#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif

#include "imgui.h"
#ifndef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS
#endif
#include "imgui_internal.h"

#include <ctype.h>      // toupper, isprint
#include <stdio.h>      // vsnprintf, sscanf, printf
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h>     // intptr_t
#else
#include <stdint.h>     // intptr_t
#endif

// Debug options
#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window

// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4127)     // condition expression is constant
#pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#endif

// Clang/GCC warnings with -Weverything
#ifdef __clang__
#pragma clang diagnostic ignored "-Wunknown-pragmas"        // warning : unknown warning group '-Wformat-pedantic *'        // not all warnings are known by all clang versions.. so ignoring warnings triggers new warnings on some configuration. great!
#pragma clang diagnostic ignored "-Wold-style-cast"         // warning : use of old-style cast                              // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal"            // warning : comparing floating point with == or != is unsafe   // storing and comparing against same constants (typically 0.0f) is ok.
#pragma clang diagnostic ignored "-Wformat-nonliteral"      // warning : format string is not a string literal              // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
#pragma clang diagnostic ignored "-Wexit-time-destructors"  // warning : declaration requires an exit-time destructor       // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
#pragma clang diagnostic ignored "-Wglobal-constructors"    // warning : declaration requires a global destructor           // similar to above, not sure what the exact difference it.
#pragma clang diagnostic ignored "-Wsign-conversion"        // warning : implicit conversion changes signedness             //
#pragma clang diagnostic ignored "-Wformat-pedantic"        // warning : format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning : cast to 'void *' from smaller integer type 'int'
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning : zero as null pointer constant              // some standard header variations use #define NULL 0
#endif
#if __has_warning("-Wdouble-promotion")
#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.
#endif
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
#pragma GCC diagnostic ignored "-Wformat"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
#pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked
#pragma GCC diagnostic ignored "-Wstrict-overflow"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
#if __GNUC__ >= 8
#pragma GCC diagnostic ignored "-Wclass-memaccess"          // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif
#endif

// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f;    // Time before the highlight and screen dimming starts fading in
static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f;    // Time before the window list starts to appear

// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end)
static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f;     // Extend outside and inside windows. Affect FindHoveredWindow().
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.

//-------------------------------------------------------------------------
// [SECTION] FORWARD DECLARATIONS
//-------------------------------------------------------------------------

static void             SetCurrentWindow(ImGuiWindow* window);
static void             FindHoveredWindow();
static ImGuiWindow*     CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags);
static void             CheckStacksSize(ImGuiWindow* window, bool write);
static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges);

static void             AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);

static ImRect           GetViewportRect();

// Settings
static void*            SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
static void             SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
static void             SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);

// Platform Dependents default implementation for IO functions
static const char*      GetClipboardTextFn_DefaultImpl(void* user_data);
static void             SetClipboardTextFn_DefaultImpl(void* user_data, const char* text);
static void             ImeSetInputScreenPosFn_DefaultImpl(int x, int y);

namespace ui
{
	static bool             BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags);

	// Navigation
	static void             NavUpdate();
	static void             NavUpdateWindowing();
	static void             NavUpdateWindowingList();
	static void             NavUpdateMoveResult();
	static float            NavUpdatePageUpPageDown(int allowed_dir_flags);
	static inline void      NavUpdateAnyRequestFlag();
	static void             NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
	static ImVec2           NavCalcPreferredRefPos();
	static void             NavSaveLastChildNavWindow(ImGuiWindow* nav_window);
	static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);

	// Misc
	static void             UpdateMouseInputs();
	static void             UpdateMouseWheel();
	static void             UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
	static void             RenderOuterBorders(ImGuiWindow* window);

}

//-----------------------------------------------------------------------------
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
//-----------------------------------------------------------------------------

// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
// ui::CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ui::SetCurrentContext().
// 1) Important: globals are not shared across DLL boundaries! If you use DLLs or any form of hot-reloading: you will need to call
//    SetCurrentContext() (with the pointer you got from CreateContext) from each unique static/DLL boundary, and after each hot-reloading.
//    In your debugger, add GImGui to your watch window and notice how its value changes depending on which location you are currently stepping into.
// 2) Important: Dear ImGui functions are not thread-safe because of this pointer.
//    If you want thread-safety to allow N threads to access N different contexts, you can:
//    - Change this variable to use thread local storage so each thread can refer to a different context, in imconfig.h:
//          struct ImGuiContext;
//          extern thread_local ImGuiContext* MyImGuiTLS;
//          #define GImGui MyImGuiTLS
//      And then define MyImGuiTLS in one of your cpp file. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
//    - Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
//    - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from different namespace.
#ifndef GImGui
ImGuiContext*   GImGui = NULL;
#endif

// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
// If you use DLL hotreloading you might need to call SetAllocatorFunctions() after reloading code from this file.
// Otherwise, you probably don't want to modify them mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
static void*   MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); }
static void    FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); }
#else
static void*   MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
static void    FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
#endif

static void*  (*GImAllocatorAllocFunc)(size_t size, void* user_data) = MallocWrapper;
static void(*GImAllocatorFreeFunc)(void* ptr, void* user_data) = FreeWrapper;
static void*    GImAllocatorUserData = NULL;

//-----------------------------------------------------------------------------
// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
//-----------------------------------------------------------------------------

ImGuiStyle::ImGuiStyle()
{
	Alpha = 1.0f;             // Global alpha applies to everything in ImGui
	WindowPadding = ImVec2(8, 8);      // Padding within a window
	WindowRounding = 7.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows
	WindowBorderSize = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
	WindowMinSize = ImVec2(32, 32);    // Minimum window size
	WindowTitleAlign = ImVec2(0.0f, 0.5f);// Alignment for title bar text
	ChildRounding = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
	ChildBorderSize = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
	PopupRounding = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
	PopupBorderSize = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
	FramePadding = ImVec2(4, 3);      // Padding within a framed rectangle (used by most widgets)
	FrameRounding = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
	FrameBorderSize = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
	ItemSpacing = ImVec2(8, 4);      // Horizontal and vertical spacing between widgets/lines
	ItemInnerSpacing = ImVec2(4, 4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
	TouchExtraPadding = ImVec2(0, 0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
	IndentSpacing = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
	ColumnsMinSpacing = 6.0f;             // Minimum horizontal spacing between two columns
	ScrollbarSize = 16.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
	ScrollbarRounding = 9.0f;             // Radius of grab corners rounding for scrollbar
	GrabMinSize = 10.0f;            // Minimum width/height of a grab box for slider/scrollbar
	GrabRounding = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
	TabRounding = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
	TabBorderSize = 0.0f;             // Thickness of border around tabs.
	ButtonTextAlign = ImVec2(0.5f, 0.5f);// Alignment of button text when button is larger than text.
	SelectableTextAlign = ImVec2(0.0f, 0.0f);// Alignment of selectable text when button is larger than text.
	DisplayWindowPadding = ImVec2(19, 19);    // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
	DisplaySafeAreaPadding = ImVec2(3, 3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
	MouseCursorScale = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
	AntiAliasedLines = true;             // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU.
	AntiAliasedFill = true;             // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
	CurveTessellationTol = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.

	// Default theme
	ui::StyleColorsDark(this);
}

// 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.
// 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.
void ImGuiStyle::ScaleAllSizes(float scale_factor)
{
	WindowPadding = ImFloor(WindowPadding * scale_factor);
	WindowRounding = ImFloor(WindowRounding * scale_factor);
	WindowMinSize = ImFloor(WindowMinSize * scale_factor);
	ChildRounding = ImFloor(ChildRounding * scale_factor);
	PopupRounding = ImFloor(PopupRounding * scale_factor);
	FramePadding = ImFloor(FramePadding * scale_factor);
	FrameRounding = ImFloor(FrameRounding * scale_factor);
	ItemSpacing = ImFloor(ItemSpacing * scale_factor);
	ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor);
	TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor);
	IndentSpacing = ImFloor(IndentSpacing * scale_factor);
	ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor);
	ScrollbarSize = ImFloor(ScrollbarSize * scale_factor);
	ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor);
	GrabMinSize = ImFloor(GrabMinSize * scale_factor);
	GrabRounding = ImFloor(GrabRounding * scale_factor);
	TabRounding = ImFloor(TabRounding * scale_factor);
	DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);
	DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);
	MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);
}

ImGuiIO::ImGuiIO()
{
	// Most fields are initialized with zero
	memset(this, 0, sizeof(*this));

	// Settings
	ConfigFlags = ImGuiConfigFlags_None;
	BackendFlags = ImGuiBackendFlags_None;
	DisplaySize = ImVec2(-1.0f, -1.0f);
	DeltaTime = 1.0f / 60.0f;
	IniSavingRate = 5.0f;
	IniFilename = "imgui.ini";
	LogFilename = "imgui_log.txt";
	MouseDoubleClickTime = 0.30f;
	MouseDoubleClickMaxDist = 6.0f;
	for (int i = 0; i < ImGuiKey_COUNT; i++)
		KeyMap[i] = -1;
	KeyRepeatDelay = 0.250f;
	KeyRepeatRate = 0.050f;
	UserData = NULL;

	Fonts = NULL;
	FontGlobalScale = 1.0f;
	FontDefault = NULL;
	FontAllowUserScaling = false;
	DisplayFramebufferScale = ImVec2(1.0f, 1.0f);

	// Miscellaneous options
	MouseDrawCursor = false;
#ifdef __APPLE__
	ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag
#else
	ConfigMacOSXBehaviors = false;
#endif
	ConfigInputTextCursorBlink = true;
	ConfigWindowsResizeFromEdges = true;
	ConfigWindowsMoveFromTitleBarOnly = false;

	// Platform Functions
	BackendPlatformName = BackendRendererName = NULL;
	BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
	GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;   // Platform dependent default implementations
	SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
	ClipboardUserData = NULL;
	ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;
	ImeWindowHandle = NULL;

#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
	RenderDrawListsFn = NULL;
#endif

	// Input (NB: we already have memset zero the entire structure!)
	MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
	MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
	MouseDragThreshold = 6.0f;
	for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
	for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++) KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f;
	for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f;
}

// Pass in translated ASCII characters for text input.
// - with glfw you can get those from the callback set in glfwSetCharCallback()
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
void ImGuiIO::AddInputCharacter(ImWchar c)
{
	InputQueueCharacters.push_back(c);
}

void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
{
	while (*utf8_chars != 0)
	{
		unsigned int c = 0;
		utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
		if (c > 0 && c <= 0xFFFF)
			InputQueueCharacters.push_back((ImWchar)c);
	}
}

void ImGuiIO::ClearInputCharacters()
{
	InputQueueCharacters.resize(0);
}

//-----------------------------------------------------------------------------
// [SECTION] MISC HELPER/UTILITIES (Maths, String, Format, Hash, File functions)
//-----------------------------------------------------------------------------

ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
{
	ImVec2 ap = p - a;
	ImVec2 ab_dir = b - a;
	float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
	if (dot < 0.0f)
		return a;
	float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
	if (dot > ab_len_sqr)
		return b;
	return a + ab_dir * dot / ab_len_sqr;
}

bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
{
	bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
	bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
	bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
	return ((b1 == b2) && (b2 == b3));
}

void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
{
	ImVec2 v0 = b - a;
	ImVec2 v1 = c - a;
	ImVec2 v2 = p - a;
	const float denom = v0.x * v1.y - v1.x * v0.y;
	out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
	out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
	out_u = 1.0f - out_v - out_w;
}

ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
{
	ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
	ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
	ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
	float dist2_ab = ImLengthSqr(p - proj_ab);
	float dist2_bc = ImLengthSqr(p - proj_bc);
	float dist2_ca = ImLengthSqr(p - proj_ca);
	float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
	if (m == dist2_ab)
		return proj_ab;
	if (m == dist2_bc)
		return proj_bc;
	return proj_ca;
}

// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
int ImStricmp(const char* str1, const char* str2)
{
	int d;
	while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; }
	return d;
}

int ImStrnicmp(const char* str1, const char* str2, size_t count)
{
	int d = 0;
	while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
	return d;
}

void ImStrncpy(char* dst, const char* src, size_t count)
{
	if (count < 1)
		return;
	if (count > 1)
		strncpy(dst, src, count - 1);
	dst[count - 1] = 0;
}

char* ImStrdup(const char* str)
{
	size_t len = strlen(str);
	void* buf = ui::MemAlloc(len + 1);
	return (char*)memcpy(buf, (const void*)str, len + 1);
}

char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
{
	size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
	size_t src_size = strlen(src) + 1;
	if (dst_buf_size < src_size)
	{
		ui::MemFree(dst);
		dst = (char*)ui::MemAlloc(src_size);
		if (p_dst_size)
			*p_dst_size = src_size;
	}
	return (char*)memcpy(dst, (const void*)src, src_size);
}

const char* ImStrchrRange(const char* str, const char* str_end, char c)
{
	const char* p = (const char*)memchr(str, (int)c, str_end - str);
	return p;
}

int ImStrlenW(const ImWchar* str)
{
	//return (int)wcslen((const wchar_t*)str);	// FIXME-OPT: Could use this when wchar_t are 16-bits
	int n = 0;
	while (*str++) n++;
	return n;
}

// Find end-of-line. Return pointer will point to either first \n, either str_end.
const char* ImStreolRange(const char* str, const char* str_end)
{
	const char* p = (const char*)memchr(str, '\n', str_end - str);
	return p ? p : str_end;
}

const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
{
	while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
		buf_mid_line--;
	return buf_mid_line;
}

const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
{
	if (!needle_end)
		needle_end = needle + strlen(needle);

	const char un0 = (char)toupper(*needle);
	while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
	{
		if (toupper(*haystack) == un0)
		{
			const char* b = needle + 1;
			for (const char* a = haystack + 1; b < needle_end; a++, b++)
				if (toupper(*a) != toupper(*b))
					break;
			if (b == needle_end)
				return haystack;
		}
		haystack++;
	}
	return NULL;
}

// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
void ImStrTrimBlanks(char* buf)
{
	char* p = buf;
	while (p[0] == ' ' || p[0] == '\t')     // Leading blanks
		p++;
	char* p_start = p;
	while (*p != 0)                         // Find end of string
		p++;
	while (p > p_start && (p[-1] == ' ' || p[-1] == '\t'))  // Trailing blanks
		p--;
	if (p_start != buf)                     // Copy memory if we had leading blanks
		memmove(buf, p_start, p - p_start);
	buf[p - p_start] = 0;                   // Zero terminate
}

// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
// B) When buf==NULL vsnprintf() will return the output size.
#ifndef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS

//#define IMGUI_USE_STB_SPRINTF
#ifdef IMGUI_USE_STB_SPRINTF
#define STB_SPRINTF_IMPLEMENTATION
#include "imstb_sprintf.h"
#endif

#if defined(_MSC_VER) && !defined(vsnprintf)
#define vsnprintf _vsnprintf
#endif

int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
{
	va_list args;
	va_start(args, fmt);
#ifdef IMGUI_USE_STB_SPRINTF
	int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
#else
	int w = vsnprintf(buf, buf_size, fmt, args);
#endif
	va_end(args);
	if (buf == NULL)
		return w;
	if (w == -1 || w >= (int)buf_size)
		w = (int)buf_size - 1;
	buf[w] = 0;
	return w;
}

int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
{
#ifdef IMGUI_USE_STB_SPRINTF
	int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
#else
	int w = vsnprintf(buf, buf_size, fmt, args);
#endif
	if (buf == NULL)
		return w;
	if (w == -1 || w >= (int)buf_size)
		w = (int)buf_size - 1;
	buf[w] = 0;
	return w;
}
#endif // #ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS

// CRC32 needs a 1KB lookup table (not cache friendly)
// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
static const ImU32 GCrc32LookupTable[256] =
{
	0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
	0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
	0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
	0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
	0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
	0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
	0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
	0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
	0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
	0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
	0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
	0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
	0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
	0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
	0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
	0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
};

// Known size hash
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed)
{
	ImU32 crc = ~seed;
	const unsigned char* data = (const unsigned char*)data_p;
	const ImU32* crc32_lut = GCrc32LookupTable;
	while (data_size-- != 0)
		crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
	return ~crc;
}

// Zero-terminated string hash, with support for ### to reset back to seed value
// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
// Because this syntax is rarely used we are optimizing for the common case.
// - If we reach ### in the string we discard the hash so far and reset to the seed.
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
ImU32 ImHashStr(const char* data, size_t data_size, ImU32 seed)
{
	seed = ~seed;
	ImU32 crc = seed;
	const unsigned char* src = (const unsigned char*)data;
	const ImU32* crc32_lut = GCrc32LookupTable;
	if (data_size != 0)
	{
		while (data_size-- != 0)
		{
			unsigned char c = *src++;
			if (c == '#' && src[0] == '#' && src[1] == '#')
				crc = seed;
			crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
		}
	}
	else
	{
		while (unsigned char c = *src++)
		{
			if (c == '#' && src[0] == '#' && src[1] == '#')
				crc = seed;
			crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
		}
	}
	return ~crc;
}

FILE* ImFileOpen(const char* filename, const char* mode)
{
#if defined(_WIN32) && !defined(__CYGWIN__) && !defined(__GNUC__)
	// We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. Converting both strings from UTF-8 to wchar format (using a single allocation, because we can)
	const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1;
	const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1;
	ImVector<ImWchar> buf;
	buf.resize(filename_wsize + mode_wsize);
	ImTextStrFromUtf8(&buf[0], filename_wsize, filename, NULL);
	ImTextStrFromUtf8(&buf[filename_wsize], mode_wsize, mode, NULL);
	return _wfopen((wchar_t*)&buf[0], (wchar_t*)&buf[filename_wsize]);
#else
	return fopen(filename, mode);
#endif
}

// Load file content into memory
// Memory allocated with ui::MemAlloc(), must be freed by user using ui::MemFree()
void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size, int padding_bytes)
{
	IM_ASSERT(filename && file_open_mode);
	if (out_file_size)
		*out_file_size = 0;

	FILE* f;
	if ((f = ImFileOpen(filename, file_open_mode)) == NULL)
		return NULL;

	long file_size_signed;
	if (fseek(f, 0, SEEK_END) || (file_size_signed = ftell(f)) == -1 || fseek(f, 0, SEEK_SET))
	{
		fclose(f);
		return NULL;
	}

	size_t file_size = (size_t)file_size_signed;
	void* file_data = ui::MemAlloc(file_size + padding_bytes);
	if (file_data == NULL)
	{
		fclose(f);
		return NULL;
	}
	if (fread(file_data, 1, file_size, f) != file_size)
	{
		fclose(f);
		ui::MemFree(file_data);
		return NULL;
	}
	if (padding_bytes > 0)
		memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);

	fclose(f);
	if (out_file_size)
		*out_file_size = file_size;

	return file_data;
}

//-----------------------------------------------------------------------------
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
//-----------------------------------------------------------------------------

// Convert UTF-8 to 32-bits character, process single character input.
// Based on stb_from_utf8() from github.com/nothings/stb/
// We handle UTF-8 decoding error by skipping forward.
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
{
	unsigned int c = (unsigned int)-1;
	const unsigned char* str = (const unsigned char*)in_text;
	if (!(*str & 0x80))
	{
		c = (unsigned int)(*str++);
		*out_char = c;
		return 1;
	}
	if ((*str & 0xe0) == 0xc0)
	{
		*out_char = 0xFFFD; // will be invalid but not end of string
		if (in_text_end && in_text_end - (const char*)str < 2) return 1;
		if (*str < 0xc2) return 2;
		c = (unsigned int)((*str++ & 0x1f) << 6);
		if ((*str & 0xc0) != 0x80) return 2;
		c += (*str++ & 0x3f);
		*out_char = c;
		return 2;
	}
	if ((*str & 0xf0) == 0xe0)
	{
		*out_char = 0xFFFD; // will be invalid but not end of string
		if (in_text_end && in_text_end - (const char*)str < 3) return 1;
		if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3;
		if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below
		c = (unsigned int)((*str++ & 0x0f) << 12);
		if ((*str & 0xc0) != 0x80) return 3;
		c += (unsigned int)((*str++ & 0x3f) << 6);
		if ((*str & 0xc0) != 0x80) return 3;
		c += (*str++ & 0x3f);
		*out_char = c;
		return 3;
	}
	if ((*str & 0xf8) == 0xf0)
	{
		*out_char = 0xFFFD; // will be invalid but not end of string
		if (in_text_end && in_text_end - (const char*)str < 4) return 1;
		if (*str > 0xf4) return 4;
		if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return 4;
		if (*str == 0xf4 && str[1] > 0x8f) return 4; // str[1] < 0x80 is checked below
		c = (unsigned int)((*str++ & 0x07) << 18);
		if ((*str & 0xc0) != 0x80) return 4;
		c += (unsigned int)((*str++ & 0x3f) << 12);
		if ((*str & 0xc0) != 0x80) return 4;
		c += (unsigned int)((*str++ & 0x3f) << 6);
		if ((*str & 0xc0) != 0x80) return 4;
		c += (*str++ & 0x3f);
		// utf-8 encodings of values used in surrogate pairs are invalid
		if ((c & 0xFFFFF800) == 0xD800) return 4;
		*out_char = c;
		return 4;
	}
	*out_char = 0;
	return 0;
}

int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
{
	ImWchar* buf_out = buf;
	ImWchar* buf_end = buf + buf_size;
	while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
	{
		unsigned int c;
		in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
		if (c == 0)
			break;
		if (c < 0x10000)    // FIXME: Losing characters that don't fit in 2 bytes
			*buf_out++ = (ImWchar)c;
	}
	*buf_out = 0;
	if (in_text_remaining)
		*in_text_remaining = in_text;
	return (int)(buf_out - buf);
}

int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
{
	int char_count = 0;
	while ((!in_text_end || in_text < in_text_end) && *in_text)
	{
		unsigned int c;
		in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
		if (c == 0)
			break;
		if (c < 0x10000)
			char_count++;
	}
	return char_count;
}

// Based on stb_to_utf8() from github.com/nothings/stb/
static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c)
{
	if (c < 0x80)
	{
		buf[0] = (char)c;
		return 1;
	}
	if (c < 0x800)
	{
		if (buf_size < 2) return 0;
		buf[0] = (char)(0xc0 + (c >> 6));
		buf[1] = (char)(0x80 + (c & 0x3f));
		return 2;
	}
	if (c >= 0xdc00 && c < 0xe000)
	{
		return 0;
	}
	if (c >= 0xd800 && c < 0xdc00)
	{
		if (buf_size < 4) return 0;
		buf[0] = (char)(0xf0 + (c >> 18));
		buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
		buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
		buf[3] = (char)(0x80 + ((c) & 0x3f));
		return 4;
	}
	//else if (c < 0x10000)
	{
		if (buf_size < 3) return 0;
		buf[0] = (char)(0xe0 + (c >> 12));
		buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
		buf[2] = (char)(0x80 + ((c) & 0x3f));
		return 3;
	}
}

// Not optimal but we very rarely use this function.
int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
{
	unsigned int dummy = 0;
	return ImTextCharFromUtf8(&dummy, in_text, in_text_end);
}

static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
{
	if (c < 0x80) return 1;
	if (c < 0x800) return 2;
	if (c >= 0xdc00 && c < 0xe000) return 0;
	if (c >= 0xd800 && c < 0xdc00) return 4;
	return 3;
}

int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
{
	char* buf_out = buf;
	const char* buf_end = buf + buf_size;
	while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
	{
		unsigned int c = (unsigned int)(*in_text++);
		if (c < 0x80)
			*buf_out++ = (char)c;
		else
			buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end - buf_out - 1), c);
	}
	*buf_out = 0;
	return (int)(buf_out - buf);
}

int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
{
	int bytes_count = 0;
	while ((!in_text_end || in_text < in_text_end) && *in_text)
	{
		unsigned int c = (unsigned int)(*in_text++);
		if (c < 0x80)
			bytes_count++;
		else
			bytes_count += ImTextCountUtf8BytesFromChar(c);
	}
	return bytes_count;
}

//-----------------------------------------------------------------------------
// [SECTION] MISC HELPER/UTILTIES (Color functions)
// Note: The Convert functions are early design which are not consistent with other API.
//-----------------------------------------------------------------------------

ImVec4 ui::ColorConvertU32ToFloat4(ImU32 in)
{
	float s = 1.0f / 255.0f;
	return ImVec4(
		((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
		((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
		((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
		((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
}

ImU32 ui::ColorConvertFloat4ToU32(const ImVec4& in)
{
	ImU32 out;
	out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
	out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
	out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
	out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
	return out;
}

// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
void ui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
{
	float K = 0.f;
	if (g < b)
	{
		ImSwap(g, b);
		K = -1.f;
	}
	if (r < g)
	{
		ImSwap(r, g);
		K = -2.f / 6.f - K;
	}

	const float chroma = r - (g < b ? g : b);
	out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
	out_s = chroma / (r + 1e-20f);
	out_v = r;
}

// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
// also http://en.wikipedia.org/wiki/HSL_and_HSV
void ui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
{
	if (s == 0.0f)
	{
		// gray
		out_r = out_g = out_b = v;
		return;
	}

	h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
	int   i = (int)h;
	float f = h - (float)i;
	float p = v * (1.0f - s);
	float q = v * (1.0f - s * f);
	float t = v * (1.0f - s * (1.0f - f));

	switch (i)
	{
	case 0: out_r = v; out_g = t; out_b = p; break;
	case 1: out_r = q; out_g = v; out_b = p; break;
	case 2: out_r = p; out_g = v; out_b = t; break;
	case 3: out_r = p; out_g = q; out_b = v; break;
	case 4: out_r = t; out_g = p; out_b = v; break;
	case 5: default: out_r = v; out_g = p; out_b = q; break;
	}
}

ImU32 ui::GetColorU32(ImGuiCol idx, float alpha_mul)
{
	ImGuiStyle& style = GImGui->Style;
	ImVec4 c = style.Colors[idx];
	c.w *= style.Alpha * alpha_mul;
	return ColorConvertFloat4ToU32(c);
}

ImU32 ui::GetColorU32(const ImVec4& col)
{
	ImGuiStyle& style = GImGui->Style;
	ImVec4 c = col;
	c.w *= style.Alpha;
	return ColorConvertFloat4ToU32(c);
}
ImU32 ui::GetColorU32withApha(const ImVec4& col, float alpha_mul)
{
	ImGuiStyle& style = GImGui->Style;
	ImVec4 c = col;
	c.w *= style.Alpha * alpha_mul;
	return ColorConvertFloat4ToU32(c);
}

const ImVec4& ui::GetStyleColorVec4(ImGuiCol idx)
{
	ImGuiStyle& style = GImGui->Style;
	return style.Colors[idx];
}

ImU32 ui::GetColorU32(ImU32 col)
{
	float style_alpha = GImGui->Style.Alpha;
	if (style_alpha >= 1.0f)
		return col;
	ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
	a = (ImU32)(a * style_alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
	return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
}

//-----------------------------------------------------------------------------
// [SECTION] ImGuiStorage
// Helper: Key->value storage
//-----------------------------------------------------------------------------

// std::lower_bound but without the bullshit
static ImGuiStorage::Pair* LowerBound(ImVector<ImGuiStorage::Pair>& data, ImGuiID key)
{
	ImGuiStorage::Pair* first = data.Data;
	ImGuiStorage::Pair* last = data.Data + data.Size;
	size_t count = (size_t)(last - first);
	while (count > 0)
	{
		size_t count2 = count >> 1;
		ImGuiStorage::Pair* mid = first + count2;
		if (mid->key < key)
		{
			first = ++mid;
			count -= count2 + 1;
		}
		else
		{
			count = count2;
		}
	}
	return first;
}

// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
void ImGuiStorage::BuildSortByKey()
{
	struct StaticFunc
	{
		static int IMGUI_CDECL PairCompareByID(const void* lhs, const void* rhs)
		{
			// We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
			if (((const Pair*)lhs)->key > ((const Pair*)rhs)->key) return +1;
			if (((const Pair*)lhs)->key < ((const Pair*)rhs)->key) return -1;
			return 0;
		}
	};
	if (Data.Size > 1)
		ImQsort(Data.Data, (size_t)Data.Size, sizeof(Pair), StaticFunc::PairCompareByID);
}

int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
{
	ImGuiStorage::Pair* it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
	if (it == Data.end() || it->key != key)
		return default_val;
	return it->val_i;
}

bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
{
	return GetInt(key, default_val ? 1 : 0) != 0;
}

float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
{
	ImGuiStorage::Pair* it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
	if (it == Data.end() || it->key != key)
		return default_val;
	return it->val_f;
}

void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
{
	ImGuiStorage::Pair* it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
	if (it == Data.end() || it->key != key)
		return NULL;
	return it->val_p;
}

// 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.
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
{
	ImGuiStorage::Pair* it = LowerBound(Data, key);
	if (it == Data.end() || it->key != key)
		it = Data.insert(it, Pair(key, default_val));
	return &it->val_i;
}

bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
{
	return (bool*)GetIntRef(key, default_val ? 1 : 0);
}

float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
{
	ImGuiStorage::Pair* it = LowerBound(Data, key);
	if (it == Data.end() || it->key != key)
		it = Data.insert(it, Pair(key, default_val));
	return &it->val_f;
}

void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
{
	ImGuiStorage::Pair* it = LowerBound(Data, key);
	if (it == Data.end() || it->key != key)
		it = Data.insert(it, Pair(key, default_val));
	return &it->val_p;
}

// 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)
void ImGuiStorage::SetInt(ImGuiID key, int val)
{
	ImGuiStorage::Pair* it = LowerBound(Data, key);
	if (it == Data.end() || it->key != key)
	{
		Data.insert(it, Pair(key, val));
		return;
	}
	it->val_i = val;
}

void ImGuiStorage::SetBool(ImGuiID key, bool val)
{
	SetInt(key, val ? 1 : 0);
}

void ImGuiStorage::SetFloat(ImGuiID key, float val)
{
	ImGuiStorage::Pair* it = LowerBound(Data, key);
	if (it == Data.end() || it->key != key)
	{
		Data.insert(it, Pair(key, val));
		return;
	}
	it->val_f = val;
}

void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
{
	ImGuiStorage::Pair* it = LowerBound(Data, key);
	if (it == Data.end() || it->key != key)
	{
		Data.insert(it, Pair(key, val));
		return;
	}
	it->val_p = val;
}

void ImGuiStorage::SetAllInt(int v)
{
	for (int i = 0; i < Data.Size; i++)
		Data[i].val_i = v;
}

//-----------------------------------------------------------------------------
// [SECTION] ImGuiTextFilter
//-----------------------------------------------------------------------------

// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
ImGuiTextFilter::ImGuiTextFilter(const char* default_filter)
{
	if (default_filter)
	{
		ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
		Build();
	}
	else
	{
		InputBuf[0] = 0;
		CountGrep = 0;
	}
}

bool ImGuiTextFilter::Draw(const char* label, float width)
{
	if (width != 0.0f)
		ui::PushItemWidth(width);
	bool value_changed = ui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
	if (width != 0.0f)
		ui::PopItemWidth();
	if (value_changed)
		Build();
	return value_changed;
}

void ImGuiTextFilter::TextRange::split(char separator, ImVector<TextRange>* out) const
{
	out->resize(0);
	const char* wb = b;
	const char* we = wb;
	while (we < e)
	{
		if (*we == separator)
		{
			out->push_back(TextRange(wb, we));
			wb = we + 1;
		}
		we++;
	}
	if (wb != we)
		out->push_back(TextRange(wb, we));
}

void ImGuiTextFilter::Build()
{
	Filters.resize(0);
	TextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
	input_range.split(',', &Filters);

	CountGrep = 0;
	for (int i = 0; i != Filters.Size; i++)
	{
		TextRange& f = Filters[i];
		while (f.b < f.e && ImCharIsBlankA(f.b[0]))
			f.b++;
		while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
			f.e--;
		if (f.empty())
			continue;
		if (Filters[i].b[0] != '-')
			CountGrep += 1;
	}
}

bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
{
	if (Filters.empty())
		return true;

	if (text == NULL)
		text = "";

	for (int i = 0; i != Filters.Size; i++)
	{
		const TextRange& f = Filters[i];
		if (f.empty())
			continue;
		if (f.b[0] == '-')
		{
			// Subtract
			if (ImStristr(text, text_end, f.begin() + 1, f.end()) != NULL)
				return false;
		}
		else
		{
			// Grep
			if (ImStristr(text, text_end, f.begin(), f.end()) != NULL)
				return true;
		}
	}

	// Implicit * grep
	if (CountGrep == 0)
		return true;

	return false;
}

//-----------------------------------------------------------------------------
// [SECTION] ImGuiTextBuffer
//-----------------------------------------------------------------------------

// On some platform vsnprintf() takes va_list by reference and modifies it.
// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
#ifndef va_copy
#if defined(__GNUC__) || defined(__clang__)
#define va_copy(dest, src) __builtin_va_copy(dest, src)
#else
#define va_copy(dest, src) (dest = src)
#endif
#endif

char ImGuiTextBuffer::EmptyString[1] = { 0 };

void ImGuiTextBuffer::append(const char* str, const char* str_end)
{
	int len = str_end ? (int)(str_end - str) : (int)strlen(str);

	// Add zero-terminator the first time
	const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
	const int needed_sz = write_off + len;
	if (write_off + len >= Buf.Capacity)
	{
		int new_capacity = Buf.Capacity * 2;
		Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
	}

	Buf.resize(needed_sz);
	memcpy(&Buf[write_off - 1], str, (size_t)len);
	Buf[write_off - 1 + len] = 0;
}

void ImGuiTextBuffer::appendf(const char* fmt, ...)
{
	va_list args;
	va_start(args, fmt);
	appendfv(fmt, args);
	va_end(args);
}

// Helper: Text buffer for logging/accumulating text
void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
{
	va_list args_copy;
	va_copy(args_copy, args);

	int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
	if (len <= 0)
	{
		va_end(args_copy);
		return;
	}

	// Add zero-terminator the first time
	const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
	const int needed_sz = write_off + len;
	if (write_off + len >= Buf.Capacity)
	{
		int new_capacity = Buf.Capacity * 2;
		Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
	}

	Buf.resize(needed_sz);
	ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
	va_end(args_copy);
}

//-----------------------------------------------------------------------------
// [SECTION] ImGuiListClipper
// This is currently not as flexible/powerful as it should be, needs some rework (see TODO)
//-----------------------------------------------------------------------------

static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height)
{
	// Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
	// FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
	// The clipper should probably have a 4th step to display the last item in a regular manner.
	ui::SetCursorPosY(pos_y);
	ImGuiWindow* window = ui::GetCurrentWindow();
	window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;      // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
	window->DC.PrevLineSize.y = (line_height - GImGui->Style.ItemSpacing.y);    // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
	if (window->DC.ColumnsSet)
		window->DC.ColumnsSet->LineMinY = window->DC.CursorPos.y;           // Setting this so that cell Y position are set properly
}

// Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1
// Use case B: Begin() called from constructor with items_height>0
// FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style.
void ImGuiListClipper::Begin(int count, float items_height)
{
	StartPosY = ui::GetCursorPosY();
	ItemsHeight = items_height;
	ItemsCount = count;
	StepNo = 0;
	DisplayEnd = DisplayStart = -1;
	if (ItemsHeight > 0.0f)
	{
		ui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display
		if (DisplayStart > 0)
			SetCursorPosYAndSetupDummyPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); // advance cursor
		StepNo = 2;
	}
}

void ImGuiListClipper::End()
{
	if (ItemsCount < 0)
		return;
	// In theory here we should assert that ui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user.
	if (ItemsCount < INT_MAX)
		SetCursorPosYAndSetupDummyPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor
	ItemsCount = -1;
	StepNo = 3;
}

bool ImGuiListClipper::Step()
{
	if (ItemsCount == 0 || ui::GetCurrentWindowRead()->SkipItems)
	{
		ItemsCount = -1;
		return false;
	}
	if (StepNo == 0) // Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height.
	{
		DisplayStart = 0;
		DisplayEnd = 1;
		StartPosY = ui::GetCursorPosY();
		StepNo = 1;
		return true;
	}
	if (StepNo == 1) // Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
	{
		if (ItemsCount == 1) { ItemsCount = -1; return false; }
		float items_height = ui::GetCursorPosY() - StartPosY;
		IM_ASSERT(items_height > 0.0f);   // If this triggers, it means Item 0 hasn't moved the cursor vertically
		Begin(ItemsCount - 1, items_height);
		DisplayStart++;
		DisplayEnd++;
		StepNo = 3;
		return true;
	}
	if (StepNo == 2) // Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user still call Step(). Does nothing and switch to Step 3.
	{
		IM_ASSERT(DisplayStart >= 0 && DisplayEnd >= 0);
		StepNo = 3;
		return true;
	}
	if (StepNo == 3) // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
		End();
	return false;
}

//-----------------------------------------------------------------------------
// [SECTION] RENDER HELPERS
// Those (internal) functions are currently quite a legacy mess - their signature and behavior will change.
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ui:: state.
//-----------------------------------------------------------------------------

const char* ui::FindRenderedTextEnd(const char* text, const char* text_end)
{
	const char* text_display_end = text;
	if (!text_end)
		text_end = (const char*)-1;

	while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
		text_display_end++;
	return text_display_end;
}

// Internal ImGui functions to render text
// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
void ui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;

	// Hide anything after a '##' string
	const char* text_display_end;
	if (hide_text_after_hash)
	{
		text_display_end = FindRenderedTextEnd(text, text_end);
	}
	else
	{
		if (!text_end)
			text_end = text + strlen(text); // FIXME-OPT
		text_display_end = text_end;
	}

	if (text != text_display_end)
	{
		window->DrawList->AddText(g.Font, g.FontSize, pos, ImColor(205 / 255.f, 205 / 255.f, 205 / 255.f, g.Style.Alpha), text, text_display_end);
		if (g.LogEnabled)
			LogRenderedText(&pos, text, text_display_end);
	}
}

void ui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;

	if (!text_end)
		text_end = text + strlen(text); // FIXME-OPT

	if (text != text_end)
	{
		window->DrawList->AddText(g.Font, g.FontSize, pos, ImColor(205 / 255.f, 205 / 255.f, 205 / 255.f, g.Style.Alpha), text, text_end, wrap_width);
		if (g.LogEnabled)
			LogRenderedText(&pos, text, text_end);
	}
}

// Default clip_rect uses (pos_min,pos_max)
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
void ui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
{
	// Perform CPU side clipping for single clipped element to avoid using scissor state
	ImVec2 pos = pos_min;
	const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);

	const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
	const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
	bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
	if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
		need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);

	// Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
	if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
	if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);

	// Render
	if (need_clipping)
	{
		ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
		draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
	}
	else
	{
		draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
	}
}

void ui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
{
	// Hide anything after a '##' string
	const char* text_display_end = FindRenderedTextEnd(text, text_end);
	const int text_len = (int)(text_display_end - text);
	if (text_len == 0)
		return;

	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;
	RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
	if (g.LogEnabled)
		LogRenderedText(&pos_min, text, text_display_end);
}

// Render a rectangle shaped with optional rounding and borders
void ui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;
	window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
	const float border_size = g.Style.FrameBorderSize;
	if (border && border_size > 0.0f)
	{
		window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size);
		window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
	}
}

void ui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;
	const float border_size = g.Style.FrameBorderSize;
	if (border_size > 0.0f)
	{
		window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size);
		window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
	}
}

// Render 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
void ui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale)
{
	ImGuiContext& g = *GImGui;

	const float h = g.FontSize * 1.00f;
	float r = h * 0.40f * scale;
	ImVec2 center = p_min + ImVec2(h * 0.50f, h * 0.50f * scale);

	ImVec2 a, b, c;
	switch (dir)
	{
	case ImGuiDir_Up:
	case ImGuiDir_Down:
		if (dir == ImGuiDir_Up) r = -r;
		a = ImVec2(+0.000f, +0.750f) * r;
		b = ImVec2(-0.866f, -0.750f) * r;
		c = ImVec2(+0.866f, -0.750f) * r;
		break;
	case ImGuiDir_Left:
	case ImGuiDir_Right:
		if (dir == ImGuiDir_Left) r = -r;
		a = ImVec2(+0.750f, +0.000f) * r;
		b = ImVec2(-0.750f, +0.866f) * r;
		c = ImVec2(-0.750f, -0.866f) * r;
		break;
	case ImGuiDir_None:
	case ImGuiDir_COUNT:
		IM_ASSERT(0);
		break;
	}

	g.CurrentWindow->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text));
}

void ui::RenderBullet(ImVec2 pos)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;
	window->DrawList->AddCircleFilled(pos, g.FontSize*0.20f, GetColorU32(ImGuiCol_Text), 8);
}

void ui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;

	float thickness = ImMax(sz / 5.0f, 1.0f);
	sz -= thickness * 0.5f;
	pos += ImVec2(thickness*0.25f, thickness*0.25f);

	float third = sz / 3.0f;
	float bx = pos.x + third;
	float by = pos.y + sz - third * 0.5f;
	window->DrawList->PathLineTo(ImVec2(bx - third, by - third));
	window->DrawList->PathLineTo(ImVec2(bx, by));
	window->DrawList->PathLineTo(ImVec2(bx + third * 2, by - third * 2));
	window->DrawList->PathStroke(col, false, thickness);
}

void ui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
{
	ImGuiContext& g = *GImGui;
	if (id != g.NavId)
		return;
	if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
		return;
	ImGuiWindow* window = g.CurrentWindow;
	if (window->DC.NavHideHighlightOneFrame)
		return;

	float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
	ImRect display_rect = bb;
	display_rect.ClipWith(window->ClipRect);
	if (flags & ImGuiNavHighlightFlags_TypeDefault)
	{
		const float THICKNESS = 2.0f;
		const float DISTANCE = 3.0f + THICKNESS * 0.5f;
		display_rect.Expand(ImVec2(DISTANCE, DISTANCE));
		bool fully_visible = window->ClipRect.Contains(display_rect);
		if (!fully_visible)
			window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
		window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS*0.5f, THICKNESS*0.5f), display_rect.Max - ImVec2(THICKNESS*0.5f, THICKNESS*0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS);
		if (!fully_visible)
			window->DrawList->PopClipRect();
	}
	if (flags & ImGuiNavHighlightFlags_TypeThin)
	{
		window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, ~0, 1.0f);
	}
}

//-----------------------------------------------------------------------------
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
//-----------------------------------------------------------------------------

// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
	: DrawListInst(&context->DrawListSharedData)
{
	Name = ImStrdup(name);
	ID = ImHashStr(name, 0);
	IDStack.push_back(ID);
	Flags = ImGuiWindowFlags_None;
	Pos = ImVec2(0.0f, 0.0f);
	Size = SizeFull = ImVec2(0.0f, 0.0f);
	SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f);
	WindowPadding = ImVec2(0.0f, 0.0f);
	WindowRounding = 0.0f;
	WindowBorderSize = 0.0f;
	NameBufLen = (int)strlen(name) + 1;
	MoveId = GetID("#MOVE");
	ChildId = 0;
	Scroll = ImVec2(0.0f, 0.0f);
	ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
	ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
	ScrollbarSizes = ImVec2(0.0f, 0.0f);
	ScrollbarX = ScrollbarY = false;
	Active = WasActive = false;
	WriteAccessed = false;
	Collapsed = false;
	WantCollapseToggle = false;
	SkipItems = false;
	Appearing = false;
	Hidden = false;
	HasCloseButton = false;
	ResizeBorderHeld = -1;
	BeginCount = 0;
	BeginOrderWithinParent = -1;
	BeginOrderWithinContext = -1;
	PopupId = 0;
	AutoFitFramesX = AutoFitFramesY = -1;
	AutoFitOnlyGrows = false;
	AutoFitChildAxises = 0x00;
	AutoPosLastDirection = ImGuiDir_None;
	HiddenFramesRegular = HiddenFramesForResize = 0;
	SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
	SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);

	LastFrameActive = -1;
	ItemWidthDefault = 0.0f;
	FontWindowScale = 1.0f;
	SettingsIdx = -1;

	DrawList = &DrawListInst;
	DrawList->_OwnerName = Name;
	ParentWindow = NULL;
	RootWindow = NULL;
	RootWindowForTitleBarHighlight = NULL;
	RootWindowForNav = NULL;

	NavLastIds[0] = NavLastIds[1] = 0;
	NavRectRel[0] = NavRectRel[1] = ImRect();
	NavLastChildNavWindow = NULL;

	FocusIdxAllCounter = FocusIdxTabCounter = -1;
	FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = INT_MAX;
	FocusIdxAllRequestNext = FocusIdxTabRequestNext = INT_MAX;
}

ImGuiWindow::~ImGuiWindow()
{
	IM_ASSERT(DrawList == &DrawListInst);
	IM_DELETE(Name);
	for (int i = 0; i != ColumnsStorage.Size; i++)
		ColumnsStorage[i].~ImGuiColumnsSet();
}

ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
{
	ImGuiID seed = IDStack.back();
	ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
	ui::KeepAliveID(id);
	return id;
}

ImGuiID ImGuiWindow::GetID(const void* ptr)
{
	ImGuiID seed = IDStack.back();
	ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
	ui::KeepAliveID(id);
	return id;
}

ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end)
{
	ImGuiID seed = IDStack.back();
	return ImHashStr(str, str_end ? (str_end - str) : 0, seed);
}

ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr)
{
	ImGuiID seed = IDStack.back();
	return ImHashData(&ptr, sizeof(void*), seed);
}

// This is only used in rare/specific situations to manufacture an ID out of nowhere.
ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
{
	ImGuiID seed = IDStack.back();
	const int r_rel[4] = { (int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), (int)(r_abs.Max.y - Pos.y) };
	ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
	ui::KeepAliveID(id);
	return id;
}

static void SetCurrentWindow(ImGuiWindow* window)
{
	ImGuiContext& g = *GImGui;
	g.CurrentWindow = window;
	if (window)
		g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
}

void ui::SetNavID(ImGuiID id, int nav_layer)
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(g.NavWindow);
	IM_ASSERT(nav_layer == 0 || nav_layer == 1);
	g.NavId = id;
	g.NavWindow->NavLastIds[nav_layer] = id;
}

void ui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel)
{
	ImGuiContext& g = *GImGui;
	SetNavID(id, nav_layer);
	g.NavWindow->NavRectRel[nav_layer] = rect_rel;
	g.NavMousePosDirty = true;
	g.NavDisableHighlight = false;
	g.NavDisableMouseHover = true;
}

void ui::SetActiveID(ImGuiID id, ImGuiWindow* window)
{
	ImGuiContext& g = *GImGui;
	g.ActiveIdIsJustActivated = (g.ActiveId != id);
	if (g.ActiveIdIsJustActivated)
	{
		g.ActiveIdTimer = 0.0f;
		g.ActiveIdHasBeenPressed = false;
		g.ActiveIdHasBeenEdited = false;
		if (id != 0)
		{
			g.LastActiveId = id;
			g.LastActiveIdTimer = 0.0f;
		}
	}
	g.ActiveId = id;
	g.ActiveIdAllowNavDirFlags = 0;
	g.ActiveIdBlockNavInputFlags = 0;
	g.ActiveIdAllowOverlap = false;
	g.ActiveIdWindow = window;
	if (id)
	{
		g.ActiveIdIsAlive = id;
		g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
	}
}

// FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring.
void ui::SetFocusID(ImGuiID id, ImGuiWindow* window)
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(id != 0);

	// Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it.
	const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
	if (g.NavWindow != window)
		g.NavInitRequest = false;
	g.NavId = id;
	g.NavWindow = window;
	g.NavLayer = nav_layer;
	window->NavLastIds[nav_layer] = id;
	if (window->DC.LastItemId == id)
		window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos);

	if (g.ActiveIdSource == ImGuiInputSource_Nav)
		g.NavDisableMouseHover = true;
	else
		g.NavDisableHighlight = true;
}

void ui::ClearActiveID()
{
	SetActiveID(0, NULL);
}

void ui::SetHoveredID(ImGuiID id)
{
	ImGuiContext& g = *GImGui;
	g.HoveredId = id;
	g.HoveredIdAllowOverlap = false;
	if (id != 0 && g.HoveredIdPreviousFrame != id)
		g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
}

ImGuiID ui::GetHoveredID()
{
	ImGuiContext& g = *GImGui;
	return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
}

void ui::KeepAliveID(ImGuiID id)
{
	ImGuiContext& g = *GImGui;
	if (g.ActiveId == id)
		g.ActiveIdIsAlive = id;
	if (g.ActiveIdPreviousFrame == id)
		g.ActiveIdPreviousFrameIsAlive = true;
}

void ui::MarkItemEdited(ImGuiID id)
{
	// This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
	// ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data.
	ImGuiContext& g = *GImGui;
	IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive);
	IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out.
	//IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
	g.ActiveIdHasBeenEdited = true;
	g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited;
}

static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
{
	// An active popup disable hovering on other windows (apart from its own children)
	// FIXME-OPT: This could be cached/stored within the window.
	ImGuiContext& g = *GImGui;
	if (g.NavWindow)
		if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)
			if (focused_root_window->WasActive && focused_root_window != window->RootWindow)
			{
				// For the purpose of those flags we differentiate "standard popup" from "modal popup"
				// NB: The order of those two tests is important because Modal windows are also Popups.
				if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
					return false;
				if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
					return false;
			}

	return true;
}

// Advance cursor given item size for layout.
void ui::ItemSize(const ImVec2& size, float text_offset_y)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;
	if (window->SkipItems)
		return;

	// Always align ourselves on pixel boundaries
	const float line_height = ImMax(window->DC.CurrentLineSize.y, size.y);
	const float text_base_offset = ImMax(window->DC.CurrentLineTextBaseOffset, text_offset_y);
	//if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
	window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y);
	window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x) + (window->Flags & ImGuiWindowFlags_Popup || window->Flags & ImGuiWindowFlags_ChildFrame ? 0 : 16);
	window->DC.CursorPos.y = (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y);
	window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
	window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
	//if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]

	window->DC.PrevLineSize.y = line_height;
	window->DC.PrevLineTextBaseOffset = text_base_offset;
	window->DC.CurrentLineSize.y = window->DC.CurrentLineTextBaseOffset = 0.0f;

	// Horizontal layout mode
	if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
		SameLine();
}

void ui::ItemSize(const ImRect& bb, float text_offset_y)
{
	ItemSize(bb.GetSize(), text_offset_y);
}

// Declare item bounding box for clipping and interaction.
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
// declare their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd().
bool ui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;

	if (id != 0)
	{
		// Navigation processing runs prior to clipping early-out
		//  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
		//  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests unfortunately, but it is still limited to one window.
		//      it may not scale very well for windows with ten of thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
		//      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick)
		window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask;
		if (g.NavId == id || g.NavAnyRequest)
			if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
				if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
					NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id);
	}

	window->DC.LastItemId = id;
	window->DC.LastItemRect = bb;
	window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None;

#ifdef IMGUI_ENABLE_TEST_ENGINE
	if (id != 0)
		ImGuiTestEngineHook_ItemAdd(&g, nav_bb_arg ? *nav_bb_arg : bb, id);
#endif

	// Clipping test
	const bool is_clipped = IsClippedEx(bb, id, false);
	if (is_clipped)
		return false;
	//if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]

	// We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
	if (IsMouseHoveringRect(bb.Min, bb.Max))
		window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect;
	return true;
}

// This is roughly matching the behavior of internal-facing ItemHoverable()
// - 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()
// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
bool ui::IsItemHovered(ImGuiHoveredFlags flags)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;
	if (g.NavDisableMouseHover && !g.NavDisableHighlight)
		return IsItemFocused();

	// Test for bounding box overlap, as updated as ItemAdd()
	if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))
		return false;
	IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0);   // Flags not supported by this function

	// Test if we are hovering the right window (our window could be behind another window)
	// [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable to use IsItemHovered() after EndChild() itself.
	// Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was the test that has been running for a long while.
	//if (g.HoveredWindow != window)
	//    return false;
	if (g.HoveredRootWindow != window->RootWindow && !(flags & ImGuiHoveredFlags_AllowWhenOverlapped))
		return false;

	// Test if another item is active (e.g. being dragged)
	if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
		if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId)
			return false;

	// Test if interactions on this window are blocked by an active popup or modal
	if (!IsWindowContentHoverable(window, flags))
		return false;

	// Test if the item is disabled
	if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
		return false;

	// Special handling for the dummy item after Begin() which represent the title bar or tab. 
	// When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
	if (window->DC.LastItemId == window->MoveId && window->WriteAccessed)
		return false;
	return true;
}

// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
bool ui::ItemHoverable(const ImRect& bb, ImGuiID id)
{
	ImGuiContext& g = *GImGui;
	if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
		return false;

	ImGuiWindow* window = g.CurrentWindow;
	if (g.HoveredWindow != window)
		return false;
	if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
		return false;
	if (!IsMouseHoveringRect(bb.Min, bb.Max))
		return false;
	if (g.NavDisableMouseHover || !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
		return false;
	if (window->DC.ItemFlags & ImGuiItemFlags_Disabled)
		return false;

	SetHoveredID(id);
	return true;
}

bool ui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;
	if (!bb.Overlaps(window->ClipRect))
		if (id == 0 || id != g.ActiveId)
			if (clip_even_when_logged || !g.LogEnabled)
				return true;
	return false;
}

bool ui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop)
{
	ImGuiContext& g = *GImGui;

	const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;
	window->FocusIdxAllCounter++;
	if (is_tab_stop)
		window->FocusIdxTabCounter++;

	// Process keyboard input at this point: TAB/Shift-TAB to tab out of the currently focused item.
	// Note that we can always TAB out of a widget that doesn't allow tabbing in.
	if (tab_stop && (g.ActiveId == id) && window->FocusIdxAllRequestNext == INT_MAX && window->FocusIdxTabRequestNext == INT_MAX && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab))
		window->FocusIdxTabRequestNext = window->FocusIdxTabCounter + (g.IO.KeyShift ? (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.

	if (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent)
		return true;
	if (is_tab_stop && window->FocusIdxTabCounter == window->FocusIdxTabRequestCurrent)
	{
		g.NavJustTabbedId = id;
		return true;
	}

	return false;
}

void ui::FocusableItemUnregister(ImGuiWindow* window)
{
	window->FocusIdxAllCounter--;
	window->FocusIdxTabCounter--;
}

ImVec2 ui::CalcItemSize(ImVec2 size, float default_x, float default_y)
{
	ImGuiContext& g = *GImGui;
	ImVec2 content_max;
	if (size.x < 0.0f || size.y < 0.0f)
		content_max = g.CurrentWindow->Pos + GetContentRegionMax();
	if (size.x <= 0.0f)
		size.x = (size.x == 0.0f) ? default_x : ImMax(content_max.x - g.CurrentWindow->DC.CursorPos.x, 4.0f) + size.x;
	if (size.y <= 0.0f)
		size.y = (size.y == 0.0f) ? default_y : ImMax(content_max.y - g.CurrentWindow->DC.CursorPos.y, 4.0f) + size.y;
	return size;
}

float ui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
{
	if (wrap_pos_x < 0.0f)
		return 0.0f;

	ImGuiWindow* window = GetCurrentWindowRead();
	if (wrap_pos_x == 0.0f)
		wrap_pos_x = GetContentRegionMax().x + window->Pos.x;
	else if (wrap_pos_x > 0.0f)
		wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space

	return ImMax(wrap_pos_x - pos.x, 1.0f);
}

void* ui::MemAlloc(size_t size)
{
	if (ImGuiContext* ctx = GImGui)
		ctx->IO.MetricsActiveAllocations++;
	return GImAllocatorAllocFunc(size, GImAllocatorUserData);
}

void ui::MemFree(void* ptr)
{
	if (ptr)
		if (ImGuiContext* ctx = GImGui)
			ctx->IO.MetricsActiveAllocations--;
	return GImAllocatorFreeFunc(ptr, GImAllocatorUserData);
}

const char* ui::GetClipboardText()
{
	return GImGui->IO.GetClipboardTextFn ? GImGui->IO.GetClipboardTextFn(GImGui->IO.ClipboardUserData) : "";
}

void ui::SetClipboardText(const char* text)
{
	if (GImGui->IO.SetClipboardTextFn)
		GImGui->IO.SetClipboardTextFn(GImGui->IO.ClipboardUserData, text);
}

const char* ui::GetVersion()
{
	return IMGUI_VERSION;
}

// Internal state access - if you want to share ImGui state between modules (e.g. DLL) or allocate it yourself
// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
ImGuiContext* ui::GetCurrentContext()
{
	return GImGui;
}

void ui::SetCurrentContext(ImGuiContext* ctx)
{
#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
	IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
#else
	GImGui = ctx;
#endif
}

// Helper function to verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. you may see different structures from what imgui.cpp sees which is highly problematic.
bool ui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert)
{
	bool error = false;
	if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
	if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
	if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
	if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
	if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
	if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
	return !error;
}

void ui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void(*free_func)(void* ptr, void* user_data), void* user_data)
{
	GImAllocatorAllocFunc = alloc_func;
	GImAllocatorFreeFunc = free_func;
	GImAllocatorUserData = user_data;
}

ImGuiContext* ui::CreateContext(ImFontAtlas* shared_font_atlas)
{
	ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
	if (GImGui == NULL)
		SetCurrentContext(ctx);
	Initialize(ctx);
	return ctx;
}

void ui::DestroyContext(ImGuiContext* ctx)
{
	if (ctx == NULL)
		ctx = GImGui;
	Shutdown(ctx);
	if (GImGui == ctx)
		SetCurrentContext(NULL);
	IM_DELETE(ctx);
}

ImGuiIO& ui::GetIO()
{
	IM_ASSERT(GImGui != NULL && "No current context. Did you call ui::CreateContext() or ui::SetCurrentContext()?");
	return GImGui->IO;
}

ImGuiStyle& ui::GetStyle()
{
	IM_ASSERT(GImGui != NULL && "No current context. Did you call ui::CreateContext() or ui::SetCurrentContext()?");
	return GImGui->Style;
}

// Same value as passed to the old io.RenderDrawListsFn function. Valid after Render() and until the next call to NewFrame()
ImDrawData* ui::GetDrawData()
{
	ImGuiContext& g = *GImGui;
	return g.DrawData.Valid ? &g.DrawData : NULL;
}

double ui::GetTime()
{
	return GImGui->Time;
}

int ui::GetFrameCount()
{
	return GImGui->FrameCount;
}

static ImDrawList* GetOverlayDrawList(ImGuiWindow*)
{
	// This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'viewport' branches.
	return &GImGui->OverlayDrawList;
}

ImDrawList* ui::GetOverlayDrawList()
{
	return &GImGui->OverlayDrawList;
}

ImDrawListSharedData* ui::GetDrawListSharedData()
{
	return &GImGui->DrawListSharedData;
}

void ui::StartMouseMovingWindow(ImGuiWindow* window)
{
	// Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
	// We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
	// This is because we want ActiveId to be set even when the window is not permitted to move.
	ImGuiContext& g = *GImGui;
	FocusWindow(window);
	SetActiveID(window->MoveId, window);
	g.NavDisableHighlight = true;
	g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos;

	bool can_move_window = true;
	if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove))
		can_move_window = false;
	if (can_move_window)
		g.MovingWindow = window;
}

// Handle mouse moving window
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
void ui::UpdateMouseMovingWindowNewFrame()
{
	ImGuiContext& g = *GImGui;
	if (g.MovingWindow != NULL)
	{
		// We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
		// We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
		KeepAliveID(g.ActiveId);
		IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow);
		ImGuiWindow* moving_window = g.MovingWindow->RootWindow;
		if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos))
		{
			ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
			if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
			{
				if (pos.x < 0) pos.x = 0.f;
				if (pos.y < 0) pos.y = 0.f;
				if (pos.x > g.IO.DisplaySize.x - moving_window->Size.x) pos.x = g.IO.DisplaySize.x - moving_window->Size.x;
				if (pos.y > g.IO.DisplaySize.y - moving_window->Size.y) pos.y = g.IO.DisplaySize.y - moving_window->Size.y;

				MarkIniSettingsDirty(moving_window);
				SetWindowPos(moving_window, pos, ImGuiCond_Always);
			}
			FocusWindow(g.MovingWindow);
		}
		else
		{
			ClearActiveID();
			g.MovingWindow = NULL;
		}
	}
	else
	{
		// When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
		if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
		{
			KeepAliveID(g.ActiveId);
			if (!g.IO.MouseDown[0])
				ClearActiveID();
		}
	}
}

// Initiate moving window, handle left-click and right-click focus
void ui::UpdateMouseMovingWindowEndFrame()
{
	// Initiate moving window
	ImGuiContext& g = *GImGui;
	if (g.ActiveId != 0 || g.HoveredId != 0)
		return;

	// Unless we just made a window/popup appear
	if (g.NavWindow && g.NavWindow->Appearing)
		return;

	// Click to focus window and start moving (after we're done with all our widgets)
	if (g.IO.MouseClicked[0])
	{
		if (g.HoveredRootWindow != NULL)
		{
			StartMouseMovingWindow(g.HoveredWindow);
			if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(g.HoveredRootWindow->Flags & ImGuiWindowFlags_NoTitleBar))
				if (!g.HoveredRootWindow->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
					g.MovingWindow = NULL;
		}
		else if (g.NavWindow != NULL && GetFrontMostPopupModal() == NULL)
		{
			// Clicking on void disable focus
			FocusWindow(NULL);
		}
	}

