence above, suppose\n * `containee` is non-NULL with a refcount of 1.  Its refcount falls to\n * 0 on the first line, which can trigger an arbitrary amount of code,\n * possibly including finalizers (like __del__ methods or weakref callbacks)\n * coded in Python, which in turn can release the GIL and allow other threads\n * to run, etc.  Such code may even invoke methods of `self` again, or cause\n * cyclic gc to trigger, but-- oops! --self->containee still points to the\n * object being torn down, and it may be in an insane state while being torn\n * down.  This has in fact been a rich historic source of miserable (rare &\n * hard-to-diagnose) segfaulting (and other) bugs.\n *\n * The safe way is:\n *\n *      Py_CLEAR(op);\n *\n * That arranges to set `op` to NULL _before_ decref'ing, so that any code\n * triggered as a side-effect of `op` getting torn down no longer believes\n * `op` points to a valid object.\n *\n * There are cases where it's safe to use the naive code, but they're brittle.\n * For example, if `op` points to a Python integer, you know that destroying\n * one of those can't cause problems -- but in part that relies on that\n * Python integers aren't currently weakly referencable.  Best practice is\n * to use Py_CLEAR() even if you can't think of a reason for why you need to.\n */\n#define Py_CLEAR(op)                            \\\n    do {                                        \\\n        PyObject *_py_tmp = _PyObject_CAST(op); \\\n        if (_py_tmp != NULL) {                  \\\n            (op) = NULL;                        \\\n            Py_DECREF(_py_tmp);                 \\\n        }                                       \\\n    } while (0)\n\n/* Function to use in case the object pointer can be NULL: */\nstatic inline void _Py_XINCREF(PyObject *op)\n{\n    if (op != NULL) {\n        Py_INCREF(op);\n    }\n}\n\n#define Py_XINCREF(op) _Py_XINCREF(_PyObject_CAST(op))\n\nstatic inline void _Py_XDECREF(PyObject *op)\n{\n    if (op != NULL) {\n        Py_DECREF(op);\n    }\n}\n\n#define Py_XDECREF(op) _Py_XDECREF(_PyObject_CAST(op))\n\n/*\nThese are provided as conveniences to Python runtime embedders, so that\nthey can have object code that is not dependent on Python compilation flags.\n*/\nPyAPI_FUNC(void) Py_IncRef(PyObject *);\nPyAPI_FUNC(void) Py_DecRef(PyObject *);\n\n/*\n_Py_NoneStruct is an object of undefined type which can be used in contexts\nwhere NULL (nil) is not suitable (since NULL often means 'error').\n\nDon't forget to apply Py_INCREF() when returning this value!!!\n*/\nPyAPI_DATA(PyObject) _Py_NoneStruct; /* Don't use this directly */\n#define Py_None (&_Py_NoneStruct)\n\n/* Macro for returning Py_None from a function */\n#define Py_RETURN_NONE return Py_INCREF(Py_None), Py_None\n\n/*\nPy_NotImplemented is a singleton used to signal that an operation is\nnot implemented for a given type combination.\n*/\nPyAPI_DATA(PyObject) _Py_NotImplementedStruct; /* Don't use this directly */\n#define Py_NotImplemented (&_Py_NotImplementedStruct)\n\n/* Macro for returning Py_NotImplemented from a function */\n#define Py_RETURN_NOTIMPLEMENTED \\\n    return Py_INCREF(Py_NotImplemented), Py_NotImplemented\n\n/* Rich comparison opcodes */\n#define Py_LT 0\n#define Py_LE 1\n#define Py_EQ 2\n#define Py_NE 3\n#define Py_GT 4\n#define Py_GE 5\n\n/*\n * Macro for implementing rich comparisons\n *\n * Needs to be a macro because any C-comparable type can be used.\n */\n#define Py_RETURN_RICHCOMPARE(val1, val2, op)                               \\\n    do {                                                                    \\\n        switch (op) {                                                       \\\n        case Py_EQ: if ((val1) == (val2)) Py_RETURN_TRUE; Py_RETURN_FALSE;  \\\n        case Py_NE: if ((val1) != (val2)) Py_RETURN_TRUE; Py_RETURN_FALSE;  \\\n        case Py_LT: if ((val1) < (val2)) Py_RETURN_TRUE; Py_RETURN_FALSE;   \\\n        case Py_GT: if ((val1) > (val2)) Py_RETURN_TRUE; Py_RETURN_FALSE;   \\\n        case Py_LE: if ((val1) <= (val2)) Py_RETURN_TRUE; Py_RETURN_FALSE;  \\\n        case Py_GE: if ((val1) >= (val2)) Py_RETURN_TRUE; Py_RETURN_FALSE;  \\\n        default:                                                            \\\n            Py_UNREACHABLE();                                               \\\n        }                                                                   \\\n    } while (0)\n\n\n/*\nMore conventions\n================\n\nArgument Checking\n-----------------\n\nFunctions that take objects as arguments normally don't check for nil\narguments, but they do check the type of the argument, and return an\nerror if the function doesn't apply to the type.\n\nFailure Modes\n-------------\n\nFunctions may fail for a variety of reasons, including running out of\nmemory.  This is communicated to the caller in two ways: an error string\nis set (see errors.h), and the function result differs: functions that\nnormally return a pointer return NULL for failure, functions returning\nan integer return -1 (which could be a legal return value too!), and\nother functions return 0 for success and -1 for failure.\nCallers should always check for errors before using the result.  If\nan error was set, the caller must either explicitly clear it, or pass\nthe error on to its caller.\n\nReference Counts\n----------------\n\nIt takes a while to get used to the proper usage of reference counts.\n\nFunctions that create an object set the reference count to 1; such new\nobjects must be stored somewhere or destroyed again with Py_DECREF().\nSome functions that 'store' objects, such as PyTuple_SetItem() and\nPyList_SetItem(),\ndon't increment the reference count of the object, since the most\nfrequent use is to store a fresh object.  Functions that 'retrieve'\nobjects, such as PyTuple_GetItem() and PyDict_GetItemString(), also\ndon't increment\nthe reference count, since most frequently the object is only looked at\nquickly.  Thus, to retrieve an object and store it again, the caller\nmust call Py_INCREF() explicitly.\n\nNOTE: functions that 'consume' a reference count, like\nPyList_SetItem(), consume the reference even if the object wasn't\nsuccessfully stored, to simplify error handling.\n\nIt seems attractive to make other functions that take an object as\nargument consume a reference count; however, this may quickly get\nconfusing (even the current practice is already confusing).  Consider\nit carefully, it may save lots of calls to Py_INCREF() and Py_DECREF() at\ntimes.\n*/\n\n#ifndef Py_LIMITED_API\n#  define Py_CPYTHON_OBJECT_H\n#  include  \"cpython/object.h\"\n#  undef Py_CPYTHON_OBJECT_H\n#endif\n\n\nstatic inline int\nPyType_HasFeature(PyTypeObject *type, unsigned long feature)\n{\n    unsigned long flags;\n#ifdef Py_LIMITED_API\n    // PyTypeObject is opaque in the limited C API\n    flags = PyType_GetFlags(type);\n#else\n    flags = type->tp_flags;\n#endif\n    return ((flags & feature) != 0);\n}\n\n#define PyType_FastSubclass(type, flag) PyType_HasFeature(type, flag)\n\nstatic inline int _PyType_Check(PyObject *op) {\n    return PyType_FastSubclass(Py_TYPE(op), Py_TPFLAGS_TYPE_SUBCLASS);\n}\n#define PyType_Check(op) _PyType_Check(_PyObject_CAST(op))\n\nstatic inline int _PyType_CheckExact(PyObject *op) {\n    return Py_IS_TYPE(op, &PyType_Type);\n}\n#define PyType_CheckExact(op) _PyType_CheckExact(_PyObject_CAST(op))\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_OBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/objimpl.h",
    "content": "/* The PyObject_ memory family:  high-level object memory interfaces.\n   See pymem.h for the low-level PyMem_ family.\n*/\n\n#ifndef Py_OBJIMPL_H\n#define Py_OBJIMPL_H\n\n#include \"pymem.h\"\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* BEWARE:\n\n   Each interface exports both functions and macros.  Extension modules should\n   use the functions, to ensure binary compatibility across Python versions.\n   Because the Python implementation is free to change internal details, and\n   the macros may (or may not) expose details for speed, if you do use the\n   macros you must recompile your extensions with each Python release.\n\n   Never mix calls to PyObject_ memory functions with calls to the platform\n   malloc/realloc/ calloc/free, or with calls to PyMem_.\n*/\n\n/*\nFunctions and macros for modules that implement new object types.\n\n - PyObject_New(type, typeobj) allocates memory for a new object of the given\n   type, and initializes part of it.  'type' must be the C structure type used\n   to represent the object, and 'typeobj' the address of the corresponding\n   type object.  Reference count and type pointer are filled in; the rest of\n   the bytes of the object are *undefined*!  The resulting expression type is\n   'type *'.  The size of the object is determined by the tp_basicsize field\n   of the type object.\n\n - PyObject_NewVar(type, typeobj, n) is similar but allocates a variable-size\n   object with room for n items.  In addition to the refcount and type pointer\n   fields, this also fills in the ob_size field.\n\n - PyObject_Del(op) releases the memory allocated for an object.  It does not\n   run a destructor -- it only frees the memory.  PyObject_Free is identical.\n\n - PyObject_Init(op, typeobj) and PyObject_InitVar(op, typeobj, n) don't\n   allocate memory.  Instead of a 'type' parameter, they take a pointer to a\n   new object (allocated by an arbitrary allocator), and initialize its object\n   header fields.\n\nNote that objects created with PyObject_{New, NewVar} are allocated using the\nspecialized Python allocator (implemented in obmalloc.c), if WITH_PYMALLOC is\nenabled.  In addition, a special debugging allocator is used if PYMALLOC_DEBUG\nis also #defined.\n\nIn case a specific form of memory management is needed (for example, if you\nmust use the platform malloc heap(s), or shared memory, or C++ local storage or\noperator new), you must first allocate the object with your custom allocator,\nthen pass its pointer to PyObject_{Init, InitVar} for filling in its Python-\nspecific fields:  reference count, type pointer, possibly others.  You should\nbe aware that Python has no control over these objects because they don't\ncooperate with the Python memory manager.  Such objects may not be eligible\nfor automatic garbage collection and you have to make sure that they are\nreleased accordingly whenever their destructor gets called (cf. the specific\nform of memory management you're using).\n\nUnless you have specific memory management requirements, use\nPyObject_{New, NewVar, Del}.\n*/\n\n/*\n * Raw object memory interface\n * ===========================\n */\n\n/* Functions to call the same malloc/realloc/free as used by Python's\n   object allocator.  If WITH_PYMALLOC is enabled, these may differ from\n   the platform malloc/realloc/free.  The Python object allocator is\n   designed for fast, cache-conscious allocation of many \"small\" objects,\n   and with low hidden memory overhead.\n\n   PyObject_Malloc(0) returns a unique non-NULL pointer if possible.\n\n   PyObject_Realloc(NULL, n) acts like PyObject_Malloc(n).\n   PyObject_Realloc(p != NULL, 0) does not return  NULL, or free the memory\n   at p.\n\n   Returned pointers must be checked for NULL explicitly; no action is\n   performed on failure other than to return NULL (no warning it printed, no\n   exception is set, etc).\n\n   For allocating objects, use PyObject_{New, NewVar} instead whenever\n   possible.  The PyObject_{Malloc, Realloc, Free} family is exposed\n   so that you can exploit Python's small-block allocator for non-object\n   uses.  If you must use these routines to allocate object memory, make sure\n   the object gets initialized via PyObject_{Init, InitVar} after obtaining\n   the raw memory.\n*/\nPyAPI_FUNC(void *) PyObject_Malloc(size_t size);\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03050000\nPyAPI_FUNC(void *) PyObject_Calloc(size_t nelem, size_t elsize);\n#endif\nPyAPI_FUNC(void *) PyObject_Realloc(void *ptr, size_t new_size);\nPyAPI_FUNC(void) PyObject_Free(void *ptr);\n\n\n/* Macros */\n#define PyObject_MALLOC         PyObject_Malloc\n#define PyObject_REALLOC        PyObject_Realloc\n#define PyObject_FREE           PyObject_Free\n#define PyObject_Del            PyObject_Free\n#define PyObject_DEL            PyObject_Free\n\n\n/*\n * Generic object allocator interface\n * ==================================\n */\n\n/* Functions */\nPyAPI_FUNC(PyObject *) PyObject_Init(PyObject *, PyTypeObject *);\nPyAPI_FUNC(PyVarObject *) PyObject_InitVar(PyVarObject *,\n                                                 PyTypeObject *, Py_ssize_t);\nPyAPI_FUNC(PyObject *) _PyObject_New(PyTypeObject *);\nPyAPI_FUNC(PyVarObject *) _PyObject_NewVar(PyTypeObject *, Py_ssize_t);\n\n#define PyObject_New(type, typeobj) ((type *)_PyObject_New(typeobj))\n\n// Alias to PyObject_New(). In Python 3.8, PyObject_NEW() called directly\n// PyObject_MALLOC() with _PyObject_SIZE().\n#define PyObject_NEW(type, typeobj) PyObject_New(type, typeobj)\n\n#define PyObject_NewVar(type, typeobj, n) \\\n                ( (type *) _PyObject_NewVar((typeobj), (n)) )\n\n// Alias to PyObject_New(). In Python 3.8, PyObject_NEW() called directly\n// PyObject_MALLOC() with _PyObject_VAR_SIZE().\n#define PyObject_NEW_VAR(type, typeobj, n) PyObject_NewVar(type, typeobj, n)\n\n\n#ifdef Py_LIMITED_API\n/* Define PyObject_INIT() and PyObject_INIT_VAR() as aliases to PyObject_Init()\n   and PyObject_InitVar() in the limited C API for compatibility with the\n   CPython C API. */\n#  define PyObject_INIT(op, typeobj) \\\n        PyObject_Init(_PyObject_CAST(op), (typeobj))\n#  define PyObject_INIT_VAR(op, typeobj, size) \\\n        PyObject_InitVar(_PyVarObject_CAST(op), (typeobj), (size))\n#else\n/* PyObject_INIT() and PyObject_INIT_VAR() are defined in cpython/objimpl.h */\n#endif\n\n\n/*\n * Garbage Collection Support\n * ==========================\n */\n\n/* C equivalent of gc.collect() which ignores the state of gc.enabled. */\nPyAPI_FUNC(Py_ssize_t) PyGC_Collect(void);\n\n/* Test if a type has a GC head */\n#define PyType_IS_GC(t) PyType_HasFeature((t), Py_TPFLAGS_HAVE_GC)\n\nPyAPI_FUNC(PyVarObject *) _PyObject_GC_Resize(PyVarObject *, Py_ssize_t);\n#define PyObject_GC_Resize(type, op, n) \\\n                ( (type *) _PyObject_GC_Resize(_PyVarObject_CAST(op), (n)) )\n\n\n\nPyAPI_FUNC(PyObject *) _PyObject_GC_New(PyTypeObject *);\nPyAPI_FUNC(PyVarObject *) _PyObject_GC_NewVar(PyTypeObject *, Py_ssize_t);\n\n/* Tell the GC to track this object.\n *\n * See also private _PyObject_GC_TRACK() macro. */\nPyAPI_FUNC(void) PyObject_GC_Track(void *);\n\n/* Tell the GC to stop tracking this object.\n *\n * See also private _PyObject_GC_UNTRACK() macro. */\nPyAPI_FUNC(void) PyObject_GC_UnTrack(void *);\n\nPyAPI_FUNC(void) PyObject_GC_Del(void *);\n\n#define PyObject_GC_New(type, typeobj) \\\n                ( (type *) _PyObject_GC_New(typeobj) )\n#define PyObject_GC_NewVar(type, typeobj, n) \\\n                ( (type *) _PyObject_GC_NewVar((typeobj), (n)) )\n\nPyAPI_FUNC(int) PyObject_GC_IsTracked(PyObject *);\nPyAPI_FUNC(int) PyObject_GC_IsFinalized(PyObject *);\n\n/* Utility macro to help write tp_traverse functions.\n * To use this macro, the tp_traverse function must name its arguments\n * \"visit\" and \"arg\".  This is intended to keep tp_traverse functions\n * looking as much alike as possible.\n */\n#define Py_VISIT(op)                                                    \\\n    do {                                                                \\\n        if (op) {                                                       \\\n            int vret = visit(_PyObject_CAST(op), arg);                  \\\n            if (vret)                                                   \\\n                return vret;                                            \\\n        }                                                               \\\n    } while (0)\n\n#ifndef Py_LIMITED_API\n#  define Py_CPYTHON_OBJIMPL_H\n#  include  \"cpython/objimpl.h\"\n#  undef Py_CPYTHON_OBJIMPL_H\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_OBJIMPL_H */\n"
  },
  {
    "path": "LView/external_includes/odictobject.h",
    "content": "#ifndef Py_ODICTOBJECT_H\n#define Py_ODICTOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n\n/* OrderedDict */\n/* This API is optional and mostly redundant. */\n\n#ifndef Py_LIMITED_API\n\ntypedef struct _odictobject PyODictObject;\n\nPyAPI_DATA(PyTypeObject) PyODict_Type;\nPyAPI_DATA(PyTypeObject) PyODictIter_Type;\nPyAPI_DATA(PyTypeObject) PyODictKeys_Type;\nPyAPI_DATA(PyTypeObject) PyODictItems_Type;\nPyAPI_DATA(PyTypeObject) PyODictValues_Type;\n\n#define PyODict_Check(op) PyObject_TypeCheck(op, &PyODict_Type)\n#define PyODict_CheckExact(op) Py_IS_TYPE(op, &PyODict_Type)\n#define PyODict_SIZE(op) PyDict_GET_SIZE((op))\n\nPyAPI_FUNC(PyObject *) PyODict_New(void);\nPyAPI_FUNC(int) PyODict_SetItem(PyObject *od, PyObject *key, PyObject *item);\nPyAPI_FUNC(int) PyODict_DelItem(PyObject *od, PyObject *key);\n\n/* wrappers around PyDict* functions */\n#define PyODict_GetItem(od, key) PyDict_GetItem(_PyObject_CAST(od), key)\n#define PyODict_GetItemWithError(od, key) \\\n    PyDict_GetItemWithError(_PyObject_CAST(od), key)\n#define PyODict_Contains(od, key) PyDict_Contains(_PyObject_CAST(od), key)\n#define PyODict_Size(od) PyDict_Size(_PyObject_CAST(od))\n#define PyODict_GetItemString(od, key) \\\n    PyDict_GetItemString(_PyObject_CAST(od), key)\n\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_ODICTOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/opcode.h",
    "content": "/* Auto-generated by Tools/scripts/generate_opcode_h.py from Lib/opcode.py */\n#ifndef Py_OPCODE_H\n#define Py_OPCODE_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n\n    /* Instruction opcodes for compiled code */\n#define POP_TOP                   1\n#define ROT_TWO                   2\n#define ROT_THREE                 3\n#define DUP_TOP                   4\n#define DUP_TOP_TWO               5\n#define ROT_FOUR                  6\n#define NOP                       9\n#define UNARY_POSITIVE           10\n#define UNARY_NEGATIVE           11\n#define UNARY_NOT                12\n#define UNARY_INVERT             15\n#define BINARY_MATRIX_MULTIPLY   16\n#define INPLACE_MATRIX_MULTIPLY  17\n#define BINARY_POWER             19\n#define BINARY_MULTIPLY          20\n#define BINARY_MODULO            22\n#define BINARY_ADD               23\n#define BINARY_SUBTRACT          24\n#define BINARY_SUBSCR            25\n#define BINARY_FLOOR_DIVIDE      26\n#define BINARY_TRUE_DIVIDE       27\n#define INPLACE_FLOOR_DIVIDE     28\n#define INPLACE_TRUE_DIVIDE      29\n#define RERAISE                  48\n#define WITH_EXCEPT_START        49\n#define GET_AITER                50\n#define GET_ANEXT                51\n#define BEFORE_ASYNC_WITH        52\n#define END_ASYNC_FOR            54\n#define INPLACE_ADD              55\n#define INPLACE_SUBTRACT         56\n#define INPLACE_MULTIPLY         57\n#define INPLACE_MODULO           59\n#define STORE_SUBSCR             60\n#define DELETE_SUBSCR            61\n#define BINARY_LSHIFT            62\n#define BINARY_RSHIFT            63\n#define BINARY_AND               64\n#define BINARY_XOR               65\n#define BINARY_OR                66\n#define INPLACE_POWER            67\n#define GET_ITER                 68\n#define GET_YIELD_FROM_ITER      69\n#define PRINT_EXPR               70\n#define LOAD_BUILD_CLASS         71\n#define YIELD_FROM               72\n#define GET_AWAITABLE            73\n#define LOAD_ASSERTION_ERROR     74\n#define INPLACE_LSHIFT           75\n#define INPLACE_RSHIFT           76\n#define INPLACE_AND              77\n#define INPLACE_XOR              78\n#define INPLACE_OR               79\n#define LIST_TO_TUPLE            82\n#define RETURN_VALUE             83\n#define IMPORT_STAR              84\n#define SETUP_ANNOTATIONS        85\n#define YIELD_VALUE              86\n#define POP_BLOCK                87\n#define POP_EXCEPT               89\n#define HAVE_ARGUMENT            90\n#define STORE_NAME               90\n#define DELETE_NAME              91\n#define UNPACK_SEQUENCE          92\n#define FOR_ITER                 93\n#define UNPACK_EX                94\n#define STORE_ATTR               95\n#define DELETE_ATTR              96\n#define STORE_GLOBAL             97\n#define DELETE_GLOBAL            98\n#define LOAD_CONST              100\n#define LOAD_NAME               101\n#define BUILD_TUPLE             102\n#define BUILD_LIST              103\n#define BUILD_SET               104\n#define BUILD_MAP               105\n#define LOAD_ATTR               106\n#define COMPARE_OP              107\n#define IMPORT_NAME             108\n#define IMPORT_FROM             109\n#define JUMP_FORWARD            110\n#define JUMP_IF_FALSE_OR_POP    111\n#define JUMP_IF_TRUE_OR_POP     112\n#define JUMP_ABSOLUTE           113\n#define POP_JUMP_IF_FALSE       114\n#define POP_JUMP_IF_TRUE        115\n#define LOAD_GLOBAL             116\n#define IS_OP                   117\n#define CONTAINS_OP             118\n#define JUMP_IF_NOT_EXC_MATCH   121\n#define SETUP_FINALLY           122\n#define LOAD_FAST               124\n#define STORE_FAST              125\n#define DELETE_FAST             126\n#define RAISE_VARARGS           130\n#define CALL_FUNCTION           131\n#define MAKE_FUNCTION           132\n#define BUILD_SLICE             133\n#define LOAD_CLOSURE            135\n#define LOAD_DEREF              136\n#define STORE_DEREF             137\n#define DELETE_DEREF            138\n#define CALL_FUNCTION_KW        141\n#define CALL_FUNCTION_EX        142\n#define SETUP_WITH              143\n#define EXTENDED_ARG            144\n#define LIST_APPEND             145\n#define SET_ADD                 146\n#define MAP_ADD                 147\n#define LOAD_CLASSDEREF         148\n#define SETUP_ASYNC_WITH        154\n#define FORMAT_VALUE            155\n#define BUILD_CONST_KEY_MAP     156\n#define BUILD_STRING            157\n#define LOAD_METHOD             160\n#define CALL_METHOD             161\n#define LIST_EXTEND             162\n#define SET_UPDATE              163\n#define DICT_MERGE              164\n#define DICT_UPDATE             165\n\n/* EXCEPT_HANDLER is a special, implicit block type which is created when\n   entering an except handler. It is not an opcode but we define it here\n   as we want it to be available to both frameobject.c and ceval.c, while\n   remaining private.*/\n#define EXCEPT_HANDLER 257\n\n#define HAS_ARG(op) ((op) >= HAVE_ARGUMENT)\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_OPCODE_H */\n"
  },
  {
    "path": "LView/external_includes/osdefs.h",
    "content": "#ifndef Py_OSDEFS_H\n#define Py_OSDEFS_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n\n/* Operating system dependencies */\n\n#ifdef MS_WINDOWS\n#define SEP L'\\\\'\n#define ALTSEP L'/'\n#define MAXPATHLEN 256\n#define DELIM L';'\n#endif\n\n#ifdef __VXWORKS__\n#define DELIM L';'\n#endif\n\n/* Filename separator */\n#ifndef SEP\n#define SEP L'/'\n#endif\n\n/* Max pathname length */\n#ifdef __hpux\n#include <sys/param.h>\n#include <limits.h>\n#ifndef PATH_MAX\n#define PATH_MAX MAXPATHLEN\n#endif\n#endif\n\n#ifndef MAXPATHLEN\n#if defined(PATH_MAX) && PATH_MAX > 1024\n#define MAXPATHLEN PATH_MAX\n#else\n#define MAXPATHLEN 1024\n#endif\n#endif\n\n/* Search path entry delimiter */\n#ifndef DELIM\n#define DELIM L':'\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_OSDEFS_H */\n"
  },
  {
    "path": "LView/external_includes/osmodule.h",
    "content": "\n/* os module interface */\n\n#ifndef Py_OSMODULE_H\n#define Py_OSMODULE_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03060000\nPyAPI_FUNC(PyObject *) PyOS_FSPath(PyObject *path);\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_OSMODULE_H */\n"
  },
  {
    "path": "LView/external_includes/parsetok.h",
    "content": "/* Parser-tokenizer link interface */\n\n#ifndef Py_LIMITED_API\n#ifndef Py_PARSETOK_H\n#define Py_PARSETOK_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#include \"grammar.h\"      /* grammar */\n#include \"node.h\"         /* node */\n\ntypedef struct {\n    int error;\n    PyObject *filename;\n    int lineno;\n    int offset;\n    char *text;                 /* UTF-8-encoded string */\n    int token;\n    int expected;\n} perrdetail;\n\n#if 0\n#define PyPARSE_YIELD_IS_KEYWORD        0x0001\n#endif\n\n#define PyPARSE_DONT_IMPLY_DEDENT       0x0002\n\n#if 0\n#define PyPARSE_WITH_IS_KEYWORD         0x0003\n#define PyPARSE_PRINT_IS_FUNCTION       0x0004\n#define PyPARSE_UNICODE_LITERALS        0x0008\n#endif\n\n#define PyPARSE_IGNORE_COOKIE 0x0010\n#define PyPARSE_BARRY_AS_BDFL 0x0020\n#define PyPARSE_TYPE_COMMENTS 0x0040\n#define PyPARSE_ASYNC_HACKS   0x0080\n\nPyAPI_FUNC(node *) PyParser_ParseString(const char *, grammar *, int,\n                                              perrdetail *);\nPyAPI_FUNC(node *) PyParser_ParseFile (FILE *, const char *, grammar *, int,\n                                             const char *, const char *,\n                                             perrdetail *);\n\nPyAPI_FUNC(node *) PyParser_ParseStringFlags(const char *, grammar *, int,\n                                              perrdetail *, int);\nPyAPI_FUNC(node *) PyParser_ParseFileFlags(\n    FILE *fp,\n    const char *filename,       /* decoded from the filesystem encoding */\n    const char *enc,\n    grammar *g,\n    int start,\n    const char *ps1,\n    const char *ps2,\n    perrdetail *err_ret,\n    int flags);\nPyAPI_FUNC(node *) PyParser_ParseFileFlagsEx(\n    FILE *fp,\n    const char *filename,       /* decoded from the filesystem encoding */\n    const char *enc,\n    grammar *g,\n    int start,\n    const char *ps1,\n    const char *ps2,\n    perrdetail *err_ret,\n    int *flags);\nPyAPI_FUNC(node *) PyParser_ParseFileObject(\n    FILE *fp,\n    PyObject *filename,\n    const char *enc,\n    grammar *g,\n    int start,\n    const char *ps1,\n    const char *ps2,\n    perrdetail *err_ret,\n    int *flags);\n\nPyAPI_FUNC(node *) PyParser_ParseStringFlagsFilename(\n    const char *s,\n    const char *filename,       /* decoded from the filesystem encoding */\n    grammar *g,\n    int start,\n    perrdetail *err_ret,\n    int flags);\nPyAPI_FUNC(node *) PyParser_ParseStringFlagsFilenameEx(\n    const char *s,\n    const char *filename,       /* decoded from the filesystem encoding */\n    grammar *g,\n    int start,\n    perrdetail *err_ret,\n    int *flags);\nPyAPI_FUNC(node *) PyParser_ParseStringObject(\n    const char *s,\n    PyObject *filename,\n    grammar *g,\n    int start,\n    perrdetail *err_ret,\n    int *flags);\n\n/* Note that the following functions are defined in pythonrun.c,\n   not in parsetok.c */\nPyAPI_FUNC(void) PyParser_SetError(perrdetail *);\nPyAPI_FUNC(void) PyParser_ClearError(perrdetail *);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_PARSETOK_H */\n#endif /* !Py_LIMITED_API */\n"
  },
  {
    "path": "LView/external_includes/patchlevel.h",
    "content": "\n/* Python version identification scheme.\n\n   When the major or minor version changes, the VERSION variable in\n   configure.ac must also be changed.\n\n   There is also (independent) API version information in modsupport.h.\n*/\n\n/* Values for PY_RELEASE_LEVEL */\n#define PY_RELEASE_LEVEL_ALPHA  0xA\n#define PY_RELEASE_LEVEL_BETA   0xB\n#define PY_RELEASE_LEVEL_GAMMA  0xC     /* For release candidates */\n#define PY_RELEASE_LEVEL_FINAL  0xF     /* Serial should be 0 here */\n                                        /* Higher for patch releases */\n\n/* Version parsed out into numeric values */\n/*--start constants--*/\n#define PY_MAJOR_VERSION        3\n#define PY_MINOR_VERSION        9\n#define PY_MICRO_VERSION        1\n#define PY_RELEASE_LEVEL        PY_RELEASE_LEVEL_FINAL\n#define PY_RELEASE_SERIAL       0\n\n/* Version as a string */\n#define PY_VERSION              \"3.9.1\"\n/*--end constants--*/\n\n/* Version as a single 4-byte hex number, e.g. 0x010502B2 == 1.5.2b2.\n   Use this for numeric comparisons, e.g. #if PY_VERSION_HEX >= ... */\n#define PY_VERSION_HEX ((PY_MAJOR_VERSION << 24) | \\\n                        (PY_MINOR_VERSION << 16) | \\\n                        (PY_MICRO_VERSION <<  8) | \\\n                        (PY_RELEASE_LEVEL <<  4) | \\\n                        (PY_RELEASE_SERIAL << 0))\n"
  },
  {
    "path": "LView/external_includes/picklebufobject.h",
    "content": "/* PickleBuffer object. This is built-in for ease of use from third-party\n * C extensions.\n */\n\n#ifndef Py_PICKLEBUFOBJECT_H\n#define Py_PICKLEBUFOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_LIMITED_API\n\nPyAPI_DATA(PyTypeObject) PyPickleBuffer_Type;\n\n#define PyPickleBuffer_Check(op) Py_IS_TYPE(op, &PyPickleBuffer_Type)\n\n/* Create a PickleBuffer redirecting to the given buffer-enabled object */\nPyAPI_FUNC(PyObject *) PyPickleBuffer_FromObject(PyObject *);\n/* Get the PickleBuffer's underlying view to the original object\n * (NULL if released)\n */\nPyAPI_FUNC(const Py_buffer *) PyPickleBuffer_GetBuffer(PyObject *);\n/* Release the PickleBuffer.  Returns 0 on success, -1 on error. */\nPyAPI_FUNC(int) PyPickleBuffer_Release(PyObject *);\n\n#endif /* !Py_LIMITED_API */\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_PICKLEBUFOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/py_curses.h",
    "content": "\n#ifndef Py_CURSES_H\n#define Py_CURSES_H\n\n#ifdef __APPLE__\n/*\n** On Mac OS X 10.2 [n]curses.h and stdlib.h use different guards\n** against multiple definition of wchar_t.\n*/\n#ifdef _BSD_WCHAR_T_DEFINED_\n#define _WCHAR_T\n#endif\n#endif /* __APPLE__ */\n\n/* On FreeBSD, [n]curses.h and stdlib.h/wchar.h use different guards\n   against multiple definition of wchar_t and wint_t. */\n#if defined(__FreeBSD__) && defined(_XOPEN_SOURCE_EXTENDED)\n# ifndef __wchar_t\n#   define __wchar_t\n# endif\n# ifndef __wint_t\n#   define __wint_t\n# endif\n#endif\n\n#if !defined(HAVE_CURSES_IS_PAD) && defined(WINDOW_HAS_FLAGS)\n/* The following definition is necessary for ncurses 5.7; without it,\n   some of [n]curses.h set NCURSES_OPAQUE to 1, and then Python\n   can't get at the WINDOW flags field. */\n#define NCURSES_OPAQUE 0\n#endif\n\n#ifdef HAVE_NCURSES_H\n#include <ncurses.h>\n#else\n#include <curses.h>\n#endif\n\n#ifdef HAVE_NCURSES_H\n/* configure was checking <curses.h>, but we will\n   use <ncurses.h>, which has some or all these features. */\n#if !defined(WINDOW_HAS_FLAGS) && !(NCURSES_OPAQUE+0)\n#define WINDOW_HAS_FLAGS 1\n#endif\n#if !defined(HAVE_CURSES_IS_PAD) && NCURSES_VERSION_PATCH+0 >= 20090906\n#define HAVE_CURSES_IS_PAD 1\n#endif\n#ifndef MVWDELCH_IS_EXPRESSION\n#define MVWDELCH_IS_EXPRESSION 1\n#endif\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#define PyCurses_API_pointers 4\n\n/* Type declarations */\n\ntypedef struct {\n    PyObject_HEAD\n    WINDOW *win;\n    char *encoding;\n} PyCursesWindowObject;\n\n#define PyCursesWindow_Check(v) Py_IS_TYPE(v, &PyCursesWindow_Type)\n\n#define PyCurses_CAPSULE_NAME \"_curses._C_API\"\n\n\n#ifdef CURSES_MODULE\n/* This section is used when compiling _cursesmodule.c */\n\n#else\n/* This section is used in modules that use the _cursesmodule API */\n\nstatic void **PyCurses_API;\n\n#define PyCursesWindow_Type (*(PyTypeObject *) PyCurses_API[0])\n#define PyCursesSetupTermCalled  {if (! ((int (*)(void))PyCurses_API[1]) () ) return NULL;}\n#define PyCursesInitialised      {if (! ((int (*)(void))PyCurses_API[2]) () ) return NULL;}\n#define PyCursesInitialisedColor {if (! ((int (*)(void))PyCurses_API[3]) () ) return NULL;}\n\n#define import_curses() \\\n    PyCurses_API = (void **)PyCapsule_Import(PyCurses_CAPSULE_NAME, 1);\n\n#endif\n\n/* general error messages */\nstatic const char catchall_ERR[]  = \"curses function returned ERR\";\nstatic const char catchall_NULL[] = \"curses function returned NULL\";\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif /* !defined(Py_CURSES_H) */\n\n"
  },
  {
    "path": "LView/external_includes/pyarena.h",
    "content": "/* An arena-like memory interface for the compiler.\n */\n\n#ifndef Py_LIMITED_API\n#ifndef Py_PYARENA_H\n#define Py_PYARENA_H\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n  typedef struct _arena PyArena;\n\n  /* PyArena_New() and PyArena_Free() create a new arena and free it,\n     respectively.  Once an arena has been created, it can be used\n     to allocate memory via PyArena_Malloc().  Pointers to PyObject can\n     also be registered with the arena via PyArena_AddPyObject(), and the\n     arena will ensure that the PyObjects stay alive at least until\n     PyArena_Free() is called.  When an arena is freed, all the memory it\n     allocated is freed, the arena releases internal references to registered\n     PyObject*, and none of its pointers are valid.\n     XXX (tim) What does \"none of its pointers are valid\" mean?  Does it\n     XXX mean that pointers previously obtained via PyArena_Malloc() are\n     XXX no longer valid?  (That's clearly true, but not sure that's what\n     XXX the text is trying to say.)\n\n     PyArena_New() returns an arena pointer.  On error, it\n     returns a negative number and sets an exception.\n     XXX (tim):  Not true.  On error, PyArena_New() actually returns NULL,\n     XXX and looks like it may or may not set an exception (e.g., if the\n     XXX internal PyList_New(0) returns NULL, PyArena_New() passes that on\n     XXX and an exception is set; OTOH, if the internal\n     XXX block_new(DEFAULT_BLOCK_SIZE) returns NULL, that's passed on but\n     XXX an exception is not set in that case).\n  */\n  PyAPI_FUNC(PyArena *) PyArena_New(void);\n  PyAPI_FUNC(void) PyArena_Free(PyArena *);\n\n  /* Mostly like malloc(), return the address of a block of memory spanning\n   * `size` bytes, or return NULL (without setting an exception) if enough\n   * new memory can't be obtained.  Unlike malloc(0), PyArena_Malloc() with\n   * size=0 does not guarantee to return a unique pointer (the pointer\n   * returned may equal one or more other pointers obtained from\n   * PyArena_Malloc()).\n   * Note that pointers obtained via PyArena_Malloc() must never be passed to\n   * the system free() or realloc(), or to any of Python's similar memory-\n   * management functions.  PyArena_Malloc()-obtained pointers remain valid\n   * until PyArena_Free(ar) is called, at which point all pointers obtained\n   * from the arena `ar` become invalid simultaneously.\n   */\n  PyAPI_FUNC(void *) PyArena_Malloc(PyArena *, size_t size);\n\n  /* This routine isn't a proper arena allocation routine.  It takes\n   * a PyObject* and records it so that it can be DECREFed when the\n   * arena is freed.\n   */\n  PyAPI_FUNC(int) PyArena_AddPyObject(PyArena *, PyObject *);\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif /* !Py_PYARENA_H */\n#endif /* Py_LIMITED_API */\n"
  },
  {
    "path": "LView/external_includes/pycapsule.h",
    "content": "\n/* Capsule objects let you wrap a C \"void *\" pointer in a Python\n   object.  They're a way of passing data through the Python interpreter\n   without creating your own custom type.\n\n   Capsules are used for communication between extension modules.\n   They provide a way for an extension module to export a C interface\n   to other extension modules, so that extension modules can use the\n   Python import mechanism to link to one another.\n\n   For more information, please see \"c-api/capsule.html\" in the\n   documentation.\n*/\n\n#ifndef Py_CAPSULE_H\n#define Py_CAPSULE_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\nPyAPI_DATA(PyTypeObject) PyCapsule_Type;\n\ntypedef void (*PyCapsule_Destructor)(PyObject *);\n\n#define PyCapsule_CheckExact(op) Py_IS_TYPE(op, &PyCapsule_Type)\n\n\nPyAPI_FUNC(PyObject *) PyCapsule_New(\n    void *pointer,\n    const char *name,\n    PyCapsule_Destructor destructor);\n\nPyAPI_FUNC(void *) PyCapsule_GetPointer(PyObject *capsule, const char *name);\n\nPyAPI_FUNC(PyCapsule_Destructor) PyCapsule_GetDestructor(PyObject *capsule);\n\nPyAPI_FUNC(const char *) PyCapsule_GetName(PyObject *capsule);\n\nPyAPI_FUNC(void *) PyCapsule_GetContext(PyObject *capsule);\n\nPyAPI_FUNC(int) PyCapsule_IsValid(PyObject *capsule, const char *name);\n\nPyAPI_FUNC(int) PyCapsule_SetPointer(PyObject *capsule, void *pointer);\n\nPyAPI_FUNC(int) PyCapsule_SetDestructor(PyObject *capsule, PyCapsule_Destructor destructor);\n\nPyAPI_FUNC(int) PyCapsule_SetName(PyObject *capsule, const char *name);\n\nPyAPI_FUNC(int) PyCapsule_SetContext(PyObject *capsule, void *context);\n\nPyAPI_FUNC(void *) PyCapsule_Import(\n    const char *name,           /* UTF-8 encoded string */\n    int no_block);\n\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_CAPSULE_H */\n"
  },
  {
    "path": "LView/external_includes/pyconfig.h",
    "content": "#ifndef Py_CONFIG_H\n#define Py_CONFIG_H\n\n/* pyconfig.h.  NOT Generated automatically by configure.\n\nThis is a manually maintained version used for the Watcom,\nBorland and Microsoft Visual C++ compilers.  It is a\nstandard part of the Python distribution.\n\nWINDOWS DEFINES:\nThe code specific to Windows should be wrapped around one of\nthe following #defines\n\nMS_WIN64 - Code specific to the MS Win64 API\nMS_WIN32 - Code specific to the MS Win32 (and Win64) API (obsolete, this covers all supported APIs)\nMS_WINDOWS - Code specific to Windows, but all versions.\nPy_ENABLE_SHARED - Code if the Python core is built as a DLL.\n\nAlso note that neither \"_M_IX86\" or \"_MSC_VER\" should be used for\nany purpose other than \"Windows Intel x86 specific\" and \"Microsoft\ncompiler specific\".  Therefore, these should be very rare.\n\n\nNOTE: The following symbols are deprecated:\nNT, USE_DL_EXPORT, USE_DL_IMPORT, DL_EXPORT, DL_IMPORT\nMS_CORE_DLL.\n\nWIN32 is still required for the locale module.\n\n*/\n\n/* Deprecated USE_DL_EXPORT macro - please use Py_BUILD_CORE */\n#ifdef USE_DL_EXPORT\n#       define Py_BUILD_CORE\n#endif /* USE_DL_EXPORT */\n\n/* Visual Studio 2005 introduces deprecation warnings for\n   \"insecure\" and POSIX functions. The insecure functions should\n   be replaced by *_s versions (according to Microsoft); the\n   POSIX functions by _* versions (which, according to Microsoft,\n   would be ISO C conforming). Neither renaming is feasible, so\n   we just silence the warnings. */\n\n#ifndef _CRT_SECURE_NO_DEPRECATE\n#define _CRT_SECURE_NO_DEPRECATE 1\n#endif\n#ifndef _CRT_NONSTDC_NO_DEPRECATE\n#define _CRT_NONSTDC_NO_DEPRECATE 1\n#endif\n\n#define HAVE_IO_H\n#define HAVE_SYS_UTIME_H\n#define HAVE_TEMPNAM\n#define HAVE_TMPFILE\n#define HAVE_TMPNAM\n#define HAVE_CLOCK\n#define HAVE_STRERROR\n\n#include <io.h>\n\n#define HAVE_HYPOT\n#define HAVE_STRFTIME\n#define DONT_HAVE_SIG_ALARM\n#define DONT_HAVE_SIG_PAUSE\n#define LONG_BIT        32\n#define WORD_BIT 32\n\n#define MS_WIN32 /* only support win32 and greater. */\n#define MS_WINDOWS\n#ifndef PYTHONPATH\n#       define PYTHONPATH L\".\\\\DLLs;.\\\\lib\"\n#endif\n#define NT_THREADS\n#define WITH_THREAD\n#ifndef NETSCAPE_PI\n#define USE_SOCKET\n#endif\n\n\n/* Compiler specific defines */\n\n/* ------------------------------------------------------------------------*/\n/* Microsoft C defines _MSC_VER */\n#ifdef _MSC_VER\n\n/* We want COMPILER to expand to a string containing _MSC_VER's *value*.\n * This is horridly tricky, because the stringization operator only works\n * on macro arguments, and doesn't evaluate macros passed *as* arguments.\n * Attempts simpler than the following appear doomed to produce \"_MSC_VER\"\n * literally in the string.\n */\n#define _Py_PASTE_VERSION(SUFFIX) \\\n        (\"[MSC v.\" _Py_STRINGIZE(_MSC_VER) \" \" SUFFIX \"]\")\n/* e.g., this produces, after compile-time string catenation,\n *      (\"[MSC v.1200 32 bit (Intel)]\")\n *\n * _Py_STRINGIZE(_MSC_VER) expands to\n * _Py_STRINGIZE1((_MSC_VER)) expands to\n * _Py_STRINGIZE2(_MSC_VER) but as this call is the result of token-pasting\n *      it's scanned again for macros and so further expands to (under MSVC 6)\n * _Py_STRINGIZE2(1200) which then expands to\n * \"1200\"\n */\n#define _Py_STRINGIZE(X) _Py_STRINGIZE1((X))\n#define _Py_STRINGIZE1(X) _Py_STRINGIZE2 ## X\n#define _Py_STRINGIZE2(X) #X\n\n/* MSVC defines _WINxx to differentiate the windows platform types\n\n   Note that for compatibility reasons _WIN32 is defined on Win32\n   *and* on Win64. For the same reasons, in Python, MS_WIN32 is\n   defined on Win32 *and* Win64. Win32 only code must therefore be\n   guarded as follows:\n        #if defined(MS_WIN32) && !defined(MS_WIN64)\n*/\n#ifdef _WIN64\n#define MS_WIN64\n#endif\n\n/* set the COMPILER */\n#ifdef MS_WIN64\n#if defined(_M_X64) || defined(_M_AMD64)\n#if defined(__INTEL_COMPILER)\n#define COMPILER (\"[ICC v.\" _Py_STRINGIZE(__INTEL_COMPILER) \" 64 bit (amd64) with MSC v.\" _Py_STRINGIZE(_MSC_VER) \" CRT]\")\n#else\n#define COMPILER _Py_PASTE_VERSION(\"64 bit (AMD64)\")\n#endif /* __INTEL_COMPILER */\n#define PYD_PLATFORM_TAG \"win_amd64\"\n#elif defined(_M_ARM64)\n#define COMPILER _Py_PASTE_VERSION(\"64 bit (ARM64)\")\n#define PYD_PLATFORM_TAG \"win_arm64\"\n#else\n#define COMPILER _Py_PASTE_VERSION(\"64 bit (Unknown)\")\n#endif\n#endif /* MS_WIN64 */\n\n/* set the version macros for the windows headers */\n/* Python 3.9+ requires Windows 8 or greater */\n#define Py_WINVER 0x0602 /* _WIN32_WINNT_WIN8 */\n#define Py_NTDDI NTDDI_WIN8\n\n/* We only set these values when building Python - we don't want to force\n   these values on extensions, as that will affect the prototypes and\n   structures exposed in the Windows headers. Even when building Python, we\n   allow a single source file to override this - they may need access to\n   structures etc so it can optionally use new Windows features if it\n   determines at runtime they are available.\n*/\n#if defined(Py_BUILD_CORE) || defined(Py_BUILD_CORE_BUILTIN) || defined(Py_BUILD_CORE_MODULE)\n#ifndef NTDDI_VERSION\n#define NTDDI_VERSION Py_NTDDI\n#endif\n#ifndef WINVER\n#define WINVER Py_WINVER\n#endif\n#ifndef _WIN32_WINNT\n#define _WIN32_WINNT Py_WINVER\n#endif\n#endif\n\n/* _W64 is not defined for VC6 or eVC4 */\n#ifndef _W64\n#define _W64\n#endif\n\n/* Define like size_t, omitting the \"unsigned\" */\n#ifdef MS_WIN64\ntypedef __int64 ssize_t;\n#else\ntypedef _W64 int ssize_t;\n#endif\n#define HAVE_SSIZE_T 1\n\n#if defined(MS_WIN32) && !defined(MS_WIN64)\n#if defined(_M_IX86)\n#if defined(__INTEL_COMPILER)\n#define COMPILER (\"[ICC v.\" _Py_STRINGIZE(__INTEL_COMPILER) \" 32 bit (Intel) with MSC v.\" _Py_STRINGIZE(_MSC_VER) \" CRT]\")\n#else\n#define COMPILER _Py_PASTE_VERSION(\"32 bit (Intel)\")\n#endif /* __INTEL_COMPILER */\n#define PYD_PLATFORM_TAG \"win32\"\n#elif defined(_M_ARM)\n#define COMPILER _Py_PASTE_VERSION(\"32 bit (ARM)\")\n#define PYD_PLATFORM_TAG \"win_arm32\"\n#else\n#define COMPILER _Py_PASTE_VERSION(\"32 bit (Unknown)\")\n#endif\n#endif /* MS_WIN32 && !MS_WIN64 */\n\ntypedef int pid_t;\n\n#include <float.h>\n#define Py_IS_NAN _isnan\n#define Py_IS_INFINITY(X) (!_finite(X) && !_isnan(X))\n#define Py_IS_FINITE(X) _finite(X)\n\n/* define some ANSI types that are not defined in earlier Win headers */\n#if _MSC_VER >= 1200\n/* This file only exists in VC 6.0 or higher */\n#include <basetsd.h>\n#endif\n\n#endif /* _MSC_VER */\n\n/* ------------------------------------------------------------------------*/\n/* egcs/gnu-win32 defines __GNUC__ and _WIN32 */\n#if defined(__GNUC__) && defined(_WIN32)\n/* XXX These defines are likely incomplete, but should be easy to fix.\n   They should be complete enough to build extension modules. */\n/* Suggested by Rene Liebscher <R.Liebscher@gmx.de> to avoid a GCC 2.91.*\n   bug that requires structure imports.  More recent versions of the\n   compiler don't exhibit this bug.\n*/\n#if (__GNUC__==2) && (__GNUC_MINOR__<=91)\n#warning \"Please use an up-to-date version of gcc! (>2.91 recommended)\"\n#endif\n\n#define COMPILER \"[gcc]\"\n#define PY_LONG_LONG long long\n#define PY_LLONG_MIN LLONG_MIN\n#define PY_LLONG_MAX LLONG_MAX\n#define PY_ULLONG_MAX ULLONG_MAX\n#endif /* GNUC */\n\n/* ------------------------------------------------------------------------*/\n/* lcc-win32 defines __LCC__ */\n#if defined(__LCC__)\n/* XXX These defines are likely incomplete, but should be easy to fix.\n   They should be complete enough to build extension modules. */\n\n#define COMPILER \"[lcc-win32]\"\ntypedef int pid_t;\n/* __declspec() is supported here too - do nothing to get the defaults */\n\n#endif /* LCC */\n\n/* ------------------------------------------------------------------------*/\n/* End of compilers - finish up */\n\n#ifndef NO_STDIO_H\n#       include <stdio.h>\n#endif\n\n/* 64 bit ints are usually spelt __int64 unless compiler has overridden */\n#ifndef PY_LONG_LONG\n#       define PY_LONG_LONG __int64\n#       define PY_LLONG_MAX _I64_MAX\n#       define PY_LLONG_MIN _I64_MIN\n#       define PY_ULLONG_MAX _UI64_MAX\n#endif\n\n/* For Windows the Python core is in a DLL by default.  Test\nPy_NO_ENABLE_SHARED to find out.  Also support MS_NO_COREDLL for b/w compat */\n#if !defined(MS_NO_COREDLL) && !defined(Py_NO_ENABLE_SHARED)\n#       define Py_ENABLE_SHARED 1 /* standard symbol for shared library */\n#       define MS_COREDLL       /* deprecated old symbol */\n#endif /* !MS_NO_COREDLL && ... */\n\n/*  All windows compilers that use this header support __declspec */\n#define HAVE_DECLSPEC_DLL\n\n/* For an MSVC DLL, we can nominate the .lib files used by extensions */\n#ifdef MS_COREDLL\n#       if !defined(Py_BUILD_CORE) && !defined(Py_BUILD_CORE_BUILTIN)\n                /* not building the core - must be an ext */\n#               if defined(_MSC_VER)\n                        /* So MSVC users need not specify the .lib\n                        file in their Makefile (other compilers are\n                        generally taken care of by distutils.) */\n#                       if defined(_DEBUG)\n#                               pragma comment(lib,\"python39_d.lib\")\n#                       elif defined(Py_LIMITED_API)\n#                               pragma comment(lib,\"python3.lib\")\n#                       else\n#                               pragma comment(lib,\"python39.lib\")\n#                       endif /* _DEBUG */\n#               endif /* _MSC_VER */\n#       endif /* Py_BUILD_CORE */\n#endif /* MS_COREDLL */\n\n#if defined(MS_WIN64)\n/* maintain \"win32\" sys.platform for backward compatibility of Python code,\n   the Win64 API should be close enough to the Win32 API to make this\n   preferable */\n#       define PLATFORM \"win32\"\n#       define SIZEOF_VOID_P 8\n#       define SIZEOF_TIME_T 8\n#       define SIZEOF_OFF_T 4\n#       define SIZEOF_FPOS_T 8\n#       define SIZEOF_HKEY 8\n#       define SIZEOF_SIZE_T 8\n/* configure.ac defines HAVE_LARGEFILE_SUPPORT iff\n   sizeof(off_t) > sizeof(long), and sizeof(long long) >= sizeof(off_t).\n   On Win64 the second condition is not true, but if fpos_t replaces off_t\n   then this is true. The uses of HAVE_LARGEFILE_SUPPORT imply that Win64\n   should define this. */\n#       define HAVE_LARGEFILE_SUPPORT\n#elif defined(MS_WIN32)\n#       define PLATFORM \"win32\"\n#       define HAVE_LARGEFILE_SUPPORT\n#       define SIZEOF_VOID_P 4\n#       define SIZEOF_OFF_T 4\n#       define SIZEOF_FPOS_T 8\n#       define SIZEOF_HKEY 4\n#       define SIZEOF_SIZE_T 4\n        /* MS VS2005 changes time_t to a 64-bit type on all platforms */\n#       if defined(_MSC_VER) && _MSC_VER >= 1400\n#       define SIZEOF_TIME_T 8\n#       else\n#       define SIZEOF_TIME_T 4\n#       endif\n#endif\n\n#ifdef _DEBUG\n#       define Py_DEBUG\n#endif\n\n\n#ifdef MS_WIN32\n\n#define SIZEOF_SHORT 2\n#define SIZEOF_INT 4\n#define SIZEOF_LONG 4\n#define SIZEOF_LONG_LONG 8\n#define SIZEOF_DOUBLE 8\n#define SIZEOF_FLOAT 4\n\n/* VC 7.1 has them and VC 6.0 does not.  VC 6.0 has a version number of 1200.\n   Microsoft eMbedded Visual C++ 4.0 has a version number of 1201 and doesn't\n   define these.\n   If some compiler does not provide them, modify the #if appropriately. */\n#if defined(_MSC_VER)\n#if _MSC_VER > 1300\n#define HAVE_UINTPTR_T 1\n#define HAVE_INTPTR_T 1\n#else\n/* VC6, VS 2002 and eVC4 don't support the C99 LL suffix for 64-bit integer literals */\n#define Py_LL(x) x##I64\n#endif  /* _MSC_VER > 1300  */\n#endif  /* _MSC_VER */\n\n#endif\n\n/* define signed and unsigned exact-width 32-bit and 64-bit types, used in the\n   implementation of Python integers. */\n#define PY_UINT32_T uint32_t\n#define PY_UINT64_T uint64_t\n#define PY_INT32_T int32_t\n#define PY_INT64_T int64_t\n\n/* Fairly standard from here! */\n\n/* Define to 1 if you have the `copysign' function. */\n#define HAVE_COPYSIGN 1\n\n/* Define to 1 if you have the `round' function. */\n#if _MSC_VER >= 1800\n#define HAVE_ROUND 1\n#endif\n\n/* Define to 1 if you have the `isinf' macro. */\n#define HAVE_DECL_ISINF 1\n\n/* Define to 1 if you have the `isnan' function. */\n#define HAVE_DECL_ISNAN 1\n\n/* Define if on AIX 3.\n   System headers sometimes define this.\n   We just want to avoid a redefinition error message.  */\n#ifndef _ALL_SOURCE\n/* #undef _ALL_SOURCE */\n#endif\n\n/* Define to empty if the keyword does not work.  */\n/* #define const  */\n\n/* Define to 1 if you have the <conio.h> header file. */\n#define HAVE_CONIO_H 1\n\n/* Define to 1 if you have the <direct.h> header file. */\n#define HAVE_DIRECT_H 1\n\n/* Define to 1 if you have the declaration of `tzname', and to 0 if you don't.\n   */\n#define HAVE_DECL_TZNAME 1\n\n/* Define if you have dirent.h.  */\n/* #define DIRENT 1 */\n\n/* Define to the type of elements in the array set by `getgroups'.\n   Usually this is either `int' or `gid_t'.  */\n/* #undef GETGROUPS_T */\n\n/* Define to `int' if <sys/types.h> doesn't define.  */\n/* #undef gid_t */\n\n/* Define if your struct tm has tm_zone.  */\n/* #undef HAVE_TM_ZONE */\n\n/* Define if you don't have tm_zone but do have the external array\n   tzname.  */\n#define HAVE_TZNAME\n\n/* Define to `int' if <sys/types.h> doesn't define.  */\n/* #undef mode_t */\n\n/* Define if you don't have dirent.h, but have ndir.h.  */\n/* #undef NDIR */\n\n/* Define to `long' if <sys/types.h> doesn't define.  */\n/* #undef off_t */\n\n/* Define to `int' if <sys/types.h> doesn't define.  */\n/* #undef pid_t */\n\n/* Define if the system does not provide POSIX.1 features except\n   with this defined.  */\n/* #undef _POSIX_1_SOURCE */\n\n/* Define if you need to in order for stat and other things to work.  */\n/* #undef _POSIX_SOURCE */\n\n/* Define as the return type of signal handlers (int or void).  */\n#define RETSIGTYPE void\n\n/* Define to `unsigned' if <sys/types.h> doesn't define.  */\n/* #undef size_t */\n\n/* Define if you have the ANSI C header files.  */\n#define STDC_HEADERS 1\n\n/* Define if you don't have dirent.h, but have sys/dir.h.  */\n/* #undef SYSDIR */\n\n/* Define if you don't have dirent.h, but have sys/ndir.h.  */\n/* #undef SYSNDIR */\n\n/* Define if you can safely include both <sys/time.h> and <time.h>.  */\n/* #undef TIME_WITH_SYS_TIME */\n\n/* Define if your <sys/time.h> declares struct tm.  */\n/* #define TM_IN_SYS_TIME 1 */\n\n/* Define to `int' if <sys/types.h> doesn't define.  */\n/* #undef uid_t */\n\n/* Define if the closedir function returns void instead of int.  */\n/* #undef VOID_CLOSEDIR */\n\n/* Define if getpgrp() must be called as getpgrp(0)\n   and (consequently) setpgrp() as setpgrp(0, 0). */\n/* #undef GETPGRP_HAVE_ARGS */\n\n/* Define this if your time.h defines altzone */\n/* #define HAVE_ALTZONE */\n\n/* Define if you have the putenv function.  */\n#define HAVE_PUTENV\n\n/* Define if your compiler supports function prototypes */\n#define HAVE_PROTOTYPES\n\n/* Define if  you can safely include both <sys/select.h> and <sys/time.h>\n   (which you can't on SCO ODT 3.0). */\n/* #undef SYS_SELECT_WITH_SYS_TIME */\n\n/* Define if you want build the _decimal module using a coroutine-local rather\n   than a thread-local context */\n#define WITH_DECIMAL_CONTEXTVAR 1\n\n/* Define if you want documentation strings in extension modules */\n#define WITH_DOC_STRINGS 1\n\n/* Define if you want to compile in rudimentary thread support */\n/* #undef WITH_THREAD */\n\n/* Define if you want to use the GNU readline library */\n/* #define WITH_READLINE 1 */\n\n/* Use Python's own small-block memory-allocator. */\n#define WITH_PYMALLOC 1\n\n/* Define if you have clock.  */\n/* #define HAVE_CLOCK */\n\n/* Define when any dynamic module loading is enabled */\n#define HAVE_DYNAMIC_LOADING\n\n/* Define if you have ftime.  */\n#define HAVE_FTIME\n\n/* Define if you have getpeername.  */\n#define HAVE_GETPEERNAME\n\n/* Define if you have getpgrp.  */\n/* #undef HAVE_GETPGRP */\n\n/* Define if you have getpid.  */\n#define HAVE_GETPID\n\n/* Define if you have gettimeofday.  */\n/* #undef HAVE_GETTIMEOFDAY */\n\n/* Define if you have getwd.  */\n/* #undef HAVE_GETWD */\n\n/* Define if you have lstat.  */\n/* #undef HAVE_LSTAT */\n\n/* Define if you have the mktime function.  */\n#define HAVE_MKTIME\n\n/* Define if you have nice.  */\n/* #undef HAVE_NICE */\n\n/* Define if you have readlink.  */\n/* #undef HAVE_READLINK */\n\n/* Define if you have setpgid.  */\n/* #undef HAVE_SETPGID */\n\n/* Define if you have setpgrp.  */\n/* #undef HAVE_SETPGRP */\n\n/* Define if you have setsid.  */\n/* #undef HAVE_SETSID */\n\n/* Define if you have setvbuf.  */\n#define HAVE_SETVBUF\n\n/* Define if you have siginterrupt.  */\n/* #undef HAVE_SIGINTERRUPT */\n\n/* Define if you have symlink.  */\n/* #undef HAVE_SYMLINK */\n\n/* Define if you have tcgetpgrp.  */\n/* #undef HAVE_TCGETPGRP */\n\n/* Define if you have tcsetpgrp.  */\n/* #undef HAVE_TCSETPGRP */\n\n/* Define if you have times.  */\n/* #undef HAVE_TIMES */\n\n/* Define if you have uname.  */\n/* #undef HAVE_UNAME */\n\n/* Define if you have waitpid.  */\n/* #undef HAVE_WAITPID */\n\n/* Define to 1 if you have the `wcsftime' function. */\n#if defined(_MSC_VER) && _MSC_VER >= 1310\n#define HAVE_WCSFTIME 1\n#endif\n\n/* Define to 1 if you have the `wcscoll' function. */\n#define HAVE_WCSCOLL 1\n\n/* Define to 1 if you have the `wcsxfrm' function. */\n#define HAVE_WCSXFRM 1\n\n/* Define if the zlib library has inflateCopy */\n#define HAVE_ZLIB_COPY 1\n\n/* Define if you have the <dlfcn.h> header file.  */\n/* #undef HAVE_DLFCN_H */\n\n/* Define to 1 if you have the <errno.h> header file. */\n#define HAVE_ERRNO_H 1\n\n/* Define if you have the <fcntl.h> header file.  */\n#define HAVE_FCNTL_H 1\n\n/* Define to 1 if you have the <process.h> header file. */\n#define HAVE_PROCESS_H 1\n\n/* Define to 1 if you have the <signal.h> header file. */\n#define HAVE_SIGNAL_H 1\n\n/* Define if you have the <stdarg.h> prototypes.  */\n#define HAVE_STDARG_PROTOTYPES\n\n/* Define if you have the <stddef.h> header file.  */\n#define HAVE_STDDEF_H 1\n\n/* Define if you have the <sys/audioio.h> header file.  */\n/* #undef HAVE_SYS_AUDIOIO_H */\n\n/* Define if you have the <sys/param.h> header file.  */\n/* #define HAVE_SYS_PARAM_H 1 */\n\n/* Define if you have the <sys/select.h> header file.  */\n/* #define HAVE_SYS_SELECT_H 1 */\n\n/* Define to 1 if you have the <sys/stat.h> header file.  */\n#define HAVE_SYS_STAT_H 1\n\n/* Define if you have the <sys/time.h> header file.  */\n/* #define HAVE_SYS_TIME_H 1 */\n\n/* Define if you have the <sys/times.h> header file.  */\n/* #define HAVE_SYS_TIMES_H 1 */\n\n/* Define to 1 if you have the <sys/types.h> header file.  */\n#define HAVE_SYS_TYPES_H 1\n\n/* Define if you have the <sys/un.h> header file.  */\n/* #define HAVE_SYS_UN_H 1 */\n\n/* Define if you have the <sys/utime.h> header file.  */\n/* #define HAVE_SYS_UTIME_H 1 */\n\n/* Define if you have the <sys/utsname.h> header file.  */\n/* #define HAVE_SYS_UTSNAME_H 1 */\n\n/* Define if you have the <unistd.h> header file.  */\n/* #define HAVE_UNISTD_H 1 */\n\n/* Define if you have the <utime.h> header file.  */\n/* #define HAVE_UTIME_H 1 */\n\n/* Define if the compiler provides a wchar.h header file. */\n#define HAVE_WCHAR_H 1\n\n/* The size of `wchar_t', as computed by sizeof. */\n#define SIZEOF_WCHAR_T 2\n\n/* The size of `_Bool', as computed by sizeof. */\n#define SIZEOF__BOOL 1\n\n/* The size of `pid_t', as computed by sizeof. */\n#define SIZEOF_PID_T SIZEOF_INT\n\n/* Define if you have the dl library (-ldl).  */\n/* #undef HAVE_LIBDL */\n\n/* Define if you have the mpc library (-lmpc).  */\n/* #undef HAVE_LIBMPC */\n\n/* Define if you have the nsl library (-lnsl).  */\n#define HAVE_LIBNSL 1\n\n/* Define if you have the seq library (-lseq).  */\n/* #undef HAVE_LIBSEQ */\n\n/* Define if you have the socket library (-lsocket).  */\n#define HAVE_LIBSOCKET 1\n\n/* Define if you have the sun library (-lsun).  */\n/* #undef HAVE_LIBSUN */\n\n/* Define if you have the termcap library (-ltermcap).  */\n/* #undef HAVE_LIBTERMCAP */\n\n/* Define if you have the termlib library (-ltermlib).  */\n/* #undef HAVE_LIBTERMLIB */\n\n/* Define if you have the thread library (-lthread).  */\n/* #undef HAVE_LIBTHREAD */\n\n/* WinSock does not use a bitmask in select, and uses\n   socket handles greater than FD_SETSIZE */\n#define Py_SOCKET_FD_CAN_BE_GE_FD_SETSIZE\n\n/* Define if C doubles are 64-bit IEEE 754 binary format, stored with the\n   least significant byte first */\n#define DOUBLE_IS_LITTLE_ENDIAN_IEEE754 1\n\n/* Define to 1 if you have the `erf' function. */\n#define HAVE_ERF 1\n\n/* Define to 1 if you have the `erfc' function. */\n#define HAVE_ERFC 1\n\n/* Define if you have the 'inet_pton' function. */\n#define HAVE_INET_PTON 1\n\n/* framework name */\n#define _PYTHONFRAMEWORK \"\"\n\n/* Define if libssl has X509_VERIFY_PARAM_set1_host and related function */\n#define HAVE_X509_VERIFY_PARAM_SET1_HOST 1\n\n#define PLATLIBDIR \"lib\"\n\n#endif /* !Py_CONFIG_H */\n"
  },
  {
    "path": "LView/external_includes/pyctype.h",
    "content": "#ifndef Py_LIMITED_API\n#ifndef PYCTYPE_H\n#define PYCTYPE_H\n\n#define PY_CTF_LOWER  0x01\n#define PY_CTF_UPPER  0x02\n#define PY_CTF_ALPHA  (PY_CTF_LOWER|PY_CTF_UPPER)\n#define PY_CTF_DIGIT  0x04\n#define PY_CTF_ALNUM  (PY_CTF_ALPHA|PY_CTF_DIGIT)\n#define PY_CTF_SPACE  0x08\n#define PY_CTF_XDIGIT 0x10\n\nPyAPI_DATA(const unsigned int) _Py_ctype_table[256];\n\n/* Unlike their C counterparts, the following macros are not meant to\n * handle an int with any of the values [EOF, 0-UCHAR_MAX]. The argument\n * must be a signed/unsigned char. */\n#define Py_ISLOWER(c)  (_Py_ctype_table[Py_CHARMASK(c)] & PY_CTF_LOWER)\n#define Py_ISUPPER(c)  (_Py_ctype_table[Py_CHARMASK(c)] & PY_CTF_UPPER)\n#define Py_ISALPHA(c)  (_Py_ctype_table[Py_CHARMASK(c)] & PY_CTF_ALPHA)\n#define Py_ISDIGIT(c)  (_Py_ctype_table[Py_CHARMASK(c)] & PY_CTF_DIGIT)\n#define Py_ISXDIGIT(c) (_Py_ctype_table[Py_CHARMASK(c)] & PY_CTF_XDIGIT)\n#define Py_ISALNUM(c)  (_Py_ctype_table[Py_CHARMASK(c)] & PY_CTF_ALNUM)\n#define Py_ISSPACE(c)  (_Py_ctype_table[Py_CHARMASK(c)] & PY_CTF_SPACE)\n\nPyAPI_DATA(const unsigned char) _Py_ctype_tolower[256];\nPyAPI_DATA(const unsigned char) _Py_ctype_toupper[256];\n\n#define Py_TOLOWER(c) (_Py_ctype_tolower[Py_CHARMASK(c)])\n#define Py_TOUPPER(c) (_Py_ctype_toupper[Py_CHARMASK(c)])\n\n#endif /* !PYCTYPE_H */\n#endif /* !Py_LIMITED_API */\n"
  },
  {
    "path": "LView/external_includes/pydebug.h",
    "content": "#ifndef Py_LIMITED_API\n#ifndef Py_PYDEBUG_H\n#define Py_PYDEBUG_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\nPyAPI_DATA(int) Py_DebugFlag;\nPyAPI_DATA(int) Py_VerboseFlag;\nPyAPI_DATA(int) Py_QuietFlag;\nPyAPI_DATA(int) Py_InteractiveFlag;\nPyAPI_DATA(int) Py_InspectFlag;\nPyAPI_DATA(int) Py_OptimizeFlag;\nPyAPI_DATA(int) Py_NoSiteFlag;\nPyAPI_DATA(int) Py_BytesWarningFlag;\nPyAPI_DATA(int) Py_FrozenFlag;\nPyAPI_DATA(int) Py_IgnoreEnvironmentFlag;\nPyAPI_DATA(int) Py_DontWriteBytecodeFlag;\nPyAPI_DATA(int) Py_NoUserSiteDirectory;\nPyAPI_DATA(int) Py_UnbufferedStdioFlag;\nPyAPI_DATA(int) Py_HashRandomizationFlag;\nPyAPI_DATA(int) Py_IsolatedFlag;\n\n#ifdef MS_WINDOWS\nPyAPI_DATA(int) Py_LegacyWindowsFSEncodingFlag;\nPyAPI_DATA(int) Py_LegacyWindowsStdioFlag;\n#endif\n\n/* this is a wrapper around getenv() that pays attention to\n   Py_IgnoreEnvironmentFlag.  It should be used for getting variables like\n   PYTHONPATH and PYTHONHOME from the environment */\n#define Py_GETENV(s) (Py_IgnoreEnvironmentFlag ? NULL : getenv(s))\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_PYDEBUG_H */\n#endif /* Py_LIMITED_API */\n"
  },
  {
    "path": "LView/external_includes/pydtrace.h",
    "content": "/* Static DTrace probes interface */\n\n#ifndef Py_DTRACE_H\n#define Py_DTRACE_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifdef WITH_DTRACE\n\n#include \"pydtrace_probes.h\"\n\n/* pydtrace_probes.h, on systems with DTrace, is auto-generated to include\n   `PyDTrace_{PROBE}` and `PyDTrace_{PROBE}_ENABLED()` macros for every probe\n   defined in pydtrace_provider.d.\n\n   Calling these functions must be guarded by a `PyDTrace_{PROBE}_ENABLED()`\n   check to minimize performance impact when probing is off. For example:\n\n       if (PyDTrace_FUNCTION_ENTRY_ENABLED())\n           PyDTrace_FUNCTION_ENTRY(f);\n*/\n\n#else\n\n/* Without DTrace, compile to nothing. */\n\nstatic inline void PyDTrace_LINE(const char *arg0, const char *arg1, int arg2) {}\nstatic inline void PyDTrace_FUNCTION_ENTRY(const char *arg0, const char *arg1, int arg2)  {}\nstatic inline void PyDTrace_FUNCTION_RETURN(const char *arg0, const char *arg1, int arg2) {}\nstatic inline void PyDTrace_GC_START(int arg0) {}\nstatic inline void PyDTrace_GC_DONE(Py_ssize_t arg0) {}\nstatic inline void PyDTrace_INSTANCE_NEW_START(int arg0) {}\nstatic inline void PyDTrace_INSTANCE_NEW_DONE(int arg0) {}\nstatic inline void PyDTrace_INSTANCE_DELETE_START(int arg0) {}\nstatic inline void PyDTrace_INSTANCE_DELETE_DONE(int arg0) {}\nstatic inline void PyDTrace_IMPORT_FIND_LOAD_START(const char *arg0) {}\nstatic inline void PyDTrace_IMPORT_FIND_LOAD_DONE(const char *arg0, int arg1) {}\nstatic inline void PyDTrace_AUDIT(const char *arg0, void *arg1) {}\n\nstatic inline int PyDTrace_LINE_ENABLED(void) { return 0; }\nstatic inline int PyDTrace_FUNCTION_ENTRY_ENABLED(void) { return 0; }\nstatic inline int PyDTrace_FUNCTION_RETURN_ENABLED(void) { return 0; }\nstatic inline int PyDTrace_GC_START_ENABLED(void) { return 0; }\nstatic inline int PyDTrace_GC_DONE_ENABLED(void) { return 0; }\nstatic inline int PyDTrace_INSTANCE_NEW_START_ENABLED(void) { return 0; }\nstatic inline int PyDTrace_INSTANCE_NEW_DONE_ENABLED(void) { return 0; }\nstatic inline int PyDTrace_INSTANCE_DELETE_START_ENABLED(void) { return 0; }\nstatic inline int PyDTrace_INSTANCE_DELETE_DONE_ENABLED(void) { return 0; }\nstatic inline int PyDTrace_IMPORT_FIND_LOAD_START_ENABLED(void) { return 0; }\nstatic inline int PyDTrace_IMPORT_FIND_LOAD_DONE_ENABLED(void) { return 0; }\nstatic inline int PyDTrace_AUDIT_ENABLED(void) { return 0; }\n\n#endif /* !WITH_DTRACE */\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_DTRACE_H */\n"
  },
  {
    "path": "LView/external_includes/pyerrors.h",
    "content": "#ifndef Py_ERRORS_H\n#define Py_ERRORS_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#include <stdarg.h>               // va_list\n\n/* Error handling definitions */\n\nPyAPI_FUNC(void) PyErr_SetNone(PyObject *);\nPyAPI_FUNC(void) PyErr_SetObject(PyObject *, PyObject *);\nPyAPI_FUNC(void) PyErr_SetString(\n    PyObject *exception,\n    const char *string   /* decoded from utf-8 */\n    );\nPyAPI_FUNC(PyObject *) PyErr_Occurred(void);\nPyAPI_FUNC(void) PyErr_Clear(void);\nPyAPI_FUNC(void) PyErr_Fetch(PyObject **, PyObject **, PyObject **);\nPyAPI_FUNC(void) PyErr_Restore(PyObject *, PyObject *, PyObject *);\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\nPyAPI_FUNC(void) PyErr_GetExcInfo(PyObject **, PyObject **, PyObject **);\nPyAPI_FUNC(void) PyErr_SetExcInfo(PyObject *, PyObject *, PyObject *);\n#endif\n\n/* Defined in Python/pylifecycle.c\n\n   The Py_FatalError() function is replaced with a macro which logs\n   automatically the name of the current function, unless the Py_LIMITED_API\n   macro is defined. */\nPyAPI_FUNC(void) _Py_NO_RETURN Py_FatalError(const char *message);\n\n#if defined(Py_DEBUG) || defined(Py_LIMITED_API)\n#define _PyErr_OCCURRED() PyErr_Occurred()\n#else\n#define _PyErr_OCCURRED() (PyThreadState_GET()->curexc_type)\n#endif\n\n/* Error testing and normalization */\nPyAPI_FUNC(int) PyErr_GivenExceptionMatches(PyObject *, PyObject *);\nPyAPI_FUNC(int) PyErr_ExceptionMatches(PyObject *);\nPyAPI_FUNC(void) PyErr_NormalizeException(PyObject**, PyObject**, PyObject**);\n\n/* Traceback manipulation (PEP 3134) */\nPyAPI_FUNC(int) PyException_SetTraceback(PyObject *, PyObject *);\nPyAPI_FUNC(PyObject *) PyException_GetTraceback(PyObject *);\n\n/* Cause manipulation (PEP 3134) */\nPyAPI_FUNC(PyObject *) PyException_GetCause(PyObject *);\nPyAPI_FUNC(void) PyException_SetCause(PyObject *, PyObject *);\n\n/* Context manipulation (PEP 3134) */\nPyAPI_FUNC(PyObject *) PyException_GetContext(PyObject *);\nPyAPI_FUNC(void) PyException_SetContext(PyObject *, PyObject *);\n\n/* */\n\n#define PyExceptionClass_Check(x)                                       \\\n    (PyType_Check((x)) &&                                               \\\n     PyType_FastSubclass((PyTypeObject*)(x), Py_TPFLAGS_BASE_EXC_SUBCLASS))\n\n#define PyExceptionInstance_Check(x)                    \\\n    PyType_FastSubclass(Py_TYPE(x), Py_TPFLAGS_BASE_EXC_SUBCLASS)\n\nPyAPI_FUNC(const char *) PyExceptionClass_Name(PyObject *);\n\n#define PyExceptionInstance_Class(x) ((PyObject*)Py_TYPE(x))\n\n\n/* Predefined exceptions */\n\nPyAPI_DATA(PyObject *) PyExc_BaseException;\nPyAPI_DATA(PyObject *) PyExc_Exception;\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03050000\nPyAPI_DATA(PyObject *) PyExc_StopAsyncIteration;\n#endif\nPyAPI_DATA(PyObject *) PyExc_StopIteration;\nPyAPI_DATA(PyObject *) PyExc_GeneratorExit;\nPyAPI_DATA(PyObject *) PyExc_ArithmeticError;\nPyAPI_DATA(PyObject *) PyExc_LookupError;\n\nPyAPI_DATA(PyObject *) PyExc_AssertionError;\nPyAPI_DATA(PyObject *) PyExc_AttributeError;\nPyAPI_DATA(PyObject *) PyExc_BufferError;\nPyAPI_DATA(PyObject *) PyExc_EOFError;\nPyAPI_DATA(PyObject *) PyExc_FloatingPointError;\nPyAPI_DATA(PyObject *) PyExc_OSError;\nPyAPI_DATA(PyObject *) PyExc_ImportError;\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03060000\nPyAPI_DATA(PyObject *) PyExc_ModuleNotFoundError;\n#endif\nPyAPI_DATA(PyObject *) PyExc_IndexError;\nPyAPI_DATA(PyObject *) PyExc_KeyError;\nPyAPI_DATA(PyObject *) PyExc_KeyboardInterrupt;\nPyAPI_DATA(PyObject *) PyExc_MemoryError;\nPyAPI_DATA(PyObject *) PyExc_NameError;\nPyAPI_DATA(PyObject *) PyExc_OverflowError;\nPyAPI_DATA(PyObject *) PyExc_RuntimeError;\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03050000\nPyAPI_DATA(PyObject *) PyExc_RecursionError;\n#endif\nPyAPI_DATA(PyObject *) PyExc_NotImplementedError;\nPyAPI_DATA(PyObject *) PyExc_SyntaxError;\nPyAPI_DATA(PyObject *) PyExc_IndentationError;\nPyAPI_DATA(PyObject *) PyExc_TabError;\nPyAPI_DATA(PyObject *) PyExc_ReferenceError;\nPyAPI_DATA(PyObject *) PyExc_SystemError;\nPyAPI_DATA(PyObject *) PyExc_SystemExit;\nPyAPI_DATA(PyObject *) PyExc_TypeError;\nPyAPI_DATA(PyObject *) PyExc_UnboundLocalError;\nPyAPI_DATA(PyObject *) PyExc_UnicodeError;\nPyAPI_DATA(PyObject *) PyExc_UnicodeEncodeError;\nPyAPI_DATA(PyObject *) PyExc_UnicodeDecodeError;\nPyAPI_DATA(PyObject *) PyExc_UnicodeTranslateError;\nPyAPI_DATA(PyObject *) PyExc_ValueError;\nPyAPI_DATA(PyObject *) PyExc_ZeroDivisionError;\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\nPyAPI_DATA(PyObject *) PyExc_BlockingIOError;\nPyAPI_DATA(PyObject *) PyExc_BrokenPipeError;\nPyAPI_DATA(PyObject *) PyExc_ChildProcessError;\nPyAPI_DATA(PyObject *) PyExc_ConnectionError;\nPyAPI_DATA(PyObject *) PyExc_ConnectionAbortedError;\nPyAPI_DATA(PyObject *) PyExc_ConnectionRefusedError;\nPyAPI_DATA(PyObject *) PyExc_ConnectionResetError;\nPyAPI_DATA(PyObject *) PyExc_FileExistsError;\nPyAPI_DATA(PyObject *) PyExc_FileNotFoundError;\nPyAPI_DATA(PyObject *) PyExc_InterruptedError;\nPyAPI_DATA(PyObject *) PyExc_IsADirectoryError;\nPyAPI_DATA(PyObject *) PyExc_NotADirectoryError;\nPyAPI_DATA(PyObject *) PyExc_PermissionError;\nPyAPI_DATA(PyObject *) PyExc_ProcessLookupError;\nPyAPI_DATA(PyObject *) PyExc_TimeoutError;\n#endif\n\n\n/* Compatibility aliases */\nPyAPI_DATA(PyObject *) PyExc_EnvironmentError;\nPyAPI_DATA(PyObject *) PyExc_IOError;\n#ifdef MS_WINDOWS\nPyAPI_DATA(PyObject *) PyExc_WindowsError;\n#endif\n\n/* Predefined warning categories */\nPyAPI_DATA(PyObject *) PyExc_Warning;\nPyAPI_DATA(PyObject *) PyExc_UserWarning;\nPyAPI_DATA(PyObject *) PyExc_DeprecationWarning;\nPyAPI_DATA(PyObject *) PyExc_PendingDeprecationWarning;\nPyAPI_DATA(PyObject *) PyExc_SyntaxWarning;\nPyAPI_DATA(PyObject *) PyExc_RuntimeWarning;\nPyAPI_DATA(PyObject *) PyExc_FutureWarning;\nPyAPI_DATA(PyObject *) PyExc_ImportWarning;\nPyAPI_DATA(PyObject *) PyExc_UnicodeWarning;\nPyAPI_DATA(PyObject *) PyExc_BytesWarning;\nPyAPI_DATA(PyObject *) PyExc_ResourceWarning;\n\n\n/* Convenience functions */\n\nPyAPI_FUNC(int) PyErr_BadArgument(void);\nPyAPI_FUNC(PyObject *) PyErr_NoMemory(void);\nPyAPI_FUNC(PyObject *) PyErr_SetFromErrno(PyObject *);\nPyAPI_FUNC(PyObject *) PyErr_SetFromErrnoWithFilenameObject(\n    PyObject *, PyObject *);\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03040000\nPyAPI_FUNC(PyObject *) PyErr_SetFromErrnoWithFilenameObjects(\n    PyObject *, PyObject *, PyObject *);\n#endif\nPyAPI_FUNC(PyObject *) PyErr_SetFromErrnoWithFilename(\n    PyObject *exc,\n    const char *filename   /* decoded from the filesystem encoding */\n    );\n\nPyAPI_FUNC(PyObject *) PyErr_Format(\n    PyObject *exception,\n    const char *format,   /* ASCII-encoded string  */\n    ...\n    );\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03050000\nPyAPI_FUNC(PyObject *) PyErr_FormatV(\n    PyObject *exception,\n    const char *format,\n    va_list vargs);\n#endif\n\n#ifdef MS_WINDOWS\nPyAPI_FUNC(PyObject *) PyErr_SetFromWindowsErrWithFilename(\n    int ierr,\n    const char *filename        /* decoded from the filesystem encoding */\n    );\nPyAPI_FUNC(PyObject *) PyErr_SetFromWindowsErr(int);\nPyAPI_FUNC(PyObject *) PyErr_SetExcFromWindowsErrWithFilenameObject(\n    PyObject *,int, PyObject *);\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03040000\nPyAPI_FUNC(PyObject *) PyErr_SetExcFromWindowsErrWithFilenameObjects(\n    PyObject *,int, PyObject *, PyObject *);\n#endif\nPyAPI_FUNC(PyObject *) PyErr_SetExcFromWindowsErrWithFilename(\n    PyObject *exc,\n    int ierr,\n    const char *filename        /* decoded from the filesystem encoding */\n    );\nPyAPI_FUNC(PyObject *) PyErr_SetExcFromWindowsErr(PyObject *, int);\n#endif /* MS_WINDOWS */\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03060000\nPyAPI_FUNC(PyObject *) PyErr_SetImportErrorSubclass(PyObject *, PyObject *,\n    PyObject *, PyObject *);\n#endif\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\nPyAPI_FUNC(PyObject *) PyErr_SetImportError(PyObject *, PyObject *,\n    PyObject *);\n#endif\n\n/* Export the old function so that the existing API remains available: */\nPyAPI_FUNC(void) PyErr_BadInternalCall(void);\nPyAPI_FUNC(void) _PyErr_BadInternalCall(const char *filename, int lineno);\n/* Mask the old API with a call to the new API for code compiled under\n   Python 2.0: */\n#define PyErr_BadInternalCall() _PyErr_BadInternalCall(__FILE__, __LINE__)\n\n/* Function to create a new exception */\nPyAPI_FUNC(PyObject *) PyErr_NewException(\n    const char *name, PyObject *base, PyObject *dict);\nPyAPI_FUNC(PyObject *) PyErr_NewExceptionWithDoc(\n    const char *name, const char *doc, PyObject *base, PyObject *dict);\nPyAPI_FUNC(void) PyErr_WriteUnraisable(PyObject *);\n\n\n/* In signalmodule.c */\nPyAPI_FUNC(int) PyErr_CheckSignals(void);\nPyAPI_FUNC(void) PyErr_SetInterrupt(void);\n\n/* Support for adding program text to SyntaxErrors */\nPyAPI_FUNC(void) PyErr_SyntaxLocation(\n    const char *filename,       /* decoded from the filesystem encoding */\n    int lineno);\nPyAPI_FUNC(void) PyErr_SyntaxLocationEx(\n    const char *filename,       /* decoded from the filesystem encoding */\n    int lineno,\n    int col_offset);\nPyAPI_FUNC(PyObject *) PyErr_ProgramText(\n    const char *filename,       /* decoded from the filesystem encoding */\n    int lineno);\n\n/* The following functions are used to create and modify unicode\n   exceptions from C */\n\n/* create a UnicodeDecodeError object */\nPyAPI_FUNC(PyObject *) PyUnicodeDecodeError_Create(\n    const char *encoding,       /* UTF-8 encoded string */\n    const char *object,\n    Py_ssize_t length,\n    Py_ssize_t start,\n    Py_ssize_t end,\n    const char *reason          /* UTF-8 encoded string */\n    );\n\n/* get the encoding attribute */\nPyAPI_FUNC(PyObject *) PyUnicodeEncodeError_GetEncoding(PyObject *);\nPyAPI_FUNC(PyObject *) PyUnicodeDecodeError_GetEncoding(PyObject *);\n\n/* get the object attribute */\nPyAPI_FUNC(PyObject *) PyUnicodeEncodeError_GetObject(PyObject *);\nPyAPI_FUNC(PyObject *) PyUnicodeDecodeError_GetObject(PyObject *);\nPyAPI_FUNC(PyObject *) PyUnicodeTranslateError_GetObject(PyObject *);\n\n/* get the value of the start attribute (the int * may not be NULL)\n   return 0 on success, -1 on failure */\nPyAPI_FUNC(int) PyUnicodeEncodeError_GetStart(PyObject *, Py_ssize_t *);\nPyAPI_FUNC(int) PyUnicodeDecodeError_GetStart(PyObject *, Py_ssize_t *);\nPyAPI_FUNC(int) PyUnicodeTranslateError_GetStart(PyObject *, Py_ssize_t *);\n\n/* assign a new value to the start attribute\n   return 0 on success, -1 on failure */\nPyAPI_FUNC(int) PyUnicodeEncodeError_SetStart(PyObject *, Py_ssize_t);\nPyAPI_FUNC(int) PyUnicodeDecodeError_SetStart(PyObject *, Py_ssize_t);\nPyAPI_FUNC(int) PyUnicodeTranslateError_SetStart(PyObject *, Py_ssize_t);\n\n/* get the value of the end attribute (the int *may not be NULL)\n return 0 on success, -1 on failure */\nPyAPI_FUNC(int) PyUnicodeEncodeError_GetEnd(PyObject *, Py_ssize_t *);\nPyAPI_FUNC(int) PyUnicodeDecodeError_GetEnd(PyObject *, Py_ssize_t *);\nPyAPI_FUNC(int) PyUnicodeTranslateError_GetEnd(PyObject *, Py_ssize_t *);\n\n/* assign a new value to the end attribute\n   return 0 on success, -1 on failure */\nPyAPI_FUNC(int) PyUnicodeEncodeError_SetEnd(PyObject *, Py_ssize_t);\nPyAPI_FUNC(int) PyUnicodeDecodeError_SetEnd(PyObject *, Py_ssize_t);\nPyAPI_FUNC(int) PyUnicodeTranslateError_SetEnd(PyObject *, Py_ssize_t);\n\n/* get the value of the reason attribute */\nPyAPI_FUNC(PyObject *) PyUnicodeEncodeError_GetReason(PyObject *);\nPyAPI_FUNC(PyObject *) PyUnicodeDecodeError_GetReason(PyObject *);\nPyAPI_FUNC(PyObject *) PyUnicodeTranslateError_GetReason(PyObject *);\n\n/* assign a new value to the reason attribute\n   return 0 on success, -1 on failure */\nPyAPI_FUNC(int) PyUnicodeEncodeError_SetReason(\n    PyObject *exc,\n    const char *reason          /* UTF-8 encoded string */\n    );\nPyAPI_FUNC(int) PyUnicodeDecodeError_SetReason(\n    PyObject *exc,\n    const char *reason          /* UTF-8 encoded string */\n    );\nPyAPI_FUNC(int) PyUnicodeTranslateError_SetReason(\n    PyObject *exc,\n    const char *reason          /* UTF-8 encoded string */\n    );\n\nPyAPI_FUNC(int) PyOS_snprintf(char *str, size_t size, const char  *format, ...)\n                        Py_GCC_ATTRIBUTE((format(printf, 3, 4)));\nPyAPI_FUNC(int) PyOS_vsnprintf(char *str, size_t size, const char  *format, va_list va)\n                        Py_GCC_ATTRIBUTE((format(printf, 3, 0)));\n\n#ifndef Py_LIMITED_API\n#  define Py_CPYTHON_ERRORS_H\n#  include  \"cpython/pyerrors.h\"\n#  undef Py_CPYTHON_ERRORS_H\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_ERRORS_H */\n"
  },
  {
    "path": "LView/external_includes/pyexpat.h",
    "content": "/* Stuff to export relevant 'expat' entry points from pyexpat to other\n * parser modules, such as cElementTree. */\n\n/* note: you must import expat.h before importing this module! */\n\n#define PyExpat_CAPI_MAGIC  \"pyexpat.expat_CAPI 1.1\"\n#define PyExpat_CAPSULE_NAME \"pyexpat.expat_CAPI\"\n\nstruct PyExpat_CAPI\n{\n    char* magic; /* set to PyExpat_CAPI_MAGIC */\n    int size; /* set to sizeof(struct PyExpat_CAPI) */\n    int MAJOR_VERSION;\n    int MINOR_VERSION;\n    int MICRO_VERSION;\n    /* pointers to selected expat functions.  add new functions at\n       the end, if needed */\n    const XML_LChar * (*ErrorString)(enum XML_Error code);\n    enum XML_Error (*GetErrorCode)(XML_Parser parser);\n    XML_Size (*GetErrorColumnNumber)(XML_Parser parser);\n    XML_Size (*GetErrorLineNumber)(XML_Parser parser);\n    enum XML_Status (*Parse)(\n        XML_Parser parser, const char *s, int len, int isFinal);\n    XML_Parser (*ParserCreate_MM)(\n        const XML_Char *encoding, const XML_Memory_Handling_Suite *memsuite,\n        const XML_Char *namespaceSeparator);\n    void (*ParserFree)(XML_Parser parser);\n    void (*SetCharacterDataHandler)(\n        XML_Parser parser, XML_CharacterDataHandler handler);\n    void (*SetCommentHandler)(\n        XML_Parser parser, XML_CommentHandler handler);\n    void (*SetDefaultHandlerExpand)(\n        XML_Parser parser, XML_DefaultHandler handler);\n    void (*SetElementHandler)(\n        XML_Parser parser, XML_StartElementHandler start,\n        XML_EndElementHandler end);\n    void (*SetNamespaceDeclHandler)(\n        XML_Parser parser, XML_StartNamespaceDeclHandler start,\n        XML_EndNamespaceDeclHandler end);\n    void (*SetProcessingInstructionHandler)(\n        XML_Parser parser, XML_ProcessingInstructionHandler handler);\n    void (*SetUnknownEncodingHandler)(\n        XML_Parser parser, XML_UnknownEncodingHandler handler,\n        void *encodingHandlerData);\n    void (*SetUserData)(XML_Parser parser, void *userData);\n    void (*SetStartDoctypeDeclHandler)(XML_Parser parser,\n                                       XML_StartDoctypeDeclHandler start);\n    enum XML_Status (*SetEncoding)(XML_Parser parser, const XML_Char *encoding);\n    int (*DefaultUnknownEncodingHandler)(\n        void *encodingHandlerData, const XML_Char *name, XML_Encoding *info);\n    /* might be none for expat < 2.1.0 */\n    int (*SetHashSalt)(XML_Parser parser, unsigned long hash_salt);\n    /* always add new stuff to the end! */\n};\n\n"
  },
  {
    "path": "LView/external_includes/pyfpe.h",
    "content": "#ifndef Py_PYFPE_H\n#define Py_PYFPE_H\n/* Header excluded from the stable API */\n#ifndef Py_LIMITED_API\n\n/* These macros used to do something when Python was built with --with-fpectl,\n * but support for that was dropped in 3.7. We continue to define them though,\n * to avoid breaking API users.\n */\n\n#define PyFPE_START_PROTECT(err_string, leave_stmt)\n#define PyFPE_END_PROTECT(v)\n\n#endif /* !defined(Py_LIMITED_API) */\n#endif /* !Py_PYFPE_H */\n"
  },
  {
    "path": "LView/external_includes/pyframe.h",
    "content": "/* Limited C API of PyFrame API\n *\n * Include \"frameobject.h\" to get the PyFrameObject structure.\n */\n\n#ifndef Py_PYFRAME_H\n#define Py_PYFRAME_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\ntypedef struct _frame PyFrameObject;\n\n/* Return the line of code the frame is currently executing. */\nPyAPI_FUNC(int) PyFrame_GetLineNumber(PyFrameObject *);\n\nPyAPI_FUNC(PyCodeObject *) PyFrame_GetCode(PyFrameObject *frame);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_PYFRAME_H */\n"
  },
  {
    "path": "LView/external_includes/pyhash.h",
    "content": "#ifndef Py_HASH_H\n\n#define Py_HASH_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* Helpers for hash functions */\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(Py_hash_t) _Py_HashDouble(double);\nPyAPI_FUNC(Py_hash_t) _Py_HashPointer(const void*);\n// Similar to _Py_HashPointer(), but don't replace -1 with -2\nPyAPI_FUNC(Py_hash_t) _Py_HashPointerRaw(const void*);\nPyAPI_FUNC(Py_hash_t) _Py_HashBytes(const void*, Py_ssize_t);\n#endif\n\n/* Prime multiplier used in string and various other hashes. */\n#define _PyHASH_MULTIPLIER 1000003UL  /* 0xf4243 */\n\n/* Parameters used for the numeric hash implementation.  See notes for\n   _Py_HashDouble in Python/pyhash.c.  Numeric hashes are based on\n   reduction modulo the prime 2**_PyHASH_BITS - 1. */\n\n#if SIZEOF_VOID_P >= 8\n#  define _PyHASH_BITS 61\n#else\n#  define _PyHASH_BITS 31\n#endif\n\n#define _PyHASH_MODULUS (((size_t)1 << _PyHASH_BITS) - 1)\n#define _PyHASH_INF 314159\n#define _PyHASH_NAN 0\n#define _PyHASH_IMAG _PyHASH_MULTIPLIER\n\n\n/* hash secret\n *\n * memory layout on 64 bit systems\n *   cccccccc cccccccc cccccccc  uc -- unsigned char[24]\n *   pppppppp ssssssss ........  fnv -- two Py_hash_t\n *   k0k0k0k0 k1k1k1k1 ........  siphash -- two uint64_t\n *   ........ ........ ssssssss  djbx33a -- 16 bytes padding + one Py_hash_t\n *   ........ ........ eeeeeeee  pyexpat XML hash salt\n *\n * memory layout on 32 bit systems\n *   cccccccc cccccccc cccccccc  uc\n *   ppppssss ........ ........  fnv -- two Py_hash_t\n *   k0k0k0k0 k1k1k1k1 ........  siphash -- two uint64_t (*)\n *   ........ ........ ssss....  djbx33a -- 16 bytes padding + one Py_hash_t\n *   ........ ........ eeee....  pyexpat XML hash salt\n *\n * (*) The siphash member may not be available on 32 bit platforms without\n *     an unsigned int64 data type.\n */\n#ifndef Py_LIMITED_API\ntypedef union {\n    /* ensure 24 bytes */\n    unsigned char uc[24];\n    /* two Py_hash_t for FNV */\n    struct {\n        Py_hash_t prefix;\n        Py_hash_t suffix;\n    } fnv;\n    /* two uint64 for SipHash24 */\n    struct {\n        uint64_t k0;\n        uint64_t k1;\n    } siphash;\n    /* a different (!) Py_hash_t for small string optimization */\n    struct {\n        unsigned char padding[16];\n        Py_hash_t suffix;\n    } djbx33a;\n    struct {\n        unsigned char padding[16];\n        Py_hash_t hashsalt;\n    } expat;\n} _Py_HashSecret_t;\nPyAPI_DATA(_Py_HashSecret_t) _Py_HashSecret;\n#endif\n\n#ifdef Py_DEBUG\nPyAPI_DATA(int) _Py_HashSecret_Initialized;\n#endif\n\n\n/* hash function definition */\n#ifndef Py_LIMITED_API\ntypedef struct {\n    Py_hash_t (*const hash)(const void *, Py_ssize_t);\n    const char *name;\n    const int hash_bits;\n    const int seed_bits;\n} PyHash_FuncDef;\n\nPyAPI_FUNC(PyHash_FuncDef*) PyHash_GetFuncDef(void);\n#endif\n\n\n/* cutoff for small string DJBX33A optimization in range [1, cutoff).\n *\n * About 50% of the strings in a typical Python application are smaller than\n * 6 to 7 chars. However DJBX33A is vulnerable to hash collision attacks.\n * NEVER use DJBX33A for long strings!\n *\n * A Py_HASH_CUTOFF of 0 disables small string optimization. 32 bit platforms\n * should use a smaller cutoff because it is easier to create colliding\n * strings. A cutoff of 7 on 64bit platforms and 5 on 32bit platforms should\n * provide a decent safety margin.\n */\n#ifndef Py_HASH_CUTOFF\n#  define Py_HASH_CUTOFF 0\n#elif (Py_HASH_CUTOFF > 7 || Py_HASH_CUTOFF < 0)\n#  error Py_HASH_CUTOFF must in range 0...7.\n#endif /* Py_HASH_CUTOFF */\n\n\n/* hash algorithm selection\n *\n * The values for Py_HASH_SIPHASH24 and Py_HASH_FNV are hard-coded in the\n * configure script.\n *\n * - FNV is available on all platforms and architectures.\n * - SIPHASH24 only works on platforms that don't require aligned memory for integers.\n * - With EXTERNAL embedders can provide an alternative implementation with::\n *\n *     PyHash_FuncDef PyHash_Func = {...};\n *\n * XXX: Figure out __declspec() for extern PyHash_FuncDef.\n */\n#define Py_HASH_EXTERNAL 0\n#define Py_HASH_SIPHASH24 1\n#define Py_HASH_FNV 2\n\n#ifndef Py_HASH_ALGORITHM\n#  ifndef HAVE_ALIGNED_REQUIRED\n#    define Py_HASH_ALGORITHM Py_HASH_SIPHASH24\n#  else\n#    define Py_HASH_ALGORITHM Py_HASH_FNV\n#  endif /* uint64_t && uint32_t && aligned */\n#endif /* Py_HASH_ALGORITHM */\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif /* !Py_HASH_H */\n"
  },
  {
    "path": "LView/external_includes/pylifecycle.h",
    "content": "\n/* Interfaces to configure, query, create & destroy the Python runtime */\n\n#ifndef Py_PYLIFECYCLE_H\n#define Py_PYLIFECYCLE_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n\n/* Initialization and finalization */\nPyAPI_FUNC(void) Py_Initialize(void);\nPyAPI_FUNC(void) Py_InitializeEx(int);\nPyAPI_FUNC(void) Py_Finalize(void);\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03060000\nPyAPI_FUNC(int) Py_FinalizeEx(void);\n#endif\nPyAPI_FUNC(int) Py_IsInitialized(void);\n\n/* Subinterpreter support */\nPyAPI_FUNC(PyThreadState *) Py_NewInterpreter(void);\nPyAPI_FUNC(void) Py_EndInterpreter(PyThreadState *);\n\n\n/* Py_PyAtExit is for the atexit module, Py_AtExit is for low-level\n * exit functions.\n */\nPyAPI_FUNC(int) Py_AtExit(void (*func)(void));\n\nPyAPI_FUNC(void) _Py_NO_RETURN Py_Exit(int);\n\n/* Bootstrap __main__ (defined in Modules/main.c) */\nPyAPI_FUNC(int) Py_Main(int argc, wchar_t **argv);\n\nPyAPI_FUNC(int) Py_BytesMain(int argc, char **argv);\n\n/* In pathconfig.c */\nPyAPI_FUNC(void) Py_SetProgramName(const wchar_t *);\nPyAPI_FUNC(wchar_t *) Py_GetProgramName(void);\n\nPyAPI_FUNC(void) Py_SetPythonHome(const wchar_t *);\nPyAPI_FUNC(wchar_t *) Py_GetPythonHome(void);\n\nPyAPI_FUNC(wchar_t *) Py_GetProgramFullPath(void);\n\nPyAPI_FUNC(wchar_t *) Py_GetPrefix(void);\nPyAPI_FUNC(wchar_t *) Py_GetExecPrefix(void);\nPyAPI_FUNC(wchar_t *) Py_GetPath(void);\nPyAPI_FUNC(void)      Py_SetPath(const wchar_t *);\n#ifdef MS_WINDOWS\nint _Py_CheckPython3(void);\n#endif\n\n/* In their own files */\nPyAPI_FUNC(const char *) Py_GetVersion(void);\nPyAPI_FUNC(const char *) Py_GetPlatform(void);\nPyAPI_FUNC(const char *) Py_GetCopyright(void);\nPyAPI_FUNC(const char *) Py_GetCompiler(void);\nPyAPI_FUNC(const char *) Py_GetBuildInfo(void);\n\n/* Signals */\ntypedef void (*PyOS_sighandler_t)(int);\nPyAPI_FUNC(PyOS_sighandler_t) PyOS_getsig(int);\nPyAPI_FUNC(PyOS_sighandler_t) PyOS_setsig(int, PyOS_sighandler_t);\n\n#ifndef Py_LIMITED_API\n#  define Py_CPYTHON_PYLIFECYCLE_H\n#  include  \"cpython/pylifecycle.h\"\n#  undef Py_CPYTHON_PYLIFECYCLE_H\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_PYLIFECYCLE_H */\n"
  },
  {
    "path": "LView/external_includes/pymacconfig.h",
    "content": "#ifndef PYMACCONFIG_H\n#define PYMACCONFIG_H\n     /*\n      * This file moves some of the autoconf magic to compile-time\n      * when building on MacOSX. This is needed for building 4-way\n      * universal binaries and for 64-bit universal binaries because\n      * the values redefined below aren't configure-time constant but\n      * only compile-time constant in these scenarios.\n      */\n\n#if defined(__APPLE__)\n\n# undef SIZEOF_LONG\n# undef SIZEOF_PTHREAD_T\n# undef SIZEOF_SIZE_T\n# undef SIZEOF_TIME_T\n# undef SIZEOF_VOID_P\n# undef SIZEOF__BOOL\n# undef SIZEOF_UINTPTR_T\n# undef SIZEOF_PTHREAD_T\n# undef WORDS_BIGENDIAN\n# undef DOUBLE_IS_ARM_MIXED_ENDIAN_IEEE754\n# undef DOUBLE_IS_BIG_ENDIAN_IEEE754\n# undef DOUBLE_IS_LITTLE_ENDIAN_IEEE754\n# undef HAVE_GCC_ASM_FOR_X87\n\n#    undef VA_LIST_IS_ARRAY\n#    if defined(__LP64__) && defined(__x86_64__)\n#        define VA_LIST_IS_ARRAY 1\n#    endif\n\n#    undef HAVE_LARGEFILE_SUPPORT\n#    ifndef __LP64__\n#         define HAVE_LARGEFILE_SUPPORT 1\n#    endif\n\n#    undef SIZEOF_LONG\n#    ifdef __LP64__\n#        define SIZEOF__BOOL            1\n#        define SIZEOF__BOOL            1\n#        define SIZEOF_LONG             8\n#        define SIZEOF_PTHREAD_T        8\n#        define SIZEOF_SIZE_T           8\n#        define SIZEOF_TIME_T           8\n#        define SIZEOF_VOID_P           8\n#        define SIZEOF_UINTPTR_T        8\n#        define SIZEOF_PTHREAD_T        8\n#    else\n#        ifdef __ppc__\n#           define SIZEOF__BOOL         4\n#        else\n#           define SIZEOF__BOOL         1\n#        endif\n#        define SIZEOF_LONG             4\n#        define SIZEOF_PTHREAD_T        4\n#        define SIZEOF_SIZE_T           4\n#        define SIZEOF_TIME_T           4\n#        define SIZEOF_VOID_P           4\n#        define SIZEOF_UINTPTR_T        4\n#        define SIZEOF_PTHREAD_T        4\n#    endif\n\n#    if defined(__LP64__)\n     /* MacOSX 10.4 (the first release to support 64-bit code\n      * at all) only supports 64-bit in the UNIX layer.\n      * Therefore suppress the toolbox-glue in 64-bit mode.\n      */\n\n    /* In 64-bit mode setpgrp always has no arguments, in 32-bit\n     * mode that depends on the compilation environment\n     */\n#       undef SETPGRP_HAVE_ARG\n\n#    endif\n\n#ifdef __BIG_ENDIAN__\n#define WORDS_BIGENDIAN 1\n#define DOUBLE_IS_BIG_ENDIAN_IEEE754\n#else\n#define DOUBLE_IS_LITTLE_ENDIAN_IEEE754\n#endif /* __BIG_ENDIAN */\n\n#ifdef __i386__\n# define HAVE_GCC_ASM_FOR_X87\n#endif\n\n    /*\n     * The definition in pyconfig.h is only valid on the OS release\n     * where configure ran on and not necessarily for all systems where\n     * the executable can be used on.\n     *\n     * Specifically: OSX 10.4 has limited supported for '%zd', while\n     * 10.5 has full support for '%zd'. A binary built on 10.5 won't\n     * work properly on 10.4 unless we suppress the definition\n     * of PY_FORMAT_SIZE_T\n     */\n#undef  PY_FORMAT_SIZE_T\n\n\n#endif /* defined(_APPLE__) */\n\n#endif /* PYMACCONFIG_H */\n"
  },
  {
    "path": "LView/external_includes/pymacro.h",
    "content": "#ifndef Py_PYMACRO_H\n#define Py_PYMACRO_H\n\n/* Minimum value between x and y */\n#define Py_MIN(x, y) (((x) > (y)) ? (y) : (x))\n\n/* Maximum value between x and y */\n#define Py_MAX(x, y) (((x) > (y)) ? (x) : (y))\n\n/* Absolute value of the number x */\n#define Py_ABS(x) ((x) < 0 ? -(x) : (x))\n\n#define _Py_XSTRINGIFY(x) #x\n\n/* Convert the argument to a string. For example, Py_STRINGIFY(123) is replaced\n   with \"123\" by the preprocessor. Defines are also replaced by their value.\n   For example Py_STRINGIFY(__LINE__) is replaced by the line number, not\n   by \"__LINE__\". */\n#define Py_STRINGIFY(x) _Py_XSTRINGIFY(x)\n\n/* Get the size of a structure member in bytes */\n#define Py_MEMBER_SIZE(type, member) sizeof(((type *)0)->member)\n\n/* Argument must be a char or an int in [-128, 127] or [0, 255]. */\n#define Py_CHARMASK(c) ((unsigned char)((c) & 0xff))\n\n/* Assert a build-time dependency, as an expression.\n\n   Your compile will fail if the condition isn't true, or can't be evaluated\n   by the compiler. This can be used in an expression: its value is 0.\n\n   Example:\n\n   #define foo_to_char(foo)  \\\n       ((char *)(foo)        \\\n        + Py_BUILD_ASSERT_EXPR(offsetof(struct foo, string) == 0))\n\n   Written by Rusty Russell, public domain, http://ccodearchive.net/ */\n#define Py_BUILD_ASSERT_EXPR(cond) \\\n    (sizeof(char [1 - 2*!(cond)]) - 1)\n\n#define Py_BUILD_ASSERT(cond)  do {         \\\n        (void)Py_BUILD_ASSERT_EXPR(cond);   \\\n    } while(0)\n\n/* Get the number of elements in a visible array\n\n   This does not work on pointers, or arrays declared as [], or function\n   parameters. With correct compiler support, such usage will cause a build\n   error (see Py_BUILD_ASSERT_EXPR).\n\n   Written by Rusty Russell, public domain, http://ccodearchive.net/\n\n   Requires at GCC 3.1+ */\n#if (defined(__GNUC__) && !defined(__STRICT_ANSI__) && \\\n    (((__GNUC__ == 3) && (__GNUC_MINOR__ >= 1)) || (__GNUC__ >= 4)))\n/* Two gcc extensions.\n   &a[0] degrades to a pointer: a different type from an array */\n#define Py_ARRAY_LENGTH(array) \\\n    (sizeof(array) / sizeof((array)[0]) \\\n     + Py_BUILD_ASSERT_EXPR(!__builtin_types_compatible_p(typeof(array), \\\n                                                          typeof(&(array)[0]))))\n#else\n#define Py_ARRAY_LENGTH(array) \\\n    (sizeof(array) / sizeof((array)[0]))\n#endif\n\n\n/* Define macros for inline documentation. */\n#define PyDoc_VAR(name) static const char name[]\n#define PyDoc_STRVAR(name,str) PyDoc_VAR(name) = PyDoc_STR(str)\n#ifdef WITH_DOC_STRINGS\n#define PyDoc_STR(str) str\n#else\n#define PyDoc_STR(str) \"\"\n#endif\n\n/* Below \"a\" is a power of 2. */\n/* Round down size \"n\" to be a multiple of \"a\". */\n#define _Py_SIZE_ROUND_DOWN(n, a) ((size_t)(n) & ~(size_t)((a) - 1))\n/* Round up size \"n\" to be a multiple of \"a\". */\n#define _Py_SIZE_ROUND_UP(n, a) (((size_t)(n) + \\\n        (size_t)((a) - 1)) & ~(size_t)((a) - 1))\n/* Round pointer \"p\" down to the closest \"a\"-aligned address <= \"p\". */\n#define _Py_ALIGN_DOWN(p, a) ((void *)((uintptr_t)(p) & ~(uintptr_t)((a) - 1)))\n/* Round pointer \"p\" up to the closest \"a\"-aligned address >= \"p\". */\n#define _Py_ALIGN_UP(p, a) ((void *)(((uintptr_t)(p) + \\\n        (uintptr_t)((a) - 1)) & ~(uintptr_t)((a) - 1)))\n/* Check if pointer \"p\" is aligned to \"a\"-bytes boundary. */\n#define _Py_IS_ALIGNED(p, a) (!((uintptr_t)(p) & (uintptr_t)((a) - 1)))\n\n/* Use this for unused arguments in a function definition to silence compiler\n * warnings. Example:\n *\n * int func(int a, int Py_UNUSED(b)) { return a; }\n */\n#if defined(__GNUC__) || defined(__clang__)\n#  define Py_UNUSED(name) _unused_ ## name __attribute__((unused))\n#else\n#  define Py_UNUSED(name) _unused_ ## name\n#endif\n\n#if defined(RANDALL_WAS_HERE)\n#  define Py_UNREACHABLE() \\\n    Py_FatalError( \\\n        \"If you're seeing this, the code is in what I thought was\\n\" \\\n        \"an unreachable state.\\n\\n\" \\\n        \"I could give you advice for what to do, but honestly, why\\n\" \\\n        \"should you trust me?  I clearly screwed this up.  I'm writing\\n\" \\\n        \"a message that should never appear, yet I know it will\\n\" \\\n        \"probably appear someday.\\n\\n\" \\\n        \"On a deep level, I know I'm not up to this task.\\n\" \\\n        \"I'm so sorry.\\n\" \\\n        \"https://xkcd.com/2200\")\n#elif defined(Py_DEBUG)\n#  define Py_UNREACHABLE() \\\n    Py_FatalError( \\\n        \"We've reached an unreachable state. Anything is possible.\\n\" \\\n        \"The limits were in our heads all along. Follow your dreams.\\n\" \\\n        \"https://xkcd.com/2200\")\n#elif defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 5))\n#  define Py_UNREACHABLE() __builtin_unreachable()\n#elif defined(__clang__) || defined(__INTEL_COMPILER)\n#  define Py_UNREACHABLE() __builtin_unreachable()\n#elif defined(_MSC_VER)\n#  define Py_UNREACHABLE() __assume(0)\n#else\n#  define Py_UNREACHABLE() \\\n    Py_FatalError(\"Unreachable C code path reached\")\n#endif\n\n#endif /* Py_PYMACRO_H */\n"
  },
  {
    "path": "LView/external_includes/pymath.h",
    "content": "#ifndef Py_PYMATH_H\n#define Py_PYMATH_H\n\n#include \"pyconfig.h\" /* include for defines */\n\n/**************************************************************************\nSymbols and macros to supply platform-independent interfaces to mathematical\nfunctions and constants\n**************************************************************************/\n\n/* Python provides implementations for copysign, round and hypot in\n * Python/pymath.c just in case your math library doesn't provide the\n * functions.\n *\n *Note: PC/pyconfig.h defines copysign as _copysign\n */\n#ifndef HAVE_COPYSIGN\nextern double copysign(double, double);\n#endif\n\n#ifndef HAVE_ROUND\nextern double round(double);\n#endif\n\n#ifndef HAVE_HYPOT\nextern double hypot(double, double);\n#endif\n\n/* extra declarations */\n#ifndef _MSC_VER\n#ifndef __STDC__\nextern double fmod (double, double);\nextern double frexp (double, int *);\nextern double ldexp (double, int);\nextern double modf (double, double *);\nextern double pow(double, double);\n#endif /* __STDC__ */\n#endif /* _MSC_VER */\n\n/* High precision definition of pi and e (Euler)\n * The values are taken from libc6's math.h.\n */\n#ifndef Py_MATH_PIl\n#define Py_MATH_PIl 3.1415926535897932384626433832795029L\n#endif\n#ifndef Py_MATH_PI\n#define Py_MATH_PI 3.14159265358979323846\n#endif\n\n#ifndef Py_MATH_El\n#define Py_MATH_El 2.7182818284590452353602874713526625L\n#endif\n\n#ifndef Py_MATH_E\n#define Py_MATH_E 2.7182818284590452354\n#endif\n\n/* Tau (2pi) to 40 digits, taken from tauday.com/tau-digits. */\n#ifndef Py_MATH_TAU\n#define Py_MATH_TAU 6.2831853071795864769252867665590057683943L\n#endif\n\n\n/* On x86, Py_FORCE_DOUBLE forces a floating-point number out of an x87 FPU\n   register and into a 64-bit memory location, rounding from extended\n   precision to double precision in the process.  On other platforms it does\n   nothing. */\n\n/* we take double rounding as evidence of x87 usage */\n#ifndef Py_LIMITED_API\n#ifndef Py_FORCE_DOUBLE\n#  ifdef X87_DOUBLE_ROUNDING\nPyAPI_FUNC(double) _Py_force_double(double);\n#    define Py_FORCE_DOUBLE(X) (_Py_force_double(X))\n#  else\n#    define Py_FORCE_DOUBLE(X) (X)\n#  endif\n#endif\n#endif\n\n#ifndef Py_LIMITED_API\n#ifdef HAVE_GCC_ASM_FOR_X87\nPyAPI_FUNC(unsigned short) _Py_get_387controlword(void);\nPyAPI_FUNC(void) _Py_set_387controlword(unsigned short);\n#endif\n#endif\n\n/* Py_IS_NAN(X)\n * Return 1 if float or double arg is a NaN, else 0.\n * Caution:\n *     X is evaluated more than once.\n *     This may not work on all platforms.  Each platform has *some*\n *     way to spell this, though -- override in pyconfig.h if you have\n *     a platform where it doesn't work.\n * Note: PC/pyconfig.h defines Py_IS_NAN as _isnan\n */\n#ifndef Py_IS_NAN\n#if defined HAVE_DECL_ISNAN && HAVE_DECL_ISNAN == 1\n#define Py_IS_NAN(X) isnan(X)\n#else\n#define Py_IS_NAN(X) ((X) != (X))\n#endif\n#endif\n\n/* Py_IS_INFINITY(X)\n * Return 1 if float or double arg is an infinity, else 0.\n * Caution:\n *    X is evaluated more than once.\n *    This implementation may set the underflow flag if |X| is very small;\n *    it really can't be implemented correctly (& easily) before C99.\n *    Override in pyconfig.h if you have a better spelling on your platform.\n *  Py_FORCE_DOUBLE is used to avoid getting false negatives from a\n *    non-infinite value v sitting in an 80-bit x87 register such that\n *    v becomes infinite when spilled from the register to 64-bit memory.\n * Note: PC/pyconfig.h defines Py_IS_INFINITY as _isinf\n */\n#ifndef Py_IS_INFINITY\n#  if defined HAVE_DECL_ISINF && HAVE_DECL_ISINF == 1\n#    define Py_IS_INFINITY(X) isinf(X)\n#  else\n#    define Py_IS_INFINITY(X) ((X) &&                                   \\\n                               (Py_FORCE_DOUBLE(X)*0.5 == Py_FORCE_DOUBLE(X)))\n#  endif\n#endif\n\n/* Py_IS_FINITE(X)\n * Return 1 if float or double arg is neither infinite nor NAN, else 0.\n * Some compilers (e.g. VisualStudio) have intrinsics for this, so a special\n * macro for this particular test is useful\n * Note: PC/pyconfig.h defines Py_IS_FINITE as _finite\n */\n#ifndef Py_IS_FINITE\n#if defined HAVE_DECL_ISFINITE && HAVE_DECL_ISFINITE == 1\n#define Py_IS_FINITE(X) isfinite(X)\n#elif defined HAVE_FINITE\n#define Py_IS_FINITE(X) finite(X)\n#else\n#define Py_IS_FINITE(X) (!Py_IS_INFINITY(X) && !Py_IS_NAN(X))\n#endif\n#endif\n\n/* HUGE_VAL is supposed to expand to a positive double infinity.  Python\n * uses Py_HUGE_VAL instead because some platforms are broken in this\n * respect.  We used to embed code in pyport.h to try to worm around that,\n * but different platforms are broken in conflicting ways.  If you're on\n * a platform where HUGE_VAL is defined incorrectly, fiddle your Python\n * config to #define Py_HUGE_VAL to something that works on your platform.\n */\n#ifndef Py_HUGE_VAL\n#define Py_HUGE_VAL HUGE_VAL\n#endif\n\n/* Py_NAN\n * A value that evaluates to a NaN. On IEEE 754 platforms INF*0 or\n * INF/INF works. Define Py_NO_NAN in pyconfig.h if your platform\n * doesn't support NaNs.\n */\n#if !defined(Py_NAN) && !defined(Py_NO_NAN)\n#if !defined(__INTEL_COMPILER)\n    #define Py_NAN (Py_HUGE_VAL * 0.)\n#else /* __INTEL_COMPILER */\n    #if defined(ICC_NAN_STRICT)\n        #pragma float_control(push)\n        #pragma float_control(precise, on)\n        #pragma float_control(except,  on)\n        #if defined(_MSC_VER)\n            __declspec(noinline)\n        #else /* Linux */\n            __attribute__((noinline))\n        #endif /* _MSC_VER */\n        static double __icc_nan()\n        {\n            return sqrt(-1.0);\n        }\n        #pragma float_control (pop)\n        #define Py_NAN __icc_nan()\n    #else /* ICC_NAN_RELAXED as default for Intel Compiler */\n        static const union { unsigned char buf[8]; double __icc_nan; } __nan_store = {0,0,0,0,0,0,0xf8,0x7f};\n        #define Py_NAN (__nan_store.__icc_nan)\n    #endif /* ICC_NAN_STRICT */\n#endif /* __INTEL_COMPILER */\n#endif\n\n/* Py_OVERFLOWED(X)\n * Return 1 iff a libm function overflowed.  Set errno to 0 before calling\n * a libm function, and invoke this macro after, passing the function\n * result.\n * Caution:\n *    This isn't reliable.  C99 no longer requires libm to set errno under\n *        any exceptional condition, but does require +- HUGE_VAL return\n *        values on overflow.  A 754 box *probably* maps HUGE_VAL to a\n *        double infinity, and we're cool if that's so, unless the input\n *        was an infinity and an infinity is the expected result.  A C89\n *        system sets errno to ERANGE, so we check for that too.  We're\n *        out of luck if a C99 754 box doesn't map HUGE_VAL to +Inf, or\n *        if the returned result is a NaN, or if a C89 box returns HUGE_VAL\n *        in non-overflow cases.\n *    X is evaluated more than once.\n * Some platforms have better way to spell this, so expect some #ifdef'ery.\n *\n * OpenBSD uses 'isinf()' because a compiler bug on that platform causes\n * the longer macro version to be mis-compiled. This isn't optimal, and\n * should be removed once a newer compiler is available on that platform.\n * The system that had the failure was running OpenBSD 3.2 on Intel, with\n * gcc 2.95.3.\n *\n * According to Tim's checkin, the FreeBSD systems use isinf() to work\n * around a FPE bug on that platform.\n */\n#if defined(__FreeBSD__) || defined(__OpenBSD__)\n#define Py_OVERFLOWED(X) isinf(X)\n#else\n#define Py_OVERFLOWED(X) ((X) != 0.0 && (errno == ERANGE ||    \\\n                                         (X) == Py_HUGE_VAL || \\\n                                         (X) == -Py_HUGE_VAL))\n#endif\n\n/* Return whether integral type *type* is signed or not. */\n#define _Py_IntegralTypeSigned(type) ((type)(-1) < 0)\n/* Return the maximum value of integral type *type*. */\n#define _Py_IntegralTypeMax(type) ((_Py_IntegralTypeSigned(type)) ? (((((type)1 << (sizeof(type)*CHAR_BIT - 2)) - 1) << 1) + 1) : ~(type)0)\n/* Return the minimum value of integral type *type*. */\n#define _Py_IntegralTypeMin(type) ((_Py_IntegralTypeSigned(type)) ? -_Py_IntegralTypeMax(type) - 1 : 0)\n/* Check whether *v* is in the range of integral type *type*. This is most\n * useful if *v* is floating-point, since demoting a floating-point *v* to an\n * integral type that cannot represent *v*'s integral part is undefined\n * behavior. */\n#define _Py_InIntegralTypeRange(type, v) (_Py_IntegralTypeMin(type) <= v && v <= _Py_IntegralTypeMax(type))\n\n/* Return the smallest integer k such that n < 2**k, or 0 if n == 0.\n * Equivalent to floor(log2(x))+1.  Also equivalent to: bitwidth_of_type -\n * count_leading_zero_bits(x)\n */\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(unsigned int) _Py_bit_length(unsigned long d);\n#endif\n\n#endif /* Py_PYMATH_H */\n"
  },
  {
    "path": "LView/external_includes/pymem.h",
    "content": "/* The PyMem_ family:  low-level memory allocation interfaces.\n   See objimpl.h for the PyObject_ memory family.\n*/\n\n#ifndef Py_PYMEM_H\n#define Py_PYMEM_H\n\n#include \"pyport.h\"\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* BEWARE:\n\n   Each interface exports both functions and macros.  Extension modules should\n   use the functions, to ensure binary compatibility across Python versions.\n   Because the Python implementation is free to change internal details, and\n   the macros may (or may not) expose details for speed, if you do use the\n   macros you must recompile your extensions with each Python release.\n\n   Never mix calls to PyMem_ with calls to the platform malloc/realloc/\n   calloc/free.  For example, on Windows different DLLs may end up using\n   different heaps, and if you use PyMem_Malloc you'll get the memory from the\n   heap used by the Python DLL; it could be a disaster if you free()'ed that\n   directly in your own extension.  Using PyMem_Free instead ensures Python\n   can return the memory to the proper heap.  As another example, in\n   PYMALLOC_DEBUG mode, Python wraps all calls to all PyMem_ and PyObject_\n   memory functions in special debugging wrappers that add additional\n   debugging info to dynamic memory blocks.  The system routines have no idea\n   what to do with that stuff, and the Python wrappers have no idea what to do\n   with raw blocks obtained directly by the system routines then.\n\n   The GIL must be held when using these APIs.\n*/\n\n/*\n * Raw memory interface\n * ====================\n */\n\n/* Functions\n\n   Functions supplying platform-independent semantics for malloc/realloc/\n   free.  These functions make sure that allocating 0 bytes returns a distinct\n   non-NULL pointer (whenever possible -- if we're flat out of memory, NULL\n   may be returned), even if the platform malloc and realloc don't.\n   Returned pointers must be checked for NULL explicitly.  No action is\n   performed on failure (no exception is set, no warning is printed, etc).\n*/\n\nPyAPI_FUNC(void *) PyMem_Malloc(size_t size);\nPyAPI_FUNC(void *) PyMem_Realloc(void *ptr, size_t new_size);\nPyAPI_FUNC(void) PyMem_Free(void *ptr);\n\n/* Macros. */\n\n/* PyMem_MALLOC(0) means malloc(1). Some systems would return NULL\n   for malloc(0), which would be treated as an error. Some platforms\n   would return a pointer with no memory behind it, which would break\n   pymalloc. To solve these problems, allocate an extra byte. */\n/* Returns NULL to indicate error if a negative size or size larger than\n   Py_ssize_t can represent is supplied.  Helps prevents security holes. */\n#define PyMem_MALLOC(n)         PyMem_Malloc(n)\n#define PyMem_REALLOC(p, n)     PyMem_Realloc(p, n)\n#define PyMem_FREE(p)           PyMem_Free(p)\n\n/*\n * Type-oriented memory interface\n * ==============================\n *\n * Allocate memory for n objects of the given type.  Returns a new pointer\n * or NULL if the request was too large or memory allocation failed.  Use\n * these macros rather than doing the multiplication yourself so that proper\n * overflow checking is always done.\n */\n\n#define PyMem_New(type, n) \\\n  ( ((size_t)(n) > PY_SSIZE_T_MAX / sizeof(type)) ? NULL :      \\\n        ( (type *) PyMem_Malloc((n) * sizeof(type)) ) )\n#define PyMem_NEW(type, n) \\\n  ( ((size_t)(n) > PY_SSIZE_T_MAX / sizeof(type)) ? NULL :      \\\n        ( (type *) PyMem_MALLOC((n) * sizeof(type)) ) )\n\n/*\n * The value of (p) is always clobbered by this macro regardless of success.\n * The caller MUST check if (p) is NULL afterwards and deal with the memory\n * error if so.  This means the original value of (p) MUST be saved for the\n * caller's memory error handler to not lose track of it.\n */\n#define PyMem_Resize(p, type, n) \\\n  ( (p) = ((size_t)(n) > PY_SSIZE_T_MAX / sizeof(type)) ? NULL :        \\\n        (type *) PyMem_Realloc((p), (n) * sizeof(type)) )\n#define PyMem_RESIZE(p, type, n) \\\n  ( (p) = ((size_t)(n) > PY_SSIZE_T_MAX / sizeof(type)) ? NULL :        \\\n        (type *) PyMem_REALLOC((p), (n) * sizeof(type)) )\n\n/* PyMem{Del,DEL} are left over from ancient days, and shouldn't be used\n * anymore.  They're just confusing aliases for PyMem_{Free,FREE} now.\n */\n#define PyMem_Del               PyMem_Free\n#define PyMem_DEL               PyMem_FREE\n\n\n#ifndef Py_LIMITED_API\n#  define Py_CPYTHON_PYMEM_H\n#  include  \"cpython/pymem.h\"\n#  undef Py_CPYTHON_PYMEM_H\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif /* !Py_PYMEM_H */\n"
  },
  {
    "path": "LView/external_includes/pyport.h",
    "content": "#ifndef Py_PYPORT_H\n#define Py_PYPORT_H\n\n#include \"pyconfig.h\" /* include for defines */\n\n#include <inttypes.h>\n\n\n/* Defines to build Python and its standard library:\n *\n * - Py_BUILD_CORE: Build Python core. Give access to Python internals, but\n *   should not be used by third-party modules.\n * - Py_BUILD_CORE_BUILTIN: Build a Python stdlib module as a built-in module.\n * - Py_BUILD_CORE_MODULE: Build a Python stdlib module as a dynamic library.\n *\n * Py_BUILD_CORE_BUILTIN and Py_BUILD_CORE_MODULE imply Py_BUILD_CORE.\n *\n * On Windows, Py_BUILD_CORE_MODULE exports \"PyInit_xxx\" symbol, whereas\n * Py_BUILD_CORE_BUILTIN does not.\n */\n#if defined(Py_BUILD_CORE_BUILTIN) && !defined(Py_BUILD_CORE)\n#  define Py_BUILD_CORE\n#endif\n#if defined(Py_BUILD_CORE_MODULE) && !defined(Py_BUILD_CORE)\n#  define Py_BUILD_CORE\n#endif\n\n\n/**************************************************************************\nSymbols and macros to supply platform-independent interfaces to basic\nC language & library operations whose spellings vary across platforms.\n\nPlease try to make documentation here as clear as possible:  by definition,\nthe stuff here is trying to illuminate C's darkest corners.\n\nConfig #defines referenced here:\n\nSIGNED_RIGHT_SHIFT_ZERO_FILLS\nMeaning:  To be defined iff i>>j does not extend the sign bit when i is a\n          signed integral type and i < 0.\nUsed in:  Py_ARITHMETIC_RIGHT_SHIFT\n\nPy_DEBUG\nMeaning:  Extra checks compiled in for debug mode.\nUsed in:  Py_SAFE_DOWNCAST\n\n**************************************************************************/\n\n/* typedefs for some C9X-defined synonyms for integral types.\n *\n * The names in Python are exactly the same as the C9X names, except with a\n * Py_ prefix.  Until C9X is universally implemented, this is the only way\n * to ensure that Python gets reliable names that don't conflict with names\n * in non-Python code that are playing their own tricks to define the C9X\n * names.\n *\n * NOTE: don't go nuts here!  Python has no use for *most* of the C9X\n * integral synonyms.  Only define the ones we actually need.\n */\n\n/* long long is required. Ensure HAVE_LONG_LONG is defined for compatibility. */\n#ifndef HAVE_LONG_LONG\n#define HAVE_LONG_LONG 1\n#endif\n#ifndef PY_LONG_LONG\n#define PY_LONG_LONG long long\n/* If LLONG_MAX is defined in limits.h, use that. */\n#define PY_LLONG_MIN LLONG_MIN\n#define PY_LLONG_MAX LLONG_MAX\n#define PY_ULLONG_MAX ULLONG_MAX\n#endif\n\n#define PY_UINT32_T uint32_t\n#define PY_UINT64_T uint64_t\n\n/* Signed variants of the above */\n#define PY_INT32_T int32_t\n#define PY_INT64_T int64_t\n\n/* If PYLONG_BITS_IN_DIGIT is not defined then we'll use 30-bit digits if all\n   the necessary integer types are available, and we're on a 64-bit platform\n   (as determined by SIZEOF_VOID_P); otherwise we use 15-bit digits. */\n\n#ifndef PYLONG_BITS_IN_DIGIT\n#if SIZEOF_VOID_P >= 8\n#define PYLONG_BITS_IN_DIGIT 30\n#else\n#define PYLONG_BITS_IN_DIGIT 15\n#endif\n#endif\n\n/* uintptr_t is the C9X name for an unsigned integral type such that a\n * legitimate void* can be cast to uintptr_t and then back to void* again\n * without loss of information.  Similarly for intptr_t, wrt a signed\n * integral type.\n */\ntypedef uintptr_t       Py_uintptr_t;\ntypedef intptr_t        Py_intptr_t;\n\n/* Py_ssize_t is a signed integral type such that sizeof(Py_ssize_t) ==\n * sizeof(size_t).  C99 doesn't define such a thing directly (size_t is an\n * unsigned integral type).  See PEP 353 for details.\n */\n#ifdef HAVE_SSIZE_T\ntypedef ssize_t         Py_ssize_t;\n#elif SIZEOF_VOID_P == SIZEOF_SIZE_T\ntypedef Py_intptr_t     Py_ssize_t;\n#else\n#   error \"Python needs a typedef for Py_ssize_t in pyport.h.\"\n#endif\n\n/* Py_hash_t is the same size as a pointer. */\n#define SIZEOF_PY_HASH_T SIZEOF_SIZE_T\ntypedef Py_ssize_t Py_hash_t;\n/* Py_uhash_t is the unsigned equivalent needed to calculate numeric hash. */\n#define SIZEOF_PY_UHASH_T SIZEOF_SIZE_T\ntypedef size_t Py_uhash_t;\n\n/* Only used for compatibility with code that may not be PY_SSIZE_T_CLEAN. */\n#ifdef PY_SSIZE_T_CLEAN\ntypedef Py_ssize_t Py_ssize_clean_t;\n#else\ntypedef int Py_ssize_clean_t;\n#endif\n\n/* Largest possible value of size_t. */\n#define PY_SIZE_MAX SIZE_MAX\n\n/* Largest positive value of type Py_ssize_t. */\n#define PY_SSIZE_T_MAX ((Py_ssize_t)(((size_t)-1)>>1))\n/* Smallest negative value of type Py_ssize_t. */\n#define PY_SSIZE_T_MIN (-PY_SSIZE_T_MAX-1)\n\n/* PY_FORMAT_SIZE_T is a platform-specific modifier for use in a printf\n * format to convert an argument with the width of a size_t or Py_ssize_t.\n * C99 introduced \"z\" for this purpose, but old MSVCs had not supported it.\n * Since MSVC supports \"z\" since (at least) 2015, we can just use \"z\"\n * for new code.\n *\n * These \"high level\" Python format functions interpret \"z\" correctly on\n * all platforms (Python interprets the format string itself, and does whatever\n * the platform C requires to convert a size_t/Py_ssize_t argument):\n *\n *     PyBytes_FromFormat\n *     PyErr_Format\n *     PyBytes_FromFormatV\n *     PyUnicode_FromFormatV\n *\n * Lower-level uses require that you interpolate the correct format modifier\n * yourself (e.g., calling printf, fprintf, sprintf, PyOS_snprintf); for\n * example,\n *\n *     Py_ssize_t index;\n *     fprintf(stderr, \"index %\" PY_FORMAT_SIZE_T \"d sucks\\n\", index);\n *\n * That will expand to %zd or to something else correct for a Py_ssize_t on\n * the platform.\n */\n#ifndef PY_FORMAT_SIZE_T\n#   define PY_FORMAT_SIZE_T \"z\"\n#endif\n\n/* Py_LOCAL can be used instead of static to get the fastest possible calling\n * convention for functions that are local to a given module.\n *\n * Py_LOCAL_INLINE does the same thing, and also explicitly requests inlining,\n * for platforms that support that.\n *\n * If PY_LOCAL_AGGRESSIVE is defined before python.h is included, more\n * \"aggressive\" inlining/optimization is enabled for the entire module.  This\n * may lead to code bloat, and may slow things down for those reasons.  It may\n * also lead to errors, if the code relies on pointer aliasing.  Use with\n * care.\n *\n * NOTE: You can only use this for functions that are entirely local to a\n * module; functions that are exported via method tables, callbacks, etc,\n * should keep using static.\n */\n\n#if defined(_MSC_VER)\n#  if defined(PY_LOCAL_AGGRESSIVE)\n   /* enable more aggressive optimization for visual studio */\n#  pragma optimize(\"agtw\", on)\n#endif\n   /* ignore warnings if the compiler decides not to inline a function */\n#  pragma warning(disable: 4710)\n   /* fastest possible local call under MSVC */\n#  define Py_LOCAL(type) static type __fastcall\n#  define Py_LOCAL_INLINE(type) static __inline type __fastcall\n#else\n#  define Py_LOCAL(type) static type\n#  define Py_LOCAL_INLINE(type) static inline type\n#endif\n\n/* Py_MEMCPY is kept for backwards compatibility,\n * see https://bugs.python.org/issue28126 */\n#define Py_MEMCPY memcpy\n\n#include <stdlib.h>\n\n#ifdef HAVE_IEEEFP_H\n#include <ieeefp.h>  /* needed for 'finite' declaration on some platforms */\n#endif\n\n#include <math.h> /* Moved here from the math section, before extern \"C\" */\n\n/********************************************\n * WRAPPER FOR <time.h> and/or <sys/time.h> *\n ********************************************/\n\n#ifdef TIME_WITH_SYS_TIME\n#include <sys/time.h>\n#include <time.h>\n#else /* !TIME_WITH_SYS_TIME */\n#ifdef HAVE_SYS_TIME_H\n#include <sys/time.h>\n#else /* !HAVE_SYS_TIME_H */\n#include <time.h>\n#endif /* !HAVE_SYS_TIME_H */\n#endif /* !TIME_WITH_SYS_TIME */\n\n\n/******************************\n * WRAPPER FOR <sys/select.h> *\n ******************************/\n\n/* NB caller must include <sys/types.h> */\n\n#ifdef HAVE_SYS_SELECT_H\n#include <sys/select.h>\n#endif /* !HAVE_SYS_SELECT_H */\n\n/*******************************\n * stat() and fstat() fiddling *\n *******************************/\n\n#ifdef HAVE_SYS_STAT_H\n#include <sys/stat.h>\n#elif defined(HAVE_STAT_H)\n#include <stat.h>\n#endif\n\n#ifndef S_IFMT\n/* VisualAge C/C++ Failed to Define MountType Field in sys/stat.h */\n#define S_IFMT 0170000\n#endif\n\n#ifndef S_IFLNK\n/* Windows doesn't define S_IFLNK but posixmodule.c maps\n * IO_REPARSE_TAG_SYMLINK to S_IFLNK */\n#  define S_IFLNK 0120000\n#endif\n\n#ifndef S_ISREG\n#define S_ISREG(x) (((x) & S_IFMT) == S_IFREG)\n#endif\n\n#ifndef S_ISDIR\n#define S_ISDIR(x) (((x) & S_IFMT) == S_IFDIR)\n#endif\n\n#ifndef S_ISCHR\n#define S_ISCHR(x) (((x) & S_IFMT) == S_IFCHR)\n#endif\n\n#ifdef __cplusplus\n/* Move this down here since some C++ #include's don't like to be included\n   inside an extern \"C\" */\nextern \"C\" {\n#endif\n\n\n/* Py_ARITHMETIC_RIGHT_SHIFT\n * C doesn't define whether a right-shift of a signed integer sign-extends\n * or zero-fills.  Here a macro to force sign extension:\n * Py_ARITHMETIC_RIGHT_SHIFT(TYPE, I, J)\n *    Return I >> J, forcing sign extension.  Arithmetically, return the\n *    floor of I/2**J.\n * Requirements:\n *    I should have signed integer type.  In the terminology of C99, this can\n *    be either one of the five standard signed integer types (signed char,\n *    short, int, long, long long) or an extended signed integer type.\n *    J is an integer >= 0 and strictly less than the number of bits in the\n *    type of I (because C doesn't define what happens for J outside that\n *    range either).\n *    TYPE used to specify the type of I, but is now ignored.  It's been left\n *    in for backwards compatibility with versions <= 2.6 or 3.0.\n * Caution:\n *    I may be evaluated more than once.\n */\n#ifdef SIGNED_RIGHT_SHIFT_ZERO_FILLS\n#define Py_ARITHMETIC_RIGHT_SHIFT(TYPE, I, J) \\\n    ((I) < 0 ? -1-((-1-(I)) >> (J)) : (I) >> (J))\n#else\n#define Py_ARITHMETIC_RIGHT_SHIFT(TYPE, I, J) ((I) >> (J))\n#endif\n\n/* Py_FORCE_EXPANSION(X)\n * \"Simply\" returns its argument.  However, macro expansions within the\n * argument are evaluated.  This unfortunate trickery is needed to get\n * token-pasting to work as desired in some cases.\n */\n#define Py_FORCE_EXPANSION(X) X\n\n/* Py_SAFE_DOWNCAST(VALUE, WIDE, NARROW)\n * Cast VALUE to type NARROW from type WIDE.  In Py_DEBUG mode, this\n * assert-fails if any information is lost.\n * Caution:\n *    VALUE may be evaluated more than once.\n */\n#ifdef Py_DEBUG\n#define Py_SAFE_DOWNCAST(VALUE, WIDE, NARROW) \\\n    (assert((WIDE)(NARROW)(VALUE) == (VALUE)), (NARROW)(VALUE))\n#else\n#define Py_SAFE_DOWNCAST(VALUE, WIDE, NARROW) (NARROW)(VALUE)\n#endif\n\n/* Py_SET_ERRNO_ON_MATH_ERROR(x)\n * If a libm function did not set errno, but it looks like the result\n * overflowed or not-a-number, set errno to ERANGE or EDOM.  Set errno\n * to 0 before calling a libm function, and invoke this macro after,\n * passing the function result.\n * Caution:\n *    This isn't reliable.  See Py_OVERFLOWED comments.\n *    X is evaluated more than once.\n */\n#if defined(__FreeBSD__) || defined(__OpenBSD__) || (defined(__hpux) && defined(__ia64))\n#define _Py_SET_EDOM_FOR_NAN(X) if (isnan(X)) errno = EDOM;\n#else\n#define _Py_SET_EDOM_FOR_NAN(X) ;\n#endif\n#define Py_SET_ERRNO_ON_MATH_ERROR(X) \\\n    do { \\\n        if (errno == 0) { \\\n            if ((X) == Py_HUGE_VAL || (X) == -Py_HUGE_VAL) \\\n                errno = ERANGE; \\\n            else _Py_SET_EDOM_FOR_NAN(X) \\\n        } \\\n    } while(0)\n\n/* Py_SET_ERANGE_IF_OVERFLOW(x)\n * An alias of Py_SET_ERRNO_ON_MATH_ERROR for backward-compatibility.\n */\n#define Py_SET_ERANGE_IF_OVERFLOW(X) Py_SET_ERRNO_ON_MATH_ERROR(X)\n\n/* Py_ADJUST_ERANGE1(x)\n * Py_ADJUST_ERANGE2(x, y)\n * Set errno to 0 before calling a libm function, and invoke one of these\n * macros after, passing the function result(s) (Py_ADJUST_ERANGE2 is useful\n * for functions returning complex results).  This makes two kinds of\n * adjustments to errno:  (A) If it looks like the platform libm set\n * errno=ERANGE due to underflow, clear errno. (B) If it looks like the\n * platform libm overflowed but didn't set errno, force errno to ERANGE.  In\n * effect, we're trying to force a useful implementation of C89 errno\n * behavior.\n * Caution:\n *    This isn't reliable.  See Py_OVERFLOWED comments.\n *    X and Y may be evaluated more than once.\n */\n#define Py_ADJUST_ERANGE1(X)                                            \\\n    do {                                                                \\\n        if (errno == 0) {                                               \\\n            if ((X) == Py_HUGE_VAL || (X) == -Py_HUGE_VAL)              \\\n                errno = ERANGE;                                         \\\n        }                                                               \\\n        else if (errno == ERANGE && (X) == 0.0)                         \\\n            errno = 0;                                                  \\\n    } while(0)\n\n#define Py_ADJUST_ERANGE2(X, Y)                                         \\\n    do {                                                                \\\n        if ((X) == Py_HUGE_VAL || (X) == -Py_HUGE_VAL ||                \\\n            (Y) == Py_HUGE_VAL || (Y) == -Py_HUGE_VAL) {                \\\n                        if (errno == 0)                                 \\\n                                errno = ERANGE;                         \\\n        }                                                               \\\n        else if (errno == ERANGE)                                       \\\n            errno = 0;                                                  \\\n    } while(0)\n\n/*  The functions _Py_dg_strtod and _Py_dg_dtoa in Python/dtoa.c (which are\n *  required to support the short float repr introduced in Python 3.1) require\n *  that the floating-point unit that's being used for arithmetic operations\n *  on C doubles is set to use 53-bit precision.  It also requires that the\n *  FPU rounding mode is round-half-to-even, but that's less often an issue.\n *\n *  If your FPU isn't already set to 53-bit precision/round-half-to-even, and\n *  you want to make use of _Py_dg_strtod and _Py_dg_dtoa, then you should\n *\n *     #define HAVE_PY_SET_53BIT_PRECISION 1\n *\n *  and also give appropriate definitions for the following three macros:\n *\n *    _PY_SET_53BIT_PRECISION_START : store original FPU settings, and\n *        set FPU to 53-bit precision/round-half-to-even\n *    _PY_SET_53BIT_PRECISION_END : restore original FPU settings\n *    _PY_SET_53BIT_PRECISION_HEADER : any variable declarations needed to\n *        use the two macros above.\n *\n * The macros are designed to be used within a single C function: see\n * Python/pystrtod.c for an example of their use.\n */\n\n/* get and set x87 control word for gcc/x86 */\n#ifdef HAVE_GCC_ASM_FOR_X87\n#define HAVE_PY_SET_53BIT_PRECISION 1\n/* _Py_get/set_387controlword functions are defined in Python/pymath.c */\n#define _Py_SET_53BIT_PRECISION_HEADER                          \\\n    unsigned short old_387controlword, new_387controlword\n#define _Py_SET_53BIT_PRECISION_START                                   \\\n    do {                                                                \\\n        old_387controlword = _Py_get_387controlword();                  \\\n        new_387controlword = (old_387controlword & ~0x0f00) | 0x0200; \\\n        if (new_387controlword != old_387controlword)                   \\\n            _Py_set_387controlword(new_387controlword);                 \\\n    } while (0)\n#define _Py_SET_53BIT_PRECISION_END                             \\\n    if (new_387controlword != old_387controlword)               \\\n        _Py_set_387controlword(old_387controlword)\n#endif\n\n/* get and set x87 control word for VisualStudio/x86 */\n#if defined(_MSC_VER) && !defined(_WIN64) && !defined(_M_ARM) /* x87 not supported in 64-bit or ARM */\n#define HAVE_PY_SET_53BIT_PRECISION 1\n#define _Py_SET_53BIT_PRECISION_HEADER \\\n    unsigned int old_387controlword, new_387controlword, out_387controlword\n/* We use the __control87_2 function to set only the x87 control word.\n   The SSE control word is unaffected. */\n#define _Py_SET_53BIT_PRECISION_START                                   \\\n    do {                                                                \\\n        __control87_2(0, 0, &old_387controlword, NULL);                 \\\n        new_387controlword =                                            \\\n          (old_387controlword & ~(_MCW_PC | _MCW_RC)) | (_PC_53 | _RC_NEAR); \\\n        if (new_387controlword != old_387controlword)                   \\\n            __control87_2(new_387controlword, _MCW_PC | _MCW_RC,        \\\n                          &out_387controlword, NULL);                   \\\n    } while (0)\n#define _Py_SET_53BIT_PRECISION_END                                     \\\n    do {                                                                \\\n        if (new_387controlword != old_387controlword)                   \\\n            __control87_2(old_387controlword, _MCW_PC | _MCW_RC,        \\\n                          &out_387controlword, NULL);                   \\\n    } while (0)\n#endif\n\n#ifdef HAVE_GCC_ASM_FOR_MC68881\n#define HAVE_PY_SET_53BIT_PRECISION 1\n#define _Py_SET_53BIT_PRECISION_HEADER \\\n  unsigned int old_fpcr, new_fpcr\n#define _Py_SET_53BIT_PRECISION_START                                   \\\n  do {                                                                  \\\n    __asm__ (\"fmove.l %%fpcr,%0\" : \"=g\" (old_fpcr));                    \\\n    /* Set double precision / round to nearest.  */                     \\\n    new_fpcr = (old_fpcr & ~0xf0) | 0x80;                               \\\n    if (new_fpcr != old_fpcr)                                           \\\n      __asm__ volatile (\"fmove.l %0,%%fpcr\" : : \"g\" (new_fpcr));        \\\n  } while (0)\n#define _Py_SET_53BIT_PRECISION_END                                     \\\n  do {                                                                  \\\n    if (new_fpcr != old_fpcr)                                           \\\n      __asm__ volatile (\"fmove.l %0,%%fpcr\" : : \"g\" (old_fpcr));        \\\n  } while (0)\n#endif\n\n/* default definitions are empty */\n#ifndef HAVE_PY_SET_53BIT_PRECISION\n#define _Py_SET_53BIT_PRECISION_HEADER\n#define _Py_SET_53BIT_PRECISION_START\n#define _Py_SET_53BIT_PRECISION_END\n#endif\n\n/* If we can't guarantee 53-bit precision, don't use the code\n   in Python/dtoa.c, but fall back to standard code.  This\n   means that repr of a float will be long (17 sig digits).\n\n   Realistically, there are two things that could go wrong:\n\n   (1) doubles aren't IEEE 754 doubles, or\n   (2) we're on x86 with the rounding precision set to 64-bits\n       (extended precision), and we don't know how to change\n       the rounding precision.\n */\n\n#if !defined(DOUBLE_IS_LITTLE_ENDIAN_IEEE754) && \\\n    !defined(DOUBLE_IS_BIG_ENDIAN_IEEE754) && \\\n    !defined(DOUBLE_IS_ARM_MIXED_ENDIAN_IEEE754)\n#define PY_NO_SHORT_FLOAT_REPR\n#endif\n\n/* double rounding is symptomatic of use of extended precision on x86.  If\n   we're seeing double rounding, and we don't have any mechanism available for\n   changing the FPU rounding precision, then don't use Python/dtoa.c. */\n#if defined(X87_DOUBLE_ROUNDING) && !defined(HAVE_PY_SET_53BIT_PRECISION)\n#define PY_NO_SHORT_FLOAT_REPR\n#endif\n\n\n/* Py_DEPRECATED(version)\n * Declare a variable, type, or function deprecated.\n * The macro must be placed before the declaration.\n * Usage:\n *    Py_DEPRECATED(3.3) extern int old_var;\n *    Py_DEPRECATED(3.4) typedef int T1;\n *    Py_DEPRECATED(3.8) PyAPI_FUNC(int) Py_OldFunction(void);\n */\n#if defined(__GNUC__) \\\n    && ((__GNUC__ >= 4) || (__GNUC__ == 3) && (__GNUC_MINOR__ >= 1))\n#define Py_DEPRECATED(VERSION_UNUSED) __attribute__((__deprecated__))\n#elif defined(_MSC_VER)\n#define Py_DEPRECATED(VERSION) __declspec(deprecated( \\\n                                          \"deprecated in \" #VERSION))\n#else\n#define Py_DEPRECATED(VERSION_UNUSED)\n#endif\n\n#if defined(__clang__)\n#define _Py_COMP_DIAG_PUSH _Pragma(\"clang diagnostic push\")\n#define _Py_COMP_DIAG_IGNORE_DEPR_DECLS \\\n    _Pragma(\"clang diagnostic ignored \\\"-Wdeprecated-declarations\\\"\")\n#define _Py_COMP_DIAG_POP _Pragma(\"clang diagnostic pop\")\n#elif defined(__GNUC__) \\\n    && ((__GNUC__ >= 5) || (__GNUC__ == 4) && (__GNUC_MINOR__ >= 6))\n#define _Py_COMP_DIAG_PUSH _Pragma(\"GCC diagnostic push\")\n#define _Py_COMP_DIAG_IGNORE_DEPR_DECLS \\\n    _Pragma(\"GCC diagnostic ignored \\\"-Wdeprecated-declarations\\\"\")\n#define _Py_COMP_DIAG_POP _Pragma(\"GCC diagnostic pop\")\n#elif defined(_MSC_VER)\n#define _Py_COMP_DIAG_PUSH __pragma(warning(push))\n#define _Py_COMP_DIAG_IGNORE_DEPR_DECLS __pragma(warning(disable: 4996))\n#define _Py_COMP_DIAG_POP __pragma(warning(pop))\n#else\n#define _Py_COMP_DIAG_PUSH\n#define _Py_COMP_DIAG_IGNORE_DEPR_DECLS\n#define _Py_COMP_DIAG_POP\n#endif\n\n/* _Py_HOT_FUNCTION\n * The hot attribute on a function is used to inform the compiler that the\n * function is a hot spot of the compiled program. The function is optimized\n * more aggressively and on many target it is placed into special subsection of\n * the text section so all hot functions appears close together improving\n * locality.\n *\n * Usage:\n *    int _Py_HOT_FUNCTION x(void) { return 3; }\n *\n * Issue #28618: This attribute must not be abused, otherwise it can have a\n * negative effect on performance. Only the functions were Python spend most of\n * its time must use it. Use a profiler when running performance benchmark\n * suite to find these functions.\n */\n#if defined(__GNUC__) \\\n    && ((__GNUC__ >= 5) || (__GNUC__ == 4) && (__GNUC_MINOR__ >= 3))\n#define _Py_HOT_FUNCTION __attribute__((hot))\n#else\n#define _Py_HOT_FUNCTION\n#endif\n\n/* _Py_NO_INLINE\n * Disable inlining on a function. For example, it helps to reduce the C stack\n * consumption.\n *\n * Usage:\n *    int _Py_NO_INLINE x(void) { return 3; }\n */\n#if defined(_MSC_VER)\n#  define _Py_NO_INLINE __declspec(noinline)\n#elif defined(__GNUC__) || defined(__clang__)\n#  define _Py_NO_INLINE __attribute__ ((noinline))\n#else\n#  define _Py_NO_INLINE\n#endif\n\n/**************************************************************************\nPrototypes that are missing from the standard include files on some systems\n(and possibly only some versions of such systems.)\n\nPlease be conservative with adding new ones, document them and enclose them\nin platform-specific #ifdefs.\n**************************************************************************/\n\n#ifdef SOLARIS\n/* Unchecked */\nextern int gethostname(char *, int);\n#endif\n\n#ifdef HAVE__GETPTY\n#include <sys/types.h>          /* we need to import mode_t */\nextern char * _getpty(int *, int, mode_t, int);\n#endif\n\n/* On QNX 6, struct termio must be declared by including sys/termio.h\n   if TCGETA, TCSETA, TCSETAW, or TCSETAF are used.  sys/termio.h must\n   be included before termios.h or it will generate an error. */\n#if defined(HAVE_SYS_TERMIO_H) && !defined(__hpux)\n#include <sys/termio.h>\n#endif\n\n\n/* On 4.4BSD-descendants, ctype functions serves the whole range of\n * wchar_t character set rather than single byte code points only.\n * This characteristic can break some operations of string object\n * including str.upper() and str.split() on UTF-8 locales.  This\n * workaround was provided by Tim Robbins of FreeBSD project.\n */\n\n#if defined(__APPLE__)\n#  define _PY_PORT_CTYPE_UTF8_ISSUE\n#endif\n\n#ifdef _PY_PORT_CTYPE_UTF8_ISSUE\n#ifndef __cplusplus\n   /* The workaround below is unsafe in C++ because\n    * the <locale> defines these symbols as real functions,\n    * with a slightly different signature.\n    * See issue #10910\n    */\n#include <ctype.h>\n#include <wctype.h>\n#undef isalnum\n#define isalnum(c) iswalnum(btowc(c))\n#undef isalpha\n#define isalpha(c) iswalpha(btowc(c))\n#undef islower\n#define islower(c) iswlower(btowc(c))\n#undef isspace\n#define isspace(c) iswspace(btowc(c))\n#undef isupper\n#define isupper(c) iswupper(btowc(c))\n#undef tolower\n#define tolower(c) towlower(btowc(c))\n#undef toupper\n#define toupper(c) towupper(btowc(c))\n#endif\n#endif\n\n\n/* Declarations for symbol visibility.\n\n  PyAPI_FUNC(type): Declares a public Python API function and return type\n  PyAPI_DATA(type): Declares public Python data and its type\n  PyMODINIT_FUNC:   A Python module init function.  If these functions are\n                    inside the Python core, they are private to the core.\n                    If in an extension module, it may be declared with\n                    external linkage depending on the platform.\n\n  As a number of platforms support/require \"__declspec(dllimport/dllexport)\",\n  we support a HAVE_DECLSPEC_DLL macro to save duplication.\n*/\n\n/*\n  All windows ports, except cygwin, are handled in PC/pyconfig.h.\n\n  Cygwin is the only other autoconf platform requiring special\n  linkage handling and it uses __declspec().\n*/\n#if defined(__CYGWIN__)\n#       define HAVE_DECLSPEC_DLL\n#endif\n\n#include \"exports.h\"\n\n/* only get special linkage if built as shared or platform is Cygwin */\n#if defined(Py_ENABLE_SHARED) || defined(__CYGWIN__)\n#       if defined(HAVE_DECLSPEC_DLL)\n#               if defined(Py_BUILD_CORE) && !defined(Py_BUILD_CORE_MODULE)\n#                       define PyAPI_FUNC(RTYPE) Py_EXPORTED_SYMBOL RTYPE\n#                       define PyAPI_DATA(RTYPE) extern Py_EXPORTED_SYMBOL RTYPE\n        /* module init functions inside the core need no external linkage */\n        /* except for Cygwin to handle embedding */\n#                       if defined(__CYGWIN__)\n#                               define PyMODINIT_FUNC Py_EXPORTED_SYMBOL PyObject*\n#                       else /* __CYGWIN__ */\n#                               define PyMODINIT_FUNC PyObject*\n#                       endif /* __CYGWIN__ */\n#               else /* Py_BUILD_CORE */\n        /* Building an extension module, or an embedded situation */\n        /* public Python functions and data are imported */\n        /* Under Cygwin, auto-import functions to prevent compilation */\n        /* failures similar to those described at the bottom of 4.1: */\n        /* http://docs.python.org/extending/windows.html#a-cookbook-approach */\n#                       if !defined(__CYGWIN__)\n#                               define PyAPI_FUNC(RTYPE) Py_IMPORTED_SYMBOL RTYPE\n#                       endif /* !__CYGWIN__ */\n#                       define PyAPI_DATA(RTYPE) extern Py_IMPORTED_SYMBOL RTYPE\n        /* module init functions outside the core must be exported */\n#                       if defined(__cplusplus)\n#                               define PyMODINIT_FUNC extern \"C\" Py_EXPORTED_SYMBOL PyObject*\n#                       else /* __cplusplus */\n#                               define PyMODINIT_FUNC Py_EXPORTED_SYMBOL PyObject*\n#                       endif /* __cplusplus */\n#               endif /* Py_BUILD_CORE */\n#       endif /* HAVE_DECLSPEC_DLL */\n#endif /* Py_ENABLE_SHARED */\n\n/* If no external linkage macros defined by now, create defaults */\n#ifndef PyAPI_FUNC\n#       define PyAPI_FUNC(RTYPE) Py_EXPORTED_SYMBOL RTYPE\n#endif\n#ifndef PyAPI_DATA\n#       define PyAPI_DATA(RTYPE) extern Py_EXPORTED_SYMBOL RTYPE\n#endif\n#ifndef PyMODINIT_FUNC\n#       if defined(__cplusplus)\n#               define PyMODINIT_FUNC extern \"C\" Py_EXPORTED_SYMBOL PyObject*\n#       else /* __cplusplus */\n#               define PyMODINIT_FUNC Py_EXPORTED_SYMBOL PyObject*\n#       endif /* __cplusplus */\n#endif\n\n/* limits.h constants that may be missing */\n\n#ifndef INT_MAX\n#define INT_MAX 2147483647\n#endif\n\n#ifndef LONG_MAX\n#if SIZEOF_LONG == 4\n#define LONG_MAX 0X7FFFFFFFL\n#elif SIZEOF_LONG == 8\n#define LONG_MAX 0X7FFFFFFFFFFFFFFFL\n#else\n#error \"could not set LONG_MAX in pyport.h\"\n#endif\n#endif\n\n#ifndef LONG_MIN\n#define LONG_MIN (-LONG_MAX-1)\n#endif\n\n#ifndef LONG_BIT\n#define LONG_BIT (8 * SIZEOF_LONG)\n#endif\n\n#if LONG_BIT != 8 * SIZEOF_LONG\n/* 04-Oct-2000 LONG_BIT is apparently (mis)defined as 64 on some recent\n * 32-bit platforms using gcc.  We try to catch that here at compile-time\n * rather than waiting for integer multiplication to trigger bogus\n * overflows.\n */\n#error \"LONG_BIT definition appears wrong for platform (bad gcc/glibc config?).\"\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n\n/*\n * Hide GCC attributes from compilers that don't support them.\n */\n#if (!defined(__GNUC__) || __GNUC__ < 2 || \\\n     (__GNUC__ == 2 && __GNUC_MINOR__ < 7) )\n#define Py_GCC_ATTRIBUTE(x)\n#else\n#define Py_GCC_ATTRIBUTE(x) __attribute__(x)\n#endif\n\n/*\n * Specify alignment on compilers that support it.\n */\n#if defined(__GNUC__) && __GNUC__ >= 3\n#define Py_ALIGNED(x) __attribute__((aligned(x)))\n#else\n#define Py_ALIGNED(x)\n#endif\n\n/* Eliminate end-of-loop code not reached warnings from SunPro C\n * when using do{...}while(0) macros\n */\n#ifdef __SUNPRO_C\n#pragma error_messages (off,E_END_OF_LOOP_CODE_NOT_REACHED)\n#endif\n\n#ifndef Py_LL\n#define Py_LL(x) x##LL\n#endif\n\n#ifndef Py_ULL\n#define Py_ULL(x) Py_LL(x##U)\n#endif\n\n#define Py_VA_COPY va_copy\n\n/*\n * Convenient macros to deal with endianness of the platform. WORDS_BIGENDIAN is\n * detected by configure and defined in pyconfig.h. The code in pyconfig.h\n * also takes care of Apple's universal builds.\n */\n\n#ifdef WORDS_BIGENDIAN\n#  define PY_BIG_ENDIAN 1\n#  define PY_LITTLE_ENDIAN 0\n#else\n#  define PY_BIG_ENDIAN 0\n#  define PY_LITTLE_ENDIAN 1\n#endif\n\n#ifdef Py_BUILD_CORE\n/*\n * Macros to protect CRT calls against instant termination when passed an\n * invalid parameter (issue23524).\n */\n#if defined _MSC_VER && _MSC_VER >= 1900\n\nextern _invalid_parameter_handler _Py_silent_invalid_parameter_handler;\n#define _Py_BEGIN_SUPPRESS_IPH { _invalid_parameter_handler _Py_old_handler = \\\n    _set_thread_local_invalid_parameter_handler(_Py_silent_invalid_parameter_handler);\n#define _Py_END_SUPPRESS_IPH _set_thread_local_invalid_parameter_handler(_Py_old_handler); }\n\n#else\n\n#define _Py_BEGIN_SUPPRESS_IPH\n#define _Py_END_SUPPRESS_IPH\n\n#endif /* _MSC_VER >= 1900 */\n#endif /* Py_BUILD_CORE */\n\n#ifdef __ANDROID__\n   /* The Android langinfo.h header is not used. */\n#  undef HAVE_LANGINFO_H\n#  undef CODESET\n#endif\n\n/* Maximum value of the Windows DWORD type */\n#define PY_DWORD_MAX 4294967295U\n\n/* This macro used to tell whether Python was built with multithreading\n * enabled.  Now multithreading is always enabled, but keep the macro\n * for compatibility.\n */\n#ifndef WITH_THREAD\n#  define WITH_THREAD\n#endif\n\n/* Check that ALT_SOABI is consistent with Py_TRACE_REFS:\n   ./configure --with-trace-refs should must be used to define Py_TRACE_REFS */\n#if defined(ALT_SOABI) && defined(Py_TRACE_REFS)\n#  error \"Py_TRACE_REFS ABI is not compatible with release and debug ABI\"\n#endif\n\n#if defined(__ANDROID__) || defined(__VXWORKS__)\n   /* Ignore the locale encoding: force UTF-8 */\n#  define _Py_FORCE_UTF8_LOCALE\n#endif\n\n#if defined(_Py_FORCE_UTF8_LOCALE) || defined(__APPLE__)\n   /* Use UTF-8 as filesystem encoding */\n#  define _Py_FORCE_UTF8_FS_ENCODING\n#endif\n\n/* Mark a function which cannot return. Example:\n   PyAPI_FUNC(void) _Py_NO_RETURN PyThread_exit_thread(void);\n\n   XLC support is intentionally omitted due to bpo-40244 */\n#if defined(__clang__) || \\\n    (defined(__GNUC__) && \\\n     ((__GNUC__ >= 3) || \\\n      (__GNUC__ == 2) && (__GNUC_MINOR__ >= 5)))\n#  define _Py_NO_RETURN __attribute__((__noreturn__))\n#elif defined(_MSC_VER)\n#  define _Py_NO_RETURN __declspec(noreturn)\n#else\n#  define _Py_NO_RETURN\n#endif\n\n\n// Preprocessor check for a builtin preprocessor function. Always return 0\n// if __has_builtin() macro is not defined.\n//\n// __has_builtin() is available on clang and GCC 10.\n#ifdef __has_builtin\n#  define _Py__has_builtin(x) __has_builtin(x)\n#else\n#  define _Py__has_builtin(x) 0\n#endif\n\n\n#endif /* Py_PYPORT_H */\n"
  },
  {
    "path": "LView/external_includes/pystate.h",
    "content": "/* Thread and interpreter state structures and their interfaces */\n\n\n#ifndef Py_PYSTATE_H\n#define Py_PYSTATE_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* This limitation is for performance and simplicity. If needed it can be\nremoved (with effort). */\n#define MAX_CO_EXTRA_USERS 255\n\n/* Forward declarations for PyFrameObject, PyThreadState\n   and PyInterpreterState */\nstruct _ts;\nstruct _is;\n\n/* struct _ts is defined in cpython/pystate.h */\ntypedef struct _ts PyThreadState;\n/* struct _is is defined in internal/pycore_interp.h */\ntypedef struct _is PyInterpreterState;\n\nPyAPI_FUNC(PyInterpreterState *) PyInterpreterState_New(void);\nPyAPI_FUNC(void) PyInterpreterState_Clear(PyInterpreterState *);\nPyAPI_FUNC(void) PyInterpreterState_Delete(PyInterpreterState *);\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03090000\n/* New in 3.9 */\n/* Get the current interpreter state.\n\n   Issue a fatal error if there no current Python thread state or no current\n   interpreter. It cannot return NULL.\n\n   The caller must hold the GIL. */\nPyAPI_FUNC(PyInterpreterState *) PyInterpreterState_Get(void);\n#endif\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03080000\n/* New in 3.8 */\nPyAPI_FUNC(PyObject *) PyInterpreterState_GetDict(PyInterpreterState *);\n#endif\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03070000\n/* New in 3.7 */\nPyAPI_FUNC(int64_t) PyInterpreterState_GetID(PyInterpreterState *);\n#endif\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\n\n/* State unique per thread */\n\n/* New in 3.3 */\nPyAPI_FUNC(int) PyState_AddModule(PyObject*, struct PyModuleDef*);\nPyAPI_FUNC(int) PyState_RemoveModule(struct PyModuleDef*);\n#endif\nPyAPI_FUNC(PyObject*) PyState_FindModule(struct PyModuleDef*);\n\nPyAPI_FUNC(PyThreadState *) PyThreadState_New(PyInterpreterState *);\nPyAPI_FUNC(void) PyThreadState_Clear(PyThreadState *);\nPyAPI_FUNC(void) PyThreadState_Delete(PyThreadState *);\n\n/* Get the current thread state.\n\n   When the current thread state is NULL, this issues a fatal error (so that\n   the caller needn't check for NULL).\n\n   The caller must hold the GIL.\n\n   See also PyThreadState_GET() and _PyThreadState_GET(). */\nPyAPI_FUNC(PyThreadState *) PyThreadState_Get(void);\n\n/* Get the current Python thread state.\n\n   Macro using PyThreadState_Get() or _PyThreadState_GET() depending if\n   pycore_pystate.h is included or not (this header redefines the macro).\n\n   If PyThreadState_Get() is used, issue a fatal error if the current thread\n   state is NULL.\n\n   See also PyThreadState_Get() and _PyThreadState_GET(). */\n#define PyThreadState_GET() PyThreadState_Get()\n\nPyAPI_FUNC(PyThreadState *) PyThreadState_Swap(PyThreadState *);\nPyAPI_FUNC(PyObject *) PyThreadState_GetDict(void);\nPyAPI_FUNC(int) PyThreadState_SetAsyncExc(unsigned long, PyObject *);\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03090000\n/* New in 3.9 */\nPyAPI_FUNC(PyInterpreterState*) PyThreadState_GetInterpreter(PyThreadState *tstate);\nPyAPI_FUNC(PyFrameObject*) PyThreadState_GetFrame(PyThreadState *tstate);\nPyAPI_FUNC(uint64_t) PyThreadState_GetID(PyThreadState *tstate);\n#endif\n\ntypedef\n    enum {PyGILState_LOCKED, PyGILState_UNLOCKED}\n        PyGILState_STATE;\n\n\n/* Ensure that the current thread is ready to call the Python\n   C API, regardless of the current state of Python, or of its\n   thread lock.  This may be called as many times as desired\n   by a thread so long as each call is matched with a call to\n   PyGILState_Release().  In general, other thread-state APIs may\n   be used between _Ensure() and _Release() calls, so long as the\n   thread-state is restored to its previous state before the Release().\n   For example, normal use of the Py_BEGIN_ALLOW_THREADS/\n   Py_END_ALLOW_THREADS macros are acceptable.\n\n   The return value is an opaque \"handle\" to the thread state when\n   PyGILState_Ensure() was called, and must be passed to\n   PyGILState_Release() to ensure Python is left in the same state. Even\n   though recursive calls are allowed, these handles can *not* be shared -\n   each unique call to PyGILState_Ensure must save the handle for its\n   call to PyGILState_Release.\n\n   When the function returns, the current thread will hold the GIL.\n\n   Failure is a fatal error.\n*/\nPyAPI_FUNC(PyGILState_STATE) PyGILState_Ensure(void);\n\n/* Release any resources previously acquired.  After this call, Python's\n   state will be the same as it was prior to the corresponding\n   PyGILState_Ensure() call (but generally this state will be unknown to\n   the caller, hence the use of the GILState API.)\n\n   Every call to PyGILState_Ensure must be matched by a call to\n   PyGILState_Release on the same thread.\n*/\nPyAPI_FUNC(void) PyGILState_Release(PyGILState_STATE);\n\n/* Helper/diagnostic function - get the current thread state for\n   this thread.  May return NULL if no GILState API has been used\n   on the current thread.  Note that the main thread always has such a\n   thread-state, even if no auto-thread-state call has been made\n   on the main thread.\n*/\nPyAPI_FUNC(PyThreadState *) PyGILState_GetThisThreadState(void);\n\n\n#ifndef Py_LIMITED_API\n#  define Py_CPYTHON_PYSTATE_H\n#  include  \"cpython/pystate.h\"\n#  undef Py_CPYTHON_PYSTATE_H\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_PYSTATE_H */\n"
  },
  {
    "path": "LView/external_includes/pystrcmp.h",
    "content": "#ifndef Py_STRCMP_H\n#define Py_STRCMP_H\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\nPyAPI_FUNC(int) PyOS_mystrnicmp(const char *, const char *, Py_ssize_t);\nPyAPI_FUNC(int) PyOS_mystricmp(const char *, const char *);\n\n#ifdef MS_WINDOWS\n#define PyOS_strnicmp strnicmp\n#define PyOS_stricmp stricmp\n#else\n#define PyOS_strnicmp PyOS_mystrnicmp\n#define PyOS_stricmp PyOS_mystricmp\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif /* !Py_STRCMP_H */\n"
  },
  {
    "path": "LView/external_includes/pystrhex.h",
    "content": "#ifndef Py_STRHEX_H\n#define Py_STRHEX_H\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_LIMITED_API\n/* Returns a str() containing the hex representation of argbuf. */\nPyAPI_FUNC(PyObject*) _Py_strhex(const char* argbuf, const Py_ssize_t arglen);\n/* Returns a bytes() containing the ASCII hex representation of argbuf. */\nPyAPI_FUNC(PyObject*) _Py_strhex_bytes(const char* argbuf, const Py_ssize_t arglen);\n/* These variants include support for a separator between every N bytes: */\nPyAPI_FUNC(PyObject*) _Py_strhex_with_sep(const char* argbuf, const Py_ssize_t arglen, const PyObject* sep, const int bytes_per_group);\nPyAPI_FUNC(PyObject*) _Py_strhex_bytes_with_sep(const char* argbuf, const Py_ssize_t arglen, const PyObject* sep, const int bytes_per_group);\n#endif /* !Py_LIMITED_API */\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif /* !Py_STRHEX_H */\n"
  },
  {
    "path": "LView/external_includes/pystrtod.h",
    "content": "#ifndef Py_STRTOD_H\n#define Py_STRTOD_H\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n\nPyAPI_FUNC(double) PyOS_string_to_double(const char *str,\n                                         char **endptr,\n                                         PyObject *overflow_exception);\n\n/* The caller is responsible for calling PyMem_Free to free the buffer\n   that's is returned. */\nPyAPI_FUNC(char *) PyOS_double_to_string(double val,\n                                         char format_code,\n                                         int precision,\n                                         int flags,\n                                         int *type);\n\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(PyObject *) _Py_string_to_number_with_underscores(\n    const char *str, Py_ssize_t len, const char *what, PyObject *obj, void *arg,\n    PyObject *(*innerfunc)(const char *, Py_ssize_t, void *));\n\nPyAPI_FUNC(double) _Py_parse_inf_or_nan(const char *p, char **endptr);\n#endif\n\n\n/* PyOS_double_to_string's \"flags\" parameter can be set to 0 or more of: */\n#define Py_DTSF_SIGN      0x01 /* always add the sign */\n#define Py_DTSF_ADD_DOT_0 0x02 /* if the result is an integer add \".0\" */\n#define Py_DTSF_ALT       0x04 /* \"alternate\" formatting. it's format_code\n                                  specific */\n\n/* PyOS_double_to_string's \"type\", if non-NULL, will be set to one of: */\n#define Py_DTST_FINITE 0\n#define Py_DTST_INFINITE 1\n#define Py_DTST_NAN 2\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif /* !Py_STRTOD_H */\n"
  },
  {
    "path": "LView/external_includes/pythonrun.h",
    "content": "\n/* Interfaces to parse and execute pieces of python code */\n\n#ifndef Py_PYTHONRUN_H\n#define Py_PYTHONRUN_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(int) PyRun_SimpleStringFlags(const char *, PyCompilerFlags *);\nPyAPI_FUNC(int) PyRun_AnyFileExFlags(\n    FILE *fp,\n    const char *filename,       /* decoded from the filesystem encoding */\n    int closeit,\n    PyCompilerFlags *flags);\nPyAPI_FUNC(int) PyRun_SimpleFileExFlags(\n    FILE *fp,\n    const char *filename,       /* decoded from the filesystem encoding */\n    int closeit,\n    PyCompilerFlags *flags);\nPyAPI_FUNC(int) PyRun_InteractiveOneFlags(\n    FILE *fp,\n    const char *filename,       /* decoded from the filesystem encoding */\n    PyCompilerFlags *flags);\nPyAPI_FUNC(int) PyRun_InteractiveOneObject(\n    FILE *fp,\n    PyObject *filename,\n    PyCompilerFlags *flags);\nPyAPI_FUNC(int) PyRun_InteractiveLoopFlags(\n    FILE *fp,\n    const char *filename,       /* decoded from the filesystem encoding */\n    PyCompilerFlags *flags);\n\nPyAPI_FUNC(struct _mod *) PyParser_ASTFromString(\n    const char *s,\n    const char *filename,       /* decoded from the filesystem encoding */\n    int start,\n    PyCompilerFlags *flags,\n    PyArena *arena);\nPyAPI_FUNC(struct _mod *) PyParser_ASTFromStringObject(\n    const char *s,\n    PyObject *filename,\n    int start,\n    PyCompilerFlags *flags,\n    PyArena *arena);\nPyAPI_FUNC(struct _mod *) PyParser_ASTFromFile(\n    FILE *fp,\n    const char *filename,       /* decoded from the filesystem encoding */\n    const char* enc,\n    int start,\n    const char *ps1,\n    const char *ps2,\n    PyCompilerFlags *flags,\n    int *errcode,\n    PyArena *arena);\nPyAPI_FUNC(struct _mod *) PyParser_ASTFromFileObject(\n    FILE *fp,\n    PyObject *filename,\n    const char* enc,\n    int start,\n    const char *ps1,\n    const char *ps2,\n    PyCompilerFlags *flags,\n    int *errcode,\n    PyArena *arena);\n#endif\n\n#ifndef PyParser_SimpleParseString\n#define PyParser_SimpleParseString(S, B) \\\n    PyParser_SimpleParseStringFlags(S, B, 0)\n#define PyParser_SimpleParseFile(FP, S, B) \\\n    PyParser_SimpleParseFileFlags(FP, S, B, 0)\n#endif\n\n#ifndef Py_BUILD_CORE\nPy_DEPRECATED(3.9)\n#endif\nPyAPI_FUNC(struct _node *) PyParser_SimpleParseStringFlags(const char *, int, int);\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\n#ifndef Py_BUILD_CORE\nPy_DEPRECATED(3.9)\n#endif\nPyAPI_FUNC(struct _node *) PyParser_SimpleParseStringFlagsFilename(const char *,\n                                                                   const char *,\n                                                                   int, int);\n#endif\n#ifndef Py_BUILD_CORE\nPy_DEPRECATED(3.9)\n#endif\nPyAPI_FUNC(struct _node *) PyParser_SimpleParseFileFlags(FILE *, const char *, int, int);\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(PyObject *) PyRun_StringFlags(const char *, int, PyObject *,\n                                         PyObject *, PyCompilerFlags *);\n\nPyAPI_FUNC(PyObject *) PyRun_FileExFlags(\n    FILE *fp,\n    const char *filename,       /* decoded from the filesystem encoding */\n    int start,\n    PyObject *globals,\n    PyObject *locals,\n    int closeit,\n    PyCompilerFlags *flags);\n#endif\n\n#ifdef Py_LIMITED_API\nPyAPI_FUNC(PyObject *) Py_CompileString(const char *, const char *, int);\n#else\n#define Py_CompileString(str, p, s) Py_CompileStringExFlags(str, p, s, NULL, -1)\n#define Py_CompileStringFlags(str, p, s, f) Py_CompileStringExFlags(str, p, s, f, -1)\nPyAPI_FUNC(PyObject *) Py_CompileStringExFlags(\n    const char *str,\n    const char *filename,       /* decoded from the filesystem encoding */\n    int start,\n    PyCompilerFlags *flags,\n    int optimize);\nPyAPI_FUNC(PyObject *) Py_CompileStringObject(\n    const char *str,\n    PyObject *filename, int start,\n    PyCompilerFlags *flags,\n    int optimize);\n#endif\nPyAPI_FUNC(struct symtable *) Py_SymtableString(\n    const char *str,\n    const char *filename,       /* decoded from the filesystem encoding */\n    int start);\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(const char *) _Py_SourceAsString(\n    PyObject *cmd,\n    const char *funcname,\n    const char *what,\n    PyCompilerFlags *cf,\n    PyObject **cmd_copy);\n\nPyAPI_FUNC(struct symtable *) Py_SymtableStringObject(\n    const char *str,\n    PyObject *filename,\n    int start);\n\nPyAPI_FUNC(struct symtable *) _Py_SymtableStringObjectFlags(\n    const char *str,\n    PyObject *filename,\n    int start,\n    PyCompilerFlags *flags);\n#endif\n\nPyAPI_FUNC(void) PyErr_Print(void);\nPyAPI_FUNC(void) PyErr_PrintEx(int);\nPyAPI_FUNC(void) PyErr_Display(PyObject *, PyObject *, PyObject *);\n\n#ifndef Py_LIMITED_API\n/* A function flavor is also exported by libpython. It is required when\n    libpython is accessed directly rather than using header files which defines\n    macros below. On Windows, for example, PyAPI_FUNC() uses dllexport to\n    export functions in pythonXX.dll. */\nPyAPI_FUNC(PyObject *) PyRun_String(const char *str, int s, PyObject *g, PyObject *l);\nPyAPI_FUNC(int) PyRun_AnyFile(FILE *fp, const char *name);\nPyAPI_FUNC(int) PyRun_AnyFileEx(FILE *fp, const char *name, int closeit);\nPyAPI_FUNC(int) PyRun_AnyFileFlags(FILE *, const char *, PyCompilerFlags *);\nPyAPI_FUNC(int) PyRun_SimpleString(const char *s);\nPyAPI_FUNC(int) PyRun_SimpleFile(FILE *f, const char *p);\nPyAPI_FUNC(int) PyRun_SimpleFileEx(FILE *f, const char *p, int c);\nPyAPI_FUNC(int) PyRun_InteractiveOne(FILE *f, const char *p);\nPyAPI_FUNC(int) PyRun_InteractiveLoop(FILE *f, const char *p);\nPyAPI_FUNC(PyObject *) PyRun_File(FILE *fp, const char *p, int s, PyObject *g, PyObject *l);\nPyAPI_FUNC(PyObject *) PyRun_FileEx(FILE *fp, const char *p, int s, PyObject *g, PyObject *l, int c);\nPyAPI_FUNC(PyObject *) PyRun_FileFlags(FILE *fp, const char *p, int s, PyObject *g, PyObject *l, PyCompilerFlags *flags);\n\n/* Use macros for a bunch of old variants */\n#define PyRun_String(str, s, g, l) PyRun_StringFlags(str, s, g, l, NULL)\n#define PyRun_AnyFile(fp, name) PyRun_AnyFileExFlags(fp, name, 0, NULL)\n#define PyRun_AnyFileEx(fp, name, closeit) \\\n    PyRun_AnyFileExFlags(fp, name, closeit, NULL)\n#define PyRun_AnyFileFlags(fp, name, flags) \\\n    PyRun_AnyFileExFlags(fp, name, 0, flags)\n#define PyRun_SimpleString(s) PyRun_SimpleStringFlags(s, NULL)\n#define PyRun_SimpleFile(f, p) PyRun_SimpleFileExFlags(f, p, 0, NULL)\n#define PyRun_SimpleFileEx(f, p, c) PyRun_SimpleFileExFlags(f, p, c, NULL)\n#define PyRun_InteractiveOne(f, p) PyRun_InteractiveOneFlags(f, p, NULL)\n#define PyRun_InteractiveLoop(f, p) PyRun_InteractiveLoopFlags(f, p, NULL)\n#define PyRun_File(fp, p, s, g, l) \\\n    PyRun_FileExFlags(fp, p, s, g, l, 0, NULL)\n#define PyRun_FileEx(fp, p, s, g, l, c) \\\n    PyRun_FileExFlags(fp, p, s, g, l, c, NULL)\n#define PyRun_FileFlags(fp, p, s, g, l, flags) \\\n    PyRun_FileExFlags(fp, p, s, g, l, 0, flags)\n#endif\n\n/* Stuff with no proper home (yet) */\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(char *) PyOS_Readline(FILE *, FILE *, const char *);\n#endif\nPyAPI_DATA(int) (*PyOS_InputHook)(void);\nPyAPI_DATA(char) *(*PyOS_ReadlineFunctionPointer)(FILE *, FILE *, const char *);\n#ifndef Py_LIMITED_API\nPyAPI_DATA(PyThreadState*) _PyOS_ReadlineTState;\n#endif\n\n/* Stack size, in \"pointers\" (so we get extra safety margins\n   on 64-bit platforms).  On a 32-bit platform, this translates\n   to an 8k margin. */\n#define PYOS_STACK_MARGIN 2048\n\n#if defined(WIN32) && !defined(MS_WIN64) && !defined(_M_ARM) && defined(_MSC_VER) && _MSC_VER >= 1300\n/* Enable stack checking under Microsoft C */\n#define USE_STACKCHECK\n#endif\n\n#ifdef USE_STACKCHECK\n/* Check that we aren't overflowing our stack */\nPyAPI_FUNC(int) PyOS_CheckStack(void);\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_PYTHONRUN_H */\n"
  },
  {
    "path": "LView/external_includes/pythread.h",
    "content": "\n#ifndef Py_PYTHREAD_H\n#define Py_PYTHREAD_H\n\ntypedef void *PyThread_type_lock;\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* Return status codes for Python lock acquisition.  Chosen for maximum\n * backwards compatibility, ie failure -> 0, success -> 1.  */\ntypedef enum PyLockStatus {\n    PY_LOCK_FAILURE = 0,\n    PY_LOCK_ACQUIRED = 1,\n    PY_LOCK_INTR\n} PyLockStatus;\n\n#ifndef Py_LIMITED_API\n#define PYTHREAD_INVALID_THREAD_ID ((unsigned long)-1)\n#endif\n\nPyAPI_FUNC(void) PyThread_init_thread(void);\nPyAPI_FUNC(unsigned long) PyThread_start_new_thread(void (*)(void *), void *);\nPyAPI_FUNC(void) _Py_NO_RETURN PyThread_exit_thread(void);\nPyAPI_FUNC(unsigned long) PyThread_get_thread_ident(void);\n\n#if defined(__APPLE__) || defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(_WIN32) || defined(_AIX)\n#define PY_HAVE_THREAD_NATIVE_ID\nPyAPI_FUNC(unsigned long) PyThread_get_thread_native_id(void);\n#endif\n\nPyAPI_FUNC(PyThread_type_lock) PyThread_allocate_lock(void);\nPyAPI_FUNC(void) PyThread_free_lock(PyThread_type_lock);\nPyAPI_FUNC(int) PyThread_acquire_lock(PyThread_type_lock, int);\n#define WAIT_LOCK       1\n#define NOWAIT_LOCK     0\n\n#ifndef Py_LIMITED_API\n#ifdef HAVE_FORK\n/* Private function to reinitialize a lock at fork in the child process.\n   Reset the lock to the unlocked state.\n   Return 0 on success, return -1 on error. */\nPyAPI_FUNC(int) _PyThread_at_fork_reinit(PyThread_type_lock *lock);\n#endif  /* HAVE_FORK */\n#endif  /* !Py_LIMITED_API */\n\n/* PY_TIMEOUT_T is the integral type used to specify timeouts when waiting\n   on a lock (see PyThread_acquire_lock_timed() below).\n   PY_TIMEOUT_MAX is the highest usable value (in microseconds) of that\n   type, and depends on the system threading API.\n\n   NOTE: this isn't the same value as `_thread.TIMEOUT_MAX`.  The _thread\n   module exposes a higher-level API, with timeouts expressed in seconds\n   and floating-point numbers allowed.\n*/\n#define PY_TIMEOUT_T long long\n\n#if defined(_POSIX_THREADS)\n   /* PyThread_acquire_lock_timed() uses _PyTime_FromNanoseconds(us * 1000),\n      convert microseconds to nanoseconds. */\n#  define PY_TIMEOUT_MAX (LLONG_MAX / 1000)\n#elif defined (NT_THREADS)\n   /* In the NT API, the timeout is a DWORD and is expressed in milliseconds */\n#  if 0xFFFFFFFFLL * 1000 < LLONG_MAX\n#    define PY_TIMEOUT_MAX (0xFFFFFFFFLL * 1000)\n#  else\n#    define PY_TIMEOUT_MAX LLONG_MAX\n#  endif\n#else\n#  define PY_TIMEOUT_MAX LLONG_MAX\n#endif\n\n\n/* If microseconds == 0, the call is non-blocking: it returns immediately\n   even when the lock can't be acquired.\n   If microseconds > 0, the call waits up to the specified duration.\n   If microseconds < 0, the call waits until success (or abnormal failure)\n\n   microseconds must be less than PY_TIMEOUT_MAX. Behaviour otherwise is\n   undefined.\n\n   If intr_flag is true and the acquire is interrupted by a signal, then the\n   call will return PY_LOCK_INTR.  The caller may reattempt to acquire the\n   lock.\n*/\nPyAPI_FUNC(PyLockStatus) PyThread_acquire_lock_timed(PyThread_type_lock,\n                                                     PY_TIMEOUT_T microseconds,\n                                                     int intr_flag);\n\nPyAPI_FUNC(void) PyThread_release_lock(PyThread_type_lock);\n\nPyAPI_FUNC(size_t) PyThread_get_stacksize(void);\nPyAPI_FUNC(int) PyThread_set_stacksize(size_t);\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\nPyAPI_FUNC(PyObject*) PyThread_GetInfo(void);\n#endif\n\n\n/* Thread Local Storage (TLS) API\n   TLS API is DEPRECATED.  Use Thread Specific Storage (TSS) API.\n\n   The existing TLS API has used int to represent TLS keys across all\n   platforms, but it is not POSIX-compliant.  Therefore, the new TSS API uses\n   opaque data type to represent TSS keys to be compatible (see PEP 539).\n*/\nPy_DEPRECATED(3.7) PyAPI_FUNC(int) PyThread_create_key(void);\nPy_DEPRECATED(3.7) PyAPI_FUNC(void) PyThread_delete_key(int key);\nPy_DEPRECATED(3.7) PyAPI_FUNC(int) PyThread_set_key_value(int key,\n                                                          void *value);\nPy_DEPRECATED(3.7) PyAPI_FUNC(void *) PyThread_get_key_value(int key);\nPy_DEPRECATED(3.7) PyAPI_FUNC(void) PyThread_delete_key_value(int key);\n\n/* Cleanup after a fork */\nPy_DEPRECATED(3.7) PyAPI_FUNC(void) PyThread_ReInitTLS(void);\n\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03070000\n/* New in 3.7 */\n/* Thread Specific Storage (TSS) API */\n\ntypedef struct _Py_tss_t Py_tss_t;  /* opaque */\n\n#ifndef Py_LIMITED_API\n#if defined(_POSIX_THREADS)\n    /* Darwin needs pthread.h to know type name the pthread_key_t. */\n#   include <pthread.h>\n#   define NATIVE_TSS_KEY_T     pthread_key_t\n#elif defined(NT_THREADS)\n    /* In Windows, native TSS key type is DWORD,\n       but hardcode the unsigned long to avoid errors for include directive.\n    */\n#   define NATIVE_TSS_KEY_T     unsigned long\n#else\n#   error \"Require native threads. See https://bugs.python.org/issue31370\"\n#endif\n\n/* When Py_LIMITED_API is not defined, the type layout of Py_tss_t is\n   exposed to allow static allocation in the API clients.  Even in this case,\n   you must handle TSS keys through API functions due to compatibility.\n*/\nstruct _Py_tss_t {\n    int _is_initialized;\n    NATIVE_TSS_KEY_T _key;\n};\n\n#undef NATIVE_TSS_KEY_T\n\n/* When static allocation, you must initialize with Py_tss_NEEDS_INIT. */\n#define Py_tss_NEEDS_INIT   {0}\n#endif  /* !Py_LIMITED_API */\n\nPyAPI_FUNC(Py_tss_t *) PyThread_tss_alloc(void);\nPyAPI_FUNC(void) PyThread_tss_free(Py_tss_t *key);\n\n/* The parameter key must not be NULL. */\nPyAPI_FUNC(int) PyThread_tss_is_created(Py_tss_t *key);\nPyAPI_FUNC(int) PyThread_tss_create(Py_tss_t *key);\nPyAPI_FUNC(void) PyThread_tss_delete(Py_tss_t *key);\nPyAPI_FUNC(int) PyThread_tss_set(Py_tss_t *key, void *value);\nPyAPI_FUNC(void *) PyThread_tss_get(Py_tss_t *key);\n#endif  /* New in 3.7 */\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif /* !Py_PYTHREAD_H */\n"
  },
  {
    "path": "LView/external_includes/pytime.h",
    "content": "#ifndef Py_LIMITED_API\n#ifndef Py_PYTIME_H\n#define Py_PYTIME_H\n\n#include \"pyconfig.h\" /* include for defines */\n#include \"object.h\"\n\n/**************************************************************************\nSymbols and macros to supply platform-independent interfaces to time related\nfunctions and constants\n**************************************************************************/\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* _PyTime_t: Python timestamp with subsecond precision. It can be used to\n   store a duration, and so indirectly a date (related to another date, like\n   UNIX epoch). */\ntypedef int64_t _PyTime_t;\n#define _PyTime_MIN INT64_MIN\n#define _PyTime_MAX INT64_MAX\n\ntypedef enum {\n    /* Round towards minus infinity (-inf).\n       For example, used to read a clock. */\n    _PyTime_ROUND_FLOOR=0,\n    /* Round towards infinity (+inf).\n       For example, used for timeout to wait \"at least\" N seconds. */\n    _PyTime_ROUND_CEILING=1,\n    /* Round to nearest with ties going to nearest even integer.\n       For example, used to round from a Python float. */\n    _PyTime_ROUND_HALF_EVEN=2,\n    /* Round away from zero\n       For example, used for timeout. _PyTime_ROUND_CEILING rounds\n       -1e-9 to 0 milliseconds which causes bpo-31786 issue.\n       _PyTime_ROUND_UP rounds -1e-9 to -1 millisecond which keeps\n       the timeout sign as expected. select.poll(timeout) must block\n       for negative values.\" */\n    _PyTime_ROUND_UP=3,\n    /* _PyTime_ROUND_TIMEOUT (an alias for _PyTime_ROUND_UP) should be\n       used for timeouts. */\n    _PyTime_ROUND_TIMEOUT = _PyTime_ROUND_UP\n} _PyTime_round_t;\n\n\n/* Convert a time_t to a PyLong. */\nPyAPI_FUNC(PyObject *) _PyLong_FromTime_t(\n    time_t sec);\n\n/* Convert a PyLong to a time_t. */\nPyAPI_FUNC(time_t) _PyLong_AsTime_t(\n    PyObject *obj);\n\n/* Convert a number of seconds, int or float, to time_t. */\nPyAPI_FUNC(int) _PyTime_ObjectToTime_t(\n    PyObject *obj,\n    time_t *sec,\n    _PyTime_round_t);\n\n/* Convert a number of seconds, int or float, to a timeval structure.\n   usec is in the range [0; 999999] and rounded towards zero.\n   For example, -1.2 is converted to (-2, 800000). */\nPyAPI_FUNC(int) _PyTime_ObjectToTimeval(\n    PyObject *obj,\n    time_t *sec,\n    long *usec,\n    _PyTime_round_t);\n\n/* Convert a number of seconds, int or float, to a timespec structure.\n   nsec is in the range [0; 999999999] and rounded towards zero.\n   For example, -1.2 is converted to (-2, 800000000). */\nPyAPI_FUNC(int) _PyTime_ObjectToTimespec(\n    PyObject *obj,\n    time_t *sec,\n    long *nsec,\n    _PyTime_round_t);\n\n\n/* Create a timestamp from a number of seconds. */\nPyAPI_FUNC(_PyTime_t) _PyTime_FromSeconds(int seconds);\n\n/* Macro to create a timestamp from a number of seconds, no integer overflow.\n   Only use the macro for small values, prefer _PyTime_FromSeconds(). */\n#define _PYTIME_FROMSECONDS(seconds) \\\n            ((_PyTime_t)(seconds) * (1000 * 1000 * 1000))\n\n/* Create a timestamp from a number of nanoseconds. */\nPyAPI_FUNC(_PyTime_t) _PyTime_FromNanoseconds(_PyTime_t ns);\n\n/* Create a timestamp from nanoseconds (Python int). */\nPyAPI_FUNC(int) _PyTime_FromNanosecondsObject(_PyTime_t *t,\n    PyObject *obj);\n\n/* Convert a number of seconds (Python float or int) to a timetamp.\n   Raise an exception and return -1 on error, return 0 on success. */\nPyAPI_FUNC(int) _PyTime_FromSecondsObject(_PyTime_t *t,\n    PyObject *obj,\n    _PyTime_round_t round);\n\n/* Convert a number of milliseconds (Python float or int, 10^-3) to a timetamp.\n   Raise an exception and return -1 on error, return 0 on success. */\nPyAPI_FUNC(int) _PyTime_FromMillisecondsObject(_PyTime_t *t,\n    PyObject *obj,\n    _PyTime_round_t round);\n\n/* Convert a timestamp to a number of seconds as a C double. */\nPyAPI_FUNC(double) _PyTime_AsSecondsDouble(_PyTime_t t);\n\n/* Convert timestamp to a number of milliseconds (10^-3 seconds). */\nPyAPI_FUNC(_PyTime_t) _PyTime_AsMilliseconds(_PyTime_t t,\n    _PyTime_round_t round);\n\n/* Convert timestamp to a number of microseconds (10^-6 seconds). */\nPyAPI_FUNC(_PyTime_t) _PyTime_AsMicroseconds(_PyTime_t t,\n    _PyTime_round_t round);\n\n/* Convert timestamp to a number of nanoseconds (10^-9 seconds) as a Python int\n   object. */\nPyAPI_FUNC(PyObject *) _PyTime_AsNanosecondsObject(_PyTime_t t);\n\n/* Create a timestamp from a timeval structure.\n   Raise an exception and return -1 on overflow, return 0 on success. */\nPyAPI_FUNC(int) _PyTime_FromTimeval(_PyTime_t *tp, struct timeval *tv);\n\n/* Convert a timestamp to a timeval structure (microsecond resolution).\n   tv_usec is always positive.\n   Raise an exception and return -1 if the conversion overflowed,\n   return 0 on success. */\nPyAPI_FUNC(int) _PyTime_AsTimeval(_PyTime_t t,\n    struct timeval *tv,\n    _PyTime_round_t round);\n\n/* Similar to _PyTime_AsTimeval(), but don't raise an exception on error. */\nPyAPI_FUNC(int) _PyTime_AsTimeval_noraise(_PyTime_t t,\n    struct timeval *tv,\n    _PyTime_round_t round);\n\n/* Convert a timestamp to a number of seconds (secs) and microseconds (us).\n   us is always positive. This function is similar to _PyTime_AsTimeval()\n   except that secs is always a time_t type, whereas the timeval structure\n   uses a C long for tv_sec on Windows.\n   Raise an exception and return -1 if the conversion overflowed,\n   return 0 on success. */\nPyAPI_FUNC(int) _PyTime_AsTimevalTime_t(\n    _PyTime_t t,\n    time_t *secs,\n    int *us,\n    _PyTime_round_t round);\n\n#if defined(HAVE_CLOCK_GETTIME) || defined(HAVE_KQUEUE)\n/* Create a timestamp from a timespec structure.\n   Raise an exception and return -1 on overflow, return 0 on success. */\nPyAPI_FUNC(int) _PyTime_FromTimespec(_PyTime_t *tp, struct timespec *ts);\n\n/* Convert a timestamp to a timespec structure (nanosecond resolution).\n   tv_nsec is always positive.\n   Raise an exception and return -1 on error, return 0 on success. */\nPyAPI_FUNC(int) _PyTime_AsTimespec(_PyTime_t t, struct timespec *ts);\n#endif\n\n/* Compute ticks * mul / div.\n   The caller must ensure that ((div - 1) * mul) cannot overflow. */\nPyAPI_FUNC(_PyTime_t) _PyTime_MulDiv(_PyTime_t ticks,\n    _PyTime_t mul,\n    _PyTime_t div);\n\n/* Get the current time from the system clock.\n\n   The function cannot fail. _PyTime_Init() ensures that the system clock\n   works. */\nPyAPI_FUNC(_PyTime_t) _PyTime_GetSystemClock(void);\n\n/* Get the time of a monotonic clock, i.e. a clock that cannot go backwards.\n   The clock is not affected by system clock updates. The reference point of\n   the returned value is undefined, so that only the difference between the\n   results of consecutive calls is valid.\n\n   The function cannot fail. _PyTime_Init() ensures that a monotonic clock\n   is available and works. */\nPyAPI_FUNC(_PyTime_t) _PyTime_GetMonotonicClock(void);\n\n\n/* Structure used by time.get_clock_info() */\ntypedef struct {\n    const char *implementation;\n    int monotonic;\n    int adjustable;\n    double resolution;\n} _Py_clock_info_t;\n\n/* Get the current time from the system clock.\n * Fill clock information if info is not NULL.\n * Raise an exception and return -1 on error, return 0 on success.\n */\nPyAPI_FUNC(int) _PyTime_GetSystemClockWithInfo(\n    _PyTime_t *t,\n    _Py_clock_info_t *info);\n\n/* Get the time of a monotonic clock, i.e. a clock that cannot go backwards.\n   The clock is not affected by system clock updates. The reference point of\n   the returned value is undefined, so that only the difference between the\n   results of consecutive calls is valid.\n\n   Fill info (if set) with information of the function used to get the time.\n\n   Return 0 on success, raise an exception and return -1 on error. */\nPyAPI_FUNC(int) _PyTime_GetMonotonicClockWithInfo(\n    _PyTime_t *t,\n    _Py_clock_info_t *info);\n\n\n/* Initialize time.\n   Return 0 on success, raise an exception and return -1 on error. */\nPyAPI_FUNC(int) _PyTime_Init(void);\n\n/* Converts a timestamp to the Gregorian time, using the local time zone.\n   Return 0 on success, raise an exception and return -1 on error. */\nPyAPI_FUNC(int) _PyTime_localtime(time_t t, struct tm *tm);\n\n/* Converts a timestamp to the Gregorian time, assuming UTC.\n   Return 0 on success, raise an exception and return -1 on error. */\nPyAPI_FUNC(int) _PyTime_gmtime(time_t t, struct tm *tm);\n\n/* Get the performance counter: clock with the highest available resolution to\n   measure a short duration.\n\n   The function cannot fail. _PyTime_Init() ensures that the system clock\n   works. */\nPyAPI_FUNC(_PyTime_t) _PyTime_GetPerfCounter(void);\n\n/* Get the performance counter: clock with the highest available resolution to\n   measure a short duration.\n\n   Fill info (if set) with information of the function used to get the time.\n\n   Return 0 on success, raise an exception and return -1 on error. */\nPyAPI_FUNC(int) _PyTime_GetPerfCounterWithInfo(\n    _PyTime_t *t,\n    _Py_clock_info_t *info);\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif /* Py_PYTIME_H */\n#endif /* Py_LIMITED_API */\n"
  },
  {
    "path": "LView/external_includes/rangeobject.h",
    "content": "\n/* Range object interface */\n\n#ifndef Py_RANGEOBJECT_H\n#define Py_RANGEOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/*\nA range object represents an integer range.  This is an immutable object;\na range cannot change its value after creation.\n\nRange objects behave like the corresponding tuple objects except that\nthey are represented by a start, stop, and step datamembers.\n*/\n\nPyAPI_DATA(PyTypeObject) PyRange_Type;\nPyAPI_DATA(PyTypeObject) PyRangeIter_Type;\nPyAPI_DATA(PyTypeObject) PyLongRangeIter_Type;\n\n#define PyRange_Check(op) Py_IS_TYPE(op, &PyRange_Type)\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_RANGEOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/setobject.h",
    "content": "/* Set object interface */\n\n#ifndef Py_SETOBJECT_H\n#define Py_SETOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_LIMITED_API\n\n/* There are three kinds of entries in the table:\n\n1. Unused:  key == NULL and hash == 0\n2. Dummy:   key == dummy and hash == -1\n3. Active:  key != NULL and key != dummy and hash != -1\n\nThe hash field of Unused slots is always zero.\n\nThe hash field of Dummy slots are set to -1\nmeaning that dummy entries can be detected by\neither entry->key==dummy or by entry->hash==-1.\n*/\n\n#define PySet_MINSIZE 8\n\ntypedef struct {\n    PyObject *key;\n    Py_hash_t hash;             /* Cached hash code of the key */\n} setentry;\n\n/* The SetObject data structure is shared by set and frozenset objects.\n\nInvariant for sets:\n - hash is -1\n\nInvariants for frozensets:\n - data is immutable.\n - hash is the hash of the frozenset or -1 if not computed yet.\n\n*/\n\ntypedef struct {\n    PyObject_HEAD\n\n    Py_ssize_t fill;            /* Number active and dummy entries*/\n    Py_ssize_t used;            /* Number active entries */\n\n    /* The table contains mask + 1 slots, and that's a power of 2.\n     * We store the mask instead of the size because the mask is more\n     * frequently needed.\n     */\n    Py_ssize_t mask;\n\n    /* The table points to a fixed-size smalltable for small tables\n     * or to additional malloc'ed memory for bigger tables.\n     * The table pointer is never NULL which saves us from repeated\n     * runtime null-tests.\n     */\n    setentry *table;\n    Py_hash_t hash;             /* Only used by frozenset objects */\n    Py_ssize_t finger;          /* Search finger for pop() */\n\n    setentry smalltable[PySet_MINSIZE];\n    PyObject *weakreflist;      /* List of weak references */\n} PySetObject;\n\n#define PySet_GET_SIZE(so) (assert(PyAnySet_Check(so)),(((PySetObject *)(so))->used))\n\nPyAPI_DATA(PyObject *) _PySet_Dummy;\n\nPyAPI_FUNC(int) _PySet_NextEntry(PyObject *set, Py_ssize_t *pos, PyObject **key, Py_hash_t *hash);\nPyAPI_FUNC(int) _PySet_Update(PyObject *set, PyObject *iterable);\n\n#endif /* Section excluded by Py_LIMITED_API */\n\nPyAPI_DATA(PyTypeObject) PySet_Type;\nPyAPI_DATA(PyTypeObject) PyFrozenSet_Type;\nPyAPI_DATA(PyTypeObject) PySetIter_Type;\n\nPyAPI_FUNC(PyObject *) PySet_New(PyObject *);\nPyAPI_FUNC(PyObject *) PyFrozenSet_New(PyObject *);\n\nPyAPI_FUNC(int) PySet_Add(PyObject *set, PyObject *key);\nPyAPI_FUNC(int) PySet_Clear(PyObject *set);\nPyAPI_FUNC(int) PySet_Contains(PyObject *anyset, PyObject *key);\nPyAPI_FUNC(int) PySet_Discard(PyObject *set, PyObject *key);\nPyAPI_FUNC(PyObject *) PySet_Pop(PyObject *set);\nPyAPI_FUNC(Py_ssize_t) PySet_Size(PyObject *anyset);\n\n#define PyFrozenSet_CheckExact(ob) Py_IS_TYPE(ob, &PyFrozenSet_Type)\n#define PyAnySet_CheckExact(ob) \\\n    (Py_IS_TYPE(ob, &PySet_Type) || Py_IS_TYPE(ob, &PyFrozenSet_Type))\n#define PyAnySet_Check(ob) \\\n    (Py_IS_TYPE(ob, &PySet_Type) || Py_IS_TYPE(ob, &PyFrozenSet_Type) || \\\n      PyType_IsSubtype(Py_TYPE(ob), &PySet_Type) || \\\n      PyType_IsSubtype(Py_TYPE(ob), &PyFrozenSet_Type))\n#define PySet_Check(ob) \\\n    (Py_IS_TYPE(ob, &PySet_Type) || \\\n    PyType_IsSubtype(Py_TYPE(ob), &PySet_Type))\n#define   PyFrozenSet_Check(ob) \\\n    (Py_IS_TYPE(ob, &PyFrozenSet_Type) || \\\n      PyType_IsSubtype(Py_TYPE(ob), &PyFrozenSet_Type))\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_SETOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/sliceobject.h",
    "content": "#ifndef Py_SLICEOBJECT_H\n#define Py_SLICEOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* The unique ellipsis object \"...\" */\n\nPyAPI_DATA(PyObject) _Py_EllipsisObject; /* Don't use this directly */\n\n#define Py_Ellipsis (&_Py_EllipsisObject)\n\n/* Slice object interface */\n\n/*\n\nA slice object containing start, stop, and step data members (the\nnames are from range).  After much talk with Guido, it was decided to\nlet these be any arbitrary python type.  Py_None stands for omitted values.\n*/\n#ifndef Py_LIMITED_API\ntypedef struct {\n    PyObject_HEAD\n    PyObject *start, *stop, *step;      /* not NULL */\n} PySliceObject;\n#endif\n\nPyAPI_DATA(PyTypeObject) PySlice_Type;\nPyAPI_DATA(PyTypeObject) PyEllipsis_Type;\n\n#define PySlice_Check(op) Py_IS_TYPE(op, &PySlice_Type)\n\nPyAPI_FUNC(PyObject *) PySlice_New(PyObject* start, PyObject* stop,\n                                  PyObject* step);\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(PyObject *) _PySlice_FromIndices(Py_ssize_t start, Py_ssize_t stop);\nPyAPI_FUNC(int) _PySlice_GetLongIndices(PySliceObject *self, PyObject *length,\n                                 PyObject **start_ptr, PyObject **stop_ptr,\n                                 PyObject **step_ptr);\n#endif\nPyAPI_FUNC(int) PySlice_GetIndices(PyObject *r, Py_ssize_t length,\n                                  Py_ssize_t *start, Py_ssize_t *stop, Py_ssize_t *step);\nPy_DEPRECATED(3.7)\nPyAPI_FUNC(int) PySlice_GetIndicesEx(PyObject *r, Py_ssize_t length,\n                                     Py_ssize_t *start, Py_ssize_t *stop,\n                                     Py_ssize_t *step,\n                                     Py_ssize_t *slicelength);\n\n#if !defined(Py_LIMITED_API) || (Py_LIMITED_API+0 >= 0x03050400 && Py_LIMITED_API+0 < 0x03060000) || Py_LIMITED_API+0 >= 0x03060100\n#define PySlice_GetIndicesEx(slice, length, start, stop, step, slicelen) (  \\\n    PySlice_Unpack((slice), (start), (stop), (step)) < 0 ?                  \\\n    ((*(slicelen) = 0), -1) :                                               \\\n    ((*(slicelen) = PySlice_AdjustIndices((length), (start), (stop), *(step))), \\\n     0))\nPyAPI_FUNC(int) PySlice_Unpack(PyObject *slice,\n                               Py_ssize_t *start, Py_ssize_t *stop, Py_ssize_t *step);\nPyAPI_FUNC(Py_ssize_t) PySlice_AdjustIndices(Py_ssize_t length,\n                                             Py_ssize_t *start, Py_ssize_t *stop,\n                                             Py_ssize_t step);\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_SLICEOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/structmember.h",
    "content": "#ifndef Py_STRUCTMEMBER_H\n#define Py_STRUCTMEMBER_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n\n/* Interface to map C struct members to Python object attributes */\n\n#include <stddef.h> /* For offsetof */\n\n/* An array of PyMemberDef structures defines the name, type and offset\n   of selected members of a C structure.  These can be read by\n   PyMember_GetOne() and set by PyMember_SetOne() (except if their READONLY\n   flag is set).  The array must be terminated with an entry whose name\n   pointer is NULL. */\n\ntypedef struct PyMemberDef {\n    const char *name;\n    int type;\n    Py_ssize_t offset;\n    int flags;\n    const char *doc;\n} PyMemberDef;\n\n/* Types */\n#define T_SHORT     0\n#define T_INT       1\n#define T_LONG      2\n#define T_FLOAT     3\n#define T_DOUBLE    4\n#define T_STRING    5\n#define T_OBJECT    6\n/* XXX the ordering here is weird for binary compatibility */\n#define T_CHAR      7   /* 1-character string */\n#define T_BYTE      8   /* 8-bit signed int */\n/* unsigned variants: */\n#define T_UBYTE     9\n#define T_USHORT    10\n#define T_UINT      11\n#define T_ULONG     12\n\n/* Added by Jack: strings contained in the structure */\n#define T_STRING_INPLACE    13\n\n/* Added by Lillo: bools contained in the structure (assumed char) */\n#define T_BOOL      14\n\n#define T_OBJECT_EX 16  /* Like T_OBJECT, but raises AttributeError\n                           when the value is NULL, instead of\n                           converting to None. */\n#define T_LONGLONG      17\n#define T_ULONGLONG     18\n\n#define T_PYSSIZET      19      /* Py_ssize_t */\n#define T_NONE          20      /* Value is always None */\n\n\n/* Flags */\n#define READONLY            1\n#define READ_RESTRICTED     2\n#define PY_WRITE_RESTRICTED 4\n#define RESTRICTED          (READ_RESTRICTED | PY_WRITE_RESTRICTED)\n\n\n/* Current API, use this */\nPyAPI_FUNC(PyObject *) PyMember_GetOne(const char *, struct PyMemberDef *);\nPyAPI_FUNC(int) PyMember_SetOne(char *, struct PyMemberDef *, PyObject *);\n\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_STRUCTMEMBER_H */\n"
  },
  {
    "path": "LView/external_includes/structseq.h",
    "content": "\n/* Named tuple object interface */\n\n#ifndef Py_STRUCTSEQ_H\n#define Py_STRUCTSEQ_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\ntypedef struct PyStructSequence_Field {\n    const char *name;\n    const char *doc;\n} PyStructSequence_Field;\n\ntypedef struct PyStructSequence_Desc {\n    const char *name;\n    const char *doc;\n    struct PyStructSequence_Field *fields;\n    int n_in_sequence;\n} PyStructSequence_Desc;\n\nextern const char * const PyStructSequence_UnnamedField;\n\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(void) PyStructSequence_InitType(PyTypeObject *type,\n                                           PyStructSequence_Desc *desc);\nPyAPI_FUNC(int) PyStructSequence_InitType2(PyTypeObject *type,\n                                           PyStructSequence_Desc *desc);\n#endif\nPyAPI_FUNC(PyTypeObject*) PyStructSequence_NewType(PyStructSequence_Desc *desc);\n\nPyAPI_FUNC(PyObject *) PyStructSequence_New(PyTypeObject* type);\n\n#ifndef Py_LIMITED_API\ntypedef PyTupleObject PyStructSequence;\n\n/* Macro, *only* to be used to fill in brand new objects */\n#define PyStructSequence_SET_ITEM(op, i, v) PyTuple_SET_ITEM(op, i, v)\n\n#define PyStructSequence_GET_ITEM(op, i) PyTuple_GET_ITEM(op, i)\n#endif\n\nPyAPI_FUNC(void) PyStructSequence_SetItem(PyObject*, Py_ssize_t, PyObject*);\nPyAPI_FUNC(PyObject*) PyStructSequence_GetItem(PyObject*, Py_ssize_t);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_STRUCTSEQ_H */\n"
  },
  {
    "path": "LView/external_includes/symtable.h",
    "content": "#ifndef Py_LIMITED_API\n#ifndef Py_SYMTABLE_H\n#define Py_SYMTABLE_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#include \"Python-ast.h\"   /* mod_ty */\n\n/* XXX(ncoghlan): This is a weird mix of public names and interpreter internal\n *                names.\n */\n\ntypedef enum _block_type { FunctionBlock, ClassBlock, ModuleBlock }\n    _Py_block_ty;\n\nstruct _symtable_entry;\n\nstruct symtable {\n    PyObject *st_filename;          /* name of file being compiled,\n                                       decoded from the filesystem encoding */\n    struct _symtable_entry *st_cur; /* current symbol table entry */\n    struct _symtable_entry *st_top; /* symbol table entry for module */\n    PyObject *st_blocks;            /* dict: map AST node addresses\n                                     *       to symbol table entries */\n    PyObject *st_stack;             /* list: stack of namespace info */\n    PyObject *st_global;            /* borrowed ref to st_top->ste_symbols */\n    int st_nblocks;                 /* number of blocks used. kept for\n                                       consistency with the corresponding\n                                       compiler structure */\n    PyObject *st_private;           /* name of current class or NULL */\n    PyFutureFeatures *st_future;    /* module's future features that affect\n                                       the symbol table */\n    int recursion_depth;            /* current recursion depth */\n    int recursion_limit;            /* recursion limit */\n};\n\ntypedef struct _symtable_entry {\n    PyObject_HEAD\n    PyObject *ste_id;        /* int: key in ste_table->st_blocks */\n    PyObject *ste_symbols;   /* dict: variable names to flags */\n    PyObject *ste_name;      /* string: name of current block */\n    PyObject *ste_varnames;  /* list of function parameters */\n    PyObject *ste_children;  /* list of child blocks */\n    PyObject *ste_directives;/* locations of global and nonlocal statements */\n    _Py_block_ty ste_type;   /* module, class, or function */\n    int ste_nested;      /* true if block is nested */\n    unsigned ste_free : 1;        /* true if block has free variables */\n    unsigned ste_child_free : 1;  /* true if a child block has free vars,\n                                     including free refs to globals */\n    unsigned ste_generator : 1;   /* true if namespace is a generator */\n    unsigned ste_coroutine : 1;   /* true if namespace is a coroutine */\n    unsigned ste_comprehension : 1; /* true if namespace is a list comprehension */\n    unsigned ste_varargs : 1;     /* true if block has varargs */\n    unsigned ste_varkeywords : 1; /* true if block has varkeywords */\n    unsigned ste_returns_value : 1;  /* true if namespace uses return with\n                                        an argument */\n    unsigned ste_needs_class_closure : 1; /* for class scopes, true if a\n                                             closure over __class__\n                                             should be created */\n    unsigned ste_comp_iter_target : 1; /* true if visiting comprehension target */\n    int ste_comp_iter_expr; /* non-zero if visiting a comprehension range expression */\n    int ste_lineno;          /* first line of block */\n    int ste_col_offset;      /* offset of first line of block */\n    int ste_opt_lineno;      /* lineno of last exec or import * */\n    int ste_opt_col_offset;  /* offset of last exec or import * */\n    struct symtable *ste_table;\n} PySTEntryObject;\n\nPyAPI_DATA(PyTypeObject) PySTEntry_Type;\n\n#define PySTEntry_Check(op) Py_IS_TYPE(op, &PySTEntry_Type)\n\nPyAPI_FUNC(int) PyST_GetScope(PySTEntryObject *, PyObject *);\n\nPyAPI_FUNC(struct symtable *) PySymtable_Build(\n    mod_ty mod,\n    const char *filename,       /* decoded from the filesystem encoding */\n    PyFutureFeatures *future);\nPyAPI_FUNC(struct symtable *) PySymtable_BuildObject(\n    mod_ty mod,\n    PyObject *filename,\n    PyFutureFeatures *future);\nPyAPI_FUNC(PySTEntryObject *) PySymtable_Lookup(struct symtable *, void *);\n\nPyAPI_FUNC(void) PySymtable_Free(struct symtable *);\n\n/* Flags for def-use information */\n\n#define DEF_GLOBAL 1           /* global stmt */\n#define DEF_LOCAL 2            /* assignment in code block */\n#define DEF_PARAM 2<<1         /* formal parameter */\n#define DEF_NONLOCAL 2<<2      /* nonlocal stmt */\n#define USE 2<<3               /* name is used */\n#define DEF_FREE 2<<4          /* name used but not defined in nested block */\n#define DEF_FREE_CLASS 2<<5    /* free variable from class's method */\n#define DEF_IMPORT 2<<6        /* assignment occurred via import */\n#define DEF_ANNOT 2<<7         /* this name is annotated */\n#define DEF_COMP_ITER 2<<8     /* this name is a comprehension iteration variable */\n\n#define DEF_BOUND (DEF_LOCAL | DEF_PARAM | DEF_IMPORT)\n\n/* GLOBAL_EXPLICIT and GLOBAL_IMPLICIT are used internally by the symbol\n   table.  GLOBAL is returned from PyST_GetScope() for either of them.\n   It is stored in ste_symbols at bits 12-15.\n*/\n#define SCOPE_OFFSET 11\n#define SCOPE_MASK (DEF_GLOBAL | DEF_LOCAL | DEF_PARAM | DEF_NONLOCAL)\n\n#define LOCAL 1\n#define GLOBAL_EXPLICIT 2\n#define GLOBAL_IMPLICIT 3\n#define FREE 4\n#define CELL 5\n\n#define GENERATOR 1\n#define GENERATOR_EXPRESSION 2\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_SYMTABLE_H */\n#endif /* !Py_LIMITED_API */\n"
  },
  {
    "path": "LView/external_includes/sysmodule.h",
    "content": "\n/* System module interface */\n\n#ifndef Py_SYSMODULE_H\n#define Py_SYSMODULE_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\nPyAPI_FUNC(PyObject *) PySys_GetObject(const char *);\nPyAPI_FUNC(int) PySys_SetObject(const char *, PyObject *);\n\nPyAPI_FUNC(void) PySys_SetArgv(int, wchar_t **);\nPyAPI_FUNC(void) PySys_SetArgvEx(int, wchar_t **, int);\nPyAPI_FUNC(void) PySys_SetPath(const wchar_t *);\n\nPyAPI_FUNC(void) PySys_WriteStdout(const char *format, ...)\n                 Py_GCC_ATTRIBUTE((format(printf, 1, 2)));\nPyAPI_FUNC(void) PySys_WriteStderr(const char *format, ...)\n                 Py_GCC_ATTRIBUTE((format(printf, 1, 2)));\nPyAPI_FUNC(void) PySys_FormatStdout(const char *format, ...);\nPyAPI_FUNC(void) PySys_FormatStderr(const char *format, ...);\n\nPyAPI_FUNC(void) PySys_ResetWarnOptions(void);\nPyAPI_FUNC(void) PySys_AddWarnOption(const wchar_t *);\nPyAPI_FUNC(void) PySys_AddWarnOptionUnicode(PyObject *);\nPyAPI_FUNC(int) PySys_HasWarnOptions(void);\n\nPyAPI_FUNC(void) PySys_AddXOption(const wchar_t *);\nPyAPI_FUNC(PyObject *) PySys_GetXOptions(void);\n\n#ifndef Py_LIMITED_API\n#  define Py_CPYTHON_SYSMODULE_H\n#  include  \"cpython/sysmodule.h\"\n#  undef Py_CPYTHON_SYSMODULE_H\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_SYSMODULE_H */\n"
  },
  {
    "path": "LView/external_includes/token.h",
    "content": "/* Auto-generated by Tools/scripts/generate_token.py */\n\n/* Token types */\n#ifndef Py_LIMITED_API\n#ifndef Py_TOKEN_H\n#define Py_TOKEN_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#undef TILDE   /* Prevent clash of our definition with system macro. Ex AIX, ioctl.h */\n\n#define ENDMARKER       0\n#define NAME            1\n#define NUMBER          2\n#define STRING          3\n#define NEWLINE         4\n#define INDENT          5\n#define DEDENT          6\n#define LPAR            7\n#define RPAR            8\n#define LSQB            9\n#define RSQB            10\n#define COLON           11\n#define COMMA           12\n#define SEMI            13\n#define PLUS            14\n#define MINUS           15\n#define STAR            16\n#define SLASH           17\n#define VBAR            18\n#define AMPER           19\n#define LESS            20\n#define GREATER         21\n#define EQUAL           22\n#define DOT             23\n#define PERCENT         24\n#define LBRACE          25\n#define RBRACE          26\n#define EQEQUAL         27\n#define NOTEQUAL        28\n#define LESSEQUAL       29\n#define GREATEREQUAL    30\n#define TILDE           31\n#define CIRCUMFLEX      32\n#define LEFTSHIFT       33\n#define RIGHTSHIFT      34\n#define DOUBLESTAR      35\n#define PLUSEQUAL       36\n#define MINEQUAL        37\n#define STAREQUAL       38\n#define SLASHEQUAL      39\n#define PERCENTEQUAL    40\n#define AMPEREQUAL      41\n#define VBAREQUAL       42\n#define CIRCUMFLEXEQUAL 43\n#define LEFTSHIFTEQUAL  44\n#define RIGHTSHIFTEQUAL 45\n#define DOUBLESTAREQUAL 46\n#define DOUBLESLASH     47\n#define DOUBLESLASHEQUAL 48\n#define AT              49\n#define ATEQUAL         50\n#define RARROW          51\n#define ELLIPSIS        52\n#define COLONEQUAL      53\n#define OP              54\n#define AWAIT           55\n#define ASYNC           56\n#define TYPE_IGNORE     57\n#define TYPE_COMMENT    58\n#define ERRORTOKEN      59\n#define N_TOKENS        63\n#define NT_OFFSET       256\n\n/* Special definitions for cooperation with parser */\n\n#define ISTERMINAL(x)           ((x) < NT_OFFSET)\n#define ISNONTERMINAL(x)        ((x) >= NT_OFFSET)\n#define ISEOF(x)                ((x) == ENDMARKER)\n#define ISWHITESPACE(x)         ((x) == ENDMARKER || \\\n                                 (x) == NEWLINE   || \\\n                                 (x) == INDENT    || \\\n                                 (x) == DEDENT)\n\n\nPyAPI_DATA(const char * const) _PyParser_TokenNames[]; /* Token names */\nPyAPI_FUNC(int) PyToken_OneChar(int);\nPyAPI_FUNC(int) PyToken_TwoChars(int, int);\nPyAPI_FUNC(int) PyToken_ThreeChars(int, int, int);\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_TOKEN_H */\n#endif /* Py_LIMITED_API */\n"
  },
  {
    "path": "LView/external_includes/traceback.h",
    "content": "#ifndef Py_TRACEBACK_H\n#define Py_TRACEBACK_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* Traceback interface */\n\nPyAPI_FUNC(int) PyTraceBack_Here(PyFrameObject *);\nPyAPI_FUNC(int) PyTraceBack_Print(PyObject *, PyObject *);\n\n/* Reveal traceback type so we can typecheck traceback objects */\nPyAPI_DATA(PyTypeObject) PyTraceBack_Type;\n#define PyTraceBack_Check(v) Py_IS_TYPE(v, &PyTraceBack_Type)\n\n\n#ifndef Py_LIMITED_API\n#  define Py_CPYTHON_TRACEBACK_H\n#  include  \"cpython/traceback.h\"\n#  undef Py_CPYTHON_TRACEBACK_H\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_TRACEBACK_H */\n"
  },
  {
    "path": "LView/external_includes/tracemalloc.h",
    "content": "#ifndef Py_TRACEMALLOC_H\n#define Py_TRACEMALLOC_H\n\n#ifndef Py_LIMITED_API\n/* Track an allocated memory block in the tracemalloc module.\n   Return 0 on success, return -1 on error (failed to allocate memory to store\n   the trace).\n\n   Return -2 if tracemalloc is disabled.\n\n   If memory block is already tracked, update the existing trace. */\nPyAPI_FUNC(int) PyTraceMalloc_Track(\n    unsigned int domain,\n    uintptr_t ptr,\n    size_t size);\n\n/* Untrack an allocated memory block in the tracemalloc module.\n   Do nothing if the block was not tracked.\n\n   Return -2 if tracemalloc is disabled, otherwise return 0. */\nPyAPI_FUNC(int) PyTraceMalloc_Untrack(\n    unsigned int domain,\n    uintptr_t ptr);\n\n/* Get the traceback where a memory block was allocated.\n\n   Return a tuple of (filename: str, lineno: int) tuples.\n\n   Return None if the tracemalloc module is disabled or if the memory block\n   is not tracked by tracemalloc.\n\n   Raise an exception and return NULL on error. */\nPyAPI_FUNC(PyObject*) _PyTraceMalloc_GetTraceback(\n    unsigned int domain,\n    uintptr_t ptr);\n#endif\n\n#endif /* !Py_TRACEMALLOC_H */\n"
  },
  {
    "path": "LView/external_includes/tupleobject.h",
    "content": "/* Tuple object interface */\n\n#ifndef Py_TUPLEOBJECT_H\n#define Py_TUPLEOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/*\nAnother generally useful object type is a tuple of object pointers.\nFor Python, this is an immutable type.  C code can change the tuple items\n(but not their number), and even use tuples as general-purpose arrays of\nobject references, but in general only brand new tuples should be mutated,\nnot ones that might already have been exposed to Python code.\n\n*** WARNING *** PyTuple_SetItem does not increment the new item's reference\ncount, but does decrement the reference count of the item it replaces,\nif not nil.  It does *decrement* the reference count if it is *not*\ninserted in the tuple.  Similarly, PyTuple_GetItem does not increment the\nreturned item's reference count.\n*/\n\nPyAPI_DATA(PyTypeObject) PyTuple_Type;\nPyAPI_DATA(PyTypeObject) PyTupleIter_Type;\n\n#define PyTuple_Check(op) \\\n                 PyType_FastSubclass(Py_TYPE(op), Py_TPFLAGS_TUPLE_SUBCLASS)\n#define PyTuple_CheckExact(op) Py_IS_TYPE(op, &PyTuple_Type)\n\nPyAPI_FUNC(PyObject *) PyTuple_New(Py_ssize_t size);\nPyAPI_FUNC(Py_ssize_t) PyTuple_Size(PyObject *);\nPyAPI_FUNC(PyObject *) PyTuple_GetItem(PyObject *, Py_ssize_t);\nPyAPI_FUNC(int) PyTuple_SetItem(PyObject *, Py_ssize_t, PyObject *);\nPyAPI_FUNC(PyObject *) PyTuple_GetSlice(PyObject *, Py_ssize_t, Py_ssize_t);\nPyAPI_FUNC(PyObject *) PyTuple_Pack(Py_ssize_t, ...);\n\n#ifndef Py_LIMITED_API\n#  define Py_CPYTHON_TUPLEOBJECT_H\n#  include  \"cpython/tupleobject.h\"\n#  undef Py_CPYTHON_TUPLEOBJECT_H\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_TUPLEOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/typeslots.h",
    "content": "/* Do not renumber the file; these numbers are part of the stable ABI. */\n#if defined(Py_LIMITED_API)\n/* Disabled, see #10181 */\n#undef Py_bf_getbuffer\n#undef Py_bf_releasebuffer\n#else\n#define Py_bf_getbuffer 1\n#define Py_bf_releasebuffer 2\n#endif\n#define Py_mp_ass_subscript 3\n#define Py_mp_length 4\n#define Py_mp_subscript 5\n#define Py_nb_absolute 6\n#define Py_nb_add 7\n#define Py_nb_and 8\n#define Py_nb_bool 9\n#define Py_nb_divmod 10\n#define Py_nb_float 11\n#define Py_nb_floor_divide 12\n#define Py_nb_index 13\n#define Py_nb_inplace_add 14\n#define Py_nb_inplace_and 15\n#define Py_nb_inplace_floor_divide 16\n#define Py_nb_inplace_lshift 17\n#define Py_nb_inplace_multiply 18\n#define Py_nb_inplace_or 19\n#define Py_nb_inplace_power 20\n#define Py_nb_inplace_remainder 21\n#define Py_nb_inplace_rshift 22\n#define Py_nb_inplace_subtract 23\n#define Py_nb_inplace_true_divide 24\n#define Py_nb_inplace_xor 25\n#define Py_nb_int 26\n#define Py_nb_invert 27\n#define Py_nb_lshift 28\n#define Py_nb_multiply 29\n#define Py_nb_negative 30\n#define Py_nb_or 31\n#define Py_nb_positive 32\n#define Py_nb_power 33\n#define Py_nb_remainder 34\n#define Py_nb_rshift 35\n#define Py_nb_subtract 36\n#define Py_nb_true_divide 37\n#define Py_nb_xor 38\n#define Py_sq_ass_item 39\n#define Py_sq_concat 40\n#define Py_sq_contains 41\n#define Py_sq_inplace_concat 42\n#define Py_sq_inplace_repeat 43\n#define Py_sq_item 44\n#define Py_sq_length 45\n#define Py_sq_repeat 46\n#define Py_tp_alloc 47\n#define Py_tp_base 48\n#define Py_tp_bases 49\n#define Py_tp_call 50\n#define Py_tp_clear 51\n#define Py_tp_dealloc 52\n#define Py_tp_del 53\n#define Py_tp_descr_get 54\n#define Py_tp_descr_set 55\n#define Py_tp_doc 56\n#define Py_tp_getattr 57\n#define Py_tp_getattro 58\n#define Py_tp_hash 59\n#define Py_tp_init 60\n#define Py_tp_is_gc 61\n#define Py_tp_iter 62\n#define Py_tp_iternext 63\n#define Py_tp_methods 64\n#define Py_tp_new 65\n#define Py_tp_repr 66\n#define Py_tp_richcompare 67\n#define Py_tp_setattr 68\n#define Py_tp_setattro 69\n#define Py_tp_str 70\n#define Py_tp_traverse 71\n#define Py_tp_members 72\n#define Py_tp_getset 73\n#define Py_tp_free 74\n#define Py_nb_matrix_multiply 75\n#define Py_nb_inplace_matrix_multiply 76\n#define Py_am_await 77\n#define Py_am_aiter 78\n#define Py_am_anext 79\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03050000\n/* New in 3.5 */\n#define Py_tp_finalize 80\n#endif\n"
  },
  {
    "path": "LView/external_includes/ucnhash.h",
    "content": "/* Unicode name database interface */\n#ifndef Py_LIMITED_API\n#ifndef Py_UCNHASH_H\n#define Py_UCNHASH_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n/* revised ucnhash CAPI interface (exported through a \"wrapper\") */\n\n#define PyUnicodeData_CAPSULE_NAME \"unicodedata.ucnhash_CAPI\"\n\ntypedef struct {\n\n    /* Size of this struct */\n    int size;\n\n    /* Get name for a given character code.  Returns non-zero if\n       success, zero if not.  Does not set Python exceptions.\n       If self is NULL, data come from the default version of the database.\n       If it is not NULL, it should be a unicodedata.ucd_X_Y_Z object */\n    int (*getname)(PyObject *self, Py_UCS4 code, char* buffer, int buflen,\n                   int with_alias_and_seq);\n\n    /* Get character code for a given name.  Same error handling\n       as for getname. */\n    int (*getcode)(PyObject *self, const char* name, int namelen, Py_UCS4* code,\n                   int with_named_seq);\n\n} _PyUnicode_Name_CAPI;\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_UCNHASH_H */\n#endif /* !Py_LIMITED_API */\n"
  },
  {
    "path": "LView/external_includes/unicodeobject.h",
    "content": "#ifndef Py_UNICODEOBJECT_H\n#define Py_UNICODEOBJECT_H\n\n#include <stdarg.h>\n\n/*\n\nUnicode implementation based on original code by Fredrik Lundh,\nmodified by Marc-Andre Lemburg (mal@lemburg.com) according to the\nUnicode Integration Proposal. (See\nhttp://www.egenix.com/files/python/unicode-proposal.txt).\n\nCopyright (c) Corporation for National Research Initiatives.\n\n\n Original header:\n --------------------------------------------------------------------\n\n * Yet another Unicode string type for Python.  This type supports the\n * 16-bit Basic Multilingual Plane (BMP) only.\n *\n * Written by Fredrik Lundh, January 1999.\n *\n * Copyright (c) 1999 by Secret Labs AB.\n * Copyright (c) 1999 by Fredrik Lundh.\n *\n * fredrik@pythonware.com\n * http://www.pythonware.com\n *\n * --------------------------------------------------------------------\n * This Unicode String Type is\n *\n * Copyright (c) 1999 by Secret Labs AB\n * Copyright (c) 1999 by Fredrik Lundh\n *\n * By obtaining, using, and/or copying this software and/or its\n * associated documentation, you agree that you have read, understood,\n * and will comply with the following terms and conditions:\n *\n * Permission to use, copy, modify, and distribute this software and its\n * associated documentation for any purpose and without fee is hereby\n * granted, provided that the above copyright notice appears in all\n * copies, and that both that copyright notice and this permission notice\n * appear in supporting documentation, and that the name of Secret Labs\n * AB or the author not be used in advertising or publicity pertaining to\n * distribution of the software without specific, written prior\n * permission.\n *\n * SECRET LABS AB AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO\n * THIS SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n * FITNESS.  IN NO EVENT SHALL SECRET LABS AB OR THE AUTHOR BE LIABLE FOR\n * ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES\n * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN\n * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT\n * OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.\n * -------------------------------------------------------------------- */\n\n#include <ctype.h>\n\n/* === Internal API ======================================================= */\n\n/* --- Internal Unicode Format -------------------------------------------- */\n\n/* Python 3.x requires unicode */\n#define Py_USING_UNICODE\n\n#ifndef SIZEOF_WCHAR_T\n#error Must define SIZEOF_WCHAR_T\n#endif\n\n#define Py_UNICODE_SIZE SIZEOF_WCHAR_T\n\n/* If wchar_t can be used for UCS-4 storage, set Py_UNICODE_WIDE.\n   Otherwise, Unicode strings are stored as UCS-2 (with limited support\n   for UTF-16) */\n\n#if Py_UNICODE_SIZE >= 4\n#define Py_UNICODE_WIDE\n#endif\n\n/* Set these flags if the platform has \"wchar.h\" and the\n   wchar_t type is a 16-bit unsigned type */\n/* #define HAVE_WCHAR_H */\n/* #define HAVE_USABLE_WCHAR_T */\n\n/* If the compiler provides a wchar_t type we try to support it\n   through the interface functions PyUnicode_FromWideChar(),\n   PyUnicode_AsWideChar() and PyUnicode_AsWideCharString(). */\n\n#ifdef HAVE_USABLE_WCHAR_T\n# ifndef HAVE_WCHAR_H\n#  define HAVE_WCHAR_H\n# endif\n#endif\n\n#ifdef HAVE_WCHAR_H\n#  include <wchar.h>\n#endif\n\n/* Py_UCS4 and Py_UCS2 are typedefs for the respective\n   unicode representations. */\ntypedef uint32_t Py_UCS4;\ntypedef uint16_t Py_UCS2;\ntypedef uint8_t Py_UCS1;\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n\nPyAPI_DATA(PyTypeObject) PyUnicode_Type;\nPyAPI_DATA(PyTypeObject) PyUnicodeIter_Type;\n\n#define PyUnicode_Check(op) \\\n                 PyType_FastSubclass(Py_TYPE(op), Py_TPFLAGS_UNICODE_SUBCLASS)\n#define PyUnicode_CheckExact(op) Py_IS_TYPE(op, &PyUnicode_Type)\n\n/* --- Constants ---------------------------------------------------------- */\n\n/* This Unicode character will be used as replacement character during\n   decoding if the errors argument is set to \"replace\". Note: the\n   Unicode character U+FFFD is the official REPLACEMENT CHARACTER in\n   Unicode 3.0. */\n\n#define Py_UNICODE_REPLACEMENT_CHARACTER ((Py_UCS4) 0xFFFD)\n\n/* === Public API ========================================================= */\n\n/* Similar to PyUnicode_FromUnicode(), but u points to UTF-8 encoded bytes */\nPyAPI_FUNC(PyObject*) PyUnicode_FromStringAndSize(\n    const char *u,             /* UTF-8 encoded string */\n    Py_ssize_t size            /* size of buffer */\n    );\n\n/* Similar to PyUnicode_FromUnicode(), but u points to null-terminated\n   UTF-8 encoded bytes.  The size is determined with strlen(). */\nPyAPI_FUNC(PyObject*) PyUnicode_FromString(\n    const char *u              /* UTF-8 encoded string */\n    );\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\nPyAPI_FUNC(PyObject*) PyUnicode_Substring(\n    PyObject *str,\n    Py_ssize_t start,\n    Py_ssize_t end);\n#endif\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\n/* Copy the string into a UCS4 buffer including the null character if copy_null\n   is set. Return NULL and raise an exception on error. Raise a SystemError if\n   the buffer is smaller than the string. Return buffer on success.\n\n   buflen is the length of the buffer in (Py_UCS4) characters. */\nPyAPI_FUNC(Py_UCS4*) PyUnicode_AsUCS4(\n    PyObject *unicode,\n    Py_UCS4* buffer,\n    Py_ssize_t buflen,\n    int copy_null);\n\n/* Copy the string into a UCS4 buffer. A new buffer is allocated using\n * PyMem_Malloc; if this fails, NULL is returned with a memory error\n   exception set. */\nPyAPI_FUNC(Py_UCS4*) PyUnicode_AsUCS4Copy(PyObject *unicode);\n#endif\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\n/* Get the length of the Unicode object. */\n\nPyAPI_FUNC(Py_ssize_t) PyUnicode_GetLength(\n    PyObject *unicode\n);\n#endif\n\n/* Get the number of Py_UNICODE units in the\n   string representation. */\n\nPy_DEPRECATED(3.3) PyAPI_FUNC(Py_ssize_t) PyUnicode_GetSize(\n    PyObject *unicode           /* Unicode object */\n    );\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\n/* Read a character from the string. */\n\nPyAPI_FUNC(Py_UCS4) PyUnicode_ReadChar(\n    PyObject *unicode,\n    Py_ssize_t index\n    );\n\n/* Write a character to the string. The string must have been created through\n   PyUnicode_New, must not be shared, and must not have been hashed yet.\n\n   Return 0 on success, -1 on error. */\n\nPyAPI_FUNC(int) PyUnicode_WriteChar(\n    PyObject *unicode,\n    Py_ssize_t index,\n    Py_UCS4 character\n    );\n#endif\n\n/* Resize a Unicode object. The length is the number of characters, except\n   if the kind of the string is PyUnicode_WCHAR_KIND: in this case, the length\n   is the number of Py_UNICODE characters.\n\n   *unicode is modified to point to the new (resized) object and 0\n   returned on success.\n\n   Try to resize the string in place (which is usually faster than allocating\n   a new string and copy characters), or create a new string.\n\n   Error handling is implemented as follows: an exception is set, -1\n   is returned and *unicode left untouched.\n\n   WARNING: The function doesn't check string content, the result may not be a\n            string in canonical representation. */\n\nPyAPI_FUNC(int) PyUnicode_Resize(\n    PyObject **unicode,         /* Pointer to the Unicode object */\n    Py_ssize_t length           /* New length */\n    );\n\n/* Decode obj to a Unicode object.\n\n   bytes, bytearray and other bytes-like objects are decoded according to the\n   given encoding and error handler. The encoding and error handler can be\n   NULL to have the interface use UTF-8 and \"strict\".\n\n   All other objects (including Unicode objects) raise an exception.\n\n   The API returns NULL in case of an error. The caller is responsible\n   for decref'ing the returned objects.\n\n*/\n\nPyAPI_FUNC(PyObject*) PyUnicode_FromEncodedObject(\n    PyObject *obj,              /* Object */\n    const char *encoding,       /* encoding */\n    const char *errors          /* error handling */\n    );\n\n/* Copy an instance of a Unicode subtype to a new true Unicode object if\n   necessary. If obj is already a true Unicode object (not a subtype), return\n   the reference with *incremented* refcount.\n\n   The API returns NULL in case of an error. The caller is responsible\n   for decref'ing the returned objects.\n\n*/\n\nPyAPI_FUNC(PyObject*) PyUnicode_FromObject(\n    PyObject *obj      /* Object */\n    );\n\nPyAPI_FUNC(PyObject *) PyUnicode_FromFormatV(\n    const char *format,   /* ASCII-encoded string  */\n    va_list vargs\n    );\nPyAPI_FUNC(PyObject *) PyUnicode_FromFormat(\n    const char *format,   /* ASCII-encoded string  */\n    ...\n    );\n\nPyAPI_FUNC(void) PyUnicode_InternInPlace(PyObject **);\nPyAPI_FUNC(void) PyUnicode_InternImmortal(PyObject **);\nPyAPI_FUNC(PyObject *) PyUnicode_InternFromString(\n    const char *u              /* UTF-8 encoded string */\n    );\n\n/* Use only if you know it's a string */\n#define PyUnicode_CHECK_INTERNED(op) \\\n    (((PyASCIIObject *)(op))->state.interned)\n\n/* --- wchar_t support for platforms which support it --------------------- */\n\n#ifdef HAVE_WCHAR_H\n\n/* Create a Unicode Object from the wchar_t buffer w of the given\n   size.\n\n   The buffer is copied into the new object. */\n\nPyAPI_FUNC(PyObject*) PyUnicode_FromWideChar(\n    const wchar_t *w,           /* wchar_t buffer */\n    Py_ssize_t size             /* size of buffer */\n    );\n\n/* Copies the Unicode Object contents into the wchar_t buffer w.  At\n   most size wchar_t characters are copied.\n\n   Note that the resulting wchar_t string may or may not be\n   0-terminated.  It is the responsibility of the caller to make sure\n   that the wchar_t string is 0-terminated in case this is required by\n   the application.\n\n   Returns the number of wchar_t characters copied (excluding a\n   possibly trailing 0-termination character) or -1 in case of an\n   error. */\n\nPyAPI_FUNC(Py_ssize_t) PyUnicode_AsWideChar(\n    PyObject *unicode,          /* Unicode object */\n    wchar_t *w,                 /* wchar_t buffer */\n    Py_ssize_t size             /* size of buffer */\n    );\n\n/* Convert the Unicode object to a wide character string. The output string\n   always ends with a nul character. If size is not NULL, write the number of\n   wide characters (excluding the null character) into *size.\n\n   Returns a buffer allocated by PyMem_Malloc() (use PyMem_Free() to free it)\n   on success. On error, returns NULL, *size is undefined and raises a\n   MemoryError. */\n\nPyAPI_FUNC(wchar_t*) PyUnicode_AsWideCharString(\n    PyObject *unicode,          /* Unicode object */\n    Py_ssize_t *size            /* number of characters of the result */\n    );\n\n#endif\n\n/* --- Unicode ordinals --------------------------------------------------- */\n\n/* Create a Unicode Object from the given Unicode code point ordinal.\n\n   The ordinal must be in range(0x110000). A ValueError is\n   raised in case it is not.\n\n*/\n\nPyAPI_FUNC(PyObject*) PyUnicode_FromOrdinal(int ordinal);\n\n/* === Builtin Codecs =====================================================\n\n   Many of these APIs take two arguments encoding and errors. These\n   parameters encoding and errors have the same semantics as the ones\n   of the builtin str() API.\n\n   Setting encoding to NULL causes the default encoding (UTF-8) to be used.\n\n   Error handling is set by errors which may also be set to NULL\n   meaning to use the default handling defined for the codec. Default\n   error handling for all builtin codecs is \"strict\" (ValueErrors are\n   raised).\n\n   The codecs all use a similar interface. Only deviation from the\n   generic ones are documented.\n\n*/\n\n/* --- Manage the default encoding ---------------------------------------- */\n\n/* Returns \"utf-8\".  */\nPyAPI_FUNC(const char*) PyUnicode_GetDefaultEncoding(void);\n\n/* --- Generic Codecs ----------------------------------------------------- */\n\n/* Create a Unicode object by decoding the encoded string s of the\n   given size. */\n\nPyAPI_FUNC(PyObject*) PyUnicode_Decode(\n    const char *s,              /* encoded string */\n    Py_ssize_t size,            /* size of buffer */\n    const char *encoding,       /* encoding */\n    const char *errors          /* error handling */\n    );\n\n/* Decode a Unicode object unicode and return the result as Python\n   object.\n\n   This API is DEPRECATED. The only supported standard encoding is rot13.\n   Use PyCodec_Decode() to decode with rot13 and non-standard codecs\n   that decode from str. */\n\nPy_DEPRECATED(3.6) PyAPI_FUNC(PyObject*) PyUnicode_AsDecodedObject(\n    PyObject *unicode,          /* Unicode object */\n    const char *encoding,       /* encoding */\n    const char *errors          /* error handling */\n    );\n\n/* Decode a Unicode object unicode and return the result as Unicode\n   object.\n\n   This API is DEPRECATED. The only supported standard encoding is rot13.\n   Use PyCodec_Decode() to decode with rot13 and non-standard codecs\n   that decode from str to str. */\n\nPy_DEPRECATED(3.6) PyAPI_FUNC(PyObject*) PyUnicode_AsDecodedUnicode(\n    PyObject *unicode,          /* Unicode object */\n    const char *encoding,       /* encoding */\n    const char *errors          /* error handling */\n    );\n\n/* Encodes a Unicode object and returns the result as Python\n   object.\n\n   This API is DEPRECATED.  It is superseded by PyUnicode_AsEncodedString()\n   since all standard encodings (except rot13) encode str to bytes.\n   Use PyCodec_Encode() for encoding with rot13 and non-standard codecs\n   that encode form str to non-bytes. */\n\nPy_DEPRECATED(3.6) PyAPI_FUNC(PyObject*) PyUnicode_AsEncodedObject(\n    PyObject *unicode,          /* Unicode object */\n    const char *encoding,       /* encoding */\n    const char *errors          /* error handling */\n    );\n\n/* Encodes a Unicode object and returns the result as Python string\n   object. */\n\nPyAPI_FUNC(PyObject*) PyUnicode_AsEncodedString(\n    PyObject *unicode,          /* Unicode object */\n    const char *encoding,       /* encoding */\n    const char *errors          /* error handling */\n    );\n\n/* Encodes a Unicode object and returns the result as Unicode\n   object.\n\n   This API is DEPRECATED.  The only supported standard encodings is rot13.\n   Use PyCodec_Encode() to encode with rot13 and non-standard codecs\n   that encode from str to str. */\n\nPy_DEPRECATED(3.6) PyAPI_FUNC(PyObject*) PyUnicode_AsEncodedUnicode(\n    PyObject *unicode,          /* Unicode object */\n    const char *encoding,       /* encoding */\n    const char *errors          /* error handling */\n    );\n\n/* Build an encoding map. */\n\nPyAPI_FUNC(PyObject*) PyUnicode_BuildEncodingMap(\n    PyObject* string            /* 256 character map */\n   );\n\n/* --- UTF-7 Codecs ------------------------------------------------------- */\n\nPyAPI_FUNC(PyObject*) PyUnicode_DecodeUTF7(\n    const char *string,         /* UTF-7 encoded string */\n    Py_ssize_t length,          /* size of string */\n    const char *errors          /* error handling */\n    );\n\nPyAPI_FUNC(PyObject*) PyUnicode_DecodeUTF7Stateful(\n    const char *string,         /* UTF-7 encoded string */\n    Py_ssize_t length,          /* size of string */\n    const char *errors,         /* error handling */\n    Py_ssize_t *consumed        /* bytes consumed */\n    );\n\n/* --- UTF-8 Codecs ------------------------------------------------------- */\n\nPyAPI_FUNC(PyObject*) PyUnicode_DecodeUTF8(\n    const char *string,         /* UTF-8 encoded string */\n    Py_ssize_t length,          /* size of string */\n    const char *errors          /* error handling */\n    );\n\nPyAPI_FUNC(PyObject*) PyUnicode_DecodeUTF8Stateful(\n    const char *string,         /* UTF-8 encoded string */\n    Py_ssize_t length,          /* size of string */\n    const char *errors,         /* error handling */\n    Py_ssize_t *consumed        /* bytes consumed */\n    );\n\nPyAPI_FUNC(PyObject*) PyUnicode_AsUTF8String(\n    PyObject *unicode           /* Unicode object */\n    );\n\n/* --- UTF-32 Codecs ------------------------------------------------------ */\n\n/* Decodes length bytes from a UTF-32 encoded buffer string and returns\n   the corresponding Unicode object.\n\n   errors (if non-NULL) defines the error handling. It defaults\n   to \"strict\".\n\n   If byteorder is non-NULL, the decoder starts decoding using the\n   given byte order:\n\n    *byteorder == -1: little endian\n    *byteorder == 0:  native order\n    *byteorder == 1:  big endian\n\n   In native mode, the first four bytes of the stream are checked for a\n   BOM mark. If found, the BOM mark is analysed, the byte order\n   adjusted and the BOM skipped.  In the other modes, no BOM mark\n   interpretation is done. After completion, *byteorder is set to the\n   current byte order at the end of input data.\n\n   If byteorder is NULL, the codec starts in native order mode.\n\n*/\n\nPyAPI_FUNC(PyObject*) PyUnicode_DecodeUTF32(\n    const char *string,         /* UTF-32 encoded string */\n    Py_ssize_t length,          /* size of string */\n    const char *errors,         /* error handling */\n    int *byteorder              /* pointer to byteorder to use\n                                   0=native;-1=LE,1=BE; updated on\n                                   exit */\n    );\n\nPyAPI_FUNC(PyObject*) PyUnicode_DecodeUTF32Stateful(\n    const char *string,         /* UTF-32 encoded string */\n    Py_ssize_t length,          /* size of string */\n    const char *errors,         /* error handling */\n    int *byteorder,             /* pointer to byteorder to use\n                                   0=native;-1=LE,1=BE; updated on\n                                   exit */\n    Py_ssize_t *consumed        /* bytes consumed */\n    );\n\n/* Returns a Python string using the UTF-32 encoding in native byte\n   order. The string always starts with a BOM mark.  */\n\nPyAPI_FUNC(PyObject*) PyUnicode_AsUTF32String(\n    PyObject *unicode           /* Unicode object */\n    );\n\n/* Returns a Python string object holding the UTF-32 encoded value of\n   the Unicode data.\n\n   If byteorder is not 0, output is written according to the following\n   byte order:\n\n   byteorder == -1: little endian\n   byteorder == 0:  native byte order (writes a BOM mark)\n   byteorder == 1:  big endian\n\n   If byteorder is 0, the output string will always start with the\n   Unicode BOM mark (U+FEFF). In the other two modes, no BOM mark is\n   prepended.\n\n*/\n\n/* --- UTF-16 Codecs ------------------------------------------------------ */\n\n/* Decodes length bytes from a UTF-16 encoded buffer string and returns\n   the corresponding Unicode object.\n\n   errors (if non-NULL) defines the error handling. It defaults\n   to \"strict\".\n\n   If byteorder is non-NULL, the decoder starts decoding using the\n   given byte order:\n\n    *byteorder == -1: little endian\n    *byteorder == 0:  native order\n    *byteorder == 1:  big endian\n\n   In native mode, the first two bytes of the stream are checked for a\n   BOM mark. If found, the BOM mark is analysed, the byte order\n   adjusted and the BOM skipped.  In the other modes, no BOM mark\n   interpretation is done. After completion, *byteorder is set to the\n   current byte order at the end of input data.\n\n   If byteorder is NULL, the codec starts in native order mode.\n\n*/\n\nPyAPI_FUNC(PyObject*) PyUnicode_DecodeUTF16(\n    const char *string,         /* UTF-16 encoded string */\n    Py_ssize_t length,          /* size of string */\n    const char *errors,         /* error handling */\n    int *byteorder              /* pointer to byteorder to use\n                                   0=native;-1=LE,1=BE; updated on\n                                   exit */\n    );\n\nPyAPI_FUNC(PyObject*) PyUnicode_DecodeUTF16Stateful(\n    const char *string,         /* UTF-16 encoded string */\n    Py_ssize_t length,          /* size of string */\n    const char *errors,         /* error handling */\n    int *byteorder,             /* pointer to byteorder to use\n                                   0=native;-1=LE,1=BE; updated on\n                                   exit */\n    Py_ssize_t *consumed        /* bytes consumed */\n    );\n\n/* Returns a Python string using the UTF-16 encoding in native byte\n   order. The string always starts with a BOM mark.  */\n\nPyAPI_FUNC(PyObject*) PyUnicode_AsUTF16String(\n    PyObject *unicode           /* Unicode object */\n    );\n\n/* --- Unicode-Escape Codecs ---------------------------------------------- */\n\nPyAPI_FUNC(PyObject*) PyUnicode_DecodeUnicodeEscape(\n    const char *string,         /* Unicode-Escape encoded string */\n    Py_ssize_t length,          /* size of string */\n    const char *errors          /* error handling */\n    );\n\nPyAPI_FUNC(PyObject*) PyUnicode_AsUnicodeEscapeString(\n    PyObject *unicode           /* Unicode object */\n    );\n\n/* --- Raw-Unicode-Escape Codecs ------------------------------------------ */\n\nPyAPI_FUNC(PyObject*) PyUnicode_DecodeRawUnicodeEscape(\n    const char *string,         /* Raw-Unicode-Escape encoded string */\n    Py_ssize_t length,          /* size of string */\n    const char *errors          /* error handling */\n    );\n\nPyAPI_FUNC(PyObject*) PyUnicode_AsRawUnicodeEscapeString(\n    PyObject *unicode           /* Unicode object */\n    );\n\n/* --- Latin-1 Codecs -----------------------------------------------------\n\n   Note: Latin-1 corresponds to the first 256 Unicode ordinals. */\n\nPyAPI_FUNC(PyObject*) PyUnicode_DecodeLatin1(\n    const char *string,         /* Latin-1 encoded string */\n    Py_ssize_t length,          /* size of string */\n    const char *errors          /* error handling */\n    );\n\nPyAPI_FUNC(PyObject*) PyUnicode_AsLatin1String(\n    PyObject *unicode           /* Unicode object */\n    );\n\n/* --- ASCII Codecs -------------------------------------------------------\n\n   Only 7-bit ASCII data is excepted. All other codes generate errors.\n\n*/\n\nPyAPI_FUNC(PyObject*) PyUnicode_DecodeASCII(\n    const char *string,         /* ASCII encoded string */\n    Py_ssize_t length,          /* size of string */\n    const char *errors          /* error handling */\n    );\n\nPyAPI_FUNC(PyObject*) PyUnicode_AsASCIIString(\n    PyObject *unicode           /* Unicode object */\n    );\n\n/* --- Character Map Codecs -----------------------------------------------\n\n   This codec uses mappings to encode and decode characters.\n\n   Decoding mappings must map byte ordinals (integers in the range from 0 to\n   255) to Unicode strings, integers (which are then interpreted as Unicode\n   ordinals) or None.  Unmapped data bytes (ones which cause a LookupError)\n   as well as mapped to None, 0xFFFE or '\\ufffe' are treated as \"undefined\n   mapping\" and cause an error.\n\n   Encoding mappings must map Unicode ordinal integers to bytes objects,\n   integers in the range from 0 to 255 or None.  Unmapped character\n   ordinals (ones which cause a LookupError) as well as mapped to\n   None are treated as \"undefined mapping\" and cause an error.\n\n*/\n\nPyAPI_FUNC(PyObject*) PyUnicode_DecodeCharmap(\n    const char *string,         /* Encoded string */\n    Py_ssize_t length,          /* size of string */\n    PyObject *mapping,          /* decoding mapping */\n    const char *errors          /* error handling */\n    );\n\nPyAPI_FUNC(PyObject*) PyUnicode_AsCharmapString(\n    PyObject *unicode,          /* Unicode object */\n    PyObject *mapping           /* encoding mapping */\n    );\n\n/* --- MBCS codecs for Windows -------------------------------------------- */\n\n#ifdef MS_WINDOWS\nPyAPI_FUNC(PyObject*) PyUnicode_DecodeMBCS(\n    const char *string,         /* MBCS encoded string */\n    Py_ssize_t length,          /* size of string */\n    const char *errors          /* error handling */\n    );\n\nPyAPI_FUNC(PyObject*) PyUnicode_DecodeMBCSStateful(\n    const char *string,         /* MBCS encoded string */\n    Py_ssize_t length,          /* size of string */\n    const char *errors,         /* error handling */\n    Py_ssize_t *consumed        /* bytes consumed */\n    );\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\nPyAPI_FUNC(PyObject*) PyUnicode_DecodeCodePageStateful(\n    int code_page,              /* code page number */\n    const char *string,         /* encoded string */\n    Py_ssize_t length,          /* size of string */\n    const char *errors,         /* error handling */\n    Py_ssize_t *consumed        /* bytes consumed */\n    );\n#endif\n\nPyAPI_FUNC(PyObject*) PyUnicode_AsMBCSString(\n    PyObject *unicode           /* Unicode object */\n    );\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\nPyAPI_FUNC(PyObject*) PyUnicode_EncodeCodePage(\n    int code_page,              /* code page number */\n    PyObject *unicode,          /* Unicode object */\n    const char *errors          /* error handling */\n    );\n#endif\n\n#endif /* MS_WINDOWS */\n\n/* --- Locale encoding --------------------------------------------------- */\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\n/* Decode a string from the current locale encoding. The decoder is strict if\n   *surrogateescape* is equal to zero, otherwise it uses the 'surrogateescape'\n   error handler (PEP 383) to escape undecodable bytes. If a byte sequence can\n   be decoded as a surrogate character and *surrogateescape* is not equal to\n   zero, the byte sequence is escaped using the 'surrogateescape' error handler\n   instead of being decoded. *str* must end with a null character but cannot\n   contain embedded null characters. */\n\nPyAPI_FUNC(PyObject*) PyUnicode_DecodeLocaleAndSize(\n    const char *str,\n    Py_ssize_t len,\n    const char *errors);\n\n/* Similar to PyUnicode_DecodeLocaleAndSize(), but compute the string\n   length using strlen(). */\n\nPyAPI_FUNC(PyObject*) PyUnicode_DecodeLocale(\n    const char *str,\n    const char *errors);\n\n/* Encode a Unicode object to the current locale encoding. The encoder is\n   strict is *surrogateescape* is equal to zero, otherwise the\n   \"surrogateescape\" error handler is used. Return a bytes object. The string\n   cannot contain embedded null characters. */\n\nPyAPI_FUNC(PyObject*) PyUnicode_EncodeLocale(\n    PyObject *unicode,\n    const char *errors\n    );\n#endif\n\n/* --- File system encoding ---------------------------------------------- */\n\n/* ParseTuple converter: encode str objects to bytes using\n   PyUnicode_EncodeFSDefault(); bytes objects are output as-is. */\n\nPyAPI_FUNC(int) PyUnicode_FSConverter(PyObject*, void*);\n\n/* ParseTuple converter: decode bytes objects to unicode using\n   PyUnicode_DecodeFSDefaultAndSize(); str objects are output as-is. */\n\nPyAPI_FUNC(int) PyUnicode_FSDecoder(PyObject*, void*);\n\n/* Decode a null-terminated string using Py_FileSystemDefaultEncoding\n   and the \"surrogateescape\" error handler.\n\n   If Py_FileSystemDefaultEncoding is not set, fall back to the locale\n   encoding.\n\n   Use PyUnicode_DecodeFSDefaultAndSize() if the string length is known.\n*/\n\nPyAPI_FUNC(PyObject*) PyUnicode_DecodeFSDefault(\n    const char *s               /* encoded string */\n    );\n\n/* Decode a string using Py_FileSystemDefaultEncoding\n   and the \"surrogateescape\" error handler.\n\n   If Py_FileSystemDefaultEncoding is not set, fall back to the locale\n   encoding.\n*/\n\nPyAPI_FUNC(PyObject*) PyUnicode_DecodeFSDefaultAndSize(\n    const char *s,               /* encoded string */\n    Py_ssize_t size              /* size */\n    );\n\n/* Encode a Unicode object to Py_FileSystemDefaultEncoding with the\n   \"surrogateescape\" error handler, and return bytes.\n\n   If Py_FileSystemDefaultEncoding is not set, fall back to the locale\n   encoding.\n*/\n\nPyAPI_FUNC(PyObject*) PyUnicode_EncodeFSDefault(\n    PyObject *unicode\n    );\n\n/* --- Methods & Slots ----------------------------------------------------\n\n   These are capable of handling Unicode objects and strings on input\n   (we refer to them as strings in the descriptions) and return\n   Unicode objects or integers as appropriate. */\n\n/* Concat two strings giving a new Unicode string. */\n\nPyAPI_FUNC(PyObject*) PyUnicode_Concat(\n    PyObject *left,             /* Left string */\n    PyObject *right             /* Right string */\n    );\n\n/* Concat two strings and put the result in *pleft\n   (sets *pleft to NULL on error) */\n\nPyAPI_FUNC(void) PyUnicode_Append(\n    PyObject **pleft,           /* Pointer to left string */\n    PyObject *right             /* Right string */\n    );\n\n/* Concat two strings, put the result in *pleft and drop the right object\n   (sets *pleft to NULL on error) */\n\nPyAPI_FUNC(void) PyUnicode_AppendAndDel(\n    PyObject **pleft,           /* Pointer to left string */\n    PyObject *right             /* Right string */\n    );\n\n/* Split a string giving a list of Unicode strings.\n\n   If sep is NULL, splitting will be done at all whitespace\n   substrings. Otherwise, splits occur at the given separator.\n\n   At most maxsplit splits will be done. If negative, no limit is set.\n\n   Separators are not included in the resulting list.\n\n*/\n\nPyAPI_FUNC(PyObject*) PyUnicode_Split(\n    PyObject *s,                /* String to split */\n    PyObject *sep,              /* String separator */\n    Py_ssize_t maxsplit         /* Maxsplit count */\n    );\n\n/* Dito, but split at line breaks.\n\n   CRLF is considered to be one line break. Line breaks are not\n   included in the resulting list. */\n\nPyAPI_FUNC(PyObject*) PyUnicode_Splitlines(\n    PyObject *s,                /* String to split */\n    int keepends                /* If true, line end markers are included */\n    );\n\n/* Partition a string using a given separator. */\n\nPyAPI_FUNC(PyObject*) PyUnicode_Partition(\n    PyObject *s,                /* String to partition */\n    PyObject *sep               /* String separator */\n    );\n\n/* Partition a string using a given separator, searching from the end of the\n   string. */\n\nPyAPI_FUNC(PyObject*) PyUnicode_RPartition(\n    PyObject *s,                /* String to partition */\n    PyObject *sep               /* String separator */\n    );\n\n/* Split a string giving a list of Unicode strings.\n\n   If sep is NULL, splitting will be done at all whitespace\n   substrings. Otherwise, splits occur at the given separator.\n\n   At most maxsplit splits will be done. But unlike PyUnicode_Split\n   PyUnicode_RSplit splits from the end of the string. If negative,\n   no limit is set.\n\n   Separators are not included in the resulting list.\n\n*/\n\nPyAPI_FUNC(PyObject*) PyUnicode_RSplit(\n    PyObject *s,                /* String to split */\n    PyObject *sep,              /* String separator */\n    Py_ssize_t maxsplit         /* Maxsplit count */\n    );\n\n/* Translate a string by applying a character mapping table to it and\n   return the resulting Unicode object.\n\n   The mapping table must map Unicode ordinal integers to Unicode strings,\n   Unicode ordinal integers or None (causing deletion of the character).\n\n   Mapping tables may be dictionaries or sequences. Unmapped character\n   ordinals (ones which cause a LookupError) are left untouched and\n   are copied as-is.\n\n*/\n\nPyAPI_FUNC(PyObject *) PyUnicode_Translate(\n    PyObject *str,              /* String */\n    PyObject *table,            /* Translate table */\n    const char *errors          /* error handling */\n    );\n\n/* Join a sequence of strings using the given separator and return\n   the resulting Unicode string. */\n\nPyAPI_FUNC(PyObject*) PyUnicode_Join(\n    PyObject *separator,        /* Separator string */\n    PyObject *seq               /* Sequence object */\n    );\n\n/* Return 1 if substr matches str[start:end] at the given tail end, 0\n   otherwise. */\n\nPyAPI_FUNC(Py_ssize_t) PyUnicode_Tailmatch(\n    PyObject *str,              /* String */\n    PyObject *substr,           /* Prefix or Suffix string */\n    Py_ssize_t start,           /* Start index */\n    Py_ssize_t end,             /* Stop index */\n    int direction               /* Tail end: -1 prefix, +1 suffix */\n    );\n\n/* Return the first position of substr in str[start:end] using the\n   given search direction or -1 if not found. -2 is returned in case\n   an error occurred and an exception is set. */\n\nPyAPI_FUNC(Py_ssize_t) PyUnicode_Find(\n    PyObject *str,              /* String */\n    PyObject *substr,           /* Substring to find */\n    Py_ssize_t start,           /* Start index */\n    Py_ssize_t end,             /* Stop index */\n    int direction               /* Find direction: +1 forward, -1 backward */\n    );\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03030000\n/* Like PyUnicode_Find, but search for single character only. */\nPyAPI_FUNC(Py_ssize_t) PyUnicode_FindChar(\n    PyObject *str,\n    Py_UCS4 ch,\n    Py_ssize_t start,\n    Py_ssize_t end,\n    int direction\n    );\n#endif\n\n/* Count the number of occurrences of substr in str[start:end]. */\n\nPyAPI_FUNC(Py_ssize_t) PyUnicode_Count(\n    PyObject *str,              /* String */\n    PyObject *substr,           /* Substring to count */\n    Py_ssize_t start,           /* Start index */\n    Py_ssize_t end              /* Stop index */\n    );\n\n/* Replace at most maxcount occurrences of substr in str with replstr\n   and return the resulting Unicode object. */\n\nPyAPI_FUNC(PyObject *) PyUnicode_Replace(\n    PyObject *str,              /* String */\n    PyObject *substr,           /* Substring to find */\n    PyObject *replstr,          /* Substring to replace */\n    Py_ssize_t maxcount         /* Max. number of replacements to apply;\n                                   -1 = all */\n    );\n\n/* Compare two strings and return -1, 0, 1 for less than, equal,\n   greater than resp.\n   Raise an exception and return -1 on error. */\n\nPyAPI_FUNC(int) PyUnicode_Compare(\n    PyObject *left,             /* Left string */\n    PyObject *right             /* Right string */\n    );\n\n/* Compare a Unicode object with C string and return -1, 0, 1 for less than,\n   equal, and greater than, respectively.  It is best to pass only\n   ASCII-encoded strings, but the function interprets the input string as\n   ISO-8859-1 if it contains non-ASCII characters.\n   This function does not raise exceptions. */\n\nPyAPI_FUNC(int) PyUnicode_CompareWithASCIIString(\n    PyObject *left,\n    const char *right           /* ASCII-encoded string */\n    );\n\n/* Rich compare two strings and return one of the following:\n\n   - NULL in case an exception was raised\n   - Py_True or Py_False for successful comparisons\n   - Py_NotImplemented in case the type combination is unknown\n\n   Possible values for op:\n\n     Py_GT, Py_GE, Py_EQ, Py_NE, Py_LT, Py_LE\n\n*/\n\nPyAPI_FUNC(PyObject *) PyUnicode_RichCompare(\n    PyObject *left,             /* Left string */\n    PyObject *right,            /* Right string */\n    int op                      /* Operation: Py_EQ, Py_NE, Py_GT, etc. */\n    );\n\n/* Apply an argument tuple or dictionary to a format string and return\n   the resulting Unicode string. */\n\nPyAPI_FUNC(PyObject *) PyUnicode_Format(\n    PyObject *format,           /* Format string */\n    PyObject *args              /* Argument tuple or dictionary */\n    );\n\n/* Checks whether element is contained in container and return 1/0\n   accordingly.\n\n   element has to coerce to a one element Unicode string. -1 is\n   returned in case of an error. */\n\nPyAPI_FUNC(int) PyUnicode_Contains(\n    PyObject *container,        /* Container string */\n    PyObject *element           /* Element string */\n    );\n\n/* Checks whether argument is a valid identifier. */\n\nPyAPI_FUNC(int) PyUnicode_IsIdentifier(PyObject *s);\n\n/* === Characters Type APIs =============================================== */\n\n#ifndef Py_LIMITED_API\n#  define Py_CPYTHON_UNICODEOBJECT_H\n#  include  \"cpython/unicodeobject.h\"\n#  undef Py_CPYTHON_UNICODEOBJECT_H\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_UNICODEOBJECT_H */\n"
  },
  {
    "path": "LView/external_includes/warnings.h",
    "content": "#ifndef Py_WARNINGS_H\n#define Py_WARNINGS_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(PyObject*) _PyWarnings_Init(void);\n#endif\n\nPyAPI_FUNC(int) PyErr_WarnEx(\n    PyObject *category,\n    const char *message,        /* UTF-8 encoded string */\n    Py_ssize_t stack_level);\nPyAPI_FUNC(int) PyErr_WarnFormat(\n    PyObject *category,\n    Py_ssize_t stack_level,\n    const char *format,         /* ASCII-encoded string  */\n    ...);\n\n#if !defined(Py_LIMITED_API) || Py_LIMITED_API+0 >= 0x03060000\n/* Emit a ResourceWarning warning */\nPyAPI_FUNC(int) PyErr_ResourceWarning(\n    PyObject *source,\n    Py_ssize_t stack_level,\n    const char *format,         /* ASCII-encoded string  */\n    ...);\n#endif\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(int) PyErr_WarnExplicitObject(\n    PyObject *category,\n    PyObject *message,\n    PyObject *filename,\n    int lineno,\n    PyObject *module,\n    PyObject *registry);\n#endif\nPyAPI_FUNC(int) PyErr_WarnExplicit(\n    PyObject *category,\n    const char *message,        /* UTF-8 encoded string */\n    const char *filename,       /* decoded from the filesystem encoding */\n    int lineno,\n    const char *module,         /* UTF-8 encoded string */\n    PyObject *registry);\n\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(int)\nPyErr_WarnExplicitFormat(PyObject *category,\n                         const char *filename, int lineno,\n                         const char *module, PyObject *registry,\n                         const char *format, ...);\n#endif\n\n/* DEPRECATED: Use PyErr_WarnEx() instead. */\n#ifndef Py_LIMITED_API\n#define PyErr_Warn(category, msg) PyErr_WarnEx(category, msg, 1)\n#endif\n\n#ifndef Py_LIMITED_API\nvoid _PyErr_WarnUnawaitedCoroutine(PyObject *coro);\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_WARNINGS_H */\n\n"
  },
  {
    "path": "LView/external_includes/weakrefobject.h",
    "content": "/* Weak references objects for Python. */\n\n#ifndef Py_WEAKREFOBJECT_H\n#define Py_WEAKREFOBJECT_H\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n\ntypedef struct _PyWeakReference PyWeakReference;\n\n/* PyWeakReference is the base struct for the Python ReferenceType, ProxyType,\n * and CallableProxyType.\n */\n#ifndef Py_LIMITED_API\nstruct _PyWeakReference {\n    PyObject_HEAD\n\n    /* The object to which this is a weak reference, or Py_None if none.\n     * Note that this is a stealth reference:  wr_object's refcount is\n     * not incremented to reflect this pointer.\n     */\n    PyObject *wr_object;\n\n    /* A callable to invoke when wr_object dies, or NULL if none. */\n    PyObject *wr_callback;\n\n    /* A cache for wr_object's hash code.  As usual for hashes, this is -1\n     * if the hash code isn't known yet.\n     */\n    Py_hash_t hash;\n\n    /* If wr_object is weakly referenced, wr_object has a doubly-linked NULL-\n     * terminated list of weak references to it.  These are the list pointers.\n     * If wr_object goes away, wr_object is set to Py_None, and these pointers\n     * have no meaning then.\n     */\n    PyWeakReference *wr_prev;\n    PyWeakReference *wr_next;\n};\n#endif\n\nPyAPI_DATA(PyTypeObject) _PyWeakref_RefType;\nPyAPI_DATA(PyTypeObject) _PyWeakref_ProxyType;\nPyAPI_DATA(PyTypeObject) _PyWeakref_CallableProxyType;\n\n#define PyWeakref_CheckRef(op) PyObject_TypeCheck(op, &_PyWeakref_RefType)\n#define PyWeakref_CheckRefExact(op) \\\n        Py_IS_TYPE(op, &_PyWeakref_RefType)\n#define PyWeakref_CheckProxy(op) \\\n        (Py_IS_TYPE(op, &_PyWeakref_ProxyType) || \\\n         Py_IS_TYPE(op, &_PyWeakref_CallableProxyType))\n\n#define PyWeakref_Check(op) \\\n        (PyWeakref_CheckRef(op) || PyWeakref_CheckProxy(op))\n\n\nPyAPI_FUNC(PyObject *) PyWeakref_NewRef(PyObject *ob,\n                                              PyObject *callback);\nPyAPI_FUNC(PyObject *) PyWeakref_NewProxy(PyObject *ob,\n                                                PyObject *callback);\nPyAPI_FUNC(PyObject *) PyWeakref_GetObject(PyObject *ref);\n\n#ifndef Py_LIMITED_API\nPyAPI_FUNC(Py_ssize_t) _PyWeakref_GetWeakrefCount(PyWeakReference *head);\n\nPyAPI_FUNC(void) _PyWeakref_ClearRef(PyWeakReference *self);\n#endif\n\n/* Explanation for the Py_REFCNT() check: when a weakref's target is part\n   of a long chain of deallocations which triggers the trashcan mechanism,\n   clearing the weakrefs can be delayed long after the target's refcount\n   has dropped to zero.  In the meantime, code accessing the weakref will\n   be able to \"see\" the target object even though it is supposed to be\n   unreachable.  See issue #16602. */\n\n#define PyWeakref_GET_OBJECT(ref)                           \\\n    (Py_REFCNT(((PyWeakReference *)(ref))->wr_object) > 0   \\\n     ? ((PyWeakReference *)(ref))->wr_object                \\\n     : Py_None)\n\n\n#ifdef __cplusplus\n}\n#endif\n#endif /* !Py_WEAKREFOBJECT_H */\n"
  },
  {
    "path": "LView/imconfig.h",
    "content": "//-----------------------------------------------------------------------------\n// COMPILE-TIME OPTIONS FOR DEAR IMGUI\n// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.\n// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.\n//-----------------------------------------------------------------------------\n// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)\n// B) or '#define IMGUI_USER_CONFIG \"my_imgui_config.h\"' in your project and then add directives in your own file without touching this template.\n//-----------------------------------------------------------------------------\n// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp\n// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.\n// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.\n// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.\n//-----------------------------------------------------------------------------\n\n#pragma once\n\n//---- Define assertion handler. Defaults to calling assert().\n// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.\n//#define IM_ASSERT(_EXPR)  MyAssert(_EXPR)\n//#define IM_ASSERT(_EXPR)  ((void)(_EXPR))     // Disable asserts\n\n//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows\n// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.\n//#define IMGUI_API __declspec( dllexport )\n//#define IMGUI_API __declspec( dllimport )\n\n//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.\n//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n\n//---- Disable all of Dear ImGui or don't implement standard windows.\n// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp.\n//#define IMGUI_DISABLE                                     // Disable everything: all headers and source files will be empty.\n//#define IMGUI_DISABLE_DEMO_WINDOWS                        // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended.\n//#define IMGUI_DISABLE_METRICS_WINDOW                      // Disable metrics/debugger window: ShowMetricsWindow() will be empty.\n\n//---- Don't implement some functions to reduce linkage requirements.\n//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS   // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.\n//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS         // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.\n//#define IMGUI_DISABLE_WIN32_FUNCTIONS                     // [Win32] Won't use and link with any Win32 function (clipboard, ime).\n//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS      // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).\n//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS            // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)\n//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS              // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.\n//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS              // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.\n//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS                  // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().\n\n//---- Include imgui_user.h at the end of imgui.h as a convenience\n//#define IMGUI_INCLUDE_IMGUI_USER_H\n\n//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)\n//#define IMGUI_USE_BGRA_PACKED_COLOR\n\n//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)\n//#define IMGUI_USE_WCHAR32\n\n//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version\n// By default the embedded implementations are declared static and not available outside of imgui cpp files.\n//#define IMGUI_STB_TRUETYPE_FILENAME   \"my_folder/stb_truetype.h\"\n//#define IMGUI_STB_RECT_PACK_FILENAME  \"my_folder/stb_rect_pack.h\"\n//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION\n//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION\n\n//---- Unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined, use the much faster STB sprintf library implementation of vsnprintf instead of the one from the default C library.\n// Note that stb_sprintf.h is meant to be provided by the user and available in the include path at compile time. Also, the compatibility checks of the arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf.\n// #define IMGUI_USE_STB_SPRINTF\n\n//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.\n// This will be inlined as part of ImVec2 and ImVec4 class declarations.\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 (default is 16-bit) is one way to allow large meshes with more than 64K vertices.\n// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).\n// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.\n// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.\n//#define ImDrawIdx unsigned int\n\n//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)\n//struct ImDrawList;\n//struct ImDrawCmd;\n//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);\n//#define ImDrawCallback MyImDrawCallback\n\n//---- Debug Tools: Macro to break in Debugger\n// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)\n//#define IM_DEBUG_BREAK  IM_ASSERT(0)\n//#define IM_DEBUG_BREAK  __debugbreak()\n\n//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(),\n// (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.)\n// This adds a small runtime cost which is why it is not enabled by default.\n//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX\n\n//---- Debug Tools: Enable slower asserts\n//#define IMGUI_DEBUG_PARANOID\n\n//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.\n/*\nnamespace ImGui\n{\n    void MyFunction(const char* name, const MyMatrix44& v);\n}\n*/\n"
  },
  {
    "path": "LView/imgui.cpp",
    "content": "// dear imgui, v1.80 WIP\n// (main code and documentation)\n\n// Help:\n// - Read FAQ at http://dearimgui.org/faq\n// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.\n// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.\n// Read imgui.cpp for details, links and comments.\n\n// Resources:\n// - FAQ                   http://dearimgui.org/faq\n// - Homepage & latest     https://github.com/ocornut/imgui\n// - Releases & changelog  https://github.com/ocornut/imgui/releases\n// - Gallery               https://github.com/ocornut/imgui/issues/3488 (please post your screenshots/video there!)\n// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary\n// - Wiki                  https://github.com/ocornut/imgui/wiki\n// - Issues & support      https://github.com/ocornut/imgui/issues\n\n// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.\n// See LICENSE.txt for copyright and licensing details (standard MIT License).\n// This library is free but needs your support to sustain development and maintenance.\n// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to \"contact AT dearimgui.org\".\n// Individuals: you can support continued development via donations. See docs/README or web page.\n\n// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.\n// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without\n// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't\n// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you\n// to a better solution or official support for them.\n\n/*\n\nIndex of this file:\n\nDOCUMENTATION\n\n- MISSION STATEMENT\n- END-USER GUIDE\n- PROGRAMMER GUIDE\n  - READ FIRST\n  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI\n  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE\n  - HOW A SIMPLE APPLICATION MAY LOOK LIKE\n  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE\n  - USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS\n- API BREAKING CHANGES (read me when you update!)\n- FREQUENTLY ASKED QUESTIONS (FAQ)\n  - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer)\n\nCODE\n(search for \"[SECTION]\" in the code to find them)\n\n// [SECTION] INCLUDES\n// [SECTION] FORWARD DECLARATIONS\n// [SECTION] CONTEXT AND MEMORY ALLOCATORS\n// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)\n// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)\n// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)\n// [SECTION] MISC HELPERS/UTILITIES (File functions)\n// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)\n// [SECTION] MISC HELPERS/UTILITIES (Color functions)\n// [SECTION] ImGuiStorage\n// [SECTION] ImGuiTextFilter\n// [SECTION] ImGuiTextBuffer\n// [SECTION] ImGuiListClipper\n// [SECTION] STYLING\n// [SECTION] RENDER HELPERS\n// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)\n// [SECTION] ERROR CHECKING\n// [SECTION] LAYOUT\n// [SECTION] SCROLLING\n// [SECTION] TOOLTIPS\n// [SECTION] POPUPS\n// [SECTION] KEYBOARD/GAMEPAD NAVIGATION\n// [SECTION] DRAG AND DROP\n// [SECTION] LOGGING/CAPTURING\n// [SECTION] SETTINGS\n// [SECTION] PLATFORM DEPENDENT HELPERS\n// [SECTION] METRICS/DEBUGGER WINDOW\n\n*/\n\n//-----------------------------------------------------------------------------\n// DOCUMENTATION\n//-----------------------------------------------------------------------------\n\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 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.\n\n Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes:\n\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 on 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 (double-click to auto fit window to its contents).\n - Click and drag on any empty space to move window.\n - TAB/SHIFT+TAB to cycle through keyboard editable fields.\n - CTRL+Click on a slider or drag box to input value as text.\n - Use mouse wheel to scroll.\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 - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard.\n - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://goo.gl/9LgVZW\n\n\n PROGRAMMER GUIDE\n ================\n\n READ FIRST\n ----------\n - Remember to read the FAQ (https://www.dearimgui.org/faq)\n - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction\n   or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs.\n - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.\n - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.\n - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).\n   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in the FAQ.\n - Dear ImGui is a \"single pass\" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.\n   For every application frame your UI code will be called only once. This is in contrast to e.g. Unity's own implementation of an IMGUI,\n   where the UI code is called multiple times (\"multiple passes\") from a single entry point. There are pros and cons to both approaches.\n - Our origin are on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.\n - This codebase is also optimized to yield decent performances with typical \"Debug\" builds settings.\n - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).\n   If you get an assert, read the messages and comments around the assert.\n - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace.\n - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.\n   See FAQ \"How can I use my own math types instead of ImVec2/ImVec4?\" for details about setting up imconfig.h for that.\n   However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.\n - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).\n\n\n HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI\n ----------------------------------------------\n - Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h)\n - Or maintain your own branch where you have imconfig.h modified.\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\n   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will\n   likely be a comment about it. Please report any issue to the GitHub page!\n - Try to keep your copy of dear imgui reasonably up to date.\n\n\n GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE\n ---------------------------------------------------------------\n - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.\n - In the majority of cases you should be able to use unmodified backends files available in the examples/ folder.\n - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.\n   It is recommended you build and statically link the .cpp files as part of your project and NOT as shared library (DLL).\n - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.\n - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.\n - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function 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\"\n   phases of your own application. All rendering information are stored into command-lists that you will retrieve after calling ImGui::Render().\n - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.\n - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.\n\n\n HOW A SIMPLE APPLICATION MAY LOOK LIKE\n --------------------------------------\n EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).\n The sub-folders in examples/ contains examples applications following this structure.\n\n     // Application init: create a dear imgui context, setup some options, load fonts\n     ImGui::CreateContext();\n     ImGuiIO& io = ImGui::GetIO();\n     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.\n     // TODO: Fill optional fields of the io structure later.\n     // TODO: Load TTF/OTF fonts if you don't want to use the default font.\n\n     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)\n     ImGui_ImplWin32_Init(hwnd);\n     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);\n\n     // Application main loop\n     while (true)\n     {\n         // Feed inputs to dear imgui, start new frame\n         ImGui_ImplDX11_NewFrame();\n         ImGui_ImplWin32_NewFrame();\n         ImGui::NewFrame();\n\n         // Any application code here\n         ImGui::Text(\"Hello, world!\");\n\n         // Render dear imgui into screen\n         ImGui::Render();\n         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());\n         g_pSwapChain->Present(1, 0);\n     }\n\n     // Shutdown\n     ImGui_ImplDX11_Shutdown();\n     ImGui_ImplWin32_Shutdown();\n     ImGui::DestroyContext();\n\n EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE\n\n     // Application init: create a dear imgui context, setup some options, load fonts\n     ImGui::CreateContext();\n     ImGuiIO& io = ImGui::GetIO();\n     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.\n     // TODO: Fill optional fields of the io structure later.\n     // TODO: Load TTF/OTF fonts if you don't want to use the default font.\n\n     // Build and load the texture atlas into a texture\n     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)\n     int width, height;\n     unsigned char* pixels = NULL;\n     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);\n\n     // At this point you've got the texture data and you need to upload that your your graphic system:\n     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.\n     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.\n     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)\n     io.Fonts->TexID = (void*)texture;\n\n     // Application main loop\n     while (true)\n     {\n        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.\n        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)\n        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)\n        io.DisplaySize.x = 1920.0f;             // set the current display width\n        io.DisplaySize.y = 1280.0f;             // set the current display height here\n        io.MousePos = my_mouse_pos;             // set the mouse position\n        io.MouseDown[0] = my_mouse_buttons[0];  // set the mouse button states\n        io.MouseDown[1] = my_mouse_buttons[1];\n\n        // Call NewFrame(), after this point you can use ImGui::* functions anytime\n        // (So you want to try calling NewFrame() as early as you can in your mainloop to be able to use Dear ImGui everywhere)\n        ImGui::NewFrame();\n\n        // Most of your application code here\n        ImGui::Text(\"Hello, world!\");\n        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin(\"My window\"); ImGui::Text(\"Hello, world!\"); ImGui::End();\n        MyGameRender(); // may use any Dear ImGui functions as well!\n\n        // Render dear imgui, swap buffers\n        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)\n        ImGui::EndFrame();\n        ImGui::Render();\n        ImDrawData* draw_data = ImGui::GetDrawData();\n        MyImGuiRenderFunction(draw_data);\n        SwapBuffers();\n     }\n\n     // Shutdown\n     ImGui::DestroyContext();\n\n To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest your application,\n you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!\n Please read the FAQ and example applications for details about this!\n\n\n HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE\n ---------------------------------------------\n The backends in impl_impl_XXX.cpp files contains many working implementations of a rendering function.\n\n    void void MyImGuiRenderFunction(ImDrawData* draw_data)\n    {\n       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled\n       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize\n       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize\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 ImDrawList* cmd_list = draw_data->CmdLists[n];\n          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui\n          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear 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                 // The texture for the draw call is specified by pcmd->TextureId.\n                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.\n                 MyEngineBindTexture((MyTexture*)pcmd->TextureId);\n\n                 // We are using scissoring to clip some objects. All low-level graphics API should supports it.\n                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches\n                 //   (some elements visible outside their bounds) but you can fix that once everything else works!\n                 // - Clipping coordinates are provided in imgui coordinates space (from draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize)\n                 //   In a single viewport application, draw_data->DisplayPos will always be (0,0) and draw_data->DisplaySize will always be == io.DisplaySize.\n                 //   However, in the interest of supporting multi-viewport applications in the future (see 'viewport' branch on github),\n                 //   always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.\n                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)\n                 ImVec2 pos = draw_data->DisplayPos;\n                 MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y));\n\n                 // Render 'pcmd->ElemCount/3' indexed triangles.\n                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.\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\n USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS\n ------------------------------------------\n - The gamepad/keyboard navigation is fairly functional and keeps being improved.\n - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PS4, Switch, XB1) without a mouse!\n - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787\n - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.\n - Keyboard:\n    - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.\n      NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.\n    - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag\n      will be set. For more advanced uses, you may want to read from:\n       - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.\n       - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used).\n       - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions.\n      Please reach out if you think the game vs navigation input sharing could be improved.\n - Gamepad:\n    - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.\n    - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame().\n      Note that io.NavInputs[] is cleared by EndFrame().\n    - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values:\n         0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.\n    - We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.\n      Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).\n    - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://goo.gl/9LgVZW.\n    - If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo\n      to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.\n - Mouse:\n    - PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.\n    - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard.\n    - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.\n      Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements.\n      When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.\n      When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.\n      (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse as moving back and forth!)\n      (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want\n       to set a boolean to ignore your other external mouse positions until the external source is moved again.)\n\n\n API BREAKING CHANGES\n ====================\n\n Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.\n Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.\n When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.\n You can read releases logs https://github.com/ocornut/imgui/releases for more details.\n\n - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!\n - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.\n - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures\n - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.\n - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):\n                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend\n                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)\n                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)\n                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT\n                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT\n                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):\n                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = \"%.Xf\" where X is your value for decimal_precision.\n                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.\n - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).\n - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).\n - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.\n - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.\n - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.\n - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!\n - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().\n                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).\n                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:\n                       - if you omitted the 'power' parameter (likely!), you are not affected.\n                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.\n                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.\n                       see https://github.com/ocornut/imgui/issues/3361 for all details.\n                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version were removed directly as they were most unlikely ever used.\n                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.\n                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.\n - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.\n - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]\n - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.\n - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().\n - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.\n - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.\n - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.\n - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):\n                       - ShowTestWindow()                    -> use ShowDemoWindow()\n                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)\n                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)\n                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)\n                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()\n                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg\n                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding\n                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap\n                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS\n - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was the vaguely documented and rarely if ever used). Instead we added an explicit PrimUnreserve() API.\n - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).\n - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.\n - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.\n - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.\n - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):\n                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed\n                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)\n                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()\n                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)\n                       - ImFont::Glyph                       -> use ImFontGlyph\n - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse \"typematic\" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.\n                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.\n                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).\n                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.\n - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).\n - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).\n - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.\n - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have\n                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.\n                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.\n                       Please reach out if you are affected.\n - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).\n - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).\n - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.\n - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).\n - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).\n - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).\n - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrary small value!\n - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).\n - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!\n - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).\n - 2018/12/20 (1.67) - made it illegal to call Begin(\"\") with an empty string. This somehow half-worked before but had various undesirable side-effects.\n - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.\n - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.\n - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).\n - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.\n                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.\n - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)\n - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.\n                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.\n                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.\n - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).\n - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).\n - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).\n - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.\n - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.\n - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.\n - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).\n - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).\n                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.\n                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.\n                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.\n - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.\n - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.\n - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from \"%.0f\" to \"%d\", as we are not using integers internally any more.\n                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.\n                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.\n                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. \"DragInt.*%f\" to help you find them.\n - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional \"int decimal_precision\" in favor of an equivalent and more flexible \"const char* format\",\n                       consistent with other functions. Kept redirection functions (will obsolete).\n - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.\n - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).\n - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.\n - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.\n - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.\n - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.\n - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.\n - 2018/02/07 (1.60) - reorganized context handling to be more explicit,\n                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.\n                       - removed Shutdown() function, as DestroyContext() serve this purpose.\n                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.\n                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.\n                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.\n - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.\n - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).\n - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).\n - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.\n - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.\n - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).\n - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags\n - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.\n - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.\n - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).\n - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).\n                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).\n - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).\n - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).\n - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.\n - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.\n                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.\n - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.\n - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.\n - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.\n - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);\n - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.\n - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.\n - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.\n                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.\n                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)\n                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)\n                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]\n - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!\n - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).\n - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).\n - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).\n - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace \"io.MousePos = ImVec2(-1,-1)\" with \"io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)\".\n - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!\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 type.\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_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).\n - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).\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, otherwise if <1.0f you need tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.\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) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }\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 ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.\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_XXX.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                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)\n                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).\n                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'\n                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.\n                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes '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 - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.\n                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];\n                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->TexId = YourTexIdentifier;\n                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.\n - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID.\n - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)\n - 2015/01/11 (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 FREQUENTLY ASKED QUESTIONS (FAQ)\n ================================\n\n Read all answers online:\n   https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)\n Read all answers locally (with a text editor or ideally a Markdown viewer):\n   docs/FAQ.md\n Some answers are copied down here to facilitate searching in code.\n\n Q&A: Basics\n ===========\n\n Q: Where is the documentation?\n A: This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.\n    - Run the examples/ and explore them.\n    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.\n    - The demo covers most features of Dear ImGui, so you can read the code and see its output.\n    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.\n    - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the\n      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.\n    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.\n    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.\n    - Your programming IDE is your friend, find the type or function declaration to find comments\n      associated to it.\n\n Q: What is this library called?\n Q: Which version should I get?\n >> This library is called \"Dear ImGui\", please don't call it \"ImGui\" :)\n >> See https://www.dearimgui.org/faq for details.\n\n Q&A: Integration\n ================\n\n Q: How to get started?\n A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.\n\n Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?\n A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!\n >> See https://www.dearimgui.org/faq for fully detailed answer. You really want to read this.\n\n Q. How can I enable keyboard controls?\n Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)\n Q: I integrated Dear ImGui in my engine and little squares are showing instead of text..\n Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..\n Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries..\n >> See https://www.dearimgui.org/faq\n\n Q&A: Usage\n ----------\n\n Q: Why is my widget not reacting when I click on it?\n Q: How can I have widgets with an empty label?\n Q: How can I have multiple widgets with the same label?\n Q: How can I display an image? What is ImTextureID, how does it works?\n Q: How can I use my own math types instead of ImVec2/ImVec4?\n Q: How can I interact with standard C++ types (such as std::string and std::vector)?\n Q: How can I display custom shapes? (using low-level ImDrawList API)\n >> See https://www.dearimgui.org/faq\n\n Q&A: Fonts, Text\n ================\n\n Q: How should I handle DPI in my application?\n Q: How can I load a different font than the default?\n Q: How can I easily use icons in my application?\n Q: How can I load multiple fonts?\n Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?\n >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md\n\n Q&A: Concerns\n =============\n\n Q: Who uses Dear ImGui?\n Q: Can you create elaborate/serious tools with Dear ImGui?\n Q: Can you reskin the look of Dear ImGui?\n Q: Why using C++ (as opposed to C)?\n >> See https://www.dearimgui.org/faq\n\n Q&A: Community\n ==============\n\n Q: How can I help?\n A: - Businesses: please reach out to \"contact AT dearimgui.org\" if you work in a place using Dear ImGui!\n      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.\n      This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project.\n    - Individuals: you can support continued development via PayPal donations. See README.\n    - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt\n      and see how you want to help and can help!\n    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.\n      You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/3488). Visuals are ideal as they inspire other programmers.\n      But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions.\n    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately).\n\n*/\n\n//-------------------------------------------------------------------------\n// [SECTION] INCLUDES\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#ifndef IMGUI_DISABLE\n\n#ifndef IMGUI_DEFINE_MATH_OPERATORS\n#define IMGUI_DEFINE_MATH_OPERATORS\n#endif\n#include \"imgui_internal.h\"\n\n// System includes\n#include <ctype.h>      // toupper\n#include <stdio.h>      // vsnprintf, sscanf, printf\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// [Windows] OS specific includes (optional)\n#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)\n#define IMGUI_DISABLE_WIN32_FUNCTIONS\n#endif\n#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)\n#ifndef WIN32_LEAN_AND_MEAN\n#define WIN32_LEAN_AND_MEAN\n#endif\n#ifndef NOMINMAX\n#define NOMINMAX\n#endif\n#ifndef __MINGW32__\n#include <Windows.h>        // _wfopen, OpenClipboard\n#else\n#include <windows.h>\n#endif\n#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions\n#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS\n#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS\n#endif\n#endif\n\n// [Apple] OS specific includes\n#if defined(__APPLE__)\n#include <TargetConditionals.h>\n#endif\n\n// Visual Studio warnings\n#ifdef _MSC_VER\n#pragma warning (disable: 4127)             // condition expression is constant\n#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen\n#if defined(_MSC_VER) && _MSC_VER >= 1922   // MSVC 2019 16.2 or later\n#pragma warning (disable: 5054)             // operator '|': deprecated between enumerations of different types\n#endif\n#endif\n\n// Clang/GCC warnings with -Weverything\n#if defined(__clang__)\n#if __has_warning(\"-Wunknown-warning-option\")\n#pragma clang diagnostic ignored \"-Wunknown-warning-option\"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!\n#endif\n#pragma clang diagnostic ignored \"-Wunknown-pragmas\"                // warning: unknown warning group 'xxx'\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 is.\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#pragma clang diagnostic ignored \"-Wzero-as-null-pointer-constant\"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0\n#pragma clang diagnostic ignored \"-Wdouble-promotion\"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.\n#pragma clang diagnostic ignored \"-Wimplicit-int-float-conversion\"  // warning: implicit conversion from 'xxx' to 'float' may lose precision\n#elif defined(__GNUC__)\n// We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association.\n#pragma GCC diagnostic ignored \"-Wpragmas\"                  // warning: unknown option after '#pragma GCC diagnostic' kind\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 \"-Wformat-nonliteral\"        // warning: format not a string literal, format string not checked\n#pragma GCC diagnostic ignored \"-Wstrict-overflow\"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false\n#pragma GCC diagnostic ignored \"-Wclass-memaccess\"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead\n#endif\n\n// Debug options\n#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL\n#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window\n#define IMGUI_DEBUG_INI_SETTINGS    0   // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower)\n\n// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.\nstatic const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in\nstatic const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear\n\n// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)\nstatic const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f;     // Extend outside and inside windows. Affect FindHoveredWindow().\nstatic const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.\nstatic const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 2.00f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.\n\n//-------------------------------------------------------------------------\n// [SECTION] FORWARD DECLARATIONS\n//-------------------------------------------------------------------------\n\nstatic void             SetCurrentWindow(ImGuiWindow* window);\nstatic void             FindHoveredWindow();\nstatic ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);\nstatic ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);\n\nstatic void             AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);\nstatic void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);\n\nstatic ImRect           GetViewportRect();\n\n// Settings\nstatic void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);\nstatic void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);\nstatic void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);\nstatic void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);\nstatic void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);\n\n// Platform Dependents default implementation for IO functions\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\nnamespace ImGui\n{\n// Navigation\nstatic void             NavUpdate();\nstatic void             NavUpdateWindowing();\nstatic void             NavUpdateWindowingOverlay();\nstatic void             NavUpdateMoveResult();\nstatic void             NavUpdateInitResult();\nstatic float            NavUpdatePageUpPageDown();\nstatic inline void      NavUpdateAnyRequestFlag();\nstatic void             NavEndFrame();\nstatic bool             NavScoreItem(ImGuiNavMoveResult* result, ImRect cand);\nstatic void             NavApplyItemToResult(ImGuiNavMoveResult* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel);\nstatic void             NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id);\nstatic ImVec2           NavCalcPreferredRefPos();\nstatic void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);\nstatic ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);\nstatic int              FindWindowFocusIndex(ImGuiWindow* window);\n\n// Error Checking\nstatic void             ErrorCheckNewFrameSanityChecks();\nstatic void             ErrorCheckEndFrameSanityChecks();\n\n// Misc\nstatic void             UpdateSettings();\nstatic void             UpdateMouseInputs();\nstatic void             UpdateMouseWheel();\nstatic void             UpdateTabFocus();\nstatic void             UpdateDebugToolItemPicker();\nstatic bool             UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);\nstatic void             RenderWindowOuterBorders(ImGuiWindow* window);\nstatic void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);\nstatic void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);\n\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] CONTEXT AND MEMORY ALLOCATORS\n//-----------------------------------------------------------------------------\n\n// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.\n// ImGui::CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext().\n// 1) Important: globals are not shared across DLL boundaries! If you use DLLs or any form of hot-reloading: you will need to call\n//    SetCurrentContext() (with the pointer you got from CreateContext) from each unique static/DLL boundary, and after each hot-reloading.\n//    In your debugger, add GImGui to your watch window and notice how its value changes depending on which location you are currently stepping into.\n// 2) Important: Dear ImGui functions are not thread-safe because of this pointer.\n//    If you want thread-safety to allow N threads to access N different contexts, you can:\n//    - Change this variable to use thread local storage so each thread can refer to a different context, in imconfig.h:\n//          struct ImGuiContext;\n//          extern thread_local ImGuiContext* MyImGuiTLS;\n//          #define GImGui MyImGuiTLS\n//      And then define MyImGuiTLS in one of your cpp file. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.\n//    - Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586\n//    - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from different namespace.\n#ifndef GImGui\nImGuiContext*   GImGui = NULL;\n#endif\n\n// Memory Allocator functions. Use SetAllocatorFunctions() to change them.\n// If you use DLL hotreloading you might need to call SetAllocatorFunctions() after reloading code from this file.\n// Otherwise, you probably don't want to modify them mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.\n#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS\nstatic void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }\nstatic void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }\n#else\nstatic void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }\nstatic void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }\n#endif\n\nstatic void*  (*GImAllocatorAllocFunc)(size_t size, void* user_data) = MallocWrapper;\nstatic void   (*GImAllocatorFreeFunc)(void* ptr, void* user_data) = FreeWrapper;\nstatic void*    GImAllocatorUserData = NULL;\n\n//-----------------------------------------------------------------------------\n// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)\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    WindowRounding          = 7.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.\n    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.\n    WindowMinSize           = ImVec2(32,32);    // Minimum window size\n    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text\n    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.\n    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows\n    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.\n    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows\n    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.\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    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.\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    CellPadding             = ImVec2(4,2);      // Padding within a table cell\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. Preferably > (FramePadding.x + 1).\n    ScrollbarSize           = 14.0f;            // 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    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.\n    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.\n    TabBorderSize           = 0.0f;             // Thickness of border around tabs.\n    TabMinWidthForCloseButton = 0.0f;           // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.\n    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.\n    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.\n    SelectableTextAlign     = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.\n    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.\n    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.\n    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.\n    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.\n    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering.\n    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).\n    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.\n    CircleSegmentMaxError   = 1.60f;            // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.\n\n    // Default theme\n    ImGui::StyleColorsDark(this);\n}\n\n// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.\n// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.\nvoid ImGuiStyle::ScaleAllSizes(float scale_factor)\n{\n    WindowPadding = ImFloor(WindowPadding * scale_factor);\n    WindowRounding = ImFloor(WindowRounding * scale_factor);\n    WindowMinSize = ImFloor(WindowMinSize * scale_factor);\n    ChildRounding = ImFloor(ChildRounding * scale_factor);\n    PopupRounding = ImFloor(PopupRounding * scale_factor);\n    FramePadding = ImFloor(FramePadding * scale_factor);\n    FrameRounding = ImFloor(FrameRounding * scale_factor);\n    ItemSpacing = ImFloor(ItemSpacing * scale_factor);\n    ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor);\n    CellPadding = ImFloor(CellPadding * scale_factor);\n    TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor);\n    IndentSpacing = ImFloor(IndentSpacing * scale_factor);\n    ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor);\n    ScrollbarSize = ImFloor(ScrollbarSize * scale_factor);\n    ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor);\n    GrabMinSize = ImFloor(GrabMinSize * scale_factor);\n    GrabRounding = ImFloor(GrabRounding * scale_factor);\n    LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor);\n    TabRounding = ImFloor(TabRounding * scale_factor);\n    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;\n    DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);\n    DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);\n    MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);\n}\n\nImGuiIO::ImGuiIO()\n{\n    // Most fields are initialized with zero\n    memset(this, 0, sizeof(*this));\n    IM_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); // Our pre-C++11 IM_STATIC_ASSERT() macros triggers warning on modern compilers so we don't use it here.\n\n    // Settings\n    ConfigFlags = ImGuiConfigFlags_None;\n    BackendFlags = ImGuiBackendFlags_None;\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    MouseDoubleClickTime = 0.30f;\n    MouseDoubleClickMaxDist = 6.0f;\n    for (int i = 0; i < ImGuiKey_COUNT; i++)\n        KeyMap[i] = -1;\n    KeyRepeatDelay = 0.275f;\n    KeyRepeatRate = 0.050f;\n    UserData = NULL;\n\n    Fonts = NULL;\n    FontGlobalScale = 1.0f;\n    FontDefault = NULL;\n    FontAllowUserScaling = false;\n    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);\n\n    // Miscellaneous options\n    MouseDrawCursor = false;\n#ifdef __APPLE__\n    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag\n#else\n    ConfigMacOSXBehaviors = false;\n#endif\n    ConfigInputTextCursorBlink = true;\n    ConfigWindowsResizeFromEdges = true;\n    ConfigWindowsMoveFromTitleBarOnly = false;\n    ConfigMemoryCompactTimer = 60.0f;\n\n    // Platform Functions\n    BackendPlatformName = BackendRendererName = NULL;\n    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;\n    GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;   // Platform dependent default implementations\n    SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;\n    ClipboardUserData = NULL;\n    ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;\n    ImeWindowHandle = NULL;\n\n    // Input (NB: we already have memset zero the entire structure!)\n    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);\n    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);\n    MouseDragThreshold = 6.0f;\n    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;\n    for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++) KeysDownDuration[i]  = KeysDownDurationPrev[i] = -1.0f;\n    for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f;\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(unsigned int c)\n{\n    if (c != 0)\n        InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);\n}\n\n// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so\n// we should save the high surrogate.\nvoid ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)\n{\n    if (c == 0 && InputQueueSurrogate == 0)\n        return;\n\n    if ((c & 0xFC00) == 0xD800) // High surrogate, must save\n    {\n        if (InputQueueSurrogate != 0)\n            InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID);\n        InputQueueSurrogate = c;\n        return;\n    }\n\n    ImWchar cp = c;\n    if (InputQueueSurrogate != 0)\n    {\n        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate\n            InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID);\n        else if (IM_UNICODE_CODEPOINT_MAX == (0xFFFF)) // Codepoint will not fit in ImWchar (extra parenthesis around 0xFFFF somehow fixes -Wunreachable-code with Clang)\n            cp = IM_UNICODE_CODEPOINT_INVALID;\n        else\n            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);\n        InputQueueSurrogate = 0;\n    }\n    InputQueueCharacters.push_back(cp);\n}\n\nvoid ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)\n{\n    while (*utf8_chars != 0)\n    {\n        unsigned int c = 0;\n        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);\n        if (c != 0)\n            InputQueueCharacters.push_back((ImWchar)c);\n    }\n}\n\nvoid ImGuiIO::ClearInputCharacters()\n{\n    InputQueueCharacters.resize(0);\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)\n//-----------------------------------------------------------------------------\n\nImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)\n{\n    IM_ASSERT(num_segments > 0); // Use ImBezierClosestPointCasteljau()\n    ImVec2 p_last = p1;\n    ImVec2 p_closest;\n    float p_closest_dist2 = FLT_MAX;\n    float t_step = 1.0f / (float)num_segments;\n    for (int i_step = 1; i_step <= num_segments; i_step++)\n    {\n        ImVec2 p_current = ImBezierCalc(p1, p2, p3, p4, t_step * i_step);\n        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);\n        float dist2 = ImLengthSqr(p - p_line);\n        if (dist2 < p_closest_dist2)\n        {\n            p_closest = p_line;\n            p_closest_dist2 = dist2;\n        }\n        p_last = p_current;\n    }\n    return p_closest;\n}\n\n// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp\nstatic void BezierClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)\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        ImVec2 p_current(x4, y4);\n        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);\n        float dist2 = ImLengthSqr(p - p_line);\n        if (dist2 < p_closest_dist2)\n        {\n            p_closest = p_line;\n            p_closest_dist2 = dist2;\n        }\n        p_last = p_current;\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        BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);\n        BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);\n    }\n}\n\n// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol\n// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.\nImVec2 ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)\n{\n    IM_ASSERT(tess_tol > 0.0f);\n    ImVec2 p_last = p1;\n    ImVec2 p_closest;\n    float p_closest_dist2 = FLT_MAX;\n    BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);\n    return p_closest;\n}\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 dot = ap.x * ab_dir.x + ap.y * ab_dir.y;\n    if (dot < 0.0f)\n        return a;\n    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;\n    if (dot > ab_len_sqr)\n        return b;\n    return a + ab_dir * dot / ab_len_sqr;\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\n//-----------------------------------------------------------------------------\n// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)\n//-----------------------------------------------------------------------------\n\n// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.\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, size_t 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, size_t count)\n{\n    if (count < 1)\n        return;\n    if (count > 1)\n        strncpy(dst, src, count - 1);\n    dst[count - 1] = 0;\n}\n\nchar* ImStrdup(const char* str)\n{\n    size_t len = strlen(str);\n    void* buf = IM_ALLOC(len + 1);\n    return (char*)memcpy(buf, (const void*)str, len + 1);\n}\n\nchar* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)\n{\n    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;\n    size_t src_size = strlen(src) + 1;\n    if (dst_buf_size < src_size)\n    {\n        IM_FREE(dst);\n        dst = (char*)IM_ALLOC(src_size);\n        if (p_dst_size)\n            *p_dst_size = src_size;\n    }\n    return (char*)memcpy(dst, (const void*)src, src_size);\n}\n\nconst char* ImStrchrRange(const char* str, const char* str_end, char c)\n{\n    const char* p = (const char*)memchr(str, (int)c, str_end - str);\n    return p;\n}\n\nint ImStrlenW(const ImWchar* str)\n{\n    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit\n    int n = 0;\n    while (*str++) n++;\n    return n;\n}\n\n// Find end-of-line. Return pointer will point to either first \\n, either str_end.\nconst char* ImStreolRange(const char* str, const char* str_end)\n{\n    const char* p = (const char*)memchr(str, '\\n', str_end - str);\n    return p ? p : str_end;\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// Trim str by offsetting contents when there's leading data + writing a \\0 at the trailing position. We use this in situation where the cost is negligible.\nvoid ImStrTrimBlanks(char* buf)\n{\n    char* p = buf;\n    while (p[0] == ' ' || p[0] == '\\t')     // Leading blanks\n        p++;\n    char* p_start = p;\n    while (*p != 0)                         // Find end of string\n        p++;\n    while (p > p_start && (p[-1] == ' ' || p[-1] == '\\t'))  // Trailing blanks\n        p--;\n    if (p_start != buf)                     // Copy memory if we had leading blanks\n        memmove(buf, p_start, p - p_start);\n    buf[p - p_start] = 0;                   // Zero terminate\n}\n\nconst char* ImStrSkipBlank(const char* str)\n{\n    while (str[0] == ' ' || str[0] == '\\t')\n        str++;\n    return str;\n}\n\n// A) 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.\n// B) When buf==NULL vsnprintf() will return the output size.\n#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS\n\n// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)\n// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS\n// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are\n// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)\n#ifdef IMGUI_USE_STB_SPRINTF\n#define STB_SPRINTF_IMPLEMENTATION\n#include \"stb_sprintf.h\"\n#endif\n\n#if defined(_MSC_VER) && !defined(vsnprintf)\n#define vsnprintf _vsnprintf\n#endif\n\nint ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n#ifdef IMGUI_USE_STB_SPRINTF\n    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);\n#else\n    int w = vsnprintf(buf, buf_size, fmt, args);\n#endif\n    va_end(args);\n    if (buf == NULL)\n        return w;\n    if (w == -1 || w >= (int)buf_size)\n        w = (int)buf_size - 1;\n    buf[w] = 0;\n    return w;\n}\n\nint ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)\n{\n#ifdef IMGUI_USE_STB_SPRINTF\n    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);\n#else\n    int w = vsnprintf(buf, buf_size, fmt, args);\n#endif\n    if (buf == NULL)\n        return w;\n    if (w == -1 || w >= (int)buf_size)\n        w = (int)buf_size - 1;\n    buf[w] = 0;\n    return w;\n}\n#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS\n\n// CRC32 needs a 1KB lookup table (not cache friendly)\n// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:\n// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.\nstatic const ImU32 GCrc32LookupTable[256] =\n{\n    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,\n    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,\n    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,\n    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,\n    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,\n    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,\n    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,\n    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,\n    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,\n    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,\n    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,\n    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,\n    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,\n    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,\n    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,\n    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,\n};\n\n// Known size hash\n// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.\n// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.\nImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed)\n{\n    ImU32 crc = ~seed;\n    const unsigned char* data = (const unsigned char*)data_p;\n    const ImU32* crc32_lut = GCrc32LookupTable;\n    while (data_size-- != 0)\n        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];\n    return ~crc;\n}\n\n// Zero-terminated string hash, with support for ### to reset back to seed value\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/faster (measured ~10% diff in Debug build)\n// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.\nImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed)\n{\n    seed = ~seed;\n    ImU32 crc = seed;\n    const unsigned char* data = (const unsigned char*)data_p;\n    const ImU32* crc32_lut = GCrc32LookupTable;\n    if (data_size != 0)\n    {\n        while (data_size-- != 0)\n        {\n            unsigned char c = *data++;\n            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')\n                crc = seed;\n            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];\n        }\n    }\n    else\n    {\n        while (unsigned char c = *data++)\n        {\n            if (c == '#' && data[0] == '#' && data[1] == '#')\n                crc = seed;\n            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];\n        }\n    }\n    return ~crc;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] MISC HELPERS/UTILITIES (File functions)\n//-----------------------------------------------------------------------------\n\n// Default file functions\n#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS\n\nImFileHandle ImFileOpen(const char* filename, const char* mode)\n{\n#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)\n    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.\n    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!\n    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);\n    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);\n    ImVector<ImWchar> buf;\n    buf.resize(filename_wsize + mode_wsize);\n    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize);\n    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize);\n    return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]);\n#else\n    return fopen(filename, mode);\n#endif\n}\n\n// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.\nbool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }\nImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }\nImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }\nImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }\n#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS\n\n// Helper: Load file content into memory\n// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()\n// This can't really be used with \"rt\" because fseek size won't match read size.\nvoid*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)\n{\n    IM_ASSERT(filename && mode);\n    if (out_file_size)\n        *out_file_size = 0;\n\n    ImFileHandle f;\n    if ((f = ImFileOpen(filename, mode)) == NULL)\n        return NULL;\n\n    size_t file_size = (size_t)ImFileGetSize(f);\n    if (file_size == (size_t)-1)\n    {\n        ImFileClose(f);\n        return NULL;\n    }\n\n    void* file_data = IM_ALLOC(file_size + padding_bytes);\n    if (file_data == NULL)\n    {\n        ImFileClose(f);\n        return NULL;\n    }\n    if (ImFileRead(file_data, 1, file_size, f) != file_size)\n    {\n        ImFileClose(f);\n        IM_FREE(file_data);\n        return NULL;\n    }\n    if (padding_bytes > 0)\n        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);\n\n    ImFileClose(f);\n    if (out_file_size)\n        *out_file_size = file_size;\n\n    return file_data;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)\n//-----------------------------------------------------------------------------\n\n// Convert UTF-8 to 32-bit character, process single character input.\n// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).\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    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };\n    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };\n    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };\n    static const int shiftc[] = { 0, 18, 12, 6, 0 };\n    static const int shifte[] = { 0, 6, 4, 2, 0 };\n    int len = lengths[*(const unsigned char*)in_text >> 3];\n    int wanted = len + !len;\n\n    if (in_text_end == NULL)\n        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.\n\n    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,\n    // so it is fast even with excessive branching.\n    unsigned char s[4];\n    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;\n    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;\n    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;\n    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;\n\n    // Assume a four-byte character and load four bytes. Unused bits are shifted out.\n    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;\n    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;\n    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;\n    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;\n    *out_char >>= shiftc[len];\n\n    // Accumulate the various error conditions.\n    int e = 0;\n    e  = (*out_char < mins[len]) << 6; // non-canonical encoding\n    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?\n    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?\n    e |= (s[1] & 0xc0) >> 2;\n    e |= (s[2] & 0xc0) >> 4;\n    e |= (s[3]       ) >> 6;\n    e ^= 0x2a; // top two bits of each tail byte correct?\n    e >>= shifte[len];\n\n    if (e)\n    {\n        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.\n        // One byte is consumed in case of invalid first byte of in_text.\n        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.\n        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.\n        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);\n        *out_char = IM_UNICODE_CODEPOINT_INVALID;\n    }\n\n    return wanted;\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        *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        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 < 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    if (c <= 0x10FFFF)\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    // Invalid code point, the max unicode is 0x10FFFF\n    return 0;\n}\n\n// Not optimal but we very rarely use this function.\nint ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)\n{\n    unsigned int unused = 0;\n    return ImTextCharFromUtf8(&unused, in_text, in_text_end);\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 < 0x10000) return 3;\n    if (c <= 0x10FFFF) 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\n//-----------------------------------------------------------------------------\n// [SECTION] MISC HELPERS/UTILITIES (Color functions)\n// Note: The Convert functions are early design which are not consistent with other API.\n//-----------------------------------------------------------------------------\n\nIMGUI_API ImU32 ImAlphaBlendColors(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\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\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        ImSwap(g, b);\n        K = -1.f;\n    }\n    if (r < g)\n    {\n        ImSwap(r, g);\n        K = -2.f / 6.f - K;\n    }\n\n    const float chroma = r - (g < b ? g : b);\n    out_h = ImFabs(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 = ImFmod(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\n//-----------------------------------------------------------------------------\n// [SECTION] ImGuiStorage\n// Helper: Key->value storage\n//-----------------------------------------------------------------------------\n\n// std::lower_bound but without the bullshit\nstatic ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)\n{\n    ImGuiStorage::ImGuiStoragePair* first = data.Data;\n    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;\n    size_t count = (size_t)(last - first);\n    while (count > 0)\n    {\n        size_t count2 = count >> 1;\n        ImGuiStorage::ImGuiStoragePair* 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\n// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.\nvoid ImGuiStorage::BuildSortByKey()\n{\n    struct StaticFunc\n    {\n        static int IMGUI_CDECL PairCompareByID(const void* lhs, const void* rhs)\n        {\n            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.\n            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;\n            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;\n            return 0;\n        }\n    };\n    if (Data.Size > 1)\n        ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairCompareByID);\n}\n\nint ImGuiStorage::GetInt(ImGuiID key, int default_val) const\n{\n    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(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    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(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    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(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    ImGuiStoragePair* it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n        it = Data.insert(it, ImGuiStoragePair(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    ImGuiStoragePair* it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n        it = Data.insert(it, ImGuiStoragePair(key, default_val));\n    return &it->val_f;\n}\n\nvoid** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)\n{\n    ImGuiStoragePair* it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n        it = Data.insert(it, ImGuiStoragePair(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    ImGuiStoragePair* it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n    {\n        Data.insert(it, ImGuiStoragePair(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    ImGuiStoragePair* it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n    {\n        Data.insert(it, ImGuiStoragePair(key, val));\n        return;\n    }\n    it->val_f = val;\n}\n\nvoid ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)\n{\n    ImGuiStoragePair* it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n    {\n        Data.insert(it, ImGuiStoragePair(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// [SECTION] 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::SetNextItemWidth(width);\n    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));\n    if (value_changed)\n        Build();\n    return value_changed;\n}\n\nvoid ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const\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(ImGuiTextRange(wb, we));\n            wb = we + 1;\n        }\n        we++;\n    }\n    if (wb != we)\n        out->push_back(ImGuiTextRange(wb, we));\n}\n\nvoid ImGuiTextFilter::Build()\n{\n    Filters.resize(0);\n    ImGuiTextRange 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        ImGuiTextRange& f = Filters[i];\n        while (f.b < f.e && ImCharIsBlankA(f.b[0]))\n            f.b++;\n        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))\n            f.e--;\n        if (f.empty())\n            continue;\n        if (Filters[i].b[0] != '-')\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 ImGuiTextRange& f = Filters[i];\n        if (f.empty())\n            continue;\n        if (f.b[0] == '-')\n        {\n            // Subtract\n            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)\n                return false;\n        }\n        else\n        {\n            // Grep\n            if (ImStristr(text, text_end, f.b, f.e) != 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// [SECTION] 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#if defined(__GNUC__) || defined(__clang__)\n#define va_copy(dest, src) __builtin_va_copy(dest, src)\n#else\n#define va_copy(dest, src) (dest = src)\n#endif\n#endif\n\nchar ImGuiTextBuffer::EmptyString[1] = { 0 };\n\nvoid ImGuiTextBuffer::append(const char* str, const char* str_end)\n{\n    int len = str_end ? (int)(str_end - str) : (int)strlen(str);\n\n    // Add zero-terminator the first time\n    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;\n    const int needed_sz = write_off + len;\n    if (write_off + len >= Buf.Capacity)\n    {\n        int new_capacity = Buf.Capacity * 2;\n        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);\n    }\n\n    Buf.resize(needed_sz);\n    memcpy(&Buf[write_off - 1], str, (size_t)len);\n    Buf[write_off - 1 + len] = 0;\n}\n\nvoid ImGuiTextBuffer::appendf(const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    appendfv(fmt, args);\n    va_end(args);\n}\n\n// Helper: Text buffer for logging/accumulating text\nvoid ImGuiTextBuffer::appendfv(const char* fmt, va_list args)\n{\n    va_list args_copy;\n    va_copy(args_copy, args);\n\n    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.\n    if (len <= 0)\n    {\n        va_end(args_copy);\n        return;\n    }\n\n    // Add zero-terminator the first time\n    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;\n    const int needed_sz = write_off + len;\n    if (write_off + len >= Buf.Capacity)\n    {\n        int new_capacity = Buf.Capacity * 2;\n        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);\n    }\n\n    Buf.resize(needed_sz);\n    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);\n    va_end(args_copy);\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGuiListClipper\n// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed\n// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO)\n//-----------------------------------------------------------------------------\n\n// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.\n// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.\nstatic bool GetSkipItemForListClipping()\n{\n    ImGuiContext& g = *GImGui;\n    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);\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 = g.CurrentWindow;\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 (GetSkipItemForListClipping())\n    {\n        *out_items_display_start = *out_items_display_end = 0;\n        return;\n    }\n\n    // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect\n    ImRect unclipped_rect = window->ClipRect;\n    if (g.NavMoveRequest)\n        unclipped_rect.Add(g.NavScoringRect);\n    if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)\n        unclipped_rect.Add(ImRect(window->Pos + window->NavRectRel[0].Min, window->Pos + window->NavRectRel[0].Max));\n\n    const ImVec2 pos = window->DC.CursorPos;\n    int start = (int)((unclipped_rect.Min.y - pos.y) / items_height);\n    int end = (int)((unclipped_rect.Max.y - pos.y) / items_height);\n\n    // When performing a navigation request, ensure we have one item extra in the direction we are moving to\n    if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up)\n        start--;\n    if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down)\n        end++;\n\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\nstatic void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height)\n{\n    // Set cursor position and a few other things so that SetScrollHereY() 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.\n    // The clipper should probably have a 4th step to display the last item in a regular manner.\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    float off_y = pos_y - window->DC.CursorPos.y;\n    window->DC.CursorPos.y = pos_y;\n    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y);\n    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.\n    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.\n    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)\n        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly\n    if (ImGuiTable* table = g.CurrentTable)\n    {\n        if (table->IsInsideRow)\n            ImGui::TableEndRow(table);\n        table->RowPosY2 = window->DC.CursorPos.y;\n        const int row_increase = (int)((off_y / line_height) + 0.5f);\n        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()\n        table->RowBgColorCounter += row_increase;\n    }\n}\n\nImGuiListClipper::ImGuiListClipper()\n{\n    memset(this, 0, sizeof(*this));\n    ItemsCount = -1;\n}\n\nImGuiListClipper::~ImGuiListClipper()\n{\n    IM_ASSERT(ItemsCount == -1 && \"Forgot to call End(), or to Step() until false?\");\n}\n\n// Use case A: Begin() called from constructor with items_height<0, then called again from Step() 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 items_count, float items_height)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    if (ImGuiTable* table = g.CurrentTable)\n        if (table->IsInsideRow)\n            ImGui::TableEndRow(table);\n\n    StartPosY = window->DC.CursorPos.y;\n    ItemsHeight = items_height;\n    ItemsCount = items_count;\n    ItemsFrozen = 0;\n    StepNo = 0;\n    DisplayStart = -1;\n    DisplayEnd = 0;\n}\n\nvoid ImGuiListClipper::End()\n{\n    if (ItemsCount < 0) // Already ended\n        return;\n\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 && DisplayStart >= 0)\n        SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight);\n    ItemsCount = -1;\n    StepNo = 3;\n}\n\nbool ImGuiListClipper::Step()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    ImGuiTable* table = g.CurrentTable;\n    if (table && table->IsInsideRow)\n        ImGui::TableEndRow(table);\n\n    // Reached end of list\n    if (DisplayEnd >= ItemsCount || GetSkipItemForListClipping())\n    {\n        End();\n        return false;\n    }\n\n    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)\n    if (StepNo == 0)\n    {\n        // While we are in frozen row state, keep displaying items one by one, unclipped\n        // FIXME: Could be stored as a table-agnostic state.\n        if (table != NULL && !table->IsUnfrozen)\n        {\n            DisplayStart = ItemsFrozen;\n            DisplayEnd = ItemsFrozen + 1;\n            ItemsFrozen++;\n            return true;\n        }\n\n        StartPosY = window->DC.CursorPos.y;\n        if (ItemsHeight <= 0.0f)\n        {\n            // Submit the first item so we can measure its height (generally it is 0..1)\n            DisplayStart = ItemsFrozen;\n            DisplayEnd = ItemsFrozen + 1;\n            StepNo = 1;\n            return true;\n        }\n\n        // Already has item height (given by user in Begin): skip to calculating step\n        DisplayStart = DisplayEnd;\n        StepNo = 2;\n    }\n\n    // Step 1: the clipper infer height from first element\n    if (StepNo == 1)\n    {\n        IM_ASSERT(ItemsHeight <= 0.0f);\n        if (table)\n        {\n            const float pos_y1 = table->RowPosY1;   // Using this instead of StartPosY to handle clipper straddling the frozen row\n            const float pos_y2 = table->RowPosY2;   // Using this instead of CursorPos.y to take account of tallest cell.\n            ItemsHeight = pos_y2 - pos_y1;\n            window->DC.CursorPos.y = pos_y2;\n        }\n        else\n        {\n            ItemsHeight = window->DC.CursorPos.y - StartPosY;\n        }\n        IM_ASSERT(ItemsHeight > 0.0f && \"Unable to calculate item height! First item hasn't moved the cursor vertically!\");\n        StepNo = 2;\n    }\n\n    // Step 2: calculate the actual range of elements to display, and position the cursor before the first element\n    if (StepNo == 2)\n    {\n        IM_ASSERT(ItemsHeight > 0.0f);\n\n        int already_submitted = DisplayEnd;\n        ImGui::CalcListClipping(ItemsCount - already_submitted, ItemsHeight, &DisplayStart, &DisplayEnd);\n        DisplayStart += already_submitted;\n        DisplayEnd += already_submitted;\n\n        // Seek cursor\n        if (DisplayStart > already_submitted)\n            SetCursorPosYAndSetupForPrevLine(StartPosY + (DisplayStart - ItemsFrozen) * ItemsHeight, ItemsHeight);\n\n        StepNo = 3;\n        return true;\n    }\n\n    // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),\n    // Advance the cursor to the end of the list and then returns 'false' to end the loop.\n    if (StepNo == 3)\n    {\n        // Seek cursor\n        if (ItemsCount < INT_MAX)\n            SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight); // advance cursor\n        ItemsCount = -1;\n        return false;\n    }\n\n    IM_ASSERT(0);\n    return false;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] STYLING\n//-----------------------------------------------------------------------------\n\nImGuiStyle& ImGui::GetStyle()\n{\n    IM_ASSERT(GImGui != NULL && \"No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?\");\n    return GImGui->Style;\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    ImGuiStyle& style = GImGui->Style;\n    if (style.Alpha >= 1.0f)\n        return col;\n    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;\n    a = (ImU32)(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// 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    ImGuiColorMod backup;\n    backup.Col = idx;\n    backup.BackupValue = g.Style.Colors[idx];\n    g.ColorStack.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    ImGuiColorMod backup;\n    backup.Col = idx;\n    backup.BackupValue = g.Style.Colors[idx];\n    g.ColorStack.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        ImGuiColorMod& backup = g.ColorStack.back();\n        g.Style.Colors[backup.Col] = backup.BackupValue;\n        g.ColorStack.pop_back();\n        count--;\n    }\n}\n\nstruct ImGuiStyleVarInfo\n{\n    ImGuiDataType   Type;\n    ImU32           Count;\n    ImU32           Offset;\n    void*           GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); }\n};\n\nstatic const ImGuiStyleVarInfo GStyleVarInfo[] =\n{\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },               // ImGuiStyleVar_Alpha\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },       // ImGuiStyleVar_WindowPadding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },      // ImGuiStyleVar_WindowRounding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) },    // ImGuiStyleVar_WindowBorderSize\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },       // ImGuiStyleVar_WindowMinSize\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) },    // ImGuiStyleVar_WindowTitleAlign\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) },       // ImGuiStyleVar_ChildRounding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) },     // ImGuiStyleVar_ChildBorderSize\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) },       // ImGuiStyleVar_PopupRounding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) },     // ImGuiStyleVar_PopupBorderSize\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },        // ImGuiStyleVar_FramePadding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },       // ImGuiStyleVar_FrameRounding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) },     // ImGuiStyleVar_FrameBorderSize\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },         // ImGuiStyleVar_ItemSpacing\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },    // ImGuiStyleVar_ItemInnerSpacing\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },       // ImGuiStyleVar_IndentSpacing\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) },         // ImGuiStyleVar_CellPadding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) },       // ImGuiStyleVar_ScrollbarSize\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) },   // ImGuiStyleVar_ScrollbarRounding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },         // ImGuiStyleVar_GrabMinSize\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) },        // ImGuiStyleVar_GrabRounding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) },         // ImGuiStyleVar_TabRounding\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },     // ImGuiStyleVar_ButtonTextAlign\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign\n};\n\nstatic const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)\n{\n    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);\n    IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == 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 && var_info->Count == 1)\n    {\n        ImGuiContext& g = *GImGui;\n        float* pvar = (float*)var_info->GetVarPtr(&g.Style);\n        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));\n        *pvar = val;\n        return;\n    }\n    IM_ASSERT(0 && \"Called PushStyleVar() float variant but 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_Float && var_info->Count == 2)\n    {\n        ImGuiContext& g = *GImGui;\n        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);\n        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));\n        *pvar = val;\n        return;\n    }\n    IM_ASSERT(0 && \"Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!\");\n}\n\nvoid ImGui::PopStyleVar(int count)\n{\n    ImGuiContext& g = *GImGui;\n    while (count > 0)\n    {\n        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.\n        ImGuiStyleMod& backup = g.StyleVarStack.back();\n        const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx);\n        void* data = info->GetVarPtr(&g.Style);\n        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }\n        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }\n        g.StyleVarStack.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_ChildBg: return \"ChildBg\";\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_TitleBgActive: return \"TitleBgActive\";\n    case ImGuiCol_TitleBgCollapsed: return \"TitleBgCollapsed\";\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_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_Tab: return \"Tab\";\n    case ImGuiCol_TabHovered: return \"TabHovered\";\n    case ImGuiCol_TabActive: return \"TabActive\";\n    case ImGuiCol_TabUnfocused: return \"TabUnfocused\";\n    case ImGuiCol_TabUnfocusedActive: return \"TabUnfocusedActive\";\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_TableHeaderBg: return \"TableHeaderBg\";\n    case ImGuiCol_TableBorderStrong: return \"TableBorderStrong\";\n    case ImGuiCol_TableBorderLight: return \"TableBorderLight\";\n    case ImGuiCol_TableRowBg: return \"TableRowBg\";\n    case ImGuiCol_TableRowBgAlt: return \"TableRowBgAlt\";\n    case ImGuiCol_TextSelectedBg: return \"TextSelectedBg\";\n    case ImGuiCol_DragDropTarget: return \"DragDropTarget\";\n    case ImGuiCol_NavHighlight: return \"NavHighlight\";\n    case ImGuiCol_NavWindowingHighlight: return \"NavWindowingHighlight\";\n    case ImGuiCol_NavWindowingDimBg: return \"NavWindowingDimBg\";\n    case ImGuiCol_ModalWindowDimBg: return \"ModalWindowDimBg\";\n    }\n    IM_ASSERT(0);\n    return \"Unknown\";\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] RENDER HELPERS\n// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,\n// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.\n// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.\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// 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 = g.CurrentWindow;\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    if (text != text_display_end)\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 = g.CurrentWindow;\n\n    if (!text_end)\n        text_end = text + strlen(text); // FIXME-OPT\n\n    if (text != text_end)\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::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)\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        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);\n    }\n    else\n    {\n        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);\n    }\n}\n\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 = g.CurrentWindow;\n    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);\n    if (g.LogEnabled)\n        LogRenderedText(&pos_min, text, text_display_end);\n}\n\n\n// Another overly complex function until we reorganize everything into a nice all-in-one helper.\n// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.\n// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.\nvoid ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)\n{\n    ImGuiContext& g = *GImGui;\n    if (text_end_full == NULL)\n        text_end_full = FindRenderedTextEnd(text);\n    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);\n\n    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));\n    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));\n    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));\n    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.\n    if (text_size.x > pos_max.x - pos_min.x)\n    {\n        // Hello wo...\n        // |       |   |\n        // min   max   ellipsis_max\n        //          <-> this is generally some padding value\n\n        const ImFont* font = draw_list->_Data->Font;\n        const float font_size = draw_list->_Data->FontSize;\n        const char* text_end_ellipsis = NULL;\n\n        ImWchar ellipsis_char = font->EllipsisChar;\n        int ellipsis_char_count = 1;\n        if (ellipsis_char == (ImWchar)-1)\n        {\n            ellipsis_char = (ImWchar)'.';\n            ellipsis_char_count = 3;\n        }\n        const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char);\n\n        float ellipsis_glyph_width = glyph->X1;                 // Width of the glyph with no padding on either side\n        float ellipsis_total_width = ellipsis_glyph_width;      // Full width of entire ellipsis\n\n        if (ellipsis_char_count > 1)\n        {\n            // Full ellipsis size without free spacing after it.\n            const float spacing_between_dots = 1.0f * (draw_list->_Data->FontSize / font->FontSize);\n            ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots;\n            ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots;\n        }\n\n        // We can now claim the space between pos_max.x and ellipsis_max.x\n        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f);\n        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;\n        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)\n        {\n            // Always display at least 1 character if there's no room for character + ellipsis\n            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);\n            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;\n        }\n        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))\n        {\n            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)\n            text_end_ellipsis--;\n            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte\n        }\n\n        // Render text, render ellipsis\n        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));\n        float ellipsis_x = pos_min.x + text_size_clipped_x;\n        if (ellipsis_x + ellipsis_total_width <= ellipsis_max_x)\n            for (int i = 0; i < ellipsis_char_count; i++)\n            {\n                font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_char);\n                ellipsis_x += ellipsis_glyph_width;\n            }\n    }\n    else\n    {\n        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));\n    }\n\n    if (g.LogEnabled)\n        LogRenderedText(&pos_min, text, text_end_full);\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    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);\n    const float border_size = g.Style.FrameBorderSize;\n    if (border && border_size > 0.0f)\n    {\n        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size);\n        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);\n    }\n}\n\nvoid ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    const float border_size = g.Style.FrameBorderSize;\n    if (border_size > 0.0f)\n    {\n        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size);\n        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);\n    }\n}\n\nvoid ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    if (id != g.NavId)\n        return;\n    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))\n        return;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->DC.NavHideHighlightOneFrame)\n        return;\n\n    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;\n    ImRect display_rect = bb;\n    display_rect.ClipWith(window->ClipRect);\n    if (flags & ImGuiNavHighlightFlags_TypeDefault)\n    {\n        const float THICKNESS = 2.0f;\n        const float DISTANCE = 3.0f + THICKNESS * 0.5f;\n        display_rect.Expand(ImVec2(DISTANCE, DISTANCE));\n        bool fully_visible = window->ClipRect.Contains(display_rect);\n        if (!fully_visible)\n            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);\n        window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS);\n        if (!fully_visible)\n            window->DrawList->PopClipRect();\n    }\n    if (flags & ImGuiNavHighlightFlags_TypeThin)\n    {\n        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, ~0, 1.0f);\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)\n//-----------------------------------------------------------------------------\n\n// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods\nImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst(NULL)\n{\n    memset(this, 0, sizeof(*this));\n    Name = ImStrdup(name);\n    NameBufLen = (int)strlen(name) + 1;\n    ID = ImHashStr(name);\n    IDStack.push_back(ID);\n    MoveId = GetID(\"#MOVE\");\n    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);\n    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);\n    AutoFitFramesX = AutoFitFramesY = -1;\n    AutoPosLastDirection = ImGuiDir_None;\n    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;\n    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);\n    LastFrameActive = -1;\n    LastTimeActive = -1.0f;\n    FontWindowScale = 1.0f;\n    SettingsOffset = -1;\n    DrawList = &DrawListInst;\n    DrawList->_Data = &context->DrawListSharedData;\n    DrawList->_OwnerName = Name;\n}\n\nImGuiWindow::~ImGuiWindow()\n{\n    IM_ASSERT(DrawList == &DrawListInst);\n    IM_DELETE(Name);\n    for (int i = 0; i != ColumnsStorage.Size; i++)\n        ColumnsStorage[i].~ImGuiOldColumns();\n}\n\nImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)\n{\n    ImGuiID seed = IDStack.back();\n    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);\n    ImGui::KeepAliveID(id);\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n    ImGuiContext& g = *GImGui;\n    IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end);\n#endif\n    return id;\n}\n\nImGuiID ImGuiWindow::GetID(const void* ptr)\n{\n    ImGuiID seed = IDStack.back();\n    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);\n    ImGui::KeepAliveID(id);\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n    ImGuiContext& g = *GImGui;\n    IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr);\n#endif\n    return id;\n}\n\nImGuiID ImGuiWindow::GetID(int n)\n{\n    ImGuiID seed = IDStack.back();\n    ImGuiID id = ImHashData(&n, sizeof(n), seed);\n    ImGui::KeepAliveID(id);\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n    ImGuiContext& g = *GImGui;\n    IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n);\n#endif\n    return id;\n}\n\nImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end)\n{\n    ImGuiID seed = IDStack.back();\n    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n    ImGuiContext& g = *GImGui;\n    IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end);\n#endif\n    return id;\n}\n\nImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr)\n{\n    ImGuiID seed = IDStack.back();\n    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n    ImGuiContext& g = *GImGui;\n    IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr);\n#endif\n    return id;\n}\n\nImGuiID ImGuiWindow::GetIDNoKeepAlive(int n)\n{\n    ImGuiID seed = IDStack.back();\n    ImGuiID id = ImHashData(&n, sizeof(n), seed);\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n    ImGuiContext& g = *GImGui;\n    IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n);\n#endif\n    return id;\n}\n\n// This is only used in rare/specific situations to manufacture an ID out of nowhere.\nImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)\n{\n    ImGuiID seed = IDStack.back();\n    const int r_rel[4] = { (int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), (int)(r_abs.Max.y - Pos.y) };\n    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);\n    ImGui::KeepAliveID(id);\n    return id;\n}\n\nstatic void SetCurrentWindow(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    g.CurrentWindow = window;\n    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;\n    if (window)\n        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();\n}\n\nvoid ImGui::GcCompactTransientMiscBuffers()\n{\n    ImGuiContext& g = *GImGui;\n    g.ItemFlagsStack.clear();\n    g.GroupStack.clear();\n    TableGcCompactSettings();\n}\n\n// Free up/compact internal window buffers, we can use this when a window becomes unused.\n// Not freed:\n// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)\n// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.\nvoid ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)\n{\n    window->MemoryCompacted = true;\n    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;\n    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;\n    window->IDStack.clear();\n    window->DrawList->_ClearFreeMemory();\n    window->DC.ChildWindows.clear();\n    window->DC.ItemWidthStack.clear();\n    window->DC.TextWrapPosStack.clear();\n}\n\nvoid ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)\n{\n    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.\n    // The other buffers tends to amortize much faster.\n    window->MemoryCompacted = false;\n    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);\n    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);\n    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;\n}\n\nvoid ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    g.ActiveIdIsJustActivated = (g.ActiveId != id);\n    if (g.ActiveIdIsJustActivated)\n    {\n        g.ActiveIdTimer = 0.0f;\n        g.ActiveIdHasBeenPressedBefore = false;\n        g.ActiveIdHasBeenEditedBefore = false;\n        if (id != 0)\n        {\n            g.LastActiveId = id;\n            g.LastActiveIdTimer = 0.0f;\n        }\n    }\n    g.ActiveId = id;\n    g.ActiveIdAllowOverlap = false;\n    g.ActiveIdNoClearOnFocusLoss = false;\n    g.ActiveIdWindow = window;\n    g.ActiveIdHasBeenEditedThisFrame = false;\n    if (id)\n    {\n        g.ActiveIdIsAlive = id;\n        g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;\n    }\n\n    // Clear declaration of inputs claimed by the widget\n    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)\n    g.ActiveIdUsingNavDirMask = 0x00;\n    g.ActiveIdUsingNavInputMask = 0x00;\n    g.ActiveIdUsingKeyInputMask = 0x00;\n}\n\nvoid ImGui::ClearActiveID()\n{\n    SetActiveID(0, NULL); // g.ActiveId = 0;\n}\n\nvoid ImGui::SetHoveredID(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    g.HoveredId = id;\n    g.HoveredIdAllowOverlap = false;\n    if (id != 0 && g.HoveredIdPreviousFrame != id)\n        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;\n}\n\nImGuiID ImGui::GetHoveredID()\n{\n    ImGuiContext& g = *GImGui;\n    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;\n}\n\nvoid ImGui::KeepAliveID(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.ActiveId == id)\n        g.ActiveIdIsAlive = id;\n    if (g.ActiveIdPreviousFrame == id)\n        g.ActiveIdPreviousFrameIsAlive = true;\n}\n\nvoid ImGui::MarkItemEdited(ImGuiID id)\n{\n    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().\n    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data.\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive);\n    IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out.\n    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);\n    g.ActiveIdHasBeenEditedThisFrame = true;\n    g.ActiveIdHasBeenEditedBefore = true;\n    g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited;\n}\n\nstatic inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)\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->WasActive && focused_root_window != window->RootWindow)\n            {\n                // For the purpose of those flags we differentiate \"standard popup\" from \"modal popup\"\n                // NB: The order of those two tests is important because Modal windows are also Popups.\n                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)\n                    return false;\n                if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))\n                    return false;\n            }\n    return true;\n}\n\n// This is roughly matching the behavior of internal-facing ItemHoverable()\n// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()\n// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId\nbool ImGui::IsItemHovered(ImGuiHoveredFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (g.NavDisableMouseHover && !g.NavDisableHighlight)\n        return IsItemFocused();\n\n    // Test for bounding box overlap, as updated as ItemAdd()\n    if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))\n        return false;\n    IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0);   // Flags not supported by this function\n\n    // Test if we are hovering the right window (our window could be behind another window)\n    // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable to use IsItemHovered() after EndChild() itself.\n    // Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was the test that has been running for a long while.\n    //if (g.HoveredWindow != window)\n    //    return false;\n    if (g.HoveredRootWindow != window->RootWindow && !(flags & ImGuiHoveredFlags_AllowWhenOverlapped))\n        return false;\n\n    // Test if another item is active (e.g. being dragged)\n    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))\n        if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId)\n            return false;\n\n    // Test if interactions on this window are blocked by an active popup or modal.\n    // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.\n    if (!IsWindowContentHoverable(window, flags))\n        return false;\n\n    // Test if the item is disabled\n    if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))\n        return false;\n\n    // Special handling for calling after Begin() which represent the title bar or tab.\n    // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.\n    if (window->DC.LastItemId == window->MoveId && window->WriteAccessed)\n        return false;\n    return true;\n}\n\n// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().\nbool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)\n        return false;\n\n    ImGuiWindow* window = g.CurrentWindow;\n    if (g.HoveredWindow != window)\n        return false;\n    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)\n        return false;\n    if (!IsMouseHoveringRect(bb.Min, bb.Max))\n        return false;\n    if (g.NavDisableMouseHover)\n        return false;\n    if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None) || (window->DC.ItemFlags & ImGuiItemFlags_Disabled))\n    {\n        g.HoveredIdDisabled = true;\n        return false;\n    }\n\n    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level\n    // hover test in widgets code. We could also decide to split this function is two.\n    if (id != 0)\n    {\n        SetHoveredID(id);\n\n        // [DEBUG] Item Picker tool!\n        // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making\n        // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered\n        // items if we perform the test in ItemAdd(), but that would incur a small runtime cost.\n        // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd().\n        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)\n            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));\n        if (g.DebugItemPickerBreakId == id)\n            IM_DEBUG_BREAK();\n    }\n\n    return true;\n}\n\nbool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (!bb.Overlaps(window->ClipRect))\n        if (id == 0 || (id != g.ActiveId && id != g.NavId))\n            if (clip_even_when_logged || !g.LogEnabled)\n                return true;\n    return false;\n}\n\n// This is also inlined in ItemAdd()\n// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect!\nvoid ImGui::SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)\n{\n    window->DC.LastItemId = item_id;\n    window->DC.LastItemStatusFlags = item_flags;\n    window->DC.LastItemRect = item_rect;\n}\n\n// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out.\nbool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n\n    // Increment counters\n    const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;\n    window->DC.FocusCounterRegular++;\n    if (is_tab_stop)\n        window->DC.FocusCounterTabStop++;\n\n    // Process TAB/Shift-TAB to tab *OUT* of the currently focused item.\n    // (Note that we can always TAB out of a widget that doesn't allow tabbing in)\n    if (g.ActiveId == id && g.FocusTabPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.FocusRequestNextWindow == NULL)\n    {\n        g.FocusRequestNextWindow = window;\n        g.FocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items.\n    }\n\n    // Handle focus requests\n    if (g.FocusRequestCurrWindow == window)\n    {\n        if (window->DC.FocusCounterRegular == g.FocusRequestCurrCounterRegular)\n            return true;\n        if (is_tab_stop && window->DC.FocusCounterTabStop == g.FocusRequestCurrCounterTabStop)\n        {\n            g.NavJustTabbedId = id;\n            return true;\n        }\n\n        // If another item is about to be focused, we clear our own active id\n        if (g.ActiveId == id)\n            ClearActiveID();\n    }\n\n    return false;\n}\n\nvoid ImGui::FocusableItemUnregister(ImGuiWindow* window)\n{\n    window->DC.FocusCounterRegular--;\n    window->DC.FocusCounterTabStop--;\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    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (wrap_pos_x == 0.0f)\n    {\n        // We could decide to setup a default wrapping max point for auto-resizing windows,\n        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?\n        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))\n        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);\n        //else\n        wrap_pos_x = window->WorkRect.Max.x;\n    }\n    else if (wrap_pos_x > 0.0f)\n    {\n        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space\n    }\n\n    return ImMax(wrap_pos_x - pos.x, 1.0f);\n}\n\n// IM_ALLOC() == ImGui::MemAlloc()\nvoid* ImGui::MemAlloc(size_t size)\n{\n    if (ImGuiContext* ctx = GImGui)\n        ctx->IO.MetricsActiveAllocations++;\n    return GImAllocatorAllocFunc(size, GImAllocatorUserData);\n}\n\n// IM_FREE() == ImGui::MemFree()\nvoid ImGui::MemFree(void* ptr)\n{\n    if (ptr)\n        if (ImGuiContext* ctx = GImGui)\n            ctx->IO.MetricsActiveAllocations--;\n    return GImAllocatorFreeFunc(ptr, GImAllocatorUserData);\n}\n\nconst char* ImGui::GetClipboardText()\n{\n    ImGuiContext& g = *GImGui;\n    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : \"\";\n}\n\nvoid ImGui::SetClipboardText(const char* text)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.IO.SetClipboardTextFn)\n        g.IO.SetClipboardTextFn(g.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 Dear 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\nvoid ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data)\n{\n    GImAllocatorAllocFunc = alloc_func;\n    GImAllocatorFreeFunc = free_func;\n    GImAllocatorUserData = user_data;\n}\n\nImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)\n{\n    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);\n    if (GImGui == NULL)\n        SetCurrentContext(ctx);\n    Initialize(ctx);\n    return ctx;\n}\n\nvoid ImGui::DestroyContext(ImGuiContext* ctx)\n{\n    if (ctx == NULL)\n        ctx = GImGui;\n    Shutdown(ctx);\n    if (GImGui == ctx)\n        SetCurrentContext(NULL);\n    IM_DELETE(ctx);\n}\n\n// No specific ordering/dependency support, will see as needed\nvoid ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)\n{\n    ImGuiContext& g = *ctx;\n    IM_ASSERT(hook->Callback != NULL);\n    g.Hooks.push_back(*hook);\n}\n\n// Call context hooks (used by e.g. test engine)\n// We assume a small number of hooks so all stored in same array\nvoid ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)\n{\n    ImGuiContext& g = *ctx;\n    for (int n = 0; n < g.Hooks.Size; n++)\n        if (g.Hooks[n].Type == hook_type)\n            g.Hooks[n].Callback(&g, &g.Hooks[n]);\n}\n\nImGuiIO& ImGui::GetIO()\n{\n    IM_ASSERT(GImGui != NULL && \"No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?\");\n    return GImGui->IO;\n}\n\n// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()\nImDrawData* ImGui::GetDrawData()\n{\n    ImGuiContext& g = *GImGui;\n    return g.DrawData.Valid ? &g.DrawData : NULL;\n}\n\ndouble ImGui::GetTime()\n{\n    return GImGui->Time;\n}\n\nint ImGui::GetFrameCount()\n{\n    return GImGui->FrameCount;\n}\n\nImDrawList* ImGui::GetBackgroundDrawList()\n{\n    return &GImGui->BackgroundDrawList;\n}\n\nImDrawList* ImGui::GetForegroundDrawList()\n{\n    return &GImGui->ForegroundDrawList;\n}\n\nImDrawListSharedData* ImGui::GetDrawListSharedData()\n{\n    return &GImGui->DrawListSharedData;\n}\n\nvoid ImGui::StartMouseMovingWindow(ImGuiWindow* window)\n{\n    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.\n    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.\n    // This is because we want ActiveId to be set even when the window is not permitted to move.\n    ImGuiContext& g = *GImGui;\n    FocusWindow(window);\n    SetActiveID(window->MoveId, window);\n    g.NavDisableHighlight = true;\n    g.ActiveIdNoClearOnFocusLoss = true;\n    g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos;\n\n    bool can_move_window = true;\n    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove))\n        can_move_window = false;\n    if (can_move_window)\n        g.MovingWindow = window;\n}\n\n// Handle mouse moving window\n// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()\n// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.\n// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,\n// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.\nvoid ImGui::UpdateMouseMovingWindowNewFrame()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.MovingWindow != NULL)\n    {\n        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).\n        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.\n        KeepAliveID(g.ActiveId);\n        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow);\n        ImGuiWindow* moving_window = g.MovingWindow->RootWindow;\n        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos))\n        {\n            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;\n            if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)\n            {\n                MarkIniSettingsDirty(moving_window);\n                SetWindowPos(moving_window, pos, ImGuiCond_Always);\n            }\n            FocusWindow(g.MovingWindow);\n        }\n        else\n        {\n            ClearActiveID();\n            g.MovingWindow = NULL;\n        }\n    }\n    else\n    {\n        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.\n        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)\n        {\n            KeepAliveID(g.ActiveId);\n            if (!g.IO.MouseDown[0])\n                ClearActiveID();\n        }\n    }\n}\n\n// Initiate moving window when clicking on empty space or title bar.\n// Handle left-click and right-click focus.\nvoid ImGui::UpdateMouseMovingWindowEndFrame()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.ActiveId != 0 || g.HoveredId != 0)\n        return;\n\n    // Unless we just made a window/popup appear\n    if (g.NavWindow && g.NavWindow->Appearing)\n        return;\n\n    // Click on empty space to focus window and start moving (after we're done with all our widgets)\n    if (g.IO.MouseClicked[0])\n    {\n        // Handle the edge case of a popup being closed while clicking in its empty space.\n        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.\n        ImGuiWindow* root_window = g.HoveredRootWindow;\n        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);\n\n        if (root_window != NULL && !is_closed_popup)\n        {\n            StartMouseMovingWindow(g.HoveredWindow); //-V595\n\n            // Cancel moving if clicked outside of title bar\n            if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar))\n                if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))\n                    g.MovingWindow = NULL;\n\n            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)\n            if (g.HoveredIdDisabled)\n                g.MovingWindow = NULL;\n        }\n        else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL)\n        {\n            // Clicking on void disable focus\n            FocusWindow(NULL);\n        }\n    }\n\n    // With right mouse button we close popups without changing focus based on where the mouse is aimed\n    // Instead, focus will be restored to the window under the bottom-most closed popup.\n    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)\n    if (g.IO.MouseClicked[1])\n    {\n        // Find the top-most window between HoveredWindow and the top-most Modal Window.\n        // This is where we can trim the popup stack.\n        ImGuiWindow* modal = GetTopMostPopupModal();\n        bool hovered_window_above_modal = g.HoveredWindow && IsWindowAbove(g.HoveredWindow, modal);\n        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);\n    }\n}\n\nstatic bool IsWindowActiveAndVisible(ImGuiWindow* window)\n{\n    return (window->Active) && (!window->Hidden);\n}\n\nstatic void ImGui::UpdateMouseInputs()\n{\n    ImGuiContext& g = *GImGui;\n\n    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)\n    if (IsMousePosValid(&g.IO.MousePos))\n        g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos);\n\n    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta\n    if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev))\n        g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev;\n    else\n        g.IO.MouseDelta = ImVec2(0.0f, 0.0f);\n    if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f)\n        g.NavDisableMouseHover = false;\n\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 ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime)\n            {\n                ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);\n                if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist)\n                    g.IO.MouseDoubleClicked[i] = true;\n                g.IO.MouseClickedTime[i] = -g.IO.MouseDoubleClickTime * 2.0f; // Mark as \"old enough\" 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.MouseDownWasDoubleClick[i] = g.IO.MouseDoubleClicked[i];\n            g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);\n            g.IO.MouseDragMaxDistanceSqr[i] = 0.0f;\n        }\n        else if (g.IO.MouseDown[i])\n        {\n            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold\n            ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);\n            g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));\n            g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);\n            g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);\n        }\n        if (!g.IO.MouseDown[i] && !g.IO.MouseReleased[i])\n            g.IO.MouseDownWasDoubleClick[i] = false;\n        if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation\n            g.NavDisableMouseHover = false;\n    }\n}\n\nstatic void StartLockWheelingWindow(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.WheelingWindow == window)\n        return;\n    g.WheelingWindow = window;\n    g.WheelingWindowRefMousePos = g.IO.MousePos;\n    g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER;\n}\n\nvoid ImGui::UpdateMouseWheel()\n{\n    ImGuiContext& g = *GImGui;\n\n    // Reset the locked window if we move the mouse or after the timer elapses\n    if (g.WheelingWindow != NULL)\n    {\n        g.WheelingWindowTimer -= g.IO.DeltaTime;\n        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)\n            g.WheelingWindowTimer = 0.0f;\n        if (g.WheelingWindowTimer <= 0.0f)\n        {\n            g.WheelingWindow = NULL;\n            g.WheelingWindowTimer = 0.0f;\n        }\n    }\n\n    if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f)\n        return;\n\n    ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;\n    if (!window || window->Collapsed)\n        return;\n\n    // Zoom / Scale window\n    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.\n    if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)\n    {\n        StartLockWheelingWindow(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        if (!(window->Flags & ImGuiWindowFlags_ChildWindow))\n        {\n            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;\n            SetWindowPos(window, window->Pos + offset, 0);\n            window->Size = ImFloor(window->Size * scale);\n            window->SizeFull = ImFloor(window->SizeFull * scale);\n        }\n        return;\n    }\n\n    // Mouse wheel scrolling\n    // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent\n\n    // Vertical Mouse Wheel scrolling\n    const float wheel_y = (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f;\n    if (wheel_y != 0.0f && !g.IO.KeyCtrl)\n    {\n        StartLockWheelingWindow(window);\n        while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))\n            window = window->ParentWindow;\n        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))\n        {\n            float max_step = window->InnerRect.GetHeight() * 0.67f;\n            float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));\n            SetScrollY(window, window->Scroll.y - wheel_y * scroll_step);\n        }\n    }\n\n    // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held\n    const float wheel_x = (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheelH : (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f;\n    if (wheel_x != 0.0f && !g.IO.KeyCtrl)\n    {\n        StartLockWheelingWindow(window);\n        while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))\n            window = window->ParentWindow;\n        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))\n        {\n            float max_step = window->InnerRect.GetWidth() * 0.67f;\n            float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));\n            SetScrollX(window, window->Scroll.x - wheel_x * scroll_step);\n        }\n    }\n}\n\nvoid ImGui::UpdateTabFocus()\n{\n    ImGuiContext& g = *GImGui;\n\n    // Pressing TAB activate widget focus\n    g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab));\n    if (g.ActiveId == 0 && g.FocusTabPressed)\n    {\n        // Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also\n        // manipulate the Next fields even, even though they will be turned into Curr fields by the code below.\n        g.FocusRequestNextWindow = g.NavWindow;\n        g.FocusRequestNextCounterRegular = INT_MAX;\n        if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)\n            g.FocusRequestNextCounterTabStop = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);\n        else\n            g.FocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0;\n    }\n\n    // Turn queued focus request into current one\n    g.FocusRequestCurrWindow = NULL;\n    g.FocusRequestCurrCounterRegular = g.FocusRequestCurrCounterTabStop = INT_MAX;\n    if (g.FocusRequestNextWindow != NULL)\n    {\n        ImGuiWindow* window = g.FocusRequestNextWindow;\n        g.FocusRequestCurrWindow = window;\n        if (g.FocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1)\n            g.FocusRequestCurrCounterRegular = ImModPositive(g.FocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1);\n        if (g.FocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1)\n            g.FocusRequestCurrCounterTabStop = ImModPositive(g.FocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1);\n        g.FocusRequestNextWindow = NULL;\n        g.FocusRequestNextCounterRegular = g.FocusRequestNextCounterTabStop = INT_MAX;\n    }\n\n    g.NavIdTabCounter = INT_MAX;\n}\n\n// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)\nvoid ImGui::UpdateHoveredWindowAndCaptureFlags()\n{\n    ImGuiContext& g = *GImGui;\n\n    // Find the window hovered by mouse:\n    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.\n    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.\n    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.\n    bool clear_hovered_windows = false;\n    FindHoveredWindow();\n\n    // Modal windows prevents mouse from hovering behind them.\n    ImGuiWindow* modal_window = GetTopMostPopupModal();\n    if (modal_window && g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window))\n        clear_hovered_windows = true;\n\n    // Disabled mouse?\n    if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse)\n        clear_hovered_windows = true;\n\n    // We track click ownership. When clicked outside of a window the click is owned by the application and won't report hovering nor request capture even while dragging over our windows afterward.\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.Size > 0);\n        mouse_any_down |= g.IO.MouseDown[i];\n        if (g.IO.MouseDown[i])\n            if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down])\n                mouse_earliest_button_down = i;\n    }\n    const bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down];\n\n    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.\n    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)\n    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;\n    if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload)\n        clear_hovered_windows = true;\n\n    if (clear_hovered_windows)\n        g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL;\n\n    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app)\n    if (g.WantCaptureMouseNextFrame != -1)\n        g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0);\n    else\n        g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (g.OpenPopupStack.Size > 0);\n\n    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to Dear ImGui + app)\n    if (g.WantCaptureKeyboardNextFrame != -1)\n        g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);\n    else\n        g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);\n    if (g.IO.NavActive && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))\n        g.IO.WantCaptureKeyboard = true;\n\n    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible\n    g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;\n}\n\nImGuiKeyModFlags ImGui::GetMergedKeyModFlags()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiKeyModFlags key_mod_flags = ImGuiKeyModFlags_None;\n    if (g.IO.KeyCtrl)   { key_mod_flags |= ImGuiKeyModFlags_Ctrl; }\n    if (g.IO.KeyShift)  { key_mod_flags |= ImGuiKeyModFlags_Shift; }\n    if (g.IO.KeyAlt)    { key_mod_flags |= ImGuiKeyModFlags_Alt; }\n    if (g.IO.KeySuper)  { key_mod_flags |= ImGuiKeyModFlags_Super; }\n    return key_mod_flags;\n}\n\nvoid ImGui::NewFrame()\n{\n    IM_ASSERT(GImGui != NULL && \"No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?\");\n    ImGuiContext& g = *GImGui;\n\n    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);\n\n    // Check and assert for various common IO and Configuration mistakes\n    ErrorCheckNewFrameSanityChecks();\n\n    // Load settings on first frame, save settings when modified (after a delay)\n    UpdateSettings();\n\n    g.Time += g.IO.DeltaTime;\n    g.WithinFrameScope = true;\n    g.FrameCount += 1;\n    g.TooltipOverrideCount = 0;\n    g.WindowsActiveCount = 0;\n    g.MenusIdSubmittedThisFrame.resize(0);\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 = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX;\n\n    // Setup current font and draw list shared data\n    g.IO.Fonts->Locked = true;\n    SetCurrentFont(GetDefaultFont());\n    IM_ASSERT(g.Font->IsLoaded());\n    g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);\n    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;\n    g.DrawListSharedData.SetCircleSegmentMaxError(g.Style.CircleSegmentMaxError);\n    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;\n    if (g.Style.AntiAliasedLines)\n        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;\n    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))\n        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;\n    if (g.Style.AntiAliasedFill)\n        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;\n    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)\n        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;\n\n    g.BackgroundDrawList._ResetForNewFrame();\n    g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID);\n    g.BackgroundDrawList.PushClipRectFullScreen();\n\n    g.ForegroundDrawList._ResetForNewFrame();\n    g.ForegroundDrawList.PushTextureID(g.IO.Fonts->TexID);\n    g.ForegroundDrawList.PushClipRectFullScreen();\n\n    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.\n    g.DrawData.Clear();\n\n    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent\n    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)\n        KeepAliveID(g.DragDropPayload.SourceId);\n\n    // Update HoveredId data\n    if (!g.HoveredIdPreviousFrame)\n        g.HoveredIdTimer = 0.0f;\n    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))\n        g.HoveredIdNotActiveTimer = 0.0f;\n    if (g.HoveredId)\n        g.HoveredIdTimer += g.IO.DeltaTime;\n    if (g.HoveredId && g.ActiveId != g.HoveredId)\n        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;\n    g.HoveredIdPreviousFrame = g.HoveredId;\n    g.HoveredId = 0;\n    g.HoveredIdAllowOverlap = false;\n    g.HoveredIdDisabled = false;\n\n    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)\n    if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)\n        ClearActiveID();\n    if (g.ActiveId)\n        g.ActiveIdTimer += g.IO.DeltaTime;\n    g.LastActiveIdTimer += g.IO.DeltaTime;\n    g.ActiveIdPreviousFrame = g.ActiveId;\n    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;\n    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;\n    g.ActiveIdIsAlive = 0;\n    g.ActiveIdHasBeenEditedThisFrame = false;\n    g.ActiveIdPreviousFrameIsAlive = false;\n    g.ActiveIdIsJustActivated = false;\n    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)\n        g.TempInputId = 0;\n    if (g.ActiveId == 0)\n    {\n        g.ActiveIdUsingNavDirMask = 0x00;\n        g.ActiveIdUsingNavInputMask = 0x00;\n        g.ActiveIdUsingKeyInputMask = 0x00;\n    }\n\n    // Drag and drop\n    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;\n    g.DragDropAcceptIdCurr = 0;\n    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;\n    g.DragDropWithinSource = false;\n    g.DragDropWithinTarget = false;\n    g.DragDropHoldJustPressedId = 0;\n\n    // Update keyboard input state\n    // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools\n    g.IO.KeyMods = GetMergedKeyModFlags();\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    // Update gamepad/keyboard navigation\n    NavUpdate();\n\n    // Update mouse input state\n    UpdateMouseInputs();\n\n    // Find hovered window\n    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)\n    UpdateHoveredWindowAndCaptureFlags();\n\n    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)\n    UpdateMouseMovingWindowNewFrame();\n\n    // Background darkening/whitening\n    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))\n        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);\n    else\n        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);\n\n    g.MouseCursor = ImGuiMouseCursor_Arrow;\n    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;\n    g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default\n\n    // Mouse wheel scrolling, scale\n    UpdateMouseWheel();\n\n    // Update legacy TAB focus\n    UpdateTabFocus();\n\n    // Mark all windows as not visible and compact unused memory.\n    IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size);\n    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;\n    for (int i = 0; i != g.Windows.Size; i++)\n    {\n        ImGuiWindow* window = g.Windows[i];\n        window->WasActive = window->Active;\n        window->BeginCount = 0;\n        window->Active = false;\n        window->WriteAccessed = false;\n\n        // Garbage collect transient buffers of recently unused windows\n        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)\n            GcCompactTransientWindowBuffers(window);\n    }\n\n    // Garbage collect transient buffers of recently unused tables\n    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)\n        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)\n            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));\n    if (g.GcCompactAll)\n        GcCompactTransientMiscBuffers();\n    g.GcCompactAll = false;\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        FocusTopMostWindowUnderOne(NULL, NULL);\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.BeginPopupStack.resize(0);\n    g.ItemFlagsStack.resize(0);\n    g.ItemFlagsStack.push_back(ImGuiItemFlags_Default_);\n    g.GroupStack.resize(0);\n    ClosePopupsOverWindow(g.NavWindow, false);\n\n    // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.\n    UpdateDebugToolItemPicker();\n\n    // Create implicit/fallback window - which we will only render it if the user has added something to it.\n    // We don't use \"Debug\" to avoid colliding with user trying to create a \"Debug\" window with custom flags.\n    // This fallback is particularly important as it avoid ImGui:: calls from crashing.\n    g.WithinFrameScopeWithImplicitWindow = true;\n    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);\n    Begin(\"Debug##Default\");\n    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);\n\n    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);\n}\n\n// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.\nvoid ImGui::UpdateDebugToolItemPicker()\n{\n    ImGuiContext& g = *GImGui;\n    g.DebugItemPickerBreakId = 0;\n    if (g.DebugItemPickerActive)\n    {\n        const ImGuiID hovered_id = g.HoveredIdPreviousFrame;\n        ImGui::SetMouseCursor(ImGuiMouseCursor_Hand);\n        if (ImGui::IsKeyPressedMap(ImGuiKey_Escape))\n            g.DebugItemPickerActive = false;\n        if (ImGui::IsMouseClicked(0) && hovered_id)\n        {\n            g.DebugItemPickerBreakId = hovered_id;\n            g.DebugItemPickerActive = false;\n        }\n        ImGui::SetNextWindowBgAlpha(0.60f);\n        ImGui::BeginTooltip();\n        ImGui::Text(\"HoveredId: 0x%08X\", hovered_id);\n        ImGui::Text(\"Press ESC to abort picking.\");\n        ImGui::TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), \"Click to break in debugger!\");\n        ImGui::EndTooltip();\n    }\n}\n\nvoid ImGui::Initialize(ImGuiContext* context)\n{\n    ImGuiContext& g = *context;\n    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);\n\n    // Add .ini handle for ImGuiWindow type\n    {\n        ImGuiSettingsHandler ini_handler;\n        ini_handler.TypeName = \"Window\";\n        ini_handler.TypeHash = ImHashStr(\"Window\");\n        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;\n        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;\n        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;\n        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;\n        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;\n        g.SettingsHandlers.push_back(ini_handler);\n    }\n\n#ifdef IMGUI_HAS_TABLE\n    // Add .ini handle for ImGuiTable type\n    TableSettingsInstallHandler(context);\n#endif // #ifdef IMGUI_HAS_TABLE\n\n#ifdef IMGUI_HAS_DOCK\n#endif // #ifdef IMGUI_HAS_DOCK\n\n    g.Initialized = true;\n}\n\n// This function is merely here to free heap allocations.\nvoid ImGui::Shutdown(ImGuiContext* context)\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    ImGuiContext& g = *context;\n    if (g.IO.Fonts && g.FontAtlasOwnedByContext)\n    {\n        g.IO.Fonts->Locked = false;\n        IM_DELETE(g.IO.Fonts);\n    }\n    g.IO.Fonts = NULL;\n\n    // Cleanup of other data are conditional on actually having initialized Dear ImGui.\n    if (!g.Initialized)\n        return;\n\n    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)\n    if (g.SettingsLoaded && g.IO.IniFilename != NULL)\n    {\n        ImGuiContext* backup_context = GImGui;\n        SetCurrentContext(&g);\n        SaveIniSettingsToDisk(g.IO.IniFilename);\n        SetCurrentContext(backup_context);\n    }\n\n    CallContextHooks(&g, ImGuiContextHookType_Shutdown);\n\n    // Clear everything else\n    for (int i = 0; i < g.Windows.Size; i++)\n        IM_DELETE(g.Windows[i]);\n    g.Windows.clear();\n    g.WindowsFocusOrder.clear();\n    g.WindowsTempSortBuffer.clear();\n    g.CurrentWindow = NULL;\n    g.CurrentWindowStack.clear();\n    g.WindowsById.Clear();\n    g.NavWindow = NULL;\n    g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL;\n    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;\n    g.MovingWindow = NULL;\n    g.ColorStack.clear();\n    g.StyleVarStack.clear();\n    g.FontStack.clear();\n    g.OpenPopupStack.clear();\n    g.BeginPopupStack.clear();\n    g.DrawDataBuilder.ClearFreeMemory();\n    g.BackgroundDrawList._ClearFreeMemory();\n    g.ForegroundDrawList._ClearFreeMemory();\n\n    g.TabBars.Clear();\n    g.CurrentTabBarStack.clear();\n    g.ShrinkWidthBuffer.clear();\n\n    g.Tables.Clear();\n    g.CurrentTableStack.clear();\n    g.DrawChannelsTempMergeBuffer.clear();\n\n    g.ClipboardHandlerData.clear();\n    g.MenusIdSubmittedThisFrame.clear();\n    g.InputTextState.ClearFreeMemory();\n\n    g.SettingsWindows.clear();\n    g.SettingsHandlers.clear();\n\n    if (g.LogFile)\n    {\n#ifndef IMGUI_DISABLE_TTY_FUNCTIONS\n        if (g.LogFile != stdout)\n#endif\n            ImFileClose(g.LogFile);\n        g.LogFile = NULL;\n    }\n    g.LogBuffer.clear();\n\n    g.Initialized = false;\n}\n\n// FIXME: Add a more explicit sort order in the window structure.\nstatic int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)\n{\n    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;\n    const ImGuiWindow* const b = *(const ImGuiWindow* const *)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    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);\n}\n\nstatic void AddWindowToSortBuffer(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            ImQsort(window->DC.ChildWindows.Data, (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                AddWindowToSortBuffer(out_sorted_windows, child);\n        }\n    }\n}\n\nstatic void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)\n{\n    // Remove trailing command if unused.\n    // Technically we could return directly instead of popping, but this make things looks neat in Metrics/Debugger window as well.\n    draw_list->_PopUnusedDrawCmd();\n    if (draw_list->CmdBuffer.Size == 0)\n        return;\n\n    // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.\n    // 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    if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))\n        IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);\n\n    // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)\n    // If this assert triggers because you are drawing lots of stuff manually:\n    // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.\n    //   Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.\n    // - If you want large meshes with more than 64K vertices, you can either:\n    //   (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.\n    //       Most example backends already support this from 1.71. Pre-1.71 backends won't.\n    //       Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.\n    //   (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.\n    //       Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:\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.\n    //       2 and 4 bytes indices are generally supported by most graphics API.\n    // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching\n    //   the 64K limit to split your draw commands in multiple draw lists.\n    if (sizeof(ImDrawIdx) == 2)\n        IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && \"Too many vertices in ImDrawList using 16-bit indices. Read comment above\");\n\n    out_list->push_back(draw_list);\n}\n\nstatic void AddWindowToDrawData(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    g.IO.MetricsRenderWindows++;\n    AddDrawListToDrawData(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 (IsWindowActiveAndVisible(child)) // clipped children may have been marked not active\n            AddWindowToDrawData(out_render_list, child);\n    }\n}\n\n// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)\nstatic void AddRootWindowToDrawData(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;\n    AddWindowToDrawData(&g.DrawDataBuilder.Layers[layer], window);\n}\n\nvoid ImDrawDataBuilder::FlattenIntoSingleLayer()\n{\n    int n = Layers[0].Size;\n    int size = n;\n    for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)\n        size += Layers[i].Size;\n    Layers[0].resize(size);\n    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)\n    {\n        ImVector<ImDrawList*>& layer = Layers[layer_n];\n        if (layer.empty())\n            continue;\n        memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));\n        n += layer.Size;\n        layer.resize(0);\n    }\n}\n\nstatic void SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* draw_data)\n{\n    ImGuiIO& io = ImGui::GetIO();\n    draw_data->Valid = true;\n    draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;\n    draw_data->CmdListsCount = draw_lists->Size;\n    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;\n    draw_data->DisplayPos = ImVec2(0.0f, 0.0f);\n    draw_data->DisplaySize = io.DisplaySize;\n    draw_data->FramebufferScale = io.DisplayFramebufferScale;\n    for (int n = 0; n < draw_lists->Size; n++)\n    {\n        draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size;\n        draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size;\n    }\n}\n\n// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.\n// - When using this function it is sane to ensure that float are perfectly rounded to integer values,\n//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.\n// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():\n//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the\n//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.\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);\n\n    // Don't process EndFrame() multiple times.\n    if (g.FrameCountEnded == g.FrameCount)\n        return;\n    IM_ASSERT(g.WithinFrameScope && \"Forgot to call ImGui::NewFrame()?\");\n\n    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);\n\n    ErrorCheckEndFrameSanityChecks();\n\n    // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)\n    if (g.IO.ImeSetInputScreenPosFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f))\n    {\n        g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y);\n        g.PlatformImeLastPos = g.PlatformImePos;\n    }\n\n    // Hide implicit/fallback \"Debug\" window if it hasn't been used\n    g.WithinFrameScopeWithImplicitWindow = false;\n    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)\n        g.CurrentWindow->Active = false;\n    End();\n\n    // Update navigation: CTRL+Tab, wrap-around requests\n    NavEndFrame();\n\n    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)\n    if (g.DragDropActive)\n    {\n        bool is_delivered = g.DragDropPayload.Delivery;\n        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));\n        if (is_delivered || is_elapsed)\n            ClearDragDrop();\n    }\n\n    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.\n    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))\n    {\n        g.DragDropWithinSource = true;\n        SetTooltip(\"...\");\n        g.DragDropWithinSource = false;\n    }\n\n    // End frame\n    g.WithinFrameScope = false;\n    g.FrameCountEnded = g.FrameCount;\n\n    // Initiate moving window + handle left-click and right-click focus\n    UpdateMouseMovingWindowEndFrame();\n\n    // Sort the window list so that all child windows are after their parent\n    // We cannot do that on FocusWindow() because children may not exist yet\n    g.WindowsTempSortBuffer.resize(0);\n    g.WindowsTempSortBuffer.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        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);\n    }\n\n    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.\n    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);\n    g.Windows.swap(g.WindowsTempSortBuffer);\n    g.IO.MetricsActiveWindows = g.WindowsActiveCount;\n\n    // Unlock font atlas\n    g.IO.Fonts->Locked = false;\n\n    // Clear Input data for next frame\n    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;\n    g.IO.InputQueueCharacters.resize(0);\n    memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs));\n\n    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);\n}\n\nvoid ImGui::Render()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.Initialized);\n\n    if (g.FrameCountEnded != g.FrameCount)\n        EndFrame();\n    g.FrameCountRendered = g.FrameCount;\n    g.IO.MetricsRenderWindows = 0;\n    g.DrawDataBuilder.Clear();\n\n    CallContextHooks(&g, ImGuiContextHookType_RenderPre);\n\n    // Add background ImDrawList\n    if (!g.BackgroundDrawList.VtxBuffer.empty())\n        AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList);\n\n    // Add ImDrawList to render\n    ImGuiWindow* windows_to_render_top_most[2];\n    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;\n    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);\n    for (int n = 0; n != g.Windows.Size; n++)\n    {\n        ImGuiWindow* window = g.Windows[n];\n        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])\n            AddRootWindowToDrawData(window);\n    }\n    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)\n        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window\n            AddRootWindowToDrawData(windows_to_render_top_most[n]);\n    g.DrawDataBuilder.FlattenIntoSingleLayer();\n\n    // Draw software mouse cursor if requested\n    if (g.IO.MouseDrawCursor)\n        RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));\n\n    // Add foreground ImDrawList\n    if (!g.ForegroundDrawList.VtxBuffer.empty())\n        AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList);\n\n    // Setup ImDrawData structure for end-user\n    SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData);\n    g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount;\n    g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount;\n\n    CallContextHooks(&g, ImGuiContextHookType_RenderPost);\n}\n\n// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.\n// CalcTextSize(\"\") should return ImVec2(0.0f, g.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    // Round\n    text_size.x = IM_FLOOR(text_size.x + 0.95f);\n\n    return text_size;\n}\n\n// Find window given position, search front-to-back\n// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically\n// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is\n// called, aka before the next Begin(). Moving window isn't affected.\nstatic void FindHoveredWindow()\n{\n    ImGuiContext& g = *GImGui;\n\n    ImGuiWindow* hovered_window = NULL;\n    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;\n    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))\n        hovered_window = g.MovingWindow;\n\n    ImVec2 padding_regular = g.Style.TouchExtraPadding;\n    ImVec2 padding_for_resize_from_edges = g.IO.ConfigWindowsResizeFromEdges ? ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)) : padding_regular;\n    for (int i = g.Windows.Size - 1; i >= 0; i--)\n    {\n        ImGuiWindow* window = g.Windows[i];\n        if (!window->Active || window->Hidden)\n            continue;\n        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)\n            continue;\n\n        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)\n        ImRect bb(window->OuterRectClipped);\n        if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize))\n            bb.Expand(padding_regular);\n        else\n            bb.Expand(padding_for_resize_from_edges);\n        if (!bb.Contains(g.IO.MousePos))\n            continue;\n\n        // Support for one rectangular hole in any given window\n        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)\n        if (window->HitTestHoleSize.x != 0)\n        {\n            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);\n            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);\n            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))\n                continue;\n        }\n\n        if (hovered_window == NULL)\n            hovered_window = window;\n        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow))\n            hovered_window_ignoring_moving_window = window;\n        if (hovered_window && hovered_window_ignoring_moving_window)\n            break;\n    }\n\n    g.HoveredWindow = hovered_window;\n    g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;\n    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;\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\n    // Clip\n    ImRect rect_clipped(r_min, r_max);\n    if (clip)\n        rect_clipped.ClipWith(g.CurrentWindow->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    if (!rect_for_touch.Contains(g.IO.MousePos))\n        return false;\n    return true;\n}\n\nint ImGui::GetKeyIndex(ImGuiKey imgui_key)\n{\n    IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT);\n    ImGuiContext& g = *GImGui;\n    return g.IO.KeyMap[imgui_key];\n}\n\n// Note that dear imgui doesn't know the semantic of each entry of io.KeysDown[]!\n// Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!\nbool ImGui::IsKeyDown(int user_key_index)\n{\n    if (user_key_index < 0)\n        return false;\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));\n    return g.IO.KeysDown[user_key_index];\n}\n\n// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)\n// t1 = current time (e.g.: g.Time)\n// An event is triggered at:\n//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N\nint ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)\n{\n    if (t1 == 0.0f)\n        return 1;\n    if (t0 >= t1)\n        return 0;\n    if (repeat_rate <= 0.0f)\n        return (t0 < repeat_delay) && (t1 >= repeat_delay);\n    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);\n    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);\n    const int count = count_t1 - count_t0;\n    return count;\n}\n\nint ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate)\n{\n    ImGuiContext& g = *GImGui;\n    if (key_index < 0)\n        return 0;\n    IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));\n    const float t = g.IO.KeysDownDuration[key_index];\n    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);\n}\n\nbool ImGui::IsKeyPressed(int user_key_index, bool repeat)\n{\n    ImGuiContext& g = *GImGui;\n    if (user_key_index < 0)\n        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    if (repeat && t > g.IO.KeyRepeatDelay)\n        return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;\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    return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index];\n}\n\nbool ImGui::IsMouseDown(ImGuiMouseButton 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(ImGuiMouseButton 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        // FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold.\n        int amount = CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.50f);\n        if (amount > 0)\n            return true;\n    }\n    return false;\n}\n\nbool ImGui::IsMouseReleased(ImGuiMouseButton 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(ImGuiMouseButton 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\n// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.\n// [Internal] This doesn't test if the button is pressed\nbool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton 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    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;\n}\n\nbool ImGui::IsMouseDragging(ImGuiMouseButton 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    return IsMouseDragPastThreshold(button, lock_threshold);\n}\n\nImVec2 ImGui::GetMousePos()\n{\n    ImGuiContext& g = *GImGui;\n    return g.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.BeginPopupStack.Size > 0)\n        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;\n    return g.IO.MousePos;\n}\n\n// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.\nbool ImGui::IsMousePosValid(const ImVec2* mouse_pos)\n{\n    // The assert is only to silence a false-positive in XCode Static Analysis.\n    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).\n    IM_ASSERT(GImGui != NULL);\n    const float MOUSE_INVALID = -256000.0f;\n    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;\n    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;\n}\n\nbool ImGui::IsAnyMouseDown()\n{\n    ImGuiContext& g = *GImGui;\n    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)\n        if (g.IO.MouseDown[n])\n            return true;\n    return false;\n}\n\n// Return the delta from the initial clicking position while the mouse button is clicked or was just released.\n// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.\n// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.\nImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton 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] || g.IO.MouseReleased[button])\n        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)\n            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))\n                return g.IO.MousePos - g.IO.MouseClickedPos[button];\n    return ImVec2(0.0f, 0.0f);\n}\n\nvoid ImGui::ResetMouseDragDelta(ImGuiMouseButton 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->WantCaptureKeyboardNextFrame = capture ? 1 : 0;\n}\n\nvoid ImGui::CaptureMouseFromApp(bool capture)\n{\n    GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0;\n}\n\nbool ImGui::IsItemActive()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.ActiveId)\n    {\n        ImGuiWindow* window = g.CurrentWindow;\n        return g.ActiveId == window->DC.LastItemId;\n    }\n    return false;\n}\n\nbool ImGui::IsItemActivated()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.ActiveId)\n    {\n        ImGuiWindow* window = g.CurrentWindow;\n        if (g.ActiveId == window->DC.LastItemId && g.ActiveIdPreviousFrame != window->DC.LastItemId)\n            return true;\n    }\n    return false;\n}\n\nbool ImGui::IsItemDeactivated()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDeactivated)\n        return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;\n    return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId);\n}\n\nbool ImGui::IsItemDeactivatedAfterEdit()\n{\n    ImGuiContext& g = *GImGui;\n    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));\n}\n\n// == GetItemID() == GetFocusID()\nbool ImGui::IsItemFocused()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    if (g.NavId != window->DC.LastItemId || g.NavId == 0)\n        return false;\n    return true;\n}\n\nbool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)\n{\n    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);\n}\n\nbool ImGui::IsItemToggledOpen()\n{\n    ImGuiContext& g = *GImGui;\n    return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;\n}\n\nbool ImGui::IsItemToggledSelection()\n{\n    ImGuiContext& g = *GImGui;\n    return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;\n}\n\nbool ImGui::IsAnyItemHovered()\n{\n    ImGuiContext& g = *GImGui;\n    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;\n}\n\nbool ImGui::IsAnyItemActive()\n{\n    ImGuiContext& g = *GImGui;\n    return g.ActiveId != 0;\n}\n\nbool ImGui::IsAnyItemFocused()\n{\n    ImGuiContext& g = *GImGui;\n    return g.NavId != 0 && !g.NavDisableHighlight;\n}\n\nbool ImGui::IsItemVisible()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->ClipRect.Overlaps(window->DC.LastItemRect);\n}\n\nbool ImGui::IsItemEdited()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Edited) != 0;\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\nstatic ImRect GetViewportRect()\n{\n    ImGuiContext& g = *GImGui;\n    return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);\n}\n\nbool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* parent_window = g.CurrentWindow;\n\n    flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow;\n    flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove);  // Inherit the NoMove flag\n\n    // Size\n    const ImVec2 content_avail = GetContentRegionAvail();\n    ImVec2 size = ImFloor(size_arg);\n    const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);\n    if (size.x <= 0.0f)\n        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)\n    if (size.y <= 0.0f)\n        size.y = ImMax(content_avail.y + size.y, 4.0f);\n    SetNextWindowSize(size);\n\n    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.\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    const float backup_border_size = g.Style.ChildBorderSize;\n    if (!border)\n        g.Style.ChildBorderSize = 0.0f;\n    bool ret = Begin(title, NULL, flags);\n    g.Style.ChildBorderSize = backup_border_size;\n\n    ImGuiWindow* child_window = g.CurrentWindow;\n    child_window->ChildId = id;\n    child_window->AutoFitChildAxises = (ImS8)auto_fit_axises;\n\n    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.\n    // While this is not really documented/defined, it seems that the expected thing to do.\n    if (child_window->BeginCount == 1)\n        parent_window->DC.CursorPos = child_window->Pos;\n\n    // Process navigation-in immediately so NavInit can run on first frame\n    if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll))\n    {\n        FocusWindow(child_window);\n        NavInitWindow(child_window, false);\n        SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item\n        g.ActiveIdSource = ImGuiInputSource_Nav;\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    IM_ASSERT(id != 0);\n    return BeginChildEx(NULL, id, size_arg, border, extra_flags);\n}\n\nvoid ImGui::EndChild()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    IM_ASSERT(g.WithinEndChild == false);\n    IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls\n\n    g.WithinEndChild = true;\n    if (window->BeginCount > 1)\n    {\n        End();\n    }\n    else\n    {\n        ImVec2 sz = window->Size;\n        if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // 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 & (1 << ImGuiAxis_Y))\n            sz.y = ImMax(4.0f, sz.y);\n        End();\n\n        ImGuiWindow* parent_window = g.CurrentWindow;\n        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);\n        ItemSize(sz);\n        if ((window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened))\n        {\n            ItemAdd(bb, window->ChildId);\n            RenderNavHighlight(bb, window->ChildId);\n\n            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child\n            if (window->DC.NavLayerActiveMask == 0 && window == g.NavWindow)\n                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);\n        }\n        else\n        {\n            // Not navigable into\n            ItemAdd(bb, 0);\n        }\n    }\n    g.WithinEndChild = false;\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    PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);\n    PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);\n    PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);\n    PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);\n    bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags);\n    PopStyleVar(3);\n    PopStyleColor();\n    return ret;\n}\n\nvoid ImGui::EndChildFrame()\n{\n    EndChild();\n}\n\nstatic void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)\n{\n    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);\n    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);\n    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);\n}\n\nImGuiWindow* ImGui::FindWindowByID(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);\n}\n\nImGuiWindow* ImGui::FindWindowByName(const char* name)\n{\n    ImGuiID id = ImHashStr(name);\n    return FindWindowByID(id);\n}\n\nstatic void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)\n{\n    window->Pos = ImFloor(ImVec2(settings->Pos.x, settings->Pos.y));\n    if (settings->Size.x > 0 && settings->Size.y > 0)\n        window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y));\n    window->Collapsed = settings->Collapsed;\n}\n\nstatic ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    //IMGUI_DEBUG_LOG(\"CreateNewWindow '%s', flags = 0x%08X\\n\", name, flags);\n\n    // Create window the first time\n    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);\n    window->Flags = flags;\n    g.WindowsById.SetVoidPtr(window->ID, window);\n\n    // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.\n    window->Pos = ImVec2(60, 60);\n\n    // User can disable loading and saving of settings. Tooltip and child windows also don't store settings.\n    if (!(flags & ImGuiWindowFlags_NoSavedSettings))\n        if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID))\n        {\n            // Retrieve settings from .ini file\n            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);\n            SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);\n            ApplyWindowSettings(window, settings);\n        }\n    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values\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    g.WindowsFocusOrder.push_back(window);\n    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)\n        g.Windows.push_front(window); // Quite slow but rare and only once\n    else\n        g.Windows.push_back(window);\n    return window;\n}\n\nstatic ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)\n    {\n        // Using -1,-1 on either X/Y axis to preserve the current size.\n        ImRect cr = g.NextWindowData.SizeConstraintRect;\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.NextWindowData.SizeCallback)\n        {\n            ImGuiSizeCallbackData data;\n            data.UserData = g.NextWindowData.SizeCallbackUserData;\n            data.Pos = window->Pos;\n            data.CurrentSize = window->SizeFull;\n            data.DesiredSize = new_size;\n            g.NextWindowData.SizeCallback(&data);\n            new_size = data.DesiredSize;\n        }\n        new_size.x = IM_FLOOR(new_size.x);\n        new_size.y = IM_FLOOR(new_size.y);\n    }\n\n    // Minimum size\n    if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))\n    {\n        ImGuiWindow* window_for_height = window;\n        new_size = ImMax(new_size, g.Style.WindowMinSize);\n        new_size.y = ImMax(new_size.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows\n    }\n    return new_size;\n}\n\nstatic ImVec2 CalcWindowContentSize(ImGuiWindow* window)\n{\n    if (window->Collapsed)\n        if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)\n            return window->ContentSize;\n    if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)\n        return window->ContentSize;\n\n    ImVec2 sz;\n    sz.x = IM_FLOOR((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);\n    sz.y = IM_FLOOR((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);\n    return sz;\n}\n\nstatic ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiStyle& style = g.Style;\n    ImVec2 size_decorations = ImVec2(0.0f, window->TitleBarHeight() + window->MenuBarHeight());\n    ImVec2 size_pad = window->WindowPadding * 2.0f;\n    ImVec2 size_desired = size_contents + size_pad + size_decorations;\n    if (window->Flags & ImGuiWindowFlags_Tooltip)\n    {\n        // Tooltip always resize\n        return size_desired;\n    }\n    else\n    {\n        // Maximum window size is determined by the viewport size or monitor size\n        const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;\n        const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;\n        ImVec2 size_min = style.WindowMinSize;\n        if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)\n            size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));\n        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f));\n\n        // When the window cannot fit all contents (either because of constraints, either because screen is too small),\n        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.\n        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);\n        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);\n        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);\n        if (will_have_scrollbar_x)\n            size_auto_fit.y += style.ScrollbarSize;\n        if (will_have_scrollbar_y)\n            size_auto_fit.x += style.ScrollbarSize;\n        return size_auto_fit;\n    }\n}\n\nImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window)\n{\n    ImVec2 size_contents = CalcWindowContentSize(window);\n    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents);\n    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);\n    return size_final;\n}\n\nstatic ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags)\n{\n    if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))\n        return ImGuiCol_PopupBg;\n    if (flags & ImGuiWindowFlags_ChildWindow)\n        return ImGuiCol_ChildBg;\n    return ImGuiCol_WindowBg;\n}\n\nstatic void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)\n{\n    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left\n    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right\n    ImVec2 size_expected = pos_max - pos_min;\n    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);\n    *out_pos = pos_min;\n    if (corner_norm.x == 0.0f)\n        out_pos->x -= (size_constrained.x - size_expected.x);\n    if (corner_norm.y == 0.0f)\n        out_pos->y -= (size_constrained.y - size_expected.y);\n    *out_size = size_constrained;\n}\n\nstruct ImGuiResizeGripDef\n{\n    ImVec2  CornerPosN;\n    ImVec2  InnerDir;\n    int     AngleMin12, AngleMax12;\n};\n\nstatic const ImGuiResizeGripDef resize_grip_def[4] =\n{\n    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right\n    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left\n    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused)\n    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }, // Upper-right (Unused)\n};\n\nstruct ImGuiResizeBorderDef\n{\n    ImVec2 InnerDir;\n    ImVec2 CornerPosN1, CornerPosN2;\n    float  OuterAngle;\n};\n\nstatic const ImGuiResizeBorderDef resize_border_def[4] =\n{\n    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Top\n    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right\n    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }, // Bottom\n    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f } // Left\n};\n\nstatic ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)\n{\n    ImRect rect = window->Rect();\n    if (thickness == 0.0f) rect.Max -= ImVec2(1, 1);\n    if (border_n == 0) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    } // Top\n    if (border_n == 1) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); } // Right\n    if (border_n == 2) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    } // Bottom\n    if (border_n == 3) { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); } // Left\n    IM_ASSERT(0);\n    return ImRect();\n}\n\n// 0..3: corners (Lower-right, Lower-left, Unused, Unused)\n// 4..7: borders (Top, Right, Bottom, Left)\nImGuiID ImGui::GetWindowResizeID(ImGuiWindow* window, int n)\n{\n    IM_ASSERT(n >= 0 && n <= 7);\n    ImGuiID id = window->ID;\n    id = ImHashStr(\"#RESIZE\", 0, id);\n    id = ImHashData(&n, sizeof(int), id);\n    return id;\n}\n\n// Handle resize for: Resize Grips, Borders, Gamepad\n// Return true when using auto-fit (double click on resize grip)\nstatic bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindowFlags flags = window->Flags;\n\n    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)\n        return false;\n    if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window.\n        return false;\n\n    bool ret_auto_fit = false;\n    const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;\n    const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));\n    const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f);\n    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f;\n\n    ImVec2 pos_target(FLT_MAX, FLT_MAX);\n    ImVec2 size_target(FLT_MAX, FLT_MAX);\n\n    // Resize grips and borders are on layer 1\n    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;\n\n    // Manual resize grips\n    PushID(\"#RESIZE\");\n    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)\n    {\n        const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];\n        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);\n\n        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window\n        ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size);\n        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);\n        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);\n        bool hovered, held;\n        ButtonBehavior(resize_rect, window->GetID(resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);\n        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));\n        if (hovered || held)\n            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;\n\n        if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0)\n        {\n            // Manual auto-fit when double-clicking\n            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);\n            ret_auto_fit = true;\n            ClearActiveID();\n        }\n        else if (held)\n        {\n            // Resize from any of the four corners\n            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position\n            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(grip.InnerDir * grip_hover_outer_size, grip.InnerDir * -grip_hover_inner_size, grip.CornerPosN); // Corner of the window corresponding to our corner grip\n            ImVec2 clamp_min = ImVec2(grip.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, grip.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX);\n            ImVec2 clamp_max = ImVec2(grip.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, grip.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX);\n            corner_target = ImClamp(corner_target, clamp_min, clamp_max);\n            CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target);\n        }\n        if (resize_grip_n == 0 || held || hovered)\n            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);\n    }\n    for (int border_n = 0; border_n < resize_border_count; border_n++)\n    {\n        bool hovered, held;\n        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS);\n        ButtonBehavior(border_rect, window->GetID(border_n + 4), &hovered, &held, ImGuiButtonFlags_FlattenChildren);\n        //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));\n        if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)\n        {\n            g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;\n            if (held)\n                *border_held = border_n;\n        }\n        if (held)\n        {\n            ImVec2 border_target = window->Pos;\n            ImVec2 border_posn;\n            if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Top\n            if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Right\n            if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Bottom\n            if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Left\n            ImVec2 clamp_min = ImVec2(border_n == 1 ? visibility_rect.Min.x : -FLT_MAX, border_n == 2 ? visibility_rect.Min.y : -FLT_MAX);\n            ImVec2 clamp_max = ImVec2(border_n == 3 ? visibility_rect.Max.x : +FLT_MAX, border_n == 0 ? visibility_rect.Max.y : +FLT_MAX);\n            border_target = ImClamp(border_target, clamp_min, clamp_max);\n            CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target);\n        }\n    }\n    PopID();\n\n    // Restore nav layer\n    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;\n\n    // Navigation resize (keyboard/gamepad)\n    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)\n    {\n        ImVec2 nav_resize_delta;\n        if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift)\n            nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);\n        if (g.NavInputSource == ImGuiInputSource_NavGamepad)\n            nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down);\n        if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)\n        {\n            const float NAV_RESIZE_SPEED = 600.0f;\n            nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));\n            nav_resize_delta = ImMax(nav_resize_delta, visibility_rect.Min - window->Pos - window->Size);\n            g.NavWindowingToggleLayer = false;\n            g.NavDisableMouseHover = true;\n            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);\n            // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.\n            size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta);\n        }\n    }\n\n    // Apply back modified position/size to window\n    if (size_target.x != FLT_MAX)\n    {\n        window->SizeFull = size_target;\n        MarkIniSettingsDirty(window);\n    }\n    if (pos_target.x != FLT_MAX)\n    {\n        window->Pos = ImFloor(pos_target);\n        MarkIniSettingsDirty(window);\n    }\n\n    window->Size = window->SizeFull;\n    return ret_auto_fit;\n}\n\nstatic inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility_rect)\n{\n    ImGuiContext& g = *GImGui;\n    ImVec2 size_for_clamping = window->Size;\n    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar))\n        size_for_clamping.y = window->TitleBarHeight();\n    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);\n}\n\nstatic void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    float rounding = window->WindowRounding;\n    float border_size = window->WindowBorderSize;\n    if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))\n        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);\n\n    int border_held = window->ResizeBorderHeld;\n    if (border_held != -1)\n    {\n        const ImGuiResizeBorderDef& def = resize_border_def[border_held];\n        ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f);\n        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);\n        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);\n        window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), false, ImMax(2.0f, border_size)); // Thicker than usual\n    }\n    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar))\n    {\n        float y = window->Pos.y + window->TitleBarHeight() - 1;\n        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);\n    }\n}\n\n// Draw background and borders\n// Draw and handle scrollbars\nvoid ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiStyle& style = g.Style;\n    ImGuiWindowFlags flags = window->Flags;\n\n    // Ensure that ScrollBar doesn't read last frame's SkipItems\n    IM_ASSERT(window->BeginCount == 0);\n    window->SkipItems = false;\n\n    // Draw window + handle manual resize\n    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame.\n    const float window_rounding = window->WindowRounding;\n    const float window_border_size = window->WindowBorderSize;\n    if (window->Collapsed)\n    {\n        // Title bar only\n        float backup_border_size = style.FrameBorderSize;\n        g.Style.FrameBorderSize = window->WindowBorderSize;\n        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);\n        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);\n        g.Style.FrameBorderSize = backup_border_size;\n    }\n    else\n    {\n        // Window background\n        if (!(flags & ImGuiWindowFlags_NoBackground))\n        {\n            ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags));\n            bool override_alpha = false;\n            float alpha = 1.0f;\n            if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)\n            {\n                alpha = g.NextWindowData.BgAlphaVal;\n                override_alpha = true;\n            }\n            if (override_alpha)\n                bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);\n            window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);\n        }\n\n        // Title bar\n        if (!(flags & ImGuiWindowFlags_NoTitleBar))\n        {\n            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);\n            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top);\n        }\n\n        // Menu bar\n        if (flags & ImGuiWindowFlags_MenuBar)\n        {\n            ImRect menu_bar_rect = window->MenuBarRect();\n            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.\n            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top);\n            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)\n                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);\n        }\n\n        // Scrollbars\n        if (window->ScrollbarX)\n            Scrollbar(ImGuiAxis_X);\n        if (window->ScrollbarY)\n            Scrollbar(ImGuiAxis_Y);\n\n        // Render resize grips (after their input handling so we don't have a frame of latency)\n        if (!(flags & ImGuiWindowFlags_NoResize))\n        {\n            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)\n            {\n                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];\n                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);\n                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));\n                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));\n                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);\n                window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]);\n            }\n        }\n\n        // Borders\n        RenderWindowOuterBorders(window);\n    }\n}\n\n// Render title text, collapse button, close button\nvoid ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiStyle& style = g.Style;\n    ImGuiWindowFlags flags = window->Flags;\n\n    const bool has_close_button = (p_open != NULL);\n    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);\n\n    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)\n    const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;\n    window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;\n    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;\n\n    // Layout buttons\n    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.\n    float pad_l = style.FramePadding.x;\n    float pad_r = style.FramePadding.x;\n    float button_sz = g.FontSize;\n    ImVec2 close_button_pos;\n    ImVec2 collapse_button_pos;\n    if (has_close_button)\n    {\n        pad_r += button_sz;\n        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);\n    }\n    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)\n    {\n        pad_r += button_sz;\n        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);\n    }\n    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)\n    {\n        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y);\n        pad_l += button_sz;\n    }\n\n    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)\n    if (has_collapse_button)\n        if (CollapseButton(window->GetID(\"#COLLAPSE\"), collapse_button_pos))\n            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function\n\n    // Close button\n    if (has_close_button)\n        if (CloseButton(window->GetID(\"#CLOSE\"), close_button_pos))\n            *p_open = false;\n\n    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;\n    window->DC.ItemFlags = item_flags_backup;\n\n    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional \"unsaved document\" marker)\n    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..\n    const char* UNSAVED_DOCUMENT_MARKER = \"*\";\n    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f;\n    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);\n\n    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,\n    // while uncentered title text will still reach edges correct.\n    if (pad_l > style.FramePadding.x)\n        pad_l += g.Style.ItemInnerSpacing.x;\n    if (pad_r > style.FramePadding.x)\n        pad_r += g.Style.ItemInnerSpacing.x;\n    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)\n    {\n        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center\n        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);\n        pad_l = ImMax(pad_l, pad_extend * centerness);\n        pad_r = ImMax(pad_r, pad_extend * centerness);\n    }\n\n    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);\n    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, layout_r.Max.x + g.Style.ItemInnerSpacing.x, layout_r.Max.y);\n    //if (g.IO.KeyCtrl) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]\n    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);\n    if (flags & ImGuiWindowFlags_UnsavedDocument)\n    {\n        ImVec2 marker_pos = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f);\n        ImVec2 off = ImVec2(0.0f, IM_FLOOR(-g.FontSize * 0.25f));\n        RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r);\n    }\n}\n\nvoid ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)\n{\n    window->ParentWindow = parent_window;\n    window->RootWindow = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;\n    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))\n        window->RootWindow = parent_window->RootWindow;\n    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))\n        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;\n    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)\n    {\n        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);\n        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;\n    }\n}\n\n// Push a new Dear 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// - 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.\nbool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    IM_ASSERT(name != NULL && name[0] != '\\0');     // Window name required\n    IM_ASSERT(g.WithinFrameScope);                  // 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    // Find or create\n    ImGuiWindow* window = FindWindowByName(name);\n    const bool window_just_created = (window == NULL);\n    if (window_just_created)\n        window = CreateNewWindow(name, flags);\n\n    // Automatically disable manual moving/resizing when NoInputs is set\n    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)\n        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;\n\n    if (flags & ImGuiWindowFlags_NavFlattened)\n        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);\n\n    const int current_frame = g.FrameCount;\n    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);\n    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);\n\n    // Update the Appearing flag\n    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1);   // Not using !WasActive because the implicit \"Debug\" window would always toggle off->on\n    const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);\n    if (flags & ImGuiWindowFlags_Popup)\n    {\n        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];\n        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed\n        window_just_activated_by_user |= (window != popup_ref.Window);\n    }\n    window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize);\n    if (window->Appearing)\n        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);\n\n    // Update Flags, LastFrameActive, BeginOrderXXX fields\n    if (first_begin_of_the_frame)\n    {\n        window->Flags = (ImGuiWindowFlags)flags;\n        window->LastFrameActive = current_frame;\n        window->LastTimeActive = (float)g.Time;\n        window->BeginOrderWithinParent = 0;\n        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);\n    }\n    else\n    {\n        flags = window->Flags;\n    }\n\n    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack\n    ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back();\n    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;\n    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));\n\n    // We allow window memory to be compacted so recreate the base stack when needed.\n    if (window->IDStack.Size == 0)\n        window->IDStack.push_back(window->ID);\n\n    // Add to stack\n    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()\n    g.CurrentWindowStack.push_back(window);\n    g.CurrentWindow = window;\n    window->DC.StackSizesOnBegin.SetToCurrentState();\n    g.CurrentWindow = NULL;\n\n    if (flags & ImGuiWindowFlags_Popup)\n    {\n        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];\n        popup_ref.Window = window;\n        g.BeginPopupStack.push_back(popup_ref);\n        window->PopupId = popup_ref.PopupId;\n    }\n\n    if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow))\n        window->NavLastIds[0] = 0;\n\n    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)\n    if (first_begin_of_the_frame)\n        UpdateWindowParentAndRootLinks(window, flags, parent_window);\n\n    // Process SetNextWindow***() calls\n    // (FIXME: Consider splitting the HasXXX flags into X/Y components\n    bool window_pos_set_by_api = false;\n    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)\n    {\n        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;\n        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)\n        {\n            // May be processed on the next frame if this is our first frame and we are measuring size\n            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.\n            window->SetWindowPosVal = g.NextWindowData.PosVal;\n            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;\n            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);\n        }\n        else\n        {\n            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);\n        }\n    }\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)\n    {\n        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);\n        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);\n        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);\n    }\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)\n    {\n        if (g.NextWindowData.ScrollVal.x >= 0.0f)\n        {\n            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;\n            window->ScrollTargetCenterRatio.x = 0.0f;\n        }\n        if (g.NextWindowData.ScrollVal.y >= 0.0f)\n        {\n            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;\n            window->ScrollTargetCenterRatio.y = 0.0f;\n        }\n    }\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)\n        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;\n    else if (first_begin_of_the_frame)\n        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)\n        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)\n        FocusWindow(window);\n    if (window->Appearing)\n        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);\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        // Initialize\n        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)\n        window->Active = true;\n        window->HasCloseButton = (p_open != NULL);\n        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);\n        window->IDStack.resize(1);\n        window->DrawList->_ResetForNewFrame();\n        window->DC.CurrentTableIdx = -1;\n\n        // Restore buffer capacity when woken from a compacted state, to avoid\n        if (window->MemoryCompacted)\n            GcAwakeTransientWindowBuffers(window);\n\n        // Update stored window name when it changes (which can _only_ happen with the \"###\" operator, so the ID would stay unchanged).\n        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.\n        bool window_title_visible_elsewhere = false;\n        if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB\n            window_title_visible_elsewhere = true;\n        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)\n        {\n            size_t buf_len = (size_t)window->NameBufLen;\n            window->Name = ImStrdupcpy(window->Name, &buf_len, name);\n            window->NameBufLen = (int)buf_len;\n        }\n\n        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS\n\n        // Update contents size from last frame for auto-fitting (or use explicit size)\n        window->ContentSize = CalcWindowContentSize(window);\n        if (window->HiddenFramesCanSkipItems > 0)\n            window->HiddenFramesCanSkipItems--;\n        if (window->HiddenFramesCannotSkipItems > 0)\n            window->HiddenFramesCannotSkipItems--;\n\n        // Hide new windows for one frame until they calculate their size\n        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))\n            window->HiddenFramesCannotSkipItems = 1;\n\n        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)\n        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.\n        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)\n        {\n            window->HiddenFramesCannotSkipItems = 1;\n            if (flags & ImGuiWindowFlags_AlwaysAutoResize)\n            {\n                if (!window_size_x_set_by_api)\n                    window->Size.x = window->SizeFull.x = 0.f;\n                if (!window_size_y_set_by_api)\n                    window->Size.y = window->SizeFull.y = 0.f;\n                window->ContentSize = ImVec2(0.f, 0.f);\n            }\n        }\n\n        // SELECT VIEWPORT\n        // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style)\n        SetCurrentWindow(window);\n\n        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)\n\n        if (flags & ImGuiWindowFlags_ChildWindow)\n            window->WindowBorderSize = style.ChildBorderSize;\n        else\n            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;\n        window->WindowPadding = style.WindowPadding;\n        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)\n            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);\n\n        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.\n        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);\n        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;\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            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.\n            ImRect title_bar_rect = window->TitleBarRect();\n            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0])\n                window->WantCollapseToggle = true;\n            if (window->WantCollapseToggle)\n            {\n                window->Collapsed = !window->Collapsed;\n                MarkIniSettingsDirty(window);\n                FocusWindow(window);\n            }\n        }\n        else\n        {\n            window->Collapsed = false;\n        }\n        window->WantCollapseToggle = false;\n\n        // SIZE\n\n        // Calculate auto-fit size, handle automatic resize\n        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSize);\n        bool use_current_size_for_scrollbar_x = window_just_created;\n        bool use_current_size_for_scrollbar_y = window_just_created;\n        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)\n        {\n            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.\n            if (!window_size_x_set_by_api)\n            {\n                window->SizeFull.x = size_auto_fit.x;\n                use_current_size_for_scrollbar_x = true;\n            }\n            if (!window_size_y_set_by_api)\n            {\n                window->SizeFull.y = size_auto_fit.y;\n                use_current_size_for_scrollbar_y = true;\n            }\n        }\n        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)\n        {\n            // Auto-fit may only grow window during the first few frames\n            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.\n            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)\n            {\n                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;\n                use_current_size_for_scrollbar_x = true;\n            }\n            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)\n            {\n                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;\n                use_current_size_for_scrollbar_y = true;\n            }\n            if (!window->Collapsed)\n                MarkIniSettingsDirty(window);\n        }\n\n        // Apply minimum/maximum window size constraints and final size\n        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);\n        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;\n\n        // Decoration size\n        const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();\n\n        // POSITION\n\n        // Popup latch its initial position, will position itself when it appears next frame\n        if (window_just_activated_by_user)\n        {\n            window->AutoPosLastDirection = ImGuiDir_None;\n            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()\n                window->Pos = g.BeginPopupStack.back().OpenPopupPos;\n        }\n\n        // Position child window\n        if (flags & ImGuiWindowFlags_ChildWindow)\n        {\n            IM_ASSERT(parent_window && parent_window->Active);\n            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;\n            parent_window->DC.ChildWindows.push_back(window);\n            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)\n                window->Pos = parent_window->DC.CursorPos;\n        }\n\n        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);\n        if (window_pos_with_pivot)\n            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)\n        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)\n            window->Pos = FindBestWindowPosForPopup(window);\n        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)\n            window->Pos = FindBestWindowPosForPopup(window);\n        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)\n            window->Pos = FindBestWindowPosForPopup(window);\n\n        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)\n        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.\n        ImRect viewport_rect(GetViewportRect());\n        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);\n        ImRect visibility_rect(viewport_rect.Min + visibility_padding, viewport_rect.Max - visibility_padding);\n\n        // Clamp position/size so window stays visible within its viewport or monitor\n        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.\n        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)\n            if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f)\n                ClampWindowRect(window, visibility_rect);\n        window->Pos = ImFloor(window->Pos);\n\n        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)\n        // Large values tend to lead to variety of artifacts and are not recommended.\n        window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;\n\n        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.\n        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))\n        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);\n\n        // Apply window focus (new and reactivated windows are moved to front)\n        bool want_focus = false;\n        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))\n        {\n            if (flags & ImGuiWindowFlags_Popup)\n                want_focus = true;\n            else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)\n                want_focus = true;\n        }\n\n        // Handle manual resize: Resize Grips, Borders, Gamepad\n        int border_held = -1;\n        ImU32 resize_grip_col[4] = {};\n        const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.\n        const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));\n        if (!window->Collapsed)\n            if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))\n                use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;\n        window->ResizeBorderHeld = (signed char)border_held;\n\n        // SCROLLBAR VISIBILITY\n\n        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).\n        if (!window->Collapsed)\n        {\n            // When reading the current size we need to read it after size constraints have been applied.\n            // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again.\n            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height);\n            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes;\n            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;\n            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;\n            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;\n            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?\n            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));\n            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));\n            if (window->ScrollbarX && !window->ScrollbarY)\n                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);\n            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);\n        }\n\n        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)\n        // Update various regions. Variables they depends on should be set above in this function.\n        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.\n\n        // Outer rectangle\n        // Not affected by window border size. Used by:\n        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)\n        // - Begin() initial clipping rect for drawing window background and borders.\n        // - Begin() clipping whole child\n        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;\n        const ImRect outer_rect = window->Rect();\n        const ImRect title_bar_rect = window->TitleBarRect();\n        window->OuterRectClipped = outer_rect;\n        window->OuterRectClipped.ClipWith(host_rect);\n\n        // Inner rectangle\n        // Not affected by window border size. Used by:\n        // - InnerClipRect\n        // - ScrollToBringRectIntoView()\n        // - NavUpdatePageUpPageDown()\n        // - Scrollbar()\n        window->InnerRect.Min.x = window->Pos.x;\n        window->InnerRect.Min.y = window->Pos.y + decoration_up_height;\n        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x;\n        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y;\n\n        // Inner clipping rectangle.\n        // Will extend a little bit outside the normal work region.\n        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.\n        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.\n        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.\n        // Affected by window/frame border size. Used by:\n        // - Begin() initial clip rect\n        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);\n        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));\n        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);\n        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));\n        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);\n        window->InnerClipRect.ClipWithFull(host_rect);\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 = ImFloor(window->Size.x * 0.65f);\n        else\n            window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f);\n\n        // SCROLLING\n\n        // Lock down maximum scrolling\n        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate\n        // for right/bottom aligned items without creating a scrollbar.\n        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());\n        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());\n\n        // Apply scrolling\n        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);\n        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);\n\n        // DRAWING\n\n        // Setup draw list and outer clipping rectangle\n        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);\n        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);\n        PushClipRect(host_rect.Min, host_rect.Max, false);\n\n        // Draw modal window background (darkens what is behind them, all viewports)\n        const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0;\n        const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && (window == g.NavWindowingTargetAnim->RootWindow);\n        if (dim_bg_for_modal || dim_bg_for_window_list)\n        {\n            const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);\n            window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, dim_bg_col);\n        }\n\n        // Draw navigation selection/windowing rectangle background\n        if (dim_bg_for_window_list && window == g.NavWindowingTargetAnim)\n        {\n            ImRect bb = window->Rect();\n            bb.Expand(g.FontSize);\n            if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway\n                window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding);\n        }\n\n        // Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call.\n        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.\n        // We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child.\n        // We also disabled this when we have dimming overlay behind this specific one child.\n        // FIXME: More code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected.\n        {\n            bool render_decorations_in_parent = false;\n            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)\n                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0)\n                    render_decorations_in_parent = true;\n            if (render_decorations_in_parent)\n                window->DrawList = parent_window->DrawList;\n\n            // Handle title bar, scrollbar, resize grips and resize borders\n            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;\n            const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);\n            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size);\n\n            if (render_decorations_in_parent)\n                window->DrawList = &window->DrawListInst;\n        }\n\n        // Draw navigation selection/windowing rectangle border\n        if (g.NavWindowingTargetAnim == window)\n        {\n            float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding);\n            ImRect bb = window->Rect();\n            bb.Expand(g.FontSize);\n            if (bb.Contains(viewport_rect)) // If a window fits the entire viewport, adjust its highlight inward\n            {\n                bb.Expand(-g.FontSize - 1.0f);\n                rounding = window->WindowRounding;\n            }\n            window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f);\n        }\n\n        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)\n\n        // Work rectangle.\n        // Affected by window padding and border size. Used by:\n        // - Columns() for right-most edge\n        // - TreeNode(), CollapsingHeader() for right-most edge\n        // - BeginTabBar() for right-most edge\n        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);\n        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);\n        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x));\n        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y));\n        window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));\n        window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));\n        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;\n        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;\n        window->ParentWorkRect = window->WorkRect;\n\n        // [LEGACY] Content Region\n        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.\n        // Used by:\n        // - Mouse wheel scrolling + many other things\n        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x;\n        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height;\n        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x));\n        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y));\n\n        // Setup drawing context\n        // (NB: That term \"drawing context / DC\" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)\n        window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x;\n        window->DC.GroupOffset.x = 0.0f;\n        window->DC.ColumnsOffset.x = 0.0f;\n        window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, decoration_up_height + 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.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);\n        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;\n\n        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;\n        window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;\n        window->DC.NavLayerActiveMaskNext = 0x00;\n        window->DC.NavHideHighlightOneFrame = false;\n        window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);\n\n        window->DC.MenuBarAppending = false;\n        window->DC.MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);\n        window->DC.TreeDepth = 0;\n        window->DC.TreeJumpToParentOnPopMask = 0x00;\n        window->DC.ChildWindows.resize(0);\n        window->DC.StateStorage = &window->StateStorage;\n        window->DC.CurrentColumns = NULL;\n        window->DC.LayoutType = ImGuiLayoutType_Vertical;\n        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;\n        window->DC.FocusCounterRegular = window->DC.FocusCounterTabStop = -1;\n\n        window->DC.ItemWidth = window->ItemWidthDefault;\n        window->DC.TextWrapPos = -1.0f; // disabled\n        window->DC.ItemWidthStack.resize(0);\n        window->DC.TextWrapPosStack.resize(0);\n\n        if (window->AutoFitFramesX > 0)\n            window->AutoFitFramesX--;\n        if (window->AutoFitFramesY > 0)\n            window->AutoFitFramesY--;\n\n        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)\n        if (want_focus)\n        {\n            FocusWindow(window);\n            NavInitWindow(window, false);\n        }\n\n        // Title bar\n        if (!(flags & ImGuiWindowFlags_NoTitleBar))\n            RenderWindowTitleBarContents(window, title_bar_rect, name, p_open);\n\n        // Clear hit test shape every frame\n        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;\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                LogToClipboard();\n        */\n\n        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().\n        // This is useful to allow creating context menus on title bar only, etc.\n        SetLastItemData(window, window->MoveId, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);\n\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))\n            IMGUI_TEST_ENGINE_ITEM_ADD(window->DC.LastItemRect, window->DC.LastItemId);\n#endif\n    }\n    else\n    {\n        // Append\n        SetCurrentWindow(window);\n    }\n\n    // Pull/inherit current state\n    window->DC.ItemFlags = g.ItemFlagsStack.back(); // Inherit from shared stack\n    window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : 0; // Inherit from parent only // -V595\n\n    PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);\n\n    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default \"Debug\" window is unused)\n    window->WriteAccessed = false;\n    window->BeginCount++;\n    g.NextWindowData.ClearFlags();\n\n    // Update visibility\n    if (first_begin_of_the_frame)\n    {\n        if (flags & ImGuiWindowFlags_ChildWindow)\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 them because they have no title bar).\n            IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);\n            if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??\n                if (!g.LogEnabled)\n                    if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)\n                        window->HiddenFramesCanSkipItems = 1;\n\n            // Hide along with parent or if parent is collapsed\n            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))\n                window->HiddenFramesCanSkipItems = 1;\n            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))\n                window->HiddenFramesCannotSkipItems = 1;\n        }\n\n        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)\n        if (style.Alpha <= 0.0f)\n            window->HiddenFramesCanSkipItems = 1;\n\n        // Update the Hidden flag\n        window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);\n\n        // Update the SkipItems flag, used to early out of all items functions (no layout required)\n        bool skip_items = false;\n        if (window->Collapsed || !window->Active || window->Hidden)\n            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)\n                skip_items = true;\n        window->SkipItems = skip_items;\n    }\n\n    return !window->SkipItems;\n}\n\nvoid ImGui::End()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    // Error checking: verify that user hasn't called End() too many times!\n    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)\n    {\n        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, \"Calling End() too many times!\");\n        return;\n    }\n    IM_ASSERT(g.CurrentWindowStack.Size > 0);\n\n    // Error checking: verify that user doesn't directly call End() on a child window.\n    if (window->Flags & ImGuiWindowFlags_ChildWindow)\n        IM_ASSERT_USER_ERROR(g.WithinEndChild, \"Must call EndChild() and not End()!\");\n\n    // Close anything that is open\n    if (window->DC.CurrentColumns)\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 from window stack\n    g.CurrentWindowStack.pop_back();\n    if (window->Flags & ImGuiWindowFlags_Popup)\n        g.BeginPopupStack.pop_back();\n    window->DC.StackSizesOnBegin.CompareWithCurrentState();\n    SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back());\n}\n\nvoid ImGui::BringWindowToFocusFront(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.WindowsFocusOrder.back() == window)\n        return;\n    for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the top-most window\n        if (g.WindowsFocusOrder[i] == window)\n        {\n            memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*));\n            g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window;\n            break;\n        }\n}\n\nvoid ImGui::BringWindowToDisplayFront(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* current_front_window = g.Windows.back();\n    if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better)\n        return;\n    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window\n        if (g.Windows[i] == window)\n        {\n            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));\n            g.Windows[g.Windows.Size - 1] = window;\n            break;\n        }\n}\n\nvoid ImGui::BringWindowToDisplayBack(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.Windows[0] == window)\n        return;\n    for (int i = 0; i < g.Windows.Size; i++)\n        if (g.Windows[i] == window)\n        {\n            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));\n            g.Windows[0] = window;\n            break;\n        }\n}\n\n// Moving window to front of display and set focus (which happens to be back of our sorted list)\nvoid ImGui::FocusWindow(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n\n    if (g.NavWindow != window)\n    {\n        g.NavWindow = window;\n        if (window && g.NavDisableMouseHover)\n            g.NavMousePosDirty = true;\n        g.NavInitRequest = false;\n        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId\n        g.NavFocusScopeId = 0;\n        g.NavIdIsAlive = false;\n        g.NavLayer = ImGuiNavLayer_Main;\n        //IMGUI_DEBUG_LOG(\"FocusWindow(\\\"%s\\\")\\n\", window ? window->Name : NULL);\n    }\n\n    // Close popups if any\n    ClosePopupsOverWindow(window, false);\n\n    // Move the root window to the top of the pile\n    IM_ASSERT(window == NULL || window->RootWindow != NULL);\n    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop\n    ImGuiWindow* display_front_window = window ? window->RootWindow : NULL;\n\n    // Steal active widgets. Some of the cases it triggers includes:\n    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.\n    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)\n    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)\n        if (!g.ActiveIdNoClearOnFocusLoss)\n            ClearActiveID();\n\n    // Passing NULL allow to disable keyboard focus\n    if (!window)\n        return;\n\n    // Bring to front\n    BringWindowToFocusFront(focus_front_window);\n    if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)\n        BringWindowToDisplayFront(display_front_window);\n}\n\nvoid ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window)\n{\n    ImGuiContext& g = *GImGui;\n\n    int start_idx = g.WindowsFocusOrder.Size - 1;\n    if (under_this_window != NULL)\n    {\n        int under_this_window_idx = FindWindowFocusIndex(under_this_window);\n        if (under_this_window_idx != -1)\n            start_idx = under_this_window_idx - 1;\n    }\n    for (int i = start_idx; i >= 0; i--)\n    {\n        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.\n        ImGuiWindow* window = g.WindowsFocusOrder[i];\n        if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow))\n            if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))\n            {\n                ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);\n                FocusWindow(focus_window);\n                return;\n            }\n    }\n    FocusWindow(NULL);\n}\n\nvoid ImGui::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 = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);\n    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;\n\n    ImFontAtlas* atlas = g.Font->ContainerAtlas;\n    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;\n    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;\n    g.DrawListSharedData.Font = g.Font;\n    g.DrawListSharedData.FontSize = g.FontSize;\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::PushItemFlag(ImGuiItemFlags option, bool enabled)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiItemFlags item_flags = window->DC.ItemFlags;\n    IM_ASSERT(item_flags == g.ItemFlagsStack.back());\n    if (enabled)\n        item_flags |= option;\n    else\n        item_flags &= ~option;\n    window->DC.ItemFlags = item_flags;\n    g.ItemFlagsStack.push_back(item_flags);\n}\n\nvoid ImGui::PopItemFlag()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.\n    g.ItemFlagsStack.pop_back();\n    window->DC.ItemFlags = g.ItemFlagsStack.back();\n}\n\n// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system.\nvoid ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus)\n{\n    PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus);\n}\n\nvoid ImGui::PopAllowKeyboardFocus()\n{\n    PopItemFlag();\n}\n\nvoid ImGui::PushButtonRepeat(bool repeat)\n{\n    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);\n}\n\nvoid ImGui::PopButtonRepeat()\n{\n    PopItemFlag();\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\nbool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent)\n{\n    if (window->RootWindow == potential_parent)\n        return true;\n    while (window != NULL)\n    {\n        if (window == potential_parent)\n            return true;\n        window = window->ParentWindow;\n    }\n    return false;\n}\n\nbool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)\n{\n    ImGuiContext& g = *GImGui;\n    for (int i = g.Windows.Size - 1; i >= 0; i--)\n    {\n        ImGuiWindow* candidate_window = g.Windows[i];\n        if (candidate_window == potential_above)\n            return true;\n        if (candidate_window == potential_below)\n            return false;\n    }\n    return false;\n}\n\nbool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)\n{\n    IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0);   // Flags not supported by this function\n    ImGuiContext& g = *GImGui;\n\n    if (flags & ImGuiHoveredFlags_AnyWindow)\n    {\n        if (g.HoveredWindow == NULL)\n            return false;\n    }\n    else\n    {\n        switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows))\n        {\n        case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows:\n            if (g.HoveredRootWindow != g.CurrentWindow->RootWindow)\n                return false;\n            break;\n        case ImGuiHoveredFlags_RootWindow:\n            if (g.HoveredWindow != g.CurrentWindow->RootWindow)\n                return false;\n            break;\n        case ImGuiHoveredFlags_ChildWindows:\n            if (g.HoveredWindow == NULL || !IsWindowChildOf(g.HoveredWindow, g.CurrentWindow))\n                return false;\n            break;\n        default:\n            if (g.HoveredWindow != g.CurrentWindow)\n                return false;\n            break;\n        }\n    }\n\n    if (!IsWindowContentHoverable(g.HoveredWindow, flags))\n        return false;\n    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))\n        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId)\n            return false;\n    return true;\n}\n\nbool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n\n    if (flags & ImGuiFocusedFlags_AnyWindow)\n        return g.NavWindow != NULL;\n\n    IM_ASSERT(g.CurrentWindow);     // Not inside a Begin()/End()\n    switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows))\n    {\n    case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows:\n        return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow;\n    case ImGuiFocusedFlags_RootWindow:\n        return g.NavWindow == g.CurrentWindow->RootWindow;\n    case ImGuiFocusedFlags_ChildWindows:\n        return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow);\n    default:\n        return g.NavWindow == g.CurrentWindow;\n    }\n}\n\n// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)\n// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.\n// If you want a window to never be focused, you may use the e.g. NoInputs flag.\nbool ImGui::IsWindowNavFocusable(ImGuiWindow* window)\n{\n    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);\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\nvoid ImGui::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\n    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.\n    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);\n    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);\n\n    // Set\n    const ImVec2 old_pos = window->Pos;\n    window->Pos = ImFloor(pos);\n    ImVec2 offset = window->Pos - old_pos;\n    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor\n    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.\n    window->DC.CursorStartPos += offset;\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\nvoid ImGui::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\n    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.\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 = IM_FLOOR(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 = IM_FLOOR(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    if (ImGuiWindow* window = FindWindowByName(name))\n        SetWindowSize(window, size, cond);\n}\n\nvoid ImGui::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::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)\n{\n    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters\n    window->HitTestHoleSize = ImVec2ih(size);\n    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);\n}\n\nvoid ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)\n{\n    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);\n}\n\nbool ImGui::IsWindowCollapsed()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->Collapsed;\n}\n\nbool ImGui::IsWindowAppearing()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->Appearing;\n}\n\nvoid ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)\n{\n    if (ImGuiWindow* window = FindWindowByName(name))\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, const ImVec2& pivot)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;\n    g.NextWindowData.PosVal = pos;\n    g.NextWindowData.PosPivotVal = pivot;\n    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;\n}\n\nvoid ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;\n    g.NextWindowData.SizeVal = size;\n    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;\n}\n\nvoid ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)\n{\n    ImGuiContext& g = *GImGui;\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;\n    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);\n    g.NextWindowData.SizeCallback = custom_callback;\n    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;\n}\n\n// Content size = inner scrollable rectangle, padded with WindowPadding.\n// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.\nvoid ImGui::SetNextWindowContentSize(const ImVec2& size)\n{\n    ImGuiContext& g = *GImGui;\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;\n    g.NextWindowData.ContentSizeVal = size;\n}\n\nvoid ImGui::SetNextWindowScroll(const ImVec2& scroll)\n{\n    ImGuiContext& g = *GImGui;\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;\n    g.NextWindowData.ScrollVal = scroll;\n}\n\nvoid ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;\n    g.NextWindowData.CollapsedVal = collapsed;\n    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;\n}\n\nvoid ImGui::SetNextWindowFocus()\n{\n    ImGuiContext& g = *GImGui;\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;\n}\n\nvoid ImGui::SetNextWindowBgAlpha(float alpha)\n{\n    ImGuiContext& g = *GImGui;\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;\n    g.NextWindowData.BgAlphaVal = alpha;\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->DrawListSharedData.TexUvWhitePixel;\n}\n\nvoid ImGui::SetWindowFontScale(float scale)\n{\n    IM_ASSERT(scale > 0.0f);\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    window->FontWindowScale = scale;\n    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();\n}\n\nvoid ImGui::ActivateItem(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    g.NavNextActivateId = id;\n}\n\nvoid ImGui::PushFocusScope(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    g.FocusScopeStack.push_back(window->DC.NavFocusScopeIdCurrent);\n    window->DC.NavFocusScopeIdCurrent = id;\n}\n\nvoid ImGui::PopFocusScope()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?\n    window->DC.NavFocusScopeIdCurrent = g.FocusScopeStack.back();\n    g.FocusScopeStack.pop_back();\n}\n\nvoid ImGui::SetKeyboardFocusHere(int offset)\n{\n    IM_ASSERT(offset >= -1);    // -1 is allowed but not below\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    g.FocusRequestNextWindow = window;\n    g.FocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset;\n    g.FocusRequestNextCounterTabStop = INT_MAX;\n}\n\nvoid ImGui::SetItemDefaultFocus()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (!window->Appearing)\n        return;\n    if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent)\n    {\n        g.NavInitRequest = false;\n        g.NavInitResultId = g.NavWindow->DC.LastItemId;\n        g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos);\n        NavUpdateAnyRequestFlag();\n        if (!IsItemVisible())\n            SetScrollHereY();\n    }\n}\n\nvoid ImGui::SetStateStorage(ImGuiStorage* tree)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    window->DC.StateStorage = tree ? tree : &window->StateStorage;\n}\n\nImGuiStorage* ImGui::GetStateStorage()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->DC.StateStorage;\n}\n\nvoid ImGui::PushID(const char* str_id)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiID id = window->GetIDNoKeepAlive(str_id);\n    window->IDStack.push_back(id);\n}\n\nvoid ImGui::PushID(const char* str_id_begin, const char* str_id_end)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiID id = window->GetIDNoKeepAlive(str_id_begin, str_id_end);\n    window->IDStack.push_back(id);\n}\n\nvoid ImGui::PushID(const void* ptr_id)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiID id = window->GetIDNoKeepAlive(ptr_id);\n    window->IDStack.push_back(id);\n}\n\nvoid ImGui::PushID(int int_id)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiID id = window->GetIDNoKeepAlive(int_id);\n    window->IDStack.push_back(id);\n}\n\n// Push a given id value ignoring the ID stack as a seed.\nvoid ImGui::PushOverrideID(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    window->IDStack.push_back(id);\n}\n\n// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call\n// (note that when using this pattern, TestEngine's \"Stack Tool\" will tend to not display the intermediate stack level.\n//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)\nImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)\n{\n    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);\n    ImGui::KeepAliveID(id);\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n    ImGuiContext& g = *GImGui;\n    IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end);\n#endif\n    return id;\n}\n\nvoid ImGui::PopID()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?\n    window->IDStack.pop_back();\n}\n\nImGuiID ImGui::GetID(const char* str_id)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->GetID(str_id);\n}\n\nImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->GetID(str_id_begin, str_id_end);\n}\n\nImGuiID ImGui::GetID(const void* ptr_id)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->GetID(ptr_id);\n}\n\nbool ImGui::IsRectVisible(const ImVec2& size)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\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 = GImGui->CurrentWindow;\n    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] ERROR CHECKING\n//-----------------------------------------------------------------------------\n\n// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.\n// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit\n// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code\n// may see different structures than what imgui.cpp sees, which is problematic.\n// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui.\nbool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)\n{\n    bool error = false;\n    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && \"Mismatched version string!\"); }\n    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && \"Mismatched struct layout!\"); }\n    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && \"Mismatched struct layout!\"); }\n    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && \"Mismatched struct layout!\"); }\n    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && \"Mismatched struct layout!\"); }\n    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && \"Mismatched struct layout!\"); }\n    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && \"Mismatched struct layout!\"); }\n    return !error;\n}\n\nstatic void ImGui::ErrorCheckNewFrameSanityChecks()\n{\n    ImGuiContext& g = *GImGui;\n\n    // Check user IM_ASSERT macro\n    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means you assert macro is incorrectly defined!\n    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.\n    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)\n    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!\n    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!\n    if (true) IM_ASSERT(1); else IM_ASSERT(0);\n\n    // Check user data\n    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)\n    IM_ASSERT(g.Initialized);\n    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && \"Need a positive DeltaTime!\");\n    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && \"Forgot to call Render() or EndFrame() at the end of the previous frame?\");\n    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && \"Invalid DisplaySize value!\");\n    IM_ASSERT(g.IO.Fonts->Fonts.Size > 0                                && \"Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?\");\n    IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded()                          && \"Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?\");\n    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && \"Invalid style setting!\");\n    IM_ASSERT(g.Style.CircleSegmentMaxError > 0.0f                      && \"Invalid style setting!\");\n    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && \"Invalid style setting!\"); // Allows us to avoid a few clamps in color computations\n    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && \"Invalid style setting.\");\n    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);\n    for (int n = 0; n < ImGuiKey_COUNT; n++)\n        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && \"io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)\");\n\n    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)\n    if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)\n        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && \"ImGuiKey_Space is not mapped, required for keyboard navigation.\");\n\n    // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.\n    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))\n        g.IO.ConfigWindowsResizeFromEdges = false;\n}\n\nstatic void ImGui::ErrorCheckEndFrameSanityChecks()\n{\n    ImGuiContext& g = *GImGui;\n\n    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()\n    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().\n    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will\n    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.\n    // We silently accommodate for this case by ignoring/ the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),\n    // while still correctly asserting on mid-frame key press events.\n    const ImGuiKeyModFlags key_mod_flags = GetMergedKeyModFlags();\n    IM_ASSERT((key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) && \"Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods\");\n    IM_UNUSED(key_mod_flags);\n\n    // Recover from errors\n    //ErrorCheckEndFrameRecover();\n\n    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you\n    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).\n    if (g.CurrentWindowStack.Size != 1)\n    {\n        if (g.CurrentWindowStack.Size > 1)\n        {\n            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, \"Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?\");\n            while (g.CurrentWindowStack.Size > 1)\n                End();\n        }\n        else\n        {\n            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, \"Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?\");\n        }\n    }\n\n    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, \"Missing EndGroup call!\");\n}\n\n// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.\n// Must be called during or before EndFrame().\n// This is generally flawed as we are not necessarily End/Popping things in the right order.\n// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.\n// FIXME: Can't recover from interleaved BeginTabBar/Begin\nvoid    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)\n{\n    // PVS-Studio V1044 is \"Loop break conditions do not depend on the number of iterations\"\n    ImGuiContext& g = *GImGui;\n    while (g.CurrentWindowStack.Size > 0)\n    {\n#ifdef IMGUI_HAS_TABLE\n        while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))\n        {\n            if (log_callback) log_callback(user_data, \"Recovered from missing EndTable() in '%s'\", g.CurrentTable->OuterWindow->Name);\n            EndTable();\n        }\n#endif\n        ImGuiWindow* window = g.CurrentWindow;\n        IM_ASSERT(window != NULL);\n        while (g.CurrentTabBar != NULL) //-V1044\n        {\n            if (log_callback) log_callback(user_data, \"Recovered from missing EndTabBar() in '%s'\", window->Name);\n            EndTabBar();\n        }\n        while (window->DC.TreeDepth > 0)\n        {\n            if (log_callback) log_callback(user_data, \"Recovered from missing TreePop() in '%s'\", window->Name);\n            TreePop();\n        }\n        while (g.GroupStack.Size > window->DC.StackSizesOnBegin.SizeOfGroupStack)\n        {\n            if (log_callback) log_callback(user_data, \"Recovered from missing EndGroup() in '%s'\", window->Name);\n            EndGroup();\n        }\n        while (window->IDStack.Size > 1)\n        {\n            if (log_callback) log_callback(user_data, \"Recovered from missing PopID() in '%s'\", window->Name);\n            PopID();\n        }\n        while (g.ColorStack.Size > window->DC.StackSizesOnBegin.SizeOfColorStack)\n        {\n            if (log_callback) log_callback(user_data, \"Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s\", window->Name, GetStyleColorName(g.ColorStack.back().Col));\n            PopStyleColor();\n        }\n        while (g.StyleVarStack.Size > window->DC.StackSizesOnBegin.SizeOfStyleVarStack)\n        {\n            if (log_callback) log_callback(user_data, \"Recovered from missing PopStyleVar() in '%s'\", window->Name);\n            PopStyleVar();\n        }\n        while (g.FocusScopeStack.Size > window->DC.StackSizesOnBegin.SizeOfFocusScopeStack)\n        {\n            if (log_callback) log_callback(user_data, \"Recovered from missing PopFocusScope() in '%s'\", window->Name);\n            PopFocusScope();\n        }\n        if (g.CurrentWindowStack.Size == 1)\n        {\n            IM_ASSERT(g.CurrentWindow->IsFallbackWindow);\n            break;\n        }\n        IM_ASSERT(window == g.CurrentWindow);\n        if (window->Flags & ImGuiWindowFlags_ChildWindow)\n        {\n            if (log_callback) log_callback(user_data, \"Recovered from missing EndChild() for '%s'\", window->Name);\n            EndChild();\n        }\n        else\n        {\n            if (log_callback) log_callback(user_data, \"Recovered from missing End() for '%s'\", window->Name);\n            End();\n        }\n    }\n}\n\n// Save current stack sizes for later compare\nvoid ImGuiStackSizes::SetToCurrentState()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    SizeOfIDStack = (short)window->IDStack.Size;\n    SizeOfColorStack = (short)g.ColorStack.Size;\n    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;\n    SizeOfFontStack = (short)g.FontStack.Size;\n    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;\n    SizeOfGroupStack = (short)g.GroupStack.Size;\n    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;\n}\n\n// Compare to detect usage errors\nvoid ImGuiStackSizes::CompareWithCurrentState()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_UNUSED(window);\n\n    // Window stacks\n    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)\n    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && \"PushID/PopID or TreeNode/TreePop Mismatch!\");\n\n    // Global stacks\n    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.\n    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && \"BeginGroup/EndGroup Mismatch!\");\n    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && \"BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!\");\n    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && \"PushStyleColor/PopStyleColor Mismatch!\");\n    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && \"PushStyleVar/PopStyleVar Mismatch!\");\n    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && \"PushFont/PopFont Mismatch!\");\n    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && \"PushFocusScope/PopFocusScope Mismatch!\");\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] LAYOUT\n//-----------------------------------------------------------------------------\n// - ItemSize()\n// - ItemAdd()\n// - SameLine()\n// - GetCursorScreenPos()\n// - SetCursorScreenPos()\n// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()\n// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()\n// - GetCursorStartPos()\n// - Indent()\n// - Unindent()\n// - SetNextItemWidth()\n// - PushItemWidth()\n// - PushMultiItemsWidths()\n// - PopItemWidth()\n// - CalcItemWidth()\n// - CalcItemSize()\n// - GetTextLineHeight()\n// - GetTextLineHeightWithSpacing()\n// - GetFrameHeight()\n// - GetFrameHeightWithSpacing()\n// - GetContentRegionMax()\n// - GetContentRegionMaxAbs() [Internal]\n// - GetContentRegionAvail(),\n// - GetWindowContentRegionMin(), GetWindowContentRegionMax()\n// - GetWindowContentRegionWidth()\n// - BeginGroup()\n// - EndGroup()\n// Also see in imgui_widgets: tab bars, columns.\n//-----------------------------------------------------------------------------\n\n// Advance cursor given item size for layout.\n// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.\n// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.\nvoid ImGui::ItemSize(const ImVec2& size, float text_baseline_y)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return;\n\n    // We increase the height in this function to accommodate for baseline offset.\n    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,\n    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.\n    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;\n    const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y);\n\n    // Always align ourselves on pixel boundaries\n    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]\n    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;\n    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y;\n    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line\n    window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y);        // Next line\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 - g.Style.ItemSpacing.y);\n    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]\n\n    window->DC.PrevLineSize.y = line_height;\n    window->DC.CurrLineSize.y = 0.0f;\n    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);\n    window->DC.CurrLineTextBaseOffset = 0.0f;\n\n    // Horizontal layout mode\n    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)\n        SameLine();\n}\n\nvoid ImGui::ItemSize(const ImRect& bb, float text_baseline_y)\n{\n    ItemSize(bb.GetSize(), text_baseline_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// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.\nbool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    if (id != 0)\n    {\n        // Navigation processing runs prior to clipping early-out\n        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget\n        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests\n        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of\n        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.\n        //      We could early out with \"if (is_clipped && !g.NavInitRequest) return false;\" but when we wouldn't be able\n        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).\n        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.\n        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.\n        window->DC.NavLayerActiveMaskNext |= (1 << window->DC.NavLayerCurrent);\n        if (g.NavId == id || g.NavAnyRequest)\n            if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)\n                if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))\n                    NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id);\n\n        // [DEBUG] Item Picker tool, when enabling the \"extended\" version we perform the check in ItemAdd()\n#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX\n        if (id == g.DebugItemPickerBreakId)\n        {\n            IM_DEBUG_BREAK();\n            g.DebugItemPickerBreakId = 0;\n        }\n#endif\n    }\n\n    // Equivalent to calling SetLastItemData()\n    window->DC.LastItemId = id;\n    window->DC.LastItemRect = bb;\n    window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None;\n    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;\n\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n    if (id != 0)\n        IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id);\n#endif\n\n    // Clipping test\n    const bool is_clipped = IsClippedEx(bb, id, false);\n    if (is_clipped)\n        return false;\n    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]\n\n    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)\n    if (IsMouseHoveringRect(bb.Min, bb.Max))\n        window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect;\n    return true;\n}\n\n// Gets back to previous line and continue with horizontal layout\n//      offset_from_start_x == 0 : follow right after previous item\n//      offset_from_start_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 offset_from_start_x, float spacing_w)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    if (offset_from_start_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 + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;\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.CurrLineSize = window->DC.PrevLineSize;\n    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;\n}\n\nImVec2 ImGui::GetCursorScreenPos()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.CursorPos;\n}\n\nvoid ImGui::SetCursorScreenPos(const ImVec2& pos)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.CursorPos = pos;\n    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);\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\nvoid ImGui::Indent(float indent_w)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;\n    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;\n}\n\nvoid ImGui::Unindent(float indent_w)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;\n    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;\n}\n\n// Affect large frame+labels widgets only.\nvoid ImGui::SetNextItemWidth(float item_width)\n{\n    ImGuiContext& g = *GImGui;\n    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;\n    g.NextItemData.Width = item_width;\n}\n\nvoid ImGui::PushItemWidth(float item_width)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);\n    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth);\n    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;\n}\n\nvoid ImGui::PushMultiItemsWidths(int components, float w_full)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    const ImGuiStyle& style = g.Style;\n    const float w_item_one  = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));\n    const float w_item_last = ImMax(1.0f, IM_FLOOR(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    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;\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\n// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().\n// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()\nfloat ImGui::CalcItemWidth()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    float w;\n    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)\n        w = g.NextItemData.Width;\n    else\n        w = window->DC.ItemWidth;\n    if (w < 0.0f)\n    {\n        float region_max_x = GetContentRegionMaxAbs().x;\n        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);\n    }\n    w = IM_FLOOR(w);\n    return w;\n}\n\n// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().\n// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.\n// Note that only CalcItemWidth() is publicly exposed.\n// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)\nImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n\n    ImVec2 region_max;\n    if (size.x < 0.0f || size.y < 0.0f)\n        region_max = GetContentRegionMaxAbs();\n\n    if (size.x == 0.0f)\n        size.x = default_w;\n    else if (size.x < 0.0f)\n        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);\n\n    if (size.y == 0.0f)\n        size.y = default_h;\n    else if (size.y < 0.0f)\n        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);\n\n    return size;\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::GetFrameHeight()\n{\n    ImGuiContext& g = *GImGui;\n    return g.FontSize + g.Style.FramePadding.y * 2.0f;\n}\n\nfloat ImGui::GetFrameHeightWithSpacing()\n{\n    ImGuiContext& g = *GImGui;\n    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;\n}\n\n// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW \"WORK RECT\" API. Thanks for your patience!\n\n// FIXME: This is in window space (not screen space!).\nImVec2 ImGui::GetContentRegionMax()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImVec2 mx = window->ContentRegionRect.Max - window->Pos;\n    if (window->DC.CurrentColumns || g.CurrentTable)\n        mx.x = window->WorkRect.Max.x - window->Pos.x;\n    return mx;\n}\n\n// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.\nImVec2 ImGui::GetContentRegionMaxAbs()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImVec2 mx = window->ContentRegionRect.Max;\n    if (window->DC.CurrentColumns || g.CurrentTable)\n        mx.x = window->WorkRect.Max.x;\n    return mx;\n}\n\nImVec2 ImGui::GetContentRegionAvail()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return GetContentRegionMaxAbs() - window->DC.CursorPos;\n}\n\n// In window space (not screen space!)\nImVec2 ImGui::GetWindowContentRegionMin()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->ContentRegionRect.Min - window->Pos;\n}\n\nImVec2 ImGui::GetWindowContentRegionMax()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->ContentRegionRect.Max - window->Pos;\n}\n\nfloat ImGui::GetWindowContentRegionWidth()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->ContentRegionRect.GetWidth();\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.)\n// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.\nvoid ImGui::BeginGroup()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    g.GroupStack.resize(g.GroupStack.Size + 1);\n    ImGuiGroupData& group_data = g.GroupStack.back();\n    group_data.WindowID = window->ID;\n    group_data.BackupCursorPos = window->DC.CursorPos;\n    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;\n    group_data.BackupIndent = window->DC.Indent;\n    group_data.BackupGroupOffset = window->DC.GroupOffset;\n    group_data.BackupCurrLineSize = window->DC.CurrLineSize;\n    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;\n    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;\n    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;\n    group_data.EmitItem = true;\n\n    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;\n    window->DC.Indent = window->DC.GroupOffset;\n    window->DC.CursorMaxPos = window->DC.CursorPos;\n    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);\n    if (g.LogEnabled)\n        g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return\n}\n\nvoid ImGui::EndGroup()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls\n\n    ImGuiGroupData& group_data = g.GroupStack.back();\n    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?\n\n    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));\n\n    window->DC.CursorPos = group_data.BackupCursorPos;\n    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);\n    window->DC.Indent = group_data.BackupIndent;\n    window->DC.GroupOffset = group_data.BackupGroupOffset;\n    window->DC.CurrLineSize = group_data.BackupCurrLineSize;\n    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;\n    if (g.LogEnabled)\n        g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return\n\n    if (!group_data.EmitItem)\n    {\n        g.GroupStack.pop_back();\n        return;\n    }\n\n    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.\n    ItemSize(group_bb.GetSize());\n    ItemAdd(group_bb, 0);\n\n    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.\n    // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.\n    // Also if you grep for LastItemId you'll notice it is only used in that context.\n    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)\n    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;\n    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);\n    if (group_contains_curr_active_id)\n        window->DC.LastItemId = g.ActiveId;\n    else if (group_contains_prev_active_id)\n        window->DC.LastItemId = g.ActiveIdPreviousFrame;\n    window->DC.LastItemRect = group_bb;\n\n    // Forward Edited flag\n    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)\n        window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited;\n\n    // Forward Deactivated flag\n    window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDeactivated;\n    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)\n        window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Deactivated;\n\n    g.GroupStack.pop_back();\n    //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] SCROLLING\n//-----------------------------------------------------------------------------\n\n// Helper to snap on edges when aiming at an item very close to the edge,\n// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.\n// When we refactor the scrolling API this may be configurable with a flag?\n// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.\nstatic float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)\n{\n    if (target <= snap_min + snap_threshold)\n        return ImLerp(snap_min, target, center_ratio);\n    if (target >= snap_max - snap_threshold)\n        return ImLerp(target, snap_max, center_ratio);\n    return target;\n}\n\nstatic ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)\n{\n    ImVec2 scroll = window->Scroll;\n    if (window->ScrollTarget.x < FLT_MAX)\n    {\n        float center_x_ratio = window->ScrollTargetCenterRatio.x;\n        float scroll_target_x = window->ScrollTarget.x;\n        float snap_x_min = 0.0f;\n        float snap_x_max = window->ScrollMax.x + window->Size.x;\n        if (window->ScrollTargetEdgeSnapDist.x > 0.0f)\n            scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio);\n        scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - window->ScrollbarSizes.x);\n    }\n    if (window->ScrollTarget.y < FLT_MAX)\n    {\n        float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();\n        float center_y_ratio = window->ScrollTargetCenterRatio.y;\n        float scroll_target_y = window->ScrollTarget.y;\n        float snap_y_min = 0.0f;\n        float snap_y_max = window->ScrollMax.y + window->Size.y - decoration_up_height;\n        if (window->ScrollTargetEdgeSnapDist.y > 0.0f)\n            scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio);\n        scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height);\n    }\n    scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f));\n    scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f));\n    if (!window->Collapsed && !window->SkipItems)\n    {\n        scroll.x = ImMin(scroll.x, window->ScrollMax.x);\n        scroll.y = ImMin(scroll.y, window->ScrollMax.y);\n    }\n    return scroll;\n}\n\n// Scroll to keep newly navigated item fully into view\nImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect)\n{\n    ImGuiContext& g = *GImGui;\n    ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));\n    //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]\n\n    ImVec2 delta_scroll;\n    if (!window_rect.Contains(item_rect))\n    {\n        if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)\n            SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x - g.Style.ItemSpacing.x, 0.0f);\n        else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)\n            SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f);\n        if (item_rect.Min.y < window_rect.Min.y)\n            SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f);\n        else if (item_rect.Max.y >= window_rect.Max.y)\n            SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f);\n\n        ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);\n        delta_scroll = next_scroll - window->Scroll;\n    }\n\n    // Also scroll parent window to keep us into view if necessary\n    if (window->Flags & ImGuiWindowFlags_ChildWindow)\n        delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll));\n\n    return delta_scroll;\n}\n\nfloat ImGui::GetScrollX()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->Scroll.x;\n}\n\nfloat ImGui::GetScrollY()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->Scroll.y;\n}\n\nfloat ImGui::GetScrollMaxX()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->ScrollMax.x;\n}\n\nfloat ImGui::GetScrollMaxY()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->ScrollMax.y;\n}\n\nvoid ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)\n{\n    window->ScrollTarget.x = scroll_x;\n    window->ScrollTargetCenterRatio.x = 0.0f;\n    window->ScrollTargetEdgeSnapDist.x = 0.0f;\n}\n\nvoid ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)\n{\n    window->ScrollTarget.y = scroll_y;\n    window->ScrollTargetCenterRatio.y = 0.0f;\n    window->ScrollTargetEdgeSnapDist.y = 0.0f;\n}\n\nvoid ImGui::SetScrollX(float scroll_x)\n{\n    ImGuiContext& g = *GImGui;\n    SetScrollX(g.CurrentWindow, scroll_x);\n}\n\nvoid ImGui::SetScrollY(float scroll_y)\n{\n    ImGuiContext& g = *GImGui;\n    SetScrollY(g.CurrentWindow, scroll_y);\n}\n\n// Note that a local position will vary depending on initial scroll value,\n// This is a little bit confusing so bear with us:\n//  - local_pos = (absolution_pos - window->Pos)\n//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,\n//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.\n//  - They mostly exists because of legacy API.\n// Following the rules above, when trying to work with scrolling code, consider that:\n//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!\n//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense\n// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size\nvoid ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)\n{\n    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);\n    window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); // Convert local position to scroll offset\n    window->ScrollTargetCenterRatio.x = center_x_ratio;\n    window->ScrollTargetEdgeSnapDist.x = 0.0f;\n}\n\nvoid ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)\n{\n    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);\n    local_y -= window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect\n    window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset\n    window->ScrollTargetCenterRatio.y = center_y_ratio;\n    window->ScrollTargetEdgeSnapDist.y = 0.0f;\n}\n\nvoid ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)\n{\n    ImGuiContext& g = *GImGui;\n    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);\n}\n\nvoid ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)\n{\n    ImGuiContext& g = *GImGui;\n    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);\n}\n\n// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.\nvoid ImGui::SetScrollHereX(float center_x_ratio)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    float spacing_x = g.Style.ItemSpacing.x;\n    float target_pos_x = ImLerp(window->DC.LastItemRect.Min.x - spacing_x, window->DC.LastItemRect.Max.x + spacing_x, center_x_ratio);\n    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos\n\n    // Tweak: snap on edges when aiming at an item very close to the edge\n    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);\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::SetScrollHereY(float center_y_ratio)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    float spacing_y = g.Style.ItemSpacing.y;\n    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);\n    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos\n\n    // Tweak: snap on edges when aiming at an item very close to the edge\n    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] TOOLTIPS\n//-----------------------------------------------------------------------------\n\nvoid ImGui::BeginTooltip()\n{\n    BeginTooltipEx(ImGuiWindowFlags_None, ImGuiTooltipFlags_None);\n}\n\nvoid ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags)\n{\n    ImGuiContext& g = *GImGui;\n\n    if (g.DragDropWithinSource || g.DragDropWithinTarget)\n    {\n        // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor)\n        // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor.\n        // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do.\n        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;\n        ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale);\n        SetNextWindowPos(tooltip_pos);\n        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);\n        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(\n        tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip;\n    }\n\n    char window_name[16];\n    ImFormatString(window_name, IM_ARRAYSIZE(window_name), \"##Tooltip_%02d\", g.TooltipOverrideCount);\n    if (tooltip_flags & ImGuiTooltipFlags_OverridePreviousTooltip)\n        if (ImGuiWindow* window = FindWindowByName(window_name))\n            if (window->Active)\n            {\n                // Hide previous tooltip from being displayed. We can't easily \"reset\" the content of a window so we create a new one.\n                window->Hidden = true;\n                window->HiddenFramesCanSkipItems = 1;\n                ImFormatString(window_name, IM_ARRAYSIZE(window_name), \"##Tooltip_%02d\", ++g.TooltipOverrideCount);\n            }\n    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize;\n    Begin(window_name, NULL, flags | extra_flags);\n}\n\nvoid ImGui::EndTooltip()\n{\n    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls\n    End();\n}\n\nvoid ImGui::SetTooltipV(const char* fmt, va_list args)\n{\n    BeginTooltipEx(0, ImGuiTooltipFlags_OverridePreviousTooltip);\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\n//-----------------------------------------------------------------------------\n// [SECTION] POPUPS\n//-----------------------------------------------------------------------------\n\n// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel\nbool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiContext& g = *GImGui;\n    if (popup_flags & ImGuiPopupFlags_AnyPopupId)\n    {\n        // Return true if any popup is open at the current BeginPopup() level of the popup stack\n        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.\n        IM_ASSERT(id == 0);\n        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)\n            return g.OpenPopupStack.Size > 0;\n        else\n            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;\n    }\n    else\n    {\n        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)\n        {\n            // Return true if the popup is open anywhere in the popup stack\n            for (int n = 0; n < g.OpenPopupStack.Size; n++)\n                if (g.OpenPopupStack[n].PopupId == id)\n                    return true;\n            return false;\n        }\n        else\n        {\n            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)\n            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;\n        }\n    }\n}\n\nbool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);\n    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)\n        IM_ASSERT(0 && \"Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel.\"); // But non-string version is legal and used internally\n    return IsPopupOpen(id, popup_flags);\n}\n\nImGuiWindow* ImGui::GetTopMostPopupModal()\n{\n    ImGuiContext& g = *GImGui;\n    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)\n        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)\n            if (popup->Flags & ImGuiWindowFlags_Modal)\n                return popup;\n    return NULL;\n}\n\nvoid ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiContext& g = *GImGui;\n    OpenPopupEx(g.CurrentWindow->GetID(str_id), popup_flags);\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, ImGuiPopupFlags popup_flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* parent_window = g.CurrentWindow;\n    const int current_stack_size = g.BeginPopupStack.Size;\n\n    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)\n        if (IsPopupOpen(0u, ImGuiPopupFlags_AnyPopupId))\n            return;\n\n    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.\n    popup_ref.PopupId = id;\n    popup_ref.Window = NULL;\n    popup_ref.SourceWindow = g.NavWindow;\n    popup_ref.OpenFrameCount = g.FrameCount;\n    popup_ref.OpenParentId = parent_window->IDStack.back();\n    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();\n    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;\n\n    IMGUI_DEBUG_LOG_POPUP(\"OpenPopupEx(0x%08X)\\n\", id);\n    if (g.OpenPopupStack.Size < current_stack_size + 1)\n    {\n        g.OpenPopupStack.push_back(popup_ref);\n    }\n    else\n    {\n        // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui\n        // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing\n        // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.\n        if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)\n        {\n            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;\n        }\n        else\n        {\n            // Close child popups if any, then flag popup for open/reopen\n            ClosePopupToLevel(current_stack_size, false);\n            g.OpenPopupStack.push_back(popup_ref);\n        }\n\n        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().\n        // This is equivalent to what ClosePopupToLevel() does.\n        //if (g.OpenPopupStack[current_stack_size].PopupId == id)\n        //    FocusWindow(parent_window);\n    }\n}\n\n// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.\n// This function closes any popups that are over 'ref_window'.\nvoid ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.OpenPopupStack.Size == 0)\n        return;\n\n    // Don't close our own child popup windows.\n    int popup_count_to_keep = 0;\n    if (ref_window)\n    {\n        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)\n        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)\n        {\n            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];\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            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)\n            // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:\n            //     Window -> Popup1 -> Popup2 -> Popup3\n            // - Each popups may contain child windows, which is why we compare ->RootWindow!\n            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child\n            bool ref_window_is_descendent_of_popup = false;\n            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)\n                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)\n                    if (popup_window->RootWindow == ref_window->RootWindow)\n                    {\n                        ref_window_is_descendent_of_popup = true;\n                        break;\n                    }\n            if (!ref_window_is_descendent_of_popup)\n                break;\n        }\n    }\n    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below\n    {\n        IMGUI_DEBUG_LOG_POPUP(\"ClosePopupsOverWindow(\\\"%s\\\") -> ClosePopupToLevel(%d)\\n\", ref_window->Name, popup_count_to_keep);\n        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);\n    }\n}\n\nvoid ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)\n{\n    ImGuiContext& g = *GImGui;\n    IMGUI_DEBUG_LOG_POPUP(\"ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\\n\", remaining, restore_focus_to_window_under_popup);\n    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);\n\n    // Trim open popup stack\n    ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow;\n    ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;\n    g.OpenPopupStack.resize(remaining);\n\n    if (restore_focus_to_window_under_popup)\n    {\n        if (focus_window && !focus_window->WasActive && popup_window)\n        {\n            // Fallback\n            FocusTopMostWindowUnderOne(popup_window, NULL);\n        }\n        else\n        {\n            if (g.NavLayer == ImGuiNavLayer_Main && focus_window)\n                focus_window = NavRestoreLastChildNavWindow(focus_window);\n            FocusWindow(focus_window);\n        }\n    }\n}\n\n// Close the popup we have begin-ed into.\nvoid ImGui::CloseCurrentPopup()\n{\n    ImGuiContext& g = *GImGui;\n    int popup_idx = g.BeginPopupStack.Size - 1;\n    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)\n        return;\n\n    // Closing a menu closes its top-most parent popup (unless a modal)\n    while (popup_idx > 0)\n    {\n        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;\n        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;\n        bool close_parent = false;\n        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))\n            if (parent_popup_window == NULL || !(parent_popup_window->Flags & ImGuiWindowFlags_Modal))\n                close_parent = true;\n        if (!close_parent)\n            break;\n        popup_idx--;\n    }\n    IMGUI_DEBUG_LOG_POPUP(\"CloseCurrentPopup %d -> %d\\n\", g.BeginPopupStack.Size - 1, popup_idx);\n    ClosePopupToLevel(popup_idx, true);\n\n    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.\n    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.\n    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.\n    if (ImGuiWindow* window = g.NavWindow)\n        window->DC.NavHideHighlightOneFrame = true;\n}\n\n// Attention! BeginPopup() adds default flags which BeginPopupEx()!\nbool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    if (!IsPopupOpen(id, ImGuiPopupFlags_None))\n    {\n        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values\n        return false;\n    }\n\n    char name[20];\n    if (flags & ImGuiWindowFlags_ChildMenu)\n        ImFormatString(name, IM_ARRAYSIZE(name), \"##Menu_%02d\", g.BeginPopupStack.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    flags |= ImGuiWindowFlags_Popup;\n    bool is_open = Begin(name, NULL, flags);\n    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)\n        EndPopup();\n\n    return is_open;\n}\n\nbool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance\n    {\n        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values\n        return false;\n    }\n    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;\n    return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags);\n}\n\n// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.\n// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here.\nbool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    const ImGuiID id = window->GetID(name);\n    if (!IsPopupOpen(id, ImGuiPopupFlags_None))\n    {\n        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values\n        return false;\n    }\n\n    // Center modal windows by default for increased visibility\n    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)\n    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.\n    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)\n        SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));\n\n    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse;\n    const bool is_open = 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        EndPopup();\n        if (is_open)\n            ClosePopupToLevel(g.BeginPopupStack.Size, true);\n        return false;\n    }\n    return is_open;\n}\n\nvoid ImGui::EndPopup()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls\n    IM_ASSERT(g.BeginPopupStack.Size > 0);\n\n    // Make all menus and popups wrap around for now, may need to expose that policy.\n    if (g.NavWindow == window)\n        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);\n\n    // Child-popups don't need to be laid out\n    IM_ASSERT(g.WithinEndChild == false);\n    if (window->Flags & ImGuiWindowFlags_ChildWindow)\n        g.WithinEndChild = true;\n    End();\n    g.WithinEndChild = false;\n}\n\n// Helper to open a popup if mouse button is released over the item\n// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()\nvoid ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);\n    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))\n    {\n        ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!\n        IM_ASSERT(id != 0);                                                  // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)\n        OpenPopupEx(id, popup_flags);\n    }\n}\n\n// This is a helper to handle the simplest case of associating one named popup to one given widget.\n// - You can pass a NULL str_id to use the identifier of the last item.\n// - You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).\n// - This is essentially the same as calling OpenPopupOnItemClick() + BeginPopup() but written to avoid\n//   computing the ID twice because BeginPopupContextXXX functions may be called very frequently.\nbool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    if (window->SkipItems)\n        return false;\n    ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!\n    IM_ASSERT(id != 0);                                                  // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)\n    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);\n    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))\n        OpenPopupEx(id, popup_flags);\n    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);\n}\n\nbool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    if (!str_id)\n        str_id = \"window_context\";\n    ImGuiID id = window->GetID(str_id);\n    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);\n    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))\n        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())\n            OpenPopupEx(id, popup_flags);\n    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);\n}\n\nbool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    if (!str_id)\n        str_id = \"void_context\";\n    ImGuiID id = window->GetID(str_id);\n    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);\n    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))\n        if (GetTopMostPopupModal() == NULL)\n            OpenPopupEx(id, popup_flags);\n    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);\n}\n\n// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)\n// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.\nImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)\n{\n    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);\n    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));\n    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));\n\n    // Combo Box policy (we want a connecting edge)\n    if (policy == ImGuiPopupPositionPolicy_ComboBox)\n    {\n        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };\n        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)\n        {\n            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];\n            if (n != -1 && dir == *last_dir) // Already tried this direction?\n                continue;\n            ImVec2 pos;\n            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)\n            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right\n            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left\n            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left\n            if (!r_outer.Contains(ImRect(pos, pos + size)))\n                continue;\n            *last_dir = dir;\n            return pos;\n        }\n    }\n\n    // Tooltip and Default popup policy\n    // (Always first try the direction we used on the last frame, if any)\n    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)\n    {\n        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };\n        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)\n        {\n            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];\n            if (n != -1 && dir == *last_dir) // Already tried this direction?\n                continue;\n\n            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);\n            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);\n\n            // If there not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)\n            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))\n                continue;\n            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))\n                continue;\n\n            ImVec2 pos;\n            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;\n            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;\n\n            // Clamp top-left corner of popup\n            pos.x = ImMax(pos.x, r_outer.Min.x);\n            pos.y = ImMax(pos.y, r_outer.Min.y);\n\n            *last_dir = dir;\n            return pos;\n        }\n    }\n\n    // Fallback when not enough room:\n    *last_dir = ImGuiDir_None;\n\n    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.\n    if (policy == ImGuiPopupPositionPolicy_Tooltip)\n        return ref_pos + ImVec2(2, 2);\n\n    // Otherwise try to keep within display\n    ImVec2 pos = ref_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\nImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window)\n{\n    IM_UNUSED(window);\n    ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding;\n    ImRect r_screen = GetViewportRect();\n    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));\n    return r_screen;\n}\n\nImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n\n    ImRect r_outer = GetWindowAllowedExtentRect(window);\n    if (window->Flags & ImGuiWindowFlags_ChildMenu)\n    {\n        // Child menus typically request _any_ position within the parent menu item, and then we 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(g.CurrentWindow == window);\n        ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2];\n        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).\n        ImRect r_avoid;\n        if (parent_window->DC.MenuBarAppending)\n            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field\n        else\n            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);\n        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);\n    }\n    if (window->Flags & ImGuiWindowFlags_Popup)\n    {\n        ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1);\n        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);\n    }\n    if (window->Flags & ImGuiWindowFlags_Tooltip)\n    {\n        // Position tooltip (always follows mouse)\n        float sc = g.Style.MouseCursorScale;\n        ImVec2 ref_pos = NavCalcPreferredRefPos();\n        ImRect r_avoid;\n        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))\n            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);\n        else\n            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.\n        return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);\n    }\n    IM_ASSERT(0);\n    return window->Pos;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] KEYBOARD/GAMEPAD NAVIGATION\n//-----------------------------------------------------------------------------\n\n// FIXME-NAV: The existence of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing,\n// and needs some explanation or serious refactoring.\nvoid ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.NavWindow);\n    IM_ASSERT(nav_layer == 0 || nav_layer == 1);\n    g.NavId = id;\n    g.NavFocusScopeId = focus_scope_id;\n    g.NavWindow->NavLastIds[nav_layer] = id;\n}\n\nvoid ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)\n{\n    ImGuiContext& g = *GImGui;\n    SetNavID(id, nav_layer, focus_scope_id);\n    g.NavWindow->NavRectRel[nav_layer] = rect_rel;\n    g.NavMousePosDirty = true;\n    g.NavDisableHighlight = false;\n    g.NavDisableMouseHover = true;\n}\n\nvoid ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(id != 0);\n\n    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid.\n    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)\n    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;\n    if (g.NavWindow != window)\n        g.NavInitRequest = false;\n    g.NavWindow = window;\n    g.NavId = id;\n    g.NavLayer = nav_layer;\n    g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;\n    window->NavLastIds[nav_layer] = id;\n    if (window->DC.LastItemId == id)\n        window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos);\n\n    if (g.ActiveIdSource == ImGuiInputSource_Nav)\n        g.NavDisableMouseHover = true;\n    else\n        g.NavDisableHighlight = true;\n}\n\nImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)\n{\n    if (ImFabs(dx) > ImFabs(dy))\n        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;\n    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;\n}\n\nstatic float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1)\n{\n    if (a1 < b0)\n        return a1 - b0;\n    if (b1 < a0)\n        return a0 - b1;\n    return 0.0f;\n}\n\nstatic void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect)\n{\n    if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)\n    {\n        r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y);\n        r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y);\n    }\n    else\n    {\n        r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x);\n        r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x);\n    }\n}\n\n// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057\nstatic bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (g.NavLayer != window->DC.NavLayerCurrent)\n        return false;\n\n    const ImRect& curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)\n    g.NavScoringCount++;\n\n    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring\n    if (window->ParentWindow == g.NavWindow)\n    {\n        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);\n        if (!window->ClipRect.Overlaps(cand))\n            return false;\n        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window\n    }\n\n    // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items)\n    // For example, this ensure that items in one column are not reached when moving vertically from items in another column.\n    NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect);\n\n    // Compute distance between boxes\n    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.\n    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);\n    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items\n    if (dby != 0.0f && dbx != 0.0f)\n        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);\n    float dist_box = ImFabs(dbx) + ImFabs(dby);\n\n    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)\n    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);\n    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);\n    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)\n\n    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance\n    ImGuiDir quadrant;\n    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;\n    if (dbx != 0.0f || dby != 0.0f)\n    {\n        // For non-overlapping boxes, use distance between boxes\n        dax = dbx;\n        day = dby;\n        dist_axial = dist_box;\n        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);\n    }\n    else if (dcx != 0.0f || dcy != 0.0f)\n    {\n        // For overlapping boxes with different centers, use distance between centers\n        dax = dcx;\n        day = dcy;\n        dist_axial = dist_center;\n        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);\n    }\n    else\n    {\n        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)\n        quadrant = (window->DC.LastItemId < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;\n    }\n\n#if IMGUI_DEBUG_NAV_SCORING\n    char buf[128];\n    if (IsMouseHoveringRect(cand.Min, cand.Max))\n    {\n        ImFormatString(buf, IM_ARRAYSIZE(buf), \"dbox (%.2f,%.2f->%.4f)\\ndcen (%.2f,%.2f->%.4f)\\nd (%.2f,%.2f->%.4f)\\nnav %c, quadrant %c\", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, \"WENS\"[g.NavMoveDir], \"WENS\"[quadrant]);\n        ImDrawList* draw_list = GetForegroundDrawList(window);\n        draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));\n        draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));\n        draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150));\n        draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf);\n    }\n    else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.\n    {\n        if (IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; }\n        if (quadrant == g.NavMoveDir)\n        {\n            ImFormatString(buf, IM_ARRAYSIZE(buf), \"%.0f/%.0f\", dist_box, dist_center);\n            ImDrawList* draw_list = GetForegroundDrawList(window);\n            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));\n            draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf);\n        }\n    }\n#endif\n\n    // Is it in the quadrant we're interesting in moving to?\n    bool new_best = false;\n    if (quadrant == g.NavMoveDir)\n    {\n        // Does it beat the current best candidate?\n        if (dist_box < result->DistBox)\n        {\n            result->DistBox = dist_box;\n            result->DistCenter = dist_center;\n            return true;\n        }\n        if (dist_box == result->DistBox)\n        {\n            // Try using distance between center points to break ties\n            if (dist_center < result->DistCenter)\n            {\n                result->DistCenter = dist_center;\n                new_best = true;\n            }\n            else if (dist_center == result->DistCenter)\n            {\n                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving \"later\" items\n                // (with higher index) to the right/downwards by an infinitesimal amount since we the current \"best\" button already (so it must have a lower index),\n                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.\n                if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance\n                    new_best = true;\n            }\n        }\n    }\n\n    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no \"real\" matches\n    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)\n    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.\n    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.\n    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?\n    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match\n        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))\n            if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f))\n            {\n                result->DistAxial = dist_axial;\n                new_best = true;\n            }\n\n    return new_best;\n}\n\nstatic void ImGui::NavApplyItemToResult(ImGuiNavMoveResult* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel)\n{\n    result->Window = window;\n    result->ID = id;\n    result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;\n    result->RectRel = nav_bb_rel;\n}\n\n// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)\nstatic void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    //if (!g.IO.NavActive)  // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag.\n    //    return;\n\n    const ImGuiItemFlags item_flags = window->DC.ItemFlags;\n    const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);\n\n    // Process Init Request\n    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)\n    {\n        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback\n        if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0)\n        {\n            g.NavInitResultId = id;\n            g.NavInitResultRectRel = nav_bb_rel;\n        }\n        if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus))\n        {\n            g.NavInitRequest = false; // Found a match, clear request\n            NavUpdateAnyRequestFlag();\n        }\n    }\n\n    // Process Move Request (scoring for navigation)\n    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy)\n    if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav)))\n    {\n        ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;\n#if IMGUI_DEBUG_NAV_SCORING\n        // [DEBUG] Score all items in NavWindow at all times\n        if (!g.NavMoveRequest)\n            g.NavMoveDir = g.NavMoveDirLast;\n        bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest;\n#else\n        bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb);\n#endif\n        if (new_best)\n            NavApplyItemToResult(result, window, id, nav_bb_rel);\n\n        // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.\n        const float VISIBLE_RATIO = 0.70f;\n        if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))\n            if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)\n                if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb))\n                    NavApplyItemToResult(&g.NavMoveResultLocalVisibleSet, window, id, nav_bb_rel);\n    }\n\n    // Update window-relative bounding box of navigated item\n    if (g.NavId == id)\n    {\n        g.NavWindow = window;                                           // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window.\n        g.NavLayer = window->DC.NavLayerCurrent;\n        g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;\n        g.NavIdIsAlive = true;\n        g.NavIdTabCounter = window->DC.FocusCounterTabStop;\n        window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel;    // Store item bounding box (relative to window position)\n    }\n}\n\nbool ImGui::NavMoveRequestButNoResultYet()\n{\n    ImGuiContext& g = *GImGui;\n    return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;\n}\n\nvoid ImGui::NavMoveRequestCancel()\n{\n    ImGuiContext& g = *GImGui;\n    g.NavMoveRequest = false;\n    NavUpdateAnyRequestFlag();\n}\n\nvoid ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None);\n    NavMoveRequestCancel();\n    g.NavMoveDir = move_dir;\n    g.NavMoveClipDir = clip_dir;\n    g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;\n    g.NavMoveRequestFlags = move_flags;\n    g.NavWindow->NavRectRel[g.NavLayer] = bb_rel;\n}\n\nvoid ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags)\n{\n    ImGuiContext& g = *GImGui;\n\n    // Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire\n    // popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.\n    g.NavWrapRequestWindow = window;\n    g.NavWrapRequestFlags = move_flags;\n}\n\n// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).\n// This way we could find the last focused window among our children. It would be much less confusing this way?\nstatic void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)\n{\n    ImGuiWindow* parent = nav_window;\n    while (parent && (parent->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)\n        parent = parent->ParentWindow;\n    if (parent && parent != nav_window)\n        parent->NavLastChildNavWindow = nav_window;\n}\n\n// Restore the last focused child.\n// Call when we are expected to land on the Main Layer (0) after FocusWindow()\nstatic ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)\n{\n    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)\n        return window->NavLastChildNavWindow;\n    return window;\n}\n\nstatic void NavRestoreLayer(ImGuiNavLayer layer)\n{\n    ImGuiContext& g = *GImGui;\n    g.NavLayer = layer;\n    if (layer == 0)\n        g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow);\n    ImGuiWindow* window = g.NavWindow;\n    if (layer == 0 && window->NavLastIds[0] != 0)\n        ImGui::SetNavIDWithRectRel(window->NavLastIds[0], layer, 0, window->NavRectRel[0]);\n    else\n        ImGui::NavInitWindow(window, true);\n}\n\nstatic inline void ImGui::NavUpdateAnyRequestFlag()\n{\n    ImGuiContext& g = *GImGui;\n    g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);\n    if (g.NavAnyRequest)\n        IM_ASSERT(g.NavWindow != NULL);\n}\n\n// This needs to be called before we submit any widget (aka in or before Begin)\nvoid ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(window == g.NavWindow);\n    bool init_for_nav = false;\n    if (!(window->Flags & ImGuiWindowFlags_NoNavInputs))\n        if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)\n            init_for_nav = true;\n    IMGUI_DEBUG_LOG_NAV(\"[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\\\"%s\\\", layer=%d\\n\", init_for_nav, window->Name, g.NavLayer);\n    if (init_for_nav)\n    {\n        SetNavID(0, g.NavLayer, 0);\n        g.NavInitRequest = true;\n        g.NavInitRequestFromMove = false;\n        g.NavInitResultId = 0;\n        g.NavInitResultRectRel = ImRect();\n        NavUpdateAnyRequestFlag();\n    }\n    else\n    {\n        g.NavId = window->NavLastIds[0];\n        g.NavFocusScopeId = 0;\n    }\n}\n\nstatic ImVec2 ImGui::NavCalcPreferredRefPos()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow)\n    {\n        // Mouse (we need a fallback in case the mouse becomes invalid after being used)\n        if (IsMousePosValid(&g.IO.MousePos))\n            return g.IO.MousePos;\n        return g.LastValidMousePos;\n    }\n    else\n    {\n        // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item.\n        const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer];\n        ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));\n        ImRect visible_rect = GetViewportRect();\n        return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max));   // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.\n    }\n}\n\nfloat ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)\n{\n    ImGuiContext& g = *GImGui;\n    if (mode == ImGuiInputReadMode_Down)\n        return g.IO.NavInputs[n];                         // Instant, read analog input (0.0f..1.0f, as provided by user)\n\n    const float t = g.IO.NavInputsDownDuration[n];\n    if (t < 0.0f && mode == ImGuiInputReadMode_Released)  // Return 1.0f when just released, no repeat, ignore analog input.\n        return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f);\n    if (t < 0.0f)\n        return 0.0f;\n    if (mode == ImGuiInputReadMode_Pressed)               // Return 1.0f when just pressed, no repeat, ignore analog input.\n        return (t == 0.0f) ? 1.0f : 0.0f;\n    if (mode == ImGuiInputReadMode_Repeat)\n        return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.80f);\n    if (mode == ImGuiInputReadMode_RepeatSlow)\n        return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, g.IO.KeyRepeatRate * 2.00f);\n    if (mode == ImGuiInputReadMode_RepeatFast)\n        return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.30f);\n    return 0.0f;\n}\n\nImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor)\n{\n    ImVec2 delta(0.0f, 0.0f);\n    if (dir_sources & ImGuiNavDirSourceFlags_Keyboard)\n        delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode)   - GetNavInputAmount(ImGuiNavInput_KeyLeft_,   mode), GetNavInputAmount(ImGuiNavInput_KeyDown_,   mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_,   mode));\n    if (dir_sources & ImGuiNavDirSourceFlags_PadDPad)\n        delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode)   - GetNavInputAmount(ImGuiNavInput_DpadLeft,   mode), GetNavInputAmount(ImGuiNavInput_DpadDown,   mode) - GetNavInputAmount(ImGuiNavInput_DpadUp,   mode));\n    if (dir_sources & ImGuiNavDirSourceFlags_PadLStick)\n        delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode));\n    if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow))\n        delta *= slow_factor;\n    if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast))\n        delta *= fast_factor;\n    return delta;\n}\n\nstatic void ImGui::NavUpdate()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiIO& io = g.IO;\n\n    io.WantSetMousePos = false;\n    g.NavWrapRequestWindow = NULL;\n    g.NavWrapRequestFlags = ImGuiNavMoveFlags_None;\n#if 0\n    if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG(\"NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\\n\", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : \"NULL\", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);\n#endif\n\n    // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard)\n    // (do it before we map Keyboard input!)\n    bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;\n    bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;\n    if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_NavGamepad)\n    {\n        if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f\n            || io.NavInputs[ImGuiNavInput_DpadLeft] > 0.0f || io.NavInputs[ImGuiNavInput_DpadRight] > 0.0f || io.NavInputs[ImGuiNavInput_DpadUp] > 0.0f || io.NavInputs[ImGuiNavInput_DpadDown] > 0.0f)\n            g.NavInputSource = ImGuiInputSource_NavGamepad;\n    }\n\n    // Update Keyboard->Nav inputs mapping\n    if (nav_keyboard_active)\n    {\n        #define NAV_MAP_KEY(_KEY, _NAV_INPUT)  do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } while (0)\n        NAV_MAP_KEY(ImGuiKey_Space,     ImGuiNavInput_Activate );\n        NAV_MAP_KEY(ImGuiKey_Enter,     ImGuiNavInput_Input    );\n        NAV_MAP_KEY(ImGuiKey_Escape,    ImGuiNavInput_Cancel   );\n        NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ );\n        NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_);\n        NAV_MAP_KEY(ImGuiKey_UpArrow,   ImGuiNavInput_KeyUp_   );\n        NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ );\n        if (io.KeyCtrl)\n            io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;\n        if (io.KeyShift)\n            io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;\n        if (io.KeyAlt && !io.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu.\n            io.NavInputs[ImGuiNavInput_KeyMenu_]  = 1.0f;\n        #undef NAV_MAP_KEY\n    }\n    memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration));\n    for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++)\n        io.NavInputsDownDuration[i] = (io.NavInputs[i] > 0.0f) ? (io.NavInputsDownDuration[i] < 0.0f ? 0.0f : io.NavInputsDownDuration[i] + io.DeltaTime) : -1.0f;\n\n    // Process navigation init request (select first/default focus)\n    if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove))\n        NavUpdateInitResult();\n    g.NavInitRequest = false;\n    g.NavInitRequestFromMove = false;\n    g.NavInitResultId = 0;\n    g.NavJustMovedToId = 0;\n\n    // Process navigation move request\n    if (g.NavMoveRequest)\n        NavUpdateMoveResult();\n\n    // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame\n    if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive)\n    {\n        IM_ASSERT(g.NavMoveRequest);\n        if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)\n            g.NavDisableHighlight = false;\n        g.NavMoveRequestForward = ImGuiNavForward_None;\n    }\n\n    // Apply application mouse position movement, after we had a chance to process move request result.\n    if (g.NavMousePosDirty && g.NavIdIsAlive)\n    {\n        // Set mouse position given our knowledge of the navigated item position from last frame\n        if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))\n        {\n            if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)\n            {\n                io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();\n                io.WantSetMousePos = true;\n            }\n        }\n        g.NavMousePosDirty = false;\n    }\n    g.NavIdIsAlive = false;\n    g.NavJustTabbedId = 0;\n    IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1);\n\n    // Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0\n    if (g.NavWindow)\n        NavSaveLastChildNavWindowIntoParent(g.NavWindow);\n    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)\n        g.NavWindow->NavLastChildNavWindow = NULL;\n\n    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)\n    NavUpdateWindowing();\n\n    // Set output flags for user application\n    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);\n    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);\n\n    // Process NavCancel input (to close a popup, get back to parent, clear focus)\n    if (IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed))\n    {\n        IMGUI_DEBUG_LOG_NAV(\"[nav] ImGuiNavInput_Cancel\\n\");\n        if (g.ActiveId != 0)\n        {\n            if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel))\n                ClearActiveID();\n        }\n        else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)\n        {\n            // Exit child window\n            ImGuiWindow* child_window = g.NavWindow;\n            ImGuiWindow* parent_window = g.NavWindow->ParentWindow;\n            IM_ASSERT(child_window->ChildId != 0);\n            FocusWindow(parent_window);\n            SetNavID(child_window->ChildId, 0, 0);\n            // Reassigning with same value, we're being explicit here.\n            g.NavIdIsAlive = false;     // -V1048\n            if (g.NavDisableMouseHover)\n                g.NavMousePosDirty = true;\n        }\n        else if (g.OpenPopupStack.Size > 0)\n        {\n            // Close open popup/menu\n            if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))\n                ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);\n        }\n        else if (g.NavLayer != ImGuiNavLayer_Main)\n        {\n            // Leave the \"menu\" layer\n            NavRestoreLayer(ImGuiNavLayer_Main);\n        }\n        else\n        {\n            // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were\n            if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))\n                g.NavWindow->NavLastIds[0] = 0;\n            g.NavId = g.NavFocusScopeId = 0;\n        }\n    }\n\n    // Process manual activation request\n    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0;\n    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))\n    {\n        bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);\n        bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed);\n        if (g.ActiveId == 0 && activate_pressed)\n            g.NavActivateId = g.NavId;\n        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)\n            g.NavActivateDownId = g.NavId;\n        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)\n            g.NavActivatePressedId = g.NavId;\n        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed))\n            g.NavInputId = g.NavId;\n    }\n    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))\n        g.NavDisableHighlight = true;\n    if (g.NavActivateId != 0)\n        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);\n    g.NavMoveRequest = false;\n\n    // Process programmatic activation request\n    if (g.NavNextActivateId != 0)\n        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;\n    g.NavNextActivateId = 0;\n\n    // Initiate directional inputs request\n    if (g.NavMoveRequestForward == ImGuiNavForward_None)\n    {\n        g.NavMoveDir = ImGuiDir_None;\n        g.NavMoveRequestFlags = ImGuiNavMoveFlags_None;\n        if (g.NavWindow && !g.NavWindowingTarget && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))\n        {\n            const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat;\n            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && (IsNavInputTest(ImGuiNavInput_DpadLeft,  read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_,  read_mode))) { g.NavMoveDir = ImGuiDir_Left; }\n            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; }\n            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && (IsNavInputTest(ImGuiNavInput_DpadUp,    read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_,    read_mode))) { g.NavMoveDir = ImGuiDir_Up; }\n            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && (IsNavInputTest(ImGuiNavInput_DpadDown,  read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_,  read_mode))) { g.NavMoveDir = ImGuiDir_Down; }\n        }\n        g.NavMoveClipDir = g.NavMoveDir;\n    }\n    else\n    {\n        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)\n        // (Preserve g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function)\n        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);\n        IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued);\n        IMGUI_DEBUG_LOG_NAV(\"[nav] NavMoveRequestForward %d\\n\", g.NavMoveDir);\n        g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;\n    }\n\n    // Update PageUp/PageDown/Home/End scroll\n    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?\n    float nav_scoring_rect_offset_y = 0.0f;\n    if (nav_keyboard_active)\n        nav_scoring_rect_offset_y = NavUpdatePageUpPageDown();\n\n    // If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match\n    if (g.NavMoveDir != ImGuiDir_None)\n    {\n        g.NavMoveRequest = true;\n        g.NavMoveRequestKeyMods = io.KeyMods;\n        g.NavMoveDirLast = g.NavMoveDir;\n    }\n    if (g.NavMoveRequest && g.NavId == 0)\n    {\n        IMGUI_DEBUG_LOG_NAV(\"[nav] NavInitRequest: from move, window \\\"%s\\\", layer=%d\\n\", g.NavWindow->Name, g.NavLayer);\n        g.NavInitRequest = g.NavInitRequestFromMove = true;\n        // Reassigning with same value, we're being explicit here.\n        g.NavInitResultId = 0;     // -V1048\n        g.NavDisableHighlight = false;\n    }\n    NavUpdateAnyRequestFlag();\n\n    // Scrolling\n    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)\n    {\n        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item\n        ImGuiWindow* window = g.NavWindow;\n        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.\n        if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)\n        {\n            if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)\n                SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));\n            if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down)\n                SetScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));\n        }\n\n        // *Normal* Manual scroll with NavScrollXXX keys\n        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.\n        ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f);\n        if (scroll_dir.x != 0.0f && window->ScrollbarX)\n            SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));\n        if (scroll_dir.y != 0.0f)\n            SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));\n    }\n\n    // Reset search results\n    g.NavMoveResultLocal.Clear();\n    g.NavMoveResultLocalVisibleSet.Clear();\n    g.NavMoveResultOther.Clear();\n\n    // When using gamepad, we project the reference nav bounding box into window visible area.\n    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative\n    // (can't focus a visible object like we can with the mouse).\n    if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_NavGamepad && g.NavLayer == ImGuiNavLayer_Main)\n    {\n        ImGuiWindow* window = g.NavWindow;\n        ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));\n        if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))\n        {\n            IMGUI_DEBUG_LOG_NAV(\"[nav] NavMoveRequest: clamp NavRectRel\\n\");\n            float pad = window->CalcFontSize() * 0.5f;\n            window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item\n            window->NavRectRel[g.NavLayer].ClipWithFull(window_rect_rel);\n            g.NavId = g.NavFocusScopeId = 0;\n        }\n    }\n\n    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)\n    ImRect nav_rect_rel = g.NavWindow ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);\n    g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect();\n    g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y);\n    g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x);\n    g.NavScoringRect.Max.x = g.NavScoringRect.Min.x;\n    IM_ASSERT(!g.NavScoringRect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().\n    //GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]\n    g.NavScoringCount = 0;\n#if IMGUI_DEBUG_NAV_RECTS\n    if (g.NavWindow)\n    {\n        ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);\n        if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]\n        if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, \"%d\", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }\n    }\n#endif\n}\n\nstatic void ImGui::NavUpdateInitResult()\n{\n    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)\n    ImGuiContext& g = *GImGui;\n    if (!g.NavWindow)\n        return;\n\n    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)\n    IMGUI_DEBUG_LOG_NAV(\"[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \\\"%s\\\"\\n\", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);\n    if (g.NavInitRequestFromMove)\n        SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);\n    else\n        SetNavID(g.NavInitResultId, g.NavLayer, 0);\n    g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;\n}\n\n// Apply result from previous frame navigation directional move request\nstatic void ImGui::NavUpdateMoveResult()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)\n    {\n        // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)\n        if (g.NavId != 0)\n        {\n            g.NavDisableHighlight = false;\n            g.NavDisableMouseHover = true;\n        }\n        return;\n    }\n\n    // Select which result to use\n    ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;\n\n    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.\n    if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)\n        if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId)\n            result = &g.NavMoveResultLocalVisibleSet;\n\n    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.\n    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)\n        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))\n            result = &g.NavMoveResultOther;\n    IM_ASSERT(g.NavWindow && result->Window);\n\n    // Scroll to keep newly navigated item fully into view.\n    if (g.NavLayer == ImGuiNavLayer_Main)\n    {\n        ImVec2 delta_scroll;\n        if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_ScrollToEdge)\n        {\n            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;\n            delta_scroll.y = result->Window->Scroll.y - scroll_target;\n            SetScrollY(result->Window, scroll_target);\n        }\n        else\n        {\n            ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);\n            delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs);\n        }\n\n        // Offset our result position so mouse position can be applied immediately after in NavUpdate()\n        result->RectRel.TranslateX(-delta_scroll.x);\n        result->RectRel.TranslateY(-delta_scroll.y);\n    }\n\n    ClearActiveID();\n    g.NavWindow = result->Window;\n    if (g.NavId != result->ID)\n    {\n        // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)\n        g.NavJustMovedToId = result->ID;\n        g.NavJustMovedToFocusScopeId = result->FocusScopeId;\n        g.NavJustMovedToKeyMods = g.NavMoveRequestKeyMods;\n    }\n    IMGUI_DEBUG_LOG_NAV(\"[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \\\"%s\\\"\\n\", result->ID, g.NavLayer, g.NavWindow->Name);\n    SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);\n}\n\n// Handle PageUp/PageDown/Home/End keys\nstatic float ImGui::NavUpdatePageUpPageDown()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiIO& io = g.IO;\n\n    if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL)\n        return 0.0f;\n    if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != ImGuiNavLayer_Main)\n        return 0.0f;\n\n    ImGuiWindow* window = g.NavWindow;\n    const bool page_up_held = IsKeyDown(io.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp);\n    const bool page_down_held = IsKeyDown(io.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown);\n    const bool home_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home);\n    const bool end_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End);\n    if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed\n    {\n        if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll)\n        {\n            // Fallback manual-scroll when window has no navigable item\n            if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true))\n                SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());\n            else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true))\n                SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());\n            else if (home_pressed)\n                SetScrollY(window, 0.0f);\n            else if (end_pressed)\n                SetScrollY(window, window->ScrollMax.y);\n        }\n        else\n        {\n            ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];\n            const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());\n            float nav_scoring_rect_offset_y = 0.0f;\n            if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true))\n            {\n                nav_scoring_rect_offset_y = -page_offset_y;\n                g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)\n                g.NavMoveClipDir = ImGuiDir_Up;\n                g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;\n            }\n            else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true))\n            {\n                nav_scoring_rect_offset_y = +page_offset_y;\n                g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)\n                g.NavMoveClipDir = ImGuiDir_Down;\n                g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;\n            }\n            else if (home_pressed)\n            {\n                // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y\n                // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdge flag, we don't scroll immediately to avoid scrolling happening before nav result.\n                // Preserve current horizontal position if we have any.\n                nav_rect_rel.Min.y = nav_rect_rel.Max.y = -window->Scroll.y;\n                if (nav_rect_rel.IsInverted())\n                    nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;\n                g.NavMoveDir = ImGuiDir_Down;\n                g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;\n            }\n            else if (end_pressed)\n            {\n                nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ScrollMax.y + window->SizeFull.y - window->Scroll.y;\n                if (nav_rect_rel.IsInverted())\n                    nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;\n                g.NavMoveDir = ImGuiDir_Up;\n                g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;\n            }\n            return nav_scoring_rect_offset_y;\n        }\n    }\n    return 0.0f;\n}\n\nstatic void ImGui::NavEndFrame()\n{\n    ImGuiContext& g = *GImGui;\n\n    // Show CTRL+TAB list window\n    if (g.NavWindowingTarget != NULL)\n        NavUpdateWindowingOverlay();\n\n    // Perform wrap-around in menus\n    ImGuiWindow* window = g.NavWrapRequestWindow;\n    ImGuiNavMoveFlags move_flags = g.NavWrapRequestFlags;\n    if (window != NULL && g.NavWindow == window && NavMoveRequestButNoResultYet() && g.NavMoveRequestForward == ImGuiNavForward_None && g.NavLayer == ImGuiNavLayer_Main)\n    {\n        IM_ASSERT(move_flags != 0); // No points calling this with no wrapping\n        ImRect bb_rel = window->NavRectRel[0];\n\n        ImGuiDir clip_dir = g.NavMoveDir;\n        if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))\n        {\n            bb_rel.Min.x = bb_rel.Max.x =\n                ImMax(window->SizeFull.x, window->ContentSize.x + window->WindowPadding.x * 2.0f) - window->Scroll.x;\n            if (move_flags & ImGuiNavMoveFlags_WrapX)\n            {\n                bb_rel.TranslateY(-bb_rel.GetHeight());\n                clip_dir = ImGuiDir_Up;\n            }\n            NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);\n        }\n        if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))\n        {\n            bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x;\n            if (move_flags & ImGuiNavMoveFlags_WrapX)\n            {\n                bb_rel.TranslateY(+bb_rel.GetHeight());\n                clip_dir = ImGuiDir_Down;\n            }\n            NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);\n        }\n        if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))\n        {\n            bb_rel.Min.y = bb_rel.Max.y =\n                ImMax(window->SizeFull.y, window->ContentSize.y + window->WindowPadding.y * 2.0f) - window->Scroll.y;\n            if (move_flags & ImGuiNavMoveFlags_WrapY)\n            {\n                bb_rel.TranslateX(-bb_rel.GetWidth());\n                clip_dir = ImGuiDir_Left;\n            }\n            NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);\n        }\n        if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))\n        {\n            bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y;\n            if (move_flags & ImGuiNavMoveFlags_WrapY)\n            {\n                bb_rel.TranslateX(+bb_rel.GetWidth());\n                clip_dir = ImGuiDir_Right;\n            }\n            NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);\n        }\n    }\n}\n\nstatic int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N)\n{\n    ImGuiContext& g = *GImGui;\n    for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--)\n        if (g.WindowsFocusOrder[i] == window)\n            return i;\n    return -1;\n}\n\nstatic ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)\n{\n    ImGuiContext& g = *GImGui;\n    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)\n        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))\n            return g.WindowsFocusOrder[i];\n    return NULL;\n}\n\nstatic void NavUpdateWindowingHighlightWindow(int focus_change_dir)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.NavWindowingTarget);\n    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)\n        return;\n\n    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);\n    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);\n    if (!window_target)\n        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);\n    if (window_target) // Don't reset windowing target if there's a single window in the list\n        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;\n    g.NavWindowingToggleLayer = false;\n}\n\n// Windowing management mode\n// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)\n// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)\nstatic void ImGui::NavUpdateWindowing()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* apply_focus_window = NULL;\n    bool apply_toggle_layer = false;\n\n    ImGuiWindow* modal_window = GetTopMostPopupModal();\n    bool allow_windowing = (modal_window == NULL);\n    if (!allow_windowing)\n        g.NavWindowingTarget = NULL;\n\n    // Fade out\n    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)\n    {\n        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f);\n        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)\n            g.NavWindowingTargetAnim = NULL;\n    }\n\n    // Start CTRL-TAB or Square+L/R window selection\n    bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);\n    bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);\n    if (start_windowing_with_gamepad || start_windowing_with_keyboard)\n        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))\n        {\n            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // FIXME-DOCK: Will need to use RootWindowDockStop\n            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;\n            g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;\n            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;\n        }\n\n    // Gamepad update\n    g.NavWindowingTimer += g.IO.DeltaTime;\n    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad)\n    {\n        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise\n        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));\n\n        // Select window to focus\n        const int focus_change_dir = (int)IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow);\n        if (focus_change_dir != 0)\n        {\n            NavUpdateWindowingHighlightWindow(focus_change_dir);\n            g.NavWindowingHighlightAlpha = 1.0f;\n        }\n\n        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)\n        if (!IsNavInputDown(ImGuiNavInput_Menu))\n        {\n            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.\n            if (g.NavWindowingToggleLayer && g.NavWindow)\n                apply_toggle_layer = true;\n            else if (!g.NavWindowingToggleLayer)\n                apply_focus_window = g.NavWindowingTarget;\n            g.NavWindowingTarget = NULL;\n        }\n    }\n\n    // Keyboard: Focus\n    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard)\n    {\n        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise\n        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f\n        if (IsKeyPressedMap(ImGuiKey_Tab, true))\n            NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1);\n        if (!g.IO.KeyCtrl)\n            apply_focus_window = g.NavWindowingTarget;\n    }\n\n    // Keyboard: Press and Release ALT to toggle menu layer\n    // FIXME: We lack an explicit IO variable for \"is the imgui window focused\", so compare mouse validity to detect the common case of backend clearing releases all keys on ALT-TAB\n    if (IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed))\n        g.NavWindowingToggleLayer = true;\n    if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released))\n        if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev))\n            apply_toggle_layer = true;\n\n    // Move window\n    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))\n    {\n        ImVec2 move_delta;\n        if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift)\n            move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);\n        if (g.NavInputSource == ImGuiInputSource_NavGamepad)\n            move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);\n        if (move_delta.x != 0.0f || move_delta.y != 0.0f)\n        {\n            const float NAV_MOVE_SPEED = 800.0f;\n            const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well\n            ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow;\n            SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always);\n            MarkIniSettingsDirty(moving_window);\n            g.NavDisableMouseHover = true;\n        }\n    }\n\n    // Apply final focus\n    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))\n    {\n        ClearActiveID();\n        g.NavDisableHighlight = false;\n        g.NavDisableMouseHover = true;\n        apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);\n        ClosePopupsOverWindow(apply_focus_window, false);\n        FocusWindow(apply_focus_window);\n        if (apply_focus_window->NavLastIds[0] == 0)\n            NavInitWindow(apply_focus_window, false);\n\n        // If the window only has a menu layer, select it directly\n        if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu))\n            g.NavLayer = ImGuiNavLayer_Menu;\n    }\n    if (apply_focus_window)\n        g.NavWindowingTarget = NULL;\n\n    // Apply menu/layer toggle\n    if (apply_toggle_layer && g.NavWindow)\n    {\n        // Move to parent menu if necessary\n        ImGuiWindow* new_nav_window = g.NavWindow;\n        while (new_nav_window->ParentWindow\n            && (new_nav_window->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) == 0\n            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0\n            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)\n            new_nav_window = new_nav_window->ParentWindow;\n        if (new_nav_window != g.NavWindow)\n        {\n            ImGuiWindow* old_nav_window = g.NavWindow;\n            FocusWindow(new_nav_window);\n            new_nav_window->NavLastChildNavWindow = old_nav_window;\n        }\n        g.NavDisableHighlight = false;\n        g.NavDisableMouseHover = true;\n\n        // When entering a regular menu bar with the Alt key, we always reinitialize the navigation ID.\n        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;\n        NavRestoreLayer(new_nav_layer);\n    }\n}\n\n// Window has already passed the IsWindowNavFocusable()\nstatic const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)\n{\n    if (window->Flags & ImGuiWindowFlags_Popup)\n        return \"(Popup)\";\n    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, \"##MainMenuBar\") == 0)\n        return \"(Main menu bar)\";\n    return \"(Untitled)\";\n}\n\n// Overlay displayed when using CTRL+TAB. Called by EndFrame().\nvoid ImGui::NavUpdateWindowingOverlay()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.NavWindowingTarget != NULL);\n\n    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)\n        return;\n\n    if (g.NavWindowingListWindow == NULL)\n        g.NavWindowingListWindow = FindWindowByName(\"###NavWindowingList\");\n    SetNextWindowSizeConstraints(ImVec2(g.IO.DisplaySize.x * 0.20f, g.IO.DisplaySize.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));\n    SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));\n    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);\n    Begin(\"###NavWindowingList\", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);\n    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)\n    {\n        ImGuiWindow* window = g.WindowsFocusOrder[n];\n        if (!IsWindowNavFocusable(window))\n            continue;\n        const char* label = window->Name;\n        if (label == FindRenderedTextEnd(label))\n            label = GetFallbackWindowNameForWindowingList(window);\n        Selectable(label, g.NavWindowingTarget == window);\n    }\n    End();\n    PopStyleVar();\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] DRAG AND DROP\n//-----------------------------------------------------------------------------\n\nvoid ImGui::ClearDragDrop()\n{\n    ImGuiContext& g = *GImGui;\n    g.DragDropActive = false;\n    g.DragDropPayload.Clear();\n    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;\n    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;\n    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;\n    g.DragDropAcceptFrameCount = -1;\n\n    g.DragDropPayloadBufHeap.clear();\n    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));\n}\n\n// Call when current ID is active.\n// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()\nbool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    bool source_drag_active = false;\n    ImGuiID source_id = 0;\n    ImGuiID source_parent_id = 0;\n    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;\n    if (!(flags & ImGuiDragDropFlags_SourceExtern))\n    {\n        source_id = window->DC.LastItemId;\n        if (source_id != 0 && g.ActiveId != source_id) // Early out for most common case\n            return false;\n        if (g.IO.MouseDown[mouse_button] == false)\n            return false;\n\n        if (source_id == 0)\n        {\n            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:\n            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride.\n            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))\n            {\n                IM_ASSERT(0);\n                return false;\n            }\n\n            // Early out\n            if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))\n                return false;\n\n            // Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image()\n            // We build a throwaway ID based on current ID stack + relative AABB of items in window.\n            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled.\n            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.\n            source_id = window->DC.LastItemId = window->GetIDFromRectangle(window->DC.LastItemRect);\n            bool is_hovered = ItemHoverable(window->DC.LastItemRect, source_id);\n            if (is_hovered && g.IO.MouseClicked[mouse_button])\n            {\n                SetActiveID(source_id, window);\n                FocusWindow(window);\n            }\n            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.\n                g.ActiveIdAllowOverlap = is_hovered;\n        }\n        else\n        {\n            g.ActiveIdAllowOverlap = false;\n        }\n        if (g.ActiveId != source_id)\n            return false;\n        source_parent_id = window->IDStack.back();\n        source_drag_active = IsMouseDragging(mouse_button);\n\n        // Disable navigation and key inputs while dragging\n        g.ActiveIdUsingNavDirMask = ~(ImU32)0;\n        g.ActiveIdUsingNavInputMask = ~(ImU32)0;\n        g.ActiveIdUsingKeyInputMask = ~(ImU64)0;\n    }\n    else\n    {\n        window = NULL;\n        source_id = ImHashStr(\"#SourceExtern\");\n        source_drag_active = true;\n    }\n\n    if (source_drag_active)\n    {\n        if (!g.DragDropActive)\n        {\n            IM_ASSERT(source_id != 0);\n            ClearDragDrop();\n            ImGuiPayload& payload = g.DragDropPayload;\n            payload.SourceId = source_id;\n            payload.SourceParentId = source_parent_id;\n            g.DragDropActive = true;\n            g.DragDropSourceFlags = flags;\n            g.DragDropMouseButton = mouse_button;\n            if (payload.SourceId == g.ActiveId)\n                g.ActiveIdNoClearOnFocusLoss = true;\n        }\n        g.DragDropSourceFrameCount = g.FrameCount;\n        g.DragDropWithinSource = true;\n\n        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))\n        {\n            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)\n            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.\n            BeginTooltip();\n            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))\n            {\n                ImGuiWindow* tooltip_window = g.CurrentWindow;\n                tooltip_window->SkipItems = true;\n                tooltip_window->HiddenFramesCanSkipItems = 1;\n            }\n        }\n\n        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))\n            window->DC.LastItemStatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;\n\n        return true;\n    }\n    return false;\n}\n\nvoid ImGui::EndDragDropSource()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.DragDropActive);\n    IM_ASSERT(g.DragDropWithinSource && \"Not after a BeginDragDropSource()?\");\n\n    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))\n        EndTooltip();\n\n    // Discard the drag if have not called SetDragDropPayload()\n    if (g.DragDropPayload.DataFrameCount == -1)\n        ClearDragDrop();\n    g.DragDropWithinSource = false;\n}\n\n// Use 'cond' to choose to submit payload on drag start or every frame\nbool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiPayload& payload = g.DragDropPayload;\n    if (cond == 0)\n        cond = ImGuiCond_Always;\n\n    IM_ASSERT(type != NULL);\n    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && \"Payload type can be at most 32 characters long\");\n    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));\n    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);\n    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()\n\n    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)\n    {\n        // Copy payload\n        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));\n        g.DragDropPayloadBufHeap.resize(0);\n        if (data_size > sizeof(g.DragDropPayloadBufLocal))\n        {\n            // Store in heap\n            g.DragDropPayloadBufHeap.resize((int)data_size);\n            payload.Data = g.DragDropPayloadBufHeap.Data;\n            memcpy(payload.Data, data, data_size);\n        }\n        else if (data_size > 0)\n        {\n            // Store locally\n            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));\n            payload.Data = g.DragDropPayloadBufLocal;\n            memcpy(payload.Data, data, data_size);\n        }\n        else\n        {\n            payload.Data = NULL;\n        }\n        payload.DataSize = (int)data_size;\n    }\n    payload.DataFrameCount = g.FrameCount;\n\n    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);\n}\n\nbool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    if (!g.DragDropActive)\n        return false;\n\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;\n    if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)\n        return false;\n    IM_ASSERT(id != 0);\n    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))\n        return false;\n    if (window->SkipItems)\n        return false;\n\n    IM_ASSERT(g.DragDropWithinTarget == false);\n    g.DragDropTargetRect = bb;\n    g.DragDropTargetId = id;\n    g.DragDropWithinTarget = true;\n    return true;\n}\n\n// We don't use BeginDragDropTargetCustom() and duplicate its code because:\n// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.\n// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.\n// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)\nbool ImGui::BeginDragDropTarget()\n{\n    ImGuiContext& g = *GImGui;\n    if (!g.DragDropActive)\n        return false;\n\n    ImGuiWindow* window = g.CurrentWindow;\n    if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))\n        return false;\n    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;\n    if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)\n        return false;\n\n    const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect;\n    ImGuiID id = window->DC.LastItemId;\n    if (id == 0)\n        id = window->GetIDFromRectangle(display_rect);\n    if (g.DragDropPayload.SourceId == id)\n        return false;\n\n    IM_ASSERT(g.DragDropWithinTarget == false);\n    g.DragDropTargetRect = display_rect;\n    g.DragDropTargetId = id;\n    g.DragDropWithinTarget = true;\n    return true;\n}\n\nbool ImGui::IsDragDropPayloadBeingAccepted()\n{\n    ImGuiContext& g = *GImGui;\n    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;\n}\n\nconst ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiPayload& payload = g.DragDropPayload;\n    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?\n    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?\n    if (type != NULL && !payload.IsDataType(type))\n        return NULL;\n\n    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.\n    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!\n    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);\n    ImRect r = g.DragDropTargetRect;\n    float r_surface = r.GetWidth() * r.GetHeight();\n    if (r_surface <= g.DragDropAcceptIdCurrRectSurface)\n    {\n        g.DragDropAcceptFlags = flags;\n        g.DragDropAcceptIdCurr = g.DragDropTargetId;\n        g.DragDropAcceptIdCurrRectSurface = r_surface;\n    }\n\n    // Render default drop visuals\n    payload.Preview = was_accepted_previously;\n    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame)\n    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)\n    {\n        // FIXME-DRAG: Settle on a proper default visuals for drop target.\n        r.Expand(3.5f);\n        bool push_clip_rect = !window->ClipRect.Contains(r);\n        if (push_clip_rect) window->DrawList->PushClipRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1));\n        window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f);\n        if (push_clip_rect) window->DrawList->PopClipRect();\n    }\n\n    g.DragDropAcceptFrameCount = g.FrameCount;\n    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()\n    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))\n        return NULL;\n\n    return &payload;\n}\n\nconst ImGuiPayload* ImGui::GetDragDropPayload()\n{\n    ImGuiContext& g = *GImGui;\n    return g.DragDropActive ? &g.DragDropPayload : NULL;\n}\n\n// We don't really use/need this now, but added it for the sake of consistency and because we might need it later.\nvoid ImGui::EndDragDropTarget()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.DragDropActive);\n    IM_ASSERT(g.DragDropWithinTarget);\n    g.DragDropWithinTarget = false;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] LOGGING/CAPTURING\n//-----------------------------------------------------------------------------\n// All text output from the interface can be captured into tty/file/clipboard.\n// By default, tree nodes are automatically opened during logging.\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        g.LogBuffer.Buf.resize(0);\n        g.LogBuffer.appendfv(fmt, args);\n        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);\n    }\n    else\n    {\n        g.LogBuffer.appendfv(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\nvoid ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    if (!text_end)\n        text_end = FindRenderedTextEnd(text, text_end);\n\n    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + 1);\n    if (ref_pos)\n        g.LogLinePosY = ref_pos->y;\n    if (log_new_line)\n        g.LogLineFirstItem = true;\n\n    const char* text_remaining = text;\n    if (g.LogDepthRef > window->DC.TreeDepth)  // Re-adjust padding if we have popped out of our starting depth\n        g.LogDepthRef = window->DC.TreeDepth;\n    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);\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        // We don't add a trailing \\n to allow a subsequent item on the same line to be captured.\n        const char* line_start = text_remaining;\n        const char* line_end = ImStreolRange(line_start, text_end);\n        const bool is_first_line = (line_start == text);\n        const bool is_last_line = (line_end == text_end);\n        if (!is_last_line || (line_start != line_end))\n        {\n            const int char_count = (int)(line_end - line_start);\n            if (log_new_line || !is_first_line)\n                LogText(IM_NEWLINE \"%*s%.*s\", tree_depth * 4, \"\", char_count, line_start);\n            else if (g.LogLineFirstItem)\n                LogText(\"%*s%.*s\", tree_depth * 4, \"\", char_count, line_start);\n            else\n                LogText(\" %.*s\", char_count, line_start);\n            g.LogLineFirstItem = false;\n        }\n        else if (log_new_line)\n        {\n            // An empty \"\" string at a different Y position should output a carriage return.\n            LogText(IM_NEWLINE);\n            break;\n        }\n\n        if (is_last_line)\n            break;\n        text_remaining = line_end + 1;\n    }\n}\n\n// Start logging/capturing text output\nvoid ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT(g.LogEnabled == false);\n    IM_ASSERT(g.LogFile == NULL);\n    IM_ASSERT(g.LogBuffer.empty());\n    g.LogEnabled = true;\n    g.LogType = type;\n    g.LogDepthRef = window->DC.TreeDepth;\n    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);\n    g.LogLinePosY = FLT_MAX;\n    g.LogLineFirstItem = true;\n}\n\nvoid ImGui::LogToTTY(int auto_open_depth)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.LogEnabled)\n        return;\n    IM_UNUSED(auto_open_depth);\n#ifndef IMGUI_DISABLE_TTY_FUNCTIONS\n    LogBegin(ImGuiLogType_TTY, auto_open_depth);\n    g.LogFile = stdout;\n#endif\n}\n\n// Start logging/capturing text output to given file\nvoid ImGui::LogToFile(int auto_open_depth, const char* filename)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.LogEnabled)\n        return;\n\n    // FIXME: We could probably open the file in text mode \"at\", however note that clipboard/buffer logging will still\n    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.\n    // By opening the file in binary mode \"ab\" we have consistent output everywhere.\n    if (!filename)\n        filename = g.IO.LogFilename;\n    if (!filename || !filename[0])\n        return;\n    ImFileHandle f = ImFileOpen(filename, \"ab\");\n    if (!f)\n    {\n        IM_ASSERT(0);\n        return;\n    }\n\n    LogBegin(ImGuiLogType_File, auto_open_depth);\n    g.LogFile = f;\n}\n\n// Start logging/capturing text output to clipboard\nvoid ImGui::LogToClipboard(int auto_open_depth)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.LogEnabled)\n        return;\n    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);\n}\n\nvoid ImGui::LogToBuffer(int auto_open_depth)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.LogEnabled)\n        return;\n    LogBegin(ImGuiLogType_Buffer, auto_open_depth);\n}\n\nvoid ImGui::LogFinish()\n{\n    ImGuiContext& g = *GImGui;\n    if (!g.LogEnabled)\n        return;\n\n    LogText(IM_NEWLINE);\n    switch (g.LogType)\n    {\n    case ImGuiLogType_TTY:\n#ifndef IMGUI_DISABLE_TTY_FUNCTIONS\n        fflush(g.LogFile);\n#endif\n        break;\n    case ImGuiLogType_File:\n        ImFileClose(g.LogFile);\n        break;\n    case ImGuiLogType_Buffer:\n        break;\n    case ImGuiLogType_Clipboard:\n        if (!g.LogBuffer.empty())\n            SetClipboardText(g.LogBuffer.begin());\n        break;\n    case ImGuiLogType_None:\n        IM_ASSERT(0);\n        break;\n    }\n\n    g.LogEnabled = false;\n    g.LogType = ImGuiLogType_None;\n    g.LogFile = NULL;\n    g.LogBuffer.clear();\n}\n\n// Helper to display logging buttons\n// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)\nvoid ImGui::LogButtons()\n{\n    ImGuiContext& g = *GImGui;\n\n    PushID(\"LogButtons\");\n#ifndef IMGUI_DISABLE_TTY_FUNCTIONS\n    const bool log_to_tty = Button(\"Log To TTY\"); SameLine();\n#else\n    const bool log_to_tty = false;\n#endif\n    const bool log_to_file = Button(\"Log To File\"); SameLine();\n    const bool log_to_clipboard = Button(\"Log To Clipboard\"); SameLine();\n    PushAllowKeyboardFocus(false);\n    SetNextItemWidth(80.0f);\n    SliderInt(\"Default Depth\", &g.LogDepthToExpandDefault, 0, 9, NULL);\n    PopAllowKeyboardFocus();\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();\n    if (log_to_file)\n        LogToFile();\n    if (log_to_clipboard)\n        LogToClipboard();\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] SETTINGS\n//-----------------------------------------------------------------------------\n// - UpdateSettings() [Internal]\n// - MarkIniSettingsDirty() [Internal]\n// - CreateNewWindowSettings() [Internal]\n// - FindWindowSettings() [Internal]\n// - FindOrCreateWindowSettings() [Internal]\n// - FindSettingsHandler() [Internal]\n// - ClearIniSettings() [Internal]\n// - LoadIniSettingsFromDisk()\n// - LoadIniSettingsFromMemory()\n// - SaveIniSettingsToDisk()\n// - SaveIniSettingsToMemory()\n// - WindowSettingsHandler_***() [Internal]\n//-----------------------------------------------------------------------------\n\n// Called by NewFrame()\nvoid ImGui::UpdateSettings()\n{\n    // Load settings on first frame (if not explicitly loaded manually before)\n    ImGuiContext& g = *GImGui;\n    if (!g.SettingsLoaded)\n    {\n        IM_ASSERT(g.SettingsWindows.empty());\n        if (g.IO.IniFilename)\n            LoadIniSettingsFromDisk(g.IO.IniFilename);\n        g.SettingsLoaded = true;\n    }\n\n    // Save settings (with a delay after the last modification, 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        {\n            if (g.IO.IniFilename != NULL)\n                SaveIniSettingsToDisk(g.IO.IniFilename);\n            else\n                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.\n            g.SettingsDirtyTimer = 0.0f;\n        }\n    }\n}\n\nvoid ImGui::MarkIniSettingsDirty()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.SettingsDirtyTimer <= 0.0f)\n        g.SettingsDirtyTimer = g.IO.IniSavingRate;\n}\n\nvoid ImGui::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\nImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)\n{\n    ImGuiContext& g = *GImGui;\n\n#if !IMGUI_DEBUG_INI_SETTINGS\n    // Skip to the \"###\" marker if any. We don't skip past to match the behavior of GetID()\n    // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier.\n    if (const char* p = strstr(name, \"###\"))\n        name = p;\n#endif\n    const size_t name_len = strlen(name);\n\n    // Allocate chunk\n    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;\n    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);\n    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();\n    settings->ID = ImHashStr(name, name_len);\n    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator\n\n    return settings;\n}\n\nImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))\n        if (settings->ID == id)\n            return settings;\n    return NULL;\n}\n\nImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name)\n{\n    if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name)))\n        return settings;\n    return CreateNewWindowSettings(name);\n}\n\nImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)\n{\n    ImGuiContext& g = *GImGui;\n    const ImGuiID type_hash = ImHashStr(type_name);\n    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)\n        if (g.SettingsHandlers[handler_n].TypeHash == type_hash)\n            return &g.SettingsHandlers[handler_n];\n    return NULL;\n}\n\nvoid ImGui::ClearIniSettings()\n{\n    ImGuiContext& g = *GImGui;\n    g.SettingsIniData.clear();\n    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)\n        if (g.SettingsHandlers[handler_n].ClearAllFn)\n            g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]);\n}\n\nvoid ImGui::LoadIniSettingsFromDisk(const char* ini_filename)\n{\n    size_t file_data_size = 0;\n    char* file_data = (char*)ImFileLoadToMemory(ini_filename, \"rb\", &file_data_size);\n    if (!file_data)\n        return;\n    LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);\n    IM_FREE(file_data);\n}\n\n// Zero-tolerance, no error reporting, cheap .ini parsing\nvoid ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.Initialized);\n    //IM_ASSERT(!g.WithinFrameScope && \"Cannot be called between NewFrame() and EndFrame()\");\n    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);\n\n    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).\n    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..\n    if (ini_size == 0)\n        ini_size = strlen(ini_data);\n    g.SettingsIniData.Buf.resize((int)ini_size + 1);\n    char* const buf = g.SettingsIniData.Buf.Data;\n    char* const buf_end = buf + ini_size;\n    memcpy(buf, ini_data, ini_size);\n    buf_end[0] = 0;\n\n    // Call pre-read handlers\n    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)\n    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)\n        if (g.SettingsHandlers[handler_n].ReadInitFn)\n            g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]);\n\n    void* entry_data = NULL;\n    ImGuiSettingsHandler* entry_handler = NULL;\n\n    char* line_end = NULL;\n    for (char* line = buf; line < buf_end; line = line_end + 1)\n    {\n        // Skip new lines markers, then find end of the line\n        while (*line == '\\n' || *line == '\\r')\n            line++;\n        line_end = line;\n        while (line_end < buf_end && *line_end != '\\n' && *line_end != '\\r')\n            line_end++;\n        line_end[0] = 0;\n        if (line[0] == ';')\n            continue;\n        if (line[0] == '[' && line_end > line && line_end[-1] == ']')\n        {\n            // Parse \"[Type][Name]\". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.\n            line_end[-1] = 0;\n            const char* name_end = line_end - 1;\n            const char* type_start = line + 1;\n            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');\n            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;\n            if (!type_end || !name_start)\n                continue;\n            *type_end = 0; // Overwrite first ']'\n            name_start++;  // Skip second '['\n            entry_handler = FindSettingsHandler(type_start);\n            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;\n        }\n        else if (entry_handler != NULL && entry_data != NULL)\n        {\n            // Let type handler parse the line\n            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);\n        }\n    }\n    g.SettingsLoaded = true;\n\n    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)\n    memcpy(buf, ini_data, ini_size);\n\n    // Call post-read handlers\n    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)\n        if (g.SettingsHandlers[handler_n].ApplyAllFn)\n            g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]);\n}\n\nvoid ImGui::SaveIniSettingsToDisk(const char* ini_filename)\n{\n    ImGuiContext& g = *GImGui;\n    g.SettingsDirtyTimer = 0.0f;\n    if (!ini_filename)\n        return;\n\n    size_t ini_data_size = 0;\n    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);\n    ImFileHandle f = ImFileOpen(ini_filename, \"wt\");\n    if (!f)\n        return;\n    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);\n    ImFileClose(f);\n}\n\n// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer\nconst char* ImGui::SaveIniSettingsToMemory(size_t* out_size)\n{\n    ImGuiContext& g = *GImGui;\n    g.SettingsDirtyTimer = 0.0f;\n    g.SettingsIniData.Buf.resize(0);\n    g.SettingsIniData.Buf.push_back(0);\n    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)\n    {\n        ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n];\n        handler->WriteAllFn(&g, handler, &g.SettingsIniData);\n    }\n    if (out_size)\n        *out_size = (size_t)g.SettingsIniData.size();\n    return g.SettingsIniData.c_str();\n}\n\nstatic void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)\n{\n    ImGuiContext& g = *ctx;\n    for (int i = 0; i != g.Windows.Size; i++)\n        g.Windows[i]->SettingsOffset = -1;\n    g.SettingsWindows.clear();\n}\n\nstatic void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)\n{\n    ImGuiWindowSettings* settings = ImGui::FindOrCreateWindowSettings(name);\n    ImGuiID id = settings->ID;\n    *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry\n    settings->ID = id;\n    settings->WantApply = true;\n    return (void*)settings;\n}\n\nstatic void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)\n{\n    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;\n    int x, y;\n    int i;\n    if (sscanf(line, \"Pos=%i,%i\", &x, &y) == 2)         { settings->Pos = ImVec2ih((short)x, (short)y); }\n    else if (sscanf(line, \"Size=%i,%i\", &x, &y) == 2)   { settings->Size = ImVec2ih((short)x, (short)y); }\n    else if (sscanf(line, \"Collapsed=%d\", &i) == 1)     { settings->Collapsed = (i != 0); }\n}\n\n// Apply to existing windows (if any)\nstatic void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)\n{\n    ImGuiContext& g = *ctx;\n    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))\n        if (settings->WantApply)\n        {\n            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))\n                ApplyWindowSettings(window, settings);\n            settings->WantApply = false;\n        }\n}\n\nstatic void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)\n{\n    // Gather data from windows that were active during this session\n    // (if a window wasn't opened in this session we preserve its settings)\n    ImGuiContext& g = *ctx;\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\n        ImGuiWindowSettings* settings = (window->SettingsOffset != -1) ? g.SettingsWindows.ptr_from_offset(window->SettingsOffset) : ImGui::FindWindowSettings(window->ID);\n        if (!settings)\n        {\n            settings = ImGui::CreateNewWindowSettings(window->Name);\n            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);\n        }\n        IM_ASSERT(settings->ID == window->ID);\n        settings->Pos = ImVec2ih((short)window->Pos.x, (short)window->Pos.y);\n        settings->Size = ImVec2ih((short)window->SizeFull.x, (short)window->SizeFull.y);\n        settings->Collapsed = window->Collapsed;\n    }\n\n    // Write to text buffer\n    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve\n    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))\n    {\n        const char* settings_name = settings->GetName();\n        buf->appendf(\"[%s][%s]\\n\", handler->TypeName, settings_name);\n        buf->appendf(\"Pos=%d,%d\\n\", settings->Pos.x, settings->Pos.y);\n        buf->appendf(\"Size=%d,%d\\n\", settings->Size.x, settings->Size.y);\n        buf->appendf(\"Collapsed=%d\\n\", settings->Collapsed);\n        buf->append(\"\\n\");\n    }\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] VIEWPORTS, PLATFORM WINDOWS\n//-----------------------------------------------------------------------------\n\n// (this section is filled in the 'docking' branch)\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] DOCKING\n//-----------------------------------------------------------------------------\n\n// (this section is filled in the 'docking' branch)\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] PLATFORM DEPENDENT HELPERS\n//-----------------------------------------------------------------------------\n\n#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)\n\n#ifdef _MSC_VER\n#pragma comment(lib, \"user32\")\n#pragma comment(lib, \"kernel32\")\n#endif\n\n// Win32 clipboard implementation\n// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()\nstatic const char* GetClipboardTextFn_DefaultImpl(void*)\n{\n    ImGuiContext& g = *GImGui;\n    g.ClipboardHandlerData.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 (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))\n    {\n        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);\n        g.ClipboardHandlerData.resize(buf_len);\n        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);\n    }\n    ::GlobalUnlock(wbuf_handle);\n    ::CloseClipboard();\n    return g.ClipboardHandlerData.Data;\n}\n\nstatic void SetClipboardTextFn_DefaultImpl(void*, const char* text)\n{\n    if (!::OpenClipboard(NULL))\n        return;\n    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);\n    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));\n    if (wbuf_handle == NULL)\n    {\n        ::CloseClipboard();\n        return;\n    }\n    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);\n    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);\n    ::GlobalUnlock(wbuf_handle);\n    ::EmptyClipboard();\n    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)\n        ::GlobalFree(wbuf_handle);\n    ::CloseClipboard();\n}\n\n#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)\n\n#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file\nstatic PasteboardRef main_clipboard = 0;\n\n// OSX clipboard implementation\n// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!\nstatic void SetClipboardTextFn_DefaultImpl(void*, const char* text)\n{\n    if (!main_clipboard)\n        PasteboardCreate(kPasteboardClipboard, &main_clipboard);\n    PasteboardClear(main_clipboard);\n    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));\n    if (cf_data)\n    {\n        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR(\"public.utf8-plain-text\"), cf_data, 0);\n        CFRelease(cf_data);\n    }\n}\n\nstatic const char* GetClipboardTextFn_DefaultImpl(void*)\n{\n    if (!main_clipboard)\n        PasteboardCreate(kPasteboardClipboard, &main_clipboard);\n    PasteboardSynchronize(main_clipboard);\n\n    ItemCount item_count = 0;\n    PasteboardGetItemCount(main_clipboard, &item_count);\n    for (ItemCount i = 0; i < item_count; i++)\n    {\n        PasteboardItemID item_id = 0;\n        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);\n        CFArrayRef flavor_type_array = 0;\n        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);\n        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)\n        {\n            CFDataRef cf_data;\n            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR(\"public.utf8-plain-text\"), &cf_data) == noErr)\n            {\n                ImGuiContext& g = *GImGui;\n                g.ClipboardHandlerData.clear();\n                int length = (int)CFDataGetLength(cf_data);\n                g.ClipboardHandlerData.resize(length + 1);\n                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);\n                g.ClipboardHandlerData[length] = 0;\n                CFRelease(cf_data);\n                return g.ClipboardHandlerData.Data;\n            }\n        }\n    }\n    return NULL;\n}\n\n#else\n\n// Local Dear 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.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();\n}\n\nstatic void SetClipboardTextFn_DefaultImpl(void*, const char* text)\n{\n    ImGuiContext& g = *GImGui;\n    g.ClipboardHandlerData.clear();\n    const char* text_end = text + strlen(text);\n    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);\n    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));\n    g.ClipboardHandlerData[(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_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)\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    ImGuiIO& io = ImGui::GetIO();\n    if (HWND hwnd = (HWND)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            ::ImmReleaseContext(hwnd, himc);\n        }\n}\n\n#else\n\nstatic void ImeSetInputScreenPosFn_DefaultImpl(int, int) {}\n\n#endif\n\n//-----------------------------------------------------------------------------\n// [SECTION] METRICS/DEBUGGER WINDOW\n//-----------------------------------------------------------------------------\n// - MetricsHelpMarker() [Internal]\n// - ShowMetricsWindow()\n// - DebugNodeColumns() [Internal]\n// - DebugNodeDrawList() [Internal]\n// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]\n// - DebugNodeStorage() [Internal]\n// - DebugNodeTabBar() [Internal]\n// - DebugNodeWindow() [Internal]\n// - DebugNodeWindowSettings() [Internal]\n// - DebugNodeWindowsList() [Internal]\n//-----------------------------------------------------------------------------\n\n#ifndef IMGUI_DISABLE_METRICS_WINDOW\n\n// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.\nstatic void MetricsHelpMarker(const char* desc)\n{\n    ImGui::TextDisabled(\"(?)\");\n    if (ImGui::IsItemHovered())\n    {\n        ImGui::BeginTooltip();\n        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);\n        ImGui::TextUnformatted(desc);\n        ImGui::PopTextWrapPos();\n        ImGui::EndTooltip();\n    }\n}\n\nvoid ImGui::ShowMetricsWindow(bool* p_open)\n{\n    if (!Begin(\"Dear ImGui Metrics/Debugger\", p_open))\n    {\n        End();\n        return;\n    }\n\n    ImGuiContext& g = *GImGui;\n    ImGuiIO& io = g.IO;\n    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;\n\n    // Basic info\n    Text(\"Dear ImGui %s\", ImGui::GetVersion());\n    Text(\"Application average %.3f ms/frame (%.1f FPS)\", 1000.0f / io.Framerate, io.Framerate);\n    Text(\"%d vertices, %d indices (%d triangles)\", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);\n    Text(\"%d active windows (%d visible)\", io.MetricsActiveWindows, io.MetricsRenderWindows);\n    Text(\"%d active allocations\", io.MetricsActiveAllocations);\n    //SameLine(); if (SmallButton(\"GC\")) { g.GcCompactAll = true; }\n\n    Separator();\n\n    // Debugging enums\n    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type\n    const char* wrt_rects_names[WRT_Count] = { \"OuterRect\", \"OuterRectClipped\", \"InnerRect\", \"InnerClipRect\", \"WorkRect\", \"Content\", \"ContentRegionRect\" };\n    enum { TRT_OuterRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type\n    const char* trt_rects_names[TRT_Count] = { \"OuterRect\", \"WorkRect\", \"HostClipRect\", \"InnerClipRect\", \"BackgroundClipRect\", \"ColumnsRect\", \"ColumnsClipRect\", \"ColumnsContentHeadersUsed\", \"ColumnsContentHeadersIdeal\", \"ColumnsContentFrozen\", \"ColumnsContentUnfrozen\" };\n    if (cfg->ShowWindowsRectsType < 0)\n        cfg->ShowWindowsRectsType = WRT_WorkRect;\n    if (cfg->ShowTablesRectsType < 0)\n        cfg->ShowTablesRectsType = TRT_WorkRect;\n\n    struct Funcs\n    {\n        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)\n        {\n            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }\n            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }\n            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }\n            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }\n            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }\n            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table->LastOuterHeight); }\n            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }\n            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } // Note: y1/y2 not always accurate\n            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table->LastFirstRowHeight); }\n            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table->LastFirstRowHeight); }\n            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table->LastFirstRowHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }\n            IM_ASSERT(0);\n            return ImRect();\n        }\n\n        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)\n        {\n            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }\n            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }\n            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }\n            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }\n            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }\n            else if (rect_type == WRT_Content)              { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }\n            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }\n            IM_ASSERT(0);\n            return ImRect();\n        }\n    };\n\n    // Tools\n    if (TreeNode(\"Tools\"))\n    {\n        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.\n        if (Button(\"Item Picker..\"))\n            DebugStartItemPicker();\n        SameLine();\n        MetricsHelpMarker(\"Will call the IM_DEBUG_BREAK() macro to break in debugger.\\nWarning: If you don't have a debugger attached, this will probably crash.\");\n\n        Checkbox(\"Show windows begin order\", &cfg->ShowWindowsBeginOrder);\n        Checkbox(\"Show windows rectangles\", &cfg->ShowWindowsRects);\n        SameLine();\n        SetNextItemWidth(GetFontSize() * 12);\n        cfg->ShowWindowsRects |= Combo(\"##show_windows_rect_type\", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);\n        if (cfg->ShowWindowsRects && g.NavWindow != NULL)\n        {\n            BulletText(\"'%s':\", g.NavWindow->Name);\n            Indent();\n            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)\n            {\n                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);\n                Text(\"(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s\", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);\n            }\n            Unindent();\n        }\n        Checkbox(\"Show ImDrawCmd mesh when hovering\", &cfg->ShowDrawCmdMesh);\n        Checkbox(\"Show ImDrawCmd bounding boxes when hovering\", &cfg->ShowDrawCmdBoundingBoxes);\n\n        Checkbox(\"Show tables rectangles\", &cfg->ShowTablesRects);\n        SameLine();\n        SetNextItemWidth(GetFontSize() * 12);\n        cfg->ShowTablesRects |= Combo(\"##show_table_rects_type\", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);\n        if (cfg->ShowTablesRects && g.NavWindow != NULL)\n        {\n            for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++)\n            {\n                ImGuiTable* table = g.Tables.GetByIndex(table_n);\n                if (table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))\n                    continue;\n\n                BulletText(\"Table 0x%08X (%d columns, in '%s')\", table->ID, table->ColumnsCount, table->OuterWindow->Name);\n                if (IsItemHovered())\n                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, ~0, 2.0f);\n                Indent();\n                char buf[128];\n                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)\n                {\n                    if (rect_n >= TRT_ColumnsRect)\n                    {\n                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)\n                            continue;\n                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n                        {\n                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);\n                            ImFormatString(buf, IM_ARRAYSIZE(buf), \"(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s\", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);\n                            Selectable(buf);\n                            if (IsItemHovered())\n                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, ~0, 2.0f);\n                        }\n                    }\n                    else\n                    {\n                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);\n                        ImFormatString(buf, IM_ARRAYSIZE(buf), \"(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s\", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);\n                        Selectable(buf);\n                        if (IsItemHovered())\n                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, ~0, 2.0f);\n                    }\n                }\n                Unindent();\n            }\n        }\n\n        TreePop();\n    }\n\n    // Contents\n    DebugNodeWindowsList(&g.Windows, \"Windows\");\n    //DebugNodeWindowList(&g.WindowsFocusOrder, \"WindowsFocusOrder\");\n    if (TreeNode(\"DrawLists\", \"Active DrawLists (%d)\", g.DrawDataBuilder.Layers[0].Size))\n    {\n        for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++)\n            DebugNodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], \"DrawList\");\n        TreePop();\n    }\n\n    // Details for Popups\n    if (TreeNode(\"Popups\", \"Popups (%d)\", g.OpenPopupStack.Size))\n    {\n        for (int i = 0; i < g.OpenPopupStack.Size; i++)\n        {\n            ImGuiWindow* window = g.OpenPopupStack[i].Window;\n            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        TreePop();\n    }\n\n    // Details for TabBars\n    if (TreeNode(\"TabBars\", \"Tab Bars (%d)\", g.TabBars.GetSize()))\n    {\n        for (int n = 0; n < g.TabBars.GetSize(); n++)\n            DebugNodeTabBar(g.TabBars.GetByIndex(n), \"TabBar\");\n        TreePop();\n    }\n\n    // Details for Tables\n#ifdef IMGUI_HAS_TABLE\n    if (TreeNode(\"Tables\", \"Tables (%d)\", g.Tables.GetSize()))\n    {\n        for (int n = 0; n < g.Tables.GetSize(); n++)\n            DebugNodeTable(g.Tables.GetByIndex(n));\n        TreePop();\n    }\n#endif // #ifdef IMGUI_HAS_TABLE\n\n    // Details for Docking\n#ifdef IMGUI_HAS_DOCK\n    if (TreeNode(\"Docking\"))\n    {\n        TreePop();\n    }\n#endif // #ifdef IMGUI_HAS_DOCK\n\n    // Settings\n    if (TreeNode(\"Settings\"))\n    {\n        if (SmallButton(\"Clear\"))\n            ClearIniSettings();\n        SameLine();\n        if (SmallButton(\"Save to memory\"))\n            SaveIniSettingsToMemory();\n        SameLine();\n        if (SmallButton(\"Save to disk\"))\n            SaveIniSettingsToDisk(g.IO.IniFilename);\n        SameLine();\n        if (g.IO.IniFilename)\n            Text(\"\\\"%s\\\"\", g.IO.IniFilename);\n        else\n            TextUnformatted(\"<NULL>\");\n        Text(\"SettingsDirtyTimer %.2f\", g.SettingsDirtyTimer);\n        if (TreeNode(\"SettingsHandlers\", \"Settings handlers: (%d)\", g.SettingsHandlers.Size))\n        {\n            for (int n = 0; n < g.SettingsHandlers.Size; n++)\n                BulletText(\"%s\", g.SettingsHandlers[n].TypeName);\n            TreePop();\n        }\n        if (TreeNode(\"SettingsWindows\", \"Settings packed data: Windows: %d bytes\", g.SettingsWindows.size()))\n        {\n            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))\n                DebugNodeWindowSettings(settings);\n            TreePop();\n        }\n\n#ifdef IMGUI_HAS_TABLE\n        if (TreeNode(\"SettingsTables\", \"Settings packed data: Tables: %d bytes\", g.SettingsTables.size()))\n        {\n            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))\n                DebugNodeTableSettings(settings);\n            TreePop();\n        }\n#endif // #ifdef IMGUI_HAS_TABLE\n\n#ifdef IMGUI_HAS_DOCK\n#endif // #ifdef IMGUI_HAS_DOCK\n\n        if (TreeNode(\"SettingsIniData\", \"Settings unpacked data (.ini): %d bytes\", g.SettingsIniData.size()))\n        {\n            InputTextMultiline(\"##Ini\", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);\n            TreePop();\n        }\n        TreePop();\n    }\n\n    // Misc Details\n    if (TreeNode(\"Internal state\"))\n    {\n        const char* input_source_names[] = { \"None\", \"Mouse\", \"Nav\", \"NavKeyboard\", \"NavGamepad\" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);\n\n        Text(\"WINDOWING\");\n        Indent();\n        Text(\"HoveredWindow: '%s'\", g.HoveredWindow ? g.HoveredWindow->Name : \"NULL\");\n        Text(\"HoveredRootWindow: '%s'\", g.HoveredRootWindow ? g.HoveredRootWindow->Name : \"NULL\");\n        Text(\"HoveredWindowUnderMovingWindow: '%s'\", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : \"NULL\");\n        Text(\"MovingWindow: '%s'\", g.MovingWindow ? g.MovingWindow->Name : \"NULL\");\n        Unindent();\n\n        Text(\"ITEMS\");\n        Indent();\n        Text(\"ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s\", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]);\n        Text(\"ActiveIdWindow: '%s'\", g.ActiveIdWindow ? g.ActiveIdWindow->Name : \"NULL\");\n        Text(\"HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d\", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is \"in-flight\" so depending on when the Metrics window is called we may see current frame information or not\n        Text(\"DragDrop: %d, SourceId = 0x%08X, Payload \\\"%s\\\" (%d bytes)\", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);\n        Unindent();\n\n        Text(\"NAV,FOCUS\");\n        Indent();\n        Text(\"NavWindow: '%s'\", g.NavWindow ? g.NavWindow->Name : \"NULL\");\n        Text(\"NavId: 0x%08X, NavLayer: %d\", g.NavId, g.NavLayer);\n        Text(\"NavInputSource: %s\", input_source_names[g.NavInputSource]);\n        Text(\"NavActive: %d, NavVisible: %d\", g.IO.NavActive, g.IO.NavVisible);\n        Text(\"NavActivateId: 0x%08X, NavInputId: 0x%08X\", g.NavActivateId, g.NavInputId);\n        Text(\"NavDisableHighlight: %d, NavDisableMouseHover: %d\", g.NavDisableHighlight, g.NavDisableMouseHover);\n        Text(\"NavFocusScopeId = 0x%08X\", g.NavFocusScopeId);\n        Text(\"NavWindowingTarget: '%s'\", g.NavWindowingTarget ? g.NavWindowingTarget->Name : \"NULL\");\n        Unindent();\n\n        TreePop();\n    }\n\n    // Overlay: Display windows Rectangles and Begin Order\n    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)\n    {\n        for (int n = 0; n < g.Windows.Size; n++)\n        {\n            ImGuiWindow* window = g.Windows[n];\n            if (!window->WasActive)\n                continue;\n            ImDrawList* draw_list = GetForegroundDrawList(window);\n            if (cfg->ShowWindowsRects)\n            {\n                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);\n                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));\n            }\n            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))\n            {\n                char buf[32];\n                ImFormatString(buf, IM_ARRAYSIZE(buf), \"%d\", window->BeginOrderWithinContext);\n                float font_size = GetFontSize();\n                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));\n                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);\n            }\n        }\n    }\n\n#ifdef IMGUI_HAS_TABLE\n    // Overlay: Display Tables Rectangles\n    if (cfg->ShowTablesRects)\n    {\n        for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++)\n        {\n            ImGuiTable* table = g.Tables.GetByIndex(table_n);\n            if (table->LastFrameActive < g.FrameCount - 1)\n                continue;\n            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);\n            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)\n            {\n                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n                {\n                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);\n                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);\n                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;\n                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, ~0, thickness);\n                }\n            }\n            else\n            {\n                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);\n                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));\n            }\n        }\n    }\n#endif // #ifdef IMGUI_HAS_TABLE\n\n#ifdef IMGUI_HAS_DOCK\n    // Overlay: Display Docking info\n    if (show_docking_nodes && g.IO.KeyCtrl)\n    {\n    }\n#endif // #ifdef IMGUI_HAS_DOCK\n\n    End();\n}\n\n// [DEBUG] Display contents of Columns\nvoid ImGui::DebugNodeColumns(ImGuiOldColumns* columns)\n{\n    if (!TreeNode((void*)(uintptr_t)columns->ID, \"Columns Id: 0x%08X, Count: %d, Flags: 0x%04X\", columns->ID, columns->Count, columns->Flags))\n        return;\n    BulletText(\"Width: %.1f (MinX: %.1f, MaxX: %.1f)\", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);\n    for (int column_n = 0; column_n < columns->Columns.Size; column_n++)\n        BulletText(\"Column %02d: OffsetNorm %.3f (= %.1f px)\", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm));\n    TreePop();\n}\n\n// [DEBUG] Display contents of ImDrawList\nvoid ImGui::DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;\n    int cmd_count = draw_list->CmdBuffer.Size;\n    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)\n        cmd_count--;\n    bool node_open = 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, cmd_count);\n    if (draw_list == GetWindowDrawList())\n    {\n        SameLine();\n        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), \"CURRENTLY APPENDING\"); // Can't display stats for active draw list! (we don't have the data double-buffered)\n        if (node_open)\n            TreePop();\n        return;\n    }\n\n    ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list\n    if (window && IsItemHovered())\n        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));\n    if (!node_open)\n        return;\n\n    if (window && !window->WasActive)\n        TextDisabled(\"Warning: owning Window is inactive. This DrawList is not being rendered!\");\n\n    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)\n    {\n        if (pcmd->UserCallback)\n        {\n            BulletText(\"Callback %p, user_data %p\", pcmd->UserCallback, pcmd->UserCallbackData);\n            continue;\n        }\n\n        char buf[300];\n        ImFormatString(buf, IM_ARRAYSIZE(buf), \"DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)\",\n            pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,\n            pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);\n        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), \"%s\", buf);\n        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)\n            DebugNodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);\n        if (!pcmd_node_open)\n            continue;\n\n        // Calculate approximate coverage area (touched pixel count)\n        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.\n        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;\n        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;\n        float total_area = 0.0f;\n        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )\n        {\n            ImVec2 triangle[3];\n            for (int n = 0; n < 3; n++, idx_n++)\n                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;\n            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);\n        }\n\n        // Display vertex information summary. Hover to get all triangles drawn in wire-frame\n        ImFormatString(buf, IM_ARRAYSIZE(buf), \"Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px\", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);\n        Selectable(buf);\n        if (IsItemHovered() && fg_draw_list)\n            DebugNodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, true, false);\n\n        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.\n        ImGuiListClipper clipper;\n        clipper.Begin(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, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)\n            {\n                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);\n                ImVec2 triangle[3];\n                for (int n = 0; n < 3; n++, idx_i++)\n                {\n                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];\n                    triangle[n] = v.pos;\n                    buf_p += ImFormatString(buf_p, buf_end - buf_p, \"%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\\n\",\n                        (n == 0) ? \"Vert:\" : \"     \", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);\n                }\n\n                Selectable(buf, false);\n                if (fg_draw_list && IsItemHovered())\n                {\n                    ImDrawListFlags backup_flags = fg_draw_list->Flags;\n                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.\n                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), true, 1.0f);\n                    fg_draw_list->Flags = backup_flags;\n                }\n            }\n        TreePop();\n    }\n    TreePop();\n}\n\n// [DEBUG] Display mesh/aabb of a ImDrawCmd\nvoid ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow* window, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)\n{\n    IM_ASSERT(show_mesh || show_aabb);\n    ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list\n    ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;\n    ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;\n\n    // Draw wire-frame version of all triangles\n    ImRect clip_rect = draw_cmd->ClipRect;\n    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);\n    ImDrawListFlags backup_flags = fg_draw_list->Flags;\n    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.\n    for (unsigned int idx_n = draw_cmd->IdxOffset; idx_n < draw_cmd->IdxOffset + draw_cmd->ElemCount; )\n    {\n        ImVec2 triangle[3];\n        for (int n = 0; n < 3; n++, idx_n++)\n            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));\n        if (show_mesh)\n            fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), true, 1.0f); // In yellow: mesh triangles\n    }\n    // Draw bounding boxes\n    if (show_aabb)\n    {\n        fg_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU\n        fg_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles\n    }\n    fg_draw_list->Flags = backup_flags;\n}\n\n// [DEBUG] Display contents of ImGuiStorage\nvoid ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)\n{\n    if (!TreeNode(label, \"%s: %d entries, %d bytes\", label, storage->Data.Size, storage->Data.size_in_bytes()))\n        return;\n    for (int n = 0; n < storage->Data.Size; n++)\n    {\n        const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n];\n        BulletText(\"Key 0x%08X Value { i: %d }\", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.\n    }\n    TreePop();\n}\n\n// [DEBUG] Display contents of ImGuiTabBar\nvoid ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)\n{\n    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.\n    char buf[256];\n    char* p = buf;\n    const char* buf_end = buf + IM_ARRAYSIZE(buf);\n    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);\n    p += ImFormatString(p, buf_end - p, \"%s 0x%08X (%d tabs)%s\", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? \"\" : \" *Inactive*\");\n    IM_UNUSED(p);\n    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }\n    bool open = TreeNode(tab_bar, \"%s\", buf);\n    if (!is_active) { PopStyleColor(); }\n    if (is_active && IsItemHovered())\n    {\n        ImDrawList* draw_list = GetForegroundDrawList();\n        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));\n        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));\n        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));\n    }\n    if (open)\n    {\n        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)\n        {\n            const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];\n            PushID(tab);\n            if (SmallButton(\"<\")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);\n            if (SmallButton(\">\")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();\n            Text(\"%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f\",\n                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : \"\", tab->Offset, tab->Width, tab->ContentWidth);\n            PopID();\n        }\n        TreePop();\n    }\n}\n\nvoid ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)\n{\n    if (window == NULL)\n    {\n        BulletText(\"%s: NULL\", label);\n        return;\n    }\n\n    ImGuiContext& g = *GImGui;\n    const bool is_active = window->WasActive;\n    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;\n    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }\n    const bool open = TreeNodeEx(label, tree_node_flags, \"%s '%s'%s\", label, window->Name, is_active ? \"\" : \" *Inactive*\");\n    if (!is_active) { PopStyleColor(); }\n    if (IsItemHovered() && is_active)\n        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));\n    if (!open)\n        return;\n\n    if (window->MemoryCompacted)\n        TextDisabled(\"Note: some memory buffers have been compacted/freed.\");\n\n    ImGuiWindowFlags flags = window->Flags;\n    DebugNodeDrawList(window, window->DrawList, \"DrawList\");\n    BulletText(\"Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f)\", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y);\n    BulletText(\"Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)\", flags,\n        (flags & ImGuiWindowFlags_ChildWindow)  ? \"Child \" : \"\",      (flags & ImGuiWindowFlags_Tooltip)     ? \"Tooltip \"   : \"\",  (flags & ImGuiWindowFlags_Popup) ? \"Popup \" : \"\",\n        (flags & ImGuiWindowFlags_Modal)        ? \"Modal \" : \"\",      (flags & ImGuiWindowFlags_ChildMenu)   ? \"ChildMenu \" : \"\",  (flags & ImGuiWindowFlags_NoSavedSettings) ? \"NoSavedSettings \" : \"\",\n        (flags & ImGuiWindowFlags_NoMouseInputs)? \"NoMouseInputs\":\"\", (flags & ImGuiWindowFlags_NoNavInputs) ? \"NoNavInputs\" : \"\", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? \"AlwaysAutoResize\" : \"\");\n    BulletText(\"Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s\", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? \"X\" : \"\", window->ScrollbarY ? \"Y\" : \"\");\n    BulletText(\"Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d\", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);\n    BulletText(\"Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d\", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);\n    BulletText(\"NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X\", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask);\n    BulletText(\"NavLastChildNavWindow: %s\", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : \"NULL\");\n    if (!window->NavRectRel[0].IsInverted())\n        BulletText(\"NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)\", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y);\n    else\n        BulletText(\"NavRectRel[0]: <None>\");\n    if (window->RootWindow != window)       { DebugNodeWindow(window->RootWindow, \"RootWindow\"); }\n    if (window->ParentWindow != NULL)       { DebugNodeWindow(window->ParentWindow, \"ParentWindow\"); }\n    if (window->DC.ChildWindows.Size > 0)   { DebugNodeWindowsList(&window->DC.ChildWindows, \"ChildWindows\"); }\n    if (window->ColumnsStorage.Size > 0 && TreeNode(\"Columns\", \"Columns sets (%d)\", window->ColumnsStorage.Size))\n    {\n        for (int n = 0; n < window->ColumnsStorage.Size; n++)\n            DebugNodeColumns(&window->ColumnsStorage[n]);\n        TreePop();\n    }\n    DebugNodeStorage(&window->StateStorage, \"Storage\");\n    TreePop();\n}\n\nvoid ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)\n{\n    Text(\"0x%08X \\\"%s\\\" Pos (%d,%d) Size (%d,%d) Collapsed=%d\",\n        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);\n}\n\n\nvoid ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)\n{\n    if (!TreeNode(label, \"%s (%d)\", label, windows->Size))\n        return;\n    Text(\"(In front-to-back order:)\");\n    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back\n    {\n        PushID((*windows)[i]);\n        DebugNodeWindow((*windows)[i], \"Window\");\n        PopID();\n    }\n    TreePop();\n}\n\n#else\n\nvoid ImGui::ShowMetricsWindow(bool*) {}\nvoid ImGui::DebugNodeColumns(ImGuiOldColumns*) {}\nvoid ImGui::DebugNodeDrawList(ImGuiWindow*, const ImDrawList*, const char*) {}\nvoid ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}\nvoid ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}\nvoid ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}\nvoid ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}\nvoid ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}\nvoid ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}\n\n#endif\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\n#endif // #ifndef IMGUI_DISABLE\n"