	// With right mouse button we close popups without changing focus
	// (The left mouse button path calls FocusWindow which will lead NewFrame->ClosePopupsOverWindow to trigger)
	if (g.IO.MouseClicked[1])
	{
		// Find the top-most window between HoveredWindow and the front most Modal Window.
		// This is where we can trim the popup stack.
		ImGuiWindow* modal = GetFrontMostPopupModal();
		bool hovered_window_above_modal = false;
		if (modal == NULL)
			hovered_window_above_modal = true;
		for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--)
		{
			ImGuiWindow* window = g.Windows[i];
			if (window == modal)
				break;
			if (window == g.HoveredWindow)
				hovered_window_above_modal = true;
		}
		ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal);
	}
}

static bool IsWindowActiveAndVisible(ImGuiWindow* window)
{
	return (window->Active) && (!window->Hidden);
}

static void ui::UpdateMouseInputs()
{
	ImGuiContext& g = *GImGui;

	// Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
	if (IsMousePosValid(&g.IO.MousePos))
		g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos);

	// If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
	if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev))
		g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev;
	else
		g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
	if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f)
		g.NavDisableMouseHover = false;

	g.IO.MousePosPrev = g.IO.MousePos;
	for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
	{
		g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f;
		g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f;
		g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i];
		g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f;
		g.IO.MouseDoubleClicked[i] = false;
		if (g.IO.MouseClicked[i])
		{
			if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime)
			{
				ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
				if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist)
					g.IO.MouseDoubleClicked[i] = true;
				g.IO.MouseClickedTime[i] = -FLT_MAX;    // so the third click isn't turned into a double-click
			}
			else
			{
				g.IO.MouseClickedTime[i] = g.Time;
			}
			g.IO.MouseClickedPos[i] = g.IO.MousePos;
			g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
			g.IO.MouseDragMaxDistanceSqr[i] = 0.0f;
		}
		else if (g.IO.MouseDown[i])
		{
			// Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
			ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
			g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
			g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
			g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
		}
		if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
			g.NavDisableMouseHover = false;
	}
}

void ui::UpdateMouseWheel()
{
	ImGuiContext& g = *GImGui;
	if (!g.HoveredWindow || g.HoveredWindow->Collapsed)
		return;
	if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f)
		return;

	// If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set).
	ImGuiWindow* window = g.HoveredWindow;
	ImGuiWindow* scroll_window = window;
	while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoMouseInputs) && scroll_window->ParentWindow)
		scroll_window = scroll_window->ParentWindow;
	const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoMouseInputs);

	if (g.IO.MouseWheel != 0.0f)
	{
		if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
		{
			// Zoom / Scale window
			const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
			const float scale = new_font_scale / window->FontWindowScale;
			window->FontWindowScale = new_font_scale;

			const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
			window->Pos += offset;
			window->Size *= scale;
			window->SizeFull *= scale;
		}
		else if (!g.IO.KeyCtrl && scroll_allowed)
		{
			// Mouse wheel vertical scrolling
			float scroll_amount = 5 * scroll_window->CalcFontSize();
			scroll_amount = (float)(int)ImMin(scroll_amount, (scroll_window->ContentsRegionRect.GetHeight() + scroll_window->WindowPadding.y * 2.0f) * 0.67f);
			SetWindowScrollY(scroll_window, scroll_window->Scroll.y - g.IO.MouseWheel * scroll_amount);
		}
	}
	if (g.IO.MouseWheelH != 0.0f && scroll_allowed && !g.IO.KeyCtrl)
	{
		// Mouse wheel horizontal scrolling (for hardware that supports it)
		float scroll_amount = scroll_window->CalcFontSize();
		SetWindowScrollX(scroll_window, scroll_window->Scroll.x - g.IO.MouseWheelH * scroll_amount);
	}
}

// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
void ui::UpdateHoveredWindowAndCaptureFlags()
{
	ImGuiContext& g = *GImGui;

	// Find the window hovered by mouse:
	// - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
	// - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
	// - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
	FindHoveredWindow();

	// Modal windows prevents cursor from hovering behind them.
	ImGuiWindow* modal_window = GetFrontMostPopupModal();
	if (modal_window)
		if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window))
			g.HoveredRootWindow = g.HoveredWindow = NULL;

	// Disabled mouse?
	if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse)
		g.HoveredWindow = g.HoveredRootWindow = NULL;

	// We track click ownership. When clicked outside of a window the click is owned by the application and won't report hovering nor request capture even while dragging over our windows afterward.
	int mouse_earliest_button_down = -1;
	bool mouse_any_down = false;
	for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
	{
		if (g.IO.MouseClicked[i])
			g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (!g.OpenPopupStack.empty());
		mouse_any_down |= g.IO.MouseDown[i];
		if (g.IO.MouseDown[i])
			if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down])
				mouse_earliest_button_down = i;
	}
	const bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down];

	// If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
	// FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
	const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
	if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload)
		g.HoveredWindow = g.HoveredRootWindow = NULL;

	// Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to imgui + app)
	if (g.WantCaptureMouseNextFrame != -1)
		g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0);
	else
		g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (!g.OpenPopupStack.empty());

	// Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to imgui + app)
	if (g.WantCaptureKeyboardNextFrame != -1)
		g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
	else
		g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
	if (g.IO.NavActive && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
		g.IO.WantCaptureKeyboard = true;

	// Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
	g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
}

void ui::NewFrame()
{
	IM_ASSERT(GImGui != NULL && "No current context. Did you call ui::CreateContext() or ui::SetCurrentContext()?");
	ImGuiContext& g = *GImGui;

#ifdef IMGUI_ENABLE_TEST_ENGINE
	ImGuiTestEngineHook_PreNewFrame(&g);
#endif

	// Check user data
	// (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
	IM_ASSERT(g.Initialized);
	IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!");
	IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");
	IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
	IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
	IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
	IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!");
	IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
	for (int n = 0; n < ImGuiKey_COUNT; n++)
		IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)");

	// Perform simple check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only recently added in 1.60 WIP)
	if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
		IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");

	// Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
	if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
		g.IO.ConfigWindowsResizeFromEdges = false;

	// Load settings on first frame (if not explicitly loaded manually before)
	if (!g.SettingsLoaded)
	{
		IM_ASSERT(g.SettingsWindows.empty());
		if (g.IO.IniFilename)
			LoadIniSettingsFromDisk(g.IO.IniFilename);
		g.SettingsLoaded = true;
	}

	// Save settings (with a delay after the last modification, so we don't spam disk too much)
	if (g.SettingsDirtyTimer > 0.0f)
	{
		g.SettingsDirtyTimer -= g.IO.DeltaTime;
		if (g.SettingsDirtyTimer <= 0.0f)
		{
			if (g.IO.IniFilename != NULL)
				SaveIniSettingsToDisk(g.IO.IniFilename);
			else
				g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
			g.SettingsDirtyTimer = 0.0f;
		}
	}

	g.Time += g.IO.DeltaTime;
	g.FrameScopeActive = true;
	g.FrameCount += 1;
	g.TooltipOverrideCount = 0;
	g.WindowsActiveCount = 0;

	// Setup current font and draw list shared data
	g.IO.Fonts->Locked = true;
	SetCurrentFont(GetDefaultFont());
	IM_ASSERT(g.Font->IsLoaded());
	g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
	g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;

	g.OverlayDrawList.Clear();
	g.OverlayDrawList.PushTextureID(g.IO.Fonts->TexID);
	g.OverlayDrawList.PushClipRectFullScreen();
	g.OverlayDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);

	// Mark rendering data as invalid to prevent user who may have a handle on it to use it.
	g.DrawData.Clear();

	// Drag and drop keep the source ID alive so even if the source disappear our state is consistent
	if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
		KeepAliveID(g.DragDropPayload.SourceId);

	// Clear reference to active widget if the widget isn't alive anymore
	if (!g.HoveredIdPreviousFrame)
		g.HoveredIdTimer = 0.0f;
	if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
		g.HoveredIdNotActiveTimer = 0.0f;
	if (g.HoveredId)
		g.HoveredIdTimer += g.IO.DeltaTime;
	if (g.HoveredId && g.ActiveId != g.HoveredId)
		g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
	g.HoveredIdPreviousFrame = g.HoveredId;
	g.HoveredId = 0;
	g.HoveredIdAllowOverlap = false;
	if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
		ClearActiveID();
	if (g.ActiveId)
		g.ActiveIdTimer += g.IO.DeltaTime;
	g.LastActiveIdTimer += g.IO.DeltaTime;
	g.ActiveIdPreviousFrame = g.ActiveId;
	g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
	g.ActiveIdPreviousFrameHasBeenEdited = g.ActiveIdHasBeenEdited;
	g.ActiveIdIsAlive = 0;
	g.ActiveIdPreviousFrameIsAlive = false;
	g.ActiveIdIsJustActivated = false;
	if (g.ScalarAsInputTextId && g.ActiveId != g.ScalarAsInputTextId)
		g.ScalarAsInputTextId = 0;

	// Drag and drop
	g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
	g.DragDropAcceptIdCurr = 0;
	g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
	g.DragDropWithinSourceOrTarget = false;

	// Update keyboard input state
	memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
	for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
		g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f;

	// Update gamepad/keyboard directional navigation
	NavUpdate();

	// Update mouse input state
	UpdateMouseInputs();

	// Calculate frame-rate for the user, as a purely luxurious feature
	g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
	g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
	g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
	g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX;

	// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
	UpdateMouseMovingWindowNewFrame();
	UpdateHoveredWindowAndCaptureFlags();

	// Background darkening/whitening
	if (GetFrontMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
		g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
	else
		g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);

	g.MouseCursor = ImGuiMouseCursor_Arrow;
	g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
	g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default

	// Mouse wheel scrolling, scale
	UpdateMouseWheel();

	// Pressing TAB activate widget focus
	if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false))
	{
		if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)
			g.NavWindow->FocusIdxTabRequestNext = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
		else
			g.NavWindow->FocusIdxTabRequestNext = g.IO.KeyShift ? -1 : 0;
	}
	g.NavIdTabCounter = INT_MAX;

	// Mark all windows as not visible
	IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size);
	for (int i = 0; i != g.Windows.Size; i++)
	{
		ImGuiWindow* window = g.Windows[i];
		window->WasActive = window->Active;
		window->Active = false;
		window->WriteAccessed = false;
	}

	// Closing the focused window restore focus to the first active root window in descending z-order
	if (g.NavWindow && !g.NavWindow->WasActive)
		FocusPreviousWindowIgnoringOne(NULL);

	// No window should be open at the beginning of the frame.
	// But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
	g.CurrentWindowStack.resize(0);
	g.BeginPopupStack.resize(0);
	ClosePopupsOverWindow(g.NavWindow);

	// Create implicit/fallback window - which we will only render it if the user has added something to it.
	// We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
	// This fallback is particularly important as it avoid ui:: calls from crashing.
	SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
	Begin("Debug##Default");
	g.FrameScopePushedImplicitWindow = true;

#ifdef IMGUI_ENABLE_TEST_ENGINE
	ImGuiTestEngineHook_PostNewFrame(&g);
#endif
}

void ui::Initialize(ImGuiContext* context)
{
	ImGuiContext& g = *context;
	IM_ASSERT(!g.Initialized && !g.SettingsLoaded);

	// Add .ini handle for ImGuiWindow type
	ImGuiSettingsHandler ini_handler;
	ini_handler.TypeName = "Window";
	ini_handler.TypeHash = ImHashStr("Window", 0);
	ini_handler.ReadOpenFn = SettingsHandlerWindow_ReadOpen;
	ini_handler.ReadLineFn = SettingsHandlerWindow_ReadLine;
	ini_handler.WriteAllFn = SettingsHandlerWindow_WriteAll;
	g.SettingsHandlers.push_back(ini_handler);

	g.Initialized = true;
}

// This function is merely here to free heap allocations.
void ui::Shutdown(ImGuiContext* context)
{
	// The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
	ImGuiContext& g = *context;
	if (g.IO.Fonts && g.FontAtlasOwnedByContext)
	{
		g.IO.Fonts->Locked = false;
		IM_DELETE(g.IO.Fonts);
	}
	g.IO.Fonts = NULL;

	// Cleanup of other data are conditional on actually having initialized ImGui.
	if (!g.Initialized)
		return;

	// Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
	if (g.SettingsLoaded && g.IO.IniFilename != NULL)
	{
		ImGuiContext* backup_context = GImGui;
		SetCurrentContext(context);
		SaveIniSettingsToDisk(g.IO.IniFilename);
		SetCurrentContext(backup_context);
	}

	// Clear everything else
	for (int i = 0; i < g.Windows.Size; i++)
		IM_DELETE(g.Windows[i]);
	g.Windows.clear();
	g.WindowsFocusOrder.clear();
	g.WindowsSortBuffer.clear();
	g.CurrentWindow = NULL;
	g.CurrentWindowStack.clear();
	g.WindowsById.Clear();
	g.NavWindow = NULL;
	g.HoveredWindow = g.HoveredRootWindow = NULL;
	g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
	g.MovingWindow = NULL;
	g.ColorModifiers.clear();
	g.StyleModifiers.clear();
	g.FontStack.clear();
	g.OpenPopupStack.clear();
	g.BeginPopupStack.clear();
	g.DrawDataBuilder.ClearFreeMemory();
	g.OverlayDrawList.ClearFreeMemory();
	g.PrivateClipboard.clear();
	g.InputTextState.TextW.clear();
	g.InputTextState.InitialText.clear();
	g.InputTextState.TempBuffer.clear();

	for (int i = 0; i < g.SettingsWindows.Size; i++)
		IM_DELETE(g.SettingsWindows[i].Name);
	g.SettingsWindows.clear();
	g.SettingsHandlers.clear();

	if (g.LogFile && g.LogFile != stdout)
	{
		fclose(g.LogFile);
		g.LogFile = NULL;
	}
	g.LogClipboard.clear();

	g.Initialized = false;
}

// FIXME: Add a more explicit sort order in the window structure.
static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
{
	const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
	const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
	if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
		return d;
	if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
		return d;
	return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
}

static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
{
	out_sorted_windows->push_back(window);
	if (window->Active)
	{
		int count = window->DC.ChildWindows.Size;
		if (count > 1)
			ImQsort(window->DC.ChildWindows.begin(), (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
		for (int i = 0; i < count; i++)
		{
			ImGuiWindow* child = window->DC.ChildWindows[i];
			if (child->Active)
				AddWindowToSortBuffer(out_sorted_windows, child);
		}
	}
}

static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
{
	if (draw_list->CmdBuffer.empty())
		return;

	// Remove trailing command if unused
	ImDrawCmd& last_cmd = draw_list->CmdBuffer.back();
	if (last_cmd.ElemCount == 0 && last_cmd.UserCallback == NULL)
	{
		draw_list->CmdBuffer.pop_back();
		if (draw_list->CmdBuffer.empty())
			return;
	}

	// Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. May trigger for you if you are using PrimXXX functions incorrectly.
	IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
	IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
	IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);

	// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
	// If this assert triggers because you are drawing lots of stuff manually:
	// A) Make sure you are coarse clipping, because ImDrawList let all your vertices pass. You can use the Metrics window to inspect draw list contents.
	// B) If you need/want meshes with more than 64K vertices, uncomment the '#define ImDrawIdx unsigned int' line in imconfig.h to set the index size to 4 bytes.
	//    You'll need to handle the 4-bytes indices to your renderer. For example, the OpenGL example code detect index size at compile-time by doing:
	//      glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
	//    Your own engine or render API may use different parameters or function calls to specify index sizes. 2 and 4 bytes indices are generally supported by most API.
	// C) If for some reason you cannot use 4 bytes indices or don't want to, a workaround is to call BeginChild()/EndChild() before reaching the 64K limit to split your draw commands in multiple draw lists.
	if (sizeof(ImDrawIdx) == 2)
		IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");

	out_list->push_back(draw_list);
}

static void AddWindowToDrawData(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window)
{
	ImGuiContext& g = *GImGui;
	g.IO.MetricsRenderWindows++;
	AddDrawListToDrawData(out_render_list, window->DrawList);
	for (int i = 0; i < window->DC.ChildWindows.Size; i++)
	{
		ImGuiWindow* child = window->DC.ChildWindows[i];
		if (IsWindowActiveAndVisible(child)) // clipped children may have been marked not active
			AddWindowToDrawData(out_render_list, child);
	}
}

static void AddRootWindowToDrawData(ImGuiWindow* window)
{
	ImGuiContext& g = *GImGui;
	if (window->Flags & ImGuiWindowFlags_Tooltip)
		AddWindowToDrawData(&g.DrawDataBuilder.Layers[1], window);
	else
		AddWindowToDrawData(&g.DrawDataBuilder.Layers[0], window);
}

void ImDrawDataBuilder::FlattenIntoSingleLayer()
{
	int n = Layers[0].Size;
	int size = n;
	for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)
		size += Layers[i].Size;
	Layers[0].resize(size);
	for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)
	{
		ImVector<ImDrawList*>& layer = Layers[layer_n];
		if (layer.empty())
			continue;
		memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
		n += layer.Size;
		layer.resize(0);
	}
}

static void SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* draw_data)
{
	ImGuiIO& io = ui::GetIO();
	draw_data->Valid = true;
	draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
	draw_data->CmdListsCount = draw_lists->Size;
	draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
	draw_data->DisplayPos = ImVec2(0.0f, 0.0f);
	draw_data->DisplaySize = io.DisplaySize;
	draw_data->FramebufferScale = io.DisplayFramebufferScale;
	for (int n = 0; n < draw_lists->Size; n++)
	{
		draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size;
		draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size;
	}
}

// When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result.
void ui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
{
	ImGuiWindow* window = GetCurrentWindow();
	window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
	window->ClipRect = window->DrawList->_ClipRectStack.back();
}

void ui::PopClipRect()
{
	ImGuiWindow* window = GetCurrentWindow();
	window->DrawList->PopClipRect();
	window->ClipRect = window->DrawList->_ClipRectStack.back();
}

// 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.
void ui::EndFrame()
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(g.Initialized);
	if (g.FrameCountEnded == g.FrameCount)          // Don't process EndFrame() multiple times.
		return;
	IM_ASSERT(g.FrameScopeActive && "Forgot to call ui::NewFrame()?");

	// Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
	if (g.IO.ImeSetInputScreenPosFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f))
	{
		g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y);
		g.PlatformImeLastPos = g.PlatformImePos;
	}

	// Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
	// to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
	if (g.CurrentWindowStack.Size != 1)
	{
		if (g.CurrentWindowStack.Size > 1)
		{
			IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
			while (g.CurrentWindowStack.Size > 1) // FIXME-ERRORHANDLING
				End();
		}
		else
		{
			IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
		}
	}

	// Hide implicit/fallback "Debug" window if it hasn't been used
	g.FrameScopePushedImplicitWindow = false;
	if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
		g.CurrentWindow->Active = false;
	End();

	// Show CTRL+TAB list window
	if (g.NavWindowingTarget)
		NavUpdateWindowingList();

	// Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
	if (g.DragDropActive)
	{
		bool is_delivered = g.DragDropPayload.Delivery;
		bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
		if (is_delivered || is_elapsed)
			ClearDragDrop();
	}

	// Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
	if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount)
	{
		g.DragDropWithinSourceOrTarget = true;
		SetTooltip("...");
		g.DragDropWithinSourceOrTarget = false;
	}

	// End frame
	g.FrameScopeActive = false;
	g.FrameCountEnded = g.FrameCount;

	// Initiate moving window + handle left-click and right-click focus
	UpdateMouseMovingWindowEndFrame();

	// Sort the window list so that all child windows are after their parent
	// We cannot do that on FocusWindow() because childs may not exist yet
	g.WindowsSortBuffer.resize(0);
	g.WindowsSortBuffer.reserve(g.Windows.Size);
	for (int i = 0; i != g.Windows.Size; i++)
	{
		ImGuiWindow* window = g.Windows[i];
		if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
			continue;
		AddWindowToSortBuffer(&g.WindowsSortBuffer, window);
	}

	// This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
	IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size);
	g.Windows.swap(g.WindowsSortBuffer);
	g.IO.MetricsActiveWindows = g.WindowsActiveCount;

	// Unlock font atlas
	g.IO.Fonts->Locked = false;

	// Clear Input data for next frame
	g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
	g.IO.InputQueueCharacters.resize(0);
	memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs));
}
void ui::RenderList(ImDrawList* DrawList)
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(g.Initialized);

	if (g.FrameCountEnded != g.FrameCount)
		EndFrame();
	g.FrameCountRendered = g.FrameCount;



	// Gather ImDrawList to render (for each active window)
	g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0;
	g.DrawDataBuilder.Clear();

	// Gather ImDrawList to render (for each active window)
	if (!DrawList->VtxBuffer.empty())
		AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], DrawList);

	ImGuiWindow* windows_to_render_front_most[2];
	windows_to_render_front_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
	windows_to_render_front_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL;
	for (int n = 0; n != g.Windows.Size; n++)
	{
		ImGuiWindow* window = g.Windows[n];
		if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_front_most[0] && window != windows_to_render_front_most[1])
			AddRootWindowToDrawData(window);
	}
	for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_front_most); n++)
		if (windows_to_render_front_most[n] && IsWindowActiveAndVisible(windows_to_render_front_most[n])) // NavWindowingTarget is always temporarily displayed as the front-most window
			AddRootWindowToDrawData(windows_to_render_front_most[n]);
	g.DrawDataBuilder.FlattenIntoSingleLayer();

	// Draw software mouse cursor if requested
	if (g.IO.MouseDrawCursor)
		RenderMouseCursor(&g.OverlayDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor);

	if (!g.OverlayDrawList.VtxBuffer.empty())
		AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.OverlayDrawList);

	// Setup ImDrawData structure for end-user
	SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData);
	g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount;
	g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount;

	// (Legacy) Call the Render callback function. The current prefer way is to let the user retrieve GetDrawData() and call the render function themselves.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
	if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
		g.IO.RenderDrawListsFn(&g.DrawData);
#endif
}
void ui::Render()
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(g.Initialized);

	if (g.FrameCountEnded != g.FrameCount)
		EndFrame();
	g.FrameCountRendered = g.FrameCount;

	// Gather ImDrawList to render (for each active window)
	g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0;
	g.DrawDataBuilder.Clear();
	ImGuiWindow* windows_to_render_front_most[2];
	windows_to_render_front_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
	windows_to_render_front_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL;
	for (int n = 0; n != g.Windows.Size; n++)
	{
		ImGuiWindow* window = g.Windows[n];
		if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_front_most[0] && window != windows_to_render_front_most[1])
			AddRootWindowToDrawData(window);
	}
	for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_front_most); n++)
		if (windows_to_render_front_most[n] && IsWindowActiveAndVisible(windows_to_render_front_most[n])) // NavWindowingTarget is always temporarily displayed as the front-most window
			AddRootWindowToDrawData(windows_to_render_front_most[n]);
	g.DrawDataBuilder.FlattenIntoSingleLayer();

	// Draw software mouse cursor if requested
	if (g.IO.MouseDrawCursor)
		RenderMouseCursor(&g.OverlayDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor);

	if (!g.OverlayDrawList.VtxBuffer.empty())
		AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.OverlayDrawList);

	// Setup ImDrawData structure for end-user
	SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData);
	g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount;
	g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount;

	// (Legacy) Call the Render callback function. The current prefer way is to let the user retrieve GetDrawData() and call the render function themselves.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
	if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
		g.IO.RenderDrawListsFn(&g.DrawData);
#endif
}

// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
// CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize)
ImVec2 ui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
{
	ImGuiContext& g = *GImGui;

	const char* text_display_end;
	if (hide_text_after_double_hash)
		text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
	else
		text_display_end = text_end;

	ImFont* font = g.Font;
	const float font_size = g.FontSize;
	if (text == text_display_end)
		return ImVec2(0.0f, font_size);
	ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);

	// Round
	text_size.x = (float)(int)(text_size.x + 0.95f);

	return text_size;
}

// Helper to calculate coarse clipping of large list of evenly sized items.
// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern.
// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX
void ui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;
	if (g.LogEnabled)
	{
		// If logging is active, do not perform any clipping
		*out_items_display_start = 0;
		*out_items_display_end = items_count;
		return;
	}
	if (window->SkipItems)
	{
		*out_items_display_start = *out_items_display_end = 0;
		return;
	}

	// We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect
	ImRect unclipped_rect = window->ClipRect;
	if (g.NavMoveRequest)
		unclipped_rect.Add(g.NavScoringRectScreen);

	const ImVec2 pos = window->DC.CursorPos;
	int start = (int)((unclipped_rect.Min.y - pos.y) / items_height);
	int end = (int)((unclipped_rect.Max.y - pos.y) / items_height);

	// When performing a navigation request, ensure we have one item extra in the direction we are moving to
	if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up)
		start--;
	if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down)
		end++;

	start = ImClamp(start, 0, items_count);
	end = ImClamp(end + 1, start, items_count);
	*out_items_display_start = start;
	*out_items_display_end = end;
}

// Find window given position, search front-to-back
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
// called, aka before the next Begin(). Moving window isn't affected.
static void FindHoveredWindow()
{
	ImGuiContext& g = *GImGui;

	ImGuiWindow* hovered_window = NULL;
	if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
		hovered_window = g.MovingWindow;

	ImVec2 padding_regular = g.Style.TouchExtraPadding;
	ImVec2 padding_for_resize_from_edges = g.IO.ConfigWindowsResizeFromEdges ? ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)) : padding_regular;
	for (int i = g.Windows.Size - 1; i >= 0; i--)
	{
		ImGuiWindow* window = g.Windows[i];
		if (!window->Active || window->Hidden)
			continue;
		if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
			continue;

		// Using the clipped AABB, a child window will typically be clipped by its parent (not always)
		ImRect bb(window->OuterRectClipped);
		if ((window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_NoResize))
			bb.Expand(padding_regular);
		else
			bb.Expand(padding_for_resize_from_edges);
		if (!bb.Contains(g.IO.MousePos))
			continue;

		// Those seemingly unnecessary extra tests are because the code here is a little different in viewport/docking branches.
		if (hovered_window == NULL)
			hovered_window = window;
		if (hovered_window)
			break;
	}

	g.HoveredWindow = hovered_window;
	g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;

}

// Test if mouse cursor is hovering given rectangle
// NB- Rectangle is clipped by our current clip setting
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
bool ui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
{
	ImGuiContext& g = *GImGui;

	// Clip
	ImRect rect_clipped(r_min, r_max);
	if (clip)
		rect_clipped.ClipWith(g.CurrentWindow->ClipRect);

	// Expand for touch input
	const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
	if (!rect_for_touch.Contains(g.IO.MousePos))
		return false;
	return true;
}

int ui::GetKeyIndex(ImGuiKey imgui_key)
{
	IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT);
	return GImGui->IO.KeyMap[imgui_key];
}

// Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]!
bool ui::IsKeyDown(int user_key_index)
{
	if (user_key_index < 0) return false;
	IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown));
	return GImGui->IO.KeysDown[user_key_index];
}

int ui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate)
{
	if (t == 0.0f)
		return 1;
	if (t <= repeat_delay || repeat_rate <= 0.0f)
		return 0;
	const int count = (int)((t - repeat_delay) / repeat_rate) - (int)((t_prev - repeat_delay) / repeat_rate);
	return (count > 0) ? count : 0;
}

int ui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate)
{
	ImGuiContext& g = *GImGui;
	if (key_index < 0)
		return 0;
	IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
	const float t = g.IO.KeysDownDuration[key_index];
	return CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, repeat_delay, repeat_rate);
}

bool ui::IsKeyPressed(int user_key_index, bool repeat)
{
	ImGuiContext& g = *GImGui;
	if (user_key_index < 0)
		return false;
	IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
	const float t = g.IO.KeysDownDuration[user_key_index];
	if (t == 0.0f)
		return true;
	if (repeat && t > g.IO.KeyRepeatDelay)
		return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
	return false;
}

bool ui::IsKeyReleased(int user_key_index)
{
	ImGuiContext& g = *GImGui;
	if (user_key_index < 0) return false;
	IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
	return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index];
}

bool ui::IsMouseDown(int button)
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
	return g.IO.MouseDown[button];
}

bool ui::IsAnyMouseDown()
{
	ImGuiContext& g = *GImGui;
	for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
		if (g.IO.MouseDown[n])
			return true;
	return false;
}

bool ui::IsMouseClicked(int button, bool repeat)
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
	const float t = g.IO.MouseDownDuration[button];
	if (t == 0.0f)
		return true;

	if (repeat && t > g.IO.KeyRepeatDelay)
	{
		float delay = g.IO.KeyRepeatDelay, rate = g.IO.KeyRepeatRate;
		if ((ImFmod(t - delay, rate) > rate*0.5f) != (ImFmod(t - delay - g.IO.DeltaTime, rate) > rate*0.5f))
			return true;
	}

	return false;
}

bool ui::IsMouseReleased(int button)
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
	return g.IO.MouseReleased[button];
}

bool ui::IsMouseDoubleClicked(int button)
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
	return g.IO.MouseDoubleClicked[button];
}

bool ui::IsMouseDragging(int button, float lock_threshold)
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
	if (!g.IO.MouseDown[button])
		return false;
	if (lock_threshold < 0.0f)
		lock_threshold = g.IO.MouseDragThreshold;
	return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
}

ImVec2 ui::GetMousePos()
{
	return GImGui->IO.MousePos;
}

// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
ImVec2 ui::GetMousePosOnOpeningCurrentPopup()
{
	ImGuiContext& g = *GImGui;
	if (g.BeginPopupStack.Size > 0)
		return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
	return g.IO.MousePos;
}

// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
bool ui::IsMousePosValid(const ImVec2* mouse_pos)
{
	// The assert is only to silence a false-positive in XCode Static Analysis.
	// Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
	IM_ASSERT(GImGui != NULL);
	const float MOUSE_INVALID = -256000.0f;
	ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
	return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
}

// Return the delta from the initial clicking position.
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
// NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window.
ImVec2 ui::GetMouseDragDelta(int button, float lock_threshold)
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
	if (lock_threshold < 0.0f)
		lock_threshold = g.IO.MouseDragThreshold;
	if (g.IO.MouseDown[button])
		if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
			return g.IO.MousePos - g.IO.MouseClickedPos[button];     // Assume we can only get active with left-mouse button (at the moment).
	return ImVec2(0.0f, 0.0f);
}

void ui::ResetMouseDragDelta(int button)
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
	// NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
	g.IO.MouseClickedPos[button] = g.IO.MousePos;
}

ImGuiMouseCursor ui::GetMouseCursor()
{
	return GImGui->MouseCursor;
}

void ui::SetMouseCursor(ImGuiMouseCursor cursor_type)
{
	GImGui->MouseCursor = cursor_type;
}

void ui::CaptureKeyboardFromApp(bool capture)
{
	GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0;
}

void ui::CaptureMouseFromApp(bool capture)
{
	GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0;
}

bool ui::IsItemActive()
{
	ImGuiContext& g = *GImGui;
	if (g.ActiveId)
	{
		ImGuiWindow* window = g.CurrentWindow;
		return g.ActiveId == window->DC.LastItemId;
	}
	return false;
}

bool ui::IsItemActivated()
{
	ImGuiContext& g = *GImGui;
	if (g.ActiveId)
	{
		ImGuiWindow* window = g.CurrentWindow;
		if (g.ActiveId == window->DC.LastItemId && g.ActiveIdPreviousFrame != window->DC.LastItemId)
			return true;
	}
	return false;
}

bool ui::IsItemDeactivated()
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;
	return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId);
}

bool ui::IsItemDeactivatedAfterEdit()
{
	ImGuiContext& g = *GImGui;
	return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEdited || (g.ActiveId == 0 && g.ActiveIdHasBeenEdited));
}

bool ui::IsItemFocused()
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;

	if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId)
		return false;
	return true;
}

bool ui::IsItemClicked(int mouse_button)
{
	return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
}

bool ui::IsAnyItemHovered()
{
	ImGuiContext& g = *GImGui;
	return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
}

bool ui::IsAnyItemActive()
{
	ImGuiContext& g = *GImGui;
	return g.ActiveId != 0;
}

bool ui::IsAnyItemFocused()
{
	ImGuiContext& g = *GImGui;
	return g.NavId != 0 && !g.NavDisableHighlight;
}

bool ui::IsItemVisible()
{
	ImGuiWindow* window = GetCurrentWindowRead();
	return window->ClipRect.Overlaps(window->DC.LastItemRect);
}

bool ui::IsItemEdited()
{
	ImGuiWindow* window = GetCurrentWindowRead();
	return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Edited) != 0;
}

// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
void ui::SetItemAllowOverlap()
{
	ImGuiContext& g = *GImGui;
	if (g.HoveredId == g.CurrentWindow->DC.LastItemId)
		g.HoveredIdAllowOverlap = true;
	if (g.ActiveId == g.CurrentWindow->DC.LastItemId)
		g.ActiveIdAllowOverlap = true;
}

ImVec2 ui::GetItemRectMin()
{
	ImGuiWindow* window = GetCurrentWindowRead();
	return window->DC.LastItemRect.Min;
}

ImVec2 ui::GetItemRectMax()
{
	ImGuiWindow* window = GetCurrentWindowRead();
	return window->DC.LastItemRect.Max;
}

ImVec2 ui::GetItemRectSize()
{
	ImGuiWindow* window = GetCurrentWindowRead();
	return window->DC.LastItemRect.GetSize();
}

static ImRect GetViewportRect()
{
	ImGuiContext& g = *GImGui;
	return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
}

static bool ui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* parent_window = g.CurrentWindow;

	flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow;
	flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove);  // Inherit the NoMove flag

	// Size
	const ImVec2 content_avail = GetContentRegionAvail();
	ImVec2 size = ImFloor(size_arg);
	const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);
	if (size.x <= 0.0f)
		size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
	if (size.y <= 0.0f)
		size.y = ImMax(content_avail.y + size.y, 4.0f);
	SetNextWindowSize(size);

	// Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
	char title[256];
	ImFormatString(title, IM_ARRAYSIZE(title), "%s", name);

	const float backup_border_size = g.Style.ChildBorderSize;
	if (!border)
		g.Style.ChildBorderSize = 0.0f;
	bool ret = Begin(title, NULL, flags);
	g.Style.ChildBorderSize = backup_border_size;

	ImGuiWindow* child_window = g.CurrentWindow;
	child_window->ChildId = id;
	child_window->AutoFitChildAxises = auto_fit_axises;

	// Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
	// While this is not really documented/defined, it seems that the expected thing to do.
	if (child_window->BeginCount == 1)
		parent_window->DC.CursorPos = child_window->Pos;

	if (!(flags & ImGuiWindowFlags_ChildFrame))
		child_window->DC.CursorPos += ImVec2(16, 16);

	// Process navigation-in immediately so NavInit can run on first frame
	if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll))
	{
		FocusWindow(child_window);
		NavInitWindow(child_window, false);
		SetActiveID(id + 1, child_window); // Steal ActiveId with a dummy id so that key-press won't activate child item
		g.ActiveIdSource = ImGuiInputSource_Nav;
	}
	return ret;
}

bool ui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
{
	ImGuiWindow* window = GetCurrentWindow();
	return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags);
}

bool ui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
{
	IM_ASSERT(id != 0);
	return BeginChildEx(NULL, id, size_arg, border, extra_flags);
}

void ui::EndChild()
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;

	IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() callss

	ItemSize(ImVec2(0, 11));
	if (window->BeginCount > 1)
	{
		End();
	}
	else
	{
		ImVec2 sz = window->Size;
		if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f
			sz.x = ImMax(4.0f, sz.x);
		if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y))
			sz.y = ImMax(4.0f, sz.y);
		End();

		ImGuiWindow* parent_window = g.CurrentWindow;
		ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);
		ItemSize(sz);
		if ((window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened))
		{
			ItemAdd(bb, window->ChildId);
			RenderNavHighlight(bb, window->ChildId);

			// When browsing a window that has no activable items (scroll only) we keep a highlight on the child
			if (window->DC.NavLayerActiveMask == 0 && window == g.NavWindow)
				RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
		}
		else
		{
			// Not navigable into
			ItemAdd(bb, 0);
		}
	}
}

// Helper to create a child window / scrolling region that looks like a normal widget frame.
bool ui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags)
{
	ImGuiContext& g = *GImGui;
	const ImGuiStyle& style = g.Style;
	PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
	PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
	PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
	PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
	bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags | ImGuiWindowFlags_ChildFrame);
	PopStyleVar(3);
	PopStyleColor();
	return ret;
}
void ui::EndChildFrameSkeet()
{
	EndChildSkeet();
}
void ui::EndChildFrame()
{
	EndChild();
}

// Save and compare stack sizes on Begin()/End() to detect usage errors
static void CheckStacksSize(ImGuiWindow* window, bool write)
{
	// NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
	ImGuiContext& g = *GImGui;
	short* p_backup = &window->DC.StackSizesBackup[0];
	{ int current = window->IDStack.Size;       if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!");   p_backup++; }    // Too few or too many PopID()/TreePop()
	{ int current = window->DC.GroupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!");                p_backup++; }    // Too few or too many EndGroup()
	{ int current = g.BeginPopupStack.Size;     if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++; }// Too few or too many EndMenu()/EndPopup()
	// For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
	{ int current = g.ColorModifiers.Size;      if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!");       p_backup++; }    // Too few or too many PopStyleColor()
	{ int current = g.StyleModifiers.Size;      if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleVar/PopStyleVar Mismatch!");           p_backup++; }    // Too few or too many PopStyleVar()
	{ int current = g.FontStack.Size;           if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushFont/PopFont Mismatch!");                   p_backup++; }    // Too few or too many PopFont()
	IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));
}

static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
{
	window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags       & ~flags);
	window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
	window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
}

ImGuiWindow* ui::FindWindowByID(ImGuiID id)
{
	ImGuiContext& g = *GImGui;
	return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
}

ImGuiWindow* ui::FindWindowByName(const char* name)
{
	ImGuiID id = ImHashStr(name, 0);
	return FindWindowByID(id);
}

static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags)
{
	ImGuiContext& g = *GImGui;

	// Create window the first time
	ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
	window->Flags = flags;
	g.WindowsById.SetVoidPtr(window->ID, window);

	// Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
	window->Pos = ImVec2(60, 60);

	// User can disable loading and saving of settings. Tooltip and child windows also don't store settings.
	if (!(flags & ImGuiWindowFlags_NoSavedSettings))
		if (ImGuiWindowSettings* settings = ui::FindWindowSettings(window->ID))
		{
			// Retrieve settings from .ini file
			window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings);
			SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
			window->Pos = ImFloor(settings->Pos);
			window->Collapsed = settings->Collapsed;
			if (ImLengthSqr(settings->Size) > 0.00001f)
				size = ImFloor(settings->Size);
		}
	window->Size = window->SizeFull = window->SizeFullAtLastBegin = ImFloor(size);
	window->DC.CursorMaxPos = window->Pos; // So first call to CalcSizeContents() doesn't return crazy values

	if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
	{
		window->AutoFitFramesX = window->AutoFitFramesY = 2;
		window->AutoFitOnlyGrows = false;
	}
	else
	{
		if (window->Size.x <= 0.0f)
			window->AutoFitFramesX = 2;
		if (window->Size.y <= 0.0f)
			window->AutoFitFramesY = 2;
		window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
	}

	g.WindowsFocusOrder.push_back(window);
	if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
		g.Windows.push_front(window); // Quite slow but rare and only once
	else
		g.Windows.push_back(window);
	return window;
}

static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size)
{
	ImGuiContext& g = *GImGui;
	if (g.NextWindowData.SizeConstraintCond != 0)
	{
		// Using -1,-1 on either X/Y axis to preserve the current size.
		ImRect cr = g.NextWindowData.SizeConstraintRect;
		new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
		new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
		if (g.NextWindowData.SizeCallback)
		{
			ImGuiSizeCallbackData data;
			data.UserData = g.NextWindowData.SizeCallbackUserData;
			data.Pos = window->Pos;
			data.CurrentSize = window->SizeFull;
			data.DesiredSize = new_size;
			g.NextWindowData.SizeCallback(&data);
			new_size = data.DesiredSize;
		}
	}

	// Minimum size
	if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
	{
		new_size = ImMax(new_size, g.Style.WindowMinSize);
		new_size.y = ImMax(new_size.y, window->TitleBarHeight() + window->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
	}
	return new_size;
}

static ImVec2 CalcSizeContents(ImGuiWindow* window)
{
	if (window->Collapsed)
		if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
			return window->SizeContents;
	if (window->Hidden && window->HiddenFramesForResize == 0 && window->HiddenFramesRegular > 0)
		return window->SizeContents;

	ImVec2 sz;
	sz.x = (float)(int)((window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : (window->DC.CursorMaxPos.x - window->Pos.x + window->Scroll.x));
	sz.y = (float)(int)((window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : (window->DC.CursorMaxPos.y - window->Pos.y + window->Scroll.y));
	return sz + window->WindowPadding;
}

static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents)
{
	ImGuiContext& g = *GImGui;
	ImGuiStyle& style = g.Style;
	if (window->Flags & ImGuiWindowFlags_Tooltip)
	{
		// Tooltip always resize
		return size_contents;
	}
	else
	{
		// Maximum window size is determined by the display size
		const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;
		const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;
		ImVec2 size_min = style.WindowMinSize;
		if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
			size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
		ImVec2 size_auto_fit = ImClamp(size_contents, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f));

		// When the window cannot fit all contents (either because of constraints, either because screen is too small),
		// we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
		ImVec2 size_auto_fit_after_constraint = CalcSizeAfterConstraint(window, size_auto_fit);
		if (size_auto_fit_after_constraint.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar))
			size_auto_fit.y += style.ScrollbarSize;
		if (size_auto_fit_after_constraint.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar))
			size_auto_fit.x += style.ScrollbarSize;
		return size_auto_fit;
	}
}

ImVec2 ui::CalcWindowExpectedSize(ImGuiWindow* window)
{
	ImVec2 size_contents = CalcSizeContents(window);
	return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents));
}

float ui::GetWindowScrollMaxX(ImGuiWindow* window)
{
	return ImMax(0.0f, window->SizeContents.x - (window->SizeFull.x - window->ScrollbarSizes.x));
}

float ui::GetWindowScrollMaxY(ImGuiWindow* window)
{
	return ImMax(0.0f, window->SizeContents.y - (window->SizeFull.y - window->ScrollbarSizes.y));
}

static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges)
{
	ImGuiContext& g = *GImGui;
	ImVec2 scroll = window->Scroll;
	if (window->ScrollTarget.x < FLT_MAX)
	{
		float cr_x = window->ScrollTargetCenterRatio.x;
		scroll.x = window->ScrollTarget.x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x);
	}
	if (window->ScrollTarget.y < FLT_MAX)
	{
		// 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding.
		float cr_y = window->ScrollTargetCenterRatio.y;
		float target_y = window->ScrollTarget.y;
		if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y)
			target_y = 0.0f;
		if (snap_on_edges && cr_y >= 1.0f && target_y >= window->SizeContents.y - window->WindowPadding.y + g.Style.ItemSpacing.y)
			target_y = window->SizeContents.y;
		scroll.y = target_y - (1.0f - cr_y) * (window->TitleBarHeight() + window->MenuBarHeight()) - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y);
	}
	scroll = ImMax(scroll, ImVec2(0.0f, 0.0f));
	if (!window->Collapsed && !window->SkipItems)
	{
		scroll.x = ImMin(scroll.x, ui::GetWindowScrollMaxX(window));
		scroll.y = ImMin(scroll.y, ui::GetWindowScrollMaxY(window));
	}
	return scroll;
}

static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags)
{
	if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
		return ImGuiCol_PopupBg;
	if (flags & ImGuiWindowFlags_ChildWindow)
		return ImGuiCol_ChildBg;
	return ImGuiCol_WindowBg;
}

static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
{
	ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
	ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
	ImVec2 size_expected = pos_max - pos_min;
	ImVec2 size_constrained = CalcSizeAfterConstraint(window, size_expected);
	*out_pos = pos_min;
	if (corner_norm.x == 0.0f)
		out_pos->x -= (size_constrained.x - size_expected.x);
	if (corner_norm.y == 0.0f)
		out_pos->y -= (size_constrained.y - size_expected.y);
	*out_size = size_constrained;
}

struct ImGuiResizeGripDef
{
	ImVec2  CornerPosN;
	ImVec2  InnerDir;
	int     AngleMin12, AngleMax12;
};

static const ImGuiResizeGripDef resize_grip_def[4] =
{
	{ ImVec2(1,1), ImVec2(-1,-1), 0, 3 }, // Lower right
	{ ImVec2(0,1), ImVec2(+1,-1), 3, 6 }, // Lower left
	{ ImVec2(0,0), ImVec2(+1,+1), 6, 9 }, // Upper left
	{ ImVec2(1,0), ImVec2(-1,+1), 9,12 }, // Upper right
};

static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
{
	ImRect rect = window->Rect();
	if (thickness == 0.0f) rect.Max -= ImVec2(1, 1);
	if (border_n == 0) return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness);      // Top
	if (border_n == 1) return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding);   // Right
	if (border_n == 2) return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness);      // Bottom
	if (border_n == 3) return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding);   // Left
	IM_ASSERT(0);
	return ImRect();
}

// Handle resize for: Resize Grips, Borders, Gamepad
static void ui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4])
{
	ImGuiContext& g = *GImGui;
	ImGuiWindowFlags flags = window->Flags;
	if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
		return;
	if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window.
		return;

	const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;
	const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f);
	const float grip_hover_inner_size = (float)(int)(grip_draw_size * 0.75f);
	const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f;

	ImVec2 pos_target(FLT_MAX, FLT_MAX);
	ImVec2 size_target(FLT_MAX, FLT_MAX);

	// Manual resize grips
	PushID("#RESIZE");
	for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
	{
		const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
		const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);

		// Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
		ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size);
		if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
		if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
		bool hovered, held;
		ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
		//GetOverlayDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
		if (hovered || held)
			g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;

		if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0)
		{
			// Manual auto-fit when double-clicking
			size_target = CalcSizeAfterConstraint(window, size_auto_fit);
			ClearActiveID();
		}
		else if (held)
		{
			// Resize from any of the four corners
			// We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
			ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(grip.InnerDir * grip_hover_outer_size, grip.InnerDir * -grip_hover_inner_size, grip.CornerPosN); // Corner of the window corresponding to our corner grip
			CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target);
		}
		if (resize_grip_n == 0 || held || hovered)
			resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
	}
	for (int border_n = 0; border_n < resize_border_count; border_n++)
	{
		bool hovered, held;
		ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS);
		ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren);
		//GetOverlayDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
		if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
		{
			g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
			if (held)
				*border_held = border_n;
		}
		if (held)
		{
			ImVec2 border_target = window->Pos;
			ImVec2 border_posn;
			if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Top
			if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Right
			if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Bottom
			if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Left
			CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target);
		}
	}
	PopID();

	// Navigation resize (keyboard/gamepad)
	if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)
	{
		ImVec2 nav_resize_delta;
		if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift)
			nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
		if (g.NavInputSource == ImGuiInputSource_NavGamepad)
			nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down);
		if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
		{
			const float NAV_RESIZE_SPEED = 600.0f;
			nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
			g.NavWindowingToggleLayer = false;
			g.NavDisableMouseHover = true;
			resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
			// FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
			size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta);
		}
	}

	// Apply back modified position/size to window
	if (size_target.x != FLT_MAX)
	{
		window->SizeFull = size_target;
		MarkIniSettingsDirty(window);
	}
	if (pos_target.x != FLT_MAX)
	{
		window->Pos = ImFloor(pos_target);
		MarkIniSettingsDirty(window);
	}

	window->Size = window->SizeFull;
}

static void ui::RenderOuterBorders(ImGuiWindow* window)
{
	ImGuiContext& g = *GImGui;
	float rounding = window->WindowRounding;
	float border_size = window->WindowBorderSize;
	if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
		window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);

	int border_held = window->ResizeBorderHeld;
	if (border_held != -1)
	{
		struct ImGuiResizeBorderDef
		{
			ImVec2 InnerDir;
			ImVec2 CornerPosN1, CornerPosN2;
			float  OuterAngle;
		};
		static const ImGuiResizeBorderDef resize_border_def[4] =
		{
			{ ImVec2(0,+1), ImVec2(0,0), ImVec2(1,0), IM_PI*1.50f }, // Top
			{ ImVec2(-1,0), ImVec2(1,0), ImVec2(1,1), IM_PI*0.00f }, // Right
			{ ImVec2(0,-1), ImVec2(1,1), ImVec2(0,1), IM_PI*0.50f }, // Bottom
			{ ImVec2(+1,0), ImVec2(0,1), ImVec2(0,0), IM_PI*1.00f }  // Left
		};
		const ImGuiResizeBorderDef& def = resize_border_def[border_held];
		ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f);
		window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
		window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
		window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), false, ImMax(2.0f, border_size)); // Thicker than usual
	}
	if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
	{
		float y = window->Pos.y + window->TitleBarHeight() - 1;
		window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);
	}
}

void ui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
{
	window->ParentWindow = parent_window;
	window->RootWindow = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
	if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
		window->RootWindow = parent_window->RootWindow;
	if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
		window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
	while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
	{
		IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
		window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
	}
}
#include "../cheats/menu.h"

// Push a new ImGui window to add widgets to.
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
// - Begin/End can be called multiple times during the frame with the same window name to append content.
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
//   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.
// - Return false when window is collapsed, so you can early out in your code. You always need to call ui::End() even if false is returned.
// - 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.
bool ui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
	ImGuiContext& g = *GImGui;
	const ImGuiStyle& style = g.Style;
	IM_ASSERT(name != NULL && name[0] != '\0');     // Window name required
	IM_ASSERT(g.FrameScopeActive);                  // Forgot to call ui::NewFrame()
	IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ui::Render() or ui::EndFrame() and haven't called ui::NewFrame() again yet

	// Find or create
	ImGuiWindow* window = FindWindowByName(name);
	const bool window_just_created = (window == NULL);
	if (window_just_created)
	{
		ImVec2 size_on_first_use = (g.NextWindowData.SizeCond != 0) ? g.NextWindowData.SizeVal : ImVec2(0.0f, 0.0f); // Any condition flag will do since we are creating a new window here.
		window = CreateNewWindow(name, size_on_first_use, flags);
	}

	// Automatically disable manual moving/resizing when NoInputs is set
	if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
		flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;

	if (flags & ImGuiWindowFlags_NavFlattened)
		IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);

	const int current_frame = g.FrameCount;
	const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);

	// Update Flags, LastFrameActive, BeginOrderXXX fields
	if (first_begin_of_the_frame)
		window->Flags = (ImGuiWindowFlags)flags;
	else
		flags = window->Flags;

	// Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
	ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back();
	ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
	IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
	window->HasCloseButton = (p_open != NULL);

	// Update the Appearing flag
	bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1);   // Not using !WasActive because the implicit "Debug" window would always toggle off->on
	const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesForResize > 0);
	if (flags & ImGuiWindowFlags_Popup)
	{
		ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
		window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
		window_just_activated_by_user |= (window != popup_ref.Window);
	}
	window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize);
	if (window->Appearing)
		SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);

	// Add to stack
	g.CurrentWindowStack.push_back(window);
	SetCurrentWindow(window);
	CheckStacksSize(window, true);
	if (flags & ImGuiWindowFlags_Popup)
	{
		ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
		popup_ref.Window = window;
		g.BeginPopupStack.push_back(popup_ref);
		window->PopupId = popup_ref.PopupId;
	}

	if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow))
		window->NavLastIds[0] = 0;

	// Process SetNextWindow***() calls
	bool window_pos_set_by_api = false;
	bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
	if (g.NextWindowData.PosCond)
	{
		window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
		if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
		{
			// May be processed on the next frame if this is our first frame and we are measuring size
			// FIXME: Look into removing the branch so everything can go through this same code path for consistency.
			window->SetWindowPosVal = g.NextWindowData.PosVal;
			window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
			window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
		}
		else
		{
			SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
		}
	}
	if (g.NextWindowData.SizeCond)
	{
		window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
		window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
		SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
	}
	if (g.NextWindowData.ContentSizeCond)
	{
		// Adjust passed "client size" to become a "window size"
		window->SizeContentsExplicit = g.NextWindowData.ContentSizeVal;
		if (window->SizeContentsExplicit.y != 0.0f)
			window->SizeContentsExplicit.y += window->TitleBarHeight() + window->MenuBarHeight();
	}
	else if (first_begin_of_the_frame)
	{
		window->SizeContentsExplicit = ImVec2(0.0f, 0.0f);
	}
	if (g.NextWindowData.CollapsedCond)
		SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
	if (g.NextWindowData.FocusCond)
		FocusWindow(window);
	if (window->Appearing)
		SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);

	// When reusing window again multiple times a frame, just append content (don't need to setup again)
	if (first_begin_of_the_frame)
	{
		// Initialize
		const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
		UpdateWindowParentAndRootLinks(window, flags, parent_window);

		window->Active = true;
		window->BeginOrderWithinParent = 0;
		window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
		window->BeginCount = 0;
		window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
		window->LastFrameActive = current_frame;
		window->IDStack.resize(1);

		// Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
		// The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
		bool window_title_visible_elsewhere = false;
		if (g.NavWindowingList != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
			window_title_visible_elsewhere = true;
		if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
		{
			size_t buf_len = (size_t)window->NameBufLen;
			window->Name = ImStrdupcpy(window->Name, &buf_len, name);
			window->NameBufLen = (int)buf_len;
		}

		// UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS

		// Update contents size from last frame for auto-fitting (or use explicit size)
		window->SizeContents = CalcSizeContents(window);
		if (window->HiddenFramesRegular > 0)
			window->HiddenFramesRegular--;
		if (window->HiddenFramesForResize > 0)
			window->HiddenFramesForResize--;

		// Hide new windows for one frame until they calculate their size
		if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
			window->HiddenFramesForResize = 1;

		// Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
		// We reset Size/SizeContents for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
		if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
		{
			window->HiddenFramesForResize = 1;
			if (flags & ImGuiWindowFlags_AlwaysAutoResize)
			{
				if (!window_size_x_set_by_api)
					window->Size.x = window->SizeFull.x = 0.f;
				if (!window_size_y_set_by_api)
					window->Size.y = window->SizeFull.y = 0.f;
				window->SizeContents = ImVec2(0.f, 0.f);
			}
		}

		SetCurrentWindow(window);

		// Lock border size and padding for the frame (so that altering them doesn't cause inconsistencies)
		window->WindowBorderSize = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildBorderSize : ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
		window->WindowPadding = style.WindowPadding;
		if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
			window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
		window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
		window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;

		// Collapse window by double-clicking on title bar
		// At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
		if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse))
		{
			// We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
			ImRect title_bar_rect = window->TitleBarRect();
			if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0])
				window->WantCollapseToggle = true;
			if (window->WantCollapseToggle)
			{
				window->Collapsed = !window->Collapsed;
				MarkIniSettingsDirty(window);
				FocusWindow(window);
			}
		}
		else
		{
			window->Collapsed = false;
		}
		window->WantCollapseToggle = false;

		// SIZE

		// Calculate auto-fit size, handle automatic resize
		const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->SizeContents);
		ImVec2 size_full_modified(FLT_MAX, FLT_MAX);
		if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
		{
			// Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
			if (!window_size_x_set_by_api)
				window->SizeFull.x = size_full_modified.x = size_auto_fit.x;
			if (!window_size_y_set_by_api)
				window->SizeFull.y = size_full_modified.y = size_auto_fit.y;
		}
		else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
		{
			// Auto-fit may only grow window during the first few frames
			// We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
			if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
				window->SizeFull.x = size_full_modified.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
			if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
				window->SizeFull.y = size_full_modified.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
			if (!window->Collapsed)
				MarkIniSettingsDirty(window);
		}

		// Apply minimum/maximum window size constraints and final size
		window->SizeFull = CalcSizeAfterConstraint(window, window->SizeFull);
		window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;

		if (flags & ImGuiWindowFlags_ChildFrame) {
			window->SizeFull.x = parent_window->Size.x - 64;
			window->Size.x = parent_window->Size.x - 64;
		}

		// SCROLLBAR STATUS

		// Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size).
		if (!window->Collapsed)
		{
			// When reading the current size we need to read it after size constraints have been applied
			float size_x_for_scrollbars = size_full_modified.x != FLT_MAX ? window->SizeFull.x : window->SizeFullAtLastBegin.x;
			float size_y_for_scrollbars = size_full_modified.y != FLT_MAX ? window->SizeFull.y : window->SizeFullAtLastBegin.y;
			window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
			window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
			if (window->ScrollbarX && !window->ScrollbarY)
				window->ScrollbarY = (window->SizeContents.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
			window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
		}

		// POSITION

		// Popup latch its initial position, will position itself when it appears next frame
		if (window_just_activated_by_user)
		{
			window->AutoPosLastDirection = ImGuiDir_None;
			if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api)
				window->Pos = g.BeginPopupStack.back().OpenPopupPos;
		}

		// Position child window
		if (flags & ImGuiWindowFlags_ChildWindow)
		{
			IM_ASSERT(parent_window && parent_window->Active);
			window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
			parent_window->DC.ChildWindows.push_back(window);
			if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
				window->Pos = parent_window->DC.CursorPos + ImVec2(flags & ImGuiWindowFlags_ChildFrame ? 16 : 0, 0);
		}

		const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesForResize == 0);
		if (window_pos_with_pivot)
			SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot), 0); // Position given a pivot (e.g. for centering)
		else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
			window->Pos = FindBestWindowPosForPopup(window);
		else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
			window->Pos = FindBestWindowPosForPopup(window);
		else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
			window->Pos = FindBestWindowPosForPopup(window);

		// Clamp position so it stays visible
		// Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
		if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
		{
			if (g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
			{
				ImVec2 padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
				ImVec2 size_for_clamping = window->Size;
				window->Pos = ImMax(window->Pos + size_for_clamping, padding) - size_for_clamping;
				window->Pos = ImMin(window->Pos, g.IO.DisplaySize - padding);
			}
		}
		window->Pos = ImFloor(window->Pos);

		// Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
		window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;

		// Prepare for item focus requests
		window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == INT_MAX || window->FocusIdxAllCounter == -1) ? INT_MAX : (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter + 1)) % (window->FocusIdxAllCounter + 1);
		window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == INT_MAX || window->FocusIdxTabCounter == -1) ? INT_MAX : (window->FocusIdxTabRequestNext + (window->FocusIdxTabCounter + 1)) % (window->FocusIdxTabCounter + 1);
		window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1;
		window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = INT_MAX;

		// Apply scrolling
		window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true);
		window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);

		// Apply window focus (new and reactivated windows are moved to front)
		bool want_focus = false;
		if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
		{
			if (flags & ImGuiWindowFlags_Popup)
				want_focus = true;
			else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)
				want_focus = true;
		}

		// Handle manual resize: Resize Grips, Borders, Gamepad
		int border_held = -1;
		ImU32 resize_grip_col[4] = { 0 };
		const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4
		const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f);
		if (!window->Collapsed)
			UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]);
		window->ResizeBorderHeld = (signed char)border_held;

		// Default item width. Make it proportional to window size if window manually resizes
		if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
			window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f);
		else
			window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f);

		// DRAWING

		// Setup draw list and outer clipping rectangle
		window->DrawList->Clear();
		window->DrawList->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
		window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
		ImRect viewport_rect(GetViewportRect());

		if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
			PushClipRect(parent_window->ClipRect.Min, parent_window->ClipRect.Max, true);
		else
			PushClipRect(viewport_rect.Min, viewport_rect.Max, true);

		// Draw modal window background (darkens what is behind them, all viewports)
		const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFramesForResize <= 0;
		const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && (window == g.NavWindowingTargetAnim->RootWindow);
		if (dim_bg_for_modal || dim_bg_for_window_list)
		{
			const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
			window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, dim_bg_col);
		}

		// Draw navigation selection/windowing rectangle background
		if (dim_bg_for_window_list && window == g.NavWindowingTargetAnim)
		{
			ImRect bb = window->Rect();
			bb.Expand(g.FontSize);
			if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway
				window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding);
		}

		// Draw window + handle manual resize
		// As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame.
		const float window_rounding = window->WindowRounding;
		const float window_border_size = window->WindowBorderSize;
		const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
		const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
		const ImRect title_bar_rect = window->TitleBarRect();
		if (window->Collapsed)
		{
			// Title bar only
			float backup_border_size = style.FrameBorderSize;
			g.Style.FrameBorderSize = window->WindowBorderSize;
			ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
			RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
			g.Style.FrameBorderSize = backup_border_size;
		}
		else
		{
			// Window background
			if (!(flags & ImGuiWindowFlags_NoBackground))
			{
				if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Tooltip)) {
					ImU32 bg_col = ImColor(19 / 255.f, 19 / 255.f, 19 / 255.f, g.Style.Alpha);
					float alpha = 1.0f;
					if (g.NextWindowData.BgAlphaCond != 0)
						alpha = g.NextWindowData.BgAlphaVal;
					if (alpha != 1.0f)
						bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
					
					
					window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, 0, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
					


					//window->DrawList->PushClipRect(window->Pos, window->Pos + window->Size, true);
					//window->DrawList->AddImage(c_menu::get()->get_texture_data(), window->Pos, window->Pos + ImVec2(4096, 4096), ImVec2(0, 0), ImVec2(1, 1), ImColor(1.f, 1.f, 1.f, g.Style.Alpha));
					//window->DrawList->PopClipRect();

					
					window->DrawList->AddRectFilled(ImVec2(window->Pos), ImVec2(window->Pos.x + window->Size.x, window->Pos.y + 40), ImColor(16, 16, 16));
					window->DrawList->AddRectFilled(ImVec2(window->Pos + ImVec2(0, 40)), ImVec2(window->Pos.x + window->Size.x, window->Pos.y + 41), ImColor(21, 21, 21));

					window->DrawList->AddRectFilled(ImVec2(window->Pos + ImVec2(0, 40)), ImVec2(window->Pos.x + window->Size.x, window->Pos.y + window->Size.y), ImColor(10, 10, 10));

					window->DrawList->AddRectFilled(ImVec2(window->Pos + ImVec2(70, 70)), ImVec2(window->Pos.x + window->Size.x, window->Pos.y + window->Size.y), ImColor(16, 16, 16));


					static bool yse = false;
					static float alp = 255.f;
					if (alp < 275.f && !yse)
					{
						alp += 1.0f;
						if (alp > 270)
							yse = true;
					}
					else
					{
						alp -= 1.0f;
						if (alp < 10.f)
							yse = false;
					}
					int alphasss = alp;
					window->DrawList->AddRect(ImVec2(window->Pos), ImVec2(window->Pos.x + window->Size.x, window->Pos.y + window->Size.y), ImColor(75, 50, 255, alphasss));
					window->DrawList->AddRect(ImVec2(window->Pos - ImVec2(1, 1)), ImVec2(window->Pos.x + window->Size.x + 1, window->Pos.y + window->Size.y + 1), ImColor(75, 50, 255, alphasss));