  },
  {
    "path": "LView/imgui.h",
    "content": "// dear imgui, v1.80 WIP\n// (headers)\n\n// Help:\n// - Read FAQ at http://dearimgui.org/faq\n// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.\n// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.\n// Read imgui.cpp for details, links and comments.\n\n// Resources:\n// - FAQ                   http://dearimgui.org/faq\n// - Homepage & latest     https://github.com/ocornut/imgui\n// - Releases & changelog  https://github.com/ocornut/imgui/releases\n// - Gallery               https://github.com/ocornut/imgui/issues/3488 (please post your screenshots/video there!)\n// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary\n// - Wiki                  https://github.com/ocornut/imgui/wiki\n// - Issues & support      https://github.com/ocornut/imgui/issues\n\n/*\n\nIndex of this file:\n// Header mess\n// Forward declarations and basic types\n// ImGui API (Dear ImGui end-user API)\n// Flags & Enumerations\n// Memory allocations macros\n// ImVector<>\n// ImGuiStyle\n// ImGuiIO\n// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)\n// Obsolete functions\n// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)\n// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)\n// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)\n\n// FIXME-TABLE: Add ImGuiTableSortSpecs and ImGuiTableColumnSortSpecs in \"Misc data structures\" section above (we don't do it right now to facilitate merging various branches)\n\n*/\n\n#pragma once\n\n// Configuration file with compile-time options (edit imconfig.h or #define IMGUI_USER_CONFIG to your own filename)\n#ifdef IMGUI_USER_CONFIG\n#include IMGUI_USER_CONFIG\n#endif\n#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)\n#include \"imconfig.h\"\n#endif\n\n#ifndef IMGUI_DISABLE\n\n//-----------------------------------------------------------------------------\n// Header mess\n//-----------------------------------------------------------------------------\n\n// Includes\n#include <float.h>                  // FLT_MIN, FLT_MAX\n#include <stdarg.h>                 // va_list, va_start, va_end\n#include <stddef.h>                 // ptrdiff_t, NULL\n#include <string.h>                 // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp\n\n// Version\n// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)\n#define IMGUI_VERSION               \"1.80 WIP\"\n#define IMGUI_VERSION_NUM           17906\n#define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))\n\n// Define attributes of all API symbols declarations (e.g. for DLL under Windows)\n// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)\n// Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API)\n#ifndef IMGUI_API\n#define IMGUI_API\n#endif\n#ifndef IMGUI_IMPL_API\n#define IMGUI_IMPL_API              IMGUI_API\n#endif\n\n// Helper Macros\n#ifndef IM_ASSERT\n#include <assert.h>\n#define IM_ASSERT(_EXPR)            assert(_EXPR)                               // You can override the default assert handler by editing imconfig.h\n#endif\n#define IM_ARRAYSIZE(_ARR)          ((int)(sizeof(_ARR) / sizeof(*(_ARR))))     // Size of a static C-style array. Don't use on pointers!\n#define IM_UNUSED(_VAR)             ((void)(_VAR))                              // Used to silence \"unused variable warnings\". Often useful as asserts may be stripped out from final builds.\n#if (__cplusplus >= 201100)\n#define IM_OFFSETOF(_TYPE,_MEMBER)  offsetof(_TYPE, _MEMBER)                    // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11\n#else\n#define IM_OFFSETOF(_TYPE,_MEMBER)  ((size_t)&(((_TYPE*)0)->_MEMBER))           // Offset of _MEMBER within _TYPE. Old style macro.\n#endif\n#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__clang__)\n#define IM_FMTARGS(FMT)             __attribute__((format(printf, FMT, FMT+1)))     // Apply printf-style warnings to our formatting functions.\n#define IM_FMTLIST(FMT)             __attribute__((format(printf, FMT, 0)))\n#elif !defined(IMGUI_USE_STB_SPRINTF) && defined(__GNUC__) && defined(__MINGW32__)\n#define IM_FMTARGS(FMT)             __attribute__((format(gnu_printf, FMT, FMT+1))) // Apply printf-style warnings to our formatting functions.\n#define IM_FMTLIST(FMT)             __attribute__((format(gnu_printf, FMT, 0)))\n#else\n#define IM_FMTARGS(FMT)\n#define IM_FMTLIST(FMT)\n#endif\n\n// Warnings\n#if defined(__clang__)\n#pragma clang diagnostic push\n#pragma clang diagnostic ignored \"-Wold-style-cast\"\n#if __has_warning(\"-Wzero-as-null-pointer-constant\")\n#pragma clang diagnostic ignored \"-Wzero-as-null-pointer-constant\"\n#endif\n#elif defined(__GNUC__)\n#pragma GCC diagnostic push\n#pragma GCC diagnostic ignored \"-Wpragmas\"                  // warning: unknown option after '#pragma GCC diagnostic' kind\n#pragma GCC diagnostic ignored \"-Wclass-memaccess\"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead\n#endif\n\n//-----------------------------------------------------------------------------\n// Forward declarations and basic types\n//-----------------------------------------------------------------------------\n\n// Forward declarations\nstruct ImDrawChannel;               // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()\nstruct ImDrawCmd;                   // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)\nstruct ImDrawData;                  // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.\nstruct ImDrawList;                  // A single draw command list (generally one per window, conceptually you may see this as a dynamic \"mesh\" builder)\nstruct ImDrawListSharedData;        // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)\nstruct ImDrawListSplitter;          // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.\nstruct ImDrawVert;                  // A single vertex (pos + uv + col = 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 ImFontGlyph;                 // A single font glyph (code point + coordinates within in ImFontAtlas + offset)\nstruct ImFontGlyphRangesBuilder;    // Helper to build glyph ranges from text/string data\nstruct ImColor;                     // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)\nstruct ImGuiContext;                // Dear ImGui context (opaque structure, unless including imgui_internal.h)\nstruct ImGuiIO;                     // Main configuration and I/O between your application and ImGui\nstruct ImGuiInputTextCallbackData;  // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)\nstruct ImGuiListClipper;            // Helper to manually clip large list of items\nstruct ImGuiOnceUponAFrame;         // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro\nstruct ImGuiPayload;                // User data payload for drag and drop operations\nstruct ImGuiSizeCallbackData;       // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)\nstruct ImGuiStorage;                // Helper for key->value storage\nstruct ImGuiStyle;                  // Runtime data for styling/colors\nstruct ImGuiTableSortSpecs;         // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)\nstruct ImGuiTableColumnSortSpecs;   // Sorting specification for one column of a table\nstruct ImGuiTextBuffer;             // Helper to hold and append into a text buffer (~string builder)\nstruct ImGuiTextFilter;             // Helper to parse and apply text filters (e.g. \"aaaaa[,bbbbb][,ccccc]\")\n\n// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)\n// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!\n//   In Visual Studio IDE: CTRL+comma (\"Edit.NavigateTo\") can follow symbols in comments, whereas CTRL+F12 (\"Edit.GoToImplementation\") cannot.\n//   With Visual Assist installed: ALT+G (\"VAssistX.GoToImplementation\") can also follow symbols in comments.\ntypedef int ImGuiCol;               // -> enum ImGuiCol_             // Enum: A color identifier for styling\ntypedef int ImGuiCond;              // -> enum ImGuiCond_            // Enum: A condition for many Set*() functions\ntypedef int ImGuiDataType;          // -> enum ImGuiDataType_        // Enum: A primary data type\ntypedef int ImGuiDir;               // -> enum ImGuiDir_             // Enum: A cardinal direction\ntypedef int ImGuiKey;               // -> enum ImGuiKey_             // Enum: A key identifier (ImGui-side enum)\ntypedef int ImGuiNavInput;          // -> enum ImGuiNavInput_        // Enum: An input identifier for navigation\ntypedef int ImGuiMouseButton;       // -> enum ImGuiMouseButton_     // Enum: A mouse button identifier (0=left, 1=right, 2=middle)\ntypedef int ImGuiMouseCursor;       // -> enum ImGuiMouseCursor_     // Enum: A mouse cursor identifier\ntypedef int ImGuiSortDirection;     // -> enum ImGuiSortDirection_   // Enum: A sorting direction (ascending or descending)\ntypedef int ImGuiStyleVar;          // -> enum ImGuiStyleVar_        // Enum: A variable identifier for styling\ntypedef int ImGuiTableBgTarget;     // -> enum ImGuiTableBgTarget_   // Enum: A color target for TableSetBgColor()\ntypedef int ImDrawCornerFlags;      // -> enum ImDrawCornerFlags_    // Flags: for ImDrawList::AddRect(), AddRectFilled() etc.\ntypedef int ImDrawListFlags;        // -> enum ImDrawListFlags_      // Flags: for ImDrawList\ntypedef int ImFontAtlasFlags;       // -> enum ImFontAtlasFlags_     // Flags: for ImFontAtlas build\ntypedef int ImGuiBackendFlags;      // -> enum ImGuiBackendFlags_    // Flags: for io.BackendFlags\ntypedef int ImGuiButtonFlags;       // -> enum ImGuiButtonFlags_     // Flags: for InvisibleButton()\ntypedef int ImGuiColorEditFlags;    // -> enum ImGuiColorEditFlags_  // Flags: for ColorEdit4(), ColorPicker4() etc.\ntypedef int ImGuiConfigFlags;       // -> enum ImGuiConfigFlags_     // Flags: for io.ConfigFlags\ntypedef int ImGuiComboFlags;        // -> enum ImGuiComboFlags_      // Flags: for BeginCombo()\ntypedef int ImGuiDragDropFlags;     // -> enum ImGuiDragDropFlags_   // Flags: for BeginDragDropSource(), AcceptDragDropPayload()\ntypedef int ImGuiFocusedFlags;      // -> enum ImGuiFocusedFlags_    // Flags: for IsWindowFocused()\ntypedef int ImGuiHoveredFlags;      // -> enum ImGuiHoveredFlags_    // Flags: for IsItemHovered(), IsWindowHovered() etc.\ntypedef int ImGuiInputTextFlags;    // -> enum ImGuiInputTextFlags_  // Flags: for InputText(), InputTextMultiline()\ntypedef int ImGuiKeyModFlags;       // -> enum ImGuiKeyModFlags_     // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super)\ntypedef int ImGuiPopupFlags;        // -> enum ImGuiPopupFlags_      // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()\ntypedef int ImGuiSelectableFlags;   // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()\ntypedef int ImGuiSliderFlags;       // -> enum ImGuiSliderFlags_     // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.\ntypedef int ImGuiTabBarFlags;       // -> enum ImGuiTabBarFlags_     // Flags: for BeginTabBar()\ntypedef int ImGuiTabItemFlags;      // -> enum ImGuiTabItemFlags_    // Flags: for BeginTabItem()\ntypedef int ImGuiTableFlags;        // -> enum ImGuiTableFlags_      // Flags: For BeginTable()\ntypedef int ImGuiTableColumnFlags;  // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()\ntypedef int ImGuiTableRowFlags;     // -> enum ImGuiTableRowFlags_   // Flags: For TableNextRow()\ntypedef int ImGuiTreeNodeFlags;     // -> enum ImGuiTreeNodeFlags_   // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()\ntypedef int ImGuiWindowFlags;       // -> enum ImGuiWindowFlags_     // Flags: for Begin(), BeginChild()\n\n// Other types\n#ifndef ImTextureID                 // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx']\ntypedef void* ImTextureID;          // User data for rendering backend to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details.\n#endif\ntypedef unsigned int ImGuiID;       // A unique ID used by widgets, typically hashed from a stack of string.\ntypedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data);\ntypedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);\n\n// Decoded character types\n// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)\ntypedef unsigned short ImWchar16;   // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.\ntypedef unsigned int ImWchar32;     // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.\n#ifdef IMGUI_USE_WCHAR32            // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]\ntypedef ImWchar32 ImWchar;\n#else\ntypedef ImWchar16 ImWchar;\n#endif\n\n// Basic scalar data types\ntypedef signed char         ImS8;   // 8-bit signed integer\ntypedef unsigned char       ImU8;   // 8-bit unsigned integer\ntypedef signed short        ImS16;  // 16-bit signed integer\ntypedef unsigned short      ImU16;  // 16-bit unsigned integer\ntypedef signed int          ImS32;  // 32-bit signed integer == int\ntypedef unsigned int        ImU32;  // 32-bit unsigned integer (often used to store packed colors)\n#if defined(_MSC_VER) && !defined(__clang__)\ntypedef signed   __int64    ImS64;  // 64-bit signed integer (pre and post C++11 with Visual Studio)\ntypedef unsigned __int64    ImU64;  // 64-bit unsigned integer (pre and post C++11 with Visual Studio)\n#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)\n#include <stdint.h>\ntypedef int64_t             ImS64;  // 64-bit signed integer (pre C++11)\ntypedef uint64_t            ImU64;  // 64-bit unsigned integer (pre C++11)\n#else\ntypedef signed   long long  ImS64;  // 64-bit signed integer (post C++11)\ntypedef unsigned long long  ImU64;  // 64-bit unsigned integer (post C++11)\n#endif\n\n// 2D vector (often used to store positions or sizes)\nstruct ImVec2\n{\n    float                                   x, y;\n    ImVec2()                                { x = y = 0.0f; }\n    ImVec2(float _x, float _y)              { x = _x; y = _y; }\n    float  operator[] (size_t idx) const    { IM_ASSERT(idx <= 1); return (&x)[idx]; }    // We very rarely use this [] operator, the assert overhead is fine.\n    float& operator[] (size_t idx)          { IM_ASSERT(idx <= 1); return (&x)[idx]; }    // We very rarely use this [] operator, the assert overhead is fine.\n#ifdef IM_VEC2_CLASS_EXTRA\n    IM_VEC2_CLASS_EXTRA     // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.\n#endif\n};\n\n// 4D vector (often used to store floating-point colors)\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\n    IM_VEC4_CLASS_EXTRA     // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.\n#endif\n};\n\n//-----------------------------------------------------------------------------\n// ImGui: Dear ImGui end-user API\n// (This is a namespace. You can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)\n//-----------------------------------------------------------------------------\n\nnamespace ImGui\n{\n    // Context creation and access\n    // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.\n    // None of those functions is reliant on the current context.\n    IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);\n    IMGUI_API void          DestroyContext(ImGuiContext* ctx = NULL);   // NULL = destroy current context\n    IMGUI_API ImGuiContext* GetCurrentContext();\n    IMGUI_API void          SetCurrentContext(ImGuiContext* ctx);\n\n    // Main\n    IMGUI_API ImGuiIO&      GetIO();                                    // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)\n    IMGUI_API ImGuiStyle&   GetStyle();                                 // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!\n    IMGUI_API void          NewFrame();                                 // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().\n    IMGUI_API void          EndFrame();                                 // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!\n    IMGUI_API void          Render();                                   // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().\n    IMGUI_API ImDrawData*   GetDrawData();                              // valid after Render() and until the next call to NewFrame(). this is what you have to render.\n\n    // Demo, Debug, Information\n    IMGUI_API void          ShowDemoWindow(bool* p_open = NULL);        // create Demo window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!\n    IMGUI_API void          ShowAboutWindow(bool* p_open = NULL);       // create About window. display Dear ImGui version, credits and build/system information.\n    IMGUI_API void          ShowMetricsWindow(bool* p_open = NULL);     // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various 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 bool          ShowStyleSelector(const char* label);       // add style selector block (not a window), essentially a combo listing the default styles.\n    IMGUI_API void          ShowFontSelector(const char* label);        // add font selector block (not a window), essentially a combo listing the loaded fonts.\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    IMGUI_API const char*   GetVersion();                               // get the compiled version string e.g. \"1.23\" (essentially the compiled value for IMGUI_VERSION)\n\n    // Styles\n    IMGUI_API void          StyleColorsDark(ImGuiStyle* dst = NULL);    // new, recommended style (default)\n    IMGUI_API void          StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style\n    IMGUI_API void          StyleColorsLight(ImGuiStyle* dst = NULL);   // best used with borders and a custom, thicker font\n\n    // Windows\n    // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.\n    // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,\n    //   which clicking will set the boolean to false when clicked.\n    // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.\n    //   Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().\n    // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting\n    //   anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!\n    //   [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,\n    //    BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function\n    //    returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]\n    // - Note that the bottom of window stack always contains a window called \"Debug\".\n    IMGUI_API bool          Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);\n    IMGUI_API void          End();\n\n    // Child Windows\n    // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.\n    // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).\n    // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.\n    //   Always call a matching EndChild() for each BeginChild() call, regardless of its return value.\n    //   [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,\n    //    BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function\n    //    returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]\n    IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);\n    IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);\n    IMGUI_API void          EndChild();\n\n    // Windows Utilities\n    // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.\n    IMGUI_API bool          IsWindowAppearing();\n    IMGUI_API bool          IsWindowCollapsed();\n    IMGUI_API bool          IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.\n    IMGUI_API bool          IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!\n    IMGUI_API ImDrawList*   GetWindowDrawList();                        // get draw list associated to the current window, to append your own drawing 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();                           // get current window width (shortcut for GetWindowSize().x)\n    IMGUI_API float         GetWindowHeight();                          // get current window height (shortcut for GetWindowSize().y)\n\n    // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).\n    IMGUI_API void          SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.\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, ImGuiSizeCallback 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. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.\n    IMGUI_API void          SetNextWindowContentSize(const ImVec2& size);                               // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. 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 / top-most. call before Begin()\n    IMGUI_API void          SetNextWindowBgAlpha(float alpha);                                          // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.\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 / top-most. prefer using SetNextWindowFocus().\n    IMGUI_API void          SetWindowFontScale(float scale);                                            // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().\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 / top-most. use NULL to remove focus.\n\n    // Content region\n    // - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion)\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 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\n    // Windows Scrolling\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          SetScrollHereX(float center_x_ratio = 0.5f);                    // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a \"default/current item\" visible, consider using SetItemDefaultFocus() instead.\n    IMGUI_API void          SetScrollHereY(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. When using to make a \"default/current item\" visible, consider using SetItemDefaultFocus() instead.\n    IMGUI_API void          SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f);  // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.\n    IMGUI_API void          SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f);  // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.\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 void          PushAllowKeyboardFocus(bool allow_keyboard_focus);              // 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 (using io.KeyRepeatDelay/io.KeyRepeatRate setting). 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    IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx);                                // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.\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);                                // push width of items for common large \"item+label\" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). 0.0f = default to ~2/3 of windows width,\n    IMGUI_API void          PopItemWidth();\n    IMGUI_API void          SetNextItemWidth(float item_width);                             // set width of the _next_ common large \"item+label\" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)\n    IMGUI_API float         CalcItemWidth();                                                // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.\n    IMGUI_API void          PushTextWrapPos(float wrap_local_pos_x = 0.0f);                 // push word-wrapping position 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\n    // Cursor / Layout\n    // - By \"cursor\" we mean the current output position.\n    // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.\n    // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.\n    // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:\n    //    Window-local coordinates:   SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()\n    //    Absolute coordinate:        GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.\n    IMGUI_API void          Separator();                                                    // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.\n    IMGUI_API void          SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f);  // call between widgets or groups to layout them horizontally. X position given in window coordinates.\n    IMGUI_API void          NewLine();                                                      // undo a SameLine() or force a new line when in an horizontal-layout context.\n    IMGUI_API void          Spacing();                                                      // add vertical spacing.\n    IMGUI_API void          Dummy(const ImVec2& size);                                      // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.\n    IMGUI_API void          Indent(float indent_w = 0.0f);                                  // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0\n    IMGUI_API void          Unindent(float indent_w = 0.0f);                                // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0\n    IMGUI_API void          BeginGroup();                                                   // lock horizontal starting position\n    IMGUI_API void          EndGroup();                                                     // unlock horizontal starting position + capture the whole group bounding box into one \"item\" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)\n    IMGUI_API ImVec2        GetCursorPos();                                                 // cursor position in window coordinates (relative to window position)\n    IMGUI_API float         GetCursorPosX();                                                //   (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.\n    IMGUI_API float         GetCursorPosY();                                                //    other functions such as GetCursorScreenPos or everything in ImDrawList::\n    IMGUI_API void          SetCursorPos(const ImVec2& local_pos);                          //    are using the main, absolute coordinate system.\n    IMGUI_API void          SetCursorPosX(float local_x);                                   //    GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)\n    IMGUI_API void          SetCursorPosY(float local_y);                                   //\n    IMGUI_API ImVec2        GetCursorStartPos();                                            // initial cursor position in window coordinates\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          AlignTextToFramePadding();                                      // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)\n    IMGUI_API float         GetTextLineHeight();                                            // ~ FontSize\n    IMGUI_API float         GetTextLineHeightWithSpacing();                                 // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)\n    IMGUI_API float         GetFrameHeight();                                               // ~ FontSize + style.FramePadding.y * 2\n    IMGUI_API float         GetFrameHeightWithSpacing();                                    // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)\n\n    // ID stack/scopes\n    // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most\n    //   likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.\n    // - The resulting ID are hashes of the entire stack.\n    // - You can also use the \"Label##foobar\" syntax within widget label to distinguish them from each others.\n    // - In this header file we use the \"label\"/\"name\" terminology to denote a string that will be displayed and used as an ID,\n    //   whereas \"str_id\" denote a string that is only used as an ID and not normally displayed.\n    IMGUI_API void          PushID(const char* str_id);                                     // push string into the ID stack (will hash string).\n    IMGUI_API void          PushID(const char* str_id_begin, const char* str_id_end);       // push string into the ID stack (will hash string).\n    IMGUI_API void          PushID(const void* ptr_id);                                     // push pointer into the ID stack (will hash pointer).\n    IMGUI_API void          PushID(int int_id);                                             // push integer into the ID stack (will hash integer).\n    IMGUI_API void          PopID();                                                        // pop from the ID stack.\n    IMGUI_API ImGuiID       GetID(const char* str_id);                                      // calculate unique ID (hash of whole ID stack + given parameter). e.g. 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: Text\n    IMGUI_API void          TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text(\"%s\", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.\n    IMGUI_API void          Text(const char* fmt, ...)                                      IM_FMTARGS(1); // formatted text\n    IMGUI_API void          TextV(const char* fmt, va_list args)                            IM_FMTLIST(1);\n    IMGUI_API void          TextColored(const ImVec4& col, const char* fmt, ...)            IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();\n    IMGUI_API void          TextColoredV(const ImVec4& col, const char* fmt, va_list args)  IM_FMTLIST(2);\n    IMGUI_API void          TextDisabled(const char* fmt, ...)                              IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();\n    IMGUI_API void          TextDisabledV(const char* fmt, va_list args)                    IM_FMTLIST(1);\n    IMGUI_API void          TextWrapped(const char* fmt, ...)                               IM_FMTARGS(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)                     IM_FMTLIST(1);\n    IMGUI_API void          LabelText(const char* label, const char* fmt, ...)              IM_FMTARGS(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)    IM_FMTLIST(2);\n    IMGUI_API void          BulletText(const char* fmt, ...)                                IM_FMTARGS(1); // shortcut for Bullet()+Text()\n    IMGUI_API void          BulletTextV(const char* fmt, va_list args)                      IM_FMTLIST(1);\n\n    // Widgets: Main\n    // - Most widgets return true when the value has been changed or when pressed/selected\n    // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.\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 within text\n    IMGUI_API bool          InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)\n    IMGUI_API bool          ArrowButton(const char* str_id, ImGuiDir dir);                  // square button with an arrow shape\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, int* flags, int flags_value);\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);                    // use with e.g. if (RadioButton(\"one\", my_value==1)) { my_value = 1; }\n    IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);           // shortcut to handle the above pattern when value is an integer\n    IMGUI_API void          ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1, 0), const char* overlay = NULL);\n    IMGUI_API void          Bullet();                                                       // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses\n\n    // Widgets: Combo Box\n    // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.\n    // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.\n    IMGUI_API bool          BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);\n    IMGUI_API void          EndCombo(); // only call EndCombo() if BeginCombo() returns true!\n    IMGUI_API bool          Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);\n    IMGUI_API bool          Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1);      // Separate items with \\0 within a string, end item-list with \\0\\0. e.g. \"One\\0Two\\0Three\\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 popup_max_height_in_items = -1);\n\n    // Widgets: Drag Sliders\n    // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and 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    // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. \"%.3f\" -> 1.234; \"%5.2f secs\" -> 01.23 secs; \"Biscuit: %.0f\" -> Biscuit: 1; etc.\n    // - Format string may also be set to NULL or use the default format (\"%f\" or \"%d\").\n    // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).\n    // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits.\n    // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.\n    // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.\n    // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.\n    //   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361\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* format = \"%.3f\", ImGuiSliderFlags flags = 0);     // 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* format = \"%.3f\", ImGuiSliderFlags flags = 0);\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* format = \"%.3f\", ImGuiSliderFlags flags = 0);\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* format = \"%.3f\", ImGuiSliderFlags flags = 0);\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* format = \"%.3f\", const char* format_max = NULL, ImGuiSliderFlags flags = 0);\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* format = \"%d\", ImGuiSliderFlags flags = 0);  // 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* format = \"%d\", ImGuiSliderFlags flags = 0);\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* format = \"%d\", ImGuiSliderFlags flags = 0);\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* format = \"%d\", ImGuiSliderFlags flags = 0);\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* format = \"%d\", const char* format_max = NULL, ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);\n\n    // Widgets: Regular Sliders\n    // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.\n    // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. \"%.3f\" -> 1.234; \"%5.2f secs\" -> 01.23 secs; \"Biscuit: %.0f\" -> Biscuit: 1; etc.\n    // - Format string may also be set to NULL or use the default format (\"%f\" or \"%d\").\n    // - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.\n    //   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361\n    IMGUI_API bool          SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);     // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.\n    IMGUI_API bool          SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = \"%.0f deg\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);\n\n    // Widgets: Input with Keyboard\n    // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.\n    // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.\n    IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback 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, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);\n    IMGUI_API bool          InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback 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, const char* format = \"%.3f\", ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputFloat2(const char* label, float v[2], const char* format = \"%.3f\", ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputFloat3(const char* label, float v[3], const char* format = \"%.3f\", ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputFloat4(const char* label, float v[4], const char* format = \"%.3f\", ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = \"%.6f\", ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);\n\n    // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)\n    // - Note that in C++ 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.\n    // - You can 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 color 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    // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.\n    IMGUI_API bool          TreeNode(const char* label);\n    IMGUI_API bool          TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2);   // helper variation to easily decorelate the id from the displayed string. 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_FMTARGS(2);   // \"\n    IMGUI_API bool          TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);\n    IMGUI_API bool          TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);\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_FMTARGS(3);\n    IMGUI_API bool          TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);\n    IMGUI_API bool          TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);\n    IMGUI_API bool          TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);\n    IMGUI_API void          TreePush(const char* str_id);                                       // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.\n    IMGUI_API void          TreePush(const void* ptr_id = NULL);                                // \"\n    IMGUI_API void          TreePop();                                                          // ~ Unindent()+PopId()\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 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    IMGUI_API void          SetNextItemOpen(bool is_open, ImGuiCond cond = 0);                  // set next TreeNode/CollapsingHeader open state.\n\n    // Widgets: Selectables\n    // - A selectable highlights when hovered, and can display another color when selected.\n    // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.\n    IMGUI_API bool          Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // \"bool selected\" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. 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));      // \"bool* p_selected\" point to the selection state (read-write), as a convenient helper.\n\n    // Widgets: List Boxes\n    // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them.\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. if the function return true, you can output elements then 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. only call ListBoxFooter() if ListBoxHeader() returned true!\n\n    // Widgets: Data Plotting\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\n    // Widgets: Value() Helpers.\n    // - Those are merely shortcut to calling Text() with a format string. 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    // Widgets: Menus\n    // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.\n    // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.\n    // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.\n    IMGUI_API bool          BeginMenuBar();                                                     // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).\n    IMGUI_API void          EndMenuBar();                                                       // only call EndMenuBar() if BeginMenuBar() returns true!\n    IMGUI_API bool          BeginMainMenuBar();                                                 // create and append to a full screen menu-bar.\n    IMGUI_API void          EndMainMenuBar();                                                   // only call EndMainMenuBar() if BeginMainMenuBar() returns true!\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();                                                          // only call EndMenu() if BeginMenu() returns true!\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    // Tooltips\n    // - Tooltip are windows following the mouse which do not take focus away.\n    IMGUI_API void          BeginTooltip();                                                     // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).\n    IMGUI_API void          EndTooltip();\n    IMGUI_API void          SetTooltip(const char* fmt, ...) IM_FMTARGS(1);                     // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().\n    IMGUI_API void          SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);\n\n    // Popups, Modals\n    //  - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.\n    //  - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.\n    //  - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.\n    //  - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.\n    //  - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().\n    //  - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.\n    //    This is sometimes leading to confusing mistakes. May rework this in the future.\n    // Popups: begin/end functions\n    //  - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.\n    //  - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar.\n    IMGUI_API bool          BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0);                         // return true if the popup is open, and you can start outputting to it.\n    IMGUI_API bool          BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.\n    IMGUI_API void          EndPopup();                                                                         // only call EndPopup() if BeginPopupXXX() returns true!\n    // Popups: open/close functions\n    //  - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.\n    //  - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.\n    //  - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.\n    //  - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).\n    //  - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().\n    IMGUI_API void          OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0);                     // call to mark popup as open (don't call every frame!).\n    IMGUI_API void          OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);   // helper to open popup when clicked on last item. return true when just opened. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)\n    IMGUI_API void          CloseCurrentPopup();                                                                // manually close the popup we have begin-ed into.\n    // Popups: open+begin combined functions helpers\n    //  - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.\n    //  - They are convenient to easily create context menus, hence the name.\n    //  - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.\n    //  - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.\n    IMGUI_API bool          BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);  // open+begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!\n    IMGUI_API bool          BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.\n    IMGUI_API bool          BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);  // open+begin popup when clicked in void (where there are no windows).\n    // Popups: test function\n    //  - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.\n    //  - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.\n    //  - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.\n    IMGUI_API bool          IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0);                         // return true if the popup is open.\n\n    // Tables\n    // [BETA API] API may evolve!\n    // - Full-featured replacement for old Columns API.\n    // - See Demo->Tables for details.\n    // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.\n    // The typical call flow is:\n    // - 1. Call BeginTable()\n    // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults\n    // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows\n    // - 4. Optionally call TableHeadersRow() to submit a header row (names will be pulled from data submitted to TableSetupColumns)\n    // - 5. Populate contents\n    //    - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.\n    //    - If you are using tables as a sort of grid, where every columns is holding the same type of contents,\n    //      you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().\n    //      TableNextColumn() will automatically wrap-around into the next row if needed.\n    //    - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!\n    //    - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing\n    //      width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know\n    //      it is not going to contribute to row height.\n    //      In many situations, you may skip submitting contents for every columns but one (e.g. the first one).\n    //    - Summary of possible call flow:\n    //      ----------------------------------------------------------------------------------------------------------\n    //       TableNextRow() -> TableSetColumnIndex(0) -> Text(\"Hello 0\") -> TableSetColumnIndex(1) -> Text(\"Hello 1\")  // OK\n    //       TableNextRow() -> TableNextColumn()      -> Text(\"Hello 0\") -> TableNextColumn()      -> Text(\"Hello 1\")  // OK\n    //                         TableNextColumn()      -> Text(\"Hello 0\") -> TableNextColumn()      -> Text(\"Hello 1\")  // OK: TableNextColumn() automatically gets to next row!\n    //       TableNextRow()                           -> Text(\"Hello 0\")                                               // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!\n    //      ----------------------------------------------------------------------------------------------------------\n    // - 5. Call EndTable()\n    #define IMGUI_HAS_TABLE 1\n    IMGUI_API bool          BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f);\n    IMGUI_API void          EndTable();                                 // only call EndTable() if BeginTable() returns true!\n    IMGUI_API void          TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.\n    IMGUI_API bool          TableNextColumn();                          // append into the next column (or first column of next row if currently in last column). Return true when column is visible.\n    IMGUI_API bool          TableSetColumnIndex(int column_n);          // append into the specified column. Return true when column is visible.\n    IMGUI_API int           TableGetColumnIndex();                      // return current column index.\n    IMGUI_API int           TableGetRowIndex();                         // return current row index.\n    // Tables: Headers & Columns declaration\n    // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.\n    //   Important: this will not display anything! The name passed to TableSetupColumn() is used by TableHeadersRow() and context-menus.\n    // - Use TableHeadersRow() to create a row and automatically submit a TableHeader() for each column.\n    //   Headers are required to perform: reordering, sorting, and opening the context menu (but context menu can also be available in columns body using ImGuiTableFlags_ContextMenuInBody).\n    // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in some advanced cases (e.g. adding custom widgets in header row).\n    // - Use TableSetupScrollFreeze() to lock columns (from the right) or rows (from the top) so they stay visible when scrolled.\n    IMGUI_API void          TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = -1.0f, ImU32 user_id = 0);\n    IMGUI_API void          TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.\n    IMGUI_API void          TableHeadersRow();                          // submit all headers cells based on data provided to TableSetupColumn() + submit context menu\n    IMGUI_API void          TableHeader(const char* label);             // submit one header cell manually (rarely used)\n    // Tables: Miscellaneous functions\n    // - Most functions taking 'int column_n' treat the default value of -1 as the same as passing the current column index\n    // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. Return value will be NULL if no sorting.\n    //   When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed since last call, or the first time.\n    //   Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!\n    //   Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().\n    IMGUI_API int                   TableGetColumnCount();                      // return number of columns (value passed to BeginTable)\n    IMGUI_API const char*           TableGetColumnName(int column_n = -1);      // return \"\" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.\n    IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1);     // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags.\n    IMGUI_API ImGuiTableSortSpecs*  TableGetSortSpecs();                        // get latest sort specs for the table (NULL if not sorting).\n    IMGUI_API void                  TableSetBgColor(ImGuiTableBgTarget bg_target, ImU32 color, int column_n = -1);  // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.\n\n    // Legacy Columns API (2020: prefer using Tables!)\n    // - You can also use SameLine(pos_x) to mimic simplified columns.\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    // Tab Bars, Tabs\n    IMGUI_API bool          BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0);        // create and append into a TabBar\n    IMGUI_API void          EndTabBar();                                                        // only call EndTabBar() if BeginTabBar() returns true!\n    IMGUI_API bool          BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.\n    IMGUI_API void          EndTabItem();                                                       // only call EndTabItem() if BeginTabItem() returns true!\n    IMGUI_API bool          TabItemButton(const char* label, ImGuiTabItemFlags flags = 0);      // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.\n    IMGUI_API void          SetTabItemClosed(const char* tab_or_docked_window_label);           // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.\n\n    // Logging/Capture\n    // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.\n    IMGUI_API void          LogToTTY(int auto_open_depth = -1);                                 // start logging to tty (stdout)\n    IMGUI_API void          LogToFile(int auto_open_depth = -1, const char* filename = NULL);   // start logging to file\n    IMGUI_API void          LogToClipboard(int auto_open_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_FMTARGS(1);                        // pass text data straight to log (without being displayed)\n\n    // Drag and Drop\n    // - [BETA API] API may evolve!\n    // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback \"...\" tooltip as replacement)\n    IMGUI_API bool          BeginDragDropSource(ImGuiDragDropFlags flags = 0);                                      // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()\n    IMGUI_API bool          SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0);  // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.\n    IMGUI_API void          EndDragDropSource();                                                                    // only call EndDragDropSource() if BeginDragDropSource() returns true!\n    IMGUI_API bool                  BeginDragDropTarget();                                                          // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()\n    IMGUI_API const ImGuiPayload*   AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0);          // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.\n    IMGUI_API void                  EndDragDropTarget();                                                            // only call EndDragDropTarget() if BeginDragDropTarget() returns true!\n    IMGUI_API const ImGuiPayload*   GetDragDropPayload();                                                           // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.\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    // Focus, Activation\n    // - Prefer using \"SetItemDefaultFocus()\" over \"if (IsWindowAppearing()) SetScrollHereY()\" when applicable to signify \"this is the default item\"\n    IMGUI_API void          SetItemDefaultFocus();                                              // make last item the default focused item of a window.\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 -1 to access previous widget.\n\n    // Item/Widgets Utilities\n    // - Most of the functions are referring to the last/previous item we submitted.\n    // - See Demo Window under \"Widgets->Querying Status\" for an interactive visualization of most of those functions.\n    IMGUI_API bool          IsItemHovered(ImGuiHoveredFlags flags = 0);                         // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.\n    IMGUI_API bool          IsItemActive();                                                     // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)\n    IMGUI_API bool          IsItemFocused();                                                    // is the last item focused for keyboard/gamepad navigation?\n    IMGUI_API bool          IsItemClicked(ImGuiMouseButton mouse_button = 0);                   // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()\n    IMGUI_API bool          IsItemVisible();                                                    // is the last item visible? (items may be out of sight because of clipping/scrolling)\n    IMGUI_API bool          IsItemEdited();                                                     // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the \"bool\" return value of many widgets.\n    IMGUI_API bool          IsItemActivated();                                                  // was the last item just made active (item was previously inactive).\n    IMGUI_API bool          IsItemDeactivated();                                                // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.\n    IMGUI_API bool          IsItemDeactivatedAfterEdit();                                       // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).\n    IMGUI_API bool          IsItemToggledOpen();                                                // was the last item open state toggled? set by TreeNode().\n    IMGUI_API bool          IsAnyItemHovered();                                                 // is any item hovered?\n    IMGUI_API bool          IsAnyItemActive();                                                  // is any item active?\n    IMGUI_API bool          IsAnyItemFocused();                                                 // is any item focused?\n    IMGUI_API ImVec2        GetItemRectMin();                                                   // get upper-left bounding rectangle of the last item (screen space)\n    IMGUI_API ImVec2        GetItemRectMax();                                                   // get lower-right bounding rectangle of the last item (screen space)\n    IMGUI_API ImVec2        GetItemRectSize();                                                  // get size of last item\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\n    // Miscellaneous Utilities\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 double        GetTime();                                                          // get global imgui time. incremented by io.DeltaTime every frame.\n    IMGUI_API int           GetFrameCount();                                                    // get global imgui frame count. incremented by 1 every frame.\n    IMGUI_API ImDrawList*   GetBackgroundDrawList();                                            // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.\n    IMGUI_API ImDrawList*   GetForegroundDrawList();                                            // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.\n    IMGUI_API ImDrawListSharedData* GetDrawListSharedData();                                    // you may use this when creating your own ImDrawList instances.\n    IMGUI_API const char*   GetStyleColorName(ImGuiCol idx);                                    // get a string corresponding to the enum value (for display, saving, etc.).\n    IMGUI_API void          SetStateStorage(ImGuiStorage* storage);                             // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)\n    IMGUI_API ImGuiStorage* GetStateStorage();\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    IMGUI_API bool          BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame\n    IMGUI_API void          EndChildFrame();                                                    // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)\n\n    // Text Utilities\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\n    // Color Utilities\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 Utilities: Keyboard\n    // - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[].\n    // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index.\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].\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 int           GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate\n    IMGUI_API void          CaptureKeyboardFromApp(bool want_capture_keyboard_value = true);    // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting \"io.WantCaptureKeyboard = want_capture_keyboard_value\"; after the next NewFrame() call.\n\n    // Inputs Utilities: Mouse\n    // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.\n    // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.\n    // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')\n    IMGUI_API bool          IsMouseDown(ImGuiMouseButton button);                               // is mouse button held?\n    IMGUI_API bool          IsMouseClicked(ImGuiMouseButton button, bool repeat = false);       // did mouse button clicked? (went from !Down to Down)\n    IMGUI_API bool          IsMouseReleased(ImGuiMouseButton button);                           // did mouse button released? (went from Down to !Down)\n    IMGUI_API bool          IsMouseDoubleClicked(ImGuiMouseButton button);                      // did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true)\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, but disregarding of other consideration of focus/window ordering/popup-block.\n    IMGUI_API bool          IsMousePosValid(const ImVec2* mouse_pos = NULL);                    // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available\n    IMGUI_API bool          IsAnyMouseDown();                                                   // is any mouse button held?\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 mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)\n    IMGUI_API bool          IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f);         // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)\n    IMGUI_API ImVec2        GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f);   // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)\n    IMGUI_API void          ResetMouseDragDelta(ImGuiMouseButton 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 cursor_type);                       // set desired cursor type\n    IMGUI_API void          CaptureMouseFromApp(bool want_capture_mouse_value = true);          // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting \"io.WantCaptureMouse = want_capture_mouse_value;\" after the next NewFrame() call.\n\n    // Clipboard Utilities\n    // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.\n    IMGUI_API const char*   GetClipboardText();\n    IMGUI_API void          SetClipboardText(const char* text);\n\n    // Settings/.Ini Utilities\n    // - The disk functions are automatically called if io.IniFilename != NULL (default is \"imgui.ini\").\n    // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.\n    IMGUI_API void          LoadIniSettingsFromDisk(const char* ini_filename);                  // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).\n    IMGUI_API void          LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.\n    IMGUI_API void          SaveIniSettingsToDisk(const char* ini_filename);                    // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).\n    IMGUI_API const char*   SaveIniSettingsToMemory(size_t* out_ini_size = NULL);               // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.\n\n    // Debug Utilities\n    IMGUI_API bool          DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.\n\n    // Memory Allocators\n    // - All those functions are not reliant on the current context.\n    // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those.\n    IMGUI_API void          SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL);\n    IMGUI_API void*         MemAlloc(size_t size);\n    IMGUI_API void          MemFree(void* ptr);\n\n} // namespace ImGui\n\n//-----------------------------------------------------------------------------\n// Flags & Enumerations\n//-----------------------------------------------------------------------------\n\n// Flags for ImGui::Begin()\nenum ImGuiWindowFlags_\n{\n    ImGuiWindowFlags_None                   = 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 programmatically)\n    ImGuiWindowFlags_NoScrollWithMouse      = 1 << 4,   // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.\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_NoBackground           = 1 << 7,   // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).\n    ImGuiWindowFlags_NoSavedSettings        = 1 << 8,   // Never load/save settings in .ini file\n    ImGuiWindowFlags_NoMouseInputs          = 1 << 9,   // Disable catching mouse, hovering test with pass through.\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 programmatically 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    ImGuiWindowFlags_NoNavInputs            = 1 << 18,  // No gamepad/keyboard navigation within the window\n    ImGuiWindowFlags_NoNavFocus             = 1 << 19,  // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)\n    ImGuiWindowFlags_UnsavedDocument        = 1 << 20,  // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.\n    ImGuiWindowFlags_NoNav                  = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,\n    ImGuiWindowFlags_NoDecoration           = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,\n    ImGuiWindowFlags_NoInputs               = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,\n\n    // [Internal]\n    ImGuiWindowFlags_NavFlattened           = 1 << 23,  // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)\n    ImGuiWindowFlags_ChildWindow            = 1 << 24,  // Don't use! For internal use by BeginChild()\n    ImGuiWindowFlags_Tooltip                = 1 << 25,  // Don't use! For internal use by BeginTooltip()\n    ImGuiWindowFlags_Popup                  = 1 << 26,  // Don't use! For internal use by BeginPopup()\n    ImGuiWindowFlags_Modal                  = 1 << 27,  // Don't use! For internal use by BeginPopupModal()\n    ImGuiWindowFlags_ChildMenu              = 1 << 28   // Don't use! For internal use by BeginMenu()\n\n    // [Obsolete]\n    //ImGuiWindowFlags_ResizeFromAnySide    = 1 << 17,  // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)\n};\n\n// Flags for ImGui::InputText()\nenum ImGuiInputTextFlags_\n{\n    ImGuiInputTextFlags_None                = 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 every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.\n    ImGuiInputTextFlags_CallbackCompletion  = 1 << 6,   // Callback on pressing TAB (for completion handling)\n    ImGuiInputTextFlags_CallbackHistory     = 1 << 7,   // Callback on pressing Up/Down arrows (for history handling)\n    ImGuiInputTextFlags_CallbackAlways      = 1 << 8,   // Callback on each iteration. User code may query cursor position, modify text buffer.\n    ImGuiInputTextFlags_CallbackCharFilter  = 1 << 9,   // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.\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    ImGuiInputTextFlags_NoUndoRedo          = 1 << 16,  // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().\n    ImGuiInputTextFlags_CharsScientific     = 1 << 17,  // Allow 0123456789.+-*/eE (Scientific notation input)\n    ImGuiInputTextFlags_CallbackResize      = 1 << 18,  // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)\n    ImGuiInputTextFlags_CallbackEdit        = 1 << 19,  // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)\n    // [Internal]\n    ImGuiInputTextFlags_Multiline           = 1 << 20,  // For internal use by InputTextMultiline()\n    ImGuiInputTextFlags_NoMarkEdited        = 1 << 21   // For internal use by functions using InputText() before reformatting data\n};\n\n// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()\nenum ImGuiTreeNodeFlags_\n{\n    ImGuiTreeNodeFlags_None                 = 0,\n    ImGuiTreeNodeFlags_Selected             = 1 << 0,   // Draw as selected\n    ImGuiTreeNodeFlags_Framed               = 1 << 1,   // Draw frame with background (e.g. for CollapsingHeader)\n    ImGuiTreeNodeFlags_AllowItemOverlap     = 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_FramePadding         = 1 << 10,  // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().\n    ImGuiTreeNodeFlags_SpanAvailWidth       = 1 << 11,  // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.\n    ImGuiTreeNodeFlags_SpanFullWidth        = 1 << 12,  // Extend hit box to the left-most and right-most edges (bypass the indented area).\n    ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13,  // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)\n    //ImGuiTreeNodeFlags_NoScrollOnOpen     = 1 << 14,  // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible\n    ImGuiTreeNodeFlags_CollapsingHeader     = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog\n};\n\n// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.\n// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat\n//   small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.\n//   It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.\n// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.\n//   IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter\n//   and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag.\n// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).\nenum ImGuiPopupFlags_\n{\n    ImGuiPopupFlags_None                    = 0,\n    ImGuiPopupFlags_MouseButtonLeft         = 0,        // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)\n    ImGuiPopupFlags_MouseButtonRight        = 1,        // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)\n    ImGuiPopupFlags_MouseButtonMiddle       = 2,        // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)\n    ImGuiPopupFlags_MouseButtonMask_        = 0x1F,\n    ImGuiPopupFlags_MouseButtonDefault_     = 1,\n    ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5,   // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack\n    ImGuiPopupFlags_NoOpenOverItems         = 1 << 6,   // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space\n    ImGuiPopupFlags_AnyPopupId              = 1 << 7,   // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.\n    ImGuiPopupFlags_AnyPopupLevel           = 1 << 8,   // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)\n    ImGuiPopupFlags_AnyPopup                = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel\n};\n\n// Flags for ImGui::Selectable()\nenum ImGuiSelectableFlags_\n{\n    ImGuiSelectableFlags_None               = 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    ImGuiSelectableFlags_Disabled           = 1 << 3,   // Cannot be selected, display grayed out text\n    ImGuiSelectableFlags_AllowItemOverlap   = 1 << 4    // (WIP) Hit testing to allow subsequent widgets to overlap this one\n};\n\n// Flags for ImGui::BeginCombo()\nenum ImGuiComboFlags_\n{\n    ImGuiComboFlags_None                    = 0,\n    ImGuiComboFlags_PopupAlignLeft          = 1 << 0,   // Align the popup toward the left by default\n    ImGuiComboFlags_HeightSmall             = 1 << 1,   // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo()\n    ImGuiComboFlags_HeightRegular           = 1 << 2,   // Max ~8 items visible (default)\n    ImGuiComboFlags_HeightLarge             = 1 << 3,   // Max ~20 items visible\n    ImGuiComboFlags_HeightLargest           = 1 << 4,   // As many fitting items as possible\n    ImGuiComboFlags_NoArrowButton           = 1 << 5,   // Display on the preview box without the square arrow button\n    ImGuiComboFlags_NoPreview               = 1 << 6,   // Display only a square arrow button\n    ImGuiComboFlags_HeightMask_             = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest\n};\n\n// Flags for ImGui::BeginTabBar()\nenum ImGuiTabBarFlags_\n{\n    ImGuiTabBarFlags_None                           = 0,\n    ImGuiTabBarFlags_Reorderable                    = 1 << 0,   // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list\n    ImGuiTabBarFlags_AutoSelectNewTabs              = 1 << 1,   // Automatically select new tabs when they appear\n    ImGuiTabBarFlags_TabListPopupButton             = 1 << 2,   // Disable buttons to open the tab list popup\n    ImGuiTabBarFlags_NoCloseWithMiddleMouseButton   = 1 << 3,   // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.\n    ImGuiTabBarFlags_NoTabListScrollingButtons      = 1 << 4,   // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)\n    ImGuiTabBarFlags_NoTooltip                      = 1 << 5,   // Disable tooltips when hovering a tab\n    ImGuiTabBarFlags_FittingPolicyResizeDown        = 1 << 6,   // Resize tabs when they don't fit\n    ImGuiTabBarFlags_FittingPolicyScroll            = 1 << 7,   // Add scroll buttons when tabs don't fit\n    ImGuiTabBarFlags_FittingPolicyMask_             = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,\n    ImGuiTabBarFlags_FittingPolicyDefault_          = ImGuiTabBarFlags_FittingPolicyResizeDown\n};\n\n// Flags for ImGui::BeginTabItem()\nenum ImGuiTabItemFlags_\n{\n    ImGuiTabItemFlags_None                          = 0,\n    ImGuiTabItemFlags_UnsavedDocument               = 1 << 0,   // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.\n    ImGuiTabItemFlags_SetSelected                   = 1 << 1,   // Trigger flag to programmatically make the tab selected when calling BeginTabItem()\n    ImGuiTabItemFlags_NoCloseWithMiddleMouseButton  = 1 << 2,   // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.\n    ImGuiTabItemFlags_NoPushId                      = 1 << 3,   // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()\n    ImGuiTabItemFlags_NoTooltip                     = 1 << 4,   // Disable tooltip for the given tab\n    ImGuiTabItemFlags_NoReorder                     = 1 << 5,   // Disable reordering this tab or having another tab cross over this tab\n    ImGuiTabItemFlags_Leading                       = 1 << 6,   // Enforce the tab position to the left of the tab bar (after the tab list popup button)\n    ImGuiTabItemFlags_Trailing                      = 1 << 7    // Enforce the tab position to the right of the tab bar (before the scrolling buttons)\n};\n\n// Flags for ImGui::BeginTable()\n// - Important! Sizing policies have particularly complex and subtle side effects, more so than you would expect.\n//   Read comments/demos carefully + experiment with live demos to get acquainted with them.\n// - The default sizing policy for columns depends on whether the ScrollX flag is set on the table:\n//   When ScrollX is off:\n//    - Table defaults to ImGuiTableFlags_ColumnsWidthStretch -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch.\n//    - Columns sizing policy allowed: Stretch (default) or Fixed/Auto.\n//    - Stretch Columns will share the width available in table.\n//    - Fixed Columns will generally obtain their requested width unless the Table cannot fit them all.\n//   When ScrollX is on:\n//    - Table defaults to ImGuiTableFlags_ColumnsWidthFixed -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed.\n//    - Columns sizing policy allowed: Fixed/Auto mostly! \n//    - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed.\n//    - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().\n// - Mixing up columns with different sizing policy is possible BUT can be tricky and has some side-effects and restrictions.\n//   (their visible order and the scrolling state have subtle but necessary effects on how they can be manually resized).\n//   The typical use of mixing sizing policies is to have ScrollX disabled, one or two Stretch Column and many Fixed Columns.\nenum ImGuiTableFlags_\n{\n    // Features\n    ImGuiTableFlags_None                            = 0,\n    ImGuiTableFlags_Resizable                       = 1 << 0,   // Allow resizing columns.\n    ImGuiTableFlags_Reorderable                     = 1 << 1,   // Allow reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)\n    ImGuiTableFlags_Hideable                        = 1 << 2,   // Allow hiding/disabling columns in context menu.\n    ImGuiTableFlags_Sortable                        = 1 << 3,   // Allow sorting on one column (sort_specs_count will always be == 1). Call TableGetSortSpecs() to obtain sort specs.\n    ImGuiTableFlags_MultiSortable                   = 1 << 4,   // Allow sorting on multiple columns by holding Shift (sort_specs_count may be > 1). Call TableGetSortSpecs() to obtain sort specs.\n    ImGuiTableFlags_NoSavedSettings                 = 1 << 5,   // Disable persisting columns order, width and sort settings in the .ini file.\n    ImGuiTableFlags_ContextMenuInBody               = 1 << 6,   // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().\n    // Decorations\n    ImGuiTableFlags_RowBg                           = 1 << 7,   // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)\n    ImGuiTableFlags_BordersInnerH                   = 1 << 8,   // Draw horizontal borders between rows.\n    ImGuiTableFlags_BordersOuterH                   = 1 << 9,   // Draw horizontal borders at the top and bottom.\n    ImGuiTableFlags_BordersInnerV                   = 1 << 10,  // Draw vertical borders between columns.\n    ImGuiTableFlags_BordersOuterV                   = 1 << 11,  // Draw vertical borders on the left and right sides.\n    ImGuiTableFlags_BordersH                        = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.\n    ImGuiTableFlags_BordersV                        = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.\n    ImGuiTableFlags_BordersInner                    = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.\n    ImGuiTableFlags_BordersOuter                    = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.\n    ImGuiTableFlags_Borders                         = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter,   // Draw all borders.\n    ImGuiTableFlags_NoBordersInBody                 = 1 << 12,  // Disable vertical borders in columns Body (borders will always appears in Headers).\n    ImGuiTableFlags_NoBordersInBodyUntilResize      = 1 << 13,  // Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers).\n    // Sizing\n    ImGuiTableFlags_ColumnsWidthStretch             = 1 << 14,  // Default if ScrollX is off. Columns will default to use _WidthStretch. Read description above for more details.\n    ImGuiTableFlags_ColumnsWidthFixed               = 1 << 15,  // Default if ScrollX is on. Columns will default to use _WidthFixed or _WidthAutoResize policy (if Resizable is off). Read description above for more details.\n    ImGuiTableFlags_SameWidths                      = 1 << 16,  // Make all columns the same widths which is useful with Fixed columns policy (but granted by default with Stretch policy + no resize). Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible and disable ImGuiTableFlags_Resizable.\n    ImGuiTableFlags_NoHeadersWidth                  = 1 << 17,  // Disable headers' contribution to automatic width calculation.\n    ImGuiTableFlags_NoHostExtendY                   = 1 << 18,  // Disable extending past the limit set by outer_size.y, only meaningful when neither of ScrollX|ScrollY are set (data below the limit will be clipped and not visible)\n    ImGuiTableFlags_NoKeepColumnsVisible            = 1 << 19,  // Disable keeping column always minimally visible when ScrollX is off and table gets too small.\n    ImGuiTableFlags_PreciseWidths                   = 1 << 20,  // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.\n    ImGuiTableFlags_NoClip                          = 1 << 21,  // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().\n    // Padding\n    ImGuiTableFlags_PadOuterX                       = 1 << 22,  // Default if BordersOuterV is on. Enable outer-most padding.\n    ImGuiTableFlags_NoPadOuterX                     = 1 << 23,  // Default if BordersOuterV is off. Disable outer-most padding.\n    ImGuiTableFlags_NoPadInnerX                     = 1 << 24,  // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).\n    // Scrolling\n    ImGuiTableFlags_ScrollX                         = 1 << 25,  // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX.\n    ImGuiTableFlags_ScrollY                         = 1 << 26   // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.\n};\n\n// Flags for ImGui::TableSetupColumn()\nenum ImGuiTableColumnFlags_\n{\n    // Input configuration flags\n    ImGuiTableColumnFlags_None                      = 0,\n    ImGuiTableColumnFlags_DefaultHide               = 1 << 0,   // Default as a hidden/disabled column.\n    ImGuiTableColumnFlags_DefaultSort               = 1 << 1,   // Default as a sorting column.\n    ImGuiTableColumnFlags_WidthStretch              = 1 << 2,   // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _ColumnsWidthStretch).\n    ImGuiTableColumnFlags_WidthFixed                = 1 << 3,   // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _ColumnsWidthFixed and table is resizable).\n    ImGuiTableColumnFlags_WidthAutoResize           = 1 << 4,   // Column will not stretch and keep resizing based on submitted contents (default if table sizing policy is _ColumnsWidthFixed and table is not resizable).\n    ImGuiTableColumnFlags_NoResize                  = 1 << 5,   // Disable manual resizing.\n    ImGuiTableColumnFlags_NoReorder                 = 1 << 6,   // Disable manual reordering this column, this will also prevent other columns from crossing over this column.\n    ImGuiTableColumnFlags_NoHide                    = 1 << 7,   // Disable ability to hide/disable this column.\n    ImGuiTableColumnFlags_NoClip                    = 1 << 8,   // Disable clipping for this column (all NoClip columns will render in a same draw command).\n    ImGuiTableColumnFlags_NoSort                    = 1 << 9,   // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).\n    ImGuiTableColumnFlags_NoSortAscending           = 1 << 10,  // Disable ability to sort in the ascending direction.\n    ImGuiTableColumnFlags_NoSortDescending          = 1 << 11,  // Disable ability to sort in the descending direction.\n    ImGuiTableColumnFlags_NoHeaderWidth             = 1 << 12,  // Header width don't contribute to automatic column width.\n    ImGuiTableColumnFlags_PreferSortAscending       = 1 << 13,  // Make the initial sort direction Ascending when first sorting on this column (default).\n    ImGuiTableColumnFlags_PreferSortDescending      = 1 << 14,  // Make the initial sort direction Descending when first sorting on this column.\n    ImGuiTableColumnFlags_IndentEnable              = 1 << 15,  // Use current Indent value when entering cell (default for column 0).\n    ImGuiTableColumnFlags_IndentDisable             = 1 << 16,  // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.\n\n    // Output status flags, read-only via TableGetColumnFlags()\n    ImGuiTableColumnFlags_IsEnabled                 = 1 << 20,  // Status: is enabled == not hidden by user/api (referred to as \"Hide\" in _DefaultHide and _NoHide) flags.\n    ImGuiTableColumnFlags_IsVisible                 = 1 << 21,  // Status: is visible == is enabled AND not clipped by scrolling.\n    ImGuiTableColumnFlags_IsSorted                  = 1 << 22,  // Status: is currently part of the sort specs\n    ImGuiTableColumnFlags_IsHovered                 = 1 << 23,  // Status: is hovered by mouse\n\n    // [Internal] Combinations and masks\n    ImGuiTableColumnFlags_WidthMask_                = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_WidthAutoResize,\n    ImGuiTableColumnFlags_IndentMask_               = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,\n    ImGuiTableColumnFlags_StatusMask_               = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,\n    ImGuiTableColumnFlags_NoDirectResize_           = 1 << 30   // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)\n};\n\n// Flags for ImGui::TableNextRow()\nenum ImGuiTableRowFlags_\n{\n    ImGuiTableRowFlags_None                         = 0,\n    ImGuiTableRowFlags_Headers                      = 1 << 0    // Identify header row (set default background color + width of its contents accounted different for auto column width)\n};\n\n// Enum for ImGui::TableSetBgColor()\n// Background colors are rendering in 3 layers:\n//  - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.\n//  - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.\n//  - Layer 2: draw with CellBg color if set.\n// The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend with the existing color.\n// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.\n// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.\n// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.\nenum ImGuiTableBgTarget_\n{\n    ImGuiTableBgTarget_None                         = 0,\n    //ImGuiTableBgTarget_ColumnBg0                  = 1,        // FIXME-TABLE: Todo. Set column background color 0 (generally used for background\n    //ImGuiTableBgTarget_ColumnBg1                  = 2,        // FIXME-TABLE: Todo. Set column background color 1 (generally used for selection marking)\n    ImGuiTableBgTarget_RowBg0                       = 3,        // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)\n    ImGuiTableBgTarget_RowBg1                       = 4,        // Set row background color 1 (generally used for selection marking)\n    ImGuiTableBgTarget_CellBg                       = 5         // Set cell background color (top-most color)\n};\n\n// Flags for ImGui::IsWindowFocused()\nenum ImGuiFocusedFlags_\n{\n    ImGuiFocusedFlags_None                          = 0,\n    ImGuiFocusedFlags_ChildWindows                  = 1 << 0,   // IsWindowFocused(): Return true if any children of the window is focused\n    ImGuiFocusedFlags_RootWindow                    = 1 << 1,   // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)\n    ImGuiFocusedFlags_AnyWindow                     = 1 << 2,   // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!\n    ImGuiFocusedFlags_RootAndChildWindows           = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows\n};\n\n// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()\n// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ!\n// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.\nenum ImGuiHoveredFlags_\n{\n    ImGuiHoveredFlags_None                          = 0,        // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.\n    ImGuiHoveredFlags_ChildWindows                  = 1 << 0,   // IsWindowHovered() only: Return true if any children of the window is hovered\n    ImGuiHoveredFlags_RootWindow                    = 1 << 1,   // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)\n    ImGuiHoveredFlags_AnyWindow                     = 1 << 2,   // IsWindowHovered() only: Return true if any window is hovered\n    ImGuiHoveredFlags_AllowWhenBlockedByPopup       = 1 << 3,   // Return true even if a popup window is normally blocking access to this item/window\n    //ImGuiHoveredFlags_AllowWhenBlockedByModal     = 1 << 4,   // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.\n    ImGuiHoveredFlags_AllowWhenBlockedByActiveItem  = 1 << 5,   // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.\n    ImGuiHoveredFlags_AllowWhenOverlapped           = 1 << 6,   // Return true even if the position is obstructed or overlapped by another window\n    ImGuiHoveredFlags_AllowWhenDisabled             = 1 << 7,   // Return true even if the item is disabled\n    ImGuiHoveredFlags_RectOnly                      = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,\n    ImGuiHoveredFlags_RootAndChildWindows           = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows\n};\n\n// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()\nenum ImGuiDragDropFlags_\n{\n    ImGuiDragDropFlags_None                         = 0,\n    // BeginDragDropSource() flags\n    ImGuiDragDropFlags_SourceNoPreviewTooltip       = 1 << 0,   // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior.\n    ImGuiDragDropFlags_SourceNoDisableHover         = 1 << 1,   // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.\n    ImGuiDragDropFlags_SourceNoHoldToOpenOthers     = 1 << 2,   // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.\n    ImGuiDragDropFlags_SourceAllowNullID            = 1 << 3,   // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.\n    ImGuiDragDropFlags_SourceExtern                 = 1 << 4,   // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.\n    ImGuiDragDropFlags_SourceAutoExpirePayload      = 1 << 5,   // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)\n    // AcceptDragDropPayload() flags\n    ImGuiDragDropFlags_AcceptBeforeDelivery         = 1 << 10,  // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.\n    ImGuiDragDropFlags_AcceptNoDrawDefaultRect      = 1 << 11,  // Do not draw the default highlight rectangle when hovering over target.\n    ImGuiDragDropFlags_AcceptNoPreviewTooltip       = 1 << 12,  // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.\n    ImGuiDragDropFlags_AcceptPeekOnly               = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect  // For peeking ahead and inspecting the payload before delivery.\n};\n\n// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.\n#define IMGUI_PAYLOAD_TYPE_COLOR_3F     \"_COL3F\"    // float[3]: Standard type for colors, without alpha. User code may use this type.\n#define IMGUI_PAYLOAD_TYPE_COLOR_4F     \"_COL4F\"    // float[4]: Standard type for colors. User code may use this type.\n\n// A primary data type\nenum ImGuiDataType_\n{\n    ImGuiDataType_S8,       // signed char / char (with sensible compilers)\n    ImGuiDataType_U8,       // unsigned char\n    ImGuiDataType_S16,      // short\n    ImGuiDataType_U16,      // unsigned short\n    ImGuiDataType_S32,      // int\n    ImGuiDataType_U32,      // unsigned int\n    ImGuiDataType_S64,      // long long / __int64\n    ImGuiDataType_U64,      // unsigned long long / unsigned __int64\n    ImGuiDataType_Float,    // float\n    ImGuiDataType_Double,   // double\n    ImGuiDataType_COUNT\n};\n\n// A cardinal direction\nenum ImGuiDir_\n{\n    ImGuiDir_None    = -1,\n    ImGuiDir_Left    = 0,\n    ImGuiDir_Right   = 1,\n    ImGuiDir_Up      = 2,\n    ImGuiDir_Down    = 3,\n    ImGuiDir_COUNT\n};\n\n// A sorting direction\nenum ImGuiSortDirection_\n{\n    ImGuiSortDirection_None         = 0,\n    ImGuiSortDirection_Ascending    = 1,    // Ascending = 0->9, A->Z etc.\n    ImGuiSortDirection_Descending   = 2     // Descending = 9->0, Z->A etc.\n};\n\n// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array\nenum ImGuiKey_\n{\n    ImGuiKey_Tab,\n    ImGuiKey_LeftArrow,\n    ImGuiKey_RightArrow,\n    ImGuiKey_UpArrow,\n    ImGuiKey_DownArrow,\n    ImGuiKey_PageUp,\n    ImGuiKey_PageDown,\n    ImGuiKey_Home,\n    ImGuiKey_End,\n    ImGuiKey_Insert,\n    ImGuiKey_Delete,\n    ImGuiKey_Backspace,\n    ImGuiKey_Space,\n    ImGuiKey_Enter,\n    ImGuiKey_Escape,\n    ImGuiKey_KeyPadEnter,\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// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/backend)\nenum ImGuiKeyModFlags_\n{\n    ImGuiKeyModFlags_None       = 0,\n    ImGuiKeyModFlags_Ctrl       = 1 << 0,\n    ImGuiKeyModFlags_Shift      = 1 << 1,\n    ImGuiKeyModFlags_Alt        = 1 << 2,\n    ImGuiKeyModFlags_Super      = 1 << 3\n};\n\n// Gamepad/Keyboard navigation\n// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.\n// Gamepad:  Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().\n// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.\nenum ImGuiNavInput_\n{\n    // Gamepad Mapping\n    ImGuiNavInput_Activate,      // activate / open / toggle / tweak value       // e.g. Cross  (PS4), A (Xbox), A (Switch), Space (Keyboard)\n    ImGuiNavInput_Cancel,        // cancel / close / exit                        // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)\n    ImGuiNavInput_Input,         // text input / on-screen keyboard              // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)\n    ImGuiNavInput_Menu,          // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)\n    ImGuiNavInput_DpadLeft,      // move / tweak / resize window (w/ PadMenu)    // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)\n    ImGuiNavInput_DpadRight,     //\n    ImGuiNavInput_DpadUp,        //\n    ImGuiNavInput_DpadDown,      //\n    ImGuiNavInput_LStickLeft,    // scroll / move window (w/ PadMenu)            // e.g. Left Analog Stick Left/Right/Up/Down\n    ImGuiNavInput_LStickRight,   //\n    ImGuiNavInput_LStickUp,      //\n    ImGuiNavInput_LStickDown,    //\n    ImGuiNavInput_FocusPrev,     // next window (w/ PadMenu)                     // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)\n    ImGuiNavInput_FocusNext,     // prev window (w/ PadMenu)                     // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)\n    ImGuiNavInput_TweakSlow,     // slower tweaks                                // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)\n    ImGuiNavInput_TweakFast,     // faster tweaks                                // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)\n\n    // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.\n    // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].\n    ImGuiNavInput_KeyMenu_,      // toggle menu                                  // = io.KeyAlt\n    ImGuiNavInput_KeyLeft_,      // move left                                    // = Arrow keys\n    ImGuiNavInput_KeyRight_,     // move right\n    ImGuiNavInput_KeyUp_,        // move up\n    ImGuiNavInput_KeyDown_,      // move down\n    ImGuiNavInput_COUNT,\n    ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_\n};\n\n// Configuration flags stored in io.ConfigFlags. Set by user/application.\nenum ImGuiConfigFlags_\n{\n    ImGuiConfigFlags_None                   = 0,\n    ImGuiConfigFlags_NavEnableKeyboard      = 1 << 0,   // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].\n    ImGuiConfigFlags_NavEnableGamepad       = 1 << 1,   // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad.\n    ImGuiConfigFlags_NavEnableSetMousePos   = 1 << 2,   // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.\n    ImGuiConfigFlags_NavNoCaptureKeyboard   = 1 << 3,   // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.\n    ImGuiConfigFlags_NoMouse                = 1 << 4,   // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.\n    ImGuiConfigFlags_NoMouseCursorChange    = 1 << 5,   // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.\n\n    // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui)\n    ImGuiConfigFlags_IsSRGB                 = 1 << 20,  // Application is SRGB-aware.\n    ImGuiConfigFlags_IsTouchScreen          = 1 << 21   // Application is using a touch screen instead of a mouse.\n};\n\n// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.\nenum ImGuiBackendFlags_\n{\n    ImGuiBackendFlags_None                  = 0,\n    ImGuiBackendFlags_HasGamepad            = 1 << 0,   // Backend Platform supports gamepad and currently has one connected.\n    ImGuiBackendFlags_HasMouseCursors       = 1 << 1,   // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.\n    ImGuiBackendFlags_HasSetMousePos        = 1 << 2,   // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).\n    ImGuiBackendFlags_RendererHasVtxOffset  = 1 << 3    // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.\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_ChildBg,               // 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_TitleBgActive,\n    ImGuiCol_TitleBgCollapsed,\n    ImGuiCol_MenuBarBg,\n    ImGuiCol_ScrollbarBg,\n    ImGuiCol_ScrollbarGrab,\n    ImGuiCol_ScrollbarGrabHovered,\n    ImGuiCol_ScrollbarGrabActive,\n    ImGuiCol_CheckMark,\n    ImGuiCol_SliderGrab,\n    ImGuiCol_SliderGrabActive,\n    ImGuiCol_Button,\n    ImGuiCol_ButtonHovered,\n    ImGuiCol_ButtonActive,\n    ImGuiCol_Header,                // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem\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_Tab,\n    ImGuiCol_TabHovered,\n    ImGuiCol_TabActive,\n    ImGuiCol_TabUnfocused,\n    ImGuiCol_TabUnfocusedActive,\n    ImGuiCol_PlotLines,\n    ImGuiCol_PlotLinesHovered,\n    ImGuiCol_PlotHistogram,\n    ImGuiCol_PlotHistogramHovered,\n    ImGuiCol_TableHeaderBg,         // Table header background\n    ImGuiCol_TableBorderStrong,     // Table outer and header borders (prefer using Alpha=1.0 here)\n    ImGuiCol_TableBorderLight,      // Table inner borders (prefer using Alpha=1.0 here)\n    ImGuiCol_TableRowBg,            // Table row background (even rows)\n    ImGuiCol_TableRowBgAlt,         // Table row background (odd rows)\n    ImGuiCol_TextSelectedBg,\n    ImGuiCol_DragDropTarget,\n    ImGuiCol_NavHighlight,          // Gamepad/keyboard: current highlighted item\n    ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB\n    ImGuiCol_NavWindowingDimBg,     // Darken/colorize entire screen behind the CTRL+TAB window list, when active\n    ImGuiCol_ModalWindowDimBg,      // Darken/colorize entire screen behind a modal window, when one is active\n    ImGuiCol_COUNT\n\n    // Obsolete names (will be removed)\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg                      // [renamed in 1.63]\n#endif\n};\n\n// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.\n// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.\n//   During initialization or between frames, feel free to just poke into ImGuiStyle directly.\n// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.\n//   In Visual Studio IDE: CTRL+comma (\"Edit.NavigateTo\") can follow symbols in comments, whereas CTRL+F12 (\"Edit.GoToImplementation\") cannot.\n//   With Visual Assist installed: ALT+G (\"VAssistX.GoToImplementation\") can also follow symbols in comments.\n// - When 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_WindowBorderSize,    // float     WindowBorderSize\n    ImGuiStyleVar_WindowMinSize,       // ImVec2    WindowMinSize\n    ImGuiStyleVar_WindowTitleAlign,    // ImVec2    WindowTitleAlign\n    ImGuiStyleVar_ChildRounding,       // float     ChildRounding\n    ImGuiStyleVar_ChildBorderSize,     // float     ChildBorderSize\n    ImGuiStyleVar_PopupRounding,       // float     PopupRounding\n    ImGuiStyleVar_PopupBorderSize,     // float     PopupBorderSize\n    ImGuiStyleVar_FramePadding,        // ImVec2    FramePadding\n    ImGuiStyleVar_FrameRounding,       // float     FrameRounding\n    ImGuiStyleVar_FrameBorderSize,     // float     FrameBorderSize\n    ImGuiStyleVar_ItemSpacing,         // ImVec2    ItemSpacing\n    ImGuiStyleVar_ItemInnerSpacing,    // ImVec2    ItemInnerSpacing\n    ImGuiStyleVar_IndentSpacing,       // float     IndentSpacing\n    ImGuiStyleVar_CellPadding,         // ImVec2    CellPadding\n    ImGuiStyleVar_ScrollbarSize,       // float     ScrollbarSize\n    ImGuiStyleVar_ScrollbarRounding,   // float     ScrollbarRounding\n    ImGuiStyleVar_GrabMinSize,         // float     GrabMinSize\n    ImGuiStyleVar_GrabRounding,        // float     GrabRounding\n    ImGuiStyleVar_TabRounding,         // float     TabRounding\n    ImGuiStyleVar_ButtonTextAlign,     // ImVec2    ButtonTextAlign\n    ImGuiStyleVar_SelectableTextAlign, // ImVec2    SelectableTextAlign\n    ImGuiStyleVar_COUNT\n};\n\n// Flags for InvisibleButton() [extended in imgui_internal.h]\nenum ImGuiButtonFlags_\n{\n    ImGuiButtonFlags_None                   = 0,\n    ImGuiButtonFlags_MouseButtonLeft        = 1 << 0,   // React on left mouse button (default)\n    ImGuiButtonFlags_MouseButtonRight       = 1 << 1,   // React on right mouse button\n    ImGuiButtonFlags_MouseButtonMiddle      = 1 << 2,   // React on center mouse button\n\n    // [Internal]\n    ImGuiButtonFlags_MouseButtonMask_       = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,\n    ImGuiButtonFlags_MouseButtonDefault_    = ImGuiButtonFlags_MouseButtonLeft\n};\n\n// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()\nenum ImGuiColorEditFlags_\n{\n    ImGuiColorEditFlags_None            = 0,\n    ImGuiColorEditFlags_NoAlpha         = 1 << 1,   //              // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).\n    ImGuiColorEditFlags_NoPicker        = 1 << 2,   //              // ColorEdit: disable picker when clicking on color 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 color 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 color 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 color square preview instead.\n    ImGuiColorEditFlags_NoDragDrop      = 1 << 9,   //              // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.\n    ImGuiColorEditFlags_NoBorder        = 1 << 10,  //              // ColorButton: disable border (which is enforced by default)\n\n    // User Options (right-click on widget to change some of them).\n    ImGuiColorEditFlags_AlphaBar        = 1 << 16,  //              // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.\n    ImGuiColorEditFlags_AlphaPreview    = 1 << 17,  //              // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.\n    ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18,  //              // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.\n    ImGuiColorEditFlags_HDR             = 1 << 19,  //              // (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_DisplayRGB      = 1 << 20,  // [Display]    // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.\n    ImGuiColorEditFlags_DisplayHSV      = 1 << 21,  // [Display]    // \"\n    ImGuiColorEditFlags_DisplayHex      = 1 << 22,  // [Display]    // \"\n    ImGuiColorEditFlags_Uint8           = 1 << 23,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.\n    ImGuiColorEditFlags_Float           = 1 << 24,  // [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 << 25,  // [Picker]     // ColorPicker: bar for Hue, rectangle for Sat/Value.\n    ImGuiColorEditFlags_PickerHueWheel  = 1 << 26,  // [Picker]     // ColorPicker: wheel for Hue, triangle for Sat/Value.\n    ImGuiColorEditFlags_InputRGB        = 1 << 27,  // [Input]      // ColorEdit, ColorPicker: input and output data in RGB format.\n    ImGuiColorEditFlags_InputHSV        = 1 << 28,  // [Input]      // ColorEdit, ColorPicker: input and output data in HSV format.\n\n    // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to\n    // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.\n    ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,\n\n    // [Internal] Masks\n    ImGuiColorEditFlags__DisplayMask    = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,\n    ImGuiColorEditFlags__DataTypeMask   = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,\n    ImGuiColorEditFlags__PickerMask     = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,\n    ImGuiColorEditFlags__InputMask      = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV\n\n    // Obsolete names (will be removed)\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex  // [renamed in 1.69]\n#endif\n};\n\n// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.\n// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.\nenum ImGuiSliderFlags_\n{\n    ImGuiSliderFlags_None                   = 0,\n    ImGuiSliderFlags_AlwaysClamp            = 1 << 4,       // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.\n    ImGuiSliderFlags_Logarithmic            = 1 << 5,       // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.\n    ImGuiSliderFlags_NoRoundToFormat        = 1 << 6,       // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits)\n    ImGuiSliderFlags_NoInput                = 1 << 7,       // Disable CTRL+Click or Enter key allowing to input text directly into the widget\n    ImGuiSliderFlags_InvalidMask_           = 0x7000000F    // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.\n\n    // Obsolete names (will be removed)\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    , ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp // [renamed in 1.79]\n#endif\n};\n\n// Identify a mouse button.\n// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.\nenum ImGuiMouseButton_\n{\n    ImGuiMouseButton_Left = 0,\n    ImGuiMouseButton_Right = 1,\n    ImGuiMouseButton_Middle = 2,\n    ImGuiMouseButton_COUNT = 5\n};\n\n// Enumeration for GetMouseCursor()\n// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here\nenum ImGuiMouseCursor_\n{\n    ImGuiMouseCursor_None = -1,\n    ImGuiMouseCursor_Arrow = 0,\n    ImGuiMouseCursor_TextInput,         // When hovering over InputText, etc.\n    ImGuiMouseCursor_ResizeAll,         // (Unused by Dear ImGui functions)\n    ImGuiMouseCursor_ResizeNS,          // When hovering over an horizontal border\n    ImGuiMouseCursor_ResizeEW,          // When hovering over a vertical border or a column\n    ImGuiMouseCursor_ResizeNESW,        // When hovering over the bottom-left corner of a window\n    ImGuiMouseCursor_ResizeNWSE,        // When hovering over the bottom-right corner of a window\n    ImGuiMouseCursor_Hand,              // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)\n    ImGuiMouseCursor_NotAllowed,        // When hovering something with disallowed interaction. Usually a crossed circle.\n    ImGuiMouseCursor_COUNT\n};\n\n// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions\n// Represent a condition.\n// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.\nenum ImGuiCond_\n{\n    ImGuiCond_None          = 0,        // No condition (always set the variable), same as _Always\n    ImGuiCond_Always        = 1 << 0,   // No condition (always set the variable)\n    ImGuiCond_Once          = 1 << 1,   // Set the variable once per runtime session (only the first call will succeed)\n    ImGuiCond_FirstUseEver  = 1 << 2,   // Set the variable if the object/window has no persistently saved data (no entry in .ini file)\n    ImGuiCond_Appearing     = 1 << 3    // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)\n};\n\n//-----------------------------------------------------------------------------\n// Helpers: Memory allocations macros\n// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()\n// We call C++ constructor on own allocated memory via the placement \"new(ptr) Type()\" syntax.\n// Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.\n//-----------------------------------------------------------------------------\n\nstruct ImNewWrapper {};\ninline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }\ninline void  operator delete(void*, ImNewWrapper, void*)   {} // This is only required so we can use the symmetrical new()\n#define IM_ALLOC(_SIZE)                     ImGui::MemAlloc(_SIZE)\n#define IM_FREE(_PTR)                       ImGui::MemFree(_PTR)\n#define IM_PLACEMENT_NEW(_PTR)              new(ImNewWrapper(), _PTR)\n#define IM_NEW(_TYPE)                       new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE\ntemplate<typename T> void IM_DELETE(T* p)   { if (p) { p->~T(); ImGui::MemFree(p); } }\n\n//-----------------------------------------------------------------------------\n// Helper: ImVector<>\n// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).\n//-----------------------------------------------------------------------------\n// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.\n// - We use std-like naming convention here, which is a little unusual for this codebase.\n// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.\n// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,\n//   Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.\n//-----------------------------------------------------------------------------\n\ntemplate<typename T>\nstruct ImVector\n{\n    int                 Size;\n    int                 Capacity;\n    T*                  Data;\n\n    // Provide standard typedefs but we don't use them ourselves.\n    typedef T                   value_type;\n    typedef value_type*         iterator;\n    typedef const value_type*   const_iterator;\n\n    // Constructors, destructor\n    inline ImVector()                                       { Size = Capacity = 0; Data = NULL; }\n    inline ImVector(const ImVector<T>& src)                 { Size = Capacity = 0; Data = NULL; operator=(src); }\n    inline ImVector<T>& operator=(const ImVector<T>& src)   { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }\n    inline ~ImVector()                                      { if (Data) IM_FREE(Data); }\n\n    inline bool         empty() const                       { return Size == 0; }\n    inline int          size() const                        { return Size; }\n    inline int          size_in_bytes() const               { return Size * (int)sizeof(T); }\n    inline int          max_size() const                    { return 0x7FFFFFFF / (int)sizeof(T); }\n    inline int          capacity() const                    { return Capacity; }\n    inline T&           operator[](int i)                   { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }\n    inline const T&     operator[](int i) const             { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }\n\n    inline void         clear()                             { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }\n    inline T*           begin()                             { return Data; }\n    inline const T*     begin() const                       { return Data; }\n    inline T*           end()                               { return Data + Size; }\n    inline const T*     end() const                         { return Data + Size; }\n    inline T&           front()                             { IM_ASSERT(Size > 0); return Data[0]; }\n    inline const T&     front() const                       { IM_ASSERT(Size > 0); return Data[0]; }\n    inline T&           back()                              { IM_ASSERT(Size > 0); return Data[Size - 1]; }\n    inline const T&     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; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }\n\n    inline int          _grow_capacity(int sz) const        { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }\n    inline void         resize(int new_size)                { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }\n    inline void         resize(int new_size, const T& v)    { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }\n    inline void         shrink(int new_size)                { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation\n    inline void         reserve(int new_capacity)           { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }\n\n    // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.\n    inline void         push_back(const T& v)               { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }\n    inline void         pop_back()                          { IM_ASSERT(Size > 0); Size--; }\n    inline void         push_front(const T& v)              { if (Size == 0) push_back(v); else insert(Data, v); }\n    inline T*           erase(const T* 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(T)); Size--; return Data + off; }\n    inline T*           erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last > it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; }\n    inline T*           erase_unsorted(const T* it)         { IM_ASSERT(it >= Data && it < Data + Size);  const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }\n    inline T*           insert(const T* it, const T& v)     { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }\n    inline bool         contains(const T& v) const          { const T* data = Data;  const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }\n    inline T*           find(const T& v)                    { T* data = Data;  const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }\n    inline const T*     find(const T& v) const              { const T* data = Data;  const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }\n    inline bool         find_erase(const T& v)              { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }\n    inline bool         find_erase_unsorted(const T& v)     { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }\n    inline int          index_from_ptr(const T* it) const   { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; }\n};\n\n//-----------------------------------------------------------------------------\n// ImGuiStyle\n// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().\n// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,\n// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.\n//-----------------------------------------------------------------------------\n\nstruct ImGuiStyle\n{\n    float       Alpha;                      // Global alpha applies to everything in Dear ImGui.\n    ImVec2      WindowPadding;              // Padding within a window.\n    float       WindowRounding;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.\n    float       WindowBorderSize;           // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).\n    ImVec2      WindowMinSize;              // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().\n    ImVec2      WindowTitleAlign;           // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.\n    ImGuiDir    WindowMenuButtonPosition;   // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.\n    float       ChildRounding;              // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.\n    float       ChildBorderSize;            // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).\n    float       PopupRounding;              // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)\n    float       PopupBorderSize;            // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).\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    float       FrameBorderSize;            // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).\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      CellPadding;                // Padding within a table cell\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. Preferably > (FramePadding.x + 1).\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    float       LogSliderDeadzone;          // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.\n    float       TabRounding;                // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.\n    float       TabBorderSize;              // Thickness of border around tabs.\n    float       TabMinWidthForCloseButton;  // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.\n    ImGuiDir    ColorButtonPosition;        // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.\n    ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).\n    ImVec2      SelectableTextAlign;        // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.\n    ImVec2      DisplayWindowPadding;       // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.\n    ImVec2      DisplaySafeAreaPadding;     // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!\n    float       MouseCursorScale;           // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.\n    bool        AntiAliasedLines;           // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).\n    bool        AntiAliasedLinesUseTex;     // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList).\n    bool        AntiAliasedFill;            // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).\n    float       CurveTessellationTol;       // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.\n    float       CircleSegmentMaxError;      // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.\n    ImVec4      Colors[ImGuiCol_COUNT];\n\n    IMGUI_API ImGuiStyle();\n    IMGUI_API void ScaleAllSizes(float scale_factor);\n};\n\n//-----------------------------------------------------------------------------\n// ImGuiIO\n// Communicate most settings and inputs/outputs to Dear ImGui using this structure.\n// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.\n//-----------------------------------------------------------------------------\n\nstruct ImGuiIO\n{\n    //------------------------------------------------------------------\n    // Configuration (fill once)                // Default value\n    //------------------------------------------------------------------\n\n    ImGuiConfigFlags   ConfigFlags;             // = 0              // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.\n    ImGuiBackendFlags  BackendFlags;            // = 0              // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.\n    ImVec2      DisplaySize;                    // <unset>          // Main display size, in pixels.\n    float       DeltaTime;                      // = 1.0f/60.0f     // Time elapsed since last frame, in seconds.\n    float       IniSavingRate;                  // = 5.0f           // Minimum time between saving positions/sizes to .ini file, in seconds.\n    const char* IniFilename;                    // = \"imgui.ini\"    // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.\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 which represent your \"native\" keyboard state.\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;                  // = 0.050f         // 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>           // Font atlas: load, rasterize and pack one or more fonts into a single texture.\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, 1)         // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.\n\n    // Miscellaneous options\n    bool        MouseDrawCursor;                // = false          // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.\n    bool        ConfigMacOSXBehaviors;          // = 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 (was called io.OptMacOSXBehaviors prior to 1.63)\n    bool        ConfigInputTextCursorBlink;     // = true           // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)\n    bool        ConfigWindowsResizeFromEdges;   // = true           // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)\n    bool        ConfigWindowsMoveFromTitleBarOnly; // = false       // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.\n    float       ConfigMemoryCompactTimer;       // = 60.0f          // [BETA] Free transient windows/tables memory buffers when unused for given amount of time. Set to -1.0f to disable.\n\n    //------------------------------------------------------------------\n    // Platform Functions\n    // (the imgui_impl_xxxx backend files are setting those up for you)\n    //------------------------------------------------------------------\n\n    // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.\n    const char* BackendPlatformName;            // = NULL\n    const char* BackendRendererName;            // = NULL\n    void*       BackendPlatformUserData;        // = NULL           // User data for platform backend\n    void*       BackendRendererUserData;        // = NULL           // User data for renderer backend\n    void*       BackendLanguageUserData;        // = NULL           // User data for non C++ programming language backend\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: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)\n    // (default to use native imm32 api on Windows)\n    void        (*ImeSetInputScreenPosFn)(int x, int y);\n    void*       ImeWindowHandle;                // = NULL           // (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 ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)\n    bool        MouseDown[5];                   // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. 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 Vertical: 1 unit scrolls about 5 lines text.\n    float       MouseWheelH;                    // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends.\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 (ideally left in the \"native\" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).\n    float       NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().\n\n    // Functions\n    IMGUI_API void  AddInputCharacter(unsigned int c);          // Queue new character input\n    IMGUI_API void  AddInputCharacterUTF16(ImWchar16 c);        // Queue new character input from an UTF-16 character, it can be a surrogate\n    IMGUI_API void  AddInputCharactersUTF8(const char* str);    // Queue new characters input from an UTF-8 string\n    IMGUI_API void  ClearInputCharacters();                     // Clear the text input buffer manually\n\n    //------------------------------------------------------------------\n    // Output - Updated by NewFrame() or EndFrame()/Render()\n    // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is\n    //  generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)\n    //------------------------------------------------------------------\n\n    bool        WantCaptureMouse;               // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).\n    bool        WantCaptureKeyboard;            // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).\n    bool        WantTextInput;                  // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).\n    bool        WantSetMousePos;                // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.\n    bool        WantSaveIniSettings;            // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!\n    bool        NavActive;                      // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.\n    bool        NavVisible;                     // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).\n    float       Framerate;                      // Application framerate estimate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.\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         MetricsRenderWindows;           // Number of visible windows\n    int         MetricsActiveWindows;           // Number of active windows\n    int         MetricsActiveAllocations;       // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.\n    ImVec2      MouseDelta;                     // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.\n\n    //------------------------------------------------------------------\n    // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!\n    //------------------------------------------------------------------\n\n    ImGuiKeyModFlags KeyMods;                   // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()\n    ImVec2      MousePosPrev;                   // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)\n    ImVec2      MouseClickedPos[5];             // Position at time of clicking\n    double      MouseClickedTime[5];            // Time of last click (used to figure out double-click)\n    bool        MouseClicked[5];                // Mouse button went from !Down to Down\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 dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds.\n    bool        MouseDownWasDoubleClick[5];     // Track if button down was a double-click\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    ImVec2      MouseDragMaxDistanceAbs[5];     // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point\n    float       MouseDragMaxDistanceSqr[5];     // Squared maximum distance of how much mouse has traveled from the clicking 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    float       NavInputsDownDuration[ImGuiNavInput_COUNT];\n    float       NavInputsDownDurationPrev[ImGuiNavInput_COUNT];\n    float       PenPressure;                    // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.\n    ImWchar16   InputQueueSurrogate;            // For AddInputCharacterUTF16\n    ImVector<ImWchar> InputQueueCharacters;     // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.\n\n    IMGUI_API   ImGuiIO();\n};\n\n//-----------------------------------------------------------------------------\n// Misc data structures\n//-----------------------------------------------------------------------------\n\n// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.\n// The callback function should return 0 by default.\n// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)\n// - ImGuiInputTextFlags_CallbackEdit:        Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)\n// - ImGuiInputTextFlags_CallbackAlways:      Callback on each iteration\n// - ImGuiInputTextFlags_CallbackCompletion:  Callback on pressing TAB\n// - ImGuiInputTextFlags_CallbackHistory:     Callback on pressing Up/Down arrows\n// - ImGuiInputTextFlags_CallbackCharFilter:  Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.\n// - ImGuiInputTextFlags_CallbackResize:      Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.\nstruct ImGuiInputTextCallbackData\n{\n    ImGuiInputTextFlags EventFlag;      // One 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\n    // Arguments for the different callback events\n    // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary.\n    // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state.\n    ImWchar             EventChar;      // Character input                      // Read-write   // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;\n    ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)            // Read-only    // [Completion,History]\n    char*               Buf;            // Text buffer                          // Read-write   // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!\n    int                 BufTextLen;     // Text length (in bytes)               // Read-write   // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()\n    int                 BufSize;        // Buffer size (in bytes) = capacity+1  // Read-only    // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1\n    bool                BufDirty;       // Set if you modify Buf/BufTextLen!    // Write        // [Completion,History,Always]\n    int                 CursorPos;      //                                      // Read-write   // [Completion,History,Always]\n    int                 SelectionStart; //                                      // Read-write   // [Completion,History,Always] == to SelectionEnd when no selection)\n    int                 SelectionEnd;   //                                      // Read-write   // [Completion,History,Always]\n\n    // Helper functions for text manipulation.\n    // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.\n    IMGUI_API ImGuiInputTextCallbackData();\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    void                SelectAll()             { SelectionStart = 0; SelectionEnd = BufTextLen; }\n    void                ClearSelection()        { SelectionStart = SelectionEnd = BufTextLen; }\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 ImGuiSizeCallbackData\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// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()\nstruct ImGuiPayload\n{\n    // Members\n    void*           Data;               // Data (copied and owned by dear imgui)\n    int             DataSize;           // Data size\n\n    // [Internal]\n    ImGuiID         SourceId;           // Source item id\n    ImGuiID         SourceParentId;     // Source parent id (if available)\n    int             DataFrameCount;     // Data timestamp\n    char            DataType[32 + 1];   // Data type tag (short user-supplied string, 32 characters max)\n    bool            Preview;            // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)\n    bool            Delivery;           // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.\n\n    ImGuiPayload()  { Clear(); }\n    void Clear()    { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }\n    bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }\n    bool IsPreview() const                  { return Preview; }\n    bool IsDelivery() const                 { return Delivery; }\n};\n\n// Sorting specification for one column of a table (sizeof == 12 bytes)\nstruct ImGuiTableColumnSortSpecs\n{\n    ImGuiID                     ColumnUserID;       // User id of the column (if specified by a TableSetupColumn() call)\n    ImS16                       ColumnIndex;        // Index of the column\n    ImS16                       SortOrder;          // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)\n    ImGuiSortDirection          SortDirection : 8;  // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function)\n\n    ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }\n};\n\n// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)\n// Obtained by calling TableGetSortSpecs().\n// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.\n// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!\nstruct ImGuiTableSortSpecs\n{\n    const ImGuiTableColumnSortSpecs* Specs;     // Pointer to sort spec array.\n    int                         SpecsCount;     // Sort spec count. Most often 1 unless e.g. ImGuiTableFlags_MultiSortable is enabled.\n    bool                        SpecsDirty;     // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.\n\n    ImGuiTableSortSpecs()       { memset(this, 0, sizeof(*this)); }\n};\n\n//-----------------------------------------------------------------------------\n// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)\n// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.\n//-----------------------------------------------------------------------------\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\nnamespace ImGui\n{\n    // OBSOLETED in 1.79 (from August 2020)\n    static inline void  OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!\n    // OBSOLETED in 1.78 (from June 2020)\n    // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags.\n    // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.\n    IMGUI_API bool      DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power);\n    IMGUI_API bool      DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power);\n    static inline bool  DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power)    { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); }\n    static inline bool  DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); }\n    static inline bool  DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); }\n    static inline bool  DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); }\n    IMGUI_API bool      SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power);\n    IMGUI_API bool      SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power);\n    static inline bool  SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power)                 { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); }\n    static inline bool  SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power)              { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); }\n    static inline bool  SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power)              { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); }\n    static inline bool  SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power)              { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); }\n    // OBSOLETED in 1.77 (from June 2020)\n    static inline bool  BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); }\n    // OBSOLETED in 1.72 (from April 2019)\n    static inline void  TreeAdvanceToLabelPos()               { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }\n    // OBSOLETED in 1.71 (from June 2019)\n    static inline void  SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }\n    // OBSOLETED in 1.70 (from May 2019)\n    static inline float GetContentRegionAvailWidth()          { return GetContentRegionAvail().x; }\n    // OBSOLETED in 1.69 (from Mar 2019)\n    static inline ImDrawList* GetOverlayDrawList()            { return GetForegroundDrawList(); }\n    // OBSOLETED in 1.66 (from Sep 2018)\n    static inline void  SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }\n    // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)\n    static inline bool  IsItemDeactivatedAfterChange()        { return IsItemDeactivatedAfterEdit(); }\n}\ntypedef ImGuiInputTextCallback      ImGuiTextEditCallback;    // OBSOLETED in 1.63 (from Aug 2018): made the names consistent\ntypedef ImGuiInputTextCallbackData  ImGuiTextEditCallbackData;\n#endif\n\n//-----------------------------------------------------------------------------\n// Helpers\n//-----------------------------------------------------------------------------\n\n// Helper: Unicode defines\n#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD     // Invalid Unicode code point (standard value).\n#ifdef IMGUI_USE_WCHAR32\n#define IM_UNICODE_CODEPOINT_MAX     0x10FFFF   // Maximum Unicode code point supported by this build.\n#else\n#define IM_UNICODE_CODEPOINT_MAX     0xFFFF     // Maximum Unicode code point supported by this build.\n#endif\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: static ImGuiOnceUponAFrame oaf; if (oaf) 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: Parse and apply text filters. In format \"aaaaa[,bbbb][,ccccc]\"\nstruct ImGuiTextFilter\n{\n    IMGUI_API           ImGuiTextFilter(const char* default_filter = \"\");\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    IMGUI_API void      Build();\n    void                Clear()          { InputBuf[0] = 0; Build(); }\n    bool                IsActive() const { return !Filters.empty(); }\n\n    // [Internal]\n    struct ImGuiTextRange\n    {\n        const char*     b;\n        const char*     e;\n\n        ImGuiTextRange()                                { b = e = NULL; }\n        ImGuiTextRange(const char* _b, const char* _e)  { b = _b; e = _e; }\n        bool            empty() const                   { return b == e; }\n        IMGUI_API void  split(char separator, ImVector<ImGuiTextRange>* out) const;\n    };\n    char                    InputBuf[256];\n    ImVector<ImGuiTextRange>Filters;\n    int                     CountGrep;\n};\n\n// Helper: Growable text buffer for logging/accumulating text\n// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')\nstruct ImGuiTextBuffer\n{\n    ImVector<char>      Buf;\n    IMGUI_API static char EmptyString[1];\n\n    ImGuiTextBuffer()   { }\n    inline char         operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }\n    const char*         begin() const           { return Buf.Data ? &Buf.front() : EmptyString; }\n    const char*         end() const             { return Buf.Data ? &Buf.back() : EmptyString; }   // Buf is zero-terminated, so end() will point on the zero-terminator\n    int                 size() const            { return Buf.Size ? Buf.Size - 1 : 0; }\n    bool                empty() const           { return Buf.Size <= 1; }\n    void                clear()                 { Buf.clear(); }\n    void                reserve(int capacity)   { Buf.reserve(capacity); }\n    const char*         c_str() const           { return Buf.Data ? Buf.Data : EmptyString; }\n    IMGUI_API void      append(const char* str, const char* str_end = NULL);\n    IMGUI_API void      appendf(const char* fmt, ...) IM_FMTARGS(2);\n    IMGUI_API void      appendfv(const char* fmt, va_list args) IM_FMTLIST(2);\n};\n\n// Helper: 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)\n// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)\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    // [Internal]\n    struct ImGuiStoragePair\n    {\n        ImGuiID key;\n        union { int val_i; float val_f; void* val_p; };\n        ImGuiStoragePair(ImGuiID _key, int _val_i)      { key = _key; val_i = _val_i; }\n        ImGuiStoragePair(ImGuiID _key, float _val_f)    { key = _key; val_f = _val_f; }\n        ImGuiStoragePair(ImGuiID _key, void* _val_p)    { key = _key; val_p = _val_p; }\n    };\n\n    ImVector<ImGuiStoragePair>      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    void                Clear() { Data.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    // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.\n    IMGUI_API void      BuildSortByKey();\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\n// 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// (Dear ImGui already clip items based on their bounds but it needs to measure text size to do so, whereas manual coarse clipping before submission makes this cost and your own data fetching/submission cost almost null)\n// Usage:\n//   ImGuiListClipper clipper;\n//   clipper.Begin(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// Generally what happens is:\n// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.\n// - User code submit one element.\n// - Clipper can measure the height of the first element\n// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.\n// - User code submit visible elements.\nstruct ImGuiListClipper\n{\n    int     DisplayStart;\n    int     DisplayEnd;\n\n    // [Internal]\n    int     ItemsCount;\n    int     StepNo;\n    int     ItemsFrozen;\n    float   ItemsHeight;\n    float   StartPosY;\n\n    IMGUI_API ImGuiListClipper();\n    IMGUI_API ~ImGuiListClipper();\n\n    // items_count: 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 GetFrameHeightWithSpacing().\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    IMGUI_API bool Step();                                              // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]\n#endif\n};\n\n// Helpers macros to generate 32-bit 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// Helper: ImColor() implicitly 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//-----------------------------------------------------------------------------\n// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)\n// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.\n//-----------------------------------------------------------------------------\n\n// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.\n#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX\n#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX     (63)\n#endif\n\n// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]\n// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,\n// you can poke into the draw list for that! Draw callback may be useful for example to:\n//  A) Change your GPU render state,\n//  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() }'\n// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.\n#ifndef ImDrawCallback\ntypedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);\n#endif\n\n// Special Draw callback value to request renderer backend to reset the graphics/render state.\n// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.\n// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored.\n// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call).\n#define ImDrawCallback_ResetRenderState     (ImDrawCallback)(-1)\n\n// Typically, 1 command = 1 GPU draw call (unless command is a callback)\n// - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,\n//   those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.\n//   Pre-1.71 backends will typically ignore the VtxOffset/IdxOffset fields.\n// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).\nstruct ImDrawCmd\n{\n    ImVec4          ClipRect;           // 4*4  // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in \"viewport\" coordinates\n    ImTextureID     TextureId;          // 4-8  // 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    unsigned int    VtxOffset;          // 4    // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.\n    unsigned int    IdxOffset;          // 4    // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.\n    unsigned int    ElemCount;          // 4    // 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    ImDrawCallback  UserCallback;       // 4-8  // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.\n    void*           UserCallbackData;   // 4-8  // The draw callback code can access this.\n\n    ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed\n};\n\n// Vertex index, default to 16-bit\n// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer backend (recommended).\n// To use 32-bit indices: override with '#define ImDrawIdx unsigned int' 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). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up.\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// [Internal] For use by ImDrawList\nstruct ImDrawCmdHeader\n{\n    ImVec4          ClipRect;\n    ImTextureID     TextureId;\n    unsigned int    VtxOffset;\n};\n\n// [Internal] For use by ImDrawListSplitter\nstruct ImDrawChannel\n{\n    ImVector<ImDrawCmd>         _CmdBuffer;\n    ImVector<ImDrawIdx>         _IdxBuffer;\n};\n\n\n// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.\n// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.\nstruct ImDrawListSplitter\n{\n    int                         _Current;    // Current channel number (0)\n    int                         _Count;      // Number of active channels (1+)\n    ImVector<ImDrawChannel>     _Channels;   // Draw channels (not resized down so _Count might be < Channels.Size)\n\n    inline ImDrawListSplitter()  { memset(this, 0, sizeof(*this)); }\n    inline ~ImDrawListSplitter() { ClearFreeMemory(); }\n    inline void                 Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame\n    IMGUI_API void              ClearFreeMemory();\n    IMGUI_API void              Split(ImDrawList* draw_list, int count);\n    IMGUI_API void              Merge(ImDrawList* draw_list);\n    IMGUI_API void              SetCurrentChannel(ImDrawList* draw_list, int channel_idx);\n};\n\nenum ImDrawCornerFlags_\n{\n    ImDrawCornerFlags_None      = 0,\n    ImDrawCornerFlags_TopLeft   = 1 << 0, // 0x1\n    ImDrawCornerFlags_TopRight  = 1 << 1, // 0x2\n    ImDrawCornerFlags_BotLeft   = 1 << 2, // 0x4\n    ImDrawCornerFlags_BotRight  = 1 << 3, // 0x8\n    ImDrawCornerFlags_Top       = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,   // 0x3\n    ImDrawCornerFlags_Bot       = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,   // 0xC\n    ImDrawCornerFlags_Left      = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,    // 0x5\n    ImDrawCornerFlags_Right     = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,  // 0xA\n    ImDrawCornerFlags_All       = 0xF     // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience\n};\n\n// Flags for ImDrawList. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.\n// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.\nenum ImDrawListFlags_\n{\n    ImDrawListFlags_None                    = 0,\n    ImDrawListFlags_AntiAliasedLines        = 1 << 0,  // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)\n    ImDrawListFlags_AntiAliasedLinesUseTex  = 1 << 1,  // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering.\n    ImDrawListFlags_AntiAliasedFill         = 1 << 2,  // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).\n    ImDrawListFlags_AllowVtxOffset          = 1 << 3   // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.\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,\n// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.\n// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to\n// access the current window draw list and draw custom 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), but 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// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.\nstruct ImDrawList\n{\n    // This is what you have to render\n    ImVector<ImDrawCmd>     CmdBuffer;          // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.\n    ImVector<ImDrawIdx>     IdxBuffer;          // Index buffer. Each command consume ImDrawCmd::ElemCount of those\n    ImVector<ImDrawVert>    VtxBuffer;          // Vertex buffer.\n    ImDrawListFlags         Flags;              // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.\n\n    // [Internal, used while building lists]\n    unsigned int            _VtxCurrentIdx;     // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.\n    const ImDrawListSharedData* _Data;          // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)\n    const char*             _OwnerName;         // Pointer to owner window's name for debugging\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    ImDrawCmdHeader         _CmdHeader;         // [Internal] template of active commands. Fields should match those of CmdBuffer.back().\n    ImDrawListSplitter      _Splitter;          // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)\n\n    // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)\n    ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }\n\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(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    // - For rectangular primitives, \"p_min\" and \"p_max\" represent the upper-left and lower-right corners.\n    // - For circle primitives, use \"num_segments == 0\" to automatically calculate tessellation (preferred).\n    //   In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.\n    //   In future versions we will use textures to provide cheaper and higher-quality circles.\n    //   Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides.\n    IMGUI_API void  AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);\n    IMGUI_API void  AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f);   // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4 bits corresponding to which corner to round\n    IMGUI_API void  AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);                     // a: upper-left, b: lower-right (== upper-left + size)\n    IMGUI_API void  AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);\n    IMGUI_API void  AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);\n    IMGUI_API void  AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);\n    IMGUI_API void  AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);\n    IMGUI_API void  AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);\n    IMGUI_API void  AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);\n    IMGUI_API void  AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);\n    IMGUI_API void  AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);\n    IMGUI_API void  AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);\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  AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness);\n    IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.\n    IMGUI_API void  AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0);\n\n    // Image primitives\n    // - Read FAQ to understand what ImTextureID is.\n    // - \"p_min\" and \"p_max\" represent the upper-left and lower-right corners of the rectangle.\n    // - \"uv_min\" and \"uv_max\" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.\n    IMGUI_API void  AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);\n    IMGUI_API void  AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);\n    IMGUI_API void  AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);\n\n    // Stateful path API, add points then finish with PathFillConvex() or PathStroke()\n    inline    void  PathClear()                                                 { _Path.Size = 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.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }\n    inline    void  PathFillConvex(ImU32 col)                                   { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }  // Note: Anti-aliased filling requires points to be in clockwise order.\n    inline    void  PathStroke(ImU32 col, bool closed, float thickness = 1.0f)  { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }\n    IMGUI_API void  PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10);\n    IMGUI_API void  PathArcToFast(const ImVec2& center, 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& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0);\n    IMGUI_API void  PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);\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    IMGUI_API ImDrawList* CloneOutput() const;                                  // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.\n\n    // Advanced: Channels\n    // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)\n    // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)\n    // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place!\n    //   Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.\n    //   Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.\n    inline void     ChannelsSplit(int count)    { _Splitter.Split(this, count); }\n    inline void     ChannelsMerge()             { _Splitter.Merge(this); }\n    inline void     ChannelsSetCurrent(int n)   { _Splitter.SetCurrentChannel(this, n); }\n\n    // Advanced: Primitives allocations\n    // - We render triangles (three vertices)\n    // - All primitives needs to be reserved via PrimReserve() beforehand.\n    IMGUI_API void  PrimReserve(int idx_count, int vtx_count);\n    IMGUI_API void  PrimUnreserve(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); } // Write vertex with unique index\n\n    // [Internal helpers]\n    IMGUI_API void  _ResetForNewFrame();\n    IMGUI_API void  _ClearFreeMemory();\n    IMGUI_API void  _PopUnusedDrawCmd();\n    IMGUI_API void  _OnChangedClipRect();\n    IMGUI_API void  _OnChangedTextureID();\n    IMGUI_API void  _OnChangedVtxOffset();\n};\n\n// All draw data to render a Dear ImGui frame\n// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,\n// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)\nstruct ImDrawData\n{\n    bool            Valid;                  // Only valid after Render() is called and before the next NewFrame() is called.\n    ImDrawList**    CmdLists;               // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.\n    int             CmdListsCount;          // Number of ImDrawList* to render\n    int             TotalIdxCount;          // For convenience, sum of all ImDrawList's IdxBuffer.Size\n    int             TotalVtxCount;          // For convenience, sum of all ImDrawList's VtxBuffer.Size\n    ImVec2          DisplayPos;             // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)\n    ImVec2          DisplaySize;            // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)\n    ImVec2          FramebufferScale;       // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.\n\n    // Functions\n    ImDrawData()    { Valid = false; Clear(); }\n    ~ImDrawData()   { Clear(); }\n    void Clear()    { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!\n    IMGUI_API void  DeIndexAllBuffers();                    // Helper to convert all buffers from indexed to non-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& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.\n};\n\n//-----------------------------------------------------------------------------\n// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)\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).\n    int             FontNo;                 // 0        // Index of font within TTF/OTF file\n    float           SizePixels;             //          // Size in pixels for rasterizer (more or less maps to the resulting font height).\n    int             OversampleH;            // 3        // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.\n    int             OversampleV;            // 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;            // NULL     // 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    float           GlyphMinAdvanceX;       // 0        // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font\n    float           GlyphMaxAdvanceX;       // FLT_MAX  // Maximum AdvanceX for glyphs\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    unsigned int    RasterizerFlags;        // 0x00     // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.\n    float           RasterizerMultiply;     // 1.0f     // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.\n    ImWchar         EllipsisChar;           // -1       // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.\n\n    // [Internal]\n    char            Name[40];               // Name (strictly to ease debugging)\n    ImFont*         DstFont;\n\n    IMGUI_API ImFontConfig();\n};\n\n// Hold rendering data for one glyph.\n// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)\nstruct ImFontGlyph\n{\n    unsigned int    Codepoint : 31;     // 0x0000..0xFFFF\n    unsigned int    Visible : 1;        // Flag to allow early out when rendering\n    float           AdvanceX;           // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)\n    float           X0, Y0, X1, Y1;     // Glyph corners\n    float           U0, V0, U1, V1;     // Texture coordinates\n};\n\n// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().\n// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.\nstruct ImFontGlyphRangesBuilder\n{\n    ImVector<ImU32> UsedChars;            // Store 1-bit per Unicode code point (0=unused, 1=used)\n\n    ImFontGlyphRangesBuilder()              { Clear(); }\n    inline void     Clear()                 { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }\n    inline bool     GetBit(size_t n) const  { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; }  // Get bit n in the array\n    inline void     SetBit(size_t n)        { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; }               // Set bit n in the array\n    inline 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// See ImFontAtlas::AddCustomRectXXX functions.\nstruct ImFontAtlasCustomRect\n{\n    unsigned short  Width, Height;  // Input    // Desired rectangle dimension\n    unsigned short  X, Y;           // Output   // Packed position in Atlas\n    unsigned int    GlyphID;        // Input    // For custom font glyphs only (ID < 0x110000)\n    float           GlyphAdvanceX;  // Input    // For custom font glyphs only: glyph xadvance\n    ImVec2          GlyphOffset;    // Input    // For custom font glyphs only: glyph display offset\n    ImFont*         Font;           // Input    // For custom font glyphs only: target font\n    ImFontAtlasCustomRect()         { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }\n    bool IsPacked() const           { return X != 0xFFFF; }\n};\n\n// Flags for ImFontAtlas build\nenum ImFontAtlasFlags_\n{\n    ImFontAtlasFlags_None               = 0,\n    ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0,   // Don't round the height to next power of two\n    ImFontAtlasFlags_NoMouseCursors     = 1 << 1,   // Don't build software mouse cursors into the atlas (save a little texture memory)\n    ImFontAtlasFlags_NoBakedLines       = 1 << 2    // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).\n};\n\n// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:\n//  - One or more fonts.\n//  - Custom graphics data needed to render the shapes needed by Dear ImGui.\n//  - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).\n// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.\n//  - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.\n//  - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.\n//  - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)\n//  - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.\n//    This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.\n// Common pitfalls:\n// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the\n//   atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.\n// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.\n//   You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,\n// - Even though many functions are suffixed with \"TTF\", OTF data is supported just as well.\n// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!\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); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.\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 parameter.\n    IMGUI_API void              ClearInputData();           // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.\n    IMGUI_API void              ClearTexData();             // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.\n    IMGUI_API void              ClearFonts();               // Clear output font data (glyphs storage, UV coordinates).\n    IMGUI_API void              Clear();                    // Clear all input and output.\n\n    // Build atlas, retrieve pixel data.\n    // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().\n    // The pitch is always = Width * BytesPerPixels (1 or 4)\n    // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into\n    // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.\n    IMGUI_API bool              Build();                    // Build pixels data. This is called automatically for you by the GetTexData*** functions.\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    bool                        IsBuilt() const             { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }\n    void                        SetTexID(ImTextureID id)    { TexID = id; }\n\n    //-------------------------------------------\n    // Glyph Ranges\n    //-------------------------------------------\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    // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.\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 2999 Ideographs\n    IMGUI_API const ImWchar*    GetGlyphRangesChineseFull();            // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs\n    IMGUI_API const ImWchar*    GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese\n    IMGUI_API const ImWchar*    GetGlyphRangesCyrillic();               // Default + about 400 Cyrillic characters\n    IMGUI_API const ImWchar*    GetGlyphRangesThai();                   // Default + Thai characters\n    IMGUI_API const ImWchar*    GetGlyphRangesVietnamese();             // Default + Vietnamese characters\n\n    //-------------------------------------------\n    // [BETA] Custom Rectangles/Glyphs API\n    //-------------------------------------------\n\n    // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.\n    // After calling Build(), you can query the rectangle position and render your pixels.\n    // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),\n    // so you can render e.g. custom colorful icons and use them as regular glyphs.\n    // Read docs/FONTS.md for more details about using colorful icons.\n    // Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.\n    IMGUI_API int               AddCustomRectRegular(int width, int height);\n    IMGUI_API int               AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));\n    ImFontAtlasCustomRect*      GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }\n\n    // [Internal]\n    IMGUI_API void              CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;\n    IMGUI_API bool              GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);\n\n    //-------------------------------------------\n    // Members\n    //-------------------------------------------\n\n    bool                        Locked;             // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.\n    ImFontAtlasFlags            Flags;              // Build flags (see ImFontAtlasFlags_)\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    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. If your rendering method doesn't rely on bilinear filtering you may set this to 0.\n\n    // [Internal]\n    // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.\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    ImVec2                      TexUvScale;         // = (1.0f/TexWidth, 1.0f/TexHeight)\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    ImVector<ImFontAtlasCustomRect> CustomRects;    // Rectangles for packing custom texture data into the atlas.\n    ImVector<ImFontConfig>      ConfigData;         // Configuration data\n    ImVec4                      TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1];  // UVs for baked anti-aliased lines\n\n    // [Internal] Packing data\n    int                         PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors\n    int                         PackIdLines;        // Custom texture rectangle ID for baked anti-aliased lines\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    typedef ImFontAtlasCustomRect    CustomRect;         // OBSOLETED in 1.72+\n    typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+\n#endif\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    // Members: Hot ~20/24 bytes (for CalcTextSize)\n    ImVector<float>             IndexAdvanceX;      // 12-16 // out //            // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).\n    float                       FallbackAdvanceX;   // 4     // out // = FallbackGlyph->AdvanceX\n    float                       FontSize;           // 4     // in  //            // Height of characters/line, set during loading (don't change after loading)\n\n    // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)\n    ImVector<ImWchar>           IndexLookup;        // 12-16 // out //            // Sparse. Index glyphs by Unicode code-point.\n    ImVector<ImFontGlyph>       Glyphs;             // 12-16 // out //            // All glyphs.\n    const ImFontGlyph*          FallbackGlyph;      // 4-8   // out // = FindGlyph(FontFallbackChar)\n\n    // Members: Cold ~32/40 bytes\n    ImFontAtlas*                ContainerAtlas;     // 4-8   // out //            // What we has been loaded into\n    const ImFontConfig*         ConfigData;         // 4-8   // in  //            // Pointer within ContainerAtlas->ConfigData\n    short                       ConfigDataCount;    // 2     // in  // ~ 1        // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.\n    ImWchar                     FallbackChar;       // 2     // in  // = '?'      // Replacement character if a glyph isn't found. Only set via SetFallbackChar()\n    ImWchar                     EllipsisChar;       // 2     // out // = -1       // Character used for ellipsis rendering.\n    bool                        DirtyLookupTables;  // 1     // out //\n    float                       Scale;              // 4     // in  // = 1.f      // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()\n    float                       Ascent, Descent;    // 4+4   // out //            // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]\n    int                         MetricsTotalSurface;// 4     // out //            // 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    ImU8                        Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.\n\n    // Methods\n    IMGUI_API ImFont();\n    IMGUI_API ~ImFont();\n    IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;\n    IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;\n    float                       GetCharAdvance(ImWchar c) const     { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }\n    bool                        IsLoaded() const                    { return ContainerAtlas != NULL; }\n    const char*                 GetDebugName() const                { return ConfigData ? ConfigData->Name : \"<unknown>\"; }\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, ImWchar 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    // [Internal] Don't use!\n    IMGUI_API void              BuildLookupTable();\n    IMGUI_API void              ClearOutputData();\n    IMGUI_API void              GrowIndex(int new_size);\n    IMGUI_API void              AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);\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    IMGUI_API void              SetGlyphVisible(ImWchar c, bool visible);\n    IMGUI_API void              SetFallbackChar(ImWchar c);\n    IMGUI_API bool              IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);\n};\n\n#if defined(__clang__)\n#pragma clang diagnostic pop\n#elif defined(__GNUC__)\n#pragma GCC 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\n#endif // #ifndef IMGUI_DISABLE\n"
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    "path": "LView/imgui.ini",
    "content": "[Window][Debug##Default]\nPos=554,406\nSize=540,386\nCollapsed=0\n\n[Window][Dear ImGui Demo]\nPos=668,80\nSize=1001,852\nCollapsed=1\n\n[Window][SpellTracker]\nPos=1660,174\nSize=243,366\nCollapsed=1\n\n[Window][Test]\nPos=806,295\nSize=422,349\nCollapsed=0\n\n[Window][Settings]\nPos=1005,3\nSize=765,893\nCollapsed=1\n\n[Window][Hero Tracker Overlay##heroTrackerOverlay]\nPos=1645,793\nSize=272,271\nCollapsed=0\n\n[Window][Debug]\nPos=924,5\nSize=876,211\nCollapsed=0\n\n[Window][Minimap Overlay]\nPos=1649,799\nSize=259,278\nCollapsed=0\n\n[Window][Delete?]\nPos=805,481\nSize=310,118\nCollapsed=0\n\n[Window][Stacked 1]\nPos=687,467\nSize=408,172\nCollapsed=0\n\n[Window][Example: Log]\nPos=386,429\nSize=500,400\nCollapsed=0\n\n[Window][Benchmarks]\nPos=760,14\nSize=574,347\nCollapsed=1\n\n[Window][test]\nPos=566,629\nSize=32,35\nCollapsed=0\n\n[Window][Keys]\nPos=65,60\nSize=45,284\nCollapsed=0\n\n[Window][This is how you create a window]\nPos=107,361\nSize=502,659\nCollapsed=0\n\n[Window][Object Viewer]\nPos=129,25\nSize=664,844\nCollapsed=0\n\n[Window][Champion to track]\nPos=60,60\nSize=32,35\nCollapsed=0\n\n[Window][LVIEW (External RPM Scripting Engine) by leryss]\nPos=597,192\nSize=830,582\nCollapsed=0\n\n[Window][Example: Property editor]\nPos=467,467\nSize=430,450\nCollapsed=0\n\n[Window][Dear ImGui Style Editor]\nPos=60,60\nSize=516,960\nCollapsed=0\n\n[Window][Dear ImGui Metrics/Debugger]\nPos=60,60\nSize=570,498\nCollapsed=0\n\n[Window][About Dear ImGui]\nPos=60,60\nSize=569,442\nCollapsed=0\n\n[Window][LVIEW by leryss]\nPos=1138,21\nSize=690,889\nCollapsed=0\n\n[Table][0xBF3CBA1D,3]\nColumn 0  Weight=1.0000\nColumn 1  Weight=1.0000\nColumn 2  Weight=1.0000\n\n[Table][0xD0F0C6E3,2]\nColumn 0  Weight=1.0000\nColumn 1  Weight=1.0000\n\n[Table][0x46991A63,4]\nRefScale=13\nColumn 0  Width=28 Sort=0v\nColumn 1  Width=42\nColumn 2  Width=42\nColumn 3  Weight=1.0000\n\n[Table][0x6DF052BA,6]\nRefScale=13\nColumn 0  Width=36 Sort=0v\nColumn 1  Width=42\nColumn 2  Width=73\nColumn 3  Weight=1.0000\nColumn 4  Weight=1.0000\nColumn 5  Width=-1\n\n"
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    "path": "LView/imgui_demo.cpp",
    "content": "// dear imgui, v1.80 WIP\n// (demo code)\n\n// Help:\n// - Read FAQ at http://dearimgui.org/faq\n// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.\n// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.\n// Read imgui.cpp for more details, documentation and comments.\n// Get latest version at https://github.com/ocornut/imgui\n\n// Message to the person tempted to delete this file when integrating Dear ImGui into their code base:\n// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other\n// coders will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available\n// debug menu of your game/app! Removing this file from your project is hindering access to documentation for everyone\n// in your team, likely leading you to poorer usage of the library.\n// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().\n// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be\n// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty.\n// In other situation, whenever you have Dear ImGui available you probably want this to be available for reference.\n// Thank you,\n// -Your beloved friend, imgui_demo.cpp (which you won't delete)\n\n// Message to beginner C/C++ programmers about the meaning of the 'static' keyword:\n// In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls,\n// so it is essentially like a global variable but declared inside the scope of the function. We do this as a way to\n// gather code and data in the same place, to make the demo source code faster to read, faster to write, and smaller\n// in size. It also happens to be a convenient way of storing simple UI related information as long as your function\n// doesn't need to be reentrant or used in multiple threads. This might be a pattern you will want to use in your code,\n// but most of the real data you would be editing is likely going to be stored outside your functions.\n\n// The Demo code in this file is designed to be easy to copy-and-paste in into your application!\n// Because of this:\n// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace.\n// - We try to declare static variables in the local scope, as close as possible to the code using them.\n// - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API.\n// - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided\n//   by imgui_internal.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional\n//   and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h.\n//   Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp.\n\n// Navigating this file:\n// - In Visual Studio IDE: CTRL+comma (\"Edit.NavigateTo\") can follow symbols in comments, whereas CTRL+F12 (\"Edit.GoToImplementation\") cannot.\n// - With Visual Assist installed: ALT+G (\"VAssistX.GoToImplementation\") can also follow symbols in comments.\n\n/*\n\nIndex of this file:\n\n// [SECTION] Forward Declarations, Helpers\n// [SECTION] Demo Window / ShowDemoWindow()\n// - sub section: ShowDemoWindowWidgets()\n// - sub section: ShowDemoWindowLayout()\n// - sub section: ShowDemoWindowPopups()\n// - sub section: ShowDemoWindowTables()\n// - sub section: ShowDemoWindowMisc()\n// [SECTION] About Window / ShowAboutWindow()\n// [SECTION] Style Editor / ShowStyleEditor()\n// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()\n// [SECTION] Example App: Debug Console / ShowExampleAppConsole()\n// [SECTION] Example App: Debug Log / ShowExampleAppLog()\n// [SECTION] Example App: Simple Layout / ShowExampleAppLayout()\n// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor()\n// [SECTION] Example App: Long Text / ShowExampleAppLongText()\n// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize()\n// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize()\n// [SECTION] Example App: Simple Overlay / ShowExampleAppSimpleOverlay()\n// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles()\n// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()\n// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()\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#ifndef IMGUI_DISABLE\n\n// System includes\n#include <ctype.h>          // toupper\n#include <limits.h>         // INT_MIN, INT_MAX\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// Visual Studio warnings\n#ifdef _MSC_VER\n#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen\n#endif\n\n// Clang/GCC warnings with -Weverything\n#if defined(__clang__)\n#if __has_warning(\"-Wunknown-warning-option\")\n#pragma clang diagnostic ignored \"-Wunknown-warning-option\"         // warning: unknown warning group 'xxx'                     // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!\n#endif\n#pragma clang diagnostic ignored \"-Wunknown-pragmas\"                // warning: unknown warning group 'xxx'\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..   // 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\n#pragma clang diagnostic ignored \"-Wformat-security\"                // 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#pragma clang diagnostic ignored \"-Wunused-macros\"                  // warning: macro is not used                               // we define snprintf/vsnprintf on Windows so they are available, but not always used.\n#pragma clang diagnostic ignored \"-Wzero-as-null-pointer-constant\"  // warning: zero as null pointer constant                   // some standard header variations use #define NULL 0\n#pragma clang diagnostic ignored \"-Wdouble-promotion\"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.\n#pragma clang diagnostic ignored \"-Wreserved-id-macro\"              // warning: macro name is a reserved identifier\n#pragma clang diagnostic ignored \"-Wimplicit-int-float-conversion\"  // warning: implicit conversion from 'xxx' to 'float' may lose precision\n#elif defined(__GNUC__)\n#pragma GCC diagnostic ignored \"-Wpragmas\"                  // warning: unknown option after '#pragma GCC diagnostic' kind\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#pragma GCC diagnostic ignored \"-Wmisleading-indentation\"   // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement      // GCC 6.0+ only. See #883 on GitHub.\n#endif\n\n// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!)\n#ifdef _WIN32\n#define IM_NEWLINE  \"\\r\\n\"\n#else\n#define IM_NEWLINE  \"\\n\"\n#endif\n\n// Helpers\n#if defined(_MSC_VER) && !defined(snprintf)\n#define snprintf    _snprintf\n#endif\n#if defined(_MSC_VER) && !defined(vsnprintf)\n#define vsnprintf   _vsnprintf\n#endif\n\n// Helpers macros\n// We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste,\n// but making an exception here as those are largely simplifying code...\n// In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo.\n#define IM_MIN(A, B)            (((A) < (B)) ? (A) : (B))\n#define IM_MAX(A, B)            (((A) >= (B)) ? (A) : (B))\n#define IM_CLAMP(V, MN, MX)     ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V))\n\n// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall\n#ifndef IMGUI_CDECL\n#ifdef _MSC_VER\n#define IMGUI_CDECL __cdecl\n#else\n#define IMGUI_CDECL\n#endif\n#endif\n\n//-----------------------------------------------------------------------------\n// [SECTION] Forward Declarations, Helpers\n//-----------------------------------------------------------------------------\n\n#if !defined(IMGUI_DISABLE_DEMO_WINDOWS)\n\n// Forward Declarations\nstatic void ShowExampleAppDocuments(bool* p_open);\nstatic void ShowExampleAppMainMenuBar();\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 ShowExampleAppSimpleOverlay(bool* p_open);\nstatic void ShowExampleAppWindowTitles(bool* p_open);\nstatic void ShowExampleAppCustomRendering(bool* p_open);\nstatic void ShowExampleMenuFile();\n\n// Helper to display a little (?) mark which shows a tooltip when hovered.\n// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md)\nstatic void HelpMarker(const char* desc)\n{\n    ImGui::TextDisabled(\"(?)\");\n    if (ImGui::IsItemHovered())\n    {\n        ImGui::BeginTooltip();\n        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);\n        ImGui::TextUnformatted(desc);\n        ImGui::PopTextWrapPos();\n        ImGui::EndTooltip();\n    }\n}\n\n// Helper to display basic user controls.\nvoid ImGui::ShowUserGuide()\n{\n    ImGuiIO& io = ImGui::GetIO();\n    ImGui::BulletText(\"Double-click on title bar to collapse window.\");\n    ImGui::BulletText(\n        \"Click and drag on lower corner to resize window\\n\"\n        \"(double-click to auto fit window to its contents).\");\n    ImGui::BulletText(\"CTRL+Click on a slider or drag box to input value as text.\");\n    ImGui::BulletText(\"TAB/SHIFT+TAB to cycle through keyboard editable fields.\");\n    if (io.FontAllowUserScaling)\n        ImGui::BulletText(\"CTRL+Mouse Wheel to zoom window contents.\");\n    ImGui::BulletText(\"While inputing text:\\n\");\n    ImGui::Indent();\n    ImGui::BulletText(\"CTRL+Left/Right to word jump.\");\n    ImGui::BulletText(\"CTRL+A or double-click to select all.\");\n    ImGui::BulletText(\"CTRL+X/C/V to use clipboard cut/copy/paste.\");\n    ImGui::BulletText(\"CTRL+Z,CTRL+Y to undo/redo.\");\n    ImGui::BulletText(\"ESCAPE to revert.\");\n    ImGui::BulletText(\"You can apply arithmetic operators +,*,/ on numerical values.\\nUse +- to subtract.\");\n    ImGui::Unindent();\n    ImGui::BulletText(\"With keyboard navigation enabled:\");\n    ImGui::Indent();\n    ImGui::BulletText(\"Arrow keys to navigate.\");\n    ImGui::BulletText(\"Space to activate a widget.\");\n    ImGui::BulletText(\"Return to input text into a widget.\");\n    ImGui::BulletText(\"Escape to deactivate a widget, close popup, exit child window.\");\n    ImGui::BulletText(\"Alt to jump to the menu layer of a window.\");\n    ImGui::BulletText(\"CTRL+Tab to select a window.\");\n    ImGui::Unindent();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Demo Window / ShowDemoWindow()\n//-----------------------------------------------------------------------------\n// - ShowDemoWindowWidgets()\n// - ShowDemoWindowLayout()\n// - ShowDemoWindowPopups()\n// - ShowDemoWindowTables()\n// - ShowDemoWindowColumns()\n// - ShowDemoWindowMisc()\n//-----------------------------------------------------------------------------\n\n// We split the contents of the big ShowDemoWindow() function into smaller functions\n// (because the link time of very large functions grow non-linearly)\nstatic void ShowDemoWindowWidgets();\nstatic void ShowDemoWindowLayout();\nstatic void ShowDemoWindowPopups();\nstatic void ShowDemoWindowTables();\nstatic void ShowDemoWindowColumns();\nstatic void ShowDemoWindowMisc();\n\n// Demonstrate most Dear ImGui features (this is big function!)\n// You may execute this function to experiment with the UI and understand what it does.\n// You may then search for keywords in the code when you are interested by a specific feature.\nvoid ImGui::ShowDemoWindow(bool* p_open)\n{\n    // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup\n    // Most ImGui functions would normally just crash if the context is missing.\n    IM_ASSERT(ImGui::GetCurrentContext() != NULL && \"Missing dear imgui context. Refer to examples app!\");\n\n    // Examples Apps (accessible from the \"Examples\" menu)\n    static bool show_app_main_menu_bar = false;\n    static bool show_app_documents = 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_simple_overlay = false;\n    static bool show_app_window_titles = false;\n    static bool show_app_custom_rendering = false;\n\n    if (show_app_main_menu_bar)       ShowExampleAppMainMenuBar();\n    if (show_app_documents)           ShowExampleAppDocuments(&show_app_documents);\n\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_simple_overlay)      ShowExampleAppSimpleOverlay(&show_app_simple_overlay);\n    if (show_app_window_titles)       ShowExampleAppWindowTitles(&show_app_window_titles);\n    if (show_app_custom_rendering)    ShowExampleAppCustomRendering(&show_app_custom_rendering);\n\n    // Dear ImGui Apps (accessible from the \"Tools\" menu)\n    static bool show_app_metrics = false;\n    static bool show_app_style_editor = false;\n    static bool show_app_about = false;\n\n    if (show_app_metrics)       { ImGui::ShowMetricsWindow(&show_app_metrics); }\n    if (show_app_about)         { ImGui::ShowAboutWindow(&show_app_about); }\n    if (show_app_style_editor)\n    {\n        ImGui::Begin(\"Dear ImGui Style Editor\", &show_app_style_editor);\n        ImGui::ShowStyleEditor();\n        ImGui::End();\n    }\n\n    // Demonstrate the various window flags. Typically you would just use the default!\n    static bool no_titlebar = false;\n    static bool no_scrollbar = false;\n    static bool no_menu = false;\n    static bool no_move = false;\n    static bool no_resize = false;\n    static bool no_collapse = false;\n    static bool no_close = false;\n    static bool no_nav = false;\n    static bool no_background = false;\n    static bool no_bring_to_front = false;\n\n    ImGuiWindowFlags window_flags = 0;\n    if (no_titlebar)        window_flags |= ImGuiWindowFlags_NoTitleBar;\n    if (no_scrollbar)       window_flags |= ImGuiWindowFlags_NoScrollbar;\n    if (!no_menu)           window_flags |= ImGuiWindowFlags_MenuBar;\n    if (no_move)            window_flags |= ImGuiWindowFlags_NoMove;\n    if (no_resize)          window_flags |= ImGuiWindowFlags_NoResize;\n    if (no_collapse)        window_flags |= ImGuiWindowFlags_NoCollapse;\n    if (no_nav)             window_flags |= ImGuiWindowFlags_NoNav;\n    if (no_background)      window_flags |= ImGuiWindowFlags_NoBackground;\n    if (no_bring_to_front)  window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus;\n    if (no_close)           p_open = NULL; // Don't pass our bool* to Begin\n\n    // We specify a default position/size in case there's no data in the .ini file.\n    // We only do it to make the demo applications a little more welcoming, but typically this isn't required.\n    ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);\n    ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver);\n\n    // Main body of the Demo window starts here.\n    if (!ImGui::Begin(\"Dear 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    // Most \"big\" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details.\n\n    // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align)\n    //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f);\n\n    // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets.\n    ImGui::PushItemWidth(ImGui::GetFontSize() * -12);\n\n    // Menu Bar\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_simple_overlay);\n            ImGui::MenuItem(\"Manipulating window titles\", NULL, &show_app_window_titles);\n            ImGui::MenuItem(\"Custom rendering\", NULL, &show_app_custom_rendering);\n            ImGui::MenuItem(\"Documents\", NULL, &show_app_documents);\n            ImGui::EndMenu();\n        }\n        if (ImGui::BeginMenu(\"Tools\"))\n        {\n            ImGui::MenuItem(\"Metrics/Debugger\", NULL, &show_app_metrics);\n            ImGui::MenuItem(\"Style Editor\", NULL, &show_app_style_editor);\n            ImGui::MenuItem(\"About Dear ImGui\", NULL, &show_app_about);\n            ImGui::EndMenu();\n        }\n        ImGui::EndMenuBar();\n    }\n\n    ImGui::Text(\"dear imgui says hello. (%s)\", IMGUI_VERSION);\n    ImGui::Spacing();\n\n    if (ImGui::CollapsingHeader(\"Help\"))\n    {\n        ImGui::Text(\"ABOUT THIS DEMO:\");\n        ImGui::BulletText(\"Sections below are demonstrating many aspects of the library.\");\n        ImGui::BulletText(\"The \\\"Examples\\\" menu above leads to more demo contents.\");\n        ImGui::BulletText(\"The \\\"Tools\\\" menu above gives access to: About Box, Style Editor,\\n\"\n                          \"and Metrics/Debugger (general purpose Dear ImGui debugging tool).\");\n        ImGui::Separator();\n\n        ImGui::Text(\"PROGRAMMER GUIDE:\");\n        ImGui::BulletText(\"See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!\");\n        ImGui::BulletText(\"See comments in imgui.cpp.\");\n        ImGui::BulletText(\"See example applications in the examples/ folder.\");\n        ImGui::BulletText(\"Read the FAQ at http://www.dearimgui.org/faq/\");\n        ImGui::BulletText(\"Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.\");\n        ImGui::BulletText(\"Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.\");\n        ImGui::Separator();\n\n        ImGui::Text(\"USER GUIDE:\");\n        ImGui::ShowUserGuide();\n    }\n\n    if (ImGui::CollapsingHeader(\"Configuration\"))\n    {\n        ImGuiIO& io = ImGui::GetIO();\n\n        if (ImGui::TreeNode(\"Configuration##2\"))\n        {\n            ImGui::CheckboxFlags(\"io.ConfigFlags: NavEnableKeyboard\",    &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard);\n            ImGui::SameLine(); HelpMarker(\"Enable keyboard controls.\");\n            ImGui::CheckboxFlags(\"io.ConfigFlags: NavEnableGamepad\",     &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad);\n            ImGui::SameLine(); HelpMarker(\"Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\\n\\nRead instructions in imgui.cpp for details.\");\n            ImGui::CheckboxFlags(\"io.ConfigFlags: NavEnableSetMousePos\", &io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos);\n            ImGui::SameLine(); HelpMarker(\"Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos.\");\n            ImGui::CheckboxFlags(\"io.ConfigFlags: NoMouse\",              &io.ConfigFlags, ImGuiConfigFlags_NoMouse);\n            if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)\n            {\n                // The \"NoMouse\" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it:\n                if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f)\n                {\n                    ImGui::SameLine();\n                    ImGui::Text(\"<<PRESS SPACE TO DISABLE>>\");\n                }\n                if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Space)))\n                    io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse;\n            }\n            ImGui::CheckboxFlags(\"io.ConfigFlags: NoMouseCursorChange\", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange);\n            ImGui::SameLine(); HelpMarker(\"Instruct backend to not alter mouse cursor shape and visibility.\");\n            ImGui::Checkbox(\"io.ConfigInputTextCursorBlink\", &io.ConfigInputTextCursorBlink);\n            ImGui::SameLine(); HelpMarker(\"Set to false to disable blinking cursor, for users who consider it distracting\");\n            ImGui::Checkbox(\"io.ConfigWindowsResizeFromEdges\", &io.ConfigWindowsResizeFromEdges);\n            ImGui::SameLine(); HelpMarker(\"Enable resizing of windows from their edges and from the lower-left corner.\\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback.\");\n            ImGui::Checkbox(\"io.ConfigWindowsMoveFromTitleBarOnly\", &io.ConfigWindowsMoveFromTitleBarOnly);\n            ImGui::Checkbox(\"io.MouseDrawCursor\", &io.MouseDrawCursor);\n            ImGui::SameLine(); HelpMarker(\"Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\\n\\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).\");\n            ImGui::Text(\"Also see Style->Rendering for rendering options.\");\n            ImGui::TreePop();\n            ImGui::Separator();\n        }\n\n        if (ImGui::TreeNode(\"Backend Flags\"))\n        {\n            HelpMarker(\n                \"Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\\n\"\n                \"Here we expose then as read-only fields to avoid breaking interactions with your backend.\");\n\n            // Make a local copy to avoid modifying actual backend flags.\n            ImGuiBackendFlags backend_flags = io.BackendFlags;\n            ImGui::CheckboxFlags(\"io.BackendFlags: HasGamepad\",           &backend_flags, ImGuiBackendFlags_HasGamepad);\n            ImGui::CheckboxFlags(\"io.BackendFlags: HasMouseCursors\",      &backend_flags, ImGuiBackendFlags_HasMouseCursors);\n            ImGui::CheckboxFlags(\"io.BackendFlags: HasSetMousePos\",       &backend_flags, ImGuiBackendFlags_HasSetMousePos);\n            ImGui::CheckboxFlags(\"io.BackendFlags: RendererHasVtxOffset\", &backend_flags, ImGuiBackendFlags_RendererHasVtxOffset);\n            ImGui::TreePop();\n            ImGui::Separator();\n        }\n\n        if (ImGui::TreeNode(\"Style\"))\n        {\n            HelpMarker(\"The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function.\");\n            ImGui::ShowStyleEditor();\n            ImGui::TreePop();\n            ImGui::Separator();\n        }\n\n        if (ImGui::TreeNode(\"Capture/Logging\"))\n        {\n            HelpMarker(\n                \"The logging API redirects all text output so you can easily capture the content of \"\n                \"a window or a block. Tree nodes can be automatically expanded.\\n\"\n                \"Try opening any of the contents below in this window and then click one of the \\\"Log To\\\" button.\");\n            ImGui::LogButtons();\n\n            HelpMarker(\"You can also call ImGui::LogText() to output directly to the log without a visual output.\");\n            if (ImGui::Button(\"Copy \\\"Hello, world!\\\" to clipboard\"))\n            {\n                ImGui::LogToClipboard();\n                ImGui::LogText(\"Hello, world!\");\n                ImGui::LogFinish();\n            }\n            ImGui::TreePop();\n        }\n    }\n\n    if (ImGui::CollapsingHeader(\"Window options\"))\n    {\n        if (ImGui::BeginTable(\"split\", 3))\n        {\n            ImGui::TableNextColumn(); ImGui::Checkbox(\"No titlebar\", &no_titlebar);\n            ImGui::TableNextColumn(); ImGui::Checkbox(\"No scrollbar\", &no_scrollbar);\n            ImGui::TableNextColumn(); ImGui::Checkbox(\"No menu\", &no_menu);\n            ImGui::TableNextColumn(); ImGui::Checkbox(\"No move\", &no_move);\n            ImGui::TableNextColumn(); ImGui::Checkbox(\"No resize\", &no_resize);\n            ImGui::TableNextColumn(); ImGui::Checkbox(\"No collapse\", &no_collapse);\n            ImGui::TableNextColumn(); ImGui::Checkbox(\"No close\", &no_close);\n            ImGui::TableNextColumn(); ImGui::Checkbox(\"No nav\", &no_nav);\n            ImGui::TableNextColumn(); ImGui::Checkbox(\"No background\", &no_background);\n            ImGui::TableNextColumn(); ImGui::Checkbox(\"No bring to front\", &no_bring_to_front);\n            ImGui::EndTable();\n        }\n    }\n\n    // All demo contents\n    ShowDemoWindowWidgets();\n    ShowDemoWindowLayout();\n    ShowDemoWindowPopups();\n    ShowDemoWindowTables();\n    ShowDemoWindowMisc();\n\n    // End of ShowDemoWindow()\n    ImGui::PopItemWidth();\n    ImGui::End();\n}\n\nstatic void ShowDemoWindowWidgets()\n{\n    if (!ImGui::CollapsingHeader(\"Widgets\"))\n        return;\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)\n                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        // Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements\n        // (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!)\n        // See 'Demo->Layout->Text Baseline Alignment' for details.\n        ImGui::AlignTextToFramePadding();\n        ImGui::Text(\"Hold to repeat:\");\n        ImGui::SameLine();\n\n        // Arrow buttons with Repeater\n        static int counter = 0;\n        float spacing = ImGui::GetStyle().ItemInnerSpacing.x;\n        ImGui::PushButtonRepeat(true);\n        if (ImGui::ArrowButton(\"##left\", ImGuiDir_Left)) { counter--; }\n        ImGui::SameLine(0.0f, spacing);\n        if (ImGui::ArrowButton(\"##right\", ImGuiDir_Right)) { counter++; }\n        ImGui::PopButtonRepeat();\n        ImGui::SameLine();\n        ImGui::Text(\"%d\", counter);\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        ImGui::Separator();\n\n        ImGui::LabelText(\"label\", \"Value\");\n\n        {\n            // Using the _simplified_ one-liner Combo() api here\n            // See \"Combo\" section for examples of how to use the more complete BeginCombo()/EndCombo() api.\n            const char* items[] = { \"AAAA\", \"BBBB\", \"CCCC\", \"DDDD\", \"EEEE\", \"FFFF\", \"GGGG\", \"HHHH\", \"IIIIIII\", \"JJJJ\", \"KKKKKKK\" };\n            static int item_current = 0;\n            ImGui::Combo(\"combo\", &item_current, items, IM_ARRAYSIZE(items));\n            ImGui::SameLine(); HelpMarker(\n                \"Refer to the \\\"Combo\\\" section below for an explanation of the full BeginCombo/EndCombo API, \"\n                \"and demonstration of various flags.\\n\");\n        }\n\n        {\n            // To wire InputText() with std::string or any other custom string type,\n            // see the \"Text Input > Resize Callback\" section of this demo, and the misc/cpp/imgui_stdlib.h file.\n            static char str0[128] = \"Hello, world!\";\n            ImGui::InputText(\"input text\", str0, IM_ARRAYSIZE(str0));\n            ImGui::SameLine(); HelpMarker(\n                \"USER:\\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\"\n                \"PROGRAMMER:\\n\"\n                \"You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() \"\n                \"to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated \"\n                \"in imgui_demo.cpp).\");\n\n            static char str1[128] = \"\";\n            ImGui::InputTextWithHint(\"input text (w/ hint)\", \"enter text here\", str1, IM_ARRAYSIZE(str1));\n\n            static int i0 = 123;\n            ImGui::InputInt(\"input int\", &i0);\n            ImGui::SameLine(); HelpMarker(\n                \"You can apply arithmetic operators +,*,/ on numerical values.\\n\"\n                \"  e.g. [ 100 ], input \\'*2\\', result becomes [ 200 ]\\n\"\n                \"Use +- to subtract.\");\n\n            static float f0 = 0.001f;\n            ImGui::InputFloat(\"input float\", &f0, 0.01f, 1.0f, \"%.3f\");\n\n            static double d0 = 999999.00000001;\n            ImGui::InputDouble(\"input double\", &d0, 0.01f, 1.0f, \"%.8f\");\n\n            static float f1 = 1.e10f;\n            ImGui::InputFloat(\"input scientific\", &f1, 0.0f, 0.0f, \"%e\");\n            ImGui::SameLine(); HelpMarker(\n                \"You can input value using the scientific notation,\\n\"\n                \"  e.g. \\\"1e+8\\\" becomes \\\"100000000\\\".\");\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(); HelpMarker(\n                \"Click and drag to edit value.\\n\"\n                \"Hold SHIFT/ALT for faster/slower edit.\\n\"\n                \"Double-click or CTRL+click to input value.\");\n\n            ImGui::DragInt(\"drag int 0..100\", &i2, 1, 0, 100, \"%d%%\", ImGuiSliderFlags_AlwaysClamp);\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(); HelpMarker(\"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 float (log)\", &f2, -10.0f, 10.0f, \"%.4f\", ImGuiSliderFlags_Logarithmic);\n\n            static float angle = 0.0f;\n            ImGui::SliderAngle(\"slider angle\", &angle);\n\n            // Using the format string to display a name instead of an integer.\n            // Here we completely omit '%d' from the format string, so it'll only display a name.\n            // This technique can also be used with DragInt().\n            enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT };\n            static int elem = Element_Fire;\n            const char* elems_names[Element_COUNT] = { \"Fire\", \"Earth\", \"Air\", \"Water\" };\n            const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : \"Unknown\";\n            ImGui::SliderInt(\"slider enum\", &elem, 0, Element_COUNT - 1, elem_name);\n            ImGui::SameLine(); HelpMarker(\"Using the format string parameter to display a name instead of the underlying integer.\");\n        }\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(); HelpMarker(\n                \"Click on the color square to open a color picker.\\n\"\n                \"Click and hold to use drag and drop.\\n\"\n                \"Right-click on the color square to show options.\\n\"\n                \"CTRL+click on individual component to input value.\\n\");\n\n            ImGui::ColorEdit4(\"color 2\", col2);\n        }\n\n        {\n            // List box\n            const char* items[] = { \"Apple\", \"Banana\", \"Cherry\", \"Kiwi\", \"Mango\", \"Orange\", \"Pineapple\", \"Strawberry\", \"Watermelon\" };\n            static int item_current = 1;\n            ImGui::ListBox(\"listbox\\n(single select)\", &item_current, items, IM_ARRAYSIZE(items), 4);\n\n            //static int listbox_item_current2 = 2;\n            //ImGui::SetNextItemWidth(-1);\n            //ImGui::ListBox(\"##listbox2\", &listbox_item_current2, listbox_items, IM_ARRAYSIZE(listbox_items), 4);\n        }\n\n        ImGui::TreePop();\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    if (ImGui::TreeNode(\"Trees\"))\n    {\n        if (ImGui::TreeNode(\"Basic trees\"))\n        {\n            for (int i = 0; i < 5; i++)\n            {\n                // Use SetNextItemOpen() so set the default state of a node to be open. We could\n                // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing!\n                if (i == 0)\n                    ImGui::SetNextItemOpen(true, ImGuiCond_Once);\n\n                if (ImGui::TreeNode((void*)(intptr_t)i, \"Child %d\", i))\n                {\n                    ImGui::Text(\"blah blah\");\n                    ImGui::SameLine();\n                    if (ImGui::SmallButton(\"button\")) {}\n                    ImGui::TreePop();\n                }\n            }\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Advanced, with Selectable nodes\"))\n        {\n            HelpMarker(\n                \"This is a more typical looking tree with selectable nodes.\\n\"\n                \"Click to select, CTRL+Click to toggle, click on arrows or double-click to open.\");\n            static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth;\n            static bool align_label_with_current_x_position = false;\n            static bool test_drag_and_drop = false;\n            ImGui::CheckboxFlags(\"ImGuiTreeNodeFlags_OpenOnArrow\",       &base_flags, ImGuiTreeNodeFlags_OpenOnArrow);\n            ImGui::CheckboxFlags(\"ImGuiTreeNodeFlags_OpenOnDoubleClick\", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);\n            ImGui::CheckboxFlags(\"ImGuiTreeNodeFlags_SpanAvailWidth\",    &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker(\"Extend hit area to all available width instead of allowing more items to be laid out after the node.\");\n            ImGui::CheckboxFlags(\"ImGuiTreeNodeFlags_SpanFullWidth\",     &base_flags, ImGuiTreeNodeFlags_SpanFullWidth);\n            ImGui::Checkbox(\"Align label with current X position\", &align_label_with_current_x_position);\n            ImGui::Checkbox(\"Test tree node as drag source\", &test_drag_and_drop);\n            ImGui::Text(\"Hello!\");\n            if (align_label_with_current_x_position)\n                ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());\n\n            // 'selection_mask' is dumb representation of what may be user-side selection state.\n            //  You may retain selection state inside or outside your objects in whatever format you see fit.\n            // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end\n            /// of the loop. May be a pointer to your own node type, etc.\n            static int selection_mask = (1 << 2);\n            int node_clicked = -1;\n            for (int i = 0; i < 6; i++)\n            {\n                // Disable the default \"open on single-click behavior\" + set Selected flag according to our selection.\n                ImGuiTreeNodeFlags node_flags = base_flags;\n                const bool is_selected = (selection_mask & (1 << i)) != 0;\n                if (is_selected)\n                    node_flags |= ImGuiTreeNodeFlags_Selected;\n                if (i < 3)\n                {\n                    // Items 0..2 are Tree 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 (test_drag_and_drop && ImGui::BeginDragDropSource())\n                    {\n                        ImGui::SetDragDropPayload(\"_TREENODE\", NULL, 0);\n                        ImGui::Text(\"This is a drag and drop source\");\n                        ImGui::EndDragDropSource();\n                    }\n                    if (node_open)\n                    {\n                        ImGui::BulletText(\"Blah blah\\nBlah Blah\");\n                        ImGui::TreePop();\n                    }\n                }\n                else\n                {\n                    // Items 3..5 are Tree Leaves\n                    // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can\n                    // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text().\n                    node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet\n                    ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, \"Selectable Leaf %d\", i);\n                    if (ImGui::IsItemClicked())\n                        node_clicked = i;\n                    if (test_drag_and_drop && ImGui::BeginDragDropSource())\n                    {\n                        ImGui::SetDragDropPayload(\"_TREENODE\", NULL, 0);\n                        ImGui::Text(\"This is a drag and drop source\");\n                        ImGui::EndDragDropSource();\n                    }\n                }\n            }\n            if (node_clicked != -1)\n            {\n                // Update selection state\n                // (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, may want to preserve selection when clicking on item that is part of the selection\n                    selection_mask = (1 << node_clicked);           // Click to single-select\n            }\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        ImGui::Checkbox(\"Show 2nd header\", &closable_group);\n        if (ImGui::CollapsingHeader(\"Header\", ImGuiTreeNodeFlags_None))\n        {\n            ImGui::Text(\"IsItemHovered: %d\", ImGui::IsItemHovered());\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            ImGui::Text(\"IsItemHovered: %d\", ImGui::IsItemHovered());\n            for (int i = 0; i < 5; i++)\n                ImGui::Text(\"More content %d\", i);\n        }\n        /*\n        if (ImGui::CollapsingHeader(\"Header with a bullet\", ImGuiTreeNodeFlags_Bullet))\n            ImGui::Text(\"IsItemHovered: %d\", ImGui::IsItemHovered());\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        if (ImGui::TreeNode(\"Tree node\"))\n        {\n            ImGui::BulletText(\"Another bullet point\");\n            ImGui::TreePop();\n        }\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(\"Colorful 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(); HelpMarker(\"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(\n                \"This text should automatically wrap on the edge of the window. The current implementation \"\n                \"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            ImDrawList* draw_list = ImGui::GetWindowDrawList();\n            for (int n = 0; n < 2; n++)\n            {\n                ImGui::Text(\"Test paragraph %d:\", n);\n                ImVec2 pos = ImGui::GetCursorScreenPos();\n                ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y);\n                ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight());\n                ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);\n                if (n == 0)\n                    ImGui::Text(\"The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.\", wrap_width);\n                else\n                    ImGui::Text(\"aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee   ffffffff. gggggggg!hhhhhhhh\");\n\n                // Draw actual text bounding box, following by marker of our expected limit (should not overlap!)\n                draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255));\n                draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255));\n                ImGui::PopTextWrapPos();\n            }\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 \"Google Noto\" or \"Arial Unicode\". See docs/FONTS.md for details.)\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. in Visual Studio, you\n            //   can save your source files as 'UTF-8 without signature').\n            // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8\n            //   CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants.\n            //   Don't do this in your application! Please use u8\"text in any language\" in your application!\n            // Note that characters values are preserved even by InputText() if the font cannot be displayed,\n            // so you can safely copy & paste garbled characters into another application.\n            ImGui::TextWrapped(\n                \"CJK text will only appears if the font was loaded with the appropriate CJK character ranges. \"\n                \"Call io.Font->AddFontFromFileTTF() manually to load extra character ranges. \"\n                \"Read docs/FONTS.md for details.\");\n            ImGui::Text(\"Hiragana: \\xe3\\x81\\x8b\\xe3\\x81\\x8d\\xe3\\x81\\x8f\\xe3\\x81\\x91\\xe3\\x81\\x93 (kakikukeko)\"); // Normally we would use u8\"blah blah\" with the proper characters directly in the string.\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\";\n            //static char buf[32] = u8\"NIHONGO\"; // <- this is how you would write it with C++11, using real kanjis\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        ImGuiIO& io = ImGui::GetIO();\n        ImGui::TextWrapped(\n            \"Below we are displaying the font texture (which is the only texture we have access to in this demo). \"\n            \"Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. \"\n            \"Hover the texture for a zoomed view!\");\n\n        // Below we are displaying the font texture because it is the only texture we have access to inside the demo!\n        // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that\n        // will be passed to the rendering backend via the ImDrawCmd structure.\n        // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top\n        // of their respective source file to specify what they expect to be stored in ImTextureID, for example:\n        // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer\n        // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc.\n        // More:\n        // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers\n        //   to ImGui::Image(), and gather width/height through your own functions, etc.\n        // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer,\n        //   it will help you debug issues if you are confused about it.\n        // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().\n        // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md\n        // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples\n        ImTextureID my_tex_id = io.Fonts->TexID;\n        float my_tex_w = (float)io.Fonts->TexWidth;\n        float my_tex_h = (float)io.Fonts->TexHeight;\n        {\n            ImGui::Text(\"%.0fx%.0f\", my_tex_w, my_tex_h);\n            ImVec2 pos = ImGui::GetCursorScreenPos();\n            ImVec2 uv_min = ImVec2(0.0f, 0.0f);                 // Top-left\n            ImVec2 uv_max = ImVec2(1.0f, 1.0f);                 // Lower-right\n            ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);   // No tint\n            ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); // 50% opaque white\n            ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col);\n            if (ImGui::IsItemHovered())\n            {\n                ImGui::BeginTooltip();\n                float region_sz = 32.0f;\n                float region_x = io.MousePos.x - pos.x - region_sz * 0.5f;\n                float region_y = io.MousePos.y - pos.y - region_sz * 0.5f;\n                float zoom = 4.0f;\n                if (region_x < 0.0f) { region_x = 0.0f; }\n                else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; }\n                if (region_y < 0.0f) { region_y = 0.0f; }\n                else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; }\n                ImGui::Text(\"Min: (%.2f, %.2f)\", region_x, region_y);\n                ImGui::Text(\"Max: (%.2f, %.2f)\", region_x + region_sz, region_y + region_sz);\n                ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h);\n                ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h);\n                ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col);\n                ImGui::EndTooltip();\n            }\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 (style.FramePadding)\n            ImVec2 size = ImVec2(32.0f, 32.0f);                     // Size of the image we want to make visible\n            ImVec2 uv0 = ImVec2(0.0f, 0.0f);                        // UV coordinates for lower-left\n            ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h);// UV coordinates for (32,32) in our texture\n            ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);         // Black background\n            ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);       // No tint\n            if (ImGui::ImageButton(my_tex_id, size, uv0, uv1, frame_padding, bg_col, tint_col))\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(\"Combo\"))\n    {\n        // Expose flags as checkbox for the demo\n        static ImGuiComboFlags flags = 0;\n        ImGui::CheckboxFlags(\"ImGuiComboFlags_PopupAlignLeft\", &flags, ImGuiComboFlags_PopupAlignLeft);\n        ImGui::SameLine(); HelpMarker(\"Only makes a difference if the popup is larger than the combo\");\n        if (ImGui::CheckboxFlags(\"ImGuiComboFlags_NoArrowButton\", &flags, ImGuiComboFlags_NoArrowButton))\n            flags &= ~ImGuiComboFlags_NoPreview;     // Clear the other flag, as we cannot combine both\n        if (ImGui::CheckboxFlags(\"ImGuiComboFlags_NoPreview\", &flags, ImGuiComboFlags_NoPreview))\n            flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both\n\n        // Using the generic BeginCombo() API, you have full control over how to display the combo contents.\n        // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively\n        // stored in the object itself, etc.)\n        const char* items[] = { \"AAAA\", \"BBBB\", \"CCCC\", \"DDDD\", \"EEEE\", \"FFFF\", \"GGGG\", \"HHHH\", \"IIII\", \"JJJJ\", \"KKKK\", \"LLLLLLL\", \"MMMM\", \"OOOOOOO\" };\n        static int item_current_idx = 0;                    // Here our selection data is an index.\n        const char* combo_label = items[item_current_idx];  // Label to preview before opening the combo (technically it could be anything)\n        if (ImGui::BeginCombo(\"combo 1\", combo_label, flags))\n        {\n            for (int n = 0; n < IM_ARRAYSIZE(items); n++)\n            {\n                const bool is_selected = (item_current_idx == n);\n                if (ImGui::Selectable(items[n], is_selected))\n                    item_current_idx = n;\n\n                // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)\n                if (is_selected)\n                    ImGui::SetItemDefaultFocus();\n            }\n            ImGui::EndCombo();\n        }\n\n        // Simplified one-liner Combo() API, using values packed in a single constant string\n        static int item_current_2 = 0;\n        ImGui::Combo(\"combo 2 (one-liner)\", &item_current_2, \"aaaa\\0bbbb\\0cccc\\0dddd\\0eeee\\0\\0\");\n\n        // Simplified one-liner Combo() using an array of const char*\n        static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview\n        ImGui::Combo(\"combo 3 (array)\", &item_current_3, items, IM_ARRAYSIZE(items));\n\n        // Simplified one-liner Combo() using an accessor function\n        struct Funcs { static bool ItemGetter(void* data, int n, const char** out_str) { *out_str = ((const char**)data)[n]; return true; } };\n        static int item_current_4 = 0;\n        ImGui::Combo(\"combo 4 (function)\", &item_current_4, &Funcs::ItemGetter, items, IM_ARRAYSIZE(items));\n\n        ImGui::TreePop();\n    }\n\n    if (ImGui::TreeNode(\"Selectables\"))\n    {\n        // Selectable() has 2 overloads:\n        // - The one taking \"bool selected\" as a read-only selection information.\n        //   When Selectable() has been clicked it returns true and you can alter selection state accordingly.\n        // - The one taking \"bool* p_selected\" as a read-write selection information (convenient in some cases)\n        // The earlier is more flexible, as in real application your selection may be stored in many different ways\n        // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc).\n        if (ImGui::TreeNode(\"Basic\"))\n        {\n            static bool selection[5] = { false, true, false, false, false };\n            ImGui::Selectable(\"1. I am selectable\", &selection[0]);\n            ImGui::Selectable(\"2. I am selectable\", &selection[1]);\n            ImGui::Text(\"3. I am not selectable\");\n            ImGui::Selectable(\"4. I am selectable\", &selection[3]);\n            if (ImGui::Selectable(\"5. I am double clickable\", selection[4], ImGuiSelectableFlags_AllowDoubleClick))\n                if (ImGui::IsMouseDoubleClicked(0))\n                    selection[4] = !selection[4];\n            ImGui::TreePop();\n        }\n        if (ImGui::TreeNode(\"Selection State: Single Selection\"))\n        {\n            static int selected = -1;\n            for (int n = 0; n < 5; n++)\n            {\n                char buf[32];\n                sprintf(buf, \"Object %d\", n);\n                if (ImGui::Selectable(buf, selected == n))\n                    selected = n;\n            }\n            ImGui::TreePop();\n        }\n        if (ImGui::TreeNode(\"Selection State: Multiple Selection\"))\n        {\n            HelpMarker(\"Hold CTRL and click to select multiple items.\");\n            static bool selection[5] = { false, false, false, false, false };\n            for (int n = 0; n < 5; n++)\n            {\n                char buf[32];\n                sprintf(buf, \"Object %d\", n);\n                if (ImGui::Selectable(buf, selection[n]))\n                {\n                    if (!ImGui::GetIO().KeyCtrl)    // Clear selection when CTRL is not held\n                        memset(selection, 0, sizeof(selection));\n                    selection[n] ^= 1;\n                }\n            }\n            ImGui::TreePop();\n        }\n        if (ImGui::TreeNode(\"Rendering more text into the same line\"))\n        {\n            // Using the Selectable() override that takes \"bool* p_selected\" parameter,\n            // this function toggle your bool value automatically.\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            static bool selected[10] = {};\n\n            if (ImGui::BeginTable(\"split1\", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings))\n            {\n                for (int i = 0; i < 10; i++)\n                {\n                    char label[32];\n                    sprintf(label, \"Item %d\", i);\n                    ImGui::TableNextColumn();\n                    ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap\n                }\n                ImGui::EndTable();\n            }\n            ImGui::Separator();\n            if (ImGui::BeginTable(\"split2\", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings))\n            {\n                for (int i = 0; i < 10; i++)\n                {\n                    char label[32];\n                    sprintf(label, \"Item %d\", i);\n                    ImGui::TableNextRow();\n                    ImGui::TableNextColumn();\n                    ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns);\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"Some other contents\");\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"123456\");\n                }\n                ImGui::EndTable();\n            }\n            ImGui::TreePop();\n        }\n        if (ImGui::TreeNode(\"Grid\"))\n        {\n            static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } };\n\n            // Add in a bit of silly fun...\n            const float time = (float)ImGui::GetTime();\n            const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected...\n            if (winning_state)\n                ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f)));\n\n            for (int y = 0; y < 4; y++)\n                for (int x = 0; x < 4; x++)\n                {\n                    if (x > 0)\n                        ImGui::SameLine();\n                    ImGui::PushID(y * 4 + x);\n                    if (ImGui::Selectable(\"Sailor\", selected[y][x] != 0, 0, ImVec2(50, 50)))\n                    {\n                        // Toggle clicked cell + toggle neighbors\n                        selected[y][x] ^= 1;\n                        if (x > 0) { selected[y][x - 1] ^= 1; }\n                        if (x < 3) { selected[y][x + 1] ^= 1; }\n                        if (y > 0) { selected[y - 1][x] ^= 1; }\n                        if (y < 3) { selected[y + 1][x] ^= 1; }\n                    }\n                    ImGui::PopID();\n                }\n\n            if (winning_state)\n                ImGui::PopStyleVar();\n            ImGui::TreePop();\n        }\n        if (ImGui::TreeNode(\"Alignment\"))\n        {\n            HelpMarker(\n                \"By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item \"\n                \"basis using PushStyleVar(). You'll probably want to always keep your default situation to \"\n                \"left-align otherwise it becomes difficult to layout multiple items on a same line\");\n            static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true };\n            for (int y = 0; y < 3; y++)\n            {\n                for (int x = 0; x < 3; x++)\n                {\n                    ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f);\n                    char name[32];\n                    sprintf(name, \"(%.1f,%.1f)\", alignment.x, alignment.y);\n                    if (x > 0) ImGui::SameLine();\n                    ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment);\n                    ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80));\n                    ImGui::PopStyleVar();\n                }\n            }\n            ImGui::TreePop();\n        }\n        ImGui::TreePop();\n    }\n\n    // To wire InputText() with std::string or any other custom string type,\n    // see the \"Text Input > Resize Callback\" section of this demo, and the misc/cpp/imgui_stdlib.h file.\n    if (ImGui::TreeNode(\"Text Input\"))\n    {\n        if (ImGui::TreeNode(\"Multi-line Text Input\"))\n        {\n            // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize\n            // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings.\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            static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput;\n            HelpMarker(\"You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include <string> in here)\");\n            ImGui::CheckboxFlags(\"ImGuiInputTextFlags_ReadOnly\", &flags, ImGuiInputTextFlags_ReadOnly);\n            ImGui::CheckboxFlags(\"ImGuiInputTextFlags_AllowTabInput\", &flags, ImGuiInputTextFlags_AllowTabInput);\n            ImGui::CheckboxFlags(\"ImGuiInputTextFlags_CtrlEnterForNewLine\", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine);\n            ImGui::InputTextMultiline(\"##source\", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags);\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Filtered Text Input\"))\n        {\n            struct TextFilters\n            {\n                // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i'\n                static int FilterImGuiLetters(ImGuiInputTextCallbackData* data)\n                {\n                    if (data->EventChar < 256 && strchr(\"imgui\", (char)data->EventChar))\n                        return 0;\n                    return 1;\n                }\n            };\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            static char buf6[64] = \"\"; ImGui::InputText(\"\\\"imgui\\\" letters\", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Password Input\"))\n        {\n            static char password[64] = \"password123\";\n            ImGui::InputText(\"password\", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);\n            ImGui::SameLine(); HelpMarker(\"Display all characters as '*'.\\nDisable clipboard cut and copy.\\nDisable logging.\\n\");\n            ImGui::InputTextWithHint(\"password (w/ hint)\", \"<password>\", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);\n            ImGui::InputText(\"password (clear)\", password, IM_ARRAYSIZE(password));\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Completion, History, Edit Callbacks\"))\n        {\n            struct Funcs\n            {\n                static int MyCallback(ImGuiInputTextCallbackData* data)\n                {\n                    if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion)\n                    {\n                        data->InsertChars(data->CursorPos, \"..\");\n                    }\n                    else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory)\n                    {\n                        if (data->EventKey == ImGuiKey_UpArrow)\n                        {\n                            data->DeleteChars(0, data->BufTextLen);\n                            data->InsertChars(0, \"Pressed Up!\");\n                            data->SelectAll();\n                        }\n                        else if (data->EventKey == ImGuiKey_DownArrow)\n                        {\n                            data->DeleteChars(0, data->BufTextLen);\n                            data->InsertChars(0, \"Pressed Down!\");\n                            data->SelectAll();\n                        }\n                    }\n                    else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit)\n                    {\n                        // Toggle casing of first character\n                        char c = data->Buf[0];\n                        if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32;\n                        data->BufDirty = true;\n\n                        // Increment a counter\n                        int* p_int = (int*)data->UserData;\n                        *p_int = *p_int + 1;\n                    }\n                    return 0;\n                }\n            };\n            static char buf1[64];\n            ImGui::InputText(\"Completion\", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback);\n            ImGui::SameLine(); HelpMarker(\"Here we append \\\"..\\\" each time Tab is pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback.\");\n\n            static char buf2[64];\n            ImGui::InputText(\"History\", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback);\n            ImGui::SameLine(); HelpMarker(\"Here we replace and select text each time Up/Down are pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback.\");\n\n            static char buf3[64];\n            static int edit_count = 0;\n            ImGui::InputText(\"Edit\", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count);\n            ImGui::SameLine(); HelpMarker(\"Here we toggle the casing of the first character on every edits + count edits.\");\n            ImGui::SameLine(); ImGui::Text(\"(%d)\", edit_count);\n\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Resize Callback\"))\n        {\n            // To wire InputText() with std::string or any other custom string type,\n            // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper\n            // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string.\n            HelpMarker(\n                \"Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\\n\\n\"\n                \"See misc/cpp/imgui_stdlib.h for an implementation of this for std::string.\");\n            struct Funcs\n            {\n                static int MyResizeCallback(ImGuiInputTextCallbackData* data)\n                {\n                    if (data->EventFlag == ImGuiInputTextFlags_CallbackResize)\n                    {\n                        ImVector<char>* my_str = (ImVector<char>*)data->UserData;\n                        IM_ASSERT(my_str->begin() == data->Buf);\n                        my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1\n                        data->Buf = my_str->begin();\n                    }\n                    return 0;\n                }\n\n                // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace.\n                // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)'\n                static bool MyInputTextMultiline(const char* label, ImVector<char>* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0)\n                {\n                    IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);\n                    return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str);\n                }\n            };\n\n            // For this demo we are using ImVector as a string container.\n            // Note that because we need to store a terminating zero character, our size/capacity are 1 more\n            // than usually reported by a typical string class.\n            static ImVector<char> my_str;\n            if (my_str.empty())\n                my_str.push_back(0);\n            Funcs::MyInputTextMultiline(\"##MyStr\", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16));\n            ImGui::Text(\"Data: %p\\nSize: %d\\nCapacity: %d\", (void*)my_str.begin(), my_str.size(), my_str.capacity());\n            ImGui::TreePop();\n        }\n\n        ImGui::TreePop();\n    }\n\n    // Plot/Graph widgets are currently fairly limited.\n    // Consider writing your own plotting widget, or using a third-party one\n    // (for third-party Plot widgets, see 'Wiki->Useful Widgets' or https://github.com/ocornut/imgui/labels/plot%2Fgraph)\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        // Fill an 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\n        // and the sizeof() of your structure in the \"stride\" parameter.\n        static float values[90] = {};\n        static int values_offset = 0;\n        static double refresh_time = 0.0;\n        if (!animate || refresh_time == 0.0)\n            refresh_time = ImGui::GetTime();\n        while (refresh_time < ImGui::GetTime()) // Create 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\n        // Plots can display overlay texts\n        // (in this example, we will display an average value)\n        {\n            float average = 0.0f;\n            for (int n = 0; n < IM_ARRAYSIZE(values); n++)\n                average += values[n];\n            average /= (float)IM_ARRAYSIZE(values);\n            char overlay[32];\n            sprintf(overlay, \"avg %f\", average);\n            ImGui::PlotLines(\"Lines\", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f));\n        }\n        ImGui::PlotHistogram(\"Histogram\", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f));\n\n        // Use functions to generate output\n        // FIXME: This is rather awkward because current plot API only pass in indices.\n        // 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::SetNextItemWidth(100);\n        ImGui::Combo(\"func\", &func_type, \"Sin\\0Saw\\0\");\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) or ImVec2(-FLT_MIN,0.0f) to use all available width,\n        // 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 = IM_CLAMP(progress, 0.0f, 1.0f);\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 = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f);\n\n        static bool alpha_preview = true;\n        static bool alpha_half_preview = false;\n        static bool drag_and_drop = true;\n        static bool options_menu = true;\n        static bool hdr = false;\n        ImGui::Checkbox(\"With Alpha Preview\", &alpha_preview);\n        ImGui::Checkbox(\"With Half Alpha Preview\", &alpha_half_preview);\n        ImGui::Checkbox(\"With Drag and Drop\", &drag_and_drop);\n        ImGui::Checkbox(\"With Options Menu\", &options_menu); ImGui::SameLine(); HelpMarker(\"Right-click on the individual color widget to show options.\");\n        ImGui::Checkbox(\"With HDR\", &hdr); ImGui::SameLine(); HelpMarker(\"Currently all this does is to lift the 0..1 limits on dragging widgets.\");\n        ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions);\n\n        ImGui::Text(\"Color widget:\");\n        ImGui::SameLine(); HelpMarker(\n            \"Click on the color square to open a color picker.\\n\"\n            \"CTRL+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_DisplayHSV | 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(); HelpMarker(\n            \"With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\\n\"\n            \"With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only \"\n            \"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\n        // Generate a default palette. The palette will persist and can be edited.\n        static bool saved_palette_init = true;\n        static ImVec4 saved_palette[32] = {};\n        if (saved_palette_init)\n        {\n            for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)\n            {\n                ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f,\n                    saved_palette[n].x, saved_palette[n].y, saved_palette[n].z);\n                saved_palette[n].w = 1.0f; // Alpha\n            }\n            saved_palette_init = false;\n        }\n\n        static ImVec4 backup_color;\n        bool open_popup = ImGui::ColorButton(\"MyColor##3b\", color, misc_flags);\n        ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x);\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            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\n            ImGui::BeginGroup(); // Lock X position\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\n                ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip;\n                if (ImGui::ColorButton(\"##palette\", saved_palette[n], palette_button_flags, ImVec2(20, 20)))\n                    color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha!\n\n                // Allow user to drop colors into each palette entry. Note that ColorButton() is already a\n                // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag.\n                if (ImGui::BeginDragDropTarget())\n                {\n                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))\n                        memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3);\n                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))\n                        memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4);\n                    ImGui::EndDragDropTarget();\n                }\n\n                ImGui::PopID();\n            }\n            ImGui::EndGroup();\n            ImGui::EndPopup();\n        }\n\n        ImGui::Text(\"Color button only:\");\n        static bool no_border = false;\n        ImGui::Checkbox(\"ImGuiColorEditFlags_NoBorder\", &no_border);\n        ImGui::ColorButton(\"MyColor##3c\", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), 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 display_mode = 0;\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(\"Display Mode\", &display_mode, \"Auto/Current\\0None\\0RGB Only\\0HSV Only\\0Hex Only\\0\");\n        ImGui::SameLine(); HelpMarker(\n            \"ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, \"\n            \"but the user can change it with a right-click.\\n\\nColorPicker defaults to displaying RGB+HSV+Hex \"\n            \"if you don't specify a display mode.\\n\\nYou can change the defaults using SetColorEditOptions().\");\n        ImGui::Combo(\"Picker Mode\", &picker_mode, \"Auto/Current\\0Hue bar + SV rect\\0Hue wheel + SV triangle\\0\");\n        ImGui::SameLine(); HelpMarker(\"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 (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs;       // Disable all RGB/HSV/Hex displays\n        if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB;     // Override display mode\n        if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV;\n        if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex;\n        ImGui::ColorPicker4(\"MyColor##4\", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL);\n\n        ImGui::Text(\"Set defaults in code:\");\n        ImGui::SameLine(); HelpMarker(\n            \"SetColorEditOptions() is designed to allow you to set boot-time default.\\n\"\n            \"We don't have Push/Pop functions because you can force options on a per-widget basis if needed,\"\n            \"and the user can change non-forced ones with the options menu.\\nWe don't have a getter to avoid\"\n            \"encouraging you to persistently save values that aren't forward-compatible.\");\n        if (ImGui::Button(\"Default: Uint8 + HSV + Hue Bar\"))\n            ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar);\n        if (ImGui::Button(\"Default: Float + HDR + Hue Wheel\"))\n            ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel);\n\n        // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0)\n        static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV!\n        ImGui::Spacing();\n        ImGui::Text(\"HSV encoded colors\");\n        ImGui::SameLine(); HelpMarker(\n            \"By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV\"\n            \"allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the\"\n            \"added benefit that you can manipulate hue values with the picker even when saturation or value are zero.\");\n        ImGui::Text(\"Color widget with InputHSV:\");\n        ImGui::ColorEdit4(\"HSV shown as RGB##1\", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);\n        ImGui::ColorEdit4(\"HSV shown as HSV##1\", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);\n        ImGui::DragFloat4(\"Raw HSV values\", (float*)&color_hsv, 0.01f, 0.0f, 1.0f);\n\n        ImGui::TreePop();\n    }\n\n    if (ImGui::TreeNode(\"Drag/Slider Flags\"))\n    {\n        // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same!\n        static ImGuiSliderFlags flags = ImGuiSliderFlags_None;\n        ImGui::CheckboxFlags(\"ImGuiSliderFlags_AlwaysClamp\", &flags, ImGuiSliderFlags_AlwaysClamp);\n        ImGui::SameLine(); HelpMarker(\"Always clamp value to min/max bounds (if any) when input manually with CTRL+Click.\");\n        ImGui::CheckboxFlags(\"ImGuiSliderFlags_Logarithmic\", &flags, ImGuiSliderFlags_Logarithmic);\n        ImGui::SameLine(); HelpMarker(\"Enable logarithmic editing (more precision for small values).\");\n        ImGui::CheckboxFlags(\"ImGuiSliderFlags_NoRoundToFormat\", &flags, ImGuiSliderFlags_NoRoundToFormat);\n        ImGui::SameLine(); HelpMarker(\"Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits).\");\n        ImGui::CheckboxFlags(\"ImGuiSliderFlags_NoInput\", &flags, ImGuiSliderFlags_NoInput);\n        ImGui::SameLine(); HelpMarker(\"Disable CTRL+Click or Enter key allowing to input text directly into the widget.\");\n\n        // Drags\n        static float drag_f = 0.5f;\n        static int drag_i = 50;\n        ImGui::Text(\"Underlying float value: %f\", drag_f);\n        ImGui::DragFloat(\"DragFloat (0 -> 1)\", &drag_f, 0.005f, 0.0f, 1.0f, \"%.3f\", flags);\n        ImGui::DragFloat(\"DragFloat (0 -> +inf)\", &drag_f, 0.005f, 0.0f, FLT_MAX, \"%.3f\", flags);\n        ImGui::DragFloat(\"DragFloat (-inf -> 1)\", &drag_f, 0.005f, -FLT_MAX, 1.0f, \"%.3f\", flags);\n        ImGui::DragFloat(\"DragFloat (-inf -> +inf)\", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, \"%.3f\", flags);\n        ImGui::DragInt(\"DragInt (0 -> 100)\", &drag_i, 0.5f, 0, 100, \"%d\", flags);\n\n        // Sliders\n        static float slider_f = 0.5f;\n        static int slider_i = 50;\n        ImGui::Text(\"Underlying float value: %f\", slider_f);\n        ImGui::SliderFloat(\"SliderFloat (0 -> 1)\", &slider_f, 0.0f, 1.0f, \"%.3f\", flags);\n        ImGui::SliderInt(\"SliderInt (0 -> 100)\", &slider_i, 0, 100, \"%d\", flags);\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 float\", &begin, &end, 0.25f, 0.0f, 100.0f, \"Min: %.1f %%\", \"Max: %.1f %%\", ImGuiSliderFlags_AlwaysClamp);\n        ImGui::DragIntRange2(\"range int\", &begin_i, &end_i, 5, 0, 1000, \"Min: %d units\", \"Max: %d units\");\n        ImGui::DragIntRange2(\"range int (no bounds)\", &begin_i, &end_i, 5, 0, 0, \"Min: %d units\", \"Max: %d units\");\n        ImGui::TreePop();\n    }\n\n    if (ImGui::TreeNode(\"Data Types\"))\n    {\n        // DragScalar/InputScalar/SliderScalar functions allow various data types\n        // - signed/unsigned\n        // - 8/16/32/64-bits\n        // - integer/float/double\n        // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum\n        // to pass the type, and passing all arguments by pointer.\n        // This is the reason the test code below creates local variables to hold \"zero\" \"one\" etc. for each types.\n        // In practice, if you frequently use a given type that is not covered by the normal API entry points,\n        // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*,\n        // and then pass their address to the generic function. For example:\n        //   bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = \"%lld\")\n        //   {\n        //      return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format);\n        //   }\n\n        // Setup limits (as helper variables so we can take their address, as explained above)\n        // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2.\n        #ifndef LLONG_MIN\n        ImS64 LLONG_MIN = -9223372036854775807LL - 1;\n        ImS64 LLONG_MAX = 9223372036854775807LL;\n        ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1);\n        #endif\n        const char    s8_zero  = 0,   s8_one  = 1,   s8_fifty  = 50, s8_min  = -128,        s8_max = 127;\n        const ImU8    u8_zero  = 0,   u8_one  = 1,   u8_fifty  = 50, u8_min  = 0,           u8_max = 255;\n        const short   s16_zero = 0,   s16_one = 1,   s16_fifty = 50, s16_min = -32768,      s16_max = 32767;\n        const ImU16   u16_zero = 0,   u16_one = 1,   u16_fifty = 50, u16_min = 0,           u16_max = 65535;\n        const ImS32   s32_zero = 0,   s32_one = 1,   s32_fifty = 50, s32_min = INT_MIN/2,   s32_max = INT_MAX/2,    s32_hi_a = INT_MAX/2 - 100,    s32_hi_b = INT_MAX/2;\n        const ImU32   u32_zero = 0,   u32_one = 1,   u32_fifty = 50, u32_min = 0,           u32_max = UINT_MAX/2,   u32_hi_a = UINT_MAX/2 - 100,   u32_hi_b = UINT_MAX/2;\n        const ImS64   s64_zero = 0,   s64_one = 1,   s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2,  s64_hi_a = LLONG_MAX/2 - 100,  s64_hi_b = LLONG_MAX/2;\n        const ImU64   u64_zero = 0,   u64_one = 1,   u64_fifty = 50, u64_min = 0,           u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2;\n        const float   f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f;\n        const double  f64_zero = 0.,  f64_one = 1.,  f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0;\n\n        // State\n        static char   s8_v  = 127;\n        static ImU8   u8_v  = 255;\n        static short  s16_v = 32767;\n        static ImU16  u16_v = 65535;\n        static ImS32  s32_v = -1;\n        static ImU32  u32_v = (ImU32)-1;\n        static ImS64  s64_v = -1;\n        static ImU64  u64_v = (ImU64)-1;\n        static float  f32_v = 0.123f;\n        static double f64_v = 90000.01234567890123456789;\n\n        const float drag_speed = 0.2f;\n        static bool drag_clamp = false;\n        ImGui::Text(\"Drags:\");\n        ImGui::Checkbox(\"Clamp integers to 0..50\", &drag_clamp);\n        ImGui::SameLine(); HelpMarker(\n            \"As with every widgets in dear imgui, we never modify values unless there is a user interaction.\\n\"\n            \"You can override the clamping limits by using CTRL+Click to input a value.\");\n        ImGui::DragScalar(\"drag s8\",        ImGuiDataType_S8,     &s8_v,  drag_speed, drag_clamp ? &s8_zero  : NULL, drag_clamp ? &s8_fifty  : NULL);\n        ImGui::DragScalar(\"drag u8\",        ImGuiDataType_U8,     &u8_v,  drag_speed, drag_clamp ? &u8_zero  : NULL, drag_clamp ? &u8_fifty  : NULL, \"%u ms\");\n        ImGui::DragScalar(\"drag s16\",       ImGuiDataType_S16,    &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL);\n        ImGui::DragScalar(\"drag u16\",       ImGuiDataType_U16,    &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, \"%u ms\");\n        ImGui::DragScalar(\"drag s32\",       ImGuiDataType_S32,    &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL);\n        ImGui::DragScalar(\"drag u32\",       ImGuiDataType_U32,    &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, \"%u ms\");\n        ImGui::DragScalar(\"drag s64\",       ImGuiDataType_S64,    &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL);\n        ImGui::DragScalar(\"drag u64\",       ImGuiDataType_U64,    &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL);\n        ImGui::DragScalar(\"drag float\",     ImGuiDataType_Float,  &f32_v, 0.005f,  &f32_zero, &f32_one, \"%f\");\n        ImGui::DragScalar(\"drag float log\", ImGuiDataType_Float,  &f32_v, 0.005f,  &f32_zero, &f32_one, \"%f\", ImGuiSliderFlags_Logarithmic);\n        ImGui::DragScalar(\"drag double\",    ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL,     \"%.10f grams\");\n        ImGui::DragScalar(\"drag double log\",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, \"0 < %.10f < 1\", ImGuiSliderFlags_Logarithmic);\n\n        ImGui::Text(\"Sliders\");\n        ImGui::SliderScalar(\"slider s8 full\",       ImGuiDataType_S8,     &s8_v,  &s8_min,   &s8_max,   \"%d\");\n        ImGui::SliderScalar(\"slider u8 full\",       ImGuiDataType_U8,     &u8_v,  &u8_min,   &u8_max,   \"%u\");\n        ImGui::SliderScalar(\"slider s16 full\",      ImGuiDataType_S16,    &s16_v, &s16_min,  &s16_max,  \"%d\");\n        ImGui::SliderScalar(\"slider u16 full\",      ImGuiDataType_U16,    &u16_v, &u16_min,  &u16_max,  \"%u\");\n        ImGui::SliderScalar(\"slider s32 low\",       ImGuiDataType_S32,    &s32_v, &s32_zero, &s32_fifty,\"%d\");\n        ImGui::SliderScalar(\"slider s32 high\",      ImGuiDataType_S32,    &s32_v, &s32_hi_a, &s32_hi_b, \"%d\");\n        ImGui::SliderScalar(\"slider s32 full\",      ImGuiDataType_S32,    &s32_v, &s32_min,  &s32_max,  \"%d\");\n        ImGui::SliderScalar(\"slider u32 low\",       ImGuiDataType_U32,    &u32_v, &u32_zero, &u32_fifty,\"%u\");\n        ImGui::SliderScalar(\"slider u32 high\",      ImGuiDataType_U32,    &u32_v, &u32_hi_a, &u32_hi_b, \"%u\");\n        ImGui::SliderScalar(\"slider u32 full\",      ImGuiDataType_U32,    &u32_v, &u32_min,  &u32_max,  \"%u\");\n        ImGui::SliderScalar(\"slider s64 low\",       ImGuiDataType_S64,    &s64_v, &s64_zero, &s64_fifty,\"%I64d\");\n        ImGui::SliderScalar(\"slider s64 high\",      ImGuiDataType_S64,    &s64_v, &s64_hi_a, &s64_hi_b, \"%I64d\");\n        ImGui::SliderScalar(\"slider s64 full\",      ImGuiDataType_S64,    &s64_v, &s64_min,  &s64_max,  \"%I64d\");\n        ImGui::SliderScalar(\"slider u64 low\",       ImGuiDataType_U64,    &u64_v, &u64_zero, &u64_fifty,\"%I64u ms\");\n        ImGui::SliderScalar(\"slider u64 high\",      ImGuiDataType_U64,    &u64_v, &u64_hi_a, &u64_hi_b, \"%I64u ms\");\n        ImGui::SliderScalar(\"slider u64 full\",      ImGuiDataType_U64,    &u64_v, &u64_min,  &u64_max,  \"%I64u ms\");\n        ImGui::SliderScalar(\"slider float low\",     ImGuiDataType_Float,  &f32_v, &f32_zero, &f32_one);\n        ImGui::SliderScalar(\"slider float low log\", ImGuiDataType_Float,  &f32_v, &f32_zero, &f32_one,  \"%.10f\", ImGuiSliderFlags_Logarithmic);\n        ImGui::SliderScalar(\"slider float high\",    ImGuiDataType_Float,  &f32_v, &f32_lo_a, &f32_hi_a, \"%e\");\n        ImGui::SliderScalar(\"slider double low\",    ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one,  \"%.10f grams\");\n        ImGui::SliderScalar(\"slider double low log\",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one,  \"%.10f\", ImGuiSliderFlags_Logarithmic);\n        ImGui::SliderScalar(\"slider double high\",   ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, \"%e grams\");\n\n        ImGui::Text(\"Sliders (reverse)\");\n        ImGui::SliderScalar(\"slider s8 reverse\",    ImGuiDataType_S8,   &s8_v,  &s8_max,    &s8_min, \"%d\");\n        ImGui::SliderScalar(\"slider u8 reverse\",    ImGuiDataType_U8,   &u8_v,  &u8_max,    &u8_min, \"%u\");\n        ImGui::SliderScalar(\"slider s32 reverse\",   ImGuiDataType_S32,  &s32_v, &s32_fifty, &s32_zero, \"%d\");\n        ImGui::SliderScalar(\"slider u32 reverse\",   ImGuiDataType_U32,  &u32_v, &u32_fifty, &u32_zero, \"%u\");\n        ImGui::SliderScalar(\"slider s64 reverse\",   ImGuiDataType_S64,  &s64_v, &s64_fifty, &s64_zero, \"%I64d\");\n        ImGui::SliderScalar(\"slider u64 reverse\",   ImGuiDataType_U64,  &u64_v, &u64_fifty, &u64_zero, \"%I64u ms\");\n\n        static bool inputs_step = true;\n        ImGui::Text(\"Inputs\");\n        ImGui::Checkbox(\"Show step buttons\", &inputs_step);\n        ImGui::InputScalar(\"input s8\",      ImGuiDataType_S8,     &s8_v,  inputs_step ? &s8_one  : NULL, NULL, \"%d\");\n        ImGui::InputScalar(\"input u8\",      ImGuiDataType_U8,     &u8_v,  inputs_step ? &u8_one  : NULL, NULL, \"%u\");\n        ImGui::InputScalar(\"input s16\",     ImGuiDataType_S16,    &s16_v, inputs_step ? &s16_one : NULL, NULL, \"%d\");\n        ImGui::InputScalar(\"input u16\",     ImGuiDataType_U16,    &u16_v, inputs_step ? &u16_one : NULL, NULL, \"%u\");\n        ImGui::InputScalar(\"input s32\",     ImGuiDataType_S32,    &s32_v, inputs_step ? &s32_one : NULL, NULL, \"%d\");\n        ImGui::InputScalar(\"input s32 hex\", ImGuiDataType_S32,    &s32_v, inputs_step ? &s32_one : NULL, NULL, \"%08X\", ImGuiInputTextFlags_CharsHexadecimal);\n        ImGui::InputScalar(\"input u32\",     ImGuiDataType_U32,    &u32_v, inputs_step ? &u32_one : NULL, NULL, \"%u\");\n        ImGui::InputScalar(\"input u32 hex\", ImGuiDataType_U32,    &u32_v, inputs_step ? &u32_one : NULL, NULL, \"%08X\", ImGuiInputTextFlags_CharsHexadecimal);\n        ImGui::InputScalar(\"input s64\",     ImGuiDataType_S64,    &s64_v, inputs_step ? &s64_one : NULL);\n        ImGui::InputScalar(\"input u64\",     ImGuiDataType_U64,    &u64_v, inputs_step ? &u64_one : NULL);\n        ImGui::InputScalar(\"input float\",   ImGuiDataType_Float,  &f32_v, inputs_step ? &f32_one : NULL);\n        ImGui::InputScalar(\"input double\",  ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL);\n\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::InputInt2(\"input int2\", vec4i);\n        ImGui::DragInt2(\"drag int2\", vec4i, 1, 0, 255);\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::InputInt3(\"input int3\", vec4i);\n        ImGui::DragInt3(\"drag int3\", vec4i, 1, 0, 255);\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, (float)(int)((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    if (ImGui::TreeNode(\"Drag and Drop\"))\n    {\n        if (ImGui::TreeNode(\"Drag and drop in standard widgets\"))\n        {\n            // ColorEdit widgets automatically act as drag source and drag target.\n            // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F\n            // to allow your own widgets to use colors in their drag and drop interaction.\n            // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo.\n            HelpMarker(\"You can drag from the color squares.\");\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::ColorEdit4(\"color 2\", col2);\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Drag and drop to copy/swap items\"))\n        {\n            enum Mode\n            {\n                Mode_Copy,\n                Mode_Move,\n                Mode_Swap\n            };\n            static int mode = 0;\n            if (ImGui::RadioButton(\"Copy\", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine();\n            if (ImGui::RadioButton(\"Move\", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine();\n            if (ImGui::RadioButton(\"Swap\", mode == Mode_Swap)) { mode = Mode_Swap; }\n            static const char* names[9] =\n            {\n                \"Bobby\", \"Beatrice\", \"Betty\",\n                \"Brianna\", \"Barry\", \"Bernard\",\n                \"Bibi\", \"Blaine\", \"Bryn\"\n            };\n            for (int n = 0; n < IM_ARRAYSIZE(names); n++)\n            {\n                ImGui::PushID(n);\n                if ((n % 3) != 0)\n                    ImGui::SameLine();\n                ImGui::Button(names[n], ImVec2(60, 60));\n\n                // Our buttons are both drag sources and drag targets here!\n                if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None))\n                {\n                    // Set payload to carry the index of our item (could be anything)\n                    ImGui::SetDragDropPayload(\"DND_DEMO_CELL\", &n, sizeof(int));\n\n                    // Display preview (could be anything, e.g. when dragging an image we could decide to display\n                    // the filename and a small preview of the image, etc.)\n                    if (mode == Mode_Copy) { ImGui::Text(\"Copy %s\", names[n]); }\n                    if (mode == Mode_Move) { ImGui::Text(\"Move %s\", names[n]); }\n                    if (mode == Mode_Swap) { ImGui::Text(\"Swap %s\", names[n]); }\n                    ImGui::EndDragDropSource();\n                }\n                if (ImGui::BeginDragDropTarget())\n                {\n                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(\"DND_DEMO_CELL\"))\n                    {\n                        IM_ASSERT(payload->DataSize == sizeof(int));\n                        int payload_n = *(const int*)payload->Data;\n                        if (mode == Mode_Copy)\n                        {\n                            names[n] = names[payload_n];\n                        }\n                        if (mode == Mode_Move)\n                        {\n                            names[n] = names[payload_n];\n                            names[payload_n] = \"\";\n                        }\n                        if (mode == Mode_Swap)\n                        {\n                            const char* tmp = names[n];\n                            names[n] = names[payload_n];\n                            names[payload_n] = tmp;\n                        }\n                    }\n                    ImGui::EndDragDropTarget();\n                }\n                ImGui::PopID();\n            }\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Drag to reorder items (simple)\"))\n        {\n            // Simple reordering\n            HelpMarker(\n                \"We don't use the drag and drop api at all here! \"\n                \"Instead we query when the item is held but not hovered, and order items accordingly.\");\n            static const char* item_names[] = { \"Item One\", \"Item Two\", \"Item Three\", \"Item Four\", \"Item Five\" };\n            for (int n = 0; n < IM_ARRAYSIZE(item_names); n++)\n            {\n                const char* item = item_names[n];\n                ImGui::Selectable(item);\n\n                if (ImGui::IsItemActive() && !ImGui::IsItemHovered())\n                {\n                    int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1);\n                    if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names))\n                    {\n                        item_names[n] = item_names[n_next];\n                        item_names[n_next] = item;\n                        ImGui::ResetMouseDragDelta();\n                    }\n                }\n            }\n            ImGui::TreePop();\n        }\n\n        ImGui::TreePop();\n    }\n\n    if (ImGui::TreeNode(\"Querying Status (Active/Focused/Hovered etc.)\"))\n    {\n        // Select an item type\n        const char* item_names[] =\n        {\n            \"Text\", \"Button\", \"Button (w/ repeat)\", \"Checkbox\", \"SliderFloat\", \"InputText\", \"InputFloat\",\n            \"InputFloat3\", \"ColorEdit4\", \"MenuItem\", \"TreeNode\", \"TreeNode (w/ double-click)\", \"ListBox\"\n        };\n        static int item_type = 1;\n        ImGui::Combo(\"Item Type\", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names));\n        ImGui::SameLine();\n        HelpMarker(\"Testing how various types of items are interacting with the IsItemXXX functions.\");\n\n        // Submit selected item item so we can query their status in the code following it.\n        bool ret = false;\n        static bool b = false;\n        static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };\n        static char str[16] = {};\n        if (item_type == 0) { ImGui::Text(\"ITEM: Text\"); }                                              // Testing text items with no identifier/interaction\n        if (item_type == 1) { ret = ImGui::Button(\"ITEM: Button\"); }                                    // Testing button\n        if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button(\"ITEM: Button\"); ImGui::PopButtonRepeat(); } // Testing button (with repeater)\n        if (item_type == 3) { ret = ImGui::Checkbox(\"ITEM: Checkbox\", &b); }                            // Testing checkbox\n        if (item_type == 4) { ret = ImGui::SliderFloat(\"ITEM: SliderFloat\", &col4f[0], 0.0f, 1.0f); }   // Testing basic item\n        if (item_type == 5) { ret = ImGui::InputText(\"ITEM: InputText\", &str[0], IM_ARRAYSIZE(str)); }  // Testing input text (which handles tabbing)\n        if (item_type == 6) { ret = ImGui::InputFloat(\"ITEM: InputFloat\", col4f, 1.0f); }               // Testing +/- buttons on scalar input\n        if (item_type == 7) { ret = ImGui::InputFloat3(\"ITEM: InputFloat3\", col4f); }                   // Testing multi-component items (IsItemXXX flags are reported merged)\n        if (item_type == 8) { ret = ImGui::ColorEdit4(\"ITEM: ColorEdit4\", col4f); }                     // Testing multi-component items (IsItemXXX flags are reported merged)\n        if (item_type == 9) { ret = ImGui::MenuItem(\"ITEM: MenuItem\"); }                                // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)\n        if (item_type == 10){ ret = ImGui::TreeNode(\"ITEM: TreeNode\"); if (ret) ImGui::TreePop(); }     // Testing tree node\n        if (item_type == 11){ ret = ImGui::TreeNodeEx(\"ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick\", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.\n        if (item_type == 12){ const char* items[] = { \"Apple\", \"Banana\", \"Cherry\", \"Kiwi\" }; static int current = 1; ret = ImGui::ListBox(\"ITEM: ListBox\", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }\n\n        // Display the values of IsItemHovered() and other common item state functions.\n        // Note that the ImGuiHoveredFlags_XXX flags can be combined.\n        // Because BulletText is an item itself and that would affect the output of IsItemXXX functions,\n        // we query every state in a single call to avoid storing them and to simplify the code.\n        ImGui::BulletText(\n            \"Return value = %d\\n\"\n            \"IsItemFocused() = %d\\n\"\n            \"IsItemHovered() = %d\\n\"\n            \"IsItemHovered(_AllowWhenBlockedByPopup) = %d\\n\"\n            \"IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\\n\"\n            \"IsItemHovered(_AllowWhenOverlapped) = %d\\n\"\n            \"IsItemHovered(_RectOnly) = %d\\n\"\n            \"IsItemActive() = %d\\n\"\n            \"IsItemEdited() = %d\\n\"\n            \"IsItemActivated() = %d\\n\"\n            \"IsItemDeactivated() = %d\\n\"\n            \"IsItemDeactivatedAfterEdit() = %d\\n\"\n            \"IsItemVisible() = %d\\n\"\n            \"IsItemClicked() = %d\\n\"\n            \"IsItemToggledOpen() = %d\\n\"\n            \"GetItemRectMin() = (%.1f, %.1f)\\n\"\n            \"GetItemRectMax() = (%.1f, %.1f)\\n\"\n            \"GetItemRectSize() = (%.1f, %.1f)\",\n            ret,\n            ImGui::IsItemFocused(),\n            ImGui::IsItemHovered(),\n            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),\n            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),\n            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlapped),\n            ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly),\n            ImGui::IsItemActive(),\n            ImGui::IsItemEdited(),\n            ImGui::IsItemActivated(),\n            ImGui::IsItemDeactivated(),\n            ImGui::IsItemDeactivatedAfterEdit(),\n            ImGui::IsItemVisible(),\n            ImGui::IsItemClicked(),\n            ImGui::IsItemToggledOpen(),\n            ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y,\n            ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y,\n            ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y\n        );\n\n        static bool embed_all_inside_a_child_window = false;\n        ImGui::Checkbox(\"Embed everything inside a child window (for additional testing)\", &embed_all_inside_a_child_window);\n        if (embed_all_inside_a_child_window)\n            ImGui::BeginChild(\"outer_child\", ImVec2(0, ImGui::GetFontSize() * 20.0f), true);\n\n        // Testing IsWindowFocused() function with its various flags.\n        // Note that the ImGuiFocusedFlags_XXX flags can be combined.\n        ImGui::BulletText(\n            \"IsWindowFocused() = %d\\n\"\n            \"IsWindowFocused(_ChildWindows) = %d\\n\"\n            \"IsWindowFocused(_ChildWindows|_RootWindow) = %d\\n\"\n            \"IsWindowFocused(_RootWindow) = %d\\n\"\n            \"IsWindowFocused(_AnyWindow) = %d\\n\",\n            ImGui::IsWindowFocused(),\n            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows),\n            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow),\n            ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow),\n            ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow));\n\n        // Testing IsWindowHovered() function with its various flags.\n        // Note that the ImGuiHoveredFlags_XXX flags can be combined.\n        ImGui::BulletText(\n            \"IsWindowHovered() = %d\\n\"\n            \"IsWindowHovered(_AllowWhenBlockedByPopup) = %d\\n\"\n            \"IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\\n\"\n            \"IsWindowHovered(_ChildWindows) = %d\\n\"\n            \"IsWindowHovered(_ChildWindows|_RootWindow) = %d\\n\"\n            \"IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\\n\"\n            \"IsWindowHovered(_RootWindow) = %d\\n\"\n            \"IsWindowHovered(_AnyWindow) = %d\\n\",\n            ImGui::IsWindowHovered(),\n            ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),\n            ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),\n            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows),\n            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow),\n            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup),\n            ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow),\n            ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow));\n\n        ImGui::BeginChild(\"child\", ImVec2(0, 50), true);\n        ImGui::Text(\"This is another child window for testing the _ChildWindows flag.\");\n        ImGui::EndChild();\n        if (embed_all_inside_a_child_window)\n            ImGui::EndChild();\n\n        static char unused_str[] = \"This widget is only here to be able to tab-out of the widgets above.\";\n        ImGui::InputText(\"unused\", unused_str, IM_ARRAYSIZE(unused_str), ImGuiInputTextFlags_ReadOnly);\n\n        // Calling IsItemHovered() after begin returns the hovered status of the title bar.\n        // This is useful in particular if you want to create a context menu associated to the title bar of a window.\n        static bool test_window = false;\n        ImGui::Checkbox(\"Hovered/Active tests after Begin() for title bar testing\", &test_window);\n        if (test_window)\n        {\n            ImGui::Begin(\"Title bar Hovered/Active tests\", &test_window);\n            if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered()\n            {\n                if (ImGui::MenuItem(\"Close\")) { test_window = false; }\n                ImGui::EndPopup();\n            }\n            ImGui::Text(\n                \"IsItemHovered() after begin = %d (== is title bar hovered)\\n\"\n                \"IsItemActive() after begin = %d (== is window being clicked/moved)\\n\",\n                ImGui::IsItemHovered(), ImGui::IsItemActive());\n            ImGui::End();\n        }\n\n        ImGui::TreePop();\n    }\n}\n\nstatic void ShowDemoWindowLayout()\n{\n    if (!ImGui::CollapsingHeader(\"Layout & Scrolling\"))\n        return;\n\n    if (ImGui::TreeNode(\"Child windows\"))\n    {\n        HelpMarker(\"Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window.\");\n        static bool disable_mouse_wheel = false;\n        static bool disable_menu = false;\n        ImGui::Checkbox(\"Disable Mouse Wheel\", &disable_mouse_wheel);\n        ImGui::Checkbox(\"Disable Menu\", &disable_menu);\n\n        // Child 1: no border, enable horizontal scrollbar\n        {\n            ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar;\n            if (disable_mouse_wheel)\n                window_flags |= ImGuiWindowFlags_NoScrollWithMouse;\n            ImGui::BeginChild(\"ChildL\", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 260), false, window_flags);\n            for (int i = 0; i < 100; i++)\n                ImGui::Text(\"%04d: scrollable region\", i);\n            ImGui::EndChild();\n        }\n\n        ImGui::SameLine();\n\n        // Child 2: rounded border\n        {\n            ImGuiWindowFlags window_flags = ImGuiWindowFlags_None;\n            if (disable_mouse_wheel)\n                window_flags |= ImGuiWindowFlags_NoScrollWithMouse;\n            if (!disable_menu)\n                window_flags |= ImGuiWindowFlags_MenuBar;\n            ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f);\n            ImGui::BeginChild(\"ChildR\", ImVec2(0, 260), true, window_flags);\n            if (!disable_menu && ImGui::BeginMenuBar())\n            {\n                if (ImGui::BeginMenu(\"Menu\"))\n                {\n                    ShowExampleMenuFile();\n                    ImGui::EndMenu();\n                }\n                ImGui::EndMenuBar();\n            }\n            if (ImGui::BeginTable(\"split\", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings))\n            {\n                for (int i = 0; i < 100; i++)\n                {\n                    char buf[32];\n                    sprintf(buf, \"%03d\", i);\n                    ImGui::TableNextColumn();\n                    ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));\n                }\n                ImGui::EndTable();\n            }\n            ImGui::EndChild();\n            ImGui::PopStyleVar();\n        }\n\n        ImGui::Separator();\n\n        // Demonstrate a few extra things\n        // - Changing ImGuiCol_ChildBg (which is transparent black in default styles)\n        // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window)\n        //   You can also call SetNextWindowPos() to position the child window. The parent window will effectively\n        //   layout from this position.