				}
				else {
					if (flags & ImGuiWindowFlags_ChildWindow && !(flags & ImGuiWindowFlags_ChildFrame) && !(flags & ImGuiWindowFlags_Tooltip)) {
						ImVec2 textSize;
						textSize = CalcTextSize(name);
						
						ImU32 bg_col = ImColor(17 / 255.f, 17 / 255.f, 17 / 255.f, g.Style.Alpha);
						float alpha = 1.0f;
						if (g.NextWindowData.BgAlphaCond != 0)
							alpha = g.NextWindowData.BgAlphaVal;
						if (alpha != 1.0f)
							bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);

						window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);

						window->DrawList->AddLine(window->Pos + ImVec2(0, 0), window->Pos + ImVec2(0, window->Size.y), ImColor(45 / 255.f, 45 / 255.f, 45 / 255.f, g.Style.Alpha));
						window->DrawList->AddLine(window->Pos + ImVec2(0, window->Size.y), window->Pos + window->Size - ImVec2(0, 0), ImColor(45 / 255.f, 45 / 255.f, 45 / 255.f, g.Style.Alpha));
						window->DrawList->AddLine(window->Pos + window->Size - ImVec2(0, 0), window->Pos + ImVec2(window->Size.x, 0), ImColor(45 / 255.f, 45 / 255.f, 45 / 255.f, g.Style.Alpha));
						window->DrawList->AddLine(window->Pos + ImVec2(0, 0), window->Pos + ImVec2(10, 0), ImColor(45 / 255.f, 45 / 255.f, 45 / 255.f, g.Style.Alpha));
						window->DrawList->AddLine(window->Pos + ImVec2(16 + textSize.x, 0), window->Pos + ImVec2(window->Size.x - 0, 0), ImColor(45 / 255.f, 45 / 255.f, 45 / 255.f, g.Style.Alpha));
					}
					else if (flags & ImGuiWindowFlags_Popup || flags & ImGuiWindowFlags_Tooltip || flags & ImGuiWindowFlags_ChildFrame) {
						ImU32 bg_col = ImColor(10 / 255.f, 10 / 255.f, 10 / 255.f, g.Style.Alpha);
						float alpha = 1.0f;
						if (g.NextWindowData.BgAlphaCond != 0)
							alpha = g.NextWindowData.BgAlphaVal;
						if (alpha != 1.0f)
							bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
						//window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
						window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, ImColor(0, 0, 0, 255));

						window->DrawList->AddRect(window->Pos, window->Pos + window->Size, ImColor(21 / 255.f, 21 / 255.f, 21 / 255.f, g.Style.Alpha));
					}
				}
			}
			g.NextWindowData.BgAlphaCond = 0;

			// Title bar
			if (!(flags & ImGuiWindowFlags_NoTitleBar))
			{
				ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
				window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top);
			}

			// Menu bar
			if (flags & ImGuiWindowFlags_MenuBar)
			{
				ImRect menu_bar_rect = window->MenuBarRect();
				menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
				window->DrawList->AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top);
				if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
					window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
			}

			// Scrollbars
			if (window->ScrollbarX)
				Scrollbar(ImGuiLayoutType_Horizontal);
			if (window->ScrollbarY)
				Scrollbar(ImGuiLayoutType_Vertical);
		}

		// Store a backup of SizeFull which we will use next frame to decide if we need scrollbars.
		window->SizeFullAtLastBegin = window->SizeFull;

		// Update various regions. Variables they depends on are set above in this function.
		// FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
		window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x;
		window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight();
		window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x));
		window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y));

		// Setup drawing context
		// (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
		window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x;
		window->DC.GroupOffset.x = 0.0f;
		window->DC.ColumnsOffset.x = 0.0f;
		window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y - window->Scroll.y);
		window->DC.CursorPos = window->DC.CursorStartPos;
		window->DC.CursorPosPrevLine = window->DC.CursorPos;
		window->DC.CursorMaxPos = window->DC.CursorStartPos;
		window->DC.CurrentLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
		window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
		window->DC.NavHideHighlightOneFrame = false;
		window->DC.NavHasScroll = (GetWindowScrollMaxY(window) > 0.0f);
		window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
		window->DC.NavLayerActiveMaskNext = 0x00;
		window->DC.MenuBarAppending = false;
		window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
		window->DC.ChildWindows.resize(0);
		window->DC.LayoutType = ImGuiLayoutType_Vertical;
		window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
		window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_;
		window->DC.ItemWidth = window->ItemWidthDefault;
		window->DC.TextWrapPos = -1.0f; // disabled
		window->DC.ItemFlagsStack.resize(0);
		window->DC.ItemWidthStack.resize(0);
		window->DC.TextWrapPosStack.resize(0);
		window->DC.ColumnsSet = NULL;
		window->DC.TreeDepth = 0;
		window->DC.TreeDepthMayJumpToParentOnPop = 0x00;
		window->DC.StateStorage = &window->StateStorage;
		window->DC.GroupStack.resize(0);
		window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);

		if (strstr(name, "SHONAX-PROJECT.ru")) //no more
		{
			PushFont(c_menu::get().futura_large);
			window->DrawList->AddText(window->Pos + ImVec2(240, 10), ImColor(75, 50, 255), name);
			PopFont();
		}
			


		if (flags & ImGuiWindowFlags_Popup)
			window->DC.CursorPos.y += 4;

		if ((flags & ImGuiWindowFlags_ChildWindow) && (window->DC.ItemFlags != parent_window->DC.ItemFlags))
		{
			window->DC.ItemFlags = parent_window->DC.ItemFlags;
			window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags);
		}

		if (window->AutoFitFramesX > 0)
			window->AutoFitFramesX--;
		if (window->AutoFitFramesY > 0)
			window->AutoFitFramesY--;

		// Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
		if (want_focus)
		{
			FocusWindow(window);
			NavInitWindow(window, false);
		}

		// Title bar
		if (!(flags & ImGuiWindowFlags_NoTitleBar))
		{
			// Close & collapse button are on layer 1 (same as menus) and don't default focus
			const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
			window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
			window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
			window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu);

			// Collapse button
			if (!(flags & ImGuiWindowFlags_NoCollapse))
				if (CollapseButton(window->GetID("#COLLAPSE"), window->Pos))
					window->WantCollapseToggle = true; // Defer collapsing to next frame as we are too far in the Begin() function

			// Close button
			if (p_open != NULL)
			{
				const float pad = style.FramePadding.y;
				const float rad = g.FontSize * 0.5f;
				if (CloseButton(window->GetID("#CLOSE"), window->Rect().GetTR() + ImVec2(-pad - rad, pad + rad), rad + 1))
					*p_open = false;
			}

			window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
			window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
			window->DC.ItemFlags = item_flags_backup;

			// Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
			// FIXME: Refactor text alignment facilities along with RenderText helpers, this is too much code..
			const char* UNSAVED_DOCUMENT_MARKER = "*";
			float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f;
			ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
			ImRect text_r = title_bar_rect;
			float pad_left = (flags & ImGuiWindowFlags_NoCollapse) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x);
			float pad_right = (p_open == NULL) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x);
			if (style.WindowTitleAlign.x > 0.0f)
				pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x);
			text_r.Min.x += pad_left;
			text_r.Max.x -= pad_right;
			ImRect clip_rect = text_r;
			clip_rect.Max.x = window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x); // Match the size of CloseButton()
			RenderTextClipped(text_r.Min, text_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect);
			if (flags & ImGuiWindowFlags_UnsavedDocument)
			{
				ImVec2 marker_pos = ImVec2(ImMax(text_r.Min.x, text_r.Min.x + (text_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, text_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f);
				ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f));
				RenderTextClipped(marker_pos + off, text_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_rect);
			}
		}

		// Save clipped aabb so we can access it in constant-time in FindHoveredWindow()
		window->OuterRectClipped = window->Rect();
		window->OuterRectClipped.ClipWith(window->ClipRect);

		// Pressing CTRL+C while holding on a window copy its content to the clipboard
		// This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
		// Maybe we can support CTRL+C on every element?
		/*
		if (g.ActiveId == move_id)
			if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C))
				LogToClipboard();
		*/

		// Inner rectangle
		// We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame
		// Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
		window->InnerMainRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize;
		window->InnerMainRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
		window->InnerMainRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x - window->WindowBorderSize;
		window->InnerMainRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y - window->WindowBorderSize;
		//window->DrawList->AddRect(window->InnerRect.Min, window->InnerRect.Max, IM_COL32_WHITE);

		// Inner clipping rectangle
		// Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
		window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerMainRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize)));
		window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerMainRect.Min.y);
		window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize)));
		window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y);

		if (flags & ImGuiWindowFlags_ChildWindow) {
			window->InnerClipRect.Min.y += 2;
			window->InnerClipRect.Max.y -= 2;
		}

		/*if (flags & ImGuiWindowFlags_Popup) {
			window->InnerClipRect.Max.y += 4;
			window->InnerMainRect.Max.y -= 4;
		}*/

		// We fill last item data based on Title Bar, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
		// This is useful to allow creating context menus on title bar only, etc.
		window->DC.LastItemId = window->MoveId;
		window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0;
		window->DC.LastItemRect = title_bar_rect;
	}

	PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);

	// Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
	if (first_begin_of_the_frame)
		window->WriteAccessed = false;

	window->BeginCount++;
	g.NextWindowData.Clear();

	if (flags & ImGuiWindowFlags_ChildWindow)
	{
		// Child window can be out of sight and have "negative" clip windows.
		// Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
		IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
		if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
			if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
				window->HiddenFramesRegular = 1;

		// Completely hide along with parent or if parent is collapsed
		if (parent_window && (parent_window->Collapsed || parent_window->Hidden))
			window->HiddenFramesRegular = 1;
	}

	// Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
	if (style.Alpha <= 0.0f)
		window->HiddenFramesRegular = 1;

	// Update the Hidden flag
	window->Hidden = (window->HiddenFramesRegular > 0) || (window->HiddenFramesForResize > 0);

	// Return false if we don't intend to display anything to allow user to perform an early out optimization
	window->SkipItems = (window->Collapsed || !window->Active || window->Hidden) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesForResize <= 0;

	return !window->SkipItems;
}

// Old Begin() API with 5 parameters, avoid calling this version directly! Use SetNextWindowSize()/SetNextWindowBgAlpha() + Begin() instead.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
bool ui::Begin(const char* name, bool* p_open, const ImVec2& size_first_use, float bg_alpha_override, ImGuiWindowFlags flags)
{
	// Old API feature: we could pass the initial window size as a parameter. This was misleading because it only had an effect if the window didn't have data in the .ini file.
	if (size_first_use.x != 0.0f || size_first_use.y != 0.0f)
		SetNextWindowSize(size_first_use, ImGuiCond_FirstUseEver);

	// Old API feature: override the window background alpha with a parameter.
	if (bg_alpha_override >= 0.0f)
		SetNextWindowBgAlpha(bg_alpha_override);

	return Begin(name, p_open, flags);
}
#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS

void ui::End()
{
	ImGuiContext& g = *GImGui;

	if (g.CurrentWindowStack.Size <= 1 && g.FrameScopePushedImplicitWindow)
	{
		IM_ASSERT(g.CurrentWindowStack.Size > 1 && "Calling End() too many times!");
		return; // FIXME-ERRORHANDLING
	}
	IM_ASSERT(g.CurrentWindowStack.Size > 0);

	ImGuiWindow* window = g.CurrentWindow;

	if (window->DC.ColumnsSet != NULL)
		EndColumns();
	PopClipRect();   // Inner window clip rectangle

	if (window->Flags & ImGuiWindowFlags_ChildWindow && !(window->Flags & ImGuiWindowFlags_ChildFrame) && !(window->Flags & ImGuiWindowFlags_NoBackground)) {
		window->DrawList->AddRectFilledMultiColor(window->Pos + ImVec2(2, 2), window->Pos + ImVec2(window->Size.x, 20),
			ImColor(21 / 255.f, 21 / 255.f, 21 / 255.f, g.Style.Alpha),
			ImColor(21 / 255.f, 21 / 255.f, 21 / 255.f, g.Style.Alpha),
			ImColor(21 / 255.f, 21 / 255.f, 21 / 255.f, 0.f),
			ImColor(21 / 255.f, 21 / 255.f, 21 / 255.f, 0.f));

		window->DrawList->AddRectFilledMultiColor(window->Pos + ImVec2(2, window->Size.y - 22), window->Pos + ImVec2(window->Size.x, window->Size.y - 1),
			ImColor(21 / 255.f, 21 / 255.f, 21 / 255.f, 0.f),
			ImColor(21 / 255.f, 21 / 255.f, 21 / 255.f, 0.f),
			ImColor(21 / 255.f, 21 / 255.f, 21 / 255.f, g.Style.Alpha),
			ImColor(21 / 255.f, 21 / 255.f, 21 / 255.f, g.Style.Alpha));
		
		ImVec2 textSize = CalcTextSize(window->Name);
		
			window->DrawList->AddRectFilled(window->Pos + ImVec2(10, textSize.y / -2 + 1), window->Pos + ImVec2(17 + textSize.x, textSize.y / -2 + 10), ImColor(17 / 255.f, 17 / 255.f, 17 / 255.f, g.Style.Alpha));

			window->DrawList->AddLine(window->Pos + ImVec2(10, textSize.y / -2 + 1), window->Pos + ImVec2(16 + textSize.x, textSize.y / -2 + 1), ImColor(45 / 255.f, 45 / 255.f, 45 / 255.f, g.Style.Alpha));

			window->DrawList->AddLine(window->Pos + ImVec2(10, textSize.y / -2 + 1), window->Pos + ImVec2(10, textSize.y / 2 - 6), ImColor(45 / 255.f, 45 / 255.f, 45 / 255.f, g.Style.Alpha));

			window->DrawList->AddLine(window->Pos + ImVec2(16 + textSize.x, textSize.y / -2 + 1), window->Pos + ImVec2(16 + textSize.x, textSize.y / 2 - 6), ImColor(45 / 255.f, 45 / 255.f, 45 / 255.f, g.Style.Alpha));

			window->DrawList->AddText(window->Pos + ImVec2(13, textSize.y / -2 + 2), ImColor(75, 50, 255), window->Name);

		
	}

	// Stop logging
	if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
		LogFinish();

	// Pop from window stack
	g.CurrentWindowStack.pop_back();
	if (window->Flags & ImGuiWindowFlags_Popup)
		g.BeginPopupStack.pop_back();
	CheckStacksSize(window, false);
	SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back());
}

void ui::BringWindowToFocusFront(ImGuiWindow* window)
{
	ImGuiContext& g = *GImGui;
	if (g.WindowsFocusOrder.back() == window)
		return;
	for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the front most window
		if (g.WindowsFocusOrder[i] == window)
		{
			memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*));
			g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window;
			break;
		}
}

ImDrawList* ui::GetDrawList() {
	return GImGui->CurrentWindow->DrawList;
}

void ui::BringWindowToDisplayFront(ImGuiWindow* window)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* current_front_window = g.Windows.back();
	if (current_front_window == window || current_front_window->RootWindow == window)
		return;
	for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the front most window
		if (g.Windows[i] == window)
		{
			memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
			g.Windows[g.Windows.Size - 1] = window;
			break;
		}
}

void ui::BringWindowToDisplayBack(ImGuiWindow* window)
{
	ImGuiContext& g = *GImGui;
	if (g.Windows[0] == window)
		return;
	for (int i = 0; i < g.Windows.Size; i++)
		if (g.Windows[i] == window)
		{
			memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
			g.Windows[0] = window;
			break;
		}
}

// Moving window to front of display and set focus (which happens to be back of our sorted list)
void ui::FocusWindow(ImGuiWindow* window)
{
	ImGuiContext& g = *GImGui;

	if (g.NavWindow != window)
	{
		g.NavWindow = window;
		if (window && g.NavDisableMouseHover)
			g.NavMousePosDirty = true;
		g.NavInitRequest = false;
		g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
		g.NavIdIsAlive = false;
		g.NavLayer = ImGuiNavLayer_Main;
		//IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL);
	}

	// Passing NULL allow to disable keyboard focus
	if (!window)
		return;

	// Move the root window to the top of the pile
	if (window->RootWindow)
		window = window->RootWindow;

	// Steal focus on active widgets
	if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it..
		if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window)
			ClearActiveID();

	// Bring to front
	BringWindowToFocusFront(window);
	if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus))
		BringWindowToDisplayFront(window);
}

void ui::FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window)
{
	ImGuiContext& g = *GImGui;
	for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--)
	{
		// We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
		ImGuiWindow* window = g.WindowsFocusOrder[i];
		if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow))
			if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
			{
				ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
				FocusWindow(focus_window);
				return;
			}
	}
}

void ui::PushItemWidth(float item_width)
{
	ImGuiWindow* window = GetCurrentWindow();
	window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
	window->DC.ItemWidthStack.push_back(window->DC.ItemWidth);
}

void ui::PushMultiItemsWidths(int components, float w_full)
{
	ImGuiWindow* window = GetCurrentWindow();
	const ImGuiStyle& style = GImGui->Style;
	if (w_full <= 0.0f)
		w_full = CalcItemWidth();
	const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
	const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
	window->DC.ItemWidthStack.push_back(w_item_last);
	for (int i = 0; i < components - 1; i++)
		window->DC.ItemWidthStack.push_back(w_item_one);
	window->DC.ItemWidth = window->DC.ItemWidthStack.back();
}

void ui::PopItemWidth()
{
	ImGuiWindow* window = GetCurrentWindow();
	window->DC.ItemWidthStack.pop_back();
	window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back();
}

float ui::CalcItemWidth()
{
	ImGuiWindow* window = GetCurrentWindowRead();
	float w = window->DC.ItemWidth;
	if (w < 0.0f)
	{
		// Align to a right-side limit. We include 1 frame padding in the calculation because this is how the width is always used (we add 2 frame padding to it), but we could move that responsibility to the widget as well.
		float width_to_right_edge = GetContentRegionAvail().x;
		w = ImMax(1.0f, width_to_right_edge + w);
	}
	w = (float)(int)w;
	return w;
}

void ui::SetCurrentFont(ImFont* font)
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
	IM_ASSERT(font->Scale > 0.0f);
	g.Font = font;
	g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
	g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;

	ImFontAtlas* atlas = g.Font->ContainerAtlas;
	g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
	g.DrawListSharedData.Font = g.Font;
	g.DrawListSharedData.FontSize = g.FontSize;
}

void ui::PushFont(ImFont* font)
{
	ImGuiContext& g = *GImGui;
	if (!font)
		font = GetDefaultFont();
	SetCurrentFont(font);
	g.FontStack.push_back(font);
	g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
}

void  ui::PopFont()
{
	ImGuiContext& g = *GImGui;
	g.CurrentWindow->DrawList->PopTextureID();
	g.FontStack.pop_back();
	SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
}

void ui::PushItemFlag(ImGuiItemFlags option, bool enabled)
{
	ImGuiWindow* window = GetCurrentWindow();
	if (enabled)
		window->DC.ItemFlags |= option;
	else
		window->DC.ItemFlags &= ~option;
	window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags);
}

void ui::PopItemFlag()
{
	ImGuiWindow* window = GetCurrentWindow();
	window->DC.ItemFlagsStack.pop_back();
	window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back();
}

// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system.
void ui::PushAllowKeyboardFocus(bool allow_keyboard_focus)
{
	PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus);
}

void ui::PopAllowKeyboardFocus()
{
	PopItemFlag();
}

void ui::PushButtonRepeat(bool repeat)
{
	PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
}

void ui::PopButtonRepeat()
{
	PopItemFlag();
}

void ui::PushTextWrapPos(float wrap_pos_x)
{
	ImGuiWindow* window = GetCurrentWindow();
	window->DC.TextWrapPos = wrap_pos_x;
	window->DC.TextWrapPosStack.push_back(wrap_pos_x);
}

void ui::PopTextWrapPos()
{
	ImGuiWindow* window = GetCurrentWindow();
	window->DC.TextWrapPosStack.pop_back();
	window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back();
}

// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
void ui::PushStyleColor(ImGuiCol idx, ImU32 col)
{
	ImGuiContext& g = *GImGui;
	ImGuiColorMod backup;
	backup.Col = idx;
	backup.BackupValue = g.Style.Colors[idx];
	g.ColorModifiers.push_back(backup);
	g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
}

void ui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
{
	ImGuiContext& g = *GImGui;
	ImGuiColorMod backup;
	backup.Col = idx;
	backup.BackupValue = g.Style.Colors[idx];
	g.ColorModifiers.push_back(backup);
	g.Style.Colors[idx] = col;
}

void ui::PopStyleColor(int count)
{
	ImGuiContext& g = *GImGui;
	while (count > 0)
	{
		ImGuiColorMod& backup = g.ColorModifiers.back();
		g.Style.Colors[backup.Col] = backup.BackupValue;
		g.ColorModifiers.pop_back();
		count--;
	}
}

struct ImGuiStyleVarInfo
{
	ImGuiDataType   Type;
	ImU32           Count;
	ImU32           Offset;
	void*           GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); }
};

static const ImGuiStyleVarInfo GStyleVarInfo[] =
{
	{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },               // ImGuiStyleVar_Alpha
	{ ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },       // ImGuiStyleVar_WindowPadding
	{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },      // ImGuiStyleVar_WindowRounding
	{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) },    // ImGuiStyleVar_WindowBorderSize
	{ ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },       // ImGuiStyleVar_WindowMinSize
	{ ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) },    // ImGuiStyleVar_WindowTitleAlign
	{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) },       // ImGuiStyleVar_ChildRounding
	{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) },     // ImGuiStyleVar_ChildBorderSize
	{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) },       // ImGuiStyleVar_PopupRounding
	{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) },     // ImGuiStyleVar_PopupBorderSize
	{ ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },        // ImGuiStyleVar_FramePadding
	{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },       // ImGuiStyleVar_FrameRounding
	{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) },     // ImGuiStyleVar_FrameBorderSize
	{ ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },         // ImGuiStyleVar_ItemSpacing
	{ ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },    // ImGuiStyleVar_ItemInnerSpacing
	{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },       // ImGuiStyleVar_IndentSpacing
	{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) },       // ImGuiStyleVar_ScrollbarSize
	{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) },   // ImGuiStyleVar_ScrollbarRounding
	{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },         // ImGuiStyleVar_GrabMinSize
	{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) },        // ImGuiStyleVar_GrabRounding
	{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) },         // ImGuiStyleVar_TabRounding
	{ ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },     // ImGuiStyleVar_ButtonTextAlign
	{ ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
};

static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)
{
	IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
	IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
	return &GStyleVarInfo[idx];
}

void ui::PushStyleVar(ImGuiStyleVar idx, float val)
{
	const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
	if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
	{
		ImGuiContext& g = *GImGui;
		float* pvar = (float*)var_info->GetVarPtr(&g.Style);
		g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar));
		*pvar = val;
		return;
	}
	IM_ASSERT(0); // Called function with wrong-type? Variable is not a float.
}

void ui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
{
	const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
	if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
	{
		ImGuiContext& g = *GImGui;
		ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
		g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar));
		*pvar = val;
		return;
	}
	IM_ASSERT(0); // Called function with wrong-type? Variable is not a ImVec2.
}

void ui::PopStyleVar(int count)
{
	ImGuiContext& g = *GImGui;
	while (count > 0)
	{
		// We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
		ImGuiStyleMod& backup = g.StyleModifiers.back();
		const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx);
		void* data = info->GetVarPtr(&g.Style);
		if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; }
		else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
		g.StyleModifiers.pop_back();
		count--;
	}
}

const char* ui::GetStyleColorName(ImGuiCol idx)
{
	// Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
	switch (idx)
	{
	case ImGuiCol_Text: return "Text";
	case ImGuiCol_TextDisabled: return "TextDisabled";
	case ImGuiCol_WindowBg: return "WindowBg";
	case ImGuiCol_ChildBg: return "ChildBg";
	case ImGuiCol_PopupBg: return "PopupBg";
	case ImGuiCol_Border: return "Border";
	case ImGuiCol_BorderShadow: return "BorderShadow";
	case ImGuiCol_FrameBg: return "FrameBg";
	case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
	case ImGuiCol_FrameBgActive: return "FrameBgActive";
	case ImGuiCol_TitleBg: return "TitleBg";
	case ImGuiCol_TitleBgActive: return "TitleBgActive";
	case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
	case ImGuiCol_MenuBarBg: return "MenuBarBg";
	case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
	case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
	case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
	case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
	case ImGuiCol_CheckMark: return "CheckMark";
	case ImGuiCol_SliderGrab: return "SliderGrab";
	case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
	case ImGuiCol_Button: return "Button";
	case ImGuiCol_ButtonHovered: return "ButtonHovered";
	case ImGuiCol_ButtonActive: return "ButtonActive";
	case ImGuiCol_Header: return "Header";
	case ImGuiCol_HeaderHovered: return "HeaderHovered";
	case ImGuiCol_HeaderActive: return "HeaderActive";
	case ImGuiCol_Separator: return "Separator";
	case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
	case ImGuiCol_SeparatorActive: return "SeparatorActive";
	case ImGuiCol_ResizeGrip: return "ResizeGrip";
	case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
	case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
	case ImGuiCol_Tab: return "Tab";
	case ImGuiCol_TabHovered: return "TabHovered";
	case ImGuiCol_TabActive: return "TabActive";
	case ImGuiCol_TabUnfocused: return "TabUnfocused";
	case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
	case ImGuiCol_PlotLines: return "PlotLines";
	case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
	case ImGuiCol_PlotHistogram: return "PlotHistogram";
	case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
	case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
	case ImGuiCol_DragDropTarget: return "DragDropTarget";
	case ImGuiCol_NavHighlight: return "NavHighlight";
	case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
	case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
	case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
	}
	IM_ASSERT(0);
	return "Unknown";
}

bool ui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
{
	if (window->RootWindow == potential_parent)
		return true;
	while (window != NULL)
	{
		if (window == potential_parent)
			return true;
		window = window->ParentWindow;
	}
	return false;
}

bool ui::IsWindowHovered(ImGuiHoveredFlags flags)
{
	IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0);   // Flags not supported by this function
	ImGuiContext& g = *GImGui;

	if (flags & ImGuiHoveredFlags_AnyWindow)
	{
		if (g.HoveredWindow == NULL)
			return false;
	}
	else
	{
		switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows))
		{
		case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows:
			if (g.HoveredRootWindow != g.CurrentWindow->RootWindow)
				return false;
			break;
		case ImGuiHoveredFlags_RootWindow:
			if (g.HoveredWindow != g.CurrentWindow->RootWindow)
				return false;
			break;
		case ImGuiHoveredFlags_ChildWindows:
			if (g.HoveredWindow == NULL || !IsWindowChildOf(g.HoveredWindow, g.CurrentWindow))
				return false;
			break;
		default:
			if (g.HoveredWindow != g.CurrentWindow)
				return false;
			break;
		}
	}

	if (!IsWindowContentHoverable(g.HoveredRootWindow, flags))
		return false;
	if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
		if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId)
			return false;
	return true;
}

bool ui::IsWindowFocused(ImGuiFocusedFlags flags)
{
	ImGuiContext& g = *GImGui;

	if (flags & ImGuiFocusedFlags_AnyWindow)
		return g.NavWindow != NULL;

	IM_ASSERT(g.CurrentWindow);     // Not inside a Begin()/End()
	switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows))
	{
	case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows:
		return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow;
	case ImGuiFocusedFlags_RootWindow:
		return g.NavWindow == g.CurrentWindow->RootWindow;
	case ImGuiFocusedFlags_ChildWindows:
		return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow);
	default:
		return g.NavWindow == g.CurrentWindow;
	}
}

// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmaticaly.
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
bool ui::IsWindowNavFocusable(ImGuiWindow* window)
{
	return window->Active && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
}

float ui::GetWindowWidth()
{
	ImGuiWindow* window = GImGui->CurrentWindow;
	return window->Size.x;
}

float ui::GetWindowHeight()
{
	ImGuiWindow* window = GImGui->CurrentWindow;
	return window->Size.y;
}

ImVec2 ui::GetWindowPos()
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;
	return window->Pos;
}

void ui::SetWindowScrollX(ImGuiWindow* window, float new_scroll_x)
{
	window->DC.CursorMaxPos.x += window->Scroll.x; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it.
	window->Scroll.x = new_scroll_x;
	window->DC.CursorMaxPos.x -= window->Scroll.x;
}

void ui::SetWindowScrollY(ImGuiWindow* window, float new_scroll_y)
{
	window->DC.CursorMaxPos.y += window->Scroll.y; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it.
	window->Scroll.y = new_scroll_y;
	window->DC.CursorMaxPos.y -= window->Scroll.y;
}

void ui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
{
	// Test condition (NB: bit 0 is always true) and clear flags for next time
	if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
		return;

	IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
	window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
	window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);

	// Set
	const ImVec2 old_pos = window->Pos;
	window->Pos = ImFloor(pos);
	window->DC.CursorPos += (window->Pos - old_pos);    // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
	window->DC.CursorMaxPos += (window->Pos - old_pos); // And more importantly we need to adjust this so size calculation doesn't get affected.
}

void ui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
{
	ImGuiWindow* window = GetCurrentWindowRead();
	SetWindowPos(window, pos, cond);
}

void ui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
{
	if (ImGuiWindow* window = FindWindowByName(name))
		SetWindowPos(window, pos, cond);
}

ImVec2 ui::GetWindowSize()
{
	ImGuiWindow* window = GetCurrentWindowRead();
	return window->Size;
}

void ui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
{
	// Test condition (NB: bit 0 is always true) and clear flags for next time
	if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
		return;

	IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
	window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);

	// Set
	if (size.x > 0.0f)
	{
		window->AutoFitFramesX = 0;
		window->SizeFull.x = ImFloor(size.x);
	}
	else
	{
		window->AutoFitFramesX = 2;
		window->AutoFitOnlyGrows = false;
	}
	if (size.y > 0.0f)
	{
		window->AutoFitFramesY = 0;
		window->SizeFull.y = ImFloor(size.y);
	}
	else
	{
		window->AutoFitFramesY = 2;
		window->AutoFitOnlyGrows = false;
	}
}

void ui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
{
	SetWindowSize(GImGui->CurrentWindow, size, cond);
}

void ui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
{
	if (ImGuiWindow* window = FindWindowByName(name))
		SetWindowSize(window, size, cond);
}

void ui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
{
	// Test condition (NB: bit 0 is always true) and clear flags for next time
	if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
		return;
	window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);

	// Set
	window->Collapsed = collapsed;
}

void ui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
{
	SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
}

bool ui::IsWindowCollapsed()
{
	ImGuiWindow* window = GetCurrentWindowRead();
	return window->Collapsed;
}

bool ui::IsWindowAppearing()
{
	ImGuiWindow* window = GetCurrentWindowRead();
	return window->Appearing;
}

void ui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
{
	if (ImGuiWindow* window = FindWindowByName(name))
		SetWindowCollapsed(window, collapsed, cond);
}

void ui::SetWindowFocus()
{
	FocusWindow(GImGui->CurrentWindow);
}

void ui::SetWindowFocus(const char* name)
{
	if (name)
	{
		if (ImGuiWindow* window = FindWindowByName(name))
			FocusWindow(window);
	}
	else
	{
		FocusWindow(NULL);
	}
}

void ui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
	g.NextWindowData.PosVal = pos;
	g.NextWindowData.PosPivotVal = pivot;
	g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
}

void ui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
	g.NextWindowData.SizeVal = size;
	g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
}

void ui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
{
	ImGuiContext& g = *GImGui;
	g.NextWindowData.SizeConstraintCond = ImGuiCond_Always;
	g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
	g.NextWindowData.SizeCallback = custom_callback;
	g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
}

void ui::SetNextWindowContentSize(const ImVec2& size)
{
	ImGuiContext& g = *GImGui;
	g.NextWindowData.ContentSizeVal = size;  // In Begin() we will add the size of window decorations (title bar, menu etc.) to that to form a SizeContents value.
	g.NextWindowData.ContentSizeCond = ImGuiCond_Always;
}

void ui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
	g.NextWindowData.CollapsedVal = collapsed;
	g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
}

void ui::SetNextWindowFocus()
{
	ImGuiContext& g = *GImGui;
	g.NextWindowData.FocusCond = ImGuiCond_Always;   // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op)
}

void ui::SetNextWindowBgAlpha(float alpha)
{
	ImGuiContext& g = *GImGui;
	g.NextWindowData.BgAlphaVal = alpha;
	g.NextWindowData.BgAlphaCond = ImGuiCond_Always; // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op)
}

// FIXME: This is in window space (not screen space!)
ImVec2 ui::GetContentRegionMax()
{
	ImGuiWindow* window = GetCurrentWindowRead();
	ImVec2 mx = window->ContentsRegionRect.Max - window->Pos;
	if (window->DC.ColumnsSet)
		mx.x = GetColumnOffset(window->DC.ColumnsSet->Current + 1) - window->WindowPadding.x;
	return mx;
}

ImVec2 ui::GetContentRegionAvail()
{
	ImGuiWindow* window = GetCurrentWindowRead();
	return GetContentRegionMax() - (window->DC.CursorPos - window->Pos);
}

float ui::GetContentRegionAvailWidth()
{
	return GetContentRegionAvail().x;
}

// In window space (not screen space!)
ImVec2 ui::GetWindowContentRegionMin()
{
	ImGuiWindow* window = GetCurrentWindowRead();
	return window->ContentsRegionRect.Min - window->Pos;
}

ImVec2 ui::GetWindowContentRegionMax()
{
	ImGuiWindow* window = GetCurrentWindowRead();
	return window->ContentsRegionRect.Max - window->Pos;
}

float ui::GetWindowContentRegionWidth()
{
	ImGuiWindow* window = GetCurrentWindowRead();
	return window->ContentsRegionRect.GetWidth();
}

float ui::GetTextLineHeight()
{
	ImGuiContext& g = *GImGui;
	return g.FontSize;
}

float ui::GetTextLineHeightWithSpacing()
{
	ImGuiContext& g = *GImGui;
	return g.FontSize + g.Style.ItemSpacing.y;
}

float ui::GetFrameHeight()
{
	ImGuiContext& g = *GImGui;
	return g.FontSize + g.Style.FramePadding.y * 2.0f;
}

float ui::GetFrameHeightWithSpacing()
{
	ImGuiContext& g = *GImGui;
	return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
}

ImDrawList* ui::GetWindowDrawList()
{
	ImGuiWindow* window = GetCurrentWindow();
	return window->DrawList;
}

ImFont* ui::GetFont()
{
	return GImGui->Font;
}

float ui::GetFontSize()
{
	return GImGui->FontSize;
}

ImVec2 ui::GetFontTexUvWhitePixel()
{
	return GImGui->DrawListSharedData.TexUvWhitePixel;
}

void ui::SetWindowFontScale(float scale)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = GetCurrentWindow();
	window->FontWindowScale = scale;
	g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
}

// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
ImVec2 ui::GetCursorPos()
{
	ImGuiWindow* window = GetCurrentWindowRead();
	return window->DC.CursorPos - window->Pos + window->Scroll;
}

float ui::GetCursorPosX()
{
	ImGuiWindow* window = GetCurrentWindowRead();
	return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
}

float ui::GetCursorPosY()
{
	ImGuiWindow* window = GetCurrentWindowRead();
	return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
}

void ui::SetCursorPos(const ImVec2& local_pos)
{
	ImGuiWindow* window = GetCurrentWindow();
	window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
	window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
}

void ui::SetCursorPosX(float x)
{
	ImGuiWindow* window = GetCurrentWindow();
	window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
	window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
}

void ui::SetCursorPosY(float y)
{
	ImGuiWindow* window = GetCurrentWindow();
	window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
	window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
}

ImVec2 ui::GetCursorStartPos()
{
	ImGuiWindow* window = GetCurrentWindowRead();
	return window->DC.CursorStartPos - window->Pos;
}

ImVec2 ui::GetCursorScreenPos()
{
	ImGuiWindow* window = GetCurrentWindowRead();
	return window->DC.CursorPos;
}

void ui::SetCursorScreenPos(const ImVec2& pos)
{
	ImGuiWindow* window = GetCurrentWindow();
	window->DC.CursorPos = pos;
	window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
}

float ui::GetScrollX()
{
	return GImGui->CurrentWindow->Scroll.x;
}

float ui::GetScrollY()
{
	return GImGui->CurrentWindow->Scroll.y;
}

float ui::GetScrollMaxX()
{
	return GetWindowScrollMaxX(GImGui->CurrentWindow);
}

float ui::GetScrollMaxY()
{
	return GetWindowScrollMaxY(GImGui->CurrentWindow);
}

void ui::SetScrollX(float scroll_x)
{
	ImGuiWindow* window = GetCurrentWindow();
	window->ScrollTarget.x = scroll_x;
	window->ScrollTargetCenterRatio.x = 0.0f;
}

void ui::SetScrollY(float scroll_y)
{
	ImGuiWindow* window = GetCurrentWindow();
	window->ScrollTarget.y = scroll_y + window->TitleBarHeight() + window->MenuBarHeight(); // title bar height canceled out when using ScrollTargetRelY
	window->ScrollTargetCenterRatio.y = 0.0f;
}

void ui::SetScrollFromPosY(float local_y, float center_y_ratio)
{
	// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
	ImGuiWindow* window = GetCurrentWindow();
	IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
	window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y);
	window->ScrollTargetCenterRatio.y = center_y_ratio;
}

// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
void ui::SetScrollHereY(float center_y_ratio)
{
	ImGuiWindow* window = GetCurrentWindow();
	float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space
	target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
	SetScrollFromPosY(target_y, center_y_ratio);
}

void ui::ActivateItem(ImGuiID id)
{
	ImGuiContext& g = *GImGui;
	g.NavNextActivateId = id;
}

void ui::SetKeyboardFocusHere(int offset)
{
	IM_ASSERT(offset >= -1);    // -1 is allowed but not below
	ImGuiWindow* window = GetCurrentWindow();
	window->FocusIdxAllRequestNext = window->FocusIdxAllCounter + 1 + offset;
	window->FocusIdxTabRequestNext = INT_MAX;
}

void ui::SetItemDefaultFocus()
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;
	if (!window->Appearing)
		return;
	if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent)
	{
		g.NavInitRequest = false;
		g.NavInitResultId = g.NavWindow->DC.LastItemId;
		g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos);
		NavUpdateAnyRequestFlag();
		if (!IsItemVisible())
			SetScrollHereY();
	}
}

void ui::SetStateStorage(ImGuiStorage* tree)
{
	ImGuiWindow* window = GImGui->CurrentWindow;
	window->DC.StateStorage = tree ? tree : &window->StateStorage;
}

ImGuiStorage* ui::GetStateStorage()
{
	ImGuiWindow* window = GImGui->CurrentWindow;
	return window->DC.StateStorage;
}

void ui::PushID(const char* str_id)
{
	ImGuiWindow* window = GImGui->CurrentWindow;
	window->IDStack.push_back(window->GetIDNoKeepAlive(str_id));
}

void ui::PushID(const char* str_id_begin, const char* str_id_end)
{
	ImGuiWindow* window = GImGui->CurrentWindow;
	window->IDStack.push_back(window->GetIDNoKeepAlive(str_id_begin, str_id_end));
}

void ui::PushID(const void* ptr_id)
{
	ImGuiWindow* window = GImGui->CurrentWindow;
	window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id));
}

void ui::PushID(int int_id)
{
	const void* ptr_id = (void*)(intptr_t)int_id;
	ImGuiWindow* window = GImGui->CurrentWindow;
	window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id));
}

void ui::PopID()
{
	ImGuiWindow* window = GImGui->CurrentWindow;
	window->IDStack.pop_back();
}

ImGuiID ui::GetID(const char* str_id)
{
	ImGuiWindow* window = GImGui->CurrentWindow;
	return window->GetID(str_id);
}

ImGuiID ui::GetID(const char* str_id_begin, const char* str_id_end)
{
	ImGuiWindow* window = GImGui->CurrentWindow;
	return window->GetID(str_id_begin, str_id_end);
}

ImGuiID ui::GetID(const void* ptr_id)
{
	ImGuiWindow* window = GImGui->CurrentWindow;
	return window->GetID(ptr_id);
}

bool ui::IsRectVisible(const ImVec2& size)
{
	ImGuiWindow* window = GImGui->CurrentWindow;;
	return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
}

bool ui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
{
	ImGuiWindow* window = GImGui->CurrentWindow;;
	return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
}

// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
void ui::BeginGroup()
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = GetCurrentWindow();

	window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1);
	ImGuiGroupData& group_data = window->DC.GroupStack.back();
	group_data.BackupCursorPos = window->DC.CursorPos;
	group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
	group_data.BackupIndent = window->DC.Indent;
	group_data.BackupGroupOffset = window->DC.GroupOffset;
	group_data.BackupCurrentLineSize = window->DC.CurrentLineSize;
	group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset;
	group_data.BackupLogLinePosY = window->DC.LogLinePosY;
	group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
	group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
	group_data.AdvanceCursor = true;

	window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
	window->DC.Indent = window->DC.GroupOffset;
	window->DC.CursorMaxPos = window->DC.CursorPos;
	window->DC.CurrentLineSize = ImVec2(0.0f, 0.0f);
	window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; // To enforce Log carriage return
}

void ui::EndGroup()
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = GetCurrentWindow();
	IM_ASSERT(!window->DC.GroupStack.empty());    // Mismatched BeginGroup()/EndGroup() calls

	ImGuiGroupData& group_data = window->DC.GroupStack.back();

	ImRect group_bb(group_data.BackupCursorPos, window->DC.CursorMaxPos);
	group_bb.Max = ImMax(group_bb.Min, group_bb.Max);

	window->DC.CursorPos = group_data.BackupCursorPos;
	window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
	window->DC.Indent = group_data.BackupIndent;
	window->DC.GroupOffset = group_data.BackupGroupOffset;
	window->DC.CurrentLineSize = group_data.BackupCurrentLineSize;
	window->DC.CurrentLineTextBaseOffset = group_data.BackupCurrentLineTextBaseOffset;
	window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; // To enforce Log carriage return

	if (group_data.AdvanceCursor)
	{
		window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
		ItemSize(group_bb.GetSize(), 0.0f);
		ItemAdd(group_bb, 0);
	}

	// If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
	// It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
	// (and if you grep for LastItemId you'll notice it is only used in that context.
	if ((group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId) // && g.ActiveIdWindow->RootWindow == window->RootWindow)
		window->DC.LastItemId = g.ActiveId;
	else if (!group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive) // && g.ActiveIdPreviousFrameWindow->RootWindow == window->RootWindow)
		window->DC.LastItemId = g.ActiveIdPreviousFrame;
	window->DC.LastItemRect = group_bb;

	window->DC.GroupStack.pop_back();

	//window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]
}

// Gets back to previous line and continue with horizontal layout
//      pos_x == 0      : follow right after previous item
//      pos_x != 0      : align to specified x position (relative to window/group left)
//      spacing_w < 0   : use default spacing if pos_x == 0, no spacing if pos_x != 0
//      spacing_w >= 0  : enforce spacing amount
void ui::SameLine(float pos_x, float spacing_w)
{
	ImGuiWindow* window = GetCurrentWindow();
	if (window->SkipItems)
		return;

	ImGuiContext& g = *GImGui;
	if (pos_x != 0.0f)
	{
		if (spacing_w < 0.0f) spacing_w = 0.0f;
		window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + pos_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
		window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
	}
	else
	{
		if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x;
		window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
		window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
	}
	window->DC.CurrentLineSize = window->DC.PrevLineSize;
	window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
}

void ui::Indent(float indent_w)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = GetCurrentWindow();
	window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
	window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
}

void ui::Unindent(float indent_w)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = GetCurrentWindow();
	window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
	window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
}

//-----------------------------------------------------------------------------
// [SECTION] TOOLTIPS
//-----------------------------------------------------------------------------

void ui::BeginTooltip()
{
	ImGuiContext& g = *GImGui;
	if (g.DragDropWithinSourceOrTarget)
	{
		// The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor)
		// In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor.
		// Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do.
		//ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
		ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale);
		SetNextWindowPos(tooltip_pos);
		SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
		//PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
		BeginTooltipEx(0, true);
	}
	else
	{
		BeginTooltipEx(0, false);
	}
}

// Not exposed publicly as BeginTooltip() because bool parameters are evil. Let's see if other needs arise first.
void ui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip)
{
	ImGuiContext& g = *GImGui;
	char window_name[16];
	ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
	SetNextWindowSize(ImVec2(350, 25));
	if (override_previous_tooltip)
		if (ImGuiWindow* window = FindWindowByName(window_name))
			if (window->Active)
			{
				// Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
				window->Hidden = true;
				window->HiddenFramesRegular = 1;
				ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
			}
	ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize;
	Begin(window_name, NULL, flags | extra_flags);
	GetCurrentWindow()->DC.CursorPos.y += 6;
}

void ui::EndTooltip()
{
	IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
	End();
}

void ui::SetTooltipV(const char* fmt, va_list args)
{
	ImGuiContext& g = *GImGui;
	if (g.DragDropWithinSourceOrTarget)
		BeginTooltip();
	else
		BeginTooltipEx(0, true);
	TextV(fmt, args);
	EndTooltip();
}

void ui::SetTooltip(const char* fmt, ...)
{
	va_list args;
	va_start(args, fmt);
	SetTooltipV(fmt, args);
	va_end(args);
}

//-----------------------------------------------------------------------------
// [SECTION] POPUPS
//-----------------------------------------------------------------------------

bool ui::IsPopupOpen(ImGuiID id)
{
	ImGuiContext& g = *GImGui;
	return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
}

bool ui::IsPopupOpen(const char* str_id)
{
	ImGuiContext& g = *GImGui;
	return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id);
}

ImGuiWindow* ui::GetFrontMostPopupModal()
{
	ImGuiContext& g = *GImGui;
	for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
		if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
			if (popup->Flags & ImGuiWindowFlags_Modal)
				return popup;
	return NULL;
}

void ui::OpenPopup(const char* str_id)
{
	ImGuiContext& g = *GImGui;
	OpenPopupEx(g.CurrentWindow->GetID(str_id));
}

// Mark popup as open (toggle toward open state).
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
void ui::OpenPopupEx(ImGuiID id)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* parent_window = g.CurrentWindow;
	int current_stack_size = g.BeginPopupStack.Size;
	ImGuiPopupRef popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
	popup_ref.PopupId = id;
	popup_ref.Window = NULL;
	popup_ref.ParentWindow = parent_window;
	popup_ref.OpenFrameCount = g.FrameCount;
	popup_ref.OpenParentId = parent_window->IDStack.back();
	popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
	popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;

	//IMGUI_DEBUG_LOG("OpenPopupEx(0x%08X)\n", g.FrameCount, id);
	if (g.OpenPopupStack.Size < current_stack_size + 1)
	{
		g.OpenPopupStack.push_back(popup_ref);
	}
	else
	{
		// Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
		// would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
		// situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
		if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
		{
			g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
		}
		else
		{
			// Close child popups if any, then flag popup for open/reopen
			g.OpenPopupStack.resize(current_stack_size + 1);
			g.OpenPopupStack[current_stack_size] = popup_ref;
		}

		// When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
		// This is equivalent to what ClosePopupToLevel() does.
		//if (g.OpenPopupStack[current_stack_size].PopupId == id)
		//    FocusWindow(parent_window);
	}
}

bool ui::OpenPopupOnItemClick(const char* str_id, int mouse_button)
{
	ImGuiWindow* window = GImGui->CurrentWindow;
	if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
	{
		ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
		IM_ASSERT(id != 0);                                                  // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
		OpenPopupEx(id);
		return true;
	}
	return false;
}

void ui::ClosePopupsOverWindow(ImGuiWindow* ref_window)
{
	ImGuiContext& g = *GImGui;
	if (g.OpenPopupStack.empty())
		return;

	// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
	// Don't close our own child popup windows.
	int popup_count_to_keep = 0;
	if (ref_window)
	{
		// Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
		for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
		{
			ImGuiPopupRef& popup = g.OpenPopupStack[popup_count_to_keep];
			if (!popup.Window)
				continue;
			IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
			if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
				continue;

			// Trim the stack if popups are not direct descendant of the reference window (which is often the NavWindow)
			bool popup_or_descendent_has_focus = false;
			for (int m = popup_count_to_keep; m < g.OpenPopupStack.Size && !popup_or_descendent_has_focus; m++)
				if (g.OpenPopupStack[m].Window && g.OpenPopupStack[m].Window->RootWindow == ref_window->RootWindow)
					popup_or_descendent_has_focus = true;
			if (!popup_or_descendent_has_focus)
				break;
		}
	}
	if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
	{
		//IMGUI_DEBUG_LOG("ClosePopupsOverWindow(%s) -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep);
		ClosePopupToLevel(popup_count_to_keep, false);
	}
}

void ui::ClosePopupToLevel(int remaining, bool apply_focus_to_window_under)
{
	IM_ASSERT(remaining >= 0);
	ImGuiContext& g = *GImGui;
	ImGuiWindow* focus_window = (remaining > 0) ? g.OpenPopupStack[remaining - 1].Window : g.OpenPopupStack[0].ParentWindow;
	g.OpenPopupStack.resize(remaining);

	// FIXME: This code is faulty and we may want to eventually to replace or remove the 'apply_focus_to_window_under=true' path completely.
	// Instead of using g.OpenPopupStack[remaining-1].Window etc. we should find the highest root window that is behind the popups we are closing.
	// The current code will set focus to the parent of the popup window which is incorrect.
	// It rarely manifested until now because UpdateMouseMovingWindowNewFrame() would call FocusWindow() again on the clicked window,
	// leading to a chain of focusing A (clicked window) then B (parent window of the popup) then A again.
	// However if the clicked window has the _NoMove flag set we would be left with B focused.
	// For now, we have disabled this path when called from ClosePopupsOverWindow() because the users of ClosePopupsOverWindow() don't need to alter focus anyway,
	// but we should inspect and fix this properly.
	if (apply_focus_to_window_under)
	{
		if (g.NavLayer == 0)
			focus_window = NavRestoreLastChildNavWindow(focus_window);
		FocusWindow(focus_window);
	}
}

// Close the popup we have begin-ed into.
void ui::CloseCurrentPopup()
{
	ImGuiContext& g = *GImGui;
	int popup_idx = g.BeginPopupStack.Size - 1;
	if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
		return;

	// Closing a menu closes its top-most parent popup (unless a modal)
	while (popup_idx > 0)
	{
		ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
		ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
		bool close_parent = false;
		if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
			if (parent_popup_window == NULL || !(parent_popup_window->Flags & ImGuiWindowFlags_Modal))
				close_parent = true;
		if (!close_parent)
			break;
		popup_idx--;
	}
	//IMGUI_DEBUG_LOG("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
	ClosePopupToLevel(popup_idx, true);

	// A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
	// To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
	// Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
	if (ImGuiWindow* window = g.NavWindow)
		window->DC.NavHideHighlightOneFrame = true;
}

bool ui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags)
{
	ImGuiContext& g = *GImGui;
	if (!IsPopupOpen(id))
	{
		g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values
		return false;
	}

	char name[20];
	if (extra_flags & ImGuiWindowFlags_ChildMenu)
		ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth
	else
		ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame

	bool is_open = Begin(name, NULL, extra_flags | ImGuiWindowFlags_Popup);
	if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
		EndPopup();

	return is_open;
}

bool ui::BeginPopupExSkeet(ImGuiID id, ImGuiWindowFlags extra_flags)
{
	ImGuiContext& g = *GImGui;
	if (!IsPopupOpen(id))
	{
		g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values
		return false;
	}

	char name[20];
	if (extra_flags & ImGuiWindowFlags_ChildMenu)
		ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth
	else
		ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame

	bool is_open = BeginSkeet(name, NULL, extra_flags | ImGuiWindowFlags_Popup);
	if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
		EndPopup();

	return is_open;
}
bool ui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
{
	ImGuiContext& g = *GImGui;
	if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
	{
		g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values
		return false;
	}
	flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
	return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags);
}
bool ui::BeginPopupSkeet(const char* str_id, ImGuiWindowFlags flags)
{
	ImGuiContext& g = *GImGui;
	if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
	{
		g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values
		return false;
	}
	flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
	return BeginPopupExSkeet(g.CurrentWindow->GetID(str_id), flags);
}

// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
// Note that popup visibility status is owned by imgui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here.
bool ui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;
	const ImGuiID id = window->GetID(name);
	if (!IsPopupOpen(id))
	{
		g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values
		return false;
	}

	// Center modal windows by default
	// FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
	if (g.NextWindowData.PosCond == 0)
		SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));

	flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings;
	const bool is_open = Begin(name, p_open, flags);
	if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
	{
		EndPopup();
		if (is_open)
			ClosePopupToLevel(g.BeginPopupStack.Size, true);
		return false;
	}
	return is_open;
}

void ui::EndPopup()
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(g.CurrentWindow->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
	IM_ASSERT(g.BeginPopupStack.Size > 0);

	// Make all menus and popups wrap around for now, may need to expose that policy.
	NavMoveRequestTryWrapping(g.CurrentWindow, ImGuiNavMoveFlags_LoopY);

	End();
}

// This is a helper to handle the simplest case of associating one named popup to one given widget.
// You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
// You can pass a NULL str_id to use the identifier of the last item.
bool ui::BeginPopupContextItem(const char* str_id, int mouse_button)
{
	ImGuiWindow* window = GImGui->CurrentWindow;
	ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
	IM_ASSERT(id != 0);                                                  // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
	if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
		OpenPopupEx(id);
	return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
}

bool ui::BeginPopupContextWindow(const char* str_id, int mouse_button, bool also_over_items)
{
	if (!str_id)
		str_id = "window_context";
	ImGuiID id = GImGui->CurrentWindow->GetID(str_id);
	if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
		if (also_over_items || !IsAnyItemHovered())
			OpenPopupEx(id);
	return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
}

bool ui::BeginPopupContextVoid(const char* str_id, int mouse_button)
{
	if (!str_id)
		str_id = "void_context";
	ImGuiID id = GImGui->CurrentWindow->GetID(str_id);
	if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
		OpenPopupEx(id);
	return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
}

ImRect ui::GetWindowAllowedExtentRect(ImGuiWindow*)
{
	ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding;
	ImRect r_screen = GetViewportRect();
	r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
	return r_screen;
}

// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
ImVec2 ui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
{
	ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
	//GImGui->OverlayDrawList.AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
	//GImGui->OverlayDrawList.AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));

	// Combo Box policy (we want a connecting edge)
	if (policy == ImGuiPopupPositionPolicy_ComboBox)
	{
		const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
		for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
		{
			const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
			if (n != -1 && dir == *last_dir) // Already tried this direction?
				continue;
			ImVec2 pos;
			if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)
			if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
			if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
			if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
			if (!r_outer.Contains(ImRect(pos, pos + size)))
				continue;
			*last_dir = dir;
			return pos;
		}
	}

	// Default popup policy
	const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
	for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
	{
		const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
		if (n != -1 && dir == *last_dir) // Already tried this direction?
			continue;
		float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
		float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
		if (avail_w < size.x || avail_h < size.y)
			continue;
		ImVec2 pos;
		pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
		pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
		*last_dir = dir;
		return pos;
	}

	// Fallback, try to keep within display
	*last_dir = ImGuiDir_None;
	ImVec2 pos = ref_pos;
	pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
	pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
	return pos;
}

ImVec2 ui::FindBestWindowPosForPopup(ImGuiWindow* window)
{
	ImGuiContext& g = *GImGui;

	ImRect r_outer = GetWindowAllowedExtentRect(window);
	if (window->Flags & ImGuiWindowFlags_ChildMenu)
	{
		// Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
		// This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
		IM_ASSERT(g.CurrentWindow == window);
		ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2];
		float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
		ImRect r_avoid;
		if (parent_window->DC.MenuBarAppending)
			r_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight());
		else
			r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
		return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
	}
	if (window->Flags & ImGuiWindowFlags_Popup)
	{
		ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1);
		return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
	}
	if (window->Flags & ImGuiWindowFlags_Tooltip)
	{
		// Position tooltip (always follows mouse)
		float sc = g.Style.MouseCursorScale;
		ImVec2 ref_pos = NavCalcPreferredRefPos();
		ImRect r_avoid;
		if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
			r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
		else
			r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
		ImVec2 pos = FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
		if (window->AutoPosLastDirection == ImGuiDir_None)
			pos = ref_pos + ImVec2(2, 2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
		return pos;
	}
	IM_ASSERT(0);
	return window->Pos;
}

//-----------------------------------------------------------------------------
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
//-----------------------------------------------------------------------------

// (this section is filled in the 'viewport' and 'docking' branches)

//-----------------------------------------------------------------------------
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
//-----------------------------------------------------------------------------

ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
{
	if (ImFabs(dx) > ImFabs(dy))
		return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
	return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
}

static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
{
	if (a1 < b0)
		return a1 - b0;
	if (b1 < a0)
		return a0 - b1;
	return 0.0f;
}

static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect)
{
	if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
	{
		r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y);
		r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y);
	}
	else
	{
		r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x);
		r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x);
	}
}

// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057
static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;
	if (g.NavLayer != window->DC.NavLayerCurrent)
		return false;

	const ImRect& curr = g.NavScoringRectScreen; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
	g.NavScoringCount++;

	// When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
	if (window->ParentWindow == g.NavWindow)
	{
		IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
		if (!window->ClipRect.Contains(cand))
			return false;
		cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
	}

	// We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items)
	// For example, this ensure that items in one column are not reached when moving vertically from items in another column.
	NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect);

	// Compute distance between boxes
	// FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
	float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
	float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
	if (dby != 0.0f && dbx != 0.0f)
		dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
	float dist_box = ImFabs(dbx) + ImFabs(dby);

	// Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
	float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
	float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
	float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)

	// Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
	ImGuiDir quadrant;
	float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
	if (dbx != 0.0f || dby != 0.0f)
	{
		// For non-overlapping boxes, use distance between boxes
		dax = dbx;
		day = dby;
		dist_axial = dist_box;
		quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
	}
	else if (dcx != 0.0f || dcy != 0.0f)
	{
		// For overlapping boxes with different centers, use distance between centers
		dax = dcx;
		day = dcy;
		dist_axial = dist_center;
		quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
	}
	else
	{
		// Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
		quadrant = (window->DC.LastItemId < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
	}

#if IMGUI_DEBUG_NAV_SCORING
	char buf[128];
	if (ui::IsMouseHoveringRect(cand.Min, cand.Max))
	{
		ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]);
		ImDrawList* draw_list = ui::GetOverlayDrawList(window);
		draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));
		draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200));
		draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + ui::CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 150));
		draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf);
	}
	else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.
	{
		if (ui::IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; }
		if (quadrant == g.NavMoveDir)
		{
			ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
			ImDrawList* draw_list = ui::GetOverlayDrawList(window);
			draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
			draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf);
		}
	}
#endif

	// Is it in the quadrant we're interesting in moving to?
	bool new_best = false;
	if (quadrant == g.NavMoveDir)
	{
		// Does it beat the current best candidate?
		if (dist_box < result->DistBox)
		{
			result->DistBox = dist_box;
			result->DistCenter = dist_center;
			return true;
		}
		if (dist_box == result->DistBox)
		{
			// Try using distance between center points to break ties
			if (dist_center < result->DistCenter)
			{
				result->DistCenter = dist_center;
				new_best = true;
			}
			else if (dist_center == result->DistCenter)
			{
				// Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
				// (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
				// this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
				if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
					new_best = true;
			}
		}
	}

	// Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
	// are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
	// This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
	// 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
	// Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
	if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match
		if (g.NavLayer == 1 && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
			if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f))
			{
				result->DistAxial = dist_axial;
				new_best = true;
			}

	return new_best;
}

// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
static void ui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id)
{
	ImGuiContext& g = *GImGui;
	//if (!g.IO.NavActive)  // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag.
	//    return;

	const ImGuiItemFlags item_flags = window->DC.ItemFlags;
	const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);

	// Process Init Request
	if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
	{
		// Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
		if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0)
		{
			g.NavInitResultId = id;
			g.NavInitResultRectRel = nav_bb_rel;
		}
		if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus))
		{
			g.NavInitRequest = false; // Found a match, clear request
			NavUpdateAnyRequestFlag();
		}
	}

	// Process Move Request (scoring for navigation)
	// FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy)
	if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & ImGuiItemFlags_NoNav))
	{
		ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
#if IMGUI_DEBUG_NAV_SCORING
		// [DEBUG] Score all items in NavWindow at all times
		if (!g.NavMoveRequest)
			g.NavMoveDir = g.NavMoveDirLast;
		bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest;
#else
		bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb);
#endif
		if (new_best)
		{
			result->ID = id;
			result->SelectScopeId = g.MultiSelectScopeId;
			result->Window = window;
			result->RectRel = nav_bb_rel;
		}

		const float VISIBLE_RATIO = 0.70f;
		if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
			if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
				if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb))
				{
					result = &g.NavMoveResultLocalVisibleSet;
					result->ID = id;
					result->SelectScopeId = g.MultiSelectScopeId;
					result->Window = window;
					result->RectRel = nav_bb_rel;
				}
	}