\n        // - Using ImGui::GetItemRectMin/Max() to query the \"item\" state (because the child window is an item from\n        //   the POV of the parent window). See 'Demo->Querying Status (Active/Focused/Hovered etc.)' for details.\n        {\n            static int offset_x = 0;\n            ImGui::SetNextItemWidth(100);\n            ImGui::DragInt(\"Offset X\", &offset_x, 1.0f, -1000, 1000);\n\n            ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x);\n            ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100));\n            ImGui::BeginChild(\"Red\", ImVec2(200, 100), true, ImGuiWindowFlags_None);\n            for (int n = 0; n < 50; n++)\n                ImGui::Text(\"Some test %d\", n);\n            ImGui::EndChild();\n            bool child_is_hovered = ImGui::IsItemHovered();\n            ImVec2 child_rect_min = ImGui::GetItemRectMin();\n            ImVec2 child_rect_max = ImGui::GetItemRectMax();\n            ImGui::PopStyleColor();\n            ImGui::Text(\"Hovered: %d\", child_is_hovered);\n            ImGui::Text(\"Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)\", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y);\n        }\n\n        ImGui::TreePop();\n    }\n\n    if (ImGui::TreeNode(\"Widgets Width\"))\n    {\n        // Use SetNextItemWidth() to set the width of a single upcoming item.\n        // Use PushItemWidth()/PopItemWidth() to set the width of a group of items.\n        // In real code use you'll probably want to choose width values that are proportional to your font size\n        // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc.\n\n        static float f = 0.0f;\n        static bool show_indented_items = true;\n        ImGui::Checkbox(\"Show indented items\", &show_indented_items);\n\n        ImGui::Text(\"SetNextItemWidth/PushItemWidth(100)\");\n        ImGui::SameLine(); HelpMarker(\"Fixed width.\");\n        ImGui::PushItemWidth(100);\n        ImGui::DragFloat(\"float##1b\", &f);\n        if (show_indented_items)\n        {\n            ImGui::Indent();\n            ImGui::DragFloat(\"float (indented)##1b\", &f);\n            ImGui::Unindent();\n        }\n        ImGui::PopItemWidth();\n\n        ImGui::Text(\"SetNextItemWidth/PushItemWidth(-100)\");\n        ImGui::SameLine(); HelpMarker(\"Align to right edge minus 100\");\n        ImGui::PushItemWidth(-100);\n        ImGui::DragFloat(\"float##2a\", &f);\n        if (show_indented_items)\n        {\n            ImGui::Indent();\n            ImGui::DragFloat(\"float (indented)##2b\", &f);\n            ImGui::Unindent();\n        }\n        ImGui::PopItemWidth();\n\n        ImGui::Text(\"SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)\");\n        ImGui::SameLine(); HelpMarker(\"Half of available width.\\n(~ right-cursor_pos)\\n(works within a column set)\");\n        ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f);\n        ImGui::DragFloat(\"float##3a\", &f);\n        if (show_indented_items)\n        {\n            ImGui::Indent();\n            ImGui::DragFloat(\"float (indented)##3b\", &f);\n            ImGui::Unindent();\n        }\n        ImGui::PopItemWidth();\n\n        ImGui::Text(\"SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)\");\n        ImGui::SameLine(); HelpMarker(\"Align to right edge minus half\");\n        ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f);\n        ImGui::DragFloat(\"float##4a\", &f);\n        if (show_indented_items)\n        {\n            ImGui::Indent();\n            ImGui::DragFloat(\"float (indented)##4b\", &f);\n            ImGui::Unindent();\n        }\n        ImGui::PopItemWidth();\n\n        // Demonstrate using PushItemWidth to surround three items.\n        // Calling SetNextItemWidth() before each of them would have the same effect.\n        ImGui::Text(\"SetNextItemWidth/PushItemWidth(-FLT_MIN)\");\n        ImGui::SameLine(); HelpMarker(\"Align to right edge\");\n        ImGui::PushItemWidth(-FLT_MIN);\n        ImGui::DragFloat(\"##float5a\", &f);\n        if (show_indented_items)\n        {\n            ImGui::Indent();\n            ImGui::DragFloat(\"float (indented)##5b\", &f);\n            ImGui::Unindent();\n        }\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::AlignTextToFramePadding();\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 button_sz(40, 40);\n        ImGui::Button(\"A\", button_sz); ImGui::SameLine();\n        ImGui::Dummy(button_sz); ImGui::SameLine();\n        ImGui::Button(\"B\", button_sz);\n\n        // Manually wrapping\n        // (we should eventually provide this as an automatic layout feature, but for now you can do it manually)\n        ImGui::Text(\"Manually wrapping:\");\n        ImGuiStyle& style = ImGui::GetStyle();\n        int buttons_count = 20;\n        float window_visible_x2 = ImGui::GetWindowPos().x + ImGui::GetWindowContentRegionMax().x;\n        for (int n = 0; n < buttons_count; n++)\n        {\n            ImGui::PushID(n);\n            ImGui::Button(\"Box\", button_sz);\n            float last_button_x2 = ImGui::GetItemRectMax().x;\n            float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line\n            if (n + 1 < buttons_count && next_button_x2 < window_visible_x2)\n                ImGui::SameLine();\n            ImGui::PopID();\n        }\n\n        ImGui::TreePop();\n    }\n\n    if (ImGui::TreeNode(\"Tabs\"))\n    {\n        if (ImGui::TreeNode(\"Basic\"))\n        {\n            ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None;\n            if (ImGui::BeginTabBar(\"MyTabBar\", tab_bar_flags))\n            {\n                if (ImGui::BeginTabItem(\"Avocado\"))\n                {\n                    ImGui::Text(\"This is the Avocado tab!\\nblah blah blah blah blah\");\n                    ImGui::EndTabItem();\n                }\n                if (ImGui::BeginTabItem(\"Broccoli\"))\n                {\n                    ImGui::Text(\"This is the Broccoli tab!\\nblah blah blah blah blah\");\n                    ImGui::EndTabItem();\n                }\n                if (ImGui::BeginTabItem(\"Cucumber\"))\n                {\n                    ImGui::Text(\"This is the Cucumber tab!\\nblah blah blah blah blah\");\n                    ImGui::EndTabItem();\n                }\n                ImGui::EndTabBar();\n            }\n            ImGui::Separator();\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Advanced & Close Button\"))\n        {\n            // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0).\n            static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable;\n            ImGui::CheckboxFlags(\"ImGuiTabBarFlags_Reorderable\", &tab_bar_flags, ImGuiTabBarFlags_Reorderable);\n            ImGui::CheckboxFlags(\"ImGuiTabBarFlags_AutoSelectNewTabs\", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs);\n            ImGui::CheckboxFlags(\"ImGuiTabBarFlags_TabListPopupButton\", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);\n            ImGui::CheckboxFlags(\"ImGuiTabBarFlags_NoCloseWithMiddleMouseButton\", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton);\n            if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)\n                tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_;\n            if (ImGui::CheckboxFlags(\"ImGuiTabBarFlags_FittingPolicyResizeDown\", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))\n                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);\n            if (ImGui::CheckboxFlags(\"ImGuiTabBarFlags_FittingPolicyScroll\", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))\n                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);\n\n            // Tab Bar\n            const char* names[4] = { \"Artichoke\", \"Beetroot\", \"Celery\", \"Daikon\" };\n            static bool opened[4] = { true, true, true, true }; // Persistent user state\n            for (int n = 0; n < IM_ARRAYSIZE(opened); n++)\n            {\n                if (n > 0) { ImGui::SameLine(); }\n                ImGui::Checkbox(names[n], &opened[n]);\n            }\n\n            // Passing a bool* to BeginTabItem() is similar to passing one to Begin():\n            // the underlying bool will be set to false when the tab is closed.\n            if (ImGui::BeginTabBar(\"MyTabBar\", tab_bar_flags))\n            {\n                for (int n = 0; n < IM_ARRAYSIZE(opened); n++)\n                    if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None))\n                    {\n                        ImGui::Text(\"This is the %s tab!\", names[n]);\n                        if (n & 1)\n                            ImGui::Text(\"I am an odd tab.\");\n                        ImGui::EndTabItem();\n                    }\n                ImGui::EndTabBar();\n            }\n            ImGui::Separator();\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"TabItemButton & Leading/Trailing flags\"))\n        {\n            static ImVector<int> active_tabs;\n            static int next_tab_id = 0;\n            if (next_tab_id == 0) // Initialize with some default tabs\n                for (int i = 0; i < 3; i++)\n                    active_tabs.push_back(next_tab_id++);\n\n            // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together.\n            // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags...\n            // but they tend to make more sense together)\n            static bool show_leading_button = true;\n            static bool show_trailing_button = true;\n            ImGui::Checkbox(\"Show Leading TabItemButton()\", &show_leading_button);\n            ImGui::Checkbox(\"Show Trailing TabItemButton()\", &show_trailing_button);\n\n            // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs\n            static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown;\n            ImGui::CheckboxFlags(\"ImGuiTabBarFlags_TabListPopupButton\", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);\n            if (ImGui::CheckboxFlags(\"ImGuiTabBarFlags_FittingPolicyResizeDown\", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))\n                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);\n            if (ImGui::CheckboxFlags(\"ImGuiTabBarFlags_FittingPolicyScroll\", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))\n                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);\n\n            if (ImGui::BeginTabBar(\"MyTabBar\", tab_bar_flags))\n            {\n                // Demo a Leading TabItemButton(): click the \"?\" button to open a menu\n                if (show_leading_button)\n                    if (ImGui::TabItemButton(\"?\", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip))\n                        ImGui::OpenPopup(\"MyHelpMenu\");\n                if (ImGui::BeginPopup(\"MyHelpMenu\"))\n                {\n                    ImGui::Selectable(\"Hello!\");\n                    ImGui::EndPopup();\n                }\n\n                // Demo Trailing Tabs: click the \"+\" button to add a new tab (in your app you may want to use a font icon instead of the \"+\")\n                // Note that we submit it before the regular tabs, but because of the ImGuiTabItemFlags_Trailing flag it will always appear at the end.\n                if (show_trailing_button)\n                    if (ImGui::TabItemButton(\"+\", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip))\n                        active_tabs.push_back(next_tab_id++); // Add new tab\n\n                // Submit our regular tabs\n                for (int n = 0; n < active_tabs.Size; )\n                {\n                    bool open = true;\n                    char name[16];\n                    snprintf(name, IM_ARRAYSIZE(name), \"%04d\", active_tabs[n]);\n                    if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None))\n                    {\n                        ImGui::Text(\"This is the %s tab!\", name);\n                        ImGui::EndTabItem();\n                    }\n\n                    if (!open)\n                        active_tabs.erase(active_tabs.Data + n);\n                    else\n                        n++;\n                }\n\n                ImGui::EndTabBar();\n            }\n            ImGui::Separator();\n            ImGui::TreePop();\n        }\n        ImGui::TreePop();\n    }\n\n    if (ImGui::TreeNode(\"Groups\"))\n    {\n        HelpMarker(\n            \"BeginGroup() basically locks the horizontal position for new line. \"\n            \"EndGroup() bundles the whole group so that you can use \\\"item\\\" functions such as \"\n            \"IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group.\");\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            ImGui::SameLine();\n            ImGui::Button(\"EEE\");\n            ImGui::EndGroup();\n            if (ImGui::IsItemHovered())\n                ImGui::SetTooltip(\"First group hovered\");\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        if (ImGui::ListBoxHeader(\"List\", size))\n        {\n            ImGui::Selectable(\"Selected\", true);\n            ImGui::Selectable(\"Not Selected\", false);\n            ImGui::ListBoxFooter();\n        }\n\n        ImGui::TreePop();\n    }\n\n    if (ImGui::TreeNode(\"Text Baseline Alignment\"))\n    {\n        {\n            ImGui::BulletText(\"Text baseline:\");\n            ImGui::SameLine(); HelpMarker(\n                \"This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. \"\n                \"Lines only composed of text or \\\"small\\\" widgets use less vertical space than lines with framed widgets.\");\n            ImGui::Indent();\n\n            ImGui::Text(\"KO Blahblah\"); ImGui::SameLine();\n            ImGui::Button(\"Some framed item\"); ImGui::SameLine();\n            HelpMarker(\"Baseline of button will look misaligned with text..\");\n\n            // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets.\n            // (because we don't know what's coming after the Text() statement, we need to move the text baseline\n            // down by FramePadding.y ahead of time)\n            ImGui::AlignTextToFramePadding();\n            ImGui::Text(\"OK Blahblah\"); ImGui::SameLine();\n            ImGui::Button(\"Some framed item\"); ImGui::SameLine();\n            HelpMarker(\"We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y\");\n\n            // SmallButton() uses the same vertical padding as Text\n            ImGui::Button(\"TEST##1\"); ImGui::SameLine();\n            ImGui::Text(\"TEST\"); ImGui::SameLine();\n            ImGui::SmallButton(\"TEST##2\");\n\n            // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets.\n            ImGui::AlignTextToFramePadding();\n            ImGui::Text(\"Text aligned to framed item\"); ImGui::SameLine();\n            ImGui::Button(\"Item##1\"); ImGui::SameLine();\n            ImGui::Text(\"Item\"); ImGui::SameLine();\n            ImGui::SmallButton(\"Item##2\"); ImGui::SameLine();\n            ImGui::Button(\"Item##3\");\n\n            ImGui::Unindent();\n        }\n\n        ImGui::Spacing();\n\n        {\n            ImGui::BulletText(\"Multi-line text:\");\n            ImGui::Indent();\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            ImGui::Unindent();\n        }\n\n        ImGui::Spacing();\n\n        {\n            ImGui::BulletText(\"Misc items:\");\n            ImGui::Indent();\n\n            // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button.\n            ImGui::Button(\"80x80\", ImVec2(80, 80));\n            ImGui::SameLine();\n            ImGui::Button(\"50x50\", ImVec2(50, 50));\n            ImGui::SameLine();\n            ImGui::Button(\"Button()\");\n            ImGui::SameLine();\n            ImGui::SmallButton(\"SmallButton()\");\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\"))\n            {\n                // Placeholder tree data\n                for (int i = 0; i < 6; i++)\n                    ImGui::BulletText(\"Item %d..\", i);\n                ImGui::TreePop();\n            }\n\n            // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget.\n            // Otherwise you can use SmallButton() (smaller fit).\n            ImGui::AlignTextToFramePadding();\n\n            // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add\n            // other contents below the node.\n            bool node_open = ImGui::TreeNode(\"Node##2\");\n            ImGui::SameLine(0.0f, spacing); ImGui::Button(\"Button##2\");\n            if (node_open)\n            {\n                // Placeholder tree data\n                for (int i = 0; i < 6; i++)\n                    ImGui::BulletText(\"Item %d..\", i);\n                ImGui::TreePop();\n            }\n\n            // Bullet\n            ImGui::Button(\"Button##3\");\n            ImGui::SameLine(0.0f, spacing);\n            ImGui::BulletText(\"Bullet text\");\n\n            ImGui::AlignTextToFramePadding();\n            ImGui::BulletText(\"Node\");\n            ImGui::SameLine(0.0f, spacing); ImGui::Button(\"Button##4\");\n            ImGui::Unindent();\n        }\n\n        ImGui::TreePop();\n    }\n\n    if (ImGui::TreeNode(\"Scrolling\"))\n    {\n        // Vertical scroll functions\n        HelpMarker(\"Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position.\");\n\n        static int track_item = 50;\n        static bool enable_track = true;\n        static bool enable_extra_decorations = false;\n        static float scroll_to_off_px = 0.0f;\n        static float scroll_to_pos_px = 200.0f;\n\n        ImGui::Checkbox(\"Decoration\", &enable_extra_decorations);\n\n        ImGui::Checkbox(\"Track\", &enable_track);\n        ImGui::PushItemWidth(100);\n        ImGui::SameLine(140); enable_track |= ImGui::DragInt(\"##item\", &track_item, 0.25f, 0, 99, \"Item = %d\");\n\n        bool scroll_to_off = ImGui::Button(\"Scroll Offset\");\n        ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat(\"##off\", &scroll_to_off_px, 1.00f, 0, FLT_MAX, \"+%.0f px\");\n\n        bool scroll_to_pos = ImGui::Button(\"Scroll To Pos\");\n        ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat(\"##pos\", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, \"X/Y = %.0f px\");\n        ImGui::PopItemWidth();\n\n        if (scroll_to_off || scroll_to_pos)\n            enable_track = false;\n\n        ImGuiStyle& style = ImGui::GetStyle();\n        float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5;\n        if (child_w < 1.0f)\n            child_w = 1.0f;\n        ImGui::PushID(\"##VerticalScrolling\");\n        for (int i = 0; i < 5; i++)\n        {\n            if (i > 0) ImGui::SameLine();\n            ImGui::BeginGroup();\n            const char* names[] = { \"Top\", \"25%\", \"Center\", \"75%\", \"Bottom\" };\n            ImGui::TextUnformatted(names[i]);\n\n            const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0;\n            const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i);\n            const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), true, child_flags);\n            if (ImGui::BeginMenuBar())\n            {\n                ImGui::TextUnformatted(\"abc\");\n                ImGui::EndMenuBar();\n            }\n            if (scroll_to_off)\n                ImGui::SetScrollY(scroll_to_off_px);\n            if (scroll_to_pos)\n                ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f);\n            if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items\n            {\n                for (int item = 0; item < 100; item++)\n                {\n                    if (enable_track && item == track_item)\n                    {\n                        ImGui::TextColored(ImVec4(1, 1, 0, 1), \"Item %d\", item);\n                        ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom\n                    }\n                    else\n                    {\n                        ImGui::Text(\"Item %d\", item);\n                    }\n                }\n            }\n            float scroll_y = ImGui::GetScrollY();\n            float scroll_max_y = ImGui::GetScrollMaxY();\n            ImGui::EndChild();\n            ImGui::Text(\"%.0f/%.0f\", scroll_y, scroll_max_y);\n            ImGui::EndGroup();\n        }\n        ImGui::PopID();\n\n        // Horizontal scroll functions\n        ImGui::Spacing();\n        HelpMarker(\n            \"Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\\n\\n\"\n            \"Because the clipping rectangle of most window hides half worth of WindowPadding on the \"\n            \"left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the \"\n            \"equivalent SetScrollFromPosY(+1) wouldn't.\");\n        ImGui::PushID(\"##HorizontalScrolling\");\n        for (int i = 0; i < 5; i++)\n        {\n            float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f;\n            ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0);\n            ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i);\n            bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), true, child_flags);\n            if (scroll_to_off)\n                ImGui::SetScrollX(scroll_to_off_px);\n            if (scroll_to_pos)\n                ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f);\n            if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items\n            {\n                for (int item = 0; item < 100; item++)\n                {\n                    if (enable_track && item == track_item)\n                    {\n                        ImGui::TextColored(ImVec4(1, 1, 0, 1), \"Item %d\", item);\n                        ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right\n                    }\n                    else\n                    {\n                        ImGui::Text(\"Item %d\", item);\n                    }\n                    ImGui::SameLine();\n                }\n            }\n            float scroll_x = ImGui::GetScrollX();\n            float scroll_max_x = ImGui::GetScrollMaxX();\n            ImGui::EndChild();\n            ImGui::SameLine();\n            const char* names[] = { \"Left\", \"25%\", \"Center\", \"75%\", \"Right\" };\n            ImGui::Text(\"%s\\n%.0f/%.0f\", names[i], scroll_x, scroll_max_x);\n            ImGui::Spacing();\n        }\n        ImGui::PopID();\n\n        // Miscellaneous Horizontal Scrolling Demo\n        HelpMarker(\n            \"Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\\n\\n\"\n            \"You may want to also explicitly specify content width by using 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        ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30);\n        ImGui::BeginChild(\"scrolling\", scrolling_child_size, 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()\n            // If you want to create your own time line for a real application you may be better off manipulating\n            // the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets\n            // 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                sprintf(num_buf, \"%d\", n);\n                const char* label = (!(n % 15)) ? \"FizzBuzz\" : (!(n % 3)) ? \"Fizz\" : (!(n % 5)) ? \"Buzz\" : 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();\n        float scroll_max_x = ImGui::GetScrollMaxX();\n        ImGui::EndChild();\n        ImGui::PopStyleVar(2);\n        float scroll_x_delta = 0.0f;\n        ImGui::SmallButton(\"<<\");\n        if (ImGui::IsItemActive())\n            scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f;\n        ImGui::SameLine();\n        ImGui::Text(\"Scroll from code\"); ImGui::SameLine();\n        ImGui::SmallButton(\">>\");\n        if (ImGui::IsItemActive())\n            scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f;\n        ImGui::SameLine();\n        ImGui::Text(\"%.0f/%.0f\", scroll_x, scroll_max_x);\n        if (scroll_x_delta != 0.0f)\n        {\n            // Demonstrate a trick: you can use Begin to set yourself in the context of another window\n            // (here we are already out of your child window)\n            ImGui::BeginChild(\"scrolling\");\n            ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta);\n            ImGui::EndChild();\n        }\n        ImGui::Spacing();\n\n        static bool show_horizontal_contents_size_demo_window = false;\n        ImGui::Checkbox(\"Show Horizontal contents size demo window\", &show_horizontal_contents_size_demo_window);\n\n        if (show_horizontal_contents_size_demo_window)\n        {\n            static bool show_h_scrollbar = true;\n            static bool show_button = true;\n            static bool show_tree_nodes = true;\n            static bool show_text_wrapped = false;\n            static bool show_columns = true;\n            static bool show_tab_bar = true;\n            static bool show_child = false;\n            static bool explicit_content_size = false;\n            static float contents_size_x = 300.0f;\n            if (explicit_content_size)\n                ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f));\n            ImGui::Begin(\"Horizontal contents size demo window\", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0);\n            ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0));\n            ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0));\n            HelpMarker(\"Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\\n\\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles.\");\n            ImGui::Checkbox(\"H-scrollbar\", &show_h_scrollbar);\n            ImGui::Checkbox(\"Button\", &show_button);            // Will grow contents size (unless explicitly overwritten)\n            ImGui::Checkbox(\"Tree nodes\", &show_tree_nodes);    // Will grow contents size and display highlight over full width\n            ImGui::Checkbox(\"Text wrapped\", &show_text_wrapped);// Will grow and use contents size\n            ImGui::Checkbox(\"Columns\", &show_columns);          // Will use contents size\n            ImGui::Checkbox(\"Tab bar\", &show_tab_bar);          // Will use contents size\n            ImGui::Checkbox(\"Child\", &show_child);              // Will grow and use contents size\n            ImGui::Checkbox(\"Explicit content size\", &explicit_content_size);\n            ImGui::Text(\"Scroll %.1f/%.1f %.1f/%.1f\", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY());\n            if (explicit_content_size)\n            {\n                ImGui::SameLine();\n                ImGui::SetNextItemWidth(100);\n                ImGui::DragFloat(\"##csx\", &contents_size_x);\n                ImVec2 p = ImGui::GetCursorScreenPos();\n                ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE);\n                ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE);\n                ImGui::Dummy(ImVec2(0, 10));\n            }\n            ImGui::PopStyleVar(2);\n            ImGui::Separator();\n            if (show_button)\n            {\n                ImGui::Button(\"this is a 300-wide button\", ImVec2(300, 0));\n            }\n            if (show_tree_nodes)\n            {\n                bool open = true;\n                if (ImGui::TreeNode(\"this is a tree node\"))\n                {\n                    if (ImGui::TreeNode(\"another one of those tree node...\"))\n                    {\n                        ImGui::Text(\"Some tree contents\");\n                        ImGui::TreePop();\n                    }\n                    ImGui::TreePop();\n                }\n                ImGui::CollapsingHeader(\"CollapsingHeader\", &open);\n            }\n            if (show_text_wrapped)\n            {\n                ImGui::TextWrapped(\"This text should automatically wrap on the edge of the work rectangle.\");\n            }\n            if (show_columns)\n            {\n                ImGui::Text(\"Tables:\");\n                if (ImGui::BeginTable(\"table\", 4, ImGuiTableFlags_Borders))\n                {\n                    for (int n = 0; n < 4; n++)\n                    {\n                        ImGui::TableNextColumn();\n                        ImGui::Text(\"Width %.2f\", ImGui::GetContentRegionAvail().x);\n                    }\n                    ImGui::EndTable();\n                }\n                ImGui::Text(\"Columns:\");\n                ImGui::Columns(4);\n                for (int n = 0; n < 4; n++)\n                {\n                    ImGui::Text(\"Width %.2f\", ImGui::GetColumnWidth());\n                    ImGui::NextColumn();\n                }\n                ImGui::Columns(1);\n            }\n            if (show_tab_bar && ImGui::BeginTabBar(\"Hello\"))\n            {\n                if (ImGui::BeginTabItem(\"OneOneOne\")) { ImGui::EndTabItem(); }\n                if (ImGui::BeginTabItem(\"TwoTwoTwo\")) { ImGui::EndTabItem(); }\n                if (ImGui::BeginTabItem(\"ThreeThreeThree\")) { ImGui::EndTabItem(); }\n                if (ImGui::BeginTabItem(\"FourFourFour\")) { ImGui::EndTabItem(); }\n                ImGui::EndTabBar();\n            }\n            if (show_child)\n            {\n                ImGui::BeginChild(\"child\", ImVec2(0, 0), true);\n                ImGui::EndChild();\n            }\n            ImGui::End();\n        }\n\n        ImGui::TreePop();\n    }\n\n    if (ImGui::TreeNode(\"Clipping\"))\n    {\n        static ImVec2 size(100.0f, 100.0f);\n        static ImVec2 offset(30.0f, 30.0f);\n        ImGui::DragFloat2(\"size\", (float*)&size, 0.5f, 1.0f, 200.0f, \"%.0f\");\n        ImGui::TextWrapped(\"(Click and drag to scroll)\");\n\n        for (int n = 0; n < 3; n++)\n        {\n            if (n > 0)\n                ImGui::SameLine();\n            ImGui::PushID(n);\n            ImGui::BeginGroup(); // Lock X position\n\n            ImGui::InvisibleButton(\"##empty\", size);\n            if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left))\n            {\n                offset.x += ImGui::GetIO().MouseDelta.x;\n                offset.y += ImGui::GetIO().MouseDelta.y;\n            }\n            const ImVec2 p0 = ImGui::GetItemRectMin();\n            const ImVec2 p1 = ImGui::GetItemRectMax();\n            const char* text_str = \"Line 1 hello\\nLine 2 clip me!\";\n            const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y);\n            ImDrawList* draw_list = ImGui::GetWindowDrawList();\n\n            switch (n)\n            {\n            case 0:\n                HelpMarker(\n                    \"Using ImGui::PushClipRect():\\n\"\n                    \"Will alter ImGui hit-testing logic + ImDrawList rendering.\\n\"\n                    \"(use this if you want your clipping rectangle to affect interactions)\");\n                ImGui::PushClipRect(p0, p1, true);\n                draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));\n                draw_list->AddText(text_pos, IM_COL32_WHITE, text_str);\n                ImGui::PopClipRect();\n                break;\n            case 1:\n                HelpMarker(\n                    \"Using ImDrawList::PushClipRect():\\n\"\n                    \"Will alter ImDrawList rendering only.\\n\"\n                    \"(use this as a shortcut if you are only using ImDrawList calls)\");\n                draw_list->PushClipRect(p0, p1, true);\n                draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));\n                draw_list->AddText(text_pos, IM_COL32_WHITE, text_str);\n                draw_list->PopClipRect();\n                break;\n            case 2:\n                HelpMarker(\n                    \"Using ImDrawList::AddText() with a fine ClipRect:\\n\"\n                    \"Will alter only this specific ImDrawList::AddText() rendering.\\n\"\n                    \"(this is often used internally to avoid altering the clipping rectangle and minimize draw calls)\");\n                ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert.\n                draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));\n                draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect);\n                break;\n            }\n            ImGui::EndGroup();\n            ImGui::PopID();\n        }\n\n        ImGui::TreePop();\n    }\n}\n\nstatic void ShowDemoWindowPopups()\n{\n    if (!ImGui::CollapsingHeader(\"Popups & Modal windows\"))\n        return;\n\n    // The properties of popups windows are:\n    // - They block normal mouse hovering detection outside them. (*)\n    // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.\n    // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as\n    //   we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup().\n    // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even\n    //     when normally blocked by a popup.\n    // Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close\n    // popups at any time.\n\n    // Typical use for regular windows:\n    //   bool my_tool_is_active = false; if (ImGui::Button(\"Open\")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin(\"My Tool\", &my_tool_is_active) { [...] } End();\n    // Typical use for popups:\n    //   if (ImGui::Button(\"Open\")) ImGui::OpenPopup(\"MyPopup\"); if (ImGui::BeginPopup(\"MyPopup\") { [...] EndPopup(); }\n\n    // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state.\n    // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below.\n\n    if (ImGui::TreeNode(\"Popups\"))\n    {\n        ImGui::TextWrapped(\n            \"When a popup is active, it inhibits interacting with windows that are behind the popup. \"\n            \"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 (if you want to show the current selection inside the Button itself,\n        // 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(\"my_select_popup\");\n        ImGui::SameLine();\n        ImGui::TextUnformatted(selected_fish == -1 ? \"<None>\" : names[selected_fish]);\n        \n\t\tif (ImGui::BeginPopup(\"my_select_popup\"))\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(\"my_toggle_popup\");\n        if (ImGui::BeginPopup(\"my_toggle_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\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                    if (ImGui::Button(\"Stacked Popup\"))\n                        ImGui::OpenPopup(\"another popup\");\n                    if (ImGui::BeginPopup(\"another popup\"))\n                    {\n                        ImGui::Text(\"I am the last one here.\");\n                        ImGui::EndPopup();\n                    }\n                    ImGui::EndMenu();\n                }\n                ImGui::EndPopup();\n            }\n            ImGui::EndPopup();\n        }\n\n        // Call the more complete ShowExampleMenuFile which we use in various places of this demo\n        if (ImGui::Button(\"File Menu..\"))\n            ImGui::OpenPopup(\"my_file_popup\");\n        if (ImGui::BeginPopup(\"my_file_popup\"))\n        {\n            ShowExampleMenuFile();\n            ImGui::EndPopup();\n        }\n\n        ImGui::TreePop();\n    }\n\n    if (ImGui::TreeNode(\"Context menus\"))\n    {\n        // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing:\n        //    if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))\n        //       OpenPopup(id);\n        //    return BeginPopup(id);\n        // For more advanced uses you may want to replicate and customize this code.\n        // See details in BeginPopupContextItem().\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::SetNextItemWidth(-1);\n            ImGui::DragFloat(\"##Value\", &value, 0.1f, 0.0f, 0.0f);\n            ImGui::EndPopup();\n        }\n\n        // We can also use OpenPopupOnItemClick() which is the same as BeginPopupContextItem() but without the\n        // Begin() call. So here we will make it that clicking on the text field with the right mouse button (1)\n        // will toggle the visibility of the popup above.\n        ImGui::Text(\"(You can also right-click me to open the same popup as above.)\");\n        ImGui::OpenPopupOnItemClick(\"item context menu\", 1);\n\n        // When used after an item that has an ID (e.g.Button), we can skip providing an ID to BeginPopupContextItem().\n        // BeginPopupContextItem() will use the last item ID as the popup ID.\n        // In addition here, we want to include your editable label inside the button label.\n        // We use the ### operator to override the ID (read FAQ about ID for details)\n        static char name[32] = \"Label1\";\n        char buf[64];\n        sprintf(buf, \"Button: %s###Button\", name); // ### operator override ID ignoring the preceding label\n        ImGui::Button(buf);\n        if (ImGui::BeginPopupContextItem())\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.\");\n\n        if (ImGui::Button(\"Delete..\"))\n            ImGui::OpenPopup(\"Delete?\");\n\n        // Always center this window when appearing\n        ImVec2 center(ImGui::GetIO().DisplaySize.x * 0.5f, ImGui::GetIO().DisplaySize.y * 0.5f);\n        ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));\n\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 unused_i = 0;\n            //ImGui::Combo(\"Combo\", &unused_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::SetItemDefaultFocus();\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\", NULL, ImGuiWindowFlags_MenuBar))\n        {\n            if (ImGui::BeginMenuBar())\n            {\n                if (ImGui::BeginMenu(\"File\"))\n                {\n                    if (ImGui::MenuItem(\"Some menu item\")) {}\n                    ImGui::EndMenu();\n                }\n                ImGui::EndMenuBar();\n            }\n            ImGui::Text(\"Hello from Stacked The First\\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it.\");\n\n            // Testing behavior of widgets stacking their own regular popups over the modal.\n            static int item = 1;\n            static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f };\n            ImGui::Combo(\"Combo\", &item, \"aaaa\\0bbbb\\0cccc\\0dddd\\0eeee\\0\\0\");\n            ImGui::ColorEdit4(\"color\", color);\n\n            if (ImGui::Button(\"Add another modal..\"))\n                ImGui::OpenPopup(\"Stacked 2\");\n\n            // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which\n            // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value\n            // of the bool actually doesn't matter here.\n            bool unused_open = true;\n            if (ImGui::BeginPopupModal(\"Stacked 2\", &unused_open))\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    if (ImGui::TreeNode(\"Menus inside a regular window\"))\n    {\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\n        // Note: As a quirk in this very specific example, we want to differentiate the parent of this menu from the\n        // parent of the various popup menus above. To do so we are encloding the items in a PushID()/PopID() block\n        // to make them two different menusets. If we don't, opening any popup above and hovering our menu here would\n        // open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it,\n        // 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        ImGui::TreePop();\n    }\n}\n\n// Dummy data structure that we use for the Table demo.\n// (pre-C++11 doesn't allow us to instantiate ImVector<MyItem> template if this structure if defined inside the demo function)\nnamespace\n{\n// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code.\n// This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID.\n// But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex)\n// If you don't use sorting, you will generally never care about giving column an ID!\nenum MyItemColumnID\n{\n    MyItemColumnID_ID,\n    MyItemColumnID_Name,\n    MyItemColumnID_Action,\n    MyItemColumnID_Quantity,\n    MyItemColumnID_Description\n};\n\nstruct MyItem\n{\n    int         ID;\n    const char* Name;\n    int         Quantity;\n\n    // We have a problem which is affecting _only this demo_ and should not affect your code:\n    // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(),\n    // however qsort doesn't allow passing user data to comparing function.\n    // As a workaround, we are storing the sort specs in a static/global for the comparing function to access.\n    // In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global.\n    // We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called\n    // very often by the sorting algorithm it would be a little wasteful.\n    static const ImGuiTableSortSpecs* s_current_sort_specs;\n\n    // Compare function to be used by qsort()\n    static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs)\n    {\n        const MyItem* a = (const MyItem*)lhs;\n        const MyItem* b = (const MyItem*)rhs;\n        for (int n = 0; n < s_current_sort_specs->SpecsCount; n++)\n        {\n            // Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn()\n            // We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler!\n            const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n];\n            int delta = 0;\n            switch (sort_spec->ColumnUserID)\n            {\n            case MyItemColumnID_ID:             delta = (a->ID - b->ID);                break;\n            case MyItemColumnID_Name:           delta = (strcmp(a->Name, b->Name));     break;\n            case MyItemColumnID_Quantity:       delta = (a->Quantity - b->Quantity);    break;\n            case MyItemColumnID_Description:    delta = (strcmp(a->Name, b->Name));     break;\n            default: IM_ASSERT(0); break;\n            }\n            if (delta > 0)\n                return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1;\n            if (delta < 0)\n                return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1;\n        }\n\n        // qsort() is instable so always return a way to differenciate items.\n        // Your own compare function may want to avoid fallback on implicit sort specs e.g. a Name compare if it wasn't already part of the sort specs.\n        return (a->ID - b->ID);\n    }\n};\nconst ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL;\n}\n\n// Make the UI compact because there are so many fields\nstatic void PushStyleCompact()\n{\n    ImGuiStyle& style = ImGui::GetStyle();\n    ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(style.FramePadding.x, (float)(int)(style.FramePadding.y * 0.70f)));\n    ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x, (float)(int)(style.ItemSpacing.y * 0.70f)));\n}\n\nstatic void PopStyleCompact()\n{\n    ImGui::PopStyleVar(2);\n}\n\nstatic void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags)\n{\n    ImGui::CheckboxFlags(\"_DefaultHide\", p_flags, ImGuiTableColumnFlags_DefaultHide);\n    ImGui::CheckboxFlags(\"_DefaultSort\", p_flags, ImGuiTableColumnFlags_DefaultSort);\n    if (ImGui::CheckboxFlags(\"_WidthStretch\", p_flags, ImGuiTableColumnFlags_WidthStretch))\n        *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch);\n    if (ImGui::CheckboxFlags(\"_WidthFixed\", p_flags, ImGuiTableColumnFlags_WidthFixed))\n        *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed);\n    if (ImGui::CheckboxFlags(\"_WidthAutoResize\", p_flags, ImGuiTableColumnFlags_WidthAutoResize))\n        *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthAutoResize);\n    ImGui::CheckboxFlags(\"_NoResize\", p_flags, ImGuiTableColumnFlags_NoResize);\n    ImGui::CheckboxFlags(\"_NoReorder\", p_flags, ImGuiTableColumnFlags_NoReorder);\n    ImGui::CheckboxFlags(\"_NoHide\", p_flags, ImGuiTableColumnFlags_NoHide);\n    ImGui::CheckboxFlags(\"_NoClip\", p_flags, ImGuiTableColumnFlags_NoClip);\n    ImGui::CheckboxFlags(\"_NoSort\", p_flags, ImGuiTableColumnFlags_NoSort);\n    ImGui::CheckboxFlags(\"_NoSortAscending\", p_flags, ImGuiTableColumnFlags_NoSortAscending);\n    ImGui::CheckboxFlags(\"_NoSortDescending\", p_flags, ImGuiTableColumnFlags_NoSortDescending);\n    ImGui::CheckboxFlags(\"_NoHeaderWidth\", p_flags, ImGuiTableColumnFlags_NoHeaderWidth);\n    ImGui::CheckboxFlags(\"_PreferSortAscending\", p_flags, ImGuiTableColumnFlags_PreferSortAscending);\n    ImGui::CheckboxFlags(\"_PreferSortDescending\", p_flags, ImGuiTableColumnFlags_PreferSortDescending);\n    ImGui::CheckboxFlags(\"_IndentEnable\", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker(\"Default for column 0\");\n    ImGui::CheckboxFlags(\"_IndentDisable\", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker(\"Default for column >0\");\n}\n\nstatic void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags)\n{\n    ImGui::CheckboxFlags(\"_IsEnabled\", &flags, ImGuiTableColumnFlags_IsEnabled);\n    ImGui::CheckboxFlags(\"_IsVisible\", &flags, ImGuiTableColumnFlags_IsVisible);\n    ImGui::CheckboxFlags(\"_IsSorted\", &flags, ImGuiTableColumnFlags_IsSorted);\n    ImGui::CheckboxFlags(\"_IsHovered\", &flags, ImGuiTableColumnFlags_IsHovered);\n}\n\nstatic void ShowDemoWindowTables()\n{\n    //ImGui::SetNextItemOpen(true, ImGuiCond_Once);\n    if (!ImGui::CollapsingHeader(\"Tables & Columns\"))\n        return;\n\n    // Using those as a base value to create width/height that are factor of the size of our font\n    const float TEXT_BASE_WIDTH = ImGui::CalcTextSize(\"A\").x;\n    const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing();\n\n    ImGui::PushID(\"Tables\");\n\n    int open_action = -1;\n    if (ImGui::Button(\"Open all\"))\n        open_action = 1;\n    ImGui::SameLine();\n    if (ImGui::Button(\"Close all\"))\n        open_action = 0;\n    ImGui::SameLine();\n\n    // Options\n    static bool disable_indent = false;\n    ImGui::Checkbox(\"Disable tree indentation\", &disable_indent);\n    ImGui::SameLine();\n    HelpMarker(\"Disable the indenting of tree nodes so demo tables can use the full window width.\");\n    ImGui::Separator();\n    if (disable_indent)\n        ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f);\n\n    // About Styling of tables\n    // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs.\n    // There are however a few settings that a shared and part of the ImGuiStyle structure:\n    //   style.CellPadding                          // Padding within each cell\n    //   style.Colors[ImGuiCol_TableHeaderBg]       // Table header background\n    //   style.Colors[ImGuiCol_TableBorderStrong]   // Table outer and header borders\n    //   style.Colors[ImGuiCol_TableBorderLight]    // Table inner borders\n    //   style.Colors[ImGuiCol_TableRowBg]          // Table row background when ImGuiTableFlags_RowBg is enabled (even rows)\n    //   style.Colors[ImGuiCol_TableRowBgAlt]       // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows)\n\n    // Demos\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Basic\"))\n    {\n        // Here we will showcase three different ways to output a table.\n        // They are very simple variations of a same thing!\n\n        // [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column.\n        // In many situations, this is the most flexible and easy to use pattern.\n        HelpMarker(\"Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop.\");\n        if (ImGui::BeginTable(\"##table1\", 3))\n        {\n            for (int row = 0; row < 4; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Text(\"Row %d Column %d\", row, column);\n                }\n            }\n            ImGui::EndTable();\n        }\n\n        // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex().\n        // This is generally more convenient when you have code manually submitting the contents of each columns.\n        HelpMarker(\"Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually.\");\n        if (ImGui::BeginTable(\"##table2\", 3))\n        {\n            for (int row = 0; row < 4; row++)\n            {\n                ImGui::TableNextRow();\n                ImGui::TableNextColumn();\n                ImGui::Text(\"Row %d\", row);\n                ImGui::TableNextColumn();\n                ImGui::Text(\"Some contents\");\n                ImGui::TableNextColumn();\n                ImGui::Text(\"123.456\");\n            }\n            ImGui::EndTable();\n        }\n\n        // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(),\n        // as TableNextColumn() will automatically wrap around and create new roes as needed.\n        // This is generally more convenient when your cells all contains the same type of data.\n        HelpMarker(\n            \"Only using TableNextColumn(), which tends to be convenient for tables where every cells contains the same type of contents.\\n\"\n            \"This is also more similar to the old NextColumn() function of the Columns API, and provided to facilitate the Columns->Tables API transition.\");\n        if (ImGui::BeginTable(\"##table3\", 3))\n        {\n            for (int item = 0; item < 14; item++)\n            {\n                ImGui::TableNextColumn();\n                ImGui::Text(\"Item %d\", item);\n            }\n            ImGui::EndTable();\n        }\n\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Borders, background\"))\n    {\n        // Expose a few Borders related flags interactively\n        enum ContentsType { CT_Text, CT_FillButton };\n        static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg;\n        static bool display_headers = false;\n        static int contents_type = CT_Text;\n\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_RowBg\", &flags, ImGuiTableFlags_RowBg);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_Borders\", &flags, ImGuiTableFlags_Borders);\n        ImGui::SameLine(); HelpMarker(\"ImGuiTableFlags_Borders\\n = ImGuiTableFlags_BordersInnerV\\n | ImGuiTableFlags_BordersOuterV\\n | ImGuiTableFlags_BordersInnerV\\n | ImGuiTableFlags_BordersOuterH\");\n        ImGui::Indent();\n\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersH\", &flags, ImGuiTableFlags_BordersH);\n        ImGui::Indent();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersOuterH\", &flags, ImGuiTableFlags_BordersOuterH);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersInnerH\", &flags, ImGuiTableFlags_BordersInnerH);\n        ImGui::Unindent();\n\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersV\", &flags, ImGuiTableFlags_BordersV);\n        ImGui::Indent();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersOuterV\", &flags, ImGuiTableFlags_BordersOuterV);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersInnerV\", &flags, ImGuiTableFlags_BordersInnerV);\n        ImGui::Unindent();\n\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersOuter\", &flags, ImGuiTableFlags_BordersOuter);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersInner\", &flags, ImGuiTableFlags_BordersInner);\n        ImGui::Unindent();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_NoBordersInBody\", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker(\"Disable vertical borders in columns Body (borders will always appears in Headers\");\n\n        ImGui::AlignTextToFramePadding(); ImGui::Text(\"Cell contents:\");\n        ImGui::SameLine(); ImGui::RadioButton(\"Text\", &contents_type, CT_Text);\n        ImGui::SameLine(); ImGui::RadioButton(\"FillButton\", &contents_type, CT_FillButton);\n        ImGui::Checkbox(\"Display headers\", &display_headers);\n        PopStyleCompact();\n\n        if (ImGui::BeginTable(\"##table1\", 3, flags))\n        {\n            // Display headers so we can inspect their interaction with borders.\n            // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them too much. See other sections for details)\n            if (display_headers)\n            {\n                ImGui::TableSetupColumn(\"One\");\n                ImGui::TableSetupColumn(\"Two\");\n                ImGui::TableSetupColumn(\"Three\");\n                ImGui::TableHeadersRow();\n            }\n\n            for (int row = 0; row < 5; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    char buf[32];\n                    sprintf(buf, \"Hello %d,%d\", column, row);\n                    if (contents_type == CT_Text)\n                        ImGui::TextUnformatted(buf);\n                    else if (contents_type)\n                        ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Resizable, stretch\"))\n    {\n        // By default, if we don't enable ScrollX the sizing policy for each columns is \"Stretch\"\n        // Each columns maintain a sizing weight, and they will occupy all available width.\n        static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody;\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_Resizable\", &flags, ImGuiTableFlags_Resizable);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersV\", &flags, ImGuiTableFlags_BordersV);\n        ImGui::SameLine(); HelpMarker(\"Using the _Resizable flag automatically enables the _BordersV flag as well.\");\n        PopStyleCompact();\n\n        if (ImGui::BeginTable(\"##table1\", 3, flags))\n        {\n            for (int row = 0; row < 5; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Text(\"Hello %d,%d\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Resizable, fixed\"))\n    {\n        // Here we use ImGuiTableFlags_ColumnsWidthFixed (even though _ScrollX is not set)\n        // So columns will adopt the \"Fixed\" policy and will maintain a fixed width regardless of the whole available width (unless table is small)\n        // If there is not enough available width to fit all columns, they will however be resized down.\n        // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings\n        HelpMarker(\n            \"Using _Resizable + _ColumnsWidthFixedX flags.\\n\"\n            \"Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\\n\\n\"\n            \"Double-click a column border to auto-fit the column to its contents.\");\n        static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_ColumnsWidthFixed | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody;\n        //ImGui::CheckboxFlags(\"ImGuiTableFlags_ScrollX\", &flags, ImGuiTableFlags_ScrollX); // FIXME-TABLE: Explain or fix the effect of enable Scroll on outer_size\n        if (ImGui::BeginTable(\"##table1\", 3, flags))\n        {\n            for (int row = 0; row < 5; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Text(\"Hello %d,%d\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Resizable, mixed\"))\n    {\n        HelpMarker(\"Using columns flag to alter resizing policy on a per-column basis.\");\n        static ImGuiTableFlags flags = ImGuiTableFlags_ColumnsWidthFixed | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;\n\n        if (ImGui::BeginTable(\"##table1\", 3, flags))\n        {\n            ImGui::TableSetupColumn(\"AAA\", ImGuiTableColumnFlags_WidthFixed);\n            ImGui::TableSetupColumn(\"BBB\", ImGuiTableColumnFlags_WidthFixed);\n            ImGui::TableSetupColumn(\"CCC\", ImGuiTableColumnFlags_WidthStretch);\n            ImGui::TableHeadersRow();\n            for (int row = 0; row < 5; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Text(\"%s %d,%d\", (column == 2) ? \"Stretch\" : \"Fixed\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n        if (ImGui::BeginTable(\"##table2\", 6, flags))\n        {\n            ImGui::TableSetupColumn(\"AAA\", ImGuiTableColumnFlags_WidthFixed);\n            ImGui::TableSetupColumn(\"BBB\", ImGuiTableColumnFlags_WidthFixed);\n            ImGui::TableSetupColumn(\"CCC\", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide);\n            ImGui::TableSetupColumn(\"DDD\", ImGuiTableColumnFlags_WidthStretch);\n            ImGui::TableSetupColumn(\"EEE\", ImGuiTableColumnFlags_WidthStretch);\n            ImGui::TableSetupColumn(\"FFF\", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide);\n            ImGui::TableHeadersRow();\n            for (int row = 0; row < 5; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 6; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Text(\"%s %d,%d\", (column >= 3) ? \"Stretch\" : \"Fixed\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Reorderable, hideable, with headers\"))\n    {\n        HelpMarker(\"Click and drag column headers to reorder columns.\\n\\nYou can also right-click on a header to open a context menu.\");\n        static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody;\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_Resizable\", &flags, ImGuiTableFlags_Resizable);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_Reorderable\", &flags, ImGuiTableFlags_Reorderable);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_Hideable\", &flags, ImGuiTableFlags_Hideable);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_NoBordersInBody\", &flags, ImGuiTableFlags_NoBordersInBody);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_NoBordersInBodyUntilResize\", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker(\"Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)\");\n        PopStyleCompact();\n\n        if (ImGui::BeginTable(\"##table1\", 3, flags))\n        {\n            // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column.\n            // (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.)\n            ImGui::TableSetupColumn(\"One\");\n            ImGui::TableSetupColumn(\"Two\");\n            ImGui::TableSetupColumn(\"Three\");\n            ImGui::TableHeadersRow();\n            for (int row = 0; row < 6; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Text(\"Hello %d,%d\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n\n        if (ImGui::BeginTable(\"##table2\", 3, flags | ImGuiTableFlags_ColumnsWidthFixed))\n        {\n            ImGui::TableSetupColumn(\"One\");\n            ImGui::TableSetupColumn(\"Two\");\n            ImGui::TableSetupColumn(\"Three\");\n            ImGui::TableHeadersRow();\n            for (int row = 0; row < 6; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Text(\"Fixed %d,%d\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Padding\"))\n    {\n        static ImGuiTableFlags flags = ImGuiTableFlags_BordersV;\n\n        HelpMarker(\n            \"We often want outer padding activated when any using features which makes the edges of a column visible:\\n\"\n            \"e.g.:\\n\"\n            \"- BorderOuterV\\n\"\n            \"- any form of row selection\\n\"\n            \"Because of this, activating BorderOuterV sets the default to PadOuterX. Using PadOuterX or NoPadOuterX you can override the default.\\n\");\n\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_PadOuterX\", &flags, ImGuiTableFlags_PadOuterX);\n        ImGui::SameLine(); HelpMarker(\"Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)\");\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_NoPadOuterX\", &flags, ImGuiTableFlags_NoPadOuterX);\n        ImGui::SameLine(); HelpMarker(\"Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)\");\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_NoPadInnerX\", &flags, ImGuiTableFlags_NoPadInnerX);\n        ImGui::SameLine(); HelpMarker(\"Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)\");\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersOuterV\", &flags, ImGuiTableFlags_BordersOuterV);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersInnerV\", &flags, ImGuiTableFlags_BordersInnerV);\n        static bool show_headers = false;\n        ImGui::Checkbox(\"show_headers\", &show_headers);\n        PopStyleCompact();\n\n        if (ImGui::BeginTable(\"##table1\", 3, flags))\n        {\n            if (show_headers)\n            {\n                ImGui::TableSetupColumn(\"One\");\n                ImGui::TableSetupColumn(\"Two\");\n                ImGui::TableSetupColumn(\"Three\");\n                ImGui::TableHeadersRow();\n            }\n\n            for (int row = 0; row < 5; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    if (row == 0)\n                    {\n                        ImGui::Text(\"Avail %.2f\", ImGui::GetContentRegionAvail().x);\n                    }\n                    else\n                    {\n                        char buf[32];\n                        sprintf(buf, \"Hello %d,%d\", column, row);\n                        ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));\n                    }\n                    //if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered)\n                    //    ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255));\n                }\n            }\n            ImGui::EndTable();\n        }\n\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Explicit widths\"))\n    {\n        static ImGuiTableFlags flags = ImGuiTableFlags_None;\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_NoKeepColumnsVisible\", &flags, ImGuiTableFlags_NoKeepColumnsVisible);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersInnerV\", &flags, ImGuiTableFlags_BordersInnerV);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersOuterV\", &flags, ImGuiTableFlags_BordersOuterV);\n        PopStyleCompact();\n\n        if (ImGui::BeginTable(\"##table1\", 4, flags))\n        {\n            // We could also set ImGuiTableFlags_ColumnsWidthFixed on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed.\n            ImGui::TableSetupColumn(\"\", ImGuiTableColumnFlags_WidthFixed, 100.0f);\n            ImGui::TableSetupColumn(\"\", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f);\n            ImGui::TableSetupColumn(\"\", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f);\n            ImGui::TableSetupColumn(\"\", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f);\n            for (int row = 0; row < 5; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 4; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    if (row == 0)\n                        ImGui::Text(\"(%.2f)\", ImGui::GetContentRegionAvail().x);\n                    ImGui::Text(\"Hello %d,%d\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Vertical scrolling, with clipping\"))\n    {\n        HelpMarker(\"Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\\n\\nWe also demonstrate using ImGuiListClipper to virtualize the submission of many items.\");\n        static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;\n\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_ScrollY\", &flags, ImGuiTableFlags_ScrollY);\n        PopStyleCompact();\n\n        // When using ScrollX or ScrollY we need to specify a size for our table container!\n        // Otherwise by default the table will fit all available space, like a BeginChild() call.\n        ImVec2 size = ImVec2(0, TEXT_BASE_HEIGHT * 8);\n        if (ImGui::BeginTable(\"##table1\", 3, flags, size))\n        {\n            ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible\n            ImGui::TableSetupColumn(\"One\", ImGuiTableColumnFlags_None);\n            ImGui::TableSetupColumn(\"Two\", ImGuiTableColumnFlags_None);\n            ImGui::TableSetupColumn(\"Three\", ImGuiTableColumnFlags_None);\n            ImGui::TableHeadersRow();\n\n            // Demonstrate using clipper for large vertical lists\n            ImGuiListClipper clipper;\n            clipper.Begin(1000);\n            while (clipper.Step())\n            {\n                for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++)\n                {\n                    ImGui::TableNextRow();\n                    for (int column = 0; column < 3; column++)\n                    {\n                        ImGui::TableSetColumnIndex(column);\n                        ImGui::Text(\"Hello %d,%d\", column, row);\n                    }\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Horizontal scrolling\"))\n    {\n        HelpMarker(\n            \"When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_ColumnsWidthFixed,\"\n            \"as automatically stretching columns doesn't make much sense with horizontal scrolling.\\n\\n\"\n            \"Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX,\"\n            \"because the container window won't automatically extend vertically to fix contents (this may be improved in future versions).\");\n        static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;\n        static int freeze_cols = 1;\n        static int freeze_rows = 1;\n\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_ScrollX\", &flags, ImGuiTableFlags_ScrollX);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_ScrollY\", &flags, ImGuiTableFlags_ScrollY);\n        ImGui::SetNextItemWidth(ImGui::GetFrameHeight());\n        ImGui::DragInt(\"freeze_cols\", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);\n        ImGui::SetNextItemWidth(ImGui::GetFrameHeight());\n        ImGui::DragInt(\"freeze_rows\", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);\n        PopStyleCompact();\n\n        // When using ScrollX or ScrollY we need to specify a size for our table container!\n        // Otherwise by default the table will fit all available space, like a BeginChild() call.\n        ImVec2 outer_size = ImVec2(0, TEXT_BASE_HEIGHT * 8);\n        if (ImGui::BeginTable(\"##table1\", 7, flags, outer_size))\n        {\n            ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows);\n            ImGui::TableSetupColumn(\"Line #\", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze()\n            ImGui::TableSetupColumn(\"One\");\n            ImGui::TableSetupColumn(\"Two\");\n            ImGui::TableSetupColumn(\"Three\");\n            ImGui::TableSetupColumn(\"Four\");\n            ImGui::TableSetupColumn(\"Five\");\n            ImGui::TableSetupColumn(\"Six\");\n            ImGui::TableHeadersRow();\n            for (int row = 0; row < 20; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 7; column++)\n                {\n                    // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement.\n                    // Because here we know that:\n                    // - A) all our columns are contributing the same to row height\n                    // - B) column 0 is always visible,\n                    // We only always submit this one column and can skip others.\n                    // More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags().\n                    if (!ImGui::TableSetColumnIndex(column) && column > 0)\n                        continue;\n                    if (column == 0)\n                        ImGui::Text(\"Line %d\", row);\n                    else\n                        ImGui::Text(\"Hello world %d,%d\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Columns flags\"))\n    {\n        // Create a first table just to show all the options/flags we want to make visible in our example!\n        const int column_count = 3;\n        const char* column_names[column_count] = { \"One\", \"Two\", \"Three\" };\n        static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide };\n        static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags()\n\n        if (ImGui::BeginTable(\"##flags\", column_count, ImGuiTableFlags_None))\n        {\n            PushStyleCompact();\n            for (int column = 0; column < column_count; column++)\n            {\n                ImGui::TableNextColumn();\n                ImGui::PushID(column);\n                ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation\n                ImGui::Text(\"'%s'\", column_names[column]);\n                ImGui::Spacing();\n                ImGui::Text(\"Input flags:\");\n                EditTableColumnsFlags(&column_flags[column]);\n                ImGui::Spacing();\n                ImGui::Text(\"Output flags:\");\n                ShowTableColumnsStatusFlags(column_flags_out[column]);\n                ImGui::PopID();\n            }\n            PopStyleCompact();\n            ImGui::EndTable();\n        }\n\n        // Create the real table we care about for the example!\n        // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, otherwise in\n        // a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + resizing the parent window down)\n        const ImGuiTableFlags flags\n            = ImGuiTableFlags_ColumnsWidthFixed | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY\n            | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV\n            | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable;\n        ImVec2 size = ImVec2(0, TEXT_BASE_HEIGHT * 9);\n        if (ImGui::BeginTable(\"##table\", column_count, flags, size))\n        {\n            for (int column = 0; column < column_count; column++)\n                ImGui::TableSetupColumn(column_names[column], column_flags[column]);\n            ImGui::TableHeadersRow();\n            for (int column = 0; column < column_count; column++)\n                column_flags_out[column] = ImGui::TableGetColumnFlags(column);\n            float indent_step = (float)((int)TEXT_BASE_WIDTH / 2);\n            for (int row = 0; row < 8; row++)\n            {\n                ImGui::Indent(indent_step); // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags.\n                ImGui::TableNextRow();\n                for (int column = 0; column < column_count; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Text(\"%s %s\", (column == 0) ? \"Indented\" : \"Hello\", ImGui::TableGetColumnName(column));\n                }\n            }\n            ImGui::Unindent(indent_step * 8.0f);\n\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Recursive\"))\n    {\n        HelpMarker(\"This demonstrate embedding a table into another table cell.\");\n\n        if (ImGui::BeginTable(\"recurse1\", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable))\n        {\n            ImGui::TableSetupColumn(\"A0\");\n            ImGui::TableSetupColumn(\"A1\");\n            ImGui::TableHeadersRow();\n\n            ImGui::TableNextColumn();\n            ImGui::Text(\"A0 Cell 0\");\n            {\n                float rows_height = TEXT_BASE_HEIGHT * 2;\n                if (ImGui::BeginTable(\"recurse2\", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable))\n                {\n                    ImGui::TableSetupColumn(\"B0\");\n                    ImGui::TableSetupColumn(\"B1\");\n                    ImGui::TableHeadersRow();\n\n                    ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height);\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"B0 Cell 0\");\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"B0 Cell 1\");\n                    ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height);\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"B1 Cell 0\");\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"B1 Cell 1\");\n\n                    ImGui::EndTable();\n                }\n            }\n            ImGui::TableNextColumn(); ImGui::Text(\"A0 Cell 1\");\n            ImGui::TableNextColumn(); ImGui::Text(\"A1 Cell 0\");\n            ImGui::TableNextColumn(); ImGui::Text(\"A1 Cell 1\");\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Sizing policies, cell contents\"))\n    {\n        HelpMarker(\"This section allows you to interact and see the effect of StretchX vs FixedX sizing policies depending on whether Scroll is enabled and the contents of your columns.\");\n        enum ContentsType { CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText };\n        static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg;\n        static int contents_type = CT_Button;\n        static int column_count = 3;\n\n        PushStyleCompact();\n        ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 22);\n        ImGui::Combo(\"Contents\", &contents_type, \"Short Text\\0Long Text\\0Button\\0Fill Button\\0InputText\\0\");\n        if (contents_type == CT_FillButton)\n        {\n            ImGui::SameLine();\n            HelpMarker(\"Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop where contents width can feed into auto-column width can feed into contents width.\");\n        }\n        ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 22);\n        ImGui::DragInt(\"Columns\", &column_count, 0.1f, 1, 64, \"%d\", ImGuiSliderFlags_AlwaysClamp);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersInnerH\", &flags, ImGuiTableFlags_BordersInnerH);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersOuterH\", &flags, ImGuiTableFlags_BordersOuterH);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersInnerV\", &flags, ImGuiTableFlags_BordersInnerV);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersOuterV\", &flags, ImGuiTableFlags_BordersOuterV);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_ScrollX\", &flags, ImGuiTableFlags_ScrollX);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_ScrollY\", &flags, ImGuiTableFlags_ScrollY);\n        if (ImGui::CheckboxFlags(\"ImGuiTableFlags_ColumnsWidthStretch\", &flags, ImGuiTableFlags_ColumnsWidthStretch))\n            flags &= ~ImGuiTableFlags_ColumnsWidthFixed;       // Can't specify both sizing polices so we clear the other\n        ImGui::SameLine(); HelpMarker(\"Default if _ScrollX if disabled. Makes columns use _WidthStretch policy by default.\");\n        if (ImGui::CheckboxFlags(\"ImGuiTableFlags_ColumnsWidthFixed\", &flags, ImGuiTableFlags_ColumnsWidthFixed))\n            flags &= ~ImGuiTableFlags_ColumnsWidthStretch;     // Can't specify both sizing polices so we clear the other\n        ImGui::SameLine(); HelpMarker(\"Default if _ScrollX if enabled. Makes columns use _WidthFixed by default, or _WidthFixedResize if _Resizable is not set.\");\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_PreciseWidths\", &flags, ImGuiTableFlags_PreciseWidths);\n        ImGui::SameLine(); HelpMarker(\"Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.\");\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_Resizable\", &flags, ImGuiTableFlags_Resizable);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_NoClip\", &flags, ImGuiTableFlags_NoClip);\n        PopStyleCompact();\n\n        ImVec2 outer_size(0, TEXT_BASE_HEIGHT * 7);\n        if (ImGui::BeginTable(\"##nways\", column_count, flags, outer_size))\n        {\n            for (int cell = 0; cell < 10 * column_count; cell++)\n            {\n                ImGui::TableNextColumn();\n                int column = ImGui::TableGetColumnIndex();\n                int row = ImGui::TableGetRowIndex();\n\n                ImGui::PushID(cell);\n                char label[32];\n                static char text_buf[32] = \"\";\n                sprintf(label, \"Hello %d,%d\", column, row);\n                switch (contents_type)\n                {\n                case CT_ShortText:  ImGui::TextUnformatted(label); break;\n                case CT_LongText:   ImGui::Text(\"Some longer text %d,%d\\nOver two lines..\", column, row); break;\n                case CT_Button:     ImGui::Button(label); break;\n                case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break;\n                case CT_InputText:  ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText(\"##\", text_buf, IM_ARRAYSIZE(text_buf)); break;\n                }\n                ImGui::PopID();\n            }\n            ImGui::EndTable();\n        }\n\n        ImGui::TextUnformatted(\"Item Widths\");\n        ImGui::SameLine();\n        HelpMarker(\"Showcase using PushItemWidth() and how it is preserved on a per-column basis\");\n        if (ImGui::BeginTable(\"##table2\", 3, ImGuiTableFlags_Borders))\n        {\n            ImGui::TableSetupColumn(\"small\");\n            ImGui::TableSetupColumn(\"half\");\n            ImGui::TableSetupColumn(\"right-align\");\n            ImGui::TableHeadersRow();\n\n            for (int row = 0; row < 3; row++)\n            {\n                ImGui::TableNextRow();\n                if (row == 0)\n                {\n                    // Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient)\n                    ImGui::TableSetColumnIndex(0);\n                    ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small\n                    ImGui::TableSetColumnIndex(1);\n                    ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f);\n                    ImGui::TableSetColumnIndex(2);\n                    ImGui::PushItemWidth(-FLT_MIN); // Right-aligned\n                }\n\n                // Draw our contents\n                static float dummy_f = 0.0f;\n                ImGui::PushID(row);\n                ImGui::TableSetColumnIndex(0);\n                ImGui::SliderFloat(\"float0\", &dummy_f, 0.0f, 1.0f);\n                ImGui::TableSetColumnIndex(1);\n                ImGui::SliderFloat(\"float1\", &dummy_f, 0.0f, 1.0f);\n                ImGui::TableSetColumnIndex(2);\n                ImGui::SliderFloat(\"float2\", &dummy_f, 0.0f, 1.0f);\n                ImGui::PopID();\n            }\n            ImGui::EndTable();\n        }\n\n        ImGui::TextUnformatted(\"Stretch + ScrollX\");\n        ImGui::SameLine();\n        HelpMarker(\n            \"Showcase using Stretch columns + ScrollX together: \"\n            \"this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\\n\"\n            \"Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns + ScrollX together doesn't make sense.\");\n        static ImGuiTableFlags flags3 = ImGuiTableFlags_ColumnsWidthStretch | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg;\n        static float inner_width = 1000.0f;\n        PushStyleCompact();\n        ImGui::PushID(\"flags3\");\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_ScrollX\", &flags3, ImGuiTableFlags_ScrollX);\n        if (ImGui::CheckboxFlags(\"ImGuiTableFlags_ColumnsWidthStretch\", &flags3, ImGuiTableFlags_ColumnsWidthStretch))\n            flags3 &= ~ImGuiTableFlags_ColumnsWidthFixed;      // Can't specify both sizing polices so we clear the other\n        if (ImGui::CheckboxFlags(\"ImGuiTableFlags_ColumnsWidthFixed\", &flags3, ImGuiTableFlags_ColumnsWidthFixed))\n            flags3 &= ~ImGuiTableFlags_ColumnsWidthStretch;    // Can't specify both sizing polices so we clear the other\n        ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 10.0f);\n        ImGui::DragFloat(\"inner_width\", &inner_width, 1.0f, 0.0f, FLT_MAX, \"%.1f\");\n        ImGui::PopID();\n        PopStyleCompact();\n        if (ImGui::BeginTable(\"##table3\", 7, flags3 | ImGuiTableFlags_ColumnsWidthStretch | ImGuiTableFlags_ContextMenuInBody, outer_size, inner_width))\n        {\n            for (int cell = 0; cell < 20 * 7; cell++)\n            {\n                ImGui::TableNextColumn();\n                ImGui::Text(\"Hello world %d,%d\", ImGui::TableGetColumnIndex(), ImGui::TableGetRowIndex());\n            }\n            ImGui::EndTable();\n        }\n\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Compact table\"))\n    {\n        // FIXME-TABLE: Vertical border not displayed the same way as horizontal one...\n        HelpMarker(\"Setting style.CellPadding to (0,0).\");\n        static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg;\n        static bool no_widget_frame = false;\n\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersOuter\", &flags, ImGuiTableFlags_BordersOuter);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersH\", &flags, ImGuiTableFlags_BordersH);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersV\", &flags, ImGuiTableFlags_BordersV);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_RowBg\", &flags, ImGuiTableFlags_RowBg);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_Resizable\", &flags, ImGuiTableFlags_Resizable);\n        ImGui::Checkbox(\"no_widget_frame\", &no_widget_frame);\n        PopStyleCompact();\n\n        ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(0, 0));\n        if (ImGui::BeginTable(\"##3ways\", 3, flags))\n        {\n            for (int row = 0; row < 10; row++)\n            {\n                static char text_buf[32] = \"\";\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::SetNextItemWidth(-FLT_MIN);\n                    ImGui::PushID(row * 3 + column);\n                    if (no_widget_frame)\n                        ImGui::PushStyleColor(ImGuiCol_FrameBg, 0);\n                    ImGui::InputText(\"##cell\", text_buf, IM_ARRAYSIZE(text_buf));\n                    if (no_widget_frame)\n                        ImGui::PopStyleColor();\n                    ImGui::PopID();\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::PopStyleVar();\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Row height\"))\n    {\n        HelpMarker(\"You can pass a 'min_row_height' to TableNextRow().\\n\\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\\n\\nWe cannot honor a _maximum_ row height as that would requires a unique clipping rectangle per row.\");\n        if (ImGui::BeginTable(\"##Table\", 1, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerV))\n        {\n            for (int row = 0; row < 10; row++)\n            {\n                float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row);\n                ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height);\n                ImGui::TableNextColumn();\n                ImGui::Text(\"min_row_height = %.2f\", min_row_height);\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Outer size\"))\n    {\n        if (ImGui::BeginTable(\"##table1\", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f)))\n        {\n            for (int row = 0; row < 5; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"Cell %d,%d\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::SameLine();\n        if (ImGui::BeginTable(\"##table2\", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f)))\n        {\n            for (int row = 0; row < 3; row++)\n            {\n                ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f);\n                for (int column = 0; column < 3; column++)\n                {\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"Cell %d,%d\", column, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Background color\"))\n    {\n        static ImGuiTableFlags flags = ImGuiTableFlags_RowBg;\n        static int row_bg_type = 1;\n        static int row_bg_target = 1;\n        static int cell_bg_type = 1;\n\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_Borders\", &flags, ImGuiTableFlags_Borders);\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_RowBg\", &flags, ImGuiTableFlags_RowBg);\n        ImGui::SameLine(); HelpMarker(\"ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style.\");\n        ImGui::Combo(\"row bg type\", (int*)&row_bg_type, \"None\\0Red\\0Gradient\\0\");\n        ImGui::Combo(\"row bg target\", (int*)&row_bg_target, \"RowBg0\\0RowBg1\\0\"); ImGui::SameLine(); HelpMarker(\"Target RowBg0 to override the alternating odd/even colors,\\nTarget RowBg1 to blend with them.\");\n        ImGui::Combo(\"cell bg type\", (int*)&cell_bg_type, \"None\\0Blue\\0\"); ImGui::SameLine(); HelpMarker(\"We are colorizing cells to B1->C2 here.\");\n        IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2);\n        IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1);\n        IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1);\n        PopStyleCompact();\n\n        if (ImGui::BeginTable(\"##Table\", 5, flags))\n        {\n            for (int row = 0; row < 6; row++)\n            {\n                ImGui::TableNextRow();\n\n                // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)'\n                // We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag.\n                if (row_bg_type != 0)\n                {\n                    ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient?\n                    ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color);\n                }\n\n                // Fill cells\n                for (int column = 0; column < 5; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Text(\"%c%c\", 'A' + row, '0' + column);\n\n                    // Change background of Cells B1->C2\n                    // Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)'\n                    // (the CellBg color will be blended over the RowBg and ColumnBg colors)\n                    // We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop.\n                    if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1)\n                    {\n                        ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f));\n                        ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color);\n                    }\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Tree view\"))\n    {\n        static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody;\n\n        if (ImGui::BeginTable(\"##3ways\", 3, flags))\n        {\n            // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On\n            ImGui::TableSetupColumn(\"Name\", ImGuiTableColumnFlags_NoHide);\n            ImGui::TableSetupColumn(\"Size\", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f);\n            ImGui::TableSetupColumn(\"Type\", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f);\n            ImGui::TableHeadersRow();\n\n            // Simple storage to output a dummy file-system.\n            struct MyTreeNode\n            {\n                const char*     Name;\n                const char*     Type;\n                int             Size;\n                int             ChildIdx;\n                int             ChildCount;\n                static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes)\n                {\n                    ImGui::TableNextRow();\n                    ImGui::TableNextColumn();\n                    const bool is_folder = (node->ChildCount > 0);\n                    if (is_folder)\n                    {\n                        bool open = ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_SpanFullWidth);\n                        ImGui::TableNextColumn();\n                        ImGui::TextDisabled(\"--\");\n                        ImGui::TableNextColumn();\n                        ImGui::TextUnformatted(node->Type);\n                        if (open)\n                        {\n                            for (int child_n = 0; child_n < node->ChildCount; child_n++)\n                                DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes);\n                            ImGui::TreePop();\n                        }\n                    }\n                    else\n                    {\n                        ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_SpanFullWidth);\n                        ImGui::TableNextColumn();\n                        ImGui::Text(\"%d\", node->Size);\n                        ImGui::TableNextColumn();\n                        ImGui::TextUnformatted(node->Type);\n                    }\n                }\n            };\n            static const MyTreeNode nodes[] =\n            {\n                { \"Root\",                         \"Folder\",       -1,       1, 3    }, // 0\n                { \"Music\",                        \"Folder\",       -1,       4, 2    }, // 1\n                { \"Textures\",                     \"Folder\",       -1,       6, 3    }, // 2\n                { \"desktop.ini\",                  \"System file\",  1024,    -1,-1    }, // 3\n                { \"File1_a.wav\",                  \"Audio file\",   123000,  -1,-1    }, // 4\n                { \"File1_b.wav\",                  \"Audio file\",   456000,  -1,-1    }, // 5\n                { \"Image001.png\",                 \"Image file\",   203128,  -1,-1    }, // 6\n                { \"Copy of Image001.png\",         \"Image file\",   203256,  -1,-1    }, // 7\n                { \"Copy of Image001 (Final2).png\",\"Image file\",   203512,  -1,-1    }, // 8\n            };\n\n            MyTreeNode::DisplayNode(&nodes[0], nodes);\n\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    // Demonstrate using TableHeader() calls instead of TableHeadersRow()\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Custom headers\"))\n    {\n        const int COLUMNS_COUNT = 3;\n        if (ImGui::BeginTable(\"##table1\", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))\n        {\n            ImGui::TableSetupColumn(\"Apricot\");\n            ImGui::TableSetupColumn(\"Banana\");\n            ImGui::TableSetupColumn(\"Cherry\");\n\n            // Dummy entire-column selection storage\n            // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox.\n            static bool column_selected[3] = {};\n\n            // Instead of calling TableHeadersRow() we'll submit custom headers ourselves\n            ImGui::TableNextRow(ImGuiTableRowFlags_Headers);\n            for (int column = 0; column < COLUMNS_COUNT; column++)\n            {\n                ImGui::TableSetColumnIndex(column);\n                const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn()\n                ImGui::PushID(column);\n                ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));\n                ImGui::Checkbox(\"##checkall\", &column_selected[column]);\n                ImGui::PopStyleVar();\n                ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);\n                ImGui::TableHeader(column_name);\n                ImGui::PopID();\n            }\n\n            for (int row = 0; row < 5; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < 3; column++)\n                {\n                    char buf[32];\n                    sprintf(buf, \"Cell %d,%d\", column, row);\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Selectable(buf, column_selected[column]);\n                }\n            }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    // Demonstrate creating custom context menus inside columns, while playing it nice with context menus provided by TableHeadersRow()/TableHeader()\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Context menus\"))\n    {\n        HelpMarker(\"By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\\nUsing ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body.\");\n        static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody;\n\n        PushStyleCompact();\n        ImGui::CheckboxFlags(\"ImGuiTableFlags_ContextMenuInBody\", (unsigned int*)&flags1, ImGuiTableFlags_ContextMenuInBody);\n        PopStyleCompact();\n\n        // Context Menus: first example\n        // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu.\n        // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set)\n        const int COLUMNS_COUNT = 3;\n        if (ImGui::BeginTable(\"##table1\", COLUMNS_COUNT, flags1))\n        {\n            ImGui::TableSetupColumn(\"One\");\n            ImGui::TableSetupColumn(\"Two\");\n            ImGui::TableSetupColumn(\"Three\");\n\n            // [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu.\n            ImGui::TableHeadersRow();\n\n            // Submit dummy contents\n            for (int row = 0; row < 4; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < COLUMNS_COUNT; column++)\n                {\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Text(\"Cell %d,%d\", 0, row);\n                }\n            }\n            ImGui::EndTable();\n        }\n\n        // Context Menus: second example\n        // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu.\n        // [2.2] Right-click on the \"..\" to open a custom popup\n        // [2.3] Right-click in columns to open another custom popup\n        HelpMarker(\"Demonstrate mixing table context menu (over header), item context button (over button) and custom per-colum context menu (over column body).\");\n        ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_ColumnsWidthFixed | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders;\n        if (ImGui::BeginTable(\"##table2\", COLUMNS_COUNT, flags2))\n        {\n            ImGui::TableSetupColumn(\"One\");\n            ImGui::TableSetupColumn(\"Two\");\n            ImGui::TableSetupColumn(\"Three\");\n\n            // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu.\n            ImGui::TableHeadersRow();\n            for (int row = 0; row < 4; row++)\n            {\n                ImGui::TableNextRow();\n                for (int column = 0; column < COLUMNS_COUNT; column++)\n                {\n                    // Submit dummy contents\n                    ImGui::TableSetColumnIndex(column);\n                    ImGui::Text(\"Cell %d,%d\", column, row);\n                    ImGui::SameLine();\n\n                    // [2.2] Right-click on the \"..\" to open a custom popup\n                    ImGui::PushID(row * COLUMNS_COUNT + column);\n                    ImGui::SmallButton(\"..\");\n                    if (ImGui::BeginPopupContextItem())\n                    {\n                        ImGui::Text(\"This is the popup for Button(\\\"..\\\") in Cell %d,%d\", column, row);\n                        if (ImGui::Button(\"Close\"))\n                            ImGui::CloseCurrentPopup();\n                        ImGui::EndPopup();\n                    }\n                    ImGui::PopID();\n                }\n            }\n\n            // [2.3] Right-click anywhere in columns to open another custom popup\n            // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup\n            // to manage popup priority as the popups triggers, here \"are we hovering a column\" are overlapping)\n            int hovered_column = -1;\n            for (int column = 0; column < COLUMNS_COUNT + 1; column++)\n            {\n                ImGui::PushID(column);\n                if (ImGui::TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered)\n                    hovered_column = column;\n                if (hovered_column == column && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(1))\n                    ImGui::OpenPopup(\"MyPopup\");\n                if (ImGui::BeginPopup(\"MyPopup\"))\n                {\n                    if (column == COLUMNS_COUNT)\n                        ImGui::Text(\"This is a custom popup for unused space after the last column.\");\n                    else\n                        ImGui::Text(\"This is a custom popup for Column %d\", column);\n                    if (ImGui::Button(\"Close\"))\n                        ImGui::CloseCurrentPopup();\n                    ImGui::EndPopup();\n                }\n                ImGui::PopID();\n            }\n\n            ImGui::EndTable();\n            ImGui::Text(\"Hovered column: %d\", hovered_column);\n        }\n        ImGui::TreePop();\n    }\n\n    // Demonstrate creating multiple tables with the same ID\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Synced instances\"))\n    {\n        HelpMarker(\"Multiple tables with the same identifier will share their settings, width, visibility, order etc.\");\n        for (int n = 0; n < 3; n++)\n        {\n            char buf[32];\n            sprintf(buf, \"Synced Table %d\", n);\n            bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen);\n            if (open && ImGui::BeginTable(\"Table\", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ColumnsWidthFixed | ImGuiTableFlags_NoSavedSettings))\n            {\n                ImGui::TableSetupColumn(\"One\");\n                ImGui::TableSetupColumn(\"Two\");\n                ImGui::TableSetupColumn(\"Three\");\n                ImGui::TableHeadersRow();\n                for (int cell = 0; cell < 9; cell++)\n                {\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"this cell %d\", cell);\n                }\n                ImGui::EndTable();\n            }\n        }\n        ImGui::TreePop();\n    }\n\n    // Demonstrate using Sorting facilities\n    // This is a simplified version of the \"Advanced\" example, where we mostly focus on the code necessary to handle sorting.\n    // Note that the \"Advanced\" example also showcase manually triggering a sort (e.g. if item quantities have been modified)\n    static const char* template_items_names[] =\n    {\n        \"Banana\", \"Apple\", \"Cherry\", \"Watermelon\", \"Grapefruit\", \"Strawberry\", \"Mango\",\n        \"Kiwi\", \"Orange\", \"Pineapple\", \"Blueberry\", \"Plum\", \"Coconut\", \"Pear\", \"Apricot\"\n    };\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Sorting\"))\n    {\n        HelpMarker(\"Use Shift+Click to sort on multiple columns\");\n\n        // Create item list\n        static ImVector<MyItem> items;\n        if (items.Size == 0)\n        {\n            items.resize(50, MyItem());\n            for (int n = 0; n < items.Size; n++)\n            {\n                const int template_n = n % IM_ARRAYSIZE(template_items_names);\n                MyItem& item = items[n];\n                item.ID = n;\n                item.Name = template_items_names[template_n];\n                item.Quantity = (n * n - n) % 20; // Assign default quantities\n            }\n        }\n\n        ImGuiTableFlags flags =\n            ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_MultiSortable\n            | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody\n            | ImGuiTableFlags_ScrollY;\n        if (ImGui::BeginTable(\"##table\", 4, flags, ImVec2(0, TEXT_BASE_HEIGHT * 15), 0.0f))\n        {\n            // Declare columns\n            // We use the \"user_id\" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications.\n            // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index!\n            // Demonstrate using a mixture of flags among available sort-related flags:\n            // - ImGuiTableColumnFlags_DefaultSort\n            // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending\n            // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending\n            ImGui::TableSetupColumn(\"ID\",       ImGuiTableColumnFlags_DefaultSort          | ImGuiTableColumnFlags_WidthFixed,   -1.0f, MyItemColumnID_ID);\n            ImGui::TableSetupColumn(\"Name\",                                                  ImGuiTableColumnFlags_WidthFixed,   -1.0f, MyItemColumnID_Name);\n            ImGui::TableSetupColumn(\"Action\",   ImGuiTableColumnFlags_NoSort               | ImGuiTableColumnFlags_WidthFixed,   -1.0f, MyItemColumnID_Action);\n            ImGui::TableSetupColumn(\"Quantity\", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, -1.0f, MyItemColumnID_Quantity);\n            ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible\n            ImGui::TableHeadersRow();\n\n            // Sort our data if sort specs have been changed!\n            if (ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs())\n                if (sorts_specs->SpecsDirty)\n                {\n                    MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function.\n                    if (items.Size > 1)\n                        qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs);\n                    MyItem::s_current_sort_specs = NULL;\n                    sorts_specs->SpecsDirty = false;\n                }\n\n            // Demonstrate using clipper for large vertical lists\n            ImGuiListClipper clipper;\n            clipper.Begin(items.Size);\n            while (clipper.Step())\n                for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++)\n                {\n                    // Display a data item\n                    MyItem* item = &items[row_n];\n                    ImGui::PushID(item->ID);\n                    ImGui::TableNextRow();\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"%04d\", item->ID);\n                    ImGui::TableNextColumn();\n                    ImGui::TextUnformatted(item->Name);\n                    ImGui::TableNextColumn();\n                    ImGui::SmallButton(\"None\");\n                    ImGui::TableNextColumn();\n                    ImGui::Text(\"%d\", item->Quantity);\n                    ImGui::PopID();\n                }\n            ImGui::EndTable();\n        }\n        ImGui::TreePop();\n    }\n\n    //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG]\n    if (open_action != -1)\n        ImGui::SetNextItemOpen(open_action != 0);\n    if (ImGui::TreeNode(\"Advanced\"))\n    {\n        static ImGuiTableFlags flags =\n            ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_MultiSortable\n            | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody\n            | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY\n            | ImGuiTableFlags_ColumnsWidthFixed\n            ;\n\n        enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow };\n        static int contents_type = CT_Button;\n        const char* contents_type_names[] = { \"Text\", \"Button\", \"SmallButton\", \"FillButton\", \"Selectable\", \"Selectable (span row)\" };\n        static int freeze_cols = 1;\n        static int freeze_rows = 1;\n        static int items_count = IM_ARRAYSIZE(template_items_names);\n        static ImVec2 outer_size_value = ImVec2(0, TEXT_BASE_HEIGHT * 12);\n        static float row_min_height = 0.0f; // Auto\n        static float inner_width_with_scroll = 0.0f; // Auto-extend\n        static bool outer_size_enabled = true;\n        static bool show_headers = true;\n        static bool show_wrapped_text = false;\n        //static ImGuiTextFilter filter;\n        //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affects column sizing\n        if (ImGui::TreeNode(\"Options\"))\n        {\n            // Make the UI compact because there are so many fields\n            PushStyleCompact();\n            ImGui::PushItemWidth(TEXT_BASE_WIDTH * 28.0f);\n\n            if (ImGui::TreeNodeEx(\"Features:\", ImGuiTreeNodeFlags_DefaultOpen))\n            {\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_Resizable\", &flags, ImGuiTableFlags_Resizable);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_Reorderable\", &flags, ImGuiTableFlags_Reorderable);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_Hideable\", &flags, ImGuiTableFlags_Hideable);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_Sortable\", &flags, ImGuiTableFlags_Sortable);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_MultiSortable\", &flags, ImGuiTableFlags_MultiSortable);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_NoSavedSettings\", &flags, ImGuiTableFlags_NoSavedSettings);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_ContextMenuInBody\", &flags, ImGuiTableFlags_ContextMenuInBody);\n                ImGui::TreePop();\n            }\n\n            if (ImGui::TreeNodeEx(\"Decorations:\", ImGuiTreeNodeFlags_DefaultOpen))\n            {\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_RowBg\", &flags, ImGuiTableFlags_RowBg);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersV\", &flags, ImGuiTableFlags_BordersV);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersOuterV\", &flags, ImGuiTableFlags_BordersOuterV);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersInnerV\", &flags, ImGuiTableFlags_BordersInnerV);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersH\", &flags, ImGuiTableFlags_BordersH);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersOuterH\", &flags, ImGuiTableFlags_BordersOuterH);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_BordersInnerH\", &flags, ImGuiTableFlags_BordersInnerH);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_NoBordersInBody\", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker(\"Disable vertical borders in columns Body (borders will always appears in Headers\");\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_NoBordersInBodyUntilResize\", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker(\"Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)\");\n                ImGui::TreePop();\n            }\n\n            if (ImGui::TreeNodeEx(\"Sizing:\", ImGuiTreeNodeFlags_DefaultOpen))\n            {\n                if (ImGui::CheckboxFlags(\"ImGuiTableFlags_ColumnsWidthStretch\", &flags, ImGuiTableFlags_ColumnsWidthStretch))\n                    flags &= ~ImGuiTableFlags_ColumnsWidthFixed;   // Can't specify both sizing polices so we clear the other\n                ImGui::SameLine(); HelpMarker(\"[Default if ScrollX is off]\\nFit all columns within available width (or specified inner_width). Fixed and Stretch columns allowed.\");\n                if (ImGui::CheckboxFlags(\"ImGuiTableFlags_ColumnsWidthFixed\", &flags, ImGuiTableFlags_ColumnsWidthFixed))\n                    flags &= ~ImGuiTableFlags_ColumnsWidthStretch; // Can't specify both sizing polices so we clear the other\n                ImGui::SameLine(); HelpMarker(\"[Default if ScrollX is on]\\nEnlarge as needed: enable scrollbar if ScrollX is enabled, otherwise extend parent window's contents rectangle. Only Fixed columns allowed. Stretched columns will calculate their width assuming no scrolling.\");\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_NoHeadersWidth\", &flags, ImGuiTableFlags_NoHeadersWidth);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_NoHostExtendY\", &flags, ImGuiTableFlags_NoHostExtendY);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_NoKeepColumnsVisible\", &flags, ImGuiTableFlags_NoKeepColumnsVisible);\n                ImGui::SameLine(); HelpMarker(\"Only available if ScrollX is disabled.\");\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_PreciseWidths\", &flags, ImGuiTableFlags_PreciseWidths);\n                ImGui::SameLine(); HelpMarker(\"Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.\");\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_SameWidths\", &flags, ImGuiTableFlags_SameWidths);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_NoClip\", &flags, ImGuiTableFlags_NoClip);\n                ImGui::SameLine(); HelpMarker(\"Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options.\");\n                ImGui::TreePop();\n            }\n\n            if (ImGui::TreeNodeEx(\"Padding:\", ImGuiTreeNodeFlags_DefaultOpen))\n            {\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_PadOuterX\", &flags, ImGuiTableFlags_PadOuterX);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_NoPadOuterX\", &flags, ImGuiTableFlags_NoPadOuterX);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_NoPadInnerX\", &flags, ImGuiTableFlags_NoPadInnerX);\n                ImGui::TreePop();\n            }\n\n            if (ImGui::TreeNodeEx(\"Scrolling:\", ImGuiTreeNodeFlags_DefaultOpen))\n            {\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_ScrollX\", &flags, ImGuiTableFlags_ScrollX);\n                ImGui::SameLine();\n                ImGui::SetNextItemWidth(ImGui::GetFrameHeight());\n                ImGui::DragInt(\"freeze_cols\", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);\n                ImGui::CheckboxFlags(\"ImGuiTableFlags_ScrollY\", &flags, ImGuiTableFlags_ScrollY);\n                ImGui::SameLine();\n                ImGui::SetNextItemWidth(ImGui::GetFrameHeight());\n                ImGui::DragInt(\"freeze_rows\", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);\n                ImGui::TreePop();\n            }\n\n            if (ImGui::TreeNodeEx(\"Other:\", ImGuiTreeNodeFlags_DefaultOpen))\n            {\n                ImGui::Checkbox(\"show_headers\", &show_headers);\n                ImGui::Checkbox(\"show_wrapped_text\", &show_wrapped_text);\n                ImGui::DragFloat2(\"##OuterSize\", &outer_size_value.x);\n                ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);\n                ImGui::Checkbox(\"outer_size\", &outer_size_enabled);\n                ImGui::SameLine();\n                HelpMarker(\"If scrolling is disabled (ScrollX and ScrollY not set), the table is output directly in the parent window. OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendV is set).\");\n\n                // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling.\n                // To facilitate experimentation we expose two values and will select the right one depending on active flags.\n                ImGui::DragFloat(\"inner_width (when ScrollX active)\", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX);\n                ImGui::DragFloat(\"row_min_height\", &row_min_height, 1.0f, 0.0f, FLT_MAX);\n                ImGui::SameLine(); HelpMarker(\"Specify height of the Selectable item.\");\n                ImGui::DragInt(\"items_count\", &items_count, 0.1f, 0, 9999);\n                ImGui::Combo(\"contents_type (first column)\", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names));\n                //filter.Draw(\"filter\");\n                ImGui::TreePop();\n            }\n\n            ImGui::PopItemWidth();\n            PopStyleCompact();\n            ImGui::Spacing();\n            ImGui::TreePop();\n        }\n\n        // Recreate/reset item list if we changed the number of items\n        static ImVector<MyItem> items;\n        static ImVector<int> selection;\n        static bool items_need_sort = false;\n        if (items.Size != items_count)\n        {\n            items.resize(items_count, MyItem());\n            for (int n = 0; n < items_count; n++)\n            {\n                const int template_n = n % IM_ARRAYSIZE(template_items_names);\n                MyItem& item = items[n];\n                item.ID = n;\n                item.Name = template_items_names[template_n];\n                item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities\n            }\n        }\n\n        const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList();\n        const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size;\n        ImVec2 table_scroll_cur, table_scroll_max; // For debug display\n        const ImDrawList* table_draw_list = NULL;  // \"\n\n        const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f;\n        if (ImGui::BeginTable(\"##table\", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use))\n        {\n            // Declare columns\n            // We use the \"user_id\" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications.\n            // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index!\n            ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows);\n            ImGui::TableSetupColumn(\"ID\",          ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, -1.0f, MyItemColumnID_ID);\n            ImGui::TableSetupColumn(\"Name\",        ImGuiTableColumnFlags_WidthFixed, -1.0f, MyItemColumnID_Name);\n            ImGui::TableSetupColumn(\"Action\",      ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, -1.0f, MyItemColumnID_Action);\n            ImGui::TableSetupColumn(\"Quantity (Long Label)\", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 1.0f, MyItemColumnID_Quantity);// , ImGuiTableColumnFlags_WidthAutoResize);\n            ImGui::TableSetupColumn(\"Description\", ImGuiTableColumnFlags_WidthStretch, 1.0f, MyItemColumnID_Description);\n            ImGui::TableSetupColumn(\"Hidden\",      ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort);\n\n            // Sort our data if sort specs have been changed!\n            ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs();\n            if (sorts_specs && sorts_specs->SpecsDirty)\n                items_need_sort = true;\n            if (sorts_specs && items_need_sort && items.Size > 1)\n            {\n                MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function.\n                qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs);\n                MyItem::s_current_sort_specs = NULL;\n                sorts_specs->SpecsDirty = false;\n            }\n            items_need_sort = false;\n\n            // Take note of whether we are currently sorting based on the Quantity field,\n            // we will use this to trigger sorting when we know the data of this column has been modified.\n            const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0;\n\n            // Show headers\n            if (show_headers)\n                ImGui::TableHeadersRow();\n\n            // Show data\n            // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here?\n            ImGui::PushButtonRepeat(true);\n#if 1\n            // Demonstrate using clipper for large vertical lists\n            ImGuiListClipper clipper;\n            clipper.Begin(items.Size);\n            while (clipper.Step())\n            {\n                for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++)\n#else\n            // Without clipper\n            {\n                for (int row_n = 0; row_n < items.Size; row_n++)\n#endif\n                {\n                    MyItem* item = &items[row_n];\n                    //if (!filter.PassFilter(item->Name))\n                    //    continue;\n\n                    const bool item_is_selected = selection.contains(item->ID);\n                    ImGui::PushID(item->ID);\n                    ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height);\n                    ImGui::TableNextColumn();\n\n                    // For the demo purpose we can select among different type of items submitted in the first column\n                    char label[32];\n                    sprintf(label, \"%04d\", item->ID);\n                    if (contents_type == CT_Text)\n                        ImGui::TextUnformatted(label);\n                    else if (contents_type == CT_Button)\n                        ImGui::Button(label);\n                    else if (contents_type == CT_SmallButton)\n                        ImGui::SmallButton(label);\n                    else if (contents_type == CT_FillButton)\n                        ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f));\n                    else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow)\n                    {\n                        ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowItemOverlap : ImGuiSelectableFlags_None;\n                        if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height)))\n                        {\n                            if (ImGui::GetIO().KeyCtrl)\n                            {\n                                if (item_is_selected)\n                                    selection.find_erase_unsorted(item->ID);\n                                else\n                                    selection.push_back(item->ID);\n                            }\n                            else\n                            {\n                                selection.clear();\n                                selection.push_back(item->ID);\n                            }\n                        }\n                    }\n\n                    if (ImGui::TableNextColumn())\n                        ImGui::TextUnformatted(item->Name);\n\n                    // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity,\n                    // and we are currently sorting on the column showing the Quantity.\n                    // To avoid triggering a sort while holding the button, we only trigger it when the button has been released.\n                    // You will probably need a more advanced system in your code if you want to automatically sort when a specific entry changes.\n                    if (ImGui::TableNextColumn())\n                    {\n                        if (ImGui::SmallButton(\"Chop\")) { item->Quantity += 1; }\n                        if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; }\n                        ImGui::SameLine();\n                        if (ImGui::SmallButton(\"Eat\")) { item->Quantity -= 1; }\n                        if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; }\n                    }\n\n                    if (ImGui::TableNextColumn())\n                        ImGui::Text(\"%d\", item->Quantity);\n\n                    ImGui::TableNextColumn();\n                    if (show_wrapped_text)\n                        ImGui::TextWrapped(\"Lorem ipsum dolor sit amet\");\n                    else\n                        ImGui::Text(\"Lorem ipsum dolor sit amet\");\n\n                    if (ImGui::TableNextColumn())\n                        ImGui::Text(\"1234\");\n\n                    ImGui::PopID();\n                }\n            }\n            ImGui::PopButtonRepeat();\n\n            // Store some info to display debug details below\n            table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY());\n            table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY());\n            table_draw_list = ImGui::GetWindowDrawList();\n            ImGui::EndTable();\n        }\n        static bool show_debug_details = false;\n        ImGui::Checkbox(\"Debug details\", &show_debug_details);\n        if (show_debug_details && table_draw_list)\n        {\n            ImGui::SameLine(0.0f, 0.0f);\n            const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size;\n            if (table_draw_list == parent_draw_list)\n                ImGui::Text(\": DrawCmd: +%d (in same window)\",\n                    table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count);\n            else\n                ImGui::Text(\": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)\",\n                    table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y);\n        }\n        ImGui::TreePop();\n    }\n\n    ImGui::PopID();\n\n    ShowDemoWindowColumns();\n\n    if (disable_indent)\n        ImGui::PopStyleVar();\n}\n\n// Demonstrate old/legacy Columns API!\n// [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!]\nstatic void ShowDemoWindowColumns()\n{\n    bool open = ImGui::TreeNode(\"Legacy Columns API\");\n    ImGui::SameLine();\n    HelpMarker(\"Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!\");\n    if (!open)\n        return;\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(-FLT_MIN,0.0f))) {}\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(\"Hovered\"); 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            bool hovered = ImGui::IsItemHovered();\n            ImGui::NextColumn();\n            ImGui::Text(names[i]); ImGui::NextColumn();\n            ImGui::Text(paths[i]); ImGui::NextColumn();\n            ImGui::Text(\"%d\", hovered); ImGui::NextColumn();\n        }\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        static int columns_count = 4;\n        const int lines_count = 3;\n        ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);\n        ImGui::DragInt(\"##columns_count\", &columns_count, 0.1f, 2, 10, \"%d columns\");\n        if (columns_count < 2)\n            columns_count = 2;\n        ImGui::SameLine();\n        ImGui::Checkbox(\"horizontal\", &h_borders);\n        ImGui::SameLine();\n        ImGui::Checkbox(\"vertical\", &v_borders);\n        ImGui::Columns(columns_count, NULL, v_borders);\n        for (int i = 0; i < columns_count * lines_count; 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\", ImGui::GetColumnWidth());\n            ImGui::Text(\"Avail %.2f\", ImGui::GetContentRegionAvail().x);\n            ImGui::Text(\"Offset %.2f\", ImGui::GetColumnOffset());\n            ImGui::Text(\"Long text that is likely to clip\");\n            ImGui::Button(\"Button\", ImVec2(-FLT_MIN, 0.0f));\n            ImGui::NextColumn();\n        }\n        ImGui::Columns(1);\n        if (h_borders)\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, \"%.3f\");\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, \"%.3f\");\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(\"Horizontal Scrolling\"))\n    {\n        ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f));\n        ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f);\n        ImGui::BeginChild(\"##ScrollingRegion\", child_size, false, ImGuiWindowFlags_HorizontalScrollbar);\n        ImGui::Columns(10);\n\n        // Also demonstrate using clipper for large vertical lists\n        int ITEMS_COUNT = 2000;\n        ImGuiListClipper clipper;\n        clipper.Begin(ITEMS_COUNT);\n        while (clipper.Step())\n        {\n            for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)\n                for (int j = 0; j < 10; j++)\n                {\n                    ImGui::Text(\"Line %d Column %d...\", i, j);\n                    ImGui::NextColumn();\n                }\n        }\n        ImGui::Columns(1);\n        ImGui::EndChild();\n        ImGui::TreePop();\n    }\n\n    if (ImGui::TreeNode(\"Tree\"))\n    {\n        ImGui::Columns(2, \"tree\", true);\n        for (int x = 0; x < 3; x++)\n        {\n            bool open1 = ImGui::TreeNode((void*)(intptr_t)x, \"Node%d\", x);\n            ImGui::NextColumn();\n            ImGui::Text(\"Node contents\");\n            ImGui::NextColumn();\n            if (open1)\n            {\n                for (int y = 0; y < 3; y++)\n                {\n                    bool open2 = ImGui::TreeNode((void*)(intptr_t)y, \"Node%d.%d\", x, y);\n                    ImGui::NextColumn();\n                    ImGui::Text(\"Node contents\");\n                    if (open2)\n                    {\n                        ImGui::Text(\"Even more contents\");\n                        if (ImGui::TreeNode(\"Tree in column\"))\n                        {\n                            ImGui::Text(\"The quick brown fox jumps over the lazy dog\");\n                            ImGui::TreePop();\n                        }\n                    }\n                    ImGui::NextColumn();\n                    if (open2)\n                        ImGui::TreePop();\n                }\n                ImGui::TreePop();\n            }\n        }\n        ImGui::Columns(1);\n        ImGui::TreePop();\n    }\n\n    ImGui::TreePop();\n}\n\nstatic void ShowDemoWindowMisc()\n{\n    if (ImGui::CollapsingHeader(\"Filtering\"))\n    {\n        // Helper class to easy setup a text filter.\n        // You may want to implement a more feature-full filtering scheme in your own application.\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, Navigation & Focus\"))\n    {\n        ImGuiIO& io = ImGui::GetIO();\n\n        // Display ImGuiIO output flags\n        ImGui::Text(\"WantCaptureMouse: %d\", io.WantCaptureMouse);\n        ImGui::Text(\"WantCaptureKeyboard: %d\", io.WantCaptureKeyboard);\n        ImGui::Text(\"WantTextInput: %d\", io.WantTextInput);\n        ImGui::Text(\"WantSetMousePos: %d\", io.WantSetMousePos);\n        ImGui::Text(\"NavActive: %d, NavVisible: %d\", io.NavActive, io.NavVisible);\n\n        // Display Keyboard/Mouse state\n        if (ImGui::TreeNode(\"Keyboard, Mouse & Navigation State\"))\n        {\n            if (ImGui::IsMousePosValid())\n                ImGui::Text(\"Mouse pos: (%g, %g)\", io.MousePos.x, io.MousePos.y);\n            else\n                ImGui::Text(\"Mouse pos: <INVALID>\");\n            ImGui::Text(\"Mouse delta: (%g, %g)\", io.MouseDelta.x, io.MouseDelta.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 dblclick:\"); 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 (0x%X) (%.02f secs)\", i, 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 (0x%X)\", i, 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 (0x%X)\", i, i); }\n            ImGui::Text(\"Keys mods: %s%s%s%s\", io.KeyCtrl ? \"CTRL \" : \"\", io.KeyShift ? \"SHIFT \" : \"\", io.KeyAlt ? \"ALT \" : \"\", io.KeySuper ? \"SUPER \" : \"\");\n            ImGui::Text(\"Chars queue:\");    for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine();  ImGui::Text(\"\\'%c\\' (0x%04X)\", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.\n\n            ImGui::Text(\"NavInputs down:\");     for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f)              { ImGui::SameLine(); ImGui::Text(\"[%d] %.2f\", i, io.NavInputs[i]); }\n            ImGui::Text(\"NavInputs pressed:\");  for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text(\"[%d]\", i); }\n            ImGui::Text(\"NavInputs duration:\"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text(\"[%d] %.2f\", i, io.NavInputsDownDuration[i]); }\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] = \"hello\";\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(); HelpMarker(\"Use ImGui::PushAllowKeyboardFocus(bool) to 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\n            if (has_focus)\n                ImGui::Text(\"Item with focus: %d\", has_focus);\n            else\n                ImGui::Text(\"Item with focus: <none>\");\n\n            // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item\n            static float f3[3] = { 0.0f, 0.0f, 0.0f };\n            int focus_ahead = -1;\n            if (ImGui::Button(\"Focus on X\")) { focus_ahead = 0; } ImGui::SameLine();\n            if (ImGui::Button(\"Focus on Y\")) { focus_ahead = 1; } ImGui::SameLine();\n            if (ImGui::Button(\"Focus on Z\")) { focus_ahead = 2; }\n            if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead);\n            ImGui::SliderFloat3(\"Float3\", &f3[0], 0.0f, 1.0f);\n\n            ImGui::TextWrapped(\"NB: 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            for (int button = 0; button < 3; button++)\n            {\n                ImGui::Text(\"IsMouseDragging(%d):\", button);\n                ImGui::Text(\"  w/ default threshold: %d,\", ImGui::IsMouseDragging(button));\n                ImGui::Text(\"  w/ zero threshold: %d,\", ImGui::IsMouseDragging(button, 0.0f));\n                ImGui::Text(\"  w/ large threshold: %d,\", ImGui::IsMouseDragging(button, 20.0f));\n            }\n\n            ImGui::Button(\"Drag Me\");\n            if (ImGui::IsItemActive())\n                ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor\n\n            // Drag operations gets \"unlocked\" when the mouse has moved past a certain threshold\n            // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher\n            // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta().\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::Text(\"GetMouseDragDelta(0):\");\n            ImGui::Text(\"  w/ default threshold: (%.1f, %.1f)\", value_with_lock_threshold.x, value_with_lock_threshold.y);\n            ImGui::Text(\"  w/ zero threshold: (%.1f, %.1f)\", value_raw.x, value_raw.y);\n            ImGui::Text(\"io.MouseDelta: (%.1f, %.1f)\", mouse_delta.x, mouse_delta.y);\n            ImGui::TreePop();\n        }\n\n        if (ImGui::TreeNode(\"Mouse cursors\"))\n        {\n            const char* mouse_cursors_names[] = { \"Arrow\", \"TextInput\", \"ResizeAll\", \"ResizeNS\", \"ResizeEW\", \"ResizeNESW\", \"ResizeNWSE\", \"Hand\", \"NotAllowed\" };\n            IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);\n\n            ImGuiMouseCursor current = ImGui::GetMouseCursor();\n            ImGui::Text(\"Current mouse cursor = %d: %s\", current, mouse_cursors_names[current]);\n            ImGui::Text(\"Hover to see mouse cursors:\");\n            ImGui::SameLine(); HelpMarker(\n                \"Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. \"\n                \"If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, \"\n                \"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: %s\", i, mouse_cursors_names[i]);\n                ImGui::Bullet(); ImGui::Selectable(label, false);\n                if (ImGui::IsItemHovered())\n                    ImGui::SetMouseCursor(i);\n            }\n            ImGui::TreePop();\n        }\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] About Window / ShowAboutWindow()\n// Access from Dear ImGui Demo -> Tools -> About\n//-----------------------------------------------------------------------------\n\nvoid ImGui::ShowAboutWindow(bool* p_open)\n{\n    if (!ImGui::Begin(\"About Dear ImGui\", p_open, ImGuiWindowFlags_AlwaysAutoResize))\n    {\n        ImGui::End();\n        return;\n    }\n    ImGui::Text(\"Dear ImGui %s\", ImGui::GetVersion());\n    ImGui::Separator();\n    ImGui::Text(\"By Omar Cornut and all Dear ImGui contributors.\");\n    ImGui::Text(\"Dear ImGui is licensed under the MIT License, see LICENSE for more information.\");\n\n    static bool show_config_info = false;\n    ImGui::Checkbox(\"Config/Build Information\", &show_config_info);\n    if (show_config_info)\n    {\n        ImGuiIO& io = ImGui::GetIO();\n        ImGuiStyle& style = ImGui::GetStyle();\n\n        bool copy_to_clipboard = ImGui::Button(\"Copy to clipboard\");\n        ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18);\n        ImGui::BeginChildFrame(ImGui::GetID(\"cfg_infos\"), child_size, ImGuiWindowFlags_NoMove);\n        if (copy_to_clipboard)\n        {\n            ImGui::LogToClipboard();\n            ImGui::LogText(\"```\\n\"); // Back quotes will make text appears without formatting when pasting on GitHub\n        }\n\n        ImGui::Text(\"Dear ImGui %s (%d)\", IMGUI_VERSION, IMGUI_VERSION_NUM);\n        ImGui::Separator();\n        ImGui::Text(\"sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d\", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert));\n        ImGui::Text(\"define: __cplusplus=%d\", (int)__cplusplus);\n#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n        ImGui::Text(\"define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS\");\n#endif\n#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS\n        ImGui::Text(\"define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS\");\n#endif\n#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS\n        ImGui::Text(\"define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS\");\n#endif\n#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS\n        ImGui::Text(\"define: IMGUI_DISABLE_WIN32_FUNCTIONS\");\n#endif\n#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS\n        ImGui::Text(\"define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS\");\n#endif\n#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS\n        ImGui::Text(\"define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS\");\n#endif\n#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS\n        ImGui::Text(\"define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS\");\n#endif\n#ifdef IMGUI_DISABLE_FILE_FUNCTIONS\n        ImGui::Text(\"define: IMGUI_DISABLE_FILE_FUNCTIONS\");\n#endif\n#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS\n        ImGui::Text(\"define: IMGUI_DISABLE_DEFAULT_ALLOCATORS\");\n#endif\n#ifdef IMGUI_USE_BGRA_PACKED_COLOR\n        ImGui::Text(\"define: IMGUI_USE_BGRA_PACKED_COLOR\");\n#endif\n#ifdef _WIN32\n        ImGui::Text(\"define: _WIN32\");\n#endif\n#ifdef _WIN64\n        ImGui::Text(\"define: _WIN64\");\n#endif\n#ifdef __linux__\n        ImGui::Text(\"define: __linux__\");\n#endif\n#ifdef __APPLE__\n        ImGui::Text(\"define: __APPLE__\");\n#endif\n#ifdef _MSC_VER\n        ImGui::Text(\"define: _MSC_VER=%d\", _MSC_VER);\n#endif\n#ifdef __MINGW32__\n        ImGui::Text(\"define: __MINGW32__\");\n#endif\n#ifdef __MINGW64__\n        ImGui::Text(\"define: __MINGW64__\");\n#endif\n#ifdef __GNUC__\n        ImGui::Text(\"define: __GNUC__=%d\", (int)__GNUC__);\n#endif\n#ifdef __clang_version__\n        ImGui::Text(\"define: __clang_version__=%s\", __clang_version__);\n#endif\n        ImGui::Separator();\n        ImGui::Text(\"io.BackendPlatformName: %s\", io.BackendPlatformName ? io.BackendPlatformName : \"NULL\");\n        ImGui::Text(\"io.BackendRendererName: %s\", io.BackendRendererName ? io.BackendRendererName : \"NULL\");\n        ImGui::Text(\"io.ConfigFlags: 0x%08X\", io.ConfigFlags);\n        if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)        ImGui::Text(\" NavEnableKeyboard\");\n        if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)         ImGui::Text(\" NavEnableGamepad\");\n        if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)     ImGui::Text(\" NavEnableSetMousePos\");\n        if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)     ImGui::Text(\" NavNoCaptureKeyboard\");\n        if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)                  ImGui::Text(\" NoMouse\");\n        if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)      ImGui::Text(\" NoMouseCursorChange\");\n        if (io.MouseDrawCursor)                                         ImGui::Text(\"io.MouseDrawCursor\");\n        if (io.ConfigMacOSXBehaviors)                                   ImGui::Text(\"io.ConfigMacOSXBehaviors\");\n        if (io.ConfigInputTextCursorBlink)                              ImGui::Text(\"io.ConfigInputTextCursorBlink\");\n        if (io.ConfigWindowsResizeFromEdges)                            ImGui::Text(\"io.ConfigWindowsResizeFromEdges\");\n        if (io.ConfigWindowsMoveFromTitleBarOnly)                       ImGui::Text(\"io.ConfigWindowsMoveFromTitleBarOnly\");\n        if (io.ConfigMemoryCompactTimer >= 0.0f)                        ImGui::Text(\"io.ConfigMemoryCompactTimer = %.1f\", io.ConfigMemoryCompactTimer);\n        ImGui::Text(\"io.BackendFlags: 0x%08X\", io.BackendFlags);\n        if (io.BackendFlags & ImGuiBackendFlags_HasGamepad)             ImGui::Text(\" HasGamepad\");\n        if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)        ImGui::Text(\" HasMouseCursors\");\n        if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)         ImGui::Text(\" HasSetMousePos\");\n        if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)   ImGui::Text(\" RendererHasVtxOffset\");\n        ImGui::Separator();\n        ImGui::Text(\"io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d\", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight);\n        ImGui::Text(\"io.DisplaySize: %.2f,%.2f\", io.DisplaySize.x, io.DisplaySize.y);\n        ImGui::Text(\"io.DisplayFramebufferScale: %.2f,%.2f\", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);\n        ImGui::Separator();\n        ImGui::Text(\"style.WindowPadding: %.2f,%.2f\", style.WindowPadding.x, style.WindowPadding.y);\n        ImGui::Text(\"style.WindowBorderSize: %.2f\", style.WindowBorderSize);\n        ImGui::Text(\"style.FramePadding: %.2f,%.2f\", style.FramePadding.x, style.FramePadding.y);\n        ImGui::Text(\"style.FrameRounding: %.2f\", style.FrameRounding);\n        ImGui::Text(\"style.FrameBorderSize: %.2f\", style.FrameBorderSize);\n        ImGui::Text(\"style.ItemSpacing: %.2f,%.2f\", style.ItemSpacing.x, style.ItemSpacing.y);\n        ImGui::Text(\"style.ItemInnerSpacing: %.2f,%.2f\", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y);\n\n        if (copy_to_clipboard)\n        {\n            ImGui::LogText(\"\\n```\\n\");\n            ImGui::LogFinish();\n        }\n        ImGui::EndChildFrame();\n    }\n    ImGui::End();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Style Editor / ShowStyleEditor()\n//-----------------------------------------------------------------------------\n// - ShowStyleSelector()\n// - ShowFontSelector()\n// - ShowStyleEditor()\n//-----------------------------------------------------------------------------\n\n// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options.\n// Here we use the simplified Combo() api that packs items into a single literal string.\n// Useful for quick combo boxes where the choices are known locally.\nbool ImGui::ShowStyleSelector(const char* label)\n{\n    static int style_idx = -1;\n    if (ImGui::Combo(label, &style_idx, \"Classic\\0Dark\\0Light\\0\"))\n    {\n        switch (style_idx)\n        {\n        case 0: ImGui::StyleColorsClassic(); break;\n        case 1: ImGui::StyleColorsDark(); break;\n        case 2: ImGui::StyleColorsLight(); break;\n        }\n        return true;\n    }\n    return false;\n}\n\n// Demo helper function to select among loaded fonts.\n// Here we use the regular BeginCombo()/EndCombo() api which is more the more flexible one.\nvoid ImGui::ShowFontSelector(const char* label)\n{\n    ImGuiIO& io = ImGui::GetIO();\n    ImFont* font_current = ImGui::GetFont();\n    if (ImGui::BeginCombo(label, font_current->GetDebugName()))\n    {\n        for (int n = 0; n < io.Fonts->Fonts.Size; n++)\n        {\n            ImFont* font = io.Fonts->Fonts[n];\n            ImGui::PushID((void*)font);\n            if (ImGui::Selectable(font->GetDebugName(), font == font_current))\n                io.FontDefault = font;\n            ImGui::PopID();\n        }\n        ImGui::EndCombo();\n    }\n    ImGui::SameLine();\n    HelpMarker(\n        \"- Load additional fonts with io.Fonts->AddFontFromFileTTF().\\n\"\n        \"- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\\n\"\n        \"- Read FAQ and docs/FONTS.md for more details.\\n\"\n        \"- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().\");\n}\n\n// [Internal] Display details for a single font, called by ShowStyleEditor().\nstatic void NodeFont(ImFont* font)\n{\n    ImGuiIO& io = ImGui::GetIO();\n    ImGuiStyle& style = ImGui::GetStyle();\n    bool font_details_opened = ImGui::TreeNode(font, \"Font: \\\"%s\\\"\\n%.2f px, %d glyphs, %d file(s)\",\n        font->ConfigData ? font->ConfigData[0].Name : \"\", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);\n    ImGui::SameLine(); if (ImGui::SmallButton(\"Set as default\")) { io.FontDefault = font; }\n    if (!font_details_opened)\n        return;\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(); HelpMarker(\n        \"Note than the default embedded font is NOT meant to be scaled.\\n\\n\"\n        \"Font are currently rendered into bitmaps at a given size at the time of building the atlas. \"\n        \"You may oversample them to get some flexibility with scaling. \"\n        \"You can also render at multiple sizes and select which one to use at runtime.\\n\\n\"\n        \"(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)\");\n    ImGui::Text(\"Ascent: %f, Descent: %f, Height: %f\", font->Ascent, font->Descent, font->Ascent - font->Descent);\n    ImGui::Text(\"Fallback character: '%c' (U+%04X)\", font->FallbackChar, font->FallbackChar);\n    ImGui::Text(\"Ellipsis character: '%c' (U+%04X)\", font->EllipsisChar, font->EllipsisChar);\n    const int surface_sqrt = (int)sqrtf((float)font->MetricsTotalSurface);\n    ImGui::Text(\"Texture Area: about %d px ~%dx%d px\", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);\n    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)\n        if (font->ConfigData)\n            if (const ImFontConfig* cfg = &font->ConfigData[config_i])\n                ImGui::BulletText(\"Input %d: \\'%s\\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)\",\n                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);\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 ImU32 glyph_col = ImGui::GetColorU32(ImGuiCol_Text);\n        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)\n        {\n            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)\n            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT\n            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)\n            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))\n            {\n                base += 4096 - 256;\n                continue;\n            }\n\n            int count = 0;\n            for (unsigned int n = 0; n < 256; n++)\n                if (font->FindGlyphNoFallback((ImWchar)(base + n)))\n                    count++;\n            if (count <= 0)\n                continue;\n            if (!ImGui::TreeNode((void*)(intptr_t)base, \"U+%04X..U+%04X (%d %s)\", base, base + 255, count, count > 1 ? \"glyphs\" : \"glyph\"))\n                continue;\n            float cell_size = font->FontSize * 1;\n            float cell_spacing = style.ItemSpacing.y;\n            ImVec2 base_pos = ImGui::GetCursorScreenPos();\n            ImDrawList* draw_list = ImGui::GetWindowDrawList();\n            for (unsigned int n = 0; n < 256; n++)\n            {\n                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions\n                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.\n                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));\n                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);\n                const ImFontGlyph* glyph = font->FindGlyphNoFallback((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                if (glyph)\n                    font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));\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(\"Visible: %d\", glyph->Visible);\n                    ImGui::Text(\"AdvanceX: %.1f\", glyph->AdvanceX);\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 + cell_spacing) * 16, (cell_size + cell_spacing) * 16));\n            ImGui::TreePop();\n        }\n        ImGui::TreePop();\n    }\n    ImGui::TreePop();\n}\n\nvoid ImGui::ShowStyleEditor(ImGuiStyle* ref)\n{\n    // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to\n    // (without a reference style pointer, we will use one compared locally as a reference)\n    ImGuiStyle& style = ImGui::GetStyle();\n    static ImGuiStyle ref_saved_style;\n\n    // Default to using internal storage as reference\n    static bool init = true;\n    if (init && ref == NULL)\n        ref_saved_style = style;\n    init = false;\n    if (ref == NULL)\n        ref = &ref_saved_style;\n\n    ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f);\n\n    if (ImGui::ShowStyleSelector(\"Colors##Selector\"))\n        ref_saved_style = style;\n    ImGui::ShowFontSelector(\"Fonts##Selector\");\n\n    // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f)\n    if (ImGui::SliderFloat(\"FrameRounding\", &style.FrameRounding, 0.0f, 12.0f, \"%.0f\"))\n        style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding\n    { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox(\"WindowBorder\", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } }\n    ImGui::SameLine();\n    { bool border = (style.FrameBorderSize > 0.0f);  if (ImGui::Checkbox(\"FrameBorder\",  &border)) { style.FrameBorderSize  = border ? 1.0f : 0.0f; } }\n    ImGui::SameLine();\n    { bool border = (style.PopupBorderSize > 0.0f);  if (ImGui::Checkbox(\"PopupBorder\",  &border)) { style.PopupBorderSize  = border ? 1.0f : 0.0f; } }\n\n    // Save/Revert button\n    if (ImGui::Button(\"Save Ref\"))\n        *ref = ref_saved_style = style;\n    ImGui::SameLine();\n    if (ImGui::Button(\"Revert Ref\"))\n        style = *ref;\n    ImGui::SameLine();\n    HelpMarker(\n        \"Save/Revert in local non-persistent storage. Default Colors definition are not affected. \"\n        \"Use \\\"Export\\\" below to save them somewhere.\");\n\n    ImGui::Separator();\n\n    if (ImGui::BeginTabBar(\"##tabs\", ImGuiTabBarFlags_None))\n    {\n        if (ImGui::BeginTabItem(\"Sizes\"))\n        {\n            ImGui::Text(\"Main\");\n            ImGui::SliderFloat2(\"WindowPadding\", (float*)&style.WindowPadding, 0.0f, 20.0f, \"%.0f\");\n            ImGui::SliderFloat2(\"FramePadding\", (float*)&style.FramePadding, 0.0f, 20.0f, \"%.0f\");\n            ImGui::SliderFloat2(\"CellPadding\", (float*)&style.CellPadding, 0.0f, 20.0f, \"%.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(\"GrabMinSize\", &style.GrabMinSize, 1.0f, 20.0f, \"%.0f\");\n            ImGui::Text(\"Borders\");\n            ImGui::SliderFloat(\"WindowBorderSize\", &style.WindowBorderSize, 0.0f, 1.0f, \"%.0f\");\n            ImGui::SliderFloat(\"ChildBorderSize\", &style.ChildBorderSize, 0.0f, 1.0f, \"%.0f\");\n            ImGui::SliderFloat(\"PopupBorderSize\", &style.PopupBorderSize, 0.0f, 1.0f, \"%.0f\");\n            ImGui::SliderFloat(\"FrameBorderSize\", &style.FrameBorderSize, 0.0f, 1.0f, \"%.0f\");\n            ImGui::SliderFloat(\"TabBorderSize\", &style.TabBorderSize, 0.0f, 1.0f, \"%.0f\");\n            ImGui::Text(\"Rounding\");\n            ImGui::SliderFloat(\"WindowRounding\", &style.WindowRounding, 0.0f, 12.0f, \"%.0f\");\n            ImGui::SliderFloat(\"ChildRounding\", &style.ChildRounding, 0.0f, 12.0f, \"%.0f\");\n            ImGui::SliderFloat(\"FrameRounding\", &style.FrameRounding, 0.0f, 12.0f, \"%.0f\");\n            ImGui::SliderFloat(\"PopupRounding\", &style.PopupRounding, 0.0f, 12.0f, \"%.0f\");\n            ImGui::SliderFloat(\"ScrollbarRounding\", &style.ScrollbarRounding, 0.0f, 12.0f, \"%.0f\");\n            ImGui::SliderFloat(\"GrabRounding\", &style.GrabRounding, 0.0f, 12.0f, \"%.0f\");\n            ImGui::SliderFloat(\"LogSliderDeadzone\", &style.LogSliderDeadzone, 0.0f, 12.0f, \"%.0f\");\n            ImGui::SliderFloat(\"TabRounding\", &style.TabRounding, 0.0f, 12.0f, \"%.0f\");\n            ImGui::Text(\"Alignment\");\n            ImGui::SliderFloat2(\"WindowTitleAlign\", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, \"%.2f\");\n            int window_menu_button_position = style.WindowMenuButtonPosition + 1;\n            if (ImGui::Combo(\"WindowMenuButtonPosition\", (int*)&window_menu_button_position, \"None\\0Left\\0Right\\0\"))\n                style.WindowMenuButtonPosition = window_menu_button_position - 1;\n            ImGui::Combo(\"ColorButtonPosition\", (int*)&style.ColorButtonPosition, \"Left\\0Right\\0\");\n            ImGui::SliderFloat2(\"ButtonTextAlign\", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, \"%.2f\");\n            ImGui::SameLine(); HelpMarker(\"Alignment applies when a button is larger than its text content.\");\n            ImGui::SliderFloat2(\"SelectableTextAlign\", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, \"%.2f\");\n            ImGui::SameLine(); HelpMarker(\"Alignment applies when a selectable is larger than its text content.\");\n            ImGui::Text(\"Safe Area Padding\");\n            ImGui::SameLine(); HelpMarker(\"Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).\");\n            ImGui::SliderFloat2(\"DisplaySafeAreaPadding\", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, \"%.0f\");\n            ImGui::EndTabItem();\n        }\n\n        if (ImGui::BeginTabItem(\"Colors\"))\n        {\n            static int output_dest = 0;\n            static bool output_only_modified = true;\n            if (ImGui::Button(\"Export\"))\n            {\n                if (output_dest == 0)\n                    ImGui::LogToClipboard();\n                else\n                    ImGui::LogToTTY();\n                ImGui::LogText(\"ImVec4* colors = ImGui::GetStyle().Colors;\" 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->Colors[i], sizeof(ImVec4)) != 0)\n                        ImGui::LogText(\"colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);\" IM_NEWLINE,\n                            name, 23 - (int)strlen(name), \"\", col.x, col.y, col.z, col.w);\n                }\n                ImGui::LogFinish();\n            }\n            ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo(\"##output_type\", &output_dest, \"To Clipboard\\0To TTY\\0\");\n            ImGui::SameLine(); ImGui::Checkbox(\"Only Modified Colors\", &output_only_modified);\n\n            static ImGuiTextFilter filter;\n            filter.Draw(\"Filter colors\", ImGui::GetFontSize() * 16);\n\n            static ImGuiColorEditFlags alpha_flags = 0;\n            if (ImGui::RadioButton(\"Opaque\", alpha_flags == ImGuiColorEditFlags_None))             { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine();\n            if (ImGui::RadioButton(\"Alpha\",  alpha_flags == ImGuiColorEditFlags_AlphaPreview))     { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine();\n            if (ImGui::RadioButton(\"Both\",   alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine();\n            HelpMarker(\n                \"In the color list:\\n\"\n                \"Left-click on color square to open color picker,\\n\"\n                \"Right-click to open edit options menu.\");\n\n            ImGui::BeginChild(\"##colors\", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened);\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(\"##color\", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags);\n                if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0)\n                {\n                    // Tips: in a real user application, you may want to merge and use an icon font into the main font,\n                    // so instead of \"Save\"/\"Revert\" you'd use icons!\n                    // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient!\n                    ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button(\"Save\")) { ref->Colors[i] = style.Colors[i]; }\n                    ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button(\"Revert\")) { style.Colors[i] = ref->Colors[i]; }\n                }\n                ImGui::SameLine(0.0f, style.ItemInnerSpacing.x);\n                ImGui::TextUnformatted(name);\n                ImGui::PopID();\n            }\n            ImGui::PopItemWidth();\n            ImGui::EndChild();\n\n            ImGui::EndTabItem();\n        }\n\n        if (ImGui::BeginTabItem(\"Fonts\"))\n        {\n            ImGuiIO& io = ImGui::GetIO();\n            ImFontAtlas* atlas = io.Fonts;\n            HelpMarker(\"Read FAQ and docs/FONTS.md for details on font loading.\");\n            ImGui::PushItemWidth(120);\n            for (int i = 0; i < atlas->Fonts.Size; i++)\n            {\n                ImFont* font = atlas->Fonts[i];\n                ImGui::PushID(font);\n                NodeFont(font);\n                ImGui::PopID();\n            }\n            if (ImGui::TreeNode(\"Atlas texture\", \"Atlas texture (%dx%d pixels)\", atlas->TexWidth, atlas->TexHeight))\n            {\n                ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);\n                ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f);\n                ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0, 0), ImVec2(1, 1), tint_col, border_col);\n                ImGui::TreePop();\n            }\n\n            // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below.\n            // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds).\n            const float MIN_SCALE = 0.3f;\n            const float MAX_SCALE = 2.0f;\n            HelpMarker(\n                \"Those are old settings provided for convenience.\\n\"\n                \"However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, \"\n                \"rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\\n\"\n                \"Using those settings here will give you poor quality results.\");\n            static float window_scale = 1.0f;\n            if (ImGui::DragFloat(\"window scale\", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, \"%.2f\", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window\n                ImGui::SetWindowFontScale(window_scale);\n            ImGui::DragFloat(\"global scale\", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, \"%.2f\", ImGuiSliderFlags_AlwaysClamp); // Scale everything\n            ImGui::PopItemWidth();\n\n            ImGui::EndTabItem();\n        }\n\n        if (ImGui::BeginTabItem(\"Rendering\"))\n        {\n            ImGui::Checkbox(\"Anti-aliased lines\", &style.AntiAliasedLines);\n            ImGui::SameLine();\n            HelpMarker(\"When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.\");\n\n            ImGui::Checkbox(\"Anti-aliased lines use texture\", &style.AntiAliasedLinesUseTex);\n            ImGui::SameLine();\n            HelpMarker(\"Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering).\");\n\n            ImGui::Checkbox(\"Anti-aliased fill\", &style.AntiAliasedFill);\n            ImGui::PushItemWidth(100);\n            ImGui::DragFloat(\"Curve Tessellation Tolerance\", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, \"%.2f\");\n            if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f;\n\n            // When editing the \"Circle Segment Max Error\" value, draw a preview of its effect on auto-tessellated circles.\n            ImGui::DragFloat(\"Circle Segment Max Error\", &style.CircleSegmentMaxError, 0.01f, 0.10f, 10.0f, \"%.2f\");\n            if (ImGui::IsItemActive())\n            {\n                ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos());\n                ImGui::BeginTooltip();\n                ImVec2 p = ImGui::GetCursorScreenPos();\n                ImDrawList* draw_list = ImGui::GetWindowDrawList();\n                float RAD_MIN = 10.0f, RAD_MAX = 80.0f;\n                float off_x = 10.0f;\n                for (int n = 0; n < 7; n++)\n                {\n                    const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (7.0f - 1.0f);\n                    draw_list->AddCircle(ImVec2(p.x + off_x + rad, p.y + RAD_MAX), rad, ImGui::GetColorU32(ImGuiCol_Text), 0);\n                    off_x += 10.0f + rad * 2.0f;\n                }\n                ImGui::Dummy(ImVec2(off_x, RAD_MAX * 2.0f));\n                ImGui::EndTooltip();\n            }\n            ImGui::SameLine();\n            HelpMarker(\"When drawing circle primitives with \\\"num_segments == 0\\\" tesselation will be calculated automatically.\");\n\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\n            ImGui::EndTabItem();\n        }\n\n        ImGui::EndTabBar();\n    }\n\n    ImGui::PopItemWidth();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()\n//-----------------------------------------------------------------------------\n// - ShowExampleAppMainMenuBar()\n// - ShowExampleMenuFile()\n//-----------------------------------------------------------------------------\n\n// Demonstrate creating a \"main\" fullscreen menu bar and populating it.\n// Note the difference between BeginMainMenuBar() and BeginMenuBar():\n// - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!)\n// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into 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\n// Note that shortcuts are currently provided for display only\n// (future version will add explicit flags to BeginMenu() to request processing shortcuts)\nstatic void ShowExampleMenuFile()\n{\n    ImGui::MenuItem(\"(demo 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\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        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::EndMenu();\n    }\n\n    if (ImGui::BeginMenu(\"Colors\"))\n    {\n        float sz = ImGui::GetTextLineHeight();\n        for (int i = 0; i < ImGuiCol_COUNT; i++)\n        {\n            const char* name = ImGui::GetStyleColorName((ImGuiCol)i);\n            ImVec2 p = ImGui::GetCursorScreenPos();\n            ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i));\n            ImGui::Dummy(ImVec2(sz, sz));\n            ImGui::SameLine();\n            ImGui::MenuItem(name);\n        }\n        ImGui::EndMenu();\n    }\n\n    // Here we demonstrate appending again to the \"Options\" menu (which we already created above)\n    // Of course in this demo it is a little bit silly that this function calls BeginMenu(\"Options\") twice.\n    // In a real code-base using it would make senses to use this feature from very different code locations.\n    if (ImGui::BeginMenu(\"Options\")) // <-- Append!\n    {\n        static bool b = true;\n        ImGui::Checkbox(\"SomeOption\", &b);\n        ImGui::EndMenu();\n    }\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//-----------------------------------------------------------------------------\n// [SECTION] Example App: Debug Console / ShowExampleAppConsole()\n//-----------------------------------------------------------------------------\n\n// Demonstrate creating a simple console window, with scrolling, filtering, completion and history.\n// For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions.\nstruct ExampleAppConsole\n{\n    char                  InputBuf[256];\n    ImVector<char*>       Items;\n    ImVector<const char*> Commands;\n    ImVector<char*>       History;\n    int                   HistoryPos;    // -1: new line, 0..History.Size-1 browsing history.\n    ImGuiTextFilter       Filter;\n    bool                  AutoScroll;\n    bool                  ScrollToBottom;\n\n    ExampleAppConsole()\n    {\n        ClearLog();\n        memset(InputBuf, 0, sizeof(InputBuf));\n        HistoryPos = -1;\n\n        // \"CLASSIFY\" is here to provide the test case where \"C\"+[tab] completes to \"CL\" and display multiple matches.\n        Commands.push_back(\"HELP\");\n        Commands.push_back(\"HISTORY\");\n        Commands.push_back(\"CLEAR\");\n        Commands.push_back(\"CLASSIFY\");\n        AutoScroll = true;\n        ScrollToBottom = false;\n        AddLog(\"Welcome to Dear 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* s1, const char* s2)         { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; }\n    static int   Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; }\n    static char* Strdup(const char* s)                           { size_t len = strlen(s) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); }\n    static void  Strtrim(char* s)                                { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; }\n\n    void    ClearLog()\n    {\n        for (int i = 0; i < Items.Size; i++)\n            free(Items[i]);\n        Items.clear();\n    }\n\n    void    AddLog(const char* fmt, ...) IM_FMTARGS(2)\n    {\n        // FIXME-OPT\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    }\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        // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar.\n        // So e.g. IsItemHovered() will return true when hovering the title bar.\n        // Here we create a context menu only available from the title bar.\n        if (ImGui::BeginPopupContextItem())\n        {\n            if (ImGui::MenuItem(\"Close Console\"))\n                *p_open = false;\n            ImGui::EndPopup();\n        }\n\n        ImGui::TextWrapped(\n            \"This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate \"\n            \"implementation may want to store entries along with extra data such as timestamp, emitter, etc.\");\n        ImGui::TextWrapped(\"Enter 'HELP' for help.\");\n\n        // TODO: display items starting from the bottom\n\n        if (ImGui::SmallButton(\"Add Debug Text\"))  { AddLog(\"%d some text\", Items.Size); AddLog(\"some more text\"); AddLog(\"display very important message here!\"); }\n        ImGui::SameLine();\n        if (ImGui::SmallButton(\"Add Debug Error\")) { AddLog(\"[error] something went wrong\"); }\n        ImGui::SameLine();\n        if (ImGui::SmallButton(\"Clear\"))           { ClearLog(); }\n        ImGui::SameLine();\n        bool copy_to_clipboard = ImGui::SmallButton(\"Copy\");\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        // Options menu\n        if (ImGui::BeginPopup(\"Options\"))\n        {\n            ImGui::Checkbox(\"Auto-scroll\", &AutoScroll);\n            ImGui::EndPopup();\n        }\n\n        // Options, Filter\n        if (ImGui::Button(\"Options\"))\n            ImGui::OpenPopup(\"Options\");\n        ImGui::SameLine();\n        Filter.Draw(\"Filter (\\\"incl,-excl\\\") (\\\"error\\\")\", 180);\n        ImGui::Separator();\n\n        // Reserve enough left-over height for 1 separator + 1 input text\n        const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing();\n        ImGui::BeginChild(\"ScrollingRegion\", ImVec2(0, -footer_height_to_reserve), 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.\n        // 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\n        // to only process visible items. The clipper will automatically measure the height of your first item and then\n        // \"seek\" to display only items in the visible area.\n        // To use the clipper we can replace your standard loop:\n        //      for (int i = 0; i < Items.Size; i++)\n        //   With:\n        //      ImGuiListClipper clipper;\n        //      clipper.Begin(Items.Size);\n        //      while (clipper.Step())\n        //         for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)\n        // - That your items are evenly spaced (same height)\n        // - That you have cheap random access to your elements (you can access them given their index,\n        //   without processing all the ones before)\n        // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property.\n        // 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\n        // or offsets of items 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\n        // to improve this example code!\n        // If your items are of variable height:\n        // - Split them into same height items would be simpler and facilitate random-seeking into your list.\n        // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items.\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\n            // Normally you would store more information in your item than just a string.\n            // (e.g. make Items[] an array of structure, store color/type etc.)\n            ImVec4 color;\n            bool has_color = false;\n            if (strstr(item, \"[error]\"))          { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; }\n            else if (strncmp(item, \"# \", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; }\n            if (has_color)\n                ImGui::PushStyleColor(ImGuiCol_Text, color);\n            ImGui::TextUnformatted(item);\n            if (has_color)\n                ImGui::PopStyleColor();\n        }\n        if (copy_to_clipboard)\n            ImGui::LogFinish();\n\n        if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()))\n            ImGui::SetScrollHereY(1.0f);\n        ScrollToBottom = false;\n\n        ImGui::PopStyleVar();\n        ImGui::EndChild();\n        ImGui::Separator();\n\n        // Command-line\n        bool reclaim_focus = false;\n        ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory;\n        if (ImGui::InputText(\"Input\", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this))\n        {\n            char* s = InputBuf;\n            Strtrim(s);\n            if (s[0])\n                ExecCommand(s);\n            strcpy(s, \"\");\n            reclaim_focus = true;\n        }\n\n        // Auto-focus on window apparition\n        ImGui::SetItemDefaultFocus();\n        if (reclaim_focus)\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.\n        // 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            int first = History.Size - 10;\n            for (int i = first > 0 ? first : 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        // On command input, we scroll to bottom even if AutoScroll==false\n        ScrollToBottom = true;\n    }\n\n    // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks\n    static int TextEditCallbackStub(ImGuiInputTextCallbackData* data)\n    {\n        ExampleAppConsole* console = (ExampleAppConsole*)data->UserData;\n        return console->TextEditCallback(data);\n    }\n\n    int     TextEditCallback(ImGuiInputTextCallbackData* 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..\n                    // So inputing \"C\"+Tab will complete to \"CL\" then display \"CLEAR\" and \"CLASSIFY\" as matches.\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                    const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : \"\";\n                    data->DeleteChars(0, data->BufTextLen);\n                    data->InsertChars(0, history_str);\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//-----------------------------------------------------------------------------\n// [SECTION] Example App: Debug Log / ShowExampleAppLog()\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. We maintain this with AddLog() calls.\n    bool                AutoScroll;  // Keep scrolling if already at the bottom.\n\n    ExampleAppLog()\n    {\n        AutoScroll = true;\n        Clear();\n    }\n\n    void    Clear()\n    {\n        Buf.clear();\n        LineOffsets.clear();\n        LineOffsets.push_back(0);\n    }\n\n    void    AddLog(const char* fmt, ...) IM_FMTARGS(2)\n    {\n        int old_size = Buf.size();\n        va_list args;\n        va_start(args, fmt);\n        Buf.appendfv(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 + 1);\n    }\n\n    void    Draw(const char* title, bool* p_open = NULL)\n    {\n        if (!ImGui::Begin(title, p_open))\n        {\n            ImGui::End();\n            return;\n        }\n\n        // Options menu\n        if (ImGui::BeginPopup(\"Options\"))\n        {\n            ImGui::Checkbox(\"Auto-scroll\", &AutoScroll);\n            ImGui::EndPopup();\n        }\n\n        // Main window\n        if (ImGui::Button(\"Options\"))\n            ImGui::OpenPopup(\"Options\");\n        ImGui::SameLine();\n        bool clear = ImGui::Button(\"Clear\");\n        ImGui::SameLine();\n        bool copy = ImGui::Button(\"Copy\");\n        ImGui::SameLine();\n        Filter.Draw(\"Filter\", -100.0f);\n\n        ImGui::Separator();\n        ImGui::BeginChild(\"scrolling\", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar);\n\n        if (clear)\n            Clear();\n        if (copy)\n            ImGui::LogToClipboard();\n\n        ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));\n        const char* buf = Buf.begin();\n        const char* buf_end = Buf.end();\n        if (Filter.IsActive())\n        {\n            // In this example we don't use the clipper when Filter is enabled.\n            // This is because we don't have a random access on the result on our filter.\n            // A real application processing logs with ten of thousands of entries may want to store the result of\n            // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp).\n            for (int line_no = 0; line_no < LineOffsets.Size; line_no++)\n            {\n                const char* line_start = buf + LineOffsets[line_no];\n                const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;\n                if (Filter.PassFilter(line_start, line_end))\n                    ImGui::TextUnformatted(line_start, line_end);\n            }\n        }\n        else\n        {\n            // The simplest and easy way to display the entire buffer:\n            //   ImGui::TextUnformatted(buf_begin, buf_end);\n            // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward\n            // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are\n            // within the visible area.\n            // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them\n            // on your side is recommended. Using ImGuiListClipper requires\n            // - A) random access into your data\n            // - B) items all being the  same height,\n            // both of which we can handle since we an array pointing to the beginning of each line of text.\n            // When using the filter (in the block of code above) we don't have random access into the data to display\n            // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make\n            // it possible (and would be recommended if you want to search through tens of thousands of entries).\n            ImGuiListClipper clipper;\n            clipper.Begin(LineOffsets.Size);\n            while (clipper.Step())\n            {\n                for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)\n                {\n                    const char* line_start = buf + LineOffsets[line_no];\n                    const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;\n                    ImGui::TextUnformatted(line_start, line_end);\n                }\n            }\n            clipper.End();\n        }\n        ImGui::PopStyleVar();\n\n        if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())\n            ImGui::SetScrollHereY(1.0f);\n\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    // For the demo: add a debug button _BEFORE_ the normal log window contents\n    // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window.\n    // Most of the contents of the window will be added by the log.Draw() call.\n    ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);\n    ImGui::Begin(\"Example: Log\", p_open);\n    if (ImGui::SmallButton(\"[Debug] Add 5 entries\"))\n    {\n        static int counter = 0;\n        const char* categories[3] = { \"info\", \"warn\", \"error\" };\n        const char* words[] = { \"Bumfuzzled\", \"Cattywampus\", \"Snickersnee\", \"Abibliophobia\", \"Absquatulate\", \"Nincompoop\", \"Pauciloquent\" };\n        for (int n = 0; n < 5; n++)\n        {\n            const char* category = categories[counter % IM_ARRAYSIZE(categories)];\n            const char* word = words[counter % IM_ARRAYSIZE(words)];\n            log.AddLog(\"[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\\n\",\n                ImGui::GetFrameCount(), category, ImGui::GetTime(), word);\n            counter++;\n        }\n    }\n    ImGui::End();\n\n    // Actually call in the regular Log helper (which will Begin() into the same window as we just did)\n    log.Draw(\"Example: Log\", p_open);\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Example App: Simple Layout / ShowExampleAppLayout()\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: Simple 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        {\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        }\n        ImGui::SameLine();\n\n        // Right\n        {\n            ImGui::BeginGroup();\n            ImGui::BeginChild(\"item view\", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us\n            ImGui::Text(\"MyObject: %d\", selected);\n            ImGui::Separator();\n            if (ImGui::BeginTabBar(\"##Tabs\", ImGuiTabBarFlags_None))\n            {\n                if (ImGui::BeginTabItem(\"Description\"))\n                {\n                    ImGui::TextWrapped(\"Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. \");\n                    ImGui::EndTabItem();\n                }\n                if (ImGui::BeginTabItem(\"Details\"))\n                {\n                    ImGui::Text(\"ID: 0123456789\");\n                    ImGui::EndTabItem();\n                }\n                ImGui::EndTabBar();\n            }\n            ImGui::EndChild();\n            if (ImGui::Button(\"Revert\")) {}\n            ImGui::SameLine();\n            if (ImGui::Button(\"Save\")) {}\n            ImGui::EndGroup();\n        }\n    }\n    ImGui::End();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor()\n//-----------------------------------------------------------------------------\n\nstatic void ShowPlaceholderObject(const char* prefix, int uid)\n{\n    // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID.\n    ImGui::PushID(uid);\n\n    // Text and Tree nodes are less high than framed widgets, using AlignTextToFramePadding() we add vertical spacing to make the tree lines equal high.\n    ImGui::TableNextRow();\n    ImGui::TableSetColumnIndex(0);\n    ImGui::AlignTextToFramePadding();\n    bool node_open = ImGui::TreeNode(\"Object\", \"%s_%u\", prefix, uid);\n    ImGui::TableSetColumnIndex(1);\n    ImGui::Text(\"my sailor is rich\");\n\n    if (node_open)\n    {\n        static float placeholder_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                ShowPlaceholderObject(\"Child\", 424242);\n            }\n            else\n            {\n                // Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well)\n                ImGui::TableNextRow();\n                ImGui::TableSetColumnIndex(0);\n                ImGui::AlignTextToFramePadding();\n                ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet;\n                ImGui::TreeNodeEx(\"Field\", flags, \"Field_%d\", i);\n\n                ImGui::TableSetColumnIndex(1);\n                ImGui::SetNextItemWidth(-FLT_MIN);\n                if (i >= 5)\n                    ImGui::InputFloat(\"##value\", &placeholder_members[i], 1.0f);\n                else\n                    ImGui::DragFloat(\"##value\", &placeholder_members[i], 0.01f);\n                ImGui::NextColumn();\n            }\n            ImGui::PopID();\n        }\n        ImGui::TreePop();\n    }\n    ImGui::PopID();\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    HelpMarker(\n        \"This example shows how you may implement a property editor using two columns.\\n\"\n        \"All objects/fields data are dummies here.\\n\"\n        \"Remember that in many simple cases, you can use ImGui::SameLine(xxx) to position\\n\"\n        \"your cursor horizontally instead of using the Columns() API.\");\n\n    ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2));\n    if (ImGui::BeginTable(\"split\", 2, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_Resizable))\n    {\n        // Iterate placeholder objects (all the same data)\n        for (int obj_i = 0; obj_i < 4; obj_i++)\n        {\n            ShowPlaceholderObject(\"Object\", obj_i);\n            //ImGui::Separator();\n        }\n        ImGui::EndTable();\n    }\n    ImGui::PopStyleVar();\n    ImGui::End();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Example App: Long Text / ShowExampleAppLongText()\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,\n        \"Single call to TextUnformatted()\\0\"\n        \"Multiple calls to Text(), clipped\\0\"\n        \"Multiple calls to Text(), not clipped (slow)\\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.appendf(\"%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;\n            clipper.Begin(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//-----------------------------------------------------------------------------\n// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize()\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::TextUnformatted(\n        \"Window will resize every-frame to the size of its content.\\n\"\n        \"Note that you probably don't want to query the window size to\\n\"\n        \"output 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//-----------------------------------------------------------------------------\n// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize()\n//-----------------------------------------------------------------------------\n\n// Demonstrate creating a window with custom resize constraints.\nstatic void ShowExampleAppConstrainedResize(bool* p_open)\n{\n    struct CustomConstraints\n    {\n        // Helper functions to demonstrate programmatic constraints\n        static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); }\n        static void Step(ImGuiSizeCallbackData* 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    const char* test_desc[] =\n    {\n        \"Resize vertical only\",\n        \"Resize horizontal only\",\n        \"Width > 100, Height > 100\",\n        \"Width 400-500\",\n        \"Height 400-500\",\n        \"Custom: Always Square\",\n        \"Custom: Fixed Steps (100)\",\n    };\n\n    static bool auto_resize = false;\n    static int type = 0;\n    static int display_lines = 10;\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(400, -1),  ImVec2(500, -1));          // Width 400-500\n    if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400),  ImVec2(-1, 500));          // Height 400-500\n    if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0),     ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square);                     // Always Square\n    if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0),     ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)(intptr_t)100); // Fixed Step\n\n    ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0;\n    if (ImGui::Begin(\"Example: Constrained Resize\", p_open, flags))\n    {\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        ImGui::SetNextItemWidth(200);\n        ImGui::Combo(\"Constraint\", &type, test_desc, IM_ARRAYSIZE(test_desc));\n        ImGui::SetNextItemWidth(200);\n        ImGui::DragInt(\"Lines\", &display_lines, 0.2f, 1, 100);\n        ImGui::Checkbox(\"Auto-resize\", &auto_resize);\n        for (int i = 0; i < display_lines; i++)\n            ImGui::Text(\"%*sHello, sailor! Making this line long enough for the example.\", i * 4, \"\");\n    }\n    ImGui::End();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Example App: Simple Overlay / ShowExampleAppSimpleOverlay()\n//-----------------------------------------------------------------------------\n\n// Demonstrate creating a simple static window with no decoration\n// + a context-menu to choose which corner of the screen to use.\nstatic void ShowExampleAppSimpleOverlay(bool* p_open)\n{\n    const float DISTANCE = 10.0f;\n    static int corner = 0;\n    ImGuiIO& io = ImGui::GetIO();\n    ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;\n    if (corner != -1)\n    {\n        window_flags |= ImGuiWindowFlags_NoMove;\n        ImVec2 window_pos = ImVec2((corner & 1) ? io.DisplaySize.x - DISTANCE : DISTANCE, (corner & 2) ? io.DisplaySize.y - DISTANCE : DISTANCE);\n        ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f);\n        ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);\n    }\n    ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background\n    if (ImGui::Begin(\"Example: Simple overlay\", p_open, window_flags))\n    {\n        ImGui::Text(\"Simple overlay\\n\" \"in the corner of the screen.\\n\" \"(right-click to change position)\");\n        ImGui::Separator();\n        if (ImGui::IsMousePosValid())\n            ImGui::Text(\"Mouse Position: (%.1f,%.1f)\", io.MousePos.x, io.MousePos.y);\n        else\n            ImGui::Text(\"Mouse Position: <invalid>\");\n        if (ImGui::BeginPopupContextWindow())\n        {\n            if (ImGui::MenuItem(\"Custom\",       NULL, corner == -1)) corner = -1;\n            if (ImGui::MenuItem(\"Top-left\",     NULL, corner == 0)) corner = 0;\n            if (ImGui::MenuItem(\"Top-right\",    NULL, corner == 1)) corner = 1;\n            if (ImGui::MenuItem(\"Bottom-left\",  NULL, corner == 2)) corner = 2;\n            if (ImGui::MenuItem(\"Bottom-right\", NULL, corner == 3)) corner = 3;\n            if (p_open && ImGui::MenuItem(\"Close\")) *p_open = false;\n            ImGui::EndPopup();\n        }\n    }\n    ImGui::End();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles()\n//-----------------------------------------------------------------------------\n\n// Demonstrate using \"##\" and \"###\" in identifiers to manipulate ID generation.\n// This apply to all regular items as well.\n// Read FAQ section \"How can I have multiple widgets with the same label?\" for details.\nstatic void ShowExampleAppWindowTitles(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], ImGui::GetFrameCount());\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//-----------------------------------------------------------------------------\n// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()\n//-----------------------------------------------------------------------------\n\n// Demonstrate using the low-level ImDrawList to draw custom shapes.\nstatic void ShowExampleAppCustomRendering(bool* p_open)\n{\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\n    // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your\n    // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not\n    // exposed outside (to avoid messing with your types) In this example we are not using the maths operators!\n\n    if (ImGui::BeginTabBar(\"##TabBar\"))\n    {\n        if (ImGui::BeginTabItem(\"Primitives\"))\n        {\n            ImGui::PushItemWidth(-ImGui::GetFontSize() * 10);\n            ImDrawList* draw_list = ImGui::GetWindowDrawList();\n\n            // Draw gradients\n            // (note that those are currently exacerbating our sRGB/Linear issues)\n            // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well..\n            ImGui::Text(\"Gradients\");\n            ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight());\n            {\n                ImVec2 p0 = ImGui::GetCursorScreenPos();\n                ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y);\n                ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255));\n                ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255));\n                draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a);\n                ImGui::InvisibleButton(\"##gradient1\", gradient_size);\n            }\n            {\n                ImVec2 p0 = ImGui::GetCursorScreenPos();\n                ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y);\n                ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255));\n                ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255));\n                draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a);\n                ImGui::InvisibleButton(\"##gradient2\", gradient_size);\n            }\n\n            // Draw a bunch of primitives\n            ImGui::Text(\"All primitives\");\n            static float sz = 36.0f;\n            static float thickness = 3.0f;\n            static int ngon_sides = 6;\n            static bool circle_segments_override = false;\n            static int circle_segments_override_v = 12;\n            static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);\n            ImGui::DragFloat(\"Size\", &sz, 0.2f, 2.0f, 72.0f, \"%.0f\");\n            ImGui::DragFloat(\"Thickness\", &thickness, 0.05f, 1.0f, 8.0f, \"%.02f\");\n            ImGui::SliderInt(\"N-gon sides\", &ngon_sides, 3, 12);\n            ImGui::Checkbox(\"##circlesegmentoverride\", &circle_segments_override);\n            ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);\n            if (ImGui::SliderInt(\"Circle segments\", &circle_segments_override_v, 3, 40))\n                circle_segments_override = true;\n            ImGui::ColorEdit4(\"Color\", &colf.x);\n\n            const ImVec2 p = ImGui::GetCursorScreenPos();\n            const ImU32 col = ImColor(colf);\n            const float spacing = 10.0f;\n            const ImDrawCornerFlags corners_none = 0;\n            const ImDrawCornerFlags corners_all = ImDrawCornerFlags_All;\n            const ImDrawCornerFlags corners_tl_br = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight;\n            const int circle_segments = circle_segments_override ? circle_segments_override_v : 0;\n            float x = p.x + 4.0f;\n            float y = p.y + 4.0f;\n            for (int n = 0; n < 2; n++)\n            {\n                // First line uses a thickness of 1.0f, second line uses the configurable thickness\n                float th = (n == 0) ? 1.0f : thickness;\n                draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th);                 x += sz + spacing;  // N-gon\n                draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th);          x += sz + spacing;  // Circle\n                draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f,  corners_none, th);             x += sz + spacing;  // Square\n                draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_all, th);              x += sz + spacing;  // Square with all rounded corners\n                draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br, th);            x += sz + spacing;  // Square with two rounded corners\n                draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing;  // Triangle\n                //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle\n                draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th);                                       x += sz + spacing;  // Horizontal line (note: drawing a filled rectangle will be faster!)\n                draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th);                                       x += spacing;       // Vertical line (note: drawing a filled rectangle will be faster!)\n                draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th);                                  x += sz + spacing;  // Diagonal line\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), col, th);\n                x = p.x + 4;\n                y += sz + spacing;\n            }\n            draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz*0.5f, col, ngon_sides);               x += sz + spacing;  // N-gon\n            draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments);            x += sz + spacing;  // Circle\n            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col);                                    x += sz + spacing;  // Square\n            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f);                             x += sz + spacing;  // Square with all rounded corners\n            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br);              x += sz + spacing;  // Square with two rounded corners\n            draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col);  x += sz + spacing;  // Triangle\n            //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle\n            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col);                             x += sz + spacing;  // Horizontal line (faster than AddLine, but only handle integer thickness)\n            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col);                             x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness)\n            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col);                                      x += sz;            // Pixel (faster than AddLine)\n            draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255));\n\n            ImGui::Dummy(ImVec2((sz + spacing) * 8.8f, (sz + spacing) * 3.0f));\n            ImGui::PopItemWidth();\n            ImGui::EndTabItem();\n        }\n\n        if (ImGui::BeginTabItem(\"Canvas\"))\n        {\n            static ImVector<ImVec2> points;\n            static ImVec2 scrolling(0.0f, 0.0f);\n            static bool opt_enable_grid = true;\n            static bool opt_enable_context_menu = true;\n            static bool adding_line = false;\n\n            ImGui::Checkbox(\"Enable grid\", &opt_enable_grid);\n            ImGui::Checkbox(\"Enable context menu\", &opt_enable_context_menu);\n            ImGui::Text(\"Mouse Left: drag to add lines,\\nMouse Right: drag to scroll, click for context menu.\");\n\n            // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling.\n            // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls.\n            // To use a child window instead we could use, e.g:\n            //      ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));      // Disable padding\n            //      ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255));  // Set a background color\n            //      ImGui::BeginChild(\"canvas\", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_NoMove);\n            //      ImGui::PopStyleColor();\n            //      ImGui::PopStyleVar();\n            //      [...]\n            //      ImGui::EndChild();\n\n            // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive()\n            ImVec2 canvas_p0 = ImGui::GetCursorScreenPos();      // ImDrawList API uses screen coordinates!\n            ImVec2 canvas_sz = ImGui::GetContentRegionAvail();   // Resize canvas to what's available\n            if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f;\n            if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f;\n            ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y);\n\n            // Draw border and background color\n            ImGuiIO& io = ImGui::GetIO();\n            ImDrawList* draw_list = ImGui::GetWindowDrawList();\n            draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255));\n            draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255));\n\n            // This will catch our interactions\n            ImGui::InvisibleButton(\"canvas\", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight);\n            const bool is_hovered = ImGui::IsItemHovered(); // Hovered\n            const bool is_active = ImGui::IsItemActive();   // Held\n            const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin\n            const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y);\n\n            // Add first and second point\n            if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left))\n            {\n                points.push_back(mouse_pos_in_canvas);\n                points.push_back(mouse_pos_in_canvas);\n                adding_line = true;\n            }\n            if (adding_line)\n            {\n                points.back() = mouse_pos_in_canvas;\n                if (!ImGui::IsMouseDown(ImGuiMouseButton_Left))\n                    adding_line = false;\n            }\n\n            // Pan (we use a zero mouse threshold when there's no context menu)\n            // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc.\n            const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f;\n            if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan))\n            {\n                scrolling.x += io.MouseDelta.x;\n                scrolling.y += io.MouseDelta.y;\n            }\n\n            // Context menu (under default mouse threshold)\n            ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right);\n            if (opt_enable_context_menu && ImGui::IsMouseReleased(ImGuiMouseButton_Right) && drag_delta.x == 0.0f && drag_delta.y == 0.0f)\n                ImGui::OpenPopupOnItemClick(\"context\");\n            if (ImGui::BeginPopup(\"context\"))\n            {\n                if (adding_line)\n                    points.resize(points.size() - 2);\n                adding_line = false;\n                if (ImGui::MenuItem(\"Remove one\", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); }\n                if (ImGui::MenuItem(\"Remove all\", NULL, false, points.Size > 0)) { points.clear(); }\n                ImGui::EndPopup();\n            }\n\n            // Draw grid + all lines in the canvas\n            draw_list->PushClipRect(canvas_p0, canvas_p1, true);\n            if (opt_enable_grid)\n            {\n                const float GRID_STEP = 64.0f;\n                for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP)\n                    draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40));\n                for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP)\n                    draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40));\n            }\n            for (int n = 0; n < points.Size; n += 2)\n                draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f);\n            draw_list->PopClipRect();\n\n            ImGui::EndTabItem();\n        }\n\n        if (ImGui::BeginTabItem(\"BG/FG draw lists\"))\n        {\n            static bool draw_bg = true;\n            static bool draw_fg = true;\n            ImGui::Checkbox(\"Draw in Background draw list\", &draw_bg);\n            ImGui::SameLine(); HelpMarker(\"The Background draw list will be rendered below every Dear ImGui windows.\");\n            ImGui::Checkbox(\"Draw in Foreground draw list\", &draw_fg);\n            ImGui::SameLine(); HelpMarker(\"The Foreground draw list will be rendered over every Dear ImGui windows.\");\n            ImVec2 window_pos = ImGui::GetWindowPos();\n            ImVec2 window_size = ImGui::GetWindowSize();\n            ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f);\n            if (draw_bg)\n                ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4);\n            if (draw_fg)\n                ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10);\n            ImGui::EndTabItem();\n        }\n\n        ImGui::EndTabBar();\n    }\n\n    ImGui::End();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()\n//-----------------------------------------------------------------------------\n\n// Simplified structure to mimic a Document model\nstruct MyDocument\n{\n    const char* Name;       // Document title\n    bool        Open;       // Set when open (we keep an array of all available documents to simplify demo code!)\n    bool        OpenPrev;   // Copy of Open from last update.\n    bool        Dirty;      // Set when the document has been modified\n    bool        WantClose;  // Set when the document\n    ImVec4      Color;      // An arbitrary variable associated to the document\n\n    MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f))\n    {\n        Name = name;\n        Open = OpenPrev = open;\n        Dirty = false;\n        WantClose = false;\n        Color = color;\n    }\n    void DoOpen()       { Open = true; }\n    void DoQueueClose() { WantClose = true; }\n    void DoForceClose() { Open = false; Dirty = false; }\n    void DoSave()       { Dirty = false; }\n\n    // Display placeholder contents for the Document\n    static void DisplayContents(MyDocument* doc)\n    {\n        ImGui::PushID(doc);\n        ImGui::Text(\"Document \\\"%s\\\"\", doc->Name);\n        ImGui::PushStyleColor(ImGuiCol_Text, doc->Color);\n        ImGui::TextWrapped(\"Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.\");\n        ImGui::PopStyleColor();\n        if (ImGui::Button(\"Modify\", ImVec2(100, 0)))\n            doc->Dirty = true;\n        ImGui::SameLine();\n        if (ImGui::Button(\"Save\", ImVec2(100, 0)))\n            doc->DoSave();\n        ImGui::ColorEdit3(\"color\", &doc->Color.x);  // Useful to test drag and drop and hold-dragged-to-open-tab behavior.\n        ImGui::PopID();\n    }\n\n    // Display context menu for the Document\n    static void DisplayContextMenu(MyDocument* doc)\n    {\n        if (!ImGui::BeginPopupContextItem())\n            return;\n\n        char buf[256];\n        sprintf(buf, \"Save %s\", doc->Name);\n        if (ImGui::MenuItem(buf, \"CTRL+S\", false, doc->Open))\n            doc->DoSave();\n        if (ImGui::MenuItem(\"Close\", \"CTRL+W\", false, doc->Open))\n            doc->DoQueueClose();\n        ImGui::EndPopup();\n    }\n};\n\nstruct ExampleAppDocuments\n{\n    ImVector<MyDocument> Documents;\n\n    ExampleAppDocuments()\n    {\n        Documents.push_back(MyDocument(\"Lettuce\",             true,  ImVec4(0.4f, 0.8f, 0.4f, 1.0f)));\n        Documents.push_back(MyDocument(\"Eggplant\",            true,  ImVec4(0.8f, 0.5f, 1.0f, 1.0f)));\n        Documents.push_back(MyDocument(\"Carrot\",              true,  ImVec4(1.0f, 0.8f, 0.5f, 1.0f)));\n        Documents.push_back(MyDocument(\"Tomato\",              false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f)));\n        Documents.push_back(MyDocument(\"A Rather Long Title\", false));\n        Documents.push_back(MyDocument(\"Some Document\",       false));\n    }\n};\n\n// [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface.\n// If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo,\n// as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for\n// the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has\n// disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively\n// give the impression of a flicker for one frame.\n// We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch.\n// Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag.\nstatic void NotifyOfDocumentsClosedElsewhere(ExampleAppDocuments& app)\n{\n    for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)\n    {\n        MyDocument* doc = &app.Documents[doc_n];\n        if (!doc->Open && doc->OpenPrev)\n            ImGui::SetTabItemClosed(doc->Name);\n        doc->OpenPrev = doc->Open;\n    }\n}\n\nvoid ShowExampleAppDocuments(bool* p_open)\n{\n    static ExampleAppDocuments app;\n\n    // Options\n    static bool opt_reorderable = true;\n    static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_;\n\n    bool window_contents_visible = ImGui::Begin(\"Example: Documents\", p_open, ImGuiWindowFlags_MenuBar);\n    if (!window_contents_visible)\n    {\n        ImGui::End();\n        return;\n    }\n\n    // Menu\n    if (ImGui::BeginMenuBar())\n    {\n        if (ImGui::BeginMenu(\"File\"))\n        {\n            int open_count = 0;\n            for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)\n                open_count += app.Documents[doc_n].Open ? 1 : 0;\n\n            if (ImGui::BeginMenu(\"Open\", open_count < app.Documents.Size))\n            {\n                for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)\n                {\n                    MyDocument* doc = &app.Documents[doc_n];\n                    if (!doc->Open)\n                        if (ImGui::MenuItem(doc->Name))\n                            doc->DoOpen();\n                }\n                ImGui::EndMenu();\n            }\n            if (ImGui::MenuItem(\"Close All Documents\", NULL, false, open_count > 0))\n                for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)\n                    app.Documents[doc_n].DoQueueClose();\n            if (ImGui::MenuItem(\"Exit\", \"Alt+F4\")) {}\n            ImGui::EndMenu();\n        }\n        ImGui::EndMenuBar();\n    }\n\n    // [Debug] List documents with one checkbox for each\n    for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)\n    {\n        MyDocument* doc = &app.Documents[doc_n];\n        if (doc_n > 0)\n            ImGui::SameLine();\n        ImGui::PushID(doc);\n        if (ImGui::Checkbox(doc->Name, &doc->Open))\n            if (!doc->Open)\n                doc->DoForceClose();\n        ImGui::PopID();\n    }\n\n    ImGui::Separator();\n\n    // Submit Tab Bar and Tabs\n    {\n        ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0);\n        if (ImGui::BeginTabBar(\"##tabs\", tab_bar_flags))\n        {\n            if (opt_reorderable)\n                NotifyOfDocumentsClosedElsewhere(app);\n\n            // [DEBUG] Stress tests\n            //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1;            // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on.\n            //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name);  // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway..\n\n            // Submit Tabs\n            for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)\n            {\n                MyDocument* doc = &app.Documents[doc_n];\n                if (!doc->Open)\n                    continue;\n\n                ImGuiTabItemFlags tab_flags = (doc->Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0);\n                bool visible = ImGui::BeginTabItem(doc->Name, &doc->Open, tab_flags);\n\n                // Cancel attempt to close when unsaved add to save queue so we can display a popup.\n                if (!doc->Open && doc->Dirty)\n                {\n                    doc->Open = true;\n                    doc->DoQueueClose();\n                }\n\n                MyDocument::DisplayContextMenu(doc);\n                if (visible)\n                {\n                    MyDocument::DisplayContents(doc);\n                    ImGui::EndTabItem();\n                }\n            }\n\n            ImGui::EndTabBar();\n        }\n    }\n\n    // Update closing queue\n    static ImVector<MyDocument*> close_queue;\n    if (close_queue.empty())\n    {\n        // Close queue is locked once we started a popup\n        for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)\n        {\n            MyDocument* doc = &app.Documents[doc_n];\n            if (doc->WantClose)\n            {\n                doc->WantClose = false;\n                close_queue.push_back(doc);\n            }\n        }\n    }\n\n    // Display closing confirmation UI\n    if (!close_queue.empty())\n    {\n        int close_queue_unsaved_documents = 0;\n        for (int n = 0; n < close_queue.Size; n++)\n            if (close_queue[n]->Dirty)\n                close_queue_unsaved_documents++;\n\n        if (close_queue_unsaved_documents == 0)\n        {\n            // Close documents when all are unsaved\n            for (int n = 0; n < close_queue.Size; n++)\n                close_queue[n]->DoForceClose();\n            close_queue.clear();\n        }\n        else\n        {\n            if (!ImGui::IsPopupOpen(\"Save?\"))\n                ImGui::OpenPopup(\"Save?\");\n            if (ImGui::BeginPopupModal(\"Save?\"))\n            {\n                ImGui::Text(\"Save change to the following items?\");\n                ImGui::SetNextItemWidth(-1.0f);\n                if (ImGui::ListBoxHeader(\"##\", close_queue_unsaved_documents, 6))\n                {\n                    for (int n = 0; n < close_queue.Size; n++)\n                        if (close_queue[n]->Dirty)\n                            ImGui::Text(\"%s\", close_queue[n]->Name);\n                    ImGui::ListBoxFooter();\n                }\n\n                if (ImGui::Button(\"Yes\", ImVec2(80, 0)))\n                {\n                    for (int n = 0; n < close_queue.Size; n++)\n                    {\n                        if (close_queue[n]->Dirty)\n                            close_queue[n]->DoSave();\n                        close_queue[n]->DoForceClose();\n                    }\n                    close_queue.clear();\n                    ImGui::CloseCurrentPopup();\n                }\n                ImGui::SameLine();\n                if (ImGui::Button(\"No\", ImVec2(80, 0)))\n                {\n                    for (int n = 0; n < close_queue.Size; n++)\n                        close_queue[n]->DoForceClose();\n                    close_queue.clear();\n                    ImGui::CloseCurrentPopup();\n                }\n                ImGui::SameLine();\n                if (ImGui::Button(\"Cancel\", ImVec2(80, 0)))\n                {\n                    close_queue.clear();\n                    ImGui::CloseCurrentPopup();\n                }\n                ImGui::EndPopup();\n            }\n        }\n    }\n\n    ImGui::End();\n}\n\n// End of Demo code\n#else\n\nvoid ImGui::ShowAboutWindow(bool*) {}\nvoid ImGui::ShowDemoWindow(bool*) {}\nvoid ImGui::ShowUserGuide() {}\nvoid ImGui::ShowStyleEditor(ImGuiStyle*) {}\n\n#endif\n\n#endif // #ifndef IMGUI_DISABLE\n"
  },
  {
    "path": "LView/imgui_draw.cpp",
    "content": "// dear imgui, v1.80 WIP\n// (drawing and font code)\n\n/*\n\nIndex of this file:\n\n// [SECTION] STB libraries implementation\n// [SECTION] Style functions\n// [SECTION] ImDrawList\n// [SECTION] ImDrawListSplitter\n// [SECTION] ImDrawData\n// [SECTION] Helpers ShadeVertsXXX functions\n// [SECTION] ImFontConfig\n// [SECTION] ImFontAtlas\n// [SECTION] ImFontAtlas glyph ranges helpers\n// [SECTION] ImFontGlyphRangesBuilder\n// [SECTION] ImFont\n// [SECTION] ImGui Internal Render Helpers\n// [SECTION] Decompression code\n// [SECTION] Default font data (ProggyClean.ttf)\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#ifndef IMGUI_DISABLE\n\n#ifndef IMGUI_DEFINE_MATH_OPERATORS\n#define IMGUI_DEFINE_MATH_OPERATORS\n#endif\n#include \"imgui_internal.h\"\n\n#include <stdio.h>      // vsnprintf, sscanf, printf\n#if !defined(alloca)\n#if defined(__GLIBC__) || defined(__sun) || defined(__APPLE__) || defined(__NEWLIB__)\n#include <alloca.h>     // alloca (glibc uses <alloca.h>. Note that Cygwin may have _WIN32 defined, so the order matters here)\n#elif defined(_WIN32)\n#include <malloc.h>     // alloca\n#if !defined(alloca)\n#define alloca _alloca  // for clang with MS Codegen\n#endif\n#else\n#include <stdlib.h>     // alloca\n#endif\n#endif\n\n// Visual Studio warnings\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/GCC warnings with -Weverything\n#if defined(__clang__)\n#if __has_warning(\"-Wunknown-warning-option\")\n#pragma clang diagnostic ignored \"-Wunknown-warning-option\"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!\n#endif\n#if __has_warning(\"-Walloca\")\n#pragma clang diagnostic ignored \"-Walloca\"                         // warning: use of function '__builtin_alloca' is discouraged\n#endif\n#pragma clang diagnostic ignored \"-Wunknown-pragmas\"                // warning: unknown warning group 'xxx'\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 is.\n#pragma clang diagnostic ignored \"-Wsign-conversion\"                // warning: implicit conversion changes signedness\n#pragma clang diagnostic ignored \"-Wzero-as-null-pointer-constant\"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0\n#pragma clang diagnostic ignored \"-Wcomma\"                          // warning: possible misuse of comma operator here\n#pragma clang diagnostic ignored \"-Wreserved-id-macro\"              // warning: macro name is a reserved identifier\n#pragma clang diagnostic ignored \"-Wdouble-promotion\"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.\n#pragma clang diagnostic ignored \"-Wimplicit-int-float-conversion\"  // warning: implicit conversion from 'xxx' to 'float' may lose precision\n#elif defined(__GNUC__)\n#pragma GCC diagnostic ignored \"-Wpragmas\"                  // warning: unknown option after '#pragma GCC diagnostic' kind\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 \"-Wstack-protector\"          // warning: stack protector not protecting local variables: variable length buffer\n#pragma GCC diagnostic ignored \"-Wclass-memaccess\"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead\n#endif\n\n//-------------------------------------------------------------------------\n// [SECTION] STB libraries implementation\n//-------------------------------------------------------------------------\n\n// Compile time options:\n//#define IMGUI_STB_NAMESPACE           ImStb\n//#define IMGUI_STB_TRUETYPE_FILENAME   \"my_folder/stb_truetype.h\"\n//#define IMGUI_STB_RECT_PACK_FILENAME  \"my_folder/stb_rect_pack.h\"\n//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION\n//#define IMGUI_DISABLE_STB_RECT_PACK_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#if defined(__clang__)\n#pragma clang diagnostic push\n#pragma clang diagnostic ignored \"-Wunused-function\"\n#pragma clang diagnostic ignored \"-Wmissing-prototypes\"\n#pragma clang diagnostic ignored \"-Wimplicit-fallthrough\"\n#pragma clang diagnostic ignored \"-Wcast-qual\"              // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier\n#endif\n\n#if defined(__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#pragma GCC diagnostic ignored \"-Wcast-qual\"                // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers\n#endif\n\n#ifndef STB_RECT_PACK_IMPLEMENTATION                        // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)\n#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION\n#define STBRP_STATIC\n#define STBRP_ASSERT(x)     do { IM_ASSERT(x); } while (0)\n#define STBRP_SORT          ImQsort\n#define STB_RECT_PACK_IMPLEMENTATION\n#endif\n#ifdef IMGUI_STB_RECT_PACK_FILENAME\n#include IMGUI_STB_RECT_PACK_FILENAME\n#else\n#include \"imstb_rectpack.h\"\n#endif\n#endif\n\n#ifndef STB_TRUETYPE_IMPLEMENTATION                         // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)\n#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION\n#define STBTT_malloc(x,u)   ((void)(u), IM_ALLOC(x))\n#define STBTT_free(x,u)     ((void)(u), IM_FREE(x))\n#define STBTT_assert(x)     do { IM_ASSERT(x); } while(0)\n#define STBTT_fmod(x,y)     ImFmod(x,y)\n#define STBTT_sqrt(x)       ImSqrt(x)\n#define STBTT_pow(x,y)      ImPow(x,y)\n#define STBTT_fabs(x)       ImFabs(x)\n#define STBTT_ifloor(x)     ((int)ImFloorStd(x))\n#define STBTT_iceil(x)      ((int)ImCeil(x))\n#define STBTT_STATIC\n#define STB_TRUETYPE_IMPLEMENTATION\n#else\n#define STBTT_DEF extern\n#endif\n#ifdef IMGUI_STB_TRUETYPE_FILENAME\n#include IMGUI_STB_TRUETYPE_FILENAME\n#else\n#include \"imstb_truetype.h\"\n#endif\n#endif\n\n#if defined(__GNUC__)\n#pragma GCC diagnostic pop\n#endif\n\n#if defined(__clang__)\n#pragma clang diagnostic pop\n#endif\n\n#if defined(_MSC_VER)\n#pragma warning (pop)\n#endif\n\n#ifdef IMGUI_STB_NAMESPACE\n} // namespace ImStb\nusing namespace IMGUI_STB_NAMESPACE;\n#endif\n\n//-----------------------------------------------------------------------------\n// [SECTION] Style functions\n//-----------------------------------------------------------------------------\n\nvoid ImGui::StyleColorsDark(ImGuiStyle* dst)\n{\n    ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();\n    ImVec4* colors = style->Colors;\n\n    colors[ImGuiCol_Text]                   = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);\n    colors[ImGuiCol_TextDisabled]           = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);\n    colors[ImGuiCol_WindowBg]               = ImVec4(0.06f, 0.06f, 0.06f, 0.94f);\n    colors[ImGuiCol_ChildBg]                = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_PopupBg]                = ImVec4(0.08f, 0.08f, 0.08f, 0.94f);\n    colors[ImGuiCol_Border]                 = ImVec4(0.43f, 0.43f, 0.50f, 0.50f);\n    colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_FrameBg]                = ImVec4(0.16f, 0.29f, 0.48f, 0.54f);\n    colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);\n    colors[ImGuiCol_FrameBgActive]          = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);\n    colors[ImGuiCol_TitleBg]                = ImVec4(0.04f, 0.04f, 0.04f, 1.00f);\n    colors[ImGuiCol_TitleBgActive]          = ImVec4(0.16f, 0.29f, 0.48f, 1.00f);\n    colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(0.00f, 0.00f, 0.00f, 0.51f);\n    colors[ImGuiCol_MenuBarBg]              = ImVec4(0.14f, 0.14f, 0.14f, 1.00f);\n    colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.02f, 0.02f, 0.02f, 0.53f);\n    colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.31f, 0.31f, 0.31f, 1.00f);\n    colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);\n    colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.51f, 0.51f, 0.51f, 1.00f);\n    colors[ImGuiCol_CheckMark]              = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);\n    colors[ImGuiCol_SliderGrab]             = ImVec4(0.24f, 0.52f, 0.88f, 1.00f);\n    colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);\n    colors[ImGuiCol_Button]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);\n    colors[ImGuiCol_ButtonHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);\n    colors[ImGuiCol_ButtonActive]           = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);\n    colors[ImGuiCol_Header]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); //0.26f, 0.59f, 0.98f, 0.31f\n    colors[ImGuiCol_HeaderHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);\n    colors[ImGuiCol_HeaderActive]           = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);\n    colors[ImGuiCol_Separator]              = colors[ImGuiCol_Border];\n    colors[ImGuiCol_SeparatorHovered]       = ImVec4(0.10f, 0.40f, 0.75f, 0.78f);\n    colors[ImGuiCol_SeparatorActive]        = ImVec4(0.10f, 0.40f, 0.75f, 1.00f);\n    colors[ImGuiCol_ResizeGrip]             = ImVec4(0.26f, 0.59f, 0.98f, 0.25f);\n    colors[ImGuiCol_ResizeGripHovered]      = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);\n    colors[ImGuiCol_ResizeGripActive]       = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);\n    colors[ImGuiCol_Tab]                    = ImLerp(colors[ImGuiCol_Header],       colors[ImGuiCol_TitleBgActive], 0.80f);\n    colors[ImGuiCol_TabHovered]             = colors[ImGuiCol_HeaderHovered];\n    colors[ImGuiCol_TabActive]              = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);\n    colors[ImGuiCol_TabUnfocused]           = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);\n    colors[ImGuiCol_TabUnfocusedActive]     = ImLerp(colors[ImGuiCol_TabActive],    colors[ImGuiCol_TitleBg], 0.40f);\n    colors[ImGuiCol_PlotLines]              = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);\n    colors[ImGuiCol_PlotLinesHovered]       = ImVec4(1.00f, 0.43f, 0.35f, 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_TableHeaderBg]          = ImVec4(0.19f, 0.19f, 0.20f, 1.00f);\n    colors[ImGuiCol_TableBorderStrong]      = ImVec4(0.31f, 0.31f, 0.35f, 1.00f);   // Prefer using Alpha=1.0 here\n    colors[ImGuiCol_TableBorderLight]       = ImVec4(0.23f, 0.23f, 0.25f, 1.00f);   // Prefer using Alpha=1.0 here\n    colors[ImGuiCol_TableRowBg]             = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_TableRowBgAlt]          = ImVec4(1.00f, 1.00f, 1.00f, 0.06f);\n    colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);\n    colors[ImGuiCol_DragDropTarget]         = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);\n    colors[ImGuiCol_NavHighlight]           = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);\n    colors[ImGuiCol_NavWindowingHighlight]  = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);\n    colors[ImGuiCol_NavWindowingDimBg]      = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);\n    colors[ImGuiCol_ModalWindowDimBg]       = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);\n}\n\nvoid ImGui::StyleColorsClassic(ImGuiStyle* dst)\n{\n    ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();\n    ImVec4* colors = style->Colors;\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_ChildBg]                = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_PopupBg]                = ImVec4(0.11f, 0.11f, 0.14f, 0.92f);\n    colors[ImGuiCol_Border]                 = ImVec4(0.50f, 0.50f, 0.50f, 0.50f);\n    colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_FrameBg]                = ImVec4(0.43f, 0.43f, 0.43f, 0.39f);\n    colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.47f, 0.47f, 0.69f, 0.40f);\n    colors[ImGuiCol_FrameBgActive]          = ImVec4(0.42f, 0.41f, 0.64f, 0.69f);\n    colors[ImGuiCol_TitleBg]                = ImVec4(0.27f, 0.27f, 0.54f, 0.83f);\n    colors[ImGuiCol_TitleBgActive]          = ImVec4(0.32f, 0.32f, 0.63f, 0.87f);\n    colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(0.40f, 0.40f, 0.80f, 0.20f);\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(0.41f, 0.39f, 0.80f, 0.60f);\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(0.41f, 0.39f, 0.80f, 0.60f);\n    colors[ImGuiCol_Button]                 = ImVec4(0.35f, 0.40f, 0.61f, 0.62f);\n    colors[ImGuiCol_ButtonHovered]          = ImVec4(0.40f, 0.48f, 0.71f, 0.79f);\n    colors[ImGuiCol_ButtonActive]           = ImVec4(0.46f, 0.54f, 0.80f, 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, 0.60f);\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, 0.16f);\n    colors[ImGuiCol_ResizeGripHovered]      = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);\n    colors[ImGuiCol_ResizeGripActive]       = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);\n    colors[ImGuiCol_Tab]                    = ImLerp(colors[ImGuiCol_Header],       colors[ImGuiCol_TitleBgActive], 0.80f);\n    colors[ImGuiCol_TabHovered]             = colors[ImGuiCol_HeaderHovered];\n    colors[ImGuiCol_TabActive]              = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);\n    colors[ImGuiCol_TabUnfocused]           = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);\n    colors[ImGuiCol_TabUnfocusedActive]     = ImLerp(colors[ImGuiCol_TabActive],    colors[ImGuiCol_TitleBg], 0.40f);\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_TableHeaderBg]          = ImVec4(0.27f, 0.27f, 0.38f, 1.00f);\n    colors[ImGuiCol_TableBorderStrong]      = ImVec4(0.31f, 0.31f, 0.45f, 1.00f);   // Prefer using Alpha=1.0 here\n    colors[ImGuiCol_TableBorderLight]       = ImVec4(0.26f, 0.26f, 0.28f, 1.00f);   // Prefer using Alpha=1.0 here\n    colors[ImGuiCol_TableRowBg]             = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_TableRowBgAlt]          = ImVec4(1.00f, 1.00f, 1.00f, 0.07f);\n    colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);\n    colors[ImGuiCol_DragDropTarget]         = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);\n    colors[ImGuiCol_NavHighlight]           = colors[ImGuiCol_HeaderHovered];\n    colors[ImGuiCol_NavWindowingHighlight]  = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);\n    colors[ImGuiCol_NavWindowingDimBg]      = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);\n    colors[ImGuiCol_ModalWindowDimBg]       = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);\n}\n\n// Those light colors are better suited with a thicker font than the default one + FrameBorder\nvoid ImGui::StyleColorsLight(ImGuiStyle* dst)\n{\n    ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();\n    ImVec4* colors = style->Colors;\n\n    colors[ImGuiCol_Text]                   = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);\n    colors[ImGuiCol_TextDisabled]           = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);\n    colors[ImGuiCol_WindowBg]               = ImVec4(0.94f, 0.94f, 0.94f, 1.00f);\n    colors[ImGuiCol_ChildBg]                = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_PopupBg]                = ImVec4(1.00f, 1.00f, 1.00f, 0.98f);\n    colors[ImGuiCol_Border]                 = ImVec4(0.00f, 0.00f, 0.00f, 0.30f);\n    colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_FrameBg]                = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);\n    colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);\n    colors[ImGuiCol_FrameBgActive]          = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);\n    colors[ImGuiCol_TitleBg]                = ImVec4(0.96f, 0.96f, 0.96f, 1.00f);\n    colors[ImGuiCol_TitleBgActive]          = ImVec4(0.82f, 0.82f, 0.82f, 1.00f);\n    colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(1.00f, 1.00f, 1.00f, 0.51f);\n    colors[ImGuiCol_MenuBarBg]              = ImVec4(0.86f, 0.86f, 0.86f, 1.00f);\n    colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.98f, 0.98f, 0.98f, 0.53f);\n    colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.69f, 0.69f, 0.69f, 0.80f);\n    colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.49f, 0.49f, 0.49f, 0.80f);\n    colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.49f, 0.49f, 0.49f, 1.00f);\n    colors[ImGuiCol_CheckMark]              = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);\n    colors[ImGuiCol_SliderGrab]             = ImVec4(0.26f, 0.59f, 0.98f, 0.78f);\n    colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.46f, 0.54f, 0.80f, 0.60f);\n    colors[ImGuiCol_Button]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);\n    colors[ImGuiCol_ButtonHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);\n    colors[ImGuiCol_ButtonActive]           = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);\n    colors[ImGuiCol_Header]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);\n    colors[ImGuiCol_HeaderHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);\n    colors[ImGuiCol_HeaderActive]           = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);\n    colors[ImGuiCol_Separator]              = ImVec4(0.39f, 0.39f, 0.39f, 0.62f);\n    colors[ImGuiCol_SeparatorHovered]       = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);\n    colors[ImGuiCol_SeparatorActive]        = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);\n    colors[ImGuiCol_ResizeGrip]             = ImVec4(0.80f, 0.80f, 0.80f, 0.56f);\n    colors[ImGuiCol_ResizeGripHovered]      = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);\n    colors[ImGuiCol_ResizeGripActive]       = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);\n    colors[ImGuiCol_Tab]                    = ImLerp(colors[ImGuiCol_Header],       colors[ImGuiCol_TitleBgActive], 0.90f);\n    colors[ImGuiCol_TabHovered]             = colors[ImGuiCol_HeaderHovered];\n    colors[ImGuiCol_TabActive]              = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);\n    colors[ImGuiCol_TabUnfocused]           = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);\n    colors[ImGuiCol_TabUnfocusedActive]     = ImLerp(colors[ImGuiCol_TabActive],    colors[ImGuiCol_TitleBg], 0.40f);\n    colors[ImGuiCol_PlotLines]              = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);\n    colors[ImGuiCol_PlotLinesHovered]       = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);\n    colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);\n    colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(1.00f, 0.45f, 0.00f, 1.00f);\n    colors[ImGuiCol_TableHeaderBg]          = ImVec4(0.78f, 0.87f, 0.98f, 1.00f);\n    colors[ImGuiCol_TableBorderStrong]      = ImVec4(0.57f, 0.57f, 0.64f, 1.00f);   // Prefer using Alpha=1.0 here\n    colors[ImGuiCol_TableBorderLight]       = ImVec4(0.68f, 0.68f, 0.74f, 1.00f);   // Prefer using Alpha=1.0 here\n    colors[ImGuiCol_TableRowBg]             = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_TableRowBgAlt]          = ImVec4(0.30f, 0.30f, 0.30f, 0.09f);\n    colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);\n    colors[ImGuiCol_DragDropTarget]         = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);\n    colors[ImGuiCol_NavHighlight]           = colors[ImGuiCol_HeaderHovered];\n    colors[ImGuiCol_NavWindowingHighlight]  = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);\n    colors[ImGuiCol_NavWindowingDimBg]      = ImVec4(0.20f, 0.20f, 0.20f, 0.20f);\n    colors[ImGuiCol_ModalWindowDimBg]       = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImDrawList\n//-----------------------------------------------------------------------------\n\nImDrawListSharedData::ImDrawListSharedData()\n{\n    memset(this, 0, sizeof(*this));\n    for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++)\n    {\n        const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx);\n        ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a));\n    }\n}\n\nvoid ImDrawListSharedData::SetCircleSegmentMaxError(float max_error)\n{\n    if (CircleSegmentMaxError == max_error)\n        return;\n    CircleSegmentMaxError = max_error;\n    for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)\n    {\n        const float radius = i + 1.0f;\n        const int segment_count = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError);\n        CircleSegmentCounts[i] = (ImU8)ImMin(segment_count, 255);\n    }\n}\n\n// Initialize before use in a new frame. We always have a command ready in the buffer.\nvoid ImDrawList::_ResetForNewFrame()\n{\n    // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.\n    // (those should be IM_STATIC_ASSERT() in theory but with our pre C++11 setup the whole check doesn't compile with GCC)\n    IM_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);\n    IM_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));\n    IM_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));\n\n    CmdBuffer.resize(0);\n    IdxBuffer.resize(0);\n    VtxBuffer.resize(0);\n    Flags = _Data->InitialFlags;\n    memset(&_CmdHeader, 0, sizeof(_CmdHeader));\n    _VtxCurrentIdx = 0;\n    _VtxWritePtr = NULL;\n    _IdxWritePtr = NULL;\n    _ClipRectStack.resize(0);\n    _TextureIdStack.resize(0);\n    _Path.resize(0);\n    _Splitter.Clear();\n    CmdBuffer.push_back(ImDrawCmd());\n}\n\nvoid ImDrawList::_ClearFreeMemory()\n{\n    CmdBuffer.clear();\n    IdxBuffer.clear();\n    VtxBuffer.clear();\n    Flags = ImDrawListFlags_None;\n    _VtxCurrentIdx = 0;\n    _VtxWritePtr = NULL;\n    _IdxWritePtr = NULL;\n    _ClipRectStack.clear();\n    _TextureIdStack.clear();\n    _Path.clear();\n    _Splitter.ClearFreeMemory();\n}\n\nImDrawList* ImDrawList::CloneOutput() const\n{\n    ImDrawList* dst = IM_NEW(ImDrawList(_Data));\n    dst->CmdBuffer = CmdBuffer;\n    dst->IdxBuffer = IdxBuffer;\n    dst->VtxBuffer = VtxBuffer;\n    dst->Flags = Flags;\n    return dst;\n}\n\nvoid ImDrawList::AddDrawCmd()\n{\n    ImDrawCmd draw_cmd;\n    draw_cmd.ClipRect = _CmdHeader.ClipRect;    // Same as calling ImDrawCmd_HeaderCopy()\n    draw_cmd.TextureId = _CmdHeader.TextureId;\n    draw_cmd.VtxOffset = _CmdHeader.VtxOffset;\n    draw_cmd.IdxOffset = IdxBuffer.Size;\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\n// Pop trailing draw command (used before merging or presenting to user)\n// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL\nvoid ImDrawList::_PopUnusedDrawCmd()\n{\n    if (CmdBuffer.Size == 0)\n        return;\n    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    if (curr_cmd->ElemCount == 0 && curr_cmd->UserCallback == NULL)\n        CmdBuffer.pop_back();\n}\n\nvoid ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)\n{\n    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    IM_ASSERT(curr_cmd->UserCallback == NULL);\n    if (curr_cmd->ElemCount != 0)\n    {\n        AddDrawCmd();\n        curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    }\n    curr_cmd->UserCallback = callback;\n    curr_cmd->UserCallbackData = callback_data;\n\n    AddDrawCmd(); // Force a new command after us (see comment below)\n}\n\n// Compare ClipRect, TextureId and VtxOffset with a single memcmp()\n#define ImDrawCmd_HeaderSize                        (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int))\n#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS)   (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize))    // Compare ClipRect, TextureId, VtxOffset\n#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC)      (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize))    // Copy ClipRect, TextureId, VtxOffset\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::_OnChangedClipRect()\n{\n    // If current command is used with different settings we need to add a new command\n    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0)\n    {\n        AddDrawCmd();\n        return;\n    }\n    IM_ASSERT(curr_cmd->UserCallback == NULL);\n\n    // Try to merge with previous command if it matches, else use current command\n    ImDrawCmd* prev_cmd = curr_cmd - 1;\n    if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL)\n    {\n        CmdBuffer.pop_back();\n        return;\n    }\n\n    curr_cmd->ClipRect = _CmdHeader.ClipRect;\n}\n\nvoid ImDrawList::_OnChangedTextureID()\n{\n    // If current command is used with different settings we need to add a new command\n    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId)\n    {\n        AddDrawCmd();\n        return;\n    }\n    IM_ASSERT(curr_cmd->UserCallback == NULL);\n\n    // Try to merge with previous command if it matches, else use current command\n    ImDrawCmd* prev_cmd = curr_cmd - 1;\n    if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL)\n    {\n        CmdBuffer.pop_back();\n        return;\n    }\n\n    curr_cmd->TextureId = _CmdHeader.TextureId;\n}\n\nvoid ImDrawList::_OnChangedVtxOffset()\n{\n    // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this.\n    _VtxCurrentIdx = 0;\n    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349\n    if (curr_cmd->ElemCount != 0)\n    {\n        AddDrawCmd();\n        return;\n    }\n    IM_ASSERT(curr_cmd->UserCallback == NULL);\n    curr_cmd->VtxOffset = _CmdHeader.VtxOffset;\n}\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)\n    {\n        ImVec4 current = _CmdHeader.ClipRect;\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    _CmdHeader.ClipRect = cr;\n    _OnChangedClipRect();\n}\n\nvoid ImDrawList::PushClipRectFullScreen()\n{\n    PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w));\n}\n\nvoid ImDrawList::PopClipRect()\n{\n    _ClipRectStack.pop_back();\n    _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1];\n    _OnChangedClipRect();\n}\n\nvoid ImDrawList::PushTextureID(ImTextureID texture_id)\n{\n    _TextureIdStack.push_back(texture_id);\n    _CmdHeader.TextureId = texture_id;\n    _OnChangedTextureID();\n}\n\nvoid ImDrawList::PopTextureID()\n{\n    _TextureIdStack.pop_back();\n    _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1];\n    _OnChangedTextureID();\n}\n\n// Reserve space for a number of vertices and indices.\n// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or\n// submit the intermediate results. PrimUnreserve() can be used to release unused allocations.\nvoid ImDrawList::PrimReserve(int idx_count, int vtx_count)\n{\n    // Large mesh support (when enabled)\n    IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);\n    if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))\n    {\n        // FIXME: In theory we should be testing that vtx_count <64k here.\n        // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us\n        // to not make that check until we rework the text functions to handle clipping and large horizontal lines better.\n        _CmdHeader.VtxOffset = VtxBuffer.Size;\n        _OnChangedVtxOffset();\n    }\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// Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve().\nvoid ImDrawList::PrimUnreserve(int idx_count, int vtx_count)\n{\n    IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);\n\n    ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    draw_cmd->ElemCount -= idx_count;\n    VtxBuffer.shrink(VtxBuffer.Size - vtx_count);\n    IdxBuffer.shrink(IdxBuffer.Size - idx_count);\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(_Data->TexUvWhitePixel);\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// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds.\n// Those macros expects l-values.\n#define IM_NORMALIZE2F_OVER_ZERO(VX,VY)     do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0)\n#define IM_FIXNORMAL2F(VX,VY)               do { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } while (0)\n\n// TODO: Thickness anti-aliased lines cap are missing their AA fringe.\n// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.\nvoid ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness)\n{\n    if (points_count < 2)\n        return;\n\n    const ImVec2 opaque_uv = _Data->TexUvWhitePixel;\n    const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw\n    const bool thick_line = (thickness > 1.0f);\n\n    if (Flags & ImDrawListFlags_AntiAliasedLines)\n    {\n        // Anti-aliased stroke\n        const float AA_SIZE = 1.0f;\n        const ImU32 col_trans = col & ~IM_COL32_A_MASK;\n\n        // Thicknesses <1.0 should behave like thickness 1.0\n        thickness = ImMax(thickness, 1.0f);\n        const int integer_thickness = (int)thickness;\n        const float fractional_thickness = thickness - integer_thickness;\n\n        // Do we want to draw this line using a texture?\n        // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved.\n        // - If AA_SIZE is not 1.0f we cannot use the texture path.\n        const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f);\n\n        // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off\n        IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines));\n\n        const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12);\n        const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3);\n        PrimReserve(idx_count, vtx_count);\n\n        // Temporary buffer\n        // The first <points_count> items are normals at each line point, then after that there are either 2 or 4 temp points for each line point\n        ImVec2* temp_normals = (ImVec2*)alloca(points_count * ((use_texture || !thick_line) ? 3 : 5) * sizeof(ImVec2)); //-V630\n        ImVec2* temp_points = temp_normals + points_count;\n\n        // Calculate normals (tangents) for each line segment\n        for (int i1 = 0; i1 < count; i1++)\n        {\n            const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;\n            float dx = points[i2].x - points[i1].x;\n            float dy = points[i2].y - points[i1].y;\n            IM_NORMALIZE2F_OVER_ZERO(dx, dy);\n            temp_normals[i1].x = dy;\n            temp_normals[i1].y = -dx;\n        }\n        if (!closed)\n            temp_normals[points_count - 1] = temp_normals[points_count - 2];\n\n        // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point\n        if (use_texture || !thick_line)\n        {\n            // [PATH 1] Texture-based lines (thick or non-thick)\n            // [PATH 2] Non texture-based lines (non-thick)\n\n            // The width of the geometry we need to draw - this is essentially <thickness> pixels for the line itself, plus \"one pixel\" for AA.\n            // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture\n            //   (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code.\n            // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to\n            //   allow scaling geometry while preserving one-screen-pixel AA fringe).\n            const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE;\n\n            // If line is not closed, the first and last points need to be generated differently as there are no normals to blend\n            if (!closed)\n            {\n                temp_points[0] = points[0] + temp_normals[0] * half_draw_size;\n                temp_points[1] = points[0] - temp_normals[0] * half_draw_size;\n                temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size;\n                temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size;\n            }\n\n            // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges\n            // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps)\n            // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.\n            unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment\n            for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment\n            {\n                const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment\n                const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment\n\n                // Average normals\n                float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;\n                float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;\n                IM_FIXNORMAL2F(dm_x, dm_y);\n                dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area\n                dm_y *= half_draw_size;\n\n                // Add temporary vertexes for the outer edges\n                ImVec2* out_vtx = &temp_points[i2 * 2];\n                out_vtx[0].x = points[i2].x + dm_x;\n                out_vtx[0].y = points[i2].y + dm_y;\n                out_vtx[1].x = points[i2].x - dm_x;\n                out_vtx[1].y = points[i2].y - dm_y;\n\n                if (use_texture)\n                {\n                    // Add indices for two triangles\n                    _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri\n                    _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri\n                    _IdxWritePtr += 6;\n                }\n                else\n                {\n                    // Add indexes for four triangles\n                    _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1\n                    _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2\n                    _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1\n                    _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2\n                    _IdxWritePtr += 12;\n                }\n\n                idx1 = idx2;\n            }\n\n            // Add vertexes for each point on the line\n            if (use_texture)\n            {\n                // If we're using textures we only need to emit the left/right edge vertices\n                ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness];\n                /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false!\n                {\n                    const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1];\n                    tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp()\n                    tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness;\n                    tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness;\n                    tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness;\n                }*/\n                ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y);\n                ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w);\n                for (int i = 0; i < points_count; i++)\n                {\n                    _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge\n                    _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge\n                    _VtxWritePtr += 2;\n                }\n            }\n            else\n            {\n                // If we're not using a texture, we need the center vertex as well\n                for (int i = 0; i < points_count; i++)\n                {\n                    _VtxWritePtr[0].pos = points[i];              _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col;       // Center of line\n                    _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge\n                    _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge\n                    _VtxWritePtr += 3;\n                }\n            }\n        }\n        else\n        {\n            // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point\n            const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f;\n\n            // If line is not closed, the first and last points need to be generated differently as there are no normals to blend\n            if (!closed)\n            {\n                const int points_last = points_count - 1;\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_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE);\n                temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness);\n                temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness);\n                temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE);\n            }\n\n            // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges\n            // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps)\n            // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.\n            unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment\n            for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment\n            {\n                const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment\n                const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment\n\n                // Average normals\n                float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;\n                float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;\n                IM_FIXNORMAL2F(dm_x, dm_y);\n                float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE);\n                float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE);\n                float dm_in_x = dm_x * half_inner_thickness;\n                float dm_in_y = dm_y * half_inner_thickness;\n\n                // Add temporary vertices\n                ImVec2* out_vtx = &temp_points[i2 * 4];\n                out_vtx[0].x = points[i2].x + dm_out_x;\n                out_vtx[0].y = points[i2].y + dm_out_y;\n                out_vtx[1].x = points[i2].x + dm_in_x;\n                out_vtx[1].y = points[i2].y + dm_in_y;\n                out_vtx[2].x = points[i2].x - dm_in_x;\n                out_vtx[2].y = points[i2].y - dm_in_y;\n                out_vtx[3].x = points[i2].x - dm_out_x;\n                out_vtx[3].y = points[i2].y - dm_out_y;\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 vertices\n            for (int i = 0; i < points_count; i++)\n            {\n                _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans;\n                _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col;\n                _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col;\n                _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans;\n                _VtxWritePtr += 4;\n            }\n        }\n        _VtxCurrentIdx += (ImDrawIdx)vtx_count;\n    }\n    else\n    {\n        // [PATH 4] Non texture-based, Non anti-aliased lines\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\n            float dx = p2.x - p1.x;\n            float dy = p2.y - p1.y;\n            IM_NORMALIZE2F_OVER_ZERO(dx, dy);\n            dx *= (thickness * 0.5f);\n            dy *= (thickness * 0.5f);\n\n            _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col;\n            _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col;\n            _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col;\n            _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_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\n// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.\nvoid ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)\n{\n    if (points_count < 3)\n        return;\n\n    const ImVec2 uv = _Data->TexUvWhitePixel;\n\n    if (Flags & ImDrawListFlags_AntiAliasedFill)\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)); //-V630\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            float dx = p1.x - p0.x;\n            float dy = p1.y - p0.y;\n            IM_NORMALIZE2F_OVER_ZERO(dx, dy);\n            temp_normals[i0].x = dy;\n            temp_normals[i0].y = -dx;\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            float dm_x = (n0.x + n1.x) * 0.5f;\n            float dm_y = (n0.y + n1.y) * 0.5f;\n            IM_FIXNORMAL2F(dm_x, dm_y);\n            dm_x *= AA_SIZE * 0.5f;\n            dm_y *= AA_SIZE * 0.5f;\n\n            // Add vertices\n            _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;        // Inner\n            _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _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& center, float radius, int a_min_of_12, int a_max_of_12)\n{\n    if (radius == 0.0f || a_min_of_12 > a_max_of_12)\n    {\n        _Path.push_back(center);\n        return;\n    }\n\n    // For legacy reason the PathArcToFast() always takes angles where 2*PI is represented by 12,\n    // but it is possible to set IM_DRAWLIST_ARCFAST_TESSELATION_MULTIPLIER to a higher value. This should compile to a no-op otherwise.\n#if IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER != 1\n    a_min_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER;\n    a_max_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER;\n#endif\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 = _Data->ArcFastVtx[a % IM_ARRAYSIZE(_Data->ArcFastVtx)];\n        _Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius));\n    }\n}\n\nvoid ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)\n{\n    if (radius == 0.0f)\n    {\n        _Path.push_back(center);\n        return;\n    }\n\n    // Note that we are adding a point at both a_min and a_max.\n    // If you are trying to draw a full closed circle you don't want the overlapping points!\n    _Path.reserve(_Path.Size + (num_segments + 1));\n    for (int i = 0; i <= num_segments; i++)\n    {\n        const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);\n        _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius));\n    }\n}\n\nImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)\n{\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    return 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// Closely mimics BezierClosestPointCasteljauStep() in imgui.cpp\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        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        PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated\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            _Path.push_back(ImBezierCalc(p1, p2, p3, p4, t_step * i_step));\n    }\n}\n\nvoid ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners)\n{\n    rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top)  == ImDrawCornerFlags_Top)  || ((rounding_corners & ImDrawCornerFlags_Bot)   == ImDrawCornerFlags_Bot)   ? 0.5f : 1.0f ) - 1.0f);\n    rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((rounding_corners & ImDrawCornerFlags_Left) == ImDrawCornerFlags_Left) || ((rounding_corners & ImDrawCornerFlags_Right) == ImDrawCornerFlags_Right) ? 0.5f : 1.0f ) - 1.0f);\n\n    if (rounding <= 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 rounding_tl = (rounding_corners & ImDrawCornerFlags_TopLeft) ? rounding : 0.0f;\n        const float rounding_tr = (rounding_corners & ImDrawCornerFlags_TopRight) ? rounding : 0.0f;\n        const float rounding_br = (rounding_corners & ImDrawCornerFlags_BotRight) ? rounding : 0.0f;\n        const float rounding_bl = (rounding_corners & ImDrawCornerFlags_BotLeft) ? rounding : 0.0f;\n        PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9);\n        PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12);\n        PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3);\n        PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6);\n    }\n}\n\nvoid ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n    PathLineTo(p1 + ImVec2(0.5f, 0.5f));\n    PathLineTo(p2 + ImVec2(0.5f, 0.5f));\n    PathStroke(col, false, thickness);\n}\n\n// p_min = upper-left, p_max = lower-right\n// Note we don't render 1 pixels sized rectangles properly.\nvoid ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n    if (Flags & ImDrawListFlags_AntiAliasedLines)\n        PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, rounding_corners);\n    else\n        PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes.\n    PathStroke(col, true, thickness);\n}\n\nvoid ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n    if (rounding > 0.0f)\n    {\n        PathRect(p_min, p_max, rounding, rounding_corners);\n        PathFillConvex(col);\n    }\n    else\n    {\n        PrimReserve(6, 4);\n        PrimRect(p_min, p_max, col);\n    }\n}\n\n// p_min = upper-left, p_max = lower-right\nvoid ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, 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 = _Data->TexUvWhitePixel;\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(p_min, uv, col_upr_left);\n    PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right);\n    PrimWriteVtx(p_max, uv, col_bot_right);\n    PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left);\n}\n\nvoid ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    PathLineTo(p1);\n    PathLineTo(p2);\n    PathLineTo(p3);\n    PathLineTo(p4);\n    PathStroke(col, true, thickness);\n}\n\nvoid ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    PathLineTo(p1);\n    PathLineTo(p2);\n    PathLineTo(p3);\n    PathLineTo(p4);\n    PathFillConvex(col);\n}\n\nvoid ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    PathLineTo(p1);\n    PathLineTo(p2);\n    PathLineTo(p3);\n    PathStroke(col, true, thickness);\n}\n\nvoid ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    PathLineTo(p1);\n    PathLineTo(p2);\n    PathLineTo(p3);\n    PathFillConvex(col);\n}\n\nvoid ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)\n        return;\n\n    // Obtain segment count\n    if (num_segments <= 0)\n    {\n        // Automatic segment count\n        const int radius_idx = (int)radius - 1;\n        if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))\n            num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value\n        else\n            num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);\n    }\n    else\n    {\n        // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)\n        num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);\n    }\n\n    // Because we are filling a closed shape we remove 1 from the count of segments/points\n    const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;\n    if (num_segments == 12)\n        PathArcToFast(center, radius - 0.5f, 0, 12 - 1);\n    else\n        PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);\n    PathStroke(col, true, thickness);\n}\n\nvoid ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)\n{\n    if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)\n        return;\n\n    // Obtain segment count\n    if (num_segments <= 0)\n    {\n        // Automatic segment count\n        const int radius_idx = (int)radius - 1;\n        if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))\n            num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value\n        else\n            num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);\n    }\n    else\n    {\n        // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)\n        num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);\n    }\n\n    // Because we are filling a closed shape we remove 1 from the count of segments/points\n    const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;\n    if (num_segments == 12)\n        PathArcToFast(center, radius, 0, 12 - 1);\n    else\n        PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);\n    PathFillConvex(col);\n}\n\n// Guaranteed to honor 'num_segments'\nvoid ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)\n        return;\n\n    // Because we are filling a closed shape we remove 1 from the count of segments/points\n    const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;\n    PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);\n    PathStroke(col, true, thickness);\n}\n\n// Guaranteed to honor 'num_segments'\nvoid ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)\n{\n    if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)\n        return;\n\n    // Because we are filling a closed shape we remove 1 from the count of segments/points\n    const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;\n    PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);\n    PathFillConvex(col);\n}\n\n// Cubic Bezier takes 4 controls points\nvoid ImDrawList::AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    PathLineTo(p1);\n    PathBezierCurveTo(p2, p3, p4, 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    // Pull default font/size from the shared ImDrawListSharedData instance\n    if (font == NULL)\n        font = _Data->Font;\n    if (font_size == 0.0f)\n        font_size = _Data->FontSize;\n\n    IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId);  // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.\n\n    ImVec4 clip_rect = _CmdHeader.ClipRect;\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& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;\n    if (push_texture_id)\n        PushTextureID(user_texture_id);\n\n    PrimReserve(6, 4);\n    PrimRectUV(p_min, p_max, uv_min, uv_max, col);\n\n    if (push_texture_id)\n        PopTextureID();\n}\n\nvoid ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;\n    if (push_texture_id)\n        PushTextureID(user_texture_id);\n\n    PrimReserve(6, 4);\n    PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col);\n\n    if (push_texture_id)\n        PopTextureID();\n}\n\nvoid ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0)\n    {\n        AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);\n        return;\n    }\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    int vert_start_idx = VtxBuffer.Size;\n    PathRect(p_min, p_max, rounding, rounding_corners);\n    PathFillConvex(col);\n    int vert_end_idx = VtxBuffer.Size;\n    ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true);\n\n    if (push_texture_id)\n        PopTextureID();\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImDrawListSplitter\n//-----------------------------------------------------------------------------\n// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap..\n//-----------------------------------------------------------------------------\n\nvoid ImDrawListSplitter::ClearFreeMemory()\n{\n    for (int i = 0; i < _Channels.Size; i++)\n    {\n        if (i == _Current)\n            memset(&_Channels[i], 0, sizeof(_Channels[i]));  // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again\n        _Channels[i]._CmdBuffer.clear();\n        _Channels[i]._IdxBuffer.clear();\n    }\n    _Current = 0;\n    _Count = 1;\n    _Channels.clear();\n}\n\nvoid ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count)\n{\n    IM_UNUSED(draw_list);\n    IM_ASSERT(_Current == 0 && _Count <= 1 && \"Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter.\");\n    int old_channels_count = _Channels.Size;\n    if (old_channels_count < channels_count)\n    {\n        _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable\n        _Channels.resize(channels_count);\n    }\n    _Count = channels_count;\n\n    // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_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 draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->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    }\n}\n\nvoid ImDrawListSplitter::Merge(ImDrawList* draw_list)\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 (_Count <= 1)\n        return;\n\n    SetCurrentChannel(draw_list, 0);\n    draw_list->_PopUnusedDrawCmd();\n\n    // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.\n    int new_cmd_buffer_count = 0;\n    int new_idx_buffer_count = 0;\n    ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL;\n    int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0;\n    for (int i = 1; i < _Count; i++)\n    {\n        ImDrawChannel& ch = _Channels[i];\n\n        // Equivalent of PopUnusedDrawCmd() for this channel's cmdbuffer and except we don't need to test for UserCallback.\n        if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0)\n            ch._CmdBuffer.pop_back();\n\n        if (ch._CmdBuffer.Size > 0 && last_cmd != NULL)\n        {\n            ImDrawCmd* next_cmd = &ch._CmdBuffer[0];\n            if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL)\n            {\n                // Merge previous channel last draw command with current channel first draw command if matching.\n                last_cmd->ElemCount += next_cmd->ElemCount;\n                idx_offset += next_cmd->ElemCount;\n                ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges.\n            }\n        }\n        if (ch._CmdBuffer.Size > 0)\n            last_cmd = &ch._CmdBuffer.back();\n        new_cmd_buffer_count += ch._CmdBuffer.Size;\n        new_idx_buffer_count += ch._IdxBuffer.Size;\n        for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++)\n        {\n            ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset;\n            idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount;\n        }\n    }\n    draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count);\n    draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count);\n\n    // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices)\n    ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count;\n    ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count;\n    for (int i = 1; i < _Count; 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(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; }\n    }\n    draw_list->_IdxWritePtr = idx_write;\n\n    // Ensure there's always a non-callback draw command trailing the command-buffer\n    if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL)\n        draw_list->AddDrawCmd();\n\n    // If current command is used with different settings we need to add a new command\n    ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];\n    if (curr_cmd->ElemCount == 0)\n        ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset\n    else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)\n        draw_list->AddDrawCmd();\n\n    _Count = 1;\n}\n\nvoid ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)\n{\n    IM_ASSERT(idx >= 0 && idx < _Count);\n    if (_Current == idx)\n        return;\n\n    // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap()\n    memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer));\n    memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer));\n    _Current = idx;\n    memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer));\n    memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer));\n    draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size;\n\n    // If current command is used with different settings we need to add a new command\n    ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];\n    if (curr_cmd == NULL)\n        draw_list->AddDrawCmd();\n    else if (curr_cmd->ElemCount == 0)\n        ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset\n    else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)\n        draw_list->AddDrawCmd();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] 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.\n// Use if your final output buffer is at a different scale than draw_data->DisplaySize,\n// or if there is a difference between your window resolution and framebuffer resolution.\nvoid ImDrawData::ScaleClipRects(const ImVec2& fb_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 * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y);\n        }\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Helpers ShadeVertsXXX functions\n//-----------------------------------------------------------------------------\n\n// Generic linear color gradient, write to RGB fields, leave A untouched.\nvoid ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1)\n{\n    ImVec2 gradient_extent = gradient_p1 - gradient_p0;\n    float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent);\n    ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;\n    ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;\n    const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF;\n    const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF;\n    const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF;\n    const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r;\n    const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g;\n    const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b;\n    for (ImDrawVert* vert = vert_start; vert < vert_end; vert++)\n    {\n        float d = ImDot(vert->pos - gradient_p0, gradient_extent);\n        float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f);\n        int r = (int)(col0_r + col_delta_r * t);\n        int g = (int)(col0_g + col_delta_g * t);\n        int b = (int)(col0_b + col_delta_b * 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// Distribute UV over (a, b) rectangle\nvoid ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp)\n{\n    const ImVec2 size = b - a;\n    const ImVec2 uv_size = uv_b - uv_a;\n    const ImVec2 scale = ImVec2(\n        size.x != 0.0f ? (uv_size.x / size.x) : 0.0f,\n        size.y != 0.0f ? (uv_size.y / size.y) : 0.0f);\n\n    ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;\n    ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;\n    if (clamp)\n    {\n        const ImVec2 min = ImMin(uv_a, uv_b);\n        const ImVec2 max = ImMax(uv_a, uv_b);\n        for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)\n            vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max);\n    }\n    else\n    {\n        for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)\n            vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale);\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] 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; // FIXME: 2 may be a better default?\n    OversampleV = 1;\n    PixelSnapH = false;\n    GlyphExtraSpacing = ImVec2(0.0f, 0.0f);\n    GlyphOffset = ImVec2(0.0f, 0.0f);\n    GlyphRanges = NULL;\n    GlyphMinAdvanceX = 0.0f;\n    GlyphMaxAdvanceX = FLT_MAX;\n    MergeMode = false;\n    RasterizerFlags = 0x00;\n    RasterizerMultiply = 1.0f;\n    EllipsisChar = (ImWchar)-1;\n    memset(Name, 0, sizeof(Name));\n    DstFont = NULL;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImFontAtlas\n//-----------------------------------------------------------------------------\n\n// A work of art lies ahead! (. = white layer, X = black layer, others are blank)\n// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes.\nconst int FONT_ATLAS_DEFAULT_TEX_DATA_W = 108; // Actual texture will be 2 times that + 1 spacing.\nconst int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;\nstatic const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =\n{\n    \"..-         -XXXXXXX-    X    -           X           -XXXXXXX          -          XXXXXXX-     XX          \"\n    \"..-         -X.....X-   X.X   -          X.X          -X.....X          -          X.....X-    X..X         \"\n    \"---         -XXX.XXX-  X...X  -         X...X         -X....X           -           X....X-    X..X         \"\n    \"X           -  X.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-    X..X         \"\n    \"X.X         -  X.X  -XXXX.XXXX-       XXXX.XXXX       -X.X X.X          -          X.X X.X-    X..XXX       \"\n    \"X..X        -  X.X  -   X.X   -          X.X          -XX   X.X         -         X.X   XX-    X..X..XXX    \"\n    \"X...X       -  X.X  -   X.X   -    XX    X.X    XX    -      X.X        -        X.X      -    X..X..X..XX  \"\n    \"X....X      -  X.X  -   X.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        -XXX X..X..X..X..X\"\n    \"X......X    -  X.X  -   X.X   - X...XXXXXX.XXXXXX...X -         X.X   XX-XX   X.X         -X..XX........X..X\"\n    \"X.......X   -  X.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           - X..............X\"\n    \"X.........X -XXX.XXX-   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           -  X.............X\"\n    \"X......XXXXX-XXXXXXX-   X.X   -    XX    X.X    XX    -          X.....X-X.....X          -   X............X\"\n    \"X...X..X    ---------   X.X   -          X.X          -          XXXXXXX-XXXXXXX          -   X...........X \"\n    \"X..X X..X   -       -XXXX.XXXX-       XXXX.XXXX       -------------------------------------    X..........X \"\n    \"X.X  X..X   -       -X.......X-       X.......X       -    XX           XX    -           -    X..........X \"\n    \"XX    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  \"\n    \"       XX           -   X.X   -          X.X          - X...XXXXXXXXXXXXX...X -           -     XXXXXXXXXX  \"\n    \"------------        -    X    -           X           -X.....................X-           ------------------\"\n    \"                    ----------------------------------- X...XXXXXXXXXXXXX...X -                             \"\n    \"                                                      -  X..X           X..X  -                             \"\n    \"                                                      -   X.X           X.X   -                             \"\n    \"                                                      -    XX           XX    -                             \"\n};\n\nstatic const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[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( 1, 8) }, // ImGuiMouseCursor_TextInput\n    { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll\n    { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS\n    { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW\n    { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW\n    { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE\n    { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand\n};\n\nImFontAtlas::ImFontAtlas()\n{\n    Locked = false;\n    Flags = ImFontAtlasFlags_None;\n    TexID = (ImTextureID)NULL;\n    TexDesiredWidth = 0;\n    TexGlyphPadding = 1;\n\n    TexPixelsAlpha8 = NULL;\n    TexPixelsRGBA32 = NULL;\n    TexWidth = TexHeight = 0;\n    TexUvScale = ImVec2(0.0f, 0.0f);\n    TexUvWhitePixel = ImVec2(0.0f, 0.0f);\n    PackIdMouseCursors = PackIdLines = -1;\n}\n\nImFontAtlas::~ImFontAtlas()\n{\n    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\n    Clear();\n}\n\nvoid    ImFontAtlas::ClearInputData()\n{\n    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\n    for (int i = 0; i < ConfigData.Size; i++)\n        if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas)\n        {\n            IM_FREE(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    PackIdMouseCursors = PackIdLines = -1;\n}\n\nvoid    ImFontAtlas::ClearTexData()\n{\n    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\n    if (TexPixelsAlpha8)\n        IM_FREE(TexPixelsAlpha8);\n    if (TexPixelsRGBA32)\n        IM_FREE(TexPixelsRGBA32);\n    TexPixelsAlpha8 = NULL;\n    TexPixelsRGBA32 = NULL;\n}\n\nvoid    ImFontAtlas::ClearFonts()\n{\n    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\n    for (int i = 0; i < Fonts.Size; i++)\n        IM_DELETE(Fonts[i]);\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 = NULL;\n        GetTexDataAsAlpha8(&pixels, NULL, NULL);\n        if (pixels)\n        {\n            TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)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\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(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\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        Fonts.push_back(IM_NEW(ImFont));\n    else\n        IM_ASSERT(!Fonts.empty() && \"Cannot use MergeMode for the first font\"); // 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    ConfigData.push_back(*font_cfg);\n    ImFontConfig& new_font_cfg = ConfigData.back();\n    if (new_font_cfg.DstFont == NULL)\n        new_font_cfg.DstFont = Fonts.back();\n    if (!new_font_cfg.FontDataOwnedByAtlas)\n    {\n        new_font_cfg.FontData = IM_ALLOC(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    if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1)\n        new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar;\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 misc/fonts/binary_to_compressed_c.cpp for encoder)\nstatic unsigned int stb_decompress_length(const unsigned char* input);\nstatic unsigned int stb_decompress(unsigned char* output, const unsigned char* input, 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.SizePixels <= 0.0f)\n        font_cfg.SizePixels = 13.0f * 1.0f;\n    if (font_cfg.Name[0] == '\\0')\n        ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), \"ProggyClean.ttf, %dpx\", (int)font_cfg.SizePixels);\n    font_cfg.EllipsisChar = (ImWchar)0x0085;\n    font_cfg.GlyphOffset.y = 1.0f * IM_FLOOR(font_cfg.SizePixels / 13.0f);  // Add +1 offset per 13 units\n\n    const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();\n    const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();\n    ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges);\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    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\n    size_t data_size = 0;\n    void* data = ImFileLoadToMemory(filename, \"rb\", &data_size, 0);\n    if (!data)\n    {\n        IM_ASSERT_USER_ERROR(0, \"Could not load font 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        ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), \"%s, %.0fpx\", p, size_pixels);\n    }\n    return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges);\n}\n\n// NB: 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    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\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((const unsigned char*)compressed_ttf_data);\n    unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size);\n    stb_decompress(buf_decompressed_data, (const 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 = IM_ALLOC((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    IM_FREE(compressed_ttf);\n    return font;\n}\n\nint ImFontAtlas::AddCustomRectRegular(int width, int height)\n{\n    IM_ASSERT(width > 0 && width <= 0xFFFF);\n    IM_ASSERT(height > 0 && height <= 0xFFFF);\n    ImFontAtlasCustomRect r;\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\nint ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset)\n{\n#ifdef IMGUI_USE_WCHAR32\n    IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX);\n#endif\n    IM_ASSERT(font != NULL);\n    IM_ASSERT(width > 0 && width <= 0xFFFF);\n    IM_ASSERT(height > 0 && height <= 0xFFFF);\n    ImFontAtlasCustomRect r;\n    r.Width = (unsigned short)width;\n    r.Height = (unsigned short)height;\n    r.GlyphID = id;\n    r.GlyphAdvanceX = advance_x;\n    r.GlyphOffset = offset;\n    r.Font = font;\n    CustomRects.push_back(r);\n    return CustomRects.Size - 1; // Return index\n}\n\nvoid ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const\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 * TexUvScale.x, (float)rect->Y * TexUvScale.y);\n    *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y);\n}\n\nbool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2])\n{\n    if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT)\n        return false;\n    if (Flags & ImFontAtlasFlags_NoMouseCursors)\n        return false;\n\n    IM_ASSERT(PackIdMouseCursors != -1);\n    ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors);\n    ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y);\n    ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1];\n    *out_size = size;\n    *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2];\n    out_uv_border[0] = (pos) * TexUvScale;\n    out_uv_border[1] = (pos + size) * TexUvScale;\n    pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;\n    out_uv_fill[0] = (pos) * TexUvScale;\n    out_uv_fill[1] = (pos + size) * TexUvScale;\n    return true;\n}\n\nbool    ImFontAtlas::Build()\n{\n    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\n    return ImFontAtlasBuildWithStbTruetype(this);\n}\n\nvoid    ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor)\n{\n    for (unsigned int i = 0; i < 256; i++)\n    {\n        unsigned int value = (unsigned int)(i * in_brighten_factor);\n        out_table[i] = value > 255 ? 255 : (value & 0xFF);\n    }\n}\n\nvoid    ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride)\n{\n    unsigned char* data = pixels + x + y * stride;\n    for (int j = h; j > 0; j--, data += stride)\n        for (int i = 0; i < w; i++)\n            data[i] = table[data[i]];\n}\n\n// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont)\n// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.)\nstruct ImFontBuildSrcData\n{\n    stbtt_fontinfo      FontInfo;\n    stbtt_pack_range    PackRange;          // Hold the list of codepoints to pack (essentially points to Codepoints.Data)\n    stbrp_rect*         Rects;              // Rectangle to pack. We first fill in their size and the packer will give us their position.\n    stbtt_packedchar*   PackedChars;        // Output glyphs\n    const ImWchar*      SrcRanges;          // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF)\n    int                 DstIndex;           // Index into atlas->Fonts[] and dst_tmp_array[]\n    int                 GlyphsHighest;      // Highest requested codepoint\n    int                 GlyphsCount;        // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)\n    ImBitVector         GlyphsSet;          // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)\n    ImVector<int>       GlyphsList;         // Glyph codepoints list (flattened version of GlyphsMap)\n};\n\n// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont)\nstruct ImFontBuildDstData\n{\n    int                 SrcCount;           // Number of source fonts targeting this destination font.\n    int                 GlyphsHighest;\n    int                 GlyphsCount;\n    ImBitVector         GlyphsSet;          // This is used to resolve collision when multiple sources are merged into a same destination font.\n};\n\nstatic void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector<int>* out)\n{\n    IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int));\n    const ImU32* it_begin = in->Storage.begin();\n    const ImU32* it_end = in->Storage.end();\n    for (const ImU32* it = it_begin; it < it_end; it++)\n        if (ImU32 entries_32 = *it)\n            for (ImU32 bit_n = 0; bit_n < 32; bit_n++)\n                if (entries_32 & ((ImU32)1 << bit_n))\n                    out->push_back((int)(((it - it_begin) << 5) + bit_n));\n}\n\nbool    ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)\n{\n    IM_ASSERT(atlas->ConfigData.Size > 0);\n\n    ImFontAtlasBuildInit(atlas);\n\n    // Clear atlas\n    atlas->TexID = (ImTextureID)NULL;\n    atlas->TexWidth = atlas->TexHeight = 0;\n    atlas->TexUvScale = ImVec2(0.0f, 0.0f);\n    atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f);\n    atlas->ClearTexData();\n\n    // Temporary storage for building\n    ImVector<ImFontBuildSrcData> src_tmp_array;\n    ImVector<ImFontBuildDstData> dst_tmp_array;\n    src_tmp_array.resize(atlas->ConfigData.Size);\n    dst_tmp_array.resize(atlas->Fonts.Size);\n    memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());\n    memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes());\n\n    // 1. Initialize font loading structure, check font data validity\n    for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++)\n    {\n        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];\n        ImFontConfig& cfg = atlas->ConfigData[src_i];\n        IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));\n\n        // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices)\n        src_tmp.DstIndex = -1;\n        for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++)\n            if (cfg.DstFont == atlas->Fonts[output_i])\n                src_tmp.DstIndex = output_i;\n        IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?\n        if (src_tmp.DstIndex == -1)\n            return false;\n\n        // Initialize helper structure for font loading and verify that the TTF/OTF data is correct\n        const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);\n        IM_ASSERT(font_offset >= 0 && \"FontData is incorrect, or FontNo cannot be found.\");\n        if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))\n            return false;\n\n        // Measure highest codepoints\n        ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];\n        src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault();\n        for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)\n            src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);\n        dst_tmp.SrcCount++;\n        dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest);\n    }\n\n    // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs.\n    int total_glyphs_count = 0;\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];\n        ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];\n        src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1);\n        if (dst_tmp.GlyphsSet.Storage.empty())\n            dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1);\n\n        for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)\n            for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)\n            {\n                if (dst_tmp.GlyphsSet.TestBit(codepoint))    // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)\n                    continue;\n                if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint))    // It is actually in the font?\n                    continue;\n\n                // Add to avail set/counters\n                src_tmp.GlyphsCount++;\n                dst_tmp.GlyphsCount++;\n                src_tmp.GlyphsSet.SetBit(codepoint);\n                dst_tmp.GlyphsSet.SetBit(codepoint);\n                total_glyphs_count++;\n            }\n    }\n\n    // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another)\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];\n        src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount);\n        UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList);\n        src_tmp.GlyphsSet.Clear();\n        IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount);\n    }\n    for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++)\n        dst_tmp_array[dst_i].GlyphsSet.Clear();\n    dst_tmp_array.clear();\n\n    // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)\n    // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity)\n    ImVector<stbrp_rect> buf_rects;\n    ImVector<stbtt_packedchar> buf_packedchars;\n    buf_rects.resize(total_glyphs_count);\n    buf_packedchars.resize(total_glyphs_count);\n    memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes());\n    memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes());\n\n    // 4. Gather glyphs sizes so we can pack them in our virtual canvas.\n    int total_surface = 0;\n    int buf_rects_out_n = 0;\n    int buf_packedchars_out_n = 0;\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];\n        if (src_tmp.GlyphsCount == 0)\n            continue;\n\n        src_tmp.Rects = &buf_rects[buf_rects_out_n];\n        src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n];\n        buf_rects_out_n += src_tmp.GlyphsCount;\n        buf_packedchars_out_n += src_tmp.GlyphsCount;\n\n        // Convert our ranges in the format stb_truetype wants\n        ImFontConfig& cfg = atlas->ConfigData[src_i];\n        src_tmp.PackRange.font_size = cfg.SizePixels;\n        src_tmp.PackRange.first_unicode_codepoint_in_range = 0;\n        src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data;\n        src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size;\n        src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars;\n        src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH;\n        src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV;\n\n        // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects)\n        const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels);\n        const int padding = atlas->TexGlyphPadding;\n        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)\n        {\n            int x0, y0, x1, y1;\n            const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]);\n            IM_ASSERT(glyph_index_in_font != 0);\n            stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1);\n            src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1);\n            src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1);\n            total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h;\n        }\n    }\n\n    // We need a width for the skyline algorithm, any width!\n    // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.\n    // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface.\n    const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1;\n    atlas->TexHeight = 0;\n    if (atlas->TexDesiredWidth > 0)\n        atlas->TexWidth = atlas->TexDesiredWidth;\n    else\n        atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512;\n\n    // 5. Start packing\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    const int TEX_HEIGHT_MAX = 1024 * 32;\n    stbtt_pack_context spc = {};\n    stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL);\n    ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info);\n\n    // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point.\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];\n        if (src_tmp.GlyphsCount == 0)\n            continue;\n\n        stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount);\n\n        // Extend texture height and mark missing glyphs as non-packed so we won't render them.\n        // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?)\n        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)\n            if (src_tmp.Rects[glyph_i].was_packed)\n                atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h);\n    }\n\n    // 7. Allocate texture\n    atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight);\n    atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);\n    atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(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    // 8. Render/rasterize font characters into the texture\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontConfig& cfg = atlas->ConfigData[src_i];\n        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];\n        if (src_tmp.GlyphsCount == 0)\n            continue;\n\n        stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects);\n\n        // Apply multiply operator\n        if (cfg.RasterizerMultiply != 1.0f)\n        {\n            unsigned char multiply_table[256];\n            ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);\n            stbrp_rect* r = &src_tmp.Rects[0];\n            for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++)\n                if (r->was_packed)\n                    ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1);\n        }\n        src_tmp.Rects = NULL;\n    }\n\n    // End packing\n    stbtt_PackEnd(&spc);\n    buf_rects.clear();\n\n    // 9. Setup ImFont and glyphs for runtime\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];\n        if (src_tmp.GlyphsCount == 0)\n            continue;\n\n        // When merging fonts with MergeMode=true:\n        // - We can have multiple input fonts writing into a same destination font.\n        // - dst_font->ConfigData is != from cfg which is our source configuration.\n        ImFontConfig& cfg = atlas->ConfigData[src_i];\n        ImFont* dst_font = cfg.DstFont;\n\n        const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels);\n        int unscaled_ascent, unscaled_descent, unscaled_line_gap;\n        stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);\n\n        const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1));\n        const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));\n        ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);\n        const float font_off_x = cfg.GlyphOffset.x;\n        const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);\n\n        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)\n        {\n            // Register glyph\n            const int codepoint = src_tmp.GlyphsList[glyph_i];\n            const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i];\n            stbtt_aligned_quad q;\n            float unused_x = 0.0f, unused_y = 0.0f;\n            stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0);\n            dst_font->AddGlyph(&cfg, (ImWchar)codepoint, q.x0 + font_off_x, q.y0 + font_off_y, q.x1 + font_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, pc.xadvance);\n        }\n    }\n\n    // Cleanup temporary (ImVector doesn't honor destructor)\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n        src_tmp_array[src_i].~ImFontBuildSrcData();\n\n    ImFontAtlasBuildFinish(atlas);\n    return true;\n}\n\nvoid ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent)\n{\n    if (!font_config->MergeMode)\n    {\n        font->ClearOutputData();\n        font->FontSize = font_config->SizePixels;\n        font->ConfigData = font_config;\n        font->ConfigDataCount = 0;\n        font->ContainerAtlas = atlas;\n        font->Ascent = ascent;\n        font->Descent = descent;\n    }\n    font->ConfigDataCount++;\n}\n\nvoid ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque)\n{\n    stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque;\n    IM_ASSERT(pack_context != NULL);\n\n    ImVector<ImFontAtlasCustomRect>& user_rects = atlas->CustomRects;\n    IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong.\n\n    ImVector<stbrp_rect> pack_rects;\n    pack_rects.resize(user_rects.Size);\n    memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes());\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 ImFontAtlasBuildRender1bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value)\n{\n    IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth);\n    IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight);\n    unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth);\n    for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w)\n        for (int off_x = 0; off_x < w; off_x++)\n            out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00;\n}\n\nstatic void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)\n{\n    ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors);\n    IM_ASSERT(r->IsPacked());\n\n    const int w = atlas->TexWidth;\n    if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))\n    {\n        // Render/copy pixels\n        IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H);\n        const int x_for_white = r->X;\n        const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;\n        ImFontAtlasBuildRender1bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF);\n        ImFontAtlasBuildRender1bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF);\n    }\n    else\n    {\n        // Render 4 white pixels\n        IM_ASSERT(r->Width == 2 && r->Height == 2);\n        const int offset = (int)r->X + (int)r->Y * w;\n        atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF;\n    }\n    atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y);\n}\n\nstatic void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas)\n{\n    if (atlas->Flags & ImFontAtlasFlags_NoBakedLines)\n        return;\n\n    // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them\n    ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines);\n    IM_ASSERT(r->IsPacked());\n    for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row\n    {\n        // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle\n        unsigned int y = n;\n        unsigned int line_width = n;\n        unsigned int pad_left = (r->Width - line_width) / 2;\n        unsigned int pad_right = r->Width - (pad_left + line_width);\n\n        // Write each slice\n        IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels\n        unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)];\n        memset(write_ptr, 0x00, pad_left);\n        memset(write_ptr + pad_left, 0xFF, line_width);\n        memset(write_ptr + pad_left + line_width, 0x00, pad_right);\n\n        // Calculate UVs for this line\n        ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale;\n        ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale;\n        float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts\n        atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v);\n    }\n}\n\n// Note: this is called / shared by both the stb_truetype and the FreeType builder\nvoid ImFontAtlasBuildInit(ImFontAtlas* atlas)\n{\n    // Register texture region for mouse cursors or standard white pixels\n    if (atlas->PackIdMouseCursors < 0)\n    {\n        if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))\n            atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H);\n        else\n            atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2);\n    }\n\n    // Register texture region for thick lines\n    // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row\n    if (atlas->PackIdLines < 0)\n    {\n        if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines))\n            atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1);\n    }\n}\n\n// This is called/shared by both the stb_truetype and the FreeType builder.\nvoid ImFontAtlasBuildFinish(ImFontAtlas* atlas)\n{\n    // Render into our custom data blocks\n    IM_ASSERT(atlas->TexPixelsAlpha8 != NULL);\n    ImFontAtlasBuildRenderDefaultTexData(atlas);\n    ImFontAtlasBuildRenderLinesTexData(atlas);\n\n    // Register custom rectangle glyphs\n    for (int i = 0; i < atlas->CustomRects.Size; i++)\n    {\n        const ImFontAtlasCustomRect* r = &atlas->CustomRects[i];\n        if (r->Font == NULL || r->GlyphID == 0)\n            continue;\n\n        // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH\n        IM_ASSERT(r->Font->ContainerAtlas == atlas);\n        ImVec2 uv0, uv1;\n        atlas->CalcCustomRectUV(r, &uv0, &uv1);\n        r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX);\n    }\n\n    // Build all fonts lookup tables\n    for (int i = 0; i < atlas->Fonts.Size; i++)\n        if (atlas->Fonts[i]->DirtyLookupTables)\n            atlas->Fonts[i]->BuildLookupTable();\n\n    // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).\n    // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.\n    // FIXME: Also note that 0x2026 is currently seldom included in our font ranges. Because of this we are more likely to use three individual dots.\n    for (int i = 0; i < atlas->Fonts.size(); i++)\n    {\n        ImFont* font = atlas->Fonts[i];\n        if (font->EllipsisChar != (ImWchar)-1)\n            continue;\n        const ImWchar ellipsis_variants[] = { (ImWchar)0x2026, (ImWchar)0x0085 };\n        for (int j = 0; j < IM_ARRAYSIZE(ellipsis_variants); j++)\n            if (font->FindGlyphNoFallback(ellipsis_variants[j]) != NULL) // Verify glyph exists\n            {\n                font->EllipsisChar = ellipsis_variants[j];\n                break;\n            }\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, 0xD7A3, // Korean characters\n        0,\n    };\n    return &ranges[0];\n}\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesChineseFull()\n{\n    static const ImWchar ranges[] =\n    {\n        0x0020, 0x00FF, // Basic Latin + Latin Supplement\n        0x2000, 0x206F, // General Punctuation\n        0x3000, 0x30FF, // CJK Symbols and 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\nstatic void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges)\n{\n    for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2)\n    {\n        out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]);\n        base_codepoint += accumulative_offsets[n];\n    }\n    out_ranges[0] = 0;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] ImFontAtlas glyph ranges helpers\n//-------------------------------------------------------------------------\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()\n{\n    // Store 2500 regularly used characters for Simplified Chinese.\n    // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8\n    // This table covers 97.97% of all characters used during the month in July, 1987.\n    // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.\n    // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)\n    static const short accumulative_offsets_from_0x4E00[] =\n    {\n        0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2,\n        1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4,\n        2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1,\n        1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2,\n        3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6,\n        1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1,\n        1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3,\n        2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4,\n        27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12,\n        3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1,\n        1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23,\n        176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6,\n        5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6,\n        1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1,\n        6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5,\n        2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15,\n        2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6,\n        2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4,\n        3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5,\n        3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2,\n        3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16,\n        1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31,\n        140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7,\n        5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2,\n        2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13,\n        4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3,\n        2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4,\n        4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1,\n        3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3,\n        3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11,\n        2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9,\n        5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2,\n        3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3,\n        1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12,\n        4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8,\n        4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5,\n        26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1,\n        3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5,\n        2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6,\n        10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6\n    };\n    static ImWchar base_ranges[] = // not zero-terminated\n    {\n        0x0020, 0x00FF, // Basic Latin + Latin Supplement\n        0x2000, 0x206F, // General Punctuation\n        0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana\n        0x31F0, 0x31FF, // Katakana Phonetic Extensions\n        0xFF00, 0xFFEF  // Half-width characters\n    };\n    static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 };\n    if (!full_ranges[0])\n    {\n        memcpy(full_ranges, base_ranges, sizeof(base_ranges));\n        UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges));\n    }\n    return &full_ranges[0];\n}\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesJapanese()\n{\n    // 2999 ideograms code points for Japanese\n    // - 2136 Joyo (meaning \"for regular use\" or \"for common use\") Kanji code points\n    // - 863 Jinmeiyo (meaning \"for personal name\") Kanji code points\n    // - Sourced from the character information database of the Information-technology Promotion Agency, Japan\n    //   - https://mojikiban.ipa.go.jp/mji/\n    //   - Available under the terms of the Creative Commons Attribution-ShareAlike 2.1 Japan (CC BY-SA 2.1 JP).\n    //     - https://creativecommons.org/licenses/by-sa/2.1/jp/deed.en\n    //     - https://creativecommons.org/licenses/by-sa/2.1/jp/legalcode\n    //   - You can generate this code by the script at:\n    //     - https://github.com/vaiorabbit/everyday_use_kanji\n    // - References:\n    //   - List of Joyo Kanji\n    //     - (Official list by the Agency for Cultural Affairs) https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kakuki/14/tosin02/index.html\n    //     - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji\n    //   - List of Jinmeiyo Kanji\n    //     - (Official list by the Ministry of Justice) http://www.moj.go.jp/MINJI/minji86.html\n    //     - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji\n    // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details.\n    // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.\n    // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)\n    static const short accumulative_offsets_from_0x4E00[] =\n    {\n        0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1,\n        1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3,\n        2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8,\n        2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5,\n        2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1,\n        1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30,\n        2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3,\n        13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4,\n        5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14,\n        2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1,\n        1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1,\n        7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1,\n        1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1,\n        6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2,\n        10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7,\n        2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5,\n        3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1,\n        6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7,\n        4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2,\n        4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5,\n        1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6,\n        12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2,\n        1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16,\n        22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11,\n        2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18,\n        18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9,\n        14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3,\n        1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6,\n        40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1,\n        12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8,\n        2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1,\n        1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10,\n        1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5,\n        3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2,\n        14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5,\n        12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1,\n        2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5,\n        1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4,\n        3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7,\n        2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5,\n        13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13,\n        18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21,\n        37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1,\n        5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38,\n        32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4,\n        1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4,\n        4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,\n        3,2,1,1,1,1,2,1,1,\n    };\n    static ImWchar base_ranges[] = // not zero-terminated\n    {\n        0x0020, 0x00FF, // Basic Latin + Latin Supplement\n        0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana\n        0x31F0, 0x31FF, // Katakana Phonetic Extensions\n        0xFF00, 0xFFEF  // Half-width characters\n    };\n    static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 };\n    if (!full_ranges[0])\n    {\n        memcpy(full_ranges, base_ranges, sizeof(base_ranges));\n        UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges));\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        0x2010, 0x205E, // Punctuations\n        0x0E00, 0x0E7F, // Thai\n        0,\n    };\n    return &ranges[0];\n}\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesVietnamese()\n{\n    static const ImWchar ranges[] =\n    {\n        0x0020, 0x00FF, // Basic Latin\n        0x0102, 0x0103,\n        0x0110, 0x0111,\n        0x0128, 0x0129,\n        0x0168, 0x0169,\n        0x01A0, 0x01A1,\n        0x01AF, 0x01B0,\n        0x1EA0, 0x1EF9,\n        0,\n    };\n    return &ranges[0];\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImFontGlyphRangesBuilder\n//-----------------------------------------------------------------------------\n\nvoid ImFontGlyphRangesBuilder::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        AddChar((ImWchar)c);\n    }\n}\n\nvoid ImFontGlyphRangesBuilder::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 ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)\n{\n    const int max_codepoint = IM_UNICODE_CODEPOINT_MAX;\n    for (int n = 0; n <= max_codepoint; n++)\n        if (GetBit(n))\n        {\n            out_ranges->push_back((ImWchar)n);\n            while (n < max_codepoint && GetBit(n + 1))\n                n++;\n            out_ranges->push_back((ImWchar)n);\n        }\n    out_ranges->push_back(0);\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImFont\n//-----------------------------------------------------------------------------\n\nImFont::ImFont()\n{\n    FontSize = 0.0f;\n    FallbackAdvanceX = 0.0f;\n    FallbackChar = (ImWchar)'?';\n    EllipsisChar = (ImWchar)-1;\n    FallbackGlyph = NULL;\n    ContainerAtlas = NULL;\n    ConfigData = NULL;\n    ConfigDataCount = 0;\n    DirtyLookupTables = false;\n    Scale = 1.0f;\n    Ascent = Descent = 0.0f;\n    MetricsTotalSurface = 0;\n    memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));\n}\n\nImFont::~ImFont()\n{\n    ClearOutputData();\n}\n\nvoid    ImFont::ClearOutputData()\n{\n    FontSize = 0.0f;\n    FallbackAdvanceX = 0.0f;\n    Glyphs.clear();\n    IndexAdvanceX.clear();\n    IndexLookup.clear();\n    FallbackGlyph = NULL;\n    ContainerAtlas = NULL;\n    DirtyLookupTables = true;\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    // Build lookup table\n    IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved\n    IndexAdvanceX.clear();\n    IndexLookup.clear();\n    DirtyLookupTables = false;\n    memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));\n    GrowIndex(max_codepoint + 1);\n    for (int i = 0; i < Glyphs.Size; i++)\n    {\n        int codepoint = (int)Glyphs[i].Codepoint;\n        IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX;\n        IndexLookup[codepoint] = (ImWchar)i;\n\n        // Mark 4K page as used\n        const int page_n = codepoint / 4096;\n        Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7);\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((ImWchar)' '))\n    {\n        if (Glyphs.back().Codepoint != '\\t')   // So we can call this function multiple times (FIXME: Flaky)\n            Glyphs.resize(Glyphs.Size + 1);\n        ImFontGlyph& tab_glyph = Glyphs.back();\n        tab_glyph = *FindGlyph((ImWchar)' ');\n        tab_glyph.Codepoint = '\\t';\n        tab_glyph.AdvanceX *= IM_TABSIZE;\n        IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX;\n        IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1);\n    }\n\n    // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons)\n    SetGlyphVisible((ImWchar)' ', false);\n    SetGlyphVisible((ImWchar)'\\t', false);\n\n    // Setup fall-backs\n    FallbackGlyph = FindGlyphNoFallback(FallbackChar);\n    FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f;\n    for (int i = 0; i < max_codepoint + 1; i++)\n        if (IndexAdvanceX[i] < 0.0f)\n            IndexAdvanceX[i] = FallbackAdvanceX;\n}\n\n// API is designed this way to avoid exposing the 4K page size\n// e.g. use with IsGlyphRangeUnused(0, 255)\nbool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last)\n{\n    unsigned int page_begin = (c_begin / 4096);\n    unsigned int page_last = (c_last / 4096);\n    for (unsigned int page_n = page_begin; page_n <= page_last; page_n++)\n        if ((page_n >> 3) < sizeof(Used4kPagesMap))\n            if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7)))\n                return false;\n    return true;\n}\n\nvoid ImFont::SetGlyphVisible(ImWchar c, bool visible)\n{\n    if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c))\n        glyph->Visible = visible ? 1 : 0;\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(IndexAdvanceX.Size == IndexLookup.Size);\n    if (new_size <= IndexLookup.Size)\n        return;\n    IndexAdvanceX.resize(new_size, -1.0f);\n    IndexLookup.resize(new_size, (ImWchar)-1);\n}\n\n// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero.\n// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis).\n// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font.\nvoid ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)\n{\n    if (cfg != NULL)\n    {\n        // Clamp & recenter if needed\n        const float advance_x_original = advance_x;\n        advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX);\n        if (advance_x != advance_x_original)\n        {\n            float char_off_x = cfg->PixelSnapH ? ImFloor((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f;\n            x0 += char_off_x;\n            x1 += char_off_x;\n        }\n\n        // Snap to pixel\n        if (cfg->PixelSnapH)\n            advance_x = IM_ROUND(advance_x);\n\n        // Bake spacing\n        advance_x += cfg->GlyphExtraSpacing.x;\n    }\n\n    Glyphs.resize(Glyphs.Size + 1);\n    ImFontGlyph& glyph = Glyphs.back();\n    glyph.Codepoint = (unsigned int)codepoint;\n    glyph.Visible = (x0 != x1) && (y0 != y1);\n    glyph.X0 = x0;\n    glyph.Y0 = y0;\n    glyph.X1 = x1;\n    glyph.Y1 = y1;\n    glyph.U0 = u0;\n    glyph.V0 = v0;\n    glyph.U1 = u1;\n    glyph.V1 = v1;\n    glyph.AdvanceX = advance_x;\n\n    // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)\n    // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling.\n    float pad = ContainerAtlas->TexGlyphPadding + 0.99f;\n    DirtyLookupTables = true;\n    MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad);\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    unsigned int index_size = (unsigned int)IndexLookup.Size;\n\n    if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-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] : (ImWchar)-1;\n    IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f;\n}\n\nconst ImFontGlyph* ImFont::FindGlyph(ImWchar c) const\n{\n    if (c >= (size_t)IndexLookup.Size)\n        return FallbackGlyph;\n    const ImWchar i = IndexLookup.Data[c];\n    if (i == (ImWchar)-1)\n        return FallbackGlyph;\n    return &Glyphs.Data[i];\n}\n\nconst ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const\n{\n    if (c >= (size_t)IndexLookup.Size)\n        return NULL;\n    const ImWchar i = IndexLookup.Data[c];\n    if (i == (ImWchar)-1)\n        return NULL;\n    return &Glyphs.Data[i];\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 < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX);\n        if (ImCharIsBlankW(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 (ImCharIsBlankA(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 < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * 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, ImWchar c) const\n{\n    const ImFontGlyph* glyph = FindGlyph(c);\n    if (!glyph || !glyph->Visible)\n        return;\n    float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;\n    pos.x = IM_FLOOR(pos.x);\n    pos.y = IM_FLOOR(pos.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\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 = IM_FLOOR(pos.x);\n    pos.y = IM_FLOOR(pos.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    // Fast-forward to first visible line\n    const char* s = text_begin;\n    if (y + line_height < clip_rect.y && !word_wrap_enabled)\n        while (y + line_height < clip_rect.y && s < text_end)\n        {\n            s = (const char*)memchr(s, '\\n', text_end - s);\n            s = s ? s + 1 : text_end;\n            y += line_height;\n        }\n\n    // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve()\n    // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm)\n    if (text_end - s > 10000 && !word_wrap_enabled)\n    {\n        const char* s_end = s;\n        float y_end = y;\n        while (y_end < clip_rect.w && s_end < text_end)\n        {\n            s_end = (const char*)memchr(s_end, '\\n', text_end - s_end);\n            s_end = s_end ? s_end + 1 : text_end;\n            y_end += line_height;\n        }\n        text_end = s_end;\n    }\n    if (s == text_end)\n        return;\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 (ImCharIsBlankA(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                if (y > clip_rect.w)\n                    break; // break out of main loop\n                continue;\n            }\n            if (c == '\\r')\n                continue;\n        }\n\n        const ImFontGlyph* glyph = FindGlyph((ImWchar)c);\n        if (glyph == NULL)\n            continue;\n\n        float char_width = glyph->AdvanceX * scale;\n        if (glyph->Visible)\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        x += char_width;\n    }\n\n    // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action.\n    draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink()\n    draw_list->IdxBuffer.Size = (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 = vtx_current_idx;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGui Internal Render Helpers\n//-----------------------------------------------------------------------------\n// Vaguely redesigned to stop accessing ImGui global state:\n// - RenderArrow()\n// - RenderBullet()\n// - RenderCheckMark()\n// - RenderMouseCursor()\n// - RenderArrowPointingAt()\n// - RenderRectFilledRangeH()\n//-----------------------------------------------------------------------------\n// Function in need of a redesign (legacy mess)\n// - RenderColorRectWithAlphaCheckerboard()\n//-----------------------------------------------------------------------------\n\n// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state\nvoid ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale)\n{\n    const float h = draw_list->_Data->FontSize * 1.00f;\n    float r = h * 0.40f * scale;\n    ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale);\n\n    ImVec2 a, b, c;\n    switch (dir)\n    {\n    case ImGuiDir_Up:\n    case ImGuiDir_Down:\n        if (dir == ImGuiDir_Up) r = -r;\n        a = ImVec2(+0.000f, +0.750f) * r;\n        b = ImVec2(-0.866f, -0.750f) * r;\n        c = ImVec2(+0.866f, -0.750f) * r;\n        break;\n    case ImGuiDir_Left:\n    case ImGuiDir_Right:\n        if (dir == ImGuiDir_Left) r = -r;\n        a = ImVec2(+0.750f, +0.000f) * r;\n        b = ImVec2(-0.750f, +0.866f) * r;\n        c = ImVec2(-0.750f, -0.866f) * r;\n        break;\n    case ImGuiDir_None:\n    case ImGuiDir_COUNT:\n        IM_ASSERT(0);\n        break;\n    }\n    draw_list->AddTriangleFilled(center + a, center + b, center + c, col);\n}\n\nvoid ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col)\n{\n    draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8);\n}\n\nvoid ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz)\n{\n    float thickness = ImMax(sz / 5.0f, 1.0f);\n    sz -= thickness * 0.5f;\n    pos += ImVec2(thickness * 0.25f, thickness * 0.25f);\n\n    float third = sz / 3.0f;\n    float bx = pos.x + third;\n    float by = pos.y + sz - third * 0.5f;\n    draw_list->PathLineTo(ImVec2(bx - third, by - third));\n    draw_list->PathLineTo(ImVec2(bx, by));\n    draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f));\n    draw_list->PathStroke(col, false, thickness);\n}\n\nvoid ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)\n{\n    if (mouse_cursor == ImGuiMouseCursor_None)\n        return;\n    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);\n\n    ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas;\n    ImVec2 offset, size, uv[4];\n    if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))\n    {\n        pos -= offset;\n        const ImTextureID tex_id = font_atlas->TexID;\n        draw_list->PushTextureID(tex_id);\n        draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale,    uv[2], uv[3], col_shadow);\n        draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale,    uv[2], uv[3], col_shadow);\n        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                     uv[2], uv[3], col_border);\n        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                     uv[0], uv[1], col_fill);\n        draw_list->PopTextureID();\n    }\n}\n\n// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.\nvoid ImGui::RenderArrowPointingAt(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    case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings\n    }\n}\n\nstatic inline float ImAcos01(float x)\n{\n    if (x <= 0.0f) return IM_PI * 0.5f;\n    if (x >= 1.0f) return 0.0f;\n    return ImAcos(x);\n    //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do.\n}\n\n// FIXME: Cleanup and move code to ImDrawList.\nvoid ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding)\n{\n    if (x_end_norm == x_start_norm)\n        return;\n    if (x_start_norm > x_end_norm)\n        ImSwap(x_start_norm, x_end_norm);\n\n    ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y);\n    ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y);\n    if (rounding == 0.0f)\n    {\n        draw_list->AddRectFilled(p0, p1, col, 0.0f);\n        return;\n    }\n\n    rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding);\n    const float inv_rounding = 1.0f / rounding;\n    const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding);\n    const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding);\n    const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return.\n    const float x0 = ImMax(p0.x, rect.Min.x + rounding);\n    if (arc0_b == arc0_e)\n    {\n        draw_list->PathLineTo(ImVec2(x0, p1.y));\n        draw_list->PathLineTo(ImVec2(x0, p0.y));\n    }\n    else if (arc0_b == 0.0f && arc0_e == half_pi)\n    {\n        draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL\n        draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR\n    }\n    else\n    {\n        draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL\n        draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR\n    }\n    if (p1.x > rect.Min.x + rounding)\n    {\n        const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding);\n        const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding);\n        const float x1 = ImMin(p1.x, rect.Max.x - rounding);\n        if (arc1_b == arc1_e)\n        {\n            draw_list->PathLineTo(ImVec2(x1, p0.y));\n            draw_list->PathLineTo(ImVec2(x1, p1.y));\n        }\n        else if (arc1_b == 0.0f && arc1_e == half_pi)\n        {\n            draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR\n            draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3);  // BR\n        }\n        else\n        {\n            draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR\n            draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR\n        }\n    }\n    draw_list->PathFillConvex(col);\n}\n\nvoid ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding)\n{\n    const bool fill_L = (inner.Min.x > outer.Min.x);\n    const bool fill_R = (inner.Max.x < outer.Max.x);\n    const bool fill_U = (inner.Min.y > outer.Min.y);\n    const bool fill_D = (inner.Max.y < outer.Max.y);\n    if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopLeft) | (fill_D ? 0 : ImDrawCornerFlags_BotLeft));\n    if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopRight) | (fill_D ? 0 : ImDrawCornerFlags_BotRight));\n    if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_TopLeft) | (fill_R ? 0 : ImDrawCornerFlags_TopRight));\n    if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_BotLeft) | (fill_R ? 0 : ImDrawCornerFlags_BotRight));\n    if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopLeft);\n    if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopRight);\n    if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotLeft);\n    if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotRight);\n}\n\n// Helper for ColorPicker4()\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// 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 altogether.\n// FIXME: uses ImGui::GetColorU32\nvoid ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags)\n{\n    if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)\n    {\n        ImU32 col_bg1 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col));\n        ImU32 col_bg2 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col));\n        draw_list->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 |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; }\n                if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; }\n                rounding_corners_flags_cell &= rounding_corners_flags;\n                draw_list->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        draw_list->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags);\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Decompression code\n//-----------------------------------------------------------------------------\n// Compressed with stb_compress() then converted to a C array and encoded as base85.\n// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file.\n// The purpose of encoding as base85 instead of \"0x00,0x01,...\" style is only save on _source code_ size.\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(const unsigned char *input)\n{\n    return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11];\n}\n\nstatic unsigned char *stb__barrier_out_e, *stb__barrier_out_b;\nstatic const unsigned char *stb__barrier_in_b;\nstatic unsigned char *stb__dout;\nstatic void stb__match(const 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_out_e);\n    if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; }\n    if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; }\n    while (length--) *stb__dout++ = *data++;\n}\n\nstatic void stb__lit(const unsigned char *data, unsigned int length)\n{\n    IM_ASSERT(stb__dout + length <= stb__barrier_out_e);\n    if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; }\n    if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+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 const unsigned char *stb_decompress_token(const 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 = buflen % 5552;\n\n    unsigned long i;\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, const unsigned char *i, unsigned int /*length*/)\n{\n    if (stb__in4(0) != 0x57bC0000) return 0;\n    if (stb__in4(4) != 0)          return 0; // error! stream is > 4GB\n    const unsigned int olen = stb_decompress_length(i);\n    stb__barrier_in_b = i;\n    stb__barrier_out_e = output + olen;\n    stb__barrier_out_b = output;\n    i += 16;\n\n    stb__dout = output;\n    for (;;) {\n        const 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// [SECTION] Default font data (ProggyClean.ttf)\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 misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding).\n// The purpose of encoding as base85 instead of \"0x00,0x01,...\" style is only save on _source code_ size.\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>$FBjVQTSDgEKnIS7EM9>ZY9w0#L;>>#Mx&4Mvt//L[MkA#W@lK.N'[0#7RL_&#w+F%HtG9M#XL`N&.,GM4Pg;-<nLENhvx>-VsM.M0rJfLH2eTM`*oJMHRC`N\"\n    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\"m3B2#SB[8#Q0@8#i[*9#iOn8#1Nm;#^sN9#qh<9#:=x-#P;K2#$%X9#bC+.#Rg;<#mN=.#MTF.#RZO.#2?)4#Y#(/#[)1/#b;L/#dAU/#0Sv;#lY$0#n`-0#sf60#(F24#wrH0#%/e0#\"\n    \"TmD<#%JSMFove:CTBEXI:<eh2g)B,3h2^G3i;#d3jD>)4kMYD4lVu`4m`:&5niUA5@(A5BA1]PBB:xlBCC=2CDLXMCEUtiCf&0g2'tN?PGT4CPGT4CPGT4CPGT4CPGT4CPGT4CPGT4CP\"\n    \"GT4CPGT4CPGT4CPGT4CPGT4CPGT4CP-qekC`.9kEg^+F$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\n#endif // #ifndef IMGUI_DISABLE\n"
  },
  {
    "path": "LView/imgui_impl_dx11.cpp",
    "content": "// dear imgui: Renderer Backend for DirectX11\n// This needs to be used along with a Platform Backend (e.g. Win32)\n\n// Implemented features:\n//  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!\n//  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.\n\n// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.\n// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.\n// Read online: https://github.com/ocornut/imgui/tree/master/docs\n\n// CHANGELOG\n// (minor and older changes stripped away, please see git history for details)\n//  2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).\n//  2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.\n//  2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.\n//  2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.\n//  2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().\n//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.\n//  2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.\n//  2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.\n//  2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.\n//  2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.\n//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.\n//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.\n//  2016-05-07: DirectX11: Disabling depth-write.\n\n#include \"imgui.h\"\n#include \"imgui_impl_dx11.h\"\n\n// DirectX\n#include <stdio.h>\n#include <d3d11.h>\n#include <d3dcompiler.h>\n#ifdef _MSC_VER\n#pragma comment(lib, \"d3dcompiler\") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.\n#endif\n\n// DirectX data\nstatic ID3D11Device*            g_pd3dDevice = NULL;\nstatic ID3D11DeviceContext*     g_pd3dDeviceContext = NULL;\nstatic IDXGIFactory*            g_pFactory = NULL;\nstatic ID3D11Buffer*            g_pVB = NULL;\nstatic ID3D11Buffer*            g_pIB = NULL;\nstatic ID3D11VertexShader*      g_pVertexShader = NULL;\nstatic ID3D11InputLayout*       g_pInputLayout = NULL;\nstatic ID3D11Buffer*            g_pVertexConstantBuffer = NULL;\nstatic ID3D11PixelShader*       g_pPixelShader = NULL;\nstatic ID3D11SamplerState*      g_pFontSampler = NULL;\nstatic ID3D11ShaderResourceView*g_pFontTextureView = NULL;\nstatic ID3D11RasterizerState*   g_pRasterizerState = NULL;\nstatic ID3D11BlendState*        g_pBlendState = NULL;\nstatic ID3D11DepthStencilState* g_pDepthStencilState = NULL;\nstatic int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;\n\nstruct VERTEX_CONSTANT_BUFFER\n{\n\tfloat   mvp[4][4];\n};\n\nstatic void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)\n{\n\t// Setup viewport\n\tD3D11_VIEWPORT vp;\n\tmemset(&vp, 0, sizeof(D3D11_VIEWPORT));\n\tvp.Width = draw_data->DisplaySize.x;\n\tvp.Height = draw_data->DisplaySize.y;\n\tvp.MinDepth = 0.0f;\n\tvp.MaxDepth = 1.0f;\n\tvp.TopLeftX = vp.TopLeftY = 0;\n\tctx->RSSetViewports(1, &vp);\n\n\t// Setup shader and vertex buffers\n\tunsigned int stride = sizeof(ImDrawVert);\n\tunsigned int offset = 0;\n\tctx->IASetInputLayout(g_pInputLayout);\n\tctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);\n\tctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);\n\tctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);\n\tctx->VSSetShader(g_pVertexShader, NULL, 0);\n\tctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);\n\tctx->PSSetShader(g_pPixelShader, NULL, 0);\n\tctx->PSSetSamplers(0, 1, &g_pFontSampler);\n\tctx->GSSetShader(NULL, NULL, 0);\n\tctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..\n\tctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..\n\tctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..\n\n\t// Setup blend state\n\tconst float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };\n\tctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);\n\tctx->OMSetDepthStencilState(g_pDepthStencilState, 0);\n\tctx->RSSetState(g_pRasterizerState);\n}\n\n// Render function\nvoid ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)\n{\n\t// Avoid rendering when minimized\n\tif (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)\n\t\treturn;\n\n\tID3D11DeviceContext* ctx = g_pd3dDeviceContext;\n\n\t// Create and grow vertex/index buffers if needed\n\tif (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)\n\t{\n\t\tif (g_pVB) { g_pVB->Release(); g_pVB = NULL; }\n\t\tg_VertexBufferSize = draw_data->TotalVtxCount + 5000;\n\t\tD3D11_BUFFER_DESC desc;\n\t\tmemset(&desc, 0, sizeof(D3D11_BUFFER_DESC));\n\t\tdesc.Usage = D3D11_USAGE_DYNAMIC;\n\t\tdesc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);\n\t\tdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;\n\t\tdesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;\n\t\tdesc.MiscFlags = 0;\n\t\tif (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)\n\t\t\treturn;\n\t}\n\tif (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)\n\t{\n\t\tif (g_pIB) { g_pIB->Release(); g_pIB = NULL; }\n\t\tg_IndexBufferSize = draw_data->TotalIdxCount + 10000;\n\t\tD3D11_BUFFER_DESC desc;\n\t\tmemset(&desc, 0, sizeof(D3D11_BUFFER_DESC));\n\t\tdesc.Usage = D3D11_USAGE_DYNAMIC;\n\t\tdesc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);\n\t\tdesc.BindFlags = D3D11_BIND_INDEX_BUFFER;\n\t\tdesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;\n\t\tif (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)\n\t\t\treturn;\n\t}\n\n\t// Upload vertex/index data into a single contiguous GPU buffer\n\tD3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;\n\tif (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)\n\t\treturn;\n\tif (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)\n\t\treturn;\n\tImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;\n\tImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;\n\tfor (int n = 0; n < draw_data->CmdListsCount; n++)\n\t{\n\t\tconst ImDrawList* cmd_list = draw_data->CmdLists[n];\n\t\tmemcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));\n\t\tmemcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));\n\t\tvtx_dst += cmd_list->VtxBuffer.Size;\n\t\tidx_dst += cmd_list->IdxBuffer.Size;\n\t}\n\tctx->Unmap(g_pVB, 0);\n\tctx->Unmap(g_pIB, 0);\n\n\t// Setup orthographic projection matrix into our constant buffer\n\t// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.\n\t{\n\t\tD3D11_MAPPED_SUBRESOURCE mapped_resource;\n\t\tif (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)\n\t\t\treturn;\n\t\tVERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;\n\t\tfloat L = draw_data->DisplayPos.x;\n\t\tfloat R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;\n\t\tfloat T = draw_data->DisplayPos.y;\n\t\tfloat B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;\n\t\tfloat mvp[4][4] =\n\t\t{\n\t\t\t{ 2.0f / (R - L),   0.0f,           0.0f,       0.0f },\n\t\t\t{ 0.0f,         2.0f / (T - B),     0.0f,       0.0f },\n\t\t\t{ 0.0f,         0.0f,           0.5f,       0.0f },\n\t\t\t{ (R + L) / (L - R),  (T + B) / (B - T),    0.5f,       1.0f },\n\t\t};\n\t\tmemcpy(&constant_buffer->mvp, mvp, sizeof(mvp));\n\t\tctx->Unmap(g_pVertexConstantBuffer, 0);\n\t}\n\n\t// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)\n\tstruct BACKUP_DX11_STATE\n\t{\n\t\tUINT                        ScissorRectsCount, ViewportsCount;\n\t\tD3D11_RECT                  ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];\n\t\tD3D11_VIEWPORT              Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];\n\t\tID3D11RasterizerState*      RS;\n\t\tID3D11BlendState*           BlendState;\n\t\tFLOAT                       BlendFactor[4];\n\t\tUINT                        SampleMask;\n\t\tUINT                        StencilRef;\n\t\tID3D11DepthStencilState*    DepthStencilState;\n\t\tID3D11ShaderResourceView*   PSShaderResource;\n\t\tID3D11SamplerState*         PSSampler;\n\t\tID3D11PixelShader*          PS;\n\t\tID3D11VertexShader*         VS;\n\t\tID3D11GeometryShader*       GS;\n\t\tUINT                        PSInstancesCount, VSInstancesCount, GSInstancesCount;\n\t\tID3D11ClassInstance         *PSInstances[256], *VSInstances[256], *GSInstances[256];   // 256 is max according to PSSetShader documentation\n\t\tD3D11_PRIMITIVE_TOPOLOGY    PrimitiveTopology;\n\t\tID3D11Buffer*               IndexBuffer, *VertexBuffer, *VSConstantBuffer;\n\t\tUINT                        IndexBufferOffset, VertexBufferStride, VertexBufferOffset;\n\t\tDXGI_FORMAT                 IndexBufferFormat;\n\t\tID3D11InputLayout*          InputLayout;\n\t};\n\tBACKUP_DX11_STATE old;\n\told.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;\n\tctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);\n\tctx->RSGetViewports(&old.ViewportsCount, old.Viewports);\n\tctx->RSGetState(&old.RS);\n\tctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);\n\tctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);\n\tctx->PSGetShaderResources(0, 1, &old.PSShaderResource);\n\tctx->PSGetSamplers(0, 1, &old.PSSampler);\n\told.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;\n\tctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);\n\tctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);\n\tctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);\n\tctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);\n\n\tctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);\n\tctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);\n\tctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);\n\tctx->IAGetInputLayout(&old.InputLayout);\n\n\t// Setup desired DX state\n\tImGui_ImplDX11_SetupRenderState(draw_data, ctx);\n\n\t// Render command lists\n\t// (Because we merged all buffers into a single one, we maintain our own offset into them)\n\tint global_idx_offset = 0;\n\tint global_vtx_offset = 0;\n\tImVec2 clip_off = draw_data->DisplayPos;\n\tfor (int n = 0; n < draw_data->CmdListsCount; n++)\n\t{\n\t\tconst ImDrawList* cmd_list = draw_data->CmdLists[n];\n\t\tfor (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)\n\t\t{\n\t\t\tconst ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];\n\t\t\tif (pcmd->UserCallback != NULL)\n\t\t\t{\n\t\t\t\t// User callback, registered via ImDrawList::AddCallback()\n\t\t\t\t// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)\n\t\t\t\tif (pcmd->UserCallback == ImDrawCallback_ResetRenderState)\n\t\t\t\t\tImGui_ImplDX11_SetupRenderState(draw_data, ctx);\n\t\t\t\telse\n\t\t\t\t\tpcmd->UserCallback(cmd_list, pcmd);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t// Apply scissor/clipping rectangle\n\t\t\t\tconst D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };\n\t\t\t\tctx->RSSetScissorRects(1, &r);\n\n\t\t\t\t// Bind texture, Draw\n\t\t\t\tID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;\n\t\t\t\tctx->PSSetShaderResources(0, 1, &texture_srv);\n\t\t\t\tctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);\n\t\t\t}\n\t\t}\n\t\tglobal_idx_offset += cmd_list->IdxBuffer.Size;\n\t\tglobal_vtx_offset += cmd_list->VtxBuffer.Size;\n\t}\n\n\t// Restore modified DX state\n\tctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);\n\tctx->RSSetViewports(old.ViewportsCount, old.Viewports);\n\tctx->RSSetState(old.RS); if (old.RS) old.RS->Release();\n\tctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();\n\tctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();\n\tctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();\n\tctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();\n\tctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();\n\tfor (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();\n\tctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();\n\tctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();\n\tctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();\n\tfor (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();\n\tctx->IASetPrimitiveTopology(old.PrimitiveTopology);\n\tctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();\n\tctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();\n\tctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();\n}\n\nstatic void ImGui_ImplDX11_CreateFontsTexture()\n{\n\t// Build texture atlas\n\tImGuiIO& io = ImGui::GetIO();\n\tunsigned char* pixels;\n\tint width, height;\n\tio.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);\n\n\t// Upload texture to graphics system\n\t{\n\t\tD3D11_TEXTURE2D_DESC desc;\n\t\tZeroMemory(&desc, sizeof(desc));\n\t\tdesc.Width = width;\n\t\tdesc.Height = height;\n\t\tdesc.MipLevels = 1;\n\t\tdesc.ArraySize = 1;\n\t\tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;\n\t\tdesc.SampleDesc.Count = 1;\n\t\tdesc.Usage = D3D11_USAGE_DEFAULT;\n\t\tdesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;\n\t\tdesc.CPUAccessFlags = 0;\n\n\t\tID3D11Texture2D* pTexture = NULL;\n\t\tD3D11_SUBRESOURCE_DATA subResource;\n\t\tsubResource.pSysMem = pixels;\n\t\tsubResource.SysMemPitch = desc.Width * 4;\n\t\tsubResource.SysMemSlicePitch = 0;\n\t\tg_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);\n\n\t\t// Create texture view\n\t\tD3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;\n\t\tZeroMemory(&srvDesc, sizeof(srvDesc));\n\t\tsrvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;\n\t\tsrvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;\n\t\tsrvDesc.Texture2D.MipLevels = desc.MipLevels;\n\t\tsrvDesc.Texture2D.MostDetailedMip = 0;\n\t\tg_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);\n\t\tpTexture->Release();\n\t}\n\n\t// Store our identifier\n\tio.Fonts->TexID = (ImTextureID)g_pFontTextureView;\n\n\t// Create texture sampler\n\t{\n\t\tD3D11_SAMPLER_DESC desc;\n\t\tZeroMemory(&desc, sizeof(desc));\n\t\tdesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;\n\t\tdesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;\n\t\tdesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;\n\t\tdesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;\n\t\tdesc.MipLODBias = 0.f;\n\t\tdesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;\n\t\tdesc.MinLOD = 0.f;\n\t\tdesc.MaxLOD = 0.f;\n\t\tg_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);\n\t}\n}\n\nbool    ImGui_ImplDX11_CreateDeviceObjects()\n{\n\tif (!g_pd3dDevice)\n\t\treturn false;\n\tif (g_pFontSampler)\n\t\tImGui_ImplDX11_InvalidateDeviceObjects();\n\n\t// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)\n\t// If you would like to use this DX11 sample code but remove this dependency you can:\n\t//  1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]\n\t//  2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.\n\t// See https://github.com/ocornut/imgui/pull/638 for sources and details.\n\n\t// Create the vertex shader\n\t{\n\t\tstatic const char* vertexShader =\n\t\t\t\"cbuffer vertexBuffer : register(b0) \\\n            {\\\n              float4x4 ProjectionMatrix; \\\n            };\\\n            struct VS_INPUT\\\n            {\\\n              float2 pos : POSITION;\\\n              float4 col : COLOR0;\\\n              float2 uv  : TEXCOORD0;\\\n            };\\\n            \\\n            struct PS_INPUT\\\n            {\\\n              float4 pos : SV_POSITION;\\\n              float4 col : COLOR0;\\\n              float2 uv  : TEXCOORD0;\\\n            };\\\n            \\\n            PS_INPUT main(VS_INPUT input)\\\n            {\\\n              PS_INPUT output;\\\n              output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\\\n              output.col = input.col;\\\n              output.uv  = input.uv;\\\n              return output;\\\n            }\";\n\n\t\tID3DBlob* vertexShaderBlob;\n\t\tif (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, \"main\", \"vs_4_0\", 0, 0, &vertexShaderBlob, NULL)))\n\t\t\treturn false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!\n\t\tif (g_pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)\n\t\t{\n\t\t\tvertexShaderBlob->Release();\n\t\t\treturn false;\n\t\t}\n\n\t\t// Create the input layout\n\t\tD3D11_INPUT_ELEMENT_DESC local_layout[] =\n\t\t{\n\t\t\t{ \"POSITION\", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },\n\t\t\t{ \"TEXCOORD\", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, uv),  D3D11_INPUT_PER_VERTEX_DATA, 0 },\n\t\t\t{ \"COLOR\",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },\n\t\t};\n\t\tif (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)\n\t\t{\n\t\t\tvertexShaderBlob->Release();\n\t\t\treturn false;\n\t\t}\n\t\tvertexShaderBlob->Release();\n\n\t\t// Create the constant buffer\n\t\t{\n\t\t\tD3D11_BUFFER_DESC desc;\n\t\t\tdesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);\n\t\t\tdesc.Usage = D3D11_USAGE_DYNAMIC;\n\t\t\tdesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;\n\t\t\tdesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;\n\t\t\tdesc.MiscFlags = 0;\n\t\t\tg_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);\n\t\t}\n\t}\n\n\t// Create the pixel shader\n\t{\n\t\tstatic const char* pixelShader =\n\t\t\t\"struct PS_INPUT\\\n            {\\\n            float4 pos : SV_POSITION;\\\n            float4 col : COLOR0;\\\n            float2 uv  : TEXCOORD0;\\\n            };\\\n            sampler sampler0;\\\n            Texture2D texture0;\\\n            \\\n            float4 main(PS_INPUT input) : SV_Target\\\n            {\\\n            float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \\\n            return out_col; \\\n            }\";\n\n\t\tID3DBlob* pixelShaderBlob;\n\t\tif (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, \"main\", \"ps_4_0\", 0, 0, &pixelShaderBlob, NULL)))\n\t\t\treturn false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!\n\t\tif (g_pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)\n\t\t{\n\t\t\tpixelShaderBlob->Release();\n\t\t\treturn false;\n\t\t}\n\t\tpixelShaderBlob->Release();\n\t}\n\n\t// Create the blending setup\n\t{\n\t\tD3D11_BLEND_DESC desc;\n\t\tZeroMemory(&desc, sizeof(desc));\n\t\tdesc.AlphaToCoverageEnable = false;\n\t\tdesc.RenderTarget[0].BlendEnable = true;\n\t\tdesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;\n\t\tdesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;\n\t\tdesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;\n\t\tdesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;\n\t\tdesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;\n\t\tdesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;\n\t\tdesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;\n\t\tg_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);\n\t}\n\n\t// Create the rasterizer state\n\t{\n\t\tD3D11_RASTERIZER_DESC desc;\n\t\tZeroMemory(&desc, sizeof(desc));\n\t\tdesc.FillMode = D3D11_FILL_SOLID;\n\t\tdesc.CullMode = D3D11_CULL_NONE;\n\t\tdesc.ScissorEnable = true;\n\t\tdesc.DepthClipEnable = true;\n\t\tg_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);\n\t}\n\n\t// Create depth-stencil State\n\t{\n\t\tD3D11_DEPTH_STENCIL_DESC desc;\n\t\tZeroMemory(&desc, sizeof(desc));\n\t\tdesc.DepthEnable = false;\n\t\tdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;\n\t\tdesc.DepthFunc = D3D11_COMPARISON_ALWAYS;\n\t\tdesc.StencilEnable = false;\n\t\tdesc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;\n\t\tdesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;\n\t\tdesc.BackFace = desc.FrontFace;\n\t\tg_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);\n\t}\n\n\tImGui_ImplDX11_CreateFontsTexture();\n\n\treturn true;\n}\n\nvoid    ImGui_ImplDX11_InvalidateDeviceObjects()\n{\n\tif (!g_pd3dDevice)\n\t\treturn;\n\n\tif (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }\n\tif (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.\n\tif (g_pIB) { g_pIB->Release(); g_pIB = NULL; }\n\tif (g_pVB) { g_pVB->Release(); g_pVB = NULL; }\n\n\tif (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }\n\tif (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }\n\tif (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }\n\tif (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }\n\tif (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }\n\tif (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }\n\tif (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }\n}\n\nbool    ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)\n{\n\t// Setup backend capabilities flags\n\tImGuiIO& io = ImGui::GetIO();\n\tio.BackendRendererName = \"imgui_impl_dx11\";\n\tio.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.\n\n\t// Get factory from device\n\tIDXGIDevice* pDXGIDevice = NULL;\n\tIDXGIAdapter* pDXGIAdapter = NULL;\n\tIDXGIFactory* pFactory = NULL;\n\n\tif (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)\n\t\tif (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)\n\t\t\tif (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)\n\t\t\t{\n\t\t\t\tg_pd3dDevice = device;\n\t\t\t\tg_pd3dDeviceContext = device_context;\n\t\t\t\tg_pFactory = pFactory;\n\t\t\t}\n\tif (pDXGIDevice) pDXGIDevice->Release();\n\tif (pDXGIAdapter) pDXGIAdapter->Release();\n\tg_pd3dDevice->AddRef();\n\tg_pd3dDeviceContext->AddRef();\n\n\treturn true;\n}\n\nvoid ImGui_ImplDX11_Shutdown()\n{\n\tImGui_ImplDX11_InvalidateDeviceObjects();\n\tif (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }\n\tif (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }\n\tif (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }\n}\n\nvoid ImGui_ImplDX11_NewFrame()\n{\n\tif (!g_pFontSampler)\n\t\tImGui_ImplDX11_CreateDeviceObjects();\n}"
  },
  {
    "path": "LView/imgui_impl_dx11.h",
    "content": "// dear imgui: Renderer Backend for DirectX11\n// This needs to be used along with a Platform Backend (e.g. Win32)\n\n// Implemented features:\n//  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!\n//  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.\n\n// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.\n// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.\n// Read online: https://github.com/ocornut/imgui/tree/master/docs\n\n#pragma once\n#include \"imgui.h\"      // IMGUI_IMPL_API\n\nstruct ID3D11Device;\nstruct ID3D11DeviceContext;\n\nIMGUI_IMPL_API bool     ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);\nIMGUI_IMPL_API void     ImGui_ImplDX11_Shutdown();\nIMGUI_IMPL_API void     ImGui_ImplDX11_NewFrame();\nIMGUI_IMPL_API void     ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);\n\n// Use if you want to reset your rendering device without losing Dear ImGui state.\nIMGUI_IMPL_API void     ImGui_ImplDX11_InvalidateDeviceObjects();\nIMGUI_IMPL_API bool     ImGui_ImplDX11_CreateDeviceObjects();"
  },
  {
    "path": "LView/imgui_impl_win32.cpp",
    "content": "// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)\n// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)\n\n// Implemented features:\n//  [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)\n//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.\n//  [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).\n//  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.\n\n// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.\n// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.\n// Read online: https://github.com/ocornut/imgui/tree/master/docs\n\n#include \"imgui.h\"\n#include \"imgui_impl_win32.h\"\n#ifndef WIN32_LEAN_AND_MEAN\n#define WIN32_LEAN_AND_MEAN\n#endif\n#include <windows.h>\n#include <tchar.h>\n\n// Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7)\n#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD\n#include <XInput.h>\n#else\n#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT\n#endif\n#if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT)\n#pragma comment(lib, \"xinput\")\n//#pragma comment(lib, \"Xinput9_1_0\")\n#endif\n\n// CHANGELOG\n// (minor and older changes stripped away, please see git history for details)\n//  2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.\n//  2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)\n//  2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.\n//  2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.\n//  2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.\n//  2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().\n//  2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.\n//  2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.\n//  2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).\n//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.\n//  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.\n//  2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).\n//  2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.\n//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.\n//  2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).\n//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.\n//  2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).\n//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.\n//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.\n//  2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.\n//  2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.\n//  2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.\n//  2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.\n//  2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.\n\n// Win32 Data\nstatic HWND                 g_hWnd = NULL;\nstatic INT64                g_Time = 0;\nstatic INT64                g_TicksPerSecond = 0;\nstatic ImGuiMouseCursor     g_LastMouseCursor = ImGuiMouseCursor_COUNT;\nstatic bool                 g_HasGamepad = false;\nstatic bool                 g_WantUpdateHasGamepad = true;\n\n// Functions\nbool    ImGui_ImplWin32_Init(void* hwnd)\n{\n    if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond))\n        return false;\n    if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time))\n        return false;\n\n    // Setup backend capabilities flags\n    g_hWnd = (HWND)hwnd;\n    ImGuiIO& io = ImGui::GetIO();\n    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional)\n    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)\n    io.BackendPlatformName = \"imgui_impl_win32\";\n    io.ImeWindowHandle = hwnd;\n\n    // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.\n    io.KeyMap[ImGuiKey_Tab] = VK_TAB;\n    io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;\n    io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;\n    io.KeyMap[ImGuiKey_UpArrow] = VK_UP;\n    io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;\n    io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;\n    io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;\n    io.KeyMap[ImGuiKey_Home] = VK_HOME;\n    io.KeyMap[ImGuiKey_End] = VK_END;\n    io.KeyMap[ImGuiKey_Insert] = VK_INSERT;\n    io.KeyMap[ImGuiKey_Delete] = VK_DELETE;\n    io.KeyMap[ImGuiKey_Backspace] = VK_BACK;\n    io.KeyMap[ImGuiKey_Space] = VK_SPACE;\n    io.KeyMap[ImGuiKey_Enter] = VK_RETURN;\n    io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;\n    io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;\n    io.KeyMap[ImGuiKey_A] = 'A';\n    io.KeyMap[ImGuiKey_C] = 'C';\n    io.KeyMap[ImGuiKey_V] = 'V';\n    io.KeyMap[ImGuiKey_X] = 'X';\n    io.KeyMap[ImGuiKey_Y] = 'Y';\n    io.KeyMap[ImGuiKey_Z] = 'Z';\n\n    return true;\n}\n\nvoid    ImGui_ImplWin32_Shutdown()\n{\n    g_hWnd = (HWND)0;\n}\n\nstatic bool ImGui_ImplWin32_UpdateMouseCursor()\n{\n    ImGuiIO& io = ImGui::GetIO();\n\tif (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)\n        return false;\n\n    ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();\n    if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)\n    {\n        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor\n        ::SetCursor(NULL);\n    }\n    else\n    {\n        // Show OS mouse cursor\n        LPTSTR win32_cursor = IDC_ARROW;\n        switch (imgui_cursor)\n        {\n        case ImGuiMouseCursor_Arrow:        win32_cursor = IDC_ARROW; break;\n        case ImGuiMouseCursor_TextInput:    win32_cursor = IDC_IBEAM; break;\n        case ImGuiMouseCursor_ResizeAll:    win32_cursor = IDC_SIZEALL; break;\n        case ImGuiMouseCursor_ResizeEW:     win32_cursor = IDC_SIZEWE; break;\n        case ImGuiMouseCursor_ResizeNS:     win32_cursor = IDC_SIZENS; break;\n        case ImGuiMouseCursor_ResizeNESW:   win32_cursor = IDC_SIZENESW; break;\n        case ImGuiMouseCursor_ResizeNWSE:   win32_cursor = IDC_SIZENWSE; break;\n        case ImGuiMouseCursor_Hand:         win32_cursor = IDC_HAND; break;\n        case ImGuiMouseCursor_NotAllowed:   win32_cursor = IDC_NO; break;\n        }\n        ::SetCursor(::LoadCursor(NULL, win32_cursor));\n    }\n    return true;\n}\n\nstatic void ImGui_ImplWin32_UpdateMousePos()\n{\n    ImGuiIO& io = ImGui::GetIO();\n\n    // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)\n    if (io.WantSetMousePos)\n    {\n        POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };\n        if (::ClientToScreen(g_hWnd, &pos))\n            ::SetCursorPos(pos.x, pos.y);\n    }\n\n    // Set mouse position\n    io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);\n    POINT pos;\n    if (HWND active_window = ::GetForegroundWindow())\n       if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))\n                io.MousePos = ImVec2((float)pos.x, (float)pos.y);\n}\n\n// Gamepad navigation mapping\nstatic void ImGui_ImplWin32_UpdateGamepads()\n{\n#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD\n    ImGuiIO& io = ImGui::GetIO();\n    memset(io.NavInputs, 0, sizeof(io.NavInputs));\n    if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)\n        return;\n\n    // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.\n    // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.\n    if (g_WantUpdateHasGamepad)\n    {\n        XINPUT_CAPABILITIES caps;\n        g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);\n        g_WantUpdateHasGamepad = false;\n    }\n\n    XINPUT_STATE xinput_state;\n    io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;\n    if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)\n    {\n        const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;\n        io.BackendFlags |= ImGuiBackendFlags_HasGamepad;\n\n        #define MAP_BUTTON(NAV_NO, BUTTON_ENUM)     { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }\n        #define MAP_ANALOG(NAV_NO, VALUE, V0, V1)   { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }\n        MAP_BUTTON(ImGuiNavInput_Activate,      XINPUT_GAMEPAD_A);              // Cross / A\n        MAP_BUTTON(ImGuiNavInput_Cancel,        XINPUT_GAMEPAD_B);              // Circle / B\n        MAP_BUTTON(ImGuiNavInput_Menu,          XINPUT_GAMEPAD_X);              // Square / X\n        MAP_BUTTON(ImGuiNavInput_Input,         XINPUT_GAMEPAD_Y);              // Triangle / Y\n        MAP_BUTTON(ImGuiNavInput_DpadLeft,      XINPUT_GAMEPAD_DPAD_LEFT);      // D-Pad Left\n        MAP_BUTTON(ImGuiNavInput_DpadRight,     XINPUT_GAMEPAD_DPAD_RIGHT);     // D-Pad Right\n        MAP_BUTTON(ImGuiNavInput_DpadUp,        XINPUT_GAMEPAD_DPAD_UP);        // D-Pad Up\n        MAP_BUTTON(ImGuiNavInput_DpadDown,      XINPUT_GAMEPAD_DPAD_DOWN);      // D-Pad Down\n        MAP_BUTTON(ImGuiNavInput_FocusPrev,     XINPUT_GAMEPAD_LEFT_SHOULDER);  // L1 / LB\n        MAP_BUTTON(ImGuiNavInput_FocusNext,     XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB\n        MAP_BUTTON(ImGuiNavInput_TweakSlow,     XINPUT_GAMEPAD_LEFT_SHOULDER);  // L1 / LB\n        MAP_BUTTON(ImGuiNavInput_TweakFast,     XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB\n        MAP_ANALOG(ImGuiNavInput_LStickLeft,    gamepad.sThumbLX,  -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);\n        MAP_ANALOG(ImGuiNavInput_LStickRight,   gamepad.sThumbLX,  +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);\n        MAP_ANALOG(ImGuiNavInput_LStickUp,      gamepad.sThumbLY,  +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);\n        MAP_ANALOG(ImGuiNavInput_LStickDown,    gamepad.sThumbLY,  -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);\n        #undef MAP_BUTTON\n        #undef MAP_ANALOG\n    }\n#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD\n}\n\nvoid    ImGui_ImplWin32_NewFrame()\n{\n    ImGuiIO& io = ImGui::GetIO();\n    IM_ASSERT(io.Fonts->IsBuilt() && \"Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().\");\n\n    // Setup display size (every frame to accommodate for window resizing)\n    RECT rect = { 0, 0, 0, 0 };\n    ::GetClientRect(g_hWnd, &rect);\n    io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));\n\n    // Setup time step\n    INT64 current_time = 0;\n    ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);\n    io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;\n    g_Time = current_time;\n\n    // Read keyboard modifiers inputs\n    io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;\n    io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;\n    io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;\n    io.KeySuper = false;\n    // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.\n\n    // Update OS mouse position\n    ImGui_ImplWin32_UpdateMousePos();\n\n    // Update OS mouse cursor with the cursor requested by imgui\n    ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();\n    if (g_LastMouseCursor != mouse_cursor)\n    {\n        g_LastMouseCursor = mouse_cursor;\n        ImGui_ImplWin32_UpdateMouseCursor();\n    }\n\n    // Update game controllers (if enabled and available)\n    ImGui_ImplWin32_UpdateGamepads();\n}\n\n// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.\n#ifndef WM_MOUSEHWHEEL\n#define WM_MOUSEHWHEEL 0x020E\n#endif\n#ifndef DBT_DEVNODES_CHANGED\n#define DBT_DEVNODES_CHANGED 0x0007\n#endif\n\n// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)\n// Call from your application's message handler.\n// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.\n// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.\n// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.\n// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.\n// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.\n// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.\n#if 0\n// Copy this line into your .cpp file to forward declare the function.\nextern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);\n#endif\nIMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)\n{\n    if (ImGui::GetCurrentContext() == NULL)\n        return 0;\n\n    ImGuiIO& io = ImGui::GetIO();\n    switch (msg)\n    {\n    case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:\n    case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:\n    case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:\n    case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:\n    {\n        int button = 0;\n        if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }\n        if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }\n        if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }\n        if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }\n        if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)\n            ::SetCapture(hwnd);\n        io.MouseDown[button] = true;\n        return 0;\n    }\n    case WM_LBUTTONUP:\n    case WM_RBUTTONUP:\n    case WM_MBUTTONUP:\n    case WM_XBUTTONUP:\n    {\n        int button = 0;\n        if (msg == WM_LBUTTONUP) { button = 0; }\n        if (msg == WM_RBUTTONUP) { button = 1; }\n        if (msg == WM_MBUTTONUP) { button = 2; }\n        if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }\n        io.MouseDown[button] = false;\n        if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)\n            ::ReleaseCapture();\n        return 0;\n    }\n    case WM_MOUSEWHEEL:\n        io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;\n        return 0;\n    case WM_MOUSEHWHEEL:\n        io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;\n        return 0;\n    case WM_KEYDOWN:\n    case WM_SYSKEYDOWN:\n        if (wParam < 256)\n            io.KeysDown[wParam] = 1;\n        return 0;\n    case WM_KEYUP:\n    case WM_SYSKEYUP:\n        if (wParam < 256)\n            io.KeysDown[wParam] = 0;\n        return 0;\n    case WM_CHAR:\n        // You can also use ToAscii()+GetKeyboardState() to retrieve characters.\n        if (wParam > 0 && wParam < 0x10000)\n            io.AddInputCharacterUTF16((unsigned short)wParam);\n        return 0;\n    case WM_SETCURSOR:\n        if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())\n            return 1;\n        return 0;\n    case WM_DEVICECHANGE:\n        if ((UINT)wParam == DBT_DEVNODES_CHANGED)\n            g_WantUpdateHasGamepad = true;\n        return 0;\n    }\n    return 0;\n}\n\n\n//--------------------------------------------------------------------------------------------------------\n// DPI-related helpers (optional)\n//--------------------------------------------------------------------------------------------------------\n// - Use to enable DPI awareness without having to create an application manifest.\n// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.\n// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.\n//   but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,\n//   neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.\n//---------------------------------------------------------------------------------------------------------\n// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.\n// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.\n// If you are trying to implement your own backend for your own engine, you may ignore that noise.\n//---------------------------------------------------------------------------------------------------------\n\n// Implement some of the functions and types normally declared in recent Windows SDK.\n#if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS)\nstatic BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp)\n{\n    OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 0, 0, 0, 0 };\n    DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR;\n    ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL);\n    cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL);\n    cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);\n    return ::VerifyVersionInfoW(&osvi, mask, cond);\n}\n#define IsWindows8Point1OrGreater()  IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE\n#endif\n\n#ifndef DPI_ENUMS_DECLARED\ntypedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;\ntypedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;\n#endif\n#ifndef _DPI_AWARENESS_CONTEXTS_\nDECLARE_HANDLE(DPI_AWARENESS_CONTEXT);\n#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE    (DPI_AWARENESS_CONTEXT)-3\n#endif\n#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2\n#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4\n#endif\ntypedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS);                     // Shcore.lib + dll, Windows 8.1+\ntypedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*);        // Shcore.lib + dll, Windows 8.1+\ntypedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)\n\n// Helper function to enable DPI awareness without setting up a manifest\nvoid ImGui_ImplWin32_EnableDpiAwareness()\n{\n    // if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer!\n    {\n        static HINSTANCE user32_dll = ::LoadLibraryA(\"user32.dll\"); // Reference counted per-process\n        if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, \"SetThreadDpiAwarenessContext\"))\n        {\n            SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);\n            return;\n        }\n    }\n    if (IsWindows8Point1OrGreater())\n    {\n        static HINSTANCE shcore_dll = ::LoadLibraryA(\"shcore.dll\"); // Reference counted per-process\n        if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, \"SetProcessDpiAwareness\"))\n        {\n            SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);\n            return;\n        }\n    }\n#if _WIN32_WINNT >= 0x0600\n    ::SetProcessDPIAware();\n#endif\n}\n\n#if defined(_MSC_VER) && !defined(NOGDI)\n#pragma comment(lib, \"gdi32\")   // Link with gdi32.lib for GetDeviceCaps()\n#endif\n\nfloat ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)\n{\n    UINT xdpi = 96, ydpi = 96;\n    static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater();\n    if (bIsWindows8Point1OrGreater)\n    {\n        static HINSTANCE shcore_dll = ::LoadLibraryA(\"shcore.dll\"); // Reference counted per-process\n        if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, \"GetDpiForMonitor\"))\n            GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);\n    }\n#ifndef NOGDI\n    else\n    {\n        const HDC dc = ::GetDC(NULL);\n        xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);\n        ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);\n        ::ReleaseDC(NULL, dc);\n    }\n#endif\n    IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!\n    return xdpi / 96.0f;\n}\n\nfloat ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)\n{\n    HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);\n    return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);\n}\n\n//---------------------------------------------------------------------------------------------------------\n"
  },
  {
    "path": "LView/imgui_impl_win32.h",
    "content": "// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)\n// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)\n\n// Implemented features:\n//  [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)\n//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.\n//  [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).\n//  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.\n\n// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.\n// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.\n// Read online: https://github.com/ocornut/imgui/tree/master/docs\n\n#pragma once\n#include \"imgui.h\"      // IMGUI_IMPL_API\n\nIMGUI_IMPL_API bool     ImGui_ImplWin32_Init(void* hwnd);\nIMGUI_IMPL_API void     ImGui_ImplWin32_Shutdown();\nIMGUI_IMPL_API void     ImGui_ImplWin32_NewFrame();\n\n// Configuration\n// - Disable gamepad support or linking with xinput.lib\n//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD\n//#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT\n\n// Win32 message handler your application need to call.\n// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.\n// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.\n#if 0\nextern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);\n#endif\n\n// DPI-related helpers (optional)\n// - Use to enable DPI awareness without having to create an application manifest.\n// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.\n// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.\n//   but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,\n//   neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.\nIMGUI_IMPL_API void     ImGui_ImplWin32_EnableDpiAwareness();\nIMGUI_IMPL_API float    ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd);       // HWND hwnd\nIMGUI_IMPL_API float    ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor\n"
  },
  {
    "path": "LView/imgui_internal.h",
    "content": "// dear imgui, v1.80 WIP\n// (internal structures/api)\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// Set:\n//   #define IMGUI_DEFINE_MATH_OPERATORS\n// To 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\n/*\n\nIndex of this file:\n\n// [SECTION] Header mess\n// [SECTION] Forward declarations\n// [SECTION] Context pointer\n// [SECTION] STB libraries includes\n// [SECTION] Macros\n// [SECTION] Generic helpers\n// [SECTION] ImDrawList support\n// [SECTION] Widgets support: flags, enums, data structures\n// [SECTION] Columns support\n// [SECTION] Multi-select support\n// [SECTION] Docking support\n// [SECTION] Viewport support\n// [SECTION] Settings support\n// [SECTION] Metrics, Debug\n// [SECTION] Generic context hooks\n// [SECTION] ImGuiContext (main imgui context)\n// [SECTION] ImGuiWindowTempData, ImGuiWindow\n// [SECTION] Tab bar, Tab item support\n// [SECTION] Table support\n// [SECTION] Internal API\n// [SECTION] Test Engine specific hooks (imgui_test_engine)\n\n*/\n\n#pragma once\n#ifndef IMGUI_DISABLE\n\n//-----------------------------------------------------------------------------\n// [SECTION] Header mess\n//-----------------------------------------------------------------------------\n\n#ifndef IMGUI_VERSION\n#error Must include imgui.h before imgui_internal.h\n#endif\n\n#include <stdio.h>      // FILE*, sscanf\n#include <stdlib.h>     // NULL, malloc, free, qsort, atoi, atof\n#include <math.h>       // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf\n#include <limits.h>     // INT_MIN, INT_MAX\n\n// Visual Studio warnings\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// Clang/GCC warnings with -Weverything\n#if defined(__clang__)\n#pragma clang diagnostic push\n#if __has_warning(\"-Wunknown-warning-option\")\n#pragma clang diagnostic ignored \"-Wunknown-warning-option\"         // warning: unknown warning group 'xxx'\n#endif\n#pragma clang diagnostic ignored \"-Wunknown-pragmas\"                // warning: unknown warning group 'xxx'\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#pragma clang diagnostic ignored \"-Wzero-as-null-pointer-constant\"\n#pragma clang diagnostic ignored \"-Wdouble-promotion\"\n#pragma clang diagnostic ignored \"-Wimplicit-int-float-conversion\"  // warning: implicit conversion from 'xxx' to 'float' may lose precision\n#elif defined(__GNUC__)\n#pragma GCC diagnostic push\n#pragma GCC diagnostic ignored \"-Wpragmas\"              // warning: unknown option after '#pragma GCC diagnostic' kind\n#pragma GCC diagnostic ignored \"-Wclass-memaccess\"      // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead\n#endif\n\n// Legacy defines\n#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS            // Renamed in 1.74\n#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS\n#endif\n#ifdef IMGUI_DISABLE_MATH_FUNCTIONS                     // Renamed in 1.74\n#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS\n#endif\n\n//-----------------------------------------------------------------------------\n// [SECTION] Forward declarations\n//-----------------------------------------------------------------------------\n\nstruct ImBitVector;                 // Store 1-bit per value\nstruct ImRect;                      // An axis-aligned rectangle (2 points)\nstruct ImDrawDataBuilder;           // Helper to build a ImDrawData instance\nstruct ImDrawListSharedData;        // Data shared between all ImDrawList instances\nstruct ImGuiColorMod;               // Stacked color modifier, backup of modified data so we can restore it\nstruct ImGuiContext;                // Main Dear ImGui context\nstruct ImGuiContextHook;            // Hook for extensions like ImGuiTestEngine\nstruct ImGuiDataTypeInfo;           // Type information associated to a ImGuiDataType enum\nstruct ImGuiGroupData;              // Stacked storage data for BeginGroup()/EndGroup()\nstruct ImGuiInputTextState;         // Internal state of the currently focused/edited text input box\nstruct ImGuiLastItemDataBackup;     // Backup and restore IsItemHovered() internal data\nstruct ImGuiMenuColumns;            // Simple column measurement, currently used for MenuItem() only\nstruct ImGuiNavMoveResult;          // Result of a gamepad/keyboard directional navigation move query result\nstruct ImGuiMetricsConfig;          // Storage for ShowMetricsWindow() and DebugNodeXXX() functions\nstruct ImGuiNextWindowData;         // Storage for SetNextWindow** functions\nstruct ImGuiNextItemData;           // Storage for SetNextItem** functions\nstruct ImGuiOldColumnData;          // Storage data for a single column for legacy Columns() api\nstruct ImGuiOldColumns;             // Storage data for a columns set for legacy Columns() api\nstruct ImGuiPopupData;              // Storage for current popup stack\nstruct ImGuiSettingsHandler;        // Storage for one type registered in the .ini file\nstruct ImGuiStackSizes;             // Storage of stack sizes for debugging/asserting\nstruct ImGuiStyleMod;               // Stacked style modifier, backup of modified data so we can restore it\nstruct ImGuiTabBar;                 // Storage for a tab bar\nstruct ImGuiTabItem;                // Storage for a tab item (within a tab bar)\nstruct ImGuiTable;                  // Storage for a table\nstruct ImGuiTableColumn;            // Storage for one column of a table\nstruct ImGuiTableSettings;          // Storage for a table .ini settings\nstruct ImGuiTableColumnsSettings;   // Storage for a column .ini settings\nstruct ImGuiWindow;                 // Storage for one window\nstruct ImGuiWindowTempData;         // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame)\nstruct ImGuiWindowSettings;         // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)\n\n// Use your programming IDE \"Go to definition\" facility on the names of the center columns to find the actual flags/enum lists.\ntypedef int ImGuiLayoutType;            // -> enum ImGuiLayoutType_         // Enum: Horizontal or vertical\ntypedef int ImGuiItemFlags;             // -> enum ImGuiItemFlags_          // Flags: for PushItemFlag()\ntypedef int ImGuiItemStatusFlags;       // -> enum ImGuiItemStatusFlags_    // Flags: for DC.LastItemStatusFlags\ntypedef int ImGuiOldColumnFlags;        // -> enum ImGuiOldColumnFlags_     // Flags: for BeginColumns()\ntypedef int ImGuiNavHighlightFlags;     // -> enum ImGuiNavHighlightFlags_  // Flags: for RenderNavHighlight()\ntypedef int ImGuiNavDirSourceFlags;     // -> enum ImGuiNavDirSourceFlags_  // Flags: for GetNavInputAmount2d()\ntypedef int ImGuiNavMoveFlags;          // -> enum ImGuiNavMoveFlags_       // Flags: for navigation requests\ntypedef int ImGuiNextItemDataFlags;     // -> enum ImGuiNextItemDataFlags_  // Flags: for SetNextItemXXX() functions\ntypedef int ImGuiNextWindowDataFlags;   // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions\ntypedef int ImGuiSeparatorFlags;        // -> enum ImGuiSeparatorFlags_     // Flags: for SeparatorEx()\ntypedef int ImGuiTextFlags;             // -> enum ImGuiTextFlags_          // Flags: for TextEx()\ntypedef int ImGuiTooltipFlags;          // -> enum ImGuiTooltipFlags_       // Flags: for BeginTooltipEx()\n\ntypedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...);\n\n//-----------------------------------------------------------------------------\n// [SECTION] Context pointer\n// See implementation of this variable in imgui.cpp for comments and details.\n//-----------------------------------------------------------------------------\n\n#ifndef GImGui\nextern IMGUI_API ImGuiContext* GImGui;  // Current implicit context pointer\n#endif\n\n//-------------------------------------------------------------------------\n// [SECTION] STB libraries includes\n//-------------------------------------------------------------------------\n\nnamespace ImStb\n{\n\n#undef STB_TEXTEDIT_STRING\n#undef STB_TEXTEDIT_CHARTYPE\n#define STB_TEXTEDIT_STRING             ImGuiInputTextState\n#define STB_TEXTEDIT_CHARTYPE           ImWchar\n#define STB_TEXTEDIT_GETWIDTH_NEWLINE   (-1.0f)\n#define STB_TEXTEDIT_UNDOSTATECOUNT     99\n#define STB_TEXTEDIT_UNDOCHARCOUNT      999\n#include \"imstb_textedit.h\"\n\n} // namespace ImStb\n\n//-----------------------------------------------------------------------------\n// [SECTION] Macros\n//-----------------------------------------------------------------------------\n\n// Debug Logging\n#ifndef IMGUI_DEBUG_LOG\n#define IMGUI_DEBUG_LOG(_FMT,...)       printf(\"[%05d] \" _FMT, GImGui->FrameCount, __VA_ARGS__)\n#endif\n\n// Debug Logging for selected systems. Remove the '((void)0) //' to enable.\n//#define IMGUI_DEBUG_LOG_POPUP         IMGUI_DEBUG_LOG // Enable log\n//#define IMGUI_DEBUG_LOG_NAV           IMGUI_DEBUG_LOG // Enable log\n#define IMGUI_DEBUG_LOG_POPUP(...)      ((void)0)       // Disable log\n#define IMGUI_DEBUG_LOG_NAV(...)        ((void)0)       // Disable log\n\n// Static Asserts\n#if (__cplusplus >= 201100)\n#define IM_STATIC_ASSERT(_COND)         static_assert(_COND, \"\")\n#else\n#define IM_STATIC_ASSERT(_COND)         typedef char static_assertion_##__line__[(_COND)?1:-1]\n#endif\n\n// \"Paranoid\" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much.\n// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code.\n//#define IMGUI_DEBUG_PARANOID\n#ifdef IMGUI_DEBUG_PARANOID\n#define IM_ASSERT_PARANOID(_EXPR)       IM_ASSERT(_EXPR)\n#else\n#define IM_ASSERT_PARANOID(_EXPR)\n#endif\n\n// Error handling\n// Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults.\n#ifndef IM_ASSERT_USER_ERROR\n#define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && _MSG)   // Recoverable User Error\n#endif\n\n// Misc Macros\n#define IM_PI                           3.14159265358979323846f\n#ifdef _WIN32\n#define IM_NEWLINE                      \"\\r\\n\"   // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!)\n#else\n#define IM_NEWLINE                      \"\\n\"\n#endif\n#define IM_TABSIZE                      (4)\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#define IM_FLOOR(_VAL)                  ((float)(int)(_VAL))                                    // ImFloor() is not inlined in MSVC debug builds\n#define IM_ROUND(_VAL)                  ((float)(int)((_VAL) + 0.5f))                           //\n\n// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall\n#ifdef _MSC_VER\n#define IMGUI_CDECL __cdecl\n#else\n#define IMGUI_CDECL\n#endif\n\n// Debug Tools\n// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item.\n#ifndef IM_DEBUG_BREAK\n#if defined(__clang__)\n#define IM_DEBUG_BREAK()    __builtin_debugtrap()\n#elif defined (_MSC_VER)\n#define IM_DEBUG_BREAK()    __debugbreak()\n#else\n#define IM_DEBUG_BREAK()    IM_ASSERT(0)    // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger!\n#endif\n#endif // #ifndef IM_DEBUG_BREAK\n\n//-----------------------------------------------------------------------------\n// [SECTION] Generic helpers\n// Note that the ImXXX helpers functions are lower-level than ImGui functions.\n// ImGui functions or the ImGui context are never called/used from other ImXXX functions.\n//-----------------------------------------------------------------------------\n// - Helpers: Hashing\n// - Helpers: Sorting\n// - Helpers: Bit manipulation\n// - Helpers: String, Formatting\n// - Helpers: UTF-8 <> wchar conversions\n// - Helpers: ImVec2/ImVec4 operators\n// - Helpers: Maths\n// - Helpers: Geometry\n// - Helper: ImVec1\n// - Helper: ImVec2ih\n// - Helper: ImRect\n// - Helper: ImBitArray\n// - Helper: ImBitVector\n// - Helper: ImSpan<>, ImSpanAllocator<>\n// - Helper: ImPool<>\n// - Helper: ImChunkStream<>\n//-----------------------------------------------------------------------------\n\n// Helpers: Hashing\nIMGUI_API ImGuiID       ImHashData(const void* data, size_t data_size, ImU32 seed = 0);\nIMGUI_API ImGuiID       ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0);\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\nstatic inline ImGuiID   ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68]\n#endif\n\n// Helpers: Sorting\n#define ImQsort         qsort\n\n// Helpers: Color Blending\nIMGUI_API ImU32         ImAlphaBlendColors(ImU32 col_a, ImU32 col_b);\n\n// Helpers: Bit manipulation\nstatic inline bool      ImIsPowerOfTwo(int v)           { return v != 0 && (v & (v - 1)) == 0; }\nstatic inline bool      ImIsPowerOfTwo(ImU64 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: String, Formatting\nIMGUI_API int           ImStricmp(const char* str1, const char* str2);\nIMGUI_API int           ImStrnicmp(const char* str1, const char* str2, size_t count);\nIMGUI_API void          ImStrncpy(char* dst, const char* src, size_t count);\nIMGUI_API char*         ImStrdup(const char* str);\nIMGUI_API char*         ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str);\nIMGUI_API const char*   ImStrchrRange(const char* str_begin, const char* str_end, char c);\nIMGUI_API int           ImStrlenW(const ImWchar* str);\nIMGUI_API const char*   ImStreolRange(const char* str, const char* str_end);                // End end-of-line\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 void          ImStrTrimBlanks(char* str);\nIMGUI_API const char*   ImStrSkipBlank(const char* str);\nIMGUI_API int           ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3);\nIMGUI_API int           ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3);\nIMGUI_API const char*   ImParseFormatFindStart(const char* format);\nIMGUI_API const char*   ImParseFormatFindEnd(const char* format);\nIMGUI_API const char*   ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size);\nIMGUI_API int           ImParseFormatPrecision(const char* format, int default_value);\nstatic inline bool      ImCharIsBlankA(char c)          { return c == ' ' || c == '\\t'; }\nstatic inline bool      ImCharIsBlankW(unsigned int c)  { return c == ' ' || c == '\\t' || c == 0x3000; }\n\n// Helpers: UTF-8 <> wchar conversions\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);          // read one character. 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           ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end);                        // return number of bytes to express one char in UTF-8\nIMGUI_API int           ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end);                   // return number of bytes to express string in UTF-8\n\n// Helpers: ImVec2/ImVec4 operators\n// We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.)\n// We unfortunately don't have a unary- operator for ImVec2 because this would needs to be defined inside the class itself.\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 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 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 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 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); }\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); }\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\n// Helpers: File System\n#ifdef IMGUI_DISABLE_FILE_FUNCTIONS\n#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS\ntypedef void* ImFileHandle;\nstatic inline ImFileHandle  ImFileOpen(const char*, const char*)                    { return NULL; }\nstatic inline bool          ImFileClose(ImFileHandle)                               { return false; }\nstatic inline ImU64         ImFileGetSize(ImFileHandle)                             { return (ImU64)-1; }\nstatic inline ImU64         ImFileRead(void*, ImU64, ImU64, ImFileHandle)           { return 0; }\nstatic inline ImU64         ImFileWrite(const void*, ImU64, ImU64, ImFileHandle)    { return 0; }\n#endif\n#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS\ntypedef FILE* ImFileHandle;\nIMGUI_API ImFileHandle      ImFileOpen(const char* filename, const char* mode);\nIMGUI_API bool              ImFileClose(ImFileHandle file);\nIMGUI_API ImU64             ImFileGetSize(ImFileHandle file);\nIMGUI_API ImU64             ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file);\nIMGUI_API ImU64             ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file);\n#else\n#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions\n#endif\nIMGUI_API void*             ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0);\n\n// Helpers: Maths\n// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy)\n#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS\n#define ImFabs(X)           fabsf(X)\n#define ImSqrt(X)           sqrtf(X)\n#define ImFmod(X, Y)        fmodf((X), (Y))\n#define ImCos(X)            cosf(X)\n#define ImSin(X)            sinf(X)\n#define ImAcos(X)           acosf(X)\n#define ImAtan2(Y, X)       atan2f((Y), (X))\n#define ImAtof(STR)         atof(STR)\n#define ImFloorStd(X)       floorf(X)           // We already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by e.g. stb_truetype)\n#define ImCeil(X)           ceilf(X)\nstatic inline float  ImPow(float x, float y)    { return powf(x, y); }          // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision\nstatic inline double ImPow(double x, double y)  { return pow(x, y); }\nstatic inline float  ImLog(float x)             { return logf(x); }             // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision\nstatic inline double ImLog(double x)            { return log(x); }\nstatic inline float  ImAbs(float x)             { return fabsf(x); }\nstatic inline double ImAbs(double x)            { return fabs(x); }\nstatic inline float  ImSign(float x)            { return (x < 0.0f) ? -1.0f : ((x > 0.0f) ? 1.0f : 0.0f); } // Sign operator - returns -1, 0 or 1 based on sign of argument\nstatic inline double ImSign(double x)           { return (x < 0.0) ? -1.0 : ((x > 0.0) ? 1.0 : 0.0); }\n#endif\n// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double\n// (Exceptionally using templates here but we could also redefine them for those types)\ntemplate<typename T> static inline T ImMin(T lhs, T rhs)                        { return lhs < rhs ? lhs : rhs; }\ntemplate<typename T> static inline T ImMax(T lhs, T rhs)                        { return lhs >= rhs ? lhs : rhs; }\ntemplate<typename T> static inline T ImClamp(T v, T mn, T mx)                   { return (v < mn) ? mn : (v > mx) ? mx : v; }\ntemplate<typename T> static inline T ImLerp(T a, T b, float t)                  { return (T)(a + (b - a) * t); }\ntemplate<typename T> static inline void ImSwap(T& a, T& b)                      { T tmp = a; a = b; b = tmp; }\ntemplate<typename T> static inline T ImAddClampOverflow(T a, T b, T mn, T mx)   { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; }\ntemplate<typename T> static inline T ImSubClampOverflow(T a, T b, T mn, T mx)   { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; }\n// - Misc maths helpers\nstatic inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); }\nstatic inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); }\nstatic inline ImVec2 ImClamp(const ImVec2& v, const ImVec2& mn, ImVec2 mx)      { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); }\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 ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t)          { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); }\nstatic inline float  ImSaturate(float f)                                        { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }\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 / ImSqrt(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 int    ImModPositive(int a, int b)                                { return (a + b) % b; }\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); }\nstatic inline float  ImLinearSweep(float current, float target, float speed)    { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }\nstatic inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }\n\n// Helpers: Geometry\nIMGUI_API ImVec2     ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t);                                         // Cubic Bezier\nIMGUI_API ImVec2     ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments);       // For curves with explicit number of segments\nIMGUI_API ImVec2     ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol\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);\ninline float         ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; }\nIMGUI_API ImGuiDir   ImGetDirQuadrantFromDelta(float dx, float dy);\n\n// Helper: ImVec1 (1D vector)\n// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches)\nstruct ImVec1\n{\n    float   x;\n    ImVec1()         { x = 0.0f; }\n    ImVec1(float _x) { x = _x; }\n};\n\n// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage)\nstruct ImVec2ih\n{\n    short   x, y;\n    ImVec2ih()                           { x = y = 0; }\n    ImVec2ih(short _x, short _y)         { x = _x; y = _y; }\n    explicit ImVec2ih(const ImVec2& rhs) { x = (short)rhs.x; y = (short)rhs.y; }\n};\n\n// Helper: ImRect (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(0.0f, 0.0f), Max(0.0f, 0.0f)  {}\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& p)                { if (Min.x > p.x)     Min.x = p.x;     if (Min.y > p.y)     Min.y = p.y;     if (Max.x < p.x)     Max.x = p.x;     if (Max.y < p.y)     Max.y = p.y; }\n    void        Add(const ImRect& r)                { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.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& d)          { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; }\n    void        TranslateX(float dx)                { Min.x += dx; Max.x += dx; }\n    void        TranslateY(float dy)                { Min.y += dy; Max.y += dy; }\n    void        ClipWith(const ImRect& r)           { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); }                   // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.\n    void        ClipWithFull(const ImRect& r)       { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.\n    void        Floor()                             { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); }\n    bool        IsInverted() const                  { return Min.x > Max.x || Min.y > Max.y; }\n    ImVec4      ToVec4() const                      { return ImVec4(Min.x, Min.y, Max.x, Max.y); }\n};\n\n// Helper: ImBitArray\ninline bool     ImBitArrayTestBit(const ImU32* arr, int n)      { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; }\ninline void     ImBitArrayClearBit(ImU32* arr, int n)           { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; }\ninline void     ImBitArraySetBit(ImU32* arr, int n)             { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; }\ninline void     ImBitArraySetBitRange(ImU32* arr, int n, int n2)\n{\n    while (n <= n2)\n    {\n        int a_mod = (n & 31);\n        int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1;\n        ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1);\n        arr[n >> 5] |= mask;\n        n = (n + 32) & ~31;\n    }\n}\n\n// Helper: ImBitArray class (wrapper over ImBitArray functions)\n// Store 1-bit per value. NOT CLEARED by constructor.\ntemplate<int BITCOUNT>\nstruct IMGUI_API ImBitArray\n{\n    ImU32           Storage[(BITCOUNT + 31) >> 5];\n    ImBitArray()                                { }\n    void            ClearBits()                 { memset(Storage, 0, sizeof(Storage)); }\n    bool            TestBit(int n) const        { IM_ASSERT(n < BITCOUNT); return ImBitArrayTestBit(Storage, n); }\n    void            SetBit(int n)               { IM_ASSERT(n < BITCOUNT); ImBitArraySetBit(Storage, n); }\n    void            ClearBit(int n)             { IM_ASSERT(n < BITCOUNT); ImBitArrayClearBit(Storage, n); }\n    void            SetBitRange(int n1, int n2) { ImBitArraySetBitRange(Storage, n1, n2); }\n};\n\n// Helper: ImBitVector\n// Store 1-bit per value.\nstruct IMGUI_API ImBitVector\n{\n    ImVector<ImU32> Storage;\n    void            Create(int sz)              { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); }\n    void            Clear()                     { Storage.clear(); }\n    bool            TestBit(int n) const        { IM_ASSERT(n < (Storage.Size << 5)); return ImBitArrayTestBit(Storage.Data, n); }\n    void            SetBit(int n)               { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); }\n    void            ClearBit(int n)             { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); }\n};\n\n// Helper: ImSpan<>\n// Pointing to a span of data we don't own.\ntemplate<typename T>\nstruct ImSpan\n{\n    T*                  Data;\n    T*                  DataEnd;\n\n    // Constructors, destructor\n    inline ImSpan()                                 { Data = DataEnd = NULL; }\n    inline ImSpan(T* data, int size)                { Data = data; DataEnd = data + size; }\n    inline ImSpan(T* data, T* data_end)             { Data = data; DataEnd = data_end; }\n\n    inline void         set(T* data, int size)      { Data = data; DataEnd = data + size; }\n    inline void         set(T* data, T* data_end)   { Data = data; DataEnd = data_end; }\n    inline int          size() const                { return (int)(ptrdiff_t)(DataEnd - Data); }\n    inline int          size_in_bytes() const       { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); }\n    inline T&           operator[](int i)           { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; }\n    inline const T&     operator[](int i) const     { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; }\n\n    inline T*           begin()                     { return Data; }\n    inline const T*     begin() const               { return Data; }\n    inline T*           end()                       { return DataEnd; }\n    inline const T*     end() const                 { return DataEnd; }\n\n    // Utilities\n    inline int  index_from_ptr(const T* it) const   { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; }\n};\n\n// Helper: ImSpanAllocator<>\n// Facilitate storing multiple chunks into a single large block (the \"arena\")\ntemplate<int CHUNKS>\nstruct ImSpanAllocator\n{\n    char*   BasePtr;\n    int     TotalSize;\n    int     CurrSpan;\n    int     Offsets[CHUNKS];\n\n    ImSpanAllocator()                               { memset(this, 0, sizeof(*this)); }\n    inline void  ReserveBytes(int n, size_t sz)     { IM_ASSERT(n == CurrSpan && n < CHUNKS); IM_UNUSED(n); Offsets[CurrSpan++] = TotalSize; TotalSize += (int)sz; }\n    inline int   GetArenaSizeInBytes()              { return TotalSize; }\n    inline void  SetArenaBasePtr(void* base_ptr)    { BasePtr = (char*)base_ptr; }\n    inline void* GetSpanPtrBegin(int n)             { IM_ASSERT(n >= 0 && n < CHUNKS && CurrSpan == CHUNKS); return (void*)(BasePtr + Offsets[n]); }\n    inline void* GetSpanPtrEnd(int n)               { IM_ASSERT(n >= 0 && n < CHUNKS && CurrSpan == CHUNKS); return (n + 1 < CHUNKS) ? BasePtr + Offsets[n + 1] : (void*)(BasePtr + TotalSize); }\n    template<typename T>\n    inline void  GetSpan(int n, ImSpan<T>* span)    { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); }\n};\n\n// Helper: ImPool<>\n// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer,\n// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object.\ntypedef int ImPoolIdx;\ntemplate<typename T>\nstruct IMGUI_API ImPool\n{\n    ImVector<T>     Buf;        // Contiguous data\n    ImGuiStorage    Map;        // ID->Index\n    ImPoolIdx       FreeIdx;    // Next free idx to use\n\n    ImPool()    { FreeIdx = 0; }\n    ~ImPool()   { Clear(); }\n    T*          GetByKey(ImGuiID key)               { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; }\n    T*          GetByIndex(ImPoolIdx n)             { return &Buf[n]; }\n    ImPoolIdx   GetIndex(const T* p) const          { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); }\n    T*          GetOrAddByKey(ImGuiID key)          { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); }\n    bool        Contains(const T* p) const          { return (p >= Buf.Data && p < Buf.Data + Buf.Size); }\n    void        Clear()                             { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = 0; }\n    T*          Add()                               { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); return &Buf[idx]; }\n    void        Remove(ImGuiID key, const T* p)     { Remove(key, GetIndex(p)); }\n    void        Remove(ImGuiID key, ImPoolIdx idx)  { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); }\n    void        Reserve(int capacity)               { Buf.reserve(capacity); Map.Data.reserve(capacity); }\n    int         GetSize() const                     { return Buf.Size; }\n};\n\n// Helper: ImChunkStream<>\n// Build and iterate a contiguous stream of variable-sized structures.\n// This is used by Settings to store persistent data while reducing allocation count.\n// We store the chunk size first, and align the final size on 4 bytes boundaries (this what the '(X + 3) & ~3' statement is for)\n// The tedious/zealous amount of casting is to avoid -Wcast-align warnings.\ntemplate<typename T>\nstruct IMGUI_API ImChunkStream\n{\n    ImVector<char>  Buf;\n\n    void    clear()                     { Buf.clear(); }\n    bool    empty() const               { return Buf.Size == 0; }\n    int     size() const                { return Buf.Size; }\n    T*      alloc_chunk(size_t sz)      { size_t HDR_SZ = 4; sz = ((HDR_SZ + sz) + 3u) & ~3u; int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); }\n    T*      begin()                     { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); }\n    T*      next_chunk(T* p)            { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; }\n    int     chunk_size(const T* p)      { return ((const int*)p)[-1]; }\n    T*      end()                       { return (T*)(void*)(Buf.Data + Buf.Size); }\n    int     offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; }\n    T*      ptr_from_offset(int off)    { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); }\n    void    swap(ImChunkStream<T>& rhs) { rhs.Buf.swap(Buf); }\n\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImDrawList support\n//-----------------------------------------------------------------------------\n\n// ImDrawList: Helper function to calculate a circle's segment count given its radius and a \"maximum error\" value.\n#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN                     12\n#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX                     512\n#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR)    ImClamp((int)((IM_PI * 2.0f) / ImAcos(((_RAD) - (_MAXERROR)) / (_RAD))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX)\n\n// ImDrawList: You may set this to higher values (e.g. 2 or 3) to increase tessellation of fast rounded corners path.\n#ifndef IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER\n#define IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER             1\n#endif\n\n// Data shared between all ImDrawList instances\n// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure.\nstruct IMGUI_API ImDrawListSharedData\n{\n    ImVec2          TexUvWhitePixel;            // UV of white pixel in the atlas\n    ImFont*         Font;                       // Current/default font (optional, for simplified AddText overload)\n    float           FontSize;                   // Current/default font size (optional, for simplified AddText overload)\n    float           CurveTessellationTol;       // Tessellation tolerance when using PathBezierCurveTo()\n    float           CircleSegmentMaxError;      // Number of circle segments to use per pixel of radius for AddCircle() etc\n    ImVec4          ClipRectFullscreen;         // Value for PushClipRectFullscreen()\n    ImDrawListFlags InitialFlags;               // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards)\n\n    // [Internal] Lookup tables\n    ImVec2          ArcFastVtx[12 * IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER];  // FIXME: Bake rounded corners fill/borders in atlas\n    ImU8            CircleSegmentCounts[64];    // Precomputed segment count for given radius (array index + 1) before we calculate it dynamically (to avoid calculation overhead)\n    const ImVec4*   TexUvLines;                 // UV of anti-aliased lines in the atlas\n\n    ImDrawListSharedData();\n    void SetCircleSegmentMaxError(float max_error);\n};\n\nstruct ImDrawDataBuilder\n{\n    ImVector<ImDrawList*>   Layers[2];           // Global layers for: regular, tooltip\n\n    void Clear()            { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }\n    void ClearFreeMemory()  { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }\n    IMGUI_API void FlattenIntoSingleLayer();\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Widgets support: flags, enums, data structures\n//-----------------------------------------------------------------------------\n\n// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().\n// This is going to be exposed in imgui.h when stabilized enough.\nenum ImGuiItemFlags_\n{\n    ImGuiItemFlags_None                     = 0,\n    ImGuiItemFlags_NoTabStop                = 1 << 0,  // false\n    ImGuiItemFlags_ButtonRepeat             = 1 << 1,  // false    // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.\n    ImGuiItemFlags_Disabled                 = 1 << 2,  // false    // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211\n    ImGuiItemFlags_NoNav                    = 1 << 3,  // false\n    ImGuiItemFlags_NoNavDefaultFocus        = 1 << 4,  // false\n    ImGuiItemFlags_SelectableDontClosePopup = 1 << 5,  // false    // MenuItem/Selectable() automatically closes current Popup window\n    ImGuiItemFlags_MixedValue               = 1 << 6,  // false    // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)\n    ImGuiItemFlags_ReadOnly                 = 1 << 7,  // false    // [ALPHA] Allow hovering interactions but underlying value is not changed.\n    ImGuiItemFlags_Default_                 = 0\n};\n\n// Storage for LastItem data\nenum ImGuiItemStatusFlags_\n{\n    ImGuiItemStatusFlags_None               = 0,\n    ImGuiItemStatusFlags_HoveredRect        = 1 << 0,\n    ImGuiItemStatusFlags_HasDisplayRect     = 1 << 1,\n    ImGuiItemStatusFlags_Edited             = 1 << 2,   // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)\n    ImGuiItemStatusFlags_ToggledSelection   = 1 << 3,   // Set when Selectable(), TreeNode() reports toggling a selection. We can't report \"Selected\" because reporting the change allows us to handle clipping with less issues.\n    ImGuiItemStatusFlags_ToggledOpen        = 1 << 4,   // Set when TreeNode() reports toggling their open state.\n    ImGuiItemStatusFlags_HasDeactivated     = 1 << 5,   // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.\n    ImGuiItemStatusFlags_Deactivated        = 1 << 6    // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.\n\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n    , // [imgui_tests only]\n    ImGuiItemStatusFlags_Openable           = 1 << 10,  //\n    ImGuiItemStatusFlags_Opened             = 1 << 11,  //\n    ImGuiItemStatusFlags_Checkable          = 1 << 12,  //\n    ImGuiItemStatusFlags_Checked            = 1 << 13   //\n#endif\n};\n\n// Extend ImGuiButtonFlags_\nenum ImGuiButtonFlagsPrivate_\n{\n    ImGuiButtonFlags_PressedOnClick         = 1 << 4,   // return true on click (mouse down event)\n    ImGuiButtonFlags_PressedOnClickRelease  = 1 << 5,   // [Default] return true on click + release on same item <-- this is what the majority of Button are using\n    ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item\n    ImGuiButtonFlags_PressedOnRelease       = 1 << 7,   // return true on release (default requires click+release)\n    ImGuiButtonFlags_PressedOnDoubleClick   = 1 << 8,   // return true on double-click (default requires click+release)\n    ImGuiButtonFlags_PressedOnDragDropHold  = 1 << 9,   // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)\n    ImGuiButtonFlags_Repeat                 = 1 << 10,  // hold to repeat\n    ImGuiButtonFlags_FlattenChildren        = 1 << 11,  // allow interactions even if a child window is overlapping\n    ImGuiButtonFlags_AllowItemOverlap       = 1 << 12,  // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap()\n    ImGuiButtonFlags_DontClosePopups        = 1 << 13,  // disable automatically closing parent popup on press // [UNUSED]\n    ImGuiButtonFlags_Disabled               = 1 << 14,  // disable interactions\n    ImGuiButtonFlags_AlignTextBaseLine      = 1 << 15,  // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine\n    ImGuiButtonFlags_NoKeyModifiers         = 1 << 16,  // disable mouse interaction if a key modifier is held\n    ImGuiButtonFlags_NoHoldingActiveId      = 1 << 17,  // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)\n    ImGuiButtonFlags_NoNavFocus             = 1 << 18,  // don't override navigation focus when activated\n    ImGuiButtonFlags_NoHoveredOnFocus       = 1 << 19,  // don't report as hovered when nav focus is on this item\n    ImGuiButtonFlags_PressedOnMask_         = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold,\n    ImGuiButtonFlags_PressedOnDefault_      = ImGuiButtonFlags_PressedOnClickRelease\n};\n\n// Extend ImGuiSliderFlags_\nenum ImGuiSliderFlagsPrivate_\n{\n    ImGuiSliderFlags_Vertical               = 1 << 20,  // Should this slider be orientated vertically?\n    ImGuiSliderFlags_ReadOnly               = 1 << 21\n};\n\n// Extend ImGuiSelectableFlags_\nenum ImGuiSelectableFlagsPrivate_\n{\n    // NB: need to be in sync with last value of ImGuiSelectableFlags_\n    ImGuiSelectableFlags_NoHoldingActiveID      = 1 << 20,\n    ImGuiSelectableFlags_SelectOnClick          = 1 << 21,  // Override button behavior to react on Click (default is Click+Release)\n    ImGuiSelectableFlags_SelectOnRelease        = 1 << 22,  // Override button behavior to react on Release (default is Click+Release)\n    ImGuiSelectableFlags_SpanAvailWidth         = 1 << 23,  // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus)\n    ImGuiSelectableFlags_DrawHoveredWhenHeld    = 1 << 24,  // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.\n    ImGuiSelectableFlags_SetNavIdOnHover        = 1 << 25,  // Set Nav/Focus ID on mouse hover (used by MenuItem)\n    ImGuiSelectableFlags_NoPadWithHalfSpacing   = 1 << 26   // Disable padding each side with ItemSpacing * 0.5f\n};\n\n// Extend ImGuiTreeNodeFlags_\nenum ImGuiTreeNodeFlagsPrivate_\n{\n    ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20\n};\n\nenum ImGuiSeparatorFlags_\n{\n    ImGuiSeparatorFlags_None                = 0,\n    ImGuiSeparatorFlags_Horizontal          = 1 << 0,   // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar\n    ImGuiSeparatorFlags_Vertical            = 1 << 1,\n    ImGuiSeparatorFlags_SpanAllColumns      = 1 << 2\n};\n\nenum ImGuiTextFlags_\n{\n    ImGuiTextFlags_None = 0,\n    ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0\n};\n\nenum ImGuiTooltipFlags_\n{\n    ImGuiTooltipFlags_None = 0,\n    ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0      // Override will clear/ignore previously submitted tooltip (defaults to append)\n};\n\n// FIXME: this is in development, not exposed/functional as a generic feature yet.\n// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2\nenum ImGuiLayoutType_\n{\n    ImGuiLayoutType_Horizontal = 0,\n    ImGuiLayoutType_Vertical = 1\n};\n\nenum ImGuiLogType\n{\n    ImGuiLogType_None = 0,\n    ImGuiLogType_TTY,\n    ImGuiLogType_File,\n    ImGuiLogType_Buffer,\n    ImGuiLogType_Clipboard\n};\n\n// X/Y enums are fixed to 0/1 so they may be used to index ImVec2\nenum ImGuiAxis\n{\n    ImGuiAxis_None = -1,\n    ImGuiAxis_X = 0,\n    ImGuiAxis_Y = 1\n};\n\nenum ImGuiPlotType\n{\n    ImGuiPlotType_Lines,\n    ImGuiPlotType_Histogram\n};\n\nenum ImGuiInputSource\n{\n    ImGuiInputSource_None = 0,\n    ImGuiInputSource_Mouse,\n    ImGuiInputSource_Nav,\n    ImGuiInputSource_NavKeyboard,   // Only used occasionally for storage, not tested/handled by most code\n    ImGuiInputSource_NavGamepad,    // \"\n    ImGuiInputSource_COUNT\n};\n\n// FIXME-NAV: Clarify/expose various repeat delay/rate\nenum ImGuiInputReadMode\n{\n    ImGuiInputReadMode_Down,\n    ImGuiInputReadMode_Pressed,\n    ImGuiInputReadMode_Released,\n    ImGuiInputReadMode_Repeat,\n    ImGuiInputReadMode_RepeatSlow,\n    ImGuiInputReadMode_RepeatFast\n};\n\nenum ImGuiNavHighlightFlags_\n{\n    ImGuiNavHighlightFlags_None         = 0,\n    ImGuiNavHighlightFlags_TypeDefault  = 1 << 0,\n    ImGuiNavHighlightFlags_TypeThin     = 1 << 1,\n    ImGuiNavHighlightFlags_AlwaysDraw   = 1 << 2,       // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse.\n    ImGuiNavHighlightFlags_NoRounding   = 1 << 3\n};\n\nenum ImGuiNavDirSourceFlags_\n{\n    ImGuiNavDirSourceFlags_None         = 0,\n    ImGuiNavDirSourceFlags_Keyboard     = 1 << 0,\n    ImGuiNavDirSourceFlags_PadDPad      = 1 << 1,\n    ImGuiNavDirSourceFlags_PadLStick    = 1 << 2\n};\n\nenum ImGuiNavMoveFlags_\n{\n    ImGuiNavMoveFlags_None                  = 0,\n    ImGuiNavMoveFlags_LoopX                 = 1 << 0,   // On failed request, restart from opposite side\n    ImGuiNavMoveFlags_LoopY                 = 1 << 1,\n    ImGuiNavMoveFlags_WrapX                 = 1 << 2,   // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)\n    ImGuiNavMoveFlags_WrapY                 = 1 << 3,   // This is not super useful for provided for completeness\n    ImGuiNavMoveFlags_AllowCurrentNavId     = 1 << 4,   // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)\n    ImGuiNavMoveFlags_AlsoScoreVisibleSet   = 1 << 5,   // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible.\n    ImGuiNavMoveFlags_ScrollToEdge          = 1 << 6\n};\n\nenum ImGuiNavForward\n{\n    ImGuiNavForward_None,\n    ImGuiNavForward_ForwardQueued,\n    ImGuiNavForward_ForwardActive\n};\n\nenum ImGuiNavLayer\n{\n    ImGuiNavLayer_Main  = 0,    // Main scrolling layer\n    ImGuiNavLayer_Menu  = 1,    // Menu layer (access with Alt/ImGuiNavInput_Menu)\n    ImGuiNavLayer_COUNT\n};\n\nenum ImGuiPopupPositionPolicy\n{\n    ImGuiPopupPositionPolicy_Default,\n    ImGuiPopupPositionPolicy_ComboBox,\n    ImGuiPopupPositionPolicy_Tooltip\n};\n\nstruct ImGuiDataTypeTempStorage\n{\n    ImU8        Data[8];        // Can fit any data up to ImGuiDataType_COUNT\n};\n\n// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo().\nstruct ImGuiDataTypeInfo\n{\n    size_t      Size;           // Size in bytes\n    const char* Name;           // Short descriptive name for the type, for debugging\n    const char* PrintFmt;       // Default printf format for the type\n    const char* ScanFmt;        // Default scanf format for the type\n};\n\n// Extend ImGuiDataType_\nenum ImGuiDataTypePrivate_\n{\n    ImGuiDataType_String = ImGuiDataType_COUNT + 1,\n    ImGuiDataType_Pointer,\n    ImGuiDataType_ID\n};\n\n// Stacked color modifier, backup of modified data so we can restore it\nstruct ImGuiColorMod\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 storage data for BeginGroup()/EndGroup()\nstruct ImGuiGroupData\n{\n    ImGuiID     WindowID;\n    ImVec2      BackupCursorPos;\n    ImVec2      BackupCursorMaxPos;\n    ImVec1      BackupIndent;\n    ImVec1      BackupGroupOffset;\n    ImVec2      BackupCurrLineSize;\n    float       BackupCurrLineTextBaseOffset;\n    ImGuiID     BackupActiveIdIsAlive;\n    bool        BackupActiveIdPreviousFrameIsAlive;\n    bool        EmitItem;\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 ImGuiMenuColumns\n{\n    float       Spacing;\n    float       Width, NextWidth;\n    float       Pos[3], NextWidths[3];\n\n    ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); }\n    void        Update(int count, float spacing, bool clear);\n    float       DeclColumns(float w0, float w1, float w2);\n    float       CalcExtraSpace(float avail_w) const;\n};\n\n// Internal state of the currently focused/edited text input box\n// For a given item ID, access with ImGui::GetInputTextState()\nstruct IMGUI_API ImGuiInputTextState\n{\n    ImGuiID                 ID;                     // widget id owning the text state\n    int                     CurLenW, CurLenA;       // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not.\n    ImVector<ImWchar>       TextW;                  // 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>          TextA;                  // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity.\n    ImVector<char>          InitialTextA;           // backup of end-user buffer at the time of focus (in UTF-8, unaltered)\n    bool                    TextAIsValid;           // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument)\n    int                     BufCapacityA;           // end-user buffer capacity\n    float                   ScrollX;                // horizontal scrolling/offset\n    ImStb::STB_TexteditState Stb;                   // state for stb_textedit.h\n    float                   CursorAnim;             // timer for cursor blink, reset on every user action so the cursor reappears immediately\n    bool                    CursorFollow;           // set when we want scrolling to follow the current cursor position (not always!)\n    bool                    SelectedAllMouseLock;   // after a double-click to select all, we ignore further mouse drags to update selection\n    bool                    Edited;                 // edited this frame\n    ImGuiInputTextFlags     UserFlags;              // Temporarily set while we call user's callback\n    ImGuiInputTextCallback  UserCallback;           // \"\n    void*                   UserCallbackData;       // \"\n\n    ImGuiInputTextState()                   { memset(this, 0, sizeof(*this)); }\n    void        ClearText()                 { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); }\n    void        ClearFreeMemory()           { TextW.clear(); TextA.clear(); InitialTextA.clear(); }\n    int         GetUndoAvailCount() const   { return Stb.undostate.undo_point; }\n    int         GetRedoAvailCount() const   { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; }\n    void        OnKeyPressed(int key);      // Cannot be inline because we call in code in stb_textedit.h implementation\n\n    // Cursor & Selection\n    void        CursorAnimReset()           { CursorAnim = -0.30f; }                                   // After a user-input the cursor stays on for a while without blinking\n    void        CursorClamp()               { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); }\n    bool        HasSelection() const        { return Stb.select_start != Stb.select_end; }\n    void        ClearSelection()            { Stb.select_start = Stb.select_end = Stb.cursor; }\n    void        SelectAll()                 { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }\n};\n\n// Storage for current popup stack\nstruct ImGuiPopupData\n{\n    ImGuiID             PopupId;        // Set on OpenPopup()\n    ImGuiWindow*        Window;         // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()\n    ImGuiWindow*        SourceWindow;   // Set on OpenPopup() copy of NavWindow at the time of opening the popup\n    int                 OpenFrameCount; // Set on OpenPopup()\n    ImGuiID             OpenParentId;   // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)\n    ImVec2              OpenPopupPos;   // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)\n    ImVec2              OpenMousePos;   // Set on OpenPopup(), copy of mouse position at the time of opening popup\n\n    ImGuiPopupData()    { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; }\n};\n\nstruct ImGuiNavMoveResult\n{\n    ImGuiWindow*    Window;             // Best candidate window\n    ImGuiID         ID;                 // Best candidate ID\n    ImGuiID         FocusScopeId;       // Best candidate focus scope ID\n    float           DistBox;            // Best candidate box distance to current NavId\n    float           DistCenter;         // Best candidate center distance to current NavId\n    float           DistAxial;\n    ImRect          RectRel;            // Best candidate bounding box in window relative space\n\n    ImGuiNavMoveResult() { Clear(); }\n    void Clear()         { Window = NULL; ID = FocusScopeId = 0; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }\n};\n\nenum ImGuiNextWindowDataFlags_\n{\n    ImGuiNextWindowDataFlags_None               = 0,\n    ImGuiNextWindowDataFlags_HasPos             = 1 << 0,\n    ImGuiNextWindowDataFlags_HasSize            = 1 << 1,\n    ImGuiNextWindowDataFlags_HasContentSize     = 1 << 2,\n    ImGuiNextWindowDataFlags_HasCollapsed       = 1 << 3,\n    ImGuiNextWindowDataFlags_HasSizeConstraint  = 1 << 4,\n    ImGuiNextWindowDataFlags_HasFocus           = 1 << 5,\n    ImGuiNextWindowDataFlags_HasBgAlpha         = 1 << 6,\n    ImGuiNextWindowDataFlags_HasScroll          = 1 << 7\n};\n\n// Storage for SetNexWindow** functions\nstruct ImGuiNextWindowData\n{\n    ImGuiNextWindowDataFlags    Flags;\n    ImGuiCond                   PosCond;\n    ImGuiCond                   SizeCond;\n    ImGuiCond                   CollapsedCond;\n    ImVec2                      PosVal;\n    ImVec2                      PosPivotVal;\n    ImVec2                      SizeVal;\n    ImVec2                      ContentSizeVal;\n    ImVec2                      ScrollVal;\n    bool                        CollapsedVal;\n    ImRect                      SizeConstraintRect;\n    ImGuiSizeCallback           SizeCallback;\n    void*                       SizeCallbackUserData;\n    float                       BgAlphaVal;             // Override background alpha\n    ImVec2                      MenuBarOffsetMinVal;    // *Always on* This is not exposed publicly, so we don't clear it.\n\n    ImGuiNextWindowData()       { memset(this, 0, sizeof(*this)); }\n    inline void ClearFlags()    { Flags = ImGuiNextWindowDataFlags_None; }\n};\n\nenum ImGuiNextItemDataFlags_\n{\n    ImGuiNextItemDataFlags_None     = 0,\n    ImGuiNextItemDataFlags_HasWidth = 1 << 0,\n    ImGuiNextItemDataFlags_HasOpen  = 1 << 1\n};\n\nstruct ImGuiNextItemData\n{\n    ImGuiNextItemDataFlags      Flags;\n    float                       Width;          // Set by SetNextItemWidth()\n    ImGuiID                     FocusScopeId;   // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging)\n    ImGuiCond                   OpenCond;\n    bool                        OpenVal;        // Set by SetNextItemOpen()\n\n    ImGuiNextItemData()         { memset(this, 0, sizeof(*this)); }\n    inline void ClearFlags()    { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()!\n};\n\nstruct ImGuiShrinkWidthItem\n{\n    int         Index;\n    float       Width;\n};\n\nstruct ImGuiPtrOrIndex\n{\n    void*       Ptr;            // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool.\n    int         Index;          // Usually index in a main pool.\n\n    ImGuiPtrOrIndex(void* ptr)  { Ptr = ptr; Index = -1; }\n    ImGuiPtrOrIndex(int index)  { Ptr = NULL; Index = index; }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Columns support\n//-----------------------------------------------------------------------------\n\n// Flags for internal's BeginColumns(). Prefix using BeginTable() nowadays!\nenum ImGuiOldColumnFlags_\n{\n    ImGuiOldColumnFlags_None                    = 0,\n    ImGuiOldColumnFlags_NoBorder                = 1 << 0,   // Disable column dividers\n    ImGuiOldColumnFlags_NoResize                = 1 << 1,   // Disable resizing columns when clicking on the dividers\n    ImGuiOldColumnFlags_NoPreserveWidths        = 1 << 2,   // Disable column width preservation when adjusting columns\n    ImGuiOldColumnFlags_NoForceWithinWindow     = 1 << 3,   // Disable forcing columns to fit within window\n    ImGuiOldColumnFlags_GrowParentContentsSize  = 1 << 4    // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove.\n\n    // Obsolete names (will be removed)\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    , ImGuiColumnsFlags_None                    = ImGuiOldColumnFlags_None,\n    ImGuiColumnsFlags_NoBorder                  = ImGuiOldColumnFlags_NoBorder,\n    ImGuiColumnsFlags_NoResize                  = ImGuiOldColumnFlags_NoResize,\n    ImGuiColumnsFlags_NoPreserveWidths          = ImGuiOldColumnFlags_NoPreserveWidths,\n    ImGuiColumnsFlags_NoForceWithinWindow       = ImGuiOldColumnFlags_NoForceWithinWindow,\n    ImGuiColumnsFlags_GrowParentContentsSize    = ImGuiOldColumnFlags_GrowParentContentsSize\n#endif\n};\n\nstruct ImGuiOldColumnData\n{\n    float               OffsetNorm;         // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)\n    float               OffsetNormBeforeResize;\n    ImGuiOldColumnFlags Flags;              // Not exposed\n    ImRect              ClipRect;\n\n    ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); }\n};\n\nstruct ImGuiOldColumns\n{\n    ImGuiID             ID;\n    ImGuiOldColumnFlags Flags;\n    bool                IsFirstFrame;\n    bool                IsBeingResized;\n    int                 Current;\n    int                 Count;\n    float               OffMinX, OffMaxX;       // Offsets from HostWorkRect.Min.x\n    float               LineMinY, LineMaxY;\n    float               HostCursorPosY;         // Backup of CursorPos at the time of BeginColumns()\n    float               HostCursorMaxPosX;      // Backup of CursorMaxPos at the time of BeginColumns()\n    ImRect              HostInitialClipRect;    // Backup of ClipRect at the time of BeginColumns()\n    ImRect              HostBackupClipRect;     // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground()\n    ImRect              HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns()\n    ImVector<ImGuiOldColumnData> Columns;\n    ImDrawListSplitter  Splitter;\n\n    ImGuiOldColumns()   { memset(this, 0, sizeof(*this)); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Multi-select support\n//-----------------------------------------------------------------------------\n\n#ifdef IMGUI_HAS_MULTI_SELECT\n// <this is filled in 'range_select' branch>\n#endif // #ifdef IMGUI_HAS_MULTI_SELECT\n\n//-----------------------------------------------------------------------------\n// [SECTION] Docking support\n//-----------------------------------------------------------------------------\n\n#ifdef IMGUI_HAS_DOCK\n// <this is filled in 'docking' branch>\n#endif // #ifdef IMGUI_HAS_DOCK\n\n//-----------------------------------------------------------------------------\n// [SECTION] Viewport support\n//-----------------------------------------------------------------------------\n\n#ifdef IMGUI_HAS_VIEWPORT\n// <this is filled in 'docking' branch>\n#endif // #ifdef IMGUI_HAS_VIEWPORT\n\n//-----------------------------------------------------------------------------\n// [SECTION] Settings support\n//-----------------------------------------------------------------------------\n\n// Windows data saved in imgui.ini file\n// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily.\n// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure)\nstruct ImGuiWindowSettings\n{\n    ImGuiID     ID;\n    ImVec2ih    Pos;\n    ImVec2ih    Size;\n    bool        Collapsed;\n    bool        WantApply;      // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)\n\n    ImGuiWindowSettings()       { memset(this, 0, sizeof(*this)); }\n    char* GetName()             { return (char*)(this + 1); }\n};\n\nstruct ImGuiSettingsHandler\n{\n    const char* TypeName;       // Short description stored in .ini file. Disallowed characters: '[' ']'\n    ImGuiID     TypeHash;       // == ImHashStr(TypeName)\n    void        (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler);                                // Clear all settings data\n    void        (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler);                                // Read: Called before reading (in registration order)\n    void*       (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name);              // Read: Called when entering into a new ini entry e.g. \"[Window][Name]\"\n    void        (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry\n    void        (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler);                                // Read: Called after reading (in registration order)\n    void        (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf);      // Write: Output every entries into 'out_buf'\n    void*       UserData;\n\n    ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Metrics, Debug\n//-----------------------------------------------------------------------------\n\nstruct ImGuiMetricsConfig\n{\n    bool        ShowWindowsRects;\n    bool        ShowWindowsBeginOrder;\n    bool        ShowTablesRects;\n    bool        ShowDrawCmdMesh;\n    bool        ShowDrawCmdBoundingBoxes;\n    int         ShowWindowsRectsType;\n    int         ShowTablesRectsType;\n\n    ImGuiMetricsConfig()\n    {\n        ShowWindowsRects = false;\n        ShowWindowsBeginOrder = false;\n        ShowTablesRects = false;\n        ShowDrawCmdMesh = true;\n        ShowDrawCmdBoundingBoxes = true;\n        ShowWindowsRectsType = -1;\n        ShowTablesRectsType = -1;\n    }\n};\n\nstruct IMGUI_API ImGuiStackSizes\n{\n    short   SizeOfIDStack;\n    short   SizeOfColorStack;\n    short   SizeOfStyleVarStack;\n    short   SizeOfFontStack;\n    short   SizeOfFocusScopeStack;\n    short   SizeOfGroupStack;\n    short   SizeOfBeginPopupStack;\n\n    ImGuiStackSizes() { memset(this, 0, sizeof(*this)); }\n    void SetToCurrentState();\n    void CompareWithCurrentState();\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Generic context hooks\n//-----------------------------------------------------------------------------\n\ntypedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook);\nenum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown };\n\nstruct ImGuiContextHook\n{\n    ImGuiContextHookType        Type;\n    ImGuiID                     Owner;\n    ImGuiContextHookCallback    Callback;\n    void*                       UserData;\n\n    ImGuiContextHook()          { memset(this, 0, sizeof(*this)); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGuiContext (main imgui context)\n//-----------------------------------------------------------------------------\n\nstruct ImGuiContext\n{\n    bool                    Initialized;\n    bool                    FontAtlasOwnedByContext;            // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it.\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    ImDrawListSharedData    DrawListSharedData;\n    double                  Time;\n    int                     FrameCount;\n    int                     FrameCountEnded;\n    int                     FrameCountRendered;\n    bool                    WithinFrameScope;                   // Set by NewFrame(), cleared by EndFrame()\n    bool                    WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed\n    bool                    WithinEndChild;                     // Set within EndChild()\n    bool                    GcCompactAll;                       // Request full GC\n    bool                    TestEngineHookItems;                // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()\n    ImGuiID                 TestEngineHookIdInfo;               // Will call test engine hooks: ImGuiTestEngineHook_IdInfo() from GetID()\n    void*                   TestEngine;                         // Test engine user data\n\n    // Windows state\n    ImVector<ImGuiWindow*>  Windows;                            // Windows, sorted in display order, back to front\n    ImVector<ImGuiWindow*>  WindowsFocusOrder;                  // Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here! Need to sort out the Docking equivalent which is RootWindowDockStop and is unfortunately a little more dynamic)\n    ImVector<ImGuiWindow*>  WindowsTempSortBuffer;              // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child\n    ImVector<ImGuiWindow*>  CurrentWindowStack;\n    ImGuiStorage            WindowsById;                        // Map window's ImGuiID to ImGuiWindow*\n    int                     WindowsActiveCount;                 // Number of unique windows submitted by frame\n    ImGuiWindow*            CurrentWindow;                      // Window being drawn into\n    ImGuiWindow*            HoveredWindow;                      // Window the mouse is hovering. Will typically catch mouse inputs.\n    ImGuiWindow*            HoveredRootWindow;                  // == HoveredWindow ? HoveredWindow->RootWindow : NULL, merely a shortcut to avoid null test in some situation.\n    ImGuiWindow*            HoveredWindowUnderMovingWindow;     // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.\n    ImGuiWindow*            MovingWindow;                       // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.\n    ImGuiWindow*            WheelingWindow;                     // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.\n    ImVec2                  WheelingWindowRefMousePos;\n    float                   WheelingWindowTimer;\n\n    // Item/widgets state and tracking information\n    ImGuiID                 HoveredId;                          // Hovered widget\n    ImGuiID                 HoveredIdPreviousFrame;\n    bool                    HoveredIdAllowOverlap;\n    bool                    HoveredIdDisabled;                  // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0.\n    float                   HoveredIdTimer;                     // Measure contiguous hovering time\n    float                   HoveredIdNotActiveTimer;            // Measure contiguous hovering time where the item has not been active\n    ImGuiID                 ActiveId;                           // Active widget\n    ImGuiID                 ActiveIdIsAlive;                    // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame)\n    float                   ActiveIdTimer;\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    bool                    ActiveIdNoClearOnFocusLoss;         // Disable losing active id if the active id window gets unfocused.\n    bool                    ActiveIdHasBeenPressedBefore;       // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.\n    bool                    ActiveIdHasBeenEditedBefore;        // Was the value associated to the widget Edited over the course of the Active state.\n    bool                    ActiveIdHasBeenEditedThisFrame;\n    ImU32                   ActiveIdUsingNavDirMask;            // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)\n    ImU32                   ActiveIdUsingNavInputMask;          // Active widget will want to read those nav inputs.\n    ImU64                   ActiveIdUsingKeyInputMask;          // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array.\n    ImVec2                  ActiveIdClickOffset;                // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)\n    ImGuiWindow*            ActiveIdWindow;\n    ImGuiInputSource        ActiveIdSource;                     // Activating with mouse or nav (gamepad/keyboard)\n    int                     ActiveIdMouseButton;\n    ImGuiID                 ActiveIdPreviousFrame;\n    bool                    ActiveIdPreviousFrameIsAlive;\n    bool                    ActiveIdPreviousFrameHasBeenEditedBefore;\n    ImGuiWindow*            ActiveIdPreviousFrameWindow;\n    ImGuiID                 LastActiveId;                       // Store the last non-zero ActiveId, useful for animation.\n    float                   LastActiveIdTimer;                  // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.\n\n    // Next window/item data\n    ImGuiNextWindowData     NextWindowData;                     // Storage for SetNextWindow** functions\n    ImGuiNextItemData       NextItemData;                       // Storage for SetNextItem** functions\n\n    // Shared stacks\n    ImVector<ImGuiColorMod> ColorStack;                         // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin()\n    ImVector<ImGuiStyleMod> StyleVarStack;                      // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin()\n    ImVector<ImFont*>       FontStack;                          // Stack for PushFont()/PopFont() - inherited by Begin()\n    ImVector<ImGuiID>       FocusScopeStack;                    // Stack for PushFocusScope()/PopFocusScope() - not inherited by Begin(), unless child window\n    ImVector<ImGuiItemFlags>ItemFlagsStack;                     // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin()\n    ImVector<ImGuiGroupData>GroupStack;                         // Stack for BeginGroup()/EndGroup() - not inherited by Begin()\n    ImVector<ImGuiPopupData>OpenPopupStack;                     // Which popups are open (persistent)\n    ImVector<ImGuiPopupData>BeginPopupStack;                    // Which level of BeginPopup() we are in (reset every frame)\n\n    // Gamepad/keyboard Navigation\n    ImGuiWindow*            NavWindow;                          // Focused window for navigation. Could be called 'FocusWindow'\n    ImGuiID                 NavId;                              // Focused item for navigation\n    ImGuiID                 NavFocusScopeId;                    // Identify a selection scope (selection code often wants to \"clear other items\" when landing on an item of the selection set)\n    ImGuiID                 NavActivateId;                      // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem()\n    ImGuiID                 NavActivateDownId;                  // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0\n    ImGuiID                 NavActivatePressedId;               // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0\n    ImGuiID                 NavInputId;                         // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0\n    ImGuiID                 NavJustTabbedId;                    // Just tabbed to this id.\n    ImGuiID                 NavJustMovedToId;                   // Just navigated to this id (result of a successfully MoveRequest).\n    ImGuiID                 NavJustMovedToFocusScopeId;         // Just navigated to this focus scope id (result of a successfully MoveRequest).\n    ImGuiKeyModFlags        NavJustMovedToKeyMods;\n    ImGuiID                 NavNextActivateId;                  // Set by ActivateItem(), queued until next frame.\n    ImGuiInputSource        NavInputSource;                     // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.\n    ImRect                  NavScoringRect;                     // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring.\n    int                     NavScoringCount;                    // Metrics for debugging\n    ImGuiNavLayer           NavLayer;                           // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.\n    int                     NavIdTabCounter;                    // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing\n    bool                    NavIdIsAlive;                       // Nav widget has been seen this frame ~~ NavRectRel is valid\n    bool                    NavMousePosDirty;                   // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)\n    bool                    NavDisableHighlight;                // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)\n    bool                    NavDisableMouseHover;               // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.\n    bool                    NavAnyRequest;                      // ~~ NavMoveRequest || NavInitRequest\n    bool                    NavInitRequest;                     // Init request for appearing window to select first item\n    bool                    NavInitRequestFromMove;\n    ImGuiID                 NavInitResultId;                    // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)\n    ImRect                  NavInitResultRectRel;               // Init request result rectangle (relative to parent window)\n    bool                    NavMoveRequest;                     // Move request for this frame\n    ImGuiNavMoveFlags       NavMoveRequestFlags;\n    ImGuiNavForward         NavMoveRequestForward;              // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)\n    ImGuiKeyModFlags        NavMoveRequestKeyMods;\n    ImGuiDir                NavMoveDir, NavMoveDirLast;         // Direction of the move request (left/right/up/down), direction of the previous move request\n    ImGuiDir                NavMoveClipDir;                     // FIXME-NAV: Describe the purpose of this better. Might want to rename?\n    ImGuiNavMoveResult      NavMoveResultLocal;                 // Best move request candidate within NavWindow\n    ImGuiNavMoveResult      NavMoveResultLocalVisibleSet;       // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)\n    ImGuiNavMoveResult      NavMoveResultOther;                 // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)\n    ImGuiWindow*            NavWrapRequestWindow;               // Window which requested trying nav wrap-around.\n    ImGuiNavMoveFlags       NavWrapRequestFlags;                // Wrap-around operation flags.\n\n    // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)\n    ImGuiWindow*            NavWindowingTarget;                 // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!\n    ImGuiWindow*            NavWindowingTargetAnim;             // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it.\n    ImGuiWindow*            NavWindowingListWindow;             // Internal window actually listing the CTRL+Tab contents\n    float                   NavWindowingTimer;\n    float                   NavWindowingHighlightAlpha;\n    bool                    NavWindowingToggleLayer;\n\n    // Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!)\n    ImGuiWindow*            FocusRequestCurrWindow;             //\n    ImGuiWindow*            FocusRequestNextWindow;             //\n    int                     FocusRequestCurrCounterRegular;     // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch)\n    int                     FocusRequestCurrCounterTabStop;     // Tab item being requested for focus, stored as an index\n    int                     FocusRequestNextCounterRegular;     // Stored for next frame\n    int                     FocusRequestNextCounterTabStop;     // \"\n    bool                    FocusTabPressed;                    //\n\n    // Render\n    ImDrawData              DrawData;                           // Main ImDrawData instance to pass render information to the user\n    ImDrawDataBuilder       DrawDataBuilder;\n    float                   DimBgRatio;                         // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)\n    ImDrawList              BackgroundDrawList;                 // First draw list to be rendered.\n    ImDrawList              ForegroundDrawList;                 // Last draw list to be rendered. This is where we the render software mouse cursor (if io.MouseDrawCursor is set) and most debug overlays.\n    ImGuiMouseCursor        MouseCursor;\n\n    // Drag and Drop\n    bool                    DragDropActive;\n    bool                    DragDropWithinSource;               // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source.\n    bool                    DragDropWithinTarget;               // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target.\n    ImGuiDragDropFlags      DragDropSourceFlags;\n    int                     DragDropSourceFrameCount;\n    int                     DragDropMouseButton;\n    ImGuiPayload            DragDropPayload;\n    ImRect                  DragDropTargetRect;                 // Store rectangle of current target candidate (we favor small targets when overlapping)\n    ImGuiID                 DragDropTargetId;\n    ImGuiDragDropFlags      DragDropAcceptFlags;\n    float                   DragDropAcceptIdCurrRectSurface;    // Target item surface (we resolve overlapping targets by prioritizing the smaller surface)\n    ImGuiID                 DragDropAcceptIdCurr;               // Target item id (set at the time of accepting the payload)\n    ImGuiID                 DragDropAcceptIdPrev;               // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)\n    int                     DragDropAcceptFrameCount;           // Last time a target expressed a desire to accept the source\n    ImGuiID                 DragDropHoldJustPressedId;          // Set when holding a payload just made ButtonBehavior() return a press.\n    ImVector<unsigned char> DragDropPayloadBufHeap;             // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size\n    unsigned char           DragDropPayloadBufLocal[16];        // Local buffer for small payloads\n\n    // Table\n    ImGuiTable*                     CurrentTable;\n    ImPool<ImGuiTable>              Tables;\n    ImVector<ImGuiPtrOrIndex>       CurrentTableStack;\n    ImVector<float>                 TablesLastTimeActive;       // Last used timestamp of each tables (SOA, for efficient GC)\n    ImVector<ImDrawChannel>         DrawChannelsTempMergeBuffer;\n\n    // Tab bars\n    ImGuiTabBar*                    CurrentTabBar;\n    ImPool<ImGuiTabBar>             TabBars;\n    ImVector<ImGuiPtrOrIndex>       CurrentTabBarStack;\n    ImVector<ImGuiShrinkWidthItem>  ShrinkWidthBuffer;\n\n    // Widget state\n    ImVec2                  LastValidMousePos;\n    ImGuiInputTextState     InputTextState;\n    ImFont                  InputTextPasswordFont;\n    ImGuiID                 TempInputId;                        // Temporary text input when CTRL+clicking on a slider, etc.\n    ImGuiColorEditFlags     ColorEditOptions;                   // Store user options for color edit widgets\n    float                   ColorEditLastHue;                   // Backup of last Hue associated to LastColor[3], so we can restore Hue in lossy RGB<>HSV round trips\n    float                   ColorEditLastSat;                   // Backup of last Saturation associated to LastColor[3], so we can restore Saturation in lossy RGB<>HSV round trips\n    float                   ColorEditLastColor[3];\n    ImVec4                  ColorPickerRef;                     // Initial/reference color at the time of opening the color picker.\n    float                   SliderCurrentAccum;                 // Accumulated slider delta when using navigation controls.\n    bool                    SliderCurrentAccumDirty;            // Has the accumulated slider delta changed since last time we tried to apply it?\n    bool                    DragCurrentAccumDirty;\n    float                   DragCurrentAccum;                   // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings\n    float                   DragSpeedDefaultRatio;              // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio\n    float                   ScrollbarClickDeltaToGrabCenter;    // Distance between mouse and center of grab box, normalized in parent space. Use storage?\n    int                     TooltipOverrideCount;\n    float                   TooltipSlowDelay;                   // Time before slow tooltips appears (FIXME: This is temporary until we merge in tooltip timer+priority work)\n    ImVector<char>          ClipboardHandlerData;               // If no custom clipboard handler is defined\n    ImVector<ImGuiID>       MenusIdSubmittedThisFrame;          // A list of menu IDs that were rendered at least once\n\n    // Platform support\n    ImVec2                  PlatformImePos;                     // Cursor position request & last passed to the OS Input Method Editor\n    ImVec2                  PlatformImeLastPos;\n    char                    PlatformLocaleDecimalPoint;         // '.' or *localeconv()->decimal_point\n\n    // Settings\n    bool                    SettingsLoaded;\n    float                   SettingsDirtyTimer;                 // Save .ini Settings to memory when time reaches zero\n    ImGuiTextBuffer         SettingsIniData;                    // In memory .ini settings\n    ImVector<ImGuiSettingsHandler>      SettingsHandlers;       // List of .ini settings handlers\n    ImChunkStream<ImGuiWindowSettings>  SettingsWindows;        // ImGuiWindow .ini settings entries\n    ImChunkStream<ImGuiTableSettings>   SettingsTables;         // ImGuiTable .ini settings entries\n    ImVector<ImGuiContextHook>          Hooks;                  // Hooks for extensions (e.g. test engine)\n\n    // Capture/Logging\n    bool                    LogEnabled;                         // Currently capturing\n    ImGuiLogType            LogType;                            // Capture target\n    ImFileHandle            LogFile;                            // If != NULL log to stdout/ file\n    ImGuiTextBuffer         LogBuffer;                          // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.\n    float                   LogLinePosY;\n    bool                    LogLineFirstItem;\n    int                     LogDepthRef;\n    int                     LogDepthToExpand;\n    int                     LogDepthToExpandDefault;            // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.\n\n    // Debug Tools\n    bool                    DebugItemPickerActive;              // Item picker is active (started with DebugStartItemPicker())\n    ImGuiID                 DebugItemPickerBreakId;             // Will call IM_DEBUG_BREAK() when encountering this id\n    ImGuiMetricsConfig      DebugMetricsConfig;\n\n    // Misc\n    float                   FramerateSecPerFrame[120];          // Calculate estimate of framerate for user over the last 2 seconds.\n    int                     FramerateSecPerFrameIdx;\n    float                   FramerateSecPerFrameAccum;\n    int                     WantCaptureMouseNextFrame;          // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags\n    int                     WantCaptureKeyboardNextFrame;\n    int                     WantTextInputNextFrame;\n    char                    TempBuffer[1024 * 3 + 1];           // Temporary text buffer\n\n    ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(&DrawListSharedData), ForegroundDrawList(&DrawListSharedData)\n    {\n        Initialized = false;\n        FontAtlasOwnedByContext = shared_font_atlas ? false : true;\n        Font = NULL;\n        FontSize = FontBaseSize = 0.0f;\n        IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();\n        Time = 0.0f;\n        FrameCount = 0;\n        FrameCountEnded = FrameCountRendered = -1;\n        WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false;\n        GcCompactAll = false;\n        TestEngineHookItems = false;\n        TestEngineHookIdInfo = 0;\n        TestEngine = NULL;\n\n        WindowsActiveCount = 0;\n        CurrentWindow = NULL;\n        HoveredWindow = NULL;\n        HoveredRootWindow = NULL;\n        HoveredWindowUnderMovingWindow = NULL;\n        MovingWindow = NULL;\n        WheelingWindow = NULL;\n        WheelingWindowTimer = 0.0f;\n\n        HoveredId = HoveredIdPreviousFrame = 0;\n        HoveredIdAllowOverlap = false;\n        HoveredIdDisabled = false;\n        HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f;\n        ActiveId = 0;\n        ActiveIdIsAlive = 0;\n        ActiveIdTimer = 0.0f;\n        ActiveIdIsJustActivated = false;\n        ActiveIdAllowOverlap = false;\n        ActiveIdNoClearOnFocusLoss = false;\n        ActiveIdHasBeenPressedBefore = false;\n        ActiveIdHasBeenEditedBefore = false;\n        ActiveIdHasBeenEditedThisFrame = false;\n        ActiveIdUsingNavDirMask = 0x00;\n        ActiveIdUsingNavInputMask = 0x00;\n        ActiveIdUsingKeyInputMask = 0x00;\n        ActiveIdClickOffset = ImVec2(-1, -1);\n        ActiveIdWindow = NULL;\n        ActiveIdSource = ImGuiInputSource_None;\n        ActiveIdMouseButton = 0;\n        ActiveIdPreviousFrame = 0;\n        ActiveIdPreviousFrameIsAlive = false;\n        ActiveIdPreviousFrameHasBeenEditedBefore = false;\n        ActiveIdPreviousFrameWindow = NULL;\n        LastActiveId = 0;\n        LastActiveIdTimer = 0.0f;\n\n        NavWindow = NULL;\n        NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;\n        NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;\n        NavJustMovedToKeyMods = ImGuiKeyModFlags_None;\n        NavInputSource = ImGuiInputSource_None;\n        NavScoringRect = ImRect();\n        NavScoringCount = 0;\n        NavLayer = ImGuiNavLayer_Main;\n        NavIdTabCounter = INT_MAX;\n        NavIdIsAlive = false;\n        NavMousePosDirty = false;\n        NavDisableHighlight = true;\n        NavDisableMouseHover = false;\n        NavAnyRequest = false;\n        NavInitRequest = false;\n        NavInitRequestFromMove = false;\n        NavInitResultId = 0;\n        NavMoveRequest = false;\n        NavMoveRequestFlags = ImGuiNavMoveFlags_None;\n        NavMoveRequestForward = ImGuiNavForward_None;\n        NavMoveRequestKeyMods = ImGuiKeyModFlags_None;\n        NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;\n        NavWrapRequestWindow = NULL;\n        NavWrapRequestFlags = ImGuiNavMoveFlags_None;\n\n        NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;\n        NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;\n        NavWindowingToggleLayer = false;\n\n        FocusRequestCurrWindow = FocusRequestNextWindow = NULL;\n        FocusRequestCurrCounterRegular = FocusRequestCurrCounterTabStop = INT_MAX;\n        FocusRequestNextCounterRegular = FocusRequestNextCounterTabStop = INT_MAX;\n        FocusTabPressed = false;\n\n        DimBgRatio = 0.0f;\n        BackgroundDrawList._OwnerName = \"##Background\"; // Give it a name for debugging\n        ForegroundDrawList._OwnerName = \"##Foreground\"; // Give it a name for debugging\n        MouseCursor = ImGuiMouseCursor_Arrow;\n\n        DragDropActive = DragDropWithinSource = DragDropWithinTarget = false;\n        DragDropSourceFlags = ImGuiDragDropFlags_None;\n        DragDropSourceFrameCount = -1;\n        DragDropMouseButton = -1;\n        DragDropTargetId = 0;\n        DragDropAcceptFlags = ImGuiDragDropFlags_None;\n        DragDropAcceptIdCurrRectSurface = 0.0f;\n        DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0;\n        DragDropAcceptFrameCount = -1;\n        DragDropHoldJustPressedId = 0;\n        memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal));\n\n        CurrentTable = NULL;\n        CurrentTabBar = NULL;\n\n        LastValidMousePos = ImVec2(0.0f, 0.0f);\n        TempInputId = 0;\n        ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;\n        ColorEditLastHue = ColorEditLastSat = 0.0f;\n        ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX;\n        SliderCurrentAccum = 0.0f;\n        SliderCurrentAccumDirty = false;\n        DragCurrentAccumDirty = false;\n        DragCurrentAccum = 0.0f;\n        DragSpeedDefaultRatio = 1.0f / 100.0f;\n        ScrollbarClickDeltaToGrabCenter = 0.0f;\n        TooltipOverrideCount = 0;\n        TooltipSlowDelay = 0.50f;\n\n        PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX);\n        PlatformLocaleDecimalPoint = '.';\n\n        SettingsLoaded = false;\n        SettingsDirtyTimer = 0.0f;\n\n        LogEnabled = false;\n        LogType = ImGuiLogType_None;\n        LogFile = NULL;\n        LogLinePosY = FLT_MAX;\n        LogLineFirstItem = false;\n        LogDepthRef = 0;\n        LogDepthToExpand = LogDepthToExpandDefault = 2;\n\n        DebugItemPickerActive = false;\n        DebugItemPickerBreakId = 0;\n\n        memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));\n        FramerateSecPerFrameIdx = 0;\n        FramerateSecPerFrameAccum = 0.0f;\n        WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1;\n        memset(TempBuffer, 0, sizeof(TempBuffer));\n    }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGuiWindowTempData, ImGuiWindow\n//-----------------------------------------------------------------------------\n\n// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.\n// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..)\n// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin)\nstruct IMGUI_API ImGuiWindowTempData\n{\n    // Layout\n    ImVec2                  CursorPos;              // Current emitting position, in absolute coordinates.\n    ImVec2                  CursorPosPrevLine;\n    ImVec2                  CursorStartPos;         // Initial position after Begin(), generally ~ window position + WindowPadding.\n    ImVec2                  CursorMaxPos;           // Used to implicitly calculate the size of our contents, always growing during the frame. Used to calculate window->ContentSize at the beginning of next frame\n    ImVec2                  CurrLineSize;\n    ImVec2                  PrevLineSize;\n    float                   CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added).\n    float                   PrevLineTextBaseOffset;\n    ImVec1                  Indent;                 // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)\n    ImVec1                  ColumnsOffset;          // 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    ImVec1                  GroupOffset;\n\n    // Last item status\n    ImGuiID                 LastItemId;             // ID for last item\n    ImGuiItemStatusFlags    LastItemStatusFlags;    // Status flags for last item (see ImGuiItemStatusFlags_)\n    ImRect                  LastItemRect;           // Interaction rect for last item\n    ImRect                  LastItemDisplayRect;    // End-user display rect for last item (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect)\n\n    // Keyboard/Gamepad navigation\n    ImGuiNavLayer           NavLayerCurrent;        // Current layer, 0..31 (we currently only use 0..1)\n    int                     NavLayerActiveMask;     // Which layers have been written to (result from previous frame)\n    int                     NavLayerActiveMaskNext; // Which layers have been written to (accumulator for current frame)\n    ImGuiID                 NavFocusScopeIdCurrent; // Current focus scope ID while appending\n    bool                    NavHideHighlightOneFrame;\n    bool                    NavHasScroll;           // Set when scrolling can be used (ScrollMax > 0.0f)\n\n    // Miscellaneous\n    bool                    MenuBarAppending;       // FIXME: Remove this\n    ImVec2                  MenuBarOffset;          // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.\n    ImGuiMenuColumns        MenuColumns;            // Simplified columns storage for menu items measurement\n    int                     TreeDepth;              // Current tree depth.\n    ImU32                   TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.\n    ImVector<ImGuiWindow*>  ChildWindows;\n    ImGuiStorage*           StateStorage;           // Current persistent per-window storage (store e.g. tree node open/close state)\n    ImGuiOldColumns*        CurrentColumns;         // Current columns set\n    int                     CurrentTableIdx;        // Current table index (into g.Tables)\n    ImGuiLayoutType         LayoutType;\n    ImGuiLayoutType         ParentLayoutType;       // Layout type of parent window at the time of Begin()\n    int                     FocusCounterRegular;    // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)\n    int                     FocusCounterTabStop;    // (Legacy Focus/Tabbing system) Same, but only count widgets which you can Tab through.\n\n    // Local parameters stacks\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    ImGuiItemFlags          ItemFlags;              // == g.ItemFlagsStack.back()\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    ImVector<float>         ItemWidthStack;\n    ImVector<float>         TextWrapPosStack;\n    ImGuiStackSizes         StackSizesOnBegin;      // Store size of various stacks for asserting\n};\n\n// Storage for one window\nstruct IMGUI_API ImGuiWindow\n{\n    char*                   Name;                               // Window name, owned by the window.\n    ImGuiID                 ID;                                 // == ImHashStr(Name)\n    ImGuiWindowFlags        Flags;                              // See enum ImGuiWindowFlags_\n    ImVec2                  Pos;                                // Position (always 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                  ContentSize;                        // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding.\n    ImVec2                  ContentSizeExplicit;                // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize().\n    ImVec2                  WindowPadding;                      // Window padding at the time of Begin().\n    float                   WindowRounding;                     // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc.\n    float                   WindowBorderSize;                   // Window border size at the time of Begin().\n    int                     NameBufLen;                         // Size of buffer storing Name. May be larger than strlen(Name)!\n    ImGuiID                 MoveId;                             // == window->GetID(\"#MOVE\")\n    ImGuiID                 ChildId;                            // ID of corresponding item in parent window (for navigation to return from child window to parent window)\n    ImVec2                  Scroll;\n    ImVec2                  ScrollMax;\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    ImVec2                  ScrollTargetEdgeSnapDist;           // 0.0f = no snapping, >0.0f snapping threshold\n    ImVec2                  ScrollbarSizes;                     // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar.\n    bool                    ScrollbarX, ScrollbarY;             // Are scrollbars visible?\n    bool                    Active;                             // Set to true on Begin(), unless Collapsed\n    bool                    WasActive;\n    bool                    WriteAccessed;                      // Set to true when any widget access the current window\n    bool                    Collapsed;                          // Set when collapsing window to become only title-bar\n    bool                    WantCollapseToggle;\n    bool                    SkipItems;                          // Set when items can safely be all clipped (e.g. window not visible or collapsed)\n    bool                    Appearing;                          // Set during the frame where the window is appearing (or re-appearing)\n    bool                    Hidden;                             // Do not display (== HiddenFrames*** > 0)\n    bool                    IsFallbackWindow;                   // Set on the \"Debug##Default\" window.\n    bool                    HasCloseButton;                     // Set when the window has a close button (p_open != NULL)\n    signed char             ResizeBorderHeld;                   // Current border being held for resize (-1: none, otherwise 0-3)\n    short                   BeginCount;                         // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)\n    short                   BeginOrderWithinParent;             // Order within immediate parent window, if we are a child window. Otherwise 0.\n    short                   BeginOrderWithinContext;            // Order within entire imgui context. This is mostly used for debugging submission order related issues.\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    ImS8                    AutoFitFramesX, AutoFitFramesY;\n    ImS8                    AutoFitChildAxises;\n    bool                    AutoFitOnlyGrows;\n    ImGuiDir                AutoPosLastDirection;\n    int                     HiddenFramesCanSkipItems;           // Hide the window for N frames\n    int                     HiddenFramesCannotSkipItems;        // Hide the window for N frames while allowing items to be submitted so we can measure their size\n    ImGuiCond               SetWindowPosAllowFlags;             // store acceptable condition flags for SetNextWindowPos() use.\n    ImGuiCond               SetWindowSizeAllowFlags;            // store acceptable condition flags for SetNextWindowSize() use.\n    ImGuiCond               SetWindowCollapsedAllowFlags;       // store acceptable condition flags for SetNextWindowCollapsed() use.\n    ImVec2                  SetWindowPosVal;                    // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)\n    ImVec2                  SetWindowPosPivot;                  // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right.\n\n    ImVector<ImGuiID>       IDStack;                            // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure)\n    ImGuiWindowTempData     DC;                                 // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the \"DC\" variable name.\n\n    // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer.\n    // The main 'OuterRect', omitted as a field, is window->Rect().\n    ImRect                  OuterRectClipped;                   // == Window->Rect() just after setup in Begin(). == window->Rect() for root window.\n    ImRect                  InnerRect;                          // Inner rectangle (omit title bar, menu bar, scroll bar)\n    ImRect                  InnerClipRect;                      // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect.\n    ImRect                  WorkRect;                           // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward).\n    ImRect                  ParentWorkRect;                     // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack?\n    ImRect                  ClipRect;                           // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back().\n    ImRect                  ContentRegionRect;                  // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on.\n    ImVec2ih                HitTestHoleSize;                    // Define an optional rectangular hole where mouse will pass-through the window.\n    ImVec2ih                HitTestHoleOffset;\n\n    int                     LastFrameActive;                    // Last frame number the window was Active.\n    float                   LastTimeActive;                     // Last timestamp the window was Active (using float as we don't need high precision there)\n    float                   ItemWidthDefault;\n    ImGuiStorage            StateStorage;\n    ImVector<ImGuiOldColumns> ColumnsStorage;\n    float                   FontWindowScale;                    // User scale multiplier per-window, via SetWindowFontScale()\n    int                     SettingsOffset;                     // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back)\n\n    ImDrawList*             DrawList;                           // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)\n    ImDrawList              DrawListInst;\n    ImGuiWindow*            ParentWindow;                       // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL.\n    ImGuiWindow*            RootWindow;                         // Point to ourself or first ancestor that is not a child window == Top-level window.\n    ImGuiWindow*            RootWindowForTitleBarHighlight;     // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.\n    ImGuiWindow*            RootWindowForNav;                   // Point to ourself or first ancestor which doesn't have the NavFlattened flag.\n\n    ImGuiWindow*            NavLastChildNavWindow;              // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.)\n    ImGuiID                 NavLastIds[ImGuiNavLayer_COUNT];    // Last known NavId for this window, per layer (0/1)\n    ImRect                  NavRectRel[ImGuiNavLayer_COUNT];    // Reference rectangle, in window relative space\n\n    int                     MemoryDrawListIdxCapacity;          // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy\n    int                     MemoryDrawListVtxCapacity;\n    bool                    MemoryCompacted;                    // Set when window extraneous data have been garbage collected\n\npublic:\n    ImGuiWindow(ImGuiContext* context, 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     GetID(int n);\n    ImGuiID     GetIDNoKeepAlive(const char* str, const char* str_end = NULL);\n    ImGuiID     GetIDNoKeepAlive(const void* ptr);\n    ImGuiID     GetIDNoKeepAlive(int n);\n    ImGuiID     GetIDFromRectangle(const ImRect& r_abs);\n\n    // We don't use g.FontSize because the window may be != g.CurrentWidow.\n    ImRect      Rect() const            { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }\n    float       CalcFontSize() const    { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; }\n    float       TitleBarHeight() const  { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; }\n    ImRect      TitleBarRect() const    { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }\n    float       MenuBarHeight() const   { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.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// Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data.\nstruct ImGuiLastItemDataBackup\n{\n    ImGuiID                 LastItemId;\n    ImGuiItemStatusFlags    LastItemStatusFlags;\n    ImRect                  LastItemRect;\n    ImRect                  LastItemDisplayRect;\n\n    ImGuiLastItemDataBackup() { Backup(); }\n    void Backup()           { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemStatusFlags = window->DC.LastItemStatusFlags; LastItemRect = window->DC.LastItemRect; LastItemDisplayRect = window->DC.LastItemDisplayRect; }\n    void Restore() const    { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Tab bar, Tab item support\n//-----------------------------------------------------------------------------\n\n// Extend ImGuiTabBarFlags_\nenum ImGuiTabBarFlagsPrivate_\n{\n    ImGuiTabBarFlags_DockNode                   = 1 << 20,  // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around]\n    ImGuiTabBarFlags_IsFocused                  = 1 << 21,\n    ImGuiTabBarFlags_SaveSettings               = 1 << 22   // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs\n};\n\n// Extend ImGuiTabItemFlags_\nenum ImGuiTabItemFlagsPrivate_\n{\n    ImGuiTabItemFlags_NoCloseButton             = 1 << 20,  // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout)\n    ImGuiTabItemFlags_Button                    = 1 << 21   // Used by TabItemButton, change the tab item behavior to mimic a button\n};\n\n// Storage for one active tab item (sizeof() 28~32 bytes)\nstruct ImGuiTabItem\n{\n    ImGuiID             ID;\n    ImGuiTabItemFlags   Flags;\n    int                 LastFrameVisible;\n    int                 LastFrameSelected;      // This allows us to infer an ordered list of the last activated tabs with little maintenance\n    float               Offset;                 // Position relative to beginning of tab\n    float               Width;                  // Width currently displayed\n    float               ContentWidth;           // Width of label, stored during BeginTabItem() call\n    ImS16               NameOffset;             // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames\n    ImS16               BeginOrder;             // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable\n    ImS16               IndexDuringLayout;      // Index only used during TabBarLayout()\n    bool                WantClose;              // Marked as closed by SetTabItemClosed()\n\n    ImGuiTabItem()      { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = BeginOrder = IndexDuringLayout = -1; }\n};\n\n// Storage for a tab bar (sizeof() 152 bytes)\nstruct ImGuiTabBar\n{\n    ImVector<ImGuiTabItem> Tabs;\n    ImGuiTabBarFlags    Flags;\n    ImGuiID             ID;                     // Zero for tab-bars used by docking\n    ImGuiID             SelectedTabId;          // Selected tab/window\n    ImGuiID             NextSelectedTabId;\n    ImGuiID             VisibleTabId;           // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview)\n    int                 CurrFrameVisible;\n    int                 PrevFrameVisible;\n    ImRect              BarRect;\n    float               CurrTabsContentsHeight;\n    float               PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar\n    float               WidthAllTabs;           // Actual width of all tabs (locked during layout)\n    float               WidthAllTabsIdeal;      // Ideal width if all tabs were visible and not clipped\n    float               ScrollingAnim;\n    float               ScrollingTarget;\n    float               ScrollingTargetDistToVisibility;\n    float               ScrollingSpeed;\n    float               ScrollingRectMinX;\n    float               ScrollingRectMaxX;\n    ImGuiID             ReorderRequestTabId;\n    ImS8                ReorderRequestDir;\n    ImS8                BeginCount;\n    bool                WantLayout;\n    bool                VisibleTabWasSubmitted;\n    bool                TabsAddedNew;           // Set to true when a new tab item or button has been added to the tab bar during last frame\n    ImS16               TabsActiveCount;        // Number of tabs submitted this frame.\n    ImS16               LastTabItemIdx;         // Index of last BeginTabItem() tab for use by EndTabItem()\n    float               ItemSpacingY;\n    ImVec2              FramePadding;           // style.FramePadding locked at the time of BeginTabBar()\n    ImVec2              BackupCursorPos;\n    ImGuiTextBuffer     TabsNames;              // For non-docking tab bar we re-append names in a contiguous buffer.\n\n    ImGuiTabBar();\n    int                 GetTabOrder(const ImGuiTabItem* tab) const  { return Tabs.index_from_ptr(tab); }\n    const char*         GetTabName(const ImGuiTabItem* tab) const\n    {\n        IM_ASSERT(tab->NameOffset != -1 && (int)tab->NameOffset < TabsNames.Buf.Size);\n        return TabsNames.Buf.Data + tab->NameOffset;\n    }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Table support\n//-----------------------------------------------------------------------------\n\n#ifdef IMGUI_HAS_TABLE\n\n#define IM_COL32_DISABLE                IM_COL32(0,0,0,1)   // Special sentinel code which cannot be used as a regular color.\n#define IMGUI_TABLE_MAX_COLUMNS         64                  // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64.\n#define IMGUI_TABLE_MAX_DRAW_CHANNELS   (4 + 64 * 2)        // See TableSetupDrawChannels()\n\n// Our current column maximum is 64 but we may raise that in the future.\ntypedef ImS8 ImGuiTableColumnIdx;\ntypedef ImU8 ImGuiTableDrawChannelIdx;\n\n// [Internal] sizeof() ~ 104\n// We use the terminology \"Enabled\" to refer to a column that is not Hidden by user/api.\n// We use the terminology \"Clipped\" to refer to a column that is out of sight because of scrolling/clipping. \n// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use \"Visible\" to mean \"not clipped\".\nstruct ImGuiTableColumn\n{\n    ImRect                  ClipRect;                       // Clipping rectangle for the column\n    ImGuiID                 UserID;                         // Optional, value passed to TableSetupColumn()\n    ImGuiTableColumnFlags   FlagsIn;                        // Flags as they were provided by user. See ImGuiTableColumnFlags_\n    ImGuiTableColumnFlags   Flags;                          // Effective flags. See ImGuiTableColumnFlags_\n    float                   MinX;                           // Absolute positions\n    float                   MaxX;\n    float                   InitStretchWeightOrWidth;       // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_).\n    float                   StretchWeight;                  // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially.\n    float                   WidthAuto;                      // Automatic width\n    float                   WidthRequest;                   // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout()\n    float                   WidthGiven;                     // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space.\n    float                   WorkMinX;                       // Start position for the frame, currently ~(MinX + CellPaddingX)\n    float                   WorkMaxX;\n    float                   ItemWidth;\n    float                   ContentMaxXFrozen;              // Contents maximum position for frozen rows (apart from headers), from which we can infer content width.\n    float                   ContentMaxXUnfrozen;\n    float                   ContentMaxXHeadersUsed;         // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls\n    float                   ContentMaxXHeadersIdeal;\n    ImS16                   NameOffset;                     // Offset into parent ColumnsNames[]\n    ImGuiTableColumnIdx     DisplayOrder;                   // Index within Table's IndexToDisplayOrder[] (column may be reordered by users)\n    ImGuiTableColumnIdx     IndexWithinEnabledSet;          // Index within enabled/visible set (<= IndexToDisplayOrder)\n    ImGuiTableColumnIdx     PrevEnabledColumn;              // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column\n    ImGuiTableColumnIdx     NextEnabledColumn;              // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column\n    ImGuiTableColumnIdx     SortOrder;                      // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort\n    ImGuiTableDrawChannelIdx DrawChannelCurrent;            // Index within DrawSplitter.Channels[]\n    ImGuiTableDrawChannelIdx DrawChannelFrozen;\n    ImGuiTableDrawChannelIdx DrawChannelUnfrozen;\n    bool                    IsEnabled;                      // Is the column not marked Hidden by the user? (even if off view, e.g. clipped by scrolling).\n    bool                    IsEnabledNextFrame;\n    bool                    IsVisibleX;                     // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled).\n    bool                    IsVisibleY;\n    bool                    IsRequestOutput;                // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not.\n    bool                    IsSkipItems;                    // Do we want item submissions to this column to be completely ignored (no layout will happen).\n    bool                    IsPreserveWidthAuto;\n    ImS8                    NavLayerCurrent;                // ImGuiNavLayer in 1 byte\n    ImS8                    SortDirection;                  // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending\n    ImU8                    AutoFitQueue;                   // Queue of 8 values for the next 8 frames to request auto-fit\n    ImU8                    CannotSkipItemsQueue;           // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem\n\n    ImGuiTableColumn()\n    {\n        memset(this, 0, sizeof(*this));\n        StretchWeight = WidthRequest = -1.0f;\n        NameOffset = -1;\n        DisplayOrder = IndexWithinEnabledSet = -1;\n        PrevEnabledColumn = NextEnabledColumn = -1;\n        SortOrder = -1;\n        SortDirection = ImGuiSortDirection_None;\n        DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1;\n    }\n};\n\n// Transient cell data stored per row.\n// sizeof() ~ 6\nstruct ImGuiTableCellData\n{\n    ImU32                       BgColor;    // Actual color\n    ImGuiTableColumnIdx         Column;     // Column number\n};\n\n// FIXME-TABLES: transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData\nstruct ImGuiTable\n{\n    ImGuiID                     ID;\n    ImGuiTableFlags             Flags;\n    void*                       RawData;                    // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[]\n    ImSpan<ImGuiTableColumn>    Columns;                    // Point within RawData[]\n    ImSpan<ImGuiTableColumnIdx> DisplayOrderToIndex;        // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1)\n    ImSpan<ImGuiTableCellData>  RowCellData;                // Point within RawData[]. Store cells background requests for current row.\n    ImU64                       EnabledMaskByDisplayOrder;  // Column DisplayOrder -> IsEnabled map\n    ImU64                       EnabledMaskByIndex;         // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data\n    ImU64                       VisibleMaskByIndex;         // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect)\n    ImU64                       RequestOutputMaskByIndex;   // Column Index -> IsVisible || AutoFit (== expect user to submit items)\n    ImGuiTableFlags             SettingsLoadedFlags;        // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order)\n    int                         SettingsOffset;             // Offset in g.SettingsTables\n    int                         LastFrameActive;\n    int                         ColumnsCount;               // Number of columns declared in BeginTable()\n    int                         CurrentRow;\n    int                         CurrentColumn;\n    ImS16                       InstanceCurrent;            // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched.\n    ImS16                       InstanceInteracted;         // Mark which instance (generally 0) of the same ID is being interacted with\n    float                       RowPosY1;\n    float                       RowPosY2;\n    float                       RowMinHeight;               // Height submitted to TableNextRow()\n    float                       RowTextBaseline;\n    float                       RowIndentOffsetX;\n    ImGuiTableRowFlags          RowFlags : 16;              // Current row flags, see ImGuiTableRowFlags_\n    ImGuiTableRowFlags          LastRowFlags : 16;\n    int                         RowBgColorCounter;          // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this.\n    ImU32                       RowBgColor[2];              // Background color override for current row.\n    ImU32                       BorderColorStrong;\n    ImU32                       BorderColorLight;\n    float                       BorderX1;\n    float                       BorderX2;\n    float                       HostIndentX;\n    float                       OuterPaddingX;\n    float                       CellPaddingX;               // Padding from each borders\n    float                       CellPaddingY;\n    float                       CellSpacingX1;              // Spacing between non-bordered cells\n    float                       CellSpacingX2;\n    float                       LastOuterHeight;            // Outer height from last frame\n    float                       LastFirstRowHeight;         // Height of first row from last frame\n    float                       InnerWidth;                 // User value passed to BeginTable(), see comments at the top of BeginTable() for details.\n    float                       ColumnsTotalWidth;          // Sum of current column width\n    float                       ColumnsAutoFitWidth;        // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window\n    float                       ResizedColumnNextWidth;\n    float                       RefScale;                   // Reference scale to be able to rescale columns on font/dpi changes.\n    ImRect                      OuterRect;                  // Note: OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable().\n    ImRect                      WorkRect;\n    ImRect                      InnerClipRect;\n    ImRect                      BgClipRect;                 // We use this to cpu-clip cell background color fill\n    ImRect                      BgClipRectForDrawCmd;\n    ImRect                      HostClipRect;               // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window.\n    ImRect                      HostBackupWorkRect;         // Backup of InnerWindow->WorkRect at the end of BeginTable()\n    ImRect                      HostBackupParentWorkRect;   // Backup of InnerWindow->ParentWorkRect at the end of BeginTable()\n    ImRect                      HostBackupClipRect;         // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground()\n    ImVec2                      HostBackupPrevLineSize;     // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable()\n    ImVec2                      HostBackupCurrLineSize;     // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable()\n    ImVec2                      HostBackupCursorMaxPos;     // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable()\n    ImVec1                      HostBackupColumnsOffset;    // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable()\n    float                       HostBackupItemWidth;        // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable()\n    int                         HostBackupItemWidthStackSize;// Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable()\n    ImGuiWindow*                OuterWindow;                // Parent window for the table\n    ImGuiWindow*                InnerWindow;                // Window holding the table data (== OuterWindow or a child window)\n    ImGuiTextBuffer             ColumnsNames;               // Contiguous buffer holding columns names\n    ImDrawListSplitter          DrawSplitter;               // We carry our own ImDrawList splitter to allow recursion (FIXME: could be stored outside, worst case we need 1 splitter per recursing table)\n    ImGuiTableColumnSortSpecs   SortSpecsSingle;\n    ImVector<ImGuiTableColumnSortSpecs> SortSpecsMulti;     // FIXME-OPT: Using a small-vector pattern would work be good.\n    ImGuiTableSortSpecs         SortSpecs;                  // Public facing sorts specs, this is what we return in TableGetSortSpecs()\n    ImGuiTableColumnIdx         SortSpecsCount;\n    ImGuiTableColumnIdx         ColumnsEnabledCount;        // Number of enabled columns (<= ColumnsCount)\n    ImGuiTableColumnIdx         ColumnsEnabledFixedCount;   // Number of enabled columns (<= ColumnsCount)\n    ImGuiTableColumnIdx         DeclColumnsCount;           // Count calls to TableSetupColumn()\n    ImGuiTableColumnIdx         HoveredColumnBody;          // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column!\n    ImGuiTableColumnIdx         HoveredColumnBorder;        // Index of column whose right-border is being hovered (for resizing).\n    ImGuiTableColumnIdx         AutoFitSingleStretchColumn; // Index of single stretch column requesting auto-fit.\n    ImGuiTableColumnIdx         ResizedColumn;              // Index of column being resized. Reset when InstanceCurrent==0.\n    ImGuiTableColumnIdx         LastResizedColumn;          // Index of column being resized from previous frame.\n    ImGuiTableColumnIdx         HeldHeaderColumn;           // Index of column header being held.\n    ImGuiTableColumnIdx         ReorderColumn;              // Index of column being reordered. (not cleared)\n    ImGuiTableColumnIdx         ReorderColumnDir;           // -1 or +1\n    ImGuiTableColumnIdx         RightMostEnabledColumn;     // Index of right-most non-hidden column.\n    ImGuiTableColumnIdx         LeftMostStretchedColumnDisplayOrder; // Display order of left-most stretched column.\n    ImGuiTableColumnIdx         ContextPopupColumn;         // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot\n    ImGuiTableColumnIdx         FreezeRowsRequest;          // Requested frozen rows count\n    ImGuiTableColumnIdx         FreezeRowsCount;            // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset)\n    ImGuiTableColumnIdx         FreezeColumnsRequest;       // Requested frozen columns count\n    ImGuiTableColumnIdx         FreezeColumnsCount;         // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset)\n    ImGuiTableColumnIdx         RowCellDataCurrent;         // Index of current RowCellData[] entry in current row\n    ImGuiTableDrawChannelIdx    DummyDrawChannel;           // Redirect non-visible columns here.\n    ImGuiTableDrawChannelIdx    Bg1DrawChannelCurrent;      // For Selectable() and other widgets drawing accross columns after the freezing line. Index within DrawSplitter.Channels[]\n    ImGuiTableDrawChannelIdx    Bg1DrawChannelUnfrozen;\n    bool                        IsLayoutLocked;             // Set by TableUpdateLayout() which is called when beginning the first row.\n    bool                        IsInsideRow;                // Set when inside TableBeginRow()/TableEndRow().\n    bool                        IsInitializing;\n    bool                        IsSortSpecsDirty;\n    bool                        IsUsingHeaders;             // Set when the first row had the ImGuiTableRowFlags_Headers flag.\n    bool                        IsContextPopupOpen;         // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted).\n    bool                        IsSettingsRequestLoad;\n    bool                        IsSettingsDirty;            // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data.\n    bool                        IsDefaultDisplayOrder;      // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1)\n    bool                        IsResetAllRequest;\n    bool                        IsResetDisplayOrderRequest;\n    bool                        IsUnfrozen;                 // Set when we got past the frozen row.\n    bool                        MemoryCompacted;\n    bool                        HostSkipItems;              // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis\n\n    IMGUI_API ImGuiTable();\n    IMGUI_API ~ImGuiTable();\n};\n\n// sizeof() ~ 12\nstruct ImGuiTableColumnSettings\n{\n    float                   WidthOrWeight;\n    ImGuiID                 UserID;\n    ImGuiTableColumnIdx     Index;\n    ImGuiTableColumnIdx     DisplayOrder;\n    ImGuiTableColumnIdx     SortOrder;\n    ImU8                    SortDirection : 2;\n    ImU8                    IsEnabled : 1; // \"Visible\" in ini file\n    ImU8                    IsStretch : 1;\n\n    ImGuiTableColumnSettings()\n    {\n        WidthOrWeight = 0.0f;\n        UserID = 0;\n        Index = -1;\n        DisplayOrder = SortOrder = -1;\n        SortDirection = ImGuiSortDirection_None;\n        IsEnabled = 1;\n        IsStretch = 0;\n    }\n};\n\n// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.)\nstruct ImGuiTableSettings\n{\n    ImGuiID                     ID;                     // Set to 0 to invalidate/delete the setting\n    ImGuiTableFlags             SaveFlags;              // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..)\n    float                       RefScale;               // Reference scale to be able to rescale columns on font/dpi changes.\n    ImGuiTableColumnIdx         ColumnsCount;\n    ImGuiTableColumnIdx         ColumnsCountMax;        // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher\n    bool                        WantApply;              // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)\n\n    ImGuiTableSettings()        { memset(this, 0, sizeof(*this)); }\n    ImGuiTableColumnSettings*   GetColumnSettings()     { return (ImGuiTableColumnSettings*)(this + 1); }\n};\n\n#endif // #ifdef IMGUI_HAS_TABLE\n\n//-----------------------------------------------------------------------------\n// [SECTION] Internal API\n// No guarantee of forward compatibility here!\n//-----------------------------------------------------------------------------\n\nnamespace ImGui\n{\n    // Windows\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::EndFrame()/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->WriteAccessed = true; return g.CurrentWindow; }\n    IMGUI_API ImGuiWindow*  FindWindowByID(ImGuiID id);\n    IMGUI_API ImGuiWindow*  FindWindowByName(const char* name);\n    IMGUI_API void          UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);\n    IMGUI_API ImVec2        CalcWindowExpectedSize(ImGuiWindow* window);\n    IMGUI_API bool          IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);\n    IMGUI_API bool          IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below);\n    IMGUI_API bool          IsWindowNavFocusable(ImGuiWindow* window);\n    IMGUI_API ImRect        GetWindowAllowedExtentRect(ImGuiWindow* window);\n    IMGUI_API void          SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);\n    IMGUI_API void          SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);\n    IMGUI_API void          SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);\n    IMGUI_API void          SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size);\n\n    // Windows: Display Order and Focus Order\n    IMGUI_API void          FocusWindow(ImGuiWindow* window);\n    IMGUI_API void          FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window);\n    IMGUI_API void          BringWindowToFocusFront(ImGuiWindow* window);\n    IMGUI_API void          BringWindowToDisplayFront(ImGuiWindow* window);\n    IMGUI_API void          BringWindowToDisplayBack(ImGuiWindow* window);\n\n    // Fonts, drawing\n    IMGUI_API void          SetCurrentFont(ImFont* font);\n    inline ImFont*          GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }\n    inline ImDrawList*      GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); ImGuiContext& g = *GImGui; return &g.ForegroundDrawList; } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.\n\n    // Init\n    IMGUI_API void          Initialize(ImGuiContext* context);\n    IMGUI_API void          Shutdown(ImGuiContext* context);    // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().\n\n    // NewFrame\n    IMGUI_API void          UpdateHoveredWindowAndCaptureFlags();\n    IMGUI_API void          StartMouseMovingWindow(ImGuiWindow* window);\n    IMGUI_API void          UpdateMouseMovingWindowNewFrame();\n    IMGUI_API void          UpdateMouseMovingWindowEndFrame();\n\n    // Generic context hooks\n    IMGUI_API void          AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook);\n    IMGUI_API void          CallContextHooks(ImGuiContext* context, ImGuiContextHookType type);\n\n    // Settings\n    IMGUI_API void                  MarkIniSettingsDirty();\n    IMGUI_API void                  MarkIniSettingsDirty(ImGuiWindow* window);\n    IMGUI_API void                  ClearIniSettings();\n    IMGUI_API ImGuiWindowSettings*  CreateNewWindowSettings(const char* name);\n    IMGUI_API ImGuiWindowSettings*  FindWindowSettings(ImGuiID id);\n    IMGUI_API ImGuiWindowSettings*  FindOrCreateWindowSettings(const char* name);\n    IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);\n\n    // Scrolling\n    IMGUI_API void          SetNextWindowScroll(const ImVec2& scroll); // Use -1.0f on one axis to leave as-is\n    IMGUI_API void          SetScrollX(ImGuiWindow* window, float scroll_x);\n    IMGUI_API void          SetScrollY(ImGuiWindow* window, float scroll_y);\n    IMGUI_API void          SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio);\n    IMGUI_API void          SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio);\n    IMGUI_API ImVec2        ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect);\n\n    // Basic Accessors\n    inline ImGuiID          GetItemID()     { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; }   // Get ID of last item (~~ often same ImGui::GetID(label) beforehand)\n    inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemStatusFlags; }\n    inline ImGuiID          GetActiveID()   { ImGuiContext& g = *GImGui; return g.ActiveId; }\n    inline ImGuiID          GetFocusID()    { ImGuiContext& g = *GImGui; return g.NavId; }\n    inline ImGuiItemFlags   GetItemsFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.ItemFlags; }\n    IMGUI_API void          SetActiveID(ImGuiID id, ImGuiWindow* window);\n    IMGUI_API void          SetFocusID(ImGuiID id, ImGuiWindow* window);\n    IMGUI_API void          ClearActiveID();\n    IMGUI_API ImGuiID       GetHoveredID();\n    IMGUI_API void          SetHoveredID(ImGuiID id);\n    IMGUI_API void          KeepAliveID(ImGuiID id);\n    IMGUI_API void          MarkItemEdited(ImGuiID id);     // Mark data associated to given item as \"edited\", used by IsItemDeactivatedAfterEdit() function.\n    IMGUI_API void          PushOverrideID(ImGuiID id);     // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes)\n    IMGUI_API ImGuiID       GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed);\n\n    // Basic Helpers for widget code\n    IMGUI_API void          ItemSize(const ImVec2& size, float text_baseline_y = -1.0f);\n    IMGUI_API void          ItemSize(const ImRect& bb, float text_baseline_y = -1.0f);\n    IMGUI_API bool          ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL);\n    IMGUI_API bool          ItemHoverable(const ImRect& bb, ImGuiID id);\n    IMGUI_API bool          IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged);\n    IMGUI_API void          SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags status_flags, const ImRect& item_rect);\n    IMGUI_API bool          FocusableItemRegister(ImGuiWindow* window, ImGuiID id);   // Return true if focus is requested\n    IMGUI_API void          FocusableItemUnregister(ImGuiWindow* window);\n    IMGUI_API ImVec2        CalcItemSize(ImVec2 size, float default_w, float default_h);\n    IMGUI_API float         CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);\n    IMGUI_API void          PushMultiItemsWidths(int components, float width_full);\n    IMGUI_API void          PushItemFlag(ImGuiItemFlags option, bool enabled);\n    IMGUI_API void          PopItemFlag();\n    IMGUI_API bool          IsItemToggledSelection();                                   // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly)\n    IMGUI_API ImVec2        GetContentRegionMaxAbs();\n    IMGUI_API void          ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess);\n\n    // Logging/Capture\n    IMGUI_API void          LogBegin(ImGuiLogType type, int auto_open_depth);           // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name.\n    IMGUI_API void          LogToBuffer(int auto_open_depth = -1);                      // Start logging/capturing to internal buffer\n\n    // Popups, Modals, Tooltips\n    IMGUI_API bool          BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags);\n    IMGUI_API void          OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None);\n    IMGUI_API void          ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup);\n    IMGUI_API void          ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup);\n    IMGUI_API bool          IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags);\n    IMGUI_API bool          BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);\n    IMGUI_API void          BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags);\n    IMGUI_API ImGuiWindow*  GetTopMostPopupModal();\n    IMGUI_API ImVec2        FindBestWindowPosForPopup(ImGuiWindow* window);\n    IMGUI_API ImVec2        FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy);\n\n    // Gamepad/Keyboard Navigation\n    IMGUI_API void          NavInitWindow(ImGuiWindow* window, bool force_reinit);\n    IMGUI_API bool          NavMoveRequestButNoResultYet();\n    IMGUI_API void          NavMoveRequestCancel();\n    IMGUI_API void          NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags);\n    IMGUI_API void          NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);\n    IMGUI_API float         GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);\n    IMGUI_API ImVec2        GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);\n    IMGUI_API int           CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);\n    IMGUI_API void          ActivateItem(ImGuiID id);   // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.\n    IMGUI_API void          SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id);\n    IMGUI_API void          SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);\n\n    // Focus Scope (WIP)\n    // This is generally used to identify a selection set (multiple of which may be in the same window), as selection\n    // patterns generally need to react (e.g. clear selection) when landing on an item of the set.\n    IMGUI_API void          PushFocusScope(ImGuiID id);\n    IMGUI_API void          PopFocusScope();\n    inline ImGuiID          GetFocusedFocusScope()          { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; }                            // Focus scope which is actually active\n    inline ImGuiID          GetFocusScope()                 { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.NavFocusScopeIdCurrent; }   // Focus scope we are outputting into, set by PushFocusScope()\n\n    // Inputs\n    // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.\n    inline bool             IsActiveIdUsingNavDir(ImGuiDir dir)                         { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; }\n    inline bool             IsActiveIdUsingNavInput(ImGuiNavInput input)                { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; }\n    inline bool             IsActiveIdUsingKey(ImGuiKey key)                            { ImGuiContext& g = *GImGui; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; }\n    IMGUI_API bool          IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f);\n    inline bool             IsKeyPressedMap(ImGuiKey key, bool repeat = true)           { ImGuiContext& g = *GImGui; const int key_index = g.IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; }\n    inline bool             IsNavInputDown(ImGuiNavInput n)                             { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; }\n    inline bool             IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm)      { return (GetNavInputAmount(n, rm) > 0.0f); }\n    IMGUI_API ImGuiKeyModFlags GetMergedKeyModFlags();\n\n    // Drag and Drop\n    IMGUI_API bool          BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);\n    IMGUI_API void          ClearDragDrop();\n    IMGUI_API bool          IsDragDropPayloadBeingAccepted();\n\n    // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API)\n    IMGUI_API void          SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect);\n    IMGUI_API void          BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags 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);\n    IMGUI_API void          PushColumnsBackground();\n    IMGUI_API void          PopColumnsBackground();\n    IMGUI_API ImGuiID       GetColumnsID(const char* str_id, int count);\n    IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id);\n    IMGUI_API float         GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm);\n    IMGUI_API float         GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset);\n\n    // Tables: Candidates for public API\n    IMGUI_API void          TableOpenContextMenu(int column_n = -1);\n    IMGUI_API void          TableSetColumnWidth(int column_n, float width);\n    IMGUI_API void          TableSetColumnIsEnabled(int column_n, bool enabled);\n    IMGUI_API void          TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs);\n    IMGUI_API int           TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.\n    IMGUI_API float         TableGetHeaderRowHeight();\n    IMGUI_API void          TablePushBackgroundChannel();\n    IMGUI_API void          TablePopBackgroundChannel();\n\n    // Tables: Internals\n    IMGUI_API ImGuiTable*   TableFindByID(ImGuiID id);\n    IMGUI_API bool          BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f);\n    IMGUI_API void          TableBeginInitMemory(ImGuiTable* table, int columns_count);\n    IMGUI_API void          TableBeginApplyRequests(ImGuiTable* table);\n    IMGUI_API void          TableSetupDrawChannels(ImGuiTable* table);\n    IMGUI_API void          TableUpdateLayout(ImGuiTable* table);\n    IMGUI_API void          TableUpdateBorders(ImGuiTable* table);\n    IMGUI_API void          TableDrawBorders(ImGuiTable* table);\n    IMGUI_API void          TableDrawContextMenu(ImGuiTable* table);\n    IMGUI_API void          TableMergeDrawChannels(ImGuiTable* table);\n    IMGUI_API void          TableSortSpecsSanitize(ImGuiTable* table);\n    IMGUI_API void          TableSortSpecsBuild(ImGuiTable* table);\n    IMGUI_API void          TableFixColumnSortDirection(ImGuiTableColumn* column);\n    IMGUI_API void          TableBeginRow(ImGuiTable* table);\n    IMGUI_API void          TableEndRow(ImGuiTable* table);\n    IMGUI_API void          TableBeginCell(ImGuiTable* table, int column_n);\n    IMGUI_API void          TableEndCell(ImGuiTable* table);\n    IMGUI_API ImRect        TableGetCellBgRect(const ImGuiTable* table, int column_n);\n    IMGUI_API const char*   TableGetColumnName(const ImGuiTable* table, int column_n);\n    IMGUI_API ImGuiID       TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no = 0);\n    IMGUI_API void          TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n);\n    IMGUI_API void          TableSetColumnWidthAutoAll(ImGuiTable* table);\n    IMGUI_API void          TableRemove(ImGuiTable* table);\n    IMGUI_API void          TableGcCompactTransientBuffers(ImGuiTable* table);\n    IMGUI_API void          TableGcCompactSettings();\n\n    // Tables: Settings\n    IMGUI_API void                  TableLoadSettings(ImGuiTable* table);\n    IMGUI_API void                  TableSaveSettings(ImGuiTable* table);\n    IMGUI_API void                  TableResetSettings(ImGuiTable* table);\n    IMGUI_API ImGuiTableSettings*   TableGetBoundSettings(ImGuiTable* table);\n    IMGUI_API void                  TableSettingsInstallHandler(ImGuiContext* context);\n    IMGUI_API ImGuiTableSettings*   TableSettingsCreate(ImGuiID id, int columns_count);\n    IMGUI_API ImGuiTableSettings*   TableSettingsFindByID(ImGuiID id);\n\n    // Tab Bars\n    IMGUI_API bool          BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);\n    IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id);\n    IMGUI_API void          TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id);\n    IMGUI_API void          TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);\n    IMGUI_API void          TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir);\n    IMGUI_API bool          TabBarProcessReorder(ImGuiTabBar* tab_bar);\n    IMGUI_API bool          TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags);\n    IMGUI_API ImVec2        TabItemCalcSize(const char* label, bool has_close_button);\n    IMGUI_API void          TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col);\n    IMGUI_API void          TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped);\n\n    // Render helpers\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    // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally)\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          RenderTextClippedEx(ImDrawList* draw_list, 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          RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known);\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(ImDrawList* draw_list, 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          RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight\n    IMGUI_API const char*   FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.\n    IMGUI_API void          LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL);\n\n    // Render helpers (those functions don't access any ImGui state!)\n    IMGUI_API void          RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f);\n    IMGUI_API void          RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col);\n    IMGUI_API void          RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz);\n    IMGUI_API void          RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow);\n    IMGUI_API void          RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);\n    IMGUI_API void          RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);\n    IMGUI_API void          RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding);\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    // [1.71: 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while]\n    inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); }\n    inline void RenderBullet(ImVec2 pos)                                { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); }\n#endif\n\n    // Widgets\n    IMGUI_API void          TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags 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);\n    IMGUI_API bool          CollapseButton(ImGuiID id, const ImVec2& pos);\n    IMGUI_API bool          ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0);\n    IMGUI_API void          Scrollbar(ImGuiAxis axis);\n    IMGUI_API bool          ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners);\n    IMGUI_API bool          ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col);\n    IMGUI_API ImRect        GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis);\n    IMGUI_API ImGuiID       GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis);\n    IMGUI_API ImGuiID       GetWindowResizeID(ImGuiWindow* window, int n); // 0..3: corners, 4..7: borders\n    IMGUI_API void          SeparatorEx(ImGuiSeparatorFlags flags);\n\n    // Widgets low-level behaviors\n    IMGUI_API bool          ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);\n    IMGUI_API bool          DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags);\n    IMGUI_API bool          SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);\n    IMGUI_API bool          SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f);\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 SetNextItemOpen() data, if any. May return true when logging\n    IMGUI_API void          TreePushOverrideID(ImGuiID id);\n\n    // Template functions are instantiated in imgui_widgets.cpp for a finite number of types.\n    // To use them externally (for custom widget) you may need an \"extern template\" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).\n    // e.g. \" extern template IMGUI_API float RoundScalarWithFormatT<float, float>(const char* format, ImGuiDataType data_type, float v); \"\n    template<typename T, typename SIGNED_T, typename FLOAT_T>   IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size);\n    template<typename T, typename SIGNED_T, typename FLOAT_T>   IMGUI_API T     ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size);\n    template<typename T, typename SIGNED_T, typename FLOAT_T>   IMGUI_API bool  DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags);\n    template<typename T, typename SIGNED_T, typename FLOAT_T>   IMGUI_API bool  SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);\n    template<typename T, typename SIGNED_T>                     IMGUI_API T     RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v);\n    template<typename T>                                        IMGUI_API bool  CheckboxFlagsT(const char* label, T* flags, T flags_value);\n\n    // Data type helpers\n    IMGUI_API const ImGuiDataTypeInfo*  DataTypeGetInfo(ImGuiDataType data_type);\n    IMGUI_API int           DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format);\n    IMGUI_API void          DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2);\n    IMGUI_API bool          DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format);\n    IMGUI_API int           DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2);\n    IMGUI_API bool          DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max);\n\n    // InputText\n    IMGUI_API bool          InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);\n    IMGUI_API bool          TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags);\n    IMGUI_API bool          TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL);\n    inline bool             TempInputIsActive(ImGuiID id)       { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); }\n    inline ImGuiInputTextState* GetInputTextState(ImGuiID id)   { ImGuiContext& g = *GImGui; return (g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active\n\n    // Color\n    IMGUI_API void          ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags);\n    IMGUI_API void          ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags);\n    IMGUI_API void          ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags);\n\n    // Plot\n    IMGUI_API int           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 frame_size);\n\n    // Shade functions (write over already created vertices)\n    IMGUI_API void          ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);\n    IMGUI_API void          ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);\n\n    // Garbage collection\n    IMGUI_API void          GcCompactTransientMiscBuffers();\n    IMGUI_API void          GcCompactTransientWindowBuffers(ImGuiWindow* window);\n    IMGUI_API void          GcAwakeTransientWindowBuffers(ImGuiWindow* window);\n\n    // Debug Tools\n    IMGUI_API void          ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);\n    inline void             DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255))    { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); }\n    inline void             DebugStartItemPicker()                                  { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }\n\n    IMGUI_API void          DebugNodeColumns(ImGuiOldColumns* columns);\n    IMGUI_API void          DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label);\n    IMGUI_API void          DebugNodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow* window, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);\n    IMGUI_API void          DebugNodeStorage(ImGuiStorage* storage, const char* label);\n    IMGUI_API void          DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label);\n    IMGUI_API void          DebugNodeTable(ImGuiTable* table);\n    IMGUI_API void          DebugNodeTableSettings(ImGuiTableSettings* settings);\n    IMGUI_API void          DebugNodeWindow(ImGuiWindow* window, const char* label);\n    IMGUI_API void          DebugNodeWindowSettings(ImGuiWindowSettings* settings);\n    IMGUI_API void          DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label);\n\n} // namespace ImGui\n\n// ImFontAtlas internals\nIMGUI_API bool              ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas);\nIMGUI_API void              ImFontAtlasBuildInit(ImFontAtlas* atlas);\nIMGUI_API void              ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);\nIMGUI_API void              ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque);\nIMGUI_API void              ImFontAtlasBuildFinish(ImFontAtlas* atlas);\nIMGUI_API void              ImFontAtlasBuildRender1bppRectFromString(ImFontAtlas* atlas, int atlas_x, int atlas_y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value);\nIMGUI_API void              ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor);\nIMGUI_API void              ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride);\n\n//-----------------------------------------------------------------------------\n// [SECTION] Test Engine specific hooks (imgui_test_engine)\n//-----------------------------------------------------------------------------\n\n#ifdef IMGUI_ENABLE_TEST_ENGINE\nextern void                 ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id);\nextern void                 ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags);\nextern void                 ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id);\nextern void                 ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id, const void* data_id_end);\nextern void                 ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...);\n#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID)                 if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID)               // Register item bounding box\n#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS)      if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS)   // Register item label and status flags (optional)\n#define IMGUI_TEST_ENGINE_LOG(_FMT,...)                     if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__)          // Custom log entry from user land into test log\n#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA)          if (g.TestEngineHookIdInfo == id) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA));\n#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2)  if (g.TestEngineHookIdInfo == id) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA), (const void*)(_DATA2));\n#else\n#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID)                 do { } while (0)\n#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS)      do { } while (0)\n#define IMGUI_TEST_ENGINE_LOG(_FMT,...)                     do { } while (0)\n#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA)          do { } while (0)\n#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2)  do { } while (0)\n#endif\n\n//-----------------------------------------------------------------------------\n\n#if defined(__clang__)\n#pragma clang diagnostic pop\n#elif defined(__GNUC__)\n#pragma GCC diagnostic pop\n#endif\n\n#ifdef _MSC_VER\n#pragma warning (pop)\n#endif\n\n#endif // #ifndef IMGUI_DISABLE\n"
  },
  {
    "path": "LView/imgui_log.txt",
    "content": "(?)\nCopy \"Hello, world!\" to clipboard\n\n## Window options ##\n\n## Widgets ##\n\n## Layout & Scrolling ##\n\n## Popups & Modal windows ##\n\n## Tables & Columns ##\n\n## Filtering ##\n\n## Inputs, Navigation & Focus ##\n"
  },
  {
    "path": "LView/imgui_tables.cpp",
    "content": "// dear imgui, v1.80 WIP\n// (tables and columns code)\n\n/*\n\nIndex of this file:\n\n// [SECTION] Tables: Main code\n// [SECTION] Tables: Drawing\n// [SECTION] Tables: Sorting\n// [SECTION] Tables: Headers\n// [SECTION] Tables: Context Menu\n// [SECTION] Tables: Settings (.ini data)\n// [SECTION] Tables: Garbage Collection\n// [SECTION] Tables: Debugging\n// [SECTION] Columns, BeginColumns, EndColumns, etc.\n\n*/\n\n//-----------------------------------------------------------------------------\n// Typical tables call flow: (root level is generally public API):\n//-----------------------------------------------------------------------------\n// - BeginTable()                               user begin into a table\n//    | BeginChild()                            - (if ScrollX/ScrollY is set)\n//    | TableBeginApplyRequests()               - apply queued resizing/reordering/hiding requests\n//    | - TableSetColumnWidth()                 - apply resizing width (for mouse resize, often requested by previous frame)\n//    |    - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width\n// - TableSetupColumn()                         user submit columns details (optional)\n// - TableSetupScrollFreeze()                   user submit scroll freeze information (optional)\n// - TableUpdateLayout() [Internal]             automatically called by the FIRST call to TableNextRow() or TableHeadersRow(): lock all widths, columns positions, clipping rectangles\n//    | TableSetupDrawChannels()                - setup ImDrawList channels\n//    | TableUpdateBorders()                    - detect hovering columns for resize, ahead of contents submission\n//    | TableDrawContextMenu()                  - draw right-click context menu\n//-----------------------------------------------------------------------------\n// - TableHeadersRow() or TableHeader()         user submit a headers row (optional)\n//    | TableSortSpecsClickColumn()             - when left-clicked: alter sort order and sort direction\n//    | TableOpenContextMenu()                  - when right-clicked: trigger opening of the default context menu\n// - TableGetSortSpecs()                        user queries updated sort specs (optional, generally after submitting headers)\n// - TableNextRow()                             user begin into a new row (also automatically called by TableHeadersRow())\n//    | TableEndRow()                           - finish existing row\n//    | TableBeginRow()                         - add a new row\n// - TableSetColumnIndex() / TableNextColumn()  user begin into a cell\n//    | TableEndCell()                          - close existing column/cell\n//    | TableBeginCell()                        - enter into current column/cell\n// - [...]                                      user emit contents\n//-----------------------------------------------------------------------------\n// - EndTable()                                 user ends the table\n//    | TableDrawBorders()                      - draw outer borders, inner vertical borders\n//    | TableMergeDrawChannels()                - merge draw channels if clipping isn't required\n//    | EndChild()                              - (if ScrollX/ScrollY is set)\n//-----------------------------------------------------------------------------\n\n//-----------------------------------------------------------------------------\n// TABLE SIZING\n//-----------------------------------------------------------------------------\n// (Read carefully because this is subtle but it does make sense!)\n// About 'outer_size', its meaning needs to differ slightly depending of if we are using ScrollX/ScrollY flags:\n//   X:\n//   - outer_size.x < 0.0f  ->  right align from window/work-rect maximum x edge.\n//   - outer_size.x = 0.0f  ->  auto enlarge, use all available space.\n//   - outer_size.x > 0.0f  ->  fixed width\n//   Y with ScrollX/ScrollY: using a child window for scrolling:\n//   - outer_size.y < 0.0f  ->  bottom align\n//   - outer_size.y = 0.0f  ->  bottom align, consistent with BeginChild(). not recommended unless table is last item in parent window.\n//   - outer_size.y > 0.0f  ->  fixed child height. recommended when using Scrolling on any axis.\n//   Y without scrolling, we output table directly in parent window:\n//   - outer_size.y < 0.0f  ->  bottom align (will auto extend, unless NoHostExtendV is set)\n//   - outer_size.y = 0.0f  ->  zero minimum height (will auto extend, unless NoHostExtendV is set)\n//   - outer_size.y > 0.0f  ->  minimum height (will auto extend, unless NoHostExtendV is set)\n// About 'inner_width':\n//   With ScrollX:\n//   - inner_width  < 0.0f  ->  *illegal* fit in known width (right align from outer_size.x) <-- weird\n//   - inner_width  = 0.0f  ->  fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns.\n//   - inner_width  > 0.0f  ->  override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space!\n//   Without ScrollX:\n//   - inner_width          ->  *ignored*\n// Details:\n// - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept\n//   of \"available space\" doesn't make sense.\n// - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding\n//   of what the value does.\n//-----------------------------------------------------------------------------\n\n//-----------------------------------------------------------------------------\n// TABLES CULLING\n//-----------------------------------------------------------------------------\n// About clipping/culling of Rows in Tables:\n// - For large numbers of rows, it is recommended you use ImGuiListClipper to only submit visible rows.\n//   ImGuiListClipper is reliant on the fact that rows are of equal height.\n//   See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper.\n//-----------------------------------------------------------------------------\n// About clipping/culling of Columns in Tables:\n// - Case A: column is not hidden by user, and at least partially in sight (most common case).\n// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output.\n// - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.).\n//\n//                        [A]         [B]          [C]         \n//  TableNextColumn():    true        false        false       -> [userland] when TableNextColumn() / TableSetColumnIndex() return false, user can skip submitting items but only if the column doesn't contribute to row height.\n//          SkipItems:    false       false        true        -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output.\n//           ClipRect:    normal      zero-width   zero-width  -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way.\n//  ImDrawList output:    normal      dummy        dummy       -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway).\n//\n// - We need distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row.\n//   However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer.\n//-----------------------------------------------------------------------------\n// About clipping/culling of whole Tables:\n// - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false.\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#ifndef IMGUI_DISABLE\n\n#ifndef IMGUI_DEFINE_MATH_OPERATORS\n#define IMGUI_DEFINE_MATH_OPERATORS\n#endif\n#include \"imgui_internal.h\"\n\n// System includes\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//-------------------------------------------------------------------------\n// Warnings\n//-------------------------------------------------------------------------\n\n// Visual Studio warnings\n#ifdef _MSC_VER\n#pragma warning (disable: 4127)     // condition expression is constant\n#pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen\n#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later\n#pragma warning (disable: 5054)     // operator '|': deprecated between enumerations of different types\n#endif\n#endif\n\n// Clang/GCC warnings with -Weverything\n#if defined(__clang__)\n#if __has_warning(\"-Wunknown-warning-option\")\n#pragma clang diagnostic ignored \"-Wunknown-warning-option\"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!\n#endif\n#pragma clang diagnostic ignored \"-Wunknown-pragmas\"                // warning: unknown warning group 'xxx'\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 \"-Wsign-conversion\"                // warning: implicit conversion changes signedness\n#pragma clang diagnostic ignored \"-Wzero-as-null-pointer-constant\"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0\n#pragma clang diagnostic ignored \"-Wdouble-promotion\"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.\n#pragma clang diagnostic ignored \"-Wenum-enum-conversion\"           // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')\n#pragma clang diagnostic ignored \"-Wdeprecated-enum-enum-conversion\"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated\n#pragma clang diagnostic ignored \"-Wimplicit-int-float-conversion\"  // warning: implicit conversion from 'xxx' to 'float' may lose precision\n#elif defined(__GNUC__)\n#pragma GCC diagnostic ignored \"-Wpragmas\"                          // warning: unknown option after '#pragma GCC diagnostic' kind\n#pragma GCC diagnostic ignored \"-Wformat-nonliteral\"                // warning: format not a string literal, format string not checked\n#pragma GCC diagnostic ignored \"-Wclass-memaccess\"                  // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead\n#endif\n\n//-----------------------------------------------------------------------------\n// [SECTION] Tables: Main code\n//-----------------------------------------------------------------------------\n\n// Configuration\nstatic const int TABLE_DRAW_CHANNEL_BG0 = 0;\nstatic const int TABLE_DRAW_CHANNEL_BG1_FROZEN = 1;\nstatic const int TABLE_DRAW_CHANNEL_UNCLIPPED = 2;                  // When using ImGuiTableFlags_NoClip\nstatic const float TABLE_BORDER_SIZE                     = 1.0f;    // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering.\nstatic const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f;    // Extend outside inner borders.\nstatic const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f;   // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped.\n\n// Helper\ninline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window)\n{\n    // Adjust flags: set default sizing policy\n    if ((flags & (ImGuiTableFlags_ColumnsWidthStretch | ImGuiTableFlags_ColumnsWidthFixed)) == 0)\n        flags |= (flags & ImGuiTableFlags_ScrollX) ? ImGuiTableFlags_ColumnsWidthFixed : ImGuiTableFlags_ColumnsWidthStretch;\n\n    // Adjust flags: MultiSortable automatically enable Sortable\n    if (flags & ImGuiTableFlags_MultiSortable)\n        flags |= ImGuiTableFlags_Sortable;\n\n    // Adjust flags: disable Resizable when using SameWidths (done above enforcing BordersInnerV)\n    if (flags & ImGuiTableFlags_SameWidths)\n        flags = (flags & ~ImGuiTableFlags_Resizable) | ImGuiTableFlags_NoKeepColumnsVisible;\n\n    // Adjust flags: enforce borders when resizable\n    if (flags & ImGuiTableFlags_Resizable)\n        flags |= ImGuiTableFlags_BordersInnerV;\n\n    // Adjust flags: disable NoHostExtendY if we have any scrolling going on\n    if ((flags & ImGuiTableFlags_NoHostExtendY) && (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0)\n        flags &= ~ImGuiTableFlags_NoHostExtendY;\n\n    // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody\n    if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize)\n        flags &= ~ImGuiTableFlags_NoBordersInBody;\n\n    // Adjust flags: disable saved settings if there's nothing to save\n    if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0)\n        flags |= ImGuiTableFlags_NoSavedSettings;\n\n    // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set)\n#ifdef IMGUI_HAS_DOCK\n    ImGuiWindow* window_for_settings = outer_window->RootWindowDockStop;\n#else\n    ImGuiWindow* window_for_settings = outer_window->RootWindow;\n#endif\n    if (window_for_settings->Flags & ImGuiWindowFlags_NoSavedSettings)\n        flags |= ImGuiTableFlags_NoSavedSettings;\n\n    return flags;\n}\n\nImGuiTable::ImGuiTable()\n{\n    memset(this, 0, sizeof(*this));\n    SettingsOffset = -1;\n    InstanceInteracted = -1;\n    LastFrameActive = -1;\n    LastResizedColumn = -1;\n    ContextPopupColumn = -1;\n    ReorderColumn = -1;\n    ResizedColumn = -1;\n    AutoFitSingleStretchColumn = -1;\n    HoveredColumnBody = HoveredColumnBorder = -1;\n}\n\nImGuiTable::~ImGuiTable()\n{\n    IM_FREE(RawData);\n}\n\nImGuiTable* ImGui::TableFindByID(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    return g.Tables.GetByKey(id);\n}\n\n// Read about \"TABLE SIZING\" at the top of this file.\nbool    ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)\n{\n    ImGuiID id = GetID(str_id);\n    return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width);\n}\n\nbool    ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* outer_window = GetCurrentWindow();\n    if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible.\n        return false;\n\n    // Sanity checks\n    IM_ASSERT(columns_count > 0 && columns_count <= IMGUI_TABLE_MAX_COLUMNS && \"Only 1..64 columns allowed!\");\n    if (flags & ImGuiTableFlags_ScrollX)\n        IM_ASSERT(inner_width >= 0.0f);\n\n    // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may evolve.\n    const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;\n    const ImVec2 avail_size = GetContentRegionAvail();\n    ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);\n    ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);\n    if (use_child_window && IsClippedEx(outer_rect, 0, false))\n    {\n        ItemSize(outer_rect);\n        return false;\n    }\n\n    // Acquire storage for the table\n    ImGuiTable* table = g.Tables.GetOrAddByKey(id);\n    const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1;\n    const ImGuiID instance_id = id + instance_no;\n    const ImGuiTableFlags table_last_flags = table->Flags;\n    if (instance_no > 0)\n        IM_ASSERT(table->ColumnsCount == columns_count && \"BeginTable(): Cannot change columns count mid-frame while preserving same ID\");\n\n    // Fix flags\n    flags = TableFixFlags(flags, outer_window);\n\n    // Initialize\n    table->ID = id;\n    table->Flags = flags;\n    table->InstanceCurrent = (ImS16)instance_no;\n    table->LastFrameActive = g.FrameCount;\n    table->OuterWindow = table->InnerWindow = outer_window;\n    table->ColumnsCount = columns_count;\n    table->IsLayoutLocked = false;\n    table->InnerWidth = inner_width;\n    table->OuterRect = outer_rect;\n    table->WorkRect = outer_rect;\n\n    // When not using a child window, WorkRect.Max will grow as we append contents.\n    if (use_child_window)\n    {\n        // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent\n        // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing)\n        ImVec2 override_content_size(FLT_MAX, FLT_MAX);\n        if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY))\n            override_content_size.y = FLT_MIN;\n\n        // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and\n        // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align\n        // based on the right side of the child window work rect, which would require knowing ahead if we are going to\n        // have decoration taking horizontal spaces (typically a vertical scrollbar).\n        if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f)\n            override_content_size.x = inner_width;\n\n        if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX)\n            SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f));\n\n        // Create scrolling region (without border and zero window padding)\n        ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;\n        BeginChildEx(name, instance_id, table->OuterRect.GetSize(), false, child_flags);\n        table->InnerWindow = g.CurrentWindow;\n        table->WorkRect = table->InnerWindow->WorkRect;\n        table->OuterRect = table->InnerWindow->Rect();\n        IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f);\n    }\n\n    // Push a standardized ID for both child-using and not-child-using tables\n    PushOverrideID(instance_id);\n\n    // Backup a copy of host window members we will modify\n    ImGuiWindow* inner_window = table->InnerWindow;\n    table->HostIndentX = inner_window->DC.Indent.x;\n    table->HostClipRect = inner_window->ClipRect;\n    table->HostSkipItems = inner_window->SkipItems;\n    table->HostBackupWorkRect = inner_window->WorkRect;\n    table->HostBackupParentWorkRect = inner_window->ParentWorkRect;\n    table->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset;\n    table->HostBackupPrevLineSize = inner_window->DC.PrevLineSize;\n    table->HostBackupCurrLineSize = inner_window->DC.CurrLineSize;\n    table->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos;\n    table->HostBackupItemWidth = outer_window->DC.ItemWidth;\n    table->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size;\n    inner_window->ParentWorkRect = table->WorkRect;\n    inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);\n\n    // Padding and Spacing\n    // - None               ........Content..... Pad .....Content........\n    // - PadOuter           | Pad ..Content..... Pad .....Content.. Pad |\n    // - PadInner           ........Content.. Pad | Pad ..Content........\n    // - PadOuter+PadInner  | Pad ..Content.. Pad | Pad ..Content.. Pad |\n    const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0;\n    const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true;\n    const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f;\n    const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f;\n    const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f;\n    const float inner_spacing = inner_spacing_for_border + inner_spacing_explicit;\n    table->CellSpacingX1 = ImCeil(inner_spacing * 0.5f);\n    table->CellSpacingX2 = inner_spacing - table->CellSpacingX1;\n    table->CellPaddingX = inner_padding_explicit;\n    table->CellPaddingY = g.Style.CellPadding.y;\n\n    const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;\n    const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f;\n    table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX;\n\n    table->CurrentColumn = -1;\n    table->CurrentRow = -1;\n    table->RowBgColorCounter = 0;\n    table->LastRowFlags = ImGuiTableRowFlags_None;\n    table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect;\n    table->InnerClipRect.ClipWith(table->WorkRect);     // We need this to honor inner_width\n    table->InnerClipRect.ClipWithFull(table->HostClipRect);\n    table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : inner_window->ClipRect.Max.y;\n\n    // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default.\n    // This is because all our cell highlight are manually clipped with BgClipRect\n    // Larger at first, if/after unfreezing will become same as tight\n    table->BgClipRect = table->InnerClipRect;\n    table->BgClipRectForDrawCmd = table->HostClipRect;\n    IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y);\n\n    table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow\n    table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow()\n    table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any\n    table->FreezeColumnsRequest = table->FreezeColumnsCount = 0;\n    table->IsUnfrozen = true;\n    table->DeclColumnsCount = 0;\n    table->RightMostEnabledColumn = -1;\n\n    // Using opaque colors facilitate overlapping elements of the grid\n    table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong);\n    table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight);\n    table->BorderX1 = table->InnerClipRect.Min.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f);\n    table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f);\n\n    // Make table current\n    const int table_idx = g.Tables.GetIndex(table);\n    g.CurrentTableStack.push_back(ImGuiPtrOrIndex(table_idx));\n    g.CurrentTable = table;\n    outer_window->DC.CurrentTableIdx = table_idx;\n    if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly.\n        inner_window->DC.CurrentTableIdx = table_idx;\n\n    if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0)\n        table->IsResetDisplayOrderRequest = true;\n\n    // Mark as used\n    if (table_idx >= g.TablesLastTimeActive.Size)\n        g.TablesLastTimeActive.resize(table_idx + 1, -1.0f);\n    g.TablesLastTimeActive[table_idx] = (float)g.Time;\n    table->MemoryCompacted = false;\n\n    // Setup memory buffer (clear data if columns count changed)\n    const int stored_size = table->Columns.size();\n    if (stored_size != 0 && stored_size != columns_count)\n    {\n        IM_FREE(table->RawData);\n        table->RawData = NULL;\n    }\n    if (table->RawData == NULL)\n    {\n        TableBeginInitMemory(table, columns_count);\n        table->IsInitializing = table->IsSettingsRequestLoad = true;\n    }\n    if (table->IsResetAllRequest)\n        TableResetSettings(table);\n    if (table->IsInitializing)\n    {\n        // Initialize for new settings\n        table->SettingsOffset = -1;\n        table->IsSortSpecsDirty = true;\n        for (int n = 0; n < columns_count; n++)\n        {\n            ImGuiTableColumn* column = &table->Columns[n];\n            float width_auto = column->WidthAuto;\n            *column = ImGuiTableColumn();\n            column->WidthAuto = width_auto;\n            column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker\n            column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n;\n            column->IsEnabled = column->IsEnabledNextFrame = true;\n        }\n    }\n\n    // Load settings\n    if (table->IsSettingsRequestLoad)\n        TableLoadSettings(table);\n\n    // Handle DPI/font resize\n    // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well.\n    // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition.\n    // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory.\n    // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path.\n    const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ?\n    if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit)\n    {\n        const float scale_factor = new_ref_scale_unit / table->RefScale;\n        //IMGUI_DEBUG_LOG(\"[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\\n\", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor);\n        for (int n = 0; n < columns_count; n++)\n            table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor;\n    }\n    table->RefScale = new_ref_scale_unit;\n\n    // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call..\n    // This is not strictly necessary but will reduce cases were \"out of table\" output will be misleading to the user.\n    // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option.\n    inner_window->SkipItems = true;\n\n    // Clear names\n    // FIXME-TABLES: probably could be done differently...\n    if (table->ColumnsNames.Buf.Size > 0)\n    {\n        table->ColumnsNames.Buf.resize(0);\n        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n        {\n            ImGuiTableColumn* column = &table->Columns[column_n];\n            column->NameOffset = -1;\n        }\n    }\n\n    // Apply queued resizing/reordering/hiding requests\n    TableBeginApplyRequests(table);\n\n    return true;\n}\n\n// For reference, the average total _allocation count_ for a table is:\n// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables)\n// + 1 (for table->RawData allocated below)\n// + 1 (for table->ColumnsNames, if names are used)\n// + 1 (for table->Splitter._Channels)\n// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels)\n// Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details.\n// Unused channels don't perform their +2 allocations.\nvoid ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count)\n{\n    // Allocate single buffer for our arrays\n    ImSpanAllocator<3> span_allocator;\n    span_allocator.ReserveBytes(0, columns_count * sizeof(ImGuiTableColumn));\n    span_allocator.ReserveBytes(1, columns_count * sizeof(ImGuiTableColumnIdx));\n    span_allocator.ReserveBytes(2, columns_count * sizeof(ImGuiTableCellData));\n    table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes());\n    memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes());\n    span_allocator.SetArenaBasePtr(table->RawData);\n    span_allocator.GetSpan(0, &table->Columns);\n    span_allocator.GetSpan(1, &table->DisplayOrderToIndex);\n    span_allocator.GetSpan(2, &table->RowCellData);\n}\n\n// Apply queued resizing/reordering/hiding requests\nvoid ImGui::TableBeginApplyRequests(ImGuiTable* table)\n{\n    // Handle resizing request\n    // (We process this at the first TableBegin of the frame)\n    // FIXME-TABLE: Preserve contents width _while resizing down_ until releasing.\n    // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling.\n    if (table->InstanceCurrent == 0)\n    {\n        if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX)\n            TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth);\n        table->LastResizedColumn = table->ResizedColumn;\n        table->ResizedColumnNextWidth = FLT_MAX;\n        table->ResizedColumn = -1;\n\n        // Process auto-fit for single stretch column, which is a special case\n        // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings.\n        if (table->AutoFitSingleStretchColumn != -1)\n        {\n            TableSetColumnWidth(table->AutoFitSingleStretchColumn, table->Columns[table->AutoFitSingleStretchColumn].WidthAuto);\n            table->AutoFitSingleStretchColumn = -1;\n        }\n    }\n\n    // Handle reordering request\n    // Note: we don't clear ReorderColumn after handling the request.\n    if (table->InstanceCurrent == 0)\n    {\n        if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1)\n            table->ReorderColumn = -1;\n        table->HeldHeaderColumn = -1;\n        if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0)\n        {\n            // We need to handle reordering across hidden columns.\n            // In the configuration below, moving C to the right of E will lead to:\n            //    ... C [D] E  --->  ... [D] E  C   (Column name/index)\n            //    ... 2  3  4        ...  2  3  4   (Display order)\n            const int reorder_dir = table->ReorderColumnDir;\n            IM_ASSERT(reorder_dir == -1 || reorder_dir == +1);\n            IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable);\n            ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn];\n            ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn];\n            IM_UNUSED(dst_column);\n            const int src_order = src_column->DisplayOrder;\n            const int dst_order = dst_column->DisplayOrder;\n            src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order;\n            for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir)\n                table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir;\n            IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir);\n\n            // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[],\n            // rebuild the later from the former.\n            for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n                table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n;\n            table->ReorderColumnDir = 0;\n            table->IsSettingsDirty = true;\n        }\n    }\n\n    // Handle display order reset request\n    if (table->IsResetDisplayOrderRequest)\n    {\n        for (int n = 0; n < table->ColumnsCount; n++)\n            table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n;\n        table->IsResetDisplayOrderRequest = false;\n        table->IsSettingsDirty = true;\n    }\n}\n\n// Adjust flags: default width mode + stretch columns are not allowed when auto extending\nstatic ImGuiTableColumnFlags TableFixColumnFlags(ImGuiTable* table, ImGuiTableColumnFlags flags)\n{\n    // Sizing Policy\n    if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0)\n    {\n        // FIXME-TABLE: Inconsistent to promote columns to WidthAutoResize\n        if (table->Flags & ImGuiTableFlags_ColumnsWidthFixed)\n            flags |= ((table->Flags & ImGuiTableFlags_Resizable) && !(flags & ImGuiTableColumnFlags_NoResize)) ? ImGuiTableColumnFlags_WidthFixed : ImGuiTableColumnFlags_WidthAutoResize;\n        else\n            flags |= ImGuiTableColumnFlags_WidthStretch;\n    }\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used.\n    if (flags & ImGuiTableColumnFlags_WidthAutoResize)\n        flags |= ImGuiTableColumnFlags_NoResize;\n\n    // Sorting\n    if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending))\n        flags |= ImGuiTableColumnFlags_NoSort;\n\n    // Alignment\n    //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0)\n    //    flags |= ImGuiTableColumnFlags_AlignCenter;\n    //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used.\n\n    return flags;\n}\n\n// Minimum column content width (without padding)\nstatic float TableGetMinColumnWidth()\n{\n    ImGuiContext& g = *GImGui;\n    //return g.Style.ColumnsMinSpacing; // FIXME-TABLE\n    return g.Style.FramePadding.x * 1.0f;\n}\n\n// Layout columns for the frame. This is in essence the followup to BeginTable().\n// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() to be called first.\n// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for WidthAutoResize\n// columns, increase feedback side-effect with widgets relying on WorkRect.Max.x. Maybe provide a default distribution\n// for WidthAutoResize columns?\nvoid ImGui::TableUpdateLayout(ImGuiTable* table)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(table->IsLayoutLocked == false);\n\n    // [Part 1] Apply/lock Enabled and Order states.\n    // Process columns in their visible orders as we are building the Prev/Next indices.\n    int last_visible_column_idx = -1;\n    bool want_column_auto_fit = false;\n    table->IsDefaultDisplayOrder = true;\n    table->ColumnsEnabledCount = 0;\n    table->EnabledMaskByIndex = 0x00;\n    table->EnabledMaskByDisplayOrder = 0x00;\n    for (int order_n = 0; order_n < table->ColumnsCount; order_n++)\n    {\n        const int column_n = table->DisplayOrderToIndex[order_n];\n        if (column_n != order_n)\n            table->IsDefaultDisplayOrder = false;\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide))\n            column->IsEnabledNextFrame = true;\n        if (column->IsEnabled != column->IsEnabledNextFrame)\n        {\n            column->IsEnabled = column->IsEnabledNextFrame;\n            table->IsSettingsDirty = true;\n            if (!column->IsEnabled && column->SortOrder != -1)\n                table->IsSortSpecsDirty = true;\n        }\n        if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_MultiSortable))\n            table->IsSortSpecsDirty = true;\n\n        bool start_auto_fit = false;\n        if (column->Flags & (ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_WidthAutoResize))\n            start_auto_fit = column->WidthRequest < 0.0f;\n        else\n            start_auto_fit = column->StretchWeight < 0.0f;\n        if (start_auto_fit)\n            column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames\n\n        if (column->AutoFitQueue != 0x00)\n            want_column_auto_fit = true;\n\n        ImU64 index_mask = (ImU64)1 << column_n;\n        ImU64 display_order_mask = (ImU64)1 << column->DisplayOrder;\n        if (column->IsEnabled)\n        {\n            column->PrevEnabledColumn = (ImGuiTableColumnIdx)last_visible_column_idx;\n            column->NextEnabledColumn = -1;\n            if (last_visible_column_idx != -1)\n                table->Columns[last_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n;\n            column->IndexWithinEnabledSet = table->ColumnsEnabledCount;\n            table->ColumnsEnabledCount++;\n            table->EnabledMaskByIndex |= index_mask;\n            table->EnabledMaskByDisplayOrder |= display_order_mask;\n            last_visible_column_idx = column_n;\n        }\n        else\n        {\n            column->IndexWithinEnabledSet = -1;\n        }\n        IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder);\n    }\n    table->RightMostEnabledColumn = (ImGuiTableColumnIdx)last_visible_column_idx;\n\n    // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible\n    // to avoid the column fitting to wait until the first visible frame of the child container (may or not be a good thing).\n    // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time.\n    if (want_column_auto_fit && table->OuterWindow != table->InnerWindow)\n        table->InnerWindow->SkipItems = false;\n    if (want_column_auto_fit)\n        table->IsSettingsDirty = true;\n\n    // [Part 3] Fix column flags. Calculate ideal width for columns. Count how many fixed/stretch columns we have and sum of weights.\n    const float min_column_width = TableGetMinColumnWidth();\n    const float min_column_distance = min_column_width + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2;\n    int count_fixed = 0;                    // Number of columns that have fixed sizing policy (not stretched sizing policy) (this is NOT the opposite of count_resizable!)\n    int count_resizable = 0;                // Number of columns the user can resize (this is NOT the opposite of count_fixed!)\n    float sum_weights_stretched = 0.0f;     // Sum of all weights for weighted columns.\n    float sum_width_fixed_requests = 0.0f;  // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns.\n    float max_width_auto = 0.0f;            // Largest auto-width (used for SameWidths feature)\n    table->LeftMostStretchedColumnDisplayOrder = -1;\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n)))\n            continue;\n        ImGuiTableColumn* column = &table->Columns[column_n];\n\n        // Adjust flags: default width mode + weighted columns are not allowed when auto extending\n        // FIXME-TABLE: Clarify why we need to do this again here and not just in TableSetupColumn()\n        column->Flags = TableFixColumnFlags(table, column->FlagsIn) | (column->Flags & ImGuiTableColumnFlags_StatusMask_);\n        if ((column->Flags & ImGuiTableColumnFlags_IndentMask_) == 0)\n            column->Flags |= (column_n == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable;\n        if ((column->Flags & ImGuiTableColumnFlags_NoResize) == 0)\n            count_resizable++;\n\n        // We have a unusual edge case where if the user doesn't call TableGetSortSpecs() but has sorting enabled\n        // or varying sorting flags, we still want the sorting arrows to honor those flags.\n        if (table->Flags & ImGuiTableFlags_Sortable)\n            TableFixColumnSortDirection(column);\n\n        // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping)\n        // Combine width from regular rows + width from headers unless requested not to.\n        if (!column->IsPreserveWidthAuto)\n        {\n            const float content_width_body = (float)ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX;\n            const float content_width_headers = (float)column->ContentMaxXHeadersIdeal - column->WorkMinX;\n            float width_auto = content_width_body;\n            if (!(table->Flags & ImGuiTableFlags_NoHeadersWidth) && !(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth))\n                width_auto = ImMax(width_auto, content_width_headers);\n            width_auto = ImMax(width_auto, min_column_width);\n\n            // Non-resizable columns also submit their requested width\n            if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f)\n                if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize))\n                    width_auto = ImMax(width_auto, column->InitStretchWeightOrWidth);\n\n            column->WidthAuto = width_auto;\n        }\n        column->IsPreserveWidthAuto = false;\n\n        if (column->Flags & (ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_WidthAutoResize))\n        {\n            // Process auto-fit for non-stretched columns\n            // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!)\n            if ((column->AutoFitQueue != 0x00) || ((column->Flags & ImGuiTableColumnFlags_WidthAutoResize) && column->IsVisibleX))\n                column->WidthRequest = column->WidthAuto;\n\n            // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets\n            // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very\n            // large height (= first frame scrollbar display very off + clipper would skip lots of items).\n            // This is merely making the side-effect less extreme, but doesn't properly fixes it.\n            // FIXME: Move this to ->WidthGiven to avoid temporary lossyless?\n            if (column->AutoFitQueue > 0x01 && table->IsInitializing)\n                column->WidthRequest = ImMax(column->WidthRequest, min_column_width * 4.0f); // FIXME-TABLE: Another constant/scale?\n            count_fixed += 1;\n            sum_width_fixed_requests += column->WidthRequest;\n        }\n        else\n        {\n            IM_ASSERT(column->Flags & ImGuiTableColumnFlags_WidthStretch);\n            if (column->StretchWeight < 0.0f)\n                column->StretchWeight = 1.0f;\n            sum_weights_stretched += column->StretchWeight;\n            if (table->LeftMostStretchedColumnDisplayOrder == -1 || table->LeftMostStretchedColumnDisplayOrder > column->DisplayOrder)\n                table->LeftMostStretchedColumnDisplayOrder = column->DisplayOrder;\n        }\n        max_width_auto = ImMax(max_width_auto, column->WidthAuto);\n        sum_width_fixed_requests += table->CellPaddingX * 2.0f;\n    }\n    table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed;\n\n    // [Part 4] Apply \"same widths\" feature.\n    // - When all columns are fixed or columns are of mixed type: use the maximum auto width.\n    // - When all columns are stretch: use same weight.\n    const bool mixed_same_widths = (table->Flags & ImGuiTableFlags_SameWidths) && count_fixed > 0;\n    if (table->Flags & ImGuiTableFlags_SameWidths)\n    {\n        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n        {\n            if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n)))\n                continue;\n            ImGuiTableColumn* column = &table->Columns[column_n];\n            if (column->Flags & (ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_WidthAutoResize))\n            {\n                sum_width_fixed_requests += max_width_auto - column->WidthRequest; // Update old sum\n                column->WidthRequest = max_width_auto;\n            }\n            else\n            {\n                sum_weights_stretched += 1.0f - column->StretchWeight; // Update old sum\n                column->StretchWeight = 1.0f;\n                if (count_fixed > 0)\n                    column->WidthRequest = max_width_auto;\n            }\n        }\n    }\n\n    // [Part 5] Apply final widths based on requested widths\n    const ImRect work_rect = table->WorkRect;\n    const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);\n    const float width_avail = ((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth();\n    const float width_avail_for_stretched_columns = mixed_same_widths ? 0.0f : width_avail - width_spacings - sum_width_fixed_requests;\n    float width_remaining_for_stretched_columns = width_avail_for_stretched_columns;\n    table->ColumnsTotalWidth = width_spacings;\n    table->ColumnsAutoFitWidth = width_spacings;\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n)))\n            continue;\n        ImGuiTableColumn* column = &table->Columns[column_n];\n\n        // Allocate width for stretched/weighted columns\n        if (column->Flags & ImGuiTableColumnFlags_WidthStretch)\n        {\n            // StretchWeight gets converted into WidthRequest\n            if (!mixed_same_widths) \n            {\n                float weight_ratio = column->StretchWeight / sum_weights_stretched;\n                column->WidthRequest = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, min_column_width) + 0.01f);\n                width_remaining_for_stretched_columns -= column->WidthRequest;\n            }\n\n            // [Resize Rule 2] Resizing from right-side of a stretch column preceding a fixed column\n            // needs to forward resizing to left-side of fixed column. We also need to copy the NoResize flag..\n            if (column->NextEnabledColumn != -1)\n                if (ImGuiTableColumn* next_column = &table->Columns[column->NextEnabledColumn])\n                    if (next_column->Flags & ImGuiTableColumnFlags_WidthFixed)\n                        column->Flags |= (next_column->Flags & ImGuiTableColumnFlags_NoDirectResize_);\n        }\n\n        // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column\n        // (see comments in TableResizeColumn())\n        if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumnDisplayOrder != -1)\n            column->Flags |= ImGuiTableColumnFlags_NoDirectResize_;\n\n        // Assign final width, record width in case we will need to shrink\n        column->WidthGiven = ImFloor(ImMax(column->WidthRequest, min_column_width));\n        table->ColumnsTotalWidth += column->WidthGiven + table->CellPaddingX * 2.0f;\n        table->ColumnsAutoFitWidth += column->WidthAuto + table->CellPaddingX * 2.0f;\n    }\n\n    // [Part 6] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column).\n    // Using right-to-left distribution (more likely to match resizing cursor).\n    if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths))\n        for (int order_n = table->ColumnsCount - 1; sum_weights_stretched > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--)\n        {\n            if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)))\n                continue;\n            ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]];\n            if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch))\n                continue;\n            column->WidthRequest += 1.0f;\n            column->WidthGiven += 1.0f;\n            width_remaining_for_stretched_columns -= 1.0f;\n        }\n\n    table->HoveredColumnBody = -1;\n    table->HoveredColumnBorder = -1;\n    const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table->LastOuterHeight));\n    const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0);\n\n    // [Part 7] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column\n    // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping.\n    int visible_n = 0;\n    float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1;\n    ImRect host_clip_rect = table->InnerClipRect;\n    //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2;\n    table->VisibleMaskByIndex = 0x00;\n    table->RequestOutputMaskByIndex = 0x00;\n    for (int order_n = 0; order_n < table->ColumnsCount; order_n++)\n    {\n        const int column_n = table->DisplayOrderToIndex[order_n];\n        ImGuiTableColumn* column = &table->Columns[column_n];\n\n        column->NavLayerCurrent = (ImS8)((table->FreezeRowsCount > 0 || column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main);\n\n        if (table->FreezeColumnsCount > 0 && table->FreezeColumnsCount == visible_n)\n            offset_x += work_rect.Min.x - table->OuterRect.Min.x;\n\n        // Clear status flags\n        column->Flags &= ~ImGuiTableColumnFlags_StatusMask_;\n\n        if ((table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)) == 0)\n        {\n            // Hidden column: clear a few fields and we are done with it for the remainder of the function.\n            // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper.\n            column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x;\n            column->WidthGiven = 0.0f;\n            column->ClipRect.Min.y = work_rect.Min.y;\n            column->ClipRect.Max.y = FLT_MAX;\n            column->ClipRect.ClipWithFull(host_clip_rect);\n            column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false;\n            column->IsSkipItems = true;\n            column->ItemWidth = 1.0f;\n            continue;\n        }\n\n        // Detect hovered column\n        if (is_hovering_table && g.IO.MousePos.x >= column->ClipRect.Min.x && g.IO.MousePos.x < column->ClipRect.Max.x)\n            table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n;\n\n        // Maximum width\n        float max_width = FLT_MAX;\n        if (table->Flags & ImGuiTableFlags_ScrollX)\n        {\n            // Frozen columns can't reach beyond visible width else scrolling will naturally break.\n            if (order_n < table->FreezeColumnsRequest)\n            {\n                max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - order_n) * min_column_distance) - offset_x;\n                max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2;\n            }\n        }\n        else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0)\n        {\n            // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make\n            // sure they are all visible. Because of this we also know that all of the columns will always fit in\n            // table->WorkRect and therefore in table->InnerRect (because ScrollX is off)\n            // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match.\n            // See \"table_width_distrib\" and \"table_width_keep_visible\" tests\n            max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - offset_x;\n            //max_width -= table->CellSpacingX1;\n            max_width -= table->CellSpacingX2;\n            max_width -= table->CellPaddingX * 2.0f;\n            max_width -= table->OuterPaddingX;\n        }\n        column->WidthGiven = ImMin(column->WidthGiven, max_width);\n\n        // Minimum width\n        column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, min_column_width));\n\n        // Lock all our positions\n        // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging.\n        // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) is detrimental to visibility in very-small column.\n        // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter.\n        column->MinX = offset_x;\n        column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;\n        column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1;\n        column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max\n        column->ItemWidth = ImFloor(column->WidthGiven * 0.65f);\n        column->ClipRect.Min.x = column->MinX;\n        column->ClipRect.Min.y = work_rect.Min.y;\n        column->ClipRect.Max.x = column->MaxX; // column->WorkMaxX;\n        column->ClipRect.Max.y = FLT_MAX;\n        column->ClipRect.ClipWithFull(host_clip_rect);\n\n        // Mark column as Clipped (not in sight)\n        // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables.\n        // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY.\n        // Taking advantage of LastOuterHeight would yield good results there...\n        // FIXME-TABLE: IsVisible == false is disabled because it effectively means not submitting will reduces contents width which is fed to outer_window->DC.CursorMaxPos.x,\n        // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else).\n        // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small.\n        column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x);\n        column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y);\n        const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY;\n        if (is_visible)\n            table->VisibleMaskByIndex |= ((ImU64)1 << column_n);\n\n        // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output.\n        column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0;\n        if (column->IsRequestOutput)\n            table->RequestOutputMaskByIndex |= ((ImU64)1 << column_n);\n\n        // Mark column as SkipItems (ignoring all items/layout)\n        column->IsSkipItems = !column->IsEnabled || table->HostSkipItems;\n        //if (!is_visible && (column->Flags & ImGuiTableColumnFlags_AutoCull))\n        //    if ((column->AutoFitQueue & 1) == 0 && (column->CannotSkipItemsQueue & 1) == 0)\n        //        column->IsSkipItems = true;\n        if (column->IsSkipItems)\n            IM_ASSERT(!is_visible);\n\n        // Update status flags\n        column->Flags |= ImGuiTableColumnFlags_IsEnabled;\n        if (is_visible)\n            column->Flags |= ImGuiTableColumnFlags_IsVisible;\n        if (column->SortOrder != -1)\n            column->Flags |= ImGuiTableColumnFlags_IsSorted;\n        if (table->HoveredColumnBody == column_n)\n            column->Flags |= ImGuiTableColumnFlags_IsHovered;\n\n        // Alignment\n        // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in\n        // many cases (to be able to honor this we might be able to store a log of cells width, per row, for\n        // visible rows, but nav/programmatic scroll would have visible artifacts.)\n        //if (column->Flags & ImGuiTableColumnFlags_AlignRight)\n        //    column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen);\n        //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter)\n        //    column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f);\n\n        // Reset content width variables\n        column->ContentMaxXFrozen = column->ContentMaxXUnfrozen = column->WorkMinX;\n        column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX;\n\n        // Don't decrement auto-fit counters until container window got a chance to submit its items\n        if (table->HostSkipItems == false)\n        {\n            column->AutoFitQueue >>= 1;\n            column->CannotSkipItemsQueue >>= 1;\n        }\n\n        if (visible_n < table->FreezeColumnsCount)\n            host_clip_rect.Min.x = ImMax(host_clip_rect.Min.x, column->MaxX + TABLE_BORDER_SIZE);\n\n        offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;\n        visible_n++;\n    }\n\n    // [Part 8] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it)\n    // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either\n    // because of using _WidthAutoResize/_WidthStretch). This will hide the resizing option from the context menu.\n    if (is_hovering_table && table->HoveredColumnBody == -1)\n    {\n        float unused_x1 = table->WorkRect.Min.x;\n        if (table->RightMostEnabledColumn != -1)\n            unused_x1 = ImMax(unused_x1, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x);\n        if (g.IO.MousePos.x >= unused_x1)\n            table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount;\n    }\n    if (count_resizable == 0 && (table->Flags & ImGuiTableFlags_Resizable))\n        table->Flags &= ~ImGuiTableFlags_Resizable;\n\n    // [Part 9] Allocate draw channels\n    TableSetupDrawChannels(table);\n\n    // [Part 10] Hit testing on borders\n    if (table->Flags & ImGuiTableFlags_Resizable)\n        TableUpdateBorders(table);\n    table->LastFirstRowHeight = 0.0f;\n    table->IsLayoutLocked = true;\n    table->IsUsingHeaders = false;\n\n    // [Part 11] Context menu\n    if (table->IsContextPopupOpen && table->InstanceCurrent == table->InstanceInteracted)\n    {\n        const ImGuiID context_menu_id = ImHashStr(\"##ContextMenu\", 0, table->ID);\n        if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings))\n        {\n            TableDrawContextMenu(table);\n            EndPopup();\n        }\n        else\n        {\n            table->IsContextPopupOpen = false;\n        }\n    }\n\n    // [Part 13] Sanitize and build sort specs before we have a change to use them for display.\n    // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change)\n    if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable))\n        TableSortSpecsBuild(table);\n\n    // Initial state\n    ImGuiWindow* inner_window = table->InnerWindow;\n    if (table->Flags & ImGuiTableFlags_NoClip)\n        table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_UNCLIPPED);\n    else\n        inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false);\n}\n\n// Process hit-testing on resizing borders. Actual size change will be applied in EndTable()\n// - Set table->HoveredColumnBorder with a short delay/timer to reduce feedback noise\n// - Submit ahead of table contents and header, use ImGuiButtonFlags_AllowItemOverlap to prioritize widgets\n//   overlapping the same area.\nvoid ImGui::TableUpdateBorders(ImGuiTable* table)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable);\n\n    // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and\n    // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not\n    // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height).\n    // Actual columns highlight/render will be performed in EndTable() and not be affected.\n    const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS;\n    const float hit_y1 = table->OuterRect.Min.y;\n    const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table->LastOuterHeight);\n    const float hit_y2_head = hit_y1 + table->LastFirstRowHeight;\n\n    for (int order_n = 0; order_n < table->ColumnsCount; order_n++)\n    {\n        if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)))\n            continue;\n\n        const int column_n = table->DisplayOrderToIndex[order_n];\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_))\n            continue;\n\n        // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders()\n        const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body;\n        if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false)\n            continue;\n\n        ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent);\n        ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit);\n        //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100));\n        KeepAliveID(column_id);\n\n        bool hovered = false, held = false;\n        bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick);\n        if (pressed && IsMouseDoubleClicked(0))\n        {\n            TableSetColumnWidthAutoSingle(table, column_n);\n            ClearActiveID();\n            held = hovered = false;\n        }\n        if (held)\n        {\n            table->ResizedColumn = (ImGuiTableColumnIdx)column_n;\n            table->InstanceInteracted = table->InstanceCurrent;\n        }\n        if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held)\n        {\n            table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n;\n            SetMouseCursor(ImGuiMouseCursor_ResizeEW);\n        }\n    }\n}\n\nvoid    ImGui::EndTable()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL && \"Only call EndTable() if BeginTable() returns true!\");\n\n    // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some\n    // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border)\n    //IM_ASSERT(table->IsLayoutLocked && \"Table unused: never called TableNextRow(), is that the intent?\");\n\n    // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our\n    // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc.\n    if (!table->IsLayoutLocked)\n        TableUpdateLayout(table);\n\n    const ImGuiTableFlags flags = table->Flags;\n    ImGuiWindow* inner_window = table->InnerWindow;\n    ImGuiWindow* outer_window = table->OuterWindow;\n    IM_ASSERT(inner_window == g.CurrentWindow);\n    IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow);\n\n    if (table->IsInsideRow)\n        TableEndRow(table);\n\n    // Context menu in columns body\n    if (flags & ImGuiTableFlags_ContextMenuInBody)\n        if (table->HoveredColumnBody != -1 && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(ImGuiMouseButton_Right))\n            TableOpenContextMenu((int)table->HoveredColumnBody);\n\n    // Finalize table height\n    inner_window->DC.PrevLineSize = table->HostBackupPrevLineSize;\n    inner_window->DC.CurrLineSize = table->HostBackupCurrLineSize;\n    inner_window->DC.CursorMaxPos = table->HostBackupCursorMaxPos;\n    if (inner_window != outer_window)\n    {\n        table->OuterRect.Max.y = ImMax(table->OuterRect.Max.y, inner_window->Pos.y + inner_window->Size.y);\n        inner_window->DC.CursorMaxPos.y = table->RowPosY2;\n    }\n    else if (!(flags & ImGuiTableFlags_NoHostExtendY))\n    {\n        table->OuterRect.Max.y = ImMax(table->OuterRect.Max.y, inner_window->DC.CursorPos.y);\n        inner_window->DC.CursorMaxPos.y = table->RowPosY2;\n    }\n    table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y);\n    table->LastOuterHeight = table->OuterRect.GetHeight();\n\n    if (!(flags & ImGuiTableFlags_NoClip))\n        inner_window->DrawList->PopClipRect();\n    inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back();\n\n    // Draw borders\n    if ((flags & ImGuiTableFlags_Borders) != 0)\n        TableDrawBorders(table);\n    table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0);\n\n    // Store content width reference for each column (before attempting to merge draw calls)\n    const float backup_outer_cursor_pos_x = outer_window->DC.CursorPos.x;\n    const float backup_outer_max_pos_x = outer_window->DC.CursorMaxPos.x;\n    const float backup_inner_max_pos_x = inner_window->DC.CursorMaxPos.x;\n    float max_pos_x = backup_inner_max_pos_x;\n    if (table->RightMostEnabledColumn != -1)\n        max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].MaxX);\n\n#if 0\n    // Strip out dummy channel draw calls\n    // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out)\n    // (The problem with this approach is we are effectively making it harder for users watching metrics to spot wasted vertices)\n    if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1)\n    {\n        ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel];\n        dummy_channel->_CmdBuffer.resize(0);\n        dummy_channel->_IdxBuffer.resize(0);\n    }\n#endif\n\n    // Flatten channels and merge draw calls\n    if ((table->Flags & ImGuiTableFlags_NoClip) == 0)\n        TableMergeDrawChannels(table);\n    table->DrawSplitter.Merge(inner_window->DrawList);\n\n    if (!(table->Flags & ImGuiTableFlags_ScrollX) && inner_window != outer_window)\n    {\n        inner_window->Scroll.x = 0.0f;\n    }\n    else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent)\n    {\n        // When releasing a column being resized, scroll to keep the resulting column in sight\n        const float neighbor_width_to_keep_visible = TableGetMinColumnWidth() + table->CellPaddingX * 2.0f;\n        ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn];\n        if (column->MaxX < table->InnerClipRect.Min.x)\n            SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f);\n        else if (column->MaxX > table->InnerClipRect.Max.x)\n            SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f);\n    }\n\n    // Apply resizing/dragging at the end of the frame\n    if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted)\n    {\n        ImGuiTableColumn* column = &table->Columns[table->ResizedColumn];\n        const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS);\n        const float new_width = ImFloor(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f);\n        table->ResizedColumnNextWidth = new_width;\n    }\n\n    // Layout in outer window\n    IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table->ID + table->InstanceCurrent, \"Mismatching PushID/PopID!\");\n    IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= table->HostBackupItemWidthStackSize, \"Too many PopItemWidth!\");\n    PopID();\n    inner_window->WorkRect = table->HostBackupWorkRect;\n    inner_window->ParentWorkRect = table->HostBackupParentWorkRect;\n    inner_window->SkipItems = table->HostSkipItems;\n    outer_window->DC.CursorPos = table->OuterRect.Min;\n    outer_window->DC.ItemWidth = table->HostBackupItemWidth;\n    outer_window->DC.ItemWidthStack.Size = table->HostBackupItemWidthStackSize;\n    outer_window->DC.ColumnsOffset = table->HostBackupColumnsOffset;\n    if (inner_window != outer_window)\n    {\n        EndChild();\n    }\n    else\n    {\n        ImVec2 item_size = table->OuterRect.GetSize();\n        item_size.x = table->ColumnsTotalWidth;\n        ItemSize(item_size);\n    }\n\n    // Override EndChild/ItemSize max extent with our own to enable auto-resize on the X axis when possible\n    // FIXME-TABLE: This can be improved (e.g. for Fixed columns we don't want to auto AutoFitWidth? or propagate window auto-fit to table?)\n    if (table->Flags & ImGuiTableFlags_ScrollX)\n    {\n        inner_window->DC.CursorMaxPos.x = max_pos_x; // Set contents width for scrolling\n        outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos_x, backup_outer_cursor_pos_x + table->ColumnsTotalWidth + inner_window->ScrollbarSizes.x); // For auto-fit\n    }\n    else\n    {\n        outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos_x, table->WorkRect.Min.x + table->ColumnsAutoFitWidth); // For auto-fit\n    }\n\n    // Save settings\n    if (table->IsSettingsDirty)\n        TableSaveSettings(table);\n    table->IsInitializing = false;\n\n    // Clear or restore current table, if any\n    IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table);\n    g.CurrentTableStack.pop_back();\n    g.CurrentTable = g.CurrentTableStack.Size ? g.Tables.GetByIndex(g.CurrentTableStack.back().Index) : NULL;\n    outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1;\n}\n\nstatic void TableUpdateColumnsWeightFromWidth(ImGuiTable* table)\n{\n    IM_ASSERT(table->LeftMostStretchedColumnDisplayOrder != -1);\n\n    // Measure existing quantity\n    float visible_weight = 0.0f;\n    float visible_width = 0.0f;\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))\n            continue;\n        IM_ASSERT(column->StretchWeight > 0.0f);\n        visible_weight += column->StretchWeight;\n        visible_width += column->WidthRequest;\n    }\n    IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f);\n\n    // Apply new weights\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))\n            continue;\n        column->StretchWeight = ((column->WidthRequest + 0.0f) / visible_width) * visible_weight;\n    }\n}\n\n// 'width' = inner column width, without padding\nvoid ImGui::TableSetColumnWidth(int column_n, float width)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL && table->IsLayoutLocked == false);\n    IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);\n    ImGuiTableColumn* column_0 = &table->Columns[column_n];\n    float column_0_width = width;\n\n    // Constraints\n    const float min_width = TableGetMinColumnWidth();\n    float max_width_0 = FLT_MAX;\n    if (!(table->Flags & ImGuiTableFlags_ScrollX))\n        max_width_0 = (table->WorkRect.Max.x - column_0->MinX) - (table->ColumnsEnabledCount - (column_0->IndexWithinEnabledSet + 1)) * min_width;\n    column_0_width = ImClamp(column_0_width, min_width, max_width_0);\n\n    // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded)\n    if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width)\n        return;\n\n    ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL;\n\n    // In this surprisingly not simple because of how we support mixing Fixed and Stretch columns.\n    // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1.\n    // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user.\n    // Scenarios:\n    // - F1 F2 F3  resize from F1| or F2|   --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset.\n    // - F1 F2 F3  resize from F3|          --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered.\n    // - F1 F2 W3  resize from F1| or F2|   --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size.\n    // - F1 F2 W3  resize from W3|          --> ok: no-op (disabled by Resize Rule 1)\n    // - W1 W2 W3  resize from W1| or W2|   --> FIXME\n    // - W1 W2 W3  resize from W3|          --> ok: no-op (disabled by Resize Rule 1)\n    // - W1 F2 F3  resize from F3|          --> ok: no-op (disabled by Resize Rule 1)\n    // - W1 F2     resize from F2|          --> ok: no-op (disabled by Resize Rule 1)\n    // - W1 W2 F3  resize from W1| or W2|   --> ok\n    // - W1 F2 W3  resize from W1| or F2|   --> FIXME\n    // - F1 W2 F3  resize from W2|          --> ok\n    // - W1 F2 F3  resize from W1|          --> ok: equivalent to resizing |F2. F3 will not move. (forwarded by Resize Rule 2)\n    // - W1 F2 F3  resize from F2|          --> FIXME should resize F2, F3 and not have effect on W1 (Stretch columns are _before_ the Fixed column).\n\n    // Rules:\n    // - [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout().\n    // - [Resize Rule 2] Resizing from right-side of a Stretch column before a fixed column forward sizing to left-side of fixed column.\n    // - [Resize Rule 3] If we are are followed by a fixed column and we have a Stretch column before, we need to ensure that our left border won't move.\n    table->IsSettingsDirty = true;\n    if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed)\n    {\n        // [Resize Rule 3] If we are are followed by a fixed column and we have a Stretch column before, we need to ensure\n        // that our left border won't move, which we can do by making sure column_a/column_b resizes cancels each others.\n        if (column_1 && (column_1->Flags & ImGuiTableColumnFlags_WidthFixed))\n            if (table->LeftMostStretchedColumnDisplayOrder != -1 && table->LeftMostStretchedColumnDisplayOrder < column_0->DisplayOrder)\n            {\n                // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b)\n                float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width);\n                column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width;\n                column_1->WidthRequest = column_1_width;\n            }\n\n        // Apply\n        //IMGUI_DEBUG_LOG(\"TableSetColumnWidth(%d, %.1f->%.1f)\\n\", column_0_idx, column_0->WidthRequested, column_0_width);\n        column_0->WidthRequest = column_0_width;\n    }\n    else if (column_0->Flags & ImGuiTableColumnFlags_WidthStretch)\n    {\n        // We can also use previous column if there's no next one\n        if (column_1 == NULL)\n            column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL;\n        if (column_1 == NULL)\n            return;\n\n        if (column_1->Flags & ImGuiTableColumnFlags_WidthFixed)\n        {\n            // [Resize Rule 2]\n            float off = (column_0->WidthGiven - column_0_width);\n            float column_1_width = column_1->WidthGiven + off;\n            column_1->WidthRequest = ImMax(min_width, column_1_width);\n        }\n        else\n        {\n            // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b)\n            float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width);\n            column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width;\n            column_1->WidthRequest = column_1_width;\n            column_0->WidthRequest = column_0_width;\n            TableUpdateColumnsWeightFromWidth(table);\n        }\n    }\n}\n\n// We use a default parameter of 'init_width_or_weight == -1',\n// - with ImGuiTableColumnFlags_WidthFixed,    width  <= 0 --> init width == auto\n// - with ImGuiTableColumnFlags_WidthFixed,    width  >  0 --> init width == manual\n// - with ImGuiTableColumnFlags_WidthStretch,  weight <  0 --> init weight == 1.0f\n// - with ImGuiTableColumnFlags_WidthStretch,  weight >= 0 --> init weight == custom\n// Widths are specified _without_ CellPadding. So if you specify a width of 100.0f the column will be 100.0f+Padding*2.0f and you can fit a 100.0-wide item in it.\nvoid ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL && \"Need to call TableSetupColumn() after BeginTable()!\");\n    IM_ASSERT(table->IsLayoutLocked == false && \"Need to call call TableSetupColumn() before first row!\");\n    IM_ASSERT(table->DeclColumnsCount >= 0 && table->DeclColumnsCount < table->ColumnsCount && \"Called TableSetupColumn() too many times!\");\n    IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && \"Illegal to pass StatusMask values to TableSetupColumn()\");\n\n    ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount];\n    table->DeclColumnsCount++;\n\n    // When passing a width automatically enforce WidthFixed policy\n    // (vs TableFixColumnFlags would default to WidthAutoResize)\n    // (we write to FlagsIn which is a little misleading, another solution would be to pass init_width_or_weight to TableFixColumnFlags)\n    if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0)\n        if ((table->Flags & ImGuiTableFlags_ColumnsWidthFixed) && (init_width_or_weight > 0.0f))\n            flags |= ImGuiTableColumnFlags_WidthFixed;\n\n    column->UserID = user_id;\n    column->FlagsIn = flags;\n    column->Flags = TableFixColumnFlags(table, column->FlagsIn) | (column->Flags & ImGuiTableColumnFlags_StatusMask_);\n    flags = column->Flags;\n\n    // Initialize defaults\n    if (flags & ImGuiTableColumnFlags_WidthStretch)\n        IM_ASSERT(init_width_or_weight != 0.0f && \"Need to provide a valid weight!\");\n    column->InitStretchWeightOrWidth = init_width_or_weight;\n    if (table->IsInitializing && column->WidthRequest < 0.0f && column->StretchWeight < 0.0f)\n    {\n        // Init width or weight\n        if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f)\n            column->WidthRequest = init_width_or_weight;\n        if (flags & ImGuiTableColumnFlags_WidthStretch)\n            column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : 1.0f;\n\n        // Disable auto-fit if an explicit width/weight has been specified\n        if (init_width_or_weight > 0.0f)\n            column->AutoFitQueue = 0x00;\n    }\n    if (table->IsInitializing)\n    {\n        // Init default visibility/sort state\n        if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0)\n            column->IsEnabled = column->IsEnabledNextFrame = false;\n        if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0)\n        {\n            column->SortOrder = 0; // Multiple columns using _DefaultSort will be reordered when building the sort specs.\n            column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending);\n        }\n    }\n\n    // Store name (append with zero-terminator in contiguous buffer)\n    IM_ASSERT(column->NameOffset == -1);\n    if (label != NULL && label[0] != 0)\n    {\n        column->NameOffset = (ImS16)table->ColumnsNames.size();\n        table->ColumnsNames.append(label, label + strlen(label) + 1);\n    }\n}\n\n// [Public]\nvoid ImGui::TableSetupScrollFreeze(int columns, int rows)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL && \"Need to call TableSetupColumn() after BeginTable()!\");\n    IM_ASSERT(table->IsLayoutLocked == false && \"Need to call TableSetupColumn() before first row!\");\n    IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS);\n    IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit\n\n    table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)columns : 0;\n    table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0;\n    table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0;\n    table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0;\n    table->IsUnfrozen = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b\n}\n\n// [Public] Starts into the first cell of a new row\nvoid ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n\n    if (!table->IsLayoutLocked)\n        TableUpdateLayout(table);\n    if (table->IsInsideRow)\n        TableEndRow(table);\n\n    table->LastRowFlags = table->RowFlags;\n    table->RowFlags = row_flags;\n    table->RowMinHeight = row_min_height;\n    TableBeginRow(table);\n\n    // We honor min_row_height requested by user, but cannot guarantee per-row maximum height,\n    // because that would essentially require a unique clipping rectangle per-cell.\n    table->RowPosY2 += table->CellPaddingY * 2.0f;\n    table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height);\n\n    // Disable output until user calls TableNextColumn()\n    table->InnerWindow->SkipItems = true;\n}\n\n// [Internal] Called by TableNextRow()!\nvoid ImGui::TableBeginRow(ImGuiTable* table)\n{\n    ImGuiWindow* window = table->InnerWindow;\n    IM_ASSERT(!table->IsInsideRow);\n\n    // New row\n    table->CurrentRow++;\n    table->CurrentColumn = -1;\n    table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE;\n    table->RowCellDataCurrent = -1;\n    table->IsInsideRow = true;\n\n    // Begin frozen rows\n    float next_y1 = table->RowPosY2;\n    if (table->CurrentRow == 0 && table->FreezeRowsCount > 0)\n        next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y;\n\n    table->RowPosY1 = table->RowPosY2 = next_y1;\n    table->RowTextBaseline = 0.0f;\n    table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent\n    window->DC.PrevLineTextBaseOffset = 0.0f;\n    window->DC.CursorMaxPos.y = next_y1;\n\n    // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging.\n    if (table->RowFlags & ImGuiTableRowFlags_Headers)\n    {\n        TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg));\n        if (table->CurrentRow == 0)\n            table->IsUsingHeaders = true;\n    }\n}\n\n// [Internal] Called by TableNextRow()!\nvoid ImGui::TableEndRow(ImGuiTable* table)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT(window == table->InnerWindow);\n    IM_ASSERT(table->IsInsideRow);\n\n    if (table->CurrentColumn != -1)\n        TableEndCell(table);\n\n    // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is\n    // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding.\n    window->DC.CursorPos.y = table->RowPosY2;\n\n    // Row background fill\n    const float bg_y1 = table->RowPosY1;\n    const float bg_y2 = table->RowPosY2;\n\n    const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount);\n    const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest);\n    if (table->CurrentRow == 0)\n        table->LastFirstRowHeight = bg_y2 - bg_y1;\n\n    const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y);\n    if (is_visible)\n    {\n        // Decide of background color for the row\n        ImU32 bg_col0 = 0;\n        ImU32 bg_col1 = 0;\n        if (table->RowBgColor[0] != IM_COL32_DISABLE)\n            bg_col0 = table->RowBgColor[0];\n        else if (table->Flags & ImGuiTableFlags_RowBg)\n            bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg);\n        if (table->RowBgColor[1] != IM_COL32_DISABLE)\n            bg_col1 = table->RowBgColor[1];\n\n        // Decide of top border color\n        ImU32 border_col = 0;\n        const float border_size = TABLE_BORDER_SIZE;\n        if (table->CurrentRow > 0 || table->InnerWindow == table->OuterWindow)\n            if (table->Flags & ImGuiTableFlags_BordersInnerH)\n                border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight;\n\n        const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0;\n        const bool draw_strong_bottom_border = unfreeze_rows_actual;\n        if ((bg_col0 | bg_col1 | border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color)\n        {\n            // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is\n            // always followed by a change of clipping rectangle we perform the smallest overwrite possible here.\n            if ((table->Flags & ImGuiTableFlags_NoClip) == 0)\n                window->DrawList->_CmdHeader.ClipRect = table->BgClipRectForDrawCmd.ToVec4();\n            table->DrawSplitter.SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0);\n        }\n\n        // Draw row background\n        // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle\n        if (bg_col0 || bg_col1)\n        {\n            ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2);\n            row_rect.ClipWith(table->BgClipRect);\n            if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y)\n                window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0);\n            if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y)\n                window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1);\n        }\n\n        // Draw cell background color\n        if (draw_cell_bg_color)\n        {\n            ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent];\n            for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++)\n            {\n                const ImGuiTableColumn* column = &table->Columns[cell_data->Column];\n                ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column);\n                cell_bg_rect.ClipWith(table->BgClipRect);\n                cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x);     // So that first column after frozen one gets clipped\n                cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX);\n                window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);\n            }\n        }\n\n        // Draw top border\n        if (border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y)\n            window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), border_col, border_size);\n\n        // Draw bottom border at the row unfreezing mark (always strong)\n        if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y)\n            window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size);\n    }\n\n    // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle)\n    // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and\n    // get the new cursor position.\n    if (unfreeze_rows_request)\n        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n        {\n            ImGuiTableColumn* column = &table->Columns[column_n];\n            column->NavLayerCurrent = (ImS8)((column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main);\n        }\n    if (unfreeze_rows_actual)\n    {\n        IM_ASSERT(table->IsUnfrozen == false);\n        table->IsUnfrozen = true;\n\n        // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect\n        float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);\n        table->BgClipRect.Min.y = table->BgClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);\n        table->BgClipRect.Max.y = table->BgClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;\n        table->Bg1DrawChannelCurrent = table->Bg1DrawChannelUnfrozen;\n        IM_ASSERT(table->BgClipRectForDrawCmd.Min.y <= table->BgClipRectForDrawCmd.Max.y);\n\n        float row_height = table->RowPosY2 - table->RowPosY1;\n        table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;\n        table->RowPosY1 = table->RowPosY2 - row_height;\n        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n        {\n            ImGuiTableColumn* column = &table->Columns[column_n];\n            column->DrawChannelCurrent = column->DrawChannelUnfrozen;\n            column->ClipRect.Min.y = table->BgClipRectForDrawCmd.Min.y;\n        }\n\n        // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y\n        SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);\n        table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);\n    }\n\n    if (!