	// Update window-relative bounding box of navigated item
	if (g.NavId == id)
	{
		g.NavWindow = window;                                           // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window.
		g.NavLayer = window->DC.NavLayerCurrent;
		g.NavIdIsAlive = true;
		g.NavIdTabCounter = window->FocusIdxTabCounter;
		window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel;    // Store item bounding box (relative to window position)
	}
}

bool ui::NavMoveRequestButNoResultYet()
{
	ImGuiContext& g = *GImGui;
	return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
}

void ui::NavMoveRequestCancel()
{
	ImGuiContext& g = *GImGui;
	g.NavMoveRequest = false;
	NavUpdateAnyRequestFlag();
}

void ui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags)
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None);
	ui::NavMoveRequestCancel();
	g.NavMoveDir = move_dir;
	g.NavMoveClipDir = clip_dir;
	g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
	g.NavMoveRequestFlags = move_flags;
	g.NavWindow->NavRectRel[g.NavLayer] = bb_rel;
}

void ui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags)
{
	ImGuiContext& g = *GImGui;
	if (g.NavWindow != window || !NavMoveRequestButNoResultYet() || g.NavMoveRequestForward != ImGuiNavForward_None || g.NavLayer != 0)
		return;
	IM_ASSERT(move_flags != 0); // No points calling this with no wrapping
	ImRect bb_rel = window->NavRectRel[0];

	ImGuiDir clip_dir = g.NavMoveDir;
	if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
	{
		bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->SizeContents.x) - window->Scroll.x;
		if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(-bb_rel.GetHeight()); clip_dir = ImGuiDir_Up; }
		NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
	}
	if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
	{
		bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x;
		if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(+bb_rel.GetHeight()); clip_dir = ImGuiDir_Down; }
		NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
	}
	if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
	{
		bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->SizeContents.y) - window->Scroll.y;
		if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(-bb_rel.GetWidth()); clip_dir = ImGuiDir_Left; }
		NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
	}
	if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
	{
		bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y;
		if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(+bb_rel.GetWidth()); clip_dir = ImGuiDir_Right; }
		NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
	}
}

static void ui::NavSaveLastChildNavWindow(ImGuiWindow* nav_window)
{
	ImGuiWindow* parent_window = nav_window;
	while (parent_window && (parent_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
		parent_window = parent_window->ParentWindow;
	if (parent_window && parent_window != nav_window)
		parent_window->NavLastChildNavWindow = nav_window;
}

// Call when we are expected to land on Layer 0 after FocusWindow()
static ImGuiWindow* ui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
{
	return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window;
}

static void NavRestoreLayer(ImGuiNavLayer layer)
{
	ImGuiContext& g = *GImGui;
	g.NavLayer = layer;
	if (layer == 0)
		g.NavWindow = ui::NavRestoreLastChildNavWindow(g.NavWindow);
	if (layer == 0 && g.NavWindow->NavLastIds[0] != 0)
		ui::SetNavIDWithRectRel(g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0]);
	else
		ui::NavInitWindow(g.NavWindow, true);
}

static inline void ui::NavUpdateAnyRequestFlag()
{
	ImGuiContext& g = *GImGui;
	g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
	if (g.NavAnyRequest)
		IM_ASSERT(g.NavWindow != NULL);
}

// This needs to be called before we submit any widget (aka in or before Begin)
void ui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(window == g.NavWindow);
	bool init_for_nav = false;
	if (!(window->Flags & ImGuiWindowFlags_NoNavInputs))
		if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
			init_for_nav = true;
	if (init_for_nav)
	{
		SetNavID(0, g.NavLayer);
		g.NavInitRequest = true;
		g.NavInitRequestFromMove = false;
		g.NavInitResultId = 0;
		g.NavInitResultRectRel = ImRect();
		NavUpdateAnyRequestFlag();
	}
	else
	{
		g.NavId = window->NavLastIds[0];
	}
}

static ImVec2 ui::NavCalcPreferredRefPos()
{
	ImGuiContext& g = *GImGui;
	if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow)
	{
		// Mouse (we need a fallback in case the mouse becomes invalid after being used)
		if (IsMousePosValid(&g.IO.MousePos))
			return g.IO.MousePos;
		return g.LastValidMousePos;
	}
	else
	{
		// When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item.
		const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer];
		ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
		ImRect visible_rect = GetViewportRect();
		return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max));   // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta.
	}
}

float ui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
{
	ImGuiContext& g = *GImGui;
	if (mode == ImGuiInputReadMode_Down)
		return g.IO.NavInputs[n];                         // Instant, read analog input (0.0f..1.0f, as provided by user)

	const float t = g.IO.NavInputsDownDuration[n];
	if (t < 0.0f && mode == ImGuiInputReadMode_Released)  // Return 1.0f when just released, no repeat, ignore analog input.
		return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f);
	if (t < 0.0f)
		return 0.0f;
	if (mode == ImGuiInputReadMode_Pressed)               // Return 1.0f when just pressed, no repeat, ignore analog input.
		return (t == 0.0f) ? 1.0f : 0.0f;
	if (mode == ImGuiInputReadMode_Repeat)
		return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f);
	if (mode == ImGuiInputReadMode_RepeatSlow)
		return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f);
	if (mode == ImGuiInputReadMode_RepeatFast)
		return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f);
	return 0.0f;
}

ImVec2 ui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor)
{
	ImVec2 delta(0.0f, 0.0f);
	if (dir_sources & ImGuiNavDirSourceFlags_Keyboard)
		delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode));
	if (dir_sources & ImGuiNavDirSourceFlags_PadDPad)
		delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode));
	if (dir_sources & ImGuiNavDirSourceFlags_PadLStick)
		delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode));
	if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow))
		delta *= slow_factor;
	if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast))
		delta *= fast_factor;
	return delta;
}

// Scroll to keep newly navigated item fully into view
// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
{
	ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1));
	//GetOverlayDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
	if (window_rect.Contains(item_rect))
		return;

	ImGuiContext& g = *GImGui;
	if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
	{
		window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x;
		window->ScrollTargetCenterRatio.x = 0.0f;
	}
	else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
	{
		window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x;
		window->ScrollTargetCenterRatio.x = 1.0f;
	}
	if (item_rect.Min.y < window_rect.Min.y)
	{
		window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y;
		window->ScrollTargetCenterRatio.y = 0.0f;
	}
	else if (item_rect.Max.y >= window_rect.Max.y)
	{
		window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y;
		window->ScrollTargetCenterRatio.y = 1.0f;
	}
}

static void ui::NavUpdate()
{
	ImGuiContext& g = *GImGui;
	g.IO.WantSetMousePos = false;
#if 0
	if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
#endif

	// Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard)
	bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
	bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
	if (nav_gamepad_active)
		if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f)
			g.NavInputSource = ImGuiInputSource_NavGamepad;

	// Update Keyboard->Nav inputs mapping
	if (nav_keyboard_active)
	{
#define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; }
		NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate);
		NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input);
		NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel);
		NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_);
		NAV_MAP_KEY(ImGuiKey_RightArrow, ImGuiNavInput_KeyRight_);
		NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_);
		NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_);
		if (g.IO.KeyCtrl)   g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
		if (g.IO.KeyShift)  g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
		if (g.IO.KeyAlt)    g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f;
#undef NAV_MAP_KEY
	}
	memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration));
	for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++)
		g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f;

	// Process navigation init request (select first/default focus)
	if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove))
	{
		// Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
		IM_ASSERT(g.NavWindow);
		if (g.NavInitRequestFromMove)
			SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel);
		else
			SetNavID(g.NavInitResultId, g.NavLayer);
		g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
	}
	g.NavInitRequest = false;
	g.NavInitRequestFromMove = false;
	g.NavInitResultId = 0;
	g.NavJustMovedToId = 0;

	// Process navigation move request
	if (g.NavMoveRequest)
		NavUpdateMoveResult();

	// When a forwarded move request failed, we restore the highlight that we disabled during the forward frame
	if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive)
	{
		IM_ASSERT(g.NavMoveRequest);
		if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
			g.NavDisableHighlight = false;
		g.NavMoveRequestForward = ImGuiNavForward_None;
	}

	// Apply application mouse position movement, after we had a chance to process move request result.
	if (g.NavMousePosDirty && g.NavIdIsAlive)
	{
		// Set mouse position given our knowledge of the navigated item position from last frame
		if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
		{
			if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
			{
				g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos();
				g.IO.WantSetMousePos = true;
			}
		}
		g.NavMousePosDirty = false;
	}
	g.NavIdIsAlive = false;
	g.NavJustTabbedId = 0;
	IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1);

	// Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0
	if (g.NavWindow)
		NavSaveLastChildNavWindow(g.NavWindow);
	if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0)
		g.NavWindow->NavLastChildNavWindow = NULL;

	// Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
	NavUpdateWindowing();

	// Set output flags for user application
	g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
	g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);

	// Process NavCancel input (to close a popup, get back to parent, clear focus)
	if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed))
	{
		if (g.ActiveId != 0)
		{
			if (!(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_Cancel)))
				ClearActiveID();
		}
		else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
		{
			// Exit child window
			ImGuiWindow* child_window = g.NavWindow;
			ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
			IM_ASSERT(child_window->ChildId != 0);
			FocusWindow(parent_window);
			SetNavID(child_window->ChildId, 0);
			g.NavIdIsAlive = false;
			if (g.NavDisableMouseHover)
				g.NavMousePosDirty = true;
		}
		else if (g.OpenPopupStack.Size > 0)
		{
			// Close open popup/menu
			if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
				ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
		}
		else if (g.NavLayer != 0)
		{
			// Leave the "menu" layer
			NavRestoreLayer(ImGuiNavLayer_Main);
		}
		else
		{
			// Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
			if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
				g.NavWindow->NavLastIds[0] = 0;
			g.NavId = 0;
		}
	}

	// Process manual activation request
	g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0;
	if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
	{
		bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);
		bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed);
		if (g.ActiveId == 0 && activate_pressed)
			g.NavActivateId = g.NavId;
		if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)
			g.NavActivateDownId = g.NavId;
		if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)
			g.NavActivatePressedId = g.NavId;
		if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputPressed(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed))
			g.NavInputId = g.NavId;
	}
	if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
		g.NavDisableHighlight = true;
	if (g.NavActivateId != 0)
		IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
	g.NavMoveRequest = false;

	// Process programmatic activation request
	if (g.NavNextActivateId != 0)
		g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
	g.NavNextActivateId = 0;

	// Initiate directional inputs request
	const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags;
	if (g.NavMoveRequestForward == ImGuiNavForward_None)
	{
		g.NavMoveDir = ImGuiDir_None;
		g.NavMoveRequestFlags = ImGuiNavMoveFlags_None;
		if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
		{
			if ((allowed_dir_flags & (1 << ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
			if ((allowed_dir_flags & (1 << ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadRight, ImGuiNavInput_KeyRight_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right;
			if ((allowed_dir_flags & (1 << ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp, ImGuiNavInput_KeyUp_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
			if ((allowed_dir_flags & (1 << ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
		}
		g.NavMoveClipDir = g.NavMoveDir;
	}
	else
	{
		// Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
		// (Preserve g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function)
		IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
		IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued);
		g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
	}

	// Update PageUp/PageDown scroll
	float nav_scoring_rect_offset_y = 0.0f;
	if (nav_keyboard_active)
		nav_scoring_rect_offset_y = NavUpdatePageUpPageDown(allowed_dir_flags);

	// If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match
	if (g.NavMoveDir != ImGuiDir_None)
	{
		g.NavMoveRequest = true;
		g.NavMoveDirLast = g.NavMoveDir;
	}
	if (g.NavMoveRequest && g.NavId == 0)
	{
		g.NavInitRequest = g.NavInitRequestFromMove = true;
		g.NavInitResultId = 0;
		g.NavDisableHighlight = false;
	}
	NavUpdateAnyRequestFlag();

	// Scrolling
	if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
	{
		// *Fallback* manual-scroll with Nav directional keys when window has no navigable item
		ImGuiWindow* window = g.NavWindow;
		const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
		if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
		{
			if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
				SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
			if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down)
				SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
		}

		// *Normal* Manual scroll with NavScrollXXX keys
		// Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
		ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f);
		if (scroll_dir.x != 0.0f && window->ScrollbarX)
		{
			SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
			g.NavMoveFromClampedRefRect = true;
		}
		if (scroll_dir.y != 0.0f)
		{
			SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
			g.NavMoveFromClampedRefRect = true;
		}
	}

	// Reset search results
	g.NavMoveResultLocal.Clear();
	g.NavMoveResultLocalVisibleSet.Clear();
	g.NavMoveResultOther.Clear();

	// When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items
	if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0)
	{
		ImGuiWindow* window = g.NavWindow;
		ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1, 1), window->InnerMainRect.Max - window->Pos + ImVec2(1, 1));
		if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
		{
			float pad = window->CalcFontSize() * 0.5f;
			window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item
			window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel);
			g.NavId = 0;
		}
		g.NavMoveFromClampedRefRect = false;
	}

	// For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
	ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
	g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect();
	g.NavScoringRectScreen.TranslateY(nav_scoring_rect_offset_y);
	g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
	g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
	IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
	//g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
	g.NavScoringCount = 0;
#if IMGUI_DEBUG_NAV_RECTS
	if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList(g.NavWindow)->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
	if (g.NavWindow) { ImU32 col = (!g.NavWindow->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); GetOverlayDrawList(g.NavWindow)->AddCircleFilled(p, 3.0f, col); GetOverlayDrawList(g.NavWindow)->AddText(NULL, 13.0f, p + ImVec2(8, -4), col, buf); }
#endif
}

// Apply result from previous frame navigation directional move request
static void ui::NavUpdateMoveResult()
{
	ImGuiContext& g = *GImGui;
	if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
	{
		// In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
		if (g.NavId != 0)
		{
			g.NavDisableHighlight = false;
			g.NavDisableMouseHover = true;
		}
		return;
	}

	// Select which result to use
	ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;

	// PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
	if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
		if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId)
			result = &g.NavMoveResultLocalVisibleSet;

	// Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
	if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
		if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
			result = &g.NavMoveResultOther;
	IM_ASSERT(g.NavWindow && result->Window);

	// Scroll to keep newly navigated item fully into view.
	if (g.NavLayer == 0)
	{
		ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
		NavScrollToBringItemIntoView(result->Window, rect_abs);

		// Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate()
		ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false);
		ImVec2 delta_scroll = result->Window->Scroll - next_scroll;
		result->RectRel.Translate(delta_scroll);

		// Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy).
		if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
			NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll));
	}

	ClearActiveID();
	g.NavWindow = result->Window;
	if (g.NavId != result->ID)
	{
		// Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
		g.NavJustMovedToId = result->ID;
		g.NavJustMovedToSelectScopeId = result->SelectScopeId;
	}
	SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel);
	g.NavMoveFromClampedRefRect = false;
}

static float ui::NavUpdatePageUpPageDown(int allowed_dir_flags)
{
	ImGuiContext& g = *GImGui;
	if (g.NavMoveDir == ImGuiDir_None && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget && g.NavLayer == 0)
	{
		ImGuiWindow* window = g.NavWindow;
		bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up));
		bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down));
		if (page_up_held != page_down_held) // If either (not both) are pressed
		{
			if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll)
			{
				// Fallback manual-scroll when window has no navigable item
				if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
					SetWindowScrollY(window, window->Scroll.y - window->InnerClipRect.GetHeight());
				else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
					SetWindowScrollY(window, window->Scroll.y + window->InnerClipRect.GetHeight());
			}
			else
			{
				const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
				const float page_offset_y = ImMax(0.0f, window->InnerClipRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
				float nav_scoring_rect_offset_y = 0.0f;
				if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
				{
					nav_scoring_rect_offset_y = -page_offset_y;
					g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
					g.NavMoveClipDir = ImGuiDir_Up;
					g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
				}
				else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
				{
					nav_scoring_rect_offset_y = +page_offset_y;
					g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
					g.NavMoveClipDir = ImGuiDir_Down;
					g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
				}
				return nav_scoring_rect_offset_y;
			}
		}
	}
	return 0.0f;
}

static int FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N)
{
	ImGuiContext& g = *GImGui;
	for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--)
		if (g.WindowsFocusOrder[i] == window)
			return i;
	return -1;
}

static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
{
	ImGuiContext& g = *GImGui;
	for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
		if (ui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
			return g.WindowsFocusOrder[i];
	return NULL;
}

static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(g.NavWindowingTarget);
	if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
		return;

	const int i_current = FindWindowFocusIndex(g.NavWindowingTarget);
	ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
	if (!window_target)
		window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
	if (window_target) // Don't reset windowing target if there's a single window in the list
		g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
	g.NavWindowingToggleLayer = false;
}

// Window management mode (hold to: change focus/move/resize, tap to: toggle menu layer)
static void ui::NavUpdateWindowing()
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* apply_focus_window = NULL;
	bool apply_toggle_layer = false;

	ImGuiWindow* modal_window = GetFrontMostPopupModal();
	if (modal_window != NULL)
	{
		g.NavWindowingTarget = NULL;
		return;
	}

	// Fade out
	if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
	{
		g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f);
		if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
			g.NavWindowingTargetAnim = NULL;
	}

	// Start CTRL-TAB or Square+L/R window selection
	bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
	bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
	if (start_windowing_with_gamepad || start_windowing_with_keyboard)
		if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
		{
			g.NavWindowingTarget = g.NavWindowingTargetAnim = window;
			g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
			g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
			g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
		}

	// Gamepad update
	g.NavWindowingTimer += g.IO.DeltaTime;
	if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad)
	{
		// Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
		g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));

		// Select window to focus
		const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow);
		if (focus_change_dir != 0)
		{
			NavUpdateWindowingHighlightWindow(focus_change_dir);
			g.NavWindowingHighlightAlpha = 1.0f;
		}

		// Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered front-most)
		if (!IsNavInputDown(ImGuiNavInput_Menu))
		{
			g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
			if (g.NavWindowingToggleLayer && g.NavWindow)
				apply_toggle_layer = true;
			else if (!g.NavWindowingToggleLayer)
				apply_focus_window = g.NavWindowingTarget;
			g.NavWindowingTarget = NULL;
		}
	}

	// Keyboard: Focus
	if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard)
	{
		// Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
		g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
		if (IsKeyPressedMap(ImGuiKey_Tab, true))
			NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1);
		if (!g.IO.KeyCtrl)
			apply_focus_window = g.NavWindowingTarget;
	}

	// Keyboard: Press and Release ALT to toggle menu layer
	// FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB
	if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released))
		if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev))
			apply_toggle_layer = true;

	// Move window
	if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
	{
		ImVec2 move_delta;
		if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift)
			move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
		if (g.NavInputSource == ImGuiInputSource_NavGamepad)
			move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
		if (move_delta.x != 0.0f || move_delta.y != 0.0f)
		{
			const float NAV_MOVE_SPEED = 800.0f;
			const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well
			g.NavWindowingTarget->RootWindow->Pos += move_delta * move_speed;
			g.NavDisableMouseHover = true;
			MarkIniSettingsDirty(g.NavWindowingTarget);
		}
	}

	// Apply final focus
	if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
	{
		g.NavDisableHighlight = false;
		g.NavDisableMouseHover = true;
		apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);
		ClosePopupsOverWindow(apply_focus_window);
		FocusWindow(apply_focus_window);
		if (apply_focus_window->NavLastIds[0] == 0)
			NavInitWindow(apply_focus_window, false);

		// If the window only has a menu layer, select it directly
		if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu))
			g.NavLayer = ImGuiNavLayer_Menu;
	}
	if (apply_focus_window)
		g.NavWindowingTarget = NULL;

	// Apply menu/layer toggle
	if (apply_toggle_layer && g.NavWindow)
	{
		// Move to parent menu if necessary
		ImGuiWindow* new_nav_window = g.NavWindow;
		while ((new_nav_window->DC.NavLayerActiveMask & (1 << 1)) == 0
			&& (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
			&& (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
			new_nav_window = new_nav_window->ParentWindow;
		if (new_nav_window != g.NavWindow)
		{
			ImGuiWindow* old_nav_window = g.NavWindow;
			FocusWindow(new_nav_window);
			new_nav_window->NavLastChildNavWindow = old_nav_window;
		}
		g.NavDisableHighlight = false;
		g.NavDisableMouseHover = true;
		NavRestoreLayer((g.NavWindow->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main);
	}
}

// Window has already passed the IsWindowNavFocusable()
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
{
	if (window->Flags & ImGuiWindowFlags_Popup)
		return "(Popup)";
	if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
		return "(Main menu bar)";
	return "(Untitled)";
}

// Overlay displayed when using CTRL+TAB. Called by EndFrame().
void ui::NavUpdateWindowingList()
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(g.NavWindowingTarget != NULL);

	if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
		return;

	if (g.NavWindowingList == NULL)
		g.NavWindowingList = FindWindowByName("###NavWindowingList");
	SetNextWindowSizeConstraints(ImVec2(g.IO.DisplaySize.x * 0.20f, g.IO.DisplaySize.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
	SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
	PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
	Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
	for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
	{
		ImGuiWindow* window = g.WindowsFocusOrder[n];
		if (!IsWindowNavFocusable(window))
			continue;
		const char* label = window->Name;
		if (label == FindRenderedTextEnd(label))
			label = GetFallbackWindowNameForWindowingList(window);
		Selectable(label, g.NavWindowingTarget == window);
	}
	End();
	PopStyleVar();
}

//-----------------------------------------------------------------------------
// [SECTION] COLUMNS
// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system.
//-----------------------------------------------------------------------------

void ui::NextColumn()
{
	ImGuiWindow* window = GetCurrentWindow();
	if (window->SkipItems || window->DC.ColumnsSet == NULL)
		return;

	ImGuiContext& g = *GImGui;
	PopItemWidth();
	PopClipRect();

	ImGuiColumnsSet* columns = window->DC.ColumnsSet;
	columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
	if (++columns->Current < columns->Count)
	{
		// Columns 1+ cancel out IndentX
		window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + g.Style.ItemSpacing.x;
		window->DrawList->ChannelsSetCurrent(columns->Current);
	}
	else
	{
		window->DC.ColumnsOffset.x = 0.0f;
		window->DrawList->ChannelsSetCurrent(0);
		columns->Current = 0;
		columns->LineMinY = columns->LineMaxY;
	}
	window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
	window->DC.CursorPos.y = columns->LineMinY;
	window->DC.CurrentLineSize = ImVec2(0.0f, 0.0f);
	window->DC.CurrentLineTextBaseOffset = 0.0f;

	PushColumnClipRect();
	PushItemWidth(GetColumnWidth() * 0.65f);  // FIXME: Move on columns setup
}

int ui::GetColumnIndex()
{
	ImGuiWindow* window = GetCurrentWindowRead();
	return window->DC.ColumnsSet ? window->DC.ColumnsSet->Current : 0;
}

int ui::GetColumnsCount()
{
	ImGuiWindow* window = GetCurrentWindowRead();
	return window->DC.ColumnsSet ? window->DC.ColumnsSet->Count : 1;
}

static float OffsetNormToPixels(const ImGuiColumnsSet* columns, float offset_norm)
{
	return offset_norm * (columns->MaxX - columns->MinX);
}

static float PixelsToOffsetNorm(const ImGuiColumnsSet* columns, float offset)
{
	return offset / (columns->MaxX - columns->MinX);
}

static inline float GetColumnsRectHalfWidth() { return 4.0f; }

static float GetDraggedColumnOffset(ImGuiColumnsSet* columns, int column_index)
{
	// Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
	// window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;
	IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
	IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));

	float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + GetColumnsRectHalfWidth() - window->Pos.x;
	x = ImMax(x, ui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
	if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths))
		x = ImMin(x, ui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);

	return x;
}

float ui::GetColumnOffset(int column_index)
{
	ImGuiWindow* window = GetCurrentWindowRead();
	ImGuiColumnsSet* columns = window->DC.ColumnsSet;
	IM_ASSERT(columns != NULL);

	if (column_index < 0)
		column_index = columns->Current;
	IM_ASSERT(column_index < columns->Columns.Size);

	const float t = columns->Columns[column_index].OffsetNorm;
	const float x_offset = ImLerp(columns->MinX, columns->MaxX, t);
	return x_offset;
}

static float GetColumnWidthEx(ImGuiColumnsSet* columns, int column_index, bool before_resize = false)
{
	if (column_index < 0)
		column_index = columns->Current;

	float offset_norm;
	if (before_resize)
		offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize;
	else
		offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm;
	return OffsetNormToPixels(columns, offset_norm);
}

float ui::GetColumnWidth(int column_index)
{
	ImGuiWindow* window = GetCurrentWindowRead();
	ImGuiColumnsSet* columns = window->DC.ColumnsSet;
	IM_ASSERT(columns != NULL);

	if (column_index < 0)
		column_index = columns->Current;
	return OffsetNormToPixels(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm);
}

void ui::SetColumnOffset(int column_index, float offset)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;
	ImGuiColumnsSet* columns = window->DC.ColumnsSet;
	IM_ASSERT(columns != NULL);

	if (column_index < 0)
		column_index = columns->Current;
	IM_ASSERT(column_index < columns->Columns.Size);

	const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count - 1);
	const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;

	if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow))
		offset = ImMin(offset, columns->MaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
	columns->Columns[column_index].OffsetNorm = PixelsToOffsetNorm(columns, offset - columns->MinX);

	if (preserve_width)
		SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
}

void ui::SetColumnWidth(int column_index, float width)
{
	ImGuiWindow* window = GetCurrentWindowRead();
	ImGuiColumnsSet* columns = window->DC.ColumnsSet;
	IM_ASSERT(columns != NULL);

	if (column_index < 0)
		column_index = columns->Current;
	SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width);
}

void ui::PushColumnClipRect(int column_index)
{
	ImGuiWindow* window = GetCurrentWindowRead();
	ImGuiColumnsSet* columns = window->DC.ColumnsSet;
	if (column_index < 0)
		column_index = columns->Current;

	PushClipRect(columns->Columns[column_index].ClipRect.Min, columns->Columns[column_index].ClipRect.Max, false);
}

static ImGuiColumnsSet* FindOrAddColumnsSet(ImGuiWindow* window, ImGuiID id)
{
	for (int n = 0; n < window->ColumnsStorage.Size; n++)
		if (window->ColumnsStorage[n].ID == id)
			return &window->ColumnsStorage[n];

	window->ColumnsStorage.push_back(ImGuiColumnsSet());
	ImGuiColumnsSet* columns = &window->ColumnsStorage.back();
	columns->ID = id;
	return columns;
}

void ui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = GetCurrentWindow();

	IM_ASSERT(columns_count > 1);
	IM_ASSERT(window->DC.ColumnsSet == NULL); // Nested columns are currently not supported

	// Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
	// In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
	PushID(0x11223347 + (str_id ? 0 : columns_count));
	ImGuiID id = window->GetID(str_id ? str_id : "columns");
	PopID();

	// Acquire storage for the columns set
	ImGuiColumnsSet* columns = FindOrAddColumnsSet(window, id);
	IM_ASSERT(columns->ID == id);
	columns->Current = 0;
	columns->Count = columns_count;
	columns->Flags = flags;
	window->DC.ColumnsSet = columns;

	// Set state for first column
	const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->InnerClipRect.Max.x - window->Pos.x);
	columns->MinX = window->DC.Indent.x - g.Style.ItemSpacing.x; // Lock our horizontal range
	columns->MaxX = ImMax(content_region_width - window->Scroll.x, columns->MinX + 1.0f);
	columns->StartPosY = window->DC.CursorPos.y;
	columns->StartMaxPosX = window->DC.CursorMaxPos.x;
	columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y;
	window->DC.ColumnsOffset.x = 0.0f;
	window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);

	// Clear data if columns count changed
	if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1)
		columns->Columns.resize(0);

	// Initialize defaults
	columns->IsFirstFrame = (columns->Columns.Size == 0);
	if (columns->Columns.Size == 0)
	{
		columns->Columns.reserve(columns_count + 1);
		for (int n = 0; n < columns_count + 1; n++)
		{
			ImGuiColumnData column;
			column.OffsetNorm = n / (float)columns_count;
			columns->Columns.push_back(column);
		}
	}

	for (int n = 0; n < columns_count; n++)
	{
		// Compute clipping rectangle
		ImGuiColumnData* column = &columns->Columns[n];
		float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n) - 1.0f);
		float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
		column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
		column->ClipRect.ClipWith(window->ClipRect);
	}

	window->DrawList->ChannelsSplit(columns->Count);
	PushColumnClipRect();
	PushItemWidth(GetColumnWidth() * 0.65f);
}

void ui::EndColumns()
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = GetCurrentWindow();
	ImGuiColumnsSet* columns = window->DC.ColumnsSet;
	IM_ASSERT(columns != NULL);

	PopItemWidth();
	PopClipRect();
	window->DrawList->ChannelsMerge();

	columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
	window->DC.CursorPos.y = columns->LineMaxY;
	if (!(columns->Flags & ImGuiColumnsFlags_GrowParentContentsSize))
		window->DC.CursorMaxPos.x = columns->StartMaxPosX;  // Restore cursor max pos, as columns don't grow parent

	// Draw columns borders and handle resize
	bool is_being_resized = false;
	if (!(columns->Flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems)
	{
		const float y1 = columns->StartPosY;
		const float y2 = window->DC.CursorPos.y;
		int dragging_column = -1;
		for (int n = 1; n < columns->Count; n++)
		{
			float x = window->Pos.x + GetColumnOffset(n);
			const ImGuiID column_id = columns->ID + ImGuiID(n);
			const float column_hw = GetColumnsRectHalfWidth(); // Half-width for interaction
			const ImRect column_rect(ImVec2(x - column_hw, y1), ImVec2(x + column_hw, y2));
			KeepAliveID(column_id);
			if (IsClippedEx(column_rect, column_id, false))
				continue;

			bool hovered = false, held = false;
			if (!(columns->Flags & ImGuiColumnsFlags_NoResize))
			{
				ButtonBehavior(column_rect, column_id, &hovered, &held);
				if (hovered || held)
					g.MouseCursor = ImGuiMouseCursor_ResizeEW;
				if (held && !(columns->Columns[n].Flags & ImGuiColumnsFlags_NoResize))
					dragging_column = n;
			}

			// Draw column (we clip the Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.)
			const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
			const float xi = (float)(int)x;
			window->DrawList->AddLine(ImVec2(xi, ImMax(y1 + 1.0f, window->ClipRect.Min.y)), ImVec2(xi, ImMin(y2, window->ClipRect.Max.y)), col);
		}

		// Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.
		if (dragging_column != -1)
		{
			if (!columns->IsBeingResized)
				for (int n = 0; n < columns->Count + 1; n++)
					columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm;
			columns->IsBeingResized = is_being_resized = true;
			float x = GetDraggedColumnOffset(columns, dragging_column);
			SetColumnOffset(dragging_column, x);
		}
	}
	columns->IsBeingResized = is_being_resized;

	window->DC.ColumnsSet = NULL;
	window->DC.ColumnsOffset.x = 0.0f;
	window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
}

// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing]
void ui::Columns(int columns_count, const char* id, bool border)
{
	ImGuiWindow* window = GetCurrentWindow();
	IM_ASSERT(columns_count >= 1);

	ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder);
	//flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior
	if (window->DC.ColumnsSet != NULL && window->DC.ColumnsSet->Count == columns_count && window->DC.ColumnsSet->Flags == flags)
		return;

	if (window->DC.ColumnsSet != NULL)
		EndColumns();

	if (columns_count != 1)
		BeginColumns(id, columns_count, flags);
}

//-----------------------------------------------------------------------------
// [SECTION] DRAG AND DROP
//-----------------------------------------------------------------------------

void ui::ClearDragDrop()
{
	ImGuiContext& g = *GImGui;
	g.DragDropActive = false;
	g.DragDropPayload.Clear();
	g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
	g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
	g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
	g.DragDropAcceptFrameCount = -1;

	g.DragDropPayloadBufHeap.clear();
	memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
}

// Call when current ID is active.
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
bool ui::BeginDragDropSource(ImGuiDragDropFlags flags)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;

	bool source_drag_active = false;
	ImGuiID source_id = 0;
	ImGuiID source_parent_id = 0;
	int mouse_button = 0;
	if (!(flags & ImGuiDragDropFlags_SourceExtern))
	{
		source_id = window->DC.LastItemId;
		if (source_id != 0 && g.ActiveId != source_id) // Early out for most common case
			return false;
		if (g.IO.MouseDown[mouse_button] == false)
			return false;

		if (source_id == 0)
		{
			// If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
			// A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride.
			if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
			{
				IM_ASSERT(0);
				return false;
			}

			// Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image()
			// We build a throwaway ID based on current ID stack + relative AABB of items in window.
			// THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
			// We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
			bool is_hovered = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) != 0;
			if (!is_hovered && (g.ActiveId == 0 || g.ActiveIdWindow != window))
				return false;
			source_id = window->DC.LastItemId = window->GetIDFromRectangle(window->DC.LastItemRect);
			if (is_hovered)
				SetHoveredID(source_id);
			if (is_hovered && g.IO.MouseClicked[mouse_button])
			{
				SetActiveID(source_id, window);
				FocusWindow(window);
			}
			if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
				g.ActiveIdAllowOverlap = is_hovered;
		}
		else
		{
			g.ActiveIdAllowOverlap = false;
		}
		if (g.ActiveId != source_id)
			return false;
		source_parent_id = window->IDStack.back();
		source_drag_active = IsMouseDragging(mouse_button);
	}
	else
	{
		window = NULL;
		source_id = ImHashStr("#SourceExtern", 0);
		source_drag_active = true;
	}

	if (source_drag_active)
	{
		if (!g.DragDropActive)
		{
			IM_ASSERT(source_id != 0);
			ClearDragDrop();
			ImGuiPayload& payload = g.DragDropPayload;
			payload.SourceId = source_id;
			payload.SourceParentId = source_parent_id;
			g.DragDropActive = true;
			g.DragDropSourceFlags = flags;
			g.DragDropMouseButton = mouse_button;
		}
		g.DragDropSourceFrameCount = g.FrameCount;
		g.DragDropWithinSourceOrTarget = true;

		if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
		{
			// Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
			// We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
			BeginTooltip();
			if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
			{
				ImGuiWindow* tooltip_window = g.CurrentWindow;
				tooltip_window->SkipItems = true;
				tooltip_window->HiddenFramesRegular = 1;
			}
		}

		if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
			window->DC.LastItemStatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;

		return true;
	}
	return false;
}

void ui::EndDragDropSource()
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(g.DragDropActive);
	IM_ASSERT(g.DragDropWithinSourceOrTarget && "Not after a BeginDragDropSource()?");

	if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
		EndTooltip();

	// Discard the drag if have not called SetDragDropPayload()
	if (g.DragDropPayload.DataFrameCount == -1)
		ClearDragDrop();
	g.DragDropWithinSourceOrTarget = false;
}

// Use 'cond' to choose to submit payload on drag start or every frame
bool ui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
{
	ImGuiContext& g = *GImGui;
	ImGuiPayload& payload = g.DragDropPayload;
	if (cond == 0)
		cond = ImGuiCond_Always;

	IM_ASSERT(type != NULL);
	IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
	IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
	IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
	IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()

	if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
	{
		// Copy payload
		ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
		g.DragDropPayloadBufHeap.resize(0);
		if (data_size > sizeof(g.DragDropPayloadBufLocal))
		{
			// Store in heap
			g.DragDropPayloadBufHeap.resize((int)data_size);
			payload.Data = g.DragDropPayloadBufHeap.Data;
			memcpy(payload.Data, data, data_size);
		}
		else if (data_size > 0)
		{
			// Store locally
			memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
			payload.Data = g.DragDropPayloadBufLocal;
			memcpy(payload.Data, data, data_size);
		}
		else
		{
			payload.Data = NULL;
		}
		payload.DataSize = (int)data_size;
	}
	payload.DataFrameCount = g.FrameCount;

	return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
}

bool ui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
{
	ImGuiContext& g = *GImGui;
	if (!g.DragDropActive)
		return false;

	ImGuiWindow* window = g.CurrentWindow;
	if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow)
		return false;
	IM_ASSERT(id != 0);
	if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
		return false;
	if (window->SkipItems)
		return false;

	IM_ASSERT(g.DragDropWithinSourceOrTarget == false);
	g.DragDropTargetRect = bb;
	g.DragDropTargetId = id;
	g.DragDropWithinSourceOrTarget = true;
	return true;
}

// We don't use BeginDragDropTargetCustom() and duplicate its code because:
// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
bool ui::BeginDragDropTarget()
{
	ImGuiContext& g = *GImGui;
	if (!g.DragDropActive)
		return false;

	ImGuiWindow* window = g.CurrentWindow;
	if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))
		return false;
	if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow)
		return false;

	const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect;
	ImGuiID id = window->DC.LastItemId;
	if (id == 0)
		id = window->GetIDFromRectangle(display_rect);
	if (g.DragDropPayload.SourceId == id)
		return false;

	IM_ASSERT(g.DragDropWithinSourceOrTarget == false);
	g.DragDropTargetRect = display_rect;
	g.DragDropTargetId = id;
	g.DragDropWithinSourceOrTarget = true;
	return true;
}

bool ui::IsDragDropPayloadBeingAccepted()
{
	ImGuiContext& g = *GImGui;
	return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
}

const ImGuiPayload* ui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;
	ImGuiPayload& payload = g.DragDropPayload;
	IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
	IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?
	if (type != NULL && !payload.IsDataType(type))
		return NULL;

	// Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
	// NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
	const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
	ImRect r = g.DragDropTargetRect;
	float r_surface = r.GetWidth() * r.GetHeight();
	if (r_surface < g.DragDropAcceptIdCurrRectSurface)
	{
		g.DragDropAcceptFlags = flags;
		g.DragDropAcceptIdCurr = g.DragDropTargetId;
		g.DragDropAcceptIdCurrRectSurface = r_surface;
	}

	// Render default drop visuals
	payload.Preview = was_accepted_previously;
	flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame)
	if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
	{
		// FIXME-DRAG: Settle on a proper default visuals for drop target.
		r.Expand(3.5f);
		bool push_clip_rect = !window->ClipRect.Contains(r);
		if (push_clip_rect) window->DrawList->PushClipRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1));
		window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f);
		if (push_clip_rect) window->DrawList->PopClipRect();
	}

	g.DragDropAcceptFrameCount = g.FrameCount;
	payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
	if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
		return NULL;

	return &payload;
}

const ImGuiPayload* ui::GetDragDropPayload()
{
	ImGuiContext& g = *GImGui;
	return g.DragDropActive ? &g.DragDropPayload : NULL;
}

// We don't really use/need this now, but added it for the sake of consistency and because we might need it later.
void ui::EndDragDropTarget()
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(g.DragDropActive);
	IM_ASSERT(g.DragDropWithinSourceOrTarget);
	g.DragDropWithinSourceOrTarget = false;
}

//-----------------------------------------------------------------------------
// [SECTION] DOCKING
//-----------------------------------------------------------------------------

// (this section is filled in the 'docking' branch)

//-----------------------------------------------------------------------------
// [SECTION] LOGGING/CAPTURING
//-----------------------------------------------------------------------------
// All text output from the interface can be captured into tty/file/clipboard. 
// By default, tree nodes are automatically opened during logging.
//-----------------------------------------------------------------------------

// Pass text data straight to log (without being displayed)
void ui::LogText(const char* fmt, ...)
{
	ImGuiContext& g = *GImGui;
	if (!g.LogEnabled)
		return;

	va_list args;
	va_start(args, fmt);
	if (g.LogFile)
		vfprintf(g.LogFile, fmt, args);
	else
		g.LogClipboard.appendfv(fmt, args);
	va_end(args);
}

// Internal version that takes a position to decide on newline placement and pad items according to their depth.
// We split text into individual lines to add current tree level padding
void ui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
{
	ImGuiContext& g = *GImGui;
	ImGuiWindow* window = g.CurrentWindow;

	if (!text_end)
		text_end = FindRenderedTextEnd(text, text_end);

	const bool log_new_line = ref_pos && (ref_pos->y > window->DC.LogLinePosY + 1);
	if (ref_pos)
		window->DC.LogLinePosY = ref_pos->y;

	const char* text_remaining = text;
	if (g.LogStartDepth > window->DC.TreeDepth)  // Re-adjust padding if we have popped out of our starting depth
		g.LogStartDepth = window->DC.TreeDepth;
	const int tree_depth = (window->DC.TreeDepth - g.LogStartDepth);
	for (;;)
	{
		// Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry.
		const char* line_start = text_remaining;
		const char* line_end = ImStreolRange(line_start, text_end);
		const bool is_first_line = (line_start == text);
		const bool is_last_line = (line_end == text_end);
		if (!is_last_line || (line_start != line_end))
		{
			const int char_count = (int)(line_end - line_start);
			if (log_new_line || !is_first_line)
				LogText(IM_NEWLINE "%*s%.*s", tree_depth * 4, "", char_count, line_start);
			else
				LogText(" %.*s", char_count, line_start);
		}

		if (is_last_line)
			break;
		text_remaining = line_end + 1;
	}
}

// Start logging ImGui output to TTY
void ui::LogToTTY(int max_depth)
{
	ImGuiContext& g = *GImGui;
	if (g.LogEnabled)
		return;
	ImGuiWindow* window = g.CurrentWindow;

	IM_ASSERT(g.LogFile == NULL);
	g.LogFile = stdout;
	g.LogEnabled = true;
	g.LogStartDepth = window->DC.TreeDepth;
	if (max_depth >= 0)
		g.LogAutoExpandMaxDepth = max_depth;
}

// Start logging ImGui output to given file
void ui::LogToFile(int max_depth, const char* filename)
{
	ImGuiContext& g = *GImGui;
	if (g.LogEnabled)
		return;
	ImGuiWindow* window = g.CurrentWindow;

	if (!filename)
	{
		filename = g.IO.LogFilename;
		if (!filename)
			return;
	}

	IM_ASSERT(g.LogFile == NULL);
	g.LogFile = ImFileOpen(filename, "ab");
	if (!g.LogFile)
	{
		IM_ASSERT(0);
		return;
	}
	g.LogEnabled = true;
	g.LogStartDepth = window->DC.TreeDepth;
	if (max_depth >= 0)
		g.LogAutoExpandMaxDepth = max_depth;
}

// Start logging ImGui output to clipboard
void ui::LogToClipboard(int max_depth)
{
	ImGuiContext& g = *GImGui;
	if (g.LogEnabled)
		return;
	ImGuiWindow* window = g.CurrentWindow;

	IM_ASSERT(g.LogFile == NULL);
	g.LogFile = NULL;
	g.LogEnabled = true;
	g.LogStartDepth = window->DC.TreeDepth;
	if (max_depth >= 0)
		g.LogAutoExpandMaxDepth = max_depth;
}

void ui::LogFinish()
{
	ImGuiContext& g = *GImGui;
	if (!g.LogEnabled)
		return;

	LogText(IM_NEWLINE);
	if (g.LogFile != NULL)
	{
		if (g.LogFile == stdout)
			fflush(g.LogFile);
		else
			fclose(g.LogFile);
		g.LogFile = NULL;
	}
	if (g.LogClipboard.size() > 1)
	{
		SetClipboardText(g.LogClipboard.begin());
		g.LogClipboard.clear();
	}
	g.LogEnabled = false;
}

// Helper to display logging buttons
void ui::LogButtons()
{
	ImGuiContext& g = *GImGui;

	PushID("LogButtons");
	const bool log_to_tty = Button("Log To TTY"); SameLine();
	const bool log_to_file = Button("Log To File"); SameLine();
	const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
	PushItemWidth(80.0f);
	PushAllowKeyboardFocus(false);
	SliderInt("Depth", &g.LogAutoExpandMaxDepth, 0, 9, NULL);
	PopAllowKeyboardFocus();
	PopItemWidth();
	PopID();

	// Start logging at the end of the function so that the buttons don't appear in the log
	if (log_to_tty)
		LogToTTY(g.LogAutoExpandMaxDepth);
	if (log_to_file)
		LogToFile(g.LogAutoExpandMaxDepth, g.IO.LogFilename);
	if (log_to_clipboard)
		LogToClipboard(g.LogAutoExpandMaxDepth);
}

//-----------------------------------------------------------------------------
// [SECTION] SETTINGS
//-----------------------------------------------------------------------------

void ui::MarkIniSettingsDirty()
{
	ImGuiContext& g = *GImGui;
	if (g.SettingsDirtyTimer <= 0.0f)
		g.SettingsDirtyTimer = g.IO.IniSavingRate;
}

void ui::MarkIniSettingsDirty(ImGuiWindow* window)
{
	ImGuiContext& g = *GImGui;
	if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
		if (g.SettingsDirtyTimer <= 0.0f)
			g.SettingsDirtyTimer = g.IO.IniSavingRate;
}

ImGuiWindowSettings* ui::CreateNewWindowSettings(const char* name)
{
	ImGuiContext& g = *GImGui;
	g.SettingsWindows.push_back(ImGuiWindowSettings());
	ImGuiWindowSettings* settings = &g.SettingsWindows.back();
	settings->Name = ImStrdup(name);
	settings->ID = ImHashStr(name, 0);
	return settings;
}

ImGuiWindowSettings* ui::FindWindowSettings(ImGuiID id)
{
	ImGuiContext& g = *GImGui;
	for (int i = 0; i != g.SettingsWindows.Size; i++)
		if (g.SettingsWindows[i].ID == id)
			return &g.SettingsWindows[i];
	return NULL;
}

ImGuiWindowSettings* ui::FindOrCreateWindowSettings(const char* name)
{
	if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name, 0)))
		return settings;
	return CreateNewWindowSettings(name);
}

void ui::LoadIniSettingsFromDisk(const char* ini_filename)
{
	size_t file_data_size = 0;
	char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
	if (!file_data)
		return;
	LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
	ui::MemFree(file_data);
}

ImGuiSettingsHandler* ui::FindSettingsHandler(const char* type_name)
{
	ImGuiContext& g = *GImGui;
	const ImGuiID type_hash = ImHashStr(type_name, 0);
	for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
		if (g.SettingsHandlers[handler_n].TypeHash == type_hash)
			return &g.SettingsHandlers[handler_n];
	return NULL;
}

// Zero-tolerance, no error reporting, cheap .ini parsing
void ui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
{
	ImGuiContext& g = *GImGui;
	IM_ASSERT(g.Initialized);
	IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);

	// For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
	// For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
	if (ini_size == 0)
		ini_size = strlen(ini_data);
	char* buf = (char*)ui::MemAlloc(ini_size + 1);
	char* buf_end = buf + ini_size;
	memcpy(buf, ini_data, ini_size);
	buf[ini_size] = 0;

	void* entry_data = NULL;
	ImGuiSettingsHandler* entry_handler = NULL;

	char* line_end = NULL;
	for (char* line = buf; line < buf_end; line = line_end + 1)
	{
		// Skip new lines markers, then find end of the line
		while (*line == '\n' || *line == '\r')
			line++;
		line_end = line;
		while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
			line_end++;
		line_end[0] = 0;
		if (line[0] == ';')
			continue;
		if (line[0] == '[' && line_end > line && line_end[-1] == ']')
		{
			// Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
			line_end[-1] = 0;
			const char* name_end = line_end - 1;
			const char* type_start = line + 1;
			char* type_end = (char*)(intptr_t)ImStrchrRange(type_start, name_end, ']');
			const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
			if (!type_end || !name_start)
			{
				name_start = type_start; // Import legacy entries that have no type
				type_start = "Window";
			}
			else
			{
				*type_end = 0; // Overwrite first ']'
				name_start++;  // Skip second '['
			}
			entry_handler = FindSettingsHandler(type_start);
			entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
		}
		else if (entry_handler != NULL && entry_data != NULL)
		{
			// Let type handler parse the line
			entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
		}
	}
	ui::MemFree(buf);
	g.SettingsLoaded = true;
}

void ui::SaveIniSettingsToDisk(const char* ini_filename)
{
	ImGuiContext& g = *GImGui;
	g.SettingsDirtyTimer = 0.0f;
	if (!ini_filename)
		return;

	size_t ini_data_size = 0;
	const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
	FILE* f = ImFileOpen(ini_filename, "wt");
	if (!f)
		return;
	fwrite(ini_data, sizeof(char), ini_data_size, f);
	fclose(f);
}

// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
const char* ui::SaveIniSettingsToMemory(size_t* out_size)
{
	ImGuiContext& g = *GImGui;
	g.SettingsDirtyTimer = 0.0f;
	g.SettingsIniData.Buf.resize(0);
	g.SettingsIniData.Buf.push_back(0);
	for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
	{
		ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n];
		handler->WriteAllFn(&g, handler, &g.SettingsIniData);
	}
	if (out_size)
		*out_size = (size_t)g.SettingsIniData.size();
	return g.SettingsIniData.c_str();
}

static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
{
	ImGuiWindowSettings* settings = ui::FindWindowSettings(ImHashStr(name, 0));
	if (!settings)
		settings = ui::CreateNewWindowSettings(name);
	return (void*)settings;
}

static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
{
	ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
	float x, y;
	int i;
	if (sscanf(line, "Pos=%f,%f", &x, &y) == 2)         settings->Pos = ImVec2(x, y);
	else if (sscanf(line, "Size=%f,%f", &x, &y) == 2)   settings->Size = ImMax(ImVec2(x, y), GImGui->Style.WindowMinSize);
	else if (sscanf(line, "Collapsed=%d", &i) == 1)     settings->Collapsed = (i != 0);
}

static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
{
	// Gather data from windows that were active during this session
	// (if a window wasn't opened in this session we preserve its settings)
	ImGuiContext& g = *imgui_ctx;
	for (int i = 0; i != g.Windows.Size; i++)
	{
		ImGuiWindow* window = g.Windows[i];
		if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
			continue;

		ImGuiWindowSettings* settings = (window->SettingsIdx != -1) ? &g.SettingsWindows[window->SettingsIdx] : ui::FindWindowSettings(window->ID);
		if (!settings)
		{
			settings = ui::CreateNewWindowSettings(window->Name);
			window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings);
		}
		IM_ASSERT(settings->ID == window->ID);
		settings->Pos = window->Pos;
		settings->Size = window->SizeFull;
		settings->Collapsed = window->Collapsed;
	}

	// Write to text buffer
	buf->reserve(buf->size() + g.SettingsWindows.Size * 96); // ballpark reserve
	for (int i = 0; i != g.SettingsWindows.Size; i++)
	{
		const ImGuiWindowSettings* settings = &g.SettingsWindows[i];
		if (settings->Pos.x == FLT_MAX)
			continue;
		const char* name = settings->Name;
		if (const char* p = strstr(name, "###"))  // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
			name = p;
		buf->appendf("[%s][%s]\n", handler->TypeName, name);
		buf->appendf("Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y);
		buf->appendf("Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y);
		buf->appendf("Collapsed=%d\n", settings->Collapsed);
		buf->appendf("\n");
	}
}

//-----------------------------------------------------------------------------
// [SECTION] PLATFORM DEPENDENT HELPERS
//-----------------------------------------------------------------------------

#if defined(_WIN32) && !defined(_WINDOWS_) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS))
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#ifndef __MINGW32__
#include <Windows.h>
#else
#include <windows.h>
#endif
#endif

// Win32 API clipboard implementation
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)

#ifdef _MSC_VER
#pragma comment(lib, "user32")
#endif

static const char* GetClipboardTextFn_DefaultImpl(void*)
{
	static ImVector<char> buf_local;
	buf_local.clear();
	if (!::OpenClipboard(NULL))
		return NULL;
	HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
	if (wbuf_handle == NULL)
	{
		::CloseClipboard();
		return NULL;
	}
	if (ImWchar* wbuf_global = (ImWchar*)::GlobalLock(wbuf_handle))
	{
		int buf_len = ImTextCountUtf8BytesFromStr(wbuf_global, NULL) + 1;
		buf_local.resize(buf_len);
		ImTextStrToUtf8(buf_local.Data, buf_len, wbuf_global, NULL);
	}
	::GlobalUnlock(wbuf_handle);
	::CloseClipboard();
	return buf_local.Data;
}

static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
{
	if (!::OpenClipboard(NULL))
		return;
	const int wbuf_length = ImTextCountCharsFromUtf8(text, NULL) + 1;
	HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(ImWchar));
	if (wbuf_handle == NULL)
	{
		::CloseClipboard();
		return;
	}
	ImWchar* wbuf_global = (ImWchar*)::GlobalLock(wbuf_handle);
	ImTextStrFromUtf8(wbuf_global, wbuf_length, text, NULL);
	::GlobalUnlock(wbuf_handle);
	::EmptyClipboard();
	if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
		::GlobalFree(wbuf_handle);
	::CloseClipboard();
}

#else

// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers
static const char* GetClipboardTextFn_DefaultImpl(void*)
{
	ImGuiContext& g = *GImGui;
	return g.PrivateClipboard.empty() ? NULL : g.PrivateClipboard.begin();
}

// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
{
	ImGuiContext& g = *GImGui;
	g.PrivateClipboard.clear();
	const char* text_end = text + strlen(text);
	g.PrivateClipboard.resize((int)(text_end - text) + 1);
	memcpy(&g.PrivateClipboard[0], text, (size_t)(text_end - text));
	g.PrivateClipboard[(int)(text_end - text)] = 0;
}

#endif

// Win32 API IME support (for Asian languages, etc.)
#if defined(_WIN32) && !defined(__GNUC__) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)

#include <imm.h>
#ifdef _MSC_VER
#pragma comment(lib, "imm32")
#endif

static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y)
{
	// Notify OS Input Method Editor of text input position
	if (HWND hwnd = (HWND)GImGui->IO.ImeWindowHandle)
		if (HIMC himc = ::ImmGetContext(hwnd))
		{
			COMPOSITIONFORM cf;
			cf.ptCurrentPos.x = x;
			cf.ptCurrentPos.y = y;
			cf.dwStyle = CFS_FORCE_POSITION;
			::ImmSetCompositionWindow(himc, &cf);
			::ImmReleaseContext(hwnd, himc);
		}
}

#else

static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {}

#endif

//-----------------------------------------------------------------------------
// [SECTION] METRICS/DEBUG WINDOW
//-----------------------------------------------------------------------------

void ui::ShowMetricsWindow(bool* p_open)
{
	if (!ui::Begin("ImGui Metrics", p_open))
	{
		ui::End();
		return;
	}

	static bool show_draw_cmd_clip_rects = true;
	static bool show_window_begin_order = false;
	ImGuiIO& io = ui::GetIO();
	ui::Text("Dear ImGui %s", ui::GetVersion());
	ui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
	ui::Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
	ui::Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows);
	ui::Text("%d allocations", io.MetricsActiveAllocations);
	ui::Checkbox("Show clipping rectangles when hovering draw commands", &show_draw_cmd_clip_rects, 0);
	ui::Checkbox("Ctrl shows window begin order", &show_window_begin_order, 0);
	ui::Separator();

	struct Funcs
	{
		static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label)
		{
			bool node_open = ui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size);
			if (draw_list == ui::GetWindowDrawList())
			{
				ui::SameLine();
				ui::TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
				if (node_open) ui::TreePop();
				return;
			}

			ImDrawList* overlay_draw_list = GetOverlayDrawList(window); // Render additional visuals into the top-most draw list
			if (window && IsItemHovered())
				overlay_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
			if (!node_open)
				return;

			int elem_offset = 0;
			for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++)
			{
				if (pcmd->UserCallback == NULL && pcmd->ElemCount == 0)
					continue;
				if (pcmd->UserCallback)
				{
					ui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
					continue;
				}
				ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
				bool pcmd_node_open = ui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "Draw %4d %s vtx, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
				if (show_draw_cmd_clip_rects && ui::IsItemHovered())
				{
					ImRect clip_rect = pcmd->ClipRect;
					ImRect vtxs_rect;
					for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)
						vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos);
					clip_rect.Floor(); overlay_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255, 255, 0, 255));
					vtxs_rect.Floor(); overlay_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255, 0, 255, 255));
				}
				if (!pcmd_node_open)
					continue;

				// Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
				ImGuiListClipper clipper(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
				while (clipper.Step())
					for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
					{
						char buf[300];
						char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf);
						ImVec2 triangles_pos[3];
						for (int n = 0; n < 3; n++, idx_i++)
						{
							int vtx_i = idx_buffer ? idx_buffer[idx_i] : idx_i;
							ImDrawVert& v = draw_list->VtxBuffer[vtx_i];
							triangles_pos[n] = v.pos;
							buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
								(n == 0) ? "idx" : "   ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
						}
						ui::Selectable(buf, false);
						if (ui::IsItemHovered())
						{
							ImDrawListFlags backup_flags = overlay_draw_list->Flags;
							overlay_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles.
							overlay_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255, 255, 0, 255), true, 1.0f);
							overlay_draw_list->Flags = backup_flags;
						}
					}
				ui::TreePop();
			}
			ui::TreePop();
		}

		static void NodeWindows(ImVector<ImGuiWindow*>& windows, const char* label)
		{
			if (!ui::TreeNode(label, "%s (%d)", label, windows.Size))
				return;
			for (int i = 0; i < windows.Size; i++)
				Funcs::NodeWindow(windows[i], "Window");
			ui::TreePop();
		}

		static void NodeWindow(ImGuiWindow* window, const char* label)
		{
			if (!ui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window))
				return;
			ImGuiWindowFlags flags = window->Flags;
			NodeDrawList(window, window->DrawList, "DrawList");
			ui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y);
			ui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
				(flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
				(flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
				(flags & ImGuiWindowFlags_NoMouseInputs) ? "NoMouseInputs" : "", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
			ui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, GetWindowScrollMaxX(window), window->Scroll.y, GetWindowScrollMaxY(window));
			ui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
			ui::BulletText("Appearing: %d, Hidden: %d (Reg %d Resize %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesRegular, window->HiddenFramesForResize, window->SkipItems);
			ui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask);
			ui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
			if (!window->NavRectRel[0].IsInverted())
				ui::BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y);
			else
				ui::BulletText("NavRectRel[0]: <None>");
			if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow");
			if (window->ParentWindow != NULL) NodeWindow(window->ParentWindow, "ParentWindow");
			if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows");
			if (window->ColumnsStorage.Size > 0 && ui::TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
			{
				for (int n = 0; n < window->ColumnsStorage.Size; n++)
				{
					const ImGuiColumnsSet* columns = &window->ColumnsStorage[n];
					if (ui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
					{
						ui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->MaxX - columns->MinX, columns->MinX, columns->MaxX);
						for (int column_n = 0; column_n < columns->Columns.Size; column_n++)
							ui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, OffsetNormToPixels(columns, columns->Columns[column_n].OffsetNorm));
						ui::TreePop();
					}
				}
				ui::TreePop();
			}
			ui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair));
			ui::TreePop();
		}

		static void NodeTabBar(ImGuiTabBar* tab_bar)
		{
			// Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
			char buf[256];
			char* p = buf;
			const char* buf_end = buf + IM_ARRAYSIZE(buf);
			ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ui::GetFrameCount() - 2) ? " *Inactive*" : "");
			if (ui::TreeNode(tab_bar, "%s", buf))
			{
				for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
				{
					const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
					ui::PushID(tab);
					if (ui::SmallButton("<")) { TabBarQueueChangeTabOrder(tab_bar, tab, -1); } ui::SameLine(0, 2);
					if (ui::SmallButton(">")) { TabBarQueueChangeTabOrder(tab_bar, tab, +1); } ui::SameLine();
					ui::Text("%02d%c Tab 0x%08X", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID);
					ui::PopID();
				}
				ui::TreePop();
			}
		}
	};

	// Access private state, we are going to display the draw lists from last frame
	ImGuiContext& g = *GImGui;
	Funcs::NodeWindows(g.Windows, "Windows");
	if (ui::TreeNode("DrawList", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size))
	{
		for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++)
			Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList");
		ui::TreePop();
	}
	if (ui::TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
	{
		for (int i = 0; i < g.OpenPopupStack.Size; i++)
		{
			ImGuiWindow* window = g.OpenPopupStack[i].Window;
			ui::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" : "");
		}
		ui::TreePop();
	}
	if (ui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.Data.Size))
	{
		for (int n = 0; n < g.TabBars.Data.Size; n++)
			Funcs::NodeTabBar(g.TabBars.GetByIndex(n));
		ui::TreePop();
	}
	if (ui::TreeNode("Internal state"))
	{
		const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
		ui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
		ui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
		ui::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
		ui::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]);
		ui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
		ui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
		ui::Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
		ui::Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
		ui::Text("NavInputSource: %s", input_source_names[g.NavInputSource]);
		ui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
		ui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId);
		ui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
		ui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
		ui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
		ui::TreePop();
	}


	if (g.IO.KeyCtrl && show_window_begin_order)
	{
		for (int n = 0; n < g.Windows.Size; n++)
		{
			ImGuiWindow* window = g.Windows[n];
			if ((window->Flags & ImGuiWindowFlags_ChildWindow) || !window->WasActive)
				continue;
			char buf[32];
			ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
			float font_size = ui::GetFontSize() * 2;
			ImDrawList* overlay_draw_list = GetOverlayDrawList(window);
			overlay_draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
			overlay_draw_list->AddText(NULL, font_size, window->Pos, IM_COL32(255, 255, 255, 255), buf);
		}
	}
	ui::End();
}

//-----------------------------------------------------------------------------

// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
// 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.
#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
#include "imgui_user.inl"
#endif

//-----------------------------------------------------------------------------