(table->RowFlags & ImGuiTableRowFlags_Headers))\n        table->RowBgColorCounter++;\n    table->IsInsideRow = false;\n}\n\n// [Internal] Called by TableNextColumn()!\n// This is called very frequently, so we need to be mindful of unnecessary overhead.\n// FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns.\nvoid ImGui::TableBeginCell(ImGuiTable* table, int column_n)\n{\n    ImGuiTableColumn* column = &table->Columns[column_n];\n    ImGuiWindow* window = table->InnerWindow;\n    table->CurrentColumn = column_n;\n\n    // Start position is roughly ~~ CellRect.Min + CellPadding + Indent\n    float start_x = column->WorkMinX;\n    if (column->Flags & ImGuiTableColumnFlags_IndentEnable)\n        start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row.\n\n    window->DC.CursorPos.x = start_x;\n    window->DC.CursorPos.y = table->RowPosY1 + table->CellPaddingY;\n    window->DC.CursorMaxPos.x = window->DC.CursorPos.x;\n    window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT\n    window->DC.CurrLineTextBaseOffset = table->RowTextBaseline;\n    window->DC.LastItemId = 0;\n    window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent;\n\n    window->WorkRect.Min.y = window->DC.CursorPos.y;\n    window->WorkRect.Min.x = column->WorkMinX;\n    window->WorkRect.Max.x = column->WorkMaxX;\n    window->DC.ItemWidth = column->ItemWidth;\n\n    // To allow ImGuiListClipper to function we propagate our row height\n    if (!column->IsEnabled)\n        window->DC.CursorPos.y = ImMax(window->DC.CursorPos.y, table->RowPosY2);\n\n    window->SkipItems = column->IsSkipItems;\n    if (table->Flags & ImGuiTableFlags_NoClip)\n    {\n        // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed.\n        table->DrawSplitter.SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_UNCLIPPED);\n        //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_UNCLIPPED);\n    }\n    else\n    {\n        // FIXME-TABLE: Could avoid this if draw channel is dummy channel?\n        SetWindowClipRectBeforeSetChannel(window, column->ClipRect);\n        table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);\n    }\n}\n\n// [Internal] Called by TableNextRow()/TableNextColumn()!\nvoid ImGui::TableEndCell(ImGuiTable* table)\n{\n    ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];\n    ImGuiWindow* window = table->InnerWindow;\n\n    // Report maximum position so we can infer content size per column.\n    float* p_max_pos_x;\n    if (table->RowFlags & ImGuiTableRowFlags_Headers)\n        p_max_pos_x = &column->ContentMaxXHeadersUsed;  // Useful in case user submit contents in header row that is not a TableHeader() call\n    else\n        p_max_pos_x = table->IsUnfrozen ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen;\n    *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x);\n    table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->CellPaddingY);\n    column->ItemWidth = window->DC.ItemWidth;\n\n    // Propagate text baseline for the entire row\n    // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one.\n    table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset);\n}\n\n// [Public] Append into the next column/cell\nbool ImGui::TableNextColumn()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (!table)\n        return false;\n\n    if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount)\n    {\n        if (table->CurrentColumn != -1)\n            TableEndCell(table);\n        TableBeginCell(table, table->CurrentColumn + 1);\n    }\n    else\n    {\n        TableNextRow();\n        TableBeginCell(table, 0);\n    }\n\n    // Return whether the column is visible. User may choose to skip submitting items based on this return value,\n    // however they shouldn't skip submitting for columns that may have the tallest contribution to row height.\n    int column_n = table->CurrentColumn;\n    return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0;\n}\n\n// [Public] Append into a specific column\nbool ImGui::TableSetColumnIndex(int column_n)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (!table)\n        return false;\n\n    if (table->CurrentColumn != column_n)\n    {\n        if (table->CurrentColumn != -1)\n            TableEndCell(table);\n        IM_ASSERT(column_n >= 0 && table->ColumnsCount);\n        TableBeginCell(table, column_n);\n    }\n\n    // Return whether the column is visible. User may choose to skip submitting items based on this return value,\n    // however they shouldn't skip submitting for columns that may have the tallest contribution to row height.\n    return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0;\n}\n\nint ImGui::TableGetColumnCount()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    return table ? table->ColumnsCount : 0;\n}\n\nconst char* ImGui::TableGetColumnName(int column_n)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (!table)\n        return NULL;\n    if (column_n < 0)\n        column_n = table->CurrentColumn;\n    return TableGetColumnName(table, column_n);\n}\n\n// We allow querying for an extra column in order to poll the IsHovered state of the right-most section\nImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (!table)\n        return ImGuiTableColumnFlags_None;\n    if (column_n < 0)\n        column_n = table->CurrentColumn;\n    if (column_n == table->ColumnsCount)\n        return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None;\n    return table->Columns[column_n].Flags;\n}\n\nvoid ImGui::TableSetColumnIsEnabled(int column_n, bool hidden)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL && table->IsLayoutLocked == false);\n    if (column_n < 0)\n        column_n = table->CurrentColumn;\n    IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);\n    table->Columns[column_n].IsEnabledNextFrame = !hidden;\n}\n\nint ImGui::TableGetColumnIndex()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (!table)\n        return 0;\n    return table->CurrentColumn;\n}\n\n// Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows\nint ImGui::TableGetRowIndex()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (!table)\n        return 0;\n    return table->CurrentRow;\n}\n\n// Return the cell rectangle based on currently known height.\n// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations.\n//   The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it.\n// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right\n//   columns report a small offset so their CellBgRect can extend up to the outer border.\nImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n)\n{\n    const ImGuiTableColumn* column = &table->Columns[column_n];\n    float x1 = column->MinX;\n    float x2 = column->MaxX;\n    if (column->PrevEnabledColumn == -1)\n        x1 -= table->CellSpacingX1;\n    if (column->NextEnabledColumn == -1)\n        x2 += table->CellSpacingX2;\n    return ImRect(x1, table->RowPosY1, x2, table->RowPosY2);\n}\n\nconst char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n)\n{\n    const ImGuiTableColumn* column = &table->Columns[column_n];\n    if (column->NameOffset == -1)\n        return \"\";\n    return &table->ColumnsNames.Buf[column->NameOffset];\n}\n\n// Return the resizing ID for the right-side of the given column.\nImGuiID ImGui::TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no)\n{\n    IM_ASSERT(column_n < table->ColumnsCount);\n    ImGuiID id = table->ID + 1 + (instance_no * table->ColumnsCount) + column_n;\n    return id;\n}\n\n// Disable clipping then auto-fit, will take 2 frames\n// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns)\nvoid ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n)\n{\n    // Single auto width uses auto-fit\n    ImGuiTableColumn* column = &table->Columns[column_n];\n    if (!column->IsEnabled)\n        return;\n    column->CannotSkipItemsQueue = (1 << 0);\n    column->AutoFitQueue = (1 << 1);\n    if (column->Flags & ImGuiTableColumnFlags_WidthStretch)\n        table->AutoFitSingleStretchColumn = (ImGuiTableColumnIdx)column_n;\n}\n\nvoid ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table)\n{\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (!column->IsEnabled)\n            continue;\n        column->CannotSkipItemsQueue = (1 << 0);\n        column->AutoFitQueue = (1 << 1);\n    }\n}\n\n// Return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.\nint ImGui::TableGetHoveredColumn()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (!table)\n        return -1;\n    return (int)table->HoveredColumnBody;\n}\n\nvoid ImGui::TableSetBgColor(ImGuiTableBgTarget bg_target, ImU32 color, int column_n)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(bg_target != ImGuiTableBgTarget_None);\n\n    if (color == IM_COL32_DISABLE)\n        color = 0;\n\n    // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time.\n    switch (bg_target)\n    {\n    case ImGuiTableBgTarget_CellBg:\n    {\n        if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard\n            return;\n        if (column_n == -1)\n            column_n = table->CurrentColumn;\n        if ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0)\n            return;\n        if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n)\n            table->RowCellDataCurrent++;\n        ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent];\n        cell_data->BgColor = color;\n        cell_data->Column = (ImGuiTableColumnIdx)column_n;\n        break;\n    }\n    case ImGuiTableBgTarget_RowBg0:\n    case ImGuiTableBgTarget_RowBg1:\n    {\n        if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard\n            return;\n        IM_ASSERT(column_n == -1);\n        int bg_idx = (bg_target == ImGuiTableBgTarget_RowBg1) ? 1 : 0;\n        table->RowBgColor[bg_idx] = color;\n        break;\n    }\n    default:\n        IM_ASSERT(0);\n    }\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Drawing\n//-------------------------------------------------------------------------\n// - TablePushBackgroundChannel() [Internal]\n// - TablePopBackgroundChannel() [Internal]\n// - TableSetupDrawChannels() [Internal]\n// - TableMergeDrawChannels() [Internal]\n// - TableDrawBorders() [Internal]\n//-------------------------------------------------------------------------\n\nvoid ImGui::TablePushBackgroundChannel()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiTable* table = g.CurrentTable;\n\n    // Optimization: avoid SetCurrentChannel() + PushClipRect()\n    table->HostBackupClipRect = window->ClipRect;\n    SetWindowClipRectBeforeSetChannel(window, table->BgClipRectForDrawCmd);\n    table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Bg1DrawChannelCurrent);\n}\n\nvoid ImGui::TablePopBackgroundChannel()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiTable* table = g.CurrentTable;\n    ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];\n\n    // Optimization: avoid PopClipRect() + SetCurrentChannel()\n    SetWindowClipRectBeforeSetChannel(window, table->HostBackupClipRect);\n    table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);\n}\n\n// Allocate draw channels. Called by TableUpdateLayout()\n// - We allocate them following storage order instead of display order so reordering columns won't needlessly\n//   increase overall dormant memory cost.\n// - We isolate headers draw commands in their own channels instead of just altering clip rects.\n//   This is in order to facilitate merging of draw commands.\n// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels.\n// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other\n//   channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged.\n// - We allocate 1 or 2 background draw channels. This is because we know PushTableBackground() is only used for\n//   horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4).\n// Draw channel allocation (before merging):\n// - NoClip                       --> 2+D+1 channels: bg0 + bg1 + foreground (same clip rect == 1 draw call) (FIXME-TABLE: could merge bg1 and foreground?)\n// - Clip                         --> 2+D+N channels\n// - FreezeRows                   --> 2+D+N*2 (unless scrolling value is zero)\n// - FreezeRows || FreezeColunns  --> 3+D+N*2 (unless scrolling value is zero)\n// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0.\nvoid ImGui::TableSetupDrawChannels(ImGuiTable* table)\n{\n    const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1;\n    const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount;\n    const int channels_for_bg = 1 + 1 * freeze_row_multiplier;\n    const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || table->VisibleMaskByIndex != table->EnabledMaskByIndex) ? +1 : 0;\n    const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy;\n    table->DrawSplitter.Split(table->InnerWindow->DrawList, channels_total);\n    table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1);\n    table->Bg1DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG1_FROZEN;\n    table->Bg1DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG1_FROZEN);\n\n    int draw_channel_current = 2;\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (column->IsVisibleX && column->IsVisibleY)\n        {\n            column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current);\n            column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0));\n            if (!(table->Flags & ImGuiTableFlags_NoClip))\n                draw_channel_current++;\n        }\n        else\n        {\n            column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel;\n        }\n        column->DrawChannelCurrent = column->DrawChannelFrozen;\n    }\n}\n\n// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable().\n// For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect,\n// actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels().\n//\n// Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve\n// this we merge their clip rect and make them contiguous in the channel list, so they can be merged\n// by the call to DrawSplitter.Merge() following to the call to this function.\n// We reorder draw commands by arranging them into a maximum of 4 distinct groups:\n//\n//   1 group:               2 groups:              2 groups:              4 groups:\n//   [ 0. ] no freeze       [ 0. ] row freeze      [ 01 ] col freeze      [ 01 ] row+col freeze\n//   [ .. ]  or no scroll   [ 2. ]  and v-scroll   [ .. ]  and h-scroll   [ 23 ]  and v+h-scroll\n//\n// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled).\n// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group\n// based on its position (within frozen rows/columns groups or not).\n// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect.\n// This function assume that each column are pointing to a distinct draw channel,\n// otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask.\n//\n// Column channels will not be merged into one of the 1-4 groups in the following cases:\n// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value).\n//   Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds\n//   matches, by e.g. calling SetCursorScreenPos().\n// - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here..\n//   we could do better but it's going to be rare and probably not worth the hassle.\n// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd.\n//\n// This function is particularly tricky to understand.. take a breath.\nvoid ImGui::TableMergeDrawChannels(ImGuiTable* table)\n{\n    ImGuiContext& g = *GImGui;\n    ImDrawListSplitter* splitter = &table->DrawSplitter;\n    const bool has_freeze_v = (table->FreezeRowsCount > 0);\n    const bool has_freeze_h = (table->FreezeColumnsCount > 0);\n\n    // Track which groups we are going to attempt to merge, and which channels goes into each group.\n    struct MergeGroup\n    {\n        ImRect  ClipRect;\n        int     ChannelsCount;\n        ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> ChannelsMask;\n    };\n    int merge_group_mask = 0x00;\n    MergeGroup merge_groups[4];\n    memset(merge_groups, 0, sizeof(merge_groups));\n\n    // 1. Scan channels and take note of those which can be merged\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        if ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0)\n            continue;\n        ImGuiTableColumn* column = &table->Columns[column_n];\n\n        const int merge_group_sub_count = has_freeze_v ? 2 : 1;\n        for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++)\n        {\n            const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen;\n\n            // Don't attempt to merge if there are multiple draw calls within the column\n            ImDrawChannel* src_channel = &splitter->_Channels[channel_no];\n            if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0)\n                src_channel->_CmdBuffer.pop_back();\n            if (src_channel->_CmdBuffer.Size != 1)\n                continue;\n\n            // Find out the width of this merge group and check if it will fit in our column\n            // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it)\n            if (!(column->Flags & ImGuiTableColumnFlags_NoClip))\n            {\n                float content_max_x;\n                if (!has_freeze_v)\n                    content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze\n                else if (merge_group_sub_n == 0)\n                    content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed);   // Row freeze: use width before freeze\n                else\n                    content_max_x = column->ContentMaxXUnfrozen;                                        // Row freeze: use width after freeze\n                if (content_max_x > column->ClipRect.Max.x)\n                    continue;\n            }\n\n            const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2);\n            IM_ASSERT(channel_no < IMGUI_TABLE_MAX_DRAW_CHANNELS);\n            MergeGroup* merge_group = &merge_groups[merge_group_n];\n            if (merge_group->ChannelsCount == 0)\n                merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);\n            merge_group->ChannelsMask.SetBit(channel_no);\n            merge_group->ChannelsCount++;\n            merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect);\n            merge_group_mask |= (1 << merge_group_n);\n        }\n\n        // Invalidate current draw channel\n        // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data)\n        column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1;\n    }\n\n    // [DEBUG] Display merge groups\n#if 0\n    if (g.IO.KeyShift)\n        for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++)\n        {\n            MergeGroup* merge_group = &merge_groups[merge_group_n];\n            if (merge_group->ChannelsCount == 0)\n                continue;\n            char buf[32];\n            ImFormatString(buf, 32, \"MG%d:%d\", merge_group_n, merge_group->ChannelsCount);\n            ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4);\n            ImVec2 text_size = CalcTextSize(buf, NULL);\n            GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255));\n            GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL);\n            GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255));\n        }\n#endif\n\n    // 2. Rewrite channel list in our preferred order\n    if (merge_group_mask != 0)\n    {\n        // We skip channel 0 (Bg0) and 1 (Bg1 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels().\n        const int LEADING_DRAW_CHANNELS = 2;\n        g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized\n        ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data;\n        ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> remaining_mask;                       // We need 132-bit of storage\n        remaining_mask.ClearBits();\n        remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count - 1);\n        remaining_mask.ClearBit(table->Bg1DrawChannelUnfrozen);\n        IM_ASSERT(has_freeze_v == false || table->Bg1DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG1_FROZEN);\n        int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS);\n        //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect;\n        ImRect host_rect = table->HostClipRect;\n        for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++)\n        {\n            if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount)\n            {\n                MergeGroup* merge_group = &merge_groups[merge_group_n];\n                ImRect merge_clip_rect = merge_group->ClipRect;\n\n                // Extend outer-most clip limits to match those of host, so draw calls can be merged even if\n                // outer-most columns have some outer padding offsetting them from their parent ClipRect.\n                // The principal cases this is dealing with are:\n                // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge\n                // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge\n                // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit\n                // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect.\n                if ((merge_group_n & 1) == 0 || !has_freeze_h)\n                    merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x);\n                if ((merge_group_n & 2) == 0 || !has_freeze_v)\n                    merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y);\n                if ((merge_group_n & 1) != 0)\n                    merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x);\n                if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0)\n                    merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y);\n#if 0\n                GetOverlayDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, ~0, 1.0f);\n                GetOverlayDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200));\n                GetOverlayDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200));\n#endif\n                remaining_count -= merge_group->ChannelsCount;\n                for (int n = 0; n < IM_ARRAYSIZE(remaining_mask.Storage); n++)\n                    remaining_mask.Storage[n] &= ~merge_group->ChannelsMask.Storage[n];\n                for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++)\n                {\n                    // Copy + overwrite new clip rect\n                    if (!merge_group->ChannelsMask.TestBit(n))\n                        continue;\n                    merge_group->ChannelsMask.ClearBit(n);\n                    merge_channels_count--;\n\n                    ImDrawChannel* channel = &splitter->_Channels[n];\n                    IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect)));\n                    channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4();\n                    memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));\n                }\n            }\n\n            // Make sure Bg1DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0 and Bg1 frozen are fixed to 0 and 1)\n            if (merge_group_n == 1 && has_freeze_v)\n                memcpy(dst_tmp++, &splitter->_Channels[table->Bg1DrawChannelUnfrozen], sizeof(ImDrawChannel));\n        }\n\n        // Append unmergeable channels that we didn't reorder at the end of the list\n        for (int n = 0; n < splitter->_Count && remaining_count != 0; n++)\n        {\n            if (!remaining_mask.TestBit(n))\n                continue;\n            ImDrawChannel* channel = &splitter->_Channels[n];\n            memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));\n            remaining_count--;\n        }\n        IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size);\n        memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel));\n    }\n}\n\n// FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow)\nvoid ImGui::TableDrawBorders(ImGuiTable* table)\n{\n    ImGuiWindow* inner_window = table->InnerWindow;\n    ImGuiWindow* outer_window = table->OuterWindow;\n    table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_BG0);\n    if (inner_window->Hidden || !table->HostClipRect.Overlaps(table->InnerClipRect))\n        return;\n    ImDrawList* inner_drawlist = inner_window->DrawList;\n    ImDrawList* outer_drawlist = outer_window->DrawList;\n\n    // Draw inner border and resizing feedback\n    const float border_size = TABLE_BORDER_SIZE;\n    const float draw_y1 = table->OuterRect.Min.y;\n    const float draw_y2_body = table->OuterRect.Max.y;\n    const float draw_y2_head = table->IsUsingHeaders ? ((table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight) : draw_y1;\n\n    if (table->Flags & ImGuiTableFlags_BordersInnerV)\n    {\n        for (int order_n = 0; order_n < table->ColumnsCount; order_n++)\n        {\n            if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)))\n                continue;\n\n            const int column_n = table->DisplayOrderToIndex[order_n];\n            ImGuiTableColumn* column = &table->Columns[column_n];\n            const bool is_hovered = (table->HoveredColumnBorder == column_n);\n            const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent);\n            const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0;\n\n            if (column->MaxX > table->InnerClipRect.Max.x && !is_resized)// && is_hovered)\n                continue;\n            if (column->NextEnabledColumn == -1 && !is_resizable)\n                continue;\n            if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size..\n                continue;\n\n            // Draw in outer window so right-most column won't be clipped\n            // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling.\n            ImU32 col;\n            float draw_y2;\n            if (is_hovered || is_resized || (table->FreezeColumnsCount != -1 && table->FreezeColumnsCount == order_n + 1))\n            {\n                draw_y2 = draw_y2_body;\n                col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : table->BorderColorStrong;\n            }\n            else\n            {\n                draw_y2 = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? draw_y2_head : draw_y2_body;\n                col = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? table->BorderColorStrong : table->BorderColorLight;\n            }\n\n            if (draw_y2 > draw_y1)\n                inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, border_size);\n        }\n    }\n\n    // Draw outer border\n    // FIXME-TABLE: could use AddRect or explicit VLine/HLine helper?\n    if (table->Flags & ImGuiTableFlags_BordersOuter)\n    {\n        // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call\n        // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their\n        // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part\n        // of it in inner window, and the part that's over scrollbars in the outer window..)\n        // Either solution currently won't allow us to use a larger border size: the border would clipped.\n        ImRect outer_border = table->OuterRect;\n        const ImU32 outer_col = table->BorderColorStrong;\n        if (inner_window != outer_window) // FIXME-TABLE\n            outer_border.Expand(1.0f);\n        if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter)\n        {\n            outer_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, ~0, border_size);\n        }\n        else if (table->Flags & ImGuiTableFlags_BordersOuterV)\n        {\n            outer_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size);\n            outer_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size);\n        }\n        else if (table->Flags & ImGuiTableFlags_BordersOuterH)\n        {\n            outer_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size);\n            outer_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size);\n        }\n    }\n    if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y)\n    {\n        // Draw bottom-most row border\n        const float border_y = table->RowPosY2;\n        if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y)\n            inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size);\n    }\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Sorting\n//-------------------------------------------------------------------------\n// - TableGetSortSpecs()\n// - TableFixColumnSortDirection() [Internal]\n// - TableSetColumnSortDirection() [Internal]\n// - TableSortSpecsSanitize() [Internal]\n// - TableSortSpecsBuild() [Internal]\n//-------------------------------------------------------------------------\n\n// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set)\n// You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since\n// last call, or the first time.\n// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()!\nImGuiTableSortSpecs* ImGui::TableGetSortSpecs()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL);\n\n    if (!(table->Flags & ImGuiTableFlags_Sortable))\n        return NULL;\n\n    // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths.\n    if (!table->IsLayoutLocked)\n        TableUpdateLayout(table);\n\n    if (table->IsSortSpecsDirty)\n        TableSortSpecsBuild(table);\n\n    return table->SortSpecs.SpecsCount ? &table->SortSpecs : NULL;\n}\n\nvoid ImGui::TableFixColumnSortDirection(ImGuiTableColumn* column)\n{\n    // Initial sort state\n    if (column->SortDirection == ImGuiSortDirection_None)\n        column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImS8)(ImGuiSortDirection_Ascending);\n\n    // Handle NoSortAscending/NoSortDescending\n    if (column->SortDirection == ImGuiSortDirection_Ascending && (column->Flags & ImGuiTableColumnFlags_NoSortAscending))\n        column->SortDirection = ImGuiSortDirection_Descending;\n    else if (column->SortDirection == ImGuiSortDirection_Descending && (column->Flags & ImGuiTableColumnFlags_NoSortDescending))\n        column->SortDirection = ImGuiSortDirection_Ascending;\n}\n\n\n// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert\n// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code.\nvoid ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n\n    if (!(table->Flags & ImGuiTableFlags_MultiSortable))\n        append_to_sort_specs = false;\n\n    ImGuiTableColumnIdx sort_order_max = 0;\n    if (append_to_sort_specs)\n        for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)\n            sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder);\n\n    ImGuiTableColumn* column = &table->Columns[column_n];\n    column->SortDirection = (ImS8)sort_direction;\n    if (column->SortOrder == -1 || !append_to_sort_specs)\n        column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0;\n\n    for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)\n    {\n        ImGuiTableColumn* other_column = &table->Columns[other_column_n];\n        if (other_column != column && !append_to_sort_specs)\n            other_column->SortOrder = -1;\n        TableFixColumnSortDirection(other_column);\n    }\n    table->IsSettingsDirty = true;\n    table->IsSortSpecsDirty = true;\n}\n\nvoid ImGui::TableSortSpecsSanitize(ImGuiTable* table)\n{\n    IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable);\n\n    // Clear SortOrder from hidden column and verify that there's no gap or duplicate.\n    int sort_order_count = 0;\n    ImU64 sort_order_mask = 0x00;\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (column->SortOrder != -1 && !column->IsEnabled)\n            column->SortOrder = -1;\n        if (column->SortOrder == -1)\n            continue;\n        sort_order_count++;\n        sort_order_mask |= ((ImU64)1 << column->SortOrder);\n        IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8);\n    }\n\n    const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1);\n    const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_MultiSortable);\n    if (need_fix_linearize || need_fix_single_sort_order)\n    {\n        ImU64 fixed_mask = 0x00;\n        for (int sort_n = 0; sort_n < sort_order_count; sort_n++)\n        {\n            // Fix: Rewrite sort order fields if needed so they have no gap or duplicate.\n            // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1)\n            int column_with_smallest_sort_order = -1;\n            for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n                if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1)\n                    if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder)\n                        column_with_smallest_sort_order = column_n;\n            IM_ASSERT(column_with_smallest_sort_order != -1);\n            fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order);\n            table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n;\n\n            // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set.\n            if (need_fix_single_sort_order)\n            {\n                sort_order_count = 1;\n                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n                    if (column_n != column_with_smallest_sort_order)\n                        table->Columns[column_n].SortOrder = -1;\n                break;\n            }\n        }\n    }\n\n    // Fallback default sort order (if no column had the ImGuiTableColumnFlags_DefaultSort flag)\n    if (sort_order_count == 0)\n        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n        {\n            ImGuiTableColumn* column = &table->Columns[column_n];\n            if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort))\n            {\n                sort_order_count = 1;\n                column->SortOrder = 0;\n                TableFixColumnSortDirection(column);\n                break;\n            }\n        }\n\n    table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count;\n}\n\nvoid ImGui::TableSortSpecsBuild(ImGuiTable* table)\n{\n    IM_ASSERT(table->IsSortSpecsDirty);\n    TableSortSpecsSanitize(table);\n\n    // Write output\n    const bool single_sort_specs = (table->SortSpecsCount <= 1);\n    table->SortSpecsMulti.resize(single_sort_specs ? 0 : table->SortSpecsCount);\n    ImGuiTableColumnSortSpecs* sort_specs = single_sort_specs ? &table->SortSpecsSingle : table->SortSpecsMulti.Data;\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (column->SortOrder == -1)\n            continue;\n        IM_ASSERT(column->SortOrder < table->SortSpecsCount);\n        ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder];\n        sort_spec->ColumnUserID = column->UserID;\n        sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n;\n        sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder;\n        sort_spec->SortDirection = column->SortDirection;\n    }\n    table->SortSpecs.Specs = sort_specs;\n    table->SortSpecs.SpecsCount = table->SortSpecsCount;\n    table->SortSpecs.SpecsDirty = true; // Mark as dirty for user\n    table->IsSortSpecsDirty = false; // Mark as not dirty for us\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Headers\n//-------------------------------------------------------------------------\n// - TableGetHeaderRowHeight() [Internal]\n// - TableHeadersRow()\n// - TableHeader()\n//-------------------------------------------------------------------------\n\nfloat ImGui::TableGetHeaderRowHeight()\n{\n    // Caring for a minor edge case:\n    // Calculate row height, for the unlikely case that some labels may be taller than others.\n    // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height.\n    // In your custom header row you may omit this all together and just call TableNextRow() without a height...\n    float row_height = GetTextLineHeight();\n    int columns_count = TableGetColumnCount();\n    for (int column_n = 0; column_n < columns_count; column_n++)\n        if (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_IsEnabled)\n            row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y);\n    row_height += GetStyle().CellPadding.y * 2.0f;\n    return row_height;\n}\n\n// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn().\n// The intent is that advanced users willing to create customized headers would not need to use this helper\n// and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets.\n// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this.\n// This code is constructed to not make much use of internal functions, as it is intended to be a template to copy.\n// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public.\nvoid ImGui::TableHeadersRow()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL && \"Need to call TableHeadersRow() after BeginTable()!\");\n\n    // Open row\n    const float row_y1 = GetCursorScreenPos().y;\n    const float row_height = TableGetHeaderRowHeight();\n    TableNextRow(ImGuiTableRowFlags_Headers, row_height);\n    if (table->HostSkipItems) // Merely an optimization, you may skip in your own code.\n        return;\n\n    const int columns_count = TableGetColumnCount();\n    for (int column_n = 0; column_n < columns_count; column_n++)\n    {\n        if (!TableSetColumnIndex(column_n))\n            continue;\n\n        // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them)\n        // - in your own code you may omit the PushID/PopID all-together, provided you know they won't collide\n        // - table->InstanceCurrent is only >0 when we use multiple BeginTable/EndTable calls with same identifier.\n        const char* name = TableGetColumnName(column_n);\n        PushID(table->InstanceCurrent * table->ColumnsCount + column_n);\n        TableHeader(name);\n        PopID();\n    }\n\n    // Allow opening popup from the right-most section after the last column.\n    ImVec2 mouse_pos = ImGui::GetMousePos();\n    if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count)\n        if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height)\n            TableOpenContextMenu(-1); // Will open a non-column-specific popup.\n}\n\n// Emit a column header (text + optional sort order)\n// We cpu-clip text here so that all columns headers can be merged into a same draw call.\n// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader()\n// FIXME-TABLE: Style confusion between CellPadding.y and FramePadding.y\nvoid ImGui::TableHeader(const char* label)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return;\n\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL && \"Need to call TableHeader() after BeginTable()!\");\n    IM_ASSERT(table->CurrentColumn != -1);\n    const int column_n = table->CurrentColumn;\n    ImGuiTableColumn* column = &table->Columns[column_n];\n\n    // Label\n    if (label == NULL)\n        label = \"\";\n    const char* label_end = FindRenderedTextEnd(label);\n    ImVec2 label_size = CalcTextSize(label, label_end, true);\n    ImVec2 label_pos = window->DC.CursorPos;\n\n    // If we already got a row height, there's use that.\n    // FIXME-TABLE-PADDING: Problem if the correct outer-padding CellBgRect strays off our ClipRect\n    ImRect cell_r = TableGetCellBgRect(table, column_n);\n    float label_height = ImMax(label_size.y, table->RowMinHeight - table->CellPaddingY * 2.0f);\n\n    // Keep header highlighted when context menu is open.\n    const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceCurrent);\n    ImGuiID id = window->GetID(label);\n    ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f));\n    ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal\n    if (!ItemAdd(bb, id))\n        return;\n\n    //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG]\n    //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG]\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None);\n    if (hovered || selected)\n    {\n        const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);\n        //RenderFrame(bb.Min, bb.Max, col, false, 0.0f);\n        TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn);\n        RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);\n    }\n    if (held)\n        table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n;\n    window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f;\n\n    // Drag and drop to re-order columns.\n    // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone.\n    if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive)\n    {\n        // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x\n        table->ReorderColumn = (ImGuiTableColumnIdx)column_n;\n        table->InstanceInteracted = table->InstanceCurrent;\n\n        // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder.\n        if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x)\n            if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL)\n                if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder))\n                    if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest))\n                        table->ReorderColumnDir = -1;\n        if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x)\n            if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL)\n                if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder))\n                    if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest))\n                        table->ReorderColumnDir = +1;\n    }\n\n    // Sort order arrow\n    float w_arrow = 0.0f;\n    float w_sort_text = 0.0f;\n    float ellipsis_max = cell_r.Max.x;\n    if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))\n    {\n        const float ARROW_SCALE = 0.65f;\n        w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);// table->CellPadding.x);\n        if (column->SortOrder != -1)\n        {\n            char sort_order_suf[8];\n            w_sort_text = 0.0f;\n            if (column->SortOrder > 0)\n            {\n                ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), \"%d\", column->SortOrder + 1);\n                w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x;\n            }\n\n            float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text);\n            ellipsis_max -= w_arrow + w_sort_text;\n\n            float y = label_pos.y;\n            ImU32 col = GetColorU32(ImGuiCol_Text);\n            if (column->SortOrder > 0)\n            {\n                PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f));\n                RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf);\n                PopStyleColor();\n                x += w_sort_text;\n            }\n            RenderArrow(window->DrawList, ImVec2(x, y), col, column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE);\n        }\n\n        // Handle clicking on column header to adjust Sort Order\n        if (pressed && table->ReorderColumn != column_n)\n        {\n            // Set new sort direction\n            // - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click.\n            // - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op.\n            ImGuiSortDirection sort_direction;\n            if (column->SortOrder == -1)\n                sort_direction = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending;\n            else\n                sort_direction = (column->SortDirection == ImGuiSortDirection_Ascending) ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending;\n            TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift);\n        }\n    }\n\n    // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will\n    // be merged into a single draw call.\n    //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE);\n    RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size);\n\n    const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x);\n    if (text_clipped && hovered && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay)\n        SetTooltip(\"%.*s\", (int)(label_end - label), label);\n\n    // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering for merging.\n    float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow;\n    column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, column->WorkMaxX);\n    column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x);\n\n    // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden\n    if (IsMouseReleased(1) && IsItemHovered())\n        TableOpenContextMenu(column_n);\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Context Menu\n//-------------------------------------------------------------------------\n// - TableOpenContextMenu() [Internal]\n// - TableDrawContextMenu() [Internal]\n//-------------------------------------------------------------------------\n\n// Use -1 to open menu not specific to a given column.\nvoid ImGui::TableOpenContextMenu(int column_n)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (column_n == -1 && table->CurrentColumn != -1)   // When called within a column automatically use this one (for consistency)\n        column_n = table->CurrentColumn;\n    if (column_n == table->ColumnsCount)                // To facilitate using with TableGetHoveredColumn()\n        column_n = -1;\n    IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount);\n    if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))\n    {\n        table->IsContextPopupOpen = true;\n        table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n;\n        table->InstanceInteracted = table->InstanceCurrent;\n        const ImGuiID context_menu_id = ImHashStr(\"##ContextMenu\", 0, table->ID);\n        OpenPopupEx(context_menu_id, ImGuiPopupFlags_None);\n    }\n}\n\n// Output context menu into current window (generally a popup)\n// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data?\nvoid ImGui::TableDrawContextMenu(ImGuiTable* table)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return;\n\n    bool want_separator = false;\n    const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1;\n    ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL;\n\n    // Sizing\n    if (table->Flags & ImGuiTableFlags_Resizable)\n    {\n        if (column != NULL)\n        {\n            const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled;\n            if (MenuItem(\"Size column to fit\", NULL, false, can_resize))\n                TableSetColumnWidthAutoSingle(table, column_n);\n        }\n\n        const char* size_all_desc;\n        if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount)\n            size_all_desc = \"Size all columns to fit###SizeAll\";        // All fixed\n        else if (table->ColumnsEnabledFixedCount == 0)\n            size_all_desc = \"Size all columns to default###SizeAll\";    // All stretch\n        else\n            size_all_desc = \"Size all columns to fit/default###SizeAll\";// Mixed\n        if (MenuItem(size_all_desc, NULL))\n            TableSetColumnWidthAutoAll(table);\n        want_separator = true;\n    }\n\n    // Ordering\n    if (table->Flags & ImGuiTableFlags_Reorderable)\n    {\n        if (MenuItem(\"Reset order\", NULL, false, !table->IsDefaultDisplayOrder))\n            table->IsResetDisplayOrderRequest = true;\n        want_separator = true;\n    }\n\n    // Reset all (should work but seems unnecessary/noisy to expose?)\n    //if (MenuItem(\"Reset all\"))\n    //    table->IsResetAllRequest = true;\n\n    // Sorting\n    // (modify TableOpenContextMenu() to add _Sortable flag if enabling this)\n#if 0\n    if ((table->Flags & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0)\n    {\n        if (want_separator)\n            Separator();\n        want_separator = true;\n\n        bool append_to_sort_specs = g.IO.KeyShift;\n        if (MenuItem(\"Sort in Ascending Order\", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0))\n            TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs);\n        if (MenuItem(\"Sort in Descending Order\", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0))\n            TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs);\n    }\n#endif\n\n    // Hiding / Visibility\n    if (table->Flags & ImGuiTableFlags_Hideable)\n    {\n        if (want_separator)\n            Separator();\n        want_separator = true;\n\n        PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true);\n        for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)\n        {\n            ImGuiTableColumn* other_column = &table->Columns[other_column_n];\n            const char* name = TableGetColumnName(table, other_column_n);\n            if (name == NULL || name[0] == 0)\n                name = \"<Unknown>\";\n\n            // Make sure we can't hide the last active column\n            bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true;\n            if (other_column->IsEnabled && table->ColumnsEnabledCount <= 1)\n                menu_item_active = false;\n            if (MenuItem(name, NULL, other_column->IsEnabled, menu_item_active))\n                other_column->IsEnabledNextFrame = !other_column->IsEnabled;\n        }\n        PopItemFlag();\n    }\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Settings (.ini data)\n//-------------------------------------------------------------------------\n// FIXME: The binding/finding/creating flow are too confusing.\n//-------------------------------------------------------------------------\n// - TableSettingsInit() [Internal]\n// - TableSettingsCalcChunkSize() [Internal]\n// - TableSettingsCreate() [Internal]\n// - TableSettingsFindByID() [Internal]\n// - TableGetBoundSettings() [Internal]\n// - TableResetSettings()\n// - TableSaveSettings() [Internal]\n// - TableLoadSettings() [Internal]\n// - TableSettingsHandler_ClearAll() [Internal]\n// - TableSettingsHandler_ApplyAll() [Internal]\n// - TableSettingsHandler_ReadOpen() [Internal]\n// - TableSettingsHandler_ReadLine() [Internal]\n// - TableSettingsHandler_WriteAll() [Internal]\n// - TableSettingsInstallHandler() [Internal]\n//-------------------------------------------------------------------------\n// [Init] 1: TableSettingsHandler_ReadXXXX()   Load and parse .ini file into TableSettings.\n// [Main] 2: TableLoadSettings()               When table is created, bind Table to TableSettings, serialize TableSettings data into Table.\n// [Main] 3: TableSaveSettings()               When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty.\n// [Main] 4: TableSettingsHandler_WriteAll()   When .ini file is dirty (which can come from other source), save TableSettings into .ini file.\n//-------------------------------------------------------------------------\n\n// Clear and initialize empty settings instance\nstatic void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max)\n{\n    IM_PLACEMENT_NEW(settings) ImGuiTableSettings();\n    ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings();\n    for (int n = 0; n < columns_count_max; n++, settings_column++)\n        IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings();\n    settings->ID = id;\n    settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count;\n    settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max;\n    settings->WantApply = true;\n}\n\nstatic size_t TableSettingsCalcChunkSize(int columns_count)\n{\n    return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings);\n}\n\nImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count));\n    TableSettingsInit(settings, id, columns_count, columns_count);\n    return settings;\n}\n\n// Find existing settings\nImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id)\n{\n    // FIXME-OPT: Might want to store a lookup map for this?\n    ImGuiContext& g = *GImGui;\n    for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))\n        if (settings->ID == id)\n            return settings;\n    return NULL;\n}\n\n// Get settings for a given table, NULL if none\nImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table)\n{\n    if (table->SettingsOffset != -1)\n    {\n        ImGuiContext& g = *GImGui;\n        ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset);\n        IM_ASSERT(settings->ID == table->ID);\n        if (settings->ColumnsCountMax >= table->ColumnsCount)\n            return settings; // OK\n        settings->ID = 0; // Invalidate storage, we won't fit because of a count change\n    }\n    return NULL;\n}\n\n// Restore initial state of table (with or without saved settings)\nvoid ImGui::TableResetSettings(ImGuiTable* table)\n{\n    table->IsInitializing = table->IsSettingsDirty = true;\n    table->IsResetAllRequest = false;\n    table->IsSettingsRequestLoad = false;                   // Don't reload from ini\n    table->SettingsLoadedFlags = ImGuiTableFlags_None;      // Mark as nothing loaded so our initialized data becomes authoritative\n}\n\nvoid ImGui::TableSaveSettings(ImGuiTable* table)\n{\n    table->IsSettingsDirty = false;\n    if (table->Flags & ImGuiTableFlags_NoSavedSettings)\n        return;\n\n    // Bind or create settings data\n    ImGuiContext& g = *GImGui;\n    ImGuiTableSettings* settings = TableGetBoundSettings(table);\n    if (settings == NULL)\n    {\n        settings = TableSettingsCreate(table->ID, table->ColumnsCount);\n        table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);\n    }\n    settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount;\n\n    // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings\n    IM_ASSERT(settings->ID == table->ID);\n    IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount);\n    ImGuiTableColumn* column = table->Columns.Data;\n    ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();\n\n    bool save_ref_scale = false;\n    settings->SaveFlags = ImGuiTableFlags_None;\n    for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++)\n    {\n        const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest;\n        column_settings->WidthOrWeight = width_or_weight;\n        column_settings->Index = (ImGuiTableColumnIdx)n;\n        column_settings->DisplayOrder = column->DisplayOrder;\n        column_settings->SortOrder = column->SortOrder;\n        column_settings->SortDirection = column->SortDirection;\n        column_settings->IsEnabled = column->IsEnabled;\n        column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0;\n        if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0)\n            save_ref_scale = true;\n\n        // We skip saving some data in the .ini file when they are unnecessary to restore our state.\n        // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f.\n        // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present.\n        if (width_or_weight != column->InitStretchWeightOrWidth)\n            settings->SaveFlags |= ImGuiTableFlags_Resizable;\n        if (column->DisplayOrder != n)\n            settings->SaveFlags |= ImGuiTableFlags_Reorderable;\n        if (column->SortOrder != -1)\n            settings->SaveFlags |= ImGuiTableFlags_Sortable;\n        if (column->IsEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0))\n            settings->SaveFlags |= ImGuiTableFlags_Hideable;\n    }\n    settings->SaveFlags &= table->Flags;\n    settings->RefScale = save_ref_scale ? table->RefScale : 0.0f;\n\n    MarkIniSettingsDirty();\n}\n\nvoid ImGui::TableLoadSettings(ImGuiTable* table)\n{\n    ImGuiContext& g = *GImGui;\n    table->IsSettingsRequestLoad = false;\n    if (table->Flags & ImGuiTableFlags_NoSavedSettings)\n        return;\n\n    // Bind settings\n    ImGuiTableSettings* settings;\n    if (table->SettingsOffset == -1)\n    {\n        settings = TableSettingsFindByID(table->ID);\n        if (settings == NULL)\n            return;\n        if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return...\n            table->IsSettingsDirty = true;\n        table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);\n    }\n    else\n    {\n        settings = TableGetBoundSettings(table);\n    }\n\n    table->SettingsLoadedFlags = settings->SaveFlags;\n    table->RefScale = settings->RefScale;\n\n    // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn\n    ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();\n    for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++)\n    {\n        int column_n = column_settings->Index;\n        if (column_n < 0 || column_n >= table->ColumnsCount)\n            continue;\n\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (settings->SaveFlags & ImGuiTableFlags_Resizable)\n        {\n            if (column_settings->IsStretch)\n                column->StretchWeight = column_settings->WidthOrWeight;\n            else\n                column->WidthRequest = column_settings->WidthOrWeight;\n            column->AutoFitQueue = 0x00;\n        }\n        if (settings->SaveFlags & ImGuiTableFlags_Reorderable)\n            column->DisplayOrder = column_settings->DisplayOrder;\n        else\n            column->DisplayOrder = (ImGuiTableColumnIdx)column_n;\n        column->IsEnabled = column->IsEnabledNextFrame = column_settings->IsEnabled;\n        column->SortOrder = column_settings->SortOrder;\n        column->SortDirection = column_settings->SortDirection;\n    }\n\n    // FIXME-TABLE: Need to validate .ini data\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n        table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n;\n}\n\nstatic void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)\n{\n    ImGuiContext& g = *ctx;\n    for (int i = 0; i != g.Tables.GetSize(); i++)\n        g.Tables.GetByIndex(i)->SettingsOffset = -1;\n    g.SettingsTables.clear();\n}\n\n// Apply to existing windows (if any)\nstatic void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)\n{\n    ImGuiContext& g = *ctx;\n    for (int i = 0; i != g.Tables.GetSize(); i++)\n    {\n        ImGuiTable* table = g.Tables.GetByIndex(i);\n        table->IsSettingsRequestLoad = true;\n        table->SettingsOffset = -1;\n    }\n}\n\nstatic void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)\n{\n    ImGuiID id = 0;\n    int columns_count = 0;\n    if (sscanf(name, \"0x%08X,%d\", &id, &columns_count) < 2)\n        return NULL;\n\n    if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id))\n    {\n        if (settings->ColumnsCountMax >= columns_count)\n        {\n            TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle\n            return settings;\n        }\n        settings->ID = 0; // Invalidate storage, we won't fit because of a count change\n    }\n    return ImGui::TableSettingsCreate(id, columns_count);\n}\n\nstatic void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)\n{\n    // \"Column 0  UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v\"\n    ImGuiTableSettings* settings = (ImGuiTableSettings*)entry;\n    float f = 0.0f;\n    int column_n = 0, r = 0, n = 0;\n\n    if (sscanf(line, \"RefScale=%f\", &f) == 1) { settings->RefScale = f; return; }\n\n    if (sscanf(line, \"Column %d%n\", &column_n, &r) == 1)\n    {\n        if (column_n < 0 || column_n >= settings->ColumnsCount)\n            return;\n        line = ImStrSkipBlank(line + r);\n        char c = 0;\n        ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n;\n        column->Index = (ImGuiTableColumnIdx)column_n;\n        if (sscanf(line, \"UserID=0x%08X%n\", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; }\n        if (sscanf(line, \"Width=%d%n\", &n, &r) == 1)            { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; }\n        if (sscanf(line, \"Weight=%f%n\", &f, &r) == 1)           { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; }\n        if (sscanf(line, \"Visible=%d%n\", &n, &r) == 1)          { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; }\n        if (sscanf(line, \"Order=%d%n\", &n, &r) == 1)            { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; }\n        if (sscanf(line, \"Sort=%d%c%n\", &n, &c, &r) == 2)       { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; }\n    }\n}\n\nstatic void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)\n{\n    ImGuiContext& g = *ctx;\n    for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))\n    {\n        if (settings->ID == 0) // Skip ditched settings\n            continue;\n\n        // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped\n        // (e.g. Order was unchanged)\n        const bool save_size    = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0;\n        const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0;\n        const bool save_order   = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0;\n        const bool save_sort    = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0;\n        if (!save_size && !save_visible && !save_order && !save_sort)\n            continue;\n\n        buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve\n        buf->appendf(\"[%s][0x%08X,%d]\\n\", handler->TypeName, settings->ID, settings->ColumnsCount);\n        if (settings->RefScale != 0.0f)\n            buf->appendf(\"RefScale=%g\\n\", settings->RefScale);\n        ImGuiTableColumnSettings* column = settings->GetColumnSettings();\n        for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++)\n        {\n            // \"Column 0  UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v\"\n            buf->appendf(\"Column %-2d\", column_n);\n            if (column->UserID != 0)                    buf->appendf(\" UserID=%08X\", column->UserID);\n            if (save_size && column->IsStretch)         buf->appendf(\" Weight=%.4f\", column->WidthOrWeight);\n            if (save_size && !column->IsStretch)        buf->appendf(\" Width=%d\", (int)column->WidthOrWeight);\n            if (save_visible)                           buf->appendf(\" Visible=%d\", column->IsEnabled);\n            if (save_order)                             buf->appendf(\" Order=%d\", column->DisplayOrder);\n            if (save_sort && column->SortOrder != -1)   buf->appendf(\" Sort=%d%c\", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^');\n            buf->append(\"\\n\");\n        }\n        buf->append(\"\\n\");\n    }\n}\n\nvoid ImGui::TableSettingsInstallHandler(ImGuiContext* context)\n{\n    ImGuiContext& g = *context;\n    ImGuiSettingsHandler ini_handler;\n    ini_handler.TypeName = \"Table\";\n    ini_handler.TypeHash = ImHashStr(\"Table\");\n    ini_handler.ClearAllFn = TableSettingsHandler_ClearAll;\n    ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen;\n    ini_handler.ReadLineFn = TableSettingsHandler_ReadLine;\n    ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll;\n    ini_handler.WriteAllFn = TableSettingsHandler_WriteAll;\n    g.SettingsHandlers.push_back(ini_handler);\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Garbage Collection\n//-------------------------------------------------------------------------\n// - TableRemove() [Internal]\n// - TableGcCompactTransientBuffers() [Internal]\n// - TableGcCompactSettings() [Internal]\n//-------------------------------------------------------------------------\n\n// Remove Table (currently only used by TestEngine)\nvoid ImGui::TableRemove(ImGuiTable* table)\n{\n    //IMGUI_DEBUG_LOG(\"TableRemove() id=0x%08X\\n\", table->ID);\n    ImGuiContext& g = *GImGui;\n    int table_idx = g.Tables.GetIndex(table);\n    //memset(table->RawData.Data, 0, table->RawData.size_in_bytes());\n    //memset(table, 0, sizeof(ImGuiTable));\n    g.Tables.Remove(table->ID, table);\n    g.TablesLastTimeActive[table_idx] = -1.0f;\n}\n\n// Free up/compact internal Table buffers for when it gets unused\nvoid ImGui::TableGcCompactTransientBuffers(ImGuiTable* table)\n{\n    //IMGUI_DEBUG_LOG(\"TableGcCompactTransientBuffers() id=0x%08X\\n\", table->ID);\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(table->MemoryCompacted == false);\n    table->DrawSplitter.ClearFreeMemory();\n    table->SortSpecsMulti.clear();\n    table->SortSpecs.Specs = NULL;\n    table->IsSortSpecsDirty = true;\n    table->ColumnsNames.clear();\n    table->MemoryCompacted = true;\n    for (int n = 0; n < table->ColumnsCount; n++)\n        table->Columns[n].NameOffset = -1;\n    g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f;\n}\n\n// Compact and remove unused settings data (currently only used by TestEngine)\nvoid ImGui::TableGcCompactSettings()\n{\n    ImGuiContext& g = *GImGui;\n    int required_memory = 0;\n    for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))\n        if (settings->ID != 0)\n            required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount);\n    if (required_memory == g.SettingsTables.Buf.Size)\n        return;\n    ImChunkStream<ImGuiTableSettings> new_chunk_stream;\n    new_chunk_stream.Buf.reserve(required_memory);\n    for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))\n        if (settings->ID != 0)\n            memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount));\n    g.SettingsTables.swap(new_chunk_stream);\n}\n\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Debugging\n//-------------------------------------------------------------------------\n// - DebugNodeTable() [Internal]\n//-------------------------------------------------------------------------\n\n#ifndef IMGUI_DISABLE_METRICS_WINDOW\n\nvoid ImGui::DebugNodeTable(ImGuiTable* table)\n{\n    char buf[512];\n    char* p = buf;\n    const char* buf_end = buf + IM_ARRAYSIZE(buf);\n    const bool is_active = (table->LastFrameActive >= ImGui::GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here.\n    ImFormatString(p, buf_end - p, \"Table 0x%08X (%d columns, in '%s')%s\", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? \"\" : \" *Inactive*\");\n    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }\n    bool open = TreeNode(table, \"%s\", buf);\n    if (!is_active) { PopStyleColor(); }\n    if (IsItemHovered())\n        GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255));\n    if (!open)\n        return;\n    bool clear_settings = SmallButton(\"Clear settings\");\n    BulletText(\"OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f)\", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight());\n    BulletText(\"ColumnsWidth: %.1f, AutoFitWidth: %.1f, InnerWidth: %.1f%s\", table->ColumnsTotalWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? \" (auto)\" : \"\");\n    BulletText(\"CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f\", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX);\n    BulletText(\"HoveredColumnBody: %d, HoveredColumnBorder: %d\", table->HoveredColumnBody, table->HoveredColumnBorder);\n    BulletText(\"ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d\", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn);\n    //BulletText(\"BgDrawChannels: %d/%d\", 0, table->BgDrawChannelUnfrozen);\n    for (int n = 0; n < table->ColumnsCount; n++)\n    {\n        ImGuiTableColumn* column = &table->Columns[n];\n        const char* name = TableGetColumnName(table, n);\n        ImFormatString(buf, IM_ARRAYSIZE(buf),\n            \"Column %d order %d name '%s': offset %+.2f to %+.2f\\n\"\n            \"Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\\n\"\n            \"WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f\\n\"\n            \"MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\\n\"\n            \"ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\\n\"\n            \"Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s%s..\",\n            n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x,\n            column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen,\n            column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight,\n            column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x,\n            column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX,\n            column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? \" (Asc)\" : (column->SortDirection == ImGuiSortDirection_Descending) ? \" (Des)\" : \"\", column->UserID, column->Flags,\n            (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? \"WidthStretch \" : \"\",\n            (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? \"WidthFixed \" : \"\",\n            (column->Flags & ImGuiTableColumnFlags_WidthAutoResize) ? \"WidthAutoResize \" : \"\",\n            (column->Flags & ImGuiTableColumnFlags_NoResize) ? \"NoResize \" : \"\");\n        Bullet();\n        Selectable(buf);\n        if (IsItemHovered())\n        {\n            ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y);\n            GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255));\n        }\n    }\n    if (ImGuiTableSettings* settings = TableGetBoundSettings(table))\n        DebugNodeTableSettings(settings);\n    if (clear_settings)\n        table->IsResetAllRequest = true;\n    TreePop();\n}\n\nvoid ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings)\n{\n    if (!TreeNode((void*)(intptr_t)settings->ID, \"Settings 0x%08X (%d columns)\", settings->ID, settings->ColumnsCount))\n        return;\n    BulletText(\"SaveFlags: 0x%08X\", settings->SaveFlags);\n    BulletText(\"ColumnsCount: %d (max %d)\", settings->ColumnsCount, settings->ColumnsCountMax);\n    for (int n = 0; n < settings->ColumnsCount; n++)\n    {\n        ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n];\n        ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None;\n        BulletText(\"Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X\",\n            n, column_settings->DisplayOrder, column_settings->SortOrder,\n            (sort_dir == ImGuiSortDirection_Ascending) ? \"Asc\" : (sort_dir == ImGuiSortDirection_Descending) ? \"Des\" : \"---\",\n            column_settings->IsEnabled, column_settings->IsStretch ? \"Weight\" : \"Width \", column_settings->WidthOrWeight, column_settings->UserID);\n    }\n    TreePop();\n}\n\n#else // #ifndef IMGUI_DISABLE_METRICS_WINDOW\n\nvoid ImGui::DebugNodeTable(ImGuiTable*) {}\nvoid ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {}\n\n#endif\n\n\n//-------------------------------------------------------------------------\n// [SECTION] Columns, BeginColumns, EndColumns, etc.\n// (This is a legacy API, prefer using BeginTable/EndTable!)\n//-------------------------------------------------------------------------\n// - SetWindowClipRectBeforeSetChannel() [Internal]\n// - GetColumnIndex()\n// - GetColumnsCount()\n// - GetColumnOffset()\n// - GetColumnWidth()\n// - SetColumnOffset()\n// - SetColumnWidth()\n// - PushColumnClipRect() [Internal]\n// - PushColumnsBackground() [Internal]\n// - PopColumnsBackground() [Internal]\n// - FindOrCreateColumns() [Internal]\n// - GetColumnsID() [Internal]\n// - BeginColumns()\n// - NextColumn()\n// - EndColumns()\n// - Columns()\n//-------------------------------------------------------------------------\n\n// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences,\n// they would meddle many times with the underlying ImDrawCmd.\n// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let\n// the subsequent single call to SetCurrentChannel() does it things once.\nvoid ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect)\n{\n    ImVec4 clip_rect_vec4 = clip_rect.ToVec4();\n    window->ClipRect = clip_rect;\n    window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4;\n    window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4;\n}\n\nint ImGui::GetColumnIndex()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0;\n}\n\nint ImGui::GetColumnsCount()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;\n}\n\nfloat ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm)\n{\n    return offset_norm * (columns->OffMaxX - columns->OffMinX);\n}\n\nfloat ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset)\n{\n    return offset / (columns->OffMaxX - columns->OffMinX);\n}\n\nstatic const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;\n\nstatic float GetDraggedColumnOffset(ImGuiOldColumns* columns, 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 = g.CurrentWindow;\n    IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.\n    IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));\n\n    float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x;\n    x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);\n    if ((columns->Flags & ImGuiOldColumnFlags_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    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    if (columns == NULL)\n        return 0.0f;\n\n    if (column_index < 0)\n        column_index = columns->Current;\n    IM_ASSERT(column_index < columns->Columns.Size);\n\n    const float t = columns->Columns[column_index].OffsetNorm;\n    const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t);\n    return x_offset;\n}\n\nstatic float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false)\n{\n    if (column_index < 0)\n        column_index = columns->Current;\n\n    float offset_norm;\n    if (before_resize)\n        offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize;\n    else\n        offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm;\n    return ImGui::GetColumnOffsetFromNorm(columns, offset_norm);\n}\n\nfloat ImGui::GetColumnWidth(int column_index)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    if (columns == NULL)\n        return GetContentRegionAvail().x;\n\n    if (column_index < 0)\n        column_index = columns->Current;\n    return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm);\n}\n\nvoid ImGui::SetColumnOffset(int column_index, float offset)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    IM_ASSERT(columns != NULL);\n\n    if (column_index < 0)\n        column_index = columns->Current;\n    IM_ASSERT(column_index < columns->Columns.Size);\n\n    const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1);\n    const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;\n\n    if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow))\n        offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));\n    columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX);\n\n    if (preserve_width)\n        SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));\n}\n\nvoid ImGui::SetColumnWidth(int column_index, float width)\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    IM_ASSERT(columns != NULL);\n\n    if (column_index < 0)\n        column_index = columns->Current;\n    SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width);\n}\n\nvoid ImGui::PushColumnClipRect(int column_index)\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    if (column_index < 0)\n        column_index = columns->Current;\n\n    ImGuiOldColumnData* column = &columns->Columns[column_index];\n    PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);\n}\n\n// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns)\nvoid ImGui::PushColumnsBackground()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    if (columns->Count == 1)\n        return;\n\n    // Optimization: avoid SetCurrentChannel() + PushClipRect()\n    columns->HostBackupClipRect = window->ClipRect;\n    SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect);\n    columns->Splitter.SetCurrentChannel(window->DrawList, 0);\n}\n\nvoid ImGui::PopColumnsBackground()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    if (columns->Count == 1)\n        return;\n\n    // Optimization: avoid PopClipRect() + SetCurrentChannel()\n    SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect);\n    columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);\n}\n\nImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)\n{\n    // We have few columns per window so for now we don't need bother much with turning this into a faster lookup.\n    for (int n = 0; n < window->ColumnsStorage.Size; n++)\n        if (window->ColumnsStorage[n].ID == id)\n            return &window->ColumnsStorage[n];\n\n    window->ColumnsStorage.push_back(ImGuiOldColumns());\n    ImGuiOldColumns* columns = &window->ColumnsStorage.back();\n    columns->ID = id;\n    return columns;\n}\n\nImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count)\n{\n    ImGuiWindow* window = GetCurrentWindow();\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 + (str_id ? 0 : columns_count));\n    ImGuiID id = window->GetID(str_id ? str_id : \"columns\");\n    PopID();\n\n    return id;\n}\n\nvoid ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n\n    IM_ASSERT(columns_count >= 1);\n    IM_ASSERT(window->DC.CurrentColumns == NULL);   // Nested columns are currently not supported\n\n    // Acquire storage for the columns set\n    ImGuiID id = GetColumnsID(str_id, columns_count);\n    ImGuiOldColumns* columns = FindOrCreateColumns(window, id);\n    IM_ASSERT(columns->ID == id);\n    columns->Current = 0;\n    columns->Count = columns_count;\n    columns->Flags = flags;\n    window->DC.CurrentColumns = columns;\n\n    columns->HostCursorPosY = window->DC.CursorPos.y;\n    columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;\n    columns->HostInitialClipRect = window->ClipRect;\n    columns->HostBackupParentWorkRect = window->ParentWorkRect;\n    window->ParentWorkRect = window->WorkRect;\n\n    // Set state for first column\n    // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect\n    const float column_padding = g.Style.ItemSpacing.x;\n    const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize));\n    const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f);\n    const float max_2 = window->WorkRect.Max.x + half_clip_extend_x;\n    columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f);\n    columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f);\n    columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y;\n\n    // Clear data if columns count changed\n    if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1)\n        columns->Columns.resize(0);\n\n    // Initialize default widths\n    columns->IsFirstFrame = (columns->Columns.Size == 0);\n    if (columns->Columns.Size == 0)\n    {\n        columns->Columns.reserve(columns_count + 1);\n        for (int n = 0; n < columns_count + 1; n++)\n        {\n            ImGuiOldColumnData column;\n            column.OffsetNorm = n / (float)columns_count;\n            columns->Columns.push_back(column);\n        }\n    }\n\n    for (int n = 0; n < columns_count; n++)\n    {\n        // Compute clipping rectangle\n        ImGuiOldColumnData* column = &columns->Columns[n];\n        float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n));\n        float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f);\n        column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);\n        column->ClipRect.ClipWithFull(window->ClipRect);\n    }\n\n    if (columns->Count > 1)\n    {\n        columns->Splitter.Split(window->DrawList, 1 + columns->Count);\n        columns->Splitter.SetCurrentChannel(window->DrawList, 1);\n        PushColumnClipRect(0);\n    }\n\n    // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user.\n    float offset_0 = GetColumnOffset(columns->Current);\n    float offset_1 = GetColumnOffset(columns->Current + 1);\n    float width = offset_1 - offset_0;\n    PushItemWidth(width * 0.65f);\n    window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);\n    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);\n    window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;\n}\n\nvoid ImGui::NextColumn()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems || window->DC.CurrentColumns == NULL)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n\n    if (columns->Count == 1)\n    {\n        window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);\n        IM_ASSERT(columns->Current == 0);\n        return;\n    }\n\n    // Next column\n    if (++columns->Current == columns->Count)\n        columns->Current = 0;\n\n    PopItemWidth();\n\n    // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect()\n    // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),\n    ImGuiOldColumnData* column = &columns->Columns[columns->Current];\n    SetWindowClipRectBeforeSetChannel(window, column->ClipRect);\n    columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);\n\n    const float column_padding = g.Style.ItemSpacing.x;\n    columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);\n    if (columns->Current > 0)\n    {\n        // Columns 1+ ignore IndentX (by canceling it out)\n        // FIXME-COLUMNS: Unnecessary, could be locked?\n        window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding;\n    }\n    else\n    {\n        // New row/line: column 0 honor IndentX.\n        window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);\n        columns->LineMinY = columns->LineMaxY;\n    }\n    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);\n    window->DC.CursorPos.y = columns->LineMinY;\n    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);\n    window->DC.CurrLineTextBaseOffset = 0.0f;\n\n    // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.\n    float offset_0 = GetColumnOffset(columns->Current);\n    float offset_1 = GetColumnOffset(columns->Current + 1);\n    float width = offset_1 - offset_0;\n    PushItemWidth(width * 0.65f);\n    window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;\n}\n\nvoid ImGui::EndColumns()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    IM_ASSERT(columns != NULL);\n\n    PopItemWidth();\n    if (columns->Count > 1)\n    {\n        PopClipRect();\n        columns->Splitter.Merge(window->DrawList);\n    }\n\n    const ImGuiOldColumnFlags flags = columns->Flags;\n    columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);\n    window->DC.CursorPos.y = columns->LineMaxY;\n    if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize))\n        window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX;  // Restore cursor max pos, as columns don't grow parent\n\n    // Draw columns borders and handle resize\n    // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy\n    bool is_being_resized = false;\n    if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems)\n    {\n        // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.\n        const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y);\n        const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y);\n        int dragging_column = -1;\n        for (int n = 1; n < columns->Count; n++)\n        {\n            ImGuiOldColumnData* column = &columns->Columns[n];\n            float x = window->Pos.x + GetColumnOffset(n);\n            const ImGuiID column_id = columns->ID + ImGuiID(n);\n            const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;\n            const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));\n            KeepAliveID(column_id);\n            if (IsClippedEx(column_hit_rect, column_id, false))\n                continue;\n\n            bool hovered = false, held = false;\n            if (!(flags & ImGuiOldColumnFlags_NoResize))\n            {\n                ButtonBehavior(column_hit_rect, column_id, &hovered, &held);\n                if (hovered || held)\n                    g.MouseCursor = ImGuiMouseCursor_ResizeEW;\n                if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize))\n                    dragging_column = n;\n            }\n\n            // Draw column\n            const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);\n            const float xi = IM_FLOOR(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            if (!columns->IsBeingResized)\n                for (int n = 0; n < columns->Count + 1; n++)\n                    columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm;\n            columns->IsBeingResized = is_being_resized = true;\n            float x = GetDraggedColumnOffset(columns, dragging_column);\n            SetColumnOffset(dragging_column, x);\n        }\n    }\n    columns->IsBeingResized = is_being_resized;\n\n    window->WorkRect = window->ParentWorkRect;\n    window->ParentWorkRect = columns->HostBackupParentWorkRect;\n    window->DC.CurrentColumns = NULL;\n    window->DC.ColumnsOffset.x = 0.0f;\n    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);\n}\n\nvoid ImGui::Columns(int columns_count, const char* id, bool border)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    IM_ASSERT(columns_count >= 1);\n\n    ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder);\n    //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    if (columns != NULL && columns->Count == columns_count && columns->Flags == flags)\n        return;\n\n    if (columns != NULL)\n        EndColumns();\n\n    if (columns_count != 1)\n        BeginColumns(id, columns_count, flags);\n}\n\n//-------------------------------------------------------------------------\n\n#endif // #ifndef IMGUI_DISABLE\n"
  },
  {
    "path": "LView/imgui_widgets.cpp",
    "content": "// dear imgui, v1.80 WIP\n// (widgets code)\n\n/*\n\nIndex of this file:\n\n// [SECTION] Forward Declarations\n// [SECTION] Widgets: Text, etc.\n// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.)\n// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.)\n// [SECTION] Widgets: ComboBox\n// [SECTION] Data Type and Data Formatting Helpers\n// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.\n// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.\n// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.\n// [SECTION] Widgets: InputText, InputTextMultiline\n// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.\n// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.\n// [SECTION] Widgets: Selectable\n// [SECTION] Widgets: ListBox\n// [SECTION] Widgets: PlotLines, PlotHistogram\n// [SECTION] Widgets: Value helpers\n// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc.\n// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.\n// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.\n// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.\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#ifndef IMGUI_DISABLE\n\n#ifndef IMGUI_DEFINE_MATH_OPERATORS\n#define IMGUI_DEFINE_MATH_OPERATORS\n#endif\n#include \"imgui_internal.h\"\n\n// System includes\n#include <ctype.h>      // toupper\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//-------------------------------------------------------------------------\n// Warnings\n//-------------------------------------------------------------------------\n\n// Visual Studio warnings\n#ifdef _MSC_VER\n#pragma warning (disable: 4127)     // condition expression is constant\n#pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen\n#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later\n#pragma warning (disable: 5054)     // operator '|': deprecated between enumerations of different types\n#endif\n#endif\n\n// Clang/GCC warnings with -Weverything\n#if defined(__clang__)\n#if __has_warning(\"-Wunknown-warning-option\")\n#pragma clang diagnostic ignored \"-Wunknown-warning-option\"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!\n#endif\n#pragma clang diagnostic ignored \"-Wunknown-pragmas\"                // warning: unknown warning group 'xxx'\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 \"-Wsign-conversion\"                // warning: implicit conversion changes signedness\n#pragma clang diagnostic ignored \"-Wzero-as-null-pointer-constant\"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0\n#pragma clang diagnostic ignored \"-Wdouble-promotion\"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.\n#pragma clang diagnostic ignored \"-Wenum-enum-conversion\"           // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')\n#pragma clang diagnostic ignored \"-Wdeprecated-enum-enum-conversion\"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated\n#pragma clang diagnostic ignored \"-Wimplicit-int-float-conversion\"  // warning: implicit conversion from 'xxx' to 'float' may lose precision\n#elif defined(__GNUC__)\n#pragma GCC diagnostic ignored \"-Wpragmas\"                          // warning: unknown option after '#pragma GCC diagnostic' kind\n#pragma GCC diagnostic ignored \"-Wformat-nonliteral\"                // warning: format not a string literal, format string not checked\n#pragma GCC diagnostic ignored \"-Wclass-memaccess\"                  // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead\n#endif\n\n//-------------------------------------------------------------------------\n// Data\n//-------------------------------------------------------------------------\n\n// Those MIN/MAX values are not define because we need to point to them\nstatic const signed char    IM_S8_MIN  = -128;\nstatic const signed char    IM_S8_MAX  = 127;\nstatic const unsigned char  IM_U8_MIN  = 0;\nstatic const unsigned char  IM_U8_MAX  = 0xFF;\nstatic const signed short   IM_S16_MIN = -32768;\nstatic const signed short   IM_S16_MAX = 32767;\nstatic const unsigned short IM_U16_MIN = 0;\nstatic const unsigned short IM_U16_MAX = 0xFFFF;\nstatic const ImS32          IM_S32_MIN = INT_MIN;    // (-2147483647 - 1), (0x80000000);\nstatic const ImS32          IM_S32_MAX = INT_MAX;    // (2147483647), (0x7FFFFFFF)\nstatic const ImU32          IM_U32_MIN = 0;\nstatic const ImU32          IM_U32_MAX = UINT_MAX;   // (0xFFFFFFFF)\n#ifdef LLONG_MIN\nstatic const ImS64          IM_S64_MIN = LLONG_MIN;  // (-9223372036854775807ll - 1ll);\nstatic const ImS64          IM_S64_MAX = LLONG_MAX;  // (9223372036854775807ll);\n#else\nstatic const ImS64          IM_S64_MIN = -9223372036854775807LL - 1;\nstatic const ImS64          IM_S64_MAX = 9223372036854775807LL;\n#endif\nstatic const ImU64          IM_U64_MIN = 0;\n#ifdef ULLONG_MAX\nstatic const ImU64          IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull);\n#else\nstatic const ImU64          IM_U64_MAX = (2ULL * 9223372036854775807LL + 1);\n#endif\n\n//-------------------------------------------------------------------------\n// [SECTION] Forward Declarations\n//-------------------------------------------------------------------------\n\n// For InputTextEx()\nstatic bool             InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback 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\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: Text, etc.\n//-------------------------------------------------------------------------\n// - TextEx() [Internal]\n// - TextUnformatted()\n// - Text()\n// - TextV()\n// - TextColored()\n// - TextColoredV()\n// - TextDisabled()\n// - TextDisabledV()\n// - TextWrapped()\n// - TextWrappedV()\n// - LabelText()\n// - LabelTextV()\n// - BulletText()\n// - BulletTextV()\n//-------------------------------------------------------------------------\n\nvoid ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags)\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 ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);\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        // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop.\n        const char* line = text;\n        const float line_height = GetTextLineHeight();\n        ImVec2 text_size(0, 0);\n\n        // Lines to skip (can't skip when logging text)\n        ImVec2 pos = text_pos;\n        if (!g.LogEnabled)\n        {\n            int lines_skippable = (int)((window->ClipRect.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 = (const char*)memchr(line, '\\n', text_end - line);\n                    if (!line_end)\n                        line_end = text_end;\n                    if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)\n                        text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);\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                if (IsClippedEx(line_rect, 0, false))\n                    break;\n\n                const char* line_end = (const char*)memchr(line, '\\n', text_end - line);\n                if (!line_end)\n                    line_end = text_end;\n                text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);\n                RenderText(pos, line, line_end, false);\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 = (const char*)memchr(line, '\\n', text_end - line);\n                if (!line_end)\n                    line_end = text_end;\n                if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)\n                    text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);\n                line = line_end + 1;\n                lines_skipped++;\n            }\n            pos.y += lines_skipped * line_height;\n        }\n        text_size.y = (pos - text_pos).y;\n\n        ImRect bb(text_pos, text_pos + text_size);\n        ItemSize(text_size, 0.0f);\n        ItemAdd(bb, 0);\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        ImRect bb(text_pos, text_pos + text_size);\n        ItemSize(text_size, 0.0f);\n        if (!ItemAdd(bb, 0))\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::TextUnformatted(const char* text, const char* text_end)\n{\n    TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);\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::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    TextEx(g.TempBuffer, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);\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::TextColoredV(const ImVec4& col, const char* fmt, va_list args)\n{\n    PushStyleColor(ImGuiCol_Text, col);\n    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)\n        TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting\n    else\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::TextDisabledV(const char* fmt, va_list args)\n{\n    ImGuiContext& g = *GImGui;\n    PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);\n    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)\n        TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting\n    else\n        TextV(fmt, args);\n    PopStyleColor();\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::TextWrappedV(const char* fmt, va_list args)\n{\n    ImGuiContext& g = *GImGui;\n    bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f);  // Keep existing wrap position if one is already set\n    if (need_backup)\n        PushTextWrapPos(0.0f);\n    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)\n        TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting\n    else\n        TextV(fmt, args);\n    if (need_backup)\n        PopTextWrapPos();\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\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, 0))\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::BulletText(const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    BulletTextV(fmt, args);\n    va_end(args);\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 ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y);  // Empty text doesn't add padding\n    ImVec2 pos = window->DC.CursorPos;\n    pos.y += window->DC.CurrLineTextBaseOffset;\n    ItemSize(total_size, 0.0f);\n    const ImRect bb(pos, pos + total_size);\n    if (!ItemAdd(bb, 0))\n        return;\n\n    // Render\n    ImU32 text_col = GetColorU32(ImGuiCol_Text);\n    RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col);\n    RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false);\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: Main\n//-------------------------------------------------------------------------\n// - ButtonBehavior() [Internal]\n// - Button()\n// - SmallButton()\n// - InvisibleButton()\n// - ArrowButton()\n// - CloseButton() [Internal]\n// - CollapseButton() [Internal]\n// - GetWindowScrollbarID() [Internal]\n// - GetWindowScrollbarRect() [Internal]\n// - Scrollbar() [Internal]\n// - ScrollbarEx() [Internal]\n// - Image()\n// - ImageButton()\n// - Checkbox()\n// - CheckboxFlagsT() [Internal]\n// - CheckboxFlags()\n// - RadioButton()\n// - ProgressBar()\n// - Bullet()\n//-------------------------------------------------------------------------\n\n// The ButtonBehavior() function is key to many interactions and used by many/most widgets.\n// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_),\n// this code is a little complex.\n// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior.\n// See the series of events below and the corresponding state reported by dear imgui:\n//------------------------------------------------------------------------------------------------------------------------------------------------\n// with PressedOnClickRelease:             return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()\n//   Frame N+0 (mouse is outside bb)        -             -                -               -                  -                    -\n//   Frame N+1 (mouse moves inside bb)      -             true             -               -                  -                    -\n//   Frame N+2 (mouse button is down)       -             true             true            true               -                    true\n//   Frame N+3 (mouse button is down)       -             true             true            -                  -                    -\n//   Frame N+4 (mouse moves outside bb)     -             -                true            -                  -                    -\n//   Frame N+5 (mouse moves inside bb)      -             true             true            -                  -                    -\n//   Frame N+6 (mouse button is released)   true          true             -               -                  true                 -\n//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    -\n//   Frame N+8 (mouse moves outside bb)     -             -                -               -                  -                    -\n//------------------------------------------------------------------------------------------------------------------------------------------------\n// with PressedOnClick:                    return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()\n//   Frame N+2 (mouse button is down)       true          true             true            true               -                    true\n//   Frame N+3 (mouse button is down)       -             true             true            -                  -                    -\n//   Frame N+6 (mouse button is released)   -             true             -               -                  true                 -\n//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    -\n//------------------------------------------------------------------------------------------------------------------------------------------------\n// with PressedOnRelease:                  return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()\n//   Frame N+2 (mouse button is down)       -             true             -               -                  -                    true\n//   Frame N+3 (mouse button is down)       -             true             -               -                  -                    -\n//   Frame N+6 (mouse button is released)   true          true             -               -                  -                    -\n//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    -\n//------------------------------------------------------------------------------------------------------------------------------------------------\n// with PressedOnDoubleClick:              return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()\n//   Frame N+0 (mouse button is down)       -             true             -               -                  -                    true\n//   Frame N+1 (mouse button is down)       -             true             -               -                  -                    -\n//   Frame N+2 (mouse button is released)   -             true             -               -                  -                    -\n//   Frame N+3 (mouse button is released)   -             true             -               -                  -                    -\n//   Frame N+4 (mouse button is down)       true          true             true            true               -                    true\n//   Frame N+5 (mouse button is down)       -             true             true            -                  -                    -\n//   Frame N+6 (mouse button is released)   -             true             -               -                  true                 -\n//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    -\n//------------------------------------------------------------------------------------------------------------------------------------------------\n// Note that some combinations are supported,\n// - PressedOnDragDropHold can generally be associated with any flag.\n// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported.\n//------------------------------------------------------------------------------------------------------------------------------------------------\n// The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set:\n//                                         Repeat+                  Repeat+           Repeat+             Repeat+\n//                                         PressedOnClickRelease    PressedOnClick    PressedOnRelease    PressedOnDoubleClick\n//-------------------------------------------------------------------------------------------------------------------------------------------------\n//   Frame N+0 (mouse button is down)       -                        true              -                   true\n//   ...                                    -                        -                 -                   -\n//   Frame N + RepeatDelay                  true                     true              -                   true\n//   ...                                    -                        -                 -                   -\n//   Frame N + RepeatDelay + RepeatRate*N   true                     true              -                   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 only reacts to left mouse button\n    if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0)\n        flags |= ImGuiButtonFlags_MouseButtonDefault_;\n\n    // Default behavior requires click + release inside bounding box\n    if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0)\n        flags |= ImGuiButtonFlags_PressedOnDefault_;\n\n    ImGuiWindow* backup_hovered_window = g.HoveredWindow;\n    const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window;\n    if (flatten_hovered_children)\n        g.HoveredWindow = window;\n\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n    if (id != 0 && window->DC.LastItemId != id)\n        IMGUI_TEST_ENGINE_ITEM_ADD(bb, id);\n#endif\n\n    bool pressed = false;\n    bool hovered = ItemHoverable(bb, id);\n\n    // Drag source doesn't report as hovered\n    if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))\n        hovered = false;\n\n    // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button\n    if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers))\n        if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))\n        {\n            const float DRAG_DROP_HOLD_TIMER = 0.70f;\n            hovered = true;\n            SetHoveredID(id);\n            if (CalcTypematicRepeatAmount(g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, g.HoveredIdTimer + 0.0001f, DRAG_DROP_HOLD_TIMER, 0.00f))\n            {\n                pressed = true;\n                g.DragDropHoldJustPressedId = id;\n                FocusWindow(window);\n            }\n        }\n\n    if (flatten_hovered_children)\n        g.HoveredWindow = backup_hovered_window;\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_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))\n        hovered = false;\n\n    // Mouse handling\n    if (hovered)\n    {\n        if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))\n        {\n            // Poll buttons\n            int mouse_button_clicked = -1;\n            int mouse_button_released = -1;\n            if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0])         { mouse_button_clicked = 0; }\n            else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1])   { mouse_button_clicked = 1; }\n            else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2])  { mouse_button_clicked = 2; }\n            if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0])        { mouse_button_released = 0; }\n            else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1])  { mouse_button_released = 1; }\n            else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; }\n\n            if (mouse_button_clicked != -1 && g.ActiveId != id)\n            {\n                if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere))\n                {\n                    SetActiveID(id, window);\n                    g.ActiveIdMouseButton = mouse_button_clicked;\n                    if (!(flags & ImGuiButtonFlags_NoNavFocus))\n                        SetFocusID(id, window);\n                    FocusWindow(window);\n                }\n                if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[mouse_button_clicked]))\n                {\n                    pressed = true;\n                    if (flags & ImGuiButtonFlags_NoHoldingActiveId)\n                        ClearActiveID();\n                    else\n                        SetActiveID(id, window); // Hold on ID\n                    g.ActiveIdMouseButton = mouse_button_clicked;\n                    FocusWindow(window);\n                }\n            }\n            if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1)\n            {\n                // Repeat mode trumps on release behavior\n                const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay;\n                if (!has_repeated_at_least_once)\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 (g.ActiveId == id && (flags & ImGuiButtonFlags_Repeat))\n                if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, true))\n                    pressed = true;\n        }\n\n        if (pressed)\n            g.NavDisableHighlight = true;\n    }\n\n    // Gamepad/Keyboard navigation\n    // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.\n    if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId))\n        if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))\n            hovered = true;\n    if (g.NavActivateDownId == id)\n    {\n        bool nav_activated_by_code = (g.NavActivateId == id);\n        bool nav_activated_by_inputs = IsNavInputTest(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed);\n        if (nav_activated_by_code || nav_activated_by_inputs)\n            pressed = true;\n        if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id)\n        {\n            // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.\n            g.NavActivateId = id; // This is so SetActiveId assign a Nav source\n            SetActiveID(id, window);\n            if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus))\n                SetFocusID(id, window);\n        }\n    }\n\n    // Process while held\n    bool held = false;\n    if (g.ActiveId == id)\n    {\n        if (g.ActiveIdSource == ImGuiInputSource_Mouse)\n        {\n            if (g.ActiveIdIsJustActivated)\n                g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;\n\n            const int mouse_button = g.ActiveIdMouseButton;\n            IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);\n            if (g.IO.MouseDown[mouse_button])\n            {\n                held = true;\n            }\n            else\n            {\n                bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0;\n                bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0;\n                if ((release_in || release_anywhere) && !g.DragDropActive)\n                {\n                    // Report as pressed when releasing the mouse (this is the most common path)\n                    bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[mouse_button];\n                    bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps <on release>\n                    if (!is_double_click_release && !is_repeating_already)\n                        pressed = true;\n                }\n                ClearActiveID();\n            }\n            if (!(flags & ImGuiButtonFlags_NoNavFocus))\n                g.NavDisableHighlight = true;\n        }\n        else if (g.ActiveIdSource == ImGuiInputSource_Nav)\n        {\n            // When activated using Nav, we hold on the ActiveID until activation button is released\n            if (g.NavActivateDownId != id)\n                ClearActiveID();\n        }\n        if (pressed)\n            g.ActiveIdHasBeenPressedBefore = true;\n    }\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.CurrLineTextBaseOffset) // 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.CurrLineTextBaseOffset - 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(size, style.FramePadding.y);\n    if (!ItemAdd(bb, id))\n        return false;\n\n    if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat)\n        flags |= ImGuiButtonFlags_Repeat;\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);\n\n    // Render\n    const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);\n    RenderNavHighlight(bb, id);\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    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags);\n    return pressed;\n}\n\nbool ImGui::Button(const char* label, const ImVec2& size_arg)\n{\n    return ButtonEx(label, size_arg, ImGuiButtonFlags_None);\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, ImGuiButtonFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size.\n    IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f);\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(size);\n    if (!ItemAdd(bb, id))\n        return false;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);\n\n    return pressed;\n}\n\nbool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiID id = window->GetID(str_id);\n    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);\n    const float default_size = GetFrameHeight();\n    ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f);\n    if (!ItemAdd(bb, id))\n        return false;\n\n    if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat)\n        flags |= ImGuiButtonFlags_Repeat;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);\n\n    // Render\n    const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);\n    const ImU32 text_col = GetColorU32(ImGuiCol_Text);\n    RenderNavHighlight(bb, id);\n    RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding);\n    RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir);\n\n    return pressed;\n}\n\nbool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)\n{\n    float sz = GetFrameHeight();\n    return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None);\n}\n\n// Button to close a window\nbool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)//, float size)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window.\n    // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible).\n    const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f);\n    bool is_clipped = !ItemAdd(bb, id);\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held);\n    if (is_clipped)\n        return pressed;\n\n    // Render\n    ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered);\n    ImVec2 center = bb.GetCenter();\n    if (hovered)\n        window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12);\n\n    float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f;\n    ImU32 cross_col = GetColorU32(ImGuiCol_Text);\n    center -= ImVec2(0.5f, 0.5f);\n    window->DrawList->AddLine(center + ImVec2(+cross_extent, +cross_extent), center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f);\n    window->DrawList->AddLine(center + ImVec2(+cross_extent, -cross_extent), center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f);\n\n    return pressed;\n}\n\nbool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f);\n    ItemAdd(bb, id);\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None);\n\n    // Render\n    ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);\n    ImU32 text_col = GetColorU32(ImGuiCol_Text);\n    ImVec2 center = bb.GetCenter();\n    if (hovered || held)\n        window->DrawList->AddCircleFilled(center/*+ ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12);\n    RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);\n\n    // Switch to moving the window after mouse is moved beyond the initial drag threshold\n    if (IsItemActive() && IsMouseDragging(0))\n        StartMouseMovingWindow(window);\n\n    return pressed;\n}\n\nImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis)\n{\n    return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? \"#SCROLLX\" : \"#SCROLLY\");\n}\n\n// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set.\nImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis)\n{\n    const ImRect outer_rect = window->Rect();\n    const ImRect inner_rect = window->InnerRect;\n    const float border_size = window->WindowBorderSize;\n    const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar)\n    IM_ASSERT(scrollbar_size > 0.0f);\n    if (axis == ImGuiAxis_X)\n        return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x, outer_rect.Max.y);\n    else\n        return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x, inner_rect.Max.y);\n}\n\nvoid ImGui::Scrollbar(ImGuiAxis axis)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    const ImGuiID id = GetWindowScrollbarID(window, axis);\n    KeepAliveID(id);\n\n    // Calculate scrollbar bounding box\n    ImRect bb = GetWindowScrollbarRect(window, axis);\n    ImDrawCornerFlags rounding_corners = 0;\n    if (axis == ImGuiAxis_X)\n    {\n        rounding_corners |= ImDrawCornerFlags_BotLeft;\n        if (!window->ScrollbarY)\n            rounding_corners |= ImDrawCornerFlags_BotRight;\n    }\n    else\n    {\n        if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar))\n            rounding_corners |= ImDrawCornerFlags_TopRight;\n        if (!window->ScrollbarX)\n            rounding_corners |= ImDrawCornerFlags_BotRight;\n    }\n    float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis];\n    float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f;\n    ScrollbarEx(bb, id, axis, &window->Scroll[axis], size_avail, size_contents, rounding_corners);\n}\n\n// Vertical/Horizontal 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.\n// Still, the code should probably be made simpler..\nbool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawCornerFlags rounding_corners)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n\n    const float bb_frame_width = bb_frame.GetWidth();\n    const float bb_frame_height = bb_frame.GetHeight();\n    if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f)\n        return false;\n\n    // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab)\n    float alpha = 1.0f;\n    if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f)\n        alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f));\n    if (alpha <= 0.0f)\n        return false;\n\n    const ImGuiStyle& style = g.Style;\n    const bool allow_interaction = (alpha >= 1.0f);\n\n    ImRect bb = bb_frame;\n    bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 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    const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight();\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(size_contents_v, 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(size_contents_v, size_avail_v), 1.0f);\n    const float grab_h_pixels = ImClamp(scrollbar_size_v * (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    ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);\n\n    float scroll_max = ImMax(1.0f, size_contents_v - size_avail_v);\n    float scroll_ratio = ImSaturate(*p_scroll_v / scroll_max);\n    float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space\n    if (held && allow_interaction && grab_h_norm < 1.0f)\n    {\n        float scrollbar_pos_v = bb.Min[axis];\n        float mouse_pos_v = g.IO.MousePos[axis];\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        SetHoveredID(id);\n\n        bool seek_absolute = false;\n        if (g.ActiveIdIsJustActivated)\n        {\n            // On initial click calculate the distance between mouse and the center of the grab\n            seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm);\n            if (seek_absolute)\n                g.ScrollbarClickDeltaToGrabCenter = 0.0f;\n            else\n                g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;\n        }\n\n        // Apply scroll (p_scroll_v will generally point on one member of window->Scroll)\n        // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position\n        const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm));\n        *p_scroll_v = IM_ROUND(scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));\n\n        // Update values for rendering\n        scroll_ratio = ImSaturate(*p_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            g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;\n    }\n\n    // Render\n    const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg);\n    const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha);\n    window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, rounding_corners);\n    ImRect grab_rect;\n    if (axis == ImGuiAxis_X)\n        grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y);\n    else\n        grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels);\n    window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding);\n\n    return held;\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, 0))\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// ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390)\n// We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API.\nbool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2);\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((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);\n    RenderNavHighlight(bb, id);\n    RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding));\n    if (bg_col.w > 0.0f)\n        window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col));\n    window->DrawList->AddImage(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col));\n\n    return pressed;\n}\n\n// frame_padding < 0: uses FramePadding from style (default)\n// frame_padding = 0: no framing\n// frame_padding > 0: set framing size\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    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n\n    // Default to using texture ID as ID. User can still push string/integer prefixes.\n    PushID((void*)(intptr_t)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) : g.Style.FramePadding;\n    return ImageButtonEx(id, user_texture_id, size, uv0, uv1, padding, bg_col, tint_col);\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 float square_sz = GetFrameHeight();\n    const ImVec2 pos = window->DC.CursorPos;\n    const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));\n    ItemSize(total_bb, style.FramePadding.y);\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    {\n        *v = !(*v);\n        MarkItemEdited(id);\n    }\n\n    const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));\n    RenderNavHighlight(total_bb, id);\n    RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);\n    ImU32 check_col = GetColorU32(ImGuiCol_CheckMark);\n    bool mixed_value = (window->DC.ItemFlags & ImGuiItemFlags_MixedValue) != 0;\n    if (mixed_value)\n    {\n        // Undocumented tristate/mixed/indeterminate checkbox (#2644)\n        // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox)\n        ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)));\n        window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding);\n    }\n    else if (*v)\n    {\n        const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f));\n        RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f);\n    }\n\n    if (g.LogEnabled)\n        LogRenderedText(&total_bb.Min, mixed_value ? \"[~]\" : *v ? \"[x]\" : \"[ ]\");\n    if (label_size.x > 0.0f)\n        RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label);\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));\n    return pressed;\n}\n\ntemplate<typename T>\nbool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value)\n{\n    bool all_on = (*flags & flags_value) == flags_value;\n    bool any_on = (*flags & flags_value) != 0;\n    bool pressed;\n    if (!all_on && any_on)\n    {\n        ImGuiWindow* window = GetCurrentWindow();\n        ImGuiItemFlags backup_item_flags = window->DC.ItemFlags;\n        window->DC.ItemFlags |= ImGuiItemFlags_MixedValue;\n        pressed = Checkbox(label, &all_on);\n        window->DC.ItemFlags = backup_item_flags;\n    }\n    else\n    {\n        pressed = Checkbox(label, &all_on);\n\n    }\n    if (pressed)\n    {\n        if (all_on)\n            *flags |= flags_value;\n        else\n            *flags &= ~flags_value;\n    }\n    return pressed;\n}\n\nbool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value)\n{\n    return CheckboxFlagsT(label, flags, flags_value);\n}\n\nbool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)\n{\n    return CheckboxFlagsT(label, flags, flags_value);\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 float square_sz = GetFrameHeight();\n    const ImVec2 pos = window->DC.CursorPos;\n    const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));\n    const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));\n    ItemSize(total_bb, style.FramePadding.y);\n    if (!ItemAdd(total_bb, id))\n        return false;\n\n    ImVec2 center = check_bb.GetCenter();\n    center.x = IM_ROUND(center.x);\n    center.y = IM_ROUND(center.y);\n    const float radius = (square_sz - 1.0f) * 0.5f;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);\n    if (pressed)\n        MarkItemEdited(id);\n\n    RenderNavHighlight(total_bb, id);\n    window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16);\n    if (active)\n    {\n        const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f));\n        window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16);\n    }\n\n    if (style.FrameBorderSize > 0.0f)\n    {\n        window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize);\n        window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize);\n    }\n\n    if (g.LogEnabled)\n        LogRenderedText(&total_bb.Min, active ? \"(x)\" : \"( )\");\n    if (label_size.x > 0.0f)\n        RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label);\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);\n    return pressed;\n}\n\n// FIXME: This would work nicely if it was a public template, e.g. 'template<T> RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it..\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        *v = v_button;\n    return pressed;\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    ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f);\n    ImRect bb(pos, pos + size);\n    ItemSize(size, style.FramePadding.y);\n    if (!ItemAdd(bb, 0))\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(-style.FrameBorderSize, -style.FrameBorderSize));\n    const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y);\n    RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, 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\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.CurrLineSize.y, 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, 0))\n    {\n        SameLine(0, style.FramePadding.x * 2);\n        return;\n    }\n\n    // Render and stay on same line\n    ImU32 text_col = GetColorU32(ImGuiCol_Text);\n    RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col);\n    SameLine(0, style.FramePadding.x * 2.0f);\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: Low-level Layout helpers\n//-------------------------------------------------------------------------\n// - Spacing()\n// - Dummy()\n// - NewLine()\n// - AlignTextToFramePadding()\n// - SeparatorEx() [Internal]\n// - Separator()\n// - SplitterBehavior() [Internal]\n// - ShrinkWidths() [Internal]\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(size);\n    ItemAdd(bb, 0);\n}\n\nvoid ImGui::NewLine()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiLayoutType backup_layout_type = window->DC.LayoutType;\n    window->DC.LayoutType = ImGuiLayoutType_Vertical;\n    if (window->DC.CurrLineSize.y > 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, g.FontSize));\n    window->DC.LayoutType = backup_layout_type;\n}\n\nvoid ImGui::AlignTextToFramePadding()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2);\n    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y);\n}\n\n// Horizontal/vertical separating line\nvoid ImGui::SeparatorEx(ImGuiSeparatorFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical)));   // Check that only 1 option is selected\n\n    float thickness_draw = 1.0f;\n    float thickness_layout = 0.0f;\n    if (flags & ImGuiSeparatorFlags_Vertical)\n    {\n        // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout.\n        float y1 = window->DC.CursorPos.y;\n        float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y;\n        const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness_draw, y2));\n        ItemSize(ImVec2(thickness_layout, 0.0f));\n        if (!ItemAdd(bb, 0))\n            return;\n\n        // Draw\n        window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator));\n        if (g.LogEnabled)\n            LogText(\" |\");\n    }\n    else if (flags & ImGuiSeparatorFlags_Horizontal)\n    {\n        // Horizontal Separator\n        float x1 = window->Pos.x;\n        float x2 = window->Pos.x + window->Size.x;\n\n        // FIXME-WORKRECT: old hack (#205) until we decide of consistent behavior with WorkRect/Indent and Separator\n        if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID)\n            x1 += window->DC.Indent.x;\n\n        ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL;\n        if (columns)\n            PushColumnsBackground();\n\n        // We don't provide our width to the layout so that it doesn't get feed back into AutoFit\n        const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw));\n        ItemSize(ImVec2(0.0f, thickness_layout));\n        const bool item_visible = ItemAdd(bb, 0);\n        if (item_visible)\n        {\n            // Draw\n            window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator));\n            if (g.LogEnabled)\n                LogRenderedText(&bb.Min, \"--------------------------------\");\n        }\n        if (columns)\n        {\n            PopColumnsBackground();\n            columns->LineMinY = window->DC.CursorPos.y;\n        }\n    }\n}\n\nvoid ImGui::Separator()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return;\n\n    // Those flags should eventually be overridable by the user\n    ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal;\n    flags |= ImGuiSeparatorFlags_SpanAllColumns;\n    SeparatorEx(flags);\n}\n\n// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise.\nbool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;\n    window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus;\n    bool item_add = ItemAdd(bb, id);\n    window->DC.ItemFlags = item_flags_backup;\n    if (!item_add)\n        return false;\n\n    bool hovered, held;\n    ImRect bb_interact = bb;\n    bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f));\n    ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap);\n    if (g.ActiveId != id)\n        SetItemAllowOverlap();\n\n    if (held || (g.HoveredId == id && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay))\n        SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW);\n\n    ImRect bb_render = bb;\n    if (held)\n    {\n        ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min;\n        float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x;\n\n        // Minimum pane size\n        float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1);\n        float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2);\n        if (mouse_delta < -size_1_maximum_delta)\n            mouse_delta = -size_1_maximum_delta;\n        if (mouse_delta > size_2_maximum_delta)\n            mouse_delta = size_2_maximum_delta;\n\n        // Apply resize\n        if (mouse_delta != 0.0f)\n        {\n            if (mouse_delta < 0.0f)\n                IM_ASSERT(*size1 + mouse_delta >= min_size1);\n            if (mouse_delta > 0.0f)\n                IM_ASSERT(*size2 - mouse_delta >= min_size2);\n            *size1 += mouse_delta;\n            *size2 -= mouse_delta;\n            bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta));\n            MarkItemEdited(id);\n        }\n    }\n\n    // Render\n    const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);\n    window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f);\n\n    return held;\n}\n\nstatic int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs)\n{\n    const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs;\n    const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs;\n    if (int d = (int)(b->Width - a->Width))\n        return d;\n    return (b->Index - a->Index);\n}\n\n// Shrink excess width from a set of item, by removing width from the larger items first.\n// Set items Width to -1.0f to disable shrinking this item.\nvoid ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess)\n{\n    if (count == 1)\n    {\n        if (items[0].Width >= 0.0f)\n            items[0].Width = ImMax(items[0].Width - width_excess, 1.0f);\n        return;\n    }\n    ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer);\n    int count_same_width = 1;\n    while (width_excess > 0.0f && count_same_width < count)\n    {\n        while (count_same_width < count && items[0].Width <= items[count_same_width].Width)\n            count_same_width++;\n        float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f);\n        if (max_width_to_remove_per_item <= 0.0f)\n            break;\n        float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item);\n        for (int item_n = 0; item_n < count_same_width; item_n++)\n            items[item_n].Width -= width_to_remove_per_item;\n        width_excess -= width_to_remove_per_item * count_same_width;\n    }\n\n    // Round width and redistribute remainder left-to-right (could make it an option of the function?)\n    // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator.\n    width_excess = 0.0f;\n    for (int n = 0; n < count; n++)\n    {\n        float width_rounded = ImFloor(items[n].Width);\n        width_excess += items[n].Width - width_rounded;\n        items[n].Width = width_rounded;\n    }\n    if (width_excess > 0.0f)\n        for (int n = 0; n < count; n++)\n            if (items[n].Index < (int)(width_excess + 0.01f))\n                items[n].Width += 1.0f;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: ComboBox\n//-------------------------------------------------------------------------\n// - BeginCombo()\n// - EndCombo()\n// - Combo()\n//-------------------------------------------------------------------------\n\nstatic float CalcMaxPopupHeightFromItemCount(int items_count)\n{\n    ImGuiContext& g = *GImGui;\n    if (items_count <= 0)\n        return FLT_MAX;\n    return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2);\n}\n\nbool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags)\n{\n    // Always consume the SetNextWindowSizeConstraint() call in our early return paths\n    ImGuiContext& g = *GImGui;\n    bool has_window_size_constraint = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) != 0;\n    g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint;\n\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together\n\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n\n    const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight();\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n    const float expected_w = CalcItemWidth();\n    const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : expected_w;\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, &frame_bb))\n        return false;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held);\n    bool popup_open = IsPopupOpen(id, ImGuiPopupFlags_None);\n\n    const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);\n    const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size);\n    RenderNavHighlight(frame_bb, id);\n    if (!(flags & ImGuiComboFlags_NoPreview))\n        window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Left);\n    if (!(flags & ImGuiComboFlags_NoArrowButton))\n    {\n        ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button);\n        ImU32 text_col = GetColorU32(ImGuiCol_Text);\n        window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right);\n        if (value_x2 + arrow_size - style.FramePadding.x <= frame_bb.Max.x)\n            RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f);\n    }\n    RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding);\n    if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))\n        RenderTextClipped(frame_bb.Min + style.FramePadding, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f, 0.0f));\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 ((pressed || g.NavActivateId == id) && !popup_open)\n    {\n        if (window->DC.NavLayerCurrent == 0)\n            window->NavLastIds[0] = id;\n        OpenPopupEx(id, ImGuiPopupFlags_None);\n        popup_open = true;\n    }\n\n    if (!popup_open)\n        return false;\n\n    if (has_window_size_constraint)\n    {\n        g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;\n        g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w);\n    }\n    else\n    {\n        if ((flags & ImGuiComboFlags_HeightMask_) == 0)\n            flags |= ImGuiComboFlags_HeightRegular;\n        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_));    // Only one\n        int popup_max_height_in_items = -1;\n        if (flags & ImGuiComboFlags_HeightRegular)     popup_max_height_in_items = 8;\n        else if (flags & ImGuiComboFlags_HeightSmall)  popup_max_height_in_items = 4;\n        else if (flags & ImGuiComboFlags_HeightLarge)  popup_max_height_in_items = 20;\n        SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));\n    }\n\n    char name[16];\n    ImFormatString(name, IM_ARRAYSIZE(name), \"##Combo_%02d\", g.BeginPopupStack.Size); // Recycle windows based on depth\n\n    // Position the window given a custom constraint (peak into expected window size so we can position it)\n    // This might be easier to express with an hypothetical SetNextWindowPosConstraints() function.\n    if (ImGuiWindow* popup_window = FindWindowByName(name))\n        if (popup_window->WasActive)\n        {\n            // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us.\n            ImVec2 size_expected = CalcWindowExpectedSize(popup_window);\n            if (flags & ImGuiComboFlags_PopupAlignLeft)\n                popup_window->AutoPosLastDirection = ImGuiDir_Left; // \"Below, Toward Left\"\n            else\n                popup_window->AutoPosLastDirection = ImGuiDir_Down; // \"Below, Toward Right (default)\"\n            ImRect r_outer = GetWindowAllowedExtentRect(popup_window);\n            ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox);\n            SetNextWindowPos(pos);\n        }\n\n    // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx()\n    ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove;\n\n    // Horizontally align ourselves with the framed text\n    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y));\n    bool ret = Begin(name, NULL, window_flags);\n    PopStyleVar();\n    if (!ret)\n    {\n        EndPopup();\n        IM_ASSERT(0);   // This should never happen as we tested for IsPopupOpen() above\n        return false;\n    }\n    return true;\n}\n\nvoid ImGui::EndCombo()\n{\n    EndPopup();\n}\n\n// Getter for the old Combo() API: const char*[]\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\n// Getter for the old Combo() API: \"item1\\0item2\\0item3\\0\"\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// Old API, prefer using BeginCombo() nowadays if you can.\nbool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items)\n{\n    ImGuiContext& g = *GImGui;\n\n    // Call the getter to obtain the preview string which is a parameter to BeginCombo()\n    const char* preview_value = NULL;\n    if (*current_item >= 0 && *current_item < items_count)\n        items_getter(data, *current_item, &preview_value);\n\n    // The old Combo() API exposed \"popup_max_height_in_items\". The new more general BeginCombo() API doesn't have/need it, but we emulate it here.\n    if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint))\n        SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));\n\n    if (!BeginCombo(label, preview_value, ImGuiComboFlags_None))\n        return false;\n\n    // Display items\n    // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed)\n    bool value_changed = false;\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            value_changed = true;\n            *current_item = i;\n        }\n        if (item_selected)\n            SetItemDefaultFocus();\n        PopID();\n    }\n\n    EndCombo();\n    return value_changed;\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 literal holding multiple zero-terminated items \"item1\\0item2\\0\"\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//-------------------------------------------------------------------------\n// [SECTION] Data Type and Data Formatting Helpers [Internal]\n//-------------------------------------------------------------------------\n// - PatchFormatStringFloatToInt()\n// - DataTypeGetInfo()\n// - DataTypeFormatString()\n// - DataTypeApplyOp()\n// - DataTypeApplyOpFromText()\n// - DataTypeClamp()\n// - GetMinimumStepAtDecimalPrecision\n// - RoundScalarWithFormat<>()\n//-------------------------------------------------------------------------\n\nstatic const ImGuiDataTypeInfo GDataTypeInfo[] =\n{\n    { sizeof(char),             \"S8\",   \"%d\",   \"%d\"    },  // ImGuiDataType_S8\n    { sizeof(unsigned char),    \"U8\",   \"%u\",   \"%u\"    },\n    { sizeof(short),            \"S16\",  \"%d\",   \"%d\"    },  // ImGuiDataType_S16\n    { sizeof(unsigned short),   \"U16\",  \"%u\",   \"%u\"    },\n    { sizeof(int),              \"S32\",  \"%d\",   \"%d\"    },  // ImGuiDataType_S32\n    { sizeof(unsigned int),     \"U32\",  \"%u\",   \"%u\"    },\n#ifdef _MSC_VER\n    { sizeof(ImS64),            \"S64\",  \"%I64d\",\"%I64d\" },  // ImGuiDataType_S64\n    { sizeof(ImU64),            \"U64\",  \"%I64u\",\"%I64u\" },\n#else\n    { sizeof(ImS64),            \"S64\",  \"%lld\", \"%lld\"  },  // ImGuiDataType_S64\n    { sizeof(ImU64),            \"U64\",  \"%llu\", \"%llu\"  },\n#endif\n    { sizeof(float),            \"float\", \"%f\",  \"%f\"    },  // ImGuiDataType_Float (float are promoted to double in va_arg)\n    { sizeof(double),           \"double\",\"%f\",  \"%lf\"   },  // ImGuiDataType_Double\n};\nIM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT);\n\n// FIXME-LEGACY: Prior to 1.61 our DragInt() function internally used floats and because of this the compile-time default value for format was \"%.0f\".\n// Even though we changed the compile-time default, we expect users to have carried %f around, which would break the display of DragInt() calls.\n// To honor backward compatibility we are rewriting the format string, unless IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. What could possibly go wrong?!\nstatic const char* PatchFormatStringFloatToInt(const char* fmt)\n{\n    if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '0' && fmt[3] == 'f' && fmt[4] == 0) // Fast legacy path for \"%.0f\" which is expected to be the most common case.\n        return \"%d\";\n    const char* fmt_start = ImParseFormatFindStart(fmt);    // Find % (if any, and ignore %%)\n    const char* fmt_end = ImParseFormatFindEnd(fmt_start);  // Find end of format specifier, which itself is an exercise of confidence/recklessness (because snprintf is dependent on libc or user).\n    if (fmt_end > fmt_start && fmt_end[-1] == 'f')\n    {\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n        if (fmt_start == fmt && fmt_end[0] == 0)\n            return \"%d\";\n        ImGuiContext& g = *GImGui;\n        ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), \"%.*s%%d%s\", (int)(fmt_start - fmt), fmt, fmt_end); // Honor leading and trailing decorations, but lose alignment/precision.\n        return g.TempBuffer;\n#else\n        IM_ASSERT(0 && \"DragInt(): Invalid format string!\"); // Old versions used a default parameter of \"%.0f\", please replace with e.g. \"%d\"\n#endif\n    }\n    return fmt;\n}\n\nconst ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type)\n{\n    IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT);\n    return &GDataTypeInfo[data_type];\n}\n\nint ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format)\n{\n    // Signedness doesn't matter when pushing integer arguments\n    if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32)\n        return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data);\n    if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64)\n        return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data);\n    if (data_type == ImGuiDataType_Float)\n        return ImFormatString(buf, buf_size, format, *(const float*)p_data);\n    if (data_type == ImGuiDataType_Double)\n        return ImFormatString(buf, buf_size, format, *(const double*)p_data);\n    if (data_type == ImGuiDataType_S8)\n        return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data);\n    if (data_type == ImGuiDataType_U8)\n        return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data);\n    if (data_type == ImGuiDataType_S16)\n        return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data);\n    if (data_type == ImGuiDataType_U16)\n        return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data);\n    IM_ASSERT(0);\n    return 0;\n}\n\nvoid ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2)\n{\n    IM_ASSERT(op == '+' || op == '-');\n    switch (data_type)\n    {\n        case ImGuiDataType_S8:\n            if (op == '+') { *(ImS8*)output  = ImAddClampOverflow(*(const ImS8*)arg1,  *(const ImS8*)arg2,  IM_S8_MIN,  IM_S8_MAX); }\n            if (op == '-') { *(ImS8*)output  = ImSubClampOverflow(*(const ImS8*)arg1,  *(const ImS8*)arg2,  IM_S8_MIN,  IM_S8_MAX); }\n            return;\n        case ImGuiDataType_U8:\n            if (op == '+') { *(ImU8*)output  = ImAddClampOverflow(*(const ImU8*)arg1,  *(const ImU8*)arg2,  IM_U8_MIN,  IM_U8_MAX); }\n            if (op == '-') { *(ImU8*)output  = ImSubClampOverflow(*(const ImU8*)arg1,  *(const ImU8*)arg2,  IM_U8_MIN,  IM_U8_MAX); }\n            return;\n        case ImGuiDataType_S16:\n            if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); }\n            if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); }\n            return;\n        case ImGuiDataType_U16:\n            if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); }\n            if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); }\n            return;\n        case ImGuiDataType_S32:\n            if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); }\n            if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); }\n            return;\n        case ImGuiDataType_U32:\n            if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); }\n            if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); }\n            return;\n        case ImGuiDataType_S64:\n            if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); }\n            if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); }\n            return;\n        case ImGuiDataType_U64:\n            if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); }\n            if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); }\n            return;\n        case ImGuiDataType_Float:\n            if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; }\n            if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; }\n            return;\n        case ImGuiDataType_Double:\n            if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; }\n            if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; }\n            return;\n        case ImGuiDataType_COUNT: break;\n    }\n    IM_ASSERT(0);\n}\n\n// User can input math operators (e.g. +100) to edit a numerical values.\n// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess..\nbool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format)\n{\n    while (ImCharIsBlankA(*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 (ImCharIsBlankA(*buf))\n            buf++;\n    }\n    else\n    {\n        op = 0;\n    }\n    if (!buf[0])\n        return false;\n\n    // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all.\n    const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type);\n    ImGuiDataTypeTempStorage data_backup;\n    memcpy(&data_backup, p_data, type_info->Size);\n\n    if (format == NULL)\n        format = type_info->ScanFmt;\n\n    // FIXME-LEGACY: The aim is to remove those operators and write a proper expression evaluator at some point..\n    int arg1i = 0;\n    if (data_type == ImGuiDataType_S32)\n    {\n        int* v = (int*)p_data;\n        int arg0i = *v;\n        float arg1f = 0.0f;\n        if (op && sscanf(initial_value_buf, format, &arg0i) < 1)\n            return false;\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        if (op == '+')      { if (sscanf(buf, \"%d\", &arg1i)) *v = (int)(arg0i + arg1i); }                   // Add (use \"+-\" to subtract)\n        else if (op == '*') { if (sscanf(buf, \"%f\", &arg1f)) *v = (int)(arg0i * arg1f); }                   // Multiply\n        else if (op == '/') { if (sscanf(buf, \"%f\", &arg1f) && arg1f != 0.0f) *v = (int)(arg0i / arg1f); }  // Divide\n        else                { if (sscanf(buf, format, &arg1i) == 1) *v = arg1i; }                           // Assign constant\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        format = \"%f\";\n        float* v = (float*)p_data;\n        float arg0f = *v, arg1f = 0.0f;\n        if (op && sscanf(initial_value_buf, format, &arg0f) < 1)\n            return false;\n        if (sscanf(buf, 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    }\n    else if (data_type == ImGuiDataType_Double)\n    {\n        format = \"%lf\"; // scanf differentiate float/double unlike printf which forces everything to double because of ellipsis\n        double* v = (double*)p_data;\n        double arg0f = *v, arg1f = 0.0;\n        if (op && sscanf(initial_value_buf, format, &arg0f) < 1)\n            return false;\n        if (sscanf(buf, 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    }\n    else if (data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64)\n    {\n        // All other types assign constant\n        // We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future.\n        sscanf(buf, format, p_data);\n    }\n    else\n    {\n        // Small types need a 32-bit buffer to receive the result from scanf()\n        int v32;\n        sscanf(buf, format, &v32);\n        if (data_type == ImGuiDataType_S8)\n            *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX);\n        else if (data_type == ImGuiDataType_U8)\n            *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX);\n        else if (data_type == ImGuiDataType_S16)\n            *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX);\n        else if (data_type == ImGuiDataType_U16)\n            *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX);\n        else\n            IM_ASSERT(0);\n    }\n\n    return memcmp(&data_backup, p_data, type_info->Size) != 0;\n}\n\ntemplate<typename T>\nstatic int DataTypeCompareT(const T* lhs, const T* rhs)\n{\n    if (*lhs < *rhs) return -1;\n    if (*lhs > *rhs) return +1;\n    return 0;\n}\n\nint ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2)\n{\n    switch (data_type)\n    {\n    case ImGuiDataType_S8:     return DataTypeCompareT<ImS8  >((const ImS8*  )arg_1, (const ImS8*  )arg_2);\n    case ImGuiDataType_U8:     return DataTypeCompareT<ImU8  >((const ImU8*  )arg_1, (const ImU8*  )arg_2);\n    case ImGuiDataType_S16:    return DataTypeCompareT<ImS16 >((const ImS16* )arg_1, (const ImS16* )arg_2);\n    case ImGuiDataType_U16:    return DataTypeCompareT<ImU16 >((const ImU16* )arg_1, (const ImU16* )arg_2);\n    case ImGuiDataType_S32:    return DataTypeCompareT<ImS32 >((const ImS32* )arg_1, (const ImS32* )arg_2);\n    case ImGuiDataType_U32:    return DataTypeCompareT<ImU32 >((const ImU32* )arg_1, (const ImU32* )arg_2);\n    case ImGuiDataType_S64:    return DataTypeCompareT<ImS64 >((const ImS64* )arg_1, (const ImS64* )arg_2);\n    case ImGuiDataType_U64:    return DataTypeCompareT<ImU64 >((const ImU64* )arg_1, (const ImU64* )arg_2);\n    case ImGuiDataType_Float:  return DataTypeCompareT<float >((const float* )arg_1, (const float* )arg_2);\n    case ImGuiDataType_Double: return DataTypeCompareT<double>((const double*)arg_1, (const double*)arg_2);\n    case ImGuiDataType_COUNT:  break;\n    }\n    IM_ASSERT(0);\n    return 0;\n}\n\ntemplate<typename T>\nstatic bool DataTypeClampT(T* v, const T* v_min, const T* v_max)\n{\n    // Clamp, both sides are optional, return true if modified\n    if (v_min && *v < *v_min) { *v = *v_min; return true; }\n    if (v_max && *v > *v_max) { *v = *v_max; return true; }\n    return false;\n}\n\nbool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max)\n{\n    switch (data_type)\n    {\n    case ImGuiDataType_S8:     return DataTypeClampT<ImS8  >((ImS8*  )p_data, (const ImS8*  )p_min, (const ImS8*  )p_max);\n    case ImGuiDataType_U8:     return DataTypeClampT<ImU8  >((ImU8*  )p_data, (const ImU8*  )p_min, (const ImU8*  )p_max);\n    case ImGuiDataType_S16:    return DataTypeClampT<ImS16 >((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max);\n    case ImGuiDataType_U16:    return DataTypeClampT<ImU16 >((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max);\n    case ImGuiDataType_S32:    return DataTypeClampT<ImS32 >((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max);\n    case ImGuiDataType_U32:    return DataTypeClampT<ImU32 >((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max);\n    case ImGuiDataType_S64:    return DataTypeClampT<ImS64 >((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max);\n    case ImGuiDataType_U64:    return DataTypeClampT<ImU64 >((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max);\n    case ImGuiDataType_Float:  return DataTypeClampT<float >((float* )p_data, (const float* )p_min, (const float* )p_max);\n    case ImGuiDataType_Double: return DataTypeClampT<double>((double*)p_data, (const double*)p_min, (const double*)p_max);\n    case ImGuiDataType_COUNT:  break;\n    }\n    IM_ASSERT(0);\n    return false;\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    if (decimal_precision < 0)\n        return FLT_MIN;\n    return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision);\n}\n\ntemplate<typename TYPE>\nstatic const char* ImAtoi(const char* src, TYPE* output)\n{\n    int negative = 0;\n    if (*src == '-') { negative = 1; src++; }\n    if (*src == '+') { src++; }\n    TYPE v = 0;\n    while (*src >= '0' && *src <= '9')\n        v = (v * 10) + (*src++ - '0');\n    *output = negative ? -v : v;\n    return src;\n}\n\ntemplate<typename TYPE, typename SIGNEDTYPE>\nTYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v)\n{\n    const char* fmt_start = ImParseFormatFindStart(format);\n    if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string\n        return v;\n    char v_str[64];\n    ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v);\n    const char* p = v_str;\n    while (*p == ' ')\n        p++;\n    if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)\n        v = (TYPE)ImAtof(p);\n    else\n        ImAtoi(p, (SIGNEDTYPE*)&v);\n    return v;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.\n//-------------------------------------------------------------------------\n// - DragBehaviorT<>() [Internal]\n// - DragBehavior() [Internal]\n// - DragScalar()\n// - DragScalarN()\n// - DragFloat()\n// - DragFloat2()\n// - DragFloat3()\n// - DragFloat4()\n// - DragFloatRange2()\n// - DragInt()\n// - DragInt2()\n// - DragInt3()\n// - DragInt4()\n// - DragIntRange2()\n//-------------------------------------------------------------------------\n\n// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls)\ntemplate<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>\nbool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;\n    const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);\n    const bool is_clamped = (v_min < v_max);\n    const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) && is_decimal;\n\n    // Default tweak speed\n    if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX))\n        v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio);\n\n    // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings\n    float adjust_delta = 0.0f;\n    if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f * 1.0f)\n    {\n        adjust_delta = g.IO.MouseDelta[axis];\n        if (g.IO.KeyAlt)\n            adjust_delta *= 1.0f / 100.0f;\n        if (g.IO.KeyShift)\n            adjust_delta *= 10.0f;\n    }\n    else if (g.ActiveIdSource == ImGuiInputSource_Nav)\n    {\n        int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0;\n        adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis];\n        v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));\n    }\n    adjust_delta *= v_speed;\n\n    // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter.\n    if (axis == ImGuiAxis_Y)\n        adjust_delta = -adjust_delta;\n\n    // For logarithmic use our range is effectively 0..1 so scale the delta into that range\n    if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0\n        adjust_delta /= (float)(v_max - v_min);\n\n    // Clear current value on activation\n    // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300.\n    bool is_just_activated = g.ActiveIdIsJustActivated;\n    bool is_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f));\n    if (is_just_activated || is_already_past_limits_and_pushing_outward)\n    {\n        g.DragCurrentAccum = 0.0f;\n        g.DragCurrentAccumDirty = false;\n    }\n    else if (adjust_delta != 0.0f)\n    {\n        g.DragCurrentAccum += adjust_delta;\n        g.DragCurrentAccumDirty = true;\n    }\n\n    if (!g.DragCurrentAccumDirty)\n        return false;\n\n    TYPE v_cur = *v;\n    FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f;\n\n    float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true\n    const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense)\n    if (is_logarithmic)\n    {\n        // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.\n        const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 1;\n        logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);\n\n        // Convert to parametric space, apply delta, convert back\n        float v_old_parametric = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n        float v_new_parametric = v_old_parametric + g.DragCurrentAccum;\n        v_cur = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n        v_old_ref_for_accum_remainder = v_old_parametric;\n    }\n    else\n    {\n        v_cur += (SIGNEDTYPE)g.DragCurrentAccum;\n    }\n\n    // Round to user desired precision based on format string\n    if (!(flags & ImGuiSliderFlags_NoRoundToFormat))\n        v_cur = RoundScalarWithFormatT<TYPE, SIGNEDTYPE>(format, data_type, v_cur);\n\n    // Preserve remainder after rounding has been applied. This also allow slow tweaking of values.\n    g.DragCurrentAccumDirty = false;\n    if (is_logarithmic)\n    {\n        // Convert to parametric space, apply delta, convert back\n        float v_new_parametric = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n        g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder);\n    }\n    else\n    {\n        g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v);\n    }\n\n    // Lose zero sign for float/double\n    if (v_cur == (TYPE)-0)\n        v_cur = (TYPE)0;\n\n    // Clamp values (+ handle overflow/wrap-around for integer types)\n    if (*v != v_cur && is_clamped)\n    {\n        if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_decimal))\n            v_cur = v_min;\n        if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_decimal))\n            v_cur = v_max;\n    }\n\n    // Apply result\n    if (*v == v_cur)\n        return false;\n    *v = v_cur;\n    return true;\n}\n\nbool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)\n{\n    // Read imgui.cpp \"API BREAKING CHANGES\" section for 1.78 if you hit this assert.\n    IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && \"Invalid ImGuiSliderFlags flags! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.\");\n\n    ImGuiContext& g = *GImGui;\n    if (g.ActiveId == id)\n    {\n        if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0])\n            ClearActiveID();\n        else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)\n            ClearActiveID();\n    }\n    if (g.ActiveId != id)\n        return false;\n    if ((g.CurrentWindow->DC.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))\n        return false;\n\n    switch (data_type)\n    {\n    case ImGuiDataType_S8:     { ImS32 v32 = (ImS32)*(ImS8*)p_v;  bool r = DragBehaviorT<ImS32, ImS32, float>(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN,  p_max ? *(const ImS8*)p_max  : IM_S8_MAX,  format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; }\n    case ImGuiDataType_U8:     { ImU32 v32 = (ImU32)*(ImU8*)p_v;  bool r = DragBehaviorT<ImU32, ImS32, float>(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN,  p_max ? *(const ImU8*)p_max  : IM_U8_MAX,  format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; }\n    case ImGuiDataType_S16:    { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT<ImS32, ImS32, float>(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; }\n    case ImGuiDataType_U16:    { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT<ImU32, ImS32, float>(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; }\n    case ImGuiDataType_S32:    return DragBehaviorT<ImS32, ImS32, float >(data_type, (ImS32*)p_v,  v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags);\n    case ImGuiDataType_U32:    return DragBehaviorT<ImU32, ImS32, float >(data_type, (ImU32*)p_v,  v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags);\n    case ImGuiDataType_S64:    return DragBehaviorT<ImS64, ImS64, double>(data_type, (ImS64*)p_v,  v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags);\n    case ImGuiDataType_U64:    return DragBehaviorT<ImU64, ImS64, double>(data_type, (ImU64*)p_v,  v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags);\n    case ImGuiDataType_Float:  return DragBehaviorT<float, float, float >(data_type, (float*)p_v,  v_speed, p_min ? *(const float* )p_min : -FLT_MAX,   p_max ? *(const float* )p_max : FLT_MAX,    format, flags);\n    case ImGuiDataType_Double: return DragBehaviorT<double,double,double>(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX,   p_max ? *(const double*)p_max : DBL_MAX,    format, flags);\n    case ImGuiDataType_COUNT:  break;\n    }\n    IM_ASSERT(0);\n    return false;\n}\n\n// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional.\n// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.\nbool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags 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 float w = CalcItemWidth();\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    ItemSize(total_bb, style.FramePadding.y);\n    if (!ItemAdd(total_bb, id, &frame_bb))\n        return false;\n\n    // Default format string when passing NULL\n    if (format == NULL)\n        format = DataTypeGetInfo(data_type)->PrintFmt;\n    else if (data_type == ImGuiDataType_S32 && strcmp(format, \"%d\") != 0) // (FIXME-LEGACY: Patch old \"%.0f\" format string to use \"%d\", read function more details.)\n        format = PatchFormatStringFloatToInt(format);\n\n    // Tabbing or CTRL-clicking on Drag turns it into an input box\n    const bool hovered = ItemHoverable(frame_bb, id);\n    const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;\n    bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);\n    if (!temp_input_is_active)\n    {\n        const bool focus_requested = temp_input_allowed && FocusableItemRegister(window, id);\n        const bool clicked = (hovered && g.IO.MouseClicked[0]);\n        const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]);\n        if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id)\n        {\n            SetActiveID(id, window);\n            SetFocusID(id, window);\n            FocusWindow(window);\n            g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);\n            if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id))\n            {\n                temp_input_is_active = true;\n                FocusableItemUnregister(window);\n            }\n        }\n    }\n\n    if (temp_input_is_active)\n    {\n        // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set\n        const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0 && (p_min == NULL || p_max == NULL || DataTypeCompare(data_type, p_min, p_max) < 0);\n        return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL);\n    }\n\n    // Draw frame\n    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);\n    RenderNavHighlight(frame_bb, id);\n    RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);\n\n    // Drag behavior\n    const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags);\n    if (value_changed)\n        MarkItemEdited(id);\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 + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);\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    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);\n    return value_changed;\n}\n\nbool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags 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, CalcItemWidth());\n    size_t type_size = GDataTypeInfo[data_type].Size;\n    for (int i = 0; i < components; i++)\n    {\n        PushID(i);\n        if (i > 0)\n            SameLine(0, g.Style.ItemInnerSpacing.x);\n        value_changed |= DragScalar(\"\", data_type, p_data, v_speed, p_min, p_max, format, flags);\n        PopID();\n        PopItemWidth();\n        p_data = (void*)((char*)p_data + type_size);\n    }\n    PopID();\n\n    const char* label_end = FindRenderedTextEnd(label);\n    if (label != label_end)\n    {\n        SameLine(0, g.Style.ItemInnerSpacing.x);\n        TextEx(label, label_end);\n    }\n\n    EndGroup();\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* format, ImGuiSliderFlags flags)\n{\n    return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags);\n}\n\n// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this.\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* format, const char* format_max, ImGuiSliderFlags flags)\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, CalcItemWidth());\n\n    float min_min = (v_min >= v_max) ? -FLT_MAX : v_min;\n    float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max);\n    ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0);\n    bool value_changed = DragScalar(\"##min\", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags);\n    PopItemWidth();\n    SameLine(0, g.Style.ItemInnerSpacing.x);\n\n    float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min);\n    float max_max = (v_min >= v_max) ? FLT_MAX : v_max;\n    ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0);\n    value_changed |= DragScalar(\"##max\", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags);\n    PopItemWidth();\n    SameLine(0, g.Style.ItemInnerSpacing.x);\n\n    TextEx(label, FindRenderedTextEnd(label));\n    EndGroup();\n    PopID();\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* format, ImGuiSliderFlags flags)\n{\n    return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags);\n}\n\n// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this.\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* format, const char* format_max, ImGuiSliderFlags flags)\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, CalcItemWidth());\n\n    int min_min = (v_min >= v_max) ? INT_MIN : v_min;\n    int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max);\n    ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0);\n    bool value_changed = DragInt(\"##min\", v_current_min, v_speed, min_min, min_max, format, min_flags);\n    PopItemWidth();\n    SameLine(0, g.Style.ItemInnerSpacing.x);\n\n    int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min);\n    int max_max = (v_min >= v_max) ? INT_MAX : v_max;\n    ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0);\n    value_changed |= DragInt(\"##max\", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags);\n    PopItemWidth();\n    SameLine(0, g.Style.ItemInnerSpacing.x);\n\n    TextEx(label, FindRenderedTextEnd(label));\n    EndGroup();\n    PopID();\n\n    return value_changed;\n}\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n\n// Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details.\nbool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power)\n{\n    ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None;\n    if (power != 1.0f)\n    {\n        IM_ASSERT(power == 1.0f && \"Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!\");\n        IM_ASSERT(p_min != NULL && p_max != NULL);  // When using a power curve the drag needs to have known bounds\n        drag_flags |= ImGuiSliderFlags_Logarithmic;   // Fallback for non-asserting paths\n    }\n    return DragScalar(label, data_type, p_data, v_speed, p_min, p_max, format, drag_flags);\n}\n\nbool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power)\n{\n    ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None;\n    if (power != 1.0f)\n    {\n        IM_ASSERT(power == 1.0f && \"Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!\");\n        IM_ASSERT(p_min != NULL && p_max != NULL);  // When using a power curve the drag needs to have known bounds\n        drag_flags |= ImGuiSliderFlags_Logarithmic;   // Fallback for non-asserting paths\n    }\n    return DragScalarN(label, data_type, p_data, components, v_speed, p_min, p_max, format, drag_flags);\n}\n\n#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.\n//-------------------------------------------------------------------------\n// - ScaleRatioFromValueT<> [Internal]\n// - ScaleValueFromRatioT<> [Internal]\n// - SliderBehaviorT<>() [Internal]\n// - SliderBehavior() [Internal]\n// - SliderScalar()\n// - SliderScalarN()\n// - SliderFloat()\n// - SliderFloat2()\n// - SliderFloat3()\n// - SliderFloat4()\n// - SliderAngle()\n// - SliderInt()\n// - SliderInt2()\n// - SliderInt3()\n// - SliderInt4()\n// - VSliderScalar()\n// - VSliderFloat()\n// - VSliderInt()\n//-------------------------------------------------------------------------\n\n// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT)\ntemplate<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>\nfloat ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize)\n{\n    if (v_min == v_max)\n        return 0.0f;\n    IM_UNUSED(data_type);\n\n    const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min);\n    if (is_logarithmic)\n    {\n        bool flipped = v_max < v_min;\n\n        if (flipped) // Handle the case where the range is backwards\n            ImSwap(v_min, v_max);\n\n        // Fudge min/max to avoid getting close to log(0)\n        FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min;\n        FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max;\n\n        // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)\n        if ((v_min == 0.0f) && (v_max < 0.0f))\n            v_min_fudged = -logarithmic_zero_epsilon;\n        else if ((v_max == 0.0f) && (v_min < 0.0f))\n            v_max_fudged = -logarithmic_zero_epsilon;\n\n        float result;\n\n        if (v_clamped <= v_min_fudged)\n            result = 0.0f; // Workaround for values that are in-range but below our fudge\n        else if (v_clamped >= v_max_fudged)\n            result = 1.0f; // Workaround for values that are in-range but above our fudge\n        else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions\n        {\n            float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space.  There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine)\n            float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize;\n            float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize;\n            if (v == 0.0f)\n                result = zero_point_center; // Special case for exactly zero\n            else if (v < 0.0f)\n                result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L;\n            else\n                result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R));\n        }\n        else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider\n            result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged));\n        else\n            result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged));\n\n        return flipped ? (1.0f - result) : result;\n    }\n\n    // Linear slider\n    return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min));\n}\n\n// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT)\ntemplate<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>\nTYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize)\n{\n    if (v_min == v_max)\n        return (TYPE)0.0f;\n    const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);\n\n    TYPE result;\n    if (is_logarithmic)\n    {\n        // We special-case the extents because otherwise our fudging can lead to \"mathematically correct\" but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value\n        if (t <= 0.0f)\n            result = v_min;\n        else if (t >= 1.0f)\n            result = v_max;\n        else\n        {\n            bool flipped = v_max < v_min; // Check if range is \"backwards\"\n\n            // Fudge min/max to avoid getting silly results close to zero\n            FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min;\n            FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max;\n\n            if (flipped)\n                ImSwap(v_min_fudged, v_max_fudged);\n\n            // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)\n            if ((v_max == 0.0f) && (v_min < 0.0f))\n                v_max_fudged = -logarithmic_zero_epsilon;\n\n            float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range\n\n            if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts\n            {\n                float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space\n                float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize;\n                float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize;\n                if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R)\n                    result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise)\n                else if (t_with_flip < zero_point_center)\n                    result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L))));\n                else\n                    result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R))));\n            }\n            else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider\n                result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip)));\n            else\n                result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip));\n        }\n    }\n    else\n    {\n        // Linear slider\n        if (is_decimal)\n        {\n            result = ImLerp(v_min, v_max, t);\n        }\n        else\n        {\n            // - For integer values we want the clicking position to match the grab box so we round above\n            //   This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property..\n            // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64\n            //   range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits.\n            if (t < 1.0)\n            {\n                FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t;\n                result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5)));\n            }\n            else\n            {\n                result = v_max;\n            }\n        }\n    }\n\n    return result;\n}\n\n// FIXME: Move more of the code into SliderBehavior()\ntemplate<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>\nbool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb)\n{\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n\n    const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;\n    const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);\n    const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) && is_decimal;\n\n    const float grab_padding = 2.0f;\n    const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f;\n    float grab_sz = style.GrabMinSize;\n    SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max);\n    if (!is_decimal && v_range >= 0)                                             // v_range < 0 may happen on integer overflows\n        grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize);  // For integer sliders: if possible have the grab size represent 1 unit\n    grab_sz = ImMin(grab_sz, slider_sz);\n    const float slider_usable_sz = slider_sz - grab_sz;\n    const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f;\n    const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f;\n\n    float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true\n    float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true\n    if (is_logarithmic)\n    {\n        // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.\n        const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 1;\n        logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);\n        zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f);\n    }\n\n    // Process interacting with 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.ActiveIdSource == ImGuiInputSource_Mouse)\n        {\n            if (!g.IO.MouseDown[0])\n            {\n                ClearActiveID();\n            }\n            else\n            {\n                const float mouse_abs_pos = g.IO.MousePos[axis];\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 (axis == ImGuiAxis_Y)\n                    clicked_t = 1.0f - clicked_t;\n                set_new_value = true;\n            }\n        }\n        else if (g.ActiveIdSource == ImGuiInputSource_Nav)\n        {\n            if (g.ActiveIdIsJustActivated)\n            {\n                g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation\n                g.SliderCurrentAccumDirty = false;\n            }\n\n            const ImVec2 input_delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f);\n            float input_delta = (axis == ImGuiAxis_X) ? input_delta2.x : -input_delta2.y;\n            if (input_delta != 0.0f)\n            {\n                const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0;\n                if (decimal_precision > 0)\n                {\n                    input_delta /= 100.0f;    // Gamepad/keyboard tweak speeds in % of slider bounds\n                    if (IsNavInputDown(ImGuiNavInput_TweakSlow))\n                        input_delta /= 10.0f;\n                }\n                else\n                {\n                    if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow))\n                        input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps\n                    else\n                        input_delta /= 100.0f;\n                }\n                if (IsNavInputDown(ImGuiNavInput_TweakFast))\n                    input_delta *= 10.0f;\n\n                g.SliderCurrentAccum += input_delta;\n                g.SliderCurrentAccumDirty = true;\n            }\n\n            float delta = g.SliderCurrentAccum;\n            if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)\n            {\n                ClearActiveID();\n            }\n            else if (g.SliderCurrentAccumDirty)\n            {\n                clicked_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n\n                if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits\n                {\n                    set_new_value = false;\n                    g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate\n                }\n                else\n                {\n                    set_new_value = true;\n                    float old_clicked_t = clicked_t;\n                    clicked_t = ImSaturate(clicked_t + delta);\n\n                    // Calculate what our \"new\" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator\n                    TYPE v_new = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n                    if (!(flags & ImGuiSliderFlags_NoRoundToFormat))\n                        v_new = RoundScalarWithFormatT<TYPE, SIGNEDTYPE>(format, data_type, v_new);\n                    float new_clicked_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n\n                    if (delta > 0)\n                        g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta);\n                    else\n                        g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta);\n                }\n\n                g.SliderCurrentAccumDirty = false;\n            }\n        }\n\n        if (set_new_value)\n        {\n            TYPE v_new = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n\n            // Round to user desired precision based on format string\n            if (!(flags & ImGuiSliderFlags_NoRoundToFormat))\n                v_new = RoundScalarWithFormatT<TYPE, SIGNEDTYPE>(format, data_type, v_new);\n\n            // Apply result\n            if (*v != v_new)\n            {\n                *v = v_new;\n                value_changed = true;\n            }\n        }\n    }\n\n    if (slider_sz < 1.0f)\n    {\n        *out_grab_bb = ImRect(bb.Min, bb.Min);\n    }\n    else\n    {\n        // Output grab position so it can be displayed by the caller\n        float grab_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n        if (axis == ImGuiAxis_Y)\n            grab_t = 1.0f - grab_t;\n        const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);\n        if (axis == ImGuiAxis_X)\n            *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding);\n        else\n            *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f);\n    }\n\n    return value_changed;\n}\n\n// For 32-bit and larger types, slider bounds are limited to half the natural type range.\n// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok.\n// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders.\nbool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb)\n{\n    // Read imgui.cpp \"API BREAKING CHANGES\" section for 1.78 if you hit this assert.\n    IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && \"Invalid ImGuiSliderFlags flag!  Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.\");\n\n    ImGuiContext& g = *GImGui;\n    if ((g.CurrentWindow->DC.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))\n        return false;\n\n    switch (data_type)\n    {\n    case ImGuiDataType_S8:  { ImS32 v32 = (ImS32)*(ImS8*)p_v;  bool r = SliderBehaviorT<ImS32, ImS32, float>(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min,  *(const ImS8*)p_max,  format, flags, out_grab_bb); if (r) *(ImS8*)p_v  = (ImS8)v32;  return r; }\n    case ImGuiDataType_U8:  { ImU32 v32 = (ImU32)*(ImU8*)p_v;  bool r = SliderBehaviorT<ImU32, ImS32, float>(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min,  *(const ImU8*)p_max,  format, flags, out_grab_bb); if (r) *(ImU8*)p_v  = (ImU8)v32;  return r; }\n    case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT<ImS32, ImS32, float>(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; }\n    case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT<ImU32, ImS32, float>(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; }\n    case ImGuiDataType_S32:\n        IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2);\n        return SliderBehaviorT<ImS32, ImS32, float >(bb, id, data_type, (ImS32*)p_v,  *(const ImS32*)p_min,  *(const ImS32*)p_max,  format, flags, out_grab_bb);\n    case ImGuiDataType_U32:\n        IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2);\n        return SliderBehaviorT<ImU32, ImS32, float >(bb, id, data_type, (ImU32*)p_v,  *(const ImU32*)p_min,  *(const ImU32*)p_max,  format, flags, out_grab_bb);\n    case ImGuiDataType_S64:\n        IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2);\n        return SliderBehaviorT<ImS64, ImS64, double>(bb, id, data_type, (ImS64*)p_v,  *(const ImS64*)p_min,  *(const ImS64*)p_max,  format, flags, out_grab_bb);\n    case ImGuiDataType_U64:\n        IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2);\n        return SliderBehaviorT<ImU64, ImS64, double>(bb, id, data_type, (ImU64*)p_v,  *(const ImU64*)p_min,  *(const ImU64*)p_max,  format, flags, out_grab_bb);\n    case ImGuiDataType_Float:\n        IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f);\n        return SliderBehaviorT<float, float, float >(bb, id, data_type, (float*)p_v,  *(const float*)p_min,  *(const float*)p_max,  format, flags, out_grab_bb);\n    case ImGuiDataType_Double:\n        IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f);\n        return SliderBehaviorT<double, double, double>(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb);\n    case ImGuiDataType_COUNT: break;\n    }\n    IM_ASSERT(0);\n    return false;\n}\n\n// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required.\n// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.\nbool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags 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 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    ItemSize(total_bb, style.FramePadding.y);\n    if (!ItemAdd(total_bb, id, &frame_bb))\n        return false;\n\n    // Default format string when passing NULL\n    if (format == NULL)\n        format = DataTypeGetInfo(data_type)->PrintFmt;\n    else if (data_type == ImGuiDataType_S32 && strcmp(format, \"%d\") != 0) // (FIXME-LEGACY: Patch old \"%.0f\" format string to use \"%d\", read function more details.)\n        format = PatchFormatStringFloatToInt(format);\n\n    // Tabbing or CTRL-clicking on Slider turns it into an input box\n    const bool hovered = ItemHoverable(frame_bb, id);\n    const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;\n    bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);\n    if (!temp_input_is_active)\n    {\n        const bool focus_requested = temp_input_allowed && FocusableItemRegister(window, id);\n        const bool clicked = (hovered && g.IO.MouseClicked[0]);\n        if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id)\n        {\n            SetActiveID(id, window);\n            SetFocusID(id, window);\n            FocusWindow(window);\n            g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);\n            if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id))\n            {\n                temp_input_is_active = true;\n                FocusableItemUnregister(window);\n            }\n        }\n    }\n\n    if (temp_input_is_active)\n    {\n        // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set\n        const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0;\n        return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL);\n    }\n\n    // Draw frame\n    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);\n    RenderNavHighlight(frame_bb, id);\n    RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding);\n\n    // Slider behavior\n    ImRect grab_bb;\n    const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb);\n    if (value_changed)\n        MarkItemEdited(id);\n\n    // Render grab\n    if (grab_bb.Max.x > grab_bb.Min.x)\n        window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);\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 + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);\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    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);\n    return value_changed;\n}\n\n// Add multiple sliders on 1 line for compact edition of multiple components\nbool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags 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, CalcItemWidth());\n    size_t type_size = GDataTypeInfo[data_type].Size;\n    for (int i = 0; i < components; i++)\n    {\n        PushID(i);\n        if (i > 0)\n            SameLine(0, g.Style.ItemInnerSpacing.x);\n        value_changed |= SliderScalar(\"\", data_type, v, v_min, v_max, format, flags);\n        PopID();\n        PopItemWidth();\n        v = (void*)((char*)v + type_size);\n    }\n    PopID();\n\n    const char* label_end = FindRenderedTextEnd(label);\n    if (label != label_end)\n    {\n        SameLine(0, g.Style.ItemInnerSpacing.x);\n        TextEx(label, label_end);\n    }\n\n    EndGroup();\n    return value_changed;\n}\n\nbool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags)\n{\n    if (format == NULL)\n        format = \"%.0f deg\";\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, format, flags);\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* format, ImGuiSliderFlags flags)\n{\n    return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags 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\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    // Default format string when passing NULL\n    if (format == NULL)\n        format = DataTypeGetInfo(data_type)->PrintFmt;\n    else if (data_type == ImGuiDataType_S32 && strcmp(format, \"%d\") != 0) // (FIXME-LEGACY: Patch old \"%.0f\" format string to use \"%d\", read function more details.)\n        format = PatchFormatStringFloatToInt(format);\n\n    const bool hovered = ItemHoverable(frame_bb, id);\n    if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id)\n    {\n        SetActiveID(id, window);\n        SetFocusID(id, window);\n        FocusWindow(window);\n        g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);\n    }\n\n    // Draw frame\n    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);\n    RenderNavHighlight(frame_bb, id);\n    RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding);\n\n    // Slider behavior\n    ImRect grab_bb;\n    const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb);\n    if (value_changed)\n        MarkItemEdited(id);\n\n    // Render grab\n    if (grab_bb.Max.y > grab_bb.Min.y)\n        window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);\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    const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);\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::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags);\n}\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n\n// Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details.\nbool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power)\n{\n    ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None;\n    if (power != 1.0f)\n    {\n        IM_ASSERT(power == 1.0f && \"Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!\");\n        slider_flags |= ImGuiSliderFlags_Logarithmic;   // Fallback for non-asserting paths\n    }\n    return SliderScalar(label, data_type, p_data, p_min, p_max, format, slider_flags);\n}\n\nbool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power)\n{\n    ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None;\n    if (power != 1.0f)\n    {\n        IM_ASSERT(power == 1.0f && \"Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!\");\n        slider_flags |= ImGuiSliderFlags_Logarithmic;   // Fallback for non-asserting paths\n    }\n    return SliderScalarN(label, data_type, v, components, v_min, v_max, format, slider_flags);\n}\n\n#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.\n//-------------------------------------------------------------------------\n// - ImParseFormatFindStart() [Internal]\n// - ImParseFormatFindEnd() [Internal]\n// - ImParseFormatTrimDecorations() [Internal]\n// - ImParseFormatPrecision() [Internal]\n// - TempInputTextScalar() [Internal]\n// - InputScalar()\n// - InputScalarN()\n// - InputFloat()\n// - InputFloat2()\n// - InputFloat3()\n// - InputFloat4()\n// - InputInt()\n// - InputInt2()\n// - InputInt3()\n// - InputInt4()\n// - InputDouble()\n//-------------------------------------------------------------------------\n\n// We don't use strchr() because our strings are usually very short and often start with '%'\nconst char* ImParseFormatFindStart(const char* fmt)\n{\n    while (char c = fmt[0])\n    {\n        if (c == '%' && fmt[1] != '%')\n            return fmt;\n        else if (c == '%')\n            fmt++;\n        fmt++;\n    }\n    return fmt;\n}\n\nconst char* ImParseFormatFindEnd(const char* fmt)\n{\n    // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format.\n    if (fmt[0] != '%')\n        return fmt;\n    const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A'));\n    const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a'));\n    for (char c; (c = *fmt) != 0; fmt++)\n    {\n        if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0)\n            return fmt + 1;\n        if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0)\n            return fmt + 1;\n    }\n    return fmt;\n}\n\n// Extract the format out of a format string with leading or trailing decorations\n//  fmt = \"blah blah\"  -> return fmt\n//  fmt = \"%.3f\"       -> return fmt\n//  fmt = \"hello %.3f\" -> return fmt + 6\n//  fmt = \"%.3f hello\" -> return buf written with \"%.3f\"\nconst char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size)\n{\n    const char* fmt_start = ImParseFormatFindStart(fmt);\n    if (fmt_start[0] != '%')\n        return fmt;\n    const char* fmt_end = ImParseFormatFindEnd(fmt_start);\n    if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data.\n        return fmt_start;\n    ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size));\n    return buf;\n}\n\n// Parse display precision back from the display format string\n// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed.\nint ImParseFormatPrecision(const char* fmt, int default_precision)\n{\n    fmt = ImParseFormatFindStart(fmt);\n    if (fmt[0] != '%')\n        return default_precision;\n    fmt++;\n    while (*fmt >= '0' && *fmt <= '9')\n        fmt++;\n    int precision = INT_MAX;\n    if (*fmt == '.')\n    {\n        fmt = ImAtoi<int>(fmt + 1, &precision);\n        if (precision < 0 || precision > 99)\n            precision = default_precision;\n    }\n    if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation\n        precision = -1;\n    if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX)\n        precision = -1;\n    return (precision == INT_MAX) ? default_precision : precision;\n}\n\n// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets)\n// FIXME: Facilitate using this in variety of other situations.\nbool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags)\n{\n    // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id.\n    // We clear ActiveID on the first frame to allow the InputText() taking it back.\n    ImGuiContext& g = *GImGui;\n    const bool init = (g.TempInputId != id);\n    if (init)\n        ClearActiveID();\n\n    g.CurrentWindow->DC.CursorPos = bb.Min;\n    bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags);\n    if (init)\n    {\n        // First frame we started displaying the InputText widget, we expect it to take the active id.\n        IM_ASSERT(g.ActiveId == id);\n        g.TempInputId = g.ActiveId;\n    }\n    return value_changed;\n}\n\n// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set!\n// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility.\n// However this may not be ideal for all uses, as some user code may break on out of bound values.\nbool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max)\n{\n    ImGuiContext& g = *GImGui;\n\n    char fmt_buf[32];\n    char data_buf[32];\n    format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf));\n    DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format);\n    ImStrTrimBlanks(data_buf);\n\n    ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited;\n    flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal);\n    bool value_changed = false;\n    if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags))\n    {\n        // Backup old value\n        size_t data_type_size = DataTypeGetInfo(data_type)->Size;\n        ImGuiDataTypeTempStorage data_backup;\n        memcpy(&data_backup, p_data, data_type_size);\n\n        // Apply new value (or operations) then clamp\n        DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, p_data, NULL);\n        if (p_clamp_min || p_clamp_max)\n        {\n            if (DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0)\n                ImSwap(p_clamp_min, p_clamp_max);\n            DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max);\n        }\n\n        // Only mark as edited if new value is different\n        value_changed = memcmp(&data_backup, p_data, data_type_size) != 0;\n        if (value_changed)\n            MarkItemEdited(id);\n    }\n    return value_changed;\n}\n\n// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional.\n// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.\nbool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    ImGuiStyle& style = g.Style;\n\n    if (format == NULL)\n        format = DataTypeGetInfo(data_type)->PrintFmt;\n\n    char buf[64];\n    DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format);\n\n    bool value_changed = false;\n    if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0)\n        flags |= ImGuiInputTextFlags_CharsDecimal;\n    flags |= ImGuiInputTextFlags_AutoSelectAll;\n    flags |= ImGuiInputTextFlags_NoMarkEdited;  // We call MarkItemEdited() ourselves by comparing the actual data rather than the string.\n\n    if (p_step != NULL)\n    {\n        const float button_size = GetFrameHeight();\n\n        BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive()\n        PushID(label);\n        SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2));\n        if (InputText(\"\", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + \"\" gives us the expected ID from outside point of view\n            value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format);\n\n        // Step buttons\n        const ImVec2 backup_frame_padding = style.FramePadding;\n        style.FramePadding.x = style.FramePadding.y;\n        ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups;\n        if (flags & ImGuiInputTextFlags_ReadOnly)\n            button_flags |= ImGuiButtonFlags_Disabled;\n        SameLine(0, style.ItemInnerSpacing.x);\n        if (ButtonEx(\"-\", ImVec2(button_size, button_size), button_flags))\n        {\n            DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step);\n            value_changed = true;\n        }\n        SameLine(0, style.ItemInnerSpacing.x);\n        if (ButtonEx(\"+\", ImVec2(button_size, button_size), button_flags))\n        {\n            DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step);\n            value_changed = true;\n        }\n\n        const char* label_end = FindRenderedTextEnd(label);\n        if (label != label_end)\n        {\n            SameLine(0, style.ItemInnerSpacing.x);\n            TextEx(label, label_end);\n        }\n        style.FramePadding = backup_frame_padding;\n\n        PopID();\n        EndGroup();\n    }\n    else\n    {\n        if (InputText(label, buf, IM_ARRAYSIZE(buf), flags))\n            value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format);\n    }\n    if (value_changed)\n        MarkItemEdited(window->DC.LastItemId);\n\n    return value_changed;\n}\n\nbool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags 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, CalcItemWidth());\n    size_t type_size = GDataTypeInfo[data_type].Size;\n    for (int i = 0; i < components; i++)\n    {\n        PushID(i);\n        if (i > 0)\n            SameLine(0, g.Style.ItemInnerSpacing.x);\n        value_changed |= InputScalar(\"\", data_type, p_data, p_step, p_step_fast, format, flags);\n        PopID();\n        PopItemWidth();\n        p_data = (void*)((char*)p_data + type_size);\n    }\n    PopID();\n\n    const char* label_end = FindRenderedTextEnd(label);\n    if (label != label_end)\n    {\n        SameLine(0.0f, g.Style.ItemInnerSpacing.x);\n        TextEx(label, label_end);\n    }\n\n    EndGroup();\n    return value_changed;\n}\n\nbool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags)\n{\n    flags |= ImGuiInputTextFlags_CharsScientific;\n    return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags);\n}\n\nbool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags)\n{\n    return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags);\n}\n\nbool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags)\n{\n    return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags);\n}\n\nbool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags)\n{\n    return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags);\n}\n\nbool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags 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* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? \"%08X\" : \"%d\";\n    return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags);\n}\n\nbool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags)\n{\n    return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, \"%d\", flags);\n}\n\nbool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags)\n{\n    return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, \"%d\", flags);\n}\n\nbool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags)\n{\n    return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, \"%d\", flags);\n}\n\nbool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags)\n{\n    flags |= ImGuiInputTextFlags_CharsScientific;\n    return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags);\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint\n//-------------------------------------------------------------------------\n// - InputText()\n// - InputTextWithHint()\n// - InputTextMultiline()\n// - InputTextEx() [Internal]\n//-------------------------------------------------------------------------\n\nbool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)\n{\n    IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()\n    return InputTextEx(label, NULL, 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, ImGuiInputTextCallback callback, void* user_data)\n{\n    return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);\n}\n\nbool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)\n{\n    IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()\n    return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);\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    ImGuiContext& g = *GImGui;\n    ImFont* font = g.Font;\n    const float line_height = g.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((ImWchar)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 ImStb\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->TextW[idx]; }\nstatic float   STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx)  { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); }\nstatic int     STB_TEXTEDIT_KEYTOTEXT(int key)                                                    { return key >= 0x200000 ? 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->TextW.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 ImCharIsBlankW(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->TextW[idx - 1]) && !is_separator(obj->TextW[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->TextW[idx - 1]) && is_separator(obj->TextW[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->TextW.Data + pos;\n\n    // We maintain our buffer length in both UTF-8 and wchar formats\n    obj->Edited = true;\n    obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n);\n    obj->CurLenW -= n;\n\n    // Offset remaining text (FIXME-OPT: Use memmove)\n    const ImWchar* src = obj->TextW.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 bool is_resizable = (obj->UserFlags & ImGuiInputTextFlags_CallbackResize) != 0;\n    const int text_len = obj->CurLenW;\n    IM_ASSERT(pos <= text_len);\n\n    const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len);\n    if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA))\n        return false;\n\n    // Grow internal buffer if needed\n    if (new_text_len + text_len + 1 > obj->TextW.Size)\n    {\n        if (!is_resizable)\n            return false;\n        IM_ASSERT(text_len < obj->TextW.Size);\n        obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1);\n    }\n\n    ImWchar* text = obj->TextW.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->Edited = true;\n    obj->CurLenW += new_text_len;\n    obj->CurLenA += new_text_len_utf8;\n    obj->TextW[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         0x200000 // keyboard input to move cursor left\n#define STB_TEXTEDIT_K_RIGHT        0x200001 // keyboard input to move cursor right\n#define STB_TEXTEDIT_K_UP           0x200002 // keyboard input to move cursor up\n#define STB_TEXTEDIT_K_DOWN         0x200003 // keyboard input to move cursor down\n#define STB_TEXTEDIT_K_LINESTART    0x200004 // keyboard input to move cursor to start of line\n#define STB_TEXTEDIT_K_LINEEND      0x200005 // keyboard input to move cursor to end of line\n#define STB_TEXTEDIT_K_TEXTSTART    0x200006 // keyboard input to move cursor to start of text\n#define STB_TEXTEDIT_K_TEXTEND      0x200007 // keyboard input to move cursor to end of text\n#define STB_TEXTEDIT_K_DELETE       0x200008 // keyboard input to delete selection or character under cursor\n#define STB_TEXTEDIT_K_BACKSPACE    0x200009 // keyboard input to delete selection or character left of cursor\n#define STB_TEXTEDIT_K_UNDO         0x20000A // keyboard input to perform undo\n#define STB_TEXTEDIT_K_REDO         0x20000B // keyboard input to perform redo\n#define STB_TEXTEDIT_K_WORDLEFT     0x20000C // keyboard input to move cursor left one word\n#define STB_TEXTEDIT_K_WORDRIGHT    0x20000D // keyboard input to move cursor right one word\n#define STB_TEXTEDIT_K_PGUP         0x20000E // keyboard input to move cursor up a page\n#define STB_TEXTEDIT_K_PGDOWN       0x20000F // keyboard input to move cursor down a page\n#define STB_TEXTEDIT_K_SHIFT        0x400000\n\n#define STB_TEXTEDIT_IMPLEMENTATION\n#include \"imstb_textedit.h\"\n\n// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling\n// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?)\nstatic void stb_textedit_replace(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len)\n{\n    stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len);\n    ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW);\n    if (text_len <= 0)\n        return;\n    if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len))\n    {\n        state->cursor = text_len;\n        state->has_preferred_x = 0;\n        return;\n    }\n    IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace()\n}\n\n} // namespace ImStb\n\nvoid ImGuiInputTextState::OnKeyPressed(int key)\n{\n    stb_textedit_key(this, &Stb, key);\n    CursorFollow = true;\n    CursorAnimReset();\n}\n\nImGuiInputTextCallbackData::ImGuiInputTextCallbackData()\n{\n    memset(this, 0, sizeof(*this));\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 ImGuiInputTextCallbackData::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 >= pos + bytes_count)\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 ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end)\n{\n    const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0;\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 >= BufSize)\n    {\n        if (!is_resizable)\n            return;\n\n        // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!)\n        ImGuiContext& g = *GImGui;\n        ImGuiInputTextState* edit_state = &g.InputTextState;\n        IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID);\n        IM_ASSERT(Buf == edit_state->TextA.Data);\n        int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1;\n        edit_state->TextA.reserve(new_buf_size + 1);\n        Buf = edit_state->TextA.Data;\n        BufSize = edit_state->BufCapacityA = new_buf_size;\n    }\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, ImGuiInputTextCallback callback, void* user_data)\n{\n    unsigned int c = *p_char;\n\n    // Filter non-printable (NB: isprint is unreliable! see #2467)\n    if (c < 0x20)\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    // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817)\n    if (c == 127)\n        return false;\n\n    // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME)\n    if (c >= 0xE000 && c <= 0xF8FF)\n        return false;\n\n    // Filter Unicode ranges we are not handling in this build.\n    if (c > IM_UNICODE_CODEPOINT_MAX)\n        return false;\n\n    // Generic named filters\n    if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific))\n    {\n        // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, \"de_DE.UTF-8\");' which affect the output/input of printf/scanf.\n        // The standard mandate that programs starts in the \"C\" locale where the decimal point is '.'.\n        // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point.\n        // Change the default decimal_point with:\n        //   ImGui::GetCurrentContext()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point;\n        ImGuiContext& g = *GImGui;\n        const unsigned c_decimal_point = (unsigned int)g.PlatformLocaleDecimalPoint;\n\n        // Allow 0-9 . - + * /\n        if (flags & ImGuiInputTextFlags_CharsDecimal)\n            if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/'))\n                return false;\n\n        // Allow 0-9 . - + * / e E\n        if (flags & ImGuiInputTextFlags_CharsScientific)\n            if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E'))\n                return false;\n\n        // Allow 0-9 a-F A-F\n        if (flags & ImGuiInputTextFlags_CharsHexadecimal)\n            if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))\n                return false;\n\n        // Turn a-z into A-Z\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 (ImCharIsBlankW(c))\n                return false;\n    }\n\n    // Custom callback filter\n    if (flags & ImGuiInputTextFlags_CallbackCharFilter)\n    {\n        ImGuiInputTextCallbackData callback_data;\n        memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData));\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// - buf_size account for the zero-terminator, so a buf_size of 6 can hold \"Hello\" but not \"Hello!\".\n//   This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match\n//   Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator.\n// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect.\n// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h\n// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are\n//  doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188)\nbool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    IM_ASSERT(buf != NULL && buf_size >= 0);\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    ImGuiIO& io = g.IO;\n    const ImGuiStyle& style = g.Style;\n\n    const bool RENDER_SELECTION_WHEN_INACTIVE = false;\n    const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;\n    const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0;\n    const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;\n    const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0;\n    const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0;\n    if (is_resizable)\n        IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag!\n\n    if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope,\n        BeginGroup();\n    const ImGuiID id = window->GetID(label);\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n    const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line\n    const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y);\n\n    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);\n    const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size);\n\n    ImGuiWindow* draw_window = window;\n    ImVec2 inner_size = frame_size;\n    if (is_multiline)\n    {\n        if (!ItemAdd(total_bb, id, &frame_bb))\n        {\n            ItemSize(total_bb, style.FramePadding.y);\n            EndGroup();\n            return false;\n        }\n\n        // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug.\n        PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);\n        PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);\n        PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);\n        PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);\n        bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding);\n        PopStyleVar(3);\n        PopStyleColor();\n        if (!child_visible)\n        {\n            EndChild();\n            EndGroup();\n            return false;\n        }\n        draw_window = g.CurrentWindow; // Child window\n        draw_window->DC.NavLayerActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can \"enter\" into it.\n        inner_size.x -= draw_window->ScrollbarSizes.x;\n    }\n    else\n    {\n        ItemSize(total_bb, style.FramePadding.y);\n        if (!ItemAdd(total_bb, id, &frame_bb))\n            return false;\n    }\n    const bool hovered = ItemHoverable(frame_bb, id);\n    if (hovered)\n        g.MouseCursor = ImGuiMouseCursor_TextInput;\n\n    // We are only allowed to access the state if we are already the active widget.\n    ImGuiInputTextState* state = GetInputTextState(id);\n\n    const bool focus_requested = FocusableItemRegister(window, id);\n    const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterRegular == window->DC.FocusCounterRegular);\n    const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;\n\n    const bool user_clicked = hovered && io.MouseClicked[0];\n    const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard));\n    const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);\n    const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);\n\n    bool clear_active_id = false;\n    bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline);\n\n    float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX;\n\n    const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline);\n    const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start);\n    const bool init_state = (init_make_active || user_scroll_active);\n    if ((init_state && g.ActiveId != id) || init_changed_specs)\n    {\n        // Access state even if we don't own it yet.\n        state = &g.InputTextState;\n        state->CursorAnimReset();\n\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 buf_len = (int)strlen(buf);\n        state->InitialTextA.resize(buf_len + 1);    // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.\n        memcpy(state->InitialTextA.Data, buf, buf_len + 1);\n\n        // Start edition\n        const char* buf_end = NULL;\n        state->TextW.resize(buf_size + 1);          // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string.\n        state->TextA.resize(0);\n        state->TextAIsValid = false;                // TextA is not valid yet (we will display buf until then)\n        state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end);\n        state->CurLenA = (int)(buf_end - buf);      // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.\n\n        // Preserve cursor position and undo/redo stack if we come back to same widget\n        // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed.\n        const bool recycle_state = (state->ID == id && !init_changed_specs);\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            state->CursorClamp();\n        }\n        else\n        {\n            state->ID = id;\n            state->ScrollX = 0.0f;\n            stb_textedit_initialize_state(&state->Stb, !is_multiline);\n            if (!is_multiline && focus_requested_by_code)\n                select_all = true;\n        }\n        if (flags & ImGuiInputTextFlags_AlwaysInsertMode)\n            state->Stb.insert_mode = 1;\n        if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl)))\n            select_all = true;\n    }\n\n    if (g.ActiveId != id && init_make_active)\n    {\n        IM_ASSERT(state && state->ID == id);\n        SetActiveID(id, window);\n        SetFocusID(id, window);\n        FocusWindow(window);\n\n        // Declare our inputs\n        IM_ASSERT(ImGuiNavInput_COUNT < 32);\n        g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);\n        if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory))\n            g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);\n        g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);\n        g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Home) | ((ImU64)1 << ImGuiKey_End);\n        if (is_multiline)\n            g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_PageUp) | ((ImU64)1 << ImGuiKey_PageDown);\n        if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput))  // Disable keyboard tabbing out as we will use the \\t character.\n            g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Tab);\n    }\n\n    // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)\n    if (g.ActiveId == id && state == NULL)\n        ClearActiveID();\n\n    // Release focus when we click outside\n    if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560\n        clear_active_id = true;\n\n    // Lock the decision of whether we are going to take the path displaying the cursor or selection\n    const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active);\n    bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);\n    bool value_changed = false;\n    bool enter_pressed = false;\n\n    // When read-only we always use the live data passed to the function\n    // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :(\n    if (is_readonly && state != NULL && (render_cursor || render_selection))\n    {\n        const char* buf_end = NULL;\n        state->TextW.resize(buf_size + 1);\n        state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end);\n        state->CurLenA = (int)(buf_end - buf);\n        state->CursorClamp();\n        render_selection &= state->HasSelection();\n    }\n\n    // Select the buffer to render.\n    const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid;\n    const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0);\n\n    // Password pushes a temporary font with only a fallback glyph\n    if (is_password && !is_displaying_hint)\n    {\n        const ImFontGlyph* 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->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->FallbackAdvanceX = glyph->AdvanceX;\n        IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty());\n        PushFont(password_font);\n    }\n\n    // Process mouse inputs and character inputs\n    int backup_current_text_length = 0;\n    if (g.ActiveId == id)\n    {\n        IM_ASSERT(state != NULL);\n        backup_current_text_length = state->CurLenA;\n        state->Edited = false;\n        state->BufCapacityA = buf_size;\n        state->UserFlags = flags;\n        state->UserCallback = callback;\n        state->UserCallbackData = callback_user_data;\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        g.WantTextInputNextFrame = 1;\n\n        // Edit in progress\n        const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + 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 is_osx = io.ConfigMacOSXBehaviors;\n        if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0]))\n        {\n            state->SelectAll();\n            state->SelectedAllMouseLock = true;\n        }\n        else if (hovered && is_osx && io.MouseDoubleClicked[0])\n        {\n            // Double-click select a word only, OS X style (by simulating keystrokes)\n            state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);\n            state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);\n        }\n        else if (io.MouseClicked[0] && !state->SelectedAllMouseLock)\n        {\n            if (hovered)\n            {\n                stb_textedit_click(state, &state->Stb, mouse_x, mouse_y);\n                state->CursorAnimReset();\n            }\n        }\n        else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f))\n        {\n            stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y);\n            state->CursorAnimReset();\n            state->CursorFollow = true;\n        }\n        if (state->SelectedAllMouseLock && !io.MouseDown[0])\n            state->SelectedAllMouseLock = false;\n\n        // It is ill-defined whether the backend needs to send a \\t character when pressing the TAB keys.\n        // Win32 and GLFW naturally do it but not SDL.\n        const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);\n        if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly)\n            if (!io.InputQueueCharacters.contains('\\t'))\n            {\n                unsigned int c = '\\t'; // Insert TAB\n                if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))\n                    state->OnKeyPressed((int)c);\n            }\n\n        // Process regular 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 ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.\n        if (io.InputQueueCharacters.Size > 0)\n        {\n            if (!ignore_char_inputs && !is_readonly && !user_nav_input_start)\n                for (int n = 0; n < io.InputQueueCharacters.Size; n++)\n                {\n                    // Insert character if they pass filtering\n                    unsigned int c = (unsigned int)io.InputQueueCharacters[n];\n                    if (c == '\\t' && io.KeyShift)\n                        continue;\n                    if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))\n                        state->OnKeyPressed((int)c);\n                }\n\n            // Consume characters\n            io.InputQueueCharacters.resize(0);\n        }\n    }\n\n    // Process other shortcuts/key-presses\n    bool cancel_edit = false;\n    if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id)\n    {\n        IM_ASSERT(state != NULL);\n        IM_ASSERT(io.KeyMods == GetMergedKeyModFlags() && \"Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods\"); // We rarely do this check, but if anything let's do it here.\n\n        const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1);\n        state->Stb.row_count_per_page = row_count_per_page;\n\n        const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);\n        const bool is_osx = io.ConfigMacOSXBehaviors;\n        const bool is_osx_shift_shortcut = is_osx && (io.KeyMods == (ImGuiKeyModFlags_Super | ImGuiKeyModFlags_Shift));\n        const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl;                     // OS X style: Text editing cursor movement using Alt instead of Ctrl\n        const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt;  // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End\n        const bool is_ctrl_key_only = (io.KeyMods == ImGuiKeyModFlags_Ctrl);\n        const bool is_shift_key_only = (io.KeyMods == ImGuiKeyModFlags_Shift);\n        const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiKeyModFlags_Super) : (io.KeyMods == ImGuiKeyModFlags_Ctrl);\n\n        const bool is_cut   = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());\n        const bool is_copy  = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only  && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection());\n        const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_readonly;\n        const bool is_undo  = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && !is_readonly && is_undoable);\n        const bool is_redo  = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable;\n\n        if (IsKeyPressedMap(ImGuiKey_LeftArrow))                        { 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))                  { 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) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else 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) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); }\n        else if (IsKeyPressedMap(ImGuiKey_PageUp) && is_multiline)      { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; }\n        else if (IsKeyPressedMap(ImGuiKey_PageDown) && is_multiline)    { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; }\n        else if (IsKeyPressedMap(ImGuiKey_Home))                        { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }\n        else if (IsKeyPressedMap(ImGuiKey_End))                         { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }\n        else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly)      { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }\n        else if (IsKeyPressedMap(ImGuiKey_Backspace) && !is_readonly)\n        {\n            if (!state->HasSelection())\n            {\n                if (is_wordmove_key_down)\n                    state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT);\n                else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl)\n                    state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT);\n            }\n            state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);\n        }\n        else if (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter))\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                enter_pressed = clear_active_id = true;\n            }\n            else if (!is_readonly)\n            {\n                unsigned int c = '\\n'; // Insert new line\n                if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))\n                    state->OnKeyPressed((int)c);\n            }\n        }\n        else if (IsKeyPressedMap(ImGuiKey_Escape))\n        {\n            clear_active_id = cancel_edit = true;\n        }\n        else if (is_undo || is_redo)\n        {\n            state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO);\n            state->ClearSelection();\n        }\n        else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A))\n        {\n            state->SelectAll();\n            state->CursorFollow = true;\n        }\n        else if (is_cut || is_copy)\n        {\n            // Cut, Copy\n            if (io.SetClipboardTextFn)\n            {\n                const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0;\n                const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW;\n                const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1;\n                char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char));\n                ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie);\n                SetClipboardText(clipboard_data);\n                MemFree(clipboard_data);\n            }\n            if (is_cut)\n            {\n                if (!state->HasSelection())\n                    state->SelectAll();\n                state->CursorFollow = true;\n                stb_textedit_cut(state, &state->Stb);\n            }\n        }\n        else if (is_paste)\n        {\n            if (const char* clipboard = GetClipboardText())\n            {\n                // Filter pasted buffer\n                const int clipboard_len = (int)strlen(clipboard);\n                ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((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 (!InputTextFilterCharacter(&c, flags, callback, 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(state, &state->Stb, clipboard_filtered, clipboard_filtered_len);\n                    state->CursorFollow = true;\n                }\n                MemFree(clipboard_filtered);\n            }\n        }\n\n        // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame.\n        render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);\n    }\n\n    // Process callbacks and apply result back to user's buffer.\n    if (g.ActiveId == id)\n    {\n        IM_ASSERT(state != NULL);\n        const char* apply_new_text = NULL;\n        int apply_new_text_length = 0;\n        if (cancel_edit)\n        {\n            // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.\n            if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0)\n            {\n                // Push records into the undo stack so we can CTRL+Z the revert operation itself\n                apply_new_text = state->InitialTextA.Data;\n                apply_new_text_length = state->InitialTextA.Size - 1;\n                ImVector<ImWchar> w_text;\n                if (apply_new_text_length > 0)\n                {\n                    w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text + apply_new_text_length) + 1);\n                    ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text + apply_new_text_length);\n                }\n                stb_textedit_replace(state, &state->Stb, w_text.Data, (apply_new_text_length > 0) ? (w_text.Size - 1) : 0);\n            }\n        }\n\n        // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.\n        // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail.\n        // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize).\n        bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);\n        if (apply_edit_back_to_user_buffer)\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_readonly)\n            {\n                state->TextAIsValid = true;\n                state->TextA.resize(state->TextW.Size * 4 + 1);\n                ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL);\n            }\n\n            // User callback\n            if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | 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_CallbackEdit) && state->Edited)\n                {\n                    event_flag = ImGuiInputTextFlags_CallbackEdit;\n                }\n                else if (flags & ImGuiInputTextFlags_CallbackAlways)\n                {\n                    event_flag = ImGuiInputTextFlags_CallbackAlways;\n                }\n\n                if (event_flag)\n                {\n                    ImGuiInputTextCallbackData callback_data;\n                    memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData));\n                    callback_data.EventFlag = event_flag;\n                    callback_data.Flags = flags;\n                    callback_data.UserData = callback_user_data;\n\n                    callback_data.EventKey = event_key;\n                    callback_data.Buf = state->TextA.Data;\n                    callback_data.BufTextLen = state->CurLenA;\n                    callback_data.BufSize = state->BufCapacityA;\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 = state->TextW.Data;\n                    const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor);\n                    const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start);\n                    const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.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 == state->TextA.Data);  // Invalid to modify those fields\n                    IM_ASSERT(callback_data.BufSize == state->BufCapacityA);\n                    IM_ASSERT(callback_data.Flags == flags);\n                    const bool buf_dirty = callback_data.BufDirty;\n                    if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty)            { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; }\n                    if (callback_data.SelectionStart != utf8_selection_start || buf_dirty)  { state->Stb.select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb.cursor : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); }\n                    if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty)      { state->Stb.select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb.select_start : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); }\n                    if (buf_dirty)\n                    {\n                        IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!\n                        if (callback_data.BufTextLen > backup_current_text_length && is_resizable)\n                            state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length));\n                        state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL);\n                        state->CurLenA = callback_data.BufTextLen;  // Assume correct length and valid UTF-8 from user, saves us an extra strlen()\n                        state->CursorAnimReset();\n                    }\n                }\n            }\n\n            // Will copy result string if modified\n            if (!is_readonly && strcmp(state->TextA.Data, buf) != 0)\n            {\n                apply_new_text = state->TextA.Data;\n                apply_new_text_length = state->CurLenA;\n            }\n        }\n\n        // Copy result to user buffer\n        if (apply_new_text)\n        {\n            // We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size\n            // of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used\n            // without any storage on user's side.\n            IM_ASSERT(apply_new_text_length >= 0);\n            if (is_resizable)\n            {\n                ImGuiInputTextCallbackData callback_data;\n                callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize;\n                callback_data.Flags = flags;\n                callback_data.Buf = buf;\n                callback_data.BufTextLen = apply_new_text_length;\n                callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1);\n                callback_data.UserData = callback_user_data;\n                callback(&callback_data);\n                buf = callback_data.Buf;\n                buf_size = callback_data.BufSize;\n                apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1);\n                IM_ASSERT(apply_new_text_length <= buf_size);\n            }\n            //IMGUI_DEBUG_LOG(\"InputText(\\\"%s\\\"): apply_new_text length %d\\n\", label, apply_new_text_length);\n\n            // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size.\n            ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size));\n            value_changed = true;\n        }\n\n        // Clear temporary user storage\n        state->UserFlags = 0;\n        state->UserCallback = NULL;\n        state->UserCallbackData = NULL;\n    }\n\n    // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)\n    if (clear_active_id && g.ActiveId == id)\n        ClearActiveID();\n\n    // Render frame\n    if (!is_multiline)\n    {\n        RenderNavHighlight(frame_bb, id);\n        RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);\n    }\n\n    const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size\n    ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;\n    ImVec2 text_size(0.0f, 0.0f);\n\n    // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line\n    // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.\n    // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash.\n    const int buf_display_max_length = 2 * 1024 * 1024;\n    const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595\n    const char* buf_display_end = NULL; // We have specialized paths below for setting the length\n    if (is_displaying_hint)\n    {\n        buf_display = hint;\n        buf_display_end = hint + strlen(hint);\n    }\n\n    // Render text. We currently only render selection when the widget is active or while scrolling.\n    // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive.\n    if (render_cursor || render_selection)\n    {\n        IM_ASSERT(state != NULL);\n        if (!is_displaying_hint)\n            buf_display_end = buf_display + state->CurLenA;\n\n        // Render text (with cursor and selection)\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 = state->TextW.Data;\n        ImVec2 cursor_offset, select_start_offset;\n\n        {\n            // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions.\n            const ImWchar* searches_input_ptr[2] = { NULL, NULL };\n            int searches_result_line_no[2] = { -1000, -1000 };\n            int searches_remaining = 0;\n            if (render_cursor)\n            {\n                searches_input_ptr[0] = text_begin + state->Stb.cursor;\n                searches_result_line_no[0] = -1;\n                searches_remaining++;\n            }\n            if (render_selection)\n            {\n                searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end);\n                searches_result_line_no[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 = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\\n')) != NULL; s++)  // FIXME-OPT: Could use this when wchar_t are 16-bit\n            for (const ImWchar* s = text_begin; *s != 0; s++)\n                if (*s == '\\n')\n                {\n                    line_count++;\n                    if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; }\n                    if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; }\n                }\n            line_count++;\n            if (searches_result_line_no[0] == -1)\n                searches_result_line_no[0] = line_count;\n            if (searches_result_line_no[1] == -1)\n                searches_result_line_no[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_no[0] * g.FontSize;\n            if (searches_result_line_no[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_no[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(inner_size.x, line_count * g.FontSize);\n        }\n\n        // Scroll\n        if (render_cursor && state->CursorFollow)\n        {\n            // Horizontal scroll in chunks of quarter width\n            if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))\n            {\n                const float scroll_increment_x = inner_size.x * 0.25f;\n                if (cursor_offset.x < state->ScrollX)\n                    state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x));\n                else if (cursor_offset.x - inner_size.x >= state->ScrollX)\n                    state->ScrollX = IM_FLOOR(cursor_offset.x - inner_size.x + scroll_increment_x);\n            }\n            else\n            {\n                state->ScrollX = 0.0f;\n            }\n\n            // Vertical scroll\n            if (is_multiline)\n            {\n                // Test if cursor is vertically visible\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 - inner_size.y >= scroll_y)\n                    scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f;\n                const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f);\n                scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y);\n                draw_pos.y += (draw_window->Scroll.y - scroll_y);   // Manipulate cursor pos immediately avoid a frame of lag\n                draw_window->Scroll.y = scroll_y;\n            }\n\n            state->CursorFollow = false;\n        }\n\n        // Draw selection\n        const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f);\n        if (render_selection)\n        {\n            const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end);\n            const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end);\n\n            ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests.\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            ImVec2 rect_pos = draw_pos + select_start_offset - draw_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                    //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\\n', text_selected_end - p);  // FIXME-OPT: Could use this when wchar_t are 16-bit\n                    //p = p ? p + 1 : text_selected_end;\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 = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 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 = draw_pos.x - draw_scroll.x;\n                rect_pos.y += g.FontSize;\n            }\n        }\n\n        // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash.\n        if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)\n        {\n            ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text);\n            draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);\n        }\n\n        // Draw blinking cursor\n        if (render_cursor)\n        {\n            state->CursorAnim += io.DeltaTime;\n            bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f;\n            ImVec2 cursor_screen_pos = draw_pos + cursor_offset - draw_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_readonly)\n                g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);\n        }\n    }\n    else\n    {\n        // Render text only (no selection, no cursor)\n        if (is_multiline)\n            text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width\n        else if (!is_displaying_hint && g.ActiveId == id)\n            buf_display_end = buf_display + state->CurLenA;\n        else if (!is_displaying_hint)\n            buf_display_end = buf_display + strlen(buf_display);\n\n        if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)\n        {\n            ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text);\n            draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);\n        }\n    }\n\n    if (is_password && !is_displaying_hint)\n        PopFont();\n\n    if (is_multiline)\n    {\n        Dummy(text_size);\n        EndChild();\n        EndGroup();\n    }\n\n    // Log as text\n    if (g.LogEnabled && (!is_password || is_displaying_hint))\n        LogRenderedText(&draw_pos, buf_display, buf_display_end);\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 (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited))\n        MarkItemEdited(id);\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);\n    if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)\n        return enter_pressed;\n    else\n        return value_changed;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.\n//-------------------------------------------------------------------------\n// - ColorEdit3()\n// - ColorEdit4()\n// - ColorPicker3()\n// - RenderColorRectWithAlphaCheckerboard() [Internal]\n// - ColorPicker4()\n// - ColorButton()\n// - SetColorEditOptions()\n// - ColorTooltip() [Internal]\n// - ColorEditOptionsPopup() [Internal]\n// - ColorPickerOptionsPopup() [Internal]\n//-------------------------------------------------------------------------\n\nbool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags)\n{\n    return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha);\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 color 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 square_sz = GetFrameHeight();\n    const float w_full = CalcItemWidth();\n    const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x);\n    const float w_inputs = w_full - w_button;\n    const char* label_display_end = FindRenderedTextEnd(label);\n    g.NextItemData.ClearFlags();\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    const ImGuiColorEditFlags flags_untouched = flags;\n    if (flags & ImGuiColorEditFlags_NoInputs)\n        flags = (flags & (~ImGuiColorEditFlags__DisplayMask)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions;\n\n    // Context menu: display and modify options (before defaults are applied)\n    if (!(flags & ImGuiColorEditFlags_NoOptions))\n        ColorEditOptionsPopup(col, flags);\n\n    // Read stored options\n    if (!(flags & ImGuiColorEditFlags__DisplayMask))\n        flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DisplayMask);\n    if (!(flags & ImGuiColorEditFlags__DataTypeMask))\n        flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DataTypeMask);\n    if (!(flags & ImGuiColorEditFlags__PickerMask))\n        flags |= (g.ColorEditOptions & ImGuiColorEditFlags__PickerMask);\n    if (!(flags & ImGuiColorEditFlags__InputMask))\n        flags |= (g.ColorEditOptions & ImGuiColorEditFlags__InputMask);\n    flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask));\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask)); // Check that only 1 is selected\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask));   // Check that only 1 is selected\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\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_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB))\n        ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);\n    else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV))\n    {\n        // Hue is lost when converting from greyscale rgb (saturation=0). Restore it.\n        ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);\n        if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0)\n        {\n            if (f[1] == 0)\n                f[0] = g.ColorEditLastHue;\n            if (f[2] == 0)\n                f[1] = g.ColorEditLastSat;\n        }\n    }\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    const ImVec2 pos = window->DC.CursorPos;\n    const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f;\n    window->DC.CursorPos.x = pos.x + inputs_offset_x;\n\n    if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)\n    {\n        // RGB/HSV 0..255 Sliders\n        const float w_item_one  = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));\n        const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (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        static const char* ids[4] = { \"##X\", \"##Y\", \"##Z\", \"##W\" };\n        static const char* fmt_table_int[3][4] =\n        {\n            {   \"%3d\",   \"%3d\",   \"%3d\",   \"%3d\" }, // Short display\n            { \"R:%3d\", \"G:%3d\", \"B:%3d\", \"A:%3d\" }, // Long display for RGBA\n            { \"H:%3d\", \"S:%3d\", \"V:%3d\", \"A:%3d\" }  // Long display for HSVA\n        };\n        static 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_DisplayHSV) ? 2 : 1;\n\n        for (int n = 0; n < components; n++)\n        {\n            if (n > 0)\n                SameLine(0, style.ItemInnerSpacing.x);\n            SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last);\n\n            // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0.\n            if (flags & ImGuiColorEditFlags_Float)\n            {\n                value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]);\n                value_changed_as_float |= value_changed;\n            }\n            else\n            {\n                value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]);\n            }\n            if (!(flags & ImGuiColorEditFlags_NoOptions))\n                OpenPopupOnItemClick(\"context\");\n        }\n    }\n    else if ((flags & ImGuiColorEditFlags_DisplayHex) != 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        SetNextItemWidth(w_inputs);\n        if (InputText(\"##Text\", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase))\n        {\n            value_changed = true;\n            char* p = buf;\n            while (*p == '#' || ImCharIsBlankA(*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))\n            OpenPopupOnItemClick(\"context\");\n    }\n\n    ImGuiWindow* picker_active_window = NULL;\n    if (!(flags & ImGuiColorEditFlags_NoSmallPreview))\n    {\n        const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x;\n        window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y);\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))\n            OpenPopupOnItemClick(\"context\");\n\n        if (BeginPopup(\"picker\"))\n        {\n            picker_active_window = g.CurrentWindow;\n            if (label != label_display_end)\n            {\n                TextEx(label, label_display_end);\n                Spacing();\n            }\n            ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar;\n            ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf;\n            SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes?\n            value_changed |= ColorPicker4(\"##picker\", col, picker_flags, &g.ColorPickerRef.x);\n            EndPopup();\n        }\n    }\n\n    if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel))\n    {\n        const float text_offset_x = (flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x;\n        window->DC.CursorPos = ImVec2(pos.x + text_offset_x, pos.y + style.FramePadding.y);\n        TextEx(label, label_display_end);\n    }\n\n    // Convert back\n    if (value_changed && picker_active_window == NULL)\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_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB))\n        {\n            g.ColorEditLastHue = f[0];\n            g.ColorEditLastSat = f[1];\n            ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);\n            memcpy(g.ColorEditLastColor, f, sizeof(float) * 3);\n        }\n        if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV))\n            ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);\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    PopID();\n    EndGroup();\n\n    // Drag and Drop Target\n    // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test.\n    if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget())\n    {\n        bool accepted_drag_drop = false;\n        if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))\n        {\n            memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512\n            value_changed = accepted_drag_drop = true;\n        }\n        if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))\n        {\n            memcpy((float*)col, payload->Data, sizeof(float) * components);\n            value_changed = accepted_drag_drop = true;\n        }\n\n        // Drag-drop payloads are always RGB\n        if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV))\n            ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]);\n        EndDragDropTarget();\n    }\n\n    // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4().\n    if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window)\n        window->DC.LastItemId = g.ActiveId;\n\n    if (value_changed)\n        MarkItemEdited(window->DC.LastItemId);\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// Helper for ColorPicker4()\nstatic void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha)\n{\n    ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha);\n    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1,         pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8));\n    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x,             pos.y), half_sz,                              ImGuiDir_Right, IM_COL32(255,255,255,alpha8));\n    ImGui::RenderArrowPointingAt(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(0,0,0,alpha8));\n    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x,     pos.y), half_sz,                              ImGuiDir_Left,  IM_COL32(255,255,255,alpha8));\n}\n\n// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.\n// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.)\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..)\n// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0)\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    if (window->SkipItems)\n        return false;\n\n    ImDrawList* draw_list = window->DrawList;\n    ImGuiStyle& style = g.Style;\n    ImGuiIO& io = g.IO;\n\n    const float width = CalcItemWidth();\n    g.NextItemData.ClearFlags();\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(col, flags);\n\n    // Read stored options\n    if (!(flags & ImGuiColorEditFlags__PickerMask))\n        flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask;\n    if (!(flags & ImGuiColorEditFlags__InputMask))\n        flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__InputMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__InputMask;\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check that only 1 is selected\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask));  // Check that only 1 is selected\n    if (!(flags & ImGuiColorEditFlags_NoOptions))\n        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar);\n\n    // Setup\n    int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4;\n    bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha);\n    ImVec2 picker_pos = window->DC.CursorPos;\n    float square_sz = GetFrameHeight();\n    float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars\n    float sv_picker_size = ImMax(bars_width * 1, width - (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 = IM_FLOOR(bars_width * 0.20f);\n\n    float backup_initial_col[4];\n    memcpy(backup_initial_col, col, components * sizeof(float));\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 = col[0], S = col[1], V = col[2];\n    float R = col[0], G = col[1], B = col[2];\n    if (flags & ImGuiColorEditFlags_InputRGB)\n    {\n        // Hue is lost when converting from greyscale rgb (saturation=0). Restore it.\n        ColorConvertRGBtoHSV(R, G, B, H, S, V);\n        if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0)\n        {\n            if (S == 0)\n                H = g.ColorEditLastHue;\n            if (V == 0)\n                S = g.ColorEditLastSat;\n        }\n    }\n    else if (flags & ImGuiColorEditFlags_InputHSV)\n    {\n        ColorConvertHSVtoRGB(H, S, V, R, G, B);\n    }\n\n    bool value_changed = false, value_changed_h = false, value_changed_sv = false;\n\n    PushItemFlag(ImGuiItemFlags_NoNav, true);\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 = ImAtan2(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 = ImCos(-H * 2.0f * IM_PI);\n            float sin_hue_angle = ImSin(-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))\n            OpenPopupOnItemClick(\"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))\n            OpenPopupOnItemClick(\"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    PopItemFlag(); // ImGuiItemFlags_NoNav\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            TextEx(label, label_display_end);\n        }\n    }\n\n    if (!(flags & ImGuiColorEditFlags_NoSidePreview))\n    {\n        PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true);\n        ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);\n        if ((flags & ImGuiColorEditFlags_NoLabel))\n            Text(\"Current\");\n\n        ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip;\n        ColorButton(\"##current\", col_v4, (flags & sub_flags_to_forward), 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 & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)))\n            {\n                memcpy(col, ref_col, components * sizeof(float));\n                value_changed = true;\n            }\n        }\n        PopItemFlag();\n        EndGroup();\n    }\n\n    // Convert back color to RGB\n    if (value_changed_h || value_changed_sv)\n    {\n        if (flags & ImGuiColorEditFlags_InputRGB)\n        {\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            g.ColorEditLastHue = H;\n            g.ColorEditLastSat = S;\n            memcpy(g.ColorEditLastColor, col, sizeof(float) * 3);\n        }\n        else if (flags & ImGuiColorEditFlags_InputHSV)\n        {\n            col[0] = H;\n            col[1] = S;\n            col[2] = V;\n        }\n    }\n\n    // R,G,B and H,S,V slider color editor\n    bool value_changed_fix_hue_wrap = false;\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__InputMask | 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_DisplayRGB || (flags & ImGuiColorEditFlags__DisplayMask) == 0)\n            if (ColorEdit4(\"##rgb\", col, sub_flags | ImGuiColorEditFlags_DisplayRGB))\n            {\n                // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget.\n                // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050)\n                value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap);\n                value_changed = true;\n            }\n        if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags__DisplayMask) == 0)\n            value_changed |= ColorEdit4(\"##hsv\", col, sub_flags | ImGuiColorEditFlags_DisplayHSV);\n        if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags__DisplayMask) == 0)\n            value_changed |= ColorEdit4(\"##hex\", col, sub_flags | ImGuiColorEditFlags_DisplayHex);\n        PopItemWidth();\n    }\n\n    // Try to cancel hue wrap (after ColorEdit4 call), if any\n    if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB))\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    if (value_changed)\n    {\n        if (flags & ImGuiColorEditFlags_InputRGB)\n        {\n            R = col[0];\n            G = col[1];\n            B = col[2];\n            ColorConvertRGBtoHSV(R, G, B, H, S, V);\n            if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) // Fix local Hue as display below will use it immediately.\n            {\n                if (S == 0)\n                    H = g.ColorEditLastHue;\n                if (V == 0)\n                    S = g.ColorEditLastSat;\n            }\n        }\n        else if (flags & ImGuiColorEditFlags_InputHSV)\n        {\n            H = col[0];\n            S = col[1];\n            V = col[2];\n            ColorConvertHSVtoRGB(H, S, V, R, G, B);\n        }\n    }\n\n    const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha);\n    const ImU32 col_black = IM_COL32(0,0,0,style_alpha8);\n    const ImU32 col_white = IM_COL32(255,255,255,style_alpha8);\n    const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8);\n    const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) };\n\n    ImVec4 hue_color_f(1, 1, 1, style.Alpha); 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 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!!\n\n    ImVec2 sv_cursor_pos;\n\n    if (flags & ImGuiColorEditFlags_PickerHueWheel)\n    {\n        // Render Hue Wheel\n        const float aeps = 0.5f / 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            const int vert_start_idx = draw_list->VtxBuffer.Size;\n            draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc);\n            draw_list->PathStroke(col_white, false, wheel_thickness);\n            const int vert_end_idx = draw_list->VtxBuffer.Size;\n\n            // Paint colors over existing vertices\n            ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner);\n            ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner);\n            ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]);\n        }\n\n        // Render Cursor + preview on Hue Wheel\n        float cos_hue_angle = ImCos(H * 2.0f * IM_PI);\n        float sin_hue_angle = ImSin(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, col_midgrey, hue_cursor_segments);\n        draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_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 = GetFontTexUvWhitePixel();\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, col_white);\n        draw_list->PrimVtx(tra, uv_white, 0);\n        draw_list->PrimVtx(trb, uv_white, col_black);\n        draw_list->PrimVtx(trc, uv_white, 0);\n        draw_list->AddTriangle(tra, trb, trc, col_midgrey, 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), col_white, hue_color32, hue_color32, col_white);\n        draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black);\n        RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f);\n        sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S)     * sv_picker_size), 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(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), 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)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]);\n        float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size);\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, style.Alpha);\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, user_col32_striped_of_alpha, 12);\n    draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, 12);\n    draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_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(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));\n        draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK);\n        float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size);\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, style.Alpha);\n    }\n\n    EndGroup();\n\n    if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0)\n        value_changed = false;\n    if (value_changed)\n        MarkItemEdited(window->DC.LastItemId);\n\n    PopID();\n\n    return value_changed;\n}\n\n// A little color 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.\n// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set.\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 = GetFrameHeight();\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, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);\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_rgb = col;\n    if (flags & ImGuiColorEditFlags_InputHSV)\n        ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z);\n\n    ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.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    ImRect bb_inner = bb;\n    float off = 0.0f;\n    if ((flags & ImGuiColorEditFlags_NoBorder) == 0)\n    {\n        off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts.\n        bb_inner.Expand(off);\n    }\n    if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f)\n    {\n        float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f);\n        RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight);\n        window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft);\n    }\n    else\n    {\n        // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha\n        ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha;\n        if (col_source.w < 1.0f)\n            RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding);\n        else\n            window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding, ImDrawCornerFlags_All);\n    }\n    RenderNavHighlight(bb, id);\n    if ((flags & ImGuiColorEditFlags_NoBorder) == 0)\n    {\n        if (g.Style.FrameBorderSize > 0.0f)\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\n    // Drag and Drop Source\n    // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test.\n    if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource())\n    {\n        if (flags & ImGuiColorEditFlags_NoAlpha)\n            SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once);\n        else\n            SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once);\n        ColorButton(desc_id, col, flags);\n        SameLine();\n        TextEx(\"Color\");\n        EndDragDropSource();\n    }\n\n    // Tooltip\n    if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered)\n        ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf));\n\n    return pressed;\n}\n\n// Initialize/override default color options\nvoid ImGui::SetColorEditOptions(ImGuiColorEditFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    if ((flags & ImGuiColorEditFlags__DisplayMask) == 0)\n        flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DisplayMask;\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    if ((flags & ImGuiColorEditFlags__InputMask) == 0)\n        flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputMask;\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask));    // Check only 1 option is selected\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DataTypeMask));   // Check only 1 option is selected\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask));     // Check only 1 option is selected\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask));      // Check only 1 option is selected\n    g.ColorEditOptions = flags;\n}\n\n// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.\nvoid ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n\n    BeginTooltipEx(0, ImGuiTooltipFlags_OverridePreviousTooltip);\n    const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text;\n    if (text_end > text)\n    {\n        TextEx(text, text_end);\n        Separator();\n    }\n\n    ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2);\n    ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);\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    ColorButton(\"##preview\", cf, (flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz);\n    SameLine();\n    if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags__InputMask))\n    {\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    }\n    else if (flags & ImGuiColorEditFlags_InputHSV)\n    {\n        if (flags & ImGuiColorEditFlags_NoAlpha)\n            Text(\"H: %.3f, S: %.3f, V: %.3f\", col[0], col[1], col[2]);\n        else\n            Text(\"H: %.3f, S: %.3f, V: %.3f, A: %.3f\", col[0], col[1], col[2], col[3]);\n    }\n    EndTooltip();\n}\n\nvoid ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags)\n{\n    bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__DisplayMask);\n    bool allow_opt_datatype = !(flags & ImGuiColorEditFlags__DataTypeMask);\n    if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup(\"context\"))\n        return;\n    ImGuiContext& g = *GImGui;\n    ImGuiColorEditFlags opts = g.ColorEditOptions;\n    if (allow_opt_inputs)\n    {\n        if (RadioButton(\"RGB\", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayRGB;\n        if (RadioButton(\"HSV\", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayHSV;\n        if (RadioButton(\"Hex\", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayHex;\n    }\n    if (allow_opt_datatype)\n    {\n        if (allow_opt_inputs) Separator();\n        if (RadioButton(\"0..255\",     (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Uint8;\n        if (RadioButton(\"0.00..1.00\", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Float;\n    }\n\n    if (allow_opt_inputs || allow_opt_datatype)\n        Separator();\n    if (Button(\"Copy as..\", ImVec2(-1, 0)))\n        OpenPopup(\"Copy\");\n    if (BeginPopup(\"Copy\"))\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        char buf[64];\n        ImFormatString(buf, IM_ARRAYSIZE(buf), \"(%.3ff, %.3ff, %.3ff, %.3ff)\", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);\n        if (Selectable(buf))\n            SetClipboardText(buf);\n        ImFormatString(buf, IM_ARRAYSIZE(buf), \"(%d,%d,%d,%d)\", cr, cg, cb, ca);\n        if (Selectable(buf))\n            SetClipboardText(buf);\n        ImFormatString(buf, IM_ARRAYSIZE(buf), \"#%02X%02X%02X\", cr, cg, cb);\n        if (Selectable(buf))\n            SetClipboardText(buf);\n        if (!(flags & ImGuiColorEditFlags_NoAlpha))\n        {\n            ImFormatString(buf, IM_ARRAYSIZE(buf), \"#%02X%02X%02X%02X\", cr, cg, cb, ca);\n            if (Selectable(buf))\n                SetClipboardText(buf);\n        }\n        EndPopup();\n    }\n\n    g.ColorEditOptions = opts;\n    EndPopup();\n}\n\nvoid ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags)\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) || !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 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function\n        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) Separator();\n            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 = GetCursorScreenPos();\n            if (Selectable(\"##selectable\", false, 0, picker_size)) // By default, Selectable() is closing popup\n                g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask);\n            SetCursorScreenPos(backup_pos);\n            ImVec4 previewing_ref_col;\n            memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4));\n            ColorPicker4(\"##previewing_picker\", &previewing_ref_col.x, picker_flags);\n            PopID();\n        }\n        PopItemWidth();\n    }\n    if (allow_opt_alpha_bar)\n    {\n        if (allow_opt_picker) Separator();\n        CheckboxFlags(\"Alpha Bar\", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar);\n    }\n    EndPopup();\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.\n//-------------------------------------------------------------------------\n// - TreeNode()\n// - TreeNodeV()\n// - TreeNodeEx()\n// - TreeNodeExV()\n// - TreeNodeBehavior() [Internal]\n// - TreePush()\n// - TreePop()\n// - GetTreeNodeToLabelSpacing()\n// - SetNextItemOpen()\n// - CollapsingHeader()\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\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* 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::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::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::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 explicitly use the SetNextItemOpen function)\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiStorage* storage = window->DC.StateStorage;\n\n    bool is_open;\n    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen)\n    {\n        if (g.NextItemData.OpenCond & ImGuiCond_Always)\n        {\n            is_open = g.NextItemData.OpenVal;\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.NextItemData.OpenVal;\n                storage->SetInt(id, is_open);\n            }\n            else\n            {\n                is_open = stored_value != 0;\n            }\n        }\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.LogDepthRef) < g.LogDepthToExpand)\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 || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y));\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 frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2);\n    ImRect frame_bb;\n    frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x;\n    frame_bb.Min.y = window->DC.CursorPos.y;\n    frame_bb.Max.x = window->WorkRect.Max.x;\n    frame_bb.Max.y = window->DC.CursorPos.y + frame_height;\n    if (display_frame)\n    {\n        // Framed header expand a little outside the default padding, to the edge of InnerClipRect\n        // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f)\n        frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f);\n        frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f);\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_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset);                    // Latch before ItemSize changes it\n    const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f);  // Include collapser\n    ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y);\n    ItemSize(ImVec2(text_width, frame_height), padding.y);\n\n    // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing\n    ImRect interact_bb = frame_bb;\n    if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0)\n        interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f;\n\n    // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child.\n    // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().\n    // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero.\n    const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;\n    bool is_open = TreeNodeBehaviorIsOpen(id, flags);\n    if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))\n        window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth);\n\n    bool item_add = ItemAdd(interact_bb, id);\n    window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;\n    window->DC.LastItemDisplayRect = frame_bb;\n\n    if (!item_add)\n    {\n        if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))\n            TreePushOverrideID(id);\n        IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));\n        return is_open;\n    }\n\n    ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None;\n    if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)\n        button_flags |= ImGuiButtonFlags_AllowItemOverlap;\n    if (!is_leaf)\n        button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;\n\n    // We allow clicking on the arrow section with keyboard modifiers held, in order to easily\n    // allow browsing a tree while preserving selection with code implementing multi-selection patterns.\n    // When clicking on the rest of the tree node we always disallow keyboard modifiers.\n    const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x;\n    const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x;\n    const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2);\n    if (window != g.HoveredWindow || !is_mouse_x_over_arrow)\n        button_flags |= ImGuiButtonFlags_NoKeyModifiers;\n\n    // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags.\n    // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support.\n    // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0)\n    // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0)\n    // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1)\n    // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1)\n    // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0)\n    // It is rather standard that arrow click react on Down rather than Up.\n    // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work.\n    if (is_mouse_x_over_arrow)\n        button_flags |= ImGuiButtonFlags_PressedOnClick;\n    else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)\n        button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;\n    else\n        button_flags |= ImGuiButtonFlags_PressedOnClickRelease;\n\n    bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0;\n    const bool was_selected = selected;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);\n    bool toggled = false;\n    if (!is_leaf)\n    {\n        if (pressed && g.DragDropHoldJustPressedId != id)\n        {\n            if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id))\n                toggled = true;\n            if (flags & ImGuiTreeNodeFlags_OpenOnArrow)\n                toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job\n            if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseDoubleClicked[0])\n                toggled = true;\n        }\n        else if (pressed && g.DragDropHoldJustPressedId == id)\n        {\n            IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold);\n            if (!is_open) // When using Drag and Drop \"hold to open\" we keep the node highlighted after opening, but never close it again.\n                toggled = true;\n        }\n\n        if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open)\n        {\n            toggled = true;\n            NavMoveRequestCancel();\n        }\n        if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority?\n        {\n            toggled = true;\n            NavMoveRequestCancel();\n        }\n\n        if (toggled)\n        {\n            is_open = !is_open;\n            window->DC.StateStorage->SetInt(id, is_open);\n            window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledOpen;\n        }\n    }\n    if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)\n        SetItemAllowOverlap();\n\n    // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger.\n    if (selected != was_selected) //-V547\n        window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection;\n\n    // Render\n    const ImU32 text_col = GetColorU32(ImGuiCol_Text);\n    ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin;\n    if (display_frame)\n    {\n        // Framed type\n        const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);\n        RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding);\n        RenderNavHighlight(frame_bb, id, nav_highlight_flags);\n        if (flags & ImGuiTreeNodeFlags_Bullet)\n            RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col);\n        else if (!is_leaf)\n            RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);\n        else // Leaf without bullet, left-adjusted text\n            text_pos.x -= text_offset_x;\n        if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton)\n            frame_bb.Max.x -= g.FontSize + style.FramePadding.x;\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, frame_bb.Max, label, label_end, &label_size);\n            LogRenderedText(&text_pos, log_suffix, log_suffix + 2);\n        }\n        else\n        {\n            RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);\n        }\n    }\n    else\n    {\n        // Unframed typed for tree nodes\n        if (hovered || selected)\n        {\n            const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);\n            RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false);\n            RenderNavHighlight(frame_bb, id, nav_highlight_flags);\n        }\n        if (flags & ImGuiTreeNodeFlags_Bullet)\n            RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col);\n        else if (!is_leaf)\n            RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 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        TreePushOverrideID(id);\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));\n    return is_open;\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::TreePushOverrideID(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    Indent();\n    window->DC.TreeDepth++;\n    window->IDStack.push_back(id);\n}\n\nvoid ImGui::TreePop()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    Unindent();\n\n    window->DC.TreeDepth--;\n    ImU32 tree_depth_mask = (1 << window->DC.TreeDepth);\n\n    // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled)\n    if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())\n        if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask))\n        {\n            SetNavID(window->IDStack.back(), g.NavLayer, 0);\n            NavMoveRequestCancel();\n        }\n    window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1;\n\n    IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much.\n    PopID();\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\n// Set next TreeNode/CollapsingHeader open state.\nvoid ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.CurrentWindow->SkipItems)\n        return;\n    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen;\n    g.NextItemData.OpenVal = is_open;\n    g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always;\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). 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, 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    flags |= ImGuiTreeNodeFlags_CollapsingHeader;\n    if (p_open)\n        flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton;\n    bool is_open = TreeNodeBehavior(id, flags, label);\n    if (p_open != NULL)\n    {\n        // Create a small overlapping close button\n        // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.\n        // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow.\n        ImGuiContext& g = *GImGui;\n        ImGuiLastItemDataBackup last_item_backup;\n        float button_size = g.FontSize;\n        float button_x = ImMax(window->DC.LastItemRect.Min.x, window->DC.LastItemRect.Max.x - g.Style.FramePadding.x * 2.0f - button_size);\n        float button_y = window->DC.LastItemRect.Min.y;\n        ImGuiID close_button_id = GetIDWithSeed(\"#CLOSE\", NULL, id);\n        if (CloseButton(close_button_id, ImVec2(button_x, button_y)))\n            *p_open = false;\n        last_item_backup.Restore();\n    }\n\n    return is_open;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: Selectable\n//-------------------------------------------------------------------------\n// - Selectable()\n//-------------------------------------------------------------------------\n\n// Tip: pass a non-visible label (e.g. \"##hello\") 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 or use ##unique_id.\n// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowItemOverlap are also frequently used flags.\n// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.\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    // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle.\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.CurrLineTextBaseOffset;\n    ItemSize(size, 0.0f);\n\n    // Fill horizontal space\n    // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitely right-aligned sizes not visibly match other widgets.\n    const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0;\n    const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x;\n    const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x;\n    if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth))\n        size.x = ImMax(label_size.x, max_x - min_x);\n\n    // Text stays at the submission position, but bounding box may be extended on both sides\n    const ImVec2 text_min = pos;\n    const ImVec2 text_max(min_x + size.x, pos.y + size.y);\n\n    // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable.\n    ImRect bb(min_x, pos.y, text_max.x, text_max.y);\n    if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0)\n    {\n        const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x;\n        const float spacing_y = style.ItemSpacing.y;\n        const float spacing_L = IM_FLOOR(spacing_x * 0.50f);\n        const float spacing_U = IM_FLOOR(spacing_y * 0.50f);\n        bb.Min.x -= spacing_L;\n        bb.Min.y -= spacing_U;\n        bb.Max.x += (spacing_x - spacing_L);\n        bb.Max.y += (spacing_y - spacing_U);\n    }\n    //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); }\n\n    // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackground for every Selectable..\n    const float backup_clip_rect_min_x = window->ClipRect.Min.x;\n    const float backup_clip_rect_max_x = window->ClipRect.Max.x;\n    if (span_all_columns)\n    {\n        window->ClipRect.Min.x = window->ParentWorkRect.Min.x;\n        window->ClipRect.Max.x = window->ParentWorkRect.Max.x;\n    }\n\n    bool item_add;\n    if (flags & ImGuiSelectableFlags_Disabled)\n    {\n        ImGuiItemFlags backup_item_flags = window->DC.ItemFlags;\n        window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus;\n        item_add = ItemAdd(bb, id);\n        window->DC.ItemFlags = backup_item_flags;\n    }\n    else\n    {\n        item_add = ItemAdd(bb, id);\n    }\n\n    if (span_all_columns)\n    {\n        window->ClipRect.Min.x = backup_clip_rect_min_x;\n        window->ClipRect.Max.x = backup_clip_rect_max_x;\n    }\n\n    if (!item_add)\n        return false;\n\n    // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only,\n    // which would be advantageous since most selectable are not selected.\n    if (span_all_columns && window->DC.CurrentColumns)\n        PushColumnsBackground();\n    else if (span_all_columns && g.CurrentTable)\n        TablePushBackgroundChannel();\n\n    // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries\n    ImGuiButtonFlags button_flags = 0;\n    if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; }\n    if (flags & ImGuiSelectableFlags_SelectOnClick)     { button_flags |= ImGuiButtonFlags_PressedOnClick; }\n    if (flags & ImGuiSelectableFlags_SelectOnRelease)   { button_flags |= ImGuiButtonFlags_PressedOnRelease; }\n    if (flags & ImGuiSelectableFlags_Disabled)          { button_flags |= ImGuiButtonFlags_Disabled; }\n    if (flags & ImGuiSelectableFlags_AllowDoubleClick)  { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; }\n    if (flags & ImGuiSelectableFlags_AllowItemOverlap)  { button_flags |= ImGuiButtonFlags_AllowItemOverlap; }\n\n    if (flags & ImGuiSelectableFlags_Disabled)\n        selected = false;\n\n    const bool was_selected = selected;\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);\n\n    // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard\n    if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover)))\n    {\n        if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)\n        {\n            g.NavDisableHighlight = true;\n            SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent);\n        }\n    }\n    if (pressed)\n        MarkItemEdited(id);\n\n    if (flags & ImGuiSelectableFlags_AllowItemOverlap)\n        SetItemAllowOverlap();\n\n    // In this branch, Selectable() cannot toggle the selection so this will never trigger.\n    if (selected != was_selected) //-V547\n        window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection;\n\n    // Render\n    if (held && (flags & ImGuiSelectableFlags_DrawHoveredWhenHeld))\n        hovered = true;\n    if (hovered || selected)\n    {\n        const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);\n        RenderFrame(bb.Min, bb.Max, col, false, 0.0f);\n        RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);\n    }\n\n    if (span_all_columns && window->DC.CurrentColumns)\n        PopColumnsBackground();\n    else if (span_all_columns && g.CurrentTable)\n        TablePopBackgroundChannel();\n\n    if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);\n    RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb);\n    if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor();\n\n    // Automatically close popups\n    if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup))\n        CloseCurrentPopup();\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);\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//-------------------------------------------------------------------------\n// [SECTION] Widgets: ListBox\n//-------------------------------------------------------------------------\n// - ListBox()\n// - ListBoxHeader()\n// - ListBoxFooter()\n//-------------------------------------------------------------------------\n// FIXME: This is an old API. We should redesign some of it, rename ListBoxHeader->BeginListBox, ListBoxFooter->EndListBox\n// and promote using them over existing ListBox() functions, similarly to change with combo boxes.\n//-------------------------------------------------------------------------\n\n// FIXME: In principle this function should be called BeginListBox(). We should rename it after re-evaluating if we want to keep the same signature.\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 non-visible label e.g. \"##empty\"\nbool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    const ImGuiStyle& style = g.Style;\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; // Forward storage for ListBoxFooter.. dodgy.\n    g.NextItemData.ClearFlags();\n\n    if (!IsRectVisible(bb.Min, bb.Max))\n    {\n        ItemSize(bb.GetSize(), style.FramePadding.y);\n        ItemAdd(bb, 0, &frame_bb);\n        return false;\n    }\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\n// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature.\nbool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items)\n{\n    // Size default to hold ~7.25 items.\n    // We add +25% worth of item height to allow the user to see at a glance if there are more items up/down, without looking at the scrollbar.\n    // We don't add this extra bit 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    const ImGuiStyle& style = GetStyle();\n    float height_in_items_f = (height_in_items < items_count) ? (height_in_items + 0.25f) : (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 = ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f);\n    return ListBoxHeader(label, size);\n}\n\n// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature.\nvoid ImGui::ListBoxFooter()\n{\n    ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow;\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    ImGuiContext& g = *GImGui;\n    bool value_changed = false;\n    ImGuiListClipper clipper;\n    clipper.Begin(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            if (item_selected)\n                SetItemDefaultFocus();\n            PopID();\n        }\n    ListBoxFooter();\n    if (value_changed)\n        MarkItemEdited(g.CurrentWindow->DC.LastItemId);\n\n    return value_changed;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: PlotLines, PlotHistogram\n//-------------------------------------------------------------------------\n// - PlotEx() [Internal]\n// - PlotLines()\n// - PlotHistogram()\n//-------------------------------------------------------------------------\n\nint 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 frame_size)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return -1;\n\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n    if (frame_size.x == 0.0f)\n        frame_size.x = CalcItemWidth();\n    if (frame_size.y == 0.0f)\n        frame_size.y = label_size.y + (style.FramePadding.y * 2);\n\n    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);\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, 0, &frame_bb))\n        return -1;\n    const bool hovered = ItemHoverable(frame_bb, id);\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            if (v != v) // Ignore NaN values\n                continue;\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    const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1;\n    int idx_hovered = -1;\n    if (values_count >= values_count_min)\n    {\n        int res_w = ImMin((int)frame_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        if (hovered && inner_bb.Contains(g.IO.MousePos))\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            idx_hovered = v_idx;\n        }\n\n        const float t_step = 1.0f / (float)res_w;\n        const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min));\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) * inv_scale) );                       // Point in the normalized space of our target rectangle\n        float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (-scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f);   // Where does the zero line stands\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) * inv_scale) );\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, idx_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, idx_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    // Return hovered index or -1 if none are hovered.\n    // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx().\n    return idx_hovered;\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 = *(const float*)(const void*)((const 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//-------------------------------------------------------------------------\n// [SECTION] Widgets: Value helpers\n// Those is not very useful, legacy API.\n//-------------------------------------------------------------------------\n// - Value()\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// [SECTION] MenuItem, BeginMenu, EndMenu, etc.\n//-------------------------------------------------------------------------\n// - ImGuiMenuColumns [Internal]\n// - BeginMenuBar()\n// - EndMenuBar()\n// - BeginMainMenuBar()\n// - EndMainMenuBar()\n// - BeginMenu()\n// - EndMenu()\n// - MenuItem()\n//-------------------------------------------------------------------------\n\n// Helpers for internal use\nvoid ImGuiMenuColumns::Update(int count, float spacing, bool clear)\n{\n    IM_ASSERT(count == IM_ARRAYSIZE(Pos));\n    IM_UNUSED(count);\n    Width = NextWidth = 0.0f;\n    Spacing = spacing;\n    if (clear)\n        memset(NextWidths, 0, sizeof(NextWidths));\n    for (int i = 0; i < IM_ARRAYSIZE(Pos); i++)\n    {\n        if (i > 0 && NextWidths[i] > 0.0f)\n            Width += Spacing;\n        Pos[i] = IM_FLOOR(Width);\n        Width += NextWidths[i];\n        NextWidths[i] = 0.0f;\n    }\n}\n\nfloat ImGuiMenuColumns::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 < IM_ARRAYSIZE(Pos); i++)\n        NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f);\n    return ImMax(Width, NextWidth);\n}\n\nfloat ImGuiMenuColumns::CalcExtraSpace(float avail_w) const\n{\n    return ImMax(0.0f, avail_w - Width);\n}\n\n// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere..\n// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer.\n// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary.\n// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars.\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(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore\n    PushID(\"##menubar\");\n\n    // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.\n    // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.\n    ImRect bar_rect = window->MenuBarRect();\n    ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y));\n    clip_rect.ClipWith(window->OuterRectClipped);\n    PushClipRect(clip_rect.Min, clip_rect.Max, false);\n\n    // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analoguous here, maybe a BeginGroupEx() with flags).\n    window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);\n    window->DC.LayoutType = ImGuiLayoutType_Horizontal;\n    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;\n    window->DC.MenuBarAppending = true;\n    AlignTextToFramePadding();\n    return true;\n}\n\nvoid ImGui::EndMenuBar()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n    ImGuiContext& g = *GImGui;\n\n    // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.\n    if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))\n    {\n        ImGuiWindow* nav_earliest_child = g.NavWindow;\n        while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))\n            nav_earliest_child = nav_earliest_child->ParentWindow;\n        if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None)\n        {\n            // To do so we claim focus back, restore NavId and then process the movement request for yet another frame.\n            // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost)\n            const ImGuiNavLayer layer = ImGuiNavLayer_Menu;\n            IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check\n            FocusWindow(window);\n            SetNavIDWithRectRel(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);\n            g.NavLayer = layer;\n            g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.\n            g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;\n            NavMoveRequestCancel();\n        }\n    }\n\n    IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);\n    IM_ASSERT(window->DC.MenuBarAppending);\n    PopClipRect();\n    PopID();\n    window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.\n    g.GroupStack.back().EmitItem = false;\n    EndGroup(); // Restore position on layer 0\n    window->DC.LayoutType = ImGuiLayoutType_Vertical;\n    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;\n    window->DC.MenuBarAppending = false;\n}\n\n// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.\nbool ImGui::BeginMainMenuBar()\n{\n    ImGuiContext& g = *GImGui;\n    g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));\n    SetNextWindowPos(ImVec2(0.0f, 0.0f));\n    SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y));\n    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);\n    PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0));\n    ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;\n    bool is_open = Begin(\"##MainMenuBar\", NULL, window_flags) && BeginMenuBar();\n    PopStyleVar(2);\n    g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);\n    if (!is_open)\n    {\n        End();\n        return false;\n    }\n    return true; //-V1020\n}\n\nvoid ImGui::EndMainMenuBar()\n{\n    EndMenuBar();\n\n    // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window\n    // FIXME: With this strategy we won't be able to restore a NULL focus.\n    ImGuiContext& g = *GImGui;\n    if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest)\n        FocusTopMostWindowUnderOne(g.NavWindow, NULL);\n\n    End();\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    bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None);\n\n    // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)\n    ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;\n    if (window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu))\n        flags |= ImGuiWindowFlags_ChildWindow;\n\n    // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin().\n    // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame.\n    // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used.\n    if (g.MenusIdSubmittedThisFrame.contains(id))\n    {\n        if (menu_is_open)\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        else\n            g.NextWindowData.ClearFlags();          // we behave like Begin() and need to consume those values\n        return menu_is_open;\n    }\n\n    // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu\n    g.MenusIdSubmittedThisFrame.push_back(id);\n\n    ImVec2 label_size = CalcTextSize(label, NULL, true);\n    bool pressed;\n    bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].OpenParentId == window->IDStack.back());\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,\n    // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup().\n    // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.\n    ImVec2 popup_pos, pos = window->DC.CursorPos;\n    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)\n    {\n        // Menu inside an horizontal menu bar\n        // Selectable extend their highlight by half ItemSpacing in each direction.\n        // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()\n        popup_pos = ImVec2(pos.x - 1.0f - IM_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight());\n        window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f);\n        PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));\n        float w = label_size.x;\n        pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));\n        PopStyleVar();\n        window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().\n    }\n    else\n    {\n        // Menu inside a menu\n        // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.\n        //  Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.\n        popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);\n        float min_w = window->DC.MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame\n        float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);\n        pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_SpanAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(min_w, 0.0f));\n        ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled);\n        RenderArrow(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right);\n    }\n\n    const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id);\n    if (menuset_is_open)\n        g.NavWindow = backed_nav_window;\n\n    bool want_open = false;\n    bool want_close = false;\n    if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))\n    {\n        // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu\n        // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.\n        bool moving_toward_other_child_menu = false;\n\n        ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL;\n        if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar))\n        {\n            // FIXME-DPI: Values should be derived from a master \"scale\" factor.\n            ImRect next_window_rect = child_menu_window->Rect();\n            ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta;\n            ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();\n            ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();\n            float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f);    // add a bit of extra slack.\n            ta.x += (window->Pos.x < child_menu_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_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);\n            //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG]\n        }\n        if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu)\n            want_close = true;\n\n        if (!menu_is_open && hovered && pressed) // Click to open\n            want_open = true;\n        else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open\n            want_open = true;\n\n        if (g.NavActivateId == id)\n        {\n            want_close = menu_is_open;\n            want_open = !menu_is_open;\n        }\n        if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open\n        {\n            want_open = true;\n            NavMoveRequestCancel();\n        }\n    }\n    else\n    {\n        // Menu bar\n        if (menu_is_open && pressed && menuset_is_open) // 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)) // First click to open, then hover to open others\n        {\n            want_open = true;\n        }\n        else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open\n        {\n            want_open = true;\n            NavMoveRequestCancel();\n        }\n    }\n\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, ImGuiPopupFlags_None))\n        ClosePopupToLevel(g.BeginPopupStack.Size, true);\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0));\n\n    if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.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        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    else\n    {\n        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values\n    }\n\n    return menu_is_open;\n}\n\nvoid ImGui::EndMenu()\n{\n    // Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu).\n    // A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs.\n    // However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction.\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical)\n    {\n        ClosePopupToLevel(g.BeginPopupStack.Size, true);\n        NavMoveRequestCancel();\n    }\n\n    EndPopup();\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    ImGuiStyle& style = g.Style;\n    ImVec2 pos = window->DC.CursorPos;\n    ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73),\n    // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only.\n    ImGuiSelectableFlags flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover | (enabled ? 0 : ImGuiSelectableFlags_Disabled);\n    bool pressed;\n    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)\n    {\n        // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful\n        // Note that in this situation we render neither the shortcut neither the selected tick mark\n        float w = label_size.x;\n        window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f);\n        PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));\n        pressed = Selectable(label, false, flags, ImVec2(w, 0.0f));\n        PopStyleVar();\n        window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().\n    }\n    else\n    {\n        // Menu item inside a vertical menu\n        // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.\n        //  Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.\n        float shortcut_w = shortcut ? CalcTextSize(shortcut, NULL).x : 0.0f;\n        float min_w = window->DC.MenuColumns.DeclColumns(label_size.x, shortcut_w, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame\n        float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);\n        pressed = Selectable(label, false, flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f));\n        if (shortcut_w > 0.0f)\n        {\n            PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);\n            RenderText(pos + ImVec2(window->DC.MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);\n            PopStyleColor();\n        }\n        if (selected)\n            RenderCheckMark(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize  * 0.866f);\n    }\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));\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\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.\n//-------------------------------------------------------------------------\n// - BeginTabBar()\n// - BeginTabBarEx() [Internal]\n// - EndTabBar()\n// - TabBarLayout() [Internal]\n// - TabBarCalcTabID() [Internal]\n// - TabBarCalcMaxTabWidth() [Internal]\n// - TabBarFindTabById() [Internal]\n// - TabBarRemoveTab() [Internal]\n// - TabBarCloseTab() [Internal]\n// - TabBarScrollClamp() [Internal]\n// - TabBarScrollToTab() [Internal]\n// - TabBarQueueChangeTabOrder() [Internal]\n// - TabBarScrollingButtons() [Internal]\n// - TabBarTabListPopupButton() [Internal]\n//-------------------------------------------------------------------------\n\nstruct ImGuiTabBarSection\n{\n    int                 TabCount;               // Number of tabs in this section.\n    float               Width;                  // Sum of width of tabs in this section (after shrinking down)\n    float               Spacing;                // Horizontal spacing at the end of the section.\n\n    ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); }\n};\n\nnamespace ImGui\n{\n    static void             TabBarLayout(ImGuiTabBar* tab_bar);\n    static ImU32            TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label);\n    static float            TabBarCalcMaxTabWidth();\n    static float            TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling);\n    static void             TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImGuiTabBarSection* sections);\n    static ImGuiTabItem*    TabBarScrollingButtons(ImGuiTabBar* tab_bar);\n    static ImGuiTabItem*    TabBarTabListPopupButton(ImGuiTabBar* tab_bar);\n}\n\nImGuiTabBar::ImGuiTabBar()\n{\n    memset(this, 0, sizeof(*this));\n    CurrFrameVisible = PrevFrameVisible = -1;\n    LastTabItemIdx = -1;\n}\n\nstatic int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs)\n{\n    const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;\n    const ImGuiTabItem* b = (const ImGuiTabItem*)rhs;\n    const int a_section = (a->Flags & ImGuiTabItemFlags_Leading) ? 0 : (a->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;\n    const int b_section = (b->Flags & ImGuiTabItemFlags_Leading) ? 0 : (b->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;\n    if (a_section != b_section)\n        return a_section - b_section;\n    return (int)(a->IndexDuringLayout - b->IndexDuringLayout);\n}\n\nstatic int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs)\n{\n    const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;\n    const ImGuiTabItem* b = (const ImGuiTabItem*)rhs;\n    return (int)(a->BeginOrder - b->BeginOrder);\n}\n\nstatic ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref)\n{\n    ImGuiContext& g = *GImGui;\n    return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index);\n}\n\nstatic ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.TabBars.Contains(tab_bar))\n        return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar));\n    return ImGuiPtrOrIndex(tab_bar);\n}\n\nbool    ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n\n    ImGuiID id = window->GetID(str_id);\n    ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id);\n    ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2);\n    tab_bar->ID = id;\n    return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused);\n}\n\nbool    ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n\n    if ((flags & ImGuiTabBarFlags_DockNode) == 0)\n        PushOverrideID(tab_bar->ID);\n\n    // Add to stack\n    g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar));\n    g.CurrentTabBar = tab_bar;\n\n    // Append with multiple BeginTabBar()/EndTabBar() pairs.\n    tab_bar->BackupCursorPos = window->DC.CursorPos;\n    if (tab_bar->CurrFrameVisible == g.FrameCount)\n    {\n        window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY);\n        tab_bar->BeginCount++;\n        return true;\n    }\n\n    // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable\n    if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable)))\n        if (tab_bar->Tabs.Size > 1)\n            ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder);\n    tab_bar->TabsAddedNew = false;\n\n    // Flags\n    if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)\n        flags |= ImGuiTabBarFlags_FittingPolicyDefault_;\n\n    tab_bar->Flags = flags;\n    tab_bar->BarRect = tab_bar_bb;\n    tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab()\n    tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible;\n    tab_bar->CurrFrameVisible = g.FrameCount;\n    tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight;\n    tab_bar->CurrTabsContentsHeight = 0.0f;\n    tab_bar->ItemSpacingY = g.Style.ItemSpacing.y;\n    tab_bar->FramePadding = g.Style.FramePadding;\n    tab_bar->TabsActiveCount = 0;\n    tab_bar->BeginCount = 1;\n\n    // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap\n    window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY);\n\n    // Draw separator\n    const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive);\n    const float y = tab_bar->BarRect.Max.y - 1.0f;\n    {\n        const float separator_min_x = tab_bar->BarRect.Min.x - IM_FLOOR(window->WindowPadding.x * 0.5f);\n        const float separator_max_x = tab_bar->BarRect.Max.x + IM_FLOOR(window->WindowPadding.x * 0.5f);\n        window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f);\n    }\n    return true;\n}\n\nvoid    ImGui::EndTabBar()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return;\n\n    ImGuiTabBar* tab_bar = g.CurrentTabBar;\n    if (tab_bar == NULL)\n    {\n        IM_ASSERT_USER_ERROR(tab_bar != NULL, \"Mismatched BeginTabBar()/EndTabBar()!\");\n        return;\n    }\n\n    // Fallback in case no TabItem have been submitted\n    if (tab_bar->WantLayout)\n        TabBarLayout(tab_bar);\n\n    // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed().\n    const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);\n    if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing)\n    {\n        tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight);\n        window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight;\n    }\n    else\n    {\n        window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight;\n    }\n    if (tab_bar->BeginCount > 1)\n        window->DC.CursorPos = tab_bar->BackupCursorPos;\n\n    if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)\n        PopID();\n\n    g.CurrentTabBarStack.pop_back();\n    g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back());\n}\n\n// This is called only once a frame before by the first call to ItemTab()\n// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions.\nstatic void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)\n{\n    ImGuiContext& g = *GImGui;\n    tab_bar->WantLayout = false;\n\n    // Garbage collect by compacting list\n    // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section)\n    int tab_dst_n = 0;\n    bool need_sort_by_section = false;\n    ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing\n    for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++)\n    {\n        ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n];\n        if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose)\n        {\n            // Remove tab\n            if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; }\n            if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; }\n            if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; }\n            continue;\n        }\n        if (tab_dst_n != tab_src_n)\n            tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n];\n\n        tab = &tab_bar->Tabs[tab_dst_n];\n        tab->IndexDuringLayout = (ImS16)tab_dst_n;\n\n        // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another)\n        int curr_tab_section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;\n        if (tab_dst_n > 0)\n        {\n            ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1];\n            int prev_tab_section_n = (prev_tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (prev_tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;\n            if (curr_tab_section_n == 0 && prev_tab_section_n != 0)\n                need_sort_by_section = true;\n            if (prev_tab_section_n == 2 && curr_tab_section_n != 2)\n                need_sort_by_section = true;\n        }\n\n        sections[curr_tab_section_n].TabCount++;\n        tab_dst_n++;\n    }\n    if (tab_bar->Tabs.Size != tab_dst_n)\n        tab_bar->Tabs.resize(tab_dst_n);\n\n    if (need_sort_by_section)\n        ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection);\n\n    // Calculate spacing between sections\n    sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;\n    sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;\n\n    // Setup next selected tab\n    ImGuiID scroll_track_selected_tab_id = 0;\n    if (tab_bar->NextSelectedTabId)\n    {\n        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId;\n        tab_bar->NextSelectedTabId = 0;\n        scroll_track_selected_tab_id = tab_bar->SelectedTabId;\n    }\n\n    // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot).\n    if (tab_bar->ReorderRequestTabId != 0)\n    {\n        if (TabBarProcessReorder(tab_bar))\n            if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId)\n                scroll_track_selected_tab_id = tab_bar->ReorderRequestTabId;\n        tab_bar->ReorderRequestTabId = 0;\n    }\n\n    // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!)\n    const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0;\n    if (tab_list_popup_button)\n        if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x!\n            scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;\n\n    // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central\n    // (whereas our tabs are stored as: leading, central, trailing)\n    int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount };\n    g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size);\n\n    // Compute ideal tabs widths + store them into shrink buffer\n    ImGuiTabItem* most_recently_selected_tab = NULL;\n    int curr_section_n = -1;\n    bool found_selected_tab_id = false;\n    for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)\n    {\n        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];\n        IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible);\n\n        if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button))\n            most_recently_selected_tab = tab;\n        if (tab->ID == tab_bar->SelectedTabId)\n            found_selected_tab_id = true;\n        if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID)\n            scroll_track_selected_tab_id = tab->ID;\n\n        // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar.\n        // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,\n        // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window.\n        const char* tab_name = tab_bar->GetTabName(tab);\n        const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true;\n        tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x;\n\n        int section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;\n        ImGuiTabBarSection* section = &sections[section_n];\n        section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f);\n        curr_section_n = section_n;\n\n        // Store data so we can build an array sorted by width if we need to shrink tabs down\n        int shrink_buffer_index = shrink_buffer_indexes[section_n]++;\n        g.ShrinkWidthBuffer[shrink_buffer_index].Index = tab_n;\n        g.ShrinkWidthBuffer[shrink_buffer_index].Width = tab->ContentWidth;\n\n        IM_ASSERT(tab->ContentWidth > 0.0f);\n        tab->Width = tab->ContentWidth;\n    }\n\n    // Compute total ideal width (used for e.g. auto-resizing a window)\n    tab_bar->WidthAllTabsIdeal = 0.0f;\n    for (int section_n = 0; section_n < 3; section_n++)\n        tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing;\n\n    // Horizontal scrolling buttons\n    // (note that TabBarScrollButtons() will alter BarRect.Max.x)\n    if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll))\n        if (ImGuiTabItem* scroll_track_selected_tab = TabBarScrollingButtons(tab_bar))\n        {\n            scroll_track_selected_tab_id = scroll_track_selected_tab->ID;\n            if (!(scroll_track_selected_tab->Flags & ImGuiTabItemFlags_Button))\n                tab_bar->SelectedTabId = scroll_track_selected_tab_id;\n        }\n\n    // Shrink widths if full tabs don't fit in their allocated space\n    float section_0_w = sections[0].Width + sections[0].Spacing;\n    float section_1_w = sections[1].Width + sections[1].Spacing;\n    float section_2_w = sections[2].Width + sections[2].Spacing;\n    bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth();\n    float width_excess;\n    if (central_section_is_visible)\n        width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section\n    else\n        width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section\n\n    // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore\n    if (width_excess > 0.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible))\n    {\n        int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount);\n        int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0);\n        ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess);\n\n        // Apply shrunk values into tabs and sections\n        for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++)\n        {\n            ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index];\n            float shrinked_width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width);\n            if (shrinked_width < 0.0f)\n                continue;\n\n            int section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;\n            sections[section_n].Width -= (tab->Width - shrinked_width);\n            tab->Width = shrinked_width;\n        }\n    }\n\n    // Layout all active tabs\n    int section_tab_index = 0;\n    float tab_offset = 0.0f;\n    tab_bar->WidthAllTabs = 0.0f;\n    for (int section_n = 0; section_n < 3; section_n++)\n    {\n        ImGuiTabBarSection* section = &sections[section_n];\n        if (section_n == 2)\n            tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset);\n\n        for (int tab_n = 0; tab_n < section->TabCount; tab_n++)\n        {\n            ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n];\n            tab->Offset = tab_offset;\n            tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f);\n        }\n        tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f);\n        tab_offset += section->Spacing;\n        section_tab_index += section->TabCount;\n    }\n\n    // If we have lost the selected tab, select the next most recently active one\n    if (found_selected_tab_id == false)\n        tab_bar->SelectedTabId = 0;\n    if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL)\n        scroll_track_selected_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID;\n\n    // Lock in visible tab\n    tab_bar->VisibleTabId = tab_bar->SelectedTabId;\n    tab_bar->VisibleTabWasSubmitted = false;\n\n    // Update scrolling\n    if (scroll_track_selected_tab_id)\n        if (ImGuiTabItem* scroll_track_selected_tab = TabBarFindTabByID(tab_bar, scroll_track_selected_tab_id))\n            TabBarScrollToTab(tab_bar, scroll_track_selected_tab, sections);\n    tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim);\n    tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget);\n    if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget)\n    {\n        // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds.\n        // Teleport if we are aiming far off the visible line\n        tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize);\n        tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f);\n        const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize);\n        tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed);\n    }\n    else\n    {\n        tab_bar->ScrollingSpeed = 0.0f;\n    }\n    tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing;\n    tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing;\n\n    // Clear name buffers\n    if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)\n        tab_bar->TabsNames.Buf.resize(0);\n\n    // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame)\n    ImGuiWindow* window = g.CurrentWindow;\n    window->DC.CursorPos = tab_bar->BarRect.Min;\n    ItemSize(ImVec2(tab_bar->WidthAllTabsIdeal, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y);\n}\n\n// Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack.\nstatic ImU32   ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label)\n{\n    if (tab_bar->Flags & ImGuiTabBarFlags_DockNode)\n    {\n        ImGuiID id = ImHashStr(label);\n        KeepAliveID(id);\n        return id;\n    }\n    else\n    {\n        ImGuiWindow* window = GImGui->CurrentWindow;\n        return window->GetID(label);\n    }\n}\n\nstatic float ImGui::TabBarCalcMaxTabWidth()\n{\n    ImGuiContext& g = *GImGui;\n    return g.FontSize * 20.0f;\n}\n\nImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id)\n{\n    if (tab_id != 0)\n        for (int n = 0; n < tab_bar->Tabs.Size; n++)\n            if (tab_bar->Tabs[n].ID == tab_id)\n                return &tab_bar->Tabs[n];\n    return NULL;\n}\n\n// The *TabId fields be already set by the docking system _before_ the actual TabItem was created, so we clear them regardless.\nvoid ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id)\n{\n    if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))\n        tab_bar->Tabs.erase(tab);\n    if (tab_bar->VisibleTabId == tab_id)      { tab_bar->VisibleTabId = 0; }\n    if (tab_bar->SelectedTabId == tab_id)     { tab_bar->SelectedTabId = 0; }\n    if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; }\n}\n\n// Called on manual closure attempt\nvoid ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)\n{\n    IM_ASSERT(!(tab->Flags & ImGuiTabItemFlags_Button));\n    if (!(tab->Flags & ImGuiTabItemFlags_UnsavedDocument))\n    {\n        // This will remove a frame of lag for selecting another tab on closure.\n        // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure\n        tab->WantClose = true;\n        if (tab_bar->VisibleTabId == tab->ID)\n        {\n            tab->LastFrameVisible = -1;\n            tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0;\n        }\n    }\n    else\n    {\n        // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup)\n        if (tab_bar->VisibleTabId != tab->ID)\n            tab_bar->NextSelectedTabId = tab->ID;\n    }\n}\n\nstatic float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling)\n{\n    scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth());\n    return ImMax(scrolling, 0.0f);\n}\n\nstatic void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImGuiTabBarSection* sections)\n{\n    if (tab->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing))\n        return;\n\n    ImGuiContext& g = *GImGui;\n    float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar)\n    int order = tab_bar->GetTabOrder(tab);\n\n    // Scrolling happens only in the central section (leading/trailing sections are not scrolling)\n    // FIXME: This is all confusing.\n    float scrollable_width = tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing;\n\n    // We make all tabs positions all relative Sections[0].Width to make code simpler\n    float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f);\n    float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f);\n    tab_bar->ScrollingTargetDistToVisibility = 0.0f;\n    if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width))\n    {\n        // Scroll to the left\n        tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f);\n        tab_bar->ScrollingTarget = tab_x1;\n    }\n    else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width)\n    {\n        // Scroll to the right\n        tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f);\n        tab_bar->ScrollingTarget = tab_x2 - scrollable_width;\n    }\n}\n\nvoid ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir)\n{\n    IM_ASSERT(dir == -1 || dir == +1);\n    IM_ASSERT(tab_bar->ReorderRequestTabId == 0);\n    tab_bar->ReorderRequestTabId = tab->ID;\n    tab_bar->ReorderRequestDir = (ImS8)dir;\n}\n\nbool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar)\n{\n    ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId);\n    if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder))\n        return false;\n\n    //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools\n    int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestDir;\n    if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size)\n        return false;\n\n    // Reordered TabItem must share the same position flags than target\n    ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order];\n    if (tab2->Flags & ImGuiTabItemFlags_NoReorder)\n        return false;\n    if ((tab1->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (tab2->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)))\n        return false;\n\n    ImGuiTabItem item_tmp = *tab1;\n    *tab1 = *tab2;\n    *tab2 = item_tmp;\n\n    if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings)\n        MarkIniSettingsDirty();\n    return true;\n}\n\nstatic ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f);\n    const float scrolling_buttons_width = arrow_button_size.x * 2.0f;\n\n    const ImVec2 backup_cursor_pos = window->DC.CursorPos;\n    //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255));\n\n    int select_dir = 0;\n    ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];\n    arrow_col.w *= 0.5f;\n\n    PushStyleColor(ImGuiCol_Text, arrow_col);\n    PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));\n    const float backup_repeat_delay = g.IO.KeyRepeatDelay;\n    const float backup_repeat_rate = g.IO.KeyRepeatRate;\n    g.IO.KeyRepeatDelay = 0.250f;\n    g.IO.KeyRepeatRate = 0.200f;\n    float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width);\n    window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y);\n    if (ArrowButtonEx(\"##<\", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat))\n        select_dir = -1;\n    window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y);\n    if (ArrowButtonEx(\"##>\", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat))\n        select_dir = +1;\n    PopStyleColor(2);\n    g.IO.KeyRepeatRate = backup_repeat_rate;\n    g.IO.KeyRepeatDelay = backup_repeat_delay;\n\n    ImGuiTabItem* tab_to_scroll_to = NULL;\n    if (select_dir != 0)\n        if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))\n        {\n            int selected_order = tab_bar->GetTabOrder(tab_item);\n            int target_order = selected_order + select_dir;\n\n            // Skip tab item buttons until another tab item is found or end is reached\n            while (tab_to_scroll_to == NULL)\n            {\n                // If we are at the end of the list, still scroll to make our tab visible\n                tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order];\n\n                // Cross through buttons\n                // (even if first/last item is a button, return it so we can update the scroll)\n                if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button)\n                {\n                    target_order += select_dir;\n                    selected_order += select_dir;\n                    tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL;\n                }\n            }\n        }\n    window->DC.CursorPos = backup_cursor_pos;\n    tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f;\n\n    return tab_to_scroll_to;\n}\n\nstatic ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    // We use g.Style.FramePadding.y to match the square ArrowButton size\n    const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y;\n    const ImVec2 backup_cursor_pos = window->DC.CursorPos;\n    window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y);\n    tab_bar->BarRect.Min.x += tab_list_popup_button_width;\n\n    ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];\n    arrow_col.w *= 0.5f;\n    PushStyleColor(ImGuiCol_Text, arrow_col);\n    PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));\n    bool open = BeginCombo(\"##v\", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest);\n    PopStyleColor(2);\n\n    ImGuiTabItem* tab_to_select = NULL;\n    if (open)\n    {\n        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)\n        {\n            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];\n            if (tab->Flags & ImGuiTabItemFlags_Button)\n                continue;\n\n            const char* tab_name = tab_bar->GetTabName(tab);\n            if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID))\n                tab_to_select = tab;\n        }\n        EndCombo();\n    }\n\n    window->DC.CursorPos = backup_cursor_pos;\n    return tab_to_select;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.\n//-------------------------------------------------------------------------\n// - BeginTabItem()\n// - EndTabItem()\n// - TabItemButton()\n// - TabItemEx() [Internal]\n// - SetTabItemClosed()\n// - TabItemCalcSize() [Internal]\n// - TabItemBackground() [Internal]\n// - TabItemLabelAndCloseButton() [Internal]\n//-------------------------------------------------------------------------\n\nbool    ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n\n    ImGuiTabBar* tab_bar = g.CurrentTabBar;\n    if (tab_bar == NULL)\n    {\n        IM_ASSERT_USER_ERROR(tab_bar, \"Needs to be called between BeginTabBar() and EndTabBar()!\");\n        return false;\n    }\n    IM_ASSERT(!(flags & ImGuiTabItemFlags_Button)); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead!\n\n    bool ret = TabItemEx(tab_bar, label, p_open, flags);\n    if (ret && !(flags & ImGuiTabItemFlags_NoPushId))\n    {\n        ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];\n        PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label)\n    }\n    return ret;\n}\n\nvoid    ImGui::EndTabItem()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return;\n\n    ImGuiTabBar* tab_bar = g.CurrentTabBar;\n    if (tab_bar == NULL)\n    {\n        IM_ASSERT_USER_ERROR(tab_bar != NULL, \"Needs to be called between BeginTabBar() and EndTabBar()!\");\n        return;\n    }\n    IM_ASSERT(tab_bar->LastTabItemIdx >= 0);\n    ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];\n    if (!(tab->Flags & ImGuiTabItemFlags_NoPushId))\n        PopID();\n}\n\nbool    ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n\n    ImGuiTabBar* tab_bar = g.CurrentTabBar;\n    if (tab_bar == NULL)\n    {\n        IM_ASSERT_USER_ERROR(tab_bar != NULL, \"Needs to be called between BeginTabBar() and EndTabBar()!\");\n        return false;\n    }\n    return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder);\n}\n\nbool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags)\n{\n    // Layout whole tab bar if not already done\n    if (tab_bar->WantLayout)\n        TabBarLayout(tab_bar);\n\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = TabBarCalcTabID(tab_bar, label);\n\n    // If the user called us with *p_open == false, we early out and don't render.\n    // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID.\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags);\n    if (p_open && !*p_open)\n    {\n        PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true);\n        ItemAdd(ImRect(), id);\n        PopItemFlag();\n        return false;\n    }\n\n    IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button));\n    IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing\n\n    // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented)\n    if (flags & ImGuiTabItemFlags_NoCloseButton)\n        p_open = NULL;\n    else if (p_open == NULL)\n        flags |= ImGuiTabItemFlags_NoCloseButton;\n\n    // Calculate tab contents size\n    ImVec2 size = TabItemCalcSize(label, p_open != NULL);\n\n    // Acquire tab data\n    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id);\n    bool tab_is_new = false;\n    if (tab == NULL)\n    {\n        tab_bar->Tabs.push_back(ImGuiTabItem());\n        tab = &tab_bar->Tabs.back();\n        tab->ID = id;\n        tab->Width = size.x;\n        tab_bar->TabsAddedNew = true;\n        tab_is_new = true;\n    }\n    tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab);\n    tab->ContentWidth = size.x;\n    tab->BeginOrder = tab_bar->TabsActiveCount++;\n\n    const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);\n    const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0;\n    const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount);\n    const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0;\n    tab->LastFrameVisible = g.FrameCount;\n    tab->Flags = flags;\n\n    // Append name with zero-terminator\n    tab->NameOffset = (ImS16)tab_bar->TabsNames.size();\n    tab_bar->TabsNames.append(label, label + strlen(label) + 1);\n\n    // Update selected tab\n    if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0)\n        if (!tab_bar_appearing || tab_bar->SelectedTabId == 0)\n            if (!is_tab_button)\n                tab_bar->NextSelectedTabId = id;  // New tabs gets activated\n    if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar\n        if (!is_tab_button)\n            tab_bar->NextSelectedTabId = id;\n\n    // Lock visibility\n    // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!)\n    bool tab_contents_visible = (tab_bar->VisibleTabId == id);\n    if (tab_contents_visible)\n        tab_bar->VisibleTabWasSubmitted = true;\n\n    // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches\n    if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing)\n        if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs))\n            tab_contents_visible = true;\n\n    // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted\n    // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'.\n    if (tab_appearing && (!tab_bar_appearing || tab_is_new))\n    {\n        PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true);\n        ItemAdd(ImRect(), id);\n        PopItemFlag();\n        if (is_tab_button)\n            return false;\n        return tab_contents_visible;\n    }\n\n    if (tab_bar->SelectedTabId == id)\n        tab->LastFrameSelected = g.FrameCount;\n\n    // Backup current layout position\n    const ImVec2 backup_main_cursor_pos = window->DC.CursorPos;\n\n    // Layout\n    const bool is_central_section = (tab->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) == 0;\n    size.x = tab->Width;\n    if (is_central_section)\n        window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f);\n    else\n        window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f);\n    ImVec2 pos = window->DC.CursorPos;\n    ImRect bb(pos, pos + size);\n\n    // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation)\n    const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX);\n    if (want_clip_rect)\n        PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true);\n\n    ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos;\n    ItemSize(bb.GetSize(), style.FramePadding.y);\n    window->DC.CursorMaxPos = backup_cursor_max_pos;\n\n    if (!ItemAdd(bb, id))\n    {\n        if (want_clip_rect)\n            PopClipRect();\n        window->DC.CursorPos = backup_main_cursor_pos;\n        return tab_contents_visible;\n    }\n\n    // Click to Select a tab\n    ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowItemOverlap);\n    if (g.DragDropActive)\n        button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);\n    if (pressed && !is_tab_button)\n        tab_bar->NextSelectedTabId = id;\n    hovered |= (g.HoveredId == id);\n\n    // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered)\n    if (!held)\n        SetItemAllowOverlap();\n\n    // Drag and drop: re-order tabs\n    if (held && !tab_appearing && IsMouseDragging(0))\n    {\n        if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable))\n        {\n            // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x\n            if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x)\n            {\n                if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)\n                    TabBarQueueReorder(tab_bar, tab, -1);\n            }\n            else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x)\n            {\n                if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)\n                    TabBarQueueReorder(tab_bar, tab, +1);\n            }\n        }\n    }\n\n#if 0\n    if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth)\n    {\n        // Enlarge tab display when hovering\n        bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)));\n        display_draw_list = GetForegroundDrawList(window);\n        TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive));\n    }\n#endif\n\n    // Render tab shape\n    ImDrawList* display_draw_list = window->DrawList;\n    const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused));\n    TabItemBackground(display_draw_list, bb, flags, tab_col);\n    RenderNavHighlight(bb, id);\n\n    // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget.\n    const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup);\n    if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)))\n        if (!is_tab_button)\n            tab_bar->NextSelectedTabId = id;\n\n    if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)\n        flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;\n\n    // Render tab label, process close button\n    const ImGuiID close_button_id = p_open ? GetIDWithSeed(\"#CLOSE\", NULL, id) : 0;\n    bool just_closed;\n    bool text_clipped;\n    TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped);\n    if (just_closed && p_open != NULL)\n    {\n        *p_open = false;\n        TabBarCloseTab(tab_bar, tab);\n    }\n\n    // Restore main window position so user can draw there\n    if (want_clip_rect)\n        PopClipRect();\n    window->DC.CursorPos = backup_main_cursor_pos;\n\n    // Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer)\n    // We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores)\n    if (text_clipped && g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay && IsItemHovered())\n        if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip))\n            SetTooltip(\"%.*s\", (int)(FindRenderedTextEnd(label) - label), label);\n\n    IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected\n    if (is_tab_button)\n        return pressed;\n    return tab_contents_visible;\n}\n\n// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed.\n// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar().\n// Tabs closed by the close button will automatically be flagged to avoid this issue.\nvoid    ImGui::SetTabItemClosed(const char* label)\n{\n    ImGuiContext& g = *GImGui;\n    bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode);\n    if (is_within_manual_tab_bar)\n    {\n        ImGuiTabBar* tab_bar = g.CurrentTabBar;\n        ImGuiID tab_id = TabBarCalcTabID(tab_bar, label);\n        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))\n            tab->WantClose = true; // Will be processed by next call to TabBarLayout()\n    }\n}\n\nImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button)\n{\n    ImGuiContext& g = *GImGui;\n    ImVec2 label_size = CalcTextSize(label, NULL, true);\n    ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f);\n    if (has_close_button)\n        size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle.\n    else\n        size.x += g.Style.FramePadding.x + 1.0f;\n    return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y);\n}\n\nvoid ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col)\n{\n    // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking \"detached\" from it.\n    ImGuiContext& g = *GImGui;\n    const float width = bb.GetWidth();\n    IM_UNUSED(flags);\n    IM_ASSERT(width > 0.0f);\n    const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f));\n    const float y1 = bb.Min.y + 1.0f;\n    const float y2 = bb.Max.y - 1.0f;\n    draw_list->PathLineTo(ImVec2(bb.Min.x, y2));\n    draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9);\n    draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12);\n    draw_list->PathLineTo(ImVec2(bb.Max.x, y2));\n    draw_list->PathFillConvex(col);\n    if (g.Style.TabBorderSize > 0.0f)\n    {\n        draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2));\n        draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9);\n        draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12);\n        draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2));\n        draw_list->PathStroke(GetColorU32(ImGuiCol_Border), false, g.Style.TabBorderSize);\n    }\n}\n\n// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic\n// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter.\nvoid ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped)\n{\n    ImGuiContext& g = *GImGui;\n    ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    if (out_just_closed)\n        *out_just_closed = false;\n    if (out_text_clipped)\n        *out_text_clipped = false;\n\n    if (bb.GetWidth() <= 1.0f)\n        return;\n\n    // In Style V2 we'll have full override of all colors per state (e.g. focused, selected)\n    // But right now if you want to alter text color of tabs this is what you need to do.\n#if 0\n    const float backup_alpha = g.Style.Alpha;\n    if (!is_contents_visible)\n        g.Style.Alpha *= 0.7f;\n#endif\n\n    // Render text label (with clipping + alpha gradient) + unsaved marker\n    const char* TAB_UNSAVED_MARKER = \"*\";\n    ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y);\n    if (flags & ImGuiTabItemFlags_UnsavedDocument)\n    {\n        text_pixel_clip_bb.Max.x -= CalcTextSize(TAB_UNSAVED_MARKER, NULL, false).x;\n        ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + IM_FLOOR(-g.FontSize * 0.25f));\n        RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL);\n    }\n    ImRect text_ellipsis_clip_bb = text_pixel_clip_bb;\n\n    // Return clipped state ignoring the close button\n    if (out_text_clipped)\n    {\n        *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x;\n        //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255));\n    }\n\n    // Close Button\n    // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap()\n    //  'hovered' will be true when hovering the Tab but NOT when hovering the close button\n    //  'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button\n    //  'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false\n    bool close_button_pressed = false;\n    bool close_button_visible = false;\n    if (close_button_id != 0)\n        if (is_contents_visible || bb.GetWidth() >= g.Style.TabMinWidthForCloseButton)\n            if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id)\n                close_button_visible = true;\n    if (close_button_visible)\n    {\n        ImGuiLastItemDataBackup last_item_backup;\n        const float close_button_sz = g.FontSize;\n        PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding);\n        if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x * 2.0f - close_button_sz, bb.Min.y)))\n            close_button_pressed = true;\n        PopStyleVar();\n        last_item_backup.Restore();\n\n        // Close with middle mouse button\n        if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2))\n            close_button_pressed = true;\n\n        text_pixel_clip_bb.Max.x -= close_button_sz;\n    }\n\n    // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist..\n    float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f;\n    RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size);\n\n#if 0\n    if (!is_contents_visible)\n        g.Style.Alpha = backup_alpha;\n#endif\n\n    if (out_just_closed)\n        *out_just_closed = close_button_pressed;\n}\n\n\n#endif // #ifndef IMGUI_DISABLE\n"
  },
  {
    "path": "LView/imstb_rectpack.h",
    "content": "// [DEAR IMGUI]\n// This is a slightly modified version of stb_rect_pack.h 1.00.\n// Those changes would need to be pushed into nothings/stb:\n// - Added STBRP__CDECL\n// Grep for [DEAR IMGUI] to find the changes.\n\n// stb_rect_pack.h - v1.00 - 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//    github:IntellectualKitty\n//    \n//  Bugfixes / warning fixes\n//    Jeremy Jaussaud\n//    Fabian Giesen\n//\n// Version history:\n//\n//     1.00  (2019-02-25)  avoid small space waste; gracefully fail too-wide rectangles\n//     0.99  (2019-02-07)  warning fixes\n//     0.11  (2017-03-03)  return packing success/fail result\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//   See end of file for license information.\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 int 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//\n// The function returns 1 if all of the rectangles were successfully\n// packed and 0 otherwise.\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// [DEAR IMGUI] Added STBRP__CDECL\n#ifdef _MSC_VER\n#define STBRP__NOTUSED(v)  (void)(v)\n#define STBRP__CDECL __cdecl\n#else\n#define STBRP__NOTUSED(v)  (void)sizeof(v)\n#define STBRP__CDECL\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   // if it can't possibly fit, bail immediately\n   if (width > c->width || height > c->height) {\n      fr.prev_link = NULL;\n      fr.x = fr.y = 0;\n      return fr;\n   }\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      int count=0;\n      cur = context->active_head;\n      while (cur) {\n         cur = cur->next;\n         ++count;\n      }\n      cur = context->free_head;\n      while (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\n// [DEAR IMGUI] Added STBRP__CDECL\nstatic int STBRP__CDECL 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\n// [DEAR IMGUI] Added STBRP__CDECL\nstatic int STBRP__CDECL 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 int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)\n{\n   int i, all_rects_packed = 1;\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   }\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 and all_rects_packed status\n   for (i=0; i < num_rects; ++i) {\n      rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);\n      if (!rects[i].was_packed)\n         all_rects_packed = 0;\n   }\n\n   // return the all_rects_packed status\n   return all_rects_packed;\n}\n#endif\n\n/*\n------------------------------------------------------------------------------\nThis software is available under 2 licenses -- choose whichever you prefer.\n------------------------------------------------------------------------------\nALTERNATIVE A - MIT License\nCopyright (c) 2017 Sean Barrett\nPermission is hereby granted, free of charge, to any person obtaining a copy of \nthis software and associated documentation files (the \"Software\"), to deal in \nthe Software without restriction, including without limitation the rights to \nuse, copy, modify, merge, publish, distribute, sublicense, and/or sell copies \nof the Software, and to permit persons to whom the Software is furnished to do \nso, subject to the following conditions:\nThe above copyright notice and this permission notice shall be included in all \ncopies or substantial portions of the Software.\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------------------------------------------------------------------------------\nALTERNATIVE B - Public Domain (www.unlicense.org)\nThis is free and unencumbered software released into the public domain.\nAnyone is free to copy, modify, publish, use, compile, sell, or distribute this \nsoftware, either in source code form or as a compiled binary, for any purpose, \ncommercial or non-commercial, and by any means.\nIn jurisdictions that recognize copyright laws, the author or authors of this \nsoftware dedicate any and all copyright interest in the software to the public \ndomain. We make this dedication for the benefit of the public at large and to \nthe detriment of our heirs and successors. We intend this dedication to be an \novert act of relinquishment in perpetuity of all present and future rights to \nthis software under copyright law.\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 BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN \nACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION \nWITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n------------------------------------------------------------------------------\n*/\n"
  },
  {
    "path": "LView/imstb_textedit.h",
    "content": "// [DEAR IMGUI]\n// This is a slightly modified version of stb_textedit.h 1.13. \n// Those changes would need to be pushed into nothings/stb:\n// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)\n// Grep for [DEAR IMGUI] to find the changes.\n\n// stb_textedit.h - v1.13  - 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// See end of file for license information.\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//   1.13 (2019-02-07) fix bug in undo size management\n//   1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash\n//   1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield\n//   1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual\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 in 1.6\n//\n//   Bugfixes:\n//      Scott Graham\n//      Daniel Keller\n//      Omar Cornut\n//      Dan Thompson\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 + 3 * 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 is 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_PGUP        keyboard input to move cursor up a page\n//    STB_TEXTEDIT_K_PGDOWN      keyboard input to move cursor down a page\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// 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_TEXTEDIT_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, STB_TEXEDIT_KEYTYPE 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. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to\n//          anything other type you wante before including.\n//\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   STB_TEXTEDIT_POSITIONTYPE  insert_length;\n   STB_TEXTEDIT_POSITIONTYPE  delete_length;\n   int                        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   int 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   int row_count_per_page;\n   // page size in number of row.\n   // this value MUST be set to >0 for pageup or pagedown in multilines documents.\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   // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse\n   // goes off the top or bottom of the text\n   if( state->single_line )\n   {\n      StbTexteditRow r;\n      STB_TEXTEDIT_LAYOUTROW(&r, str, 0);\n      y = r.ymin;\n   }\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 = 0;\n\n   // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse\n   // goes off the top or bottom of the text\n   if( state->single_line )\n   {\n      StbTexteditRow r;\n      STB_TEXTEDIT_LAYOUTROW(&r, str, 0);\n      y = r.ymin;\n   }\n\n   if (state->select_start == state->select_end)\n      state->select_start = state->cursor;\n\n   p = stb_text_locate_coord(str, x, y);\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   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); // implicitly 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_internal(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len)\n{\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#ifndef STB_TEXTEDIT_KEYTYPE\n#define STB_TEXTEDIT_KEYTYPE int\n#endif\n\n// API key: process a keyboard input\nstatic void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE 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); // implicitly 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      case STB_TEXTEDIT_K_PGDOWN:\n      case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: {\n         StbFindState find;\n         StbTexteditRow row;\n         int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;\n         int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN;\n         int row_count = is_page ? state->row_count_per_page : 1;\n\n         if (!is_page && 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         for (j = 0; j < row_count; ++j) {\n            float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x;\n            int start = find.first_char + find.length;\n\n            if (find.length == 0)\n               break;\n\n            // [DEAR IMGUI]\n            // going down while being on the last line shouldn't bring us to that line end\n            if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE)\n               break;\n\n            // now find character position down a row\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            // go to next line\n            find.first_char = find.first_char + find.length;\n            find.length = row.num_chars;\n         }\n         break;\n      }\n         \n      case STB_TEXTEDIT_K_UP:\n      case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT:\n      case STB_TEXTEDIT_K_PGUP:\n      case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: {\n         StbFindState find;\n         StbTexteditRow row;\n         int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;\n         int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP;\n         int row_count = is_page ? state->row_count_per_page : 1;\n\n         if (!is_page && 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         for (j = 0; j < row_count; ++j) {\n            float  x, goal_x = state->has_preferred_x ? state->preferred_x : find.x;\n\n            // can only go up if there's a previous row\n            if (find.prev_first == find.first_char)\n               break;\n\n            // now find character position up a row\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            // go to previous line\n            // (we need to scan previous line the hard way. maybe we could expose this as a new API function?)\n            prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0;\n            while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE)\n               --prev_scan;\n            find.first_char = find.prev_first;\n            find.prev_first = prev_scan;\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}\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 -= n;\n         STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (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 -= n; // @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) (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         // move the remaining redo character data to the end of the buffer\n         state->redo_char_point += n;\n         STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE)));\n         // adjust the position of all the other records to account for above memmove\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 += n;\n      }\n      // now move all the redo records towards the end of the buffer; the first one is at 'redo_point'\n      // [DEAR IMGUI]\n      size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0]));\n      const char* buf_begin = (char*)state->undo_rec; (void)buf_begin;\n      const char* buf_end   = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end;\n      IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin);\n      IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end);\n      STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size);\n\n      // now move redo_point to point to the new one\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 = (STB_TEXTEDIT_POSITIONTYPE) insert_len;\n   r->delete_length = (STB_TEXTEDIT_POSITIONTYPE) 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 += 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            // should never happen:\n            if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT)\n               return;\n            // there's currently not enough room, so discard a redo record\n            stb_textedit_discard_redo(s);\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 - 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   state->row_count_per_page = 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\n#if defined(__GNUC__) || defined(__clang__)\n#pragma GCC diagnostic push\n#pragma GCC diagnostic ignored \"-Wcast-qual\"\n#endif\n\nstatic int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *ctext, int len)\n{\n   return stb_textedit_paste_internal(str, state, (STB_TEXTEDIT_CHARTYPE *) ctext, len);\n}\n\n#if defined(__GNUC__) || defined(__clang__)\n#pragma GCC diagnostic pop\n#endif\n\n#endif//STB_TEXTEDIT_IMPLEMENTATION\n\n/*\n------------------------------------------------------------------------------\nThis software is available under 2 licenses -- choose whichever you prefer.\n------------------------------------------------------------------------------\nALTERNATIVE A - MIT License\nCopyright (c) 2017 Sean Barrett\nPermission is hereby granted, free of charge, to any person obtaining a copy of \nthis software and associated documentation files (the \"Software\"), to deal in \nthe Software without restriction, including without limitation the rights to \nuse, copy, modify, merge, publish, distribute, sublicense, and/or sell copies \nof the Software, and to permit persons to whom the Software is furnished to do \nso, subject to the following conditions:\nThe above copyright notice and this permission notice shall be included in all \ncopies or substantial portions of the Software.\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------------------------------------------------------------------------------\nALTERNATIVE B - Public Domain (www.unlicense.org)\nThis is free and unencumbered software released into the public domain.\nAnyone is free to copy, modify, publish, use, compile, sell, or distribute this \nsoftware, either in source code form or as a compiled binary, for any purpose, \ncommercial or non-commercial, and by any means.\nIn jurisdictions that recognize copyright laws, the author or authors of this \nsoftware dedicate any and all copyright interest in the software to the public \ndomain. We make this dedication for the benefit of the public at large and to \nthe detriment of our heirs and successors. We intend this dedication to be an \novert act of relinquishment in perpetuity of all present and future rights to \nthis software under copyright law.\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 BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN \nACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION \nWITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n------------------------------------------------------------------------------\n*/\n"
  },
  {
    "path": "LView/imstb_truetype.h",
    "content": "// [DEAR IMGUI]\n// This is a slightly modified version of stb_truetype.h 1.20.\n// Mostly fixing for compiler and static analyzer warnings.\n// Grep for [DEAR IMGUI] to find the changes.\n\n// stb_truetype.h - v1.20 - 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//        render glyphs to one-channel SDF bitmaps (signed-distance field/function)\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//   Daniel Ribeiro Maciel: basic GPOS-based kerning\n//\n//   Misc other:\n//       Ryan Gordon\n//       Simon Glass\n//       github:IntellectualKitty\n//       Imanol Celaya\n//       Daniel Ribeiro Maciel\n//\n//   Bug/warning reports/fixes:\n//       \"Zer\" on mollyrocket       Fabian \"ryg\" Giesen\n//       Cass Everitt               Martins Mozeiko\n//       stoiko (Haemimont Games)   Cap Petschulat\n//       Brian Hook                 Omar Cornut\n//       Walter van Niftrik         github:aloucks\n//       David Gow                  Peter LaValle\n//       David Given                Sergey Popov\n//       Ivan-Assen Ivanov          Giumo X. Clanjor\n//       Anthony Pesch              Higor Euripedes\n//       Johan Duparc               Thomas Fields\n//       Hou Qiming                 Derek Vinyard\n//       Rob Loach                  Cort Stratton\n//       Kenney Phillis Jr.         github:oyvindjam\n//       Brian Costabile            github:vassvik\n//       \n// VERSION HISTORY\n//\n//   1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics()\n//   1.19 (2018-02-11) GPOS kerning, STBTT_fmod\n//   1.18 (2018-01-29) add missing function\n//   1.17 (2017-07-23) make more arguments const; doc fix\n//   1.16 (2017-07-12) SDF support\n//   1.15 (2017-03-03) make more arguments const\n//   1.14 (2017-01-16) num-fonts-in-TTC function\n//   1.13 (2017-01-02) support OpenType fonts, certain Apple fonts\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//   See end of file for license information.\n//\n// USAGE\n//\n//   Include this file in whatever places need 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_PackSetOversampling()          -- 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_GetFontVMetricsOS2()\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 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// DETAILED USAGE:\n//\n//  Scale:\n//    Select how high you want the font to be, in points or pixels.\n//    Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute\n//    a scale factor SF that will be used by all other functions.\n//\n//  Baseline:\n//    You need to select a y-coordinate that is the baseline of where\n//    your text will appear. Call GetFontBoundingBox to get the baseline-relative\n//    bounding box for all characters. SF*-y0 will be the distance in pixels\n//    that the worst-case character could extend above the baseline, so if\n//    you want the top edge of characters to appear at the top of the\n//    screen where y=0, then you would set the baseline to SF*-y0.\n//\n//  Current point:\n//    Set the current point where the first character will appear. The\n//    first character could extend left of the current point; this is font\n//    dependent. You can either choose a current point that is the leftmost\n//    point and hope, or add some padding, or check the bounding box or\n//    left-side-bearing of the first character to be displayed and set\n//    the current point based on that.\n//\n//  Displaying a character:\n//    Compute the bounding box of the character. It will contain signed values\n//    relative to <current_point, baseline>. I.e. if it returns x0,y0,x1,y1,\n//    then the character should be displayed in the rectangle from\n//    <current_point+SF*x0, baseline+SF*y0> to <current_point+SF*x1,baseline+SF*y1).\n//\n//  Advancing for the next character:\n//    Call GlyphHMetrics, and compute 'current_point += SF * advance'.\n// \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 tessellation                 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, e.g. if you don't\n////   link with the C runtime library.\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   // e.g. #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   #define STBTT_pow(x,y)     pow(x,y)\n   #endif\n\n   #ifndef STBTT_fmod\n   #include <math.h>\n   #define STBTT_fmod(x,y)    fmod(x,y)\n   #endif\n\n   #ifndef STBTT_cos\n   #include <math.h>\n   #define STBTT_cos(x)       cos(x)\n   #define STBTT_acos(x)      acos(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 <string.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(const 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\nSTBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap);\n// Query the font vertical metrics without having to create a font first.\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, const 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, const 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_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip);\n// If skip != 0, this tells stb_truetype to skip any codepoints for which\n// there is no corresponding glyph. If skip=0, which is the default, then\n// codepoints without a glyph recived the font's \"missing character\" glyph,\n// typically an empty box by convention.\n\nSTBTT_DEF void stbtt_GetPackedQuad(const 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   int   skip_missing;\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 publicly 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,gpos; // 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// Returns 0 if the character codepoint is not defined in the font.\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 int  stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap);\n// analogous to GetFontVMetrics, but returns the \"typographic\" values from the OS/2\n// table (specific to MS/Windows TTF files).\n//\n// Returns 1 on success (table present), 0 on failure.\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 contours. 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_MakeCodepointBitmapSubpixelPrefilter(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 oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint);\n// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering\n// is performed (see stbtt_PackSetOversampling)\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_MakeGlyphBitmapSubpixelPrefilter(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 oversample_x, int oversample_y, float *sub_x, float *sub_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// Signed Distance Function (or Field) rendering\n\nSTBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata);\n// frees the SDF bitmap allocated below\n\nSTBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff);\nSTBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff);\n// These functions compute a discretized SDF field for a single character, suitable for storing\n// in a single-channel texture, sampling with bilinear filtering, and testing against\n// larger than some threshold to produce scalable fonts.\n//        info              --  the font\n//        scale             --  controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap\n//        glyph/codepoint   --  the character to generate the SDF for\n//        padding           --  extra \"pixels\" around the character which are filled with the distance to the character (not 0),\n//                                 which allows effects like bit outlines\n//        onedge_value      --  value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character)\n//        pixel_dist_scale  --  what value the SDF should increase by when moving one SDF \"pixel\" away from the edge (on the 0..255 scale)\n//                                 if positive, > onedge_value is inside; if negative, < onedge_value is inside\n//        width,height      --  output height & width of the SDF bitmap (including padding)\n//        xoff,yoff         --  output origin of the character\n//        return value      --  a 2D array of bytes 0..255, width*height in size\n//\n// pixel_dist_scale & onedge_value are a scale & bias that allows you to make\n// optimal use of the limited 0..255 for your application, trading off precision\n// and special effects. SDF values outside the range 0..255 are clamped to 0..255.\n//\n// Example:\n//      scale = stbtt_ScaleForPixelHeight(22)\n//      padding = 5\n//      onedge_value = 180\n//      pixel_dist_scale = 180/5.0 = 36.0\n//\n//      This will create an SDF bitmap in which the character is about 22 pixels\n//      high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled\n//      shape, sample the SDF at each pixel and fill the pixel if the SDF value\n//      is greater than or equal to 180/255. (You'll actually want to antialias,\n//      which is beyond the scope of this example.) Additionally, you can compute\n//      offset outlines (e.g. to stroke the character border inside & outside,\n//      or only outside). For example, to fill outside the character up to 3 SDF\n//      pixels, you would compare against (180-36.0*3)/255 = 72/255. The above\n//      choice of variables maps a range from 5 pixels outside the shape to\n//      2 pixels inside the shape to 0..255; this is intended primarily for apply\n//      outside effects only (the interior range is needed to allow proper\n//      antialiasing of the font at *smaller* sizes)\n//\n// The function computes the SDF analytically at each SDF pixel, not by e.g.\n// building a higher-res bitmap and approximating it. In theory the quality\n// should be as high as possible for an SDF of this size & representation, but\n// unclear if this is true in practice (perhaps building a higher-res bitmap\n// and computing from that can allow drop-out prevention).\n//\n// The algorithm has not been optimized at all, so expect it to be slow\n// if computing lots of characters or very large sizes. \n\n\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   info->gpos = stbtt__find_table(data, fontstart, \"GPOS\"); // 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)); //-V595\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)) //-V560\n            return STBTT__CSERR(\"reserved operator\");\n\n         // push immediate\n         if (b0 == 255) {\n            f = (float)(stbtt_int32)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)  *x0 = r ? c.min_x : 0;\n   if (y0)  *y0 = r ? c.min_y : 0;\n   if (x1)  *x1 = r ? c.max_x : 0;\n   if (y1)  *y1 = r ? c.max_y : 0;\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\nstatic int  stbtt__GetGlyphKernInfoAdvance(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\nstatic stbtt_int32  stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph)\n{\n    stbtt_uint16 coverageFormat = ttUSHORT(coverageTable);\n    switch(coverageFormat) {\n        case 1: {\n            stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2);\n\n            // Binary search.\n            stbtt_int32 l=0, r=glyphCount-1, m;\n            int straw, needle=glyph;\n            while (l <= r) {\n                stbtt_uint8 *glyphArray = coverageTable + 4;\n                stbtt_uint16 glyphID;\n                m = (l + r) >> 1;\n                glyphID = ttUSHORT(glyphArray + 2 * m);\n                straw = glyphID;\n                if (needle < straw)\n                    r = m - 1;\n                else if (needle > straw)\n                    l = m + 1;\n                else {\n                     return m;\n                }\n            }\n        } break;\n\n        case 2: {\n            stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2);\n            stbtt_uint8 *rangeArray = coverageTable + 4;\n\n            // Binary search.\n            stbtt_int32 l=0, r=rangeCount-1, m;\n            int strawStart, strawEnd, needle=glyph;\n            while (l <= r) {\n                stbtt_uint8 *rangeRecord;\n                m = (l + r) >> 1;\n                rangeRecord = rangeArray + 6 * m;\n                strawStart = ttUSHORT(rangeRecord);\n                strawEnd = ttUSHORT(rangeRecord + 2);\n                if (needle < strawStart)\n                    r = m - 1;\n                else if (needle > strawEnd)\n                    l = m + 1;\n                else {\n                    stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4);\n                    return startCoverageIndex + glyph - strawStart;\n                }\n            }\n        } break;\n\n        default: {\n            // There are no other cases.\n            STBTT_assert(0);\n        } break;\n    }\n\n    return -1;\n}\n\nstatic stbtt_int32  stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph)\n{\n    stbtt_uint16 classDefFormat = ttUSHORT(classDefTable);\n    switch(classDefFormat)\n    {\n        case 1: {\n            stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2);\n            stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4);\n            stbtt_uint8 *classDef1ValueArray = classDefTable + 6;\n\n            if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount)\n                return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID));\n\n            // [DEAR IMGUI] Commented to fix static analyzer warning\n            //classDefTable = classDef1ValueArray + 2 * glyphCount;\n        } break;\n\n        case 2: {\n            stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2);\n            stbtt_uint8 *classRangeRecords = classDefTable + 4;\n\n            // Binary search.\n            stbtt_int32 l=0, r=classRangeCount-1, m;\n            int strawStart, strawEnd, needle=glyph;\n            while (l <= r) {\n                stbtt_uint8 *classRangeRecord;\n                m = (l + r) >> 1;\n                classRangeRecord = classRangeRecords + 6 * m;\n                strawStart = ttUSHORT(classRangeRecord);\n                strawEnd = ttUSHORT(classRangeRecord + 2);\n                if (needle < strawStart)\n                    r = m - 1;\n                else if (needle > strawEnd)\n                    l = m + 1;\n                else\n                    return (stbtt_int32)ttUSHORT(classRangeRecord + 4);\n            }\n\n            // [DEAR IMGUI] Commented to fix static analyzer warning\n            //classDefTable = classRangeRecords + 6 * classRangeCount;\n        } break;\n\n        default: {\n            // There are no other cases.\n            STBTT_assert(0);\n        } break;\n    }\n\n    return -1;\n}\n\n// Define to STBTT_assert(x) if you want to break on unimplemented formats.\n#define STBTT_GPOS_TODO_assert(x)\n\nstatic stbtt_int32  stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2)\n{\n    stbtt_uint16 lookupListOffset;\n    stbtt_uint8 *lookupList;\n    stbtt_uint16 lookupCount;\n    stbtt_uint8 *data;\n    stbtt_int32 i;\n\n    if (!info->gpos) return 0;\n\n    data = info->data + info->gpos;\n\n    if (ttUSHORT(data+0) != 1) return 0; // Major version 1\n    if (ttUSHORT(data+2) != 0) return 0; // Minor version 0\n\n    lookupListOffset = ttUSHORT(data+8);\n    lookupList = data + lookupListOffset;\n    lookupCount = ttUSHORT(lookupList);\n\n    for (i=0; i<lookupCount; ++i) {\n        stbtt_uint16 lookupOffset = ttUSHORT(lookupList + 2 + 2 * i);\n        stbtt_uint8 *lookupTable = lookupList + lookupOffset;\n\n        stbtt_uint16 lookupType = ttUSHORT(lookupTable);\n        stbtt_uint16 subTableCount = ttUSHORT(lookupTable + 4);\n        stbtt_uint8 *subTableOffsets = lookupTable + 6;\n        switch(lookupType) {\n            case 2: { // Pair Adjustment Positioning Subtable\n                stbtt_int32 sti;\n                for (sti=0; sti<subTableCount; sti++) {\n                    stbtt_uint16 subtableOffset = ttUSHORT(subTableOffsets + 2 * sti);\n                    stbtt_uint8 *table = lookupTable + subtableOffset;\n                    stbtt_uint16 posFormat = ttUSHORT(table);\n                    stbtt_uint16 coverageOffset = ttUSHORT(table + 2);\n                    stbtt_int32 coverageIndex = stbtt__GetCoverageIndex(table + coverageOffset, glyph1);\n                    if (coverageIndex == -1) continue;\n\n                    switch (posFormat) {\n                        case 1: {\n                            stbtt_int32 l, r, m;\n                            int straw, needle;\n                            stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);\n                            stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);\n                            stbtt_int32 valueRecordPairSizeInBytes = 2;\n                            stbtt_uint16 pairSetCount = ttUSHORT(table + 8);\n                            stbtt_uint16 pairPosOffset = ttUSHORT(table + 10 + 2 * coverageIndex);\n                            stbtt_uint8 *pairValueTable = table + pairPosOffset;\n                            stbtt_uint16 pairValueCount = ttUSHORT(pairValueTable);\n                            stbtt_uint8 *pairValueArray = pairValueTable + 2;\n                            // TODO: Support more formats.\n                            STBTT_GPOS_TODO_assert(valueFormat1 == 4);\n                            if (valueFormat1 != 4) return 0;\n                            STBTT_GPOS_TODO_assert(valueFormat2 == 0);\n                            if (valueFormat2 != 0) return 0;\n\n                            STBTT_assert(coverageIndex < pairSetCount);\n                            STBTT__NOTUSED(pairSetCount);\n\n                            needle=glyph2;\n                            r=pairValueCount-1;\n                            l=0;\n\n                            // Binary search.\n                            while (l <= r) {\n                                stbtt_uint16 secondGlyph;\n                                stbtt_uint8 *pairValue;\n                                m = (l + r) >> 1;\n                                pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m;\n                                secondGlyph = ttUSHORT(pairValue);\n                                straw = secondGlyph;\n                                if (needle < straw)\n                                    r = m - 1;\n                                else if (needle > straw)\n                                    l = m + 1;\n                                else {\n                                    stbtt_int16 xAdvance = ttSHORT(pairValue + 2);\n                                    return xAdvance;\n                                }\n                            }\n                        } break;\n\n                        case 2: {\n                            stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);\n                            stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);\n\n                            stbtt_uint16 classDef1Offset = ttUSHORT(table + 8);\n                            stbtt_uint16 classDef2Offset = ttUSHORT(table + 10);\n                            int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1);\n                            int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2);\n\n                            stbtt_uint16 class1Count = ttUSHORT(table + 12);\n                            stbtt_uint16 class2Count = ttUSHORT(table + 14);\n                            STBTT_assert(glyph1class < class1Count);\n                            STBTT_assert(glyph2class < class2Count);\n\n                            // TODO: Support more formats.\n                            STBTT_GPOS_TODO_assert(valueFormat1 == 4);\n                            if (valueFormat1 != 4) return 0;\n                            STBTT_GPOS_TODO_assert(valueFormat2 == 0);\n                            if (valueFormat2 != 0) return 0;\n\n                            if (glyph1class >= 0 && glyph1class < class1Count && glyph2class >= 0 && glyph2class < class2Count) {\n                                stbtt_uint8 *class1Records = table + 16;\n                                stbtt_uint8 *class2Records = class1Records + 2 * (glyph1class * class2Count);\n                                stbtt_int16 xAdvance = ttSHORT(class2Records + 2 * glyph2class);\n                                return xAdvance;\n                            }\n                        } break;\n\n                        default: {\n                            // There are no other cases.\n                            STBTT_assert(0);\n                            break;\n                        } // [DEAR IMGUI] removed ;\n                    }\n                }\n                break;\n            } // [DEAR IMGUI] removed ;\n\n            default:\n                // TODO: Implement other stuff.\n                break;\n        }\n    }\n\n    return 0;\n}\n\nSTBTT_DEF int  stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2)\n{\n   int xAdvance = 0;\n\n   if (info->gpos)\n      xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2);\n\n   if (info->kern)\n      xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2);\n\n   return xAdvance;\n}\n\nSTBTT_DEF int  stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2)\n{\n   if (!info->kern && !info->gpos) // 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 int  stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap)\n{\n   int tab = stbtt__find_table(info->data, info->fontstart, \"OS/2\");\n   if (!tab)\n      return 0;\n   if (typoAscent ) *typoAscent  = ttSHORT(info->data+tab + 68);\n   if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70);\n   if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72);\n   return 1;\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) + sizeof(stbtt__hheap_chunk) + 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                  // [DEAR IMGUI] Fix static analyzer warning\n                  (void)dx; // [ImGui: fix static analyzer warning]\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 clearly-defined 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\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               float y1 = (x - x0) / dx + y_top;\n               float 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               if (j == 0 && off_y != 0) {\n                  if (z->ey < scan_y_top) {\n                     // this can happen due to subpixel positioning and some kind of fp rounding error i think\n                     z->ey = scan_y_top;\n                  }\n               }\n               STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds\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   /* threshold 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// tessellate until threshold 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      = 0;\n   int *winding_lengths   = NULL;\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_MakeCodepointBitmapSubpixelPrefilter(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 oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint)\n{\n   stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint));\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(const 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   const 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   spc->skip_missing = 0;\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\nSTBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip)\n{\n   spc->skip_missing = skip;\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         if (glyph == 0 && spc->skip_missing) {\n            rects[k].w = rects[k].h = 0;\n         } else {\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         }\n         ++k;\n      }\n   }\n\n   return k;\n}\n\nSTBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(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 prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph)\n{\n   stbtt_MakeGlyphBitmapSubpixel(info,\n                                 output,\n                                 out_w - (prefilter_x - 1),\n                                 out_h - (prefilter_y - 1),\n                                 out_stride,\n                                 scale_x,\n                                 scale_y,\n                                 shift_x,\n                                 shift_y,\n                                 glyph);\n\n   if (prefilter_x > 1)\n      stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x);\n\n   if (prefilter_y > 1)\n      stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y);\n\n   *sub_x = stbtt__oversample_shift(prefilter_x);\n   *sub_y = stbtt__oversample_shift(prefilter_y);\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 && r->w != 0 && r->h != 0) {\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, const 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; // [DEAR IMGUI] removed = 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, const 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_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap)\n{\n   int i_ascent, i_descent, i_lineGap;\n   float scale;\n   stbtt_fontinfo info;\n   stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index));\n   scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size);\n   stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap);\n   *ascent  = (float) i_ascent  * scale;\n   *descent = (float) i_descent * scale;\n   *lineGap = (float) i_lineGap * scale;\n}\n\nSTBTT_DEF void stbtt_GetPackedQuad(const 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   const 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// sdf computation\n//\n\n#define STBTT_min(a,b)  ((a) < (b) ? (a) : (b))\n#define STBTT_max(a,b)  ((a) < (b) ? (b) : (a))\n\nstatic int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2])\n{\n   float q0perp = q0[1]*ray[0] - q0[0]*ray[1];\n   float q1perp = q1[1]*ray[0] - q1[0]*ray[1];\n   float q2perp = q2[1]*ray[0] - q2[0]*ray[1];\n   float roperp = orig[1]*ray[0] - orig[0]*ray[1];\n\n   float a = q0perp - 2*q1perp + q2perp;\n   float b = q1perp - q0perp;\n   float c = q0perp - roperp;\n\n   float s0 = 0., s1 = 0.;\n   int num_s = 0;\n\n   if (a != 0.0) {\n      float discr = b*b - a*c;\n      if (discr > 0.0) {\n         float rcpna = -1 / a;\n         float d = (float) STBTT_sqrt(discr);\n         s0 = (b+d) * rcpna;\n         s1 = (b-d) * rcpna;\n         if (s0 >= 0.0 && s0 <= 1.0)\n            num_s = 1;\n         if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) {\n            if (num_s == 0) s0 = s1;\n            ++num_s;\n         }\n      }\n   } else {\n      // 2*b*s + c = 0\n      // s = -c / (2*b)\n      s0 = c / (-2 * b);\n      if (s0 >= 0.0 && s0 <= 1.0)\n         num_s = 1;\n   }\n\n   if (num_s == 0)\n      return 0;\n   else {\n      float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]);\n      float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2;\n\n      float q0d =   q0[0]*rayn_x +   q0[1]*rayn_y;\n      float q1d =   q1[0]*rayn_x +   q1[1]*rayn_y;\n      float q2d =   q2[0]*rayn_x +   q2[1]*rayn_y;\n      float rod = orig[0]*rayn_x + orig[1]*rayn_y;\n\n      float q10d = q1d - q0d;\n      float q20d = q2d - q0d;\n      float q0rd = q0d - rod;\n\n      hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d;\n      hits[0][1] = a*s0+b;\n\n      if (num_s > 1) {\n         hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d;\n         hits[1][1] = a*s1+b;\n         return 2;\n      } else {\n         return 1;\n      }\n   }\n}\n\nstatic int equal(float *a, float *b)\n{\n   return (a[0] == b[0] && a[1] == b[1]);\n}\n\nstatic int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts)\n{\n   int i;\n   float orig[2], ray[2] = { 1, 0 };\n   float y_frac;\n   int winding = 0;\n\n   orig[0] = x;\n   //orig[1] = y; // [DEAR IMGUI] commmented double assignment\n\n   // make sure y never passes through a vertex of the shape\n   y_frac = (float) STBTT_fmod(y, 1.0f);\n   if (y_frac < 0.01f)\n      y += 0.01f;\n   else if (y_frac > 0.99f)\n      y -= 0.01f;\n   orig[1] = y;\n\n   // test a ray from (-infinity,y) to (x,y)\n   for (i=0; i < nverts; ++i) {\n      if (verts[i].type == STBTT_vline) {\n         int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y;\n         int x1 = (int) verts[i  ].x, y1 = (int) verts[i  ].y;\n         if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) {\n            float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0;\n            if (x_inter < x)  \n               winding += (y0 < y1) ? 1 : -1;\n         }\n      }\n      if (verts[i].type == STBTT_vcurve) {\n         int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ;\n         int x1 = (int) verts[i  ].cx, y1 = (int) verts[i  ].cy;\n         int x2 = (int) verts[i  ].x , y2 = (int) verts[i  ].y ;\n         int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2));\n         int by = STBTT_max(y0,STBTT_max(y1,y2));\n         if (y > ay && y < by && x > ax) {\n            float q0[2],q1[2],q2[2];\n            float hits[2][2];\n            q0[0] = (float)x0;\n            q0[1] = (float)y0;\n            q1[0] = (float)x1;\n            q1[1] = (float)y1;\n            q2[0] = (float)x2;\n            q2[1] = (float)y2;\n            if (equal(q0,q1) || equal(q1,q2)) {\n               x0 = (int)verts[i-1].x;\n               y0 = (int)verts[i-1].y;\n               x1 = (int)verts[i  ].x;\n               y1 = (int)verts[i  ].y;\n               if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) {\n                  float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0;\n                  if (x_inter < x)  \n                     winding += (y0 < y1) ? 1 : -1;\n               }\n            } else {\n               int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits);\n               if (num_hits >= 1)\n                  if (hits[0][0] < 0)\n                     winding += (hits[0][1] < 0 ? -1 : 1);\n               if (num_hits >= 2)\n                  if (hits[1][0] < 0)\n                     winding += (hits[1][1] < 0 ? -1 : 1);\n            }\n         } \n      }\n   }\n   return winding;\n}\n\nstatic float stbtt__cuberoot( float x )\n{\n   if (x<0)\n      return -(float) STBTT_pow(-x,1.0f/3.0f);\n   else\n      return  (float) STBTT_pow( x,1.0f/3.0f);\n}\n\n// x^3 + c*x^2 + b*x + a = 0\nstatic int stbtt__solve_cubic(float a, float b, float c, float* r)\n{\n\tfloat s = -a / 3;\n\tfloat p = b - a*a / 3;\n\tfloat q = a * (2*a*a - 9*b) / 27 + c;\n   float p3 = p*p*p;\n\tfloat d = q*q + 4*p3 / 27;\n\tif (d >= 0) {\n\t\tfloat z = (float) STBTT_sqrt(d);\n\t\tfloat u = (-q + z) / 2;\n\t\tfloat v = (-q - z) / 2;\n\t\tu = stbtt__cuberoot(u);\n\t\tv = stbtt__cuberoot(v);\n\t\tr[0] = s + u + v;\n\t\treturn 1;\n\t} else {\n\t   float u = (float) STBTT_sqrt(-p/3);\n\t   float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative\n\t   float m = (float) STBTT_cos(v);\n      float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f;\n\t   r[0] = s + u * 2 * m;\n\t   r[1] = s - u * (m + n);\n\t   r[2] = s - u * (m - n);\n\n      //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f);  // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe?\n      //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f);\n      //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f);\n   \treturn 3;\n   }\n}\n\nSTBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff)\n{\n   float scale_x = scale, scale_y = scale;\n   int ix0,iy0,ix1,iy1;\n   int w,h;\n   unsigned char *data;\n\n   // if one scale is 0, use same scale for both\n   if (scale_x == 0) scale_x = scale_y;\n   if (scale_y == 0) {\n      if (scale_x == 0) return NULL;  // if both scales are 0, return NULL\n      scale_y = scale_x;\n   }\n\n   stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1);\n\n   // if empty, return NULL\n   if (ix0 == ix1 || iy0 == iy1)\n      return NULL;\n\n   ix0 -= padding;\n   iy0 -= padding;\n   ix1 += padding;\n   iy1 += padding;\n\n   w = (ix1 - ix0);\n   h = (iy1 - iy0);\n\n   if (width ) *width  = w;\n   if (height) *height = h;\n   if (xoff  ) *xoff   = ix0;\n   if (yoff  ) *yoff   = iy0;\n\n   // invert for y-downwards bitmaps\n   scale_y = -scale_y;\n      \n   {\n      int x,y,i,j;\n      float *precompute;\n      stbtt_vertex *verts;\n      int num_verts = stbtt_GetGlyphShape(info, glyph, &verts);\n      data = (unsigned char *) STBTT_malloc(w * h, info->userdata);\n      precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata);\n\n      for (i=0,j=num_verts-1; i < num_verts; j=i++) {\n         if (verts[i].type == STBTT_vline) {\n            float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y;\n            float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y;\n            float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0));\n            precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist;\n         } else if (verts[i].type == STBTT_vcurve) {\n            float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y;\n            float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y;\n            float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y;\n            float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2;\n            float len2 = bx*bx + by*by;\n            if (len2 != 0.0f)\n               precompute[i] = 1.0f / (bx*bx + by*by);\n            else\n               precompute[i] = 0.0f;\n         } else\n            precompute[i] = 0.0f;\n      }\n\n      for (y=iy0; y < iy1; ++y) {\n         for (x=ix0; x < ix1; ++x) {\n            float val;\n            float min_dist = 999999.0f;\n            float sx = (float) x + 0.5f;\n            float sy = (float) y + 0.5f;\n            float x_gspace = (sx / scale_x);\n            float y_gspace = (sy / scale_y);\n\n            int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path\n\n            for (i=0; i < num_verts; ++i) {\n               float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y;\n\n               // check against every point here rather than inside line/curve primitives -- @TODO: wrong if multiple 'moves' in a row produce a garbage point, and given culling, probably more efficient to do within line/curve\n               float dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy);\n               if (dist2 < min_dist*min_dist)\n                  min_dist = (float) STBTT_sqrt(dist2);\n\n               if (verts[i].type == STBTT_vline) {\n                  float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y;\n\n                  // coarse culling against bbox\n                  //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist &&\n                  //    sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist)\n                  float dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i];\n                  STBTT_assert(i != 0);\n                  if (dist < min_dist) {\n                     // check position along line\n                     // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0)\n                     // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy)\n                     float dx = x1-x0, dy = y1-y0;\n                     float px = x0-sx, py = y0-sy;\n                     // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy\n                     // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve\n                     float t = -(px*dx + py*dy) / (dx*dx + dy*dy);\n                     if (t >= 0.0f && t <= 1.0f)\n                        min_dist = dist;\n                  }\n               } else if (verts[i].type == STBTT_vcurve) {\n                  float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y;\n                  float x1 = verts[i  ].cx*scale_x, y1 = verts[i  ].cy*scale_y;\n                  float box_x0 = STBTT_min(STBTT_min(x0,x1),x2);\n                  float box_y0 = STBTT_min(STBTT_min(y0,y1),y2);\n                  float box_x1 = STBTT_max(STBTT_max(x0,x1),x2);\n                  float box_y1 = STBTT_max(STBTT_max(y0,y1),y2);\n                  // coarse culling against bbox to avoid computing cubic unnecessarily\n                  if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) {\n                     int num=0;\n                     float ax = x1-x0, ay = y1-y0;\n                     float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2;\n                     float mx = x0 - sx, my = y0 - sy;\n                     float res[3],px,py,t,it;\n                     float a_inv = precompute[i];\n                     if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula\n                        float a = 3*(ax*bx + ay*by);\n                        float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by);\n                        float c = mx*ax+my*ay;\n                        if (a == 0.0) { // if a is 0, it's linear\n                           if (b != 0.0) {\n                              res[num++] = -c/b;\n                           }\n                        } else {\n                           float discriminant = b*b - 4*a*c;\n                           if (discriminant < 0)\n                              num = 0;\n                           else {\n                              float root = (float) STBTT_sqrt(discriminant);\n                              res[0] = (-b - root)/(2*a);\n                              res[1] = (-b + root)/(2*a);\n                              num = 2; // don't bother distinguishing 1-solution case, as code below will still work\n                           }\n                        }\n                     } else {\n                        float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point\n                        float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv;\n                        float d = (mx*ax+my*ay) * a_inv;\n                        num = stbtt__solve_cubic(b, c, d, res);\n                     }\n                     if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) {\n                        t = res[0], it = 1.0f - t;\n                        px = it*it*x0 + 2*t*it*x1 + t*t*x2;\n                        py = it*it*y0 + 2*t*it*y1 + t*t*y2;\n                        dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy);\n                        if (dist2 < min_dist * min_dist)\n                           min_dist = (float) STBTT_sqrt(dist2);\n                     }\n                     if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) {\n                        t = res[1], it = 1.0f - t;\n                        px = it*it*x0 + 2*t*it*x1 + t*t*x2;\n                        py = it*it*y0 + 2*t*it*y1 + t*t*y2;\n                        dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy);\n                        if (dist2 < min_dist * min_dist)\n                           min_dist = (float) STBTT_sqrt(dist2);\n                     }\n                     if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) {\n                        t = res[2], it = 1.0f - t;\n                        px = it*it*x0 + 2*t*it*x1 + t*t*x2;\n                        py = it*it*y0 + 2*t*it*y1 + t*t*y2;\n                        dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy);\n                        if (dist2 < min_dist * min_dist)\n                           min_dist = (float) STBTT_sqrt(dist2);\n                     }\n                  }\n               }\n            }\n            if (winding == 0)\n               min_dist = -min_dist;  // if outside the shape, value is negative\n            val = onedge_value + pixel_dist_scale * min_dist;\n            if (val < 0)\n               val = 0;\n            else if (val > 255)\n               val = 255;\n            data[(y-iy0)*w+(x-ix0)] = (unsigned char) val;\n         }\n      }\n      STBTT_free(precompute, info->userdata);\n      STBTT_free(verts, info->userdata);\n   }\n   return data;\n}   \n\nSTBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff)\n{\n   return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff);\n}\n\nSTBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata)\n{\n   STBTT_free(bitmap, userdata);\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//   1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod\n//   1.18 (2018-01-29) add missing function\n//   1.17 (2017-07-23) make more arguments const; doc fix\n//   1.16 (2017-07-12) SDF support\n//   1.15 (2017-03-03) make more arguments const\n//   1.14 (2017-01-16) num-fonts-in-TTC function\n//   1.13 (2017-01-02) support OpenType fonts, certain Apple fonts\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\n/*\n------------------------------------------------------------------------------\nThis software is available under 2 licenses -- choose whichever you prefer.\n------------------------------------------------------------------------------\nALTERNATIVE A - MIT License\nCopyright (c) 2017 Sean Barrett\nPermission is hereby granted, free of charge, to any person obtaining a copy of \nthis software and associated documentation files (the \"Software\"), to deal in \nthe Software without restriction, including without limitation the rights to \nuse, copy, modify, merge, publish, distribute, sublicense, and/or sell copies \nof the Software, and to permit persons to whom the Software is furnished to do \nso, subject to the following conditions:\nThe above copyright notice and this permission notice shall be included in all \ncopies or substantial portions of the Software.\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------------------------------------------------------------------------------\nALTERNATIVE B - Public Domain (www.unlicense.org)\nThis is free and unencumbered software released into the public domain.\nAnyone is free to copy, modify, publish, use, compile, sell, or distribute this \nsoftware, either in source code form or as a compiled binary, for any purpose, \ncommercial or non-commercial, and by any means.\nIn jurisdictions that recognize copyright laws, the author or authors of this \nsoftware dedicate any and all copyright interest in the software to the public \ndomain. We make this dedication for the benefit of the public at large and to \nthe detriment of our heirs and successors. We intend this dedication to be an \novert act of relinquishment in perpetuity of all present and future rights to \nthis software under copyright law.\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 BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN \nACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION \nWITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n------------------------------------------------------------------------------\n*/\n"
  },
  {
    "path": "LView/stb_image.h",
    "content": "/* stb_image - v2.26 - public domain image loader - http://nothings.org/stb\n\t\t\t\t\t\t\t\t  no warranty implied; use at your own risk\n\n   Do this:\n\t  #define STB_IMAGE_IMPLEMENTATION\n   before you include this file in *one* C or C++ file to create the implementation.\n\n   // i.e. it should look like this:\n   #include ...\n   #include ...\n   #include ...\n   #define STB_IMAGE_IMPLEMENTATION\n   #include \"stb_image.h\"\n\n   You can #define STBI_ASSERT(x) before the #include to avoid using assert.h.\n   And #define STBI_MALLOC, STBI_REALLOC, and STBI_FREE to avoid using malloc,realloc,free\n\n\n   QUICK NOTES:\n\t  Primarily of interest to game developers and other people who can\n\t\t  avoid problematic images and only need the trivial interface\n\n\t  JPEG baseline & progressive (12 bpc/arithmetic not supported, same as stock IJG lib)\n\t  PNG 1/2/4/8/16-bit-per-channel\n\n\t  TGA (not sure what subset, if a subset)\n\t  BMP non-1bpp, non-RLE\n\t  PSD (composited view only, no extra channels, 8/16 bit-per-channel)\n\n\t  GIF (*comp always reports as 4-channel)\n\t  HDR (radiance rgbE format)\n\t  PIC (Softimage PIC)\n\t  PNM (PPM and PGM binary only)\n\n\t  Animated GIF still needs a proper API, but here's one way to do it:\n\t\t  http://gist.github.com/urraka/685d9a6340b26b830d49\n\n\t  - decode from memory or through FILE (define STBI_NO_STDIO to remove code)\n\t  - decode from arbitrary I/O callbacks\n\t  - SIMD acceleration on x86/x64 (SSE2) and ARM (NEON)\n\n   Full documentation under \"DOCUMENTATION\" below.\n\n\nLICENSE\n\n  See end of file for license information.\n\nRECENT REVISION HISTORY:\n\n\t  2.26  (2020-07-13) many minor fixes\n\t  2.25  (2020-02-02) fix warnings\n\t  2.24  (2020-02-02) fix warnings; thread-local failure_reason and flip_vertically\n\t  2.23  (2019-08-11) fix clang static analysis warning\n\t  2.22  (2019-03-04) gif fixes, fix warnings\n\t  2.21  (2019-02-25) fix typo in comment\n\t  2.20  (2019-02-07) support utf8 filenames in Windows; fix warnings and platform ifdefs\n\t  2.19  (2018-02-11) fix warning\n\t  2.18  (2018-01-30) fix warnings\n\t  2.17  (2018-01-29) bugfix, 1-bit BMP, 16-bitness query, fix warnings\n\t  2.16  (2017-07-23) all functions have 16-bit variants; optimizations; bugfixes\n\t  2.15  (2017-03-18) fix png-1,2,4; all Imagenet JPGs; no runtime SSE detection on GCC\n\t  2.14  (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs\n\t  2.13  (2016-12-04) experimental 16-bit API, only for PNG so far; fixes\n\t  2.12  (2016-04-02) fix typo in 2.11 PSD fix that caused crashes\n\t  2.11  (2016-04-02) 16-bit PNGS; enable SSE2 in non-gcc x64\n\t\t\t\t\t\t RGB-format JPEG; remove white matting in PSD;\n\t\t\t\t\t\t allocate large structures on the stack;\n\t\t\t\t\t\t correct channel count for PNG & BMP\n\t  2.10  (2016-01-22) avoid warning introduced in 2.09\n\t  2.09  (2016-01-16) 16-bit TGA; comments in PNM files; STBI_REALLOC_SIZED\n\n   See end of file for full revision history.\n\n\n ============================    Contributors    =========================\n\n Image formats                          Extensions, features\n\tSean Barrett (jpeg, png, bmp)          Jetro Lauha (stbi_info)\n\tNicolas Schulz (hdr, psd)              Martin \"SpartanJ\" Golini (stbi_info)\n\tJonathan Dummer (tga)                  James \"moose2000\" Brown (iPhone PNG)\n\tJean-Marc Lienher (gif)                Ben \"Disch\" Wenger (io callbacks)\n\tTom Seddon (pic)                       Omar Cornut (1/2/4-bit PNG)\n\tThatcher Ulrich (psd)                  Nicolas Guillemot (vertical flip)\n\tKen Miller (pgm, ppm)                  Richard Mitton (16-bit PSD)\n\tgithub:urraka (animated gif)           Junggon Kim (PNM comments)\n\tChristopher Forseth (animated gif)     Daniel Gibson (16-bit TGA)\n\t\t\t\t\t\t\t\t\t\t   socks-the-fox (16-bit PNG)\n\t\t\t\t\t\t\t\t\t\t   Jeremy Sawicki (handle all ImageNet JPGs)\n Optimizations & bugfixes                  Mikhail Morozov (1-bit BMP)\n\tFabian \"ryg\" Giesen                    Anael Seghezzi (is-16-bit query)\n\tArseny Kapoulkine\n\tJohn-Mark Allen\n\tCarmelo J Fdez-Aguera\n\n Bug & warning fixes\n\tMarc LeBlanc            David Woo          Guillaume George     Martins Mozeiko\n\tChristpher Lloyd        Jerry Jansson      Joseph Thomson       Blazej Dariusz Roszkowski\n\tPhil Jordan                                Dave Moore           Roy Eltham\n\tHayaki Saito            Nathan Reed        Won Chun\n\tLuke Graham             Johan Duparc       Nick Verigakis       the Horde3D community\n\tThomas Ruf              Ronny Chevalier                         github:rlyeh\n\tJanez Zemva             John Bartholomew   Michal Cichon        github:romigrou\n\tJonathan Blow           Ken Hamada         Tero Hanninen        github:svdijk\n\t\t\t\t\t\t\tLaurent Gomila     Cort Stratton        github:snagar\n\tAruelien Pocheville     Sergio Gonzalez    Thibault Reuille     github:Zelex\n\tCass Everitt            Ryamond Barbiero                        github:grim210\n\tPaul Du Bois            Engin Manap        Aldo Culquicondor    github:sammyhw\n\tPhilipp Wiesemann       Dale Weiler        Oriol Ferrer Mesia   github:phprus\n\tJosh Tobin                                 Matthew Gregan       github:poppolopoppo\n\tJulian Raschke          Gregory Mullen     Christian Floisand   github:darealshinji\n\tBaldur Karlsson         Kevin Schmidt      JR Smith             github:Michaelangel007\n\t\t\t\t\t\t\tBrad Weinberger    Matvey Cherevko      [reserved]\n\tLuca Sas                Alexander Veselov  Zack Middleton       [reserved]\n\tRyan C. Gordon          [reserved]                              [reserved]\n\t\t\t\t\t DO NOT ADD YOUR NAME HERE\n\n  To add your name to the credits, pick a random blank space in the middle and fill it.\n  80% of merge conflicts on stb PRs are due to people adding their name at the end\n  of the credits.\n*/\n\n#ifndef STBI_INCLUDE_STB_IMAGE_H\n#define STBI_INCLUDE_STB_IMAGE_H\n\n// DOCUMENTATION\n//\n// Limitations:\n//    - no 12-bit-per-channel JPEG\n//    - no JPEGs with arithmetic coding\n//    - GIF always returns *comp=4\n//\n// Basic usage (see HDR discussion below for HDR usage):\n//    int x,y,n;\n//    unsigned char *data = stbi_load(filename, &x, &y, &n, 0);\n//    // ... process data if not NULL ...\n//    // ... x = width, y = height, n = # 8-bit components per pixel ...\n//    // ... replace '0' with '1'..'4' to force that many components per pixel\n//    // ... but 'n' will always be the number that it would have been if you said 0\n//    stbi_image_free(data)\n//\n// Standard parameters:\n//    int *x                 -- outputs image width in pixels\n//    int *y                 -- outputs image height in pixels\n//    int *channels_in_file  -- outputs # of image components in image file\n//    int desired_channels   -- if non-zero, # of image components requested in result\n//\n// The return value from an image loader is an 'unsigned char *' which points\n// to the pixel data, or NULL on an allocation failure or if the image is\n// corrupt or invalid. The pixel data consists of *y scanlines of *x pixels,\n// with each pixel consisting of N interleaved 8-bit components; the first\n// pixel pointed to is top-left-most in the image. There is no padding between\n// image scanlines or between pixels, regardless of format. The number of\n// components N is 'desired_channels' if desired_channels is non-zero, or\n// *channels_in_file otherwise. If desired_channels is non-zero,\n// *channels_in_file has the number of components that _would_ have been\n// output otherwise. E.g. if you set desired_channels to 4, you will always\n// get RGBA output, but you can check *channels_in_file to see if it's trivially\n// opaque because e.g. there were only 3 channels in the source image.\n//\n// An output image with N components has the following components interleaved\n// in this order in each pixel:\n//\n//     N=#comp     components\n//       1           grey\n//       2           grey, alpha\n//       3           red, green, blue\n//       4           red, green, blue, alpha\n//\n// If image loading fails for any reason, the return value will be NULL,\n// and *x, *y, *channels_in_file will be unchanged. The function\n// stbi_failure_reason() can be queried for an extremely brief, end-user\n// unfriendly explanation of why the load failed. Define STBI_NO_FAILURE_STRINGS\n// to avoid compiling these strings at all, and STBI_FAILURE_USERMSG to get slightly\n// more user-friendly ones.\n//\n// Paletted PNG, BMP, GIF, and PIC images are automatically depalettized.\n//\n// ===========================================================================\n//\n// UNICODE:\n//\n//   If compiling for Windows and you wish to use Unicode filenames, compile\n//   with\n//       #define STBI_WINDOWS_UTF8\n//   and pass utf8-encoded filenames. Call stbi_convert_wchar_to_utf8 to convert\n//   Windows wchar_t filenames to utf8.\n//\n// ===========================================================================\n//\n// Philosophy\n//\n// stb libraries are designed with the following priorities:\n//\n//    1. easy to use\n//    2. easy to maintain\n//    3. good performance\n//\n// Sometimes I let \"good performance\" creep up in priority over \"easy to maintain\",\n// and for best performance I may provide less-easy-to-use APIs that give higher\n// performance, in addition to the easy-to-use ones. Nevertheless, it's important\n// to keep in mind that from the standpoint of you, a client of this library,\n// all you care about is #1 and #3, and stb libraries DO NOT emphasize #3 above all.\n//\n// Some secondary priorities arise directly from the first two, some of which\n// provide more explicit reasons why performance can't be emphasized.\n//\n//    - Portable (\"ease of use\")\n//    - Small source code footprint (\"easy to maintain\")\n//    - No dependencies (\"ease of use\")\n//\n// ===========================================================================\n//\n// I/O callbacks\n//\n// I/O callbacks allow you to read from arbitrary sources, like packaged\n// files or some other source. Data read from callbacks are processed\n// through a small internal buffer (currently 128 bytes) to try to reduce\n// overhead.\n//\n// The three functions you must define are \"read\" (reads some bytes of data),\n// \"skip\" (skips some bytes of data), \"eof\" (reports if the stream is at the end).\n//\n// ===========================================================================\n//\n// SIMD support\n//\n// The JPEG decoder will try to automatically use SIMD kernels on x86 when\n// supported by the compiler. For ARM Neon support, you must explicitly\n// request it.\n//\n// (The old do-it-yourself SIMD API is no longer supported in the current\n// code.)\n//\n// On x86, SSE2 will automatically be used when available based on a run-time\n// test; if not, the generic C versions are used as a fall-back. On ARM targets,\n// the typical path is to have separate builds for NEON and non-NEON devices\n// (at least this is true for iOS and Android). Therefore, the NEON support is\n// toggled by a build flag: define STBI_NEON to get NEON loops.\n//\n// If for some reason you do not want to use any of SIMD code, or if\n// you have issues compiling it, you can disable it entirely by\n// defining STBI_NO_SIMD.\n//\n// ===========================================================================\n//\n// HDR image support   (disable by defining STBI_NO_HDR)\n//\n// stb_image supports loading HDR images in general, and currently the Radiance\n// .HDR file format specifically. You can still load any file through the existing\n// interface; if you attempt to load an HDR file, it will be automatically remapped\n// to LDR, assuming gamma 2.2 and an arbitrary scale factor defaulting to 1;\n// both of these constants can be reconfigured through this interface:\n//\n//     stbi_hdr_to_ldr_gamma(2.2f);\n//     stbi_hdr_to_ldr_scale(1.0f);\n//\n// (note, do not use _inverse_ constants; stbi_image will invert them\n// appropriately).\n//\n// Additionally, there is a new, parallel interface for loading files as\n// (linear) floats to preserve the full dynamic range:\n//\n//    float *data = stbi_loadf(filename, &x, &y, &n, 0);\n//\n// If you load LDR images through this interface, those images will\n// be promoted to floating point values, run through the inverse of\n// constants corresponding to the above:\n//\n//     stbi_ldr_to_hdr_scale(1.0f);\n//     stbi_ldr_to_hdr_gamma(2.2f);\n//\n// Finally, given a filename (or an open file or memory block--see header\n// file for details) containing image data, you can query for the \"most\n// appropriate\" interface to use (that is, whether the image is HDR or\n// not), using:\n//\n//     stbi_is_hdr(char *filename);\n//\n// ===========================================================================\n//\n// iPhone PNG support:\n//\n// By default we convert iphone-formatted PNGs back to RGB, even though\n// they are internally encoded differently. You can disable this conversion\n// by calling stbi_convert_iphone_png_to_rgb(0), in which case\n// you will always just get the native iphone \"format\" through (which\n// is BGR stored in RGB).\n//\n// Call stbi_set_unpremultiply_on_load(1) as well to force a divide per\n// pixel to remove any premultiplied alpha *only* if the image file explicitly\n// says there's premultiplied data (currently only happens in iPhone images,\n// and only if iPhone convert-to-rgb processing is on).\n//\n// ===========================================================================\n//\n// ADDITIONAL CONFIGURATION\n//\n//  - You can suppress implementation of any of the decoders to reduce\n//    your code footprint by #defining one or more of the following\n//    symbols before creating the implementation.\n//\n//        STBI_NO_JPEG\n//        STBI_NO_PNG\n//        STBI_NO_BMP\n//        STBI_NO_PSD\n//        STBI_NO_TGA\n//        STBI_NO_GIF\n//        STBI_NO_HDR\n//        STBI_NO_PIC\n//        STBI_NO_PNM   (.ppm and .pgm)\n//\n//  - You can request *only* certain decoders and suppress all other ones\n//    (this will be more forward-compatible, as addition of new decoders\n//    doesn't require you to disable them explicitly):\n//\n//        STBI_ONLY_JPEG\n//        STBI_ONLY_PNG\n//        STBI_ONLY_BMP\n//        STBI_ONLY_PSD\n//        STBI_ONLY_TGA\n//        STBI_ONLY_GIF\n//        STBI_ONLY_HDR\n//        STBI_ONLY_PIC\n//        STBI_ONLY_PNM   (.ppm and .pgm)\n//\n//   - If you use STBI_NO_PNG (or _ONLY_ without PNG), and you still\n//     want the zlib decoder to be available, #define STBI_SUPPORT_ZLIB\n//\n//  - If you define STBI_MAX_DIMENSIONS, stb_image will reject images greater\n//    than that size (in either width or height) without further processing.\n//    This is to let programs in the wild set an upper bound to prevent\n//    denial-of-service attacks on untrusted data, as one could generate a\n//    valid image of gigantic dimensions and force stb_image to allocate a\n//    huge block of memory and spend disproportionate time decoding it. By\n//    default this is set to (1 << 24), which is 16777216, but that's still\n//    very big.\n\n#ifndef STBI_NO_STDIO\n#include <stdio.h>\n#endif // STBI_NO_STDIO\n\n#define STBI_VERSION 1\n\nenum\n{\n\tSTBI_default = 0, // only used for desired_channels\n\n\tSTBI_grey = 1,\n\tSTBI_grey_alpha = 2,\n\tSTBI_rgb = 3,\n\tSTBI_rgb_alpha = 4\n};\n\n#include <stdlib.h>\ntypedef unsigned char stbi_uc;\ntypedef unsigned short stbi_us;\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#ifndef STBIDEF\n#ifdef STB_IMAGE_STATIC\n#define STBIDEF static\n#else\n#define STBIDEF extern\n#endif\n#endif\n\n\t//////////////////////////////////////////////////////////////////////////////\n\t//\n\t// PRIMARY API - works on images of any type\n\t//\n\n\t//\n\t// load image by filename, open file, or memory buffer\n\t//\n\n\ttypedef struct\n\t{\n\t\tint(*read)  (void *user, char *data, int size);   // fill 'data' with 'size' bytes.  return number of bytes actually read\n\t\tvoid(*skip)  (void *user, int n);                 // skip the next 'n' bytes, or 'unget' the last -n bytes if negative\n\t\tint(*eof)   (void *user);                       // returns nonzero if we are at end of file/data\n\t} stbi_io_callbacks;\n\n\t////////////////////////////////////\n\t//\n\t// 8-bits-per-channel interface\n\t//\n\n\tSTBIDEF stbi_uc *stbi_load_from_memory(stbi_uc           const *buffer, int len, int *x, int *y, int *channels_in_file, int desired_channels);\n\tSTBIDEF stbi_uc *stbi_load_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *channels_in_file, int desired_channels);\n\n#ifndef STBI_NO_STDIO\n\tSTBIDEF stbi_uc *stbi_load(char const *filename, int *x, int *y, int *channels_in_file, int desired_channels);\n\tSTBIDEF stbi_uc *stbi_load_from_file(FILE *f, int *x, int *y, int *channels_in_file, int desired_channels);\n\t// for stbi_load_from_file, file pointer is left pointing immediately after image\n#endif\n\n#ifndef STBI_NO_GIF\n\tSTBIDEF stbi_uc *stbi_load_gif_from_memory(stbi_uc const *buffer, int len, int **delays, int *x, int *y, int *z, int *comp, int req_comp);\n#endif\n\n#ifdef STBI_WINDOWS_UTF8\n\tSTBIDEF int stbi_convert_wchar_to_utf8(char *buffer, size_t bufferlen, const wchar_t* input);\n#endif\n\n\t////////////////////////////////////\n\t//\n\t// 16-bits-per-channel interface\n\t//\n\n\tSTBIDEF stbi_us *stbi_load_16_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *channels_in_file, int desired_channels);\n\tSTBIDEF stbi_us *stbi_load_16_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *channels_in_file, int desired_channels);\n\n#ifndef STBI_NO_STDIO\n\tSTBIDEF stbi_us *stbi_load_16(char const *filename, int *x, int *y, int *channels_in_file, int desired_channels);\n\tSTBIDEF stbi_us *stbi_load_from_file_16(FILE *f, int *x, int *y, int *channels_in_file, int desired_channels);\n#endif\n\n\t////////////////////////////////////\n\t//\n\t// float-per-channel interface\n\t//\n#ifndef STBI_NO_LINEAR\n\tSTBIDEF float *stbi_loadf_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *channels_in_file, int desired_channels);\n\tSTBIDEF float *stbi_loadf_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *channels_in_file, int desired_channels);\n\n#ifndef STBI_NO_STDIO\n\tSTBIDEF float *stbi_loadf(char const *filename, int *x, int *y, int *channels_in_file, int desired_channels);\n\tSTBIDEF float *stbi_loadf_from_file(FILE *f, int *x, int *y, int *channels_in_file, int desired_channels);\n#endif\n#endif\n\n#ifndef STBI_NO_HDR\n\tSTBIDEF void   stbi_hdr_to_ldr_gamma(float gamma);\n\tSTBIDEF void   stbi_hdr_to_ldr_scale(float scale);\n#endif // STBI_NO_HDR\n\n#ifndef STBI_NO_LINEAR\n\tSTBIDEF void   stbi_ldr_to_hdr_gamma(float gamma);\n\tSTBIDEF void   stbi_ldr_to_hdr_scale(float scale);\n#endif // STBI_NO_LINEAR\n\n\t// stbi_is_hdr is always defined, but always returns false if STBI_NO_HDR\n\tSTBIDEF int    stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user);\n\tSTBIDEF int    stbi_is_hdr_from_memory(stbi_uc const *buffer, int len);\n#ifndef STBI_NO_STDIO\n\tSTBIDEF int      stbi_is_hdr(char const *filename);\n\tSTBIDEF int      stbi_is_hdr_from_file(FILE *f);\n#endif // STBI_NO_STDIO\n\n\n\t// get a VERY brief reason for failure\n\t// on most compilers (and ALL modern mainstream compilers) this is threadsafe\n\tSTBIDEF const char *stbi_failure_reason(void);\n\n\t// free the loaded image -- this is just free()\n\tSTBIDEF void     stbi_image_free(void *retval_from_stbi_load);\n\n\t// get image dimensions & components without fully decoding\n\tSTBIDEF int      stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp);\n\tSTBIDEF int      stbi_info_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp);\n\tSTBIDEF int      stbi_is_16_bit_from_memory(stbi_uc const *buffer, int len);\n\tSTBIDEF int      stbi_is_16_bit_from_callbacks(stbi_io_callbacks const *clbk, void *user);\n\n#ifndef STBI_NO_STDIO\n\tSTBIDEF int      stbi_info(char const *filename, int *x, int *y, int *comp);\n\tSTBIDEF int      stbi_info_from_file(FILE *f, int *x, int *y, int *comp);\n\tSTBIDEF int      stbi_is_16_bit(char const *filename);\n\tSTBIDEF int      stbi_is_16_bit_from_file(FILE *f);\n#endif\n\n\n\n\t// for image formats that explicitly notate that they have premultiplied alpha,\n\t// we just return the colors as stored in the file. set this flag to force\n\t// unpremultiplication. results are undefined if the unpremultiply overflow.\n\tSTBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply);\n\n\t// indicate whether we should process iphone images back to canonical format,\n\t// or just pass them through \"as-is\"\n\tSTBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert);\n\n\t// flip the image vertically, so the first pixel in the output array is the bottom left\n\tSTBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip);\n\n\t// as above, but only applies to images loaded on the thread that calls the function\n\t// this function is only available if your compiler supports thread-local variables;\n\t// calling it will fail to link if your compiler doesn't\n\tSTBIDEF void stbi_set_flip_vertically_on_load_thread(int flag_true_if_should_flip);\n\n\t// ZLIB client - used by PNG, available for other purposes\n\n\tSTBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen);\n\tSTBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header);\n\tSTBIDEF char *stbi_zlib_decode_malloc(const char *buffer, int len, int *outlen);\n\tSTBIDEF int   stbi_zlib_decode_buffer(char *obuffer, int olen, const char *ibuffer, int ilen);\n\n\tSTBIDEF char *stbi_zlib_decode_noheader_malloc(const char *buffer, int len, int *outlen);\n\tSTBIDEF int   stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen);\n\n\n#ifdef __cplusplus\n}\n#endif\n\n//\n//\n////   end header file   /////////////////////////////////////////////////////\n#endif // STBI_INCLUDE_STB_IMAGE_H\n\n#ifdef STB_IMAGE_IMPLEMENTATION\n\n#if defined(STBI_ONLY_JPEG) || defined(STBI_ONLY_PNG) || defined(STBI_ONLY_BMP) \\\n  || defined(STBI_ONLY_TGA) || defined(STBI_ONLY_GIF) || defined(STBI_ONLY_PSD) \\\n  || defined(STBI_ONLY_HDR) || defined(STBI_ONLY_PIC) || defined(STBI_ONLY_PNM) \\\n  || defined(STBI_ONLY_ZLIB)\n#ifndef STBI_ONLY_JPEG\n#define STBI_NO_JPEG\n#endif\n#ifndef STBI_ONLY_PNG\n#define STBI_NO_PNG\n#endif\n#ifndef STBI_ONLY_BMP\n#define STBI_NO_BMP\n#endif\n#ifndef STBI_ONLY_PSD\n#define STBI_NO_PSD\n#endif\n#ifndef STBI_ONLY_TGA\n#define STBI_NO_TGA\n#endif\n#ifndef STBI_ONLY_GIF\n#define STBI_NO_GIF\n#endif\n#ifndef STBI_ONLY_HDR\n#define STBI_NO_HDR\n#endif\n#ifndef STBI_ONLY_PIC\n#define STBI_NO_PIC\n#endif\n#ifndef STBI_ONLY_PNM\n#define STBI_NO_PNM\n#endif\n#endif\n\n#if defined(STBI_NO_PNG) && !defined(STBI_SUPPORT_ZLIB) && !defined(STBI_NO_ZLIB)\n#define STBI_NO_ZLIB\n#endif\n\n\n#include <stdarg.h>\n#include <stddef.h> // ptrdiff_t on osx\n#include <stdlib.h>\n#include <string.h>\n#include <limits.h>\n\n#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR)\n#include <math.h>  // ldexp, pow\n#endif\n\n#ifndef STBI_NO_STDIO\n#include <stdio.h>\n#endif\n\n#ifndef STBI_ASSERT\n#include <assert.h>\n#define STBI_ASSERT(x) assert(x)\n#endif\n\n#ifdef __cplusplus\n#define STBI_EXTERN extern \"C\"\n#else\n#define STBI_EXTERN extern\n#endif\n\n\n#ifndef _MSC_VER\n#ifdef __cplusplus\n#define stbi_inline inline\n#else\n#define stbi_inline\n#endif\n#else\n#define stbi_inline __forceinline\n#endif\n\n#ifndef STBI_NO_THREAD_LOCALS\n#if defined(__cplusplus) &&  __cplusplus >= 201103L\n#define STBI_THREAD_LOCAL       thread_local\n#elif defined(__GNUC__) && __GNUC__ < 5\n#define STBI_THREAD_LOCAL       __thread\n#elif defined(_MSC_VER)\n#define STBI_THREAD_LOCAL       __declspec(thread)\n#elif defined (__STDC_VERSION__) && __STDC_VERSION__ >= 201112L && !defined(__STDC_NO_THREADS__)\n#define STBI_THREAD_LOCAL       _Thread_local\n#endif\n\n#ifndef STBI_THREAD_LOCAL\n#if defined(__GNUC__)\n#define STBI_THREAD_LOCAL       __thread\n#endif\n#endif\n#endif\n\n#ifdef _MSC_VER\ntypedef unsigned short stbi__uint16;\ntypedef   signed short stbi__int16;\ntypedef unsigned int   stbi__uint32;\ntypedef   signed int   stbi__int32;\n#else\n#include <stdint.h>\ntypedef uint16_t stbi__uint16;\ntypedef int16_t  stbi__int16;\ntypedef uint32_t stbi__uint32;\ntypedef int32_t  stbi__int32;\n#endif\n\n// should produce compiler error if size is wrong\ntypedef unsigned char validate_uint32[sizeof(stbi__uint32) == 4 ? 1 : -1];\n\n#ifdef _MSC_VER\n#define STBI_NOTUSED(v)  (void)(v)\n#else\n#define STBI_NOTUSED(v)  (void)sizeof(v)\n#endif\n\n#ifdef _MSC_VER\n#define STBI_HAS_LROTL\n#endif\n\n#ifdef STBI_HAS_LROTL\n#define stbi_lrot(x,y)  _lrotl(x,y)\n#else\n#define stbi_lrot(x,y)  (((x) << (y)) | ((x) >> (32 - (y))))\n#endif\n\n#if defined(STBI_MALLOC) && defined(STBI_FREE) && (defined(STBI_REALLOC) || defined(STBI_REALLOC_SIZED))\n// ok\n#elif !defined(STBI_MALLOC) && !defined(STBI_FREE) && !defined(STBI_REALLOC) && !defined(STBI_REALLOC_SIZED)\n// ok\n#else\n#error \"Must define all or none of STBI_MALLOC, STBI_FREE, and STBI_REALLOC (or STBI_REALLOC_SIZED).\"\n#endif\n\n#ifndef STBI_MALLOC\n#define STBI_MALLOC(sz)           malloc(sz)\n#define STBI_REALLOC(p,newsz)     realloc(p,newsz)\n#define STBI_FREE(p)              free(p)\n#endif\n\n#ifndef STBI_REALLOC_SIZED\n#define STBI_REALLOC_SIZED(p,oldsz,newsz) STBI_REALLOC(p,newsz)\n#endif\n\n// x86/x64 detection\n#if defined(__x86_64__) || defined(_M_X64)\n#define STBI__X64_TARGET\n#elif defined(__i386) || defined(_M_IX86)\n#define STBI__X86_TARGET\n#endif\n\n#if defined(__GNUC__) && defined(STBI__X86_TARGET) && !defined(__SSE2__) && !defined(STBI_NO_SIMD)\n// gcc doesn't support sse2 intrinsics unless you compile with -msse2,\n// which in turn means it gets to use SSE2 everywhere. This is unfortunate,\n// but previous attempts to provide the SSE2 functions with runtime\n// detection caused numerous issues. The way architecture extensions are\n// exposed in GCC/Clang is, sadly, not really suited for one-file libs.\n// New behavior: if compiled with -msse2, we use SSE2 without any\n// detection; if not, we don't use it at all.\n#define STBI_NO_SIMD\n#endif\n\n#if defined(__MINGW32__) && defined(STBI__X86_TARGET) && !defined(STBI_MINGW_ENABLE_SSE2) && !defined(STBI_NO_SIMD)\n// Note that __MINGW32__ doesn't actually mean 32-bit, so we have to avoid STBI__X64_TARGET\n//\n// 32-bit MinGW wants ESP to be 16-byte aligned, but this is not in the\n// Windows ABI and VC++ as well as Windows DLLs don't maintain that invariant.\n// As a result, enabling SSE2 on 32-bit MinGW is dangerous when not\n// simultaneously enabling \"-mstackrealign\".\n//\n// See https://github.com/nothings/stb/issues/81 for more information.\n//\n// So default to no SSE2 on 32-bit MinGW. If you've read this far and added\n// -mstackrealign to your build settings, feel free to #define STBI_MINGW_ENABLE_SSE2.\n#define STBI_NO_SIMD\n#endif\n\n#if !defined(STBI_NO_SIMD) && (defined(STBI__X86_TARGET) || defined(STBI__X64_TARGET))\n#define STBI_SSE2\n#include <emmintrin.h>\n\n#ifdef _MSC_VER\n\n#if _MSC_VER >= 1400  // not VC6\n#include <intrin.h> // __cpuid\nstatic int stbi__cpuid3(void)\n{\n\tint info[4];\n\t__cpuid(info, 1);\n\treturn info[3];\n}\n#else\nstatic int stbi__cpuid3(void)\n{\n\tint res;\n\t__asm {\n\t\tmov  eax, 1\n\t\tcpuid\n\t\tmov  res, edx\n\t}\n\treturn res;\n}\n#endif\n\n#define STBI_SIMD_ALIGN(type, name) __declspec(align(16)) type name\n\n#if !defined(STBI_NO_JPEG) && defined(STBI_SSE2)\nstatic int stbi__sse2_available(void)\n{\n\tint info3 = stbi__cpuid3();\n\treturn ((info3 >> 26) & 1) != 0;\n}\n#endif\n\n#else // assume GCC-style if not VC++\n#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16)))\n\n#if !defined(STBI_NO_JPEG) && defined(STBI_SSE2)\nstatic int stbi__sse2_available(void)\n{\n\t// If we're even attempting to compile this on GCC/Clang, that means\n\t// -msse2 is on, which means the compiler is allowed to use SSE2\n\t// instructions at will, and so are we.\n\treturn 1;\n}\n#endif\n\n#endif\n#endif\n\n// ARM NEON\n#if defined(STBI_NO_SIMD) && defined(STBI_NEON)\n#undef STBI_NEON\n#endif\n\n#ifdef STBI_NEON\n#include <arm_neon.h>\n// assume GCC or Clang on ARM targets\n#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16)))\n#endif\n\n#ifndef STBI_SIMD_ALIGN\n#define STBI_SIMD_ALIGN(type, name) type name\n#endif\n\n#ifndef STBI_MAX_DIMENSIONS\n#define STBI_MAX_DIMENSIONS (1 << 24)\n#endif\n\n///////////////////////////////////////////////\n//\n//  stbi__context struct and start_xxx functions\n\n// stbi__context structure is our basic context used by all images, so it\n// contains all the IO context, plus some basic image information\ntypedef struct\n{\n\tstbi__uint32 img_x, img_y;\n\tint img_n, img_out_n;\n\n\tstbi_io_callbacks io;\n\tvoid *io_user_data;\n\n\tint read_from_callbacks;\n\tint buflen;\n\tstbi_uc buffer_start[128];\n\tint callback_already_read;\n\n\tstbi_uc *img_buffer, *img_buffer_end;\n\tstbi_uc *img_buffer_original, *img_buffer_original_end;\n} stbi__context;\n\n\nstatic void stbi__refill_buffer(stbi__context *s);\n\n// initialize a memory-decode context\nstatic void stbi__start_mem(stbi__context *s, stbi_uc const *buffer, int len)\n{\n\ts->io.read = NULL;\n\ts->read_from_callbacks = 0;\n\ts->callback_already_read = 0;\n\ts->img_buffer = s->img_buffer_original = (stbi_uc *)buffer;\n\ts->img_buffer_end = s->img_buffer_original_end = (stbi_uc *)buffer + len;\n}\n\n// initialize a callback-based context\nstatic void stbi__start_callbacks(stbi__context *s, stbi_io_callbacks *c, void *user)\n{\n\ts->io = *c;\n\ts->io_user_data = user;\n\ts->buflen = sizeof(s->buffer_start);\n\ts->read_from_callbacks = 1;\n\ts->callback_already_read = 0;\n\ts->img_buffer = s->img_buffer_original = s->buffer_start;\n\tstbi__refill_buffer(s);\n\ts->img_buffer_original_end = s->img_buffer_end;\n}\n\n#ifndef STBI_NO_STDIO\n\nstatic int stbi__stdio_read(void *user, char *data, int size)\n{\n\treturn (int)fread(data, 1, size, (FILE*)user);\n}\n\nstatic void stbi__stdio_skip(void *user, int n)\n{\n\tint ch;\n\tfseek((FILE*)user, n, SEEK_CUR);\n\tch = fgetc((FILE*)user);  /* have to read a byte to reset feof()'s flag */\n\tif (ch != EOF) {\n\t\tungetc(ch, (FILE *)user);  /* push byte back onto stream if valid. */\n\t}\n}\n\nstatic int stbi__stdio_eof(void *user)\n{\n\treturn feof((FILE*)user) || ferror((FILE *)user);\n}\n\nstatic stbi_io_callbacks stbi__stdio_callbacks =\n{\n   stbi__stdio_read,\n   stbi__stdio_skip,\n   stbi__stdio_eof,\n};\n\nstatic void stbi__start_file(stbi__context *s, FILE *f)\n{\n\tstbi__start_callbacks(s, &stbi__stdio_callbacks, (void *)f);\n}\n\n//static void stop_file(stbi__context *s) { }\n\n#endif // !STBI_NO_STDIO\n\nstatic void stbi__rewind(stbi__context *s)\n{\n\t// conceptually rewind SHOULD rewind to the beginning of the stream,\n\t// but we just rewind to the beginning of the initial buffer, because\n\t// we only use it after doing 'test', which only ever looks at at most 92 bytes\n\ts->img_buffer = s->img_buffer_original;\n\ts->img_buffer_end = s->img_buffer_original_end;\n}\n\nenum\n{\n\tSTBI_ORDER_RGB,\n\tSTBI_ORDER_BGR\n};\n\ntypedef struct\n{\n\tint bits_per_channel;\n\tint num_channels;\n\tint channel_order;\n} stbi__result_info;\n\n#ifndef STBI_NO_JPEG\nstatic int      stbi__jpeg_test(stbi__context *s);\nstatic void    *stbi__jpeg_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri);\nstatic int      stbi__jpeg_info(stbi__context *s, int *x, int *y, int *comp);\n#endif\n\n#ifndef STBI_NO_PNG\nstatic int      stbi__png_test(stbi__context *s);\nstatic void    *stbi__png_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri);\nstatic int      stbi__png_info(stbi__context *s, int *x, int *y, int *comp);\nstatic int      stbi__png_is16(stbi__context *s);\n#endif\n\n#ifndef STBI_NO_BMP\nstatic int      stbi__bmp_test(stbi__context *s);\nstatic void    *stbi__bmp_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri);\nstatic int      stbi__bmp_info(stbi__context *s, int *x, int *y, int *comp);\n#endif\n\n#ifndef STBI_NO_TGA\nstatic int      stbi__tga_test(stbi__context *s);\nstatic void    *stbi__tga_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri);\nstatic int      stbi__tga_info(stbi__context *s, int *x, int *y, int *comp);\n#endif\n\n#ifndef STBI_NO_PSD\nstatic int      stbi__psd_test(stbi__context *s);\nstatic void    *stbi__psd_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri, int bpc);\nstatic int      stbi__psd_info(stbi__context *s, int *x, int *y, int *comp);\nstatic int      stbi__psd_is16(stbi__context *s);\n#endif\n\n#ifndef STBI_NO_HDR\nstatic int      stbi__hdr_test(stbi__context *s);\nstatic float   *stbi__hdr_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri);\nstatic int      stbi__hdr_info(stbi__context *s, int *x, int *y, int *comp);\n#endif\n\n#ifndef STBI_NO_PIC\nstatic int      stbi__pic_test(stbi__context *s);\nstatic void    *stbi__pic_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri);\nstatic int      stbi__pic_info(stbi__context *s, int *x, int *y, int *comp);\n#endif\n\n#ifndef STBI_NO_GIF\nstatic int      stbi__gif_test(stbi__context *s);\nstatic void    *stbi__gif_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri);\nstatic void    *stbi__load_gif_main(stbi__context *s, int **delays, int *x, int *y, int *z, int *comp, int req_comp);\nstatic int      stbi__gif_info(stbi__context *s, int *x, int *y, int *comp);\n#endif\n\n#ifndef STBI_NO_PNM\nstatic int      stbi__pnm_test(stbi__context *s);\nstatic void    *stbi__pnm_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri);\nstatic int      stbi__pnm_info(stbi__context *s, int *x, int *y, int *comp);\n#endif\n\nstatic\n#ifdef STBI_THREAD_LOCAL\nSTBI_THREAD_LOCAL\n#endif\nconst char *stbi__g_failure_reason;\n\nSTBIDEF const char *stbi_failure_reason(void)\n{\n\treturn stbi__g_failure_reason;\n}\n\n#ifndef STBI_NO_FAILURE_STRINGS\nstatic int stbi__err(const char *str)\n{\n\tstbi__g_failure_reason = str;\n\treturn 0;\n}\n#endif\n\nstatic void *stbi__malloc(size_t size)\n{\n\treturn STBI_MALLOC(size);\n}\n\n// stb_image uses ints pervasively, including for offset calculations.\n// therefore the largest decoded image size we can support with the\n// current code, even on 64-bit targets, is INT_MAX. this is not a\n// significant limitation for the intended use case.\n//\n// we do, however, need to make sure our size calculations don't\n// overflow. hence a few helper functions for size calculations that\n// multiply integers together, making sure that they're non-negative\n// and no overflow occurs.\n\n// return 1 if the sum is valid, 0 on overflow.\n// negative terms are considered invalid.\nstatic int stbi__addsizes_valid(int a, int b)\n{\n\tif (b < 0) return 0;\n\t// now 0 <= b <= INT_MAX, hence also\n\t// 0 <= INT_MAX - b <= INTMAX.\n\t// And \"a + b <= INT_MAX\" (which might overflow) is the\n\t// same as a <= INT_MAX - b (no overflow)\n\treturn a <= INT_MAX - b;\n}\n\n// returns 1 if the product is valid, 0 on overflow.\n// negative factors are considered invalid.\nstatic int stbi__mul2sizes_valid(int a, int b)\n{\n\tif (a < 0 || b < 0) return 0;\n\tif (b == 0) return 1; // mul-by-0 is always safe\n\t// portable way to check for no overflows in a*b\n\treturn a <= INT_MAX / b;\n}\n\n#if !defined(STBI_NO_JPEG) || !defined(STBI_NO_PNG) || !defined(STBI_NO_TGA) || !defined(STBI_NO_HDR)\n// returns 1 if \"a*b + add\" has no negative terms/factors and doesn't overflow\nstatic int stbi__mad2sizes_valid(int a, int b, int add)\n{\n\treturn stbi__mul2sizes_valid(a, b) && stbi__addsizes_valid(a*b, add);\n}\n#endif\n\n// returns 1 if \"a*b*c + add\" has no negative terms/factors and doesn't overflow\nstatic int stbi__mad3sizes_valid(int a, int b, int c, int add)\n{\n\treturn stbi__mul2sizes_valid(a, b) && stbi__mul2sizes_valid(a*b, c) &&\n\t\tstbi__addsizes_valid(a*b*c, add);\n}\n\n// returns 1 if \"a*b*c*d + add\" has no negative terms/factors and doesn't overflow\n#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR)\nstatic int stbi__mad4sizes_valid(int a, int b, int c, int d, int add)\n{\n\treturn stbi__mul2sizes_valid(a, b) && stbi__mul2sizes_valid(a*b, c) &&\n\t\tstbi__mul2sizes_valid(a*b*c, d) && stbi__addsizes_valid(a*b*c*d, add);\n}\n#endif\n\n#if !defined(STBI_NO_JPEG) || !defined(STBI_NO_PNG) || !defined(STBI_NO_TGA) || !defined(STBI_NO_HDR)\n// mallocs with size overflow checking\nstatic void *stbi__malloc_mad2(int a, int b, int add)\n{\n\tif (!stbi__mad2sizes_valid(a, b, add)) return NULL;\n\treturn stbi__malloc(a*b + add);\n}\n#endif\n\nstatic void *stbi__malloc_mad3(int a, int b, int c, int add)\n{\n\tif (!stbi__mad3sizes_valid(a, b, c, add)) return NULL;\n\treturn stbi__malloc(a*b*c + add);\n}\n\n#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR)\nstatic void *stbi__malloc_mad4(int a, int b, int c, int d, int add)\n{\n\tif (!stbi__mad4sizes_valid(a, b, c, d, add)) return NULL;\n\treturn stbi__malloc(a*b*c*d + add);\n}\n#endif\n\n// stbi__err - error\n// stbi__errpf - error returning pointer to float\n// stbi__errpuc - error returning pointer to unsigned char\n\n#ifdef STBI_NO_FAILURE_STRINGS\n#define stbi__err(x,y)  0\n#elif defined(STBI_FAILURE_USERMSG)\n#define stbi__err(x,y)  stbi__err(y)\n#else\n#define stbi__err(x,y)  stbi__err(x)\n#endif\n\n#define stbi__errpf(x,y)   ((float *)(size_t) (stbi__err(x,y)?NULL:NULL))\n#define stbi__errpuc(x,y)  ((unsigned char *)(size_t) (stbi__err(x,y)?NULL:NULL))\n\nSTBIDEF void stbi_image_free(void *retval_from_stbi_load)\n{\n\tSTBI_FREE(retval_from_stbi_load);\n}\n\n#ifndef STBI_NO_LINEAR\nstatic float   *stbi__ldr_to_hdr(stbi_uc *data, int x, int y, int comp);\n#endif\n\n#ifndef STBI_NO_HDR\nstatic stbi_uc *stbi__hdr_to_ldr(float   *data, int x, int y, int comp);\n#endif\n\nstatic int stbi__vertically_flip_on_load_global = 0;\n\nSTBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip)\n{\n\tstbi__vertically_flip_on_load_global = flag_true_if_should_flip;\n}\n\n#ifndef STBI_THREAD_LOCAL\n#define stbi__vertically_flip_on_load  stbi__vertically_flip_on_load_global\n#else\nstatic STBI_THREAD_LOCAL int stbi__vertically_flip_on_load_local, stbi__vertically_flip_on_load_set;\n\nSTBIDEF void stbi_set_flip_vertically_on_load_thread(int flag_true_if_should_flip)\n{\n\tstbi__vertically_flip_on_load_local = flag_true_if_should_flip;\n\tstbi__vertically_flip_on_load_set = 1;\n}\n\n#define stbi__vertically_flip_on_load  (stbi__vertically_flip_on_load_set       \\\n                                         ? stbi__vertically_flip_on_load_local  \\\n                                         : stbi__vertically_flip_on_load_global)\n#endif // STBI_THREAD_LOCAL\n\nstatic void *stbi__load_main(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri, int bpc)\n{\n\tmemset(ri, 0, sizeof(*ri)); // make sure it's initialized if we add new fields\n\tri->bits_per_channel = 8; // default is 8 so most paths don't have to be changed\n\tri->channel_order = STBI_ORDER_RGB; // all current input & output are this, but this is here so we can add BGR order\n\tri->num_channels = 0;\n\n#ifndef STBI_NO_JPEG\n\tif (stbi__jpeg_test(s)) return stbi__jpeg_load(s, x, y, comp, req_comp, ri);\n#endif\n#ifndef STBI_NO_PNG\n\tif (stbi__png_test(s))  return stbi__png_load(s, x, y, comp, req_comp, ri);\n#endif\n#ifndef STBI_NO_BMP\n\tif (stbi__bmp_test(s))  return stbi__bmp_load(s, x, y, comp, req_comp, ri);\n#endif\n#ifndef STBI_NO_GIF\n\tif (stbi__gif_test(s))  return stbi__gif_load(s, x, y, comp, req_comp, ri);\n#endif\n#ifndef STBI_NO_PSD\n\tif (stbi__psd_test(s))  return stbi__psd_load(s, x, y, comp, req_comp, ri, bpc);\n#else\n\tSTBI_NOTUSED(bpc);\n#endif\n#ifndef STBI_NO_PIC\n\tif (stbi__pic_test(s))  return stbi__pic_load(s, x, y, comp, req_comp, ri);\n#endif\n#ifndef STBI_NO_PNM\n\tif (stbi__pnm_test(s))  return stbi__pnm_load(s, x, y, comp, req_comp, ri);\n#endif\n\n#ifndef STBI_NO_HDR\n\tif (stbi__hdr_test(s)) {\n\t\tfloat *hdr = stbi__hdr_load(s, x, y, comp, req_comp, ri);\n\t\treturn stbi__hdr_to_ldr(hdr, *x, *y, req_comp ? req_comp : *comp);\n\t}\n#endif\n\n#ifndef STBI_NO_TGA\n\t// test tga last because it's a crappy test!\n\tif (stbi__tga_test(s))\n\t\treturn stbi__tga_load(s, x, y, comp, req_comp, ri);\n#endif\n\n\treturn stbi__errpuc(\"unknown image type\", \"Image not of any known type, or corrupt\");\n}\n\nstatic stbi_uc *stbi__convert_16_to_8(stbi__uint16 *orig, int w, int h, int channels)\n{\n\tint i;\n\tint img_len = w * h * channels;\n\tstbi_uc *reduced;\n\n\treduced = (stbi_uc *)stbi__malloc(img_len);\n\tif (reduced == NULL) return stbi__errpuc(\"outofmem\", \"Out of memory\");\n\n\tfor (i = 0; i < img_len; ++i)\n\t\treduced[i] = (stbi_uc)((orig[i] >> 8) & 0xFF); // top half of each byte is sufficient approx of 16->8 bit scaling\n\n\tSTBI_FREE(orig);\n\treturn reduced;\n}\n\nstatic stbi__uint16 *stbi__convert_8_to_16(stbi_uc *orig, int w, int h, int channels)\n{\n\tint i;\n\tint img_len = w * h * channels;\n\tstbi__uint16 *enlarged;\n\n\tenlarged = (stbi__uint16 *)stbi__malloc(img_len * 2);\n\tif (enlarged == NULL) return (stbi__uint16 *)stbi__errpuc(\"outofmem\", \"Out of memory\");\n\n\tfor (i = 0; i < img_len; ++i)\n\t\tenlarged[i] = (stbi__uint16)((orig[i] << 8) + orig[i]); // replicate to high and low byte, maps 0->0, 255->0xffff\n\n\tSTBI_FREE(orig);\n\treturn enlarged;\n}\n\nstatic void stbi__vertical_flip(void *image, int w, int h, int bytes_per_pixel)\n{\n\tint row;\n\tsize_t bytes_per_row = (size_t)w * bytes_per_pixel;\n\tstbi_uc temp[2048];\n\tstbi_uc *bytes = (stbi_uc *)image;\n\n\tfor (row = 0; row < (h >> 1); row++) {\n\t\tstbi_uc *row0 = bytes + row * bytes_per_row;\n\t\tstbi_uc *row1 = bytes + (h - row - 1)*bytes_per_row;\n\t\t// swap row0 with row1\n\t\tsize_t bytes_left = bytes_per_row;\n\t\twhile (bytes_left) {\n\t\t\tsize_t bytes_copy = (bytes_left < sizeof(temp)) ? bytes_left : sizeof(temp);\n\t\t\tmemcpy(temp, row0, bytes_copy);\n\t\t\tmemcpy(row0, row1, bytes_copy);\n\t\t\tmemcpy(row1, temp, bytes_copy);\n\t\t\trow0 += bytes_copy;\n\t\t\trow1 += bytes_copy;\n\t\t\tbytes_left -= bytes_copy;\n\t\t}\n\t}\n}\n\n#ifndef STBI_NO_GIF\nstatic void stbi__vertical_flip_slices(void *image, int w, int h, int z, int bytes_per_pixel)\n{\n\tint slice;\n\tint slice_size = w * h * bytes_per_pixel;\n\n\tstbi_uc *bytes = (stbi_uc *)image;\n\tfor (slice = 0; slice < z; ++slice) {\n\t\tstbi__vertical_flip(bytes, w, h, bytes_per_pixel);\n\t\tbytes += slice_size;\n\t}\n}\n#endif\n\nstatic unsigned char *stbi__load_and_postprocess_8bit(stbi__context *s, int *x, int *y, int *comp, int req_comp)\n{\n\tstbi__result_info ri;\n\tvoid *result = stbi__load_main(s, x, y, comp, req_comp, &ri, 8);\n\n\tif (result == NULL)\n\t\treturn NULL;\n\n\t// it is the responsibility of the loaders to make sure we get either 8 or 16 bit.\n\tSTBI_ASSERT(ri.bits_per_channel == 8 || ri.bits_per_channel == 16);\n\n\tif (ri.bits_per_channel != 8) {\n\t\tresult = stbi__convert_16_to_8((stbi__uint16 *)result, *x, *y, req_comp == 0 ? *comp : req_comp);\n\t\tri.bits_per_channel = 8;\n\t}\n\n\t// @TODO: move stbi__convert_format to here\n\n\tif (stbi__vertically_flip_on_load) {\n\t\tint channels = req_comp ? req_comp : *comp;\n\t\tstbi__vertical_flip(result, *x, *y, channels * sizeof(stbi_uc));\n\t}\n\n\treturn (unsigned char *)result;\n}\n\nstatic stbi__uint16 *stbi__load_and_postprocess_16bit(stbi__context *s, int *x, int *y, int *comp, int req_comp)\n{\n\tstbi__result_info ri;\n\tvoid *result = stbi__load_main(s, x, y, comp, req_comp, &ri, 16);\n\n\tif (result == NULL)\n\t\treturn NULL;\n\n\t// it is the responsibility of the loaders to make sure we get either 8 or 16 bit.\n\tSTBI_ASSERT(ri.bits_per_channel == 8 || ri.bits_per_channel == 16);\n\n\tif (ri.bits_per_channel != 16) {\n\t\tresult = stbi__convert_8_to_16((stbi_uc *)result, *x, *y, req_comp == 0 ? *comp : req_comp);\n\t\tri.bits_per_channel = 16;\n\t}\n\n\t// @TODO: move stbi__convert_format16 to here\n\t// @TODO: special case RGB-to-Y (and RGBA-to-YA) for 8-bit-to-16-bit case to keep more precision\n\n\tif (stbi__vertically_flip_on_load) {\n\t\tint channels = req_comp ? req_comp : *comp;\n\t\tstbi__vertical_flip(result, *x, *y, channels * sizeof(stbi__uint16));\n\t}\n\n\treturn (stbi__uint16 *)result;\n}\n\n#if !defined(STBI_NO_HDR) && !defined(STBI_NO_LINEAR)\nstatic void stbi__float_postprocess(float *result, int *x, int *y, int *comp, int req_comp)\n{\n\tif (stbi__vertically_flip_on_load && result != NULL) {\n\t\tint channels = req_comp ? req_comp : *comp;\n\t\tstbi__vertical_flip(result, *x, *y, channels * sizeof(float));\n\t}\n}\n#endif\n\n#ifndef STBI_NO_STDIO\n\n#if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8)\nSTBI_EXTERN __declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int cp, unsigned long flags, const char *str, int cbmb, wchar_t *widestr, int cchwide);\nSTBI_EXTERN __declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigned long flags, const wchar_t *widestr, int cchwide, char *str, int cbmb, const char *defchar, int *used_default);\n#endif\n\n#if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8)\nSTBIDEF int stbi_convert_wchar_to_utf8(char *buffer, size_t bufferlen, const wchar_t* input)\n{\n\treturn WideCharToMultiByte(65001 /* UTF8 */, 0, input, -1, buffer, (int)bufferlen, NULL, NULL);\n}\n#endif\n\nstatic FILE *stbi__fopen(char const *filename, char const *mode)\n{\n\tFILE *f;\n#if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8)\n\twchar_t wMode[64];\n\twchar_t wFilename[1024];\n\tif (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, filename, -1, wFilename, sizeof(wFilename)))\n\t\treturn 0;\n\n\tif (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, mode, -1, wMode, sizeof(wMode)))\n\t\treturn 0;\n\n#if _MSC_VER >= 1400\n\tif (0 != _wfopen_s(&f, wFilename, wMode))\n\t\tf = 0;\n#else\n\tf = _wfopen(wFilename, wMode);\n#endif\n\n#elif defined(_MSC_VER) && _MSC_VER >= 1400\n\tif (0 != fopen_s(&f, filename, mode))\n\t\tf = 0;\n#else\n\tf = fopen(filename, mode);\n#endif\n\treturn f;\n}\n\n\nSTBIDEF stbi_uc *stbi_load(char const *filename, int *x, int *y, int *comp, int req_comp)\n{\n\tFILE *f = stbi__fopen(filename, \"rb\");\n\tunsigned char *result;\n\tif (!f) return stbi__errpuc(\"can't fopen\", \"Unable to open file\");\n\tresult = stbi_load_from_file(f, x, y, comp, req_comp);\n\tfclose(f);\n\treturn result;\n}\n\nSTBIDEF stbi_uc *stbi_load_from_file(FILE *f, int *x, int *y, int *comp, int req_comp)\n{\n\tunsigned char *result;\n\tstbi__context s;\n\tstbi__start_file(&s, f);\n\tresult = stbi__load_and_postprocess_8bit(&s, x, y, comp, req_comp);\n\tif (result) {\n\t\t// need to 'unget' all the characters in the IO buffer\n\t\tfseek(f, -(int)(s.img_buffer_end - s.img_buffer), SEEK_CUR);\n\t}\n\treturn result;\n}\n\nSTBIDEF stbi__uint16 *stbi_load_from_file_16(FILE *f, int *x, int *y, int *comp, int req_comp)\n{\n\tstbi__uint16 *result;\n\tstbi__context s;\n\tstbi__start_file(&s, f);\n\tresult = stbi__load_and_postprocess_16bit(&s, x, y, comp, req_comp);\n\tif (result) {\n\t\t// need to 'unget' all the characters in the IO buffer\n\t\tfseek(f, -(int)(s.img_buffer_end - s.img_buffer), SEEK_CUR);\n\t}\n\treturn result;\n}\n\nSTBIDEF stbi_us *stbi_load_16(char const *filename, int *x, int *y, int *comp, int req_comp)\n{\n\tFILE *f = stbi__fopen(filename, \"rb\");\n\tstbi__uint16 *result;\n\tif (!f) return (stbi_us *)stbi__errpuc(\"can't fopen\", \"Unable to open file\");\n\tresult = stbi_load_from_file_16(f, x, y, comp, req_comp);\n\tfclose(f);\n\treturn result;\n}\n\n\n#endif //!STBI_NO_STDIO\n\nSTBIDEF stbi_us *stbi_load_16_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *channels_in_file, int desired_channels)\n{\n\tstbi__context s;\n\tstbi__start_mem(&s, buffer, len);\n\treturn stbi__load_and_postprocess_16bit(&s, x, y, channels_in_file, desired_channels);\n}\n\nSTBIDEF stbi_us *stbi_load_16_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *channels_in_file, int desired_channels)\n{\n\tstbi__context s;\n\tstbi__start_callbacks(&s, (stbi_io_callbacks *)clbk, user);\n\treturn stbi__load_and_postprocess_16bit(&s, x, y, channels_in_file, desired_channels);\n}\n\nSTBIDEF stbi_uc *stbi_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp)\n{\n\tstbi__context s;\n\tstbi__start_mem(&s, buffer, len);\n\treturn stbi__load_and_postprocess_8bit(&s, x, y, comp, req_comp);\n}\n\nSTBIDEF stbi_uc *stbi_load_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp)\n{\n\tstbi__context s;\n\tstbi__start_callbacks(&s, (stbi_io_callbacks *)clbk, user);\n\treturn stbi__load_and_postprocess_8bit(&s, x, y, comp, req_comp);\n}\n\n#ifndef STBI_NO_GIF\nSTBIDEF stbi_uc *stbi_load_gif_from_memory(stbi_uc const *buffer, int len, int **delays, int *x, int *y, int *z, int *comp, int req_comp)\n{\n\tunsigned char *result;\n\tstbi__context s;\n\tstbi__start_mem(&s, buffer, len);\n\n\tresult = (unsigned char*)stbi__load_gif_main(&s, delays, x, y, z, comp, req_comp);\n\tif (stbi__vertically_flip_on_load) {\n\t\tstbi__vertical_flip_slices(result, *x, *y, *z, *comp);\n\t}\n\n\treturn result;\n}\n#endif\n\n#ifndef STBI_NO_LINEAR\nstatic float *stbi__loadf_main(stbi__context *s, int *x, int *y, int *comp, int req_comp)\n{\n\tunsigned char *data;\n#ifndef STBI_NO_HDR\n\tif (stbi__hdr_test(s)) {\n\t\tstbi__result_info ri;\n\t\tfloat *hdr_data = stbi__hdr_load(s, x, y, comp, req_comp, &ri);\n\t\tif (hdr_data)\n\t\t\tstbi__float_postprocess(hdr_data, x, y, comp, req_comp);\n\t\treturn hdr_data;\n\t}\n#endif\n\tdata = stbi__load_and_postprocess_8bit(s, x, y, comp, req_comp);\n\tif (data)\n\t\treturn stbi__ldr_to_hdr(data, *x, *y, req_comp ? req_comp : *comp);\n\treturn stbi__errpf(\"unknown image type\", \"Image not of any known type, or corrupt\");\n}\n\nSTBIDEF float *stbi_loadf_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp)\n{\n\tstbi__context s;\n\tstbi__start_mem(&s, buffer, len);\n\treturn stbi__loadf_main(&s, x, y, comp, req_comp);\n}\n\nSTBIDEF float *stbi_loadf_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp)\n{\n\tstbi__context s;\n\tstbi__start_callbacks(&s, (stbi_io_callbacks *)clbk, user);\n\treturn stbi__loadf_main(&s, x, y, comp, req_comp);\n}\n\n#ifndef STBI_NO_STDIO\nSTBIDEF float *stbi_loadf(char const *filename, int *x, int *y, int *comp, int req_comp)\n{\n\tfloat *result;\n\tFILE *f = stbi__fopen(filename, \"rb\");\n\tif (!f) return stbi__errpf(\"can't fopen\", \"Unable to open file\");\n\tresult = stbi_loadf_from_file(f, x, y, comp, req_comp);\n\tfclose(f);\n\treturn result;\n}\n\nSTBIDEF float *stbi_loadf_from_file(FILE *f, int *x, int *y, int *comp, int req_comp)\n{\n\tstbi__context s;\n\tstbi__start_file(&s, f);\n\treturn stbi__loadf_main(&s, x, y, comp, req_comp);\n}\n#endif // !STBI_NO_STDIO\n\n#endif // !STBI_NO_LINEAR\n\n// these is-hdr-or-not is defined independent of whether STBI_NO_LINEAR is\n// defined, for API simplicity; if STBI_NO_LINEAR is defined, it always\n// reports false!\n\nSTBIDEF int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len)\n{\n#ifndef STBI_NO_HDR\n\tstbi__context s;\n\tstbi__start_mem(&s, buffer, len);\n\treturn stbi__hdr_test(&s);\n#else\n\tSTBI_NOTUSED(buffer);\n\tSTBI_NOTUSED(len);\n\treturn 0;\n#endif\n}\n\n#ifndef STBI_NO_STDIO\nSTBIDEF int      stbi_is_hdr(char const *filename)\n{\n\tFILE *f = stbi__fopen(filename, \"rb\");\n\tint result = 0;\n\tif (f) {\n\t\tresult = stbi_is_hdr_from_file(f);\n\t\tfclose(f);\n\t}\n\treturn result;\n}\n\nSTBIDEF int stbi_is_hdr_from_file(FILE *f)\n{\n#ifndef STBI_NO_HDR\n\tlong pos = ftell(f);\n\tint res;\n\tstbi__context s;\n\tstbi__start_file(&s, f);\n\tres = stbi__hdr_test(&s);\n\tfseek(f, pos, SEEK_SET);\n\treturn res;\n#else\n\tSTBI_NOTUSED(f);\n\treturn 0;\n#endif\n}\n#endif // !STBI_NO_STDIO\n\nSTBIDEF int      stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user)\n{\n#ifndef STBI_NO_HDR\n\tstbi__context s;\n\tstbi__start_callbacks(&s, (stbi_io_callbacks *)clbk, user);\n\treturn stbi__hdr_test(&s);\n#else\n\tSTBI_NOTUSED(clbk);\n\tSTBI_NOTUSED(user);\n\treturn 0;\n#endif\n}\n\n#ifndef STBI_NO_LINEAR\nstatic float stbi__l2h_gamma = 2.2f, stbi__l2h_scale = 1.0f;\n\nSTBIDEF void   stbi_ldr_to_hdr_gamma(float gamma) { stbi__l2h_gamma = gamma; }\nSTBIDEF void   stbi_ldr_to_hdr_scale(float scale) { stbi__l2h_scale = scale; }\n#endif\n\nstatic float stbi__h2l_gamma_i = 1.0f / 2.2f, stbi__h2l_scale_i = 1.0f;\n\nSTBIDEF void   stbi_hdr_to_ldr_gamma(float gamma) { stbi__h2l_gamma_i = 1 / gamma; }\nSTBIDEF void   stbi_hdr_to_ldr_scale(float scale) { stbi__h2l_scale_i = 1 / scale; }\n\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// Common code used by all image loaders\n//\n\nenum\n{\n\tSTBI__SCAN_load = 0,\n\tSTBI__SCAN_type,\n\tSTBI__SCAN_header\n};\n\nstatic void stbi__refill_buffer(stbi__context *s)\n{\n\tint n = (s->io.read)(s->io_user_data, (char*)s->buffer_start, s->buflen);\n\ts->callback_already_read += (int)(s->img_buffer - s->img_buffer_original);\n\tif (n == 0) {\n\t\t// at end of file, treat same as if from memory, but need to handle case\n\t\t// where s->img_buffer isn't pointing to safe memory, e.g. 0-byte file\n\t\ts->read_from_callbacks = 0;\n\t\ts->img_buffer = s->buffer_start;\n\t\ts->img_buffer_end = s->buffer_start + 1;\n\t\t*s->img_buffer = 0;\n\t}\n\telse {\n\t\ts->img_buffer = s->buffer_start;\n\t\ts->img_buffer_end = s->buffer_start + n;\n\t}\n}\n\nstbi_inline static stbi_uc stbi__get8(stbi__context *s)\n{\n\tif (s->img_buffer < s->img_buffer_end)\n\t\treturn *s->img_buffer++;\n\tif (s->read_from_callbacks) {\n\t\tstbi__refill_buffer(s);\n\t\treturn *s->img_buffer++;\n\t}\n\treturn 0;\n}\n\n#if defined(STBI_NO_JPEG) && defined(STBI_NO_HDR) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM)\n// nothing\n#else\nstbi_inline static int stbi__at_eof(stbi__context *s)\n{\n\tif (s->io.read) {\n\t\tif (!(s->io.eof)(s->io_user_data)) return 0;\n\t\t// if feof() is true, check if buffer = end\n\t\t// special case: we've only got the special 0 character at the end\n\t\tif (s->read_from_callbacks == 0) return 1;\n\t}\n\n\treturn s->img_buffer >= s->img_buffer_end;\n}\n#endif\n\n#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC)\n// nothing\n#else\nstatic void stbi__skip(stbi__context *s, int n)\n{\n\tif (n == 0) return;  // already there!\n\tif (n < 0) {\n\t\ts->img_buffer = s->img_buffer_end;\n\t\treturn;\n\t}\n\tif (s->io.read) {\n\t\tint blen = (int)(s->img_buffer_end - s->img_buffer);\n\t\tif (blen < n) {\n\t\t\ts->img_buffer = s->img_buffer_end;\n\t\t\t(s->io.skip)(s->io_user_data, n - blen);\n\t\t\treturn;\n\t\t}\n\t}\n\ts->img_buffer += n;\n}\n#endif\n\n#if defined(STBI_NO_PNG) && defined(STBI_NO_TGA) && defined(STBI_NO_HDR) && defined(STBI_NO_PNM)\n// nothing\n#else\nstatic int stbi__getn(stbi__context *s, stbi_uc *buffer, int n)\n{\n\tif (s->io.read) {\n\t\tint blen = (int)(s->img_buffer_end - s->img_buffer);\n\t\tif (blen < n) {\n\t\t\tint res, count;\n\n\t\t\tmemcpy(buffer, s->img_buffer, blen);\n\n\t\t\tcount = (s->io.read)(s->io_user_data, (char*)buffer + blen, n - blen);\n\t\t\tres = (count == (n - blen));\n\t\t\ts->img_buffer = s->img_buffer_end;\n\t\t\treturn res;\n\t\t}\n\t}\n\n\tif (s->img_buffer + n <= s->img_buffer_end) {\n\t\tmemcpy(buffer, s->img_buffer, n);\n\t\ts->img_buffer += n;\n\t\treturn 1;\n\t}\n\telse\n\t\treturn 0;\n}\n#endif\n\n#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_PSD) && defined(STBI_NO_PIC)\n// nothing\n#else\nstatic int stbi__get16be(stbi__context *s)\n{\n\tint z = stbi__get8(s);\n\treturn (z << 8) + stbi__get8(s);\n}\n#endif\n\n#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) && defined(STBI_NO_PIC)\n// nothing\n#else\nstatic stbi__uint32 stbi__get32be(stbi__context *s)\n{\n\tstbi__uint32 z = stbi__get16be(s);\n\treturn (z << 16) + stbi__get16be(s);\n}\n#endif\n\n#if defined(STBI_NO_BMP) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF)\n// nothing\n#else\nstatic int stbi__get16le(stbi__context *s)\n{\n\tint z = stbi__get8(s);\n\treturn z + (stbi__get8(s) << 8);\n}\n#endif\n\n#ifndef STBI_NO_BMP\nstatic stbi__uint32 stbi__get32le(stbi__context *s)\n{\n\tstbi__uint32 z = stbi__get16le(s);\n\treturn z + (stbi__get16le(s) << 16);\n}\n#endif\n\n#define STBI__BYTECAST(x)  ((stbi_uc) ((x) & 255))  // truncate int to byte without warnings\n\n#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM)\n// nothing\n#else\n//////////////////////////////////////////////////////////////////////////////\n//\n//  generic converter from built-in img_n to req_comp\n//    individual types do this automatically as much as possible (e.g. jpeg\n//    does all cases internally since it needs to colorspace convert anyway,\n//    and it never has alpha, so very few cases ). png can automatically\n//    interleave an alpha=255 channel, but falls back to this for other cases\n//\n//  assume data buffer is malloced, so malloc a new one and free that one\n//  only failure mode is malloc failing\n\nstatic stbi_uc stbi__compute_y(int r, int g, int b)\n{\n\treturn (stbi_uc)(((r * 77) + (g * 150) + (29 * b)) >> 8);\n}\n#endif\n\n#if defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM)\n// nothing\n#else\nstatic unsigned char *stbi__convert_format(unsigned char *data, int img_n, int req_comp, unsigned int x, unsigned int y)\n{\n\tint i, j;\n\tunsigned char *good;\n\n\tif (req_comp == img_n) return data;\n\tSTBI_ASSERT(req_comp >= 1 && req_comp <= 4);\n\n\tgood = (unsigned char *)stbi__malloc_mad3(req_comp, x, y, 0);\n\tif (good == NULL) {\n\t\tSTBI_FREE(data);\n\t\treturn stbi__errpuc(\"outofmem\", \"Out of memory\");\n\t}\n\n\tfor (j = 0; j < (int)y; ++j) {\n\t\tunsigned char *src = data + j * x * img_n;\n\t\tunsigned char *dest = good + j * x * req_comp;\n\n#define STBI__COMBO(a,b)  ((a)*8+(b))\n#define STBI__CASE(a,b)   case STBI__COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b)\n\t\t// convert source image with img_n components to one with req_comp components;\n\t\t// avoid switch per pixel, so use switch per scanline and massive macros\n\t\tswitch (STBI__COMBO(img_n, req_comp)) {\n\t\t\tSTBI__CASE(1, 2) { dest[0] = src[0]; dest[1] = 255; } break;\n\t\t\tSTBI__CASE(1, 3) { dest[0] = dest[1] = dest[2] = src[0]; } break;\n\t\t\tSTBI__CASE(1, 4) { dest[0] = dest[1] = dest[2] = src[0]; dest[3] = 255; } break;\n\t\t\tSTBI__CASE(2, 1) { dest[0] = src[0]; } break;\n\t\t\tSTBI__CASE(2, 3) { dest[0] = dest[1] = dest[2] = src[0]; } break;\n\t\t\tSTBI__CASE(2, 4) { dest[0] = dest[1] = dest[2] = src[0]; dest[3] = src[1]; } break;\n\t\t\tSTBI__CASE(3, 4) { dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2]; dest[3] = 255; } break;\n\t\t\tSTBI__CASE(3, 1) { dest[0] = stbi__compute_y(src[0], src[1], src[2]); } break;\n\t\t\tSTBI__CASE(3, 2) { dest[0] = stbi__compute_y(src[0], src[1], src[2]); dest[1] = 255; } break;\n\t\t\tSTBI__CASE(4, 1) { dest[0] = stbi__compute_y(src[0], src[1], src[2]); } break;\n\t\t\tSTBI__CASE(4, 2) { dest[0] = stbi__compute_y(src[0], src[1], src[2]); dest[1] = src[3]; } break;\n\t\t\tSTBI__CASE(4, 3) { dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2]; } break;\n\t\tdefault: STBI_ASSERT(0); STBI_FREE(data); STBI_FREE(good); return stbi__errpuc(\"unsupported\", \"Unsupported format conversion\");\n\t\t}\n#undef STBI__CASE\n\t}\n\n\tSTBI_FREE(data);\n\treturn good;\n}\n#endif\n\n#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD)\n// nothing\n#else\nstatic stbi__uint16 stbi__compute_y_16(int r, int g, int b)\n{\n\treturn (stbi__uint16)(((r * 77) + (g * 150) + (29 * b)) >> 8);\n}\n#endif\n\n#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD)\n// nothing\n#else\nstatic stbi__uint16 *stbi__convert_format16(stbi__uint16 *data, int img_n, int req_comp, unsigned int x, unsigned int y)\n{\n\tint i, j;\n\tstbi__uint16 *good;\n\n\tif (req_comp == img_n) return data;\n\tSTBI_ASSERT(req_comp >= 1 && req_comp <= 4);\n\n\tgood = (stbi__uint16 *)stbi__malloc(req_comp * x * y * 2);\n\tif (good == NULL) {\n\t\tSTBI_FREE(data);\n\t\treturn (stbi__uint16 *)stbi__errpuc(\"outofmem\", \"Out of memory\");\n\t}\n\n\tfor (j = 0; j < (int)y; ++j) {\n\t\tstbi__uint16 *src = data + j * x * img_n;\n\t\tstbi__uint16 *dest = good + j * x * req_comp;\n\n#define STBI__COMBO(a,b)  ((a)*8+(b))\n#define STBI__CASE(a,b)   case STBI__COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b)\n\t\t// convert source image with img_n components to one with req_comp components;\n\t\t// avoid switch per pixel, so use switch per scanline and massive macros\n\t\tswitch (STBI__COMBO(img_n, req_comp)) {\n\t\t\tSTBI__CASE(1, 2) { dest[0] = src[0]; dest[1] = 0xffff; } break;\n\t\t\tSTBI__CASE(1, 3) { dest[0] = dest[1] = dest[2] = src[0]; } break;\n\t\t\tSTBI__CASE(1, 4) { dest[0] = dest[1] = dest[2] = src[0]; dest[3] = 0xffff; } break;\n\t\t\tSTBI__CASE(2, 1) { dest[0] = src[0]; } break;\n\t\t\tSTBI__CASE(2, 3) { dest[0] = dest[1] = dest[2] = src[0]; } break;\n\t\t\tSTBI__CASE(2, 4) { dest[0] = dest[1] = dest[2] = src[0]; dest[3] = src[1]; } break;\n\t\t\tSTBI__CASE(3, 4) { dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2]; dest[3] = 0xffff; } break;\n\t\t\tSTBI__CASE(3, 1) { dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); } break;\n\t\t\tSTBI__CASE(3, 2) { dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); dest[1] = 0xffff; } break;\n\t\t\tSTBI__CASE(4, 1) { dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); } break;\n\t\t\tSTBI__CASE(4, 2) { dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); dest[1] = src[3]; } break;\n\t\t\tSTBI__CASE(4, 3) { dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2]; } break;\n\t\tdefault: STBI_ASSERT(0); STBI_FREE(data); STBI_FREE(good); return (stbi__uint16*)stbi__errpuc(\"unsupported\", \"Unsupported format conversion\");\n\t\t}\n#undef STBI__CASE\n\t}\n\n\tSTBI_FREE(data);\n\treturn good;\n}\n#endif\n\n#ifndef STBI_NO_LINEAR\nstatic float   *stbi__ldr_to_hdr(stbi_uc *data, int x, int y, int comp)\n{\n\tint i, k, n;\n\tfloat *output;\n\tif (!data) return NULL;\n\toutput = (float *)stbi__malloc_mad4(x, y, comp, sizeof(float), 0);\n\tif (output == NULL) { STBI_FREE(data); return stbi__errpf(\"outofmem\", \"Out of memory\"); }\n\t// compute number of non-alpha components\n\tif (comp & 1) n = comp; else n = comp - 1;\n\tfor (i = 0; i < x*y; ++i) {\n\t\tfor (k = 0; k < n; ++k) {\n\t\t\toutput[i*comp + k] = (float)(pow(data[i*comp + k] / 255.0f, stbi__l2h_gamma) * stbi__l2h_scale);\n\t\t}\n\t}\n\tif (n < comp) {\n\t\tfor (i = 0; i < x*y; ++i) {\n\t\t\toutput[i*comp + n] = data[i*comp + n] / 255.0f;\n\t\t}\n\t}\n\tSTBI_FREE(data);\n\treturn output;\n}\n#endif\n\n#ifndef STBI_NO_HDR\n#define stbi__float2int(x)   ((int) (x))\nstatic stbi_uc *stbi__hdr_to_ldr(float   *data, int x, int y, int comp)\n{\n\tint i, k, n;\n\tstbi_uc *output;\n\tif (!data) return NULL;\n\toutput = (stbi_uc *)stbi__malloc_mad3(x, y, comp, 0);\n\tif (output == NULL) { STBI_FREE(data); return stbi__errpuc(\"outofmem\", \"Out of memory\"); }\n\t// compute number of non-alpha components\n\tif (comp & 1) n = comp; else n = comp - 1;\n\tfor (i = 0; i < x*y; ++i) {\n\t\tfor (k = 0; k < n; ++k) {\n\t\t\tfloat z = (float)pow(data[i*comp + k] * stbi__h2l_scale_i, stbi__h2l_gamma_i) * 255 + 0.5f;\n\t\t\tif (z < 0) z = 0;\n\t\t\tif (z > 255) z = 255;\n\t\t\toutput[i*comp + k] = (stbi_uc)stbi__float2int(z);\n\t\t}\n\t\tif (k < comp) {\n\t\t\tfloat z = data[i*comp + k] * 255 + 0.5f;\n\t\t\tif (z < 0) z = 0;\n\t\t\tif (z > 255) z = 255;\n\t\t\toutput[i*comp + k] = (stbi_uc)stbi__float2int(z);\n\t\t}\n\t}\n\tSTBI_FREE(data);\n\treturn output;\n}\n#endif\n\n//////////////////////////////////////////////////////////////////////////////\n//\n//  \"baseline\" JPEG/JFIF decoder\n//\n//    simple implementation\n//      - doesn't support delayed output of y-dimension\n//      - simple interface (only one output format: 8-bit interleaved RGB)\n//      - doesn't try to recover corrupt jpegs\n//      - doesn't allow partial loading, loading multiple at once\n//      - still fast on x86 (copying globals into locals doesn't help x86)\n//      - allocates lots of intermediate memory (full size of all components)\n//        - non-interleaved case requires this anyway\n//        - allows good upsampling (see next)\n//    high-quality\n//      - upsampled channels are bilinearly interpolated, even across blocks\n//      - quality integer IDCT derived from IJG's 'slow'\n//    performance\n//      - fast huffman; reasonable integer IDCT\n//      - some SIMD kernels for common paths on targets with SSE2/NEON\n//      - uses a lot of intermediate memory, could cache poorly\n\n#ifndef STBI_NO_JPEG\n\n// huffman decoding acceleration\n#define FAST_BITS   9  // larger handles more cases; smaller stomps less cache\n\ntypedef struct\n{\n\tstbi_uc  fast[1 << FAST_BITS];\n\t// weirdly, repacking this into AoS is a 10% speed loss, instead of a win\n\tstbi__uint16 code[256];\n\tstbi_uc  values[256];\n\tstbi_uc  size[257];\n\tunsigned int maxcode[18];\n\tint    delta[17];   // old 'firstsymbol' - old 'firstcode'\n} stbi__huffman;\n\ntypedef struct\n{\n\tstbi__context *s;\n\tstbi__huffman huff_dc[4];\n\tstbi__huffman huff_ac[4];\n\tstbi__uint16 dequant[4][64];\n\tstbi__int16 fast_ac[4][1 << FAST_BITS];\n\n\t// sizes for components, interleaved MCUs\n\tint img_h_max, img_v_max;\n\tint img_mcu_x, img_mcu_y;\n\tint img_mcu_w, img_mcu_h;\n\n\t// definition of jpeg image component\n\tstruct\n\t{\n\t\tint id;\n\t\tint h, v;\n\t\tint tq;\n\t\tint hd, ha;\n\t\tint dc_pred;\n\n\t\tint x, y, w2, h2;\n\t\tstbi_uc *data;\n\t\tvoid *raw_data, *raw_coeff;\n\t\tstbi_uc *linebuf;\n\t\tshort   *coeff;   // progressive only\n\t\tint      coeff_w, coeff_h; // number of 8x8 coefficient blocks\n\t} img_comp[4];\n\n\tstbi__uint32   code_buffer; // jpeg entropy-coded buffer\n\tint            code_bits;   // number of valid bits\n\tunsigned char  marker;      // marker seen while filling entropy buffer\n\tint            nomore;      // flag if we saw a marker so must stop\n\n\tint            progressive;\n\tint            spec_start;\n\tint            spec_end;\n\tint            succ_high;\n\tint            succ_low;\n\tint            eob_run;\n\tint            jfif;\n\tint            app14_color_transform; // Adobe APP14 tag\n\tint            rgb;\n\n\tint scan_n, order[4];\n\tint restart_interval, todo;\n\n\t// kernels\n\tvoid(*idct_block_kernel)(stbi_uc *out, int out_stride, short data[64]);\n\tvoid(*YCbCr_to_RGB_kernel)(stbi_uc *out, const stbi_uc *y, const stbi_uc *pcb, const stbi_uc *pcr, int count, int step);\n\tstbi_uc *(*resample_row_hv_2_kernel)(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs);\n} stbi__jpeg;\n\nstatic int stbi__build_huffman(stbi__huffman *h, int *count)\n{\n\tint i, j, k = 0;\n\tunsigned int code;\n\t// build size list for each symbol (from JPEG spec)\n\tfor (i = 0; i < 16; ++i)\n\t\tfor (j = 0; j < count[i]; ++j)\n\t\t\th->size[k++] = (stbi_uc)(i + 1);\n\th->size[k] = 0;\n\n\t// compute actual symbols (from jpeg spec)\n\tcode = 0;\n\tk = 0;\n\tfor (j = 1; j <= 16; ++j) {\n\t\t// compute delta to add to code to compute symbol id\n\t\th->delta[j] = k - code;\n\t\tif (h->size[k] == j) {\n\t\t\twhile (h->size[k] == j)\n\t\t\t\th->code[k++] = (stbi__uint16)(code++);\n\t\t\tif (code - 1 >= (1u << j)) return stbi__err(\"bad code lengths\", \"Corrupt JPEG\");\n\t\t}\n\t\t// compute largest code + 1 for this size, preshifted as needed later\n\t\th->maxcode[j] = code << (16 - j);\n\t\tcode <<= 1;\n\t}\n\th->maxcode[j] = 0xffffffff;\n\n\t// build non-spec acceleration table; 255 is flag for not-accelerated\n\tmemset(h->fast, 255, 1 << FAST_BITS);\n\tfor (i = 0; i < k; ++i) {\n\t\tint s = h->size[i];\n\t\tif (s <= FAST_BITS) {\n\t\t\tint c = h->code[i] << (FAST_BITS - s);\n\t\t\tint m = 1 << (FAST_BITS - s);\n\t\t\tfor (j = 0; j < m; ++j) {\n\t\t\t\th->fast[c + j] = (stbi_uc)i;\n\t\t\t}\n\t\t}\n\t}\n\treturn 1;\n}\n\n// build a table that decodes both magnitude and value of small ACs in\n// one go.\nstatic void stbi__build_fast_ac(stbi__int16 *fast_ac, stbi__huffman *h)\n{\n\tint i;\n\tfor (i = 0; i < (1 << FAST_BITS); ++i) {\n\t\tstbi_uc fast = h->fast[i];\n\t\tfast_ac[i] = 0;\n\t\tif (fast < 255) {\n\t\t\tint rs = h->values[fast];\n\t\t\tint run = (rs >> 4) & 15;\n\t\t\tint magbits = rs & 15;\n\t\t\tint len = h->size[fast];\n\n\t\t\tif (magbits && len + magbits <= FAST_BITS) {\n\t\t\t\t// magnitude code followed by receive_extend code\n\t\t\t\tint k = ((i << len) & ((1 << FAST_BITS) - 1)) >> (FAST_BITS - magbits);\n\t\t\t\tint m = 1 << (magbits - 1);\n\t\t\t\tif (k < m) k += (~0U << magbits) + 1;\n\t\t\t\t// if the result is small enough, we can fit it in fast_ac table\n\t\t\t\tif (k >= -128 && k <= 127)\n\t\t\t\t\tfast_ac[i] = (stbi__int16)((k * 256) + (run * 16) + (len + magbits));\n\t\t\t}\n\t\t}\n\t}\n}\n\nstatic void stbi__grow_buffer_unsafe(stbi__jpeg *j)\n{\n\tdo {\n\t\tunsigned int b = j->nomore ? 0 : stbi__get8(j->s);\n\t\tif (b == 0xff) {\n\t\t\tint c = stbi__get8(j->s);\n\t\t\twhile (c == 0xff) c = stbi__get8(j->s); // consume fill bytes\n\t\t\tif (c != 0) {\n\t\t\t\tj->marker = (unsigned char)c;\n\t\t\t\tj->nomore = 1;\n\t\t\t\treturn;\n\t\t\t}\n\t\t}\n\t\tj->code_buffer |= b << (24 - j->code_bits);\n\t\tj->code_bits += 8;\n\t} while (j->code_bits <= 24);\n}\n\n// (1 << n) - 1\nstatic const stbi__uint32 stbi__bmask[17] = { 0,1,3,7,15,31,63,127,255,511,1023,2047,4095,8191,16383,32767,65535 };\n\n// decode a jpeg huffman value from the bitstream\nstbi_inline static int stbi__jpeg_huff_decode(stbi__jpeg *j, stbi__huffman *h)\n{\n\tunsigned int temp;\n\tint c, k;\n\n\tif (j->code_bits < 16) stbi__grow_buffer_unsafe(j);\n\n\t// look at the top FAST_BITS and determine what symbol ID it is,\n\t// if the code is <= FAST_BITS\n\tc = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS) - 1);\n\tk = h->fast[c];\n\tif (k < 255) {\n\t\tint s = h->size[k];\n\t\tif (s > j->code_bits)\n\t\t\treturn -1;\n\t\tj->code_buffer <<= s;\n\t\tj->code_bits -= s;\n\t\treturn h->values[k];\n\t}\n\n\t// naive test is to shift the code_buffer down so k bits are\n\t// valid, then test against maxcode. To speed this up, we've\n\t// preshifted maxcode left so that it has (16-k) 0s at the\n\t// end; in other words, regardless of the number of bits, it\n\t// wants to be compared against something shifted to have 16;\n\t// that way we don't need to shift inside the loop.\n\ttemp = j->code_buffer >> 16;\n\tfor (k = FAST_BITS + 1; ; ++k)\n\t\tif (temp < h->maxcode[k])\n\t\t\tbreak;\n\tif (k == 17) {\n\t\t// error! code not found\n\t\tj->code_bits -= 16;\n\t\treturn -1;\n\t}\n\n\tif (k > j->code_bits)\n\t\treturn -1;\n\n\t// convert the huffman code to the symbol id\n\tc = ((j->code_buffer >> (32 - k)) & stbi__bmask[k]) + h->delta[k];\n\tSTBI_ASSERT((((j->code_buffer) >> (32 - h->size[c])) & stbi__bmask[h->size[c]]) == h->code[c]);\n\n\t// convert the id to a symbol\n\tj->code_bits -= k;\n\tj->code_buffer <<= k;\n\treturn h->values[c];\n}\n\n// bias[n] = (-1<<n) + 1\nstatic const int stbi__jbias[16] = { 0,-1,-3,-7,-15,-31,-63,-127,-255,-511,-1023,-2047,-4095,-8191,-16383,-32767 };\n\n// combined JPEG 'receive' and JPEG 'extend', since baseline\n// always extends everything it receives.\nstbi_inline static int stbi__extend_receive(stbi__jpeg *j, int n)\n{\n\tunsigned int k;\n\tint sgn;\n\tif (j->code_bits < n) stbi__grow_buffer_unsafe(j);\n\n\tsgn = (stbi__int32)j->code_buffer >> 31; // sign bit is always in MSB\n\tk = stbi_lrot(j->code_buffer, n);\n\tif (n < 0 || n >= (int)(sizeof(stbi__bmask) / sizeof(*stbi__bmask))) return 0;\n\tj->code_buffer = k & ~stbi__bmask[n];\n\tk &= stbi__bmask[n];\n\tj->code_bits -= n;\n\treturn k + (stbi__jbias[n] & ~sgn);\n}\n\n// get some unsigned bits\nstbi_inline static int stbi__jpeg_get_bits(stbi__jpeg *j, int n)\n{\n\tunsigned int k;\n\tif (j->code_bits < n) stbi__grow_buffer_unsafe(j);\n\tk = stbi_lrot(j->code_buffer, n);\n\tj->code_buffer = k & ~stbi__bmask[n];\n\tk &= stbi__bmask[n];\n\tj->code_bits -= n;\n\treturn k;\n}\n\nstbi_inline static int stbi__jpeg_get_bit(stbi__jpeg *j)\n{\n\tunsigned int k;\n\tif (j->code_bits < 1) stbi__grow_buffer_unsafe(j);\n\tk = j->code_buffer;\n\tj->code_buffer <<= 1;\n\t--j->code_bits;\n\treturn k & 0x80000000;\n}\n\n// given a value that's at position X in the zigzag stream,\n// where does it appear in the 8x8 matrix coded as row-major?\nstatic const stbi_uc stbi__jpeg_dezigzag[64 + 15] =\n{\n\t0,  1,  8, 16,  9,  2,  3, 10,\n   17, 24, 32, 25, 18, 11,  4,  5,\n   12, 19, 26, 33, 40, 48, 41, 34,\n   27, 20, 13,  6,  7, 14, 21, 28,\n   35, 42, 49, 56, 57, 50, 43, 36,\n   29, 22, 15, 23, 30, 37, 44, 51,\n   58, 59, 52, 45, 38, 31, 39, 46,\n   53, 60, 61, 54, 47, 55, 62, 63,\n   // let corrupt input sample past end\n   63, 63, 63, 63, 63, 63, 63, 63,\n   63, 63, 63, 63, 63, 63, 63\n};\n\n// decode one 64-entry block--\nstatic int stbi__jpeg_decode_block(stbi__jpeg *j, short data[64], stbi__huffman *hdc, stbi__huffman *hac, stbi__int16 *fac, int b, stbi__uint16 *dequant)\n{\n\tint diff, dc, k;\n\tint t;\n\n\tif (j->code_bits < 16) stbi__grow_buffer_unsafe(j);\n\tt = stbi__jpeg_huff_decode(j, hdc);\n\tif (t < 0) return stbi__err(\"bad huffman code\", \"Corrupt JPEG\");\n\n\t// 0 all the ac values now so we can do it 32-bits at a time\n\tmemset(data, 0, 64 * sizeof(data[0]));\n\n\tdiff = t ? stbi__extend_receive(j, t) : 0;\n\tdc = j->img_comp[b].dc_pred + diff;\n\tj->img_comp[b].dc_pred = dc;\n\tdata[0] = (short)(dc * dequant[0]);\n\n\t// decode AC components, see JPEG spec\n\tk = 1;\n\tdo {\n\t\tunsigned int zig;\n\t\tint c, r, s;\n\t\tif (j->code_bits < 16) stbi__grow_buffer_unsafe(j);\n\t\tc = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS) - 1);\n\t\tr = fac[c];\n\t\tif (r) { // fast-AC path\n\t\t\tk += (r >> 4) & 15; // run\n\t\t\ts = r & 15; // combined length\n\t\t\tj->code_buffer <<= s;\n\t\t\tj->code_bits -= s;\n\t\t\t// decode into unzigzag'd location\n\t\t\tzig = stbi__jpeg_dezigzag[k++];\n\t\t\tdata[zig] = (short)((r >> 8) * dequant[zig]);\n\t\t}\n\t\telse {\n\t\t\tint rs = stbi__jpeg_huff_decode(j, hac);\n\t\t\tif (rs < 0) return stbi__err(\"bad huffman code\", \"Corrupt JPEG\");\n\t\t\ts = rs & 15;\n\t\t\tr = rs >> 4;\n\t\t\tif (s == 0) {\n\t\t\t\tif (rs != 0xf0) break; // end block\n\t\t\t\tk += 16;\n\t\t\t}\n\t\t\telse {\n\t\t\t\tk += r;\n\t\t\t\t// decode into unzigzag'd location\n\t\t\t\tzig = stbi__jpeg_dezigzag[k++];\n\t\t\t\tdata[zig] = (short)(stbi__extend_receive(j, s) * dequant[zig]);\n\t\t\t}\n\t\t}\n\t} while (k < 64);\n\treturn 1;\n}\n\nstatic int stbi__jpeg_decode_block_prog_dc(stbi__jpeg *j, short data[64], stbi__huffman *hdc, int b)\n{\n\tint diff, dc;\n\tint t;\n\tif (j->spec_end != 0) return stbi__err(\"can't merge dc and ac\", \"Corrupt JPEG\");\n\n\tif (j->code_bits < 16) stbi__grow_buffer_unsafe(j);\n\n\tif (j->succ_high == 0) {\n\t\t// first scan for DC coefficient, must be first\n\t\tmemset(data, 0, 64 * sizeof(data[0])); // 0 all the ac values now\n\t\tt = stbi__jpeg_huff_decode(j, hdc);\n\t\tif (t == -1) return stbi__err(\"can't merge dc and ac\", \"Corrupt JPEG\");\n\t\tdiff = t ? stbi__extend_receive(j, t) : 0;\n\n\t\tdc = j->img_comp[b].dc_pred + diff;\n\t\tj->img_comp[b].dc_pred = dc;\n\t\tdata[0] = (short)(dc << j->succ_low);\n\t}\n\telse {\n\t\t// refinement scan for DC coefficient\n\t\tif (stbi__jpeg_get_bit(j))\n\t\t\tdata[0] += (short)(1 << j->succ_low);\n\t}\n\treturn 1;\n}\n\n// @OPTIMIZE: store non-zigzagged during the decode passes,\n// and only de-zigzag when dequantizing\nstatic int stbi__jpeg_decode_block_prog_ac(stbi__jpeg *j, short data[64], stbi__huffman *hac, stbi__int16 *fac)\n{\n\tint k;\n\tif (j->spec_start == 0) return stbi__err(\"can't merge dc and ac\", \"Corrupt JPEG\");\n\n\tif (j->succ_high == 0) {\n\t\tint shift = j->succ_low;\n\n\t\tif (j->eob_run) {\n\t\t\t--j->eob_run;\n\t\t\treturn 1;\n\t\t}\n\n\t\tk = j->spec_start;\n\t\tdo {\n\t\t\tunsigned int zig;\n\t\t\tint c, r, s;\n\t\t\tif (j->code_bits < 16) stbi__grow_buffer_unsafe(j);\n\t\t\tc = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS) - 1);\n\t\t\tr = fac[c];\n\t\t\tif (r) { // fast-AC path\n\t\t\t\tk += (r >> 4) & 15; // run\n\t\t\t\ts = r & 15; // combined length\n\t\t\t\tj->code_buffer <<= s;\n\t\t\t\tj->code_bits -= s;\n\t\t\t\tzig = stbi__jpeg_dezigzag[k++];\n\t\t\t\tdata[zig] = (short)((r >> 8) << shift);\n\t\t\t}\n\t\t\telse {\n\t\t\t\tint rs = stbi__jpeg_huff_decode(j, hac);\n\t\t\t\tif (rs < 0) return stbi__err(\"bad huffman code\", \"Corrupt JPEG\");\n\t\t\t\ts = rs & 15;\n\t\t\t\tr = rs >> 4;\n\t\t\t\tif (s == 0) {\n\t\t\t\t\tif (r < 15) {\n\t\t\t\t\t\tj->eob_run = (1 << r);\n\t\t\t\t\t\tif (r)\n\t\t\t\t\t\t\tj->eob_run += stbi__jpeg_get_bits(j, r);\n\t\t\t\t\t\t--j->eob_run;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t\tk += 16;\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tk += r;\n\t\t\t\t\tzig = stbi__jpeg_dezigzag[k++];\n\t\t\t\t\tdata[zig] = (short)(stbi__extend_receive(j, s) << shift);\n\t\t\t\t}\n\t\t\t}\n\t\t} while (k <= j->spec_end);\n\t}\n\telse {\n\t\t// refinement scan for these AC coefficients\n\n\t\tshort bit = (short)(1 << j->succ_low);\n\n\t\tif (j->eob_run) {\n\t\t\t--j->eob_run;\n\t\t\tfor (k = j->spec_start; k <= j->spec_end; ++k) {\n\t\t\t\tshort *p = &data[stbi__jpeg_dezigzag[k]];\n\t\t\t\tif (*p != 0)\n\t\t\t\t\tif (stbi__jpeg_get_bit(j))\n\t\t\t\t\t\tif ((*p & bit) == 0) {\n\t\t\t\t\t\t\tif (*p > 0)\n\t\t\t\t\t\t\t\t*p += bit;\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\t*p -= bit;\n\t\t\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\telse {\n\t\t\tk = j->spec_start;\n\t\t\tdo {\n\t\t\t\tint r, s;\n\t\t\t\tint rs = stbi__jpeg_huff_decode(j, hac); // @OPTIMIZE see if we can use the fast path here, advance-by-r is so slow, eh\n\t\t\t\tif (rs < 0) return stbi__err(\"bad huffman code\", \"Corrupt JPEG\");\n\t\t\t\ts = rs & 15;\n\t\t\t\tr = rs >> 4;\n\t\t\t\tif (s == 0) {\n\t\t\t\t\tif (r < 15) {\n\t\t\t\t\t\tj->eob_run = (1 << r) - 1;\n\t\t\t\t\t\tif (r)\n\t\t\t\t\t\t\tj->eob_run += stbi__jpeg_get_bits(j, r);\n\t\t\t\t\t\tr = 64; // force end of block\n\t\t\t\t\t}\n\t\t\t\t\telse {\n\t\t\t\t\t\t// r=15 s=0 should write 16 0s, so we just do\n\t\t\t\t\t\t// a run of 15 0s and then write s (which is 0),\n\t\t\t\t\t\t// so we don't have to do anything special here\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tif (s != 1) return stbi__err(\"bad huffman code\", \"Corrupt JPEG\");\n\t\t\t\t\t// sign bit\n\t\t\t\t\tif (stbi__jpeg_get_bit(j))\n\t\t\t\t\t\ts = bit;\n\t\t\t\t\telse\n\t\t\t\t\t\ts = -bit;\n\t\t\t\t}\n\n\t\t\t\t// advance by r\n\t\t\t\twhile (k <= j->spec_end) {\n\t\t\t\t\tshort *p = &data[stbi__jpeg_dezigzag[k++]];\n\t\t\t\t\tif (*p != 0) {\n\t\t\t\t\t\tif (stbi__jpeg_get_bit(j))\n\t\t\t\t\t\t\tif ((*p & bit) == 0) {\n\t\t\t\t\t\t\t\tif (*p > 0)\n\t\t\t\t\t\t\t\t\t*p += bit;\n\t\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\t\t*p -= bit;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse {\n\t\t\t\t\t\tif (r == 0) {\n\t\t\t\t\t\t\t*p = (short)s;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t--r;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} while (k <= j->spec_end);\n\t\t}\n\t}\n\treturn 1;\n}\n\n// take a -128..127 value and stbi__clamp it and convert to 0..255\nstbi_inline static stbi_uc stbi__clamp(int x)\n{\n\t// trick to use a single test to catch both cases\n\tif ((unsigned int)x > 255) {\n\t\tif (x < 0) return 0;\n\t\tif (x > 255) return 255;\n\t}\n\treturn (stbi_uc)x;\n}\n\n#define stbi__f2f(x)  ((int) (((x) * 4096 + 0.5)))\n#define stbi__fsh(x)  ((x) * 4096)\n\n// derived from jidctint -- DCT_ISLOW\n#define STBI__IDCT_1D(s0,s1,s2,s3,s4,s5,s6,s7) \\\n   int t0,t1,t2,t3,p1,p2,p3,p4,p5,x0,x1,x2,x3; \\\n   p2 = s2;                                    \\\n   p3 = s6;                                    \\\n   p1 = (p2+p3) * stbi__f2f(0.5411961f);       \\\n   t2 = p1 + p3*stbi__f2f(-1.847759065f);      \\\n   t3 = p1 + p2*stbi__f2f( 0.765366865f);      \\\n   p2 = s0;                                    \\\n   p3 = s4;                                    \\\n   t0 = stbi__fsh(p2+p3);                      \\\n   t1 = stbi__fsh(p2-p3);                      \\\n   x0 = t0+t3;                                 \\\n   x3 = t0-t3;                                 \\\n   x1 = t1+t2;                                 \\\n   x2 = t1-t2;                                 \\\n   t0 = s7;                                    \\\n   t1 = s5;                                    \\\n   t2 = s3;                                    \\\n   t3 = s1;                                    \\\n   p3 = t0+t2;                                 \\\n   p4 = t1+t3;                                 \\\n   p1 = t0+t3;                                 \\\n   p2 = t1+t2;                                 \\\n   p5 = (p3+p4)*stbi__f2f( 1.175875602f);      \\\n   t0 = t0*stbi__f2f( 0.298631336f);           \\\n   t1 = t1*stbi__f2f( 2.053119869f);           \\\n   t2 = t2*stbi__f2f( 3.072711026f);           \\\n   t3 = t3*stbi__f2f( 1.501321110f);           \\\n   p1 = p5 + p1*stbi__f2f(-0.899976223f);      \\\n   p2 = p5 + p2*stbi__f2f(-2.562915447f);      \\\n   p3 = p3*stbi__f2f(-1.961570560f);           \\\n   p4 = p4*stbi__f2f(-0.390180644f);           \\\n   t3 += p1+p4;                                \\\n   t2 += p2+p3;                                \\\n   t1 += p2+p4;                                \\\n   t0 += p1+p3;\n\nstatic void stbi__idct_block(stbi_uc *out, int out_stride, short data[64])\n{\n\tint i, val[64], *v = val;\n\tstbi_uc *o;\n\tshort *d = data;\n\n\t// columns\n\tfor (i = 0; i < 8; ++i, ++d, ++v) {\n\t\t// if all zeroes, shortcut -- this avoids dequantizing 0s and IDCTing\n\t\tif (d[8] == 0 && d[16] == 0 && d[24] == 0 && d[32] == 0\n\t\t\t&& d[40] == 0 && d[48] == 0 && d[56] == 0) {\n\t\t\t//    no shortcut                 0     seconds\n\t\t\t//    (1|2|3|4|5|6|7)==0          0     seconds\n\t\t\t//    all separate               -0.047 seconds\n\t\t\t//    1 && 2|3 && 4|5 && 6|7:    -0.047 seconds\n\t\t\tint dcterm = d[0] * 4;\n\t\t\tv[0] = v[8] = v[16] = v[24] = v[32] = v[40] = v[48] = v[56] = dcterm;\n\t\t}\n\t\telse {\n\t\t\tSTBI__IDCT_1D(d[0], d[8], d[16], d[24], d[32], d[40], d[48], d[56])\n\t\t\t\t// constants scaled things up by 1<<12; let's bring them back\n\t\t\t\t// down, but keep 2 extra bits of precision\n\t\t\t\tx0 += 512; x1 += 512; x2 += 512; x3 += 512;\n\t\t\tv[0] = (x0 + t3) >> 10;\n\t\t\tv[56] = (x0 - t3) >> 10;\n\t\t\tv[8] = (x1 + t2) >> 10;\n\t\t\tv[48] = (x1 - t2) >> 10;\n\t\t\tv[16] = (x2 + t1) >> 10;\n\t\t\tv[40] = (x2 - t1) >> 10;\n\t\t\tv[24] = (x3 + t0) >> 10;\n\t\t\tv[32] = (x3 - t0) >> 10;\n\t\t}\n\t}\n\n\tfor (i = 0, v = val, o = out; i < 8; ++i, v += 8, o += out_stride) {\n\t\t// no fast case since the first 1D IDCT spread components out\n\t\tSTBI__IDCT_1D(v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7])\n\t\t\t// constants scaled things up by 1<<12, plus we had 1<<2 from first\n\t\t\t// loop, plus horizontal and vertical each scale by sqrt(8) so together\n\t\t\t// we've got an extra 1<<3, so 1<<17 total we need to remove.\n\t\t\t// so we want to round that, which means adding 0.5 * 1<<17,\n\t\t\t// aka 65536. Also, we'll end up with -128 to 127 that we want\n\t\t\t// to encode as 0..255 by adding 128, so we'll add that before the shift\n\t\t\tx0 += 65536 + (128 << 17);\n\t\tx1 += 65536 + (128 << 17);\n\t\tx2 += 65536 + (128 << 17);\n\t\tx3 += 65536 + (128 << 17);\n\t\t// tried computing the shifts into temps, or'ing the temps to see\n\t\t// if any were out of range, but that was slower\n\t\to[0] = stbi__clamp((x0 + t3) >> 17);\n\t\to[7] = stbi__clamp((x0 - t3) >> 17);\n\t\to[1] = stbi__clamp((x1 + t2) >> 17);\n\t\to[6] = stbi__clamp((x1 - t2) >> 17);\n\t\to[2] = stbi__clamp((x2 + t1) >> 17);\n\t\to[5] = stbi__clamp((x2 - t1) >> 17);\n\t\to[3] = stbi__clamp((x3 + t0) >> 17);\n\t\to[4] = stbi__clamp((x3 - t0) >> 17);\n\t}\n}\n\n#ifdef STBI_SSE2\n// sse2 integer IDCT. not the fastest possible implementation but it\n// produces bit-identical results to the generic C version so it's\n// fully \"transparent\".\nstatic void stbi__idct_simd(stbi_uc *out, int out_stride, short data[64])\n{\n\t// This is constructed to match our regular (generic) integer IDCT exactly.\n\t__m128i row0, row1, row2, row3, row4, row5, row6, row7;\n\t__m128i tmp;\n\n\t// dot product constant: even elems=x, odd elems=y\n#define dct_const(x,y)  _mm_setr_epi16((x),(y),(x),(y),(x),(y),(x),(y))\n\n// out(0) = c0[even]*x + c0[odd]*y   (c0, x, y 16-bit, out 32-bit)\n// out(1) = c1[even]*x + c1[odd]*y\n#define dct_rot(out0,out1, x,y,c0,c1) \\\n      __m128i c0##lo = _mm_unpacklo_epi16((x),(y)); \\\n      __m128i c0##hi = _mm_unpackhi_epi16((x),(y)); \\\n      __m128i out0##_l = _mm_madd_epi16(c0##lo, c0); \\\n      __m128i out0##_h = _mm_madd_epi16(c0##hi, c0); \\\n      __m128i out1##_l = _mm_madd_epi16(c0##lo, c1); \\\n      __m128i out1##_h = _mm_madd_epi16(c0##hi, c1)\n\n   // out = in << 12  (in 16-bit, out 32-bit)\n#define dct_widen(out, in) \\\n      __m128i out##_l = _mm_srai_epi32(_mm_unpacklo_epi16(_mm_setzero_si128(), (in)), 4); \\\n      __m128i out##_h = _mm_srai_epi32(_mm_unpackhi_epi16(_mm_setzero_si128(), (in)), 4)\n\n   // wide add\n#define dct_wadd(out, a, b) \\\n      __m128i out##_l = _mm_add_epi32(a##_l, b##_l); \\\n      __m128i out##_h = _mm_add_epi32(a##_h, b##_h)\n\n   // wide sub\n#define dct_wsub(out, a, b) \\\n      __m128i out##_l = _mm_sub_epi32(a##_l, b##_l); \\\n      __m128i out##_h = _mm_sub_epi32(a##_h, b##_h)\n\n   // butterfly a/b, add bias, then shift by \"s\" and pack\n#define dct_bfly32o(out0, out1, a,b,bias,s) \\\n      { \\\n         __m128i abiased_l = _mm_add_epi32(a##_l, bias); \\\n         __m128i abiased_h = _mm_add_epi32(a##_h, bias); \\\n         dct_wadd(sum, abiased, b); \\\n         dct_wsub(dif, abiased, b); \\\n         out0 = _mm_packs_epi32(_mm_srai_epi32(sum_l, s), _mm_srai_epi32(sum_h, s)); \\\n         out1 = _mm_packs_epi32(_mm_srai_epi32(dif_l, s), _mm_srai_epi32(dif_h, s)); \\\n      }\n\n   // 8-bit interleave step (for transposes)\n#define dct_interleave8(a, b) \\\n      tmp = a; \\\n      a = _mm_unpacklo_epi8(a, b); \\\n      b = _mm_unpackhi_epi8(tmp, b)\n\n   // 16-bit interleave step (for transposes)\n#define dct_interleave16(a, b) \\\n      tmp = a; \\\n      a = _mm_unpacklo_epi16(a, b); \\\n      b = _mm_unpackhi_epi16(tmp, b)\n\n#define dct_pass(bias,shift) \\\n      { \\\n         /* even part */ \\\n         dct_rot(t2e,t3e, row2,row6, rot0_0,rot0_1); \\\n         __m128i sum04 = _mm_add_epi16(row0, row4); \\\n         __m128i dif04 = _mm_sub_epi16(row0, row4); \\\n         dct_widen(t0e, sum04); \\\n         dct_widen(t1e, dif04); \\\n         dct_wadd(x0, t0e, t3e); \\\n         dct_wsub(x3, t0e, t3e); \\\n         dct_wadd(x1, t1e, t2e); \\\n         dct_wsub(x2, t1e, t2e); \\\n         /* odd part */ \\\n         dct_rot(y0o,y2o, row7,row3, rot2_0,rot2_1); \\\n         dct_rot(y1o,y3o, row5,row1, rot3_0,rot3_1); \\\n         __m128i sum17 = _mm_add_epi16(row1, row7); \\\n         __m128i sum35 = _mm_add_epi16(row3, row5); \\\n         dct_rot(y4o,y5o, sum17,sum35, rot1_0,rot1_1); \\\n         dct_wadd(x4, y0o, y4o); \\\n         dct_wadd(x5, y1o, y5o); \\\n         dct_wadd(x6, y2o, y5o); \\\n         dct_wadd(x7, y3o, y4o); \\\n         dct_bfly32o(row0,row7, x0,x7,bias,shift); \\\n         dct_bfly32o(row1,row6, x1,x6,bias,shift); \\\n         dct_bfly32o(row2,row5, x2,x5,bias,shift); \\\n         dct_bfly32o(row3,row4, x3,x4,bias,shift); \\\n      }\n\n\t__m128i rot0_0 = dct_const(stbi__f2f(0.5411961f), stbi__f2f(0.5411961f) + stbi__f2f(-1.847759065f));\n\t__m128i rot0_1 = dct_const(stbi__f2f(0.5411961f) + stbi__f2f(0.765366865f), stbi__f2f(0.5411961f));\n\t__m128i rot1_0 = dct_const(stbi__f2f(1.175875602f) + stbi__f2f(-0.899976223f), stbi__f2f(1.175875602f));\n\t__m128i rot1_1 = dct_const(stbi__f2f(1.175875602f), stbi__f2f(1.175875602f) + stbi__f2f(-2.562915447f));\n\t__m128i rot2_0 = dct_const(stbi__f2f(-1.961570560f) + stbi__f2f(0.298631336f), stbi__f2f(-1.961570560f));\n\t__m128i rot2_1 = dct_const(stbi__f2f(-1.961570560f), stbi__f2f(-1.961570560f) + stbi__f2f(3.072711026f));\n\t__m128i rot3_0 = dct_const(stbi__f2f(-0.390180644f) + stbi__f2f(2.053119869f), stbi__f2f(-0.390180644f));\n\t__m128i rot3_1 = dct_const(stbi__f2f(-0.390180644f), stbi__f2f(-0.390180644f) + stbi__f2f(1.501321110f));\n\n\t// rounding biases in column/row passes, see stbi__idct_block for explanation.\n\t__m128i bias_0 = _mm_set1_epi32(512);\n\t__m128i bias_1 = _mm_set1_epi32(65536 + (128 << 17));\n\n\t// load\n\trow0 = _mm_load_si128((const __m128i *) (data + 0 * 8));\n\trow1 = _mm_load_si128((const __m128i *) (data + 1 * 8));\n\trow2 = _mm_load_si128((const __m128i *) (data + 2 * 8));\n\trow3 = _mm_load_si128((const __m128i *) (data + 3 * 8));\n\trow4 = _mm_load_si128((const __m128i *) (data + 4 * 8));\n\trow5 = _mm_load_si128((const __m128i *) (data + 5 * 8));\n\trow6 = _mm_load_si128((const __m128i *) (data + 6 * 8));\n\trow7 = _mm_load_si128((const __m128i *) (data + 7 * 8));\n\n\t// column pass\n\tdct_pass(bias_0, 10);\n\n\t{\n\t\t// 16bit 8x8 transpose pass 1\n\t\tdct_interleave16(row0, row4);\n\t\tdct_interleave16(row1, row5);\n\t\tdct_interleave16(row2, row6);\n\t\tdct_interleave16(row3, row7);\n\n\t\t// transpose pass 2\n\t\tdct_interleave16(row0, row2);\n\t\tdct_interleave16(row1, row3);\n\t\tdct_interleave16(row4, row6);\n\t\tdct_interleave16(row5, row7);\n\n\t\t// transpose pass 3\n\t\tdct_interleave16(row0, row1);\n\t\tdct_interleave16(row2, row3);\n\t\tdct_interleave16(row4, row5);\n\t\tdct_interleave16(row6, row7);\n\t}\n\n\t// row pass\n\tdct_pass(bias_1, 17);\n\n\t{\n\t\t// pack\n\t\t__m128i p0 = _mm_packus_epi16(row0, row1); // a0a1a2a3...a7b0b1b2b3...b7\n\t\t__m128i p1 = _mm_packus_epi16(row2, row3);\n\t\t__m128i p2 = _mm_packus_epi16(row4, row5);\n\t\t__m128i p3 = _mm_packus_epi16(row6, row7);\n\n\t\t// 8bit 8x8 transpose pass 1\n\t\tdct_interleave8(p0, p2); // a0e0a1e1...\n\t\tdct_interleave8(p1, p3); // c0g0c1g1...\n\n\t\t// transpose pass 2\n\t\tdct_interleave8(p0, p1); // a0c0e0g0...\n\t\tdct_interleave8(p2, p3); // b0d0f0h0...\n\n\t\t// transpose pass 3\n\t\tdct_interleave8(p0, p2); // a0b0c0d0...\n\t\tdct_interleave8(p1, p3); // a4b4c4d4...\n\n\t\t// store\n\t\t_mm_storel_epi64((__m128i *) out, p0); out += out_stride;\n\t\t_mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p0, 0x4e)); out += out_stride;\n\t\t_mm_storel_epi64((__m128i *) out, p2); out += out_stride;\n\t\t_mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p2, 0x4e)); out += out_stride;\n\t\t_mm_storel_epi64((__m128i *) out, p1); out += out_stride;\n\t\t_mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p1, 0x4e)); out += out_stride;\n\t\t_mm_storel_epi64((__m128i *) out, p3); out += out_stride;\n\t\t_mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p3, 0x4e));\n\t}\n\n#undef dct_const\n#undef dct_rot\n#undef dct_widen\n#undef dct_wadd\n#undef dct_wsub\n#undef dct_bfly32o\n#undef dct_interleave8\n#undef dct_interleave16\n#undef dct_pass\n}\n\n#endif // STBI_SSE2\n\n#ifdef STBI_NEON\n\n// NEON integer IDCT. should produce bit-identical\n// results to the generic C version.\nstatic void stbi__idct_simd(stbi_uc *out, int out_stride, short data[64])\n{\n\tint16x8_t row0, row1, row2, row3, row4, row5, row6, row7;\n\n\tint16x4_t rot0_0 = vdup_n_s16(stbi__f2f(0.5411961f));\n\tint16x4_t rot0_1 = vdup_n_s16(stbi__f2f(-1.847759065f));\n\tint16x4_t rot0_2 = vdup_n_s16(stbi__f2f(0.765366865f));\n\tint16x4_t rot1_0 = vdup_n_s16(stbi__f2f(1.175875602f));\n\tint16x4_t rot1_1 = vdup_n_s16(stbi__f2f(-0.899976223f));\n\tint16x4_t rot1_2 = vdup_n_s16(stbi__f2f(-2.562915447f));\n\tint16x4_t rot2_0 = vdup_n_s16(stbi__f2f(-1.961570560f));\n\tint16x4_t rot2_1 = vdup_n_s16(stbi__f2f(-0.390180644f));\n\tint16x4_t rot3_0 = vdup_n_s16(stbi__f2f(0.298631336f));\n\tint16x4_t rot3_1 = vdup_n_s16(stbi__f2f(2.053119869f));\n\tint16x4_t rot3_2 = vdup_n_s16(stbi__f2f(3.072711026f));\n\tint16x4_t rot3_3 = vdup_n_s16(stbi__f2f(1.501321110f));\n\n#define dct_long_mul(out, inq, coeff) \\\n   int32x4_t out##_l = vmull_s16(vget_low_s16(inq), coeff); \\\n   int32x4_t out##_h = vmull_s16(vget_high_s16(inq), coeff)\n\n#define dct_long_mac(out, acc, inq, coeff) \\\n   int32x4_t out##_l = vmlal_s16(acc##_l, vget_low_s16(inq), coeff); \\\n   int32x4_t out##_h = vmlal_s16(acc##_h, vget_high_s16(inq), coeff)\n\n#define dct_widen(out, inq) \\\n   int32x4_t out##_l = vshll_n_s16(vget_low_s16(inq), 12); \\\n   int32x4_t out##_h = vshll_n_s16(vget_high_s16(inq), 12)\n\n\t// wide add\n#define dct_wadd(out, a, b) \\\n   int32x4_t out##_l = vaddq_s32(a##_l, b##_l); \\\n   int32x4_t out##_h = vaddq_s32(a##_h, b##_h)\n\n// wide sub\n#define dct_wsub(out, a, b) \\\n   int32x4_t out##_l = vsubq_s32(a##_l, b##_l); \\\n   int32x4_t out##_h = vsubq_s32(a##_h, b##_h)\n\n// butterfly a/b, then shift using \"shiftop\" by \"s\" and pack\n#define dct_bfly32o(out0,out1, a,b,shiftop,s) \\\n   { \\\n      dct_wadd(sum, a, b); \\\n      dct_wsub(dif, a, b); \\\n      out0 = vcombine_s16(shiftop(sum_l, s), shiftop(sum_h, s)); \\\n      out1 = vcombine_s16(shiftop(dif_l, s), shiftop(dif_h, s)); \\\n   }\n\n#define dct_pass(shiftop, shift) \\\n   { \\\n      /* even part */ \\\n      int16x8_t sum26 = vaddq_s16(row2, row6); \\\n      dct_long_mul(p1e, sum26, rot0_0); \\\n      dct_long_mac(t2e, p1e, row6, rot0_1); \\\n      dct_long_mac(t3e, p1e, row2, rot0_2); \\\n      int16x8_t sum04 = vaddq_s16(row0, row4); \\\n      int16x8_t dif04 = vsubq_s16(row0, row4); \\\n      dct_widen(t0e, sum04); \\\n      dct_widen(t1e, dif04); \\\n      dct_wadd(x0, t0e, t3e); \\\n      dct_wsub(x3, t0e, t3e); \\\n      dct_wadd(x1, t1e, t2e); \\\n      dct_wsub(x2, t1e, t2e); \\\n      /* odd part */ \\\n      int16x8_t sum15 = vaddq_s16(row1, row5); \\\n      int16x8_t sum17 = vaddq_s16(row1, row7); \\\n      int16x8_t sum35 = vaddq_s16(row3, row5); \\\n      int16x8_t sum37 = vaddq_s16(row3, row7); \\\n      int16x8_t sumodd = vaddq_s16(sum17, sum35); \\\n      dct_long_mul(p5o, sumodd, rot1_0); \\\n      dct_long_mac(p1o, p5o, sum17, rot1_1); \\\n      dct_long_mac(p2o, p5o, sum35, rot1_2); \\\n      dct_long_mul(p3o, sum37, rot2_0); \\\n      dct_long_mul(p4o, sum15, rot2_1); \\\n      dct_wadd(sump13o, p1o, p3o); \\\n      dct_wadd(sump24o, p2o, p4o); \\\n      dct_wadd(sump23o, p2o, p3o); \\\n      dct_wadd(sump14o, p1o, p4o); \\\n      dct_long_mac(x4, sump13o, row7, rot3_0); \\\n      dct_long_mac(x5, sump24o, row5, rot3_1); \\\n      dct_long_mac(x6, sump23o, row3, rot3_2); \\\n      dct_long_mac(x7, sump14o, row1, rot3_3); \\\n      dct_bfly32o(row0,row7, x0,x7,shiftop,shift); \\\n      dct_bfly32o(row1,row6, x1,x6,shiftop,shift); \\\n      dct_bfly32o(row2,row5, x2,x5,shiftop,shift); \\\n      dct_bfly32o(row3,row4, x3,x4,shiftop,shift); \\\n   }\n\n   // load\n\trow0 = vld1q_s16(data + 0 * 8);\n\trow1 = vld1q_s16(data + 1 * 8);\n\trow2 = vld1q_s16(data + 2 * 8);\n\trow3 = vld1q_s16(data + 3 * 8);\n\trow4 = vld1q_s16(data + 4 * 8);\n\trow5 = vld1q_s16(data + 5 * 8);\n\trow6 = vld1q_s16(data + 6 * 8);\n\trow7 = vld1q_s16(data + 7 * 8);\n\n\t// add DC bias\n\trow0 = vaddq_s16(row0, vsetq_lane_s16(1024, vdupq_n_s16(0), 0));\n\n\t// column pass\n\tdct_pass(vrshrn_n_s32, 10);\n\n\t// 16bit 8x8 transpose\n\t{\n\t\t// these three map to a single VTRN.16, VTRN.32, and VSWP, respectively.\n\t\t// whether compilers actually get this is another story, sadly.\n#define dct_trn16(x, y) { int16x8x2_t t = vtrnq_s16(x, y); x = t.val[0]; y = t.val[1]; }\n#define dct_trn32(x, y) { int32x4x2_t t = vtrnq_s32(vreinterpretq_s32_s16(x), vreinterpretq_s32_s16(y)); x = vreinterpretq_s16_s32(t.val[0]); y = vreinterpretq_s16_s32(t.val[1]); }\n#define dct_trn64(x, y) { int16x8_t x0 = x; int16x8_t y0 = y; x = vcombine_s16(vget_low_s16(x0), vget_low_s16(y0)); y = vcombine_s16(vget_high_s16(x0), vget_high_s16(y0)); }\n\n\t  // pass 1\n\t\tdct_trn16(row0, row1); // a0b0a2b2a4b4a6b6\n\t\tdct_trn16(row2, row3);\n\t\tdct_trn16(row4, row5);\n\t\tdct_trn16(row6, row7);\n\n\t\t// pass 2\n\t\tdct_trn32(row0, row2); // a0b0c0d0a4b4c4d4\n\t\tdct_trn32(row1, row3);\n\t\tdct_trn32(row4, row6);\n\t\tdct_trn32(row5, row7);\n\n\t\t// pass 3\n\t\tdct_trn64(row0, row4); // a0b0c0d0e0f0g0h0\n\t\tdct_trn64(row1, row5);\n\t\tdct_trn64(row2, row6);\n\t\tdct_trn64(row3, row7);\n\n#undef dct_trn16\n#undef dct_trn32\n#undef dct_trn64\n\t}\n\n\t// row pass\n\t// vrshrn_n_s32 only supports shifts up to 16, we need\n\t// 17. so do a non-rounding shift of 16 first then follow\n\t// up with a rounding shift by 1.\n\tdct_pass(vshrn_n_s32, 16);\n\n\t{\n\t\t// pack and round\n\t\tuint8x8_t p0 = vqrshrun_n_s16(row0, 1);\n\t\tuint8x8_t p1 = vqrshrun_n_s16(row1, 1);\n\t\tuint8x8_t p2 = vqrshrun_n_s16(row2, 1);\n\t\tuint8x8_t p3 = vqrshrun_n_s16(row3, 1);\n\t\tuint8x8_t p4 = vqrshrun_n_s16(row4, 1);\n\t\tuint8x8_t p5 = vqrshrun_n_s16(row5, 1);\n\t\tuint8x8_t p6 = vqrshrun_n_s16(row6, 1);\n\t\tuint8x8_t p7 = vqrshrun_n_s16(row7, 1);\n\n\t\t// again, these can translate into one instruction, but often don't.\n#define dct_trn8_8(x, y) { uint8x8x2_t t = vtrn_u8(x, y); x = t.val[0]; y = t.val[1]; }\n#define dct_trn8_16(x, y) { uint16x4x2_t t = vtrn_u16(vreinterpret_u16_u8(x), vreinterpret_u16_u8(y)); x = vreinterpret_u8_u16(t.val[0]); y = vreinterpret_u8_u16(t.val[1]); }\n#define dct_trn8_32(x, y) { uint32x2x2_t t = vtrn_u32(vreinterpret_u32_u8(x), vreinterpret_u32_u8(y)); x = vreinterpret_u8_u32(t.val[0]); y = vreinterpret_u8_u32(t.val[1]); }\n\n\t  // sadly can't use interleaved stores here since we only write\n\t  // 8 bytes to each scan line!\n\n\t  // 8x8 8-bit transpose pass 1\n\t\tdct_trn8_8(p0, p1);\n\t\tdct_trn8_8(p2, p3);\n\t\tdct_trn8_8(p4, p5);\n\t\tdct_trn8_8(p6, p7);\n\n\t\t// pass 2\n\t\tdct_trn8_16(p0, p2);\n\t\tdct_trn8_16(p1, p3);\n\t\tdct_trn8_16(p4, p6);\n\t\tdct_trn8_16(p5, p7);\n\n\t\t// pass 3\n\t\tdct_trn8_32(p0, p4);\n\t\tdct_trn8_32(p1, p5);\n\t\tdct_trn8_32(p2, p6);\n\t\tdct_trn8_32(p3, p7);\n\n\t\t// store\n\t\tvst1_u8(out, p0); out += out_stride;\n\t\tvst1_u8(out, p1); out += out_stride;\n\t\tvst1_u8(out, p2); out += out_stride;\n\t\tvst1_u8(out, p3); out += out_stride;\n\t\tvst1_u8(out, p4); out += out_stride;\n\t\tvst1_u8(out, p5); out += out_stride;\n\t\tvst1_u8(out, p6); out += out_stride;\n\t\tvst1_u8(out, p7);\n\n#undef dct_trn8_8\n#undef dct_trn8_16\n#undef dct_trn8_32\n\t}\n\n#undef dct_long_mul\n#undef dct_long_mac\n#undef dct_widen\n#undef dct_wadd\n#undef dct_wsub\n#undef dct_bfly32o\n#undef dct_pass\n}\n\n#endif // STBI_NEON\n\n#define STBI__MARKER_none  0xff\n// if there's a pending marker from the entropy stream, return that\n// otherwise, fetch from the stream and get a marker. if there's no\n// marker, return 0xff, which is never a valid marker value\nstatic stbi_uc stbi__get_marker(stbi__jpeg *j)\n{\n\tstbi_uc x;\n\tif (j->marker != STBI__MARKER_none) { x = j->marker; j->marker = STBI__MARKER_none; return x; }\n\tx = stbi__get8(j->s);\n\tif (x != 0xff) return STBI__MARKER_none;\n\twhile (x == 0xff)\n\t\tx = stbi__get8(j->s); // consume repeated 0xff fill bytes\n\treturn x;\n}\n\n// in each scan, we'll have scan_n components, and the order\n// of the components is specified by order[]\n#define STBI__RESTART(x)     ((x) >= 0xd0 && (x) <= 0xd7)\n\n// after a restart interval, stbi__jpeg_reset the entropy decoder and\n// the dc prediction\nstatic void stbi__jpeg_reset(stbi__jpeg *j)\n{\n\tj->code_bits = 0;\n\tj->code_buffer = 0;\n\tj->nomore = 0;\n\tj->img_comp[0].dc_pred = j->img_comp[1].dc_pred = j->img_comp[2].dc_pred = j->img_comp[3].dc_pred = 0;\n\tj->marker = STBI__MARKER_none;\n\tj->todo = j->restart_interval ? j->restart_interval : 0x7fffffff;\n\tj->eob_run = 0;\n\t// no more than 1<<31 MCUs if no restart_interal? that's plenty safe,\n\t// since we don't even allow 1<<30 pixels\n}\n\nstatic int stbi__parse_entropy_coded_data(stbi__jpeg *z)\n{\n\tstbi__jpeg_reset(z);\n\tif (!z->progressive) {\n\t\tif (z->scan_n == 1) {\n\t\t\tint i, j;\n\t\t\tSTBI_SIMD_ALIGN(short, data[64]);\n\t\t\tint n = z->order[0];\n\t\t\t// non-interleaved data, we just need to process one block at a time,\n\t\t\t// in trivial scanline order\n\t\t\t// number of blocks to do just depends on how many actual \"pixels\" this\n\t\t\t// component has, independent of interleaved MCU blocking and such\n\t\t\tint w = (z->img_comp[n].x + 7) >> 3;\n\t\t\tint h = (z->img_comp[n].y + 7) >> 3;\n\t\t\tfor (j = 0; j < h; ++j) {\n\t\t\t\tfor (i = 0; i < w; ++i) {\n\t\t\t\t\tint ha = z->img_comp[n].ha;\n\t\t\t\t\tif (!stbi__jpeg_decode_block(z, data, z->huff_dc + z->img_comp[n].hd, z->huff_ac + ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0;\n\t\t\t\t\tz->idct_block_kernel(z->img_comp[n].data + z->img_comp[n].w2*j * 8 + i * 8, z->img_comp[n].w2, data);\n\t\t\t\t\t// every data block is an MCU, so countdown the restart interval\n\t\t\t\t\tif (--z->todo <= 0) {\n\t\t\t\t\t\tif (z->code_bits < 24) stbi__grow_buffer_unsafe(z);\n\t\t\t\t\t\t// if it's NOT a restart, then just bail, so we get corrupt data\n\t\t\t\t\t\t// rather than no data\n\t\t\t\t\t\tif (!STBI__RESTART(z->marker)) return 1;\n\t\t\t\t\t\tstbi__jpeg_reset(z);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn 1;\n\t\t}\n\t\telse { // interleaved\n\t\t\tint i, j, k, x, y;\n\t\t\tSTBI_SIMD_ALIGN(short, data[64]);\n\t\t\tfor (j = 0; j < z->img_mcu_y; ++j) {\n\t\t\t\tfor (i = 0; i < z->img_mcu_x; ++i) {\n\t\t\t\t\t// scan an interleaved mcu... process scan_n components in order\n\t\t\t\t\tfor (k = 0; k < z->scan_n; ++k) {\n\t\t\t\t\t\tint n = z->order[k];\n\t\t\t\t\t\t// scan out an mcu's worth of this component; that's just determined\n\t\t\t\t\t\t// by the basic H and V specified for the component\n\t\t\t\t\t\tfor (y = 0; y < z->img_comp[n].v; ++y) {\n\t\t\t\t\t\t\tfor (x = 0; x < z->img_comp[n].h; ++x) {\n\t\t\t\t\t\t\t\tint x2 = (i*z->img_comp[n].h + x) * 8;\n\t\t\t\t\t\t\t\tint y2 = (j*z->img_comp[n].v + y) * 8;\n\t\t\t\t\t\t\t\tint ha = z->img_comp[n].ha;\n\t\t\t\t\t\t\t\tif (!stbi__jpeg_decode_block(z, data, z->huff_dc + z->img_comp[n].hd, z->huff_ac + ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0;\n\t\t\t\t\t\t\t\tz->idct_block_kernel(z->img_comp[n].data + z->img_comp[n].w2*y2 + x2, z->img_comp[n].w2, data);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\t// after all interleaved components, that's an interleaved MCU,\n\t\t\t\t\t// so now count down the restart interval\n\t\t\t\t\tif (--z->todo <= 0) {\n\t\t\t\t\t\tif (z->code_bits < 24) stbi__grow_buffer_unsafe(z);\n\t\t\t\t\t\tif (!STBI__RESTART(z->marker)) return 1;\n\t\t\t\t\t\tstbi__jpeg_reset(z);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn 1;\n\t\t}\n\t}\n\telse {\n\t\tif (z->scan_n == 1) {\n\t\t\tint i, j;\n\t\t\tint n = z->order[0];\n\t\t\t// non-interleaved data, we just need to process one block at a time,\n\t\t\t// in trivial scanline order\n\t\t\t// number of blocks to do just depends on how many actual \"pixels\" this\n\t\t\t// component has, independent of interleaved MCU blocking and such\n\t\t\tint w = (z->img_comp[n].x + 7) >> 3;\n\t\t\tint h = (z->img_comp[n].y + 7) >> 3;\n\t\t\tfor (j = 0; j < h; ++j) {\n\t\t\t\tfor (i = 0; i < w; ++i) {\n\t\t\t\t\tshort *data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w);\n\t\t\t\t\tif (z->spec_start == 0) {\n\t\t\t\t\t\tif (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n))\n\t\t\t\t\t\t\treturn 0;\n\t\t\t\t\t}\n\t\t\t\t\telse {\n\t\t\t\t\t\tint ha = z->img_comp[n].ha;\n\t\t\t\t\t\tif (!stbi__jpeg_decode_block_prog_ac(z, data, &z->huff_ac[ha], z->fast_ac[ha]))\n\t\t\t\t\t\t\treturn 0;\n\t\t\t\t\t}\n\t\t\t\t\t// every data block is an MCU, so countdown the restart interval\n\t\t\t\t\tif (--z->todo <= 0) {\n\t\t\t\t\t\tif (z->code_bits < 24) stbi__grow_buffer_unsafe(z);\n\t\t\t\t\t\tif (!STBI__RESTART(z->marker)) return 1;\n\t\t\t\t\t\tstbi__jpeg_reset(z);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn 1;\n\t\t}\n\t\telse { // interleaved\n\t\t\tint i, j, k, x, y;\n\t\t\tfor (j = 0; j < z->img_mcu_y; ++j) {\n\t\t\t\tfor (i = 0; i < z->img_mcu_x; ++i) {\n\t\t\t\t\t// scan an interleaved mcu... process scan_n components in order\n\t\t\t\t\tfor (k = 0; k < z->scan_n; ++k) {\n\t\t\t\t\t\tint n = z->order[k];\n\t\t\t\t\t\t// scan out an mcu's worth of this component; that's just determined\n\t\t\t\t\t\t// by the basic H and V specified for the component\n\t\t\t\t\t\tfor (y = 0; y < z->img_comp[n].v; ++y) {\n\t\t\t\t\t\t\tfor (x = 0; x < z->img_comp[n].h; ++x) {\n\t\t\t\t\t\t\t\tint x2 = (i*z->img_comp[n].h + x);\n\t\t\t\t\t\t\t\tint y2 = (j*z->img_comp[n].v + y);\n\t\t\t\t\t\t\t\tshort *data = z->img_comp[n].coeff + 64 * (x2 + y2 * z->img_comp[n].coeff_w);\n\t\t\t\t\t\t\t\tif (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n))\n\t\t\t\t\t\t\t\t\treturn 0;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\t// after all interleaved components, that's an interleaved MCU,\n\t\t\t\t\t// so now count down the restart interval\n\t\t\t\t\tif (--z->todo <= 0) {\n\t\t\t\t\t\tif (z->code_bits < 24) stbi__grow_buffer_unsafe(z);\n\t\t\t\t\t\tif (!STBI__RESTART(z->marker)) return 1;\n\t\t\t\t\t\tstbi__jpeg_reset(z);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn 1;\n\t\t}\n\t}\n}\n\nstatic void stbi__jpeg_dequantize(short *data, stbi__uint16 *dequant)\n{\n\tint i;\n\tfor (i = 0; i < 64; ++i)\n\t\tdata[i] *= dequant[i];\n}\n\nstatic void stbi__jpeg_finish(stbi__jpeg *z)\n{\n\tif (z->progressive) {\n\t\t// dequantize and idct the data\n\t\tint i, j, n;\n\t\tfor (n = 0; n < z->s->img_n; ++n) {\n\t\t\tint w = (z->img_comp[n].x + 7) >> 3;\n\t\t\tint h = (z->img_comp[n].y + 7) >> 3;\n\t\t\tfor (j = 0; j < h; ++j) {\n\t\t\t\tfor (i = 0; i < w; ++i) {\n\t\t\t\t\tshort *data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w);\n\t\t\t\t\tstbi__jpeg_dequantize(data, z->dequant[z->img_comp[n].tq]);\n\t\t\t\t\tz->idct_block_kernel(z->img_comp[n].data + z->img_comp[n].w2*j * 8 + i * 8, z->img_comp[n].w2, data);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n}\n\nstatic int stbi__process_marker(stbi__jpeg *z, int m)\n{\n\tint L;\n\tswitch (m) {\n\tcase STBI__MARKER_none: // no marker found\n\t\treturn stbi__err(\"expected marker\", \"Corrupt JPEG\");\n\n\tcase 0xDD: // DRI - specify restart interval\n\t\tif (stbi__get16be(z->s) != 4) return stbi__err(\"bad DRI len\", \"Corrupt JPEG\");\n\t\tz->restart_interval = stbi__get16be(z->s);\n\t\treturn 1;\n\n\tcase 0xDB: // DQT - define quantization table\n\t\tL = stbi__get16be(z->s) - 2;\n\t\twhile (L > 0) {\n\t\t\tint q = stbi__get8(z->s);\n\t\t\tint p = q >> 4, sixteen = (p != 0);\n\t\t\tint t = q & 15, i;\n\t\t\tif (p != 0 && p != 1) return stbi__err(\"bad DQT type\", \"Corrupt JPEG\");\n\t\t\tif (t > 3) return stbi__err(\"bad DQT table\", \"Corrupt JPEG\");\n\n\t\t\tfor (i = 0; i < 64; ++i)\n\t\t\t\tz->dequant[t][stbi__jpeg_dezigzag[i]] = (stbi__uint16)(sixteen ? stbi__get16be(z->s) : stbi__get8(z->s));\n\t\t\tL -= (sixteen ? 129 : 65);\n\t\t}\n\t\treturn L == 0;\n\n\tcase 0xC4: // DHT - define huffman table\n\t\tL = stbi__get16be(z->s) - 2;\n\t\twhile (L > 0) {\n\t\t\tstbi_uc *v;\n\t\t\tint sizes[16], i, n = 0;\n\t\t\tint q = stbi__get8(z->s);\n\t\t\tint tc = q >> 4;\n\t\t\tint th = q & 15;\n\t\t\tif (tc > 1 || th > 3) return stbi__err(\"bad DHT header\", \"Corrupt JPEG\");\n\t\t\tfor (i = 0; i < 16; ++i) {\n\t\t\t\tsizes[i] = stbi__get8(z->s);\n\t\t\t\tn += sizes[i];\n\t\t\t}\n\t\t\tL -= 17;\n\t\t\tif (tc == 0) {\n\t\t\t\tif (!stbi__build_huffman(z->huff_dc + th, sizes)) return 0;\n\t\t\t\tv = z->huff_dc[th].values;\n\t\t\t}\n\t\t\telse {\n\t\t\t\tif (!stbi__build_huffman(z->huff_ac + th, sizes)) return 0;\n\t\t\t\tv = z->huff_ac[th].values;\n\t\t\t}\n\t\t\tfor (i = 0; i < n; ++i)\n\t\t\t\tv[i] = stbi__get8(z->s);\n\t\t\tif (tc != 0)\n\t\t\t\tstbi__build_fast_ac(z->fast_ac[th], z->huff_ac + th);\n\t\t\tL -= n;\n\t\t}\n\t\treturn L == 0;\n\t}\n\n\t// check for comment block or APP blocks\n\tif ((m >= 0xE0 && m <= 0xEF) || m == 0xFE) {\n\t\tL = stbi__get16be(z->s);\n\t\tif (L < 2) {\n\t\t\tif (m == 0xFE)\n\t\t\t\treturn stbi__err(\"bad COM len\", \"Corrupt JPEG\");\n\t\t\telse\n\t\t\t\treturn stbi__err(\"bad APP len\", \"Corrupt JPEG\");\n\t\t}\n\t\tL -= 2;\n\n\t\tif (m == 0xE0 && L >= 5) { // JFIF APP0 segment\n\t\t\tstatic const unsigned char tag[5] = { 'J','F','I','F','\\0' };\n\t\t\tint ok = 1;\n\t\t\tint i;\n\t\t\tfor (i = 0; i < 5; ++i)\n\t\t\t\tif (stbi__get8(z->s) != tag[i])\n\t\t\t\t\tok = 0;\n\t\t\tL -= 5;\n\t\t\tif (ok)\n\t\t\t\tz->jfif = 1;\n\t\t}\n\t\telse if (m == 0xEE && L >= 12) { // Adobe APP14 segment\n\t\t\tstatic const unsigned char tag[6] = { 'A','d','o','b','e','\\0' };\n\t\t\tint ok = 1;\n\t\t\tint i;\n\t\t\tfor (i = 0; i < 6; ++i)\n\t\t\t\tif (stbi__get8(z->s) != tag[i])\n\t\t\t\t\tok = 0;\n\t\t\tL -= 6;\n\t\t\tif (ok) {\n\t\t\t\tstbi__get8(z->s); // version\n\t\t\t\tstbi__get16be(z->s); // flags0\n\t\t\t\tstbi__get16be(z->s); // flags1\n\t\t\t\tz->app14_color_transform = stbi__get8(z->s); // color transform\n\t\t\t\tL -= 6;\n\t\t\t}\n\t\t}\n\n\t\tstbi__skip(z->s, L);\n\t\treturn 1;\n\t}\n\n\treturn stbi__err(\"unknown marker\", \"Corrupt JPEG\");\n}\n\n// after we see SOS\nstatic int stbi__process_scan_header(stbi__jpeg *z)\n{\n\tint i;\n\tint Ls = stbi__get16be(z->s);\n\tz->scan_n = stbi__get8(z->s);\n\tif (z->scan_n < 1 || z->scan_n > 4 || z->scan_n > (int)z->s->img_n) return stbi__err(\"bad SOS component count\", \"Corrupt JPEG\");\n\tif (Ls != 6 + 2 * z->scan_n) return stbi__err(\"bad SOS len\", \"Corrupt JPEG\");\n\tfor (i = 0; i < z->scan_n; ++i) {\n\t\tint id = stbi__get8(z->s), which;\n\t\tint q = stbi__get8(z->s);\n\t\tfor (which = 0; which < z->s->img_n; ++which)\n\t\t\tif (z->img_comp[which].id == id)\n\t\t\t\tbreak;\n\t\tif (which == z->s->img_n) return 0; // no match\n\t\tz->img_comp[which].hd = q >> 4;   if (z->img_comp[which].hd > 3) return stbi__err(\"bad DC huff\", \"Corrupt JPEG\");\n\t\tz->img_comp[which].ha = q & 15;   if (z->img_comp[which].ha > 3) return stbi__err(\"bad AC huff\", \"Corrupt JPEG\");\n\t\tz->order[i] = which;\n\t}\n\n\t{\n\t\tint aa;\n\t\tz->spec_start = stbi__get8(z->s);\n\t\tz->spec_end = stbi__get8(z->s); // should be 63, but might be 0\n\t\taa = stbi__get8(z->s);\n\t\tz->succ_high = (aa >> 4);\n\t\tz->succ_low = (aa & 15);\n\t\tif (z->progressive) {\n\t\t\tif (z->spec_start > 63 || z->spec_end > 63 || z->spec_start > z->spec_end || z->succ_high > 13 || z->succ_low > 13)\n\t\t\t\treturn stbi__err(\"bad SOS\", \"Corrupt JPEG\");\n\t\t}\n\t\telse {\n\t\t\tif (z->spec_start != 0) return stbi__err(\"bad SOS\", \"Corrupt JPEG\");\n\t\t\tif (z->succ_high != 0 || z->succ_low != 0) return stbi__err(\"bad SOS\", \"Corrupt JPEG\");\n\t\t\tz->spec_end = 63;\n\t\t}\n\t}\n\n\treturn 1;\n}\n\nstatic int stbi__free_jpeg_components(stbi__jpeg *z, int ncomp, int why)\n{\n\tint i;\n\tfor (i = 0; i < ncomp; ++i) {\n\t\tif (z->img_comp[i].raw_data) {\n\t\t\tSTBI_FREE(z->img_comp[i].raw_data);\n\t\t\tz->img_comp[i].raw_data = NULL;\n\t\t\tz->img_comp[i].data = NULL;\n\t\t}\n\t\tif (z->img_comp[i].raw_coeff) {\n\t\t\tSTBI_FREE(z->img_comp[i].raw_coeff);\n\t\t\tz->img_comp[i].raw_coeff = 0;\n\t\t\tz->img_comp[i].coeff = 0;\n\t\t}\n\t\tif (z->img_comp[i].linebuf) {\n\t\t\tSTBI_FREE(z->img_comp[i].linebuf);\n\t\t\tz->img_comp[i].linebuf = NULL;\n\t\t}\n\t}\n\treturn why;\n}\n\nstatic int stbi__process_frame_header(stbi__jpeg *z, int scan)\n{\n\tstbi__context *s = z->s;\n\tint Lf, p, i, q, h_max = 1, v_max = 1, c;\n\tLf = stbi__get16be(s);         if (Lf < 11) return stbi__err(\"bad SOF len\", \"Corrupt JPEG\"); // JPEG\n\tp = stbi__get8(s);            if (p != 8) return stbi__err(\"only 8-bit\", \"JPEG format not supported: 8-bit only\"); // JPEG baseline\n\ts->img_y = stbi__get16be(s);   if (s->img_y == 0) return stbi__err(\"no header height\", \"JPEG format not supported: delayed height\"); // Legal, but we don't handle it--but neither does IJG\n\ts->img_x = stbi__get16be(s);   if (s->img_x == 0) return stbi__err(\"0 width\", \"Corrupt JPEG\"); // JPEG requires\n\tif (s->img_y > STBI_MAX_DIMENSIONS) return stbi__err(\"too large\", \"Very large image (corrupt?)\");\n\tif (s->img_x > STBI_MAX_DIMENSIONS) return stbi__err(\"too large\", \"Very large image (corrupt?)\");\n\tc = stbi__get8(s);\n\tif (c != 3 && c != 1 && c != 4) return stbi__err(\"bad component count\", \"Corrupt JPEG\");\n\ts->img_n = c;\n\tfor (i = 0; i < c; ++i) {\n\t\tz->img_comp[i].data = NULL;\n\t\tz->img_comp[i].linebuf = NULL;\n\t}\n\n\tif (Lf != 8 + 3 * s->img_n) return stbi__err(\"bad SOF len\", \"Corrupt JPEG\");\n\n\tz->rgb = 0;\n\tfor (i = 0; i < s->img_n; ++i) {\n\t\tstatic const unsigned char rgb[3] = { 'R', 'G', 'B' };\n\t\tz->img_comp[i].id = stbi__get8(s);\n\t\tif (s->img_n == 3 && z->img_comp[i].id == rgb[i])\n\t\t\t++z->rgb;\n\t\tq = stbi__get8(s);\n\t\tz->img_comp[i].h = (q >> 4);  if (!z->img_comp[i].h || z->img_comp[i].h > 4) return stbi__err(\"bad H\", \"Corrupt JPEG\");\n\t\tz->img_comp[i].v = q & 15;    if (!z->img_comp[i].v || z->img_comp[i].v > 4) return stbi__err(\"bad V\", \"Corrupt JPEG\");\n\t\tz->img_comp[i].tq = stbi__get8(s);  if (z->img_comp[i].tq > 3) return stbi__err(\"bad TQ\", \"Corrupt JPEG\");\n\t}\n\n\tif (scan != STBI__SCAN_load) return 1;\n\n\tif (!stbi__mad3sizes_valid(s->img_x, s->img_y, s->img_n, 0)) return stbi__err(\"too large\", \"Image too large to decode\");\n\n\tfor (i = 0; i < s->img_n; ++i) {\n\t\tif (z->img_comp[i].h > h_max) h_max = z->img_comp[i].h;\n\t\tif (z->img_comp[i].v > v_max) v_max = z->img_comp[i].v;\n\t}\n\n\t// compute interleaved mcu info\n\tz->img_h_max = h_max;\n\tz->img_v_max = v_max;\n\tz->img_mcu_w = h_max * 8;\n\tz->img_mcu_h = v_max * 8;\n\t// these sizes can't be more than 17 bits\n\tz->img_mcu_x = (s->img_x + z->img_mcu_w - 1) / z->img_mcu_w;\n\tz->img_mcu_y = (s->img_y + z->img_mcu_h - 1) / z->img_mcu_h;\n\n\tfor (i = 0; i < s->img_n; ++i) {\n\t\t// number of effective pixels (e.g. for non-interleaved MCU)\n\t\tz->img_comp[i].x = (s->img_x * z->img_comp[i].h + h_max - 1) / h_max;\n\t\tz->img_comp[i].y = (s->img_y * z->img_comp[i].v + v_max - 1) / v_max;\n\t\t// to simplify generation, we'll allocate enough memory to decode\n\t\t// the bogus oversized data from using interleaved MCUs and their\n\t\t// big blocks (e.g. a 16x16 iMCU on an image of width 33); we won't\n\t\t// discard the extra data until colorspace conversion\n\t\t//\n\t\t// img_mcu_x, img_mcu_y: <=17 bits; comp[i].h and .v are <=4 (checked earlier)\n\t\t// so these muls can't overflow with 32-bit ints (which we require)\n\t\tz->img_comp[i].w2 = z->img_mcu_x * z->img_comp[i].h * 8;\n\t\tz->img_comp[i].h2 = z->img_mcu_y * z->img_comp[i].v * 8;\n\t\tz->img_comp[i].coeff = 0;\n\t\tz->img_comp[i].raw_coeff = 0;\n\t\tz->img_comp[i].linebuf = NULL;\n\t\tz->img_comp[i].raw_data = stbi__malloc_mad2(z->img_comp[i].w2, z->img_comp[i].h2, 15);\n\t\tif (z->img_comp[i].raw_data == NULL)\n\t\t\treturn stbi__free_jpeg_components(z, i + 1, stbi__err(\"outofmem\", \"Out of memory\"));\n\t\t// align blocks for idct using mmx/sse\n\t\tz->img_comp[i].data = (stbi_uc*)(((size_t)z->img_comp[i].raw_data + 15) & ~15);\n\t\tif (z->progressive) {\n\t\t\t// w2, h2 are multiples of 8 (see above)\n\t\t\tz->img_comp[i].coeff_w = z->img_comp[i].w2 / 8;\n\t\t\tz->img_comp[i].coeff_h = z->img_comp[i].h2 / 8;\n\t\t\tz->img_comp[i].raw_coeff = stbi__malloc_mad3(z->img_comp[i].w2, z->img_comp[i].h2, sizeof(short), 15);\n\t\t\tif (z->img_comp[i].raw_coeff == NULL)\n\t\t\t\treturn stbi__free_jpeg_components(z, i + 1, stbi__err(\"outofmem\", \"Out of memory\"));\n\t\t\tz->img_comp[i].coeff = (short*)(((size_t)z->img_comp[i].raw_coeff + 15) & ~15);\n\t\t}\n\t}\n\n\treturn 1;\n}\n\n// use comparisons since in some cases we handle more than one case (e.g. SOF)\n#define stbi__DNL(x)         ((x) == 0xdc)\n#define stbi__SOI(x)         ((x) == 0xd8)\n#define stbi__EOI(x)         ((x) == 0xd9)\n#define stbi__SOF(x)         ((x) == 0xc0 || (x) == 0xc1 || (x) == 0xc2)\n#define stbi__SOS(x)         ((x) == 0xda)\n\n#define stbi__SOF_progressive(x)   ((x) == 0xc2)\n\nstatic int stbi__decode_jpeg_header(stbi__jpeg *z, int scan)\n{\n\tint m;\n\tz->jfif = 0;\n\tz->app14_color_transform = -1; // valid values are 0,1,2\n\tz->marker = STBI__MARKER_none; // initialize cached marker to empty\n\tm = stbi__get_marker(z);\n\tif (!stbi__SOI(m)) return stbi__err(\"no SOI\", \"Corrupt JPEG\");\n\tif (scan == STBI__SCAN_type) return 1;\n\tm = stbi__get_marker(z);\n\twhile (!stbi__SOF(m)) {\n\t\tif (!stbi__process_marker(z, m)) return 0;\n\t\tm = stbi__get_marker(z);\n\t\twhile (m == STBI__MARKER_none) {\n\t\t\t// some files have extra padding after their blocks, so ok, we'll scan\n\t\t\tif (stbi__at_eof(z->s)) return stbi__err(\"no SOF\", \"Corrupt JPEG\");\n\t\t\tm = stbi__get_marker(z);\n\t\t}\n\t}\n\tz->progressive = stbi__SOF_progressive(m);\n\tif (!stbi__process_frame_header(z, scan)) return 0;\n\treturn 1;\n}\n\n// decode image to YCbCr format\nstatic int stbi__decode_jpeg_image(stbi__jpeg *j)\n{\n\tint m;\n\tfor (m = 0; m < 4; m++) {\n\t\tj->img_comp[m].raw_data = NULL;\n\t\tj->img_comp[m].raw_coeff = NULL;\n\t}\n\tj->restart_interval = 0;\n\tif (!stbi__decode_jpeg_header(j, STBI__SCAN_load)) return 0;\n\tm = stbi__get_marker(j);\n\twhile (!stbi__EOI(m)) {\n\t\tif (stbi__SOS(m)) {\n\t\t\tif (!stbi__process_scan_header(j)) return 0;\n\t\t\tif (!stbi__parse_entropy_coded_data(j)) return 0;\n\t\t\tif (j->marker == STBI__MARKER_none) {\n\t\t\t\t// handle 0s at the end of image data from IP Kamera 9060\n\t\t\t\twhile (!stbi__at_eof(j->s)) {\n\t\t\t\t\tint x = stbi__get8(j->s);\n\t\t\t\t\tif (x == 255) {\n\t\t\t\t\t\tj->marker = stbi__get8(j->s);\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t// if we reach eof without hitting a marker, stbi__get_marker() below will fail and we'll eventually return 0\n\t\t\t}\n\t\t}\n\t\telse if (stbi__DNL(m)) {\n\t\t\tint Ld = stbi__get16be(j->s);\n\t\t\tstbi__uint32 NL = stbi__get16be(j->s);\n\t\t\tif (Ld != 4) return stbi__err(\"bad DNL len\", \"Corrupt JPEG\");\n\t\t\tif (NL != j->s->img_y) return stbi__err(\"bad DNL height\", \"Corrupt JPEG\");\n\t\t}\n\t\telse {\n\t\t\tif (!stbi__process_marker(j, m)) return 0;\n\t\t}\n\t\tm = stbi__get_marker(j);\n\t}\n\tif (j->progressive)\n\t\tstbi__jpeg_finish(j);\n\treturn 1;\n}\n\n// static jfif-centered resampling (across block boundaries)\n\ntypedef stbi_uc *(*resample_row_func)(stbi_uc *out, stbi_uc *in0, stbi_uc *in1,\n\tint w, int hs);\n\n#define stbi__div4(x) ((stbi_uc) ((x) >> 2))\n\nstatic stbi_uc *resample_row_1(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)\n{\n\tSTBI_NOTUSED(out);\n\tSTBI_NOTUSED(in_far);\n\tSTBI_NOTUSED(w);\n\tSTBI_NOTUSED(hs);\n\treturn in_near;\n}\n\nstatic stbi_uc* stbi__resample_row_v_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)\n{\n\t// need to generate two samples vertically for every one in input\n\tint i;\n\tSTBI_NOTUSED(hs);\n\tfor (i = 0; i < w; ++i)\n\t\tout[i] = stbi__div4(3 * in_near[i] + in_far[i] + 2);\n\treturn out;\n}\n\nstatic stbi_uc*  stbi__resample_row_h_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)\n{\n\t// need to generate two samples horizontally for every one in input\n\tint i;\n\tstbi_uc *input = in_near;\n\n\tif (w == 1) {\n\t\t// if only one sample, can't do any interpolation\n\t\tout[0] = out[1] = input[0];\n\t\treturn out;\n\t}\n\n\tout[0] = input[0];\n\tout[1] = stbi__div4(input[0] * 3 + input[1] + 2);\n\tfor (i = 1; i < w - 1; ++i) {\n\t\tint n = 3 * input[i] + 2;\n\t\tout[i * 2 + 0] = stbi__div4(n + input[i - 1]);\n\t\tout[i * 2 + 1] = stbi__div4(n + input[i + 1]);\n\t}\n\tout[i * 2 + 0] = stbi__div4(input[w - 2] * 3 + input[w - 1] + 2);\n\tout[i * 2 + 1] = input[w - 1];\n\n\tSTBI_NOTUSED(in_far);\n\tSTBI_NOTUSED(hs);\n\n\treturn out;\n}\n\n#define stbi__div16(x) ((stbi_uc) ((x) >> 4))\n\nstatic stbi_uc *stbi__resample_row_hv_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)\n{\n\t// need to generate 2x2 samples for every one in input\n\tint i, t0, t1;\n\tif (w == 1) {\n\t\tout[0] = out[1] = stbi__div4(3 * in_near[0] + in_far[0] + 2);\n\t\treturn out;\n\t}\n\n\tt1 = 3 * in_near[0] + in_far[0];\n\tout[0] = stbi__div4(t1 + 2);\n\tfor (i = 1; i < w; ++i) {\n\t\tt0 = t1;\n\t\tt1 = 3 * in_near[i] + in_far[i];\n\t\tout[i * 2 - 1] = stbi__div16(3 * t0 + t1 + 8);\n\t\tout[i * 2] = stbi__div16(3 * t1 + t0 + 8);\n\t}\n\tout[w * 2 - 1] = stbi__div4(t1 + 2);\n\n\tSTBI_NOTUSED(hs);\n\n\treturn out;\n}\n\n#if defined(STBI_SSE2) || defined(STBI_NEON)\nstatic stbi_uc *stbi__resample_row_hv_2_simd(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)\n{\n\t// need to generate 2x2 samples for every one in input\n\tint i = 0, t0, t1;\n\n\tif (w == 1) {\n\t\tout[0] = out[1] = stbi__div4(3 * in_near[0] + in_far[0] + 2);\n\t\treturn out;\n\t}\n\n\tt1 = 3 * in_near[0] + in_far[0];\n\t// process groups of 8 pixels for as long as we can.\n\t// note we can't handle the last pixel in a row in this loop\n\t// because we need to handle the filter boundary conditions.\n\tfor (; i < ((w - 1) & ~7); i += 8) {\n#if defined(STBI_SSE2)\n\t\t// load and perform the vertical filtering pass\n\t\t// this uses 3*x + y = 4*x + (y - x)\n\t\t__m128i zero = _mm_setzero_si128();\n\t\t__m128i farb = _mm_loadl_epi64((__m128i *) (in_far + i));\n\t\t__m128i nearb = _mm_loadl_epi64((__m128i *) (in_near + i));\n\t\t__m128i farw = _mm_unpacklo_epi8(farb, zero);\n\t\t__m128i nearw = _mm_unpacklo_epi8(nearb, zero);\n\t\t__m128i diff = _mm_sub_epi16(farw, nearw);\n\t\t__m128i nears = _mm_slli_epi16(nearw, 2);\n\t\t__m128i curr = _mm_add_epi16(nears, diff); // current row\n\n\t\t// horizontal filter works the same based on shifted vers of current\n\t\t// row. \"prev\" is current row shifted right by 1 pixel; we need to\n\t\t// insert the previous pixel value (from t1).\n\t\t// \"next\" is current row shifted left by 1 pixel, with first pixel\n\t\t// of next block of 8 pixels added in.\n\t\t__m128i prv0 = _mm_slli_si128(curr, 2);\n\t\t__m128i nxt0 = _mm_srli_si128(curr, 2);\n\t\t__m128i prev = _mm_insert_epi16(prv0, t1, 0);\n\t\t__m128i next = _mm_insert_epi16(nxt0, 3 * in_near[i + 8] + in_far[i + 8], 7);\n\n\t\t// horizontal filter, polyphase implementation since it's convenient:\n\t\t// even pixels = 3*cur + prev = cur*4 + (prev - cur)\n\t\t// odd  pixels = 3*cur + next = cur*4 + (next - cur)\n\t\t// note the shared term.\n\t\t__m128i bias = _mm_set1_epi16(8);\n\t\t__m128i curs = _mm_slli_epi16(curr, 2);\n\t\t__m128i prvd = _mm_sub_epi16(prev, curr);\n\t\t__m128i nxtd = _mm_sub_epi16(next, curr);\n\t\t__m128i curb = _mm_add_epi16(curs, bias);\n\t\t__m128i even = _mm_add_epi16(prvd, curb);\n\t\t__m128i odd = _mm_add_epi16(nxtd, curb);\n\n\t\t// interleave even and odd pixels, then undo scaling.\n\t\t__m128i int0 = _mm_unpacklo_epi16(even, odd);\n\t\t__m128i int1 = _mm_unpackhi_epi16(even, odd);\n\t\t__m128i de0 = _mm_srli_epi16(int0, 4);\n\t\t__m128i de1 = _mm_srli_epi16(int1, 4);\n\n\t\t// pack and write output\n\t\t__m128i outv = _mm_packus_epi16(de0, de1);\n\t\t_mm_storeu_si128((__m128i *) (out + i * 2), outv);\n#elif defined(STBI_NEON)\n\t\t// load and perform the vertical filtering pass\n\t\t// this uses 3*x + y = 4*x + (y - x)\n\t\tuint8x8_t farb = vld1_u8(in_far + i);\n\t\tuint8x8_t nearb = vld1_u8(in_near + i);\n\t\tint16x8_t diff = vreinterpretq_s16_u16(vsubl_u8(farb, nearb));\n\t\tint16x8_t nears = vreinterpretq_s16_u16(vshll_n_u8(nearb, 2));\n\t\tint16x8_t curr = vaddq_s16(nears, diff); // current row\n\n\t\t// horizontal filter works the same based on shifted vers of current\n\t\t// row. \"prev\" is current row shifted right by 1 pixel; we need to\n\t\t// insert the previous pixel value (from t1).\n\t\t// \"next\" is current row shifted left by 1 pixel, with first pixel\n\t\t// of next block of 8 pixels added in.\n\t\tint16x8_t prv0 = vextq_s16(curr, curr, 7);\n\t\tint16x8_t nxt0 = vextq_s16(curr, curr, 1);\n\t\tint16x8_t prev = vsetq_lane_s16(t1, prv0, 0);\n\t\tint16x8_t next = vsetq_lane_s16(3 * in_near[i + 8] + in_far[i + 8], nxt0, 7);\n\n\t\t// horizontal filter, polyphase implementation since it's convenient:\n\t\t// even pixels = 3*cur + prev = cur*4 + (prev - cur)\n\t\t// odd  pixels = 3*cur + next = cur*4 + (next - cur)\n\t\t// note the shared term.\n\t\tint16x8_t curs = vshlq_n_s16(curr, 2);\n\t\tint16x8_t prvd = vsubq_s16(prev, curr);\n\t\tint16x8_t nxtd = vsubq_s16(next, curr);\n\t\tint16x8_t even = vaddq_s16(curs, prvd);\n\t\tint16x8_t odd = vaddq_s16(curs, nxtd);\n\n\t\t// undo scaling and round, then store with even/odd phases interleaved\n\t\tuint8x8x2_t o;\n\t\to.val[0] = vqrshrun_n_s16(even, 4);\n\t\to.val[1] = vqrshrun_n_s16(odd, 4);\n\t\tvst2_u8(out + i * 2, o);\n#endif\n\n\t\t// \"previous\" value for next iter\n\t\tt1 = 3 * in_near[i + 7] + in_far[i + 7];\n\t}\n\n\tt0 = t1;\n\tt1 = 3 * in_near[i] + in_far[i];\n\tout[i * 2] = stbi__div16(3 * t1 + t0 + 8);\n\n\tfor (++i; i < w; ++i) {\n\t\tt0 = t1;\n\t\tt1 = 3 * in_near[i] + in_far[i];\n\t\tout[i * 2 - 1] = stbi__div16(3 * t0 + t1 + 8);\n\t\tout[i * 2] = stbi__div16(3 * t1 + t0 + 8);\n\t}\n\tout[w * 2 - 1] = stbi__div4(t1 + 2);\n\n\tSTBI_NOTUSED(hs);\n\n\treturn out;\n}\n#endif\n\nstatic stbi_uc *stbi__resample_row_generic(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)\n{\n\t// resample with nearest-neighbor\n\tint i, j;\n\tSTBI_NOTUSED(in_far);\n\tfor (i = 0; i < w; ++i)\n\t\tfor (j = 0; j < hs; ++j)\n\t\t\tout[i*hs + j] = in_near[i];\n\treturn out;\n}\n\n// this is a reduced-precision calculation of YCbCr-to-RGB introduced\n// to make sure the code produces the same results in both SIMD and scalar\n#define stbi__float2fixed(x)  (((int) ((x) * 4096.0f + 0.5f)) << 8)\nstatic void stbi__YCbCr_to_RGB_row(stbi_uc *out, const stbi_uc *y, const stbi_uc *pcb, const stbi_uc *pcr, int count, int step)\n{\n\tint i;\n\tfor (i = 0; i < count; ++i) {\n\t\tint y_fixed = (y[i] << 20) + (1 << 19); // rounding\n\t\tint r, g, b;\n\t\tint cr = pcr[i] - 128;\n\t\tint cb = pcb[i] - 128;\n\t\tr = y_fixed + cr * stbi__float2fixed(1.40200f);\n\t\tg = y_fixed + (cr*-stbi__float2fixed(0.71414f)) + ((cb*-stbi__float2fixed(0.34414f)) & 0xffff0000);\n\t\tb = y_fixed + cb * stbi__float2fixed(1.77200f);\n\t\tr >>= 20;\n\t\tg >>= 20;\n\t\tb >>= 20;\n\t\tif ((unsigned)r > 255) { if (r < 0) r = 0; else r = 255; }\n\t\tif ((unsigned)g > 255) { if (g < 0) g = 0; else g = 255; }\n\t\tif ((unsigned)b > 255) { if (b < 0) b = 0; else b = 255; }\n\t\tout[0] = (stbi_uc)r;\n\t\tout[1] = (stbi_uc)g;\n\t\tout[2] = (stbi_uc)b;\n\t\tout[3] = 255;\n\t\tout += step;\n\t}\n}\n\n#if defined(STBI_SSE2) || defined(STBI_NEON)\nstatic void stbi__YCbCr_to_RGB_simd(stbi_uc *out, stbi_uc const *y, stbi_uc const *pcb, stbi_uc const *pcr, int count, int step)\n{\n\tint i = 0;\n\n#ifdef STBI_SSE2\n\t// step == 3 is pretty ugly on the final interleave, and i'm not convinced\n\t// it's useful in practice (you wouldn't use it for textures, for example).\n\t// so just accelerate step == 4 case.\n\tif (step == 4) {\n\t\t// this is a fairly straightforward implementation and not super-optimized.\n\t\t__m128i signflip = _mm_set1_epi8(-0x80);\n\t\t__m128i cr_const0 = _mm_set1_epi16((short)(1.40200f*4096.0f + 0.5f));\n\t\t__m128i cr_const1 = _mm_set1_epi16(-(short)(0.71414f*4096.0f + 0.5f));\n\t\t__m128i cb_const0 = _mm_set1_epi16(-(short)(0.34414f*4096.0f + 0.5f));\n\t\t__m128i cb_const1 = _mm_set1_epi16((short)(1.77200f*4096.0f + 0.5f));\n\t\t__m128i y_bias = _mm_set1_epi8((char)(unsigned char)128);\n\t\t__m128i xw = _mm_set1_epi16(255); // alpha channel\n\n\t\tfor (; i + 7 < count; i += 8) {\n\t\t\t// load\n\t\t\t__m128i y_bytes = _mm_loadl_epi64((__m128i *) (y + i));\n\t\t\t__m128i cr_bytes = _mm_loadl_epi64((__m128i *) (pcr + i));\n\t\t\t__m128i cb_bytes = _mm_loadl_epi64((__m128i *) (pcb + i));\n\t\t\t__m128i cr_biased = _mm_xor_si128(cr_bytes, signflip); // -128\n\t\t\t__m128i cb_biased = _mm_xor_si128(cb_bytes, signflip); // -128\n\n\t\t\t// unpack to short (and left-shift cr, cb by 8)\n\t\t\t__m128i yw = _mm_unpacklo_epi8(y_bias, y_bytes);\n\t\t\t__m128i crw = _mm_unpacklo_epi8(_mm_setzero_si128(), cr_biased);\n\t\t\t__m128i cbw = _mm_unpacklo_epi8(_mm_setzero_si128(), cb_biased);\n\n\t\t\t// color transform\n\t\t\t__m128i yws = _mm_srli_epi16(yw, 4);\n\t\t\t__m128i cr0 = _mm_mulhi_epi16(cr_const0, crw);\n\t\t\t__m128i cb0 = _mm_mulhi_epi16(cb_const0, cbw);\n\t\t\t__m128i cb1 = _mm_mulhi_epi16(cbw, cb_const1);\n\t\t\t__m128i cr1 = _mm_mulhi_epi16(crw, cr_const1);\n\t\t\t__m128i rws = _mm_add_epi16(cr0, yws);\n\t\t\t__m128i gwt = _mm_add_epi16(cb0, yws);\n\t\t\t__m128i bws = _mm_add_epi16(yws, cb1);\n\t\t\t__m128i gws = _mm_add_epi16(gwt, cr1);\n\n\t\t\t// descale\n\t\t\t__m128i rw = _mm_srai_epi16(rws, 4);\n\t\t\t__m128i bw = _mm_srai_epi16(bws, 4);\n\t\t\t__m128i gw = _mm_srai_epi16(gws, 4);\n\n\t\t\t// back to byte, set up for transpose\n\t\t\t__m128i brb = _mm_packus_epi16(rw, bw);\n\t\t\t__m128i gxb = _mm_packus_epi16(gw, xw);\n\n\t\t\t// transpose to interleave channels\n\t\t\t__m128i t0 = _mm_unpacklo_epi8(brb, gxb);\n\t\t\t__m128i t1 = _mm_unpackhi_epi8(brb, gxb);\n\t\t\t__m128i o0 = _mm_unpacklo_epi16(t0, t1);\n\t\t\t__m128i o1 = _mm_unpackhi_epi16(t0, t1);\n\n\t\t\t// store\n\t\t\t_mm_storeu_si128((__m128i *) (out + 0), o0);\n\t\t\t_mm_storeu_si128((__m128i *) (out + 16), o1);\n\t\t\tout += 32;\n\t\t}\n\t}\n#endif\n\n#ifdef STBI_NEON\n\t// in this version, step=3 support would be easy to add. but is there demand?\n\tif (step == 4) {\n\t\t// this is a fairly straightforward implementation and not super-optimized.\n\t\tuint8x8_t signflip = vdup_n_u8(0x80);\n\t\tint16x8_t cr_const0 = vdupq_n_s16((short)(1.40200f*4096.0f + 0.5f));\n\t\tint16x8_t cr_const1 = vdupq_n_s16(-(short)(0.71414f*4096.0f + 0.5f));\n\t\tint16x8_t cb_const0 = vdupq_n_s16(-(short)(0.34414f*4096.0f + 0.5f));\n\t\tint16x8_t cb_const1 = vdupq_n_s16((short)(1.77200f*4096.0f + 0.5f));\n\n\t\tfor (; i + 7 < count; i += 8) {\n\t\t\t// load\n\t\t\tuint8x8_t y_bytes = vld1_u8(y + i);\n\t\t\tuint8x8_t cr_bytes = vld1_u8(pcr + i);\n\t\t\tuint8x8_t cb_bytes = vld1_u8(pcb + i);\n\t\t\tint8x8_t cr_biased = vreinterpret_s8_u8(vsub_u8(cr_bytes, signflip));\n\t\t\tint8x8_t cb_biased = vreinterpret_s8_u8(vsub_u8(cb_bytes, signflip));\n\n\t\t\t// expand to s16\n\t\t\tint16x8_t yws = vreinterpretq_s16_u16(vshll_n_u8(y_bytes, 4));\n\t\t\tint16x8_t crw = vshll_n_s8(cr_biased, 7);\n\t\t\tint16x8_t cbw = vshll_n_s8(cb_biased, 7);\n\n\t\t\t// color transform\n\t\t\tint16x8_t cr0 = vqdmulhq_s16(crw, cr_const0);\n\t\t\tint16x8_t cb0 = vqdmulhq_s16(cbw, cb_const0);\n\t\t\tint16x8_t cr1 = vqdmulhq_s16(crw, cr_const1);\n\t\t\tint16x8_t cb1 = vqdmulhq_s16(cbw, cb_const1);\n\t\t\tint16x8_t rws = vaddq_s16(yws, cr0);\n\t\t\tint16x8_t gws = vaddq_s16(vaddq_s16(yws, cb0), cr1);\n\t\t\tint16x8_t bws = vaddq_s16(yws, cb1);\n\n\t\t\t// undo scaling, round, convert to byte\n\t\t\tuint8x8x4_t o;\n\t\t\to.val[0] = vqrshrun_n_s16(rws, 4);\n\t\t\to.val[1] = vqrshrun_n_s16(gws, 4);\n\t\t\to.val[2] = vqrshrun_n_s16(bws, 4);\n\t\t\to.val[3] = vdup_n_u8(255);\n\n\t\t\t// store, interleaving r/g/b/a\n\t\t\tvst4_u8(out, o);\n\t\t\tout += 8 * 4;\n\t\t}\n\t}\n#endif\n\n\tfor (; i < count; ++i) {\n\t\tint y_fixed = (y[i] << 20) + (1 << 19); // rounding\n\t\tint r, g, b;\n\t\tint cr = pcr[i] - 128;\n\t\tint cb = pcb[i] - 128;\n\t\tr = y_fixed + cr * stbi__float2fixed(1.40200f);\n\t\tg = y_fixed + cr * -stbi__float2fixed(0.71414f) + ((cb*-stbi__float2fixed(0.34414f)) & 0xffff0000);\n\t\tb = y_fixed + cb * stbi__float2fixed(1.77200f);\n\t\tr >>= 20;\n\t\tg >>= 20;\n\t\tb >>= 20;\n\t\tif ((unsigned)r > 255) { if (r < 0) r = 0; else r = 255; }\n\t\tif ((unsigned)g > 255) { if (g < 0) g = 0; else g = 255; }\n\t\tif ((unsigned)b > 255) { if (b < 0) b = 0; else b = 255; }\n\t\tout[0] = (stbi_uc)r;\n\t\tout[1] = (stbi_uc)g;\n\t\tout[2] = (stbi_uc)b;\n\t\tout[3] = 255;\n\t\tout += step;\n\t}\n}\n#endif\n\n// set up the kernels\nstatic void stbi__setup_jpeg(stbi__jpeg *j)\n{\n\tj->idct_block_kernel = stbi__idct_block;\n\tj->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_row;\n\tj->resample_row_hv_2_kernel = stbi__resample_row_hv_2;\n\n#ifdef STBI_SSE2\n\tif (stbi__sse2_available()) {\n\t\tj->idct_block_kernel = stbi__idct_simd;\n\t\tj->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd;\n\t\tj->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd;\n\t}\n#endif\n\n#ifdef STBI_NEON\n\tj->idct_block_kernel = stbi__idct_simd;\n\tj->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd;\n\tj->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd;\n#endif\n}\n\n// clean up the temporary component buffers\nstatic void stbi__cleanup_jpeg(stbi__jpeg *j)\n{\n\tstbi__free_jpeg_components(j, j->s->img_n, 0);\n}\n\ntypedef struct\n{\n\tresample_row_func resample;\n\tstbi_uc *line0, *line1;\n\tint hs, vs;   // expansion factor in each axis\n\tint w_lores; // horizontal pixels pre-expansion\n\tint ystep;   // how far through vertical expansion we are\n\tint ypos;    // which pre-expansion row we're on\n} stbi__resample;\n\n// fast 0..255 * 0..255 => 0..255 rounded multiplication\nstatic stbi_uc stbi__blinn_8x8(stbi_uc x, stbi_uc y)\n{\n\tunsigned int t = x * y + 128;\n\treturn (stbi_uc)((t + (t >> 8)) >> 8);\n}\n\nstatic stbi_uc *load_jpeg_image(stbi__jpeg *z, int *out_x, int *out_y, int *comp, int req_comp)\n{\n\tint n, decode_n, is_rgb;\n\tz->s->img_n = 0; // make stbi__cleanup_jpeg safe\n\n\t// validate req_comp\n\tif (req_comp < 0 || req_comp > 4) return stbi__errpuc(\"bad req_comp\", \"Internal error\");\n\n\t// load a jpeg image from whichever source, but leave in YCbCr format\n\tif (!stbi__decode_jpeg_image(z)) { stbi__cleanup_jpeg(z); return NULL; }\n\n\t// determine actual number of components to generate\n\tn = req_comp ? req_comp : z->s->img_n >= 3 ? 3 : 1;\n\n\tis_rgb = z->s->img_n == 3 && (z->rgb == 3 || (z->app14_color_transform == 0 && !z->jfif));\n\n\tif (z->s->img_n == 3 && n < 3 && !is_rgb)\n\t\tdecode_n = 1;\n\telse\n\t\tdecode_n = z->s->img_n;\n\n\t// resample and color-convert\n\t{\n\t\tint k;\n\t\tunsigned int i, j;\n\t\tstbi_uc *output;\n\t\tstbi_uc *coutput[4] = { NULL, NULL, NULL, NULL };\n\n\t\tstbi__resample res_comp[4];\n\n\t\tfor (k = 0; k < decode_n; ++k) {\n\t\t\tstbi__resample *r = &res_comp[k];\n\n\t\t\t// allocate line buffer big enough for upsampling off the edges\n\t\t\t// with upsample factor of 4\n\t\t\tz->img_comp[k].linebuf = (stbi_uc *)stbi__malloc(z->s->img_x + 3);\n\t\t\tif (!z->img_comp[k].linebuf) { stbi__cleanup_jpeg(z); return stbi__errpuc(\"outofmem\", \"Out of memory\"); }\n\n\t\t\tr->hs = z->img_h_max / z->img_comp[k].h;\n\t\t\tr->vs = z->img_v_max / z->img_comp[k].v;\n\t\t\tr->ystep = r->vs >> 1;\n\t\t\tr->w_lores = (z->s->img_x + r->hs - 1) / r->hs;\n\t\t\tr->ypos = 0;\n\t\t\tr->line0 = r->line1 = z->img_comp[k].data;\n\n\t\t\tif (r->hs == 1 && r->vs == 1) r->resample = resample_row_1;\n\t\t\telse if (r->hs == 1 && r->vs == 2) r->resample = stbi__resample_row_v_2;\n\t\t\telse if (r->hs == 2 && r->vs == 1) r->resample = stbi__resample_row_h_2;\n\t\t\telse if (r->hs == 2 && r->vs == 2) r->resample = z->resample_row_hv_2_kernel;\n\t\t\telse                               r->resample = stbi__resample_row_generic;\n\t\t}\n\n\t\t// can't error after this so, this is safe\n\t\toutput = (stbi_uc *)stbi__malloc_mad3(n, z->s->img_x, z->s->img_y, 1);\n\t\tif (!output) { stbi__cleanup_jpeg(z); return stbi__errpuc(\"outofmem\", \"Out of memory\"); }\n\n\t\t// now go ahead and resample\n\t\tfor (j = 0; j < z->s->img_y; ++j) {\n\t\t\tstbi_uc *out = output + n * z->s->img_x * j;\n\t\t\tfor (k = 0; k < decode_n; ++k) {\n\t\t\t\tstbi__resample *r = &res_comp[k];\n\t\t\t\tint y_bot = r->ystep >= (r->vs >> 1);\n\t\t\t\tcoutput[k] = r->resample(z->img_comp[k].linebuf,\n\t\t\t\t\ty_bot ? r->line1 : r->line0,\n\t\t\t\t\ty_bot ? r->line0 : r->line1,\n\t\t\t\t\tr->w_lores, r->hs);\n\t\t\t\tif (++r->ystep >= r->vs) {\n\t\t\t\t\tr->ystep = 0;\n\t\t\t\t\tr->line0 = r->line1;\n\t\t\t\t\tif (++r->ypos < z->img_comp[k].y)\n\t\t\t\t\t\tr->line1 += z->img_comp[k].w2;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (n >= 3) {\n\t\t\t\tstbi_uc *y = coutput[0];\n\t\t\t\tif (z->s->img_n == 3) {\n\t\t\t\t\tif (is_rgb) {\n\t\t\t\t\t\tfor (i = 0; i < z->s->img_x; ++i) {\n\t\t\t\t\t\t\tout[0] = y[i];\n\t\t\t\t\t\t\tout[1] = coutput[1][i];\n\t\t\t\t\t\t\tout[2] = coutput[2][i];\n\t\t\t\t\t\t\tout[3] = 255;\n\t\t\t\t\t\t\tout += n;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse {\n\t\t\t\t\t\tz->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse if (z->s->img_n == 4) {\n\t\t\t\t\tif (z->app14_color_transform == 0) { // CMYK\n\t\t\t\t\t\tfor (i = 0; i < z->s->img_x; ++i) {\n\t\t\t\t\t\t\tstbi_uc m = coutput[3][i];\n\t\t\t\t\t\t\tout[0] = stbi__blinn_8x8(coutput[0][i], m);\n\t\t\t\t\t\t\tout[1] = stbi__blinn_8x8(coutput[1][i], m);\n\t\t\t\t\t\t\tout[2] = stbi__blinn_8x8(coutput[2][i], m);\n\t\t\t\t\t\t\tout[3] = 255;\n\t\t\t\t\t\t\tout += n;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse if (z->app14_color_transform == 2) { // YCCK\n\t\t\t\t\t\tz->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n);\n\t\t\t\t\t\tfor (i = 0; i < z->s->img_x; ++i) {\n\t\t\t\t\t\t\tstbi_uc m = coutput[3][i];\n\t\t\t\t\t\t\tout[0] = stbi__blinn_8x8(255 - out[0], m);\n\t\t\t\t\t\t\tout[1] = stbi__blinn_8x8(255 - out[1], m);\n\t\t\t\t\t\t\tout[2] = stbi__blinn_8x8(255 - out[2], m);\n\t\t\t\t\t\t\tout += n;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse { // YCbCr + alpha?  Ignore the fourth channel for now\n\t\t\t\t\t\tz->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t\tfor (i = 0; i < z->s->img_x; ++i) {\n\t\t\t\t\t\tout[0] = out[1] = out[2] = y[i];\n\t\t\t\t\t\tout[3] = 255; // not used if n==3\n\t\t\t\t\t\tout += n;\n\t\t\t\t\t}\n\t\t\t}\n\t\t\telse {\n\t\t\t\tif (is_rgb) {\n\t\t\t\t\tif (n == 1)\n\t\t\t\t\t\tfor (i = 0; i < z->s->img_x; ++i)\n\t\t\t\t\t\t\t*out++ = stbi__compute_y(coutput[0][i], coutput[1][i], coutput[2][i]);\n\t\t\t\t\telse {\n\t\t\t\t\t\tfor (i = 0; i < z->s->img_x; ++i, out += 2) {\n\t\t\t\t\t\t\tout[0] = stbi__compute_y(coutput[0][i], coutput[1][i], coutput[2][i]);\n\t\t\t\t\t\t\tout[1] = 255;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse if (z->s->img_n == 4 && z->app14_color_transform == 0) {\n\t\t\t\t\tfor (i = 0; i < z->s->img_x; ++i) {\n\t\t\t\t\t\tstbi_uc m = coutput[3][i];\n\t\t\t\t\t\tstbi_uc r = stbi__blinn_8x8(coutput[0][i], m);\n\t\t\t\t\t\tstbi_uc g = stbi__blinn_8x8(coutput[1][i], m);\n\t\t\t\t\t\tstbi_uc b = stbi__blinn_8x8(coutput[2][i], m);\n\t\t\t\t\t\tout[0] = stbi__compute_y(r, g, b);\n\t\t\t\t\t\tout[1] = 255;\n\t\t\t\t\t\tout += n;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse if (z->s->img_n == 4 && z->app14_color_transform == 2) {\n\t\t\t\t\tfor (i = 0; i < z->s->img_x; ++i) {\n\t\t\t\t\t\tout[0] = stbi__blinn_8x8(255 - coutput[0][i], coutput[3][i]);\n\t\t\t\t\t\tout[1] = 255;\n\t\t\t\t\t\tout += n;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tstbi_uc *y = coutput[0];\n\t\t\t\t\tif (n == 1)\n\t\t\t\t\t\tfor (i = 0; i < z->s->img_x; ++i) out[i] = y[i];\n\t\t\t\t\telse\n\t\t\t\t\t\tfor (i = 0; i < z->s->img_x; ++i) { *out++ = y[i]; *out++ = 255; }\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tstbi__cleanup_jpeg(z);\n\t\t*out_x = z->s->img_x;\n\t\t*out_y = z->s->img_y;\n\t\tif (comp) *comp = z->s->img_n >= 3 ? 3 : 1; // report original components, not output\n\t\treturn output;\n\t}\n}\n\nstatic void *stbi__jpeg_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri)\n{\n\tunsigned char* result;\n\tstbi__jpeg* j = (stbi__jpeg*)stbi__malloc(sizeof(stbi__jpeg));\n\tSTBI_NOTUSED(ri);\n\tj->s = s;\n\tstbi__setup_jpeg(j);\n\tresult = load_jpeg_image(j, x, y, comp, req_comp);\n\tSTBI_FREE(j);\n\treturn result;\n}\n\nstatic int stbi__jpeg_test(stbi__context *s)\n{\n\tint r;\n\tstbi__jpeg* j = (stbi__jpeg*)stbi__malloc(sizeof(stbi__jpeg));\n\tj->s = s;\n\tstbi__setup_jpeg(j);\n\tr = stbi__decode_jpeg_header(j, STBI__SCAN_type);\n\tstbi__rewind(s);\n\tSTBI_FREE(j);\n\treturn r;\n}\n\nstatic int stbi__jpeg_info_raw(stbi__jpeg *j, int *x, int *y, int *comp)\n{\n\tif (!stbi__decode_jpeg_header(j, STBI__SCAN_header)) {\n\t\tstbi__rewind(j->s);\n\t\treturn 0;\n\t}\n\tif (x) *x = j->s->img_x;\n\tif (y) *y = j->s->img_y;\n\tif (comp) *comp = j->s->img_n >= 3 ? 3 : 1;\n\treturn 1;\n}\n\nstatic int stbi__jpeg_info(stbi__context *s, int *x, int *y, int *comp)\n{\n\tint result;\n\tstbi__jpeg* j = (stbi__jpeg*)(stbi__malloc(sizeof(stbi__jpeg)));\n\tj->s = s;\n\tresult = stbi__jpeg_info_raw(j, x, y, comp);\n\tSTBI_FREE(j);\n\treturn result;\n}\n#endif\n\n// public domain zlib decode    v0.2  Sean Barrett 2006-11-18\n//    simple implementation\n//      - all input must be provided in an upfront buffer\n//      - all output is written to a single output buffer (can malloc/realloc)\n//    performance\n//      - fast huffman\n\n#ifndef STBI_NO_ZLIB\n\n// fast-way is faster to check than jpeg huffman, but slow way is slower\n#define STBI__ZFAST_BITS  9 // accelerate all cases in default tables\n#define STBI__ZFAST_MASK  ((1 << STBI__ZFAST_BITS) - 1)\n\n// zlib-style huffman encoding\n// (jpegs packs from left, zlib from right, so can't share code)\ntypedef struct\n{\n\tstbi__uint16 fast[1 << STBI__ZFAST_BITS];\n\tstbi__uint16 firstcode[16];\n\tint maxcode[17];\n\tstbi__uint16 firstsymbol[16];\n\tstbi_uc  size[288];\n\tstbi__uint16 value[288];\n} stbi__zhuffman;\n\nstbi_inline static int stbi__bitreverse16(int n)\n{\n\tn = ((n & 0xAAAA) >> 1) | ((n & 0x5555) << 1);\n\tn = ((n & 0xCCCC) >> 2) | ((n & 0x3333) << 2);\n\tn = ((n & 0xF0F0) >> 4) | ((n & 0x0F0F) << 4);\n\tn = ((n & 0xFF00) >> 8) | ((n & 0x00FF) << 8);\n\treturn n;\n}\n\nstbi_inline static int stbi__bit_reverse(int v, int bits)\n{\n\tSTBI_ASSERT(bits <= 16);\n\t// to bit reverse n bits, reverse 16 and shift\n\t// e.g. 11 bits, bit reverse and shift away 5\n\treturn stbi__bitreverse16(v) >> (16 - bits);\n}\n\nstatic int stbi__zbuild_huffman(stbi__zhuffman *z, const stbi_uc *sizelist, int num)\n{\n\tint i, k = 0;\n\tint code, next_code[16], sizes[17];\n\n\t// DEFLATE spec for generating codes\n\tmemset(sizes, 0, sizeof(sizes));\n\tmemset(z->fast, 0, sizeof(z->fast));\n\tfor (i = 0; i < num; ++i)\n\t\t++sizes[sizelist[i]];\n\tsizes[0] = 0;\n\tfor (i = 1; i < 16; ++i)\n\t\tif (sizes[i] > (1 << i))\n\t\t\treturn stbi__err(\"bad sizes\", \"Corrupt PNG\");\n\tcode = 0;\n\tfor (i = 1; i < 16; ++i) {\n\t\tnext_code[i] = code;\n\t\tz->firstcode[i] = (stbi__uint16)code;\n\t\tz->firstsymbol[i] = (stbi__uint16)k;\n\t\tcode = (code + sizes[i]);\n\t\tif (sizes[i])\n\t\t\tif (code - 1 >= (1 << i)) return stbi__err(\"bad codelengths\", \"Corrupt PNG\");\n\t\tz->maxcode[i] = code << (16 - i); // preshift for inner loop\n\t\tcode <<= 1;\n\t\tk += sizes[i];\n\t}\n\tz->maxcode[16] = 0x10000; // sentinel\n\tfor (i = 0; i < num; ++i) {\n\t\tint s = sizelist[i];\n\t\tif (s) {\n\t\t\tint c = next_code[s] - z->firstcode[s] + z->firstsymbol[s];\n\t\t\tstbi__uint16 fastv = (stbi__uint16)((s << 9) | i);\n\t\t\tz->size[c] = (stbi_uc)s;\n\t\t\tz->value[c] = (stbi__uint16)i;\n\t\t\tif (s <= STBI__ZFAST_BITS) {\n\t\t\t\tint j = stbi__bit_reverse(next_code[s], s);\n\t\t\t\twhile (j < (1 << STBI__ZFAST_BITS)) {\n\t\t\t\t\tz->fast[j] = fastv;\n\t\t\t\t\tj += (1 << s);\n\t\t\t\t}\n\t\t\t}\n\t\t\t++next_code[s];\n\t\t}\n\t}\n\treturn 1;\n}\n\n// zlib-from-memory implementation for PNG reading\n//    because PNG allows splitting the zlib stream arbitrarily,\n//    and it's annoying structurally to have PNG call ZLIB call PNG,\n//    we require PNG read all the IDATs and combine them into a single\n//    memory buffer\n\ntypedef struct\n{\n\tstbi_uc *zbuffer, *zbuffer_end;\n\tint num_bits;\n\tstbi__uint32 code_buffer;\n\n\tchar *zout;\n\tchar *zout_start;\n\tchar *zout_end;\n\tint   z_expandable;\n\n\tstbi__zhuffman z_length, z_distance;\n} stbi__zbuf;\n\nstbi_inline static int stbi__zeof(stbi__zbuf *z)\n{\n\treturn (z->zbuffer >= z->zbuffer_end);\n}\n\nstbi_inline static stbi_uc stbi__zget8(stbi__zbuf *z)\n{\n\treturn stbi__zeof(z) ? 0 : *z->zbuffer++;\n}\n\nstatic void stbi__fill_bits(stbi__zbuf *z)\n{\n\tdo {\n\t\tif (z->code_buffer >= (1U << z->num_bits)) {\n\t\t\tz->zbuffer = z->zbuffer_end;  /* treat this as EOF so we fail. */\n\t\t\treturn;\n\t\t}\n\t\tz->code_buffer |= (unsigned int)stbi__zget8(z) << z->num_bits;\n\t\tz->num_bits += 8;\n\t} while (z->num_bits <= 24);\n}\n\nstbi_inline static unsigned int stbi__zreceive(stbi__zbuf *z, int n)\n{\n\tunsigned int k;\n\tif (z->num_bits < n) stbi__fill_bits(z);\n\tk = z->code_buffer & ((1 << n) - 1);\n\tz->code_buffer >>= n;\n\tz->num_bits -= n;\n\treturn k;\n}\n\nstatic int stbi__zhuffman_decode_slowpath(stbi__zbuf *a, stbi__zhuffman *z)\n{\n\tint b, s, k;\n\t// not resolved by fast table, so compute it the slow way\n\t// use jpeg approach, which requires MSbits at top\n\tk = stbi__bit_reverse(a->code_buffer, 16);\n\tfor (s = STBI__ZFAST_BITS + 1; ; ++s)\n\t\tif (k < z->maxcode[s])\n\t\t\tbreak;\n\tif (s >= 16) return -1; // invalid code!\n\t// code size is s, so:\n\tb = (k >> (16 - s)) - z->firstcode[s] + z->firstsymbol[s];\n\tif (b >= sizeof(z->size)) return -1; // some data was corrupt somewhere!\n\tif (z->size[b] != s) return -1;  // was originally an assert, but report failure instead.\n\ta->code_buffer >>= s;\n\ta->num_bits -= s;\n\treturn z->value[b];\n}\n\nstbi_inline static int stbi__zhuffman_decode(stbi__zbuf *a, stbi__zhuffman *z)\n{\n\tint b, s;\n\tif (a->num_bits < 16) {\n\t\tif (stbi__zeof(a)) {\n\t\t\treturn -1;   /* report error for unexpected end of data. */\n\t\t}\n\t\tstbi__fill_bits(a);\n\t}\n\tb = z->fast[a->code_buffer & STBI__ZFAST_MASK];\n\tif (b) {\n\t\ts = b >> 9;\n\t\ta->code_buffer >>= s;\n\t\ta->num_bits -= s;\n\t\treturn b & 511;\n\t}\n\treturn stbi__zhuffman_decode_slowpath(a, z);\n}\n\nstatic int stbi__zexpand(stbi__zbuf *z, char *zout, int n)  // need to make room for n bytes\n{\n\tchar *q;\n\tunsigned int cur, limit, old_limit;\n\tz->zout = zout;\n\tif (!z->z_expandable) return stbi__err(\"output buffer limit\", \"Corrupt PNG\");\n\tcur = (unsigned int)(z->zout - z->zout_start);\n\tlimit = old_limit = (unsigned)(z->zout_end - z->zout_start);\n\tif (UINT_MAX - cur < (unsigned)n) return stbi__err(\"outofmem\", \"Out of memory\");\n\twhile (cur + n > limit) {\n\t\tif (limit > UINT_MAX / 2) return stbi__err(\"outofmem\", \"Out of memory\");\n\t\tlimit *= 2;\n\t}\n\tq = (char *)STBI_REALLOC_SIZED(z->zout_start, old_limit, limit);\n\tSTBI_NOTUSED(old_limit);\n\tif (q == NULL) return stbi__err(\"outofmem\", \"Out of memory\");\n\tz->zout_start = q;\n\tz->zout = q + cur;\n\tz->zout_end = q + limit;\n\treturn 1;\n}\n\nstatic const int stbi__zlength_base[31] = {\n   3,4,5,6,7,8,9,10,11,13,\n   15,17,19,23,27,31,35,43,51,59,\n   67,83,99,115,131,163,195,227,258,0,0 };\n\nstatic const int stbi__zlength_extra[31] =\n{ 0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,0,0,0 };\n\nstatic const int stbi__zdist_base[32] = { 1,2,3,4,5,7,9,13,17,25,33,49,65,97,129,193,\n257,385,513,769,1025,1537,2049,3073,4097,6145,8193,12289,16385,24577,0,0 };\n\nstatic const int stbi__zdist_extra[32] =\n{ 0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13 };\n\nstatic int stbi__parse_huffman_block(stbi__zbuf *a)\n{\n\tchar *zout = a->zout;\n\tfor (;;) {\n\t\tint z = stbi__zhuffman_decode(a, &a->z_length);\n\t\tif (z < 256) {\n\t\t\tif (z < 0) return stbi__err(\"bad huffman code\", \"Corrupt PNG\"); // error in huffman codes\n\t\t\tif (zout >= a->zout_end) {\n\t\t\t\tif (!stbi__zexpand(a, zout, 1)) return 0;\n\t\t\t\tzout = a->zout;\n\t\t\t}\n\t\t\t*zout++ = (char)z;\n\t\t}\n\t\telse {\n\t\t\tstbi_uc *p;\n\t\t\tint len, dist;\n\t\t\tif (z == 256) {\n\t\t\t\ta->zout = zout;\n\t\t\t\treturn 1;\n\t\t\t}\n\t\t\tz -= 257;\n\t\t\tlen = stbi__zlength_base[z];\n\t\t\tif (stbi__zlength_extra[z]) len += stbi__zreceive(a, stbi__zlength_extra[z]);\n\t\t\tz = stbi__zhuffman_decode(a, &a->z_distance);\n\t\t\tif (z < 0) return stbi__err(\"bad huffman code\", \"Corrupt PNG\");\n\t\t\tdist = stbi__zdist_base[z];\n\t\t\tif (stbi__zdist_extra[z]) dist += stbi__zreceive(a, stbi__zdist_extra[z]);\n\t\t\tif (zout - a->zout_start < dist) return stbi__err(\"bad dist\", \"Corrupt PNG\");\n\t\t\tif (zout + len > a->zout_end) {\n\t\t\t\tif (!stbi__zexpand(a, zout, len)) return 0;\n\t\t\t\tzout = a->zout;\n\t\t\t}\n\t\t\tp = (stbi_uc *)(zout - dist);\n\t\t\tif (dist == 1) { // run of one byte; common in images.\n\t\t\t\tstbi_uc v = *p;\n\t\t\t\tif (len) { do *zout++ = v; while (--len); }\n\t\t\t}\n\t\t\telse {\n\t\t\t\tif (len) { do *zout++ = *p++; while (--len); }\n\t\t\t}\n\t\t}\n\t}\n}\n\nstatic int stbi__compute_huffman_codes(stbi__zbuf *a)\n{\n\tstatic const stbi_uc length_dezigzag[19] = { 16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15 };\n\tstbi__zhuffman z_codelength;\n\tstbi_uc lencodes[286 + 32 + 137];//padding for maximum single op\n\tstbi_uc codelength_sizes[19];\n\tint i, n;\n\n\tint hlit = stbi__zreceive(a, 5) + 257;\n\tint hdist = stbi__zreceive(a, 5) + 1;\n\tint hclen = stbi__zreceive(a, 4) + 4;\n\tint ntot = hlit + hdist;\n\n\tmemset(codelength_sizes, 0, sizeof(codelength_sizes));\n\tfor (i = 0; i < hclen; ++i) {\n\t\tint s = stbi__zreceive(a, 3);\n\t\tcodelength_sizes[length_dezigzag[i]] = (stbi_uc)s;\n\t}\n\tif (!stbi__zbuild_huffman(&z_codelength, codelength_sizes, 19)) return 0;\n\n\tn = 0;\n\twhile (n < ntot) {\n\t\tint c = stbi__zhuffman_decode(a, &z_codelength);\n\t\tif (c < 0 || c >= 19) return stbi__err(\"bad codelengths\", \"Corrupt PNG\");\n\t\tif (c < 16)\n\t\t\tlencodes[n++] = (stbi_uc)c;\n\t\telse {\n\t\t\tstbi_uc fill = 0;\n\t\t\tif (c == 16) {\n\t\t\t\tc = stbi__zreceive(a, 2) + 3;\n\t\t\t\tif (n == 0) return stbi__err(\"bad codelengths\", \"Corrupt PNG\");\n\t\t\t\tfill = lencodes[n - 1];\n\t\t\t}\n\t\t\telse if (c == 17) {\n\t\t\t\tc = stbi__zreceive(a, 3) + 3;\n\t\t\t}\n\t\t\telse if (c == 18) {\n\t\t\t\tc = stbi__zreceive(a, 7) + 11;\n\t\t\t}\n\t\t\telse {\n\t\t\t\treturn stbi__err(\"bad codelengths\", \"Corrupt PNG\");\n\t\t\t}\n\t\t\tif (ntot - n < c) return stbi__err(\"bad codelengths\", \"Corrupt PNG\");\n\t\t\tmemset(lencodes + n, fill, c);\n\t\t\tn += c;\n\t\t}\n\t}\n\tif (n != ntot) return stbi__err(\"bad codelengths\", \"Corrupt PNG\");\n\tif (!stbi__zbuild_huffman(&a->z_length, lencodes, hlit)) return 0;\n\tif (!stbi__zbuild_huffman(&a->z_distance, lencodes + hlit, hdist)) return 0;\n\treturn 1;\n}\n\nstatic int stbi__parse_uncompressed_block(stbi__zbuf *a)\n{\n\tstbi_uc header[4];\n\tint len, nlen, k;\n\tif (a->num_bits & 7)\n\t\tstbi__zreceive(a, a->num_bits & 7); // discard\n\t // drain the bit-packed data into header\n\tk = 0;\n\twhile (a->num_bits > 0) {\n\t\theader[k++] = (stbi_uc)(a->code_buffer & 255); // suppress MSVC run-time check\n\t\ta->code_buffer >>= 8;\n\t\ta->num_bits -= 8;\n\t}\n\tif (a->num_bits < 0) return stbi__err(\"zlib corrupt\", \"Corrupt PNG\");\n\t// now fill header the normal way\n\twhile (k < 4)\n\t\theader[k++] = stbi__zget8(a);\n\tlen = header[1] * 256 + header[0];\n\tnlen = header[3] * 256 + header[2];\n\tif (nlen != (len ^ 0xffff)) return stbi__err(\"zlib corrupt\", \"Corrupt PNG\");\n\tif (a->zbuffer + len > a->zbuffer_end) return stbi__err(\"read past buffer\", \"Corrupt PNG\");\n\tif (a->zout + len > a->zout_end)\n\t\tif (!stbi__zexpand(a, a->zout, len)) return 0;\n\tmemcpy(a->zout, a->zbuffer, len);\n\ta->zbuffer += len;\n\ta->zout += len;\n\treturn 1;\n}\n\nstatic int stbi__parse_zlib_header(stbi__zbuf *a)\n{\n\tint cmf = stbi__zget8(a);\n\tint cm = cmf & 15;\n\t/* int cinfo = cmf >> 4; */\n\tint flg = stbi__zget8(a);\n\tif (stbi__zeof(a)) return stbi__err(\"bad zlib header\", \"Corrupt PNG\"); // zlib spec\n\tif ((cmf * 256 + flg) % 31 != 0) return stbi__err(\"bad zlib header\", \"Corrupt PNG\"); // zlib spec\n\tif (flg & 32) return stbi__err(\"no preset dict\", \"Corrupt PNG\"); // preset dictionary not allowed in png\n\tif (cm != 8) return stbi__err(\"bad compression\", \"Corrupt PNG\"); // DEFLATE required for png\n\t// window = 1 << (8 + cinfo)... but who cares, we fully buffer output\n\treturn 1;\n}\n\nstatic const stbi_uc stbi__zdefault_length[288] =\n{\n   8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,\n   8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,\n   8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,\n   8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,\n   8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,\n   9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,\n   9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,\n   9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,\n   7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7, 7,7,7,7,7,7,7,7,8,8,8,8,8,8,8,8\n};\nstatic const stbi_uc stbi__zdefault_distance[32] =\n{\n   5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5\n};\n/*\nInit algorithm:\n{\n   int i;   // use <= to match clearly with spec\n   for (i=0; i <= 143; ++i)     stbi__zdefault_length[i]   = 8;\n   for (   ; i <= 255; ++i)     stbi__zdefault_length[i]   = 9;\n   for (   ; i <= 279; ++i)     stbi__zdefault_length[i]   = 7;\n   for (   ; i <= 287; ++i)     stbi__zdefault_length[i]   = 8;\n\n   for (i=0; i <=  31; ++i)     stbi__zdefault_distance[i] = 5;\n}\n*/\n\nstatic int stbi__parse_zlib(stbi__zbuf *a, int parse_header)\n{\n\tint final, type;\n\tif (parse_header)\n\t\tif (!stbi__parse_zlib_header(a)) return 0;\n\ta->num_bits = 0;\n\ta->code_buffer = 0;\n\tdo {\n\t\tfinal = stbi__zreceive(a, 1);\n\t\ttype = stbi__zreceive(a, 2);\n\t\tif (type == 0) {\n\t\t\tif (!stbi__parse_uncompressed_block(a)) return 0;\n\t\t}\n\t\telse if (type == 3) {\n\t\t\treturn 0;\n\t\t}\n\t\telse {\n\t\t\tif (type == 1) {\n\t\t\t\t// use fixed code lengths\n\t\t\t\tif (!stbi__zbuild_huffman(&a->z_length, stbi__zdefault_length, 288)) return 0;\n\t\t\t\tif (!stbi__zbuild_huffman(&a->z_distance, stbi__zdefault_distance, 32)) return 0;\n\t\t\t}\n\t\t\telse {\n\t\t\t\tif (!stbi__compute_huffman_codes(a)) return 0;\n\t\t\t}\n\t\t\tif (!stbi__parse_huffman_block(a)) return 0;\n\t\t}\n\t} while (!final);\n\treturn 1;\n}\n\nstatic int stbi__do_zlib(stbi__zbuf *a, char *obuf, int olen, int exp, int parse_header)\n{\n\ta->zout_start = obuf;\n\ta->zout = obuf;\n\ta->zout_end = obuf + olen;\n\ta->z_expandable = exp;\n\n\treturn stbi__parse_zlib(a, parse_header);\n}\n\nSTBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen)\n{\n\tstbi__zbuf a;\n\tchar *p = (char *)stbi__malloc(initial_size);\n\tif (p == NULL) return NULL;\n\ta.zbuffer = (stbi_uc *)buffer;\n\ta.zbuffer_end = (stbi_uc *)buffer + len;\n\tif (stbi__do_zlib(&a, p, initial_size, 1, 1)) {\n\t\tif (outlen) *outlen = (int)(a.zout - a.zout_start);\n\t\treturn a.zout_start;\n\t}\n\telse {\n\t\tSTBI_FREE(a.zout_start);\n\t\treturn NULL;\n\t}\n}\n\nSTBIDEF char *stbi_zlib_decode_malloc(char const *buffer, int len, int *outlen)\n{\n\treturn stbi_zlib_decode_malloc_guesssize(buffer, len, 16384, outlen);\n}\n\nSTBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header)\n{\n\tstbi__zbuf a;\n\tchar *p = (char *)stbi__malloc(initial_size);\n\tif (p == NULL) return NULL;\n\ta.zbuffer = (stbi_uc *)buffer;\n\ta.zbuffer_end = (stbi_uc *)buffer + len;\n\tif (stbi__do_zlib(&a, p, initial_size, 1, parse_header)) {\n\t\tif (outlen) *outlen = (int)(a.zout - a.zout_start);\n\t\treturn a.zout_start;\n\t}\n\telse {\n\t\tSTBI_FREE(a.zout_start);\n\t\treturn NULL;\n\t}\n}\n\nSTBIDEF int stbi_zlib_decode_buffer(char *obuffer, int olen, char const *ibuffer, int ilen)\n{\n\tstbi__zbuf a;\n\ta.zbuffer = (stbi_uc *)ibuffer;\n\ta.zbuffer_end = (stbi_uc *)ibuffer + ilen;\n\tif (stbi__do_zlib(&a, obuffer, olen, 0, 1))\n\t\treturn (int)(a.zout - a.zout_start);\n\telse\n\t\treturn -1;\n}\n\nSTBIDEF char *stbi_zlib_decode_noheader_malloc(char const *buffer, int len, int *outlen)\n{\n\tstbi__zbuf a;\n\tchar *p = (char *)stbi__malloc(16384);\n\tif (p == NULL) return NULL;\n\ta.zbuffer = (stbi_uc *)buffer;\n\ta.zbuffer_end = (stbi_uc *)buffer + len;\n\tif (stbi__do_zlib(&a, p, 16384, 1, 0)) {\n\t\tif (outlen) *outlen = (int)(a.zout - a.zout_start);\n\t\treturn a.zout_start;\n\t}\n\telse {\n\t\tSTBI_FREE(a.zout_start);\n\t\treturn NULL;\n\t}\n}\n\nSTBIDEF int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen)\n{\n\tstbi__zbuf a;\n\ta.zbuffer = (stbi_uc *)ibuffer;\n\ta.zbuffer_end = (stbi_uc *)ibuffer + ilen;\n\tif (stbi__do_zlib(&a, obuffer, olen, 0, 0))\n\t\treturn (int)(a.zout - a.zout_start);\n\telse\n\t\treturn -1;\n}\n#endif\n\n// public domain \"baseline\" PNG decoder   v0.10  Sean Barrett 2006-11-18\n//    simple implementation\n//      - only 8-bit samples\n//      - no CRC checking\n//      - allocates lots of intermediate memory\n//        - avoids problem of streaming data between subsystems\n//        - avoids explicit window management\n//    performance\n//      - uses stb_zlib, a PD zlib implementation with fast huffman decoding\n\n#ifndef STBI_NO_PNG\ntypedef struct\n{\n\tstbi__uint32 length;\n\tstbi__uint32 type;\n} stbi__pngchunk;\n\nstatic stbi__pngchunk stbi__get_chunk_header(stbi__context *s)\n{\n\tstbi__pngchunk c;\n\tc.length = stbi__get32be(s);\n\tc.type = stbi__get32be(s);\n\treturn c;\n}\n\nstatic int stbi__check_png_header(stbi__context *s)\n{\n\tstatic const stbi_uc png_sig[8] = { 137,80,78,71,13,10,26,10 };\n\tint i;\n\tfor (i = 0; i < 8; ++i)\n\t\tif (stbi__get8(s) != png_sig[i]) return stbi__err(\"bad png sig\", \"Not a PNG\");\n\treturn 1;\n}\n\ntypedef struct\n{\n\tstbi__context *s;\n\tstbi_uc *idata, *expanded, *out;\n\tint depth;\n} stbi__png;\n\n\nenum {\n\tSTBI__F_none = 0,\n\tSTBI__F_sub = 1,\n\tSTBI__F_up = 2,\n\tSTBI__F_avg = 3,\n\tSTBI__F_paeth = 4,\n\t// synthetic filters used for first scanline to avoid needing a dummy row of 0s\n\tSTBI__F_avg_first,\n\tSTBI__F_paeth_first\n};\n\nstatic stbi_uc first_row_filter[5] =\n{\n   STBI__F_none,\n   STBI__F_sub,\n   STBI__F_none,\n   STBI__F_avg_first,\n   STBI__F_paeth_first\n};\n\nstatic int stbi__paeth(int a, int b, int c)\n{\n\tint p = a + b - c;\n\tint pa = abs(p - a);\n\tint pb = abs(p - b);\n\tint pc = abs(p - c);\n\tif (pa <= pb && pa <= pc) return a;\n\tif (pb <= pc) return b;\n\treturn c;\n}\n\nstatic const stbi_uc stbi__depth_scale_table[9] = { 0, 0xff, 0x55, 0, 0x11, 0,0,0, 0x01 };\n\n// create the png data from post-deflated data\nstatic int stbi__create_png_image_raw(stbi__png *a, stbi_uc *raw, stbi__uint32 raw_len, int out_n, stbi__uint32 x, stbi__uint32 y, int depth, int color)\n{\n\tint bytes = (depth == 16 ? 2 : 1);\n\tstbi__context *s = a->s;\n\tstbi__uint32 i, j, stride = x * out_n*bytes;\n\tstbi__uint32 img_len, img_width_bytes;\n\tint k;\n\tint img_n = s->img_n; // copy it into a local for later\n\n\tint output_bytes = out_n * bytes;\n\tint filter_bytes = img_n * bytes;\n\tint width = x;\n\n\tSTBI_ASSERT(out_n == s->img_n || out_n == s->img_n + 1);\n\ta->out = (stbi_uc *)stbi__malloc_mad3(x, y, output_bytes, 0); // extra bytes to write off the end into\n\tif (!a->out) return stbi__err(\"outofmem\", \"Out of memory\");\n\n\tif (!stbi__mad3sizes_valid(img_n, x, depth, 7)) return stbi__err(\"too large\", \"Corrupt PNG\");\n\timg_width_bytes = (((img_n * x * depth) + 7) >> 3);\n\timg_len = (img_width_bytes + 1) * y;\n\n\t// we used to check for exact match between raw_len and img_len on non-interlaced PNGs,\n\t// but issue #276 reported a PNG in the wild that had extra data at the end (all zeros),\n\t// so just check for raw_len < img_len always.\n\tif (raw_len < img_len) return stbi__err(\"not enough pixels\", \"Corrupt PNG\");\n\n\tfor (j = 0; j < y; ++j) {\n\t\tstbi_uc *cur = a->out + stride * j;\n\t\tstbi_uc *prior;\n\t\tint filter = *raw++;\n\n\t\tif (filter > 4)\n\t\t\treturn stbi__err(\"invalid filter\", \"Corrupt PNG\");\n\n\t\tif (depth < 8) {\n\t\t\tif (img_width_bytes > x) return stbi__err(\"invalid width\", \"Corrupt PNG\");\n\t\t\tcur += x * out_n - img_width_bytes; // store output to the rightmost img_len bytes, so we can decode in place\n\t\t\tfilter_bytes = 1;\n\t\t\twidth = img_width_bytes;\n\t\t}\n\t\tprior = cur - stride; // bugfix: need to compute this after 'cur +=' computation above\n\n\t\t// if first row, use special filter that doesn't sample previous row\n\t\tif (j == 0) filter = first_row_filter[filter];\n\n\t\t// handle first byte explicitly\n\t\tfor (k = 0; k < filter_bytes; ++k) {\n\t\t\tswitch (filter) {\n\t\t\tcase STBI__F_none: cur[k] = raw[k]; break;\n\t\t\tcase STBI__F_sub: cur[k] = raw[k]; break;\n\t\t\tcase STBI__F_up: cur[k] = STBI__BYTECAST(raw[k] + prior[k]); break;\n\t\t\tcase STBI__F_avg: cur[k] = STBI__BYTECAST(raw[k] + (prior[k] >> 1)); break;\n\t\t\tcase STBI__F_paeth: cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(0, prior[k], 0)); break;\n\t\t\tcase STBI__F_avg_first: cur[k] = raw[k]; break;\n\t\t\tcase STBI__F_paeth_first: cur[k] = raw[k]; break;\n\t\t\t}\n\t\t}\n\n\t\tif (depth == 8) {\n\t\t\tif (img_n != out_n)\n\t\t\t\tcur[img_n] = 255; // first pixel\n\t\t\traw += img_n;\n\t\t\tcur += out_n;\n\t\t\tprior += out_n;\n\t\t}\n\t\telse if (depth == 16) {\n\t\t\tif (img_n != out_n) {\n\t\t\t\tcur[filter_bytes] = 255; // first pixel top byte\n\t\t\t\tcur[filter_bytes + 1] = 255; // first pixel bottom byte\n\t\t\t}\n\t\t\traw += filter_bytes;\n\t\t\tcur += output_bytes;\n\t\t\tprior += output_bytes;\n\t\t}\n\t\telse {\n\t\t\traw += 1;\n\t\t\tcur += 1;\n\t\t\tprior += 1;\n\t\t}\n\n\t\t// this is a little gross, so that we don't switch per-pixel or per-component\n\t\tif (depth < 8 || img_n == out_n) {\n\t\t\tint nk = (width - 1)*filter_bytes;\n#define STBI__CASE(f) \\\n             case f:     \\\n                for (k=0; k < nk; ++k)\n\t\t\tswitch (filter) {\n\t\t\t\t// \"none\" filter turns into a memcpy here; make that explicit.\n\t\t\tcase STBI__F_none:         memcpy(cur, raw, nk); break;\n\t\t\t\tSTBI__CASE(STBI__F_sub) { cur[k] = STBI__BYTECAST(raw[k] + cur[k - filter_bytes]); } break;\n\t\t\t\tSTBI__CASE(STBI__F_up) { cur[k] = STBI__BYTECAST(raw[k] + prior[k]); } break;\n\t\t\t\tSTBI__CASE(STBI__F_avg) { cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k - filter_bytes]) >> 1)); } break;\n\t\t\t\tSTBI__CASE(STBI__F_paeth) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k - filter_bytes], prior[k], prior[k - filter_bytes])); } break;\n\t\t\t\tSTBI__CASE(STBI__F_avg_first) { cur[k] = STBI__BYTECAST(raw[k] + (cur[k - filter_bytes] >> 1)); } break;\n\t\t\t\tSTBI__CASE(STBI__F_paeth_first) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k - filter_bytes], 0, 0)); } break;\n\t\t\t}\n#undef STBI__CASE\n\t\t\traw += nk;\n\t\t}\n\t\telse {\n\t\t\tSTBI_ASSERT(img_n + 1 == out_n);\n#define STBI__CASE(f) \\\n             case f:     \\\n                for (i=x-1; i >= 1; --i, cur[filter_bytes]=255,raw+=filter_bytes,cur+=output_bytes,prior+=output_bytes) \\\n                   for (k=0; k < filter_bytes; ++k)\n\t\t\tswitch (filter) {\n\t\t\t\tSTBI__CASE(STBI__F_none) { cur[k] = raw[k]; } break;\n\t\t\t\tSTBI__CASE(STBI__F_sub) { cur[k] = STBI__BYTECAST(raw[k] + cur[k - output_bytes]); } break;\n\t\t\t\tSTBI__CASE(STBI__F_up) { cur[k] = STBI__BYTECAST(raw[k] + prior[k]); } break;\n\t\t\t\tSTBI__CASE(STBI__F_avg) { cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k - output_bytes]) >> 1)); } break;\n\t\t\t\tSTBI__CASE(STBI__F_paeth) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k - output_bytes], prior[k], prior[k - output_bytes])); } break;\n\t\t\t\tSTBI__CASE(STBI__F_avg_first) { cur[k] = STBI__BYTECAST(raw[k] + (cur[k - output_bytes] >> 1)); } break;\n\t\t\t\tSTBI__CASE(STBI__F_paeth_first) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k - output_bytes], 0, 0)); } break;\n\t\t\t}\n#undef STBI__CASE\n\n\t\t\t// the loop above sets the high byte of the pixels' alpha, but for\n\t\t\t// 16 bit png files we also need the low byte set. we'll do that here.\n\t\t\tif (depth == 16) {\n\t\t\t\tcur = a->out + stride * j; // start at the beginning of the row again\n\t\t\t\tfor (i = 0; i < x; ++i, cur += output_bytes) {\n\t\t\t\t\tcur[filter_bytes + 1] = 255;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t// we make a separate pass to expand bits to pixels; for performance,\n\t// this could run two scanlines behind the above code, so it won't\n\t// intefere with filtering but will still be in the cache.\n\tif (depth < 8) {\n\t\tfor (j = 0; j < y; ++j) {\n\t\t\tstbi_uc *cur = a->out + stride * j;\n\t\t\tstbi_uc *in = a->out + stride * j + x * out_n - img_width_bytes;\n\t\t\t// unpack 1/2/4-bit into a 8-bit buffer. allows us to keep the common 8-bit path optimal at minimal cost for 1/2/4-bit\n\t\t\t// png guarante byte alignment, if width is not multiple of 8/4/2 we'll decode dummy trailing data that will be skipped in the later loop\n\t\t\tstbi_uc scale = (color == 0) ? stbi__depth_scale_table[depth] : 1; // scale grayscale values to 0..255 range\n\n\t\t\t// note that the final byte might overshoot and write more data than desired.\n\t\t\t// we can allocate enough data that this never writes out of memory, but it\n\t\t\t// could also overwrite the next scanline. can it overwrite non-empty data\n\t\t\t// on the next scanline? yes, consider 1-pixel-wide scanlines with 1-bit-per-pixel.\n\t\t\t// so we need to explicitly clamp the final ones\n\n\t\t\tif (depth == 4) {\n\t\t\t\tfor (k = x * img_n; k >= 2; k -= 2, ++in) {\n\t\t\t\t\t*cur++ = scale * ((*in >> 4));\n\t\t\t\t\t*cur++ = scale * ((*in) & 0x0f);\n\t\t\t\t}\n\t\t\t\tif (k > 0) *cur++ = scale * ((*in >> 4));\n\t\t\t}\n\t\t\telse if (depth == 2) {\n\t\t\t\tfor (k = x * img_n; k >= 4; k -= 4, ++in) {\n\t\t\t\t\t*cur++ = scale * ((*in >> 6));\n\t\t\t\t\t*cur++ = scale * ((*in >> 4) & 0x03);\n\t\t\t\t\t*cur++ = scale * ((*in >> 2) & 0x03);\n\t\t\t\t\t*cur++ = scale * ((*in) & 0x03);\n\t\t\t\t}\n\t\t\t\tif (k > 0) *cur++ = scale * ((*in >> 6));\n\t\t\t\tif (k > 1) *cur++ = scale * ((*in >> 4) & 0x03);\n\t\t\t\tif (k > 2) *cur++ = scale * ((*in >> 2) & 0x03);\n\t\t\t}\n\t\t\telse if (depth == 1) {\n\t\t\t\tfor (k = x * img_n; k >= 8; k -= 8, ++in) {\n\t\t\t\t\t*cur++ = scale * ((*in >> 7));\n\t\t\t\t\t*cur++ = scale * ((*in >> 6) & 0x01);\n\t\t\t\t\t*cur++ = scale * ((*in >> 5) & 0x01);\n\t\t\t\t\t*cur++ = scale * ((*in >> 4) & 0x01);\n\t\t\t\t\t*cur++ = scale * ((*in >> 3) & 0x01);\n\t\t\t\t\t*cur++ = scale * ((*in >> 2) & 0x01);\n\t\t\t\t\t*cur++ = scale * ((*in >> 1) & 0x01);\n\t\t\t\t\t*cur++ = scale * ((*in) & 0x01);\n\t\t\t\t}\n\t\t\t\tif (k > 0) *cur++ = scale * ((*in >> 7));\n\t\t\t\tif (k > 1) *cur++ = scale * ((*in >> 6) & 0x01);\n\t\t\t\tif (k > 2) *cur++ = scale * ((*in >> 5) & 0x01);\n\t\t\t\tif (k > 3) *cur++ = scale * ((*in >> 4) & 0x01);\n\t\t\t\tif (k > 4) *cur++ = scale * ((*in >> 3) & 0x01);\n\t\t\t\tif (k > 5) *cur++ = scale * ((*in >> 2) & 0x01);\n\t\t\t\tif (k > 6) *cur++ = scale * ((*in >> 1) & 0x01);\n\t\t\t}\n\t\t\tif (img_n != out_n) {\n\t\t\t\tint q;\n\t\t\t\t// insert alpha = 255\n\t\t\t\tcur = a->out + stride * j;\n\t\t\t\tif (img_n == 1) {\n\t\t\t\t\tfor (q = x - 1; q >= 0; --q) {\n\t\t\t\t\t\tcur[q * 2 + 1] = 255;\n\t\t\t\t\t\tcur[q * 2 + 0] = cur[q];\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tSTBI_ASSERT(img_n == 3);\n\t\t\t\t\tfor (q = x - 1; q >= 0; --q) {\n\t\t\t\t\t\tcur[q * 4 + 3] = 255;\n\t\t\t\t\t\tcur[q * 4 + 2] = cur[q * 3 + 2];\n\t\t\t\t\t\tcur[q * 4 + 1] = cur[q * 3 + 1];\n\t\t\t\t\t\tcur[q * 4 + 0] = cur[q * 3 + 0];\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\telse if (depth == 16) {\n\t\t// force the image data from big-endian to platform-native.\n\t\t// this is done in a separate pass due to the decoding relying\n\t\t// on the data being untouched, but could probably be done\n\t\t// per-line during decode if care is taken.\n\t\tstbi_uc *cur = a->out;\n\t\tstbi__uint16 *cur16 = (stbi__uint16*)cur;\n\n\t\tfor (i = 0; i < x*y*out_n; ++i, cur16++, cur += 2) {\n\t\t\t*cur16 = (cur[0] << 8) | cur[1];\n\t\t}\n\t}\n\n\treturn 1;\n}\n\nstatic int stbi__create_png_image(stbi__png *a, stbi_uc *image_data, stbi__uint32 image_data_len, int out_n, int depth, int color, int interlaced)\n{\n\tint bytes = (depth == 16 ? 2 : 1);\n\tint out_bytes = out_n * bytes;\n\tstbi_uc *final;\n\tint p;\n\tif (!interlaced)\n\t\treturn stbi__create_png_image_raw(a, image_data, image_data_len, out_n, a->s->img_x, a->s->img_y, depth, color);\n\n\t// de-interlacing\n\tfinal = (stbi_uc *)stbi__malloc_mad3(a->s->img_x, a->s->img_y, out_bytes, 0);\n\tfor (p = 0; p < 7; ++p) {\n\t\tint xorig[] = { 0,4,0,2,0,1,0 };\n\t\tint yorig[] = { 0,0,4,0,2,0,1 };\n\t\tint xspc[] = { 8,8,4,4,2,2,1 };\n\t\tint yspc[] = { 8,8,8,4,4,2,2 };\n\t\tint i, j, x, y;\n\t\t// pass1_x[4] = 0, pass1_x[5] = 1, pass1_x[12] = 1\n\t\tx = (a->s->img_x - xorig[p] + xspc[p] - 1) / xspc[p];\n\t\ty = (a->s->img_y - yorig[p] + yspc[p] - 1) / yspc[p];\n\t\tif (x && y) {\n\t\t\tstbi__uint32 img_len = ((((a->s->img_n * x * depth) + 7) >> 3) + 1) * y;\n\t\t\tif (!stbi__create_png_image_raw(a, image_data, image_data_len, out_n, x, y, depth, color)) {\n\t\t\t\tSTBI_FREE(final);\n\t\t\t\treturn 0;\n\t\t\t}\n\t\t\tfor (j = 0; j < y; ++j) {\n\t\t\t\tfor (i = 0; i < x; ++i) {\n\t\t\t\t\tint out_y = j * yspc[p] + yorig[p];\n\t\t\t\t\tint out_x = i * xspc[p] + xorig[p];\n\t\t\t\t\tmemcpy(final + out_y * a->s->img_x*out_bytes + out_x * out_bytes,\n\t\t\t\t\t\ta->out + (j*x + i)*out_bytes, out_bytes);\n\t\t\t\t}\n\t\t\t}\n\t\t\tSTBI_FREE(a->out);\n\t\t\timage_data += img_len;\n\t\t\timage_data_len -= img_len;\n\t\t}\n\t}\n\ta->out = final;\n\n\treturn 1;\n}\n\nstatic int stbi__compute_transparency(stbi__png *z, stbi_uc tc[3], int out_n)\n{\n\tstbi__context *s = z->s;\n\tstbi__uint32 i, pixel_count = s->img_x * s->img_y;\n\tstbi_uc *p = z->out;\n\n\t// compute color-based transparency, assuming we've\n\t// already got 255 as the alpha value in the output\n\tSTBI_ASSERT(out_n == 2 || out_n == 4);\n\n\tif (out_n == 2) {\n\t\tfor (i = 0; i < pixel_count; ++i) {\n\t\t\tp[1] = (p[0] == tc[0] ? 0 : 255);\n\t\t\tp += 2;\n\t\t}\n\t}\n\telse {\n\t\tfor (i = 0; i < pixel_count; ++i) {\n\t\t\tif (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2])\n\t\t\t\tp[3] = 0;\n\t\t\tp += 4;\n\t\t}\n\t}\n\treturn 1;\n}\n\nstatic int stbi__compute_transparency16(stbi__png *z, stbi__uint16 tc[3], int out_n)\n{\n\tstbi__context *s = z->s;\n\tstbi__uint32 i, pixel_count = s->img_x * s->img_y;\n\tstbi__uint16 *p = (stbi__uint16*)z->out;\n\n\t// compute color-based transparency, assuming we've\n\t// already got 65535 as the alpha value in the output\n\tSTBI_ASSERT(out_n == 2 || out_n == 4);\n\n\tif (out_n == 2) {\n\t\tfor (i = 0; i < pixel_count; ++i) {\n\t\t\tp[1] = (p[0] == tc[0] ? 0 : 65535);\n\t\t\tp += 2;\n\t\t}\n\t}\n\telse {\n\t\tfor (i = 0; i < pixel_count; ++i) {\n\t\t\tif (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2])\n\t\t\t\tp[3] = 0;\n\t\t\tp += 4;\n\t\t}\n\t}\n\treturn 1;\n}\n\nstatic int stbi__expand_png_palette(stbi__png *a, stbi_uc *palette, int len, int pal_img_n)\n{\n\tstbi__uint32 i, pixel_count = a->s->img_x * a->s->img_y;\n\tstbi_uc *p, *temp_out, *orig = a->out;\n\n\tp = (stbi_uc *)stbi__malloc_mad2(pixel_count, pal_img_n, 0);\n\tif (p == NULL) return stbi__err(\"outofmem\", \"Out of memory\");\n\n\t// between here and free(out) below, exitting would leak\n\ttemp_out = p;\n\n\tif (pal_img_n == 3) {\n\t\tfor (i = 0; i < pixel_count; ++i) {\n\t\t\tint n = orig[i] * 4;\n\t\t\tp[0] = palette[n];\n\t\t\tp[1] = palette[n + 1];\n\t\t\tp[2] = palette[n + 2];\n\t\t\tp += 3;\n\t\t}\n\t}\n\telse {\n\t\tfor (i = 0; i < pixel_count; ++i) {\n\t\t\tint n = orig[i] * 4;\n\t\t\tp[0] = palette[n];\n\t\t\tp[1] = palette[n + 1];\n\t\t\tp[2] = palette[n + 2];\n\t\t\tp[3] = palette[n + 3];\n\t\t\tp += 4;\n\t\t}\n\t}\n\tSTBI_FREE(a->out);\n\ta->out = temp_out;\n\n\tSTBI_NOTUSED(len);\n\n\treturn 1;\n}\n\nstatic int stbi__unpremultiply_on_load = 0;\nstatic int stbi__de_iphone_flag = 0;\n\nSTBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply)\n{\n\tstbi__unpremultiply_on_load = flag_true_if_should_unpremultiply;\n}\n\nSTBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert)\n{\n\tstbi__de_iphone_flag = flag_true_if_should_convert;\n}\n\nstatic void stbi__de_iphone(stbi__png *z)\n{\n\tstbi__context *s = z->s;\n\tstbi__uint32 i, pixel_count = s->img_x * s->img_y;\n\tstbi_uc *p = z->out;\n\n\tif (s->img_out_n == 3) {  // convert bgr to rgb\n\t\tfor (i = 0; i < pixel_count; ++i) {\n\t\t\tstbi_uc t = p[0];\n\t\t\tp[0] = p[2];\n\t\t\tp[2] = t;\n\t\t\tp += 3;\n\t\t}\n\t}\n\telse {\n\t\tSTBI_ASSERT(s->img_out_n == 4);\n\t\tif (stbi__unpremultiply_on_load) {\n\t\t\t// convert bgr to rgb and unpremultiply\n\t\t\tfor (i = 0; i < pixel_count; ++i) {\n\t\t\t\tstbi_uc a = p[3];\n\t\t\t\tstbi_uc t = p[0];\n\t\t\t\tif (a) {\n\t\t\t\t\tstbi_uc half = a / 2;\n\t\t\t\t\tp[0] = (p[2] * 255 + half) / a;\n\t\t\t\t\tp[1] = (p[1] * 255 + half) / a;\n\t\t\t\t\tp[2] = (t * 255 + half) / a;\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tp[0] = p[2];\n\t\t\t\t\tp[2] = t;\n\t\t\t\t}\n\t\t\t\tp += 4;\n\t\t\t}\n\t\t}\n\t\telse {\n\t\t\t// convert bgr to rgb\n\t\t\tfor (i = 0; i < pixel_count; ++i) {\n\t\t\t\tstbi_uc t = p[0];\n\t\t\t\tp[0] = p[2];\n\t\t\t\tp[2] = t;\n\t\t\t\tp += 4;\n\t\t\t}\n\t\t}\n\t}\n}\n\n#define STBI__PNG_TYPE(a,b,c,d)  (((unsigned) (a) << 24) + ((unsigned) (b) << 16) + ((unsigned) (c) << 8) + (unsigned) (d))\n\nstatic int stbi__parse_png_file(stbi__png *z, int scan, int req_comp)\n{\n\tstbi_uc palette[1024], pal_img_n = 0;\n\tstbi_uc has_trans = 0, tc[3] = { 0 };\n\tstbi__uint16 tc16[3];\n\tstbi__uint32 ioff = 0, idata_limit = 0, i, pal_len = 0;\n\tint first = 1, k, interlace = 0, color = 0, is_iphone = 0;\n\tstbi__context *s = z->s;\n\n\tz->expanded = NULL;\n\tz->idata = NULL;\n\tz->out = NULL;\n\n\tif (!stbi__check_png_header(s)) return 0;\n\n\tif (scan == STBI__SCAN_type) return 1;\n\n\tfor (;;) {\n\t\tstbi__pngchunk c = stbi__get_chunk_header(s);\n\t\tswitch (c.type) {\n\t\tcase STBI__PNG_TYPE('C', 'g', 'B', 'I'):\n\t\t\tis_iphone = 1;\n\t\t\tstbi__skip(s, c.length);\n\t\t\tbreak;\n\t\tcase STBI__PNG_TYPE('I', 'H', 'D', 'R'): {\n\t\t\tint comp, filter;\n\t\t\tif (!first) return stbi__err(\"multiple IHDR\", \"Corrupt PNG\");\n\t\t\tfirst = 0;\n\t\t\tif (c.length != 13) return stbi__err(\"bad IHDR len\", \"Corrupt PNG\");\n\t\t\ts->img_x = stbi__get32be(s);\n\t\t\ts->img_y = stbi__get32be(s);\n\t\t\tif (s->img_y > STBI_MAX_DIMENSIONS) return stbi__err(\"too large\", \"Very large image (corrupt?)\");\n\t\t\tif (s->img_x > STBI_MAX_DIMENSIONS) return stbi__err(\"too large\", \"Very large image (corrupt?)\");\n\t\t\tz->depth = stbi__get8(s);  if (z->depth != 1 && z->depth != 2 && z->depth != 4 && z->depth != 8 && z->depth != 16)  return stbi__err(\"1/2/4/8/16-bit only\", \"PNG not supported: 1/2/4/8/16-bit only\");\n\t\t\tcolor = stbi__get8(s);  if (color > 6)         return stbi__err(\"bad ctype\", \"Corrupt PNG\");\n\t\t\tif (color == 3 && z->depth == 16)                  return stbi__err(\"bad ctype\", \"Corrupt PNG\");\n\t\t\tif (color == 3) pal_img_n = 3; else if (color & 1) return stbi__err(\"bad ctype\", \"Corrupt PNG\");\n\t\t\tcomp = stbi__get8(s);  if (comp) return stbi__err(\"bad comp method\", \"Corrupt PNG\");\n\t\t\tfilter = stbi__get8(s);  if (filter) return stbi__err(\"bad filter method\", \"Corrupt PNG\");\n\t\t\tinterlace = stbi__get8(s); if (interlace > 1) return stbi__err(\"bad interlace method\", \"Corrupt PNG\");\n\t\t\tif (!s->img_x || !s->img_y) return stbi__err(\"0-pixel image\", \"Corrupt PNG\");\n\t\t\tif (!pal_img_n) {\n\t\t\t\ts->img_n = (color & 2 ? 3 : 1) + (color & 4 ? 1 : 0);\n\t\t\t\tif ((1 << 30) / s->img_x / s->img_n < s->img_y) return stbi__err(\"too large\", \"Image too large to decode\");\n\t\t\t\tif (scan == STBI__SCAN_header) return 1;\n\t\t\t}\n\t\t\telse {\n\t\t\t\t// if paletted, then pal_n is our final components, and\n\t\t\t\t// img_n is # components to decompress/filter.\n\t\t\t\ts->img_n = 1;\n\t\t\t\tif ((1 << 30) / s->img_x / 4 < s->img_y) return stbi__err(\"too large\", \"Corrupt PNG\");\n\t\t\t\t// if SCAN_header, have to scan to see if we have a tRNS\n\t\t\t}\n\t\t\tbreak;\n\t\t}\n\n\t\tcase STBI__PNG_TYPE('P', 'L', 'T', 'E'): {\n\t\t\tif (first) return stbi__err(\"first not IHDR\", \"Corrupt PNG\");\n\t\t\tif (c.length > 256 * 3) return stbi__err(\"invalid PLTE\", \"Corrupt PNG\");\n\t\t\tpal_len = c.length / 3;\n\t\t\tif (pal_len * 3 != c.length) return stbi__err(\"invalid PLTE\", \"Corrupt PNG\");\n\t\t\tfor (i = 0; i < pal_len; ++i) {\n\t\t\t\tpalette[i * 4 + 0] = stbi__get8(s);\n\t\t\t\tpalette[i * 4 + 1] = stbi__get8(s);\n\t\t\t\tpalette[i * 4 + 2] = stbi__get8(s);\n\t\t\t\tpalette[i * 4 + 3] = 255;\n\t\t\t}\n\t\t\tbreak;\n\t\t}\n\n\t\tcase STBI__PNG_TYPE('t', 'R', 'N', 'S'): {\n\t\t\tif (first) return stbi__err(\"first not IHDR\", \"Corrupt PNG\");\n\t\t\tif (z->idata) return stbi__err(\"tRNS after IDAT\", \"Corrupt PNG\");\n\t\t\tif (pal_img_n) {\n\t\t\t\tif (scan == STBI__SCAN_header) { s->img_n = 4; return 1; }\n\t\t\t\tif (pal_len == 0) return stbi__err(\"tRNS before PLTE\", \"Corrupt PNG\");\n\t\t\t\tif (c.length > pal_len) return stbi__err(\"bad tRNS len\", \"Corrupt PNG\");\n\t\t\t\tpal_img_n = 4;\n\t\t\t\tfor (i = 0; i < c.length; ++i)\n\t\t\t\t\tpalette[i * 4 + 3] = stbi__get8(s);\n\t\t\t}\n\t\t\telse {\n\t\t\t\tif (!(s->img_n & 1)) return stbi__err(\"tRNS with alpha\", \"Corrupt PNG\");\n\t\t\t\tif (c.length != (stbi__uint32)s->img_n * 2) return stbi__err(\"bad tRNS len\", \"Corrupt PNG\");\n\t\t\t\thas_trans = 1;\n\t\t\t\tif (z->depth == 16) {\n\t\t\t\t\tfor (k = 0; k < s->img_n; ++k) tc16[k] = (stbi__uint16)stbi__get16be(s); // copy the values as-is\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tfor (k = 0; k < s->img_n; ++k) tc[k] = (stbi_uc)(stbi__get16be(s) & 255) * stbi__depth_scale_table[z->depth]; // non 8-bit images will be larger\n\t\t\t\t}\n\t\t\t}\n\t\t\tbreak;\n\t\t}\n\n\t\tcase STBI__PNG_TYPE('I', 'D', 'A', 'T'): {\n\t\t\tif (first) return stbi__err(\"first not IHDR\", \"Corrupt PNG\");\n\t\t\tif (pal_img_n && !pal_len) return stbi__err(\"no PLTE\", \"Corrupt PNG\");\n\t\t\tif (scan == STBI__SCAN_header) { s->img_n = pal_img_n; return 1; }\n\t\t\tif ((int)(ioff + c.length) < (int)ioff) return 0;\n\t\t\tif (ioff + c.length > idata_limit) {\n\t\t\t\tstbi__uint32 idata_limit_old = idata_limit;\n\t\t\t\tstbi_uc *p;\n\t\t\t\tif (idata_limit == 0) idata_limit = c.length > 4096 ? c.length : 4096;\n\t\t\t\twhile (ioff + c.length > idata_limit)\n\t\t\t\t\tidata_limit *= 2;\n\t\t\t\tSTBI_NOTUSED(idata_limit_old);\n\t\t\t\tp = (stbi_uc *)STBI_REALLOC_SIZED(z->idata, idata_limit_old, idata_limit); if (p == NULL) return stbi__err(\"outofmem\", \"Out of memory\");\n\t\t\t\tz->idata = p;\n\t\t\t}\n\t\t\tif (!stbi__getn(s, z->idata + ioff, c.length)) return stbi__err(\"outofdata\", \"Corrupt PNG\");\n\t\t\tioff += c.length;\n\t\t\tbreak;\n\t\t}\n\n\t\tcase STBI__PNG_TYPE('I', 'E', 'N', 'D'): {\n\t\t\tstbi__uint32 raw_len, bpl;\n\t\t\tif (first) return stbi__err(\"first not IHDR\", \"Corrupt PNG\");\n\t\t\tif (scan != STBI__SCAN_load) return 1;\n\t\t\tif (z->idata == NULL) return stbi__err(\"no IDAT\", \"Corrupt PNG\");\n\t\t\t// initial guess for decoded data size to avoid unnecessary reallocs\n\t\t\tbpl = (s->img_x * z->depth + 7) / 8; // bytes per line, per component\n\t\t\traw_len = bpl * s->img_y * s->img_n /* pixels */ + s->img_y /* filter mode per row */;\n\t\t\tz->expanded = (stbi_uc *)stbi_zlib_decode_malloc_guesssize_headerflag((char *)z->idata, ioff, raw_len, (int *)&raw_len, !is_iphone);\n\t\t\tif (z->expanded == NULL) return 0; // zlib should set error\n\t\t\tSTBI_FREE(z->idata); z->idata = NULL;\n\t\t\tif ((req_comp == s->img_n + 1 && req_comp != 3 && !pal_img_n) || has_trans)\n\t\t\t\ts->img_out_n = s->img_n + 1;\n\t\t\telse\n\t\t\t\ts->img_out_n = s->img_n;\n\t\t\tif (!stbi__create_png_image(z, z->expanded, raw_len, s->img_out_n, z->depth, color, interlace)) return 0;\n\t\t\tif (has_trans) {\n\t\t\t\tif (z->depth == 16) {\n\t\t\t\t\tif (!stbi__compute_transparency16(z, tc16, s->img_out_n)) return 0;\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tif (!stbi__compute_transparency(z, tc, s->img_out_n)) return 0;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (is_iphone && stbi__de_iphone_flag && s->img_out_n > 2)\n\t\t\t\tstbi__de_iphone(z);\n\t\t\tif (pal_img_n) {\n\t\t\t\t// pal_img_n == 3 or 4\n\t\t\t\ts->img_n = pal_img_n; // record the actual colors we had\n\t\t\t\ts->img_out_n = pal_img_n;\n\t\t\t\tif (req_comp >= 3) s->img_out_n = req_comp;\n\t\t\t\tif (!stbi__expand_png_palette(z, palette, pal_len, s->img_out_n))\n\t\t\t\t\treturn 0;\n\t\t\t}\n\t\t\telse if (has_trans) {\n\t\t\t\t// non-paletted image with tRNS -> source image has (constant) alpha\n\t\t\t\t++s->img_n;\n\t\t\t}\n\t\t\tSTBI_FREE(z->expanded); z->expanded = NULL;\n\t\t\t// end of PNG chunk, read and skip CRC\n\t\t\tstbi__get32be(s);\n\t\t\treturn 1;\n\t\t}\n\n\t\tdefault:\n\t\t\t// if critical, fail\n\t\t\tif (first) return stbi__err(\"first not IHDR\", \"Corrupt PNG\");\n\t\t\tif ((c.type & (1 << 29)) == 0) {\n#ifndef STBI_NO_FAILURE_STRINGS\n\t\t\t\t// not threadsafe\n\t\t\t\tstatic char invalid_chunk[] = \"XXXX PNG chunk not known\";\n\t\t\t\tinvalid_chunk[0] = STBI__BYTECAST(c.type >> 24);\n\t\t\t\tinvalid_chunk[1] = STBI__BYTECAST(c.type >> 16);\n\t\t\t\tinvalid_chunk[2] = STBI__BYTECAST(c.type >> 8);\n\t\t\t\tinvalid_chunk[3] = STBI__BYTECAST(c.type >> 0);\n#endif\n\t\t\t\treturn stbi__err(invalid_chunk, \"PNG not supported: unknown PNG chunk type\");\n\t\t\t}\n\t\t\tstbi__skip(s, c.length);\n\t\t\tbreak;\n\t\t}\n\t\t// end of PNG chunk, read and skip CRC\n\t\tstbi__get32be(s);\n\t}\n}\n\nstatic void *stbi__do_png(stbi__png *p, int *x, int *y, int *n, int req_comp, stbi__result_info *ri)\n{\n\tvoid *result = NULL;\n\tif (req_comp < 0 || req_comp > 4) return stbi__errpuc(\"bad req_comp\", \"Internal error\");\n\tif (stbi__parse_png_file(p, STBI__SCAN_load, req_comp)) {\n\t\tif (p->depth <= 8)\n\t\t\tri->bits_per_channel = 8;\n\t\telse if (p->depth == 16)\n\t\t\tri->bits_per_channel = 16;\n\t\telse\n\t\t\treturn stbi__errpuc(\"bad bits_per_channel\", \"PNG not supported: unsupported color depth\");\n\t\tresult = p->out;\n\t\tp->out = NULL;\n\t\tif (req_comp && req_comp != p->s->img_out_n) {\n\t\t\tif (ri->bits_per_channel == 8)\n\t\t\t\tresult = stbi__convert_format((unsigned char *)result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y);\n\t\t\telse\n\t\t\t\tresult = stbi__convert_format16((stbi__uint16 *)result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y);\n\t\t\tp->s->img_out_n = req_comp;\n\t\t\tif (result == NULL) return result;\n\t\t}\n\t\t*x = p->s->img_x;\n\t\t*y = p->s->img_y;\n\t\tif (n) *n = p->s->img_n;\n\t}\n\tSTBI_FREE(p->out);      p->out = NULL;\n\tSTBI_FREE(p->expanded); p->expanded = NULL;\n\tSTBI_FREE(p->idata);    p->idata = NULL;\n\n\treturn result;\n}\n\nstatic void *stbi__png_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri)\n{\n\tstbi__png p;\n\tp.s = s;\n\treturn stbi__do_png(&p, x, y, comp, req_comp, ri);\n}\n\nstatic int stbi__png_test(stbi__context *s)\n{\n\tint r;\n\tr = stbi__check_png_header(s);\n\tstbi__rewind(s);\n\treturn r;\n}\n\nstatic int stbi__png_info_raw(stbi__png *p, int *x, int *y, int *comp)\n{\n\tif (!stbi__parse_png_file(p, STBI__SCAN_header, 0)) {\n\t\tstbi__rewind(p->s);\n\t\treturn 0;\n\t}\n\tif (x) *x = p->s->img_x;\n\tif (y) *y = p->s->img_y;\n\tif (comp) *comp = p->s->img_n;\n\treturn 1;\n}\n\nstatic int stbi__png_info(stbi__context *s, int *x, int *y, int *comp)\n{\n\tstbi__png p;\n\tp.s = s;\n\treturn stbi__png_info_raw(&p, x, y, comp);\n}\n\nstatic int stbi__png_is16(stbi__context *s)\n{\n\tstbi__png p;\n\tp.s = s;\n\tif (!stbi__png_info_raw(&p, NULL, NULL, NULL))\n\t\treturn 0;\n\tif (p.depth != 16) {\n\t\tstbi__rewind(p.s);\n\t\treturn 0;\n\t}\n\treturn 1;\n}\n#endif\n\n// Microsoft/Windows BMP image\n\n#ifndef STBI_NO_BMP\nstatic int stbi__bmp_test_raw(stbi__context *s)\n{\n\tint r;\n\tint sz;\n\tif (stbi__get8(s) != 'B') return 0;\n\tif (stbi__get8(s) != 'M') return 0;\n\tstbi__get32le(s); // discard filesize\n\tstbi__get16le(s); // discard reserved\n\tstbi__get16le(s); // discard reserved\n\tstbi__get32le(s); // discard data offset\n\tsz = stbi__get32le(s);\n\tr = (sz == 12 || sz == 40 || sz == 56 || sz == 108 || sz == 124);\n\treturn r;\n}\n\nstatic int stbi__bmp_test(stbi__context *s)\n{\n\tint r = stbi__bmp_test_raw(s);\n\tstbi__rewind(s);\n\treturn r;\n}\n\n\n// returns 0..31 for the highest set bit\nstatic int stbi__high_bit(unsigned int z)\n{\n\tint n = 0;\n\tif (z == 0) return -1;\n\tif (z >= 0x10000) { n += 16; z >>= 16; }\n\tif (z >= 0x00100) { n += 8; z >>= 8; }\n\tif (z >= 0x00010) { n += 4; z >>= 4; }\n\tif (z >= 0x00004) { n += 2; z >>= 2; }\n\tif (z >= 0x00002) { n += 1;/* >>=  1;*/ }\n\treturn n;\n}\n\nstatic int stbi__bitcount(unsigned int a)\n{\n\ta = (a & 0x55555555) + ((a >> 1) & 0x55555555); // max 2\n\ta = (a & 0x33333333) + ((a >> 2) & 0x33333333); // max 4\n\ta = (a + (a >> 4)) & 0x0f0f0f0f; // max 8 per 4, now 8 bits\n\ta = (a + (a >> 8)); // max 16 per 8 bits\n\ta = (a + (a >> 16)); // max 32 per 8 bits\n\treturn a & 0xff;\n}\n\n// extract an arbitrarily-aligned N-bit value (N=bits)\n// from v, and then make it 8-bits long and fractionally\n// extend it to full full range.\nstatic int stbi__shiftsigned(unsigned int v, int shift, int bits)\n{\n\tstatic unsigned int mul_table[9] = {\n\t   0,\n\t   0xff/*0b11111111*/, 0x55/*0b01010101*/, 0x49/*0b01001001*/, 0x11/*0b00010001*/,\n\t   0x21/*0b00100001*/, 0x41/*0b01000001*/, 0x81/*0b10000001*/, 0x01/*0b00000001*/,\n\t};\n\tstatic unsigned int shift_table[9] = {\n\t   0, 0,0,1,0,2,4,6,0,\n\t};\n\tif (shift < 0)\n\t\tv <<= -shift;\n\telse\n\t\tv >>= shift;\n\tSTBI_ASSERT(v < 256);\n\tv >>= (8 - bits);\n\tSTBI_ASSERT(bits >= 0 && bits <= 8);\n\treturn (int)((unsigned)v * mul_table[bits]) >> shift_table[bits];\n}\n\ntypedef struct\n{\n\tint bpp, offset, hsz;\n\tunsigned int mr, mg, mb, ma, all_a;\n\tint extra_read;\n} stbi__bmp_data;\n\nstatic void *stbi__bmp_parse_header(stbi__context *s, stbi__bmp_data *info)\n{\n\tint hsz;\n\tif (stbi__get8(s) != 'B' || stbi__get8(s) != 'M') return stbi__errpuc(\"not BMP\", \"Corrupt BMP\");\n\tstbi__get32le(s); // discard filesize\n\tstbi__get16le(s); // discard reserved\n\tstbi__get16le(s); // discard reserved\n\tinfo->offset = stbi__get32le(s);\n\tinfo->hsz = hsz = stbi__get32le(s);\n\tinfo->mr = info->mg = info->mb = info->ma = 0;\n\tinfo->extra_read = 14;\n\n\tif (info->offset < 0) return stbi__errpuc(\"bad BMP\", \"bad BMP\");\n\n\tif (hsz != 12 && hsz != 40 && hsz != 56 && hsz != 108 && hsz != 124) return stbi__errpuc(\"unknown BMP\", \"BMP type not supported: unknown\");\n\tif (hsz == 12) {\n\t\ts->img_x = stbi__get16le(s);\n\t\ts->img_y = stbi__get16le(s);\n\t}\n\telse {\n\t\ts->img_x = stbi__get32le(s);\n\t\ts->img_y = stbi__get32le(s);\n\t}\n\tif (stbi__get16le(s) != 1) return stbi__errpuc(\"bad BMP\", \"bad BMP\");\n\tinfo->bpp = stbi__get16le(s);\n\tif (hsz != 12) {\n\t\tint compress = stbi__get32le(s);\n\t\tif (compress == 1 || compress == 2) return stbi__errpuc(\"BMP RLE\", \"BMP type not supported: RLE\");\n\t\tstbi__get32le(s); // discard sizeof\n\t\tstbi__get32le(s); // discard hres\n\t\tstbi__get32le(s); // discard vres\n\t\tstbi__get32le(s); // discard colorsused\n\t\tstbi__get32le(s); // discard max important\n\t\tif (hsz == 40 || hsz == 56) {\n\t\t\tif (hsz == 56) {\n\t\t\t\tstbi__get32le(s);\n\t\t\t\tstbi__get32le(s);\n\t\t\t\tstbi__get32le(s);\n\t\t\t\tstbi__get32le(s);\n\t\t\t}\n\t\t\tif (info->bpp == 16 || info->bpp == 32) {\n\t\t\t\tif (compress == 0) {\n\t\t\t\t\tif (info->bpp == 32) {\n\t\t\t\t\t\tinfo->mr = 0xffu << 16;\n\t\t\t\t\t\tinfo->mg = 0xffu << 8;\n\t\t\t\t\t\tinfo->mb = 0xffu << 0;\n\t\t\t\t\t\tinfo->ma = 0xffu << 24;\n\t\t\t\t\t\tinfo->all_a = 0; // if all_a is 0 at end, then we loaded alpha channel but it was all 0\n\t\t\t\t\t}\n\t\t\t\t\telse {\n\t\t\t\t\t\tinfo->mr = 31u << 10;\n\t\t\t\t\t\tinfo->mg = 31u << 5;\n\t\t\t\t\t\tinfo->mb = 31u << 0;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse if (compress == 3) {\n\t\t\t\t\tinfo->mr = stbi__get32le(s);\n\t\t\t\t\tinfo->mg = stbi__get32le(s);\n\t\t\t\t\tinfo->mb = stbi__get32le(s);\n\t\t\t\t\tinfo->extra_read += 12;\n\t\t\t\t\t// not documented, but generated by photoshop and handled by mspaint\n\t\t\t\t\tif (info->mr == info->mg && info->mg == info->mb) {\n\t\t\t\t\t\t// ?!?!?\n\t\t\t\t\t\treturn stbi__errpuc(\"bad BMP\", \"bad BMP\");\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t\treturn stbi__errpuc(\"bad BMP\", \"bad BMP\");\n\t\t\t}\n\t\t}\n\t\telse {\n\t\t\tint i;\n\t\t\tif (hsz != 108 && hsz != 124)\n\t\t\t\treturn stbi__errpuc(\"bad BMP\", \"bad BMP\");\n\t\t\tinfo->mr = stbi__get32le(s);\n\t\t\tinfo->mg = stbi__get32le(s);\n\t\t\tinfo->mb = stbi__get32le(s);\n\t\t\tinfo->ma = stbi__get32le(s);\n\t\t\tstbi__get32le(s); // discard color space\n\t\t\tfor (i = 0; i < 12; ++i)\n\t\t\t\tstbi__get32le(s); // discard color space parameters\n\t\t\tif (hsz == 124) {\n\t\t\t\tstbi__get32le(s); // discard rendering intent\n\t\t\t\tstbi__get32le(s); // discard offset of profile data\n\t\t\t\tstbi__get32le(s); // discard size of profile data\n\t\t\t\tstbi__get32le(s); // discard reserved\n\t\t\t}\n\t\t}\n\t}\n\treturn (void *)1;\n}\n\n\nstatic void *stbi__bmp_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri)\n{\n\tstbi_uc *out;\n\tunsigned int mr = 0, mg = 0, mb = 0, ma = 0, all_a;\n\tstbi_uc pal[256][4];\n\tint psize = 0, i, j, width;\n\tint flip_vertically, pad, target;\n\tstbi__bmp_data info;\n\tSTBI_NOTUSED(ri);\n\n\tinfo.all_a = 255;\n\tif (stbi__bmp_parse_header(s, &info) == NULL)\n\t\treturn NULL; // error code already set\n\n\tflip_vertically = ((int)s->img_y) > 0;\n\ts->img_y = abs((int)s->img_y);\n\n\tif (s->img_y > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n\tif (s->img_x > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n\n\tmr = info.mr;\n\tmg = info.mg;\n\tmb = info.mb;\n\tma = info.ma;\n\tall_a = info.all_a;\n\n\tif (info.hsz == 12) {\n\t\tif (info.bpp < 24)\n\t\t\tpsize = (info.offset - info.extra_read - 24) / 3;\n\t}\n\telse {\n\t\tif (info.bpp < 16)\n\t\t\tpsize = (info.offset - info.extra_read - info.hsz) >> 2;\n\t}\n\tif (psize == 0) {\n\t\tSTBI_ASSERT(info.offset == s->callback_already_read + (int)(s->img_buffer - s->img_buffer_original));\n\t\tif (info.offset != s->callback_already_read + (s->img_buffer - s->buffer_start)) {\n\t\t\treturn stbi__errpuc(\"bad offset\", \"Corrupt BMP\");\n\t\t}\n\t}\n\n\tif (info.bpp == 24 && ma == 0xff000000)\n\t\ts->img_n = 3;\n\telse\n\t\ts->img_n = ma ? 4 : 3;\n\tif (req_comp && req_comp >= 3) // we can directly decode 3 or 4\n\t\ttarget = req_comp;\n\telse\n\t\ttarget = s->img_n; // if they want monochrome, we'll post-convert\n\n\t // sanity-check size\n\tif (!stbi__mad3sizes_valid(target, s->img_x, s->img_y, 0))\n\t\treturn stbi__errpuc(\"too large\", \"Corrupt BMP\");\n\n\tout = (stbi_uc *)stbi__malloc_mad3(target, s->img_x, s->img_y, 0);\n\tif (!out) return stbi__errpuc(\"outofmem\", \"Out of memory\");\n\tif (info.bpp < 16) {\n\t\tint z = 0;\n\t\tif (psize == 0 || psize > 256) { STBI_FREE(out); return stbi__errpuc(\"invalid\", \"Corrupt BMP\"); }\n\t\tfor (i = 0; i < psize; ++i) {\n\t\t\tpal[i][2] = stbi__get8(s);\n\t\t\tpal[i][1] = stbi__get8(s);\n\t\t\tpal[i][0] = stbi__get8(s);\n\t\t\tif (info.hsz != 12) stbi__get8(s);\n\t\t\tpal[i][3] = 255;\n\t\t}\n\t\tstbi__skip(s, info.offset - info.extra_read - info.hsz - psize * (info.hsz == 12 ? 3 : 4));\n\t\tif (info.bpp == 1) width = (s->img_x + 7) >> 3;\n\t\telse if (info.bpp == 4) width = (s->img_x + 1) >> 1;\n\t\telse if (info.bpp == 8) width = s->img_x;\n\t\telse { STBI_FREE(out); return stbi__errpuc(\"bad bpp\", \"Corrupt BMP\"); }\n\t\tpad = (-width) & 3;\n\t\tif (info.bpp == 1) {\n\t\t\tfor (j = 0; j < (int)s->img_y; ++j) {\n\t\t\t\tint bit_offset = 7, v = stbi__get8(s);\n\t\t\t\tfor (i = 0; i < (int)s->img_x; ++i) {\n\t\t\t\t\tint color = (v >> bit_offset) & 0x1;\n\t\t\t\t\tout[z++] = pal[color][0];\n\t\t\t\t\tout[z++] = pal[color][1];\n\t\t\t\t\tout[z++] = pal[color][2];\n\t\t\t\t\tif (target == 4) out[z++] = 255;\n\t\t\t\t\tif (i + 1 == (int)s->img_x) break;\n\t\t\t\t\tif ((--bit_offset) < 0) {\n\t\t\t\t\t\tbit_offset = 7;\n\t\t\t\t\t\tv = stbi__get8(s);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tstbi__skip(s, pad);\n\t\t\t}\n\t\t}\n\t\telse {\n\t\t\tfor (j = 0; j < (int)s->img_y; ++j) {\n\t\t\t\tfor (i = 0; i < (int)s->img_x; i += 2) {\n\t\t\t\t\tint v = stbi__get8(s), v2 = 0;\n\t\t\t\t\tif (info.bpp == 4) {\n\t\t\t\t\t\tv2 = v & 15;\n\t\t\t\t\t\tv >>= 4;\n\t\t\t\t\t}\n\t\t\t\t\tout[z++] = pal[v][0];\n\t\t\t\t\tout[z++] = pal[v][1];\n\t\t\t\t\tout[z++] = pal[v][2];\n\t\t\t\t\tif (target == 4) out[z++] = 255;\n\t\t\t\t\tif (i + 1 == (int)s->img_x) break;\n\t\t\t\t\tv = (info.bpp == 8) ? stbi__get8(s) : v2;\n\t\t\t\t\tout[z++] = pal[v][0];\n\t\t\t\t\tout[z++] = pal[v][1];\n\t\t\t\t\tout[z++] = pal[v][2];\n\t\t\t\t\tif (target == 4) out[z++] = 255;\n\t\t\t\t}\n\t\t\t\tstbi__skip(s, pad);\n\t\t\t}\n\t\t}\n\t}\n\telse {\n\t\tint rshift = 0, gshift = 0, bshift = 0, ashift = 0, rcount = 0, gcount = 0, bcount = 0, acount = 0;\n\t\tint z = 0;\n\t\tint easy = 0;\n\t\tstbi__skip(s, info.offset - info.extra_read - info.hsz);\n\t\tif (info.bpp == 24) width = 3 * s->img_x;\n\t\telse if (info.bpp == 16) width = 2 * s->img_x;\n\t\telse /* bpp = 32 and pad = 0 */ width = 0;\n\t\tpad = (-width) & 3;\n\t\tif (info.bpp == 24) {\n\t\t\teasy = 1;\n\t\t}\n\t\telse if (info.bpp == 32) {\n\t\t\tif (mb == 0xff && mg == 0xff00 && mr == 0x00ff0000 && ma == 0xff000000)\n\t\t\t\teasy = 2;\n\t\t}\n\t\tif (!easy) {\n\t\t\tif (!mr || !mg || !mb) { STBI_FREE(out); return stbi__errpuc(\"bad masks\", \"Corrupt BMP\"); }\n\t\t\t// right shift amt to put high bit in position #7\n\t\t\trshift = stbi__high_bit(mr) - 7; rcount = stbi__bitcount(mr);\n\t\t\tgshift = stbi__high_bit(mg) - 7; gcount = stbi__bitcount(mg);\n\t\t\tbshift = stbi__high_bit(mb) - 7; bcount = stbi__bitcount(mb);\n\t\t\tashift = stbi__high_bit(ma) - 7; acount = stbi__bitcount(ma);\n\t\t\tif (rcount > 8 || gcount > 8 || bcount > 8 || acount > 8) { STBI_FREE(out); return stbi__errpuc(\"bad masks\", \"Corrupt BMP\"); }\n\t\t}\n\t\tfor (j = 0; j < (int)s->img_y; ++j) {\n\t\t\tif (easy) {\n\t\t\t\tfor (i = 0; i < (int)s->img_x; ++i) {\n\t\t\t\t\tunsigned char a;\n\t\t\t\t\tout[z + 2] = stbi__get8(s);\n\t\t\t\t\tout[z + 1] = stbi__get8(s);\n\t\t\t\t\tout[z + 0] = stbi__get8(s);\n\t\t\t\t\tz += 3;\n\t\t\t\t\ta = (easy == 2 ? stbi__get8(s) : 255);\n\t\t\t\t\tall_a |= a;\n\t\t\t\t\tif (target == 4) out[z++] = a;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse {\n\t\t\t\tint bpp = info.bpp;\n\t\t\t\tfor (i = 0; i < (int)s->img_x; ++i) {\n\t\t\t\t\tstbi__uint32 v = (bpp == 16 ? (stbi__uint32)stbi__get16le(s) : stbi__get32le(s));\n\t\t\t\t\tunsigned int a;\n\t\t\t\t\tout[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mr, rshift, rcount));\n\t\t\t\t\tout[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mg, gshift, gcount));\n\t\t\t\t\tout[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mb, bshift, bcount));\n\t\t\t\t\ta = (ma ? stbi__shiftsigned(v & ma, ashift, acount) : 255);\n\t\t\t\t\tall_a |= a;\n\t\t\t\t\tif (target == 4) out[z++] = STBI__BYTECAST(a);\n\t\t\t\t}\n\t\t\t}\n\t\t\tstbi__skip(s, pad);\n\t\t}\n\t}\n\n\t// if alpha channel is all 0s, replace with all 255s\n\tif (target == 4 && all_a == 0)\n\t\tfor (i = 4 * s->img_x*s->img_y - 1; i >= 0; i -= 4)\n\t\t\tout[i] = 255;\n\n\tif (flip_vertically) {\n\t\tstbi_uc t;\n\t\tfor (j = 0; j < (int)s->img_y >> 1; ++j) {\n\t\t\tstbi_uc *p1 = out + j * s->img_x*target;\n\t\t\tstbi_uc *p2 = out + (s->img_y - 1 - j)*s->img_x*target;\n\t\t\tfor (i = 0; i < (int)s->img_x*target; ++i) {\n\t\t\t\tt = p1[i]; p1[i] = p2[i]; p2[i] = t;\n\t\t\t}\n\t\t}\n\t}\n\n\tif (req_comp && req_comp != target) {\n\t\tout = stbi__convert_format(out, target, req_comp, s->img_x, s->img_y);\n\t\tif (out == NULL) return out; // stbi__convert_format frees input on failure\n\t}\n\n\t*x = s->img_x;\n\t*y = s->img_y;\n\tif (comp) *comp = s->img_n;\n\treturn out;\n}\n#endif\n\n// Targa Truevision - TGA\n// by Jonathan Dummer\n#ifndef STBI_NO_TGA\n// returns STBI_rgb or whatever, 0 on error\nstatic int stbi__tga_get_comp(int bits_per_pixel, int is_grey, int* is_rgb16)\n{\n\t// only RGB or RGBA (incl. 16bit) or grey allowed\n\tif (is_rgb16) *is_rgb16 = 0;\n\tswitch (bits_per_pixel) {\n\tcase 8:  return STBI_grey;\n\tcase 16: if (is_grey) return STBI_grey_alpha;\n\t\t// fallthrough\n\tcase 15: if (is_rgb16) *is_rgb16 = 1;\n\t\treturn STBI_rgb;\n\tcase 24: // fallthrough\n\tcase 32: return bits_per_pixel / 8;\n\tdefault: return 0;\n\t}\n}\n\nstatic int stbi__tga_info(stbi__context *s, int *x, int *y, int *comp)\n{\n\tint tga_w, tga_h, tga_comp, tga_image_type, tga_bits_per_pixel, tga_colormap_bpp;\n\tint sz, tga_colormap_type;\n\tstbi__get8(s);                   // discard Offset\n\ttga_colormap_type = stbi__get8(s); // colormap type\n\tif (tga_colormap_type > 1) {\n\t\tstbi__rewind(s);\n\t\treturn 0;      // only RGB or indexed allowed\n\t}\n\ttga_image_type = stbi__get8(s); // image type\n\tif (tga_colormap_type == 1) { // colormapped (paletted) image\n\t\tif (tga_image_type != 1 && tga_image_type != 9) {\n\t\t\tstbi__rewind(s);\n\t\t\treturn 0;\n\t\t}\n\t\tstbi__skip(s, 4);       // skip index of first colormap entry and number of entries\n\t\tsz = stbi__get8(s);    //   check bits per palette color entry\n\t\tif ((sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32)) {\n\t\t\tstbi__rewind(s);\n\t\t\treturn 0;\n\t\t}\n\t\tstbi__skip(s, 4);       // skip image x and y origin\n\t\ttga_colormap_bpp = sz;\n\t}\n\telse { // \"normal\" image w/o colormap - only RGB or grey allowed, +/- RLE\n\t\tif ((tga_image_type != 2) && (tga_image_type != 3) && (tga_image_type != 10) && (tga_image_type != 11)) {\n\t\t\tstbi__rewind(s);\n\t\t\treturn 0; // only RGB or grey allowed, +/- RLE\n\t\t}\n\t\tstbi__skip(s, 9); // skip colormap specification and image x/y origin\n\t\ttga_colormap_bpp = 0;\n\t}\n\ttga_w = stbi__get16le(s);\n\tif (tga_w < 1) {\n\t\tstbi__rewind(s);\n\t\treturn 0;   // test width\n\t}\n\ttga_h = stbi__get16le(s);\n\tif (tga_h < 1) {\n\t\tstbi__rewind(s);\n\t\treturn 0;   // test height\n\t}\n\ttga_bits_per_pixel = stbi__get8(s); // bits per pixel\n\tstbi__get8(s); // ignore alpha bits\n\tif (tga_colormap_bpp != 0) {\n\t\tif ((tga_bits_per_pixel != 8) && (tga_bits_per_pixel != 16)) {\n\t\t\t// when using a colormap, tga_bits_per_pixel is the size of the indexes\n\t\t\t// I don't think anything but 8 or 16bit indexes makes sense\n\t\t\tstbi__rewind(s);\n\t\t\treturn 0;\n\t\t}\n\t\ttga_comp = stbi__tga_get_comp(tga_colormap_bpp, 0, NULL);\n\t}\n\telse {\n\t\ttga_comp = stbi__tga_get_comp(tga_bits_per_pixel, (tga_image_type == 3) || (tga_image_type == 11), NULL);\n\t}\n\tif (!tga_comp) {\n\t\tstbi__rewind(s);\n\t\treturn 0;\n\t}\n\tif (x) *x = tga_w;\n\tif (y) *y = tga_h;\n\tif (comp) *comp = tga_comp;\n\treturn 1;                   // seems to have passed everything\n}\n\nstatic int stbi__tga_test(stbi__context *s)\n{\n\tint res = 0;\n\tint sz, tga_color_type;\n\tstbi__get8(s);      //   discard Offset\n\ttga_color_type = stbi__get8(s);   //   color type\n\tif (tga_color_type > 1) goto errorEnd;   //   only RGB or indexed allowed\n\tsz = stbi__get8(s);   //   image type\n\tif (tga_color_type == 1) { // colormapped (paletted) image\n\t\tif (sz != 1 && sz != 9) goto errorEnd; // colortype 1 demands image type 1 or 9\n\t\tstbi__skip(s, 4);       // skip index of first colormap entry and number of entries\n\t\tsz = stbi__get8(s);    //   check bits per palette color entry\n\t\tif ((sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32)) goto errorEnd;\n\t\tstbi__skip(s, 4);       // skip image x and y origin\n\t}\n\telse { // \"normal\" image w/o colormap\n\t\tif ((sz != 2) && (sz != 3) && (sz != 10) && (sz != 11)) goto errorEnd; // only RGB or grey allowed, +/- RLE\n\t\tstbi__skip(s, 9); // skip colormap specification and image x/y origin\n\t}\n\tif (stbi__get16le(s) < 1) goto errorEnd;      //   test width\n\tif (stbi__get16le(s) < 1) goto errorEnd;      //   test height\n\tsz = stbi__get8(s);   //   bits per pixel\n\tif ((tga_color_type == 1) && (sz != 8) && (sz != 16)) goto errorEnd; // for colormapped images, bpp is size of an index\n\tif ((sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32)) goto errorEnd;\n\n\tres = 1; // if we got this far, everything's good and we can return 1 instead of 0\n\nerrorEnd:\n\tstbi__rewind(s);\n\treturn res;\n}\n\n// read 16bit value and convert to 24bit RGB\nstatic void stbi__tga_read_rgb16(stbi__context *s, stbi_uc* out)\n{\n\tstbi__uint16 px = (stbi__uint16)stbi__get16le(s);\n\tstbi__uint16 fiveBitMask = 31;\n\t// we have 3 channels with 5bits each\n\tint r = (px >> 10) & fiveBitMask;\n\tint g = (px >> 5) & fiveBitMask;\n\tint b = px & fiveBitMask;\n\t// Note that this saves the data in RGB(A) order, so it doesn't need to be swapped later\n\tout[0] = (stbi_uc)((r * 255) / 31);\n\tout[1] = (stbi_uc)((g * 255) / 31);\n\tout[2] = (stbi_uc)((b * 255) / 31);\n\n\t// some people claim that the most significant bit might be used for alpha\n\t// (possibly if an alpha-bit is set in the \"image descriptor byte\")\n\t// but that only made 16bit test images completely translucent..\n\t// so let's treat all 15 and 16bit TGAs as RGB with no alpha.\n}\n\nstatic void *stbi__tga_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri)\n{\n\t//   read in the TGA header stuff\n\tint tga_offset = stbi__get8(s);\n\tint tga_indexed = stbi__get8(s);\n\tint tga_image_type = stbi__get8(s);\n\tint tga_is_RLE = 0;\n\tint tga_palette_start = stbi__get16le(s);\n\tint tga_palette_len = stbi__get16le(s);\n\tint tga_palette_bits = stbi__get8(s);\n\tint tga_x_origin = stbi__get16le(s);\n\tint tga_y_origin = stbi__get16le(s);\n\tint tga_width = stbi__get16le(s);\n\tint tga_height = stbi__get16le(s);\n\tint tga_bits_per_pixel = stbi__get8(s);\n\tint tga_comp, tga_rgb16 = 0;\n\tint tga_inverted = stbi__get8(s);\n\t// int tga_alpha_bits = tga_inverted & 15; // the 4 lowest bits - unused (useless?)\n\t//   image data\n\tunsigned char *tga_data;\n\tunsigned char *tga_palette = NULL;\n\tint i, j;\n\tunsigned char raw_data[4] = { 0 };\n\tint RLE_count = 0;\n\tint RLE_repeating = 0;\n\tint read_next_pixel = 1;\n\tSTBI_NOTUSED(ri);\n\tSTBI_NOTUSED(tga_x_origin); // @TODO\n\tSTBI_NOTUSED(tga_y_origin); // @TODO\n\n\tif (tga_height > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n\tif (tga_width > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n\n\t//   do a tiny bit of precessing\n\tif (tga_image_type >= 8)\n\t{\n\t\ttga_image_type -= 8;\n\t\ttga_is_RLE = 1;\n\t}\n\ttga_inverted = 1 - ((tga_inverted >> 5) & 1);\n\n\t//   If I'm paletted, then I'll use the number of bits from the palette\n\tif (tga_indexed) tga_comp = stbi__tga_get_comp(tga_palette_bits, 0, &tga_rgb16);\n\telse tga_comp = stbi__tga_get_comp(tga_bits_per_pixel, (tga_image_type == 3), &tga_rgb16);\n\n\tif (!tga_comp) // shouldn't really happen, stbi__tga_test() should have ensured basic consistency\n\t\treturn stbi__errpuc(\"bad format\", \"Can't find out TGA pixelformat\");\n\n\t//   tga info\n\t*x = tga_width;\n\t*y = tga_height;\n\tif (comp) *comp = tga_comp;\n\n\tif (!stbi__mad3sizes_valid(tga_width, tga_height, tga_comp, 0))\n\t\treturn stbi__errpuc(\"too large\", \"Corrupt TGA\");\n\n\ttga_data = (unsigned char*)stbi__malloc_mad3(tga_width, tga_height, tga_comp, 0);\n\tif (!tga_data) return stbi__errpuc(\"outofmem\", \"Out of memory\");\n\n\t// skip to the data's starting position (offset usually = 0)\n\tstbi__skip(s, tga_offset);\n\n\tif (!tga_indexed && !tga_is_RLE && !tga_rgb16) {\n\t\tfor (i = 0; i < tga_height; ++i) {\n\t\t\tint row = tga_inverted ? tga_height - i - 1 : i;\n\t\t\tstbi_uc *tga_row = tga_data + row * tga_width*tga_comp;\n\t\t\tstbi__getn(s, tga_row, tga_width * tga_comp);\n\t\t}\n\t}\n\telse {\n\t\t//   do I need to load a palette?\n\t\tif (tga_indexed)\n\t\t{\n\t\t\tif (tga_palette_len == 0) {  /* you have to have at least one entry! */\n\t\t\t\tSTBI_FREE(tga_data);\n\t\t\t\treturn stbi__errpuc(\"bad palette\", \"Corrupt TGA\");\n\t\t\t}\n\n\t\t\t//   any data to skip? (offset usually = 0)\n\t\t\tstbi__skip(s, tga_palette_start);\n\t\t\t//   load the palette\n\t\t\ttga_palette = (unsigned char*)stbi__malloc_mad2(tga_palette_len, tga_comp, 0);\n\t\t\tif (!tga_palette) {\n\t\t\t\tSTBI_FREE(tga_data);\n\t\t\t\treturn stbi__errpuc(\"outofmem\", \"Out of memory\");\n\t\t\t}\n\t\t\tif (tga_rgb16) {\n\t\t\t\tstbi_uc *pal_entry = tga_palette;\n\t\t\t\tSTBI_ASSERT(tga_comp == STBI_rgb);\n\t\t\t\tfor (i = 0; i < tga_palette_len; ++i) {\n\t\t\t\t\tstbi__tga_read_rgb16(s, pal_entry);\n\t\t\t\t\tpal_entry += tga_comp;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (!stbi__getn(s, tga_palette, tga_palette_len * tga_comp)) {\n\t\t\t\tSTBI_FREE(tga_data);\n\t\t\t\tSTBI_FREE(tga_palette);\n\t\t\t\treturn stbi__errpuc(\"bad palette\", \"Corrupt TGA\");\n\t\t\t}\n\t\t}\n\t\t//   load the data\n\t\tfor (i = 0; i < tga_width * tga_height; ++i)\n\t\t{\n\t\t\t//   if I'm in RLE mode, do I need to get a RLE stbi__pngchunk?\n\t\t\tif (tga_is_RLE)\n\t\t\t{\n\t\t\t\tif (RLE_count == 0)\n\t\t\t\t{\n\t\t\t\t\t//   yep, get the next byte as a RLE command\n\t\t\t\t\tint RLE_cmd = stbi__get8(s);\n\t\t\t\t\tRLE_count = 1 + (RLE_cmd & 127);\n\t\t\t\t\tRLE_repeating = RLE_cmd >> 7;\n\t\t\t\t\tread_next_pixel = 1;\n\t\t\t\t}\n\t\t\t\telse if (!RLE_repeating)\n\t\t\t\t{\n\t\t\t\t\tread_next_pixel = 1;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tread_next_pixel = 1;\n\t\t\t}\n\t\t\t//   OK, if I need to read a pixel, do it now\n\t\t\tif (read_next_pixel)\n\t\t\t{\n\t\t\t\t//   load however much data we did have\n\t\t\t\tif (tga_indexed)\n\t\t\t\t{\n\t\t\t\t\t// read in index, then perform the lookup\n\t\t\t\t\tint pal_idx = (tga_bits_per_pixel == 8) ? stbi__get8(s) : stbi__get16le(s);\n\t\t\t\t\tif (pal_idx >= tga_palette_len) {\n\t\t\t\t\t\t// invalid index\n\t\t\t\t\t\tpal_idx = 0;\n\t\t\t\t\t}\n\t\t\t\t\tpal_idx *= tga_comp;\n\t\t\t\t\tfor (j = 0; j < tga_comp; ++j) {\n\t\t\t\t\t\traw_data[j] = tga_palette[pal_idx + j];\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse if (tga_rgb16) {\n\t\t\t\t\tSTBI_ASSERT(tga_comp == STBI_rgb);\n\t\t\t\t\tstbi__tga_read_rgb16(s, raw_data);\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\t//   read in the data raw\n\t\t\t\t\tfor (j = 0; j < tga_comp; ++j) {\n\t\t\t\t\t\traw_data[j] = stbi__get8(s);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t//   clear the reading flag for the next pixel\n\t\t\t\tread_next_pixel = 0;\n\t\t\t} // end of reading a pixel\n\n\t\t\t// copy data\n\t\t\tfor (j = 0; j < tga_comp; ++j)\n\t\t\t\ttga_data[i*tga_comp + j] = raw_data[j];\n\n\t\t\t//   in case we're in RLE mode, keep counting down\n\t\t\t--RLE_count;\n\t\t}\n\t\t//   do I need to invert the image?\n\t\tif (tga_inverted)\n\t\t{\n\t\t\tfor (j = 0; j * 2 < tga_height; ++j)\n\t\t\t{\n\t\t\t\tint index1 = j * tga_width * tga_comp;\n\t\t\t\tint index2 = (tga_height - 1 - j) * tga_width * tga_comp;\n\t\t\t\tfor (i = tga_width * tga_comp; i > 0; --i)\n\t\t\t\t{\n\t\t\t\t\tunsigned char temp = tga_data[index1];\n\t\t\t\t\ttga_data[index1] = tga_data[index2];\n\t\t\t\t\ttga_data[index2] = temp;\n\t\t\t\t\t++index1;\n\t\t\t\t\t++index2;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\t//   clear my palette, if I had one\n\t\tif (tga_palette != NULL)\n\t\t{\n\t\t\tSTBI_FREE(tga_palette);\n\t\t}\n\t}\n\n\t// swap RGB - if the source data was RGB16, it already is in the right order\n\tif (tga_comp >= 3 && !tga_rgb16)\n\t{\n\t\tunsigned char* tga_pixel = tga_data;\n\t\tfor (i = 0; i < tga_width * tga_height; ++i)\n\t\t{\n\t\t\tunsigned char temp = tga_pixel[0];\n\t\t\ttga_pixel[0] = tga_pixel[2];\n\t\t\ttga_pixel[2] = temp;\n\t\t\ttga_pixel += tga_comp;\n\t\t}\n\t}\n\n\t// convert to target component count\n\tif (req_comp && req_comp != tga_comp)\n\t\ttga_data = stbi__convert_format(tga_data, tga_comp, req_comp, tga_width, tga_height);\n\n\t//   the things I do to get rid of an error message, and yet keep\n\t//   Microsoft's C compilers happy... [8^(\n\ttga_palette_start = tga_palette_len = tga_palette_bits =\n\t\ttga_x_origin = tga_y_origin = 0;\n\tSTBI_NOTUSED(tga_palette_start);\n\t//   OK, done\n\treturn tga_data;\n}\n#endif\n\n// *************************************************************************************************\n// Photoshop PSD loader -- PD by Thatcher Ulrich, integration by Nicolas Schulz, tweaked by STB\n\n#ifndef STBI_NO_PSD\nstatic int stbi__psd_test(stbi__context *s)\n{\n\tint r = (stbi__get32be(s) == 0x38425053);\n\tstbi__rewind(s);\n\treturn r;\n}\n\nstatic int stbi__psd_decode_rle(stbi__context *s, stbi_uc *p, int pixelCount)\n{\n\tint count, nleft, len;\n\n\tcount = 0;\n\twhile ((nleft = pixelCount - count) > 0) {\n\t\tlen = stbi__get8(s);\n\t\tif (len == 128) {\n\t\t\t// No-op.\n\t\t}\n\t\telse if (len < 128) {\n\t\t\t// Copy next len+1 bytes literally.\n\t\t\tlen++;\n\t\t\tif (len > nleft) return 0; // corrupt data\n\t\t\tcount += len;\n\t\t\twhile (len) {\n\t\t\t\t*p = stbi__get8(s);\n\t\t\t\tp += 4;\n\t\t\t\tlen--;\n\t\t\t}\n\t\t}\n\t\telse if (len > 128) {\n\t\t\tstbi_uc   val;\n\t\t\t// Next -len+1 bytes in the dest are replicated from next source byte.\n\t\t\t// (Interpret len as a negative 8-bit int.)\n\t\t\tlen = 257 - len;\n\t\t\tif (len > nleft) return 0; // corrupt data\n\t\t\tval = stbi__get8(s);\n\t\t\tcount += len;\n\t\t\twhile (len) {\n\t\t\t\t*p = val;\n\t\t\t\tp += 4;\n\t\t\t\tlen--;\n\t\t\t}\n\t\t}\n\t}\n\n\treturn 1;\n}\n\nstatic void *stbi__psd_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri, int bpc)\n{\n\tint pixelCount;\n\tint channelCount, compression;\n\tint channel, i;\n\tint bitdepth;\n\tint w, h;\n\tstbi_uc *out;\n\tSTBI_NOTUSED(ri);\n\n\t// Check identifier\n\tif (stbi__get32be(s) != 0x38425053)   // \"8BPS\"\n\t\treturn stbi__errpuc(\"not PSD\", \"Corrupt PSD image\");\n\n\t// Check file type version.\n\tif (stbi__get16be(s) != 1)\n\t\treturn stbi__errpuc(\"wrong version\", \"Unsupported version of PSD image\");\n\n\t// Skip 6 reserved bytes.\n\tstbi__skip(s, 6);\n\n\t// Read the number of channels (R, G, B, A, etc).\n\tchannelCount = stbi__get16be(s);\n\tif (channelCount < 0 || channelCount > 16)\n\t\treturn stbi__errpuc(\"wrong channel count\", \"Unsupported number of channels in PSD image\");\n\n\t// Read the rows and columns of the image.\n\th = stbi__get32be(s);\n\tw = stbi__get32be(s);\n\n\tif (h > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n\tif (w > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n\n\t// Make sure the depth is 8 bits.\n\tbitdepth = stbi__get16be(s);\n\tif (bitdepth != 8 && bitdepth != 16)\n\t\treturn stbi__errpuc(\"unsupported bit depth\", \"PSD bit depth is not 8 or 16 bit\");\n\n\t// Make sure the color mode is RGB.\n\t// Valid options are:\n\t//   0: Bitmap\n\t//   1: Grayscale\n\t//   2: Indexed color\n\t//   3: RGB color\n\t//   4: CMYK color\n\t//   7: Multichannel\n\t//   8: Duotone\n\t//   9: Lab color\n\tif (stbi__get16be(s) != 3)\n\t\treturn stbi__errpuc(\"wrong color format\", \"PSD is not in RGB color format\");\n\n\t// Skip the Mode Data.  (It's the palette for indexed color; other info for other modes.)\n\tstbi__skip(s, stbi__get32be(s));\n\n\t// Skip the image resources.  (resolution, pen tool paths, etc)\n\tstbi__skip(s, stbi__get32be(s));\n\n\t// Skip the reserved data.\n\tstbi__skip(s, stbi__get32be(s));\n\n\t// Find out if the data is compressed.\n\t// Known values:\n\t//   0: no compression\n\t//   1: RLE compressed\n\tcompression = stbi__get16be(s);\n\tif (compression > 1)\n\t\treturn stbi__errpuc(\"bad compression\", \"PSD has an unknown compression format\");\n\n\t// Check size\n\tif (!stbi__mad3sizes_valid(4, w, h, 0))\n\t\treturn stbi__errpuc(\"too large\", \"Corrupt PSD\");\n\n\t// Create the destination image.\n\n\tif (!compression && bitdepth == 16 && bpc == 16) {\n\t\tout = (stbi_uc *)stbi__malloc_mad3(8, w, h, 0);\n\t\tri->bits_per_channel = 16;\n\t}\n\telse\n\t\tout = (stbi_uc *)stbi__malloc(4 * w*h);\n\n\tif (!out) return stbi__errpuc(\"outofmem\", \"Out of memory\");\n\tpixelCount = w * h;\n\n\t// Initialize the data to zero.\n\t//memset( out, 0, pixelCount * 4 );\n\n\t// Finally, the image data.\n\tif (compression) {\n\t\t// RLE as used by .PSD and .TIFF\n\t\t// Loop until you get the number of unpacked bytes you are expecting:\n\t\t//     Read the next source byte into n.\n\t\t//     If n is between 0 and 127 inclusive, copy the next n+1 bytes literally.\n\t\t//     Else if n is between -127 and -1 inclusive, copy the next byte -n+1 times.\n\t\t//     Else if n is 128, noop.\n\t\t// Endloop\n\n\t\t// The RLE-compressed data is preceded by a 2-byte data count for each row in the data,\n\t\t// which we're going to just skip.\n\t\tstbi__skip(s, h * channelCount * 2);\n\n\t\t// Read the RLE data by channel.\n\t\tfor (channel = 0; channel < 4; channel++) {\n\t\t\tstbi_uc *p;\n\n\t\t\tp = out + channel;\n\t\t\tif (channel >= channelCount) {\n\t\t\t\t// Fill this channel with default data.\n\t\t\t\tfor (i = 0; i < pixelCount; i++, p += 4)\n\t\t\t\t\t*p = (channel == 3 ? 255 : 0);\n\t\t\t}\n\t\t\telse {\n\t\t\t\t// Read the RLE data.\n\t\t\t\tif (!stbi__psd_decode_rle(s, p, pixelCount)) {\n\t\t\t\t\tSTBI_FREE(out);\n\t\t\t\t\treturn stbi__errpuc(\"corrupt\", \"bad RLE data\");\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t}\n\telse {\n\t\t// We're at the raw image data.  It's each channel in order (Red, Green, Blue, Alpha, ...)\n\t\t// where each channel consists of an 8-bit (or 16-bit) value for each pixel in the image.\n\n\t\t// Read the data by channel.\n\t\tfor (channel = 0; channel < 4; channel++) {\n\t\t\tif (channel >= channelCount) {\n\t\t\t\t// Fill this channel with default data.\n\t\t\t\tif (bitdepth == 16 && bpc == 16) {\n\t\t\t\t\tstbi__uint16 *q = ((stbi__uint16 *)out) + channel;\n\t\t\t\t\tstbi__uint16 val = channel == 3 ? 65535 : 0;\n\t\t\t\t\tfor (i = 0; i < pixelCount; i++, q += 4)\n\t\t\t\t\t\t*q = val;\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tstbi_uc *p = out + channel;\n\t\t\t\t\tstbi_uc val = channel == 3 ? 255 : 0;\n\t\t\t\t\tfor (i = 0; i < pixelCount; i++, p += 4)\n\t\t\t\t\t\t*p = val;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse {\n\t\t\t\tif (ri->bits_per_channel == 16) {    // output bpc\n\t\t\t\t\tstbi__uint16 *q = ((stbi__uint16 *)out) + channel;\n\t\t\t\t\tfor (i = 0; i < pixelCount; i++, q += 4)\n\t\t\t\t\t\t*q = (stbi__uint16)stbi__get16be(s);\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tstbi_uc *p = out + channel;\n\t\t\t\t\tif (bitdepth == 16) {  // input bpc\n\t\t\t\t\t\tfor (i = 0; i < pixelCount; i++, p += 4)\n\t\t\t\t\t\t\t*p = (stbi_uc)(stbi__get16be(s) >> 8);\n\t\t\t\t\t}\n\t\t\t\t\telse {\n\t\t\t\t\t\tfor (i = 0; i < pixelCount; i++, p += 4)\n\t\t\t\t\t\t\t*p = stbi__get8(s);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t// remove weird white matte from PSD\n\tif (channelCount >= 4) {\n\t\tif (ri->bits_per_channel == 16) {\n\t\t\tfor (i = 0; i < w*h; ++i) {\n\t\t\t\tstbi__uint16 *pixel = (stbi__uint16 *)out + 4 * i;\n\t\t\t\tif (pixel[3] != 0 && pixel[3] != 65535) {\n\t\t\t\t\tfloat a = pixel[3] / 65535.0f;\n\t\t\t\t\tfloat ra = 1.0f / a;\n\t\t\t\t\tfloat inv_a = 65535.0f * (1 - ra);\n\t\t\t\t\tpixel[0] = (stbi__uint16)(pixel[0] * ra + inv_a);\n\t\t\t\t\tpixel[1] = (stbi__uint16)(pixel[1] * ra + inv_a);\n\t\t\t\t\tpixel[2] = (stbi__uint16)(pixel[2] * ra + inv_a);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\telse {\n\t\t\tfor (i = 0; i < w*h; ++i) {\n\t\t\t\tunsigned char *pixel = out + 4 * i;\n\t\t\t\tif (pixel[3] != 0 && pixel[3] != 255) {\n\t\t\t\t\tfloat a = pixel[3] / 255.0f;\n\t\t\t\t\tfloat ra = 1.0f / a;\n\t\t\t\t\tfloat inv_a = 255.0f * (1 - ra);\n\t\t\t\t\tpixel[0] = (unsigned char)(pixel[0] * ra + inv_a);\n\t\t\t\t\tpixel[1] = (unsigned char)(pixel[1] * ra + inv_a);\n\t\t\t\t\tpixel[2] = (unsigned char)(pixel[2] * ra + inv_a);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t// convert to desired output format\n\tif (req_comp && req_comp != 4) {\n\t\tif (ri->bits_per_channel == 16)\n\t\t\tout = (stbi_uc *)stbi__convert_format16((stbi__uint16 *)out, 4, req_comp, w, h);\n\t\telse\n\t\t\tout = stbi__convert_format(out, 4, req_comp, w, h);\n\t\tif (out == NULL) return out; // stbi__convert_format frees input on failure\n\t}\n\n\tif (comp) *comp = 4;\n\t*y = h;\n\t*x = w;\n\n\treturn out;\n}\n#endif\n\n// *************************************************************************************************\n// Softimage PIC loader\n// by Tom Seddon\n//\n// See http://softimage.wiki.softimage.com/index.php/INFO:_PIC_file_format\n// See http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/softimagepic/\n\n#ifndef STBI_NO_PIC\nstatic int stbi__pic_is4(stbi__context *s, const char *str)\n{\n\tint i;\n\tfor (i = 0; i < 4; ++i)\n\t\tif (stbi__get8(s) != (stbi_uc)str[i])\n\t\t\treturn 0;\n\n\treturn 1;\n}\n\nstatic int stbi__pic_test_core(stbi__context *s)\n{\n\tint i;\n\n\tif (!stbi__pic_is4(s, \"\\x53\\x80\\xF6\\x34\"))\n\t\treturn 0;\n\n\tfor (i = 0; i < 84; ++i)\n\t\tstbi__get8(s);\n\n\tif (!stbi__pic_is4(s, \"PICT\"))\n\t\treturn 0;\n\n\treturn 1;\n}\n\ntypedef struct\n{\n\tstbi_uc size, type, channel;\n} stbi__pic_packet;\n\nstatic stbi_uc *stbi__readval(stbi__context *s, int channel, stbi_uc *dest)\n{\n\tint mask = 0x80, i;\n\n\tfor (i = 0; i < 4; ++i, mask >>= 1) {\n\t\tif (channel & mask) {\n\t\t\tif (stbi__at_eof(s)) return stbi__errpuc(\"bad file\", \"PIC file too short\");\n\t\t\tdest[i] = stbi__get8(s);\n\t\t}\n\t}\n\n\treturn dest;\n}\n\nstatic void stbi__copyval(int channel, stbi_uc *dest, const stbi_uc *src)\n{\n\tint mask = 0x80, i;\n\n\tfor (i = 0; i < 4; ++i, mask >>= 1)\n\t\tif (channel&mask)\n\t\t\tdest[i] = src[i];\n}\n\nstatic stbi_uc *stbi__pic_load_core(stbi__context *s, int width, int height, int *comp, stbi_uc *result)\n{\n\tint act_comp = 0, num_packets = 0, y, chained;\n\tstbi__pic_packet packets[10];\n\n\t// this will (should...) cater for even some bizarre stuff like having data\n\t // for the same channel in multiple packets.\n\tdo {\n\t\tstbi__pic_packet *packet;\n\n\t\tif (num_packets == sizeof(packets) / sizeof(packets[0]))\n\t\t\treturn stbi__errpuc(\"bad format\", \"too many packets\");\n\n\t\tpacket = &packets[num_packets++];\n\n\t\tchained = stbi__get8(s);\n\t\tpacket->size = stbi__get8(s);\n\t\tpacket->type = stbi__get8(s);\n\t\tpacket->channel = stbi__get8(s);\n\n\t\tact_comp |= packet->channel;\n\n\t\tif (stbi__at_eof(s))          return stbi__errpuc(\"bad file\", \"file too short (reading packets)\");\n\t\tif (packet->size != 8)  return stbi__errpuc(\"bad format\", \"packet isn't 8bpp\");\n\t} while (chained);\n\n\t*comp = (act_comp & 0x10 ? 4 : 3); // has alpha channel?\n\n\tfor (y = 0; y < height; ++y) {\n\t\tint packet_idx;\n\n\t\tfor (packet_idx = 0; packet_idx < num_packets; ++packet_idx) {\n\t\t\tstbi__pic_packet *packet = &packets[packet_idx];\n\t\t\tstbi_uc *dest = result + y * width * 4;\n\n\t\t\tswitch (packet->type) {\n\t\t\tdefault:\n\t\t\t\treturn stbi__errpuc(\"bad format\", \"packet has bad compression type\");\n\n\t\t\tcase 0: {//uncompressed\n\t\t\t\tint x;\n\n\t\t\t\tfor (x = 0; x < width; ++x, dest += 4)\n\t\t\t\t\tif (!stbi__readval(s, packet->channel, dest))\n\t\t\t\t\t\treturn 0;\n\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\tcase 1://Pure RLE\n\t\t\t{\n\t\t\t\tint left = width, i;\n\n\t\t\t\twhile (left > 0) {\n\t\t\t\t\tstbi_uc count, value[4];\n\n\t\t\t\t\tcount = stbi__get8(s);\n\t\t\t\t\tif (stbi__at_eof(s))   return stbi__errpuc(\"bad file\", \"file too short (pure read count)\");\n\n\t\t\t\t\tif (count > left)\n\t\t\t\t\t\tcount = (stbi_uc)left;\n\n\t\t\t\t\tif (!stbi__readval(s, packet->channel, value))  return 0;\n\n\t\t\t\t\tfor (i = 0; i < count; ++i, dest += 4)\n\t\t\t\t\t\tstbi__copyval(packet->channel, dest, value);\n\t\t\t\t\tleft -= count;\n\t\t\t\t}\n\t\t\t}\n\t\t\tbreak;\n\n\t\t\tcase 2: {//Mixed RLE\n\t\t\t\tint left = width;\n\t\t\t\twhile (left > 0) {\n\t\t\t\t\tint count = stbi__get8(s), i;\n\t\t\t\t\tif (stbi__at_eof(s))  return stbi__errpuc(\"bad file\", \"file too short (mixed read count)\");\n\n\t\t\t\t\tif (count >= 128) { // Repeated\n\t\t\t\t\t\tstbi_uc value[4];\n\n\t\t\t\t\t\tif (count == 128)\n\t\t\t\t\t\t\tcount = stbi__get16be(s);\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tcount -= 127;\n\t\t\t\t\t\tif (count > left)\n\t\t\t\t\t\t\treturn stbi__errpuc(\"bad file\", \"scanline overrun\");\n\n\t\t\t\t\t\tif (!stbi__readval(s, packet->channel, value))\n\t\t\t\t\t\t\treturn 0;\n\n\t\t\t\t\t\tfor (i = 0; i < count; ++i, dest += 4)\n\t\t\t\t\t\t\tstbi__copyval(packet->channel, dest, value);\n\t\t\t\t\t}\n\t\t\t\t\telse { // Raw\n\t\t\t\t\t\t++count;\n\t\t\t\t\t\tif (count > left) return stbi__errpuc(\"bad file\", \"scanline overrun\");\n\n\t\t\t\t\t\tfor (i = 0; i < count; ++i, dest += 4)\n\t\t\t\t\t\t\tif (!stbi__readval(s, packet->channel, dest))\n\t\t\t\t\t\t\t\treturn 0;\n\t\t\t\t\t}\n\t\t\t\t\tleft -= count;\n\t\t\t\t}\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn result;\n}\n\nstatic void *stbi__pic_load(stbi__context *s, int *px, int *py, int *comp, int req_comp, stbi__result_info *ri)\n{\n\tstbi_uc *result;\n\tint i, x, y, internal_comp;\n\tSTBI_NOTUSED(ri);\n\n\tif (!comp) comp = &internal_comp;\n\n\tfor (i = 0; i < 92; ++i)\n\t\tstbi__get8(s);\n\n\tx = stbi__get16be(s);\n\ty = stbi__get16be(s);\n\n\tif (y > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n\tif (x > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n\n\tif (stbi__at_eof(s))  return stbi__errpuc(\"bad file\", \"file too short (pic header)\");\n\tif (!stbi__mad3sizes_valid(x, y, 4, 0)) return stbi__errpuc(\"too large\", \"PIC image too large to decode\");\n\n\tstbi__get32be(s); //skip `ratio'\n\tstbi__get16be(s); //skip `fields'\n\tstbi__get16be(s); //skip `pad'\n\n\t// intermediate buffer is RGBA\n\tresult = (stbi_uc *)stbi__malloc_mad3(x, y, 4, 0);\n\tmemset(result, 0xff, x*y * 4);\n\n\tif (!stbi__pic_load_core(s, x, y, comp, result)) {\n\t\tSTBI_FREE(result);\n\t\tresult = 0;\n\t}\n\t*px = x;\n\t*py = y;\n\tif (req_comp == 0) req_comp = *comp;\n\tresult = stbi__convert_format(result, 4, req_comp, x, y);\n\n\treturn result;\n}\n\nstatic int stbi__pic_test(stbi__context *s)\n{\n\tint r = stbi__pic_test_core(s);\n\tstbi__rewind(s);\n\treturn r;\n}\n#endif\n\n// *************************************************************************************************\n// GIF loader -- public domain by Jean-Marc Lienher -- simplified/shrunk by stb\n\n#ifndef STBI_NO_GIF\ntypedef struct\n{\n\tstbi__int16 prefix;\n\tstbi_uc first;\n\tstbi_uc suffix;\n} stbi__gif_lzw;\n\ntypedef struct\n{\n\tint w, h;\n\tstbi_uc *out;                 // output buffer (always 4 components)\n\tstbi_uc *background;          // The current \"background\" as far as a gif is concerned\n\tstbi_uc *history;\n\tint flags, bgindex, ratio, transparent, eflags;\n\tstbi_uc  pal[256][4];\n\tstbi_uc lpal[256][4];\n\tstbi__gif_lzw codes[8192];\n\tstbi_uc *color_table;\n\tint parse, step;\n\tint lflags;\n\tint start_x, start_y;\n\tint max_x, max_y;\n\tint cur_x, cur_y;\n\tint line_size;\n\tint delay;\n} stbi__gif;\n\nstatic int stbi__gif_test_raw(stbi__context *s)\n{\n\tint sz;\n\tif (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8') return 0;\n\tsz = stbi__get8(s);\n\tif (sz != '9' && sz != '7') return 0;\n\tif (stbi__get8(s) != 'a') return 0;\n\treturn 1;\n}\n\nstatic int stbi__gif_test(stbi__context *s)\n{\n\tint r = stbi__gif_test_raw(s);\n\tstbi__rewind(s);\n\treturn r;\n}\n\nstatic void stbi__gif_parse_colortable(stbi__context *s, stbi_uc pal[256][4], int num_entries, int transp)\n{\n\tint i;\n\tfor (i = 0; i < num_entries; ++i) {\n\t\tpal[i][2] = stbi__get8(s);\n\t\tpal[i][1] = stbi__get8(s);\n\t\tpal[i][0] = stbi__get8(s);\n\t\tpal[i][3] = transp == i ? 0 : 255;\n\t}\n}\n\nstatic int stbi__gif_header(stbi__context *s, stbi__gif *g, int *comp, int is_info)\n{\n\tstbi_uc version;\n\tif (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8')\n\t\treturn stbi__err(\"not GIF\", \"Corrupt GIF\");\n\n\tversion = stbi__get8(s);\n\tif (version != '7' && version != '9')    return stbi__err(\"not GIF\", \"Corrupt GIF\");\n\tif (stbi__get8(s) != 'a')                return stbi__err(\"not GIF\", \"Corrupt GIF\");\n\n\tstbi__g_failure_reason = \"\";\n\tg->w = stbi__get16le(s);\n\tg->h = stbi__get16le(s);\n\tg->flags = stbi__get8(s);\n\tg->bgindex = stbi__get8(s);\n\tg->ratio = stbi__get8(s);\n\tg->transparent = -1;\n\n\tif (g->w > STBI_MAX_DIMENSIONS) return stbi__err(\"too large\", \"Very large image (corrupt?)\");\n\tif (g->h > STBI_MAX_DIMENSIONS) return stbi__err(\"too large\", \"Very large image (corrupt?)\");\n\n\tif (comp != 0) *comp = 4;  // can't actually tell whether it's 3 or 4 until we parse the comments\n\n\tif (is_info) return 1;\n\n\tif (g->flags & 0x80)\n\t\tstbi__gif_parse_colortable(s, g->pal, 2 << (g->flags & 7), -1);\n\n\treturn 1;\n}\n\nstatic int stbi__gif_info_raw(stbi__context *s, int *x, int *y, int *comp)\n{\n\tstbi__gif* g = (stbi__gif*)stbi__malloc(sizeof(stbi__gif));\n\tif (!stbi__gif_header(s, g, comp, 1)) {\n\t\tSTBI_FREE(g);\n\t\tstbi__rewind(s);\n\t\treturn 0;\n\t}\n\tif (x) *x = g->w;\n\tif (y) *y = g->h;\n\tSTBI_FREE(g);\n\treturn 1;\n}\n\nstatic void stbi__out_gif_code(stbi__gif *g, stbi__uint16 code)\n{\n\tstbi_uc *p, *c;\n\tint idx;\n\n\t// recurse to decode the prefixes, since the linked-list is backwards,\n\t// and working backwards through an interleaved image would be nasty\n\tif (g->codes[code].prefix >= 0)\n\t\tstbi__out_gif_code(g, g->codes[code].prefix);\n\n\tif (g->cur_y >= g->max_y) return;\n\n\tidx = g->cur_x + g->cur_y;\n\tp = &g->out[idx];\n\tg->history[idx / 4] = 1;\n\n\tc = &g->color_table[g->codes[code].suffix * 4];\n\tif (c[3] > 128) { // don't render transparent pixels;\n\t\tp[0] = c[2];\n\t\tp[1] = c[1];\n\t\tp[2] = c[0];\n\t\tp[3] = c[3];\n\t}\n\tg->cur_x += 4;\n\n\tif (g->cur_x >= g->max_x) {\n\t\tg->cur_x = g->start_x;\n\t\tg->cur_y += g->step;\n\n\t\twhile (g->cur_y >= g->max_y && g->parse > 0) {\n\t\t\tg->step = (1 << g->parse) * g->line_size;\n\t\t\tg->cur_y = g->start_y + (g->step >> 1);\n\t\t\t--g->parse;\n\t\t}\n\t}\n}\n\nstatic stbi_uc *stbi__process_gif_raster(stbi__context *s, stbi__gif *g)\n{\n\tstbi_uc lzw_cs;\n\tstbi__int32 len, init_code;\n\tstbi__uint32 first;\n\tstbi__int32 codesize, codemask, avail, oldcode, bits, valid_bits, clear;\n\tstbi__gif_lzw *p;\n\n\tlzw_cs = stbi__get8(s);\n\tif (lzw_cs > 12) return NULL;\n\tclear = 1 << lzw_cs;\n\tfirst = 1;\n\tcodesize = lzw_cs + 1;\n\tcodemask = (1 << codesize) - 1;\n\tbits = 0;\n\tvalid_bits = 0;\n\tfor (init_code = 0; init_code < clear; init_code++) {\n\t\tg->codes[init_code].prefix = -1;\n\t\tg->codes[init_code].first = (stbi_uc)init_code;\n\t\tg->codes[init_code].suffix = (stbi_uc)init_code;\n\t}\n\n\t// support no starting clear code\n\tavail = clear + 2;\n\toldcode = -1;\n\n\tlen = 0;\n\tfor (;;) {\n\t\tif (valid_bits < codesize) {\n\t\t\tif (len == 0) {\n\t\t\t\tlen = stbi__get8(s); // start new block\n\t\t\t\tif (len == 0)\n\t\t\t\t\treturn g->out;\n\t\t\t}\n\t\t\t--len;\n\t\t\tbits |= (stbi__int32)stbi__get8(s) << valid_bits;\n\t\t\tvalid_bits += 8;\n\t\t}\n\t\telse {\n\t\t\tstbi__int32 code = bits & codemask;\n\t\t\tbits >>= codesize;\n\t\t\tvalid_bits -= codesize;\n\t\t\t// @OPTIMIZE: is there some way we can accelerate the non-clear path?\n\t\t\tif (code == clear) {  // clear code\n\t\t\t\tcodesize = lzw_cs + 1;\n\t\t\t\tcodemask = (1 << codesize) - 1;\n\t\t\t\tavail = clear + 2;\n\t\t\t\toldcode = -1;\n\t\t\t\tfirst = 0;\n\t\t\t}\n\t\t\telse if (code == clear + 1) { // end of stream code\n\t\t\t\tstbi__skip(s, len);\n\t\t\t\twhile ((len = stbi__get8(s)) > 0)\n\t\t\t\t\tstbi__skip(s, len);\n\t\t\t\treturn g->out;\n\t\t\t}\n\t\t\telse if (code <= avail) {\n\t\t\t\tif (first) {\n\t\t\t\t\treturn stbi__errpuc(\"no clear code\", \"Corrupt GIF\");\n\t\t\t\t}\n\n\t\t\t\tif (oldcode >= 0) {\n\t\t\t\t\tp = &g->codes[avail++];\n\t\t\t\t\tif (avail > 8192) {\n\t\t\t\t\t\treturn stbi__errpuc(\"too many codes\", \"Corrupt GIF\");\n\t\t\t\t\t}\n\n\t\t\t\t\tp->prefix = (stbi__int16)oldcode;\n\t\t\t\t\tp->first = g->codes[oldcode].first;\n\t\t\t\t\tp->suffix = (code == avail) ? p->first : g->codes[code].first;\n\t\t\t\t}\n\t\t\t\telse if (code == avail)\n\t\t\t\t\treturn stbi__errpuc(\"illegal code in raster\", \"Corrupt GIF\");\n\n\t\t\t\tstbi__out_gif_code(g, (stbi__uint16)code);\n\n\t\t\t\tif ((avail & codemask) == 0 && avail <= 0x0FFF) {\n\t\t\t\t\tcodesize++;\n\t\t\t\t\tcodemask = (1 << codesize) - 1;\n\t\t\t\t}\n\n\t\t\t\toldcode = code;\n\t\t\t}\n\t\t\telse {\n\t\t\t\treturn stbi__errpuc(\"illegal code in raster\", \"Corrupt GIF\");\n\t\t\t}\n\t\t}\n\t}\n}\n\n// this function is designed to support animated gifs, although stb_image doesn't support it\n// two back is the image from two frames ago, used for a very specific disposal format\nstatic stbi_uc *stbi__gif_load_next(stbi__context *s, stbi__gif *g, int *comp, int req_comp, stbi_uc *two_back)\n{\n\tint dispose;\n\tint first_frame;\n\tint pi;\n\tint pcount;\n\tSTBI_NOTUSED(req_comp);\n\n\t// on first frame, any non-written pixels get the background colour (non-transparent)\n\tfirst_frame = 0;\n\tif (g->out == 0) {\n\t\tif (!stbi__gif_header(s, g, comp, 0)) return 0; // stbi__g_failure_reason set by stbi__gif_header\n\t\tif (!stbi__mad3sizes_valid(4, g->w, g->h, 0))\n\t\t\treturn stbi__errpuc(\"too large\", \"GIF image is too large\");\n\t\tpcount = g->w * g->h;\n\t\tg->out = (stbi_uc *)stbi__malloc(4 * pcount);\n\t\tg->background = (stbi_uc *)stbi__malloc(4 * pcount);\n\t\tg->history = (stbi_uc *)stbi__malloc(pcount);\n\t\tif (!g->out || !g->background || !g->history)\n\t\t\treturn stbi__errpuc(\"outofmem\", \"Out of memory\");\n\n\t\t// image is treated as \"transparent\" at the start - ie, nothing overwrites the current background;\n\t\t// background colour is only used for pixels that are not rendered first frame, after that \"background\"\n\t\t// color refers to the color that was there the previous frame.\n\t\tmemset(g->out, 0x00, 4 * pcount);\n\t\tmemset(g->background, 0x00, 4 * pcount); // state of the background (starts transparent)\n\t\tmemset(g->history, 0x00, pcount);        // pixels that were affected previous frame\n\t\tfirst_frame = 1;\n\t}\n\telse {\n\t\t// second frame - how do we dispose of the previous one?\n\t\tdispose = (g->eflags & 0x1C) >> 2;\n\t\tpcount = g->w * g->h;\n\n\t\tif ((dispose == 3) && (two_back == 0)) {\n\t\t\tdispose = 2; // if I don't have an image to revert back to, default to the old background\n\t\t}\n\n\t\tif (dispose == 3) { // use previous graphic\n\t\t\tfor (pi = 0; pi < pcount; ++pi) {\n\t\t\t\tif (g->history[pi]) {\n\t\t\t\t\tmemcpy(&g->out[pi * 4], &two_back[pi * 4], 4);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\telse if (dispose == 2) {\n\t\t\t// restore what was changed last frame to background before that frame;\n\t\t\tfor (pi = 0; pi < pcount; ++pi) {\n\t\t\t\tif (g->history[pi]) {\n\t\t\t\t\tmemcpy(&g->out[pi * 4], &g->background[pi * 4], 4);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\telse {\n\t\t\t// This is a non-disposal case eithe way, so just\n\t\t\t// leave the pixels as is, and they will become the new background\n\t\t\t// 1: do not dispose\n\t\t\t// 0:  not specified.\n\t\t}\n\n\t\t// background is what out is after the undoing of the previou frame;\n\t\tmemcpy(g->background, g->out, 4 * g->w * g->h);\n\t}\n\n\t// clear my history;\n\tmemset(g->history, 0x00, g->w * g->h);        // pixels that were affected previous frame\n\n\tfor (;;) {\n\t\tint tag = stbi__get8(s);\n\t\tswitch (tag) {\n\t\tcase 0x2C: /* Image Descriptor */\n\t\t{\n\t\t\tstbi__int32 x, y, w, h;\n\t\t\tstbi_uc *o;\n\n\t\t\tx = stbi__get16le(s);\n\t\t\ty = stbi__get16le(s);\n\t\t\tw = stbi__get16le(s);\n\t\t\th = stbi__get16le(s);\n\t\t\tif (((x + w) > (g->w)) || ((y + h) > (g->h)))\n\t\t\t\treturn stbi__errpuc(\"bad Image Descriptor\", \"Corrupt GIF\");\n\n\t\t\tg->line_size = g->w * 4;\n\t\t\tg->start_x = x * 4;\n\t\t\tg->start_y = y * g->line_size;\n\t\t\tg->max_x = g->start_x + w * 4;\n\t\t\tg->max_y = g->start_y + h * g->line_size;\n\t\t\tg->cur_x = g->start_x;\n\t\t\tg->cur_y = g->start_y;\n\n\t\t\t// if the width of the specified rectangle is 0, that means\n\t\t\t// we may not see *any* pixels or the image is malformed;\n\t\t\t// to make sure this is caught, move the current y down to\n\t\t\t// max_y (which is what out_gif_code checks).\n\t\t\tif (w == 0)\n\t\t\t\tg->cur_y = g->max_y;\n\n\t\t\tg->lflags = stbi__get8(s);\n\n\t\t\tif (g->lflags & 0x40) {\n\t\t\t\tg->step = 8 * g->line_size; // first interlaced spacing\n\t\t\t\tg->parse = 3;\n\t\t\t}\n\t\t\telse {\n\t\t\t\tg->step = g->line_size;\n\t\t\t\tg->parse = 0;\n\t\t\t}\n\n\t\t\tif (g->lflags & 0x80) {\n\t\t\t\tstbi__gif_parse_colortable(s, g->lpal, 2 << (g->lflags & 7), g->eflags & 0x01 ? g->transparent : -1);\n\t\t\t\tg->color_table = (stbi_uc *)g->lpal;\n\t\t\t}\n\t\t\telse if (g->flags & 0x80) {\n\t\t\t\tg->color_table = (stbi_uc *)g->pal;\n\t\t\t}\n\t\t\telse\n\t\t\t\treturn stbi__errpuc(\"missing color table\", \"Corrupt GIF\");\n\n\t\t\to = stbi__process_gif_raster(s, g);\n\t\t\tif (!o) return NULL;\n\n\t\t\t// if this was the first frame,\n\t\t\tpcount = g->w * g->h;\n\t\t\tif (first_frame && (g->bgindex > 0)) {\n\t\t\t\t// if first frame, any pixel not drawn to gets the background color\n\t\t\t\tfor (pi = 0; pi < pcount; ++pi) {\n\t\t\t\t\tif (g->history[pi] == 0) {\n\t\t\t\t\t\tg->pal[g->bgindex][3] = 255; // just in case it was made transparent, undo that; It will be reset next frame if need be;\n\t\t\t\t\t\tmemcpy(&g->out[pi * 4], &g->pal[g->bgindex], 4);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn o;\n\t\t}\n\n\t\tcase 0x21: // Comment Extension.\n\t\t{\n\t\t\tint len;\n\t\t\tint ext = stbi__get8(s);\n\t\t\tif (ext == 0xF9) { // Graphic Control Extension.\n\t\t\t\tlen = stbi__get8(s);\n\t\t\t\tif (len == 4) {\n\t\t\t\t\tg->eflags = stbi__get8(s);\n\t\t\t\t\tg->delay = 10 * stbi__get16le(s); // delay - 1/100th of a second, saving as 1/1000ths.\n\n\t\t\t\t\t// unset old transparent\n\t\t\t\t\tif (g->transparent >= 0) {\n\t\t\t\t\t\tg->pal[g->transparent][3] = 255;\n\t\t\t\t\t}\n\t\t\t\t\tif (g->eflags & 0x01) {\n\t\t\t\t\t\tg->transparent = stbi__get8(s);\n\t\t\t\t\t\tif (g->transparent >= 0) {\n\t\t\t\t\t\t\tg->pal[g->transparent][3] = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse {\n\t\t\t\t\t\t// don't need transparent\n\t\t\t\t\t\tstbi__skip(s, 1);\n\t\t\t\t\t\tg->transparent = -1;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tstbi__skip(s, len);\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t\twhile ((len = stbi__get8(s)) != 0) {\n\t\t\t\tstbi__skip(s, len);\n\t\t\t}\n\t\t\tbreak;\n\t\t}\n\n\t\tcase 0x3B: // gif stream termination code\n\t\t\treturn (stbi_uc *)s; // using '1' causes warning on some compilers\n\n\t\tdefault:\n\t\t\treturn stbi__errpuc(\"unknown code\", \"Corrupt GIF\");\n\t\t}\n\t}\n}\n\nstatic void *stbi__load_gif_main(stbi__context *s, int **delays, int *x, int *y, int *z, int *comp, int req_comp)\n{\n\tif (stbi__gif_test(s)) {\n\t\tint layers = 0;\n\t\tstbi_uc *u = 0;\n\t\tstbi_uc *out = 0;\n\t\tstbi_uc *two_back = 0;\n\t\tstbi__gif g;\n\t\tint stride;\n\t\tint out_size = 0;\n\t\tint delays_size = 0;\n\t\tmemset(&g, 0, sizeof(g));\n\t\tif (delays) {\n\t\t\t*delays = 0;\n\t\t}\n\n\t\tdo {\n\t\t\tu = stbi__gif_load_next(s, &g, comp, req_comp, two_back);\n\t\t\tif (u == (stbi_uc *)s) u = 0;  // end of animated gif marker\n\n\t\t\tif (u) {\n\t\t\t\t*x = g.w;\n\t\t\t\t*y = g.h;\n\t\t\t\t++layers;\n\t\t\t\tstride = g.w * g.h * 4;\n\n\t\t\t\tif (out) {\n\t\t\t\t\tvoid *tmp = (stbi_uc*)STBI_REALLOC_SIZED(out, out_size, layers * stride);\n\t\t\t\t\tif (NULL == tmp) {\n\t\t\t\t\t\tSTBI_FREE(g.out);\n\t\t\t\t\t\tSTBI_FREE(g.history);\n\t\t\t\t\t\tSTBI_FREE(g.background);\n\t\t\t\t\t\treturn stbi__errpuc(\"outofmem\", \"Out of memory\");\n\t\t\t\t\t}\n\t\t\t\t\telse {\n\t\t\t\t\t\tout = (stbi_uc*)tmp;\n\t\t\t\t\t\tout_size = layers * stride;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (delays) {\n\t\t\t\t\t\t*delays = (int*)STBI_REALLOC_SIZED(*delays, delays_size, sizeof(int) * layers);\n\t\t\t\t\t\tdelays_size = layers * sizeof(int);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tout = (stbi_uc*)stbi__malloc(layers * stride);\n\t\t\t\t\tout_size = layers * stride;\n\t\t\t\t\tif (delays) {\n\t\t\t\t\t\t*delays = (int*)stbi__malloc(layers * sizeof(int));\n\t\t\t\t\t\tdelays_size = layers * sizeof(int);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tmemcpy(out + ((layers - 1) * stride), u, stride);\n\t\t\t\tif (layers >= 2) {\n\t\t\t\t\ttwo_back = out - 2 * stride;\n\t\t\t\t}\n\n\t\t\t\tif (delays) {\n\t\t\t\t\t(*delays)[layers - 1U] = g.delay;\n\t\t\t\t}\n\t\t\t}\n\t\t} while (u != 0);\n\n\t\t// free temp buffer;\n\t\tSTBI_FREE(g.out);\n\t\tSTBI_FREE(g.history);\n\t\tSTBI_FREE(g.background);\n\n\t\t// do the final conversion after loading everything;\n\t\tif (req_comp && req_comp != 4)\n\t\t\tout = stbi__convert_format(out, 4, req_comp, layers * g.w, g.h);\n\n\t\t*z = layers;\n\t\treturn out;\n\t}\n\telse {\n\t\treturn stbi__errpuc(\"not GIF\", \"Image was not as a gif type.\");\n\t}\n}\n\nstatic void *stbi__gif_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri)\n{\n\tstbi_uc *u = 0;\n\tstbi__gif g;\n\tmemset(&g, 0, sizeof(g));\n\tSTBI_NOTUSED(ri);\n\n\tu = stbi__gif_load_next(s, &g, comp, req_comp, 0);\n\tif (u == (stbi_uc *)s) u = 0;  // end of animated gif marker\n\tif (u) {\n\t\t*x = g.w;\n\t\t*y = g.h;\n\n\t\t// moved conversion to after successful load so that the same\n\t\t// can be done for multiple frames.\n\t\tif (req_comp && req_comp != 4)\n\t\t\tu = stbi__convert_format(u, 4, req_comp, g.w, g.h);\n\t}\n\telse if (g.out) {\n\t\t// if there was an error and we allocated an image buffer, free it!\n\t\tSTBI_FREE(g.out);\n\t}\n\n\t// free buffers needed for multiple frame loading;\n\tSTBI_FREE(g.history);\n\tSTBI_FREE(g.background);\n\n\treturn u;\n}\n\nstatic int stbi__gif_info(stbi__context *s, int *x, int *y, int *comp)\n{\n\treturn stbi__gif_info_raw(s, x, y, comp);\n}\n#endif\n\n// *************************************************************************************************\n// Radiance RGBE HDR loader\n// originally by Nicolas Schulz\n#ifndef STBI_NO_HDR\nstatic int stbi__hdr_test_core(stbi__context *s, const char *signature)\n{\n\tint i;\n\tfor (i = 0; signature[i]; ++i)\n\t\tif (stbi__get8(s) != signature[i])\n\t\t\treturn 0;\n\tstbi__rewind(s);\n\treturn 1;\n}\n\nstatic int stbi__hdr_test(stbi__context* s)\n{\n\tint r = stbi__hdr_test_core(s, \"#?RADIANCE\\n\");\n\tstbi__rewind(s);\n\tif (!r) {\n\t\tr = stbi__hdr_test_core(s, \"#?RGBE\\n\");\n\t\tstbi__rewind(s);\n\t}\n\treturn r;\n}\n\n#define STBI__HDR_BUFLEN  1024\nstatic char *stbi__hdr_gettoken(stbi__context *z, char *buffer)\n{\n\tint len = 0;\n\tchar c = '\\0';\n\n\tc = (char)stbi__get8(z);\n\n\twhile (!stbi__at_eof(z) && c != '\\n') {\n\t\tbuffer[len++] = c;\n\t\tif (len == STBI__HDR_BUFLEN - 1) {\n\t\t\t// flush to end of line\n\t\t\twhile (!stbi__at_eof(z) && stbi__get8(z) != '\\n')\n\t\t\t\t;\n\t\t\tbreak;\n\t\t}\n\t\tc = (char)stbi__get8(z);\n\t}\n\n\tbuffer[len] = 0;\n\treturn buffer;\n}\n\nstatic void stbi__hdr_convert(float *output, stbi_uc *input, int req_comp)\n{\n\tif (input[3] != 0) {\n\t\tfloat f1;\n\t\t// Exponent\n\t\tf1 = (float)ldexp(1.0f, input[3] - (int)(128 + 8));\n\t\tif (req_comp <= 2)\n\t\t\toutput[0] = (input[0] + input[1] + input[2]) * f1 / 3;\n\t\telse {\n\t\t\toutput[0] = input[0] * f1;\n\t\t\toutput[1] = input[1] * f1;\n\t\t\toutput[2] = input[2] * f1;\n\t\t}\n\t\tif (req_comp == 2) output[1] = 1;\n\t\tif (req_comp == 4) output[3] = 1;\n\t}\n\telse {\n\t\tswitch (req_comp) {\n\t\tcase 4: output[3] = 1; /* fallthrough */\n\t\tcase 3: output[0] = output[1] = output[2] = 0;\n\t\t\tbreak;\n\t\tcase 2: output[1] = 1; /* fallthrough */\n\t\tcase 1: output[0] = 0;\n\t\t\tbreak;\n\t\t}\n\t}\n}\n\nstatic float *stbi__hdr_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri)\n{\n\tchar buffer[STBI__HDR_BUFLEN];\n\tchar *token;\n\tint valid = 0;\n\tint width, height;\n\tstbi_uc *scanline;\n\tfloat *hdr_data;\n\tint len;\n\tunsigned char count, value;\n\tint i, j, k, c1, c2, z;\n\tconst char *headerToken;\n\tSTBI_NOTUSED(ri);\n\n\t// Check identifier\n\theaderToken = stbi__hdr_gettoken(s, buffer);\n\tif (strcmp(headerToken, \"#?RADIANCE\") != 0 && strcmp(headerToken, \"#?RGBE\") != 0)\n\t\treturn stbi__errpf(\"not HDR\", \"Corrupt HDR image\");\n\n\t// Parse header\n\tfor (;;) {\n\t\ttoken = stbi__hdr_gettoken(s, buffer);\n\t\tif (token[0] == 0) break;\n\t\tif (strcmp(token, \"FORMAT=32-bit_rle_rgbe\") == 0) valid = 1;\n\t}\n\n\tif (!valid)    return stbi__errpf(\"unsupported format\", \"Unsupported HDR format\");\n\n\t// Parse width and height\n\t// can't use sscanf() if we're not using stdio!\n\ttoken = stbi__hdr_gettoken(s, buffer);\n\tif (strncmp(token, \"-Y \", 3))  return stbi__errpf(\"unsupported data layout\", \"Unsupported HDR format\");\n\ttoken += 3;\n\theight = (int)strtol(token, &token, 10);\n\twhile (*token == ' ') ++token;\n\tif (strncmp(token, \"+X \", 3))  return stbi__errpf(\"unsupported data layout\", \"Unsupported HDR format\");\n\ttoken += 3;\n\twidth = (int)strtol(token, NULL, 10);\n\n\tif (height > STBI_MAX_DIMENSIONS) return stbi__errpf(\"too large\", \"Very large image (corrupt?)\");\n\tif (width > STBI_MAX_DIMENSIONS) return stbi__errpf(\"too large\", \"Very large image (corrupt?)\");\n\n\t*x = width;\n\t*y = height;\n\n\tif (comp) *comp = 3;\n\tif (req_comp == 0) req_comp = 3;\n\n\tif (!stbi__mad4sizes_valid(width, height, req_comp, sizeof(float), 0))\n\t\treturn stbi__errpf(\"too large\", \"HDR image is too large\");\n\n\t// Read data\n\thdr_data = (float *)stbi__malloc_mad4(width, height, req_comp, sizeof(float), 0);\n\tif (!hdr_data)\n\t\treturn stbi__errpf(\"outofmem\", \"Out of memory\");\n\n\t// Load image data\n\t// image data is stored as some number of sca\n\tif (width < 8 || width >= 32768) {\n\t\t// Read flat data\n\t\tfor (j = 0; j < height; ++j) {\n\t\t\tfor (i = 0; i < width; ++i) {\n\t\t\t\tstbi_uc rgbe[4];\n\t\t\tmain_decode_loop:\n\t\t\t\tstbi__getn(s, rgbe, 4);\n\t\t\t\tstbi__hdr_convert(hdr_data + j * width * req_comp + i * req_comp, rgbe, req_comp);\n\t\t\t}\n\t\t}\n\t}\n\telse {\n\t\t// Read RLE-encoded data\n\t\tscanline = NULL;\n\n\t\tfor (j = 0; j < height; ++j) {\n\t\t\tc1 = stbi__get8(s);\n\t\t\tc2 = stbi__get8(s);\n\t\t\tlen = stbi__get8(s);\n\t\t\tif (c1 != 2 || c2 != 2 || (len & 0x80)) {\n\t\t\t\t// not run-length encoded, so we have to actually use THIS data as a decoded\n\t\t\t\t// pixel (note this can't be a valid pixel--one of RGB must be >= 128)\n\t\t\t\tstbi_uc rgbe[4];\n\t\t\t\trgbe[0] = (stbi_uc)c1;\n\t\t\t\trgbe[1] = (stbi_uc)c2;\n\t\t\t\trgbe[2] = (stbi_uc)len;\n\t\t\t\trgbe[3] = (stbi_uc)stbi__get8(s);\n\t\t\t\tstbi__hdr_convert(hdr_data, rgbe, req_comp);\n\t\t\t\ti = 1;\n\t\t\t\tj = 0;\n\t\t\t\tSTBI_FREE(scanline);\n\t\t\t\tgoto main_decode_loop; // yes, this makes no sense\n\t\t\t}\n\t\t\tlen <<= 8;\n\t\t\tlen |= stbi__get8(s);\n\t\t\tif (len != width) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf(\"invalid decoded scanline length\", \"corrupt HDR\"); }\n\t\t\tif (scanline == NULL) {\n\t\t\t\tscanline = (stbi_uc *)stbi__malloc_mad2(width, 4, 0);\n\t\t\t\tif (!scanline) {\n\t\t\t\t\tSTBI_FREE(hdr_data);\n\t\t\t\t\treturn stbi__errpf(\"outofmem\", \"Out of memory\");\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tfor (k = 0; k < 4; ++k) {\n\t\t\t\tint nleft;\n\t\t\t\ti = 0;\n\t\t\t\twhile ((nleft = width - i) > 0) {\n\t\t\t\t\tcount = stbi__get8(s);\n\t\t\t\t\tif (count > 128) {\n\t\t\t\t\t\t// Run\n\t\t\t\t\t\tvalue = stbi__get8(s);\n\t\t\t\t\t\tcount -= 128;\n\t\t\t\t\t\tif (count > nleft) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf(\"corrupt\", \"bad RLE data in HDR\"); }\n\t\t\t\t\t\tfor (z = 0; z < count; ++z)\n\t\t\t\t\t\t\tscanline[i++ * 4 + k] = value;\n\t\t\t\t\t}\n\t\t\t\t\telse {\n\t\t\t\t\t\t// Dump\n\t\t\t\t\t\tif (count > nleft) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf(\"corrupt\", \"bad RLE data in HDR\"); }\n\t\t\t\t\t\tfor (z = 0; z < count; ++z)\n\t\t\t\t\t\t\tscanline[i++ * 4 + k] = stbi__get8(s);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tfor (i = 0; i < width; ++i)\n\t\t\t\tstbi__hdr_convert(hdr_data + (j*width + i)*req_comp, scanline + i * 4, req_comp);\n\t\t}\n\t\tif (scanline)\n\t\t\tSTBI_FREE(scanline);\n\t}\n\n\treturn hdr_data;\n}\n\nstatic int stbi__hdr_info(stbi__context *s, int *x, int *y, int *comp)\n{\n\tchar buffer[STBI__HDR_BUFLEN];\n\tchar *token;\n\tint valid = 0;\n\tint dummy;\n\n\tif (!x) x = &dummy;\n\tif (!y) y = &dummy;\n\tif (!comp) comp = &dummy;\n\n\tif (stbi__hdr_test(s) == 0) {\n\t\tstbi__rewind(s);\n\t\treturn 0;\n\t}\n\n\tfor (;;) {\n\t\ttoken = stbi__hdr_gettoken(s, buffer);\n\t\tif (token[0] == 0) break;\n\t\tif (strcmp(token, \"FORMAT=32-bit_rle_rgbe\") == 0) valid = 1;\n\t}\n\n\tif (!valid) {\n\t\tstbi__rewind(s);\n\t\treturn 0;\n\t}\n\ttoken = stbi__hdr_gettoken(s, buffer);\n\tif (strncmp(token, \"-Y \", 3)) {\n\t\tstbi__rewind(s);\n\t\treturn 0;\n\t}\n\ttoken += 3;\n\t*y = (int)strtol(token, &token, 10);\n\twhile (*token == ' ') ++token;\n\tif (strncmp(token, \"+X \", 3)) {\n\t\tstbi__rewind(s);\n\t\treturn 0;\n\t}\n\ttoken += 3;\n\t*x = (int)strtol(token, NULL, 10);\n\t*comp = 3;\n\treturn 1;\n}\n#endif // STBI_NO_HDR\n\n#ifndef STBI_NO_BMP\nstatic int stbi__bmp_info(stbi__context *s, int *x, int *y, int *comp)\n{\n\tvoid *p;\n\tstbi__bmp_data info;\n\n\tinfo.all_a = 255;\n\tp = stbi__bmp_parse_header(s, &info);\n\tstbi__rewind(s);\n\tif (p == NULL)\n\t\treturn 0;\n\tif (x) *x = s->img_x;\n\tif (y) *y = s->img_y;\n\tif (comp) {\n\t\tif (info.bpp == 24 && info.ma == 0xff000000)\n\t\t\t*comp = 3;\n\t\telse\n\t\t\t*comp = info.ma ? 4 : 3;\n\t}\n\treturn 1;\n}\n#endif\n\n#ifndef STBI_NO_PSD\nstatic int stbi__psd_info(stbi__context *s, int *x, int *y, int *comp)\n{\n\tint channelCount, dummy, depth;\n\tif (!x) x = &dummy;\n\tif (!y) y = &dummy;\n\tif (!comp) comp = &dummy;\n\tif (stbi__get32be(s) != 0x38425053) {\n\t\tstbi__rewind(s);\n\t\treturn 0;\n\t}\n\tif (stbi__get16be(s) != 1) {\n\t\tstbi__rewind(s);\n\t\treturn 0;\n\t}\n\tstbi__skip(s, 6);\n\tchannelCount = stbi__get16be(s);\n\tif (channelCount < 0 || channelCount > 16) {\n\t\tstbi__rewind(s);\n\t\treturn 0;\n\t}\n\t*y = stbi__get32be(s);\n\t*x = stbi__get32be(s);\n\tdepth = stbi__get16be(s);\n\tif (depth != 8 && depth != 16) {\n\t\tstbi__rewind(s);\n\t\treturn 0;\n\t}\n\tif (stbi__get16be(s) != 3) {\n\t\tstbi__rewind(s);\n\t\treturn 0;\n\t}\n\t*comp = 4;\n\treturn 1;\n}\n\nstatic int stbi__psd_is16(stbi__context *s)\n{\n\tint channelCount, depth;\n\tif (stbi__get32be(s) != 0x38425053) {\n\t\tstbi__rewind(s);\n\t\treturn 0;\n\t}\n\tif (stbi__get16be(s) != 1) {\n\t\tstbi__rewind(s);\n\t\treturn 0;\n\t}\n\tstbi__skip(s, 6);\n\tchannelCount = stbi__get16be(s);\n\tif (channelCount < 0 || channelCount > 16) {\n\t\tstbi__rewind(s);\n\t\treturn 0;\n\t}\n\t(void)stbi__get32be(s);\n\t(void)stbi__get32be(s);\n\tdepth = stbi__get16be(s);\n\tif (depth != 16) {\n\t\tstbi__rewind(s);\n\t\treturn 0;\n\t}\n\treturn 1;\n}\n#endif\n\n#ifndef STBI_NO_PIC\nstatic int stbi__pic_info(stbi__context *s, int *x, int *y, int *comp)\n{\n\tint act_comp = 0, num_packets = 0, chained, dummy;\n\tstbi__pic_packet packets[10];\n\n\tif (!x) x = &dummy;\n\tif (!y) y = &dummy;\n\tif (!comp) comp = &dummy;\n\n\tif (!stbi__pic_is4(s, \"\\x53\\x80\\xF6\\x34\")) {\n\t\tstbi__rewind(s);\n\t\treturn 0;\n\t}\n\n\tstbi__skip(s, 88);\n\n\t*x = stbi__get16be(s);\n\t*y = stbi__get16be(s);\n\tif (stbi__at_eof(s)) {\n\t\tstbi__rewind(s);\n\t\treturn 0;\n\t}\n\tif ((*x) != 0 && (1 << 28) / (*x) < (*y)) {\n\t\tstbi__rewind(s);\n\t\treturn 0;\n\t}\n\n\tstbi__skip(s, 8);\n\n\tdo {\n\t\tstbi__pic_packet *packet;\n\n\t\tif (num_packets == sizeof(packets) / sizeof(packets[0]))\n\t\t\treturn 0;\n\n\t\tpacket = &packets[num_packets++];\n\t\tchained = stbi__get8(s);\n\t\tpacket->size = stbi__get8(s);\n\t\tpacket->type = stbi__get8(s);\n\t\tpacket->channel = stbi__get8(s);\n\t\tact_comp |= packet->channel;\n\n\t\tif (stbi__at_eof(s)) {\n\t\t\tstbi__rewind(s);\n\t\t\treturn 0;\n\t\t}\n\t\tif (packet->size != 8) {\n\t\t\tstbi__rewind(s);\n\t\t\treturn 0;\n\t\t}\n\t} while (chained);\n\n\t*comp = (act_comp & 0x10 ? 4 : 3);\n\n\treturn 1;\n}\n#endif\n\n// *************************************************************************************************\n// Portable Gray Map and Portable Pixel Map loader\n// by Ken Miller\n//\n// PGM: http://netpbm.sourceforge.net/doc/pgm.html\n// PPM: http://netpbm.sourceforge.net/doc/ppm.html\n//\n// Known limitations:\n//    Does not support comments in the header section\n//    Does not support ASCII image data (formats P2 and P3)\n//    Does not support 16-bit-per-channel\n\n#ifndef STBI_NO_PNM\n\nstatic int      stbi__pnm_test(stbi__context *s)\n{\n\tchar p, t;\n\tp = (char)stbi__get8(s);\n\tt = (char)stbi__get8(s);\n\tif (p != 'P' || (t != '5' && t != '6')) {\n\t\tstbi__rewind(s);\n\t\treturn 0;\n\t}\n\treturn 1;\n}\n\nstatic void *stbi__pnm_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri)\n{\n\tstbi_uc *out;\n\tSTBI_NOTUSED(ri);\n\n\tif (!stbi__pnm_info(s, (int *)&s->img_x, (int *)&s->img_y, (int *)&s->img_n))\n\t\treturn 0;\n\n\tif (s->img_y > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n\tif (s->img_x > STBI_MAX_DIMENSIONS) return stbi__errpuc(\"too large\", \"Very large image (corrupt?)\");\n\n\t*x = s->img_x;\n\t*y = s->img_y;\n\tif (comp) *comp = s->img_n;\n\n\tif (!stbi__mad3sizes_valid(s->img_n, s->img_x, s->img_y, 0))\n\t\treturn stbi__errpuc(\"too large\", \"PNM too large\");\n\n\tout = (stbi_uc *)stbi__malloc_mad3(s->img_n, s->img_x, s->img_y, 0);\n\tif (!out) return stbi__errpuc(\"outofmem\", \"Out of memory\");\n\tstbi__getn(s, out, s->img_n * s->img_x * s->img_y);\n\n\tif (req_comp && req_comp != s->img_n) {\n\t\tout = stbi__convert_format(out, s->img_n, req_comp, s->img_x, s->img_y);\n\t\tif (out == NULL) return out; // stbi__convert_format frees input on failure\n\t}\n\treturn out;\n}\n\nstatic int      stbi__pnm_isspace(char c)\n{\n\treturn c == ' ' || c == '\\t' || c == '\\n' || c == '\\v' || c == '\\f' || c == '\\r';\n}\n\nstatic void     stbi__pnm_skip_whitespace(stbi__context *s, char *c)\n{\n\tfor (;;) {\n\t\twhile (!stbi__at_eof(s) && stbi__pnm_isspace(*c))\n\t\t\t*c = (char)stbi__get8(s);\n\n\t\tif (stbi__at_eof(s) || *c != '#')\n\t\t\tbreak;\n\n\t\twhile (!stbi__at_eof(s) && *c != '\\n' && *c != '\\r')\n\t\t\t*c = (char)stbi__get8(s);\n\t}\n}\n\nstatic int      stbi__pnm_isdigit(char c)\n{\n\treturn c >= '0' && c <= '9';\n}\n\nstatic int      stbi__pnm_getinteger(stbi__context *s, char *c)\n{\n\tint value = 0;\n\n\twhile (!stbi__at_eof(s) && stbi__pnm_isdigit(*c)) {\n\t\tvalue = value * 10 + (*c - '0');\n\t\t*c = (char)stbi__get8(s);\n\t}\n\n\treturn value;\n}\n\nstatic int      stbi__pnm_info(stbi__context *s, int *x, int *y, int *comp)\n{\n\tint maxv, dummy;\n\tchar c, p, t;\n\n\tif (!x) x = &dummy;\n\tif (!y) y = &dummy;\n\tif (!comp) comp = &dummy;\n\n\tstbi__rewind(s);\n\n\t// Get identifier\n\tp = (char)stbi__get8(s);\n\tt = (char)stbi__get8(s);\n\tif (p != 'P' || (t != '5' && t != '6')) {\n\t\tstbi__rewind(s);\n\t\treturn 0;\n\t}\n\n\t*comp = (t == '6') ? 3 : 1;  // '5' is 1-component .pgm; '6' is 3-component .ppm\n\n\tc = (char)stbi__get8(s);\n\tstbi__pnm_skip_whitespace(s, &c);\n\n\t*x = stbi__pnm_getinteger(s, &c); // read width\n\tstbi__pnm_skip_whitespace(s, &c);\n\n\t*y = stbi__pnm_getinteger(s, &c); // read height\n\tstbi__pnm_skip_whitespace(s, &c);\n\n\tmaxv = stbi__pnm_getinteger(s, &c);  // read max value\n\n\tif (maxv > 255)\n\t\treturn stbi__err(\"max value > 255\", \"PPM image not 8-bit\");\n\telse\n\t\treturn 1;\n}\n#endif\n\nstatic int stbi__info_main(stbi__context *s, int *x, int *y, int *comp)\n{\n#ifndef STBI_NO_JPEG\n\tif (stbi__jpeg_info(s, x, y, comp)) return 1;\n#endif\n\n#ifndef STBI_NO_PNG\n\tif (stbi__png_info(s, x, y, comp))  return 1;\n#endif\n\n#ifndef STBI_NO_GIF\n\tif (stbi__gif_info(s, x, y, comp))  return 1;\n#endif\n\n#ifndef STBI_NO_BMP\n\tif (stbi__bmp_info(s, x, y, comp))  return 1;\n#endif\n\n#ifndef STBI_NO_PSD\n\tif (stbi__psd_info(s, x, y, comp))  return 1;\n#endif\n\n#ifndef STBI_NO_PIC\n\tif (stbi__pic_info(s, x, y, comp))  return 1;\n#endif\n\n#ifndef STBI_NO_PNM\n\tif (stbi__pnm_info(s, x, y, comp))  return 1;\n#endif\n\n#ifndef STBI_NO_HDR\n\tif (stbi__hdr_info(s, x, y, comp))  return 1;\n#endif\n\n\t// test tga last because it's a crappy test!\n#ifndef STBI_NO_TGA\n\tif (stbi__tga_info(s, x, y, comp))\n\t\treturn 1;\n#endif\n\treturn stbi__err(\"unknown image type\", \"Image not of any known type, or corrupt\");\n}\n\nstatic int stbi__is_16_main(stbi__context *s)\n{\n#ifndef STBI_NO_PNG\n\tif (stbi__png_is16(s))  return 1;\n#endif\n\n#ifndef STBI_NO_PSD\n\tif (stbi__psd_is16(s))  return 1;\n#endif\n\n\treturn 0;\n}\n\n#ifndef STBI_NO_STDIO\nSTBIDEF int stbi_info(char const *filename, int *x, int *y, int *comp)\n{\n\tFILE *f = stbi__fopen(filename, \"rb\");\n\tint result;\n\tif (!f) return stbi__err(\"can't fopen\", \"Unable to open file\");\n\tresult = stbi_info_from_file(f, x, y, comp);\n\tfclose(f);\n\treturn result;\n}\n\nSTBIDEF int stbi_info_from_file(FILE *f, int *x, int *y, int *comp)\n{\n\tint r;\n\tstbi__context s;\n\tlong pos = ftell(f);\n\tstbi__start_file(&s, f);\n\tr = stbi__info_main(&s, x, y, comp);\n\tfseek(f, pos, SEEK_SET);\n\treturn r;\n}\n\nSTBIDEF int stbi_is_16_bit(char const *filename)\n{\n\tFILE *f = stbi__fopen(filename, \"rb\");\n\tint result;\n\tif (!f) return stbi__err(\"can't fopen\", \"Unable to open file\");\n\tresult = stbi_is_16_bit_from_file(f);\n\tfclose(f);\n\treturn result;\n}\n\nSTBIDEF int stbi_is_16_bit_from_file(FILE *f)\n{\n\tint r;\n\tstbi__context s;\n\tlong pos = ftell(f);\n\tstbi__start_file(&s, f);\n\tr = stbi__is_16_main(&s);\n\tfseek(f, pos, SEEK_SET);\n\treturn r;\n}\n#endif // !STBI_NO_STDIO\n\nSTBIDEF int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp)\n{\n\tstbi__context s;\n\tstbi__start_mem(&s, buffer, len);\n\treturn stbi__info_main(&s, x, y, comp);\n}\n\nSTBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const *c, void *user, int *x, int *y, int *comp)\n{\n\tstbi__context s;\n\tstbi__start_callbacks(&s, (stbi_io_callbacks *)c, user);\n\treturn stbi__info_main(&s, x, y, comp);\n}\n\nSTBIDEF int stbi_is_16_bit_from_memory(stbi_uc const *buffer, int len)\n{\n\tstbi__context s;\n\tstbi__start_mem(&s, buffer, len);\n\treturn stbi__is_16_main(&s);\n}\n\nSTBIDEF int stbi_is_16_bit_from_callbacks(stbi_io_callbacks const *c, void *user)\n{\n\tstbi__context s;\n\tstbi__start_callbacks(&s, (stbi_io_callbacks *)c, user);\n\treturn stbi__is_16_main(&s);\n}\n\n#endif // STB_IMAGE_IMPLEMENTATION\n\n/*\n   revision history:\n\t  2.20  (2019-02-07) support utf8 filenames in Windows; fix warnings and platform ifdefs\n\t  2.19  (2018-02-11) fix warning\n\t  2.18  (2018-01-30) fix warnings\n\t  2.17  (2018-01-29) change sbti__shiftsigned to avoid clang -O2 bug\n\t\t\t\t\t\t 1-bit BMP\n\t\t\t\t\t\t *_is_16_bit api\n\t\t\t\t\t\t avoid warnings\n\t  2.16  (2017-07-23) all functions have 16-bit variants;\n\t\t\t\t\t\t STBI_NO_STDIO works again;\n\t\t\t\t\t\t compilation fixes;\n\t\t\t\t\t\t fix rounding in unpremultiply;\n\t\t\t\t\t\t optimize vertical flip;\n\t\t\t\t\t\t disable raw_len validation;\n\t\t\t\t\t\t documentation fixes\n\t  2.15  (2017-03-18) fix png-1,2,4 bug; now all Imagenet JPGs decode;\n\t\t\t\t\t\t warning fixes; disable run-time SSE detection on gcc;\n\t\t\t\t\t\t uniform handling of optional \"return\" values;\n\t\t\t\t\t\t thread-safe initialization of zlib tables\n\t  2.14  (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs\n\t  2.13  (2016-11-29) add 16-bit API, only supported for PNG right now\n\t  2.12  (2016-04-02) fix typo in 2.11 PSD fix that caused crashes\n\t  2.11  (2016-04-02) allocate large structures on the stack\n\t\t\t\t\t\t remove white matting for transparent PSD\n\t\t\t\t\t\t fix reported channel count for PNG & BMP\n\t\t\t\t\t\t re-enable SSE2 in non-gcc 64-bit\n\t\t\t\t\t\t support RGB-formatted JPEG\n\t\t\t\t\t\t read 16-bit PNGs (only as 8-bit)\n\t  2.10  (2016-01-22) avoid warning introduced in 2.09 by STBI_REALLOC_SIZED\n\t  2.09  (2016-01-16) allow comments in PNM files\n\t\t\t\t\t\t 16-bit-per-pixel TGA (not bit-per-component)\n\t\t\t\t\t\t info() for TGA could break due to .hdr handling\n\t\t\t\t\t\t info() for BMP to shares code instead of sloppy parse\n\t\t\t\t\t\t can use STBI_REALLOC_SIZED if allocator doesn't support realloc\n\t\t\t\t\t\t code cleanup\n\t  2.08  (2015-09-13) fix to 2.07 cleanup, reading RGB PSD as RGBA\n\t  2.07  (2015-09-13) fix compiler warnings\n\t\t\t\t\t\t partial animated GIF support\n\t\t\t\t\t\t limited 16-bpc PSD support\n\t\t\t\t\t\t #ifdef unused functions\n\t\t\t\t\t\t bug with < 92 byte PIC,PNM,HDR,TGA\n\t  2.06  (2015-04-19) fix bug where PSD returns wrong '*comp' value\n\t  2.05  (2015-04-19) fix bug in progressive JPEG handling, fix warning\n\t  2.04  (2015-04-15) try to re-enable SIMD on MinGW 64-bit\n\t  2.03  (2015-04-12) extra corruption checking (mmozeiko)\n\t\t\t\t\t\t stbi_set_flip_vertically_on_load (nguillemot)\n\t\t\t\t\t\t fix NEON support; fix mingw support\n\t  2.02  (2015-01-19) fix incorrect assert, fix warning\n\t  2.01  (2015-01-17) fix various warnings; suppress SIMD on gcc 32-bit without -msse2\n\t  2.00b (2014-12-25) fix STBI_MALLOC in progressive JPEG\n\t  2.00  (2014-12-25) optimize JPG, including x86 SSE2 & NEON SIMD (ryg)\n\t\t\t\t\t\t progressive JPEG (stb)\n\t\t\t\t\t\t PGM/PPM support (Ken Miller)\n\t\t\t\t\t\t STBI_MALLOC,STBI_REALLOC,STBI_FREE\n\t\t\t\t\t\t GIF bugfix -- seemingly never worked\n\t\t\t\t\t\t STBI_NO_*, STBI_ONLY_*\n\t  1.48  (2014-12-14) fix incorrectly-named assert()\n\t  1.47  (2014-12-14) 1/2/4-bit PNG support, both direct and paletted (Omar Cornut & stb)\n\t\t\t\t\t\t optimize PNG (ryg)\n\t\t\t\t\t\t fix bug in interlaced PNG with user-specified channel count (stb)\n\t  1.46  (2014-08-26)\n\t\t\t  fix broken tRNS chunk (colorkey-style transparency) in non-paletted PNG\n\t  1.45  (2014-08-16)\n\t\t\t  fix MSVC-ARM internal compiler error by wrapping malloc\n\t  1.44  (2014-08-07)\n\t\t\t  various warning fixes from Ronny Chevalier\n\t  1.43  (2014-07-15)\n\t\t\t  fix MSVC-only compiler problem in code changed in 1.42\n\t  1.42  (2014-07-09)\n\t\t\t  don't define _CRT_SECURE_NO_WARNINGS (affects user code)\n\t\t\t  fixes to stbi__cleanup_jpeg path\n\t\t\t  added STBI_ASSERT to avoid requiring assert.h\n\t  1.41  (2014-06-25)\n\t\t\t  fix search&replace from 1.36 that messed up comments/error messages\n\t  1.40  (2014-06-22)\n\t\t\t  fix gcc struct-initialization warning\n\t  1.39  (2014-06-15)\n\t\t\t  fix to TGA optimization when req_comp != number of components in TGA;\n\t\t\t  fix to GIF loading because BMP wasn't rewinding (whoops, no GIFs in my test suite)\n\t\t\t  add support for BMP version 5 (more ignored fields)\n\t  1.38  (2014-06-06)\n\t\t\t  suppress MSVC warnings on integer casts truncating values\n\t\t\t  fix accidental rename of 'skip' field of I/O\n\t  1.37  (2014-06-04)\n\t\t\t  remove duplicate typedef\n\t  1.36  (2014-06-03)\n\t\t\t  convert to header file single-file library\n\t\t\t  if de-iphone isn't set, load iphone images color-swapped instead of returning NULL\n\t  1.35  (2014-05-27)\n\t\t\t  various warnings\n\t\t\t  fix broken STBI_SIMD path\n\t\t\t  fix bug where stbi_load_from_file no longer left file pointer in correct place\n\t\t\t  fix broken non-easy path for 32-bit BMP (possibly never used)\n\t\t\t  TGA optimization by Arseny Kapoulkine\n\t  1.34  (unknown)\n\t\t\t  use STBI_NOTUSED in stbi__resample_row_generic(), fix one more leak in tga failure case\n\t  1.33  (2011-07-14)\n\t\t\t  make stbi_is_hdr work in STBI_NO_HDR (as specified), minor compiler-friendly improvements\n\t  1.32  (2011-07-13)\n\t\t\t  support for \"info\" function for all supported filetypes (SpartanJ)\n\t  1.31  (2011-06-20)\n\t\t\t  a few more leak fixes, bug in PNG handling (SpartanJ)\n\t  1.30  (2011-06-11)\n\t\t\t  added ability to load files via callbacks to accomidate custom input streams (Ben Wenger)\n\t\t\t  removed deprecated format-specific test/load functions\n\t\t\t  removed support for installable file formats (stbi_loader) -- would have been broken for IO callbacks anyway\n\t\t\t  error cases in bmp and tga give messages and don't leak (Raymond Barbiero, grisha)\n\t\t\t  fix inefficiency in decoding 32-bit BMP (David Woo)\n\t  1.29  (2010-08-16)\n\t\t\t  various warning fixes from Aurelien Pocheville\n\t  1.28  (2010-08-01)\n\t\t\t  fix bug in GIF palette transparency (SpartanJ)\n\t  1.27  (2010-08-01)\n\t\t\t  cast-to-stbi_uc to fix warnings\n\t  1.26  (2010-07-24)\n\t\t\t  fix bug in file buffering for PNG reported by SpartanJ\n\t  1.25  (2010-07-17)\n\t\t\t  refix trans_data warning (Won Chun)\n\t  1.24  (2010-07-12)\n\t\t\t  perf improvements reading from files on platforms with lock-heavy fgetc()\n\t\t\t  minor perf improvements for jpeg\n\t\t\t  deprecated type-specific functions so we'll get feedback if they're needed\n\t\t\t  attempt to fix trans_data warning (Won Chun)\n\t  1.23    fixed bug in iPhone support\n\t  1.22  (2010-07-10)\n\t\t\t  removed image *writing* support\n\t\t\t  stbi_info support from Jetro Lauha\n\t\t\t  GIF support from Jean-Marc Lienher\n\t\t\t  iPhone PNG-extensions from James Brown\n\t\t\t  warning-fixes from Nicolas Schulz and Janez Zemva (i.stbi__err. Janez (U+017D)emva)\n\t  1.21    fix use of 'stbi_uc' in header (reported by jon blow)\n\t  1.20    added support for Softimage PIC, by Tom Seddon\n\t  1.19    bug in interlaced PNG corruption check (found by ryg)\n\t  1.18  (2008-08-02)\n\t\t\t  fix a threading bug (local mutable static)\n\t  1.17    support interlaced PNG\n\t  1.16    major bugfix - stbi__convert_format converted one too many pixels\n\t  1.15    initialize some fields for thread safety\n\t  1.14    fix threadsafe conversion bug\n\t\t\t  header-file-only version (#define STBI_HEADER_FILE_ONLY before including)\n\t  1.13    threadsafe\n\t  1.12    const qualifiers in the API\n\t  1.11    Support installable IDCT, colorspace conversion routines\n\t  1.10    Fixes for 64-bit (don't use \"unsigned long\")\n\t\t\t  optimized upsampling by Fabian \"ryg\" Giesen\n\t  1.09    Fix format-conversion for PSD code (bad global variables!)\n\t  1.08    Thatcher Ulrich's PSD code integrated by Nicolas Schulz\n\t  1.07    attempt to fix C++ warning/errors again\n\t  1.06    attempt to fix C++ warning/errors again\n\t  1.05    fix TGA loading to return correct *comp and use good luminance calc\n\t  1.04    default float alpha is 1, not 255; use 'void *' for stbi_image_free\n\t  1.03    bugfixes to STBI_NO_STDIO, STBI_NO_HDR\n\t  1.02    support for (subset of) HDR files, float interface for preferred access to them\n\t  1.01    fix bug: possible bug in handling right-side up bmps... not sure\n\t\t\t  fix bug: the stbi__bmp_load() and stbi__tga_load() functions didn't work at all\n\t  1.00    interface to zlib that skips zlib header\n\t  0.99    correct handling of alpha in palette\n\t  0.98    TGA loader by lonesock; dynamically add loaders (untested)\n\t  0.97    jpeg errors on too large a file; also catch another malloc failure\n\t  0.96    fix detection of invalid v value - particleman@mollyrocket forum\n\t  0.95    during header scan, seek to markers in case of padding\n\t  0.94    STBI_NO_STDIO to disable stdio usage; rename all #defines the same\n\t  0.93    handle jpegtran output; verbose errors\n\t  0.92    read 4,8,16,24,32-bit BMP files of several formats\n\t  0.91    output 24-bit Windows 3.0 BMP files\n\t  0.90    fix a few more warnings; bump version number to approach 1.0\n\t  0.61    bugfixes due to Marc LeBlanc, Christopher Lloyd\n\t  0.60    fix compiling as c++\n\t  0.59    fix warnings: merge Dave Moore's -Wall fixes\n\t  0.58    fix bug: zlib uncompressed mode len/nlen was wrong endian\n\t  0.57    fix bug: jpg last huffman symbol before marker was >9 bits but less than 16 available\n\t  0.56    fix bug: zlib uncompressed mode len vs. nlen\n\t  0.55    fix bug: restart_interval not initialized to 0\n\t  0.54    allow NULL for 'int *comp'\n\t  0.53    fix bug in png 3->4; speedup png decoding\n\t  0.52    png handles req_comp=3,4 directly; minor cleanup; jpeg comments\n\t  0.51    obey req_comp requests, 1-component jpegs return as 1-component,\n\t\t\t  on 'test' only check type, not whether we support this variant\n\t  0.50  (2006-11-19)\n\t\t\t  first released version\n*/\n\n\n/*\n------------------------------------------------------------------------------\nThis software is available under 2 licenses -- choose whichever you prefer.\n------------------------------------------------------------------------------\nALTERNATIVE A - MIT License\nCopyright (c) 2017 Sean Barrett\nPermission is hereby granted, free of charge, to any person obtaining a copy of\nthis software and associated documentation files (the \"Software\"), to deal in\nthe Software without restriction, including without limitation the rights to\nuse, copy, modify, merge, publish, distribute, sublicense, and/or sell copies\nof the Software, and to permit persons to whom the Software is furnished to do\nso, subject to the following conditions:\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\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------------------------------------------------------------------------------\nALTERNATIVE B - Public Domain (www.unlicense.org)\nThis is free and unencumbered software released into the public domain.\nAnyone is free to copy, modify, publish, use, compile, sell, or distribute this\nsoftware, either in source code form or as a compiled binary, for any purpose,\ncommercial or non-commercial, and by any means.\nIn jurisdictions that recognize copyright laws, the author or authors of this\nsoftware dedicate any and all copyright interest in the software to the public\ndomain. We make this dedication for the benefit of the public at large and to\nthe detriment of our heirs and successors. We intend this dedication to be an\novert act of relinquishment in perpetuity of all present and future rights to\nthis software under copyright law.\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 BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN\nACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION\nWITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n------------------------------------------------------------------------------\n*/\n"
  },
  {
    "path": "LView.sln",
    "content": "﻿\nMicrosoft Visual Studio Solution File, Format Version 12.00\n# Visual Studio 15\nVisualStudioVersion = 15.0.28307.1000\nMinimumVisualStudioVersion = 10.0.40219.1\nProject(\"{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}\") = \"LView\", \"LView\\LView.vcxproj\", \"{B1847FC4-24EC-448C-8478-1AF955EF2C28}\"\nEndProject\nGlobal\n\tGlobalSection(SolutionConfigurationPlatforms) = preSolution\n\t\tDebug|x64 = Debug|x64\n\t\tDebug|x86 = Debug|x86\n\t\tRelease|x64 = Release|x64\n\t\tRelease|x86 = Release|x86\n\tEndGlobalSection\n\tGlobalSection(ProjectConfigurationPlatforms) = postSolution\n\t\t{B1847FC4-24EC-448C-8478-1AF955EF2C28}.Debug|x64.ActiveCfg = Debug|x64\n\t\t{B1847FC4-24EC-448C-8478-1AF955EF2C28}.Debug|x64.Build.0 = Debug|x64\n\t\t{B1847FC4-24EC-448C-8478-1AF955EF2C28}.Debug|x86.ActiveCfg = Debug|Win32\n\t\t{B1847FC4-24EC-448C-8478-1AF955EF2C28}.Debug|x86.Build.0 = Debug|Win32\n\t\t{B1847FC4-24EC-448C-8478-1AF955EF2C28}.Release|x64.ActiveCfg = Release|x64\n\t\t{B1847FC4-24EC-448C-8478-1AF955EF2C28}.Release|x64.Build.0 = Release|x64\n\t\t{B1847FC4-24EC-448C-8478-1AF955EF2C28}.Release|x86.ActiveCfg = Release|Win32\n\t\t{B1847FC4-24EC-448C-8478-1AF955EF2C28}.Release|x86.Build.0 = Release|Win32\n\tEndGlobalSection\n\tGlobalSection(SolutionProperties) = preSolution\n\t\tHideSolutionNode = FALSE\n\tEndGlobalSection\n\tGlobalSection(ExtensibilityGlobals) = postSolution\n\t\tSolutionGuid = {3F53BDE0-6EC1-46D7-8F63-829144E6D95B}\n\tEndGlobalSection\nEndGlobal\n"
  },
  {
    "path": "README.md",
    "content": "# LViewLoL\n!!! IMPORTANT !!! I've noticed riot already has taken notice of this project and they have implemented a few signatures for detecting this. Don't use this as it is, if you know what you are doing you will have a clue what to modify to avoid detection. Also careful if you want to copy paste code from here to an internal it seems riot has taken an extra step in making some code signatures.\n\n### What is this\nLView is a python based scripting platform for League of Legends. The engine is external that means it is not injected into leagues process. The engine is running in a separate process and reads the games state using ReadProcessMemory.\n\nKey features of LView:\n  1. Ability to create overlays and automatize gameplay using python scripts\n  2. Performant ingame overlays/menus using a combination of directx, direct composition and dear imgui \n  3. Static game data available at runtime. Data is unpacked directly from the game files. Taken from https://www.communitydragon.org/ .\n  4. Undetectability. Since LView reads the game state externally the ban probability is close to 0. Currently since the start of the development there is no recorded case of a ban.\n  5. A rich set of premade scripts. There are a lot of already implemented and tested gameplay scripts by default in LView and more are to come. Some of these scripts: orbwalker, spell tracker, champion tracker, map awareness, minimap drawings, skillshot drawings... etc \n \n![Screenshot](https://i.imgur.com/IK9SxKd.png)\n\n### Building\n\nYou need Visual Studio 2019 to compile this.\nDependencies:\n  1. python39: dlls and includes are already in project. You need to install python 3.9 for 32bits (Make sure you check the Add to PATH checkbox in the installer: https://www.python.org/ftp/python/3.9.0/python-3.9.0.exe)\n  3. aws-lambda: dlls and includes are already in project (was used for authentication)\n  3. directx 11: Must install directx end user runtimes: https://www.microsoft.com/en-us/download/details.aspx?id=35 .Extract this and run dxsetup\n  4. boost::python. Due to the size of the boost libraries you must download boost yourself:\n      1. Download boost 1.75.0 (https://www.boost.org/users/history/version_1_75_0.html)\n      2. Unarchive it in LView/boost\n  5. Compile the app on Release x86 (you need to compile boost::python on debug to compile on debug, which I didn't).\n  6. Copy Release/ConsoleApplication.exe to LView/ConsoleApplication.exe overwriting the existing file if needed\n  7. Run LView/ConsoleApplication.exe and have fun!\n ### Setup\n All LView & LView python scripts configurations reside in config.ini file. First you must set the path to the scripts folder with the following config (you can find the config.ini in LView folder):\n \n  `::scriptsFolder=\\<folder\\>`\n"
  },
  {
    "path": "UtilityScripts/DownloadIcons.py",
    "content": "'''\n\tUtility scripts that scraps icons from the latest communitydragon data file dump.\n'''\n\nimport sys, urllib.request, re, time, os\nfrom pprint import pprint\n\nheaders = {}\nheaders['User-Agent'] = \"Mozilla/5.0 (X11; Linux i686) AppleWebKit/537.17 (KHTML, like Gecko) Chrome/24.0.1312.27 Safari/537.17\"\nresult_folder = 'icons_spells'\npattern_item = '<a href=\"[\\w\\.]+/?\" title=\"[\\w\\.]+\">([\\w\\.]+)/?</a>'\n\ndef download_icons(url, f_filter = lambda x: True):\n\tglobal headers, result_folder\n\t\n\tprint('Requesting: ' + url)\n\treq = urllib.request.Request(url, headers = headers)\n\tpage = urllib.request.urlopen(req).read().decode('utf-8')\n\ticons = filter(lambda n: n.endswith('.png'), re.findall(pattern_item, page))\n\ticons = filter(f_filter, icons)\n\t\n\tfor icon in icons:\n\t\tprint('Downloading: ' + icon)\n\t\treq = urllib.request.Request(url + icon, headers = headers)\n\t\ticon_bin = urllib.request.urlopen(req).read()\n\t\twith open(os.path.join(result_folder, icon), 'wb') as file:\n\t\t\tfile.write(icon_bin)\n\t\t\t\n\t\ttime.sleep(0.02)\n\ndef read_character_icons(url_characters, url_character_icons, f_filter = lambda x: True):\n\tglobal headers, result_folder, pattern_item\n\t\n\tfailed = []\n\t\n\tprint('Requesting: ' +  url_characters)\n\treq = urllib.request.Request(url_characters, headers = headers)\n\tpage = urllib.request.urlopen(req).read().decode('utf-8')\n\tcharacters = re.findall(pattern_item, page)\n\tfor character in characters:\n\t\ttry:\n\t\t\turl = url_character_icons.format(character)\n\t\t\tdownload_icons(url, f_filter)\n\t\t\t\n\t\texcept Exception as e:\n\t\t\tprint('Failed to retrieve data for {}. ({})'.format(character, str(e)))\n\t\t\tfailed.append(character)\n\t\ttime.sleep(0.05)\n\t\t\n\tprint('Error retrieving following icons:')\n\tpprint(failed)\n\ndef read_other_icons():\n\tglobal headers, result_folder, pattern_item\n\t\n\turl = 'https://raw.communitydragon.org/latest/game/data/spells/icons2d/'\n\tdownload_icons(url)\n\t\nif not os.path.isdir(result_folder):\n\tos.mkdir(result_folder)\n\t\t\n\t\t\n# Read champion icons\n#x = 'https://raw.communitydragon.org/latest/game/assets/characters/'\n#y = 'https://raw.communitydragon.org/latest/game/assets/characters/{}/hud/'\n#read_character_icons(x, y, lambda x: 'square' in x)\n\ndownload_icons('https://raw.communitydragon.org/latest/game/assets/characters/viego/hud/icons2d/')"
  },
  {
    "path": "UtilityScripts/DownloadUnitData.py",
    "content": "'''\n\tUtility scripts that scraps json dumps of game unit data from the latest communitydragon data file dump.\n'''\nimport sys, urllib.request, re, time, os\nfrom pprint import pprint\n\nresult_folder = 'unit_data'\npattern_unit = '<a href=\"[\\w]+/\" title=\"[\\w]+\">([\\w]+)/</a>'\npattern_url_list = 'https://raw.communitydragon.org/latest/game/data/characters/'\npattern_url_unit_data = 'https://raw.communitydragon.org/latest/game/data/characters/{}/{}.bin.json'\n\nurl = pattern_url_list\n\nif not os.path.isdir(result_folder):\n\tos.mkdir(result_folder)\n\nprint('Requesting: ' +  url)\nheaders = {}\nheaders['User-Agent'] = \"Mozilla/5.0 (X11; Linux i686) AppleWebKit/537.17 (KHTML, like Gecko) Chrome/24.0.1312.27 Safari/537.17\"\nreq = urllib.request.Request(url, headers = headers)\npage = urllib.request.urlopen(req).read().decode('utf-8')\n\nfailed = []\nmatches = re.findall(pattern_unit, page)\nfor match in matches:\n\turl = pattern_url_unit_data.format(match, match)\n\tprint('Requesting: ' + url)\n\t\n\ttry:\n\t\treq = urllib.request.Request(url, headers = headers)\n\t\tjson = urllib.request.urlopen(req).read()\n\t\twith open(os.path.join(result_folder, match), 'wb') as file:\n\t\t\tfile.write(json)\n\texcept Exception as e:\n\t\tprint('Failed to retrieve data for {}. ({})'.format(match, str(e)))\n\t\tfailed.append(match)\n\ttime.sleep(0.01)\n\t\nprint('Error retrieving following units:')\npprint(failed)"
  },
  {
    "path": "UtilityScripts/GenerateItemData.py",
    "content": "'''\n\tUtility script that generates a JSON file with the game's item data. It expects as input a json file from riot's ddragon API\n'''\nimport json, sys, urllib.request\nfrom pprint import pprint\n\ndata = '''{\"type\":\"item\",\"version\":\"11.1.1\",\"basic\":{\"name\":\"\",\"rune\":{\"isrune\":false,\"tier\":1,\"type\":\"red\"},\"gold\":{\"base\":0,\"total\":0,\"sell\":0,\"purchasable\":false},\"group\":\"\",\"description\":\"\",\"colloq\":\";\",\"plaintext\":\"\",\"consumed\":false,\"stacks\":1,\"depth\":1,\"consumeOnFull\":false,\"from\":[],\"into\":[],\"specialRecipe\":0,\"inStore\":true,\"hideFromAll\":false,\"requiredChampion\":\"\",\"requiredAlly\":\"\",\"stats\":{\"FlatHPPoolMod\":0,\"rFlatHPModPerLevel\":0,\"FlatMPPoolMod\":0,\"rFlatMPModPerLevel\":0,\"PercentHPPoolMod\":0,\"PercentMPPoolMod\":0,\"FlatHPRegenMod\":0,\"rFlatHPRegenModPerLevel\":0,\"PercentHPRegenMod\":0,\"FlatMPRegenMod\":0,\"rFlatMPRegenModPerLevel\":0,\"PercentMPRegenMod\":0,\"FlatArmorMod\":0,\"rFlatArmorModPerLevel\":0,\"PercentArmorMod\":0,\"rFlatArmorPenetrationMod\":0,\"rFlatArmorPenetrationModPerLevel\":0,\"rPercentArmorPenetrationMod\":0,\"rPercentArmorPenetrationModPerLevel\":0,\"FlatPhysicalDamageMod\":0,\"rFlatPhysicalDamageModPerLevel\":0,\"PercentPhysicalDamageMod\":0,\"FlatMagicDamageMod\":0,\"rFlatMagicDamageModPerLevel\":0,\"PercentMagicDamageMod\":0,\"FlatMovementSpeedMod\":0,\"rFlatMovementSpeedModPerLevel\":0,\"PercentMovementSpeedMod\":0,\"rPercentMovementSpeedModPerLevel\":0,\"FlatAttackSpeedMod\":0,\"PercentAttackSpeedMod\":0,\"rPercentAttackSpeedModPerLevel\":0,\"rFlatDodgeMod\":0,\"rFlatDodgeModPerLevel\":0,\"PercentDodgeMod\":0,\"FlatCritChanceMod\":0,\"rFlatCritChanceModPerLevel\":0,\"PercentCritChanceMod\":0,\"FlatCritDamageMod\":0,\"rFlatCritDamageModPerLevel\":0,\"PercentCritDamageMod\":0,\"FlatBlockMod\":0,\"PercentBlockMod\":0,\"FlatSpellBlockMod\":0,\"rFlatSpellBlockModPerLevel\":0,\"PercentSpellBlockMod\":0,\"FlatEXPBonus\":0,\"PercentEXPBonus\":0,\"rPercentCooldownMod\":0,\"rPercentCooldownModPerLevel\":0,\"rFlatTimeDeadMod\":0,\"rFlatTimeDeadModPerLevel\":0,\"rPercentTimeDeadMod\":0,\"rPercentTimeDeadModPerLevel\":0,\"rFlatGoldPer10Mod\":0,\"rFlatMagicPenetrationMod\":0,\"rFlatMagicPenetrationModPerLevel\":0,\"rPercentMagicPenetrationMod\":0,\"rPercentMagicPenetrationModPerLevel\":0,\"FlatEnergyRegenMod\":0,\"rFlatEnergyRegenModPerLevel\":0,\"FlatEnergyPoolMod\":0,\"rFlatEnergyModPerLevel\":0,\"PercentLifeStealMod\":0,\"PercentSpellVampMod\":0},\"tags\":[],\"maps\":{\"1\":true,\"8\":true,\"10\":true,\"12\":true}},\"data\":{\"1001\":{\"name\":\"Boots\",\"description\":\"<mainText><stats><attention> 25</attention> Move Speed</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Slightly increases Movement Speed\",\"into\":[\"3158\",\"3006\",\"3009\",\"3020\",\"3047\",\"3111\",\"3117\"],\"image\":{\"full\":\"1001.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":0,\"y\":0,\"w\":48,\"h\":48},\"gold\":{\"base\":300,\"purchasable\":true,\"total\":300,\"sell\":210},\"tags\":[\"Boots\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMovementSpeedMod\":25}},\"1004\":{\"name\":\"Faerie Charm\",\"description\":\"<mainText><stats><attention> 50%</attention> Base Mana Regen</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Slightly increases Mana Regen\",\"into\":[\"2065\",\"3114\",\"4642\"],\"image\":{\"full\":\"1004.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":48,\"y\":0,\"w\":48,\"h\":48},\"gold\":{\"base\":250,\"purchasable\":true,\"total\":250,\"sell\":175},\"tags\":[\"ManaRegen\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{}},\"1006\":{\"name\":\"Rejuvenation Bead\",\"description\":\"<mainText><stats><attention> 50%</attention> Base Health Regen</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Slightly increases Health Regen\",\"into\":[\"3109\",\"3801\"],\"image\":{\"full\":\"1006.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":96,\"y\":0,\"w\":48,\"h\":48},\"gold\":{\"base\":150,\"purchasable\":true,\"total\":150,\"sell\":105},\"tags\":[\"HealthRegen\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{}},\"1011\":{\"name\":\"Giant's Belt\",\"description\":\"<mainText><stats><attention> 350</attention> Health</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Greatly increases Health\",\"from\":[\"1028\"],\"into\":[\"3075\",\"3001\",\"3083\",\"3116\",\"3748\",\"4637\"],\"image\":{\"full\":\"1011.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":144,\"y\":0,\"w\":48,\"h\":48},\"gold\":{\"base\":500,\"purchasable\":true,\"total\":900,\"sell\":630},\"tags\":[\"Health\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":350},\"depth\":2},\"1018\":{\"name\":\"Cloak of Agility\",\"description\":\"<mainText><stats><attention> 15%</attention> Critical Strike Chance</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Increases critical strike chance\",\"into\":[\"3124\",\"6676\",\"3086\",\"3031\",\"3036\",\"3072\",\"3095\",\"3139\",\"3508\",\"6671\",\"6672\",\"6673\",\"6675\"],\"image\":{\"full\":\"1018.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":192,\"y\":0,\"w\":48,\"h\":48},\"gold\":{\"base\":600,\"purchasable\":true,\"total\":600,\"sell\":420},\"tags\":[\"CriticalStrike\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatCritChanceMod\":0.15}},\"1026\":{\"name\":\"Blasting Wand\",\"description\":\"<mainText><stats><attention> 40</attention> Ability Power</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Moderately increases Ability 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Crystal\",\"description\":\"<mainText><stats><attention> 150</attention> Health</stats></mainText><br>\",\"colloq\":\";red\",\"plaintext\":\"Increases Health\",\"into\":[\"6035\",\"6609\",\"1011\",\"3044\",\"3053\",\"3066\",\"3067\",\"3211\",\"3814\",\"3152\",\"3165\",\"3742\",\"3748\",\"3801\",\"4401\",\"4635\",\"4636\",\"6660\"],\"image\":{\"full\":\"1028.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":336,\"y\":0,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":true,\"total\":400,\"sell\":280},\"tags\":[\"Health\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":150}},\"1029\":{\"name\":\"Cloth Armor\",\"description\":\"<mainText><stats><attention> 15</attention> Armor</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Slightly increases Armor\",\"into\":[\"1031\",\"3193\",\"3076\",\"3191\",\"3024\",\"3047\",\"3082\",\"3105\",\"6664\",\"3143\"],\"image\":{\"full\":\"1029.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":384,\"y\":0,\"w\":48,\"h\":48},\"gold\":{\"base\":300,\"purchasable\":true,\"total\":300,\"sell\":210},\"tags\":[\"Armor\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatArmorMod\":15}},\"1031\":{\"name\":\"Chain Vest\",\"description\":\"<mainText><stats><attention> 40</attention> Armor</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Greatly increases Armor\",\"from\":[\"1029\"],\"into\":[\"3026\",\"3742\",\"6333\",\"6662\"],\"image\":{\"full\":\"1031.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":432,\"y\":0,\"w\":48,\"h\":48},\"gold\":{\"base\":500,\"purchasable\":true,\"total\":800,\"sell\":560},\"tags\":[\"Armor\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatArmorMod\":40},\"depth\":2},\"1033\":{\"name\":\"Null-Magic Mantle\",\"description\":\"<mainText><stats><attention> 25</attention> Magic Resist</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Slightly increases Magic Resist\",\"into\":[\"3193\",\"1057\",\"3105\",\"3211\",\"3111\",\"3140\",\"3155\",\"4632\",\"6662\"],\"image\":{\"full\":\"1033.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":0,\"y\":48,\"w\":48,\"h\":48},\"gold\":{\"base\":450,\"purchasable\":true,\"total\":450,\"sell\":315},\"tags\":[\"SpellBlock\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatSpellBlockMod\":25}},\"1035\":{\"name\":\"Emberknife\",\"description\":\"<mainText><stats></stats>10% Omnivamp vs. Monsters<br><li><passive>Sear:</passive> Damaging Monsters burns them for <magicDamage>(60 + 30% Ability Power + 5% bonus Attack Damage + 2% bonus Health) magic damage</magicDamage> over 5 seconds.<li><passive>Challenging Path:</passive> Smiting 5 times consumes this item upgrade your Smite to <attention>Challenging Smite</attention>. Challenging Smite marks champions for 4 seconds. During this time, you deal  <truedamage>48 - 125 (based on level)</truedamage> bonus true damage to them over 2.5 seconds on hit and take 20% reduced damage from them.<li><passive>Huntsman:</passive> Killing Large Monsters grants bonus experience.<li><passive>Recoup:</passive> Regen up to 8 - 18 (based on level) mana per second when in the Jungle or River. <br><br><rules><status>Consuming</status> this item grants all item effects permanently. If you have gained more gold from minions than jungle monsters, gold and experience from minions is heavily reduced. Healing is not reduced on AoE attacks. </rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"image\":{\"full\":\"1035.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":48,\"y\":48,\"w\":48,\"h\":48},\"gold\":{\"base\":350,\"purchasable\":true,\"total\":350,\"sell\":140},\"tags\":[\"LifeSteal\",\"SpellVamp\",\"Jungle\"],\"maps\":{\"11\":true,\"12\":false,\"21\":true,\"22\":false},\"stats\":{},\"effect\":{\"Effect1Amount\":\"60\",\"Effect2Amount\":\"25\",\"Effect3Amount\":\"5\",\"Effect4Amount\":\"8\"}},\"1036\":{\"name\":\"Long Sword\",\"description\":\"<mainText><stats><attention> 10</attention> Attack Damage</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Slightly increases Attack Damage\",\"into\":[\"3071\",\"1053\",\"3004\",\"3035\",\"3044\",\"3051\",\"3814\",\"3123\",\"3133\",\"3134\",\"3155\",\"6670\",\"6692\"],\"image\":{\"full\":\"1036.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":96,\"y\":48,\"w\":48,\"h\":48},\"gold\":{\"base\":350,\"purchasable\":true,\"total\":350,\"sell\":245},\"tags\":[\"Damage\",\"Lane\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":10}},\"1037\":{\"name\":\"Pickaxe\",\"description\":\"<mainText><stats><attention> 25</attention> Attack Damage</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Moderately increases Attack Damage\",\"into\":[\"6035\",\"3077\",\"6676\",\"3031\",\"3053\",\"3139\",\"3142\",\"3153\",\"6029\",\"6333\",\"6671\",\"6672\",\"6675\",\"6695\"],\"image\":{\"full\":\"1037.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":144,\"y\":48,\"w\":48,\"h\":48},\"gold\":{\"base\":875,\"purchasable\":true,\"total\":875,\"sell\":613},\"tags\":[\"Damage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":25}},\"1038\":{\"name\":\"B. F. Sword\",\"description\":\"<mainText><stats><attention> 40</attention> Attack Damage</stats></mainText><br>\",\"colloq\":\";bf\",\"plaintext\":\"Greatly increases Attack Damage\",\"into\":[\"3026\",\"3031\",\"3072\",\"3095\",\"4403\"],\"image\":{\"full\":\"1038.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":192,\"y\":48,\"w\":48,\"h\":48},\"gold\":{\"base\":1300,\"purchasable\":true,\"total\":1300,\"sell\":910},\"tags\":[\"Damage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":40}},\"1039\":{\"name\":\"Hailblade\",\"description\":\"<mainText><stats></stats>10% Omnivamp vs. Monsters<br><li><passive>Sear:</passive> Damaging Monsters burns them for <magicDamage>(60 + 30% Ability Power + 5% bonus Attack Damage + 2% bonus Health) magic damage</magicDamage> over 5 seconds.<li><passive>Chilling Path:</passive> Smiting 5 times consumes this item upgrade your Smite to <attention>Chilling Smite</attention>. When smiting champions Chilling Smite deals <truedamage>20 - 156 (based on level)</truedamage> true damage and steals 20% of their Move Speed for 2 seconds.<li><passive>Huntsman:</passive> Killing Large Monsters grants bonus experience.<li><passive>Recoup:</passive> Regen up to 8 - 18 (based on level) mana per second when in the Jungle or River. <br><br><rules><status>Consuming</status> this item grants all item effects permanently. If you have gained more gold from minions than jungle monsters, gold and experience from minions is heavily reduced. Healing is not reduced on AoE attacks. </rules><br><br></mainText><br>\",\"colloq\":\";jungle;Jungle\",\"plaintext\":\"Provides damage against Monsters and Mana Regen in the Jungle\",\"image\":{\"full\":\"1039.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":240,\"y\":48,\"w\":48,\"h\":48},\"gold\":{\"base\":350,\"purchasable\":true,\"total\":350,\"sell\":140},\"tags\":[\"LifeSteal\",\"SpellVamp\",\"Jungle\"],\"maps\":{\"11\":true,\"12\":false,\"21\":true,\"22\":false},\"stats\":{},\"effect\":{\"Effect1Amount\":\"60\",\"Effect2Amount\":\"25\",\"Effect3Amount\":\"5\",\"Effect4Amount\":\"8\"}},\"1042\":{\"name\":\"Dagger\",\"description\":\"<mainText><stats><attention> 12%</attention> Attack Speed</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Slightly increases Attack Speed\",\"into\":[\"1043\",\"3091\",\"3124\",\"6677\",\"3085\",\"2015\",\"3086\",\"3006\",\"3046\",\"3051\",\"6670\"],\"image\":{\"full\":\"1042.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":288,\"y\":48,\"w\":48,\"h\":48},\"gold\":{\"base\":300,\"purchasable\":true,\"total\":300,\"sell\":210},\"tags\":[\"AttackSpeed\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"PercentAttackSpeedMod\":0.12}},\"1043\":{\"name\":\"Recurve Bow\",\"description\":\"<mainText><stats><attention> 25%</attention> Attack Speed</stats><br><li><passive>Steeltipped:</passive> Attacks apply <physicalDamage>15 physical damage</physicalDamage>  <OnHit>On-Hit</OnHit>.</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Greatly increases Attack Speed\",\"from\":[\"1042\",\"1042\"],\"into\":[\"3115\",\"3153\"],\"image\":{\"full\":\"1043.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":336,\"y\":48,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":true,\"total\":1000,\"sell\":700},\"tags\":[\"AttackSpeed\",\"OnHit\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"PercentAttackSpeedMod\":0.25},\"depth\":2},\"1052\":{\"name\":\"Amplifying Tome\",\"description\":\"<mainText><stats><attention> 20</attention> Ability Power</stats></mainText><br>\",\"colloq\":\";amptome\",\"plaintext\":\"Slightly increases Ability Power\",\"into\":[\"6616\",\"3191\",\"3003\",\"3108\",\"3113\",\"3115\",\"3116\",\"3145\",\"3504\",\"3802\",\"4632\",\"3916\",\"4629\",\"4630\",\"4635\",\"4637\",\"4642\"],\"image\":{\"full\":\"1052.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":384,\"y\":48,\"w\":48,\"h\":48},\"gold\":{\"base\":435,\"purchasable\":true,\"total\":435,\"sell\":305},\"tags\":[\"SpellDamage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMagicDamageMod\":20}},\"1053\":{\"name\":\"Vampiric Scepter\",\"description\":\"<mainText><stats><attention> 15</attention> Attack Damage<br><attention> 10%</attention> Life Steal</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Basic attacks restore Health\",\"from\":[\"1036\"],\"into\":[\"3072\",\"3074\",\"3153\",\"3181\",\"4403\",\"6673\",\"6692\"],\"image\":{\"full\":\"1053.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":432,\"y\":48,\"w\":48,\"h\":48},\"gold\":{\"base\":550,\"purchasable\":true,\"total\":900,\"sell\":630},\"tags\":[\"Damage\",\"LifeSteal\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":15,\"PercentLifeStealMod\":0.1},\"depth\":2},\"1054\":{\"name\":\"Doran's Shield\",\"description\":\"<mainText><stats><attention> 80</attention> Health</stats><br><li><passive>Focus:</passive> Attacks deal an additional <physicalDamage>5 physical damage</physicalDamage> to minions.<li><passive>Recovery:</passive> Restores <healing>6 Health</healing> every 5 seconds.<li><passive>Endure:</passive> Restores up to <healing>40 Health</healing> over 8 seconds after taking damage from a champion, large jungle monster, or epic jungle monster. Restoration increases when you are low Health.<br><br><rules><passive>Endure</passive> 66% effective when owned by  Ranged champions or when taking damage from area of effect or periodic damage sources.</rules></mainText><br>\",\"colloq\":\";dshield\",\"plaintext\":\"Good defensive starting item\",\"image\":{\"full\":\"1054.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":0,\"y\":96,\"w\":48,\"h\":48},\"gold\":{\"base\":450,\"purchasable\":true,\"total\":450,\"sell\":180},\"tags\":[\"Health\",\"HealthRegen\",\"Lane\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":80,\"FlatHPRegenMod\":1.2},\"effect\":{\"Effect1Amount\":\"8\",\"Effect2Amount\":\"5\",\"Effect3Amount\":\"40\",\"Effect4Amount\":\"0.66\"}},\"1055\":{\"name\":\"Doran's Blade\",\"description\":\"<mainText><stats><attention> 8</attention> Attack Damage<br><attention> 80</attention> Health</stats><br><li><passive>Warmonger:</passive> Gain <lifeSteal>2.5% Omnivamp</lifeSteal>.<br><br><rules>Omnivamp is only 33% effective when dealing area of effect damage or damage through pets.</rules></mainText><br>\",\"colloq\":\";dblade\",\"plaintext\":\"Good starting item for attackers\",\"image\":{\"full\":\"1055.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":48,\"y\":96,\"w\":48,\"h\":48},\"gold\":{\"base\":450,\"purchasable\":true,\"total\":450,\"sell\":180},\"tags\":[\"Health\",\"Damage\",\"SpellVamp\",\"Lane\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":8,\"FlatHPPoolMod\":80}},\"1056\":{\"name\":\"Doran's Ring\",\"description\":\"<mainText><stats><attention> 15</attention> Ability Power<br><attention> 70</attention> Health</stats><br><li><passive>Focus:</passive> Attacks deal an additional <magicDamage>5 physical damage</magicDamage> to minions. <li><passive>Siphon:</passive> Killing a minion restores <scaleMana>6 Mana</scaleMana>. If you can't gain Mana, restore <healing>3 Health</healing> instead.</mainText><br>\",\"colloq\":\";dring\",\"plaintext\":\"Good starting item for casters\",\"image\":{\"full\":\"1056.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":96,\"y\":96,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":true,\"total\":400,\"sell\":160},\"tags\":[\"Health\",\"Lane\",\"ManaRegen\",\"SpellDamage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":70,\"FlatMagicDamageMod\":15}},\"1057\":{\"name\":\"Negatron Cloak\",\"description\":\"<mainText><stats><attention> 50</attention> Magic Resist</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Moderately increases Magic Resist\",\"from\":[\"1033\"],\"into\":[\"3091\",\"3001\",\"6664\",\"3222\",\"4401\"],\"image\":{\"full\":\"1057.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":144,\"y\":96,\"w\":48,\"h\":48},\"gold\":{\"base\":450,\"purchasable\":true,\"total\":900,\"sell\":630},\"tags\":[\"SpellBlock\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatSpellBlockMod\":50},\"depth\":2},\"1058\":{\"name\":\"Needlessly Large Rod\",\"description\":\"<mainText><stats><attention> 60</attention> Ability Power</stats></mainText><br>\",\"colloq\":\";nlr\",\"plaintext\":\"Greatly increases Ability Power\",\"into\":[\"3003\",\"3089\",\"4403\",\"4628\"],\"image\":{\"full\":\"1058.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":192,\"y\":96,\"w\":48,\"h\":48},\"gold\":{\"base\":1250,\"purchasable\":true,\"total\":1250,\"sell\":875},\"tags\":[\"SpellDamage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMagicDamageMod\":60}},\"1082\":{\"name\":\"Dark Seal\",\"description\":\"<mainText><stats><attention> 15</attention> Ability Power<br><attention> 40</attention> Health</stats><br><li><passive>Glory:</passive> Gain 2 stacks for a champion kill or 1 stacks for an assist (up to 10 stacks total). Lose 4 stacks on death.<li><passive>Dread:</passive> Grants <scaleAP>5 Ability Power</scaleAP> per stack of <passive>Glory</passive>.<br><br><rules>Obtained <passive>Glory</passive> stacks are preserved between this item and <rarityLegendary>Mejai's Soulstealer</rarityLegendary>.</rules></mainText><br>\",\"colloq\":\";Noxian\",\"plaintext\":\"Provides Ability Power and Mana.  Increases in power as you kill enemies.\",\"into\":[\"3041\"],\"image\":{\"full\":\"1082.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":240,\"y\":96,\"w\":48,\"h\":48},\"gold\":{\"base\":350,\"purchasable\":true,\"total\":350,\"sell\":140},\"tags\":[\"Health\",\"SpellDamage\",\"Lane\"],\"maps\":{\"11\":true,\"12\":false,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":40,\"FlatMagicDamageMod\":15}},\"1083\":{\"name\":\"Cull\",\"description\":\"<mainText><stats><attention> 7</attention> Attack Damage</stats><br><li>Attacks restore <healing>3 Health</healing> per hit.<li><passive>Reap:</passive> Killing a lane minion grants <goldGain>1</goldGain> additional gold. Killing 100 lane minions grants an additional <goldGain>350</goldGain> bonus gold immediately and disables <passive>Reap</passive>.<br></mainText><br>\",\"colloq\":\";dblade\",\"plaintext\":\"Provides damage and Life Steal on hit - Killing minions grant bonus Gold\",\"image\":{\"full\":\"1083.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":288,\"y\":96,\"w\":48,\"h\":48},\"gold\":{\"base\":450,\"purchasable\":true,\"total\":450,\"sell\":180},\"tags\":[\"Damage\",\"LifeSteal\",\"Lane\"],\"maps\":{\"11\":true,\"12\":true,\"21\":false,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":7}},\"2003\":{\"name\":\"Health Potion\",\"description\":\"<mainText><stats></stats> <active>Active - Consume:</active> Drink the potion to restore <healing>150 Health</healing> over 15 seconds.<br><br><rules>You may carry up to 5 Health Potions.</rules></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Consume to restore Health over time\",\"stacks\":5,\"consumed\":true,\"image\":{\"full\":\"2003.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":336,\"y\":96,\"w\":48,\"h\":48},\"gold\":{\"base\":50,\"purchasable\":true,\"total\":50,\"sell\":20},\"tags\":[\"HealthRegen\",\"Consumable\",\"Lane\",\"Jungle\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{}},\"2010\":{\"name\":\"Total Biscuit of Everlasting Will\",\"description\":\"<mainText><stats></stats> <active>Active - Consume:</active> Eat the biscuit to restore <healing>10% missing Health</healing> and <scaleMana>Mana</scaleMana> over 5 seconds. Consuming or selling a biscuit permanently grants <scaleMana>50 maximum Mana</scaleMana>. </mainText><br>\",\"colloq\":\";\",\"plaintext\":\"\",\"stacks\":10,\"consumed\":true,\"inStore\":false,\"hideFromAll\":true,\"image\":{\"full\":\"2010.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":384,\"y\":96,\"w\":48,\"h\":48},\"gold\":{\"base\":75,\"purchasable\":false,\"total\":75,\"sell\":30},\"tags\":[],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{},\"effect\":{\"Effect1Amount\":\"10\"}},\"2015\":{\"name\":\"Kircheis Shard\",\"description\":\"<mainText><stats><attention> 15%</attention> Attack Speed</stats><br><li><passive>Energized:</passive> Moving and Attacking will generate an Energized Attack.<li><passive>Jolt:</passive> Energized Attacks gain an additional <magicDamage>80 magic damage</magicDamage>.</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Attack speed and a chargable magic hit\",\"from\":[\"1042\"],\"into\":[\"3094\",\"3095\"],\"image\":{\"full\":\"2015.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":432,\"y\":96,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":true,\"total\":700,\"sell\":490},\"tags\":[\"AttackSpeed\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"PercentAttackSpeedMod\":0.15},\"depth\":2},\"2031\":{\"name\":\"Refillable Potion\",\"description\":\"<mainText><stats></stats> <active>Active - Consume:</active> Consumes a charge to restore <healing>125 Health</healing> over 12 seconds. Holds up to 2 charges and refills upon visiting the shop.</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Restores Health over time. Refills at shop.\",\"into\":[\"2033\"],\"image\":{\"full\":\"2031.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":0,\"y\":144,\"w\":48,\"h\":48},\"gold\":{\"base\":150,\"purchasable\":true,\"total\":150,\"sell\":60},\"tags\":[\"HealthRegen\",\"Consumable\",\"Active\",\"Lane\",\"Jungle\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{}},\"2033\":{\"name\":\"Corrupting Potion\",\"description\":\"<mainText><stats></stats> <active>Active - Consume:</active> Consumes a charge to restore <healing>125 Health</healing> and <scaleMana>75 Mana</scaleMana> over 12 seconds. During this time, damaging Abilities and Attacks burn enemy champions for <magicDamage>15 (20 if you cannot gain Mana) magic damage</magicDamage> over 3 seconds. Holds up to 3 charges and refills upon visiting the shop.<br><br><rules>Corrupting damage is reduced to 50% when triggered by area of effect or periodic damage.</rules></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Restores Health and Mana over time and boosts combat power - Refills at Shop\",\"from\":[\"2031\"],\"image\":{\"full\":\"2033.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":48,\"y\":144,\"w\":48,\"h\":48},\"gold\":{\"base\":350,\"purchasable\":true,\"total\":500,\"sell\":200},\"tags\":[\"Active\",\"Consumable\",\"HealthRegen\",\"Lane\",\"ManaRegen\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{},\"depth\":2},\"2051\":{\"name\":\"Guardian's Horn\",\"description\":\"<mainText><stats><attention> 150</attention> Health</stats><br><li><passive>Recovery:</passive> Restores <healing>20 Health</healing> every 5 seconds.<li><passive>Undaunted:</passive> Blocks 15 damage from attacks and spells from champions (25% effectiveness vs. damage over time abilities).<li><passive>Legendary:</passive> This item counts as a <rarityLegendary>Legendary</rarityLegendary> item.</mainText><br>\",\"colloq\":\"Golden Arm of Kobe;Golden Bicep of Kobe;Horn; Horn of the ManWolf; ManWolf\",\"plaintext\":\"Good starting item for tanks\",\"image\":{\"full\":\"2051.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":96,\"y\":144,\"w\":48,\"h\":48},\"gold\":{\"base\":950,\"purchasable\":true,\"total\":950,\"sell\":665},\"tags\":[\"Health\",\"HealthRegen\",\"Lane\"],\"maps\":{\"11\":false,\"12\":true,\"21\":false,\"22\":false},\"stats\":{\"FlatHPPoolMod\":150,\"FlatHPRegenMod\":4},\"effect\":{\"Effect1Amount\":\"15\",\"Effect2Amount\":\"0.25\"}},\"2052\":{\"name\":\"Poro-Snax\",\"description\":\"\",\"colloq\":\";\",\"plaintext\":\"\",\"stacks\":2,\"consumed\":true,\"inStore\":false,\"image\":{\"full\":\"2052.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":144,\"y\":144,\"w\":48,\"h\":48},\"gold\":{\"base\":0,\"purchasable\":false,\"total\":0,\"sell\":0},\"tags\":[],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{}},\"2055\":{\"name\":\"Control Ward\",\"description\":\"<mainText><stats></stats> <active>Active - Consume:</active> Places a powerful Control Ward that grants vision of the surrounding area. This device will also reveal <keywordStealth>Invisible</keywordStealth> traps, reveal <keywordStealth>Camouflaged</keywordStealth> enemies, and reveal (and disable) enemy Stealth Wards. <br><br><rules>You may carry up to 2 Control Wards. Control Wards do not disable other Control Wards.</rules></mainText><br>\",\"colloq\":\"orange;\",\"plaintext\":\"Used to disable wards and invisible traps in an area.\",\"stacks\":2,\"consumed\":true,\"consumeOnFull\":true,\"image\":{\"full\":\"2055.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":192,\"y\":144,\"w\":48,\"h\":48},\"gold\":{\"base\":75,\"purchasable\":true,\"total\":75,\"sell\":30},\"tags\":[\"Consumable\",\"Lane\",\"Stealth\",\"Vision\"],\"maps\":{\"11\":true,\"12\":false,\"21\":false,\"22\":false},\"stats\":{},\"effect\":{\"Effect1Amount\":\"1\",\"Effect2Amount\":\"2\"}},\"2065\":{\"name\":\"Shurelya's Battlesong\",\"description\":\"<mainText><stats><attention> 350</attention> Health<br><attention> 20</attention> Ability Haste<br><attention> 5%</attention> Move Speed<br><attention> 50%</attention> Base Mana Regen</stats><br><br> <active>Active -</active> <active>Inspire:</active> Grants you and nearby allies <speed>60% decaying Move Speed</speed> for 4 seconds. Champions gain an additional <magicDamage>35 - 55 (based on ally level) magic damage</magicDamage> on the next 3 Attacks or Ability hits against champions (90s cooldown).<br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items <attention> 2.5%</attention> Move Speed.<br><br><rules>Strength of level-scaling effects are based on the ally's level.</rules></mainText><br>\",\"colloq\":\";shurelya;reverie;\",\"plaintext\":\"Activate to speed up nearby allies.\",\"from\":[\"3067\",\"1004\",\"3066\"],\"image\":{\"full\":\"2065.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":240,\"y\":144,\"w\":48,\"h\":48},\"gold\":{\"base\":650,\"purchasable\":true,\"total\":2500,\"sell\":1750},\"tags\":[\"Health\",\"Active\",\"CooldownReduction\",\"NonbootsMovement\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"PercentMovementSpeedMod\":0.05,\"FlatHPPoolMod\":350},\"depth\":3},\"2138\":{\"name\":\"Elixir of Iron\",\"description\":\"<mainText><stats></stats> <active>Active - Consume:</active> Drink to gain <scaleHealth>300 Health</scaleHealth>, 25% Tenacity, and increased champion size for 3 minutes. While active, moving leaves a path behind that boosts allied champions' <speed>Move Speed by 15%</speed>.<br><br><rules>Drinking a different Elixir will replace the existing one's effects.</rules></mainText><br>\",\"colloq\":\";white\",\"plaintext\":\"Temporarily increases defenses. Leaves a trail for allies to follow.\",\"consumed\":true,\"consumeOnFull\":true,\"image\":{\"full\":\"2138.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":288,\"y\":144,\"w\":48,\"h\":48},\"gold\":{\"base\":500,\"purchasable\":true,\"total\":500,\"sell\":200},\"tags\":[\"Health\",\"Consumable\",\"NonbootsMovement\",\"Tenacity\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{},\"effect\":{\"Effect1Amount\":\"300\",\"Effect2Amount\":\"0.25\",\"Effect3Amount\":\"3\",\"Effect4Amount\":\"0.15\",\"Effect5Amount\":\"0.15\",\"Effect6Amount\":\"0\",\"Effect7Amount\":\"0\",\"Effect8Amount\":\"9\"}},\"2139\":{\"name\":\"Elixir of Sorcery\",\"description\":\"<mainText><stats></stats> <active>Active - Consume:</active> Drink to gain <scaleAP>50 Ability Power</scaleAP> and <scaleMana>15% Mana Regen</scaleMana> for 3 minutes. While active, damaging a champion or turret deals <trueDamage>25 bonus true damage</trueDamage> (5s cooldown).<br><br><rules>Champion level <attention>9</attention> or greater required to purchase. Elixir of Sorcery's true damage effect has no cooldown when attacking turrets. Drinking a different Elixir will replace the existing one's effects.</rules></mainText><br>\",\"colloq\":\";blue\",\"plaintext\":\"Temporarily grants Ability Power and Bonus Damage to champions and turrets.\",\"consumed\":true,\"consumeOnFull\":true,\"image\":{\"full\":\"2139.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":336,\"y\":144,\"w\":48,\"h\":48},\"gold\":{\"base\":500,\"purchasable\":true,\"total\":500,\"sell\":200},\"tags\":[\"Consumable\",\"ManaRegen\",\"SpellDamage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{},\"effect\":{\"Effect1Amount\":\"50\",\"Effect2Amount\":\"50\",\"Effect3Amount\":\"25\",\"Effect4Amount\":\"3\",\"Effect5Amount\":\"5\",\"Effect6Amount\":\"3\",\"Effect7Amount\":\"0\",\"Effect8Amount\":\"9\"}},\"2140\":{\"name\":\"Elixir of Wrath\",\"description\":\"<mainText><stats></stats> <active>Active - Consume:</active> Drink to gain <scaleAD>30 Attack Damage</scaleAD> and <lifeSteal>15% Physical Vamp</lifeSteal> (against champions) for 3 minutes.<br><br><rules>Drinking a different Elixir will replace the existing one's effects.</rules></mainText><br>\",\"colloq\":\";red\",\"plaintext\":\"Temporarily grants Attack Damage and heals you when dealing physical damage to champions.\",\"consumed\":true,\"consumeOnFull\":true,\"image\":{\"full\":\"2140.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":384,\"y\":144,\"w\":48,\"h\":48},\"gold\":{\"base\":500,\"purchasable\":true,\"total\":500,\"sell\":200},\"tags\":[\"Consumable\",\"Damage\",\"LifeSteal\",\"SpellVamp\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{},\"effect\":{\"Effect1Amount\":\"30\",\"Effect2Amount\":\"30\",\"Effect3Amount\":\"0.15\",\"Effect4Amount\":\"3\",\"Effect5Amount\":\"0\",\"Effect6Amount\":\"0\",\"Effect7Amount\":\"0\",\"Effect8Amount\":\"9\"}},\"2403\":{\"name\":\"Minion Dematerializer\",\"description\":\"<mainText><stats></stats> <active>Active - Consume:</active> Kill target lane minion (10s ).</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"\",\"stacks\":10,\"consumed\":true,\"inStore\":false,\"hideFromAll\":true,\"image\":{\"full\":\"2403.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":432,\"y\":144,\"w\":48,\"h\":48},\"gold\":{\"base\":0,\"purchasable\":false,\"total\":0,\"sell\":0},\"tags\":[],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{}},\"2419\":{\"name\":\"Commencing Stopwatch\",\"description\":\"<mainText><stats></stats><li>Transforms into a <rarityGeneric>Stopwatch</rarityGeneric> after 14 minutes. Takedowns reduce this timer by 2 minutes. That <rarityGeneric>Stopwatch</rarityGeneric> contributes 250 gold to the items it builds into.<br><br><rules>Stopwatch normally contributes 650 gold</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"inStore\":false,\"into\":[\"2420\"],\"image\":{\"full\":\"2419.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":0,\"y\":192,\"w\":48,\"h\":48},\"gold\":{\"base\":0,\"purchasable\":false,\"total\":0,\"sell\":0},\"tags\":[\"Active\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{}},\"2420\":{\"name\":\"Stopwatch\",\"description\":\"<mainText><stats></stats> <active>Active -</active> <active>Stasis:</active> Use one time only to become <status>Invulnerable</status> and <status>Untargetable</status> for 2.5 seconds, but are prevented from taking any other actions during this time (transforms into a <rarityGeneric>Broken Stopwatch</rarityGeneric>).</mainText><br>\",\"colloq\":\";zhg;zonyas\",\"plaintext\":\"Activate to become invincible but unable to take actions\",\"into\":[\"3026\",\"3157\"],\"image\":{\"full\":\"2420.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":48,\"y\":192,\"w\":48,\"h\":48},\"gold\":{\"base\":650,\"purchasable\":true,\"total\":650,\"sell\":260},\"tags\":[\"Active\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{},\"effect\":{\"Effect1Amount\":\"0\",\"Effect2Amount\":\"2.5\"}},\"2421\":{\"name\":\"Broken Stopwatch\",\"description\":\"<mainText><stats></stats><br><li><passive>Shattered Time:</passive> Stopwatch is broken, but can still be upgraded.<br><br><rules>After breaking one Stopwatch, the shopkeeper will only sell you <rarityGeneric>Broken Stopwatches.</rarityGeneric></rules></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Upgrades to stopwatch\",\"hideFromAll\":true,\"into\":[\"3157\",\"3026\"],\"image\":{\"full\":\"2421.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":96,\"y\":192,\"w\":48,\"h\":48},\"gold\":{\"base\":650,\"purchasable\":true,\"total\":650,\"sell\":260},\"tags\":[],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{},\"effect\":{\"Effect1Amount\":\"0\",\"Effect2Amount\":\"0\",\"Effect3Amount\":\"0\",\"Effect4Amount\":\"0\",\"Effect5Amount\":\"300\"}},\"2422\":{\"name\":\"Slightly Magical Footwear\",\"description\":\"<mainText><stats><attention> 25</attention> Move Speed</stats><br><li>Grants an additional <speed>10 Move Speed</speed>. Boots that build from Slightly Magical Footwear retain this bonus Move Speed.</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"inStore\":false,\"into\":[\"3006\",\"3047\",\"3020\",\"3158\",\"3111\",\"3117\",\"3009\"],\"image\":{\"full\":\"2422.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":144,\"y\":192,\"w\":48,\"h\":48},\"gold\":{\"base\":300,\"purchasable\":false,\"total\":300,\"sell\":210},\"tags\":[\"Boots\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMovementSpeedMod\":25}},\"2423\":{\"name\":\"Perfectly Timed Stopwatch\",\"description\":\"<mainText><stats></stats> <active>Active -</active> <active>Stasis:</active> Use one time only to become <status>Invulnerable</status> and <status>Untargetable</status> for 2.5 seconds, but are prevented from taking any other actions during this time (transforms into a <rarityGeneric>Broken Stopwatch</rarityGeneric>).</mainText><br>\",\"colloq\":\";zhg;zonyas\",\"plaintext\":\"Activate to become invincible but unable to take actions\",\"inStore\":false,\"into\":[\"3157\",\"3026\"],\"image\":{\"full\":\"2423.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":192,\"y\":192,\"w\":48,\"h\":48},\"gold\":{\"base\":650,\"purchasable\":false,\"total\":650,\"sell\":260},\"tags\":[\"Active\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{},\"effect\":{\"Effect1Amount\":\"0\",\"Effect2Amount\":\"2.5\"}},\"2424\":{\"name\":\"Broken Stopwatch\",\"description\":\"<mainText><stats></stats><br><li><passive>Shattered Time:</passive> Stopwatch is broken, but can still be upgraded.<br><br><rules>After breaking one Stopwatch, the shopkeeper will only sell you <rarityGeneric>Broken Stopwatches.</rarityGeneric></rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"inStore\":false,\"hideFromAll\":true,\"into\":[\"3157\",\"3026\"],\"image\":{\"full\":\"2424.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":240,\"y\":192,\"w\":48,\"h\":48},\"gold\":{\"base\":650,\"purchasable\":false,\"total\":650,\"sell\":260},\"tags\":[],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{},\"effect\":{\"Effect1Amount\":\"0\",\"Effect2Amount\":\"0\",\"Effect3Amount\":\"0\",\"Effect4Amount\":\"0\",\"Effect5Amount\":\"300\"}},\"3001\":{\"name\":\"Abyssal Mask\",\"description\":\"<mainText><stats><attention> 350</attention> Health<br><attention> 60</attention> Magic Resist</stats><br><li><passive>Unmake:</passive> <status>Immobilizing</status> a champion causes them to take 10% increased damage for 4 seconds. </mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Nearby enemies take more magic damage\",\"from\":[\"1011\",\"1057\"],\"image\":{\"full\":\"3001.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":288,\"y\":192,\"w\":48,\"h\":48},\"gold\":{\"base\":900,\"purchasable\":true,\"total\":2700,\"sell\":1890},\"tags\":[\"Health\",\"SpellBlock\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":350,\"FlatSpellBlockMod\":60},\"depth\":3},\"3003\":{\"name\":\"Archangel's Staff\",\"description\":\"<mainText><stats><attention> 65</attention> Ability Power<br><attention> 500</attention> Mana</stats><br><li><passive>Awe:</passive> Gain bonus <scaleAP>Ability Power equal to 3% of bonus Mana</scaleAP>.<li><passive>Mana Charge:</passive> Strike a target with an Ability to consume a charge and gain <scaleMana>3 bonus Mana</scaleMana>. Bonus Mana gain doubled if the target is a champion. This item transforms into <rarityLegendary>Seraph's Embrace</rarityLegendary> once 360 bonus Mana has been granted.<br><br><rules>Gain a new <passive>Mana Charge</passive> every 8 seconds (max 4).</rules></mainText><br>\",\"colloq\":\";aa\",\"plaintext\":\"Increases Ability Power based on maximum Mana\",\"from\":[\"3070\",\"1058\",\"1052\"],\"image\":{\"full\":\"3003.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":336,\"y\":192,\"w\":48,\"h\":48},\"gold\":{\"base\":915,\"purchasable\":true,\"total\":3000,\"sell\":2100},\"tags\":[\"SpellDamage\",\"Mana\",\"Active\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMPPoolMod\":500,\"FlatMagicDamageMod\":65},\"depth\":2},\"3004\":{\"name\":\"Manamune\",\"description\":\"<mainText><stats><attention> 35</attention> Attack Damage<br><attention> 500</attention> Mana<br><attention> 15</attention> Ability Haste</stats><br><li><passive>Awe:</passive> Gain bonus <scaleAD>Attack Damage equal to 2.5% max Mana</scaleAD>. <li><passive>Mana Charge:</passive> Strike a target with an Attack or Ability to consume a charge and gain <scaleMana>3 bonus Mana</scaleMana>. Bonus Mana gain doubled if the target is a champion. This item transforms into <rarityLegendary>Muramana</rarityLegendary> once 360 bonus Mana has been granted.<br><br><rules>Gain a new <passive>Mana Charge</passive> every 8 seconds (max 4).</rules></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Increases Attack Damage based on maximum Mana\",\"from\":[\"3070\",\"3133\",\"1036\"],\"image\":{\"full\":\"3004.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":384,\"y\":192,\"w\":48,\"h\":48},\"gold\":{\"base\":1050,\"purchasable\":true,\"total\":2900,\"sell\":2030},\"tags\":[\"Damage\",\"Mana\",\"ManaRegen\",\"CooldownReduction\",\"OnHit\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":35,\"FlatMPPoolMod\":500},\"effect\":{\"Effect1Amount\":\"0\",\"Effect2Amount\":\"0\",\"Effect3Amount\":\"360\"},\"depth\":3},\"3006\":{\"name\":\"Berserker's Greaves\",\"description\":\"<mainText><stats><attention> 35%</attention> Attack Speed<br><attention> 45</attention> Move Speed</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Enhances Movement Speed and Attack Speed\",\"from\":[\"1001\",\"1042\"],\"image\":{\"full\":\"3006.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":432,\"y\":192,\"w\":48,\"h\":48},\"gold\":{\"base\":500,\"purchasable\":true,\"total\":1100,\"sell\":770},\"tags\":[\"AttackSpeed\",\"Boots\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMovementSpeedMod\":45,\"PercentAttackSpeedMod\":0.35},\"depth\":2},\"3009\":{\"name\":\"Boots of Swiftness\",\"description\":\"<mainText><stats><attention> 60</attention> Move Speed</stats><br><li>The strength of movement slowing effects is reduced by 25%.</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Enhances Movement Speed and reduces the effect of slows\",\"from\":[\"1001\"],\"image\":{\"full\":\"3009.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":0,\"y\":240,\"w\":48,\"h\":48},\"gold\":{\"base\":600,\"purchasable\":true,\"total\":900,\"sell\":630},\"tags\":[\"Boots\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMovementSpeedMod\":60},\"effect\":{\"Effect1Amount\":\"0.25\"},\"depth\":2},\"3011\":{\"name\":\"Chemtech Putrifier\",\"description\":\"<mainText><stats><attention> 50</attention> Ability Power<br><attention> 15</attention> Ability Haste<br><attention> 100%</attention> Base Mana Regen</stats><br><li><passive>Puffcap Toxin:</passive> Dealing magic damage applies <status>40% Grievous Wounds</status> to champions for 3 seconds. <status>Immobilizing</status> champions applies <status>60% Grievous Wounds</status> instead.<br><br><rules><status>Grievous Wounds</status> reduces the effectiveness of Healing and Regeneration effects.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"3916\",\"4642\"],\"image\":{\"full\":\"3011.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":48,\"y\":240,\"w\":48,\"h\":48},\"gold\":{\"base\":550,\"purchasable\":true,\"total\":2300,\"sell\":1610},\"tags\":[\"SpellDamage\",\"ManaRegen\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMagicDamageMod\":50},\"depth\":3},\"3020\":{\"name\":\"Sorcerer's Shoes\",\"description\":\"<mainText><stats><attention> 18</attention> Magic Penetration<br><attention> 45</attention> Move Speed</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Enhances Movement Speed and magic damage\",\"from\":[\"1001\"],\"image\":{\"full\":\"3020.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":96,\"y\":240,\"w\":48,\"h\":48},\"gold\":{\"base\":800,\"purchasable\":true,\"total\":1100,\"sell\":770},\"tags\":[\"Boots\",\"MagicPenetration\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMovementSpeedMod\":45},\"effect\":{\"Effect1Amount\":\"18\"},\"depth\":2},\"3024\":{\"name\":\"Glacial Buckler\",\"description\":\"<mainText><stats><attention> 20</attention> Armor<br><attention> 250</attention> Mana<br><attention> 10</attention> Ability Haste</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Increases Armor and Cooldown Reduction\",\"from\":[\"1027\",\"1029\"],\"into\":[\"3050\",\"3110\"],\"image\":{\"full\":\"3024.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":144,\"y\":240,\"w\":48,\"h\":48},\"gold\":{\"base\":250,\"purchasable\":true,\"total\":900,\"sell\":630},\"tags\":[\"Armor\",\"Mana\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMPPoolMod\":250,\"FlatArmorMod\":20},\"depth\":2},\"3026\":{\"name\":\"Guardian Angel\",\"description\":\"<mainText><stats><attention> 40</attention> Attack Damage<br><attention> 40</attention> Armor</stats><br><li><passive>Saving Grace:</passive> Upon taking lethal damage, restores <healing>50% base Health</healing> and <scaleMana>30% max Mana</scaleMana> after 4 seconds of stasis (300s cooldown).</mainText><br>\",\"colloq\":\";ga\",\"plaintext\":\"Periodically revives champion upon death\",\"from\":[\"1038\",\"1031\",\"2420\"],\"image\":{\"full\":\"3026.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":192,\"y\":240,\"w\":48,\"h\":48},\"gold\":{\"base\":50,\"purchasable\":true,\"total\":2800,\"sell\":1120},\"tags\":[\"Armor\",\"Damage\"],\"maps\":{\"11\":true,\"12\":false,\"21\":false,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":40,\"FlatArmorMod\":40},\"effect\":{\"Effect1Amount\":\"0.5\",\"Effect2Amount\":\"4\",\"Effect3Amount\":\"300\",\"Effect4Amount\":\"0.3\"},\"depth\":3},\"3031\":{\"name\":\"Infinity Edge\",\"description\":\"<mainText><stats><attention> 70</attention> Attack Damage<br><attention> 20%</attention> Critical Strike Chance</stats><br><li><passive>Perfection:</passive> If you have at least 60% Critical Strike Chance, gain 35% Critical Strike Damage.</mainText><br>\",\"colloq\":\";ie\",\"plaintext\":\"Massively enhances critical strikes\",\"from\":[\"1038\",\"1037\",\"1018\"],\"image\":{\"full\":\"3031.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":240,\"y\":240,\"w\":48,\"h\":48},\"gold\":{\"base\":625,\"purchasable\":true,\"total\":3400,\"sell\":2380},\"tags\":[\"CriticalStrike\",\"Damage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":70,\"FlatCritChanceMod\":0.2},\"depth\":2},\"3033\":{\"name\":\"Mortal Reminder\",\"description\":\"<mainText><stats><attention> 20</attention> Attack Damage<br><attention> 25%</attention> Attack Speed<br><attention> 20%</attention> Critical Strike Chance<br><attention> 7%</attention> Move Speed</stats><br><li><passive>Sepsis:</passive> Dealing physical damage applies <status>40% Grievous Wounds</status> to enemy champions for 3 seconds. Dealing 3 consecutive Attacks to an enemy champion enhances this effect to <status>60% Grievous Wounds</status> against them until the effect is allowed to elapse.<br><br><rules><status>Grievous Wounds</status> reduces the effectiveness of Healing and Regeneration effects.</rules></mainText><br>\",\"colloq\":\";grievous\",\"plaintext\":\"Overcomes enemies with high Health recovery and Armor\",\"from\":[\"3123\",\"3086\"],\"image\":{\"full\":\"3033.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":288,\"y\":240,\"w\":48,\"h\":48},\"gold\":{\"base\":650,\"purchasable\":true,\"total\":2500,\"sell\":1750},\"tags\":[\"Damage\",\"CriticalStrike\",\"AttackSpeed\",\"NonbootsMovement\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":20,\"FlatCritChanceMod\":0.2,\"PercentMovementSpeedMod\":0.07,\"PercentAttackSpeedMod\":0.25},\"depth\":3},\"3035\":{\"name\":\"Last Whisper\",\"description\":\"<mainText><stats><attention> 20</attention> Attack Damage<br><attention> 20%</attention> Armor Penetration</stats></mainText><br>\",\"colloq\":\";lw\",\"plaintext\":\"Overcomes enemies with high Armor\",\"from\":[\"1036\",\"1036\"],\"into\":[\"3036\",\"6694\"],\"image\":{\"full\":\"3035.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":336,\"y\":240,\"w\":48,\"h\":48},\"gold\":{\"base\":750,\"purchasable\":true,\"total\":1450,\"sell\":1015},\"tags\":[\"ArmorPenetration\",\"Damage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":20},\"depth\":2},\"3036\":{\"name\":\"Lord Dominik's Regards\",\"description\":\"<mainText><stats><attention> 35</attention> Attack Damage<br><attention> 20%</attention> Critical Strike Chance<br><attention> 25%</attention> Armor Penetration</stats><br><li><passive>Giant Slayer:</passive> Deal up to <physicalDamage>15% bonus physical damage</physicalDamage> against champions with greater max Health than you.<br><br><rules>Max damage increase reached when Health difference is greater than 2000.</rules></mainText><br>\",\"colloq\":\";lw\",\"plaintext\":\"Overcomes enemies with high health and armor\",\"from\":[\"3035\",\"1018\"],\"image\":{\"full\":\"3036.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":384,\"y\":240,\"w\":48,\"h\":48},\"gold\":{\"base\":850,\"purchasable\":true,\"total\":2900,\"sell\":2030},\"tags\":[\"Damage\",\"CriticalStrike\",\"ArmorPenetration\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":35,\"FlatCritChanceMod\":0.2},\"effect\":{\"Effect1Amount\":\"0.2\"},\"depth\":3},\"3040\":{\"name\":\"Seraph's Embrace\",\"description\":\"<mainText><stats><attention> 65</attention> Ability Power<br><attention> 860</attention> Mana</stats><br><li><passive>Awe:</passive> Gain bonus <scaleAP>Ability Power equal to 5% bonus Mana</scaleAP>.<li><passive>Empyrean:</passive> Increase your total <scaleMana>Mana by 5% (+2.5% per <scaleAP>100 Ability Power</scaleAP>)</scaleMana>.</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"\",\"specialRecipe\":3003,\"inStore\":false,\"image\":{\"full\":\"3040.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":432,\"y\":240,\"w\":48,\"h\":48},\"gold\":{\"base\":3000,\"purchasable\":false,\"total\":3000,\"sell\":2100},\"tags\":[\"SpellDamage\",\"Mana\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMPPoolMod\":860,\"FlatMagicDamageMod\":65}},\"3041\":{\"name\":\"Mejai's Soulstealer\",\"description\":\"<mainText><stats><attention> 20</attention> Ability Power<br><attention> 100</attention> Health</stats><br><li><passive>Glory:</passive> Gain 4 stacks for a champion kill or 2 stacks for an assist (up to 25 stacks total). Lose 10 stacks on death.<li><passive>Dread:</passive> Grants <scaleAP>5 Ability Power</scaleAP> per stack of <passive>Glory</passive>. Gain <speed>10% Move Speed</speed> if you have at least 10 stacks.<br><br><rules>Obtained <passive>Glory</passive> stacks are preserved between this item and <rarityGeneric>Dark Seal</rarityGeneric>.</rules></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Grants Ability Power for kills and assists\",\"from\":[\"1082\"],\"image\":{\"full\":\"3041.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":0,\"y\":288,\"w\":48,\"h\":48},\"gold\":{\"base\":1250,\"purchasable\":true,\"total\":1600,\"sell\":1120},\"tags\":[\"Health\",\"SpellDamage\",\"NonbootsMovement\"],\"maps\":{\"11\":true,\"12\":false,\"21\":false,\"22\":false},\"stats\":{\"FlatHPPoolMod\":100,\"FlatMagicDamageMod\":20},\"depth\":2},\"3042\":{\"name\":\"Muramana\",\"description\":\"<mainText><stats><attention> 35</attention> Attack Damage<br><attention> 860</attention> Mana<br><attention> 15</attention> Ability Haste</stats><br><li><passive>Awe:</passive> Gain bonus <scaleAD>Attack Damage equal to 2.5% max Mana</scaleAD>. <li><passive>Shock:</passive> When targetting champions, Ability strikes and Attacks ( <OnHit>On-Hit</OnHit>) apply an additional <physicalDamage>(2.5% max Mana) physical damage</physicalDamage>. </mainText><br>\",\"colloq\":\";\",\"plaintext\":\"\",\"specialRecipe\":3004,\"inStore\":false,\"image\":{\"full\":\"3042.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":48,\"y\":288,\"w\":48,\"h\":48},\"gold\":{\"base\":2900,\"purchasable\":false,\"total\":2900,\"sell\":2030},\"tags\":[\"Damage\",\"Mana\",\"CooldownReduction\",\"OnHit\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":35,\"FlatMPPoolMod\":860}},\"3043\":{\"name\":\"Muramana\",\"description\":\"<mainText><stats><attention> 35</attention> Attack Damage<br><attention> 860</attention> Mana<br><attention> 15</attention> Ability Haste</stats><br><li><passive>Awe:</passive> Gain bonus <scaleAD>Attack Damage equal to 2.5% max Mana</scaleAD>. <li><passive>Shock:</passive> When targetting champions, Ability strikes and Attacks ( <OnHit>On-Hit</OnHit>) apply an additional <physicalDamage>(2.5% max Mana) physical damage</physicalDamage>. </mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"specialRecipe\":3008,\"inStore\":false,\"image\":{\"full\":\"3043.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":96,\"y\":288,\"w\":48,\"h\":48},\"gold\":{\"base\":2600,\"purchasable\":false,\"total\":2600,\"sell\":1820},\"tags\":[\"Damage\",\"Mana\",\"CooldownReduction\",\"OnHit\"],\"maps\":{\"11\":false,\"12\":false,\"21\":false,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":35,\"FlatMPPoolMod\":860}},\"3044\":{\"name\":\"Phage\",\"description\":\"<mainText><stats><attention> 15</attention> Attack Damage<br><attention> 200</attention> Health</stats><br><li><passive>Sturdy:</passive> After you deal physical damage to a champion, restore <healing>2% max Health</healing> over 6 seconds.<br><br><rules>Restoration reduced to 50% for  Ranged users.</rules></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Attacks and kills give a small burst of speed\",\"from\":[\"1028\",\"1036\"],\"into\":[\"6630\",\"3053\",\"6632\"],\"image\":{\"full\":\"3044.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":144,\"y\":288,\"w\":48,\"h\":48},\"gold\":{\"base\":350,\"purchasable\":true,\"total\":1100,\"sell\":770},\"tags\":[\"Health\",\"HealthRegen\",\"Damage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":15,\"FlatHPPoolMod\":200},\"effect\":{\"Effect1Amount\":\"20\",\"Effect2Amount\":\"2\",\"Effect3Amount\":\"60\",\"Effect4Amount\":\"0\",\"Effect5Amount\":\"0\",\"Effect6Amount\":\"0\",\"Effect7Amount\":\"0\",\"Effect8Amount\":\"8\"},\"depth\":2},\"3046\":{\"name\":\"Phantom Dancer\",\"description\":\"<mainText><stats><attention> 40%</attention> Attack Speed<br><attention> 20%</attention> Critical Strike Chance<br><attention> 7%</attention> Move Speed</stats><br><li><passive>Spectral Waltz:</passive> Attacks grant <status>Ghosting</status> and <speed>7% Move Speed</speed> for 3 seconds. In addition, Attacking 5 times causes Spectral Waltz to also grant <attackSpeed>40% Attack Speed</attackSpeed> for the same duration.<br><br><rules><status>Ghosted</status> units ignore collision with other units.</rules></mainText><br>\",\"colloq\":\";pd\",\"plaintext\":\"Move faster while attacking enemies and gain a shield when on low health.\",\"from\":[\"1042\",\"3086\",\"1042\"],\"image\":{\"full\":\"3046.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":192,\"y\":288,\"w\":48,\"h\":48},\"gold\":{\"base\":850,\"purchasable\":true,\"total\":2500,\"sell\":1750},\"tags\":[\"AttackSpeed\",\"CriticalStrike\",\"NonbootsMovement\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatCritChanceMod\":0.2,\"PercentMovementSpeedMod\":0.07,\"PercentAttackSpeedMod\":0.4},\"effect\":{\"Effect1Amount\":\"0.24\",\"Effect2Amount\":\"10\",\"Effect3Amount\":\"550\",\"Effect4Amount\":\"0.1\",\"Effect5Amount\":\"0.3\",\"Effect6Amount\":\"2.5\",\"Effect7Amount\":\"90\",\"Effect8Amount\":\"240\",\"Effect9Amount\":\"600\",\"Effect10Amount\":\"40\",\"Effect11Amount\":\"5\",\"Effect12Amount\":\"0.3\",\"Effect13Amount\":\"0.7\",\"Effect14Amount\":\"3\",\"Effect15Amount\":\"300\",\"Effect16Amount\":\"1\",\"Effect17Amount\":\"0.4\",\"Effect18Amount\":\"9\"},\"depth\":3},\"3047\":{\"name\":\"Plated Steelcaps\",\"description\":\"<mainText><stats><attention> 20</attention> Armor<br><attention> 45</attention> Move Speed</stats><br><li>Reduces incoming damage from Attacks by 12%.</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Enhances Movement Speed and reduces incoming basic attack damage\",\"from\":[\"1001\",\"1029\"],\"image\":{\"full\":\"3047.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":240,\"y\":288,\"w\":48,\"h\":48},\"gold\":{\"base\":500,\"purchasable\":true,\"total\":1100,\"sell\":770},\"tags\":[\"Armor\",\"Boots\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMovementSpeedMod\":45,\"FlatArmorMod\":20},\"effect\":{\"Effect1Amount\":\"0.12\"},\"depth\":2},\"3048\":{\"name\":\"Seraph's Embrace\",\"description\":\"<mainText><stats><attention> 65</attention> Ability Power<br><attention> 860</attention> Mana</stats><br><li><passive>Awe:</passive> Gain bonus <scaleAP>Ability Power equal to 5% bonus Mana</scaleAP>.<li><passive>Empyrean:</passive> Increase your total <scaleMana>Mana by 5% (+2.5% per <scaleAP>100 Ability Power</scaleAP>)</scaleMana>.</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"specialRecipe\":3007,\"inStore\":false,\"image\":{\"full\":\"3048.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":288,\"y\":288,\"w\":48,\"h\":48},\"gold\":{\"base\":3000,\"purchasable\":false,\"total\":3000,\"sell\":2100},\"tags\":[\"SpellDamage\",\"Mana\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMPPoolMod\":860,\"FlatMagicDamageMod\":65}},\"3050\":{\"name\":\"Zeke's Convergence\",\"description\":\"<mainText><stats><attention> 250</attention> Health<br><attention> 25</attention> Armor<br><attention> 250</attention> Mana<br><attention> 20</attention> Ability Haste</stats><br><br> <active>Active -</active> <active>Conduit:</active> Designate an <attention>Accomplice</attention> (60s cooldown).<br><li><passive>Convergence:</passive> For 8 seconds after you <status>Immobilize</status> an enemy, your <attention>Accomplice's</attention> Attacks ( <OnHit>On-Hit</OnHit>) and Ability hits apply an additional <magicDamage>(30 - 70 (based on level) + 1.5% Health + 7.5% Ability Power) magic damage</magicDamage> to that enemy.<br><br><rules>Champions can only be linked by one Zeke's Convergence at a time.</rules></mainText><br>\",\"colloq\":\";haroldandkumar\",\"plaintext\":\"Grants you and your ally bonuses when you cast your ultimate.\",\"from\":[\"3067\",\"3024\"],\"image\":{\"full\":\"3050.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":336,\"y\":288,\"w\":48,\"h\":48},\"gold\":{\"base\":700,\"purchasable\":true,\"total\":2400,\"sell\":1680},\"tags\":[\"Health\",\"Armor\",\"Mana\",\"Active\",\"CooldownReduction\",\"OnHit\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":250,\"FlatMPPoolMod\":250,\"FlatArmorMod\":25},\"depth\":3},\"3051\":{\"name\":\"Hearthbound Axe\",\"description\":\"<mainText><stats><attention> 15</attention> Attack Damage<br><attention> 15%</attention> Attack Speed</stats><br><li><passive>Nimble:</passive> Attacking a unit grants <speed>(20 | 10 for Ranged champions) Move Speed</speed> for 2 seconds.</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"1042\",\"1036\"],\"into\":[\"3078\",\"6631\",\"3091\"],\"image\":{\"full\":\"3051.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":384,\"y\":288,\"w\":48,\"h\":48},\"gold\":{\"base\":450,\"purchasable\":true,\"total\":1100,\"sell\":770},\"tags\":[\"Damage\",\"AttackSpeed\",\"NonbootsMovement\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":15,\"PercentAttackSpeedMod\":0.15},\"effect\":{\"Effect1Amount\":\"20\",\"Effect2Amount\":\"2\",\"Effect3Amount\":\"60\"},\"depth\":2},\"3053\":{\"name\":\"Sterak's Gage\",\"description\":\"<mainText><stats><attention> 50</attention> Attack Damage<br><attention> 400</attention> Health</stats><br><li><passive>Bloodlust:</passive> Dealing damage to or taking damage from a champion grants a stack, restoring <healing>(2% max Health | 1.2% max Health for Ranged champions)</healing> over 6 seconds. <li><passive>Lifeline:</passive> Upon taking damage that would reduce your Health below 30%, gain a <shield>200 Shield (increased by (8% max Health | 4.8% max Health for Ranged champions) per stack of <passive>Bloodlust</passive>)</shield> for 5 seconds (60s cooldown).<br><br><rules><attention>Bloodlust</attention> stacks up to 5 times; 1 per champion. Healing and bonus shielding reduced to 60% for  Ranged users.</rules></mainText><br>\",\"colloq\":\";juggernaut;primal\",\"plaintext\":\"Shields against large bursts of damage\",\"from\":[\"1037\",\"3044\",\"1028\"],\"image\":{\"full\":\"3053.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":432,\"y\":288,\"w\":48,\"h\":48},\"gold\":{\"base\":725,\"purchasable\":true,\"total\":3100,\"sell\":2170},\"tags\":[\"Health\",\"Damage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":50,\"FlatHPPoolMod\":400},\"depth\":3},\"3057\":{\"name\":\"Sheen\",\"description\":\"<mainText><stats></stats><br><li><passive>Spellblade:</passive> After using an Ability, your next Attack is enhanced with an additional <physicalDamage>(100% base Attack Damage) physical damage</physicalDamage> (1.5s cooldown). </mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Grants a bonus to next attack after spell cast\",\"into\":[\"3078\",\"3100\",\"3508\",\"6632\"],\"image\":{\"full\":\"3057.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":0,\"y\":336,\"w\":48,\"h\":48},\"gold\":{\"base\":700,\"purchasable\":true,\"total\":700,\"sell\":490},\"tags\":[],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{}},\"3065\":{\"name\":\"Spirit Visage\",\"description\":\"<mainText><stats><attention> 450</attention> Health<br><attention> 40</attention> Magic Resist<br><attention> 10</attention> Ability Haste<br><attention> 100%</attention> Base Health Regen</stats><br><li><passive>Boundless Vitality:</passive> Increases all Healing and Shielding effectiveness on you by 25%.</mainText><br>\",\"colloq\":\";sv\",\"plaintext\":\"Increases Health and healing effects\",\"from\":[\"3211\",\"3067\"],\"image\":{\"full\":\"3065.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":48,\"y\":336,\"w\":48,\"h\":48},\"gold\":{\"base\":850,\"purchasable\":true,\"total\":2900,\"sell\":2030},\"tags\":[\"Health\",\"SpellBlock\",\"HealthRegen\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":450,\"FlatSpellBlockMod\":40},\"depth\":3},\"3066\":{\"name\":\"Winged Moonplate\",\"description\":\"<mainText><stats><attention> 150</attention> Health</stats><br><li><passive>Flight:</passive> Grants <speed>5% Move Speed</speed>.</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"1028\"],\"into\":[\"2065\",\"3742\",\"4401\"],\"image\":{\"full\":\"3066.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":96,\"y\":336,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":true,\"total\":800,\"sell\":560},\"tags\":[\"Health\",\"NonbootsMovement\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":150},\"depth\":2},\"3067\":{\"name\":\"Kindlegem\",\"description\":\"<mainText><stats><attention> 200</attention> Health<br><attention> 10</attention> Ability Haste</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Increases Health and Cooldown Reduction\",\"from\":[\"1028\"],\"into\":[\"3065\",\"2065\",\"3190\",\"6617\",\"3071\",\"6630\",\"3050\",\"3078\",\"3083\",\"3107\",\"3109\",\"3143\",\"4005\",\"4403\",\"4629\",\"6631\",\"6632\"],\"image\":{\"full\":\"3067.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":144,\"y\":336,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":true,\"total\":800,\"sell\":560},\"tags\":[\"Health\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":200},\"depth\":2},\"3068\":{\"name\":\"Sunfire Aegis\",\"description\":\"<mainText><stats><attention> 350</attention> Health<br><attention> 30</attention> Armor<br><attention> 30</attention> Magic Resist<br><attention> 15</attention> Ability Haste</stats><br><li><passive>Immolate:</passive> Taking or dealing damage causes you to begin dealing <magicDamage>(20 - 40 (based on level) + 1% bonus Health) magic damage</magicDamage> per second to nearby enemies (increased by 25% against minions and 100% against monsters) for 3 seconds. Damaging Champions or Epic Monsters with this effect adds a stack, increasing subsequent <passive>Immolate</passive> damage by 10% for 5 seconds (max stacks 6).<li><passive>Flametouch:</passive> At maximum <passive>Immolate</passive> stacks, your Attacks burn nearby enemies for your <passive>Immolate</passive> damage per second for 3 seconds.<br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items <attention> 5</attention> Ability Haste.</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"High armor. Constantly deals damage to nearby enemies. Immobilize enemies to release a wave of damaging flame\",\"from\":[\"6660\",\"3105\"],\"image\":{\"full\":\"3068.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":192,\"y\":336,\"w\":48,\"h\":48},\"gold\":{\"base\":600,\"purchasable\":true,\"total\":3200,\"sell\":2240},\"tags\":[\"Health\",\"SpellBlock\",\"Armor\",\"Aura\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":350,\"FlatSpellBlockMod\":30,\"FlatArmorMod\":30},\"depth\":3},\"3070\":{\"name\":\"Tear of the Goddess\",\"description\":\"<mainText><stats><attention> 240</attention> Mana</stats><br><li><passive>Focus:</passive> Attacks deal an additional <physicalDamage>5 physical damage</physicalDamage> to Minions.<li><passive>Mana Charge:</passive> Strike a target with an Ability to consume a charge and gain <scaleMana>3 bonus Mana</scaleMana>, up to a maximum of 360 bonus Mana. Bonus Mana doubled if the target is a champion.<br><br><rules>Gain a new <passive>Mana Charge</passive> every 8 seconds (max 4). </rules></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Increases maximum Mana as Mana is spent\",\"into\":[\"3003\",\"3004\"],\"image\":{\"full\":\"3070.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":240,\"y\":336,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":true,\"total\":400,\"sell\":280},\"tags\":[\"Mana\",\"ManaRegen\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMPPoolMod\":240},\"effect\":{\"Effect1Amount\":\"0\",\"Effect2Amount\":\"0\",\"Effect3Amount\":\"0\",\"Effect4Amount\":\"0\",\"Effect5Amount\":\"360\"}},\"3071\":{\"name\":\"Black Cleaver\",\"description\":\"<mainText><stats><attention> 40</attention> Attack Damage<br><attention> 300</attention> Health<br><attention> 25</attention> Ability Haste</stats><br><li><passive>Carve:</passive> Dealing physical damage to a champion applies a stack of <scaleArmor>4% Armor reduction</scaleArmor> for 6 seconds (max <scaleArmor>24% Armor reduction</scaleArmor>).<li><passive>Butcher:</passive> Damaging Abilities and Attacks ( <OnHit>On-Hit</OnHit>) against fully <passive>Carved</passive> enemies deal an additional <physicalDamage>5% missing Health physical damage</physicalDamage>. <br><br><rules>Damage over time effects deal 40% <passive>Butcher</passive> damage (0.5s cooldown).</rules></mainText><br>\",\"colloq\":\";bc\",\"plaintext\":\"Dealing physical damage to enemy champions reduces their Armor\",\"from\":[\"3133\",\"3067\",\"1036\"],\"image\":{\"full\":\"3071.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":288,\"y\":336,\"w\":48,\"h\":48},\"gold\":{\"base\":1050,\"purchasable\":true,\"total\":3300,\"sell\":2310},\"tags\":[\"Health\",\"Damage\",\"CooldownReduction\",\"OnHit\",\"ArmorPenetration\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":40,\"FlatHPPoolMod\":300},\"effect\":{\"Effect1Amount\":\"-0.2\",\"Effect2Amount\":\"0.04\",\"Effect3Amount\":\"6\",\"Effect4Amount\":\"6\",\"Effect5Amount\":\"0.24\",\"Effect6Amount\":\"0\",\"Effect7Amount\":\"0\",\"Effect8Amount\":\"0\",\"Effect9Amount\":\"0\",\"Effect10Amount\":\"0.01\"},\"depth\":3},\"3072\":{\"name\":\"Bloodthirster\",\"description\":\"<mainText><stats><attention> 55</attention> Attack Damage<br><attention> 20%</attention> Critical Strike Chance<br><attention> 20%</attention> Life Steal</stats><br><li><passive>Ichorshield:</passive> Life Steal from Attacks can now overheal you. Excess Health is stored as a <shield>50 - 350 (based on level) Shield</shield> that decays slowly if you haven't dealt or taken damage in the last 25 seconds.</mainText><br>\",\"colloq\":\";bt\",\"plaintext\":\"Grants Attack Damage, Life Steal and Life Steal now overheals\",\"from\":[\"1038\",\"1018\",\"1053\"],\"image\":{\"full\":\"3072.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":336,\"y\":336,\"w\":48,\"h\":48},\"gold\":{\"base\":600,\"purchasable\":true,\"total\":3400,\"sell\":2380},\"tags\":[\"Damage\",\"CriticalStrike\",\"LifeSteal\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":55,\"FlatCritChanceMod\":0.2,\"PercentLifeStealMod\":0.2},\"depth\":3},\"3074\":{\"name\":\"Ravenous Hydra\",\"description\":\"<mainText><stats><attention> 65</attention> Attack Damage<br><attention> 20</attention> Ability Haste<br><attention> 15%</attention> Omnivamp</stats><br><li><passive>Cleave:</passive> Attacks and Abilities deal up to <physicalDamage>(60% Attack Damage) physical damage</physicalDamage> to other enemies near target hit.<br><br><rules>Deals a minimum of (12% Attack Damage) damage to units at the end of its range, can only hit each target once per Attack or Ability, and doesn't trigger off of periodic damage.</rules><br></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Melee attacks hit nearby enemies, dealing damage and restoring Health\",\"from\":[\"3077\",\"1053\",\"3133\"],\"image\":{\"full\":\"3074.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":384,\"y\":336,\"w\":48,\"h\":48},\"gold\":{\"base\":100,\"purchasable\":true,\"total\":3300,\"sell\":2310},\"tags\":[\"Damage\",\"LifeSteal\",\"CooldownReduction\",\"SpellVamp\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":65},\"depth\":3},\"3075\":{\"name\":\"Thornmail\",\"description\":\"<mainText><stats><attention> 350</attention> Health<br><attention> 60</attention> Armor</stats><br><li><passive>Thorns:</passive> When struck by an Attack, deal <magicDamage>(10 + 10% bonus Armor) magic damage</magicDamage> to the attacker and apply 40% <status>Grievous Wounds</status> for 3 seconds if they are a champion. Immobilizing enemy champions also applies 60% <status>Grievous Wounds</status> for 3 seconds.<br><br><rules><status>Grievous Wounds</status> reduces the effectiveness of Healing and Regeneration effects.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"3076\",\"1011\"],\"image\":{\"full\":\"3075.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":432,\"y\":336,\"w\":48,\"h\":48},\"gold\":{\"base\":1000,\"purchasable\":true,\"total\":2700,\"sell\":1890},\"tags\":[\"Health\",\"Armor\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":350,\"FlatArmorMod\":60},\"depth\":3},\"3076\":{\"name\":\"Bramble Vest\",\"description\":\"<mainText><stats><attention> 35</attention> Armor</stats><br><li><passive>Thorns:</passive> When struck by an Attack, deal <magicDamage>(3 + 10% bonus Armor) magic damage</magicDamage> to the attacker and apply <status>40% Grievous Wounds</status> for 3 seconds if they are a champion.<br><br><rules><status>Grievous Wounds</status> reduces the effectiveness of Healing and Regeneration effects.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"1029\",\"1029\"],\"into\":[\"3075\"],\"image\":{\"full\":\"3076.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":0,\"y\":384,\"w\":48,\"h\":48},\"gold\":{\"base\":200,\"purchasable\":true,\"total\":800,\"sell\":560},\"tags\":[\"Armor\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatArmorMod\":35},\"depth\":2},\"3077\":{\"name\":\"Tiamat\",\"description\":\"<mainText><stats><attention> 25</attention> Attack Damage</stats><br><li><passive>Cleave:</passive> Attacks deal up to <physicalDamage>(60% Attack Damage) physical damage</physicalDamage> to other nearby enemies. <br><br><rules>Minimum of (12% Attack Damage) damage to enemies furthest away.</rules></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Melee attacks hit nearby enemies\",\"from\":[\"1037\"],\"into\":[\"3074\",\"3748\"],\"image\":{\"full\":\"3077.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":48,\"y\":384,\"w\":48,\"h\":48},\"gold\":{\"base\":325,\"purchasable\":true,\"total\":1200,\"sell\":840},\"tags\":[\"Damage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":25},\"effect\":{\"Effect1Amount\":\"0.2\",\"Effect2Amount\":\"0.6\"},\"depth\":2},\"3078\":{\"name\":\"Trinity Force\",\"description\":\"<mainText><stats><attention> 25</attention> Attack Damage<br><attention> 35%</attention> Attack Speed<br><attention> 200</attention> Health<br><attention> 20</attention> Ability Haste</stats><br><li><passive>Threefold Strike:</passive> Attacks grant <speed>25 Move Speed</speed> for 3 seconds. If the target is a champion, increase your <scaleAD>base Attack Damage by 6%</scaleAD> for 3 seconds, stacking up to 5 times (Max increase <scaleAD>30% AD</scaleAD>).<li><passive>Spellblade:</passive> After using an Ability, your next Attack is enhanced with an additional <physicalDamage>(200% base Attack Damage) physical damage</physicalDamage> (1.5s cooldown). <br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items <attention> 10</attention> Attack Speed.</mainText><br>\",\"colloq\":\";triforce;tons of damage\",\"plaintext\":\"Tons of Damage\",\"from\":[\"3057\",\"3051\",\"3067\"],\"image\":{\"full\":\"3078.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":96,\"y\":384,\"w\":48,\"h\":48},\"gold\":{\"base\":733,\"purchasable\":true,\"total\":3333,\"sell\":2333},\"tags\":[\"Health\",\"Damage\",\"AttackSpeed\",\"CooldownReduction\",\"NonbootsMovement\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":25,\"FlatHPPoolMod\":200,\"PercentAttackSpeedMod\":0.35},\"effect\":{\"Effect1Amount\":\"25\",\"Effect2Amount\":\"60\",\"Effect3Amount\":\"2\",\"Effect4Amount\":\"1.5\",\"Effect5Amount\":\"1.5\"},\"depth\":3},\"3082\":{\"name\":\"Warden's Mail\",\"description\":\"<mainText><stats><attention> 40</attention> Armor</stats><br><li><passive>Rock Solid:</passive> Reduce incoming damage from Attacks by up to (0.5% max Health), capped at 40% of the attack's damage.</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"1029\",\"1029\"],\"into\":[\"3110\",\"3143\"],\"image\":{\"full\":\"3082.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":144,\"y\":384,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":true,\"total\":1000,\"sell\":700},\"tags\":[\"Armor\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatArmorMod\":40},\"depth\":2},\"3083\":{\"name\":\"Warmog's Armor\",\"description\":\"<mainText><stats><attention> 800</attention> Health<br><attention> 10</attention> Ability Haste<br><attention> 200%</attention> Base Health Regen</stats><br><li><passive>Warmog's Heart:</passive> If you have at least 3000 maximum Health, restore <healing>5% max Health</healing> per second if damage hasn't been taken within 6 seconds (3 seconds for non-Champions).</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Grants massive Health and Health Regen\",\"from\":[\"1011\",\"3067\",\"3801\"],\"image\":{\"full\":\"3083.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":192,\"y\":384,\"w\":48,\"h\":48},\"gold\":{\"base\":650,\"purchasable\":true,\"total\":3000,\"sell\":2100},\"tags\":[\"Health\",\"HealthRegen\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":800},\"depth\":3},\"3085\":{\"name\":\"Runaan's Hurricane\",\"description\":\"<mainText><stats><attention> 40%</attention> Attack Speed<br><attention> 20%</attention> Critical Strike Chance<br><attention> 7%</attention> Move Speed</stats><br><li><passive>Wind's Fury:</passive> When Attacking, bolts are fired at up to 2 enemies near the target, each dealing <physicalDamage>(40% () Attack Damage) physical damage</physicalDamage>. Bolts apply On-Hit effects and can Critically Strike.<br><br><rules>Item is for  Ranged champions only.</rules></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Ranged attacks fire two bolts at nearby enemies\",\"from\":[\"1042\",\"3086\",\"1042\"],\"image\":{\"full\":\"3085.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":240,\"y\":384,\"w\":48,\"h\":48},\"gold\":{\"base\":850,\"purchasable\":true,\"total\":2500,\"sell\":1750},\"tags\":[\"CriticalStrike\",\"AttackSpeed\",\"OnHit\",\"NonbootsMovement\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatCritChanceMod\":0.2,\"PercentMovementSpeedMod\":0.07,\"PercentAttackSpeedMod\":0.4},\"effect\":{\"Effect1Amount\":\"0\",\"Effect2Amount\":\"40\",\"Effect3Amount\":\"2\",\"Effect4Amount\":\"0\",\"Effect5Amount\":\"40\",\"Effect6Amount\":\"1\"},\"depth\":3},\"3086\":{\"name\":\"Zeal\",\"description\":\"<mainText><stats><attention> 18%</attention> Attack Speed<br><attention> 15%</attention> Critical Strike Chance</stats><br><li><passive>Zealous:</passive> Gain <speed>7% Move Speed</speed>.</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Slight bonuses to Critical Strike Chance, Movement Speed and Attack Speed\",\"from\":[\"1018\",\"1042\"],\"into\":[\"3085\",\"3033\",\"3046\",\"3094\",\"4403\"],\"image\":{\"full\":\"3086.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":288,\"y\":384,\"w\":48,\"h\":48},\"gold\":{\"base\":150,\"purchasable\":true,\"total\":1050,\"sell\":735},\"tags\":[\"AttackSpeed\",\"CriticalStrike\",\"NonbootsMovement\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatCritChanceMod\":0.15,\"PercentAttackSpeedMod\":0.18},\"effect\":{\"Effect1Amount\":\"0.07\"},\"depth\":2},\"3089\":{\"name\":\"Rabadon's Deathcap\",\"description\":\"<mainText><stats><attention> 120</attention> Ability Power</stats><br><li><passive>Magical Opus:</passive> Increases your total <scaleAP>Ability Power by 35%</scaleAP>.</mainText><br>\",\"colloq\":\";dc;banksys;hat\",\"plaintext\":\"Massively increases Ability Power\",\"from\":[\"1058\",\"1058\"],\"image\":{\"full\":\"3089.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":336,\"y\":384,\"w\":48,\"h\":48},\"gold\":{\"base\":1300,\"purchasable\":true,\"total\":3800,\"sell\":2660},\"tags\":[\"SpellDamage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMagicDamageMod\":120},\"depth\":2},\"3091\":{\"name\":\"Wit's End\",\"description\":\"<mainText><stats><attention> 30</attention> Attack Damage<br><attention> 40%</attention> Attack Speed<br><attention> 50</attention> Magic Resist</stats><br><li><passive>Fray:</passive> Attacks apply <magicDamage>15 - 80 (based on level) magic damage</magicDamage>  <OnHit>On-Hit</OnHit> and grant <speed>20 Move Speed</speed> for 2 seconds.</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Resist magic damage and claw your way back to life.\",\"from\":[\"3051\",\"1057\",\"1042\"],\"image\":{\"full\":\"3091.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":384,\"y\":384,\"w\":48,\"h\":48},\"gold\":{\"base\":800,\"purchasable\":true,\"total\":3100,\"sell\":2170},\"tags\":[\"SpellBlock\",\"Damage\",\"AttackSpeed\",\"OnHit\",\"NonbootsMovement\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":30,\"FlatSpellBlockMod\":50,\"PercentAttackSpeedMod\":0.4},\"depth\":3},\"3094\":{\"name\":\"Rapid Firecannon\",\"description\":\"<mainText><stats><attention> 35%</attention> Attack Speed<br><attention> 20%</attention> Critical Strike Chance<br><attention> 7%</attention> Move Speed</stats><br><li><passive>Energized:</passive> Moving and Attacking will generate an Energized Attack.<li><passive>Sharpshooter:</passive> Your Energized Attack applies <magicDamage>120 bonus magic damage</magicDamage>. In addition, Energized attacks gain up to 35% bonus Attack Range.<br><br><rules>Attack Range cannot increase more than 150 units.</rules></mainText><br>\",\"colloq\":\";canon;rapidfire;rfc\",\"plaintext\":\"Movement builds charges that release a sieging fire attack on release\",\"from\":[\"3086\",\"2015\"],\"image\":{\"full\":\"3094.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":432,\"y\":384,\"w\":48,\"h\":48},\"gold\":{\"base\":750,\"purchasable\":true,\"total\":2500,\"sell\":1750},\"tags\":[\"CriticalStrike\",\"AttackSpeed\",\"NonbootsMovement\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatCritChanceMod\":0.2,\"PercentMovementSpeedMod\":0.07,\"PercentAttackSpeedMod\":0.35},\"depth\":3},\"3095\":{\"name\":\"Stormrazor\",\"description\":\"<mainText><stats><attention> 40</attention> Attack Damage<br><attention> 15%</attention> Attack Speed<br><attention> 20%</attention> Critical Strike Chance</stats><br><li><passive>Energized:</passive> Moving and Attacking will generate an Energized Attack.<li><passive>Paralyze:</passive> Your Energized Attack gains <magicDamage>120 bonus magic damage</magicDamage>. In addition, Energized Attacks slow enemies by 75% for 0.5 seconds.<br></mainText><br>\",\"colloq\":\";Windblade\",\"plaintext\":\"Tremendously empower other Energized effects.\",\"from\":[\"1038\",\"1018\",\"2015\"],\"image\":{\"full\":\"3095.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":0,\"y\":432,\"w\":48,\"h\":48},\"gold\":{\"base\":100,\"purchasable\":true,\"total\":2700,\"sell\":1890},\"tags\":[\"Damage\",\"CriticalStrike\",\"AttackSpeed\",\"Slow\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":40,\"FlatCritChanceMod\":0.2,\"PercentAttackSpeedMod\":0.15},\"effect\":{\"Effect1Amount\":\"120\",\"Effect2Amount\":\"120\",\"Effect3Amount\":\"5\",\"Effect4Amount\":\"0.35\",\"Effect5Amount\":\"0.75\",\"Effect6Amount\":\"0.5\"},\"depth\":3},\"3100\":{\"name\":\"Lich Bane\",\"description\":\"<mainText><stats><attention> 80</attention> Ability Power<br><attention> 10%</attention> Move Speed</stats><br><li><passive>Spellblade:</passive> After using an Ability, your next Attack is enhanced with an additional <magicDamage>(150% base Attack Damage + 40% Ability Power) magic damage</magicDamage> (2.5s cooldown).</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Grants a bonus to next attack after spell cast\",\"from\":[\"3057\",\"3113\",\"1026\"],\"image\":{\"full\":\"3100.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":48,\"y\":432,\"w\":48,\"h\":48},\"gold\":{\"base\":600,\"purchasable\":true,\"total\":3000,\"sell\":2100},\"tags\":[\"SpellDamage\",\"NonbootsMovement\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"PercentMovementSpeedMod\":0.1,\"FlatMagicDamageMod\":80},\"depth\":3},\"3102\":{\"name\":\"Banshee's Veil\",\"description\":\"<mainText><stats><attention> 65</attention> Ability Power<br><attention> 45</attention> Magic Resist<br><attention> 10</attention> Ability Haste</stats><br><li><passive>Annul:</passive> Grants a Spell Shield that blocks the next enemy Ability (40s cooldown).<br><br><rules>Item cooldown is restarted if you take damage from champions before it is completed.</rules></mainText><br>\",\"colloq\":\";bv\",\"plaintext\":\"Periodically blocks enemy abilities\",\"from\":[\"3108\",\"4632\"],\"image\":{\"full\":\"3102.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":96,\"y\":432,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":true,\"total\":2500,\"sell\":1750},\"tags\":[\"SpellBlock\",\"SpellDamage\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatSpellBlockMod\":45,\"FlatMagicDamageMod\":65},\"effect\":{\"Effect1Amount\":\"40\",\"Effect2Amount\":\"45\",\"Effect3Amount\":\"10\",\"Effect4Amount\":\"-0.1\",\"Effect5Amount\":\"8\",\"Effect6Amount\":\"2\"},\"depth\":3},\"3105\":{\"name\":\"Aegis of the Legion\",\"description\":\"<mainText><stats><attention> 30</attention> Armor<br><attention> 30</attention> Magic Resist<br><attention> 10</attention> Ability Haste</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Grants Armor and Magic Resistance\",\"from\":[\"1033\",\"1029\"],\"into\":[\"3190\",\"3193\",\"3068\",\"4403\"],\"image\":{\"full\":\"3105.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":144,\"y\":432,\"w\":48,\"h\":48},\"gold\":{\"base\":750,\"purchasable\":true,\"total\":1500,\"sell\":1050},\"tags\":[\"SpellBlock\",\"Armor\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatSpellBlockMod\":30,\"FlatArmorMod\":30},\"depth\":2},\"3107\":{\"name\":\"Redemption\",\"description\":\"<mainText><stats><attention> 20%</attention> Heal and Shield Power<br><attention> 200</attention> Health<br><attention> 15</attention> Ability Haste<br><attention> 100%</attention> Base Mana Regen</stats><br><br> <active>Active -</active> <active>Intervention:</active> Target an area within 5500 range. After 2.5 seconds, call down a beam of light to Restore <healing>180 - 360 (scales with ally level) Health</healing> to allies and burn enemy champions for <trueDamage>10% max Health true damage</trueDamage> (120s cooldown).<br><br><rules>Item can be activated whilst dead. Damage and healing reduced by 50% if the target has recently been affected by another <active>Intervention</active>. Strength of level-scaling effects are based on the ally's level.</rules></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Activate to heal allies and damage enemies in an area\",\"from\":[\"3067\",\"3114\"],\"image\":{\"full\":\"3107.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":192,\"y\":432,\"w\":48,\"h\":48},\"gold\":{\"base\":700,\"purchasable\":true,\"total\":2300,\"sell\":1610},\"tags\":[\"Health\",\"ManaRegen\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":200},\"depth\":3},\"3108\":{\"name\":\"Fiendish Codex\",\"description\":\"<mainText><stats><attention> 35</attention> Ability Power<br><attention> 10</attention> Ability Haste</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Increases Ability Power and Cooldown Reduction\",\"from\":[\"1052\"],\"into\":[\"3102\",\"6653\",\"3157\",\"4629\"],\"image\":{\"full\":\"3108.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":240,\"y\":432,\"w\":48,\"h\":48},\"gold\":{\"base\":465,\"purchasable\":true,\"total\":900,\"sell\":630},\"tags\":[\"SpellDamage\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMagicDamageMod\":35},\"effect\":{\"Effect1Amount\":\"-0.1\"},\"depth\":2},\"3109\":{\"name\":\"Knight's Vow\",\"description\":\"<mainText><stats><attention> 400</attention> Health<br><attention> 10</attention> Ability Haste<br><attention> 300%</attention> Base Health Regen</stats><br><br> <active>Active -</active> <active>Pledge:</active> Designate an ally who is <attention>Worthy</attention> (60s cooldown).<br><li><passive>Sacrifice:</passive> While your <attention>Worthy</attention> ally is nearby, redirect 15% of damage they take to you and if they have less than 50% Health gain <speed>35% Move Speed</speed> when running towards them.<br><br><rules>Champions can only be linked by one Knight's Vow at a time. Damage redirection stops if you have less than 30% Health</rules></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Partner with an ally to protect each other\",\"from\":[\"3801\",\"1006\",\"3067\"],\"image\":{\"full\":\"3109.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":288,\"y\":432,\"w\":48,\"h\":48},\"gold\":{\"base\":700,\"purchasable\":true,\"total\":2300,\"sell\":1610},\"tags\":[\"Health\",\"HealthRegen\",\"Aura\",\"Active\",\"CooldownReduction\",\"NonbootsMovement\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":400},\"depth\":3},\"3110\":{\"name\":\"Frozen Heart\",\"description\":\"<mainText><stats><attention> 80</attention> Armor<br><attention> 400</attention> Mana<br><attention> 20</attention> Ability Haste</stats><br><li><passive>Winter's Caress:</passive> Reduces the <attackSpeed>Attack Speed</attackSpeed> of nearby enemies by 15%.<li><passive>Rock Solid:</passive> Reduce incoming damage from Attacks by up to (0.5% max Health), capped at 40% of the Attack's damage.</mainText><br>\",\"colloq\":\";fh\",\"plaintext\":\"Massively increases Armor and slows enemy basic attacks\",\"from\":[\"3082\",\"3024\"],\"image\":{\"full\":\"3110.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":336,\"y\":432,\"w\":48,\"h\":48},\"gold\":{\"base\":800,\"purchasable\":true,\"total\":2700,\"sell\":1890},\"tags\":[\"Armor\",\"Mana\",\"Aura\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMPPoolMod\":400,\"FlatArmorMod\":80},\"depth\":3},\"3111\":{\"name\":\"Mercury's Treads\",\"description\":\"<mainText><stats><attention> 25</attention> Magic Resist<br><attention> 45</attention> Move Speed<br><attention> 30%</attention> Tenacity</stats><br><br><rules>Tenacity reduces the duration of <status>Stun</status>, <status>Slow</status>, <status>Taunt</status>, <status>Fear</status>, <status>Silence</status>, <status>Blind</status>, <status>Polymorph</status> and <status>Immobilizing</status> effects. It has no effect on <status>Airborne</status> or <status>Suppression</status>.</rules></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Increases Movement Speed and reduces duration of disabling effects\",\"from\":[\"1001\",\"1033\"],\"image\":{\"full\":\"3111.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":384,\"y\":432,\"w\":48,\"h\":48},\"gold\":{\"base\":350,\"purchasable\":true,\"total\":1100,\"sell\":770},\"tags\":[\"Boots\",\"SpellBlock\",\"Tenacity\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMovementSpeedMod\":45,\"FlatSpellBlockMod\":25},\"depth\":2},\"3112\":{\"name\":\"Guardian's Orb\",\"description\":\"<mainText><stats><attention> 40</attention> Ability Power<br><attention> 150</attention> Health</stats><br><li><passive>Recovery:</passive> Restores <scaleMana>10 Mana</scaleMana> every 5 seconds. If you can't gain mana, restores <healing>15 Health</healing> instead.<li><passive>Legendary:</passive> This item counts as a <rarityLegendary>Legendary</rarityLegendary> item.</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Good starting item for mages\",\"image\":{\"full\":\"3112.png\",\"sprite\":\"item0.png\",\"group\":\"item\",\"x\":432,\"y\":432,\"w\":48,\"h\":48},\"gold\":{\"base\":950,\"purchasable\":true,\"total\":950,\"sell\":665},\"tags\":[\"Health\",\"SpellDamage\",\"ManaRegen\",\"Lane\"],\"maps\":{\"11\":false,\"12\":true,\"21\":false,\"22\":false},\"stats\":{\"FlatHPPoolMod\":150,\"FlatMagicDamageMod\":40},\"effect\":{\"Effect1Amount\":\"3\"}},\"3113\":{\"name\":\"Aether Wisp\",\"description\":\"<mainText><stats><attention> 30</attention> Ability Power</stats><br><li><passive>Glide:</passive> Gain <speed>5% Move Speed</speed>.</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Increases Ability Power and Movement Speed\",\"from\":[\"1052\"],\"into\":[\"3100\"],\"image\":{\"full\":\"3113.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":0,\"y\":0,\"w\":48,\"h\":48},\"gold\":{\"base\":415,\"purchasable\":true,\"total\":850,\"sell\":595},\"tags\":[\"NonbootsMovement\",\"SpellDamage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMagicDamageMod\":30},\"depth\":2},\"3114\":{\"name\":\"Forbidden Idol\",\"description\":\"<mainText><stats><attention> 10%</attention> Heal and Shield Power<br><attention> 50%</attention> Base Mana Regen</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Increases Heal and Shield Power, Mana Regeneration, and Cooldown Reduction\",\"from\":[\"1004\"],\"into\":[\"6616\",\"3107\",\"3222\",\"3504\"],\"image\":{\"full\":\"3114.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":48,\"y\":0,\"w\":48,\"h\":48},\"gold\":{\"base\":550,\"purchasable\":true,\"total\":800,\"sell\":560},\"tags\":[\"ManaRegen\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{},\"effect\":{\"Effect1Amount\":\"0\",\"Effect2Amount\":\"0.1\"},\"depth\":2},\"3115\":{\"name\":\"Nashor's Tooth\",\"description\":\"<mainText><stats><attention> 100</attention> Ability Power<br><attention> 50%</attention> Attack Speed</stats><br><li><passive>Icathian Bite:</passive> Attacks apply <magicDamage>(15 + 20% Ability Power) magic damage</magicDamage>  <OnHit>On-Hit</OnHit>.</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Increases Attack Speed, Ability Power, and Cooldown Reduction\",\"from\":[\"1043\",\"1026\",\"1052\"],\"image\":{\"full\":\"3115.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":96,\"y\":0,\"w\":48,\"h\":48},\"gold\":{\"base\":715,\"purchasable\":true,\"total\":3000,\"sell\":2100},\"tags\":[\"AttackSpeed\",\"SpellDamage\",\"OnHit\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMagicDamageMod\":100,\"PercentAttackSpeedMod\":0.5},\"depth\":3},\"3116\":{\"name\":\"Rylai's Crystal Scepter\",\"description\":\"<mainText><stats><attention> 90</attention> Ability Power<br><attention> 350</attention> Health</stats><br><li><passive>Rimefrost:</passive> Damaging Abilities <status>Slow</status> enemies by 30% for 1 second.</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Abilities slow enemies\",\"from\":[\"1026\",\"1011\",\"1052\"],\"image\":{\"full\":\"3116.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":144,\"y\":0,\"w\":48,\"h\":48},\"gold\":{\"base\":815,\"purchasable\":true,\"total\":3000,\"sell\":2100},\"tags\":[\"Health\",\"SpellDamage\",\"Slow\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":350,\"FlatMagicDamageMod\":90},\"effect\":{\"Effect1Amount\":\"-0.3\",\"Effect2Amount\":\"-0.3\",\"Effect3Amount\":\"-0.3\",\"Effect4Amount\":\"1\",\"Effect5Amount\":\"1\",\"Effect6Amount\":\"1\"},\"depth\":3},\"3117\":{\"name\":\"Mobility Boots\",\"description\":\"<mainText><stats></stats><attention> 25</attention> Move Speed <li>When out of combat for at least 5 seconds, increase this item's effect to <attention> 115</attention>.</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Greatly enhances Movement Speed when out of combat\",\"from\":[\"1001\"],\"image\":{\"full\":\"3117.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":192,\"y\":0,\"w\":48,\"h\":48},\"gold\":{\"base\":700,\"purchasable\":true,\"total\":1000,\"sell\":700},\"tags\":[\"Boots\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMovementSpeedMod\":115},\"effect\":{\"Effect1Amount\":\"0\",\"Effect2Amount\":\"0\",\"Effect3Amount\":\"0\",\"Effect4Amount\":\"0\",\"Effect5Amount\":\"0\",\"Effect6Amount\":\"0\",\"Effect7Amount\":\"0\",\"Effect8Amount\":\"25\"},\"depth\":2},\"3123\":{\"name\":\"Executioner's Calling\",\"description\":\"<mainText><stats><attention> 15</attention> Attack Damage</stats><br><li><passive>Rend:</passive> Dealing physical damage applies <status>40% Grievous Wounds</status> to champions for 3 seconds. <br><br><rules><status>Grievous Wounds</status> reduces the effectiveness of Healing and Regeneration effects.</rules></mainText><br>\",\"colloq\":\";grievous\",\"plaintext\":\"Overcomes enemies with high health gain\",\"from\":[\"1036\"],\"into\":[\"6609\",\"3033\"],\"image\":{\"full\":\"3123.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":240,\"y\":0,\"w\":48,\"h\":48},\"gold\":{\"base\":450,\"purchasable\":true,\"total\":800,\"sell\":560},\"tags\":[\"Damage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":15},\"effect\":{\"Effect1Amount\":\"3\"},\"depth\":2},\"3124\":{\"name\":\"Guinsoo's Rageblade\",\"description\":\"<mainText><stats><attention> 40%</attention> Attack Speed<br><attention> 20%</attention> Critical Strike Chance</stats><br><li><passive>Wrath:</passive> Your Critical Strike Chance is converted into  <OnHit>On-Hit</OnHit> damage. Gain <physicalDamage>40</physicalDamage>  <OnHit>On-Hit</OnHit> for each 20% Critical Strike Chance converted.<li><passive>Seething Strike:</passive> Every third Attack applies your On-Hit effects twice.</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Increases Attack Speed, Armor Penetration, and Magic Penetration\",\"from\":[\"6677\",\"1018\",\"1042\"],\"image\":{\"full\":\"3124.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":288,\"y\":0,\"w\":48,\"h\":48},\"gold\":{\"base\":1100,\"purchasable\":true,\"total\":2800,\"sell\":1960},\"tags\":[\"CriticalStrike\",\"AttackSpeed\",\"OnHit\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatCritChanceMod\":0.2,\"PercentAttackSpeedMod\":0.4},\"effect\":{\"Effect1Amount\":\"0.08\",\"Effect2Amount\":\"2.5\",\"Effect3Amount\":\"2.5\",\"Effect4Amount\":\"5\",\"Effect5Amount\":\"6\",\"Effect6Amount\":\"0.1\",\"Effect7Amount\":\"0.1\",\"Effect8Amount\":\"15\",\"Effect9Amount\":\"1\",\"Effect10Amount\":\"3\",\"Effect11Amount\":\"0\",\"Effect12Amount\":\"0\",\"Effect13Amount\":\"3\"},\"depth\":3},\"3133\":{\"name\":\"Caulfield's Warhammer\",\"description\":\"<mainText><stats><attention> 25</attention> Attack Damage<br><attention> 10</attention> Ability Haste</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Attack Damage and Cooldown Reduction\",\"stacks\":0,\"from\":[\"1036\",\"1036\"],\"into\":[\"6609\",\"3179\",\"3071\",\"3004\",\"3074\",\"3156\",\"3508\",\"6333\",\"6675\",\"6691\",\"6693\",\"6694\"],\"image\":{\"full\":\"3133.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":336,\"y\":0,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":true,\"total\":1100,\"sell\":770},\"tags\":[\"Damage\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":25},\"depth\":2},\"3134\":{\"name\":\"Serrated Dirk\",\"description\":\"<mainText><stats><attention> 30</attention> Attack Damage</stats><br><li><passive>Gouge:</passive> Gain <scaleLethality>10 Lethality</scaleLethality>.</mainText><br>\",\"colloq\":\";lethality\",\"plaintext\":\"Increases Attack Damage and Lethality\",\"stacks\":0,\"from\":[\"1036\",\"1036\"],\"into\":[\"3142\",\"3179\",\"6676\",\"3814\",\"3181\",\"6691\",\"6692\",\"6693\",\"6695\"],\"image\":{\"full\":\"3134.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":384,\"y\":0,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":true,\"total\":1100,\"sell\":770},\"tags\":[\"Damage\",\"ArmorPenetration\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":30},\"effect\":{\"Effect1Amount\":\"10\"},\"depth\":2},\"3135\":{\"name\":\"Void Staff\",\"description\":\"<mainText><stats><attention> 65</attention> Ability Power<br><attention> 40%</attention> Magic Penetration</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Increases magic damage\",\"from\":[\"4630\",\"1026\"],\"image\":{\"full\":\"3135.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":432,\"y\":0,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":true,\"total\":2500,\"sell\":1750},\"tags\":[\"MagicPenetration\",\"SpellDamage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMagicDamageMod\":65},\"depth\":3},\"3139\":{\"name\":\"Mercurial Scimitar\",\"description\":\"<mainText><stats><attention> 40</attention> Attack Damage<br><attention> 20%</attention> Critical Strike Chance<br><attention> 30</attention> Magic Resist</stats><br><br> <active>Active -</active> <active>Quicksilver:</active> Remove all crowd control debuffs (excluding <status>Airborne</status>) and also gain <speed>50% Move Speed</speed> for 1 second (90s cooldown).</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Activate to remove all crowd control debuffs and grant massive Movement Speed\",\"from\":[\"3140\",\"1018\",\"1037\"],\"image\":{\"full\":\"3139.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":0,\"y\":48,\"w\":48,\"h\":48},\"gold\":{\"base\":225,\"purchasable\":true,\"total\":3000,\"sell\":2100},\"tags\":[\"SpellBlock\",\"Damage\",\"CriticalStrike\",\"Active\",\"NonbootsMovement\",\"Tenacity\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":40,\"FlatCritChanceMod\":0.2,\"FlatSpellBlockMod\":30},\"effect\":{\"Effect1Amount\":\"0.5\",\"Effect2Amount\":\"1\",\"Effect3Amount\":\"90\"},\"depth\":3},\"3140\":{\"name\":\"Quicksilver Sash\",\"description\":\"<mainText><stats><attention> 30</attention> Magic Resist</stats><br><br> <active>Active -</active> <active>Quicksilver:</active> Removes all crowd control debuffs (excluding <status>Airborne</status>) (90s cooldown).<br></mainText><br>\",\"colloq\":\";qss\",\"plaintext\":\"Activate to remove all crowd control debuffs\",\"from\":[\"1033\"],\"into\":[\"6035\",\"3139\"],\"image\":{\"full\":\"3140.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":48,\"y\":48,\"w\":48,\"h\":48},\"gold\":{\"base\":850,\"purchasable\":true,\"total\":1300,\"sell\":910},\"tags\":[\"Active\",\"SpellBlock\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatSpellBlockMod\":30},\"depth\":2},\"3142\":{\"name\":\"Youmuu's Ghostblade\",\"description\":\"<mainText><stats><attention> 60</attention> Attack Damage<br><attention> 18</attention> Lethality</stats><br><br> <active>Active -</active> <active>Wraith Step:</active> Gain <speed>20% Move Speed</speed> and <status>Ghosting</status> for 6 seconds (45s cooldown).<br><li><passive>Haunt:</passive> Gain <speed>40 Move Speed</speed> out of combat.<br><br><rules><status>Ghosted</status> units ignore collision with other units.</rules>.</mainText><br>\",\"colloq\":\";lethality\",\"plaintext\":\"Activate to greatly increase Movement Speed\",\"from\":[\"3134\",\"1037\"],\"image\":{\"full\":\"3142.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":96,\"y\":48,\"w\":48,\"h\":48},\"gold\":{\"base\":1025,\"purchasable\":true,\"total\":3000,\"sell\":2100},\"tags\":[\"Damage\",\"Active\",\"NonbootsMovement\",\"ArmorPenetration\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":60},\"effect\":{\"Effect1Amount\":\"45\",\"Effect2Amount\":\"18\",\"Effect3Amount\":\"0.2\",\"Effect4Amount\":\"0\",\"Effect5Amount\":\"6\",\"Effect6Amount\":\"40\"},\"depth\":3},\"3143\":{\"name\":\"Randuin's Omen\",\"description\":\"<mainText><stats><attention> 250</attention> Health<br><attention> 80</attention> Armor<br><attention> 10</attention> Ability Haste</stats><br><br> <active>Active:</active> <active>Humility:</active> Briefly <status>Slow</status> nearby enemies and reduce their <scaleAD>Attack Damage</scaleAD> by 10% and Critical Strike Damage by 20% for 4 seconds (60s cooldown).<br><li><passive>Rock Solid:</passive> Reduce incoming damage from Attacks by up to (0.5% max Health), capped at 40% of the attack's damage.</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Greatly increases defenses, activate to slow nearby enemies\",\"from\":[\"3082\",\"1029\",\"3067\"],\"image\":{\"full\":\"3143.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":144,\"y\":48,\"w\":48,\"h\":48},\"gold\":{\"base\":600,\"purchasable\":true,\"total\":2700,\"sell\":1890},\"tags\":[\"Health\",\"Armor\",\"Active\",\"CooldownReduction\",\"Slow\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":250,\"FlatArmorMod\":80},\"depth\":3},\"3145\":{\"name\":\"Hextech Alternator\",\"description\":\"<mainText><stats><attention> 40</attention> Ability Power</stats><br><li><passive>Revved:</passive> Damaging a champion deals an additional <magicDamage>50 - 125 (based on level) magic damage</magicDamage> (40s cooldown).</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Increases Ability Power. Deal bonus magic damage on attack periodically.\",\"from\":[\"1052\",\"1052\"],\"into\":[\"3152\",\"4628\",\"4636\"],\"image\":{\"full\":\"3145.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":192,\"y\":48,\"w\":48,\"h\":48},\"gold\":{\"base\":180,\"purchasable\":true,\"total\":1050,\"sell\":735},\"tags\":[\"SpellDamage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMagicDamageMod\":40},\"depth\":2},\"3152\":{\"name\":\"Hextech Rocketbelt\",\"description\":\"<mainText><stats><attention> 90</attention> Ability Power<br><attention> 350</attention> Health<br><attention> 15</attention> Ability Haste</stats><br><br> <active>Active -</active> <active>Hex Bolt:</active> Dash in target direction, unleashing an arc of magic missiles that deal <magicDamage>(125 +15% Ability Power) magic damage</magicDamage>. Then, gain <speed>50% Move Speed</speed> towards enemy champions for 2 seconds (40s cooldown).<br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items <attention> 5</attention> Magic Penetration.<br><br><rules>Supersonic's dash cannot pass through terrain.</rules></mainText><br>\",\"colloq\":\"rocket belt;\",\"plaintext\":\"Activate to dash forward and unleash a fiery explosion\",\"from\":[\"3145\",\"1028\",\"1026\"],\"image\":{\"full\":\"3152.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":240,\"y\":48,\"w\":48,\"h\":48},\"gold\":{\"base\":900,\"purchasable\":true,\"total\":3200,\"sell\":2240},\"tags\":[\"Health\",\"SpellDamage\",\"Active\",\"CooldownReduction\",\"NonbootsMovement\",\"MagicPenetration\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":350,\"FlatMagicDamageMod\":90},\"depth\":3},\"3153\":{\"name\":\"Blade of The Ruined King\",\"description\":\"<mainText><stats><attention> 40</attention> Attack Damage<br><attention> 25%</attention> Attack Speed<br><attention> 12%</attention> Life Steal</stats><br><li><passive>Mist's Edge:</passive> Attacks apply <physicalDamage>physical damage</physicalDamage>  <OnHit>On-Hit</OnHit> equal to (10% for Melee users | 6% for Ranged users) of the target's current Health. <li><passive>Siphon:</passive> Attacking a champion 3 times deals <magicDamage>40 - 150 (based on level) magic damage</magicDamage> and steals 25% Move Speed for 2 seconds (20s cooldown).<br><br><rules>Maximum <passive>Mist's Edge</passive> damage dealt to monsters and minions is 60.<br>Item performance differs for  melee and  ranged users.</rules></mainText><br>\",\"colloq\":\";brk;bork;bork;bork;botrk\",\"plaintext\":\"Deals damage based on target's Health, can steal Movement Speed\",\"from\":[\"1053\",\"1043\",\"1037\"],\"image\":{\"full\":\"3153.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":288,\"y\":48,\"w\":48,\"h\":48},\"gold\":{\"base\":425,\"purchasable\":true,\"total\":3200,\"sell\":2240},\"tags\":[\"Damage\",\"AttackSpeed\",\"LifeSteal\",\"Slow\",\"OnHit\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":40,\"PercentAttackSpeedMod\":0.25,\"PercentLifeStealMod\":0.12},\"depth\":3},\"3155\":{\"name\":\"Hexdrinker\",\"description\":\"<mainText><stats><attention> 20</attention> Attack Damage<br><attention> 35</attention> Magic Resist</stats><br><li><passive>Lifeline:</passive> Upon taking magic damage that would reduce Health below 30%, gain <shield>110 - 280 (based on level) magic damage Shield</shield> for 3 seconds (90s cooldown).</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Increases Attack Damage and Magic Resist\",\"stacks\":0,\"from\":[\"1036\",\"1033\"],\"into\":[\"3156\"],\"image\":{\"full\":\"3155.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":336,\"y\":48,\"w\":48,\"h\":48},\"gold\":{\"base\":500,\"purchasable\":true,\"total\":1300,\"sell\":910},\"tags\":[\"Damage\",\"SpellBlock\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":20,\"FlatSpellBlockMod\":35},\"depth\":2},\"3156\":{\"name\":\"Maw of Malmortius\",\"description\":\"<mainText><stats><attention> 50</attention> Attack Damage<br><attention> 50</attention> Magic Resist<br><attention> 15</attention> Ability Haste</stats><br><li><passive>Lifeline:</passive> Upon taking magic damage that would reduce Health below 30%, gain <shield>(200 + 20% max Health) magic damage Shield</shield> for 5 seconds (60s cooldown).</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Grants bonus Attack Damage when Health is low\",\"stacks\":0,\"from\":[\"3155\",\"3133\"],\"image\":{\"full\":\"3156.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":384,\"y\":48,\"w\":48,\"h\":48},\"gold\":{\"base\":700,\"purchasable\":true,\"total\":3100,\"sell\":2170},\"tags\":[\"SpellBlock\",\"Damage\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":50,\"FlatSpellBlockMod\":50},\"effect\":{\"Effect1Amount\":\"0\",\"Effect2Amount\":\"0\",\"Effect3Amount\":\"0\",\"Effect4Amount\":\"0\",\"Effect5Amount\":\"0\",\"Effect6Amount\":\"0\",\"Effect7Amount\":\"0\",\"Effect8Amount\":\"0\",\"Effect9Amount\":\"0\",\"Effect10Amount\":\"7\"},\"depth\":3},\"3157\":{\"name\":\"Zhonya's Hourglass\",\"description\":\"<mainText><stats><attention> 65</attention> Ability Power<br><attention> 45</attention> Armor<br><attention> 10</attention> Ability Haste</stats><br><br> <active>Active -</active> <active>Stasis:</active> You become <status>Invulnerable</status> and <status>Untargetable</status> for 2.5 seconds, but are prevented from taking any other actions during this time (120s cooldown).</mainText><br>\",\"colloq\":\";zhg;zonyas\",\"plaintext\":\"Activate to become invincible but unable to take actions\",\"from\":[\"3191\",\"2420\",\"3108\"],\"image\":{\"full\":\"3157.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":432,\"y\":48,\"w\":48,\"h\":48},\"gold\":{\"base\":50,\"purchasable\":true,\"total\":2500,\"sell\":1750},\"tags\":[\"Armor\",\"SpellDamage\",\"Active\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMagicDamageMod\":65,\"FlatArmorMod\":45},\"effect\":{\"Effect1Amount\":\"0\",\"Effect2Amount\":\"2.5\",\"Effect3Amount\":\"120\"},\"depth\":3},\"3158\":{\"name\":\"Ionian Boots of Lucidity\",\"description\":\"<mainText><stats><attention> 20</attention> Ability Haste<br><attention> 45</attention> Move Speed</stats><br><li>Gain 12% Summoner Spell Haste.<br><br><flavorText>''This item is dedicated in honor of Ionia's victory over Noxus in the Rematch for the Southern Provinces on 10 December, 20 CLE.'</flavorText></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"Increases Movement Speed and Cooldown Reduction\",\"from\":[\"1001\"],\"image\":{\"full\":\"3158.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":0,\"y\":96,\"w\":48,\"h\":48},\"gold\":{\"base\":600,\"purchasable\":true,\"total\":900,\"sell\":630},\"tags\":[\"Boots\",\"CooldownReduction\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMovementSpeedMod\":45},\"depth\":2},\"3165\":{\"name\":\"Morellonomicon\",\"description\":\"<mainText><stats><attention> 70</attention> Ability Power<br><attention> 250</attention> Health</stats><br><li><passive>Affliction:</passive> Dealing magic damage applies <status>40% Grievous Wounds</status> to enemy champions for 3 seconds. If the target is below 50% Health, this effect is increased to <status>60% Grievous Wounds</status>.<br><br><rules><status>Grievous Wounds</status> reduces the effectiveness of Healing and Regeneration effects.</rules></mainText><br>\",\"colloq\":\";nmst;grievous\",\"plaintext\":\"Increases magic damage\",\"from\":[\"1026\",\"3916\",\"1028\"],\"image\":{\"full\":\"3165.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":48,\"y\":96,\"w\":48,\"h\":48},\"gold\":{\"base\":450,\"purchasable\":true,\"total\":2500,\"sell\":1750},\"tags\":[\"Health\",\"SpellDamage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":250,\"FlatMagicDamageMod\":70},\"depth\":3},\"3177\":{\"name\":\"Guardian's Blade\",\"description\":\"<mainText><stats><attention> 30</attention> Attack Damage<br><attention> 150</attention> Health<br><attention> 15</attention> Ability Haste</stats><br><li><passive>Legendary:</passive> This item counts as a <rarityLegendary>Legendary</rarityLegendary> item.</mainText><br>\",\"colloq\":\";dblade\",\"plaintext\":\"Good starting item for attackers\",\"image\":{\"full\":\"3177.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":96,\"y\":96,\"w\":48,\"h\":48},\"gold\":{\"base\":950,\"purchasable\":true,\"total\":950,\"sell\":665},\"tags\":[\"Health\",\"Damage\",\"Lane\",\"AbilityHaste\"],\"maps\":{\"11\":false,\"12\":true,\"21\":false,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":30,\"FlatHPPoolMod\":150},\"effect\":{\"Effect1Amount\":\"10\"}},\"3179\":{\"name\":\"Umbral Glaive\",\"description\":\"<mainText><stats><attention> 55</attention> Attack Damage<br><attention> 12</attention> Lethality<br><attention> 15</attention> Ability Haste</stats><br><li><passive>Blackout:</passive> When spotted by an enemy Ward, reveal traps and disable Wards around you for 8 seconds (45s cooldown). Your Attacks instantly kill revealed traps and do triple damage to Wards.</mainText><br>\",\"colloq\":\";lethality\",\"plaintext\":\"Provides trap and ward detection periodically\",\"from\":[\"3134\",\"3133\"],\"image\":{\"full\":\"3179.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":144,\"y\":96,\"w\":48,\"h\":48},\"gold\":{\"base\":600,\"purchasable\":true,\"total\":2800,\"sell\":1960},\"tags\":[\"Damage\",\"Vision\",\"CooldownReduction\",\"ArmorPenetration\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":55},\"effect\":{\"Effect1Amount\":\"12\",\"Effect2Amount\":\"8\",\"Effect3Amount\":\"45\"},\"depth\":3},\"3181\":{\"name\":\"Sanguine Blade\",\"description\":\"<mainText><stats><attention> 50</attention> Attack Damage<br><attention> 10</attention> Lethality</stats><br> <attention>12</attention> Physical Vamp<br><li><passive>Frenzy:</passive> While near one or fewer visible enemy champions gain <scaleLethality>8 Lethality</scaleLethality> and <attackSpeed>20% - 80% Attack Speed</attackSpeed>, decaying over 3 seconds if other enemy champions get too close.</mainText><br>\",\"colloq\":\";lethality\",\"plaintext\":\"When hunting lone enemy champions gain Attack Speed and Lethality\",\"from\":[\"3134\",\"1053\"],\"image\":{\"full\":\"3181.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":192,\"y\":96,\"w\":48,\"h\":48},\"gold\":{\"base\":1000,\"purchasable\":true,\"total\":3000,\"sell\":2100},\"tags\":[\"Damage\",\"AttackSpeed\",\"LifeSteal\",\"SpellVamp\",\"ArmorPenetration\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":50},\"depth\":3},\"3184\":{\"name\":\"Guardian's Hammer\",\"description\":\"<mainText><stats><attention> 25</attention> Attack Damage<br><attention> 150</attention> Health<br><attention> 10%</attention> Life Steal</stats><br><li><passive>Legendary:</passive> This item counts as a <rarityLegendary>Legendary</rarityLegendary> item.</mainText><br>\",\"colloq\":\";dblade\",\"plaintext\":\"Good starting item for attackers\",\"image\":{\"full\":\"3184.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":240,\"y\":96,\"w\":48,\"h\":48},\"gold\":{\"base\":950,\"purchasable\":true,\"total\":950,\"sell\":665},\"tags\":[\"Health\",\"Damage\",\"LifeSteal\",\"Lane\"],\"maps\":{\"11\":false,\"12\":true,\"21\":false,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":25,\"FlatHPPoolMod\":150,\"PercentLifeStealMod\":0.1}},\"3190\":{\"name\":\"Locket of the Iron Solari\",\"description\":\"<mainText><stats><attention> 200</attention> Health<br><attention> 20</attention> Ability Haste<br><attention> 30</attention> Armor<br><attention> 30</attention> Magic Resist</stats><br><br> <active>Active -</active> <active>Devotion:</active> Grant nearby allies a <shield>230 - 385 (based on ally level) Shield</shield>, decaying over 2.5 seconds (90s cooldown). <br><li><passive>Consecrate:</passive> Grant nearby allied champions <scaleArmor>5 Armor</scaleArmor> and <scaleMR>Magic Resist</scaleMR>. <br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items <attention>2</attention>  Armor/ Magic Resist increase to <passive>Consecrate</passive>.<br><br><rules>Strength of level-scaling effects are based on the ally's level.</rules></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Activate to shield nearby allies from damage\",\"from\":[\"3067\",\"3105\"],\"image\":{\"full\":\"3190.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":288,\"y\":96,\"w\":48,\"h\":48},\"gold\":{\"base\":200,\"purchasable\":true,\"total\":2500,\"sell\":1750},\"tags\":[\"Health\",\"SpellBlock\",\"Armor\",\"Aura\",\"Active\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":200,\"FlatSpellBlockMod\":30,\"FlatArmorMod\":30},\"depth\":3},\"3191\":{\"name\":\"Seeker's Armguard\",\"description\":\"<mainText><stats><attention> 20</attention> Ability Power<br><attention> 15</attention> Armor</stats><br><li><passive>Witch's Path:</passive> Killing a unit grants <scaleArmor>1 Armor</scaleArmor> (max <scaleArmor>30</scaleArmor>).</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Increases Armor and Ability Power\",\"from\":[\"1052\",\"1029\"],\"into\":[\"3157\"],\"image\":{\"full\":\"3191.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":336,\"y\":96,\"w\":48,\"h\":48},\"gold\":{\"base\":165,\"purchasable\":true,\"total\":900,\"sell\":630},\"tags\":[\"Armor\",\"SpellDamage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMagicDamageMod\":20,\"FlatArmorMod\":15},\"effect\":{\"Effect1Amount\":\"1\",\"Effect2Amount\":\"30\"},\"depth\":2},\"3193\":{\"name\":\"Gargoyle Stoneplate\",\"description\":\"<mainText><stats><attention> 60</attention> Armor<br><attention> 60</attention> Magic Resist<br><attention> 15</attention> Ability Haste</stats><br><br> <active>Active -</active> <active>Unbreakable:</active> Gain a <shield>(100 + 100% bonus Health) Shield</shield>  that decays and grow 25% in size for 2.5 seconds. (90s cooldown).<br><li><passive>Fortify:</passive> Taking damage from a champion grants a stack of <scaleArmor>3% bonus Armor</scaleArmor> and <scaleMR>3% bonus Magic Resist</scaleMR> for 6 seconds.<br><br><rules>Max 5 stacks; 1 per champion.</rules></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Greatly increases defense near multiple enemies.\",\"from\":[\"1029\",\"3105\",\"1033\"],\"image\":{\"full\":\"3193.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":384,\"y\":96,\"w\":48,\"h\":48},\"gold\":{\"base\":1050,\"purchasable\":true,\"total\":3300,\"sell\":2310},\"tags\":[\"SpellBlock\",\"Armor\",\"Active\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatSpellBlockMod\":60,\"FlatArmorMod\":60},\"depth\":3},\"3211\":{\"name\":\"Spectre's Cowl\",\"description\":\"<mainText><stats><attention> 250</attention> Health<br><attention> 25</attention> Magic Resist</stats><br><li><passive>Incorporeal:</passive> After taking damage from a champion, gain <scaleHealth>150% base Health Regen</scaleHealth> for up to 10 seconds (duration increases with damage taken).</mainText><br>\",\"colloq\":\";hat\",\"plaintext\":\"Improves defense and grants regeneration upon being damaged\",\"from\":[\"1028\",\"1033\"],\"into\":[\"3065\"],\"image\":{\"full\":\"3211.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":432,\"y\":96,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":true,\"total\":1250,\"sell\":875},\"tags\":[\"Health\",\"HealthRegen\",\"SpellBlock\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":250,\"FlatSpellBlockMod\":25},\"depth\":2},\"3222\":{\"name\":\"Mikael's Blessing\",\"description\":\"<mainText><stats><attention> 20%</attention> Heal and Shield Power<br><attention> 50</attention> Magic Resist<br><attention> 15</attention> Ability Haste<br><attention> 100%</attention> Base Mana Regen</stats><br><br> <active>Active -</active> <active>Purify:</active> Remove all crowd control debuffs (except <status>Knockups</status> and <status>Suppression</status>) from an ally champion and restore <healing>100 - 200 (based on ally level) Health</healing> (120s cooldown).</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Activate to remove all disabling effects from an allied champion\",\"from\":[\"3114\",\"1057\"],\"image\":{\"full\":\"3222.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":0,\"y\":144,\"w\":48,\"h\":48},\"gold\":{\"base\":600,\"purchasable\":true,\"total\":2300,\"sell\":1610},\"tags\":[\"SpellBlock\",\"ManaRegen\",\"Active\",\"CooldownReduction\",\"Tenacity\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatSpellBlockMod\":50},\"depth\":3},\"3330\":{\"name\":\"Scarecrow Effigy\",\"description\":\"<mainText><stats></stats>Cannot be sold<br><br> <active>Active - Trinket:</active> Places an effigy that lasts for 130 - 300 (based on level) seconds and appears exactly as Fiddlesticks does to enemies. Stores one charge every 115 - 30 (based on level) seconds, up to maximum 2 charges.<br><br>Enemy champions approaching an effigy will activate it, causing the effigy to fake a random action, after which the effigy will fall apart.</mainText><br>\",\"colloq\":\"yellow; totem; trinket\",\"plaintext\":\"Periodically place a Stealth Ward\",\"requiredChampion\":\"FiddleSticks\",\"image\":{\"full\":\"3330.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":48,\"y\":144,\"w\":48,\"h\":48},\"gold\":{\"base\":0,\"purchasable\":true,\"total\":0,\"sell\":0},\"tags\":[\"Active\",\"Jungle\",\"Lane\",\"Trinket\",\"Vision\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{},\"effect\":{\"Effect1Amount\":\"90\",\"Effect2Amount\":\"240\",\"Effect3Amount\":\"120\",\"Effect4Amount\":\"120\",\"Effect5Amount\":\"2\",\"Effect6Amount\":\"9\",\"Effect7Amount\":\"30\",\"Effect8Amount\":\"120\"}},\"3340\":{\"name\":\"Stealth Ward\",\"description\":\"<mainText><stats></stats> <active>Active - Trinket:</active> Place a Stealth Ward on the ground that lasts between <scaleLevel>90 - 120</scaleLevel> seconds, is <keywordStealth>Invisible</keywordStealth> to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards, generating a new Ward every <scaleLevel>240 - 120</scaleLevel> seconds. </mainText><br>\",\"colloq\":\"yellow; totem; trinket\",\"plaintext\":\"Periodically place a Stealth Ward\",\"image\":{\"full\":\"3340.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":96,\"y\":144,\"w\":48,\"h\":48},\"gold\":{\"base\":0,\"purchasable\":true,\"total\":0,\"sell\":0},\"tags\":[\"Active\",\"Jungle\",\"Lane\",\"Trinket\",\"Vision\"],\"maps\":{\"11\":true,\"12\":false,\"21\":true,\"22\":false},\"stats\":{},\"effect\":{\"Effect1Amount\":\"90\",\"Effect2Amount\":\"240\",\"Effect3Amount\":\"120\",\"Effect4Amount\":\"120\",\"Effect5Amount\":\"2\",\"Effect6Amount\":\"9\",\"Effect7Amount\":\"30\",\"Effect8Amount\":\"120\"}},\"3363\":{\"name\":\"Farsight Alteration\",\"description\":\"<mainText><stats></stats> <active>Active - Trinket:</active> Reveals an area and places a visible, fragile Ward up to 4000 units away. Allies cannot target this Ward with Summoner Spells or Abilties <scaleLevel>(198 - 99s cooldown)</scaleLevel>.</mainText><br>\",\"colloq\":\"blue; totem; trinket\",\"plaintext\":\"Grants increased range and reveals the targetted area\",\"image\":{\"full\":\"3363.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":144,\"y\":144,\"w\":48,\"h\":48},\"gold\":{\"base\":0,\"purchasable\":true,\"total\":0,\"sell\":0},\"tags\":[\"Active\",\"Trinket\",\"Vision\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{},\"effect\":{\"Effect1Amount\":\"4000\",\"Effect2Amount\":\"2\",\"Effect3Amount\":\"5\",\"Effect4Amount\":\"198\",\"Effect5Amount\":\"60\",\"Effect6Amount\":\"9\",\"Effect7Amount\":\"30\",\"Effect8Amount\":\"120\",\"Effect9Amount\":\"6.5\",\"Effect10Amount\":\"198\",\"Effect11Amount\":\"99\",\"Effect12Amount\":\"60\",\"Effect13Amount\":\"180\",\"Effect14Amount\":\"10\",\"Effect15Amount\":\"45\"}},\"3364\":{\"name\":\"Oracle Lens\",\"description\":\"<mainText><stats></stats> <active>Active - Trinket:</active> Scans around you, warning against hidden enemy units, revealing invisible traps and revealing (and temporarily disabling) enemy Stealth Wards for 10 seconds <scaleLevel>(90 - 60s cooldown)</scaleLevel>.</mainText><br>\",\"colloq\":\"red; lens; trinket\",\"plaintext\":\"Disables nearby invisible wards and traps for a duration\",\"image\":{\"full\":\"3364.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":192,\"y\":144,\"w\":48,\"h\":48},\"gold\":{\"base\":0,\"purchasable\":true,\"total\":0,\"sell\":0},\"tags\":[\"Active\",\"Trinket\",\"Vision\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{},\"effect\":{\"Effect1Amount\":\"6\",\"Effect2Amount\":\"10\",\"Effect3Amount\":\"90\",\"Effect4Amount\":\"60\",\"Effect5Amount\":\"0\",\"Effect6Amount\":\"1\",\"Effect7Amount\":\"30\",\"Effect8Amount\":\"120\",\"Effect9Amount\":\"60\"}},\"3400\":{\"name\":\"Your Cut\",\"description\":\"<mainText><stats></stats> <active>Active - Consume:</active> Gain 0 gold.<br><br><rules>Bonus gold given to an ally when Pyke executes an enemy champion using his Ultimate Ability. If no ally was involved in the kill, Pyke gets to keep the Cut!</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"consumed\":true,\"inStore\":false,\"hideFromAll\":true,\"image\":{\"full\":\"3400.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":240,\"y\":144,\"w\":48,\"h\":48},\"gold\":{\"base\":0,\"purchasable\":false,\"total\":0,\"sell\":0},\"tags\":[\"Consumable\",\"GoldPer\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{}},\"3504\":{\"name\":\"Ardent Censer\",\"description\":\"<mainText><stats><attention> 60</attention> Ability Power<br><attention> 10%</attention> Heal and Shield Power<br><attention> 100%</attention> Base Mana Regen</stats><br><li><passive>Sanctify:</passive> Healing or Shielding an ally enhances you both for 6 seconds, granting your Attacks <attackSpeed>10% - 30% (based on ally level)</attackSpeed> Attack Speed and <magicDamage>5 - 20 (based on ally level) magic damage</magicDamage>  <OnHit>On-Hit</OnHit>. <br><br><rules>Strength of level-scaling effects are based on the ally's level.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"Shield and heal effects on other units grant both of you Attack Speed and their attacks deal additional on-hit magic damage.\",\"from\":[\"1052\",\"3114\",\"1052\"],\"image\":{\"full\":\"3504.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":288,\"y\":144,\"w\":48,\"h\":48},\"gold\":{\"base\":630,\"purchasable\":true,\"total\":2300,\"sell\":1610},\"tags\":[\"AttackSpeed\",\"SpellDamage\",\"ManaRegen\",\"OnHit\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMagicDamageMod\":60},\"depth\":3},\"3508\":{\"name\":\"Essence Reaver\",\"description\":\"<mainText><stats><attention> 55</attention> Attack Damage<br><attention> 20%</attention> Critical Strike Chance<br><attention> 20</attention> Ability Haste</stats><br><li><passive>Spellblade:</passive> After using an Ability, your next Attack is enhanced with an additional <physicalDamage>(100% base Attack Damage + 40% bonus Attack Damage) physical damage</physicalDamage> and restores <scaleMana>3% max Mana</scaleMana> (1.5s cooldown).</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Gain increased critical strike damage. After casting a spell, deal additional damage and restore mana.\",\"from\":[\"3133\",\"3057\",\"1018\"],\"image\":{\"full\":\"3508.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":336,\"y\":144,\"w\":48,\"h\":48},\"gold\":{\"base\":500,\"purchasable\":true,\"total\":2900,\"sell\":2030},\"tags\":[\"Damage\",\"CriticalStrike\",\"ManaRegen\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":55,\"FlatCritChanceMod\":0.2},\"effect\":{\"Effect1Amount\":\"0.08\",\"Effect2Amount\":\"0.2\",\"Effect3Amount\":\"0.5\",\"Effect4Amount\":\"0.2\",\"Effect5Amount\":\"6\",\"Effect6Amount\":\"30\",\"Effect7Amount\":\"0.2\",\"Effect8Amount\":\"10\",\"Effect9Amount\":\"1\",\"Effect10Amount\":\"1.5\"},\"depth\":3},\"3513\":{\"name\":\"Eye of the Herald\",\"description\":\"<mainText><stats></stats> <active>Active - Consume:</active> Crush the Eye of the Herald after 1 second, summoning the <status>Rift Herald</status> to siege enemy turrets.<br><br><li><passive>Glimpse of the Void:</passive> The holder of the Eye of the Herald has <attention>Empowered Recall</attention>.<br><br><rules>The Eye of the Herald will be lost to the Void if not used within 240 seconds.</rules></mainText><br>\",\"colloq\":\";Herald's Eye\",\"plaintext\":\"Eye of the Herald - a Gift of the Void.\",\"consumed\":true,\"inStore\":false,\"image\":{\"full\":\"3513.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":384,\"y\":144,\"w\":48,\"h\":48},\"gold\":{\"base\":0,\"purchasable\":false,\"total\":0,\"sell\":0},\"tags\":[\"Trinket\",\"Active\"],\"maps\":{\"11\":false,\"12\":false,\"21\":false,\"22\":false},\"stats\":{},\"effect\":{\"Effect1Amount\":\"240\",\"Effect2Amount\":\"1\",\"Effect3Amount\":\"20\",\"Effect4Amount\":\"180\"}},\"3599\":{\"name\":\"Kalista's Black Spear\",\"description\":\"<mainText><stats></stats> <active>Active - Consume:</active> Bind with an ally for the remainder of the game, becoming Oathsworn Allies. Oathsworn empowers you both while near one another.</mainText><br>\",\"colloq\":\";spear\",\"plaintext\":\"Kalista's spear that binds an Oathsworn Ally.\",\"requiredChampion\":\"Kalista\",\"image\":{\"full\":\"3599.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":432,\"y\":144,\"w\":48,\"h\":48},\"gold\":{\"base\":0,\"purchasable\":true,\"total\":0,\"sell\":0},\"tags\":[\"Consumable\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{}},\"3600\":{\"name\":\"Kalista's Black Spear\",\"description\":\"<mainText><stats></stats> <active>Active - Consume:</active> Bind with an ally for the remainder of the game, becoming Oathsworn Allies. Oathsworn empowers you both while near one another.<br><br><rules>Required to use <attention>Kalista's</attention> Ultimate Ability.</rules></mainText><br>\",\"colloq\":\";spear\",\"plaintext\":\"Kalista's spear that binds an Oathsworn Ally.\",\"requiredChampion\":\"Sylas\",\"image\":{\"full\":\"3600.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":0,\"y\":192,\"w\":48,\"h\":48},\"gold\":{\"base\":0,\"purchasable\":true,\"total\":0,\"sell\":0},\"tags\":[\"Consumable\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{}},\"3742\":{\"name\":\"Dead Man's Plate\",\"description\":\"<mainText><stats><attention> 475</attention> Health<br><attention> 40</attention> Armor<br><attention> 5%</attention> Move Speed</stats><br><li><passive>Shipwrecker:</passive> While moving, build up to <speed>60 bonus Move Speed</speed>. Your next Attack discharges built up Move Speed to deal up to <magicDamage>100 magic damage</magicDamage>. If dealt by a  Melee champion at top speed, the Attack also <status>Slows</status> the target by 50% for 1 second.<br><br><flavorText>''There's only one way you'll get this armor from me...'' - forgotten namesake</flavorText><br><br>  </mainText><br>\",\"colloq\":\";juggernaut;dreadnought\",\"plaintext\":\"Build momentum as you move around then smash into enemies.\",\"from\":[\"3066\",\"1028\",\"1031\"],\"image\":{\"full\":\"3742.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":48,\"y\":192,\"w\":48,\"h\":48},\"gold\":{\"base\":900,\"purchasable\":true,\"total\":2900,\"sell\":2030},\"tags\":[\"Health\",\"Armor\",\"Slow\",\"NonbootsMovement\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"PercentMovementSpeedMod\":0.05,\"FlatHPPoolMod\":475,\"FlatArmorMod\":40},\"depth\":3},\"3748\":{\"name\":\"Titanic Hydra\",\"description\":\"<mainText><stats><attention> 30</attention> Attack Damage<br><attention> 500</attention> Health</stats><br><li><passive>Colossus:</passive> Gain bonus <scaleAD>Attack Damage equal to 1% max Health</scaleAD>.<li><passive>Cleave:</passive> Attacks apply an additional <physicalDamage>(5 + 1.5% max Health) physical damage</physicalDamage>  <OnHit>On-Hit</OnHit>, creating a shockwave that deals <physicalDamage>(40 + 3% max Health)  physical damage</physicalDamage> to enemies behind the target.<br><br><rules>Deals 75% for  Ranged users.  <OnHit>On-Hit</OnHit> damage is also applied to Structures.</rules></mainText><br>\",\"colloq\":\";juggernaut\",\"plaintext\":\"Deals area of effect damage based on owner's health\",\"from\":[\"3077\",\"1028\",\"1011\"],\"image\":{\"full\":\"3748.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":96,\"y\":192,\"w\":48,\"h\":48},\"gold\":{\"base\":800,\"purchasable\":true,\"total\":3300,\"sell\":2310},\"tags\":[\"Health\",\"HealthRegen\",\"Damage\",\"OnHit\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":30,\"FlatHPPoolMod\":500},\"effect\":{\"Effect1Amount\":\"0\",\"Effect2Amount\":\"40\",\"Effect3Amount\":\"0\",\"Effect4Amount\":\"0\",\"Effect5Amount\":\"0.1\",\"Effect6Amount\":\"0\",\"Effect7Amount\":\"0\",\"Effect8Amount\":\"0\",\"Effect9Amount\":\"0\",\"Effect10Amount\":\"5\"},\"depth\":3},\"3801\":{\"name\":\"Crystalline Bracer\",\"description\":\"<mainText><stats><attention> 200</attention> Health<br><attention> 50%</attention> Base Health Regen</stats></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Grants Health and Health Regen\",\"from\":[\"1028\",\"1006\"],\"into\":[\"3083\",\"3109\"],\"image\":{\"full\":\"3801.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":144,\"y\":192,\"w\":48,\"h\":48},\"gold\":{\"base\":100,\"purchasable\":true,\"total\":650,\"sell\":455},\"tags\":[\"Health\",\"HealthRegen\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":200},\"depth\":2},\"3802\":{\"name\":\"Lost Chapter\",\"description\":\"<mainText><stats><attention> 40</attention> Ability Power<br><attention> 300</attention> Mana<br><attention> 10</attention> Ability Haste</stats><br><li><passive>Enlighten:</passive> Upon levelling up, restores <scaleMana>20% max Mana</scaleMana> over 3 seconds.</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Restores Mana upon levelling up.\",\"from\":[\"1052\",\"1027\",\"1052\"],\"into\":[\"6655\",\"6653\",\"6656\"],\"image\":{\"full\":\"3802.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":192,\"y\":192,\"w\":48,\"h\":48},\"gold\":{\"base\":80,\"purchasable\":true,\"total\":1300,\"sell\":910},\"tags\":[\"SpellDamage\",\"Mana\",\"ManaRegen\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMPPoolMod\":300,\"FlatMagicDamageMod\":40},\"depth\":2},\"3814\":{\"name\":\"Edge of Night\",\"description\":\"<mainText><stats><attention> 50</attention> Attack Damage<br><attention> 10</attention> Lethality<br><attention> 325</attention> Health</stats><br><li><passive>Annul:</passive> Gain a Spell Shield that blocks the next enemy Ability (40s cooldown).<br><br><rules>Item's cooldown is restarted if you take damage before it is completed.</rules></mainText><br>\",\"colloq\":\";lethality\",\"plaintext\":\"Periodically blocks enemy abilities\",\"stacks\":0,\"from\":[\"1036\",\"3134\",\"1028\"],\"image\":{\"full\":\"3814.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":240,\"y\":192,\"w\":48,\"h\":48},\"gold\":{\"base\":1050,\"purchasable\":true,\"total\":2900,\"sell\":2030},\"tags\":[\"Health\",\"Damage\",\"ArmorPenetration\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":50,\"FlatHPPoolMod\":325},\"effect\":{\"Effect1Amount\":\"10\",\"Effect2Amount\":\"0\",\"Effect3Amount\":\"0\",\"Effect4Amount\":\"40\"},\"depth\":3},\"3850\":{\"name\":\"Spellthief's Edge\",\"description\":\"<mainText><stats><attention> 8</attention> Ability Power<br><attention> 10</attention> Health<br><attention> 50%</attention> Base Mana Regen<br><attention> 2</attention> Gold Per 10 Seconds</stats><br><li><passive>Tribute:</passive> While nearby an ally champion, damaging Abilities and Attacks against champions or buildings grant 20 gold. This can occur up to 3 times every 30 seconds.<li><passive>Quest:</passive> Earn 500 gold from this item to transform it into <rarityGeneric>Frostfang</rarityGeneric>, gaining  <active>Active -</active> <active>Warding</active>.<br><br><rules>This item grants reduced gold from minions if you kill excessive numbers of them.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"Gain gold and upgrade by damaging enemy champions\",\"image\":{\"full\":\"3850.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":288,\"y\":192,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":true,\"total\":400,\"sell\":160},\"tags\":[\"Health\",\"SpellDamage\",\"ManaRegen\",\"Vision\",\"GoldPer\",\"Lane\"],\"maps\":{\"11\":true,\"12\":false,\"21\":false,\"22\":false},\"stats\":{\"FlatHPPoolMod\":10,\"FlatMagicDamageMod\":8},\"effect\":{\"Effect1Amount\":\"2\",\"Effect2Amount\":\"20\",\"Effect3Amount\":\"20\",\"Effect4Amount\":\"500\",\"Effect5Amount\":\"10\",\"Effect6Amount\":\"3\",\"Effect7Amount\":\"2000\"}},\"3851\":{\"name\":\"Frostfang\",\"description\":\"<mainText><stats><attention> 15</attention> Ability Power<br><attention> 70</attention> Health<br><attention> 75%</attention> Base Mana Regen<br><attention> 3</attention> Gold Per 10 Seconds</stats><br><br> <active>Active -</active> <active>Ward:</active> Place a Stealth Ward on the ground that is <keywordStealth>Invisible</keywordStealth> to enemies but grants your team vision of the surrounding area. Stores up to 0 Stealth Wards, which refill upon visiting the shop. <br><li><passive>Tribute:</passive> While nearby an ally champion, damaging Abilities and Attacks against champions or buildings grant 20 gold. This can occur up to 3 times every 30 seconds.<li><passive>Quest:</passive> Earn 1000 gold from this item to transform it into <rarityLegendary>Shard of True Ice</rarityLegendary>.<br><br><rules>This item grants reduced gold from minions if you kill excessive numbers of them.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"specialRecipe\":3850,\"inStore\":false,\"image\":{\"full\":\"3851.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":336,\"y\":192,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":false,\"total\":400,\"sell\":160},\"tags\":[\"GoldPer\",\"Lane\",\"ManaRegen\",\"SpellDamage\"],\"maps\":{\"11\":true,\"12\":false,\"21\":false,\"22\":false},\"stats\":{\"FlatHPPoolMod\":70,\"FlatMagicDamageMod\":15},\"effect\":{\"Effect1Amount\":\"3\",\"Effect2Amount\":\"20\",\"Effect3Amount\":\"20\",\"Effect4Amount\":\"1000\",\"Effect5Amount\":\"10\",\"Effect6Amount\":\"3\",\"Effect7Amount\":\"2000\"}},\"3853\":{\"name\":\"Shard of True Ice\",\"description\":\"<mainText><stats><attention> 40</attention> Ability Power<br><attention> 75</attention> Health<br><attention> 100%</attention> Base Mana Regen<br><attention> 3</attention> Gold Per 10 Seconds</stats><br><br> <active>Active -</active> <active>Ward:</active> Place a Stealth Ward on the ground that is <keywordStealth>Invisible</keywordStealth> to enemies but grants your team vision of the surrounding area. Stores up to 0 Stealth Wards, which refill upon visiting the shop. <br><br><rules>This item grants reduced gold from minions if you kill excessive numbers of them.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"specialRecipe\":3851,\"inStore\":false,\"image\":{\"full\":\"3853.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":384,\"y\":192,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":false,\"total\":400,\"sell\":160},\"tags\":[\"GoldPer\",\"Lane\",\"ManaRegen\",\"SpellDamage\"],\"maps\":{\"11\":true,\"12\":false,\"21\":false,\"22\":false},\"stats\":{\"FlatHPPoolMod\":75,\"FlatMagicDamageMod\":40},\"effect\":{\"Effect1Amount\":\"3\"}},\"3854\":{\"name\":\"Steel Shoulderguards\",\"description\":\"<mainText><stats><attention> 3</attention> Attack Damage<br><attention> 30</attention> Health<br><attention> 25%</attention> Base Health Regen<br><attention> 2</attention> Gold Per 10 Seconds</stats><li><passive>Spoils of War:</passive> While nearby an allied champion, Attacks execute minions below (50% for Melee Users | 30% for Ranged Users) of their max Health. Killing a minion grants the same kill gold to the nearest allied champion. These effects recharge every 35 seconds (Max 3 charges).<li><passive>Quest:</passive> Earn 500 gold from this item to transform it into <rarityGeneric>Runesteel Spaulders</rarityGeneric>, gaining  <active>Active -</active> <active>Warding</active>.<br><br><rules>This item grants reduced gold from minions if you kill excessive numbers of them.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"Gain gold and upgrade by executing minions alongside allies\",\"image\":{\"full\":\"3854.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":432,\"y\":192,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":true,\"total\":400,\"sell\":160},\"tags\":[\"Health\",\"HealthRegen\",\"Damage\",\"Vision\",\"GoldPer\",\"Lane\"],\"maps\":{\"11\":true,\"12\":false,\"21\":false,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":3,\"FlatHPPoolMod\":30},\"effect\":{\"Effect1Amount\":\"2\",\"Effect2Amount\":\"0.5\",\"Effect3Amount\":\"0.3\",\"Effect4Amount\":\"500\",\"Effect5Amount\":\"35\",\"Effect6Amount\":\"3\"}},\"3855\":{\"name\":\"Runesteel Spaulders\",\"description\":\"<mainText><stats><attention> 6</attention> Attack Damage<br><attention> 100</attention> Health<br><attention> 50%</attention> Base Health Regen<br><attention> 3</attention> Gold Per 10 Seconds</stats><br><br> <active>Active -</active> <active>Ward:</active> Place a Stealth Ward on the ground that is <keywordStealth>Invisible</keywordStealth> to enemies but grants your team vision of the surrounding area. Stores up to 0 Stealth Wards, which refill upon visiting the shop. <br><li><passive>Spoils of War:</passive> While nearby an allied champion, Attacks execute minions below 0% of their max Health. Killing a minion grants the same kill gold to the nearest allied champion. These effects recharge every 0 seconds (Max 0 charges).<li><passive>Quest:</passive> Earn 1000 gold from this item to transform it into <rarityLegendary>Pauldrons of Whiterock</rarityLegendary>. <br><br><rules>This item grants reduced gold from minions if you kill excessive numbers of them.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"specialRecipe\":3854,\"inStore\":false,\"image\":{\"full\":\"3855.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":0,\"y\":240,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":false,\"total\":400,\"sell\":160},\"tags\":[\"Health\",\"HealthRegen\",\"GoldPer\",\"Lane\"],\"maps\":{\"11\":true,\"12\":false,\"21\":false,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":6,\"FlatHPPoolMod\":100},\"effect\":{\"Effect1Amount\":\"3\",\"Effect2Amount\":\"0.5\",\"Effect3Amount\":\"0.5\",\"Effect4Amount\":\"1000\",\"Effect5Amount\":\"35\",\"Effect6Amount\":\"3\"}},\"3857\":{\"name\":\"Pauldrons of Whiterock\",\"description\":\"<mainText><stats><attention> 15</attention> Attack Damage<br><attention> 250</attention> Health<br><attention> 100%</attention> Base Health Regen<br><attention> 3</attention> Gold Per 10 Seconds</stats><br><br> <active>Active -</active> <active>Ward:</active> Place a Stealth Ward on the ground that is <keywordStealth>Invisible</keywordStealth> to enemies but grants your team vision of the surrounding area. Stores up to 0 Stealth Wards, which refill upon visiting the shop. <br><br><rules>This item grants reduced gold from minions if you kill excessive numbers of them.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"specialRecipe\":3855,\"inStore\":false,\"image\":{\"full\":\"3857.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":48,\"y\":240,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":false,\"total\":400,\"sell\":160},\"tags\":[\"Health\",\"HealthRegen\",\"GoldPer\",\"Lane\"],\"maps\":{\"11\":true,\"12\":false,\"21\":false,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":15,\"FlatHPPoolMod\":250},\"effect\":{\"Effect1Amount\":\"3\"}},\"3858\":{\"name\":\"Relic Shield\",\"description\":\"<mainText><stats><attention> 5</attention> Ability Power<br><attention> 30</attention> Health<br><attention> 25%</attention> Base Health Regen<br><attention> 2</attention> Gold Per 10 Seconds</stats><li><passive>Spoils of War:</passive> While nearby an allied champion, Attacks execute minions below (50% for Melee Users | 30% for Ranged Users) of their max Health. Killing a minion grants the same kill gold to the nearest allied champion. These effects recharge every 35 seconds (Max 3 charges).<li><passive>Quest:</passive> Earn 500 gold from this item to transform it into <rarityGeneric>Targon's Buckler</rarityGeneric>, gaining  <active>Active -</active> <active>Warding</active>.<br><br><rules>This item grants reduced gold from minions if you kill excessive numbers of them.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"Gain gold and upgrade by executing minions alongside allies\",\"image\":{\"full\":\"3858.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":96,\"y\":240,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":true,\"total\":400,\"sell\":160},\"tags\":[\"Health\",\"HealthRegen\",\"SpellDamage\",\"Vision\",\"GoldPer\",\"Lane\"],\"maps\":{\"11\":true,\"12\":false,\"21\":false,\"22\":false},\"stats\":{\"FlatHPPoolMod\":30,\"FlatMagicDamageMod\":5},\"effect\":{\"Effect1Amount\":\"2\",\"Effect2Amount\":\"0.5\",\"Effect3Amount\":\"0.3\",\"Effect4Amount\":\"500\",\"Effect5Amount\":\"35\",\"Effect6Amount\":\"3\"}},\"3859\":{\"name\":\"Targon's Buckler\",\"description\":\"<mainText><stats><attention> 10</attention> Ability Power<br><attention> 100</attention> Health<br><attention> 50%</attention> Base Health Regen<br><attention> 3</attention> Gold Per 10 Seconds</stats><br><br> <active>Active -</active> <active>Ward:</active> Place a Stealth Ward on the ground that is <keywordStealth>Invisible</keywordStealth> to enemies but grants your team vision of the surrounding area. Stores up to 0 Stealth Wards, which refill upon visiting the shop. <br><li><passive>Spoils of War:</passive> While nearby an allied champion, Attacks execute minions below 0% of their max Health. Killing a minion grants the same kill gold to the nearest allied champion. These effects recharge every 0 seconds (Max 0 charges).<li><passive>Quest:</passive> Earn 1000 gold from this item to transform it into <rarityLegendary>Bulwark of the Mountain</rarityLegendary>. <br><br><rules>This item grants reduced gold from minions if you kill excessive numbers of them.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"specialRecipe\":3858,\"inStore\":false,\"image\":{\"full\":\"3859.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":144,\"y\":240,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":false,\"total\":400,\"sell\":160},\"tags\":[\"Health\",\"HealthRegen\",\"GoldPer\",\"Lane\"],\"maps\":{\"11\":true,\"12\":false,\"21\":false,\"22\":false},\"stats\":{\"FlatHPPoolMod\":100,\"FlatMagicDamageMod\":10},\"effect\":{\"Effect1Amount\":\"3\",\"Effect2Amount\":\"0.5\",\"Effect3Amount\":\"0.5\",\"Effect4Amount\":\"1000\",\"Effect5Amount\":\"35\",\"Effect6Amount\":\"3\"}},\"3860\":{\"name\":\"Bulwark of the Mountain\",\"description\":\"<mainText><stats><attention> 20</attention> Ability Power<br><attention> 250</attention> Health<br><attention> 100%</attention> Base Health Regen<br><attention> 3</attention> Gold Per 10 Seconds</stats><br><br> <active>Active -</active> <active>Ward:</active> Place a Stealth Ward on the ground that is <keywordStealth>Invisible</keywordStealth> to enemies but grants your team vision of the surrounding area. Stores up to 0 Stealth Wards, which refill upon visiting the shop. <br><br><rules>This item grants reduced gold from minions if you kill excessive numbers of them.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"specialRecipe\":3859,\"inStore\":false,\"image\":{\"full\":\"3860.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":192,\"y\":240,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":false,\"total\":400,\"sell\":160},\"tags\":[\"Health\",\"HealthRegen\",\"GoldPer\",\"Lane\"],\"maps\":{\"11\":true,\"12\":false,\"21\":false,\"22\":false},\"stats\":{\"FlatHPPoolMod\":250,\"FlatMagicDamageMod\":20},\"effect\":{\"Effect1Amount\":\"3\"}},\"3862\":{\"name\":\"Spectral Sickle\",\"description\":\"<mainText><stats><attention> 5</attention> Attack Damage<br><attention> 10</attention> Health<br><attention> 25%</attention> Base Mana Regen<br><attention> 2</attention> Gold Per 10 Seconds</stats><br><li><passive>Tribute:</passive> While nearby an ally champion, damaging Abilities and Attacks against champions or buildings grant 20 gold. This can occur up to 3 times every 30 seconds.<li><passive>Quest:</passive> Earn 500 gold from this item to transform it into <rarityGeneric>Harrowing Crescent</rarityGeneric>, gaining  <active>Active -</active> <active>Warding</active>.<br><br><rules>This item grants reduced gold from minions if you kill excessive numbers of them.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"Gain gold and upgrade by damaging enemy champions\",\"image\":{\"full\":\"3862.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":240,\"y\":240,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":true,\"total\":400,\"sell\":160},\"tags\":[\"Health\",\"Damage\",\"ManaRegen\",\"Vision\",\"GoldPer\",\"Lane\"],\"maps\":{\"11\":true,\"12\":false,\"21\":false,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":5,\"FlatHPPoolMod\":10},\"effect\":{\"Effect1Amount\":\"2\",\"Effect2Amount\":\"20\",\"Effect3Amount\":\"20\",\"Effect4Amount\":\"500\",\"Effect5Amount\":\"10\",\"Effect6Amount\":\"3\",\"Effect7Amount\":\"2000\"}},\"3863\":{\"name\":\"Harrowing Crescent\",\"description\":\"<mainText><stats><attention> 10</attention> Attack Damage<br><attention> 60</attention> Health<br><attention> 50%</attention> Base Mana Regen<br><attention> 3</attention> Gold Per 10 Seconds</stats><br><br> <active>Active -</active> <active>Ward:</active> Place a Stealth Ward on the ground that is <keywordStealth>Invisible</keywordStealth> to enemies but grants your team vision of the surrounding area. Stores up to 0 Stealth Wards, which refill upon visiting the shop. <br><li><passive>Tribute:</passive> While nearby an ally champion, damaging Abilities and Attacks against champions or buildings grant 20 gold. This can occur up to 3 times every 30 seconds.<li><passive>Quest:</passive> Earn 1000 gold from this item to transform it into <rarityLegendary>Black Mist Scythe</rarityLegendary>.<br><br><rules>This item grants reduced gold from minions if you kill excessive numbers of them.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"specialRecipe\":3862,\"inStore\":false,\"image\":{\"full\":\"3863.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":288,\"y\":240,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":false,\"total\":400,\"sell\":160},\"tags\":[\"Health\",\"ManaRegen\",\"GoldPer\",\"Lane\"],\"maps\":{\"11\":true,\"12\":false,\"21\":false,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":10,\"FlatHPPoolMod\":60},\"effect\":{\"Effect1Amount\":\"3\",\"Effect2Amount\":\"20\",\"Effect3Amount\":\"20\",\"Effect4Amount\":\"1000\",\"Effect5Amount\":\"10\",\"Effect6Amount\":\"3\",\"Effect7Amount\":\"2000\"}},\"3864\":{\"name\":\"Black Mist Scythe\",\"description\":\"<mainText><stats><attention> 20</attention> Attack Damage<br><attention> 75</attention> Health<br><attention> 100%</attention> Base Mana Regen<br><attention> 3</attention> Gold Per 10 Seconds</stats><br><br> <active>Active -</active> <active>Ward:</active> Place a Stealth Ward on the ground that is <keywordStealth>Invisible</keywordStealth> to enemies but grants your team vision of the surrounding area. Stores up to 0 Stealth Wards, which refill upon visiting the shop. <br><br><rules>This item grants reduced gold from minions if you kill excessive numbers of them.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"specialRecipe\":3863,\"inStore\":false,\"image\":{\"full\":\"3864.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":336,\"y\":240,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":false,\"total\":400,\"sell\":160},\"tags\":[\"Health\",\"ManaRegen\",\"GoldPer\",\"Lane\"],\"maps\":{\"11\":true,\"12\":false,\"21\":false,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":20,\"FlatHPPoolMod\":75},\"effect\":{\"Effect1Amount\":\"3\"}},\"3916\":{\"name\":\"Oblivion Orb\",\"description\":\"<mainText><stats><attention> 30</attention> Ability Power</stats><br><li><passive>Cursed:</passive> Dealing magic damage applies <status>40% Grievous Wounds</status> to champions for 3 seconds.<br><br><rules><status>Grievous Wounds</status> reduces the effectiveness of Healing and Regeneration effects.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"Increases magic damage\",\"stacks\":0,\"from\":[\"1052\"],\"into\":[\"3011\",\"3165\"],\"image\":{\"full\":\"3916.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":384,\"y\":240,\"w\":48,\"h\":48},\"gold\":{\"base\":365,\"purchasable\":true,\"total\":800,\"sell\":560},\"tags\":[\"SpellDamage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMagicDamageMod\":30},\"depth\":2},\"4005\":{\"name\":\"Imperial Mandate\",\"description\":\"<mainText><stats><attention> 40</attention> Ability Power<br><attention> 200</attention> Health<br><attention> 20</attention> Ability Haste<br><attention> 100%</attention> Base Mana Regen</stats><br><li><passive>Coordinated Fire:</passive> Abilities that <status>Slow</status> or <status>Immobilize</status> a champion deal <magicDamage>36 - 60 (based on level) bonus magic damage</magicDamage> and marks them for 4 seconds. Ally champion damage detonates the mark, dealing an additional <magicDamage>90 - 150 (based on ally level) magic damage</magicDamage> and granting you both <speed>20% Move Speed</speed> for 2 seconds. (6s cooldown per champion). <br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items <attention> 15</attention> Ability Power. <br><br><rules>Strength of level-scaling effects are based on the ally's level.</rules></mainText><br>\",\"colloq\":\";\",\"plaintext\":\"Defer damage until later.\",\"from\":[\"3067\",\"4642\"],\"image\":{\"full\":\"4005.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":432,\"y\":240,\"w\":48,\"h\":48},\"gold\":{\"base\":750,\"purchasable\":true,\"total\":2500,\"sell\":1750},\"tags\":[\"Health\",\"SpellDamage\",\"ManaRegen\",\"CooldownReduction\",\"NonbootsMovement\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":200,\"FlatMagicDamageMod\":40},\"depth\":3},\"4401\":{\"name\":\"Force of Nature\",\"description\":\"<mainText><stats><attention> 350</attention> Health<br><attention> 60</attention> Magic Resist<br><attention> 5%</attention> Move Speed</stats><br><li><passive>Absorb:</passive> Taking damage from Abilities grants you <speed>6 Move Speed</speed> and <scaleMR>4 Magic Resist</scaleMR> for 5 seconds (stacks up to 5 times; each unique Ability instance can give one stack).</mainText><br>\",\"colloq\":\";fon\",\"plaintext\":\"Movement Speed, Magic Resist, and max Health Regeneration\",\"from\":[\"1057\",\"1028\",\"3066\"],\"image\":{\"full\":\"4401.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":0,\"y\":288,\"w\":48,\"h\":48},\"gold\":{\"base\":800,\"purchasable\":true,\"total\":2900,\"sell\":2030},\"tags\":[\"Health\",\"SpellBlock\",\"NonbootsMovement\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"PercentMovementSpeedMod\":0.05,\"FlatHPPoolMod\":350,\"FlatSpellBlockMod\":60},\"depth\":3},\"4403\":{\"name\":\"The Golden Spatula\",\"description\":\"<mainText><stats><attention> 70</attention> Attack Damage<br><attention> 120</attention> Ability Power<br><attention> 50%</attention> Attack Speed<br><attention> 30%</attention> Critical Strike Chance<br><attention> 250</attention> Health<br><attention> 30</attention> Armor<br><attention> 30</attention> Magic Resist<br><attention> 250</attention> Mana<br><attention> 20</attention> Ability Haste<br><attention> 10%</attention> Move Speed<br><attention> 10%</attention> Life Steal<br><attention> 100%</attention> Base Health Regen<br><attention> 100%</attention> Base Mana Regen</stats><br><li><passive>Doing Something:</passive> You are permanently On Fire!</mainText><br>\",\"colloq\":\";\",\"plaintext\":\"It does EVERYTHING!\",\"from\":[\"1038\",\"1053\",\"3086\",\"1058\",\"3067\",\"3105\"],\"image\":{\"full\":\"4403.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":48,\"y\":288,\"w\":48,\"h\":48},\"gold\":{\"base\":687,\"purchasable\":true,\"total\":7487,\"sell\":5241},\"tags\":[\"Health\",\"SpellBlock\",\"HealthRegen\",\"Armor\",\"Damage\",\"CriticalStrike\",\"AttackSpeed\",\"LifeSteal\",\"SpellDamage\",\"Mana\",\"ManaRegen\",\"CooldownReduction\",\"NonbootsMovement\"],\"maps\":{\"11\":false,\"12\":false,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":70,\"FlatCritChanceMod\":0.3,\"PercentMovementSpeedMod\":0.1,\"FlatHPPoolMod\":250,\"FlatSpellBlockMod\":30,\"FlatMPPoolMod\":250,\"FlatMagicDamageMod\":120,\"FlatArmorMod\":30,\"PercentAttackSpeedMod\":0.5,\"PercentLifeStealMod\":0.1},\"depth\":3},\"4628\":{\"name\":\"Horizon Focus\",\"description\":\"<mainText><stats><attention> 100</attention> Ability Power</stats><br><li><passive>Hypershot:</passive> Damaging a champion with a non-targeted Ability at over 750 range or <status>Immobilizing</status> them <keywordStealth>Reveals</keywordStealth> them and increases their damage taken from you by 10% for 6 seconds. <br><br><rules>The Ability that triggers <passive>Hypershot</passive> also benefits from the damage increase. Pets and non-immobilizing traps do not trigger this effect. Only the initial placement of zone Abilities will trigger this effect. Distance is measured from the Ability cast position. </rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"Immobilizing a champion causes lightning to strike them\",\"from\":[\"1058\",\"3145\"],\"image\":{\"full\":\"4628.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":96,\"y\":288,\"w\":48,\"h\":48},\"gold\":{\"base\":700,\"purchasable\":true,\"total\":3000,\"sell\":2100},\"tags\":[\"SpellDamage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMagicDamageMod\":100},\"depth\":3},\"4629\":{\"name\":\"Cosmic Drive\",\"description\":\"<mainText><stats><attention> 75</attention> Ability Power<br><attention> 200</attention> Health<br><attention> 30</attention> Ability Haste</stats><br><li><passive>Spelldance:</passive> Dealing damage with Abilities grants <speed>(10 + 20% Ability Haste) Move Speed</speed> for 4 seconds.</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"Massive amounts of Cooldown Reduction\",\"from\":[\"3108\",\"3067\",\"1052\"],\"image\":{\"full\":\"4629.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":144,\"y\":288,\"w\":48,\"h\":48},\"gold\":{\"base\":865,\"purchasable\":true,\"total\":3000,\"sell\":2100},\"tags\":[\"Health\",\"SpellDamage\",\"CooldownReduction\",\"NonbootsMovement\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":200,\"FlatMagicDamageMod\":75},\"depth\":3},\"4630\":{\"name\":\"Blighting Jewel\",\"description\":\"<mainText><stats><attention> 25</attention> Ability Power<br><attention> 15%</attention> Magic Penetration</stats></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"1052\"],\"into\":[\"3135\"],\"image\":{\"full\":\"4630.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":192,\"y\":288,\"w\":48,\"h\":48},\"gold\":{\"base\":815,\"purchasable\":true,\"total\":1250,\"sell\":875},\"tags\":[\"MagicPenetration\",\"SpellDamage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMagicDamageMod\":25},\"depth\":2},\"4632\":{\"name\":\"Verdant Barrier\",\"description\":\"<mainText><stats><attention> 25</attention> Ability Power<br><attention> 25</attention> Magic Resist</stats><br><li><passive>Adaptive:</passive> Every 60 seconds, gain <scaleMR>3 Magic Resist</scaleMR> (max <scaleMR>15</scaleMR>). Taking magic damage from champions reduces the time until the next increase. <br><br><rules>Time reduction (in seconds) is equal to 5% of the damage amount.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"1033\",\"1052\"],\"into\":[\"3102\"],\"image\":{\"full\":\"4632.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":240,\"y\":288,\"w\":48,\"h\":48},\"gold\":{\"base\":315,\"purchasable\":true,\"total\":1200,\"sell\":840},\"tags\":[\"SpellBlock\",\"SpellDamage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatSpellBlockMod\":25,\"FlatMagicDamageMod\":25},\"depth\":2},\"4633\":{\"name\":\"Riftmaker\",\"description\":\"<mainText><stats><attention> 80</attention> Ability Power<br><attention> 150</attention> Health<br><attention> 15</attention> Ability Haste<br><attention> 15%</attention> Omnivamp</stats><br><li><passive>Void Corruption:</passive> For each second damaging enemy champions, deal 2% bonus damage (max 10%). At maximum strength, the bonus damage is dealt as <trueDamage>true damage</trueDamage> instead. <br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items  <attention>5%</attention> Magic Penetration.</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"4635\",\"1026\"],\"image\":{\"full\":\"4633.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":288,\"y\":288,\"w\":48,\"h\":48},\"gold\":{\"base\":1050,\"purchasable\":true,\"total\":3200,\"sell\":2240},\"tags\":[\"Health\",\"SpellDamage\",\"CooldownReduction\",\"SpellVamp\",\"MagicPenetration\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":150,\"FlatMagicDamageMod\":80},\"depth\":3},\"4635\":{\"name\":\"Leeching Leer\",\"description\":\"<mainText><stats><attention> 20</attention> Ability Power<br><attention> 150</attention> Health<br><attention> 10%</attention> Omnivamp</stats></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"1028\",\"1052\"],\"into\":[\"4633\"],\"image\":{\"full\":\"4635.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":336,\"y\":288,\"w\":48,\"h\":48},\"gold\":{\"base\":465,\"purchasable\":true,\"total\":1300,\"sell\":910},\"tags\":[\"Health\",\"SpellDamage\",\"SpellVamp\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":150,\"FlatMagicDamageMod\":20},\"depth\":2},\"4636\":{\"name\":\"Night Harvester\",\"description\":\"<mainText><stats><attention> 90</attention> Ability Power<br><attention> 300</attention> Health<br><attention> 15</attention> Ability Haste</stats><br><li><passive>Soulrend:</passive> Damaging a champion deals an additional <magicDamage>(125 +15% Ability Power magic damage)</magicDamage> and grants you <speed>25% Move Speed</speed> for 1.5 seconds (40s cooldown per champion).<br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items <attention> 5</attention> Ability Haste.<br><br><rules>Damaging a new champion will extend the duration of the Move Speed bonus.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"3145\",\"1028\",\"1026\"],\"image\":{\"full\":\"4636.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":384,\"y\":288,\"w\":48,\"h\":48},\"gold\":{\"base\":900,\"purchasable\":true,\"total\":3200,\"sell\":2240},\"tags\":[\"Health\",\"SpellDamage\",\"CooldownReduction\",\"NonbootsMovement\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":300,\"FlatMagicDamageMod\":90},\"depth\":3},\"4637\":{\"name\":\"Demonic Embrace\",\"description\":\"<mainText><stats><attention> 70</attention> Ability Power<br><attention> 350</attention> Health</stats><br><li><passive>Azakana Gaze:</passive> Dealing Ability damage burns enemies for <magicDamage>1.2% max Health magic damage</magicDamage> every second for 4 seconds. You gain <scaleArmor>10 Armor</scaleArmor> and <scaleMR>Magic Resist </scaleMR> if a champion is affected (+<scaleArmor>2.5</scaleArmor> Armor and <scaleMR>Magic Resist</scaleMR> for each additional champion affected). </mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"1026\",\"1011\",\"1052\"],\"image\":{\"full\":\"4637.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":432,\"y\":288,\"w\":48,\"h\":48},\"gold\":{\"base\":815,\"purchasable\":true,\"total\":3000,\"sell\":2100},\"tags\":[\"Health\",\"SpellDamage\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":350,\"FlatMagicDamageMod\":70},\"depth\":3},\"4638\":{\"name\":\"Watchful Wardstone\",\"description\":\"<mainText><stats><attention> 25</attention> Ability Haste</stats><br><li><passive>Arcane Cache:</passive> This item can store up to 3 purchased Control Wards.<li><passive>Behold:</passive> Increase your Stealth Ward and Control Ward placement caps by 1.<br><br><rules>Stealth Wards are placed from the Stealth Ward Trinket and the upgraded <attention>Unique: Support</attention> items.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"4641\"],\"inStore\":false,\"into\":[\"4643\"],\"image\":{\"full\":\"4638.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":0,\"y\":336,\"w\":48,\"h\":48},\"gold\":{\"base\":0,\"purchasable\":false,\"total\":1100,\"sell\":770},\"tags\":[\"Vision\",\"Active\",\"CooldownReduction\"],\"maps\":{\"11\":true,\"12\":false,\"21\":false,\"22\":false},\"stats\":{},\"depth\":2},\"4641\":{\"name\":\"Stirring Wardstone\",\"description\":\"<mainText><stats></stats><li><passive>Arcane Cache:</passive> This item can store up to 3 purchased Control Wards.<li><passive>Blooming Empire:</passive> This item transforms into <rarityLegendary>Watchful Wardstone</rarityLegendary> once 20 Stealth Wards have been placed.<br><br><rules>Stealth Wards are placed from the Stealth Ward Trinket and the upgraded <attention>Unique: Support</attention> items.</rules><br><br></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"consumed\":true,\"consumeOnFull\":true,\"into\":[\"4638\"],\"image\":{\"full\":\"4641.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":48,\"y\":336,\"w\":48,\"h\":48},\"gold\":{\"base\":1100,\"purchasable\":true,\"total\":1100,\"sell\":770},\"tags\":[\"Active\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":false,\"21\":false,\"22\":false},\"stats\":{}},\"4642\":{\"name\":\"Bandleglass Mirror\",\"description\":\"<mainText><stats><attention> 20</attention> Ability Power<br><attention> 10</attention> Ability Haste<br><attention> 50%</attention> Base Mana Regen</stats></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"1004\",\"1052\"],\"into\":[\"6617\",\"3011\",\"4005\"],\"image\":{\"full\":\"4642.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":96,\"y\":336,\"w\":48,\"h\":48},\"gold\":{\"base\":265,\"purchasable\":true,\"total\":950,\"sell\":665},\"tags\":[\"SpellDamage\",\"ManaRegen\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMagicDamageMod\":20},\"depth\":2},\"4643\":{\"name\":\"Vigilant Wardstone\",\"description\":\"<mainText><stats><attention> 40</attention> Ability Haste<br><attention> 10%</attention> Move Speed</stats><br><li><passive>Arcane Cache:</passive> This item can store up to 3 purchased Control Wards.<li><passive>Behold:</passive> Increase your Stealth Ward and Control Ward placement caps by 1.<br><br><rules>Requires <rarityLegendary>Watchful Sightstone</rarityLegendary> to purchase.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"4638\"],\"image\":{\"full\":\"4643.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":144,\"y\":336,\"w\":48,\"h\":48},\"gold\":{\"base\":1200,\"purchasable\":true,\"total\":2300,\"sell\":1610},\"tags\":[\"Vision\",\"Active\",\"CooldownReduction\",\"NonbootsMovement\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":false,\"21\":false,\"22\":false},\"stats\":{\"PercentMovementSpeedMod\":0.1},\"depth\":3},\"6029\":{\"name\":\"Ironspike Whip\",\"description\":\"<mainText><stats><attention> 30</attention> Attack Damage</stats><br><br> <active>Active -</active> <active>Crescent:</active> Deal <physicalDamage>(75% Attack Damage) physical damage</physicalDamage> to nearby enemies. Minions and monsters below 40% Health take 200% damage (15s cooldown, reduced by Ability Haste).</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"1037\"],\"into\":[\"6630\",\"6631\"],\"image\":{\"full\":\"6029.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":192,\"y\":336,\"w\":48,\"h\":48},\"gold\":{\"base\":325,\"purchasable\":true,\"total\":1200,\"sell\":840},\"tags\":[\"Damage\",\"Active\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":30},\"depth\":2},\"6035\":{\"name\":\"Silvermere Dawn\",\"description\":\"<mainText><stats><attention> 35</attention> Attack Damage<br><attention> 200</attention> Health<br><attention> 35</attention> Magic Resist</stats><br><br> <active>Active -</active> <active>Quicksilver:</active> Remove all crowd control debuffs (excluding <status>Airborne</status>) and gain 40% Tenacity and 40% Slow Resistance for 3 seconds (90s cooldown).</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"3140\",\"1037\",\"1028\"],\"image\":{\"full\":\"6035.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":240,\"y\":336,\"w\":48,\"h\":48},\"gold\":{\"base\":425,\"purchasable\":true,\"total\":3000,\"sell\":2100},\"tags\":[\"Health\",\"SpellBlock\",\"Damage\",\"Active\",\"Tenacity\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":35,\"FlatHPPoolMod\":200,\"FlatSpellBlockMod\":35},\"effect\":{\"Effect1Amount\":\"0.5\",\"Effect2Amount\":\"1\",\"Effect3Amount\":\"90\"},\"depth\":3},\"6333\":{\"name\":\"Death's Dance\",\"description\":\"<mainText><stats><attention> 50</attention> Attack Damage<br><attention> 40</attention> Armor<br><attention> 15</attention> Ability Haste</stats><br><li><passive>Ignore Pain:</passive> 35% (15% for Ranged users) of physical damage taken is dealt to you over 3 seconds instead.<li><passive>Defy:</passive> Champion takedowns cleanse <passive>Ignore Pain's</passive> remaining damage pool, grant you <speed>30% Move Speed</speed> for 2 seconds and restore <healing>10% of max Health</healing> over the duration.<br></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"stacks\":0,\"from\":[\"1031\",\"3133\",\"1037\"],\"image\":{\"full\":\"6333.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":288,\"y\":336,\"w\":48,\"h\":48},\"gold\":{\"base\":325,\"purchasable\":true,\"total\":3100,\"sell\":2170},\"tags\":[\"Armor\",\"Damage\",\"CooldownReduction\",\"NonbootsMovement\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":50,\"FlatArmorMod\":40},\"depth\":3},\"6609\":{\"name\":\"Chempunk Chainsword\",\"description\":\"<mainText><stats><attention> 45</attention> Attack Damage<br><attention> 200</attention> Health<br><attention> 15</attention> Ability Haste</stats><br><li><passive>Hackshorn:</passive> Dealing physical damage applies 40% <status>Grievous Wounds</status> to enemy champions for 3 seconds. If the target is below 50% Health, this effect is increased to 60% <status>Grievous Wounds</status>.<br><br><rules><status>Grievous Wounds</status> reduces the effectiveness of Healing and Regeneration effects.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"3123\",\"1028\",\"3133\"],\"image\":{\"full\":\"6609.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":336,\"y\":336,\"w\":48,\"h\":48},\"gold\":{\"base\":400,\"purchasable\":true,\"total\":2700,\"sell\":1890},\"tags\":[\"Health\",\"Damage\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":45,\"FlatHPPoolMod\":200},\"depth\":3},\"6616\":{\"name\":\"Staff of Flowing Water\",\"description\":\"<mainText><stats><attention> 60</attention> Ability Power<br><attention> 10%</attention> Heal and Shield Power<br><attention> 100%</attention> Base Mana Regen</stats><br><li><passive>Rapids:</passive> Healing or Shielding an ally grants you both <speed>15% Move Speed</speed> and <scaleAP>20 - 40 (ally ) Ability Power</scaleAP> for 3 seconds.<br><br><rules>Strength of level-scaling effects are based on the ally's level.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"Your heals and shields reduce crowd control and grant movement speed\",\"from\":[\"1052\",\"3114\",\"1052\"],\"image\":{\"full\":\"6616.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":384,\"y\":336,\"w\":48,\"h\":48},\"gold\":{\"base\":630,\"purchasable\":true,\"total\":2300,\"sell\":1610},\"tags\":[\"SpellDamage\",\"ManaRegen\",\"NonbootsMovement\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMagicDamageMod\":60},\"depth\":3},\"6617\":{\"name\":\"Moonstone Renewer\",\"description\":\"<mainText><stats><attention> 40</attention> Ability Power<br><attention> 200</attention> Health<br><attention> 20</attention> Ability Haste<br><attention> 100%</attention> Base Mana Regen</stats><br><li><passive>Starlit Grace:</passive> When affecting champions with Attacks or Abilities in combat, restore <healing>70 - 100 (based on ally level) Health</healing> to the most wounded nearby ally (2s cooldown). Each second spent in combat with champions increases this healing effect by 12.5% (to a maximum of 50%).<br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items  <attention>5</attention> Ability Haste.<br><br><rules>Strength of level-scaling effects are based on the ally's level.</rules><br></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"Your heals and shields cool down faster and have greater effect on low health allies\",\"from\":[\"3067\",\"4642\"],\"image\":{\"full\":\"6617.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":432,\"y\":336,\"w\":48,\"h\":48},\"gold\":{\"base\":750,\"purchasable\":true,\"total\":2500,\"sell\":1750},\"tags\":[\"Health\",\"SpellDamage\",\"CooldownReduction\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":200,\"FlatMagicDamageMod\":40},\"depth\":3},\"6630\":{\"name\":\"Goredrinker\",\"description\":\"<mainText><stats><attention> 45</attention> Attack Damage<br><attention> 400</attention> Health<br><attention> 20</attention> Ability Haste<br><attention> 150%</attention> Base Health Regen</stats><br><br> <active>Active -</active> <active>Thirsting Slash:</active> Deal <physicalDamage>(100% Attack Damage) physical damage</physicalDamage> to nearby enemies. Restore <healing>(25% Attack Damage + 12% missing Health)</healing> for each champion hit (15s cooldown, reduced by Ability Haste).<br><li><passive>Spite:</passive> Gain <scaleAD>1% Attack Damage</scaleAD> for each 5% missing Health (max <scaleAD>15%</scaleAD>).<br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items <attention> 5</attention> Ability Haste.</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"6029\",\"3044\",\"3067\"],\"image\":{\"full\":\"6630.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":0,\"y\":384,\"w\":48,\"h\":48},\"gold\":{\"base\":200,\"purchasable\":true,\"total\":3300,\"sell\":2310},\"tags\":[\"Health\",\"HealthRegen\",\"Damage\",\"Active\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":45,\"FlatHPPoolMod\":400},\"depth\":3},\"6631\":{\"name\":\"Stridebreaker\",\"description\":\"<mainText><stats><attention> 45</attention> Attack Damage<br><attention> 20%</attention> Attack Speed<br><attention> 300</attention> Health<br><attention> 20</attention> Ability Haste</stats><br><br> <active>Active -</active> <active>Halting Slash:</active> Lunge a short distance and deal <physicalDamage>(100% Attack Damage) physical damage</physicalDamage> to nearby enemies, <status>Slowing</status> them by 60%, decaying over 2 seconds (20s cooldown, reduced by Ability Haste).<br><li><passive>Heroic Gait:</passive> Dealing physical damage grants <speed>30 Move Speed</speed> for 2 seconds.<br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items <attention> 3%</attention> Move Speed.<br><br><rules>Halting Slash's dash cannot pass through terrain.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"6029\",\"3051\",\"3067\"],\"image\":{\"full\":\"6631.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":48,\"y\":384,\"w\":48,\"h\":48},\"gold\":{\"base\":200,\"purchasable\":true,\"total\":3300,\"sell\":2310},\"tags\":[\"Health\",\"Damage\",\"AttackSpeed\",\"Active\",\"CooldownReduction\",\"Slow\",\"NonbootsMovement\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":45,\"FlatHPPoolMod\":300,\"PercentAttackSpeedMod\":0.2},\"effect\":{\"Effect1Amount\":\"0.5\",\"Effect2Amount\":\"0\",\"Effect3Amount\":\"90\",\"Effect4Amount\":\"0\",\"Effect5Amount\":\"10\"},\"depth\":3},\"6632\":{\"name\":\"Divine Sunderer\",\"description\":\"<mainText><stats><attention> 40</attention> Attack Damage<br><attention> 400</attention> Health<br><attention> 20</attention> Ability Haste</stats><li><passive>Spellblade:</passive> After using an Ability, your next Attack is enhanced with an additional <physicalDamage>10% target max Health physical damage</physicalDamage> (1.5s cooldown). If the target is a champion, restore 50% of the enhanced damage (30% for Ranged owners).<br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items <attention> 5%</attention> Armor Penetration<br><br><rules><passive>Spellblade</passive> will deal a minimum of (150% base Attack Damage) damage to units, but no more than (250% base Attack Damage) damage to Monsters.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"3044\",\"3057\",\"3067\"],\"image\":{\"full\":\"6632.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":96,\"y\":384,\"w\":48,\"h\":48},\"gold\":{\"base\":700,\"purchasable\":true,\"total\":3300,\"sell\":2310},\"tags\":[\"Health\",\"Damage\",\"LifeSteal\",\"CooldownReduction\",\"MagicPenetration\",\"ArmorPenetration\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":40,\"FlatHPPoolMod\":400},\"depth\":3},\"6653\":{\"name\":\"Liandry's Anguish\",\"description\":\"<mainText><stats><attention> 80</attention> Ability Power<br><attention> 600</attention> Mana<br><attention> 20</attention> Ability Haste</stats><br><li><passive>Torment:</passive> Dealing damage with Abilities causes enemies to burn for <magicDamage>(15 + 1.5% Ability Power) + 1% max Health magic damage</magicDamage> per second for 4 seconds. Whilst burning, they lose <scaleMR>5% Magic Resist</scaleMR> per second (max reduction <scaleMR>15%</scaleMR>).<br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items <attention> 5</attention> Ability Haste.</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"Charge up in combat to deal high damage over time, especially against durable enemies\",\"from\":[\"3802\",\"3108\"],\"image\":{\"full\":\"6653.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":144,\"y\":384,\"w\":48,\"h\":48},\"gold\":{\"base\":1200,\"purchasable\":true,\"total\":3400,\"sell\":2380},\"tags\":[\"SpellDamage\",\"Mana\",\"CooldownReduction\",\"MagicPenetration\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMPPoolMod\":600,\"FlatMagicDamageMod\":80},\"depth\":3},\"6655\":{\"name\":\"Luden's Tempest\",\"description\":\"<mainText><stats><attention> 80</attention> Ability Power<br><attention> 6</attention> Magic Penetration<br><attention> 600</attention> Mana<br><attention> 20</attention> Ability Haste</stats><br><li><passive>Echo:</passive> Damaging Abilities deal an additional <magicDamage>(100 + 10% Ability Power) magic damage</magicDamage> to the target and 3 nearby enemies and grants you <speed>15% Move Speed</speed> for 2 seconds (10s cooldown).<br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items <attention> 5</attention> Magic Penetration. </mainText><br>\",\"colloq\":\"\",\"plaintext\":\"High burst damage, good against fragile foes\",\"from\":[\"3802\",\"1026\"],\"image\":{\"full\":\"6655.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":192,\"y\":384,\"w\":48,\"h\":48},\"gold\":{\"base\":1250,\"purchasable\":true,\"total\":3400,\"sell\":2380},\"tags\":[\"SpellDamage\",\"Mana\",\"CooldownReduction\",\"MagicPenetration\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatMPPoolMod\":600,\"FlatMagicDamageMod\":80},\"depth\":3},\"6656\":{\"name\":\"Everfrost\",\"description\":\"<mainText><stats><attention> 80</attention> Ability Power<br><attention> 200</attention> Health<br><attention> 600</attention> Mana<br><attention> 20</attention> Ability Haste</stats><br><br> <active>Active -</active> <active>Glaciate:</active> Deal <magicDamage>(100 + 30% Ability Power) magic damage</magicDamage> in a cone, <status>Slowing</status> enemies by 65% for 1.5 seconds. Enemies at the center of the cone are <status>Rooted</status> instead (20s cooldown).<br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items <attention> 15</attention> Ability Power. <br></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"3802\",\"1026\"],\"image\":{\"full\":\"6656.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":240,\"y\":384,\"w\":48,\"h\":48},\"gold\":{\"base\":1250,\"purchasable\":true,\"total\":3400,\"sell\":2380},\"tags\":[\"Health\",\"SpellDamage\",\"Mana\",\"Active\",\"CooldownReduction\",\"Slow\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":200,\"FlatMPPoolMod\":600,\"FlatMagicDamageMod\":80},\"depth\":3},\"6660\":{\"name\":\"Bami's Cinder\",\"description\":\"<mainText><stats><attention> 300</attention> Health</stats><br><li><passive>Immolate :</passive> Taking or dealing damage causes you to begin dealing <magicDamage>(15 + 1% bonus Health) magic damage</magicDamage> per second to nearby enemies (increased by 25% against minions and 25% against monsters) for 3 seconds.</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"1028\",\"1028\"],\"into\":[\"3068\",\"6664\",\"6662\"],\"image\":{\"full\":\"6660.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":288,\"y\":384,\"w\":48,\"h\":48},\"gold\":{\"base\":300,\"purchasable\":true,\"total\":1100,\"sell\":770},\"tags\":[\"Health\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":300},\"depth\":2},\"6662\":{\"name\":\"Frostfire Gauntlet\",\"description\":\"<mainText><stats><attention> 350</attention> Health<br><attention> 50</attention> Armor<br><attention> 25</attention> Magic Resist<br><attention> 15</attention> Ability Haste</stats><br><li><passive>Immolate :</passive> Taking or dealing damage causes you to begin dealing <magicDamage>(20 - 40 (based on level) + 1% bonus Health) magic damage</magicDamage> per second to nearby enemies (increased by 25% against minions and 150% against monsters) for 3 seconds.<li><passive>Snowbind:</passive> Attacks create a frost field for 1.5 seconds (4s cooldown). Enemies that move across the field are <status>Slowed</status> by 25% (increased by your <scaleHealth>max Health</scaleHealth>).<br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items <attention> 100</attention> Health and <attention>6%</attention> Size.</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"High Magic Resist.Passively slow nearby enemies. When spells are cast near you, release a wave of energy that damages and slows.\",\"from\":[\"6660\",\"1033\",\"1031\"],\"image\":{\"full\":\"6662.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":336,\"y\":384,\"w\":48,\"h\":48},\"gold\":{\"base\":850,\"purchasable\":true,\"total\":3200,\"sell\":2240},\"tags\":[\"Health\",\"SpellBlock\",\"Armor\",\"Aura\",\"CooldownReduction\",\"Slow\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":350,\"FlatSpellBlockMod\":25,\"FlatArmorMod\":50},\"depth\":3},\"6664\":{\"name\":\"Turbo Chemtank\",\"description\":\"<mainText><stats><attention> 350</attention> Health<br><attention> 25</attention> Armor<br><attention> 50</attention> Magic Resist<br><attention> 15</attention> Ability Haste</stats><br><br> <active>Active -</active> <active>Supercharged:</active> Grants <speed>75% Move Speed</speed> towards enemies or enemy turrets for 4 seconds. Once near an enemy (or after 4 seconds) a shockwave is emitted that <status>Slows</status> nearby champions by 40% for 1.5 seconds (90s cooldown).<br><li><passive>Immolate:</passive> Taking or dealing damage causes you to begin dealing <magicDamage>(20 - 40 (based on level) + 1% bonus Health) magic damage</magicDamage> per second to nearby enemies (increased by 25% against minions and 150% against monsters) for 3 seconds.<br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items <attention> 5%</attention> Tenacity and Slow Resist.</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"Immobilize enemies to gain a shield. Activate to run faster at opponents.\",\"from\":[\"6660\",\"1029\",\"1057\"],\"image\":{\"full\":\"6664.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":384,\"y\":384,\"w\":48,\"h\":48},\"gold\":{\"base\":900,\"purchasable\":true,\"total\":3200,\"sell\":2240},\"tags\":[\"Health\",\"SpellBlock\",\"Armor\",\"Aura\",\"Active\",\"CooldownReduction\",\"Slow\",\"NonbootsMovement\",\"Tenacity\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatHPPoolMod\":350,\"FlatSpellBlockMod\":50,\"FlatArmorMod\":25},\"depth\":3},\"6670\":{\"name\":\"Noonquiver\",\"description\":\"<mainText><stats><attention> 30</attention> Attack Damage<br><attention> 15%</attention> Attack Speed</stats><br><li><passive>Precision:</passive> Attacks deal an additional <physicalDamage>20 physical damage</physicalDamage> to Minions and Monsters.</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"1036\",\"1042\",\"1036\"],\"into\":[\"6671\",\"6672\",\"6673\"],\"image\":{\"full\":\"6670.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":432,\"y\":384,\"w\":48,\"h\":48},\"gold\":{\"base\":300,\"purchasable\":true,\"total\":1300,\"sell\":910},\"tags\":[\"Damage\",\"AttackSpeed\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":30,\"PercentAttackSpeedMod\":0.15},\"depth\":2},\"6671\":{\"name\":\"Galeforce\",\"description\":\"<mainText><stats><attention> 60</attention> Attack Damage<br><attention> 20%</attention> Attack Speed<br><attention> 20%</attention> Critical Strike Chance</stats><br><br> <active>Active -</active> <active>Cloudburst:</active> Dash in target direction, firing three missiles at the lowest Health enemy near your destination (prioritizing champions). Deals a total of <magicDamage>(180 - 220 (based on level) + 45% bonus Attack Damage) magic damage</magicDamage>, increased against low Health targets by up to 50% (60s cooldown).<br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items <attention> 3%</attention> Move Speed.<br><br><rules>Maximum missile damage dealt when enemy Health is below 30%.<br>Cloudburst's dash cannot pass through terrain.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"6670\",\"1018\",\"1037\"],\"image\":{\"full\":\"6671.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":0,\"y\":432,\"w\":48,\"h\":48},\"gold\":{\"base\":625,\"purchasable\":true,\"total\":3400,\"sell\":2380},\"tags\":[\"Damage\",\"CriticalStrike\",\"AttackSpeed\",\"Active\",\"NonbootsMovement\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":60,\"FlatCritChanceMod\":0.2,\"PercentAttackSpeedMod\":0.2},\"depth\":3},\"6672\":{\"name\":\"Kraken Slayer\",\"description\":\"<mainText><stats><attention> 65</attention> Attack Damage<br><attention> 25%</attention> Attack Speed<br><attention> 20%</attention> Critical Strike Chance</stats><br><li><passive>Bring It Down:</passive> Every third Attack deals an additional <trueDamage>(60 + 45% bonus Attack Damage) true damage</trueDamage>.<br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items <attention> 10%</attention> Attack Speed.</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"6670\",\"1018\",\"1037\"],\"image\":{\"full\":\"6672.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":48,\"y\":432,\"w\":48,\"h\":48},\"gold\":{\"base\":625,\"purchasable\":true,\"total\":3400,\"sell\":2380},\"tags\":[\"Damage\",\"CriticalStrike\",\"AttackSpeed\",\"ArmorPenetration\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":65,\"FlatCritChanceMod\":0.2,\"PercentAttackSpeedMod\":0.25},\"depth\":3},\"6673\":{\"name\":\"Immortal Shieldbow\",\"description\":\"<mainText><stats><attention> 50</attention> Attack Damage<br><attention> 15%</attention> Attack Speed<br><attention> 20%</attention> Critical Strike Chance<br><attention> 12%</attention> Life Steal</stats><br><li><passive>Lifeline:</passive> When taking damage that would reduce you below 30% Health, gain a <shield>250 - 700 Shield</shield> for 3s. In addition, gain <lifeSteal>15% Life Steal</lifeSteal> for 8s (90s cooldown).<br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items <attention> 5</attention> Attack Damage and <attention> 50</attention> Health.</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"6670\",\"1018\",\"1053\"],\"image\":{\"full\":\"6673.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":96,\"y\":432,\"w\":48,\"h\":48},\"gold\":{\"base\":600,\"purchasable\":true,\"total\":3400,\"sell\":2380},\"tags\":[\"Health\",\"Damage\",\"CriticalStrike\",\"AttackSpeed\",\"LifeSteal\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":50,\"FlatCritChanceMod\":0.2,\"PercentAttackSpeedMod\":0.15,\"PercentLifeStealMod\":0.12},\"depth\":3},\"6675\":{\"name\":\"Navori Quickblades\",\"description\":\"<mainText><stats><attention> 60</attention> Attack Damage<br><attention> 20%</attention> Critical Strike Chance<br><attention> 30</attention> Ability Haste</stats><br><li><passive>Deft Strikes:</passive> Your critical strikes with Attacks reduce your non-Ultimate Ability cooldowns by 20% of their remaining cooldown.</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"3133\",\"1037\",\"1018\"],\"image\":{\"full\":\"6675.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":144,\"y\":432,\"w\":48,\"h\":48},\"gold\":{\"base\":825,\"purchasable\":true,\"total\":3400,\"sell\":2380},\"tags\":[\"Damage\",\"CriticalStrike\",\"CooldownReduction\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":60,\"FlatCritChanceMod\":0.2},\"effect\":{\"Effect1Amount\":\"0.5\",\"Effect2Amount\":\"1\",\"Effect3Amount\":\"90\"},\"depth\":3},\"6676\":{\"name\":\"The Collector\",\"description\":\"<mainText><stats><attention> 55</attention> Attack Damage<br><attention> 20%</attention> Critical Strike Chance<br><attention> 12</attention> Lethality</stats><br><li><passive>Death and Taxes:</passive> Dealing damage that would leave an enemy champion below 5% Health executes them. Champion kills grant an additional 25 gold.</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"3134\",\"1037\",\"1018\"],\"image\":{\"full\":\"6676.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":192,\"y\":432,\"w\":48,\"h\":48},\"gold\":{\"base\":425,\"purchasable\":true,\"total\":3000,\"sell\":2100},\"tags\":[\"Damage\",\"CriticalStrike\",\"ArmorPenetration\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":55,\"FlatCritChanceMod\":0.2},\"depth\":3},\"6677\":{\"name\":\"Rageknife\",\"description\":\"<mainText><stats><attention> 25%</attention> Attack Speed</stats><br><li><passive>Wrath:</passive> Your Critical Strike Chance is converted into  <OnHit>On-Hit</OnHit> damage. Gain <physicalDamage>35</physicalDamage>  <OnHit>On-Hit</OnHit> for each 20% Critical Strike Chance converted.</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"1042\",\"1042\"],\"into\":[\"3124\"],\"image\":{\"full\":\"6677.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":240,\"y\":432,\"w\":48,\"h\":48},\"gold\":{\"base\":200,\"purchasable\":true,\"total\":800,\"sell\":560},\"tags\":[\"AttackSpeed\",\"OnHit\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"PercentAttackSpeedMod\":0.25},\"depth\":2},\"6691\":{\"name\":\"Duskblade of Draktharr\",\"description\":\"<mainText><stats><attention> 60</attention> Attack Damage<br><attention> 18</attention> Lethality<br><attention> 20</attention> Ability Haste</stats><br><li><passive>Nightstalker:</passive> Attacking a champion deals an additional <physicalDamage>(65 + 25% bonus Attack Damage) physical damage</physicalDamage> (15s cooldown). If dealt by a  Melee champion, this Attack also <status>Slows</status> the target by 99% for 0.25 seconds.  When a champion that you have damaged within the last 3 seconds dies, this cooldown is refreshed and you become <keywordStealth>Invisible</keywordStealth> for 1.5 seconds.<br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items <attention> 5</attention> Ability Haste.<br></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"3134\",\"3133\"],\"image\":{\"full\":\"6691.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":288,\"y\":432,\"w\":48,\"h\":48},\"gold\":{\"base\":1000,\"purchasable\":true,\"total\":3200,\"sell\":2240},\"tags\":[\"Damage\",\"Stealth\",\"CooldownReduction\",\"Slow\",\"ArmorPenetration\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":60},\"depth\":3},\"6692\":{\"name\":\"Eclipse\",\"description\":\"<mainText><stats><attention> 55</attention> Attack Damage<br><attention> 18</attention> Lethality<br><attention> 10%</attention> Omnivamp</stats><br><li><passive>Ever Rising Moon:</passive> Hitting a champion with 2 separate Attacks or Abilities within 1.5 seconds deals an additional <physicalDamage>6% max Health physical damage</physicalDamage>, grants you <speed>15% Move Speed</speed> and a <shield>(150 + 40% bonus Attack Damage) Shield (100 + 30% bonus Attack Damage for ranged champions)</shield> for 2 seconds (8s cooldown, 16s cooldown for ranged champions).<br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items <attention> 4%</attention> Armor Penetration</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"3134\",\"1036\",\"1053\"],\"image\":{\"full\":\"6692.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":336,\"y\":432,\"w\":48,\"h\":48},\"gold\":{\"base\":850,\"purchasable\":true,\"total\":3200,\"sell\":2240},\"tags\":[\"Damage\",\"LifeSteal\",\"SpellVamp\",\"NonbootsMovement\",\"ArmorPenetration\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":55},\"depth\":3},\"6693\":{\"name\":\"Prowler's Claw\",\"description\":\"<mainText><stats><attention> 60</attention> Attack Damage<br><attention> 21</attention> Lethality<br><attention> 20</attention> Ability Haste</stats><br><br> <active>Active -</active> <active>Sandswipe:</active> Dash through target enemy, dealing <physicalDamage>(100 + 30% bonus Attack Damage) physical damage</physicalDamage>. For the next 3 seconds, you deal 15% increased damage to the target. (60s cooldown).<br><br><rarityMythic>Mythic Passive:</rarityMythic> Grants all other <rarityLegendary>Legendary</rarityLegendary> items <attention> 5</attention> Lethality</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"3134\",\"3133\"],\"image\":{\"full\":\"6693.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":384,\"y\":432,\"w\":48,\"h\":48},\"gold\":{\"base\":1000,\"purchasable\":true,\"total\":3200,\"sell\":2240},\"tags\":[\"Damage\",\"Active\",\"CooldownReduction\",\"NonbootsMovement\",\"ArmorPenetration\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":60},\"depth\":3},\"6694\":{\"name\":\"Serylda's Grudge\",\"description\":\"<mainText><stats><attention> 45</attention> Attack Damage<br><attention> 30%</attention> Armor Penetration<br><attention> 20</attention> Ability Haste</stats><br><li><passive>Bitter Cold:</passive> Damaging Abilities <status>Slow</status> enemies by 30% for 1 second.</mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"3133\",\"3035\"],\"image\":{\"full\":\"6694.png\",\"sprite\":\"item1.png\",\"group\":\"item\",\"x\":432,\"y\":432,\"w\":48,\"h\":48},\"gold\":{\"base\":850,\"purchasable\":true,\"total\":3400,\"sell\":2380},\"tags\":[\"Damage\",\"CooldownReduction\",\"ArmorPenetration\",\"AbilityHaste\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":45},\"depth\":3},\"6695\":{\"name\":\"Serpent's Fang\",\"description\":\"<mainText><stats><attention> 60</attention> Attack Damage<br><attention> 18</attention> Lethality</stats><br><li><passive>Shield Reaver:</passive> Attacks and spells deal (50 + 40% bonus Attack Damage) additional physical damage to <shield>Shielded</shield> targets.<br><br><rules>Additional damage not applied to targets with shields that only block magic damage.</rules></mainText><br>\",\"colloq\":\"\",\"plaintext\":\"\",\"from\":[\"3134\",\"1037\"],\"image\":{\"full\":\"6695.png\",\"sprite\":\"item2.png\",\"group\":\"item\",\"x\":0,\"y\":0,\"w\":48,\"h\":48},\"gold\":{\"base\":825,\"purchasable\":true,\"total\":2800,\"sell\":1960},\"tags\":[\"Damage\",\"ArmorPenetration\"],\"maps\":{\"11\":true,\"12\":true,\"21\":true,\"22\":false},\"stats\":{\"FlatPhysicalDamageMod\":60},\"depth\":3}},\"groups\":[{\"id\":\"HuntersTalismanGroup\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"HuntersMacheteGroup\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"BaseJungleItems\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"Boots\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"BootsOfSpeed\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"BootsWithoutActives\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"BuildsFromStopwatchGroup\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"Consumable\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"ControlWardItems\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"Default\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"DisabledOnFIRSTBLOODMode\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"DoransItems\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"Elixir\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"GangplankRUpgrade01\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"GangplankRUpgrade02\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"GangplankRUpgrade03\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"Glory\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"GoldItems\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"GuardianItems\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"ItemGroupSwapToSummonerDot\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"ItemGroupSwapToSummonerFlash\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"ItemGroupSwapToSummonerHaste\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"ItemGroupSwapToSummonerHeal\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"ItemGroupSwapToSummonerSmite\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"ItemGroupSwapToSummonerTeleport\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"JungleEnchantments\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"JungleItems\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"LastWhisper\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"LegendaryClearingItems\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"LethalityItems\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"LifelineItems\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"MarksmanCapstone\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"MythicItems\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"NewDoransItems\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"NonItem\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"OdysseySustainItems\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"OrnnItems\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"PerksElixir\",\"MaxGroupOwnable\":\"0\"},{\"id\":\"PerksElixirAdvanced\",\"MaxGroupOwnable\":\"0\"},{\"id\":\"Potion\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"Quicksilver\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"SLIMEStarterItems\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"SRIChampItemDisabledGroup\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"SRIChampItemDisabledGroup1\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"SiegeEmergencyShieldGroup\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"SiegeFlashZoneGroup\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"SiegeLaserAffixGroup\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"SiegeMissileBarrageGroup\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"SiegePortableBarracksGroup\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"SiegeRefundGroup\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"SiegeShieldGeneratorGroup\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"SiegeSniperCannonGroup\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"SiegeTeleportPadGroup\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"SiegeTimefieldGroup\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"SightstoneActiveItems\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"SightstoneDisableGroup\",\"MaxGroupOwnable\":\"0\"},{\"id\":\"StopwatchGroup\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"TearItems\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"TheBlackSpear\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"TotalBiscuit\",\"MaxGroupOwnable\":\"0\"},{\"id\":\"Trinket\",\"MaxGroupOwnable\":\"-1\"},{\"id\":\"3001\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3011\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3026\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3033\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3046\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3050\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3065\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3071\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3072\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3075\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3083\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3085\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3089\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3091\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3094\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3095\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3100\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3102\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3107\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3109\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3110\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3115\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3116\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3142\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3143\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3153\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3157\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3165\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3179\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3181\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3193\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3222\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3504\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3508\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3742\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"3814\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"4401\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"4403\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"4628\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"4629\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"4637\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"6333\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"6609\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"6616\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"6675\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"6676\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"6695\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"ViktorHexCore\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"VoidPen\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"WardGreen\",\"MaxGroupOwnable\":\"1\"},{\"id\":\"WardPink\",\"MaxGroupOwnable\":\"1\"}],\"tree\":[{\"header\":\"START\",\"tags\":[\"LANE\",\"JUNGLE\"]},{\"header\":\"TOOLS\",\"tags\":[\"GOLDPER\",\"CONSUMABLE\",\"VISION\"]},{\"header\":\"DEFENSE\",\"tags\":[\"HEALTH\",\"HEALTHREGEN\",\"ARMOR\",\"SPELLBLOCK\"]},{\"header\":\"ATTACK\",\"tags\":[\"LIFESTEAL\",\"CRITICALSTRIKE\",\"ATTACKSPEED\",\"DAMAGE\"]},{\"header\":\"MAGIC\",\"tags\":[\"MANA\",\"SPELLDAMAGE\",\"COOLDOWNREDUCTION\",\"MANAREGEN\"]},{\"header\":\"MOVEMENT\",\"tags\":[\"BOOTS\",\"NONBOOTSMOVEMENT\"]},{\"header\":\"UNCATEGORIZED\",\"tags\":[\"ACTIVE\",\"MAGICPENETRATION\",\"ARMORPENETRATION\",\"AURA\",\"ONHIT\",\"TRINKET\",\"SLOW\",\"STEALTH\",\"SPELLVAMP\",\"TENACITY\"]}]}'''\nitems = []\njdata = json.loads(data)\njitems = jdata[\"data\"]\n\nfor id, jitem in jitems.items():\n\t\n\tjstats = jitem[\"stats\"]\n\titems.append({\n\t\t\"movementSpeed\":        jstats.get(\"FlatMovementSpeedMod\", 0.0),\n\t\t\"health\":               jstats.get(\"FlatHPPoolMod\", 0.0),\n\t\t\"crit\":                 jstats.get(\"FlatCritChanceMod\", 0.0),\n\t\t\"abilityPower\":         jstats.get(\"FlatMagicDamageMod\", 0.0),\n\t\t\"mana\":                 jstats.get(\"FlatMPPoolMod\", 0.0),\n\t\t\"armour\":               jstats.get(\"FlatArmorMod\", 0.0),\n\t\t\"magicResist\":          jstats.get(\"FlatSpellBlockMod\", 0.0),\n\t\t\"physicalDamage\":       jstats.get(\"FlatPhysicalDamageMod\", 0.0),\n\t\t\"attackSpeed\":          jstats.get(\"PercentAttackSpeedMod\", 0.0),\n\t\t\"lifeSteal\":            jstats.get(\"PercentLifeStealMod\", 0.0),\n\t\t\"hpRegen\":              jstats.get(\"FlatHPRegenMod\", 0.0),\n\t\t\"movementSpeedPercent\": jstats.get(\"PercentMovementSpeedMod\", 0.0),\n\t\t\"cost\":                 jitem[\"gold\"][\"total\"],\n\t\t\"id\":                   int(id)\n\t})\n\nwith open(\"ItemData.json\", 'w') as f:\n\tf.write(json.dumps(items, indent=4))\n"
  },
  {
    "path": "UtilityScripts/GenerateUnitData.py",
    "content": "'''\n\tUtility script that generates two JSONs. One with unit data and one with spell data for unit spells. It extracts this data from the unit data downloaded with DownloadUnitData.py.\n'''\n\nimport os, json\nfrom pprint import pprint\n\ndef find_key_ending_with(dictionary, partial_key):\n\tfor key, val in dictionary.items():\n\t\tif key.endswith(partial_key):\n\t\t\treturn val\n\treturn None\n\t\nunits, spells = {}, {}\ninfos = ''\nunit_tags = set()\nunit_data_folder = 'unit_data'\n\nfor fname in os.listdir(unit_data_folder):\n\tprint(\"Processing: \"+ fname)\n\tif fname.startswith(('brush_', 'nexusblitz_', 'slime_', 'tft4_', 'tft_')):\n\t\tprint('Object blacklisted. Skipping...')\n\t\tcontinue\n\t\t\n\tprops = {}\n\twith open(os.path.join(unit_data_folder, fname)) as file:\n\t\tprops = json.loads(file.read())\n\t\n\t# Find character property node\n\troot = find_key_ending_with(props, '/Root')\t\n\tif not root:\n\t\tprint('[Fail] No root found for: ' + fname)\n\t\tcontinue\n\t\n\t# Get character name\n\tname = root.get('mCharacterName', '')\n\tif len(name) == 0:\n\t\tprint('[Fail] No character name found for: ' + fname)\n\t\tcontinue\n\t\t\n\t# Get basic attack info\n\tmissile_speed = 0.0\n\twindup = 0.0\n\tbasic_attack = find_key_ending_with(props, name + \"BasicAttack\")\n\tif basic_attack != None:\n\t\tspell = basic_attack.get('mSpell', None)\n\t\tif spell:\n\t\t\tmissile_speed = spell.get(\"missileSpeed\", 0.0)\n\tif 'basicAttack' in root:\n\t\tbasic_attack = root['basicAttack']\n\t\tif 'mAttackTotalTime' in basic_attack and 'mAttackCastTime' in basic_attack:\n\t\t\twindup = basic_attack['mAttackCastTime']/basic_attack['mAttackTotalTime']\n\t\telse:\n\t\t\twindup = 0.3 + basic_attack.get('mAttackDelayCastOffsetPercent', 0.0)\n\n\ttags = set(['Unit_' + x.strip().replace('=', '_') for x in root.get(\"unitTagsString\", \"\").split('|')])\n\tunit = {\n\t\t\"name\":             name.lower(),\n\t\t\"healthBarHeight\":  root.get(\"healthBarHeight\", 100.0),\n\t\t\"baseMoveSpeed\":    root.get(\"baseMoveSpeed\", 0.0),\n\t\t\"attackRange\":      root.get(\"attackRange\", 0.0),\n\t\t\"attackSpeed\":      root.get(\"attackSpeed\", 0.0), \n\t\t\"attackSpeedRatio\": root.get(\"attackSpeedRatio\", 0.0), \n\t\t\"acquisitionRange\": root.get(\"acquisitionRange\", 0.0),\n\t\t\"selectionRadius\":  root.get(\"selectionRadius\", 0.0),\n\t\t\"pathingRadius\":    root.get(\"pathfindingCollisionRadius\", 0.0),\n\t\t\"gameplayRadius\":   root.get(\"overrideGameplayCollisionRadius\", 65.0),\n\t\t\"basicAtkMissileSpeed\": missile_speed,\n\t\t\"basicAtkWindup\": windup,\n\t\t\"tags\": list(tags)\n\t}\n\tunits[unit[\"name\"]] = unit\n\t\n\t# Read spells\n\tfor key, val in props.items():\n\t\tif \"mSpell\" not in val:\n\t\t\tcontinue\n\t\t\n\t\ts = val[\"mSpell\"]\n\t\tif s:\n\t\t\ticon_name = os.path.basename(s.get(\"mImgIconName\", [\"\"])[0]).replace(\".dds\", \"\")\n\t\t\tspell = {\n\t\t\t\t\"name\":               os.path.basename(key),\n\t\t\t\t\"icon\":               icon_name,\n\t\t\t\t\"flags\":              s.get(\"mAffectsTypeFlags\", 0),\n\t\t\t\t\"delay\":              s.get(\"mCastTime\", 0.5 + 0.5*s.get(\"delayCastOffsetPercent\", 0.0)),\n\t\t\t\t\"castRange\":          s.get(\"castRangeDisplayOverride\", s.get(\"castRange\", [s.get(\"castConeDistance\", 0.0)]))[0],\n\t\t\t\t\"castRadius\":         s.get(\"castRadiusSecondary\", s.get(\"castRadius\", [0.0]))[0],\n\t\t\t\t\"width\":              s.get(\"mLineWidth\", 0.0),\n\t\t\t\t\"height\":             0.0,\n\t\t\t\t\"speed\":              s.get(\"missileSpeed\", 0.0),\n\t\t\t\t\"travelTime\":         0.0,\n\t\t\t\t\"projectDestination\": False\n\t\t\t}\n\t\t\t\n\t\t\tif 'mCastRangeGrowthMax' in s:\n\t\t\t\tspell['castRange'] = s['mCastRangeGrowthMax'][4]\n\t\t\t\n\t\t\tmissile = s.get(\"mMissileSpec\", None)\n\t\t\tif missile:\n\t\t\t\tmovcomp = missile.get(\"movementComponent\", None)\n\t\t\t\tif movcomp:\n\t\t\t\t\tif spell[\"speed\"] == 0:\n\t\t\t\t\t\tspell[\"speed\"] =          movcomp.get(\"mSpeed\", 0.0)\n\t\t\t\t\tspell[\"height\"] =             movcomp.get(\"mOffsetInitialTargetHeight\", 100.0)\n\t\t\t\t\tspell[\"projectDestination\"] = movcomp.get(\"mProjectTargetToCastRange\", False)\n\t\t\t\t\tspell[\"travelTime\"] =         movcomp.get(\"mTravelTime\", 0.0)\n\t\t\t\t\t\n\t\t\tspells[spell[\"name\"]] = spell\n\t\t\t\nprint(f'Found {len(units)} units and {len(spells)} spells')\nwith open(\"UnitData.json\", 'w') as f:\n\tf.write(json.dumps(list(units.values()), indent=4))\n\t\nwith open(\"SpellData.json\", 'w') as f:\n\tf.write(json.dumps(list(spells.values()), indent=4))\n\t"
  }